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Stardew Engine
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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 |
| u8 * | individualTileBytes |
| bool | bSet |
| int | id |
A sprite stored in the atlas.
| int _AtlasSprite::actualHeightPX |
the actual height of the sprite stored in the atlas - used by low level rendering code
| int _AtlasSprite::actualWidthPX |
the actual width of the sprite stored in the atlas - used by low level rendering code
| hAtlas _AtlasSprite::atlas |
| int _AtlasSprite::atlasTopLeftXPx |
| int _AtlasSprite::atlasTopLeftYPx |
| float _AtlasSprite::bottomRightUV_U |
| float _AtlasSprite::bottomRightUV_V |
| bool _AtlasSprite::bSet |
| int _AtlasSprite::heightPx |
the "notional" height that gameplay code should use
| int _AtlasSprite::id |
| u8* _AtlasSprite::individualTileBytes |
| char* _AtlasSprite::name |
| HImage _AtlasSprite::srcImage |
| int _AtlasSprite::srcImageTopLeftXPx |
| int _AtlasSprite::srcImageTopLeftYPx |
| float _AtlasSprite::topLeftUV_U |
| float _AtlasSprite::topLeftUV_V |
| int _AtlasSprite::widthPx |
the "notional" width that gameplay code should use
| 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
| 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