@Override public void flip (boolean x, boolean y) { // Flip texture. if (region.rotate) super.flip(y, x); else super.flip(x, y); float oldOriginX = getOriginX(); float oldOriginY = getOriginY(); float oldOffsetX = region.offsetX; float oldOffsetY = region.offsetY; float widthRatio = getWidthRatio(); float heightRatio = getHeightRatio(); region.offsetX = originalOffsetX; region.offsetY = originalOffsetY; region.flip(x, y); // Updates x and y offsets. originalOffsetX = region.offsetX; originalOffsetY = region.offsetY; region.offsetX *= widthRatio; region.offsetY *= heightRatio; // Update position and origin with new offsets. translate(region.offsetX - oldOffsetX, region.offsetY - oldOffsetY); setOrigin(oldOriginX, oldOriginY); }
@Override public void rotate90 (boolean clockwise) { // Rotate texture. super.rotate90(clockwise); float oldOriginX = getOriginX(); float oldOriginY = getOriginY(); float oldOffsetX = region.offsetX; float oldOffsetY = region.offsetY; float widthRatio = getWidthRatio(); float heightRatio = getHeightRatio(); if (clockwise) { region.offsetX = oldOffsetY; region.offsetY = region.originalHeight * heightRatio - oldOffsetX - region.packedWidth * widthRatio; } else { region.offsetX = region.originalWidth * widthRatio - oldOffsetY - region.packedHeight * heightRatio; region.offsetY = oldOffsetX; } // Update position and origin with new offsets. translate(region.offsetX - oldOffsetX, region.offsetY - oldOffsetY); setOrigin(oldOriginX, oldOriginY); }
@Override public void flip (boolean x, boolean y) { // Flip texture. if (region.rotate) super.flip(y, x); else super.flip(x, y); float oldOriginX = getOriginX(); float oldOriginY = getOriginY(); float oldOffsetX = region.offsetX; float oldOffsetY = region.offsetY; float widthRatio = getWidthRatio(); float heightRatio = getHeightRatio(); region.offsetX = originalOffsetX; region.offsetY = originalOffsetY; region.flip(x, y); // Updates x and y offsets. originalOffsetX = region.offsetX; originalOffsetY = region.offsetY; region.offsetX *= widthRatio; region.offsetY *= heightRatio; // Update position and origin with new offsets. translate(region.offsetX - oldOffsetX, region.offsetY - oldOffsetY); setOrigin(oldOriginX, oldOriginY); }
@Override public void flip (boolean x, boolean y) { // Flip texture. if (region.rotate) super.flip(y, x); else super.flip(x, y); float oldOriginX = getOriginX(); float oldOriginY = getOriginY(); float oldOffsetX = region.offsetX; float oldOffsetY = region.offsetY; float widthRatio = getWidthRatio(); float heightRatio = getHeightRatio(); region.offsetX = originalOffsetX; region.offsetY = originalOffsetY; region.flip(x, y); // Updates x and y offsets. originalOffsetX = region.offsetX; originalOffsetY = region.offsetY; region.offsetX *= widthRatio; region.offsetY *= heightRatio; // Update position and origin with new offsets. translate(region.offsetX - oldOffsetX, region.offsetY - oldOffsetY); setOrigin(oldOriginX, oldOriginY); }
@Override public void rotate90 (boolean clockwise) { // Rotate texture. super.rotate90(clockwise); float oldOriginX = getOriginX(); float oldOriginY = getOriginY(); float oldOffsetX = region.offsetX; float oldOffsetY = region.offsetY; float widthRatio = getWidthRatio(); float heightRatio = getHeightRatio(); if (clockwise) { region.offsetX = oldOffsetY; region.offsetY = region.originalHeight * heightRatio - oldOffsetX - region.packedWidth * widthRatio; } else { region.offsetX = region.originalWidth * widthRatio - oldOffsetY - region.packedHeight * heightRatio; region.offsetY = oldOffsetX; } // Update position and origin with new offsets. translate(region.offsetX - oldOffsetX, region.offsetY - oldOffsetY); setOrigin(oldOriginX, oldOriginY); }
@Override public void rotate90 (boolean clockwise) { // Rotate texture. super.rotate90(clockwise); float oldOriginX = getOriginX(); float oldOriginY = getOriginY(); float oldOffsetX = region.offsetX; float oldOffsetY = region.offsetY; float widthRatio = getWidthRatio(); float heightRatio = getHeightRatio(); if (clockwise) { region.offsetX = oldOffsetY; region.offsetY = region.originalHeight * heightRatio - oldOffsetX - region.packedWidth * widthRatio; } else { region.offsetX = region.originalWidth * widthRatio - oldOffsetY - region.packedHeight * heightRatio; region.offsetY = oldOffsetX; } // Update position and origin with new offsets. translate(region.offsetX - oldOffsetX, region.offsetY - oldOffsetY); setOrigin(oldOriginX, oldOriginY); }