/**************************************************************************/ /* sprite2d.hpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ // THIS FILE IS GENERATED. EDITS WILL BE LOST. #pragma once #include #include #include #include #include #include #include namespace godot { class Texture2D; class Sprite2D : public Node2D { GDEXTENSION_CLASS(Sprite2D, Node2D) public: void set_texture(const Ref &p_texture); Ref get_texture() const; void set_centered(bool p_centered); bool is_centered() const; void set_offset(const Vector2 &p_offset); Vector2 get_offset() const; void set_flip_h(bool p_flip_h); bool is_flipped_h() const; void set_flip_v(bool p_flip_v); bool is_flipped_v() const; void set_region_enabled(bool p_enabled); bool is_region_enabled() const; bool is_pixel_opaque(const Vector2 &p_pos) const; void set_region_rect(const Rect2 &p_rect); Rect2 get_region_rect() const; void set_region_filter_clip_enabled(bool p_enabled); bool is_region_filter_clip_enabled() const; void set_frame(int32_t p_frame); int32_t get_frame() const; void set_frame_coords(const Vector2i &p_coords); Vector2i get_frame_coords() const; void set_vframes(int32_t p_vframes); int32_t get_vframes() const; void set_hframes(int32_t p_hframes); int32_t get_hframes() const; Rect2 get_rect() const; protected: template static void register_virtuals() { Node2D::register_virtuals(); } public: }; } // namespace godot