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Drawable representation of a texture, with its own transformations, color, etc. More...
#include <SFML/Graphics/Sprite.hpp>
Public Member Functions | |
Sprite (const Texture &texture) | |
Construct the sprite from a source texture. | |
Sprite (const Texture &&texture)=delete | |
Disallow construction from a temporary texture. | |
Sprite (const Texture &texture, const IntRect &rectangle) | |
Construct the sprite from a sub-rectangle of a source texture. | |
Sprite (const Texture &&texture, const IntRect &rectangle)=delete | |
Disallow construction from a temporary texture. | |
void | setTexture (const Texture &texture, bool resetRect=false) |
Change the source texture of the sprite. | |
void | setTexture (const Texture &&texture, bool resetRect=false)=delete |
Disallow setting from a temporary texture. | |
void | setTextureRect (const IntRect &rectangle) |
Set the sub-rectangle of the texture that the sprite will display. | |
void | setColor (Color color) |
Set the global color of the sprite. | |
const Texture & | getTexture () const |
Get the source texture of the sprite. | |
const IntRect & | getTextureRect () const |
Get the sub-rectangle of the texture displayed by the sprite. | |
Color | getColor () const |
Get the global color of the sprite. | |
FloatRect | getLocalBounds () const |
Get the local bounding rectangle of the entity. | |
FloatRect | getGlobalBounds () const |
Get the global bounding rectangle of the entity. | |
void | setPosition (Vector2f position) |
set the position of the object | |
void | setRotation (Angle angle) |
set the orientation of the object | |
void | setScale (Vector2f factors) |
set the scale factors of the object | |
void | setOrigin (Vector2f origin) |
set the local origin of the object | |
Vector2f | getPosition () const |
get the position of the object | |
Angle | getRotation () const |
get the orientation of the object | |
Vector2f | getScale () const |
get the current scale of the object | |
Vector2f | getOrigin () const |
get the local origin of the object | |
void | move (Vector2f offset) |
Move the object by a given offset. | |
void | rotate (Angle angle) |
Rotate the object. | |
void | scale (Vector2f factor) |
Scale the object. | |
const Transform & | getTransform () const |
get the combined transform of the object | |
const Transform & | getInverseTransform () const |
get the inverse of the combined transform of the object |
Drawable representation of a texture, with its own transformations, color, etc.
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:
Definition at line 50 of file Sprite.hpp.
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explicit |
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explicitdelete |
Disallow construction from a temporary texture.
Construct the sprite from a sub-rectangle of a source texture.
texture | Source texture |
rectangle | Sub-rectangle of the texture to assign to the sprite |
Disallow construction from a temporary texture.
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nodiscard |
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nodiscard |
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.
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nodiscardinherited |
get the inverse of the combined transform of the object
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nodiscard |
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.
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nodiscardinherited |
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nodiscardinherited |
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nodiscardinherited |
get the orientation of the object
The rotation is always in the range [0, 360].
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nodiscardinherited |
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nodiscard |
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.
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nodiscard |
Get the sub-rectangle of the texture displayed by the sprite.
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nodiscardinherited |
get the combined transform of the object
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inherited |
Move the object by a given offset.
This function adds to the current position of the object, unlike setPosition which overwrites it. Thus, it is equivalent to the following code:
offset | Offset |
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inherited |
Rotate the object.
This function adds to the current rotation of the object, unlike setRotation which overwrites it. Thus, it is equivalent to the following code:
angle | Angle of rotation |
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inherited |
Scale the object.
This function multiplies the current scale of the object, unlike setScale which overwrites it. Thus, it is equivalent to the following code:
factor | Scale factors |
void sf::Sprite::setColor | ( | Color | color | ) |
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.
color | New color of the sprite |
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inherited |
set the local origin of the object
The origin of an object defines the center point for all transformations (position, scale, rotation). The coordinates of this point must be relative to the top-left corner of the object, and ignore all transformations (position, scale, rotation). The default origin of a transformable object is (0, 0).
origin | New origin |
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inherited |
set the position of the object
This function completely overwrites the previous position. See the move function to apply an offset based on the previous position instead. The default position of a transformable object is (0, 0).
position | New position |
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inherited |
set the orientation of the object
This function completely overwrites the previous rotation. See the rotate function to add an angle based on the previous rotation instead. The default rotation of a transformable object is 0.
angle | New rotation |
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inherited |
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delete |
Disallow setting from a temporary texture.
void sf::Sprite::setTexture | ( | const Texture & | texture, |
bool | resetRect = false ) |
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.
texture | New texture |
resetRect | Should the texture rect be reset to the size of the new texture? |
void sf::Sprite::setTextureRect | ( | const IntRect & | rectangle | ) |
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.
rectangle | Rectangle defining the region of the texture to display |