Commit 0a02ea45 authored by Viktor Lidholt's avatar Viktor Lidholt

Merge pull request #521 from vlidholt/master

Adds new Layer class to sprites
parents 03403d08 35bdbbfe
......@@ -650,7 +650,7 @@ class Hud extends NodeWithSize {
_dirtyScore = true;
}
Hud(this.spriteSheetUI) {
Hud(this.spriteSheetUI) : super(Size.zero) {
pivot = Point.origin;
sprtBgScore = new Sprite(spriteSheetUI["scoreboard.png"]);
......
part of sprites;
class Layer extends Node with SpritePaint {
Paint _cachedPaint = new Paint()
..setFilterQuality(FilterQuality.low)
..isAntiAlias = false;
void _prePaint(PaintingCanvas canvas, Matrix4 matrix) {
super._prePaint(canvas, matrix);
_updatePaint(_cachedPaint);
canvas.saveLayer(null, _cachedPaint);
}
void _postPaint(PaintingCanvas canvas, Matrix4 totalMatrix) {
canvas.restore();
super._postPaint(canvas, totalMatrix);
}
}
......@@ -21,9 +21,9 @@ class NodeWithSize extends Node {
/// The default [size] is zero and the default [pivot] point is the origin. Subclasses may change the default values.
///
/// var myNodeWithSize = new NodeWithSize(new Size(1024.0, 1024.0));
NodeWithSize([Size this.size, Point this.pivot]) {
NodeWithSize(Size this.size) {
if (size == null) size = Size.zero;
if (pivot == null) pivot = Point.origin;
pivot = Point.origin;
}
/// Call this method in your [paint] method if you want the origin of your drawing to be the top left corner of the
......
part of sprites;
/// A Sprite is a [Node] that renders a bitmap image to the screen.
class Sprite extends NodeWithSize {
class Sprite extends NodeWithSize with SpritePaint {
/// The texture that the sprite will render to screen.
///
......@@ -15,19 +15,6 @@ class Sprite extends NodeWithSize {
///
/// mySprite.constrainProportions = true;
bool constrainProportions = false;
double _opacity = 1.0;
/// The color to draw on top of the sprite, null if no color overlay is used.
///
/// // Color the sprite red
/// mySprite.colorOverlay = new Color(0x77ff0000);
Color colorOverlay;
/// The transfer mode used when drawing the sprite to screen.
///
/// // Add the colors of the sprite with the colors of the background
/// mySprite.transferMode = TransferMode.plusMode;
TransferMode transferMode;
Paint _cachedPaint = new Paint()
..setFilterQuality(FilterQuality.low)
......@@ -36,7 +23,7 @@ class Sprite extends NodeWithSize {
/// Creates a new sprite from the provided [texture].
///
/// var mySprite = new Sprite(myTexture)
Sprite([this.texture]) {
Sprite([this.texture]) : super(Size.zero) {
if (texture != null) {
size = texture.size;
pivot = texture.pivot;
......@@ -48,7 +35,7 @@ class Sprite extends NodeWithSize {
/// Creates a new sprite from the provided [image].
///
/// var mySprite = new Sprite.fromImage(myImage);
Sprite.fromImage(Image image) {
Sprite.fromImage(Image image) : super(Size.zero) {
assert(image != null);
texture = new Texture(image);
......@@ -57,17 +44,6 @@ class Sprite extends NodeWithSize {
pivot = new Point(0.5, 0.5);
}
/// The opacity of the sprite in the range 0.0 to 1.0.
///
/// mySprite.opacity = 0.5;
double get opacity => _opacity;
void set opacity(double opacity) {
assert(opacity != null);
assert(opacity >= 0.0 && opacity <= 1.0);
_opacity = opacity;
}
void paint(PaintingCanvas canvas) {
// Account for pivot point
applyTransformForPivot(canvas);
......@@ -95,13 +71,7 @@ class Sprite extends NodeWithSize {
canvas.scale(scaleX, scaleY);
// Setup paint object for opacity and transfer mode
_cachedPaint.color = new Color.fromARGB((255.0*_opacity).toInt(), 255, 255, 255);
if (colorOverlay != null) {
_cachedPaint.setColorFilter(new ColorFilter.mode(colorOverlay, TransferMode.srcATop));
}
if (transferMode != null) {
_cachedPaint.setTransferMode(transferMode);
}
_updatePaint(_cachedPaint);
// Do actual drawing of the sprite
texture.drawTexture(canvas, Point.origin, _cachedPaint);
......@@ -112,3 +82,42 @@ class Sprite extends NodeWithSize {
}
}
}
abstract class SpritePaint {
double _opacity = 1.0;
/// The opacity of the sprite in the range 0.0 to 1.0.
///
/// mySprite.opacity = 0.5;
double get opacity => _opacity;
void set opacity(double opacity) {
assert(opacity != null);
assert(opacity >= 0.0 && opacity <= 1.0);
_opacity = opacity;
}
/// The color to draw on top of the sprite, null if no color overlay is used.
///
/// // Color the sprite red
/// mySprite.colorOverlay = new Color(0x77ff0000);
Color colorOverlay;
/// The transfer mode used when drawing the sprite to screen.
///
/// // Add the colors of the sprite with the colors of the background
/// mySprite.transferMode = TransferMode.plusMode;
TransferMode transferMode;
void _updatePaint(Paint paint) {
paint.color = new Color.fromARGB((255.0*_opacity).toInt(), 255, 255, 255);
if (colorOverlay != null) {
_cachedPaint.setColorFilter(new ColorFilter.mode(colorOverlay, TransferMode.srcATop));
}
if (transferMode != null) {
_cachedPaint.setTransferMode(transferMode);
}
}
}
......@@ -21,6 +21,7 @@ import 'package:vector_math/vector_math.dart';
part 'action.dart';
part 'color_secuence.dart';
part 'image_map.dart';
part 'layer.dart';
part 'node.dart';
part 'node3d.dart';
part 'node_with_size.dart';
......
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