#include "core/rendering/surface_sprite.hpp" #include "core/rendering/surface.hpp" // Para Surface // Constructor SurfaceSprite::SurfaceSprite(std::shared_ptr surface, float x, float y, float w, float h) : surface_(surface), pos_((SDL_FRect){x, y, w, h}), clip_((SDL_FRect){0.0F, 0.0F, pos_.w, pos_.h}) {} SurfaceSprite::SurfaceSprite(std::shared_ptr surface, SDL_FRect rect) : surface_(surface), pos_(rect), clip_((SDL_FRect){0, 0, pos_.w, pos_.h}) {} SurfaceSprite::SurfaceSprite(std::shared_ptr surface) : surface_(surface), pos_((SDL_FRect){0.0F, 0.0F, surface_->getWidth(), surface_->getHeight()}), clip_(pos_) {} // Muestra el sprite por pantalla void SurfaceSprite::render() { surface_->render(pos_.x, pos_.y, &clip_); } void SurfaceSprite::render(Uint8 source_color, Uint8 target_color) { surface_->renderWithColorReplace(pos_.x, pos_.y, source_color, target_color, &clip_); } // Establece la posición del objeto void SurfaceSprite::setPosition(float x, float y) { pos_.x = x; pos_.y = y; } // Establece la posición del objeto void SurfaceSprite::setPosition(SDL_FPoint p) { pos_.x = p.x; pos_.y = p.y; } // Reinicia las variables a cero void SurfaceSprite::clear() { pos_ = {0, 0, 0, 0}; clip_ = {0, 0, 0, 0}; }