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#include "../../include/mglpp/graphics/Sprite.hpp"
#include "../../include/mglpp/graphics/Texture.hpp"
extern "C" {
#include <mgl/mgl.h>
}
namespace mgl {
Sprite::Sprite() : Sprite(nullptr, vec2f(0.0f, 0.0f)) {}
Sprite::Sprite(Texture *texture, vec2f position) : texture(texture) {
mgl_sprite_init(&sprite, texture ? texture->internal_texture() : nullptr, position.x, position.y);
}
Sprite::~Sprite() {
}
void Sprite::set_texture(Texture *texture) {
this->texture = texture;
mgl_sprite_set_texture(&sprite, texture ? texture->internal_texture() : nullptr);
}
void Sprite::set_position(vec2f position) {
mgl_sprite_set_position(&sprite, {position.x, position.y});
}
void Sprite::set_color(Color color) {
mgl_sprite_set_color(&sprite, {color.r, color.g, color.b, color.a});
}
vec2f Sprite::get_position() const {
return { sprite.position.x, sprite.position.y };
}
void Sprite::set_scale(vec2f scale) {
sprite.scale = { scale.x, scale.y };
}
void Sprite::set_scale(float scale) {
sprite.scale = { scale, scale };
}
// TODO: Implement
void Sprite::set_rotation(float degrees) {
}
// TODO: Implement
void Sprite::set_origin(vec2f origin) {
}
vec2f Sprite::get_scale() const {
return { sprite.scale.x, sprite.scale.y };
}
const Texture* Sprite::get_texture() const {
return texture;
}
void Sprite::draw(Window&) {
mgl_sprite_draw(mgl_get_context(), &sprite);
}
}
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