McRogueFace/src/UISprite.cpp

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#include "UISprite.h"
UIDrawable* UISprite::click_at(sf::Vector2f point)
{
if (click_callable)
{
if(sprite.getGlobalBounds().contains(point)) return this;
}
return NULL;
}
UISprite::UISprite() {}
UISprite::UISprite(std::shared_ptr<PyTexture> _ptex, int _sprite_index, sf::Vector2f _pos, float _scale)
: ptex(_ptex), sprite_index(_sprite_index)
{
sprite = ptex->sprite(sprite_index, _pos, sf::Vector2f(_scale, _scale));
}
void UISprite::render(sf::Vector2f offset)
{
sprite.move(offset);
Resources::game->getWindow().draw(sprite);
sprite.move(-offset);
}
void UISprite::render(sf::Vector2f offset, sf::RenderTexture& target)
{
sprite.move(offset);
target.draw(sprite);
sprite.move(-offset);
}
void UISprite::setPosition(sf::Vector2f pos)
{
sprite.setPosition(pos);
}
void UISprite::setScale(sf::Vector2f s)
{
sprite.setScale(s);
}
void UISprite::setTexture(std::shared_ptr<PyTexture> _ptex, int _sprite_index)
{
ptex = _ptex;
if (_sprite_index != -1) // if you are changing textures, there's a good chance you need a new index too
sprite_index = _sprite_index;
sprite = ptex->sprite(sprite_index, sprite.getPosition(), sprite.getScale());
}
void UISprite::setSpriteIndex(int _sprite_index)
{
sprite_index = _sprite_index;
sprite = ptex->sprite(sprite_index, sprite.getPosition(), sprite.getScale());
}
sf::Vector2f UISprite::getScale()
{
return sprite.getScale();
}
sf::Vector2f UISprite::getPosition()
{
return sprite.getPosition();
}
std::shared_ptr<PyTexture> UISprite::getTexture()
{
return ptex;
}
int UISprite::getSpriteIndex()
{
return sprite_index;
}
PyObjectsEnum UISprite::derived_type()
{
return PyObjectsEnum::UISPRITE;
}