JugiMap Framework
Sprite Class Reference

The Sprite is the base sprite class. More...

#include <jmSprites.h>

Inherited by ComposedSprite, SkeletonSprite, StandardSprite, and TextSprite.

Public Types

enum  Property
 The Property enumerator provides flags for sprite properties. More...
 

Public Member Functions

 Sprite ()
 Constructor. More...
 
SpriteMakePassiveCopy ()
 Create a new sprite which is a passive copy of this sprite. More...
 
SpriteMakeActiveCopy ()
 Create a new sprite which is an active copy of this sprite. More...
 
virtual void CopyProperties (Sprite *_sprite, int copyFlags)
 Copy properties from the given **_sprite**. More...
 
virtual void InitEngineObjects ()
 Initialize the engine sprite. More...
 
virtual void UpdateEngineObjects ()
 Update the engine sprite. More...
 
virtual void DrawEngineSprite ()
 Draw the engine sprite. More...
 
virtual bool IsEngineSpriteInitialized ()
 Returns true if the engine sprite of this sprite has been initialized; otherwise returns false. More...
 
virtual void SetVisible (bool _visible)
 Set the visibility of this sprite. More...
 
bool IsVisible ()
 Returns true if this sprite is visible; otherwise returns false. More...
 
void SetDisabledEngineSpriteUpdate (bool _engineSpriteUsedDirectly)
 Set a boolean flag which indicates if this sprite's engine sprite is used directly. More...
 
bool IsEngineSpriteUsedDirectly ()
 Returns true if this sprite's engine sprite is used directly. More...
 
virtual void UpdateBoundingBox ()
 Update the map bounding box of this sprite. More...
 
Rectf GetBoundingBox ()
 Returns the world bounding rectangle of this sprite. More...
 
virtual void CaptureForLerpDrawing ()
 Capture the sprite properties, usually the position only, required for the lerp drawing. More...
 
SpriteLayerGetLayer ()
 Returns a sprite layer where this sprite is stored. More...
 
SourceSpriteGetSourceSprite ()
 Returns the source sprite of this sprite. More...
 
ComposedSpriteGetParentComposedSprite ()
 Returns the parent composed sprite of this sprite. More...
 
SpriteKind GetKind ()
 Returns the kind of this sprite. More...
 
void SetId (int _id)
 Set the id of this sprite to the given _id. More...
 
int GetId ()
 Returns the id of this sprite. More...
 
void SetName (const std::string &_nameID)
 Set the name of this sprite to the given _nameID. More...
 
std::string GetName ()
 Returns the name of this sprite. More...
 
void SetTag (int _tag)
 Set the tag of this sprite to the given _tag. More...
 
int GetTag ()
 Returns the tag of this sprite. More...
 
void SetCustomObject (CustomObject *_customObject)
 Assign a custom object of this sprite to the given _customObject. More...
 
CustomObjectGetCustomObject ()
 Returns the custom object of this sprite if exists; otherwise returns nullptr. More...
 
std::vector< jugimap::Parameter > & GetParameters ()
 Returns a reference to the vector of stored parameters in this sprite. More...
 
int GetDataFlags ()
 Returns the dataFlags of this sprite. More...
 
void SetPosition (Vec2f _position)
 Set the position of this sprite to the given **_position**. More...
 
Vec2f GetPosition (bool _includeAnimatedProperties=true)
 Returns the position of this sprite. More...
 
Vec2f GetGlobalPosition (bool _includeAnimatedProperties=true)
 Returns the global position of this sprite. More...
 
void SetScale (Vec2f _scale)
 Set the horizontal and vertical scale factor of this sprite to the given **_scale**. More...
 
Vec2f GetScale (bool _includeAnimatedProperties=true)
 Returns the horizontal and vertical scale factor of this sprite. More...
 
