Any kind of asset image, as defined in your stir
script.
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#include <sifteo/asset/image.h>
Public Member Functions | |
AssetGroup & | assetGroup () const |
Access the AssetGroup instance associated with this AssetImage. | |
int | numFrames () const |
Access the number of 'frames' in this image. | |
int | numTiles () const |
Compute the total number of tiles in the image. | |
int | numTilesPerFrame () const |
Compute the total number of tiles per frame (tileWidth * tileHeight) | |
operator const _SYSAssetImage & () const | |
Implicit conversion to system object. | |
Int2 | pixelExtent () const |
Half the size of this image, in pixels. | |
int | pixelHeight () const |
The height of this image, in pixels. | |
Int2 | pixelSize () const |
The (width, height) vector of this image, in pixels. | |
int | pixelWidth () const |
The width of this image, in pixels. | |
Int2 | tileExtent () const |
Half the size of this image, in tiles. | |
int | tileHeight () const |
The height of this image, in tiles. | |
Int2 | tileSize () const |
The (width, height) vector of this image, in tiles. | |
int | tileWidth () const |
The width of this image, in tiles. | |
Any kind of asset image, as defined in your stir
script.
AssetImage acts as the base class for all tiled assets. It does not imply any particular data representation: an AssetImage may be pinned, flat, or compressed.
We don't use actual C++ subclassing here, since we need to be able to statically initialize all kinds of AssetImages. So, each subclass is POD, and we supply implicit conversions from those classes back to AssetImage.
STIR will generate all assets as AssetImage instances unless they were specifically marked as pinned or flat assets.
In a plain AssetImage, it's possible to access the asset's geometry and to draw it with system support. The underlying data, however, should be treated as opaque when working with plain AssetImages.
Sifteo SDK v1.1.0 (see all versions)
Last updated Tue Dec 23 2014, by Doxygen