diff options
author | Loek Le Blansch <loek@pipeframe.xyz> | 2024-12-07 14:53:01 +0100 |
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committer | Loek Le Blansch <loek@pipeframe.xyz> | 2024-12-07 14:53:01 +0100 |
commit | 5c3ce63558f2d5dec06a124773f910d783bb22aa (patch) | |
tree | 77402408eaba5dab3fb5064628dad1a5fd2be0f1 /src/crepe/api/Sprite.h | |
parent | 1e9e564f3806d07c7b0dc445c4ae2e738350fc83 (diff) | |
parent | fdb4c99e139a264d4e15e6913a3756fc6cccb2f2 (diff) |
merge master
Diffstat (limited to 'src/crepe/api/Sprite.h')
-rw-r--r-- | src/crepe/api/Sprite.h | 92 |
1 files changed, 55 insertions, 37 deletions
diff --git a/src/crepe/api/Sprite.h b/src/crepe/api/Sprite.h index a0e90a0..dbf41e4 100644 --- a/src/crepe/api/Sprite.h +++ b/src/crepe/api/Sprite.h @@ -1,11 +1,10 @@ #pragma once -#include <cstdint> - #include "../Component.h" #include "Color.h" #include "Texture.h" +#include "types.h" namespace crepe { @@ -20,60 +19,79 @@ class AnimatorSystem; * flip settings, and is managed in layers with defined sorting orders. */ class Sprite : public Component { - public: + //! settings to flip the image struct FlipSettings { + //! horizantal flip bool flip_x = false; + //! vertical flip bool flip_y = false; }; + //! Sprite data that does not have to be set in the constructor + struct Data { + /** + * \brief Sprite tint (multiplied) + * + * The sprite texture's pixels are multiplied by this color before being displayed + * (including alpha channel for transparency). + */ + Color color = Color::WHITE; + + //! Flip settings for the sprite + FlipSettings flip; + + //! Layer sorting level of the sprite + const int sorting_in_layer = 0; + + //! Order within the sorting layer + const int order_in_layer = 0; + + /** + * \brief width and height of the sprite in game units + * + * - if exclusively width is specified, the height is calculated using the texture's aspect + * ratio + * - if exclusively height is specified, the width is calculated using the texture's aspect + * ratio + * - if both are specified the texture is streched to fit the specified size + */ + vec2 size = {0, 0}; + + //! independent sprite angle. rotating clockwise direction in degrees + float angle_offset = 0; + + //! independent sprite scale multiplier + float scale_offset = 1; + + //! independent sprite offset position + vec2 position_offset; + }; + public: - // TODO: Loek comment in github #27 will be looked another time - // about shared_ptr Texture /** - * \brief Constructs a Sprite with specified parameters. * \param game_id Unique identifier for the game object this sprite belongs to. - * \param image Shared pointer to the texture for this sprite. - * \param color Color tint applied to the sprite. - * \param flip Flip settings for horizontal and vertical orientation. - * \param order_layer decides the sorting in layer of the sprite. - * \param sort_layer decides the order in layer of the sprite. - * \param height the height of the image in game units - */ - Sprite(game_object_id_t id, Texture & image, const Color & color, - const FlipSettings & flip, int sort_layer, int order_layer, int height); - - /** - * \brief Destroys the Sprite instance. + * \param texture asset of the image + * \param ctx all the sprite data */ + Sprite(game_object_id_t id, Texture & texture, const Data & data); ~Sprite(); //! Texture used for the sprite - const Texture sprite_image; - - //! Color tint of the sprite - Color color; - - //! Flip settings for the sprite - FlipSettings flip; + const Texture texture; - //! Layer sorting level of the sprite - const int sorting_in_layer; - //! Order within the sorting layer - const int order_in_layer; - - //! height in world units - const int height; + Data data; +private: /** - * \aspect_ratio ratio of the img so that scaling will not become weird + * \brief ratio of the img * - * cannot be const because if Animator component is addded then ratio becomes scuffed and - * does it need to be calculated again in the Animator + * - This will multiply one of \c size variable if it is 0. + * - Will be adjusted if \c Animator component is added to an GameObject that is why this + * value cannot be const. */ - double aspect_ratio; + float aspect_ratio; -private: //! Reads the mask of sprite friend class SDLContext; |