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blame: source/code/sago/SagoSprite.cpp

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/*
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  Copyright (c) 2015 Poul Sander
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  Permission is hereby granted, free of charge, to any person
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  obtaining a copy of this software and associated documentation files
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  (the "Software"), to deal in the Software without restriction,
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  including without limitation the rights to use, copy, modify, merge,
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  publish, distribute, sublicense, and/or sell copies of the Software,
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  and to permit persons to whom the Software is furnished to do so,
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  subject to the following conditions:
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  The above copyright notice and this permission notice shall be
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  included in all copies or substantial portions of the Software.
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  THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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  EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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  MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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  NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
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  BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
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  ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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  CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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  SOFTWARE.
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*/
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#include "SagoSprite.hpp"
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namespace sago {
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struct SagoSprite::SagoSpriteData {
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	SDL_Texture* tex;
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	SDL_Rect imgCord;
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	SDL_Rect origin = {};
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	int aniFrames = 0;
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	int aniFrameTime = 0;
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};
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SagoSprite::SagoSprite(const SagoDataHolder& texHolder, const std::string& texture,const SDL_Rect& initImage,const int animationFrames, const int animationFrameLength) {
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	data = new SagoSpriteData();
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	data->tex = texHolder.getTexturePtr(texture);
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	data->imgCord = initImage;
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	data->aniFrames = animationFrames;
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	data->aniFrameTime = animationFrameLength;
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}
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SagoSprite::~SagoSprite() {
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	delete data;
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}
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void SagoSprite::Draw(SDL_Renderer* target, Sint32 frameTime, float x, float y) const {
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	SDL_Rect rect = data->imgCord;
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	rect.x+=rect.w*((frameTime/data->aniFrameTime)%data->aniFrames);
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	SDL_Rect pos = rect;
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	pos.x = x;
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	pos.y = y;
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	SDL_RenderCopy(target, data->tex, &rect, &pos);
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}
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void SagoSprite::Draw(SDL_Renderer* target, Sint32 frameTime, float x, float y, const SDL_Rect& part) const {
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	SDL_Rect rect = data->imgCord;
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	rect.x+=rect.w*((frameTime/data->aniFrameTime)%data->aniFrames);
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	rect.x += part.x;
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	rect.y += part.y;
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	rect.w = part.w;
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	rect.h = part.h;
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	SDL_Rect pos = rect;
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	pos.x = x;
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	pos.y = y;
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	SDL_RenderCopy(target, data->tex, &rect, &pos);
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}
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void SagoSprite::SetOrigin(const SDL_Rect& newOrigin) {
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	data->origin = newOrigin;
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}
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}  //namespace sago