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#ifndef __JE_PARTICLE_EMMITTER_H__
#define __JE_PARTICLE_EMMITTER_H__

#include <vector>

#include "../../common/je_temporary.h"
#include "../../game/je_gameobject.h"

#include "../je_sprite.h"

#include "je_particle_emitter.h"
#include "je_particle_pool.h"
#include "je_particle.h"

namespace JinEngine
{
    namespace Graphics
    {
        namespace Particles
        {

            ///
            /// Definition of particle system.
            ///
            struct ParticleSystemDef : public Temporary
            {
                uint maxParticleCount = 1;     ///< Max count of particles in pool. 1 by default.

                ParticleEmitterDef emitterDef; ///< Particle emitter definition. 
                ParticleDef particleDef;       ///< Particle definition.
            };

            ///
            /// Particle emitter, handle all particles it emitts.
            ///
            class ParticleSystem : public Game::GameObject
            {
            public:
                ///
                /// Particle system constructor 
                /// 
                /// @param def Definition of particle system.
                ///
                ParticleSystem(const ParticleSystemDef& def);

                ///
                /// Particle system destructor.
                ///
                ~ParticleSystem();

                ///
                /// Render particle system's all particles.
                ///
                void render(int x, int y, float sx = 1, float sy = 1, float r = 0, float ax = 0, float ay = 0);

                ///
                /// Set sprite to render. 
                /// 
                /// @param sprite Sprite to render.
                ///
                void setSprite(Sprite* sprite);

                /// 
                /// Release particle and make it available in particle pool.
                /// 
                void releaseParticle();

            private:
                // Disable default constructor.
                ParticleSystem();

                ///
                /// Sprite to be drawn.
                ///
                Sprite* mSprite;

                ///
                /// Particle emitter.
                ///
                ParticleEmitter mEmitter;
                ParticlePool mParticlePool;

                ///
                /// Alive particles, that means these particles could join to the life cycle loop.
                ///
                std::vector<Particle*> mAliveParticles;

            };

        } // namespace Particles
    } // namespace Graphics
} // namespace JinEngine 

#endif