Difference between revisions of "Sprite:setStencilOperation"
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=== Description === | === Description === | ||
Allows to set a stencil operation to be used when drawing this sprite. | Allows to set a stencil operation to be used when drawing this sprite. | ||
− | < | + | <syntaxhighlight lang="lua"> |
Sprite:setStencilOperation(op) | Sprite:setStencilOperation(op) | ||
</source> | </source> | ||
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=== Example === | === Example === | ||
'''A glowing ticket effect''': | '''A glowing ticket effect''': | ||
− | < | + | <syntaxhighlight lang="lua"> |
-- STENCILOPERATION @hgy29 | -- STENCILOPERATION @hgy29 | ||
local bg = Bitmap.new(Texture.new("gfx/vip/background.png")) | local bg = Bitmap.new(Texture.new("gfx/vip/background.png")) |
Revision as of 14:31, 13 July 2023
Available since: Gideros 2017.6
Class: Sprite
Description
Allows to set a stencil operation to be used when drawing this sprite. <syntaxhighlight lang="lua"> Sprite:setStencilOperation(op) </source>
The op table can contain the following fields:
- stencilClear: (boolean) whether the stencil should be cleared beforehand
- stencilMask: (integer) the mask value used in stencil operations
- stencilWriteMask: (integer) the mask value used when writing to stencil
- stencilRef: (integer) the reference value used in stencil operations
- stencilFunc: (integer) the stencil function to use
- stencilFail: (integer) the stencil operation when stencil test failed
- depthFail: (integer) the stencil operation when depth test failed
- depthPass: (integer) the stencil operation when depth test has passed
Stencil function and operations code are defined in Sprite.STENCIL_xxx fields and correspond to the GL_xxx relevant values in OpenGL stencil documentation https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glStencilFunc.xhtml.
Parameters
op: (table) a table containing the stencil operation settings, or nil to disable stencil
Example
A glowing ticket effect: <syntaxhighlight lang="lua"> -- STENCILOPERATION @hgy29 local bg = Bitmap.new(Texture.new("gfx/vip/background.png")) local ticket = Bitmap.new(Texture.new("gfx/vip/ticket.png")) local text = Bitmap.new(Texture.new("gfx/vip/text.png")) local fx1 = Bitmap.new(Texture.new("gfx/vip/fx1.png")) local fx2 = Bitmap.new(Texture.new("gfx/vip/fx2.png"))
stage:addChild(bg) bg:setScale(0.5) stage:addChild(ticket) ticket:setPosition(80,20) ticket:setScale(0.5) ticket:addChild(fx1) fx1:setX(-100) fx1:addChild(fx2) fx2:setX(-100) ticket:addChild(text)
-- Use auto layout on ticket to center text automatically ticket:setLayoutParameters{ rowWeights = {1}, columnWeights = {1} } text:setLayoutConstraints{}
-- Use stencil for masking glow: -- 1) Clear stencil and set it to '1' for every pixel drawn on 'ticket' ticket:setStencilOperation{ stencilClear = true, stenciMask = 1, stencilWriteMask = 1, stencilRef = 1, stencilFunc = Sprite.STENCIL_ALWAYS, depthPass = Sprite.STENCIL_REPLACE } --2) Only draw fx1/fx2 if stencil isn't 0 fx1:setStencilOperation{ stencilClear = false, stencilMask = 1, stencilRef = 0, stencilFunc = Sprite.STENCIL_NOTEQUAL }
