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iSprite2DState Struct Reference

This interface describes the API for the sprite factory mesh object. More...

#include <sprite2d.h>

Inheritance diagram for iSprite2DState:

iSprite2DFactoryState iBase List of all members.

Public Methods

virtual csColoredVertices & GetVertices ()=0
 Get the vertex array. More...

virtual void CreateRegularVertices (int n, bool setuv)=0
 Set vertices to form a regular n-polygon around (0,0), optionally also set u,v to corresponding coordinates in a texture. More...

virtual void SetUVAnimation (const char *name, int style, bool loop)=0
 Select an UV animation to play. More...

virtual void StopUVAnimation (int idx)=0
 Stop the animation and show the <idx>-th frame. More...

virtual void PlayUVAnimation (int idx, int style, bool loop)=0
 Play the animation starting from the <idx>-th frame. More...


Detailed Description

This interface describes the API for the sprite factory mesh object.

iSprite2DState inherits from iSprite2DFactoryState.

Definition at line 213 of file sprite2d.h.


Member Function Documentation

virtual void iSprite2DState::CreateRegularVertices int    n,
bool    setuv
[pure virtual]
 

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 csColoredVertices& iSprite2DState::GetVertices   [pure virtual]
 

Get the vertex array.

virtual void iSprite2DState::PlayUVAnimation int    idx,
int    style,
bool    loop
[pure virtual]
 

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 iSprite2DState::SetUVAnimation const char *    name,
int    style,
bool    loop
[pure virtual]
 

Select an UV animation to play.

Set name to NULL 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 iSprite2DState::StopUVAnimation int    idx [pure virtual]
 

Stop the animation and show the <idx>-th frame.

Set idx to -1 to stop it at its current position.


The documentation for this struct was generated from the following file:
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