#include #include "sprite_component.h" #include "../game.h" // Arg : const char *name void sprite_component_init(component_t *component, va_list args) { sprite_component_data_t *component_data = component->component_data.sprite_component_data; component_data->transform_component_data = get_component(component->entity, TRANSFORM_COMPONENT)->component_data.transform_component_data; component_data->srcR = component_data->transform_component_data->bounds; component_data->srcR.x = 0; component_data->srcR.y = 0; component_data->flip = false; sprite_component_set_texture(component_data, va_arg(args, const char *)); } inline void sprite_component_update(component_t *component) { sprite_component_data_t *component_data = component->component_data.sprite_component_data; component_data->dstR = component_data->transform_component_data->bounds; } inline void sprite_component_draw(component_t *component) { sprite_component_data_t *component_data = component->component_data.sprite_component_data; draw_texture(component_data->texture, &component_data->srcR, &component_data->dstR, component_data->flip); } inline void sprite_component_destroy(component_t *component) { kfree(component->component_data.sprite_component_data); } inline void sprite_component_set_texture(sprite_component_data_t *component_data, const char *name) { component_data->texture = texture_manager_get_texture(&game.texture_manager, name); }