#pragma once #include "../Component.h" #include "Color.h" #include "Texture.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: struct FlipSettings { bool flip_x = false; bool flip_y = false; }; struct Data { //! Color tint of the sprite Color color = Color::WHITE; //! Flip settings for the sprite FlipSettings flip; //! Layer sorting level of the sprite const int sorting_in_layer = 0; //! Order within the sorting layer const int order_in_layer = 0; /** * \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_offset = 1; }; public: /** * \brief Constructs a Sprite with specified parameters. * \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, Texture & texture, const Data & ctx); ~Sprite(); //! Texture used for the sprite const Texture texture; Data data; private: /** * \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; //! 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