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#include "shaders/je_shader.h"
#include "je_sprite.h"
using namespace JinEngine::Graphics::Shaders;
namespace JinEngine
{
namespace Graphics
{
Sprite::Sprite()
: mShader(nullptr)
, mGraphic(nullptr)
, mScale(1, 1)
, mColor(255, 255, 255, 255)
{
}
Sprite::~Sprite()
{
}
void Sprite::setRotation(float r)
{
mRotation = r;
}
void Sprite::setOrigin(Origin origin)
{
int l = 0, r = 0, t = 0, b = 0;
if (mGraphic != nullptr)
{
r = mGraphic->getWidth();
b = mGraphic->getHeight();
}
switch (origin)
{
case TopLeft:
mOrigin.x = l;
mOrigin.y = t;
break;
case TopCenter:
mOrigin.x = r/2.f;
mOrigin.y = t;
break;
case TopRight:
mOrigin.x = r;
mOrigin.y = t;
break;
case MiddleLeft:
mOrigin.x = l;
mOrigin.y = b/2.f;
break;
case MiddleCenter:
mOrigin.x = r/2.f;
mOrigin.y = b/2.f;
break;
case MiddleRight:
mOrigin.x = r;
mOrigin.y = b/2.f;
break;
case BottomLeft:
mOrigin.x = l;
mOrigin.y = b;
break;
case BottomCenter:
mOrigin.x = r/2.f;
mOrigin.y = b;
break;
case BottomRight:
mOrigin.x = r;
mOrigin.y = b;
break;
}
}
void Sprite::setOrigin(int x, int y)
{
mOrigin.set(x, y);
}
void Sprite::setPosition(int x, int y)
{
mPosition.set(x, y);
}
void Sprite::setScale(float x, float y)
{
mScale.set(x, y);
}
void Sprite::setColor(Color color)
{
mColor = color;
}
void Sprite::setShader(Shader* shader)
{
mShader = shader;
}
void Sprite::setGraphic(const Graphic* graphic)
{
mGraphic = graphic;
}
void Sprite::render()
{
Shader* shader = Shader::getCurrentShader();
Color c = gl.getColor();
gl.setColor(mColor);
if(mShader != nullptr)
mShader->use();
if(mGraphic != nullptr)
mGraphic->render(mPosition.x, mPosition.y, mScale.x, mScale.y, mRotation, mOrigin.x, mOrigin.y);
shader->use();
gl.setColor(c);
}
} // namespace Graphics
} // namespace JinEngine
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