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#pragma once
#include <memory>
#include <sys/types.h>
#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<Texture> image, const Color & color,
const FlipSettings & flip);
/**
* \brief Destroys the Sprite instance.
*/
~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;
//! width in world units
int width = 0;
//! height in world units
int height = 0;
const double aspect_ratio;
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
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