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SpriteComponent.h
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41 lines (34 loc) · 1.23 KB
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// ----------------------------------------------------------------
// From Game Programming in C++ by Sanjay Madhav
// Copyright (C) 2017 Sanjay Madhav. All rights reserved.
//
// Released under the BSD License
// See LICENSE in root directory for full details.
// ----------------------------------------------------------------
#pragma once
#include "Component.h"
#include "SDL/SDL.h"
class SpriteComponent : public Component
{
public:
// (Lower draw order corresponds with further back)
SpriteComponent(class Actor* owner, int drawOrder = 100);
~SpriteComponent();
virtual void Draw(class Shader* shader);
virtual void SetTexture(class Texture* texture);
int GetDrawOrder() const { return mDrawOrder; }
int GetTexHeight() const { return mTexHeight; }
int GetTexWidth() const { return mTexWidth; }
void SetVisible(bool visible) { mVisible = visible; }
bool GetVisible() const { return mVisible; }
TypeID GetType() const override { return TSpriteComponent; }
void LoadProperties(const rapidjson::Value& inObj) override;
void SaveProperties(rapidjson::Document::AllocatorType& alloc,
rapidjson::Value& inObj) const override;
protected:
class Texture* mTexture;
int mDrawOrder;
int mTexWidth;
int mTexHeight;
bool mVisible;
};