Vec2f GetGlobalScale (bool _includeAnimatedProperties=true)
 Returns the global scale factor of this sprite. More...
 
void SetRotation (float _rotation)
 Set the rotation of this sprite to the given **_rotation**. More...
 
float GetRotation (bool _includeAnimatedProperties=true)
 Returns the rotation of this sprite in degrees. More...
 
float GetGlobalRotation (bool _includeAnimatedProperties=true)
 Returns the global rotation of this sprite. More...
 
void SetFlip (Vec2i _flip)
 Set the horizontal and vertical flip factor of this sprite to the given **_flip**. More...
 
Vec2i GetFlip (bool _includeAnimatedProperties=true)
 Returns the horizontal and vertical flip factor of this sprite. More...
 
Vec2i GetGlobalFlip (bool _includeAnimatedProperties=true)
 Returns the horizontal and vertical world flip factor of this sprite. More...
 
virtual void SetHandle (Vec2f _handle)
 Set the handle point of this sprite to the given **_handle** point. More...
 
Vec2f GetHandle ()
 Returns the handle point of this sprite. More...
 
void SetAlpha (float _alpha)
 Set the alpha of this sprite to the given **_alpha**. More...
 
float GetAlpha (bool _includeAnimatedProperties=true)
 Returns the alpha of this sprite. More...
 
void SetOwnBlend (Blend _blend)
 Set the own blend of this sprite to the given **_blend**. More...
 
Blend GetOwnBlend ()
 Returns the own blend of this sprite. More...
 
void SetColorOverlayActive (bool _colorOverlayActive)
 Set to true to make the color overlay active; set to false to disable the color overlay. More...
 
bool IsOverlayColorActive ()
 Returns true if the overlay color of this sprite is active; otherwise returns false. More...
 
void SetColorOverlayRGBA (ColorRGBA _colorOverlayRGBA)
 Set the color overlay of this sprite to the given **_colorOverlayRGBA**. More...
 
ColorRGBA GetOverlayColorRGBA (bool _includeAnimatedProperties=true)
 Returns the overlay color of this sprite. More...
 
void SetColorOverlayBlend (ColorOverlayBlend _colorOverlayBlend)
 Set the color overlay blend of this sprite to the given **_colorOverlayBlend**. More...
 
ColorOverlayBlend GetOverlayColorBlend (bool _includeAnimatedProperties=true)
 Returns the overlay color blend of this sprite. More...
 
AnimatedProperties * GetAnimatedProperties ()
 Returns the pre-animation properties. More...
 
virtual void CreateAnimatedPropertiesIfNone ()
 Store current properties for animation purposes. More...
 
virtual void ResetAnimatedProperties ()
 Set sprite properties to pre-animation state. More...
 
virtual void AppendAnimatedProperties (AnimatedProperties &_ap)
 Set sprite properties from the given **_ap** object. More...
 
virtual bool HasCollider ()
 Returns true if this sprite has assigned a collider; otherwise returns false. More...
 
virtual bool PointInside (Vec2f _pos)
 Returns true if the given point **_pos** is inside the shape(s) of this sprite; otherwise returns false. More...
 
virtual bool Overlaps (Sprite *_sprite)
 Returns true if the shapes of this and the given **_sprite** overelaps; otherwise returns false. More...
 
virtual bool RaycastHit (Vec2f _rayStart, Vec2f _rayEnd, Vec2f &_hitPos)
 Returns true if a ray (line segment) from **_rayStart** to **_rayEnd** 'hits' at the shape(s) of this sprite; otherwise return false. More...
 
void SetChangeFlags (int _changeFlags)
 Set the change flags of this sprite to the given *_changeFlags*. More...
 
void AppendToChangeFlags (int _changeFlags)
 Append the given *_changeFlags* to the change flags of this sprite with a biwise operation. /// The *_changeFlags* must be a value or a bitwise combination of values defined in the Property enumerator. More...
 
int GetChangeFlags ()
 Returns the change flags of this sprite. More...
 
void _SetSourceSprite (SourceSprite *_sourceSprite)
 Set the source sprite of this sprite to the given **_sourceSprite**. More...
 
void _SetLayer (SpriteLayer *_spriteLayer)
 Set the layer of this sprite to the given **_sourceSprite**. More...
 