local dir = 1 stage:addEventListener(Event.ENTER_FRAME, function() if fx1:getX() > 450 then dir = -1 elseif fx1:getX() < -100 then dir = 1 end fx1:setX(fx1:getX() + dir*5) end) </source>
- Sprite:addChild
- Sprite:addChildAt
- Sprite:clearBlendMode
- Sprite:clone
- Sprite:contains
- Sprite:get
- Sprite:getAlpha
- Sprite:getAnchorPoint
- Sprite:getAnchorPosition
- Sprite:getBounds
- Sprite:getChildAt
- Sprite:getChildIndex
- Sprite:getChildrenAtPoint
- Sprite:getClip
- Sprite:getColorTransform
- Sprite:getDrawCount
- Sprite:getHeight
- Sprite:getLayoutConstraints
- Sprite:getLayoutInfo
- Sprite:getLayoutParameters
- Sprite:getMatrix
- Sprite:getNumChildren
- Sprite:getParent
- Sprite:getPosition
- Sprite:getRotation
- Sprite:getRotationX
- Sprite:getRotationY
- Sprite:getScale
- Sprite:getScaleX
- Sprite:getScaleY
- Sprite:getScaleZ
- Sprite:getSize
- Sprite:getSkew
- Sprite:getSkewX
- Sprite:getSkewY
- Sprite:getWidth
- Sprite:getX
- Sprite:getY
- Sprite:getZ
- Sprite:globalToLocal
- Sprite:hitTestPoint
- Sprite:isVisible
- Sprite:localToGlobal
- Sprite:redrawEffects
- Sprite:removeChild
- Sprite:removeChildAt
- Sprite:removeFromParent
- Sprite:set
- Sprite:setAlpha
- Sprite:setAnchorPoint
- Sprite:setAnchorPosition
- Sprite:setBlendMode
- Sprite:setClip
- Sprite:setColorTransform
- Sprite:setEffectConstant
- Sprite:setEffectStack
- Sprite:setGhosts
- Sprite:setLayoutConstraints
- Sprite:setLayoutParameters
- Sprite:setMatrix
- Sprite:setPosition
- Sprite:setRotation
- Sprite:setRotationX
- Sprite:setRotationY
- Sprite:setScale
- Sprite:setScaleX
- Sprite:setScaleY
- Sprite:setScaleZ
- Sprite:setShader
- Sprite:setShaderConstant
- Sprite:setSkew
- Sprite:setSkewX
- Sprite:setSkewY
- Sprite:setStencilOperation
- Sprite:setStopEventPropagation
- Sprite:setVisible
- Sprite:setX
- Sprite:setY
- Sprite:setZ
- Sprite:spriteToLocal
- Sprite:swapChildren
- Sprite:swapChildrenAt
- Sprite.ADD
- Sprite.ALPHA
- Sprite.EFFECT MODE AUTOMATIC
- Sprite.EFFECT MODE CONTINUOUS
- Sprite.EFFECT MODE TRIGGERED
- Sprite.LAYOUT ANCHOR CENTER
- Sprite.LAYOUT ANCHOR EAST
- Sprite.LAYOUT ANCHOR NORTH
- Sprite.LAYOUT ANCHOR NORTHEAST
- Sprite.LAYOUT ANCHOR NORTHWEST
- Sprite.LAYOUT ANCHOR SOUTH
- Sprite.LAYOUT ANCHOR SOUTHEAST
- Sprite.LAYOUT ANCHOR SOUTHWEST
- Sprite.LAYOUT ANCHOR WEST
- Sprite.LAYOUT FILL BOTH
- Sprite.LAYOUT FILL HORIZONTAL
- Sprite.LAYOUT FILL NONE
- Sprite.LAYOUT FILL VERTICAL
- Sprite.MULTIPLY
- Sprite.NO ALPHA
- Sprite.SCREEN
- Sprite.new
- Event.ADDED_TO_STAGE
- Event.ENTER_FRAME
- Event.KEY_CHAR
- Event.KEY_DOWN
- Event.KEY_UP
- Event.LAYOUT_RESIZED
- Event.MOUSE_DOWN
- Event.MOUSE_ENTER
- Event.MOUSE_HOVER
- Event.MOUSE_LEAVE
- Event.MOUSE_MOVE
- Event.MOUSE_UP
- Event.MOUSE_WHEEL
- Event.REMOVED_FROM_STAGE
- Event.TOUCHES_BEGIN
- Event.TOUCHES_CANCEL
- Event.TOUCHES_END
- Event.TOUCHES_MOVE