godot/scene/2d/sprite_2d.cpp

/**************************************************************************/
/*  sprite_2d.cpp                                                         */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
/*                        https://godotengine.org                         */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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/* permit persons to whom the Software is furnished to do so, subject to  */
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/* included in all copies or substantial portions of the Software.        */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
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#include "sprite_2d.h"

#include "scene/main/window.h"

#ifdef TOOLS_ENABLED
Dictionary Sprite2D::_edit_get_state() const {}

void Sprite2D::_edit_set_state(const Dictionary &p_state) {}

void Sprite2D::_edit_set_pivot(const Point2 &p_pivot) {}

Point2 Sprite2D::_edit_get_pivot() const {}

bool Sprite2D::_edit_use_pivot() const {}

bool Sprite2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {}

Rect2 Sprite2D::_edit_get_rect() const {}

bool Sprite2D::_edit_use_rect() const {}
#endif

Rect2 Sprite2D::get_anchorable_rect() const {}

void Sprite2D::_get_rects(Rect2 &r_src_rect, Rect2 &r_dst_rect, bool &r_filter_clip_enabled) const {}

void Sprite2D::_notification(int p_what) {}

void Sprite2D::set_texture(const Ref<Texture2D> &p_texture) {}

Ref<Texture2D> Sprite2D::get_texture() const {}

void Sprite2D::set_centered(bool p_center) {}

bool Sprite2D::is_centered() const {}

void Sprite2D::set_offset(const Point2 &p_offset) {}

Point2 Sprite2D::get_offset() const {}

void Sprite2D::set_flip_h(bool p_flip) {}

bool Sprite2D::is_flipped_h() const {}

void Sprite2D::set_flip_v(bool p_flip) {}

bool Sprite2D::is_flipped_v() const {}

void Sprite2D::set_region_enabled(bool p_region_enabled) {}

bool Sprite2D::is_region_enabled() const {}

void Sprite2D::set_region_rect(const Rect2 &p_region_rect) {}

Rect2 Sprite2D::get_region_rect() const {}

void Sprite2D::set_region_filter_clip_enabled(bool p_region_filter_clip_enabled) {}

bool Sprite2D::is_region_filter_clip_enabled() const {}

void Sprite2D::set_frame(int p_frame) {}

int Sprite2D::get_frame() const {}

void Sprite2D::set_frame_coords(const Vector2i &p_coord) {}

Vector2i Sprite2D::get_frame_coords() const {}

void Sprite2D::set_vframes(int p_amount) {}

int Sprite2D::get_vframes() const {}

void Sprite2D::set_hframes(int p_amount) {}

int Sprite2D::get_hframes() const {}

bool Sprite2D::is_pixel_opaque(const Point2 &p_point) const {}

Rect2 Sprite2D::get_rect() const {}

void Sprite2D::_validate_property(PropertyInfo &p_property) const {}

void Sprite2D::_texture_changed() {}

void Sprite2D::_bind_methods() {}

Sprite2D::Sprite2D() {}

Sprite2D::~Sprite2D() {}