Motor de sprites/animacions/surfaces i jugador centrat (v0.2.0)

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JailDesigner committed 2026-04-18 21:02:55 +02:00
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commit de5a670fdb
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#pragma once
#include <SDL3/SDL.h>
#include <memory>
#include <utility>
class Surface;
class Sprite {
public:
Sprite();
Sprite(std::shared_ptr<Surface> surface, float x, float y, float w, float h);
Sprite(std::shared_ptr<Surface> surface, SDL_FRect rect);
explicit Sprite(std::shared_ptr<Surface> surface);
virtual ~Sprite() = default;
virtual void update(float delta_time);
virtual void render();
virtual void clear();
[[nodiscard]] auto getX() const -> float { return pos_.x; }
[[nodiscard]] auto getY() const -> float { return pos_.y; }
[[nodiscard]] auto getWidth() const -> float { return pos_.w; }
[[nodiscard]] auto getHeight() const -> float { return pos_.h; }
[[nodiscard]] auto getPosition() const -> SDL_FRect { return pos_; }
[[nodiscard]] auto getClip() const -> SDL_FRect { return clip_; }
[[nodiscard]] auto getSurface() const -> std::shared_ptr<Surface> { return surface_; }
auto getRect() -> SDL_FRect& { return pos_; }
void setX(float x) { pos_.x = x; }
void setY(float y) { pos_.y = y; }
void setWidth(float w) { pos_.w = w; }
void setHeight(float h) { pos_.h = h; }
void setPosition(float x, float y);
void setPosition(SDL_FPoint p);
void setPosition(SDL_FRect r) { pos_ = r; }
void incX(float value) { pos_.x += value; }
void incY(float value) { pos_.y += value; }
void setClip(SDL_FRect rect) { clip_ = rect; }
void setClip(float x, float y, float w, float h) { clip_ = SDL_FRect{.x = x, .y = y, .w = w, .h = h}; }
void setSurface(std::shared_ptr<Surface> surface) { surface_ = std::move(surface); }
protected:
std::shared_ptr<Surface> surface_{nullptr};
SDL_FRect pos_{.x = 0.0F, .y = 0.0F, .w = 0.0F, .h = 0.0F};
SDL_FRect clip_{.x = 0.0F, .y = 0.0F, .w = 0.0F, .h = 0.0F};
};