diff options
Diffstat (limited to 'src/crepe/api/Sprite.h')
-rw-r--r-- | src/crepe/api/Sprite.h | 98 |
1 files changed, 46 insertions, 52 deletions
diff --git a/src/crepe/api/Sprite.h b/src/crepe/api/Sprite.h index 354f663..aef6a8d 100644 --- a/src/crepe/api/Sprite.h +++ b/src/crepe/api/Sprite.h @@ -19,73 +19,67 @@ class AnimatorSystem; * flip settings, and is managed in layers with defined sorting orders. */ class Sprite : public Component { - public: struct FlipSettings { bool flip_x = false; bool flip_y = false; }; + struct Data { + //! Color tint of the sprite + Color color; + + //! Flip settings for the sprite + FlipSettings flip; + + //! Layer sorting level of the sprite + const int sorting_in_layer; + + //! Order within the sorting layer + const int order_in_layer; + + /** + * \size width and height of the sprite in game units + * + * if height is filled in and not width it will multiply width by aspect_ratio. + * if width is filled in and not height it will multiply height by aspect_ratio. + * if neither is filled it will not show sprite because size will be zero + * if both are filled will it use the width and height without making sure the aspect_ratio + * is correct + */ + vec2 size; + + //! independent sprite angle. rotating clockwise direction in degrees + double angle_offset = 0; + + //! independent sprite scale multiplier + double scale = 1; + + /** + * \aspect_ratio ratio of the img so that scaling will not become weird + * + * cannot be const because if Animator component is addded then ratio becomes scuffed and + * does it need to be calculated again in the Animator + */ + float aspect_ratio; + }; + 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, const vec2 & size); - - /** - * \brief Destroys the Sprite instance. + * \param texture asset of the image + * \param ctx all the sprite data */ + //TODO: texture is outside the Sprite::Data because of the deleted copy constructer. eventually + // texture will go into data when it becomes asset + Sprite(game_object_id_t id, Texture & texture, const Data & ctx); ~Sprite(); //! Texture used for the sprite - const Texture sprite_image; - - //! Color tint of the sprite - Color color; - - //! Flip settings for the sprite - FlipSettings flip; - - //! Layer sorting level of the sprite - const int sorting_in_layer; + const Texture texture; - //! Order within the sorting layer - const int order_in_layer; - - /** - * \size width and height of the sprite in game units - * - * if height is filled in and not width it will multiply width by aspect_ratio. - * if width is filled in and not height it will multiply height by aspect_ratio. - * if neither is filled it will not show sprite because size will be zero - * if both are filled will it use the width and height without making sure the aspect_ratio - * is correct - */ - vec2 size; - - //! independent sprite angle. rotating clockwise direction in degrees - double angle_offset = 0; - - //! independent sprite scale multiplier - double scale = 1; - - /** - * \aspect_ratio ratio of the img so that scaling will not become weird - * - * cannot be const because if Animator component is addded then ratio becomes scuffed and - * does it need to be calculated again in the Animator - */ - float aspect_ratio; + Data data; private: //! Reads the mask of sprite |