94 lines
2.9 KiB
C++
94 lines
2.9 KiB
C++
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
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#pragma once
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#include "Engine/Level/Actor.h"
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#include "Engine/Content/Assets/MaterialBase.h"
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#include "Engine/Content/Assets/Texture.h"
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/// <summary>
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/// Sprite rendering object.
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/// </summary>
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API_CLASS() class FLAXENGINE_API SpriteRender : public Actor
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{
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DECLARE_SCENE_OBJECT(SpriteRender);
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private:
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Color _color;
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Vector2 _size;
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MaterialInstance* _materialInstance = nullptr;
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MaterialParameter* _paramImage = nullptr;
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MaterialParameter* _paramColor = nullptr;
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AssetReference<Asset> _quadModel;
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public:
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/// <summary>
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/// Gets the size of the sprite.
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/// </summary>
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API_PROPERTY(Attributes="EditorOrder(0), EditorDisplay(\"Sprite\")")
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Vector2 GetSize() const;
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/// <summary>
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/// Sets the size of the sprite.
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/// </summary>
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API_PROPERTY() void SetSize(const Vector2& value);
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/// <summary>
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/// Gets the color of the sprite. Passed to the sprite material in parameter named `Color`.
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/// </summary>
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API_PROPERTY(Attributes="EditorOrder(10), DefaultValue(typeof(Color), \"1,1,1,1\"), EditorDisplay(\"Sprite\")")
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Color GetColor() const;
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/// <summary>
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/// Sets the color of the sprite. Passed to the sprite material in parameter named `Color`.
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/// </summary>
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API_PROPERTY() void SetColor(const Color& value);
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/// <summary>
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/// The sprite texture to draw.
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/// </summary>
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API_FIELD(Attributes="EditorOrder(20), DefaultValue(null), EditorDisplay(\"Sprite\")")
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AssetReference<Texture> Image;
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/// <summary>
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/// The material used for the sprite rendering. It should contain texture parameter named Image and color parameter named Color.
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/// </summary>
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API_FIELD(Attributes="EditorOrder(20), DefaultValue(null), EditorDisplay(\"Sprite\")")
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AssetReference<MaterialBase> Material;
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/// <summary>
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/// If checked, the sprite will automatically face the view camera, otherwise it will be oriented as an actor.
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/// </summary>
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API_FIELD(Attributes="EditorOrder(30), EditorDisplay(\"Sprite\")")
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bool FaceCamera = true;
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/// <summary>
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/// The draw passes to use for rendering this object. Uncheck `Depth` to disable sprite casting shadows.
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/// </summary>
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API_FIELD(Attributes="EditorOrder(40), DefaultValue(DrawPass.Default), EditorDisplay(\"Sprite\")")
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DrawPass DrawModes = DrawPass::Default;
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private:
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void OnMaterialLoaded();
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void OnImageChanged();
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public:
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// [Actor]
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bool HasContentLoaded() const override;
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void Draw(RenderContext& renderContext) override;
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void DrawGeneric(RenderContext& renderContext) override;
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void Serialize(SerializeStream& stream, const void* otherObj) override;
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void Deserialize(DeserializeStream& stream, ISerializeModifier* modifier) override;
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void OnEndPlay() override;
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protected:
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// [Actor]
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void OnEnable() override;
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void OnDisable() override;
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void OnTransformChanged() override;
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};
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