/usr/include/crystalspace-2.0/imesh/sprite2d.h is in libcrystalspace-dev 2.0+dfsg-1build1.
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Copyright (C) 2000 by Jorrit Tyberghein
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Library General Public License for more details.
You should have received a copy of the GNU Library General Public
License along with this library; if not, write to the Free
Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#ifndef __CS_IMESH_SPRITE2D_H__
#define __CS_IMESH_SPRITE2D_H__
/**\file
* 2D sprite (billboard) mesh object
*/
#include "iutil/array.h"
#include "csutil/scf.h"
#include "csutil/dirtyaccessarray.h"
#include "csutil/cscolor.h"
#include "csgeom/vector2.h"
/**\addtogroup meshplugins
* @{ */
struct iMaterialWrapper;
/// A single 2D Sprite vertex.
struct csSprite2DVertex
{
csVector2 pos;
csColor color_init;
csColor color;
float u, v;
bool operator== (const csSprite2DVertex& other)
{
return (pos == other.pos) && (color_init == other.color_init)
&& (color == other.color) && (u == other.u) && (v == other.v);
}
};
struct iColoredVertices : public iArrayChangeAll<csSprite2DVertex>
{
SCF_IARRAYCHANGEALL_INTERFACE(iColoredVertices);
};
/**
* This is a single frame in a UV animation. So its not much more than a set of
* (u.v) coordinates and a duration time.
*/
struct iSprite2DUVAnimationFrame : public virtual iBase
{
SCF_INTERFACE (iSprite2DUVAnimationFrame, 1, 0, 0);
/**
* Give this frame a name.
*/
virtual void SetName (const char *name) = 0;
/**
* Return the name of this frame.
*/
virtual const char *GetName () const = 0;
/**
* Get the u,v coordinates of the idx'th vertex
*/
virtual csVector2 &GetUVCoo (int idx) = 0;
/**
* Get all u,v coordinates
*/
virtual const csVector2 *GetUVCoo () = 0;
/**
* Get the number of (u,v) coordinates
*/
virtual int GetUVCount () = 0;
/**
* Set the (u,v) coordinate of idx'th coordinate. Set idx to -1 to append it.
*/
virtual void SetUV (int idx, float u, float v) = 0;
/**
* Set all (u,v) coordinates and the name and duration
*/
virtual void SetFrameData (const char *name, int duration, int num,
float *uv) = 0;
/**
* Remove the idx'th coordinate.
*/
virtual void RemoveUV (int idx) = 0;
/**
* Return the duration of this frame.
*/
virtual int GetDuration () = 0;
/**
* Set the duration of this frame.
*/
virtual void SetDuration (int duration) = 0;
};
/**
* The animation works by having all frames of an animation sequence
* in a texture at different (u,v) locations, hence the name.
* So it is basically a set of (u,v) coordinates plus a duration number.
* for every frame.
*/
struct iSprite2DUVAnimation : public virtual iBase
{
SCF_INTERFACE (iSprite2DUVAnimation, 1, 0, 0);
/**
* Give this sequence a name.
*/
virtual void SetName (const char *name) = 0;
/**
* return the name of this sequence.
*/
virtual const char *GetName () const = 0;
/**
* Retrieve the number of frames in this animation.
*/
virtual int GetFrameCount () = 0;
/**
* Get the idx'th frame in the animation.
* Set idx to -1 to get the current to be played.
*/
virtual iSprite2DUVAnimationFrame *GetFrame (int idx) = 0;
/**
* Get the frame name in the animation.
*/
virtual iSprite2DUVAnimationFrame *GetFrame (const char *name) = 0;
/**
* Create a new frame that will be inserted before the idx'th frame.
* Set `idx' to -1 to append the frame to the sequence.
*/
virtual iSprite2DUVAnimationFrame *CreateFrame (int idx) = 0;
/**
* Move the frame'th frame before the idx'th frame. Set idx to -1
* to move the frame to the end of the sequence.
