#pragma once #include #include "../Component.h" #include "Color.h" #include "Texture.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; /** * \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: // 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 image, const Color & color, const FlipSettings & flip); /** * \brief Destroys the Sprite instance. */ ~Sprite(); //! Texture used for the sprite const std::shared_ptr 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; 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 this will also be adjusted by the AnimatorSystem if an Animator // object is present in GameObject Rect sprite_rect; }; } // namespace crepe