Stardew Engine
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_AtlasSprite Struct Reference

A sprite stored in the atlas. More...

#include <Atlas.h>

Data Fields

hAtlas atlas
 
HImage srcImage
 
char * name
 
int srcImageTopLeftXPx
 
int srcImageTopLeftYPx
 
int widthPx
 the "notional" width that gameplay code should use
 
int heightPx
 the "notional" height that gameplay code should use
 
int actualWidthPX
 the actual width of the sprite stored in the atlas - used by low level rendering code
 
int actualHeightPX
 the actual height of the sprite stored in the atlas - used by low level rendering code
 
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
 
int atlasTopLeftXPx
 
int atlasTopLeftYPx
 
float topLeftUV_U
 
float topLeftUV_V
 
float bottomRightUV_U
 
float bottomRightUV_V
 
u8individualTileBytes
 
bool bSet
 
int id
 

Detailed Description

A sprite stored in the atlas.

Field Documentation

◆ actualHeightPX

int _AtlasSprite::actualHeightPX

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

◆ actualWidthPX

int _AtlasSprite::actualWidthPX

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

◆ atlas

hAtlas _AtlasSprite::atlas

◆ atlasTopLeftXPx

int _AtlasSprite::atlasTopLeftXPx

◆ atlasTopLeftYPx

int _AtlasSprite::atlasTopLeftYPx

◆ bottomRightUV_U

float _AtlasSprite::bottomRightUV_U

◆ bottomRightUV_V

float _AtlasSprite::bottomRightUV_V

◆ bSet

bool _AtlasSprite::bSet

◆ heightPx

int _AtlasSprite::heightPx

the "notional" height that gameplay code should use

◆ id

int _AtlasSprite::id

◆ individualTileBytes

u8* _AtlasSprite::individualTileBytes

◆ name

char* _AtlasSprite::name

◆ srcImage

HImage _AtlasSprite::srcImage

◆ srcImageTopLeftXPx

int _AtlasSprite::srcImageTopLeftXPx

◆ srcImageTopLeftYPx

int _AtlasSprite::srcImageTopLeftYPx

◆ topLeftUV_U

float _AtlasSprite::topLeftUV_U

◆ topLeftUV_V

float _AtlasSprite::topLeftUV_V

◆ widthPx

int _AtlasSprite::widthPx

the "notional" width that gameplay code should use

◆ xOffsetToActual

float _AtlasSprite::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

◆ yOffsetToActual

float _AtlasSprite::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


The documentation for this struct was generated from the following file: