//////////////////////////////////////////////////////////// // // SFML - Simple and Fast Multimedia Library // Copyright (C) 2007-2025 Laurent Gomila (laurent@sfml-dev.org) // // This software is provided 'as-is', without any express or implied warranty. // In no event will the authors be held liable for any damages arising from the use of this software. // // Permission is granted to anyone to use this software for any purpose, // including commercial applications, and to alter it and redistribute it freely, // subject to the following restrictions: // // 1. The origin of this software must not be misrepresented; // you must not claim that you wrote the original software. // If you use this software in a product, an acknowledgment // in the product documentation would be appreciated but is not required. // // 2. Altered source versions must be plainly marked as such, // and must not be misrepresented as being the original software. // // 3. This notice may not be removed or altered from any source distribution. // //////////////////////////////////////////////////////////// #pragma once //////////////////////////////////////////////////////////// // Headers //////////////////////////////////////////////////////////// #include #include #include #include #include #include #include namespace sf { class Texture; //////////////////////////////////////////////////////////// /// \brief Drawable representation of a texture, with its /// own transformations, color, etc. /// //////////////////////////////////////////////////////////// class SFML_GRAPHICS_API Sprite : public Drawable, public Transformable { public: //////////////////////////////////////////////////////////// /// \brief Construct the sprite from a source texture /// /// \param texture Source texture /// /// \see `setTexture` /// //////////////////////////////////////////////////////////// explicit Sprite(const Texture& texture); //////////////////////////////////////////////////////////// /// \brief Disallow construction from a temporary texture /// //////////////////////////////////////////////////////////// explicit Sprite(const Texture&& texture) = delete; //////////////////////////////////////////////////////////// /// \brief Construct the sprite from a sub-rectangle of a source texture /// /// \param texture Source texture /// \param rectangle Sub-rectangle of the texture to assign to the sprite /// /// \see `setTexture`, `setTextureRect` /// //////////////////////////////////////////////////////////// Sprite(const Texture& texture, const IntRect& rectangle); //////////////////////////////////////////////////////////// /// \brief Disallow construction from a temporary texture /// //////////////////////////////////////////////////////////// Sprite(const Texture&& texture, const IntRect& rectangle) = delete; //////////////////////////////////////////////////////////// /// \brief Change the source texture of the sprite /// /// The `texture` argument refers to a texture that must /// exist as long as the sprite uses it. Indeed, the sprite /// doesn't store its own copy of the texture, but rather keeps /// a pointer to the one that you passed to this function. /// If the source texture is destroyed and the sprite tries to /// use it, the behavior is undefined. /// If `resetRect` is `true`, the `TextureRect` property of /// the sprite is automatically adjusted to the size of the new /// texture. If it is `false`, the texture rect is left unchanged. /// /// \param texture New texture /// \param resetRect Should the texture rect be reset to the size of the new texture? /// /// \see `getTexture`, `setTextureRect` /// //////////////////////////////////////////////////////////// void setTexture(const Texture& texture, bool resetRect = false); //////////////////////////////////////////////////////////// /// \brief Disallow setting from a temporary texture /// //////////////////////////////////////////////////////////// void setTexture(const Texture&& texture, bool resetRect = false) = delete; //////////////////////////////////////////////////////////// /// \brief Set the sub-rectangle of the texture that the sprite will display /// /// The texture rect is useful when you don't want to display /// the whole texture, but rather a part of it. /// By default, the texture rect covers the entire texture. /// /// \param rectangle Rectangle defining the region of the texture to display /// /// \see `getTextureRect`, `setTexture` /// //////////////////////////////////////////////////////////// void setTextureRect(const IntRect& rectangle); //////////////////////////////////////////////////////////// /// \brief Set the global color of the sprite /// /// This color is modulated (multiplied) with the sprite's /// texture. It can be used to colorize the sprite, or change /// its global opacity. /// By default, the sprite's color is opaque white. /// /// \param color New color of the sprite /// /// \see `getColor` /// //////////////////////////////////////////////////////////// void setColor(Color color); //////////////////////////////////////////////////////////// /// \brief