Protected Member Functions

virtual ~Sprite ()
 Destructor. More...
 

Detailed Description

The Sprite is the base sprite class.

Member Enumeration Documentation

◆ Property

enum Property

The Property enumerator provides flags for sprite properties.

Constructor & Destructor Documentation

◆ Sprite()

Sprite ( )
inline

Constructor.

◆ ~Sprite()

~Sprite ( )
protectedvirtual

Destructor.

Important: Do not delete sprites directly. Use SpriteLayer::RemoveAndDeleteSprite command:

sprite->GetLayer()->RemoveAndDeleteSprite(sprite);

Member Function Documentation

◆ MakePassiveCopy()

Sprite * MakePassiveCopy ( )

Create a new sprite which is a passive copy of this sprite.

Sprites created as passive copies does not have initialized their engine sprite and they are not added to the layer. To display a passive sprite on screen you must turn it into an active copy:

sprite->GetLayer()->AddSprite(sprite);
sprite->InitEngineSprite();

You can also create an active sprite from a passive sprite by using MakeActiveCopy.

See also
MakeActiveCopy

◆ MakeActiveCopy()

Sprite * MakeActiveCopy ( )

Create a new sprite which is an active copy of this sprite.

Sprites created as an active copies are displayed on screen immediately.

See also
MakeActiveCopy

◆ CopyProperties()

void CopyProperties ( Sprite _sprite,
int  copyFlags 
)
virtual

Copy properties from the given **_sprite**.

The given copyFlags must consists of flags defined in the Property enumerator. Important: This function does not copy core sprite properties: source Sprite, layer, parentComposedSprite;

Reimplemented in TextSprite, and StandardSpriteCC.

◆ InitEngineObjects()

virtual void InitEngineObjects ( )
inlinevirtual

Initialize the engine sprite.

This function creates and initialize the engine sprite. It gets called in the SpriteLayer::InitEngineLayer at the map engine initialization but we can use it also to initilaze sprites created with MakePassiveCopy.

Reimplemented in SkeletonSprite, TextSprite, ComposedSprite, SkeletonSpriteAGK, TextSpriteAGK, StandardSpriteAGK, TextSpriteSFML, TextSpriteNC, StandardSpriteNC, TextSpriteCC, StandardSpriteSFML, and StandardSpriteCC.

◆ UpdateEngineObjects()

virtual void UpdateEngineObjects ( )
inlinevirtual

Update the engine sprite.

This function updates the engine sprite when properties of the jugimap sprite change. Usually you don't need to use it as other functions call it when required.

Reimplemented in ComposedSprite, SkeletonSpriteAGK, TextSpriteAGK, StandardSpriteAGK, TextSpriteSFML, TextSpriteNC, StandardSpriteNC, TextSpriteCC, StandardSpriteSFML, and StandardSpriteCC.

◆ DrawEngineSprite()

virtual void DrawEngineSprite ( )
inlinevirtual

Draw the engine sprite.

This function draws the engine sprite on screen. It is applicable only for engines which do not offer automatic drawing (rendering) of sprites.

Reimplemented in ComposedSprite, TextSpriteSFML, and StandardSpriteSFML.

◆ IsEngineSpriteInitialized()

virtual bool IsEngineSpriteInitialized ( )
inlinevirtual

Returns true if the engine sprite of this sprite has been initialized; otherwise returns false.

See also
InitEngineSprite

Reimplemented in TextSpriteAGK, StandardSpriteAGK, TextSpriteSFML, TextSpriteNC, StandardSpriteNC, TextSpriteCC, and StandardSpriteCC.

