#include "core/rendering/surface_sprite.hpp" #include #include "core/rendering/surface.hpp" // Para Surface // Constructor SurfaceSprite::SurfaceSprite(std::shared_ptr surface, float x, float y, float w, float h) : surface_(std::move(surface)), pos_{x, y, w, h}, clip_{0.0F, 0.0F, pos_.w, pos_.h} {} SurfaceSprite::SurfaceSprite(std::shared_ptr surface, SDL_FRect rect) : surface_(std::move(surface)), pos_(rect), clip_{0.0F, 0.0F, pos_.w, pos_.h} {} SurfaceSprite::SurfaceSprite() = default; SurfaceSprite::SurfaceSprite(std::shared_ptr surface) : surface_(std::move(surface)), pos_{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_ = {.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}; } // Actualiza el estado del sprite (time-based) void SurfaceSprite::update(float delta_time) { // Base implementation does nothing (static sprites) (void)delta_time; // Evita warning de parámetro no usado }