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Diffstat (limited to 'src/crepe/api/Sprite.h')
-rw-r--r-- | src/crepe/api/Sprite.h | 130 |
1 files changed, 130 insertions, 0 deletions
diff --git a/src/crepe/api/Sprite.h b/src/crepe/api/Sprite.h new file mode 100644 index 0000000..3565bed --- /dev/null +++ b/src/crepe/api/Sprite.h @@ -0,0 +1,130 @@ +#pragma once + +#include "../Component.h" +#include "api/Asset.h" + +#include "Color.h" +#include "types.h" + +namespace crepe { + +class SDLContext; +class Animator; +class AnimatorSystem; + +/** + * \brief Represents a renderable sprite component. + * + * A renderable sprite that can be displayed in the game. It includes a texture, color, and + * 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 + int sorting_in_layer = 0; + + //! Order within the sorting layer + 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; + + /** + * \brief gives the user the option to render this in world space or in camera space + * + * - if true will this be rendered in world space this means that the sprite can be + * rendered off the screen + * - if false --> will the sprite be rendered in camera space. this means that the + * coordinates given on the \c Sprite and \c Transform will be inside the camera + */ + bool world_space = true; + }; + +public: + /** + * \param game_id Unique identifier for the game object this sprite belongs to. + * \param texture asset of the image + * \param ctx all the sprite data + */ + Sprite(game_object_id_t id, const Asset & texture, const Data & data); + ~Sprite(); + + //! Texture used for the sprite + const Asset source; + + Data data; + +private: + //! Reads the mask of sprite + friend class SDLContext; + + //! Reads the all the variables plus the mask + friend class Animator; + + //! Reads the all the variables plus the mask + friend class AnimatorSystem; + + /** + * \aspect_ratio the ratio of the sprite image + * + * - this value will only be set by the \c Animator component for the ratio of the Animation + * - if \c Animator component is not added it will not use this ratio (because 0) and will use aspect_ratio of the Asset. + */ + float aspect_ratio = 0; + + struct Rect { + int w = 0; + int h = 0; + int x = 0; + int y = 0; + }; + //! 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 |