kaliber/src/engine/animatable.h

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#ifndef ENGINE_SHAPE_H
#define ENGINE_SHAPE_H
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#include "base/vecmath.h"
#include "engine/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::Vector2f& pos);
void Scale(const base::Vector2f& scale);
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void Scale(float scale);
void Rotate(float angle);
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void SetPosition(const base::Vector2f& pos) { position_ = pos; }
void SetSize(const base::Vector2f& size) { size_ = size; }
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void SetTheta(float theta);
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base::Vector2f GetPosition() const { return position_; }
base::Vector2f GetSize() const { return size_ * scale_; }
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float GetTheta() const { return theta_; }
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base::Vector2f GetRotation() const { return rotation_; }
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// 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;
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virtual void SetColor(const base::Vector4f& color) = 0;
virtual base::Vector4f GetColor() const = 0;
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void PlaceToLeftOf(const Animatable& s) {
Translate({s.GetSize().x / -2.0f + GetSize().x / -2.0f, 0});
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}
void PlaceToRightOf(const Animatable& s) {
Translate({s.GetSize().x / 2.0f + GetSize().x / 2.0f, 0});
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}
void PlaceToTopOf(const Animatable& s) {
Translate({0, s.GetSize().y / 2.0f + GetSize().y / 2.0f});
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}
void PlaceToBottomOf(const Animatable& s) {
Translate({0, s.GetSize().y / -2.0f + GetSize().y / -2.0f});
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}
protected:
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base::Vector2f position_ = {0, 0};
base::Vector2f size_ = {1, 1};
base::Vector2f scale_ = {1, 1};
base::Vector2f rotation_ = {0, 1};
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float theta_ = 0;
};
} // namespace eng
#endif // ENGINE_SHAPE_H