*/
virtual void MoveFrame (int frame, int idx) = 0;
/**
* Remove the idx'th from the animation
*/
virtual void RemoveFrame (int idx) = 0;
};
/**
* This interface describes the API for the sprite factory mesh object.
*/
struct iSprite2DFactoryState : public virtual iBase
{
SCF_INTERFACE (iSprite2DFactoryState, 1, 0, 0);
/// Get the vertex array.
virtual iColoredVertices* GetVertices () = 0;
/**
* Set true if this sprite needs lighting (default).
* Otherwise the given colors are used.
* If lighting is disabled then the color_init array
* is copied to the color array.
*/
virtual void SetLighting (bool l) = 0;
/// Return the value of the lighting flag.
virtual bool HasLighting () const = 0;
/**
* Get the number of UVAnimations.
*/
virtual int GetUVAnimationCount () const = 0;
/**
* Create a new UV animation
*/
virtual iSprite2DUVAnimation *CreateUVAnimation () = 0;
/**
* Remove an UV animation
*/
virtual void RemoveUVAnimation (iSprite2DUVAnimation *anim) = 0;
/**
* Get a specific UV animation by name. Returns 0 if not found.
*/
virtual iSprite2DUVAnimation *GetUVAnimation (const char *name) const = 0;
/**
* Get a specific UV animation by index. Returns 0 if not found.
*/
virtual iSprite2DUVAnimation *GetUVAnimation (int idx) const = 0;
};
/**
* This interface describes the API for the sprite factory mesh object.
* iSprite2DState inherits from iSprite2DFactoryState.
*/
struct iSprite2DState : public iSprite2DFactoryState
{
SCF_INTERFACE (iSprite2DState, 1, 1, 1);
/**
* Get the vertex array.
* \warning This may actually be the factory's vertices! If you want to
* modify the vertices call EnsureVertexCopy() first.
*/
virtual iColoredVertices* GetVertices () = 0;
/**
* Set vertices to form a regular n-polygon around (0,0),
* optionally also set u,v to corresponding coordinates in a texture.
* Large n approximates a circle with radius 1. n must be > 2.
*/
virtual void CreateRegularVertices (int n, bool setuv) = 0;
/**
* Select an UV animation to play. Set name to 0 to select
* no animation to show.
* Style:
* 0 .. use the time values supplied in the frames
* > 0 .. every `style' millisecond skip to next frame
* < 0 .. every -1*`style'th frame skip to next frame
* Loop:
* true .. after last frame animations starts over from the beginning
* false .. after last frame the normal texture is shown
*/
virtual void SetUVAnimation (const char *name, int style, bool loop) = 0;
/**
* Get a specific UV animation by name. Returns 0 if not found.
*/
virtual iSprite2DUVAnimation *GetUVAnimation (const char *name) const = 0;
/**
* Get a specific UV animation by index. Returns 0 if not found.
*/
virtual iSprite2DUVAnimation *GetUVAnimation (int idx) const = 0;
/**
* Get a specific UV animation by index. Returns 0 if not found.
*/
virtual iSprite2DUVAnimation *GetUVAnimation (int idx, int &style,
bool &loop) const = 0;
/**
* Stop the animation and show the idx'th frame.
* Set idx to -1 to stop it at its current position.
*/
virtual void StopUVAnimation (int idx) = 0;
/**
* Play the animation starting from the idx'th frame.
* Set idx to -1 to start it fro its current position.
* Style:
* 0 .. use the time values supplied in the frames
* > 0 .. every `style' millisecond skip to next frame
* < 0 .. every -1*`style'th frame skip to next frame
* Loop:
* true .. after last frame animations starts over from the beginning
* false .. after last frame the normal texture is shown
*/
virtual void PlayUVAnimation (int idx, int style, bool loop) = 0;
/**
* Copies the vertices from the factory the mesh object if the mesh object
* doesn't own the vertices.
* This is necessary if vertices are to be changed in the mesh object: without
* copying, changing the vertices affects the mesh factory.
*/
virtual void EnsureVertexCopy () = 0;
};
/** @} */
#endif // __CS_IMESH_SPRITE2D_H__
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