#pragma once #include #include "../Component.h" #include "Color.h" #include "Texture.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: struct FlipSettings { bool flip_x = false; bool flip_y = false; }; 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, int height); /** * \brief Destroys the Sprite instance. */ ~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; //! Order within the sorting layer const int order_in_layer; //! height in world units const int height; /** * \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 */ double aspect_ratio; 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; 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; }; } // namespace crepe