◆ SetVisible()

void SetVisible ( bool  _visible)
virtual

Set the visibility of this sprite.

Set the visibility of this text.

See also
IsVisible

Reimplemented in ComposedSprite, and SkeletonSpriteAGK.

◆ IsVisible()

bool IsVisible ( )
inline

Returns true if this sprite is visible; otherwise returns false.

See also
IsVisible

◆ SetDisabledEngineSpriteUpdate()

void SetDisabledEngineSpriteUpdate ( bool  _engineSpriteUsedDirectly)
inline

Set a boolean flag which indicates if this sprite's engine sprite is used directly.

By default a jugimap sprite is manipulated via Sprite interface and its engine sprite is updated via UpdateEngineSprite function. If you wish to manipulate the engine sprite directly you should set this flag to true in which case the engine sprite will no longer get updated via UpdateEngineSprite. Be aware that such sprite will also no longer have updated bounding box and colliders. An example of using engine sprites directly is when they are used as dynamic objects in physics engine.

See also
IsEngineSpriteUsedDirectly

◆ IsEngineSpriteUsedDirectly()

bool IsEngineSpriteUsedDirectly ( )
inline

Returns true if this sprite's engine sprite is used directly.

See also
SetEngineSpriteUsedDirectly

◆ UpdateBoundingBox()

virtual void UpdateBoundingBox ( )
inlinevirtual

Update the map bounding box of this sprite.

The dimensions of bounding box are based on the size of the active texture. If a sprite is not scaled or rotated the bounding box and the texture have the same size. Usually you don't need to use this function as other functions call it when required.

Reimplemented in TextSprite, StandardSprite, and ComposedSprite.

◆ GetBoundingBox()

Rectf GetBoundingBox ( )
inline

Returns the world bounding rectangle of this sprite.

See also
UpdateBoundingBox

◆ CaptureForLerpDrawing()

virtual void CaptureForLerpDrawing ( )
inlinevirtual

Capture the sprite properties, usually the position only, required for the lerp drawing.

See also
Globals::SetUseLerpDrawing

Reimplemented in ComposedSprite, and StandardSpriteSFML.

◆ GetLayer()

SpriteLayer* GetLayer ( )
inline

Returns a sprite layer where this sprite is stored.

◆ GetSourceSprite()

SourceSprite* GetSourceSprite ( )
inline

Returns the source sprite of this sprite.

◆ GetParentComposedSprite()

ComposedSprite* GetParentComposedSprite ( )
inline

Returns the parent composed sprite of this sprite.

If this sprite is not inside a composed sprite returns nullptr.

◆ GetKind()

SpriteKind GetKind ( )

Returns the kind of this sprite.

The kind factor is the same as the kind of assigned SourceSprite object.

◆ SetId()

void SetId ( int  _id)
inline

Set the id of this sprite to the given _id.

An id is an arbitrary integer number which can be assigned to a Sprite object in the editor.

See also
GetId

◆ GetId()

int GetId ( )
inline

Returns the id of this sprite.

See also
SetId

◆ SetName()

void SetName ( const std::string &  _nameID)
inline

Set the name of this sprite to the given _nameID.

A name is an arbitrary string which can be assigned to a Sprite object in the editor.

See also
GetName

◆ GetName()

std::string GetName ( )
inline

Returns the name of this sprite.

See also
SetName

◆ SetTag()

void SetTag ( int  _tag)
inline

Set the tag of this sprite to the given _tag.

A tag is an arbitrary integer number which can be assigned to a Sprite object.

See also
GetTag

◆ GetTag()

int GetTag ( )
inline

Returns the tag of this sprite.

See also
SetTag

◆ SetCustomObject()

void SetCustomObject ( CustomObject _customObject)
inline

Assign a custom object of this sprite to the given _customObject.

A custom object is an arbitrary object which can be assigned to a sprite. Important! The sprite takes ownership over the custom object.

