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#ifndef __JE_SPRITE_H__
#define __JE_SPRITE_H__
#include "../common/je_types.h"
#include "../math/je_vector2.hpp"
#include "shaders/je_shader.h"
#include "je_color.h"
namespace JinEngine
{
namespace Graphics
{
///
/// A sprite is unit of rendering. Animation is based on sprite, but not texture or other graphic stuff.
///
class Sprite
{
public:
Sprite();
virtual ~Sprite();
enum Origin
{
TopLeft,
TopCenter,
TopRight,
MiddleLeft,
MiddleCenter,
MiddleRight,
BottomLeft,
BottomCenter,
BottomRight
};
void setQuad(int x, int y, int w, int h);
void setRotation(float r);
void setOrigin(Origin origin);
void setOrigin(int x, int y);
void setPosition(float x, float y);
void setScale(float sx, float sy);
void setColor(Color color);
void setGraphic(const Graphic* graphic);
void move(float x, float y);
void rotate(float r);
void scale(float sx, float sy);
float getRotation() { return mTransform.getRotation(); }
Math::Vector2<int> getSize() { return Math::Vector2<int>(mQuad.w, mQuad.h); }
const Math::Quad& getQuad() { return mQuad; }
const Math::Vector2<float>& getPosition() { return mTransform.getPosition(); }
const Math::Vector2<float>& getOrigin() { return mTransform.getOrigin(); }
const Math::Vector2<float>& getScale() { return mTransform.getScale(); }
const Color& getColor() { return mColor; }
const Graphic* getGraphic() { return mGraphic; }
void render();
private:
///
/// Origin must be 0~1 float value.
///
Math::Transform mTransform;
Color mColor;
Math::Quad mQuad;
bool mIsOriginEnum;
Origin mOriginEnum;
const Graphic* mGraphic;
};
} // namespace Graphics
} // namespace JinEngine
#endif
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