#include "sprite_component.h" #include "game.h" #include "display.h" #include "memory_alloc.h" // Arg : const char *name inline int sprite_component_init(component_t *component) { sprite_component_data_t *component_data = component->data; component_data->transform_component_data = entity_get_component(component->entity, TRANSFORM_COMPONENT)->data; if(!component_data->transform_component_data) return EXIT_FAILURE; transform_component_data_t *transform_component_data = component_data->transform_component_data; if(sprite_component_set_texture(component_data, "dummy_sheet")) return EXIT_FAILURE; frect_to_rect(&transform_component_data->bounds, &component_data->src_rect); component_data->src_rect.x = 0.0f; component_data->src_rect.y = 0.0f; component_data->flip = false; return EXIT_SUCCESS; } inline int sprite_component_update(component_t *component) { sprite_component_data_t *component_data = component->data; component_data->dst_rect = component_data->transform_component_data->bounds; return EXIT_SUCCESS; } inline int sprite_component_draw(component_t *component) { sprite_component_data_t *component_data = component->data; if(display_draw_texture(component_data->texture, &component_data->src_rect, &component_data->dst_rect, component_data->flip)) return EXIT_FAILURE; return EXIT_SUCCESS; } inline int sprite_component_destroy(component_t *component) { sprite_component_data_t *component_data = component->data; free(component_data); return EXIT_SUCCESS; } inline int sprite_component_set_texture(sprite_component_data_t *component_data, const char *texture_name) { component_data->texture = asset_manager_get_texture(&game.asset_manager, texture_name); if(!component_data->texture) return EXIT_FAILURE; return EXIT_SUCCESS; }