See also
GetCustomObject

◆ GetCustomObject()

CustomObject* GetCustomObject ( )
inline

Returns the custom object of this sprite if exists; otherwise returns nullptr.

See also
SetCustomObject

◆ GetParameters()

std::vector<jugimap::Parameter>& GetParameters ( )
inline

Returns a reference to the vector of stored parameters in this sprite.

These are the parameters defined in Jugimap Editor.

◆ GetDataFlags()

int GetDataFlags ( )
inline

Returns the dataFlags of this sprite.

This is an integer defined in JugiMap Editor.

◆ SetPosition()

void SetPosition ( Vec2f  _position)

Set the position of this sprite to the given **_position**.

See also
GetPosition, GetGlobalPosition, GetFullPosition, GetFullGlobalPosition

◆ GetPosition()

Vec2f GetPosition ( bool  _includeAnimatedProperties = true)

Returns the position of this sprite.

This is a local position which is for sprites inside the map layers also a global position. For sprites in layers of a composed sprite this position is relative to the composed sprite coordinate system. If the given *_includeAnimatedProperties* is true, the animated properties are included in the returned value.

See also
GetGlobalPosition, GetFullPosition, GetFullGlobalPosition, SetPosition

◆ GetGlobalPosition()

Vec2f GetGlobalPosition ( bool  _includeAnimatedProperties = true)

Returns the global position of this sprite.

For sprites in map layers this position matches their (local) position. For sprites in layers of a composed sprite this position is their local position converted to global map coordinate system. If the given *_includeAnimatedProperties* is true, the animated properties are included in the returned value.

See also
GetPosition, GetFullPosition, GetFullGlobalPosition, SetPosition

◆ SetScale()

void SetScale ( Vec2f  _scale)

Set the horizontal and vertical scale factor of this sprite to the given **_scale**.

See also
GetScale, GetGlobalScale

◆ GetScale()

Vec2f GetScale ( bool  _includeAnimatedProperties = true)

Returns the horizontal and vertical scale factor of this sprite.

This is a local scale factor which is for sprites inside the map layers also a global scale factor. If the given *_includeAnimatedProperties* is true, the animated properties are included in the returned value.

See also
GetGlobalScale, SetScale

◆ GetGlobalScale()

Vec2f GetGlobalScale ( bool  _includeAnimatedProperties = true)

Returns the global scale factor of this sprite.

For sprites in map layers this scale matches the (local) scale. If the given *_includeAnimatedProperties* is true, the animated properties are included in the returned value.

See also
GetScale, SetScale

◆ SetRotation()

void SetRotation ( float  _rotation)

Set the rotation of this sprite to the given **_rotation**.

The rotation is in degrees.

See also
GetRotation, GetGlobalRotation

◆ GetRotation()

float GetRotation ( bool  _includeAnimatedProperties = true)

Returns the rotation of this sprite in degrees.

This is a local rotation which is for sprites inside the map layers also a global rotation. If the given *_includeAnimatedProperties* is true, the animated properties are included in the returned value.

See also
GetGlobalRotation, SetRotation

◆ GetGlobalRotation()

float GetGlobalRotation ( bool  _includeAnimatedProperties = true)

Returns the global rotation of this sprite.

For sprites in map layers this rotation matches the (local) rotation. If the given *_includeAnimatedProperties* is true, the animated properties are included in the returned value.

See also
GetRotation, SetRotation

◆ SetFlip()

void SetFlip ( Vec2i  _flip)

Set the horizontal and vertical flip factor of this sprite to the given **_flip**.

See also
GetFlip, GetGlobalFlip

◆ GetFlip()

Vec2i GetFlip ( bool  _includeAnimatedProperties = true)

Returns the horizontal and vertical flip factor of this sprite.

The flip value 1 means that a sprite is flipped, the value 0 means that it is not. This is a local flip factor which is for sprites inside the map layers also a global flip factor. If the given *_includeAnimatedProperties* is true, the animated properties are included in the returned value.

