Give the GameScene and Entities something to display, Text, Sprites and AnimatedSprites help bring the world to life. More...
Classes | |
| class | AnimatedSprite |
| class | AnimationSequence |
| class | Color |
| class | Graphic |
| class | GraphicList |
| class | Sprite |
| struct | SpriteFrame |
| class | SpriteManager |
| class | SpriteMap |
| class | SpriteSheet |
| class | Text |
| class | TextureManager |
Typedefs | |
| typedef float | TexelSpace |
| typedef tbCore::uint16 | PixelSpace |
| typedef unsigned int | TextureHandle |
Enumerations | |
| enum | AnchorLocation { kAnchorCenter = 0, kAnchorTopLeft, kAnchorTopCenter, kAnchorTopRight, kAnchorCenterLeft, kAnchorCenterRight, kAnchorBottomLeft, kAnchorBottomCenter, kAnchorBottomRight } |
Variables | |
| SpriteManager | theSpriteManager |
| const TextureHandle | kInvalidTexture |
| TextureManager | theTextureManager |
TODO: TIM : Documentation: This is still early in development and the Graphics framework is still being designed.
Represents a measurement in pixel space be it the width/height of an image in pixels, or the location on the screen or texture in pixels.
| typedef float TurtleBrains::Graphics::TexelSpace |
Represents a value from 0 to 1 in texture space for the width/height or location on a texture.
| typedef unsigned int TurtleBrains::Graphics::TextureHandle |
A TextureHandle is a unique value for each unique texture created with the TextureManager. Use the handle to access the textures properties and to destroy any resources associated.
TODO: TIM: Implementation: Maybe this should be a tiny class/object that automatically cleans up resources?
These locations are used in the Sprite::SetOrigin() which takes an AnchorLocation.
| Enumerator | |
|---|---|
| kAnchorCenter |
This anchor will set the origin to the center of the Sprite horizontally and vertically. |
| kAnchorTopLeft |
This anchor will set the origin to the top-left corner, effectively: SetOrigin(0.0f, 0.0f). |
| kAnchorTopCenter |
This anchor will set the origin to the top and horizontal center of the Sprite. |
| kAnchorTopRight |
This anchor will set the origin to the top and right most corner of the Sprite. |
| kAnchorCenterLeft |
This anchor will set the origin to the center vertically and left most edge of the Sprite. |
| kAnchorCenterRight |
This anchor will set the origin to the center vertically and right most edge of the Sprite. |
| kAnchorBottomLeft |
This anchor will set the origin to the bottom and left most corner of the Sprite. |
| kAnchorBottomCenter |
This anchor will set the origin to the bottom edge and horizontal center of the Sprite. |
| kAnchorBottomRight |
This anchor will set the origin to the bottom and right most corner of the Sprite. |
| const TextureHandle TurtleBrains::Graphics::kInvalidTexture |
This is a constant value that represents a null/invalid texture handle.
| SpriteManager TurtleBrains::Graphics::theSpriteManager |
Instead of creating your own SpriteManager object, this is a way to access it as a singleton. This may turn into a pointer to the object, although the SpriteManager api will remain the same.
| TextureManager TurtleBrains::Graphics::theTextureManager |
Instead of creating your own TextureManager object, this is a way to access it as a singleton. This may turn into a pointer to the object, although the TextureManager api will remain the same.