2D_Engine_C/src/components/sprite_component.c

60 lines
1.8 KiB
C

#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;
}