See also
GetGlobalFlip, SetFlip

◆ GetGlobalFlip()

Vec2i GetGlobalFlip ( bool  _includeAnimatedProperties = true)

Returns the horizontal and vertical world flip factor of this sprite.

The flip value 1 means that a sprite is flipped, the value 0 means that it is not. For sprites in map layers this flip factor matches the (local) flip factor. If the given *_includeAnimatedProperties* is true, the animated properties are included in the returned value.

See also
GetFlip, SetFlip

◆ SetHandle()

void SetHandle ( Vec2f  _handle)
virtual

Set the handle point of this sprite to the given **_handle** point.

The handle point is a point in the sprite local coordinates, relative to which the sprite transformations are being applied. This point is automatically assigned to the handle point of the active image (for the standard sprites). You can manually use this function to set an arbitrary handle point but be aware that changing the active image will set the sprite handle point again to that of the image. The sprite shapes are also relative to the image handle point and will no longer be correct if you set a different handle point.

◆ GetHandle()

Vec2f GetHandle ( )
inline

Returns the handle point of this sprite.

◆ SetAlpha()

void SetAlpha ( float  _alpha)

Set the alpha of this sprite to the given **_alpha**.

The alpha is an opacity factor in the range of [0.0 - 1.0].

See also
GetAlpha

◆ GetAlpha()

float GetAlpha ( bool  _includeAnimatedProperties = true)

Returns the alpha of this sprite.

See also
SetAlpha

Returns the alpha of this sprite.

If the given *_includeAnimatedProperties* is true, the animated properties are included in the returned value.

See also
SetAlpha

◆ SetOwnBlend()

void SetOwnBlend ( Blend  _blend)

Set the own blend of this sprite to the given **_blend**.

The own blend is a Blend factor assigned to a sprite. If the own blend is not defined (Blend::NOT_DEFINED) then the Blend factor of the sprite layer will be used.

See also
GetOwnBlend

◆ GetOwnBlend()

Blend GetOwnBlend ( )
inline

Returns the own blend of this sprite.

See also
SetOwnBlend

◆ SetColorOverlayActive()

void SetColorOverlayActive ( bool  _colorOverlayActive)

Set to true to make the color overlay active; set to false to disable the color overlay.

The color overlay is a color overlayed over a sprite.

See also
IsOverlayColorActive, SetColorOverlayRGBA, SetColorOverlayBlend

◆ IsOverlayColorActive()

bool IsOverlayColorActive ( )

Returns true if the overlay color of this sprite is active; otherwise returns false.

See also
SetColorOverlayActive, SetColorOverlayRGBA, SetColorOverlayBlend

◆ SetColorOverlayRGBA()

void SetColorOverlayRGBA ( ColorRGBA  _colorOverlayRGBA)

Set the color overlay of this sprite to the given **_colorOverlayRGBA**.

See also
GetColorOverlayRGBA, SetColorOverlayActive, SetColorOverlayBlend

◆ GetOverlayColorRGBA()

ColorRGBA GetOverlayColorRGBA ( bool  _includeAnimatedProperties = true)

Returns the overlay color of this sprite.

If the given *_includeAnimatedProperties* is true, the animated properties are included in the returned value.

See also
SetColorOverlayRGBA,

◆ SetColorOverlayBlend()

void SetColorOverlayBlend ( ColorOverlayBlend  _colorOverlayBlend)

Set the color overlay blend of this sprite to the given **_colorOverlayBlend**.

This blending works the same as blending in painting applications when you overlay layers.

See also
GetColorOverlayBlend, SetColorOverlayActive, SetColorOverlayRGBA

◆ GetOverlayColorBlend()

ColorOverlayBlend GetOverlayColorBlend ( bool  _includeAnimatedProperties = true)

Returns the overlay color blend of this sprite.

