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authorLoek Le Blansch <loek@pipeframe.xyz>2025-01-08 13:14:37 +0100
committerLoek Le Blansch <loek@pipeframe.xyz>2025-01-08 13:14:37 +0100
commit8ea70b897805ff84113758d45a4c5c1a171a77bd (patch)
treeae16972b2c98a41336372816505d55deaa381acf /src/crepe/api/Sprite.h
parent4d5a1570908d47b8f2d3bfa65634f2fb2dcf7e3c (diff)
implement sprite replay
Diffstat (limited to 'src/crepe/api/Sprite.h')
-rw-r--r--src/crepe/api/Sprite.h10
1 files changed, 8 insertions, 2 deletions
diff --git a/src/crepe/api/Sprite.h b/src/crepe/api/Sprite.h
index a3fc319..3565bed 100644
--- a/src/crepe/api/Sprite.h
+++ b/src/crepe/api/Sprite.h
@@ -42,10 +42,10 @@ public:
FlipSettings flip;
//! Layer sorting level of the sprite
- const int sorting_in_layer = 0;
+ int sorting_in_layer = 0;
//! Order within the sorting layer
- const int order_in_layer = 0;
+ int order_in_layer = 0;
/**
* \brief width and height of the sprite in game units
@@ -119,6 +119,12 @@ private:
//! Render area of the sprite this will also be adjusted by the AnimatorSystem if an Animator
// object is present in GameObject. this is in sprite pixels
Rect mask;
+
+protected:
+ virtual std::unique_ptr<Component> save() const;
+ Sprite(const Sprite &) = default;
+ virtual void restore(const Component & snapshot);
+ virtual Sprite & operator=(const Sprite &);
};
} // namespace crepe