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-rw-r--r--src/crepe/api/Sprite.h139
1 files changed, 90 insertions, 49 deletions
diff --git a/src/crepe/api/Sprite.h b/src/crepe/api/Sprite.h
index 74a55d4..3565bed 100644
--- a/src/crepe/api/Sprite.h
+++ b/src/crepe/api/Sprite.h
@@ -1,26 +1,13 @@
#pragma once
-#include <memory>
-
#include "../Component.h"
+#include "api/Asset.h"
#include "Color.h"
-#include "Texture.h"
+#include "types.h"
namespace crepe {
-struct Rect {
- int w = 0;
- int h = 0;
- int x = 0;
- int y = 0;
-};
-
-struct FlipSettings {
- bool flip_x = false;
- bool flip_y = false;
-};
-
class SDLContext;
class Animator;
class AnimatorSystem;
@@ -32,58 +19,112 @@ 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
+ 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:
- // 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.
- */
- Sprite(game_object_id_t id, const std::shared_ptr<Texture> image, const Color & color,
- const FlipSettings & flip);
-
- /**
- * \brief Destroys the Sprite instance.
+ * \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 std::shared_ptr<Texture> sprite_image;
- //! Color tint of the sprite
- Color color;
- //! Flip settings for the sprite
- FlipSettings flip;
- //! Layer sorting level of the sprite
- uint8_t sorting_in_layer = 0;
- //! Order within the sorting layer
- uint8_t order_in_layer = 0;
+ const Asset source;
-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; }
+ Data data;
private:
- //! Reads the sprite_rect of sprite
+ //! Reads the mask of sprite
friend class SDLContext;
- //! Reads the all the variables plus the sprite_rect
+ //! Reads the all the variables plus the mask
friend class Animator;
- //! Reads the all the variables plus the sprite_rect
+ //! 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
- Rect sprite_rect;
+ // 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