If the given *_includeAnimatedProperties* is true, the animated properties are included in the returned value.

See also
SetColorOverlayBlend

◆ GetAnimatedProperties()

AnimatedProperties* GetAnimatedProperties ( )
inline

Returns the pre-animation properties.

◆ CreateAnimatedPropertiesIfNone()

void CreateAnimatedPropertiesIfNone ( )
virtual

Store current properties for animation purposes.

This function is usually called from animation objects.

See also
Collider

◆ ResetAnimatedProperties()

void ResetAnimatedProperties ( )
virtual

Set sprite properties to pre-animation state.

This function is usually called from animation objects.

See also
Collider

Reimplemented in ComposedSprite.

◆ AppendAnimatedProperties()

void AppendAnimatedProperties ( AnimatedProperties &  _ap)
virtual

Set sprite properties from the given **_ap** object.

This function is usually called from animation objects.

See also
Collider

Reimplemented in StandardSprite.

◆ HasCollider()

virtual bool HasCollider ( )
inlinevirtual

Returns true if this sprite has assigned a collider; otherwise returns false.

A collider is assigned to sprites which have SourceSprite with defined sprite shapes.

See also
Collider

Reimplemented in StandardSprite, and ComposedSprite.

◆ PointInside()

virtual bool PointInside ( Vec2f  _pos)
inlinevirtual

Returns true if the given point **_pos** is inside the shape(s) of this sprite; otherwise returns false.

The given point must be in global coordinate system. This function uses a sprite collider to obtain the result. It returns false if this sprite has no collider assigned.

See also
Collider

Reimplemented in TextSprite, StandardSprite, and ComposedSprite.

◆ Overlaps()

virtual bool Overlaps ( Sprite _sprite)
inlinevirtual

Returns true if the shapes of this and the given **_sprite** overelaps; otherwise returns false.

This function uses sprite colliders to obtain the result. It returns false if one or both of sprites is without a collider.

See also
Collider

Reimplemented in StandardSprite, and ComposedSprite.

◆ RaycastHit()

virtual bool RaycastHit ( Vec2f  _rayStart,
Vec2f  _rayEnd,
Vec2f _hitPos 
)
inlinevirtual

Returns true if a ray (line segment) from **_rayStart** to **_rayEnd** 'hits' at the shape(s) of this sprite; otherwise return false.

If the 'hit' occurs its position get stored in the given **_hitPos**. This function uses sprite colliders to obtain the result. It returns false if this sprite has no collider assigned.

See also
Collider

Reimplemented in StandardSprite, and ComposedSprite.

◆ SetChangeFlags()

void SetChangeFlags ( int  _changeFlags)

Set the change flags of this sprite to the given *_changeFlags*.

The *_changeFlags* must be a value or a bitwise combination of values defined in the Property enumerator.

See also
AppendToChangeFlags, GetChangeFlags

◆ AppendToChangeFlags()

void AppendToChangeFlags ( int  _changeFlags)

Append the given *_changeFlags* to the change flags of this sprite with a biwise operation. /// The *_changeFlags* must be a value or a bitwise combination of values defined in the Property enumerator.

See also
SetChangeFlags, GetChangeFlags

◆ GetChangeFlags()

int GetChangeFlags ( )
inline

Returns the change flags of this sprite.

See also
SetChangeFlags, AppendToChangeFlags

◆ _SetSourceSprite()

void _SetSourceSprite ( SourceSprite _sourceSprite)
inline

Set the source sprite of this sprite to the given **_sourceSprite**.

This function must never be used on already created sprites. It should be used only for purposes of manual sprite creation.

◆ _SetLayer()

void _SetLayer ( SpriteLayer _spriteLayer)
inline

Set the layer of this sprite to the given **_sourceSprite**.

This function must never be used on already created sprites. It should be used only for purposes of manual sprite creation.


The documentation for this class was generated from the following files: