kaliber/src/engine/animatable.h

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#ifndef SHAPE_H
#define SHAPE_H
#include "../base/vecmath.h"
#include "drawable.h"
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namespace eng {
class Animatable : public Drawable {
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public:
Animatable() = default;
~Animatable() override = default;
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void Translate(const base::Vector2& offset);
void Scale(const base::Vector2& scale);
void Scale(float scale);
void Rotate(float angle);
void SetOffset(const base::Vector2& offset) { offset_ = offset; }
void SetScale(const base::Vector2& scale) { scale_ = scale; }
void SetPivot(const base::Vector2& pivot) { pivot_ = pivot; }
void SetTheta(float theta);
base::Vector2 GetOffset() const { return offset_; }
base::Vector2 GetScale() const { return scale_; }
base::Vector2 GetPivot() const { return pivot_; }
float GetTheta() const { return theta_; }
// Pure virtuals for frame animation support.
virtual void SetFrame(size_t frame) = 0;
virtual size_t GetFrame() const = 0;
virtual size_t GetNumFrames() const = 0;
virtual void SetColor(const base::Vector4& color) = 0;
virtual base::Vector4 GetColor() const = 0;
void PlaceToLeftOf(const Animatable& s) {
Translate({s.GetScale().x / -2.0f + GetScale().x / -2.0f, 0});
}
void PlaceToRightOf(const Animatable& s) {
Translate({s.GetScale().x / 2.0f + GetScale().x / 2.0f, 0});
}
void PlaceToTopOf(const Animatable& s) {
Translate({0, s.GetScale().y / 2.0f + GetScale().y / 2.0f});
}
void PlaceToBottomOf(const Animatable& s) {
Translate({0, s.GetScale().y / -2.0f + GetScale().y / -2.0f});
}
protected:
base::Vector2 offset_ = {0, 0};
base::Vector2 scale_ = {1, 1};
base::Vector2 pivot_ = {0, 0};
base::Vector2 rotation_ = {0, 1};
float theta_ = 0;
};
} // namespace eng
#endif // SHAPE_H