Files
aee-arcade/source/core/rendering/sprite/sprite.cpp
T
JailDesignerandClaude Opus 4.7 597402aa1b refactor(core/rendering): esborrar codi mort a Sprite/Surface i inline Sprite::update (DEAD-04/-05/-07/-08/-10 + PATCH-04)
Eliminats mètodes sense callers:
- Sprite::getRect() (DEAD-04)
- Sprite::incX / incY (DEAD-05)
- AnimatedSprite::getCurrentAnimationSize() (DEAD-07)
- Surface::getSurfaceData() (DEAD-08)

Sprite::update passa a ser virtual amb cos buit inline al header, en
lloc de la definició a .cpp amb (void)delta_time; desapareix una línia
de "parxejament" sense alterar la polimorfia (Player::update, heretat
via AnimatedSprite/MovingSprite, continua fent override correctament).
Això tanca DEAD-10 i PATCH-04 alhora.

Els ctors per defecte Sprite()/MovingSprite() s'apunten com WONTFIX al
document: són necessaris per a la cadena de construcció base d'Animated
Sprite (que no delega explícitament al ctor parametritzat).

Build + smoke 5s xvfb OK (exit 124).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-20 09:43:39 +02:00

46 lines
1.3 KiB
C++

#include "core/rendering/sprite/sprite.hpp"
#include <utility>
#include "core/rendering/surface.hpp"
Sprite::Sprite() = default;
Sprite::Sprite(std::shared_ptr<Surface> surface, float x, float y, float w, float h)
: surface_(std::move(surface)),
pos_{.x = x, .y = y, .w = w, .h = h},
clip_{.x = 0.0F, .y = 0.0F, .w = pos_.w, .h = pos_.h} {}
Sprite::Sprite(std::shared_ptr<Surface> surface, SDL_FRect rect)
: surface_(std::move(surface)),
pos_(rect),
clip_{.x = 0.0F, .y = 0.0F, .w = pos_.w, .h = pos_.h} {}
Sprite::Sprite(std::shared_ptr<Surface> surface)
: surface_(std::move(surface)),
pos_{0.0F, 0.0F, static_cast<float>(surface_->getWidth()), static_cast<float>(surface_->getHeight())},
clip_(pos_) {}
void Sprite::render() {
surface_->render(static_cast<int>(pos_.x), static_cast<int>(pos_.y), &clip_);
}
void Sprite::render(Uint8 source_color, Uint8 target_color) {
surface_->renderWithColorReplace(static_cast<int>(pos_.x), static_cast<int>(pos_.y), source_color, target_color, &clip_);
}
void Sprite::setPosition(float x, float y) {
pos_.x = x;
pos_.y = y;
}
void Sprite::setPosition(SDL_FPoint p) {
pos_.x = p.x;
pos_.y = p.y;
}
void Sprite::clear() {
pos_ = {.x = 0.0F, .y = 0.0F, .w = 0.0F, .h = 0.0F};
clip_ = {.x = 0.0F, .y = 0.0F, .w = 0.0F, .h = 0.0F};
}