#include "SpriteFrame.hpp" #include "SpritePart.hpp" namespace zelda { namespace Sakura { SpriteFrame::SpriteFrame() { } SpriteFrame::SpriteFrame(float offX, float offY, float texX, float texY, Uint32 width, Uint32 height, float frameTime, bool flippedH, bool flippedV) : m_offset(Vector2Df(offX, offY)), m_textureOffset(Vector2Df(texX, texY)), m_size(Vector2Di(width, height)), m_frameTime(frameTime), m_flippedH(flippedH), m_flippedV(flippedV) { } SpriteFrame::SpriteFrame(const Vector2Df& frameOff, const Vector2Df& texOff, const Vector2Di& size, float frameTime, bool flippedH, bool flippedV) : m_offset(frameOff), m_textureOffset(texOff), m_size(size), m_frameTime(frameTime), m_flippedH(flippedH), m_flippedV(flippedV) { } void SpriteFrame::setOffset(float x, float y) { setOffset(Vector2Df(x, y)); } void SpriteFrame::setOffset(const Vector2Df& offset) { m_offset = offset; } Vector2Df SpriteFrame::offset() const { return m_offset; } void SpriteFrame::setTextureOffset(float x, float y) { setTextureOffset(Vector2Df(x, y)); } void SpriteFrame::setTextureOffset(const Vector2Df& texOff) { m_textureOffset = texOff; } Vector2Df SpriteFrame::textureOffset() const { return m_textureOffset; } void SpriteFrame::setSize(Uint32 width, Uint32 height) { setSize(Vector2Di(width, height)); } void SpriteFrame::setSize(const Vector2Di& size) { m_size = size; } Vector2Di SpriteFrame::size() const { return m_size; } void SpriteFrame::setFlippedHorizontally(const bool val) { m_flippedH = val; } bool SpriteFrame::flippedHorizontally() const { return m_flippedH; } void SpriteFrame::setFlippedVertically(const bool val) { m_flippedV = val; } bool SpriteFrame::flippedVertically() const { return m_flippedV; } void SpriteFrame::setFrameTime(float frameTime) { m_frameTime = frameTime; } float SpriteFrame::frameTime() const { return m_frameTime; } } // Sakura } // zelda