Files
letnik3koncni-prap/include/object/entity.hpp
2026-03-14 22:27:54 +01:00

55 lines
2.5 KiB
C++

#pragma once
#include <string>
#include <utils.hpp>
#include <object/transform.hpp>
#include <SDL3/SDL.h>
#include <SDL3_image/SDL_image.h>
#include <utility>
#include <memory>
#include <renderer/renderer.hpp>
namespace Game::Renderer {
class Renderer;
class Texture;
}
namespace Game::Object {
class Entity {
public:
Entity(std::string name, std::shared_ptr<Game::Renderer::Texture> tex, Transform transform) : mName(name), mTex(tex), mTransform(transform), mIsActive(true) { LOG("Created Entity: " << mName); }
// I will define the copy and move constructors later - just deleted for now
Entity(const Entity&);
Entity& operator=(const Entity&);
Entity(Entity&&) noexcept;
Entity& operator=(Entity&&) noexcept;
virtual ~Entity() = 0;
// Start is called when the entity is spawned
virtual void start() = 0;
// Update is called every update cycle; deltaTime is the time (in seconds) since the last update call
virtual void update(float deltaTime) = 0;
virtual void onWindowResized(int newWidth, int newHeight) {} // Called when the window is resized, with the new width and height in pixels
void render(Game::Renderer::Renderer* renderer, Game::Renderer::RendererConfig config);
// Setters and getters
void setTexture(std::shared_ptr<Game::Renderer::Texture> tex) { mTex = tex; }
void setName(const std::string& name) { mName = name; }
void setTransform(const Transform& transform) { mTransform = transform; }
void setActive(bool active) { mIsActive = active; }
std::shared_ptr<Game::Renderer::Texture> getTexture() { return mTex; }
std::string getName() { return mName; }
Transform* getTransform() { return &mTransform; }
bool isActive() { return mIsActive; }
int getZIndex() const { return mZIndex; }
protected:
std::string mName;
std::shared_ptr<Game::Renderer::Texture> mTex;
Transform mTransform;
bool mIsActive;
int mZIndex = 0; // For rendering order; higher zIndex renders on top of lower zIndex
float mTiledScale = 1.f; // Only used if the texture is tiled, to determine how much to scale the texture when rendering (since the entire texture is rendered as a single tile, this is necessary to be able to have different sized tiles)
private:
};
}