spacebox/src/Sprite.cpp

202 lines
3.4 KiB
C++

#include "Sprite.hpp"
#include "Game.hpp"
Sprite::Sprite(Node* parent) : Node(parent, true)
{
frame_animation.play();
}
Sprite::Sprite(Node* parent, std::string path) : Sprite(parent)
{
associate(path);
}
void Sprite::set_frame_length(float length)
{
frame_animation.set_frame_length(length);
}
void Sprite::associate(std::string path)
{
if (fs::is_regular_file(path))
{
frame_paths.push_back(fs::path(path));
}
else if (fs::is_directory(path))
{
fs::directory_iterator directory(path);
std::vector<fs::path> paths;
std::copy(directory, fs::directory_iterator(), std::back_inserter(paths));
std::sort(paths.begin(), paths.end());
for (const fs::path &name : paths)
{
std::cout << "associating " << name << std::endl;
frame_paths.push_back(name);
}
}
else
{
std::ostringstream message;
message << "invalid path " << path;
get_root()->print_error(message.str());
}
}
void Sprite::load()
{
for (const fs::path &path : frame_paths)
{
load_file(path);
}
}
void Sprite::load_file(fs::path path)
{
Game *game = get_root();
SDL_Texture *texture = IMG_LoadTexture(game->renderer, path.string().c_str());
if (not texture)
{
game->print_sdl_error("Could not load image");
}
else
{
add_frame(texture);
}
}
void Sprite::add_frame(SDL_Texture* texture)
{
int w, h;
SDL_QueryTexture(texture, NULL, NULL, &w, &h);
if (box.get_w() < w)
{
box.set_w(w);
}
if (box.get_h() < h)
{
box.set_h(h);
}
frames.push_back(texture);
}
void Sprite::unload()
{
while (not frames.empty())
{
SDL_DestroyTexture(frames.back());
frames.pop_back();
}
box.zero();
}
void Sprite::advance_frame()
{
if (++frame_ii >= frames.size())
{
frame_ii = 0;
}
}
void Sprite::hide()
{
is_hidden = true;
}
void Sprite::unhide()
{
is_hidden = false;
}
void Sprite::toggle_hidden()
{
is_hidden = !is_hidden;
}
void Sprite::set_step(glm::vec2 s)
{
step.x = s.x;
step.y = s.y;
}
float Sprite::get_w()
{
return box.get_w();
}
float Sprite::get_h()
{
return box.get_h();
}
glm::vec2 Sprite::get_size()
{
return box.get_size();
}
float Sprite::get_top()
{
return box.get_top();
}
float Sprite::get_right()
{
return box.get_right();
}
float Sprite::get_bottom()
{
return box.get_bottom();
}
float Sprite::get_left()
{
return box.get_left();
}
glm::vec2 Sprite::get_nw()
{
return box.get_nw();
}
glm::vec2 Sprite::get_north()
{
return box.get_north();
}
glm::vec2 Sprite::get_west()
{
return box.get_west();
}
void Sprite::set_nw(glm::vec2 nw)
{
box.set_nw(nw);
}
void Sprite::move(glm::vec2 delta, bool weighted)
{
Game *game = get_root();
if (weighted)
{
delta = game->weight(delta);
}
box.move(delta);
}
void Sprite::update()
{
if (active)
{
move(step);
frame_animation.update();
blink_animation.update();
if (frames.size() && !is_hidden)
{
SDL_Texture* texture = frames[frame_ii];
SDL_Renderer* renderer = get_root()->renderer;
SDL_SetRenderTarget(renderer, NULL);
SDL_RenderCopyF(renderer, texture, NULL, box.get_rect());
}
}
}