2025-03-22 23:25:21 -06:00
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#include "arc/graphics/sprite.h"
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#include "spritesheet.h"
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#include "arc/math/point.h"
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#include "arc/math/rectangle.h"
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#include "arc/std/errno.h"
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#include <stdlib.h>
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2025-03-23 00:45:39 -06:00
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#include <SDL3/SDL.h>
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2025-03-22 23:25:21 -06:00
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2025-03-23 00:45:39 -06:00
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void ARC_Sprite_Create(ARC_Sprite **sprite, ARC_Spritesheet *spritesheet, ARC_Array frames){
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*sprite = (ARC_Sprite *)malloc(sizeof(ARC_Sprite));
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(*sprite)->spritesheet = spritesheet;
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(*sprite)->frames = frames;
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(*sprite)->frameIndex = 0;
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(*sprite)->angle = 0.0;
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(*sprite)->origin = (ARC_FPoint){ 0.0, 0.0 };
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//called this way to also set the alpha mod
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ARC_Sprite_SetOpacity(*sprite, 1.0f);
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(*sprite)->axis = ARC_SPRITE_AXIS_NONE;
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}
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void ARC_Sprite_Destroy(ARC_Sprite *sprite){
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free(sprite);
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}
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void ARC_Sprite_Copy(ARC_Sprite **newSprite, ARC_Sprite *oldSprite){
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*newSprite = (ARC_Sprite *)malloc(sizeof(ARC_Sprite));
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(*newSprite)->spritesheet = oldSprite->spritesheet;
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(*newSprite)->frames = oldSprite->frames;
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(*newSprite)->frameIndex = oldSprite->frameIndex;
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(*newSprite)->angle = oldSprite->angle;
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(*newSprite)->origin = oldSprite->origin;
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(*newSprite)->opacity = oldSprite->opacity;
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}
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void ARC_Sprite_Render(ARC_Sprite *sprite, ARC_Renderer *renderer, ARC_FRect renderBounds){
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SDL_RenderTexture((SDL_Renderer *)renderer, sprite->spritesheet->texture, (SDL_FRect *)(sprite->frames.data + sprite->frameIndex), (SDL_FRect *)&renderBounds);
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}
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void ARC_Sprite_RenderAt(ARC_Sprite *sprite, ARC_Renderer *renderer, ARC_FPoint point, double scale){
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ARC_FRect sourceRect = *(ARC_FRect *)(sprite->frames.data + sprite->frameIndex);
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//TODO: check that this works
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ARC_FRect destinationRect = {
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(point.x - sprite->origin.x) * scale,
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(point.y - sprite->origin.y) * scale,
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sourceRect.w * scale,
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sourceRect.h * scale
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};
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//TODO: probably want to optomize this
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SDL_FlipMode flip = SDL_FLIP_NONE;
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if(sprite->axis & ARC_SPRITE_AXIS_X){
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flip |= SDL_FLIP_HORIZONTAL;
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}
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if(sprite->axis & ARC_SPRITE_AXIS_Y){
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flip |= SDL_FLIP_VERTICAL;
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}
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SDL_RenderTextureRotated((SDL_Renderer *)renderer, sprite->spritesheet->texture, (SDL_FRect *)&sourceRect, (SDL_FRect *)&destinationRect, sprite->angle, (SDL_FPoint *)&(sprite->origin), flip);
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}
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void ARC_Sprite_IterateFrame(ARC_Sprite *sprite){
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sprite->frameIndex++;
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if(sprite->frameIndex == sprite->frames.size){
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sprite->frameIndex = 0;
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}
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}
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void ARC_Sprite_SetFrameIndex(ARC_Sprite *sprite, uint32_t index){
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if(sprite->frames.size <= index){
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arc_errno = ARC_ERRNO_DATA;
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ARC_DEBUG_LOG_ERROR_WITH_VARIABLES("in ARC_Sprite_SetFrameIndex(sprite, %d); index out of bounds", index);
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return;
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}
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sprite->frameIndex = index;
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}
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void ARC_Sprite_SetAngle(ARC_Sprite *sprite, double angle){
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sprite->angle = angle;
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}
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void ARC_Sprite_SetOrigin(ARC_Sprite *sprite, ARC_FPoint origin){
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sprite->origin = origin;
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}
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void ARC_Sprite_SetOpacity(ARC_Sprite *sprite, float opacity){
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sprite->opacity = opacity;
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SDL_SetTextureAlphaMod((SDL_Texture *)sprite->spritesheet->texture, sprite->opacity);
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}
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uint32_t ARC_Sprite_GetFrameIndex(ARC_Sprite *sprite){
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return sprite->frameIndex;
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}
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ARC_FRect *ARC_Sprite_GetBounds(ARC_Sprite *sprite){
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return (ARC_FRect *)sprite->frames.data + sprite->frameIndex;
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}
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ARC_Array ARC_Sprite_GetAllBounds(ARC_Sprite *sprite){
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return sprite->frames;
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}
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