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authorheavydemon21 <nielsstunnebrink1@gmail.com>2024-11-08 17:31:25 +0100
committerheavydemon21 <nielsstunnebrink1@gmail.com>2024-11-08 17:31:25 +0100
commit91a277c69fd5f8ba814adc1006a49c7415ff65be (patch)
tree5545e9a9374e017a45ea56a81c2b7e24091cbcc2 /src/crepe/api/Sprite.h
parentcb6aae1751a95a29bc04d805d9cc9135b5c54c1e (diff)
updated to satisfy the code review
Diffstat (limited to 'src/crepe/api/Sprite.h')
-rw-r--r--src/crepe/api/Sprite.h36
1 files changed, 13 insertions, 23 deletions
diff --git a/src/crepe/api/Sprite.h b/src/crepe/api/Sprite.h
index 51cb860..1db32d7 100644
--- a/src/crepe/api/Sprite.h
+++ b/src/crepe/api/Sprite.h
@@ -10,13 +10,6 @@
namespace crepe {
-/**
- * \struct Rect
- * \brief Represents a rectangle area for rendering.
- *
- * Everything within the defined rectangle will be rendered.
- * The SDLContext will translate this into the library's rectangle structure.
- */
struct Rect {
int w = 0;
int h = 0;
@@ -24,29 +17,16 @@ struct Rect {
int y = 0;
};
-/**
- * \struct FlipSettings
- * \brief Flip settings for the sprite.
- *
- * Defines the horizontal and vertical flip settings for a sprite, which the
- * SDLContext will translate into the corresponding settings for the library.
- */
struct FlipSettings {
bool flip_x = false;
bool flip_y = false;
};
-//! Forward declaration of the SDLContext facade.
class SDLContext;
-
-//! Forward declaration of the Animator class.
class Animator;
-
-//! Forward declaration of the AnimatorSystem class.
class AnimatorSystem;
/**
- * \class Sprite
* \brief Represents a renderable sprite component.
*
* A renderable sprite that can be displayed in the game. It includes a texture,
@@ -55,6 +35,9 @@ class AnimatorSystem;
class Sprite : public Component {
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.
@@ -78,23 +61,30 @@ public:
//! Flip settings for the sprite
FlipSettings flip;
//! Layer sorting level of the sprite
- uint8_t sorting_in_layer;
+ uint8_t sorting_in_layer = 0;
//! Order within the sorting layer
- uint8_t order_in_layer;
+ uint8_t order_in_layer = 0;
public:
/**
* \brief Gets the maximum number of instances allowed for this sprite.
* \return Maximum instance count as an integer.
+ *
+ * For now is this number randomly picked. I think it will eventually be 1.
*/
virtual int get_instances_max() const { return 10; }
private:
+ //! Reads the sprite_rect of sprite
friend class SDLContext;
+
+ //! Reads the all the variables plus the sprite_rect
friend class Animator;
+
+ //! Reads the all the variables plus the sprite_rect
friend class AnimatorSystem;
- //! Render area of the sprite
+ //! Render area of the sprite this will also be adjusted by the AnimatorSystem if an Animator object is present in GameObject
Rect sprite_rect;
};