Struct _AtlasSprite

ClassList > _AtlasSprite

A sprite stored in the atlas.

  • #include <Atlas.h>

Public Attributes

Type Name
int actualHeightPX
the actual height of the sprite stored in the atlas - used by low level rendering code
int actualWidthPX
the actual width of the sprite stored in the atlas - used by low level rendering code
hAtlas atlas
int atlasTopLeftXPx
int atlasTopLeftYPx
bool bSet
float bottomRightUV_U
float bottomRightUV_V
int heightPx
the "notional" height that gameplay code should use
int id
u8 * individualTileBytes
char * name
HImage srcImage
int srcImageTopLeftXPx
int srcImageTopLeftYPx
float topLeftUV_U
float topLeftUV_V
int widthPx
the "notional" width that gameplay code should use
float xOffsetToActual
the X offset from the point to draw the sprite to the point where it should "actually" be drawn - used by low level rendering code
float yOffsetToActual
the Y offset from the point to draw the sprite to the point where it should "actually" be drawn - used by low level rendering code

Public Attributes Documentation

variable actualHeightPX

the actual height of the sprite stored in the atlas - used by low level rendering code

int _AtlasSprite::actualHeightPX;

variable actualWidthPX

the actual width of the sprite stored in the atlas - used by low level rendering code

int _AtlasSprite::actualWidthPX;

variable atlas

hAtlas _AtlasSprite::atlas;

variable atlasTopLeftXPx

int _AtlasSprite::atlasTopLeftXPx;

variable atlasTopLeftYPx

int _AtlasSprite::atlasTopLeftYPx;

variable bSet

bool _AtlasSprite::bSet;

variable bottomRightUV_U

float _AtlasSprite::bottomRightUV_U;

variable bottomRightUV_V

float _AtlasSprite::bottomRightUV_V;

variable heightPx

the "notional" height that gameplay code should use

int _AtlasSprite::heightPx;

variable id

int _AtlasSprite::id;

variable individualTileBytes

u8* _AtlasSprite::individualTileBytes;

variable name

char* _AtlasSprite::name;

variable srcImage

HImage _AtlasSprite::srcImage;

variable srcImageTopLeftXPx

int _AtlasSprite::srcImageTopLeftXPx;

variable srcImageTopLeftYPx

int _AtlasSprite::srcImageTopLeftYPx;

variable topLeftUV_U

float _AtlasSprite::topLeftUV_U;

variable topLeftUV_V

float _AtlasSprite::topLeftUV_V;

variable widthPx

the "notional" width that gameplay code should use

int _AtlasSprite::widthPx;

variable xOffsetToActual

the X offset from the point to draw the sprite to the point where it should "actually" be drawn - used by low level rendering code

float _AtlasSprite::xOffsetToActual;

variable yOffsetToActual

the Y offset from the point to draw the sprite to the point where it should "actually" be drawn - used by low level rendering code

float _AtlasSprite::yOffsetToActual;


The documentation for this class was generated from the following file /home/runner/work/2DFarmingRPG/2DFarmingRPG/Stardew/engine/include/Atlas.h