Get the source texture of the sprite /// /// The returned reference is const, which means that you can't /// modify the texture when you retrieve it with this function. /// /// \return Reference to the sprite's texture /// /// \see `setTexture` /// //////////////////////////////////////////////////////////// [[nodiscard]] const Texture& getTexture() const; //////////////////////////////////////////////////////////// /// \brief Get the sub-rectangle of the texture displayed by the sprite /// /// \return Texture rectangle of the sprite /// /// \see `setTextureRect` /// //////////////////////////////////////////////////////////// [[nodiscard]] const IntRect& getTextureRect() const; //////////////////////////////////////////////////////////// /// \brief Get the global color of the sprite /// /// \return Global color of the sprite /// /// \see `setColor` /// //////////////////////////////////////////////////////////// [[nodiscard]] Color getColor() const; //////////////////////////////////////////////////////////// /// \brief Get the local bounding rectangle of the entity /// /// The returned rectangle is in local coordinates, which means /// that it ignores the transformations (translation, rotation, /// scale, ...) that are applied to the entity. /// In other words, this function returns the bounds of the /// entity in the entity's coordinate system. /// /// \return Local bounding rectangle of the entity /// //////////////////////////////////////////////////////////// [[nodiscard]] FloatRect getLocalBounds() const; //////////////////////////////////////////////////////////// /// \brief Get the global bounding rectangle of the entity /// /// The returned rectangle is in global coordinates, which means /// that it takes into account the transformations (translation, /// rotation, scale, ...) that are applied to the entity. /// In other words, this function returns the bounds of the /// sprite in the global 2D world's coordinate system. /// /// \return Global bounding rectangle of the entity /// //////////////////////////////////////////////////////////// [[nodiscard]] FloatRect getGlobalBounds() const; private: //////////////////////////////////////////////////////////// /// \brief Draw the sprite to a render target /// /// \param target Render target to draw to /// \param states Current render states /// //////////////////////////////////////////////////////////// void draw(RenderTarget& target, RenderStates states) const override; //////////////////////////////////////////////////////////// /// \brief Update the vertices' positions and texture coordinates /// //////////////////////////////////////////////////////////// void updateVertices(); //////////////////////////////////////////////////////////// // Member data //////////////////////////////////////////////////////////// std::array m_vertices; //!< Vertices defining the sprite's geometry const Texture* m_texture; //!< Texture of the sprite IntRect m_textureRect; //!< Rectangle defining the area of the source texture to display }; } // namespace sf //////////////////////////////////////////////////////////// /// \class sf::Sprite /// \ingroup graphics /// /// `sf::Sprite` is a drawable class that allows to easily display /// a texture (or a part of it) on a render target. /// /// It inherits all the functions from `sf::Transformable`: /// position, rotation, scale, origin. It also adds sprite-specific /// properties such as the texture to use, the part of it to display, /// and some convenience functions to change the overall color of the /// sprite, or to get its bounding rectangle. /// /// `sf::Sprite` works in combination with the `sf::Texture` class, which /// loads and provides the pixel data of a given texture. /// /// The separation of `sf::Sprite` and `sf::Texture` allows more flexibility /// and better performances: indeed a `sf::Texture` is a heavy resource, /// and any operation on it is slow (often too slow for real-time /// applications). On the other side, a `sf::Sprite` is a lightweight /// object which can use the pixel data of a `sf::Texture` and draw /// it with its own transformation/color/blending attributes. /// /// It is important to note that the `sf::Sprite` instance doesn't /// copy the texture that it uses, it only keeps a reference to it. /// Thus, a `sf::Texture` must not be destroyed while it is /// used by a `sf::Sprite` (i.e. never write a function that /// uses a local `sf::Texture` instance for creating a sprite). /// /// See also the note on coordinates and undistorted rendering in `sf::Transformable`. /// /// Usage example: /// \code /// // Load a texture /// const sf::Texture texture("texture.png"); /// /// // Create a sprite /// sf::Sprite sprite(texture); /// sprite.setTextureRect({{10, 10}, {50, 30}}); /// sprite.setColor({255, 255, 255, 200}); /// sprite.setPosition({100.f, 25.f}); /// /// // Draw it /// window.draw(sprite); /// \endcode /// /// \see `sf::Texture`, `sf::Transformable` /// ////////////////////////////////////////////////////////////