#ifndef SSPRITEFILE_HPP #define SSPRITEFILE_HPP #ifndef LIBZELDA_USE_QT #include #include #else #include #include #include #include #include #endif #include #include namespace zelda { namespace Sakura { struct STexture { std::string Filepath; bool Preload; }; class Sprite; #ifndef LIBZELDA_USE_QT class SpriteFile { #else class SpriteFile : public QObject { Q_OBJECT #endif public: /*! * \brief Major */ static const Uint32 Major; /*! * \brief Minor */ static const Uint32 Minor; /*! * \brief Revision */ static const Uint32 Revision; /*! * \brief Patch */ static const Uint32 Build; /*! * \brief Version */ static const Uint32 Version; /*! * \brief Magic */ static const Uint32 Magic; /*! * \brief SSprite */ SpriteFile(); /*! * \brief SSpriteFile * \param width * \param height * \param originX * \param originY */ SpriteFile(Uint32 width, Uint32 height, float originX, float originY); /*! * \brief SSpriteFile * \param size * \param origin */ #ifndef LIBZELDA_USE_QT SpriteFile(const Vector2Di& size, const Vector2Df& origin); #else SpriteFile(const QSize& size, const QPoint& origin); #endif ~SpriteFile(); #ifndef LIBZELDA_USE_QT public: #else public slots: #endif /*! * \brief setSize * \param width * \param height */ void setSize(Uint32 width, Uint32 height); /*! * \brief setSize * \param size */ #ifndef LIBZELDA_USE_QT void setSize(const Vector2Di& size); #else void setSize(const QSize& size); #endif /*! * \brief size * \return */ #ifndef LIBZELDA_USE_QT Vector2Di size() const; #else QSize size() const; #endif /*! * \brief width * \return */ Uint32 width() const; /*! * \brief height * \return */ Uint32 height() const; /*! * \brief setOrigin * \param x * \param y */ void setOrigin(const float x, const float y); /*! * \brief setOrigin * \param origin */ #ifndef LIBZELDA_USE_QT void setOrigin(const Vector2Df& origin); #else void setOrigin(const QPoint& origin); #endif /*! * \brief origin * \return */ #ifndef LIBZELDA_USE_QT Vector2Df origin() const; #else QPoint origin() const; #endif /*! * \brief originX * \return */ float originX() const; /*! * \brief originY * \return */ float originY() const; /*! * \brief addTexture * \param texture */ bool addTexture(STexture* texture); /*! * \brief removeTexture * \param id */ void removeTexture(int id); /*! * \brief texture * \param id * \return */ STexture* texture(Uint32 id); #ifndef LIBZELDA_USE_QT std::vector textures() const; #else QList textures() const; #endif Uint32 textureCount() const; /*! * \brief setTextures * \param textures */ #ifndef LIBZELDA_USE_QT void setTextures(std::vector textures); #else void setTextures(QList textures); #endif void addSprite(Sprite* sprite); #ifndef LIBZELDA_USE_QT void removeSprite(const std::string& name); #else void removeSprite(const QString& name); #endif void removeSprite(Sprite* sprite); #ifndef LIBZELDA_USE_QT void setSprites(std::unordered_map sprites); #else void setSprites(QMap sprites); #endif #ifndef LIBZELDA_USE_QT Sprite* sprite(const std::string& name); std::unordered_map sprites() const; #else Sprite* sprite(const QString& name); QMap sprites() const; #endif Uint32 spriteCount() const; #ifdef LIBZELDA_USE_QT signals: void originChanged(QPoint); void sizeChanged(QSize); #endif private: #ifndef LIBZELDA_USE_QT std::vector m_textures; Vector2Di m_size; Vector2Df m_origin; std::unordered_map m_sprites; #else QList m_textures; QSize m_size; QPoint m_origin; QMap m_sprites; #endif }; } // Sakura } // Zelda #ifdef LIBZELDA_USE_QT Q_DECLARE_METATYPE(zelda::Sakura::SpriteFile*) Q_DECLARE_METATYPE(zelda::Sakura::STexture*) #endif #endif // SSPRITE_HPP