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										 |  |  | /*************************************************************************/ | 
					
						
							|  |  |  | /*  sprite.h                                                             */ | 
					
						
							|  |  |  | /*************************************************************************/ | 
					
						
							|  |  |  | /*                       This file is part of:                           */ | 
					
						
							|  |  |  | /*                           GODOT ENGINE                                */ | 
					
						
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										 |  |  | /*                      https://godotengine.org                          */ | 
					
						
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										 |  |  | /*************************************************************************/ | 
					
						
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										 |  |  | /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */ | 
					
						
							|  |  |  | /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */ | 
					
						
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										 |  |  | /*                                                                       */ | 
					
						
							|  |  |  | /* 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.                */ | 
					
						
							|  |  |  | /*************************************************************************/ | 
					
						
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										 |  |  | #ifndef SPRITE_H
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							|  |  |  | #define SPRITE_H
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							|  |  |  | #include "scene/2d/node_2d.h"
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							|  |  |  | #include "scene/resources/texture.h"
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							|  |  |  | class Sprite : public Node2D { | 
					
						
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										 |  |  | 	GDCLASS(Sprite, Node2D); | 
					
						
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										 |  |  | 	Ref<Texture2D> texture; | 
					
						
							|  |  |  | 	Ref<Texture2D> normal_map; | 
					
						
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										 |  |  | 	Ref<Texture2D> specular; | 
					
						
							|  |  |  | 	Color specular_color; | 
					
						
							|  |  |  | 	float shininess; | 
					
						
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							|  |  |  | 	bool centered; | 
					
						
							|  |  |  | 	Point2 offset; | 
					
						
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							|  |  |  | 	bool hflip; | 
					
						
							|  |  |  | 	bool vflip; | 
					
						
							|  |  |  | 	bool region; | 
					
						
							|  |  |  | 	Rect2 region_rect; | 
					
						
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										 |  |  | 	bool region_filter_clip; | 
					
						
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							|  |  |  | 	int frame; | 
					
						
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							|  |  |  | 	int vframes; | 
					
						
							|  |  |  | 	int hframes; | 
					
						
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										 |  |  | 	void _get_rects(Rect2 &r_src_rect, Rect2 &r_dst_rect, bool &r_filter_clip) const; | 
					
						
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										 |  |  | 	void _texture_changed(); | 
					
						
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										 |  |  | protected: | 
					
						
							|  |  |  | 	void _notification(int p_what); | 
					
						
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										 |  |  | 	static void _bind_methods(); | 
					
						
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										 |  |  | 	virtual void _validate_property(PropertyInfo &property) const; | 
					
						
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										 |  |  | public: | 
					
						
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										 |  |  | #ifdef TOOLS_ENABLED
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										 |  |  | 	virtual Dictionary _edit_get_state() const; | 
					
						
							|  |  |  | 	virtual void _edit_set_state(const Dictionary &p_state); | 
					
						
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										 |  |  | 	virtual void _edit_set_pivot(const Point2 &p_pivot); | 
					
						
							|  |  |  | 	virtual Point2 _edit_get_pivot() const; | 
					
						
							|  |  |  | 	virtual bool _edit_use_pivot() const; | 
					
						
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										 |  |  | 	virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const; | 
					
						
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							|  |  |  | 	virtual Rect2 _edit_get_rect() const; | 
					
						
							|  |  |  | 	virtual bool _edit_use_rect() const; | 
					
						
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										 |  |  | #endif
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							|  |  |  | 	bool is_pixel_opaque(const Point2 &p_point) const; | 
					
						
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										 |  |  | 	void set_texture(const Ref<Texture2D> &p_texture); | 
					
						
							|  |  |  | 	Ref<Texture2D> get_texture() const; | 
					
						
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										 |  |  | 	void set_normal_map(const Ref<Texture2D> &p_texture); | 
					
						
							|  |  |  | 	Ref<Texture2D> get_normal_map() const; | 
					
						
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										 |  |  | 	void set_specular_map(const Ref<Texture2D> &p_texture); | 
					
						
							|  |  |  | 	Ref<Texture2D> get_specular_map() const; | 
					
						
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							|  |  |  | 	void set_specular_color(const Color &p_color); | 
					
						
							|  |  |  | 	Color get_specular_color() const; | 
					
						
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							|  |  |  | 	void set_shininess(float p_shininess); | 
					
						
							|  |  |  | 	float get_shininess() const; | 
					
						
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										 |  |  | 	void set_centered(bool p_center); | 
					
						
							|  |  |  | 	bool is_centered() const; | 
					
						
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										 |  |  | 	void set_offset(const Point2 &p_offset); | 
					
						
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										 |  |  | 	Point2 get_offset() const; | 
					
						
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							|  |  |  | 	void set_flip_h(bool p_flip); | 
					
						
							|  |  |  | 	bool is_flipped_h() const; | 
					
						
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							|  |  |  | 	void set_flip_v(bool p_flip); | 
					
						
							|  |  |  | 	bool is_flipped_v() const; | 
					
						
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							|  |  |  | 	void set_region(bool p_region); | 
					
						
							|  |  |  | 	bool is_region() const; | 
					
						
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										 |  |  | 	void set_region_filter_clip(bool p_enable); | 
					
						
							|  |  |  | 	bool is_region_filter_clip_enabled() const; | 
					
						
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										 |  |  | 	void set_region_rect(const Rect2 &p_region_rect); | 
					
						
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										 |  |  | 	Rect2 get_region_rect() const; | 
					
						
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							|  |  |  | 	void set_frame(int p_frame); | 
					
						
							|  |  |  | 	int get_frame() const; | 
					
						
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										 |  |  | 	void set_frame_coords(const Vector2 &p_coord); | 
					
						
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										 |  |  | 	Vector2 get_frame_coords() const; | 
					
						
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										 |  |  | 	void set_vframes(int p_amount); | 
					
						
							|  |  |  | 	int get_vframes() const; | 
					
						
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							|  |  |  | 	void set_hframes(int p_amount); | 
					
						
							|  |  |  | 	int get_hframes() const; | 
					
						
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										 |  |  | 	Rect2 get_rect() const; | 
					
						
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										 |  |  | 	virtual Rect2 get_anchorable_rect() const; | 
					
						
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										 |  |  | 	Sprite(); | 
					
						
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										 |  |  | 	~Sprite(); | 
					
						
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										 |  |  | }; | 
					
						
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							|  |  |  | #endif // SPRITE_H
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