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ShitEngine
基于 C++20 与 SDL3 的轻量级 2D 游戏引擎
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精灵组件 更多...
#include <SpriteRenderer.h>
Public 成员函数 | |
| SpriteRenderer ()=default | |
| ~SpriteRenderer () override=default | |
| void | onRender (SDL_Renderer *renderer, const CameraComponent *camera) const override |
| 纯虚:子类实现绘制逻辑 | |
| void | setTexturePath (const std::string &texturePath) |
| const std::string & | getTexturePath () const |
| void | setSourceRect (const std::optional< SDL_FRect > &sourceRect) |
| const std::optional< SDL_FRect > & | getSourceRect () const |
| void | setFlipped (bool flipped) |
| bool | isFlipped () const |
| SDL_FRect | getGlobalBounds () override |
| 世界坐标下的轴对齐包围盒 | |
| Public 成员函数 继承自 RendererComponent | |
| RendererComponent () | |
| ~RendererComponent () override=default | |
| void | onAttach () override |
| void | onDetach () override |
| void | onDestroy () override |
| int | getZIndex () const |
| 渲染层级,值越大越靠上 | |
| bool | isVisible () const |
| 是否可见 | |
| void | setZIndex (int zIndex) |
| void | setVisible (bool isVisible) |
| Public 成员函数 继承自 Component | |
| Component () | |
| virtual | ~Component ()=default |
| virtual void | onCreate () |
| Component (const Component &)=delete | |
| Component & | operator= (const Component &)=delete |
| Component (Component &&)=delete | |
| Component & | operator= (Component &&)=delete |
| GameObject * | getOwner () const |
| bool | isRegistered () const |
友元 | |
| class | GameObject |
额外继承的成员函数 | |
| Protected 属性 继承自 RendererComponent | |
| int | m_zIndex = 0 |
| 渲染顺序(值越大越靠上) | |
| bool | m_isVisible = true |
| 是否参与渲染 | |
| Protected 属性 继承自 Component | |
| GameObject * | m_owner = nullptr |
| bool | m_isRegistered = false |
精灵组件
内部持有 Sprite 对象描述"画什么"。 整图渲染时 sourceRect 留空;用于 sprite-sheet 逐帧动画时, 由 AnimationComponent 把当前帧的 SDL_FRect 写回 setSourceRect。
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default |
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overridedefault |
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overridevirtual |
世界坐标下的轴对齐包围盒
实现了 RendererComponent.
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inline |
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inline |
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inline |
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overridevirtual |
纯虚:子类实现绘制逻辑
实现了 RendererComponent.
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inline |
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inline |
| void setTexturePath | ( | const std::string & | texturePath | ) |
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friend |