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Sprite2DComponent.h
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Sprite2DComponent.h
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#pragma once
#ifndef SPRITE_2D_COMPONENT_H // include guard for Sprite2DComponent.h to avoid multiple definitions
#define SPRITE_2D_COMPONENT_H
#include <SFML/Graphics.hpp>
#include "IDrawableComponent.h"
#include "ISerializable.h"
#include "ResourceManager.h"
#include "Sprite2DComponentSchema_generated.h"
//#include "COMPONENT_TYPE.h"
namespace LeaderEngine
{
class Sprite2DComponent : public IDrawableComponent, public ISerializable
{
private :
sf::Texture _texture;
sf::Sprite _sprite;
sf::Vector2f _size;
protected :
void draw(sf::RenderTarget& target, sf::RenderStates states) const override;
std::string _textureName;
public :
Sprite2DComponent();
Sprite2DComponent(const sf::Texture& texture);
Sprite2DComponent(const std::string& textureName);
~Sprite2DComponent();
void Init() override;
void Update(float deltaTime) override;
void SetSize(sf::Vector2f size);
void SetSprite(const sf::Texture& texture);
void SetSpriteByName(const std::string& textureName); // Textures are already loaded in ResourceManager
sf::Sprite& GetSprite();
std::string& GetTextureName();
sf::Vector2f GetSize();
COMPONENT_TYPE GetType() const override;
flatbuffers::Offset<void> Serialize(flatbuffers::FlatBufferBuilder& builder) const override;
std::shared_ptr<ISerializable> Deserialize(const void* buffer) override;
};
}
#endif // SPRITE_2D_COMPONENT_H