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159
source/EngineFrame/Component/Sprite.cpp
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159
source/EngineFrame/Component/Sprite.cpp
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#include "Sprite.h"
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#include "EngineCore/Game.h"
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#include "Text.h"
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Sprite::Sprite()
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{
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}
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Sprite::Sprite(std::string imgPath, int Index)
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{
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this->imgPath = imgPath;
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this->Index = Index;
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m_texture = new Texture(imgPath, Index);
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Init();
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CalcRenderInfoLogic(); // 第一次计算
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}
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Sprite::Sprite(std::string PngPath)
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{
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m_texture = new Texture(PngPath);
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Init();
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CalcRenderInfoLogic(); // 第一次计算
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}
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Sprite::~Sprite()
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{
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}
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RefPtr<Texture> Sprite::GetTexture()
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{
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return m_texture;
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}
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void Sprite::SetIterationPos(VecFPos pos)
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{
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RenderBase::SetIterationPos(pos);
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CalcRenderInfo();
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}
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void Sprite::HandleEvents(SDL_Event *e)
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{
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}
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void Sprite::Update(float deltaTime)
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{
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if (CalcRenderInfoFlag && Visible)
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CalcRenderInfoLogic();
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}
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void Sprite::CalcRenderInfoLogic()
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{
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// 计算缩放因子和翻转状态
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float scaleX = transformIter.scale.x * transform.scale.x;
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float scaleY = transformIter.scale.y * transform.scale.y;
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// X轴和Y轴上是否翻转的标志
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bool flipX = scaleX < 0;
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bool flipY = scaleY < 0;
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_RenderGuidanceInfo.flip = SDL_FLIP_NONE;
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// 更新翻转状态
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if (flipX)
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_RenderGuidanceInfo.flip = static_cast<SDL_RendererFlip>(SDL_FLIP_HORIZONTAL | _RenderGuidanceInfo.flip);
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if (flipY)
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_RenderGuidanceInfo.flip = static_cast<SDL_RendererFlip>(SDL_FLIP_VERTICAL | _RenderGuidanceInfo.flip);
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// 纹理数据里带的偏移数据 有这个偏移才能保证动画播放时视觉中心点在一个点上
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int texturePosX = flipX ? -(m_texture->TextureSize.width + m_texture->TexturePos.x) + SDL_abs(transform.position.x * 2) : m_texture->TexturePos.x;
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int texturePosY = flipY ? -(m_texture->TextureSize.height + m_texture->TexturePos.y) + SDL_abs(transform.position.y * 2) : m_texture->TexturePos.y;
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// 先计算Img坐标与精灵坐标合成后的真实坐标
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int RealPosX = transform.position.x + texturePosX;
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int RealPosY = transform.position.y + texturePosY;
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// 计算在世界中的位置
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int baseX = transformIter.position.x + RealPosX;
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int baseY = transformIter.position.y + RealPosY;
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// 获取当前帧的原始尺寸
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int frameWidth = m_texture->TextureSize.width;
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int frameHeight = m_texture->TextureSize.height;
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// 原始锚点偏移(基于帧尺寸)
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int origAnchorOffsetX = static_cast<int>(frameWidth * Anchor.x);
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int origAnchorOffsetY = static_cast<int>(frameHeight * Anchor.y);
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// 缩放的绝对值
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float absScaleX = SDL_abs(scaleX);
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float absScaleY = SDL_abs(scaleY);
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// 缩放后的尺寸
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int scaledWidth = static_cast<int>(frameWidth * absScaleX);
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int scaledHeight = static_cast<int>(frameHeight * absScaleY);
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// 缩放后的锚点偏移
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int scaledAnchorOffsetX = static_cast<int>(origAnchorOffsetX * absScaleX);
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int scaledAnchorOffsetY = static_cast<int>(origAnchorOffsetY * absScaleY);
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// 计算缩放后的锚点偏移与原锚点偏移的差值
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int scaleOffsetX = scaledAnchorOffsetX - origAnchorOffsetX;
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int scaleOffsetY = scaledAnchorOffsetY - origAnchorOffsetY;
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// 最终位置计算:世界位置 + 缩放锚点差值 - 缩放后的锚点偏移 + 纹理数据里带的偏移数据 (计算出绘制点的左上角)
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int Xpos = baseX + scaleOffsetX;
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int Ypos = baseY + scaleOffsetY;
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// 更新渲染信息
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_RenderGuidanceInfo.rect = {Xpos, Ypos, scaledWidth, scaledHeight};
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_RenderGuidanceInfo.AnchorPos = {scaledAnchorOffsetX, scaledAnchorOffsetY};
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// 屏幕内检测
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int screenWidth = Game::GetInstance().Screen_W;
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int screenHeight = Game::GetInstance().Screen_H;
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bool isInScreen = (Xpos + scaledWidth >= 0 && Xpos <= screenWidth && Ypos + scaledHeight >= 0 && Ypos <= screenHeight);
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_RenderGuidanceInfo.IsInScreen = isInScreen;
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this->Size = {scaledWidth, scaledHeight};
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_RenderGuidanceInfo.rotation = transformIter.rotation + transform.rotation;
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CalcRenderInfoFlag = false;
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}
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void Sprite::Render()
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{
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if (!Visible)
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return;
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SDL_Renderer *renderer = Game::GetInstance().GetRenderer();
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if (!m_texture)
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return;
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if (_RenderGuidanceInfo.IsInScreen && _RenderGuidanceInfo.Visible)
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{
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if (_RenderGuidanceInfo.rotation != 0.f || _RenderGuidanceInfo.flip != SDL_FLIP_NONE)
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{
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SDL_Point AnchorPos = _RenderGuidanceInfo.AnchorPos;
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SDL_RenderCopyEx(renderer, m_texture->GetTexture(), NULL, &_RenderGuidanceInfo.rect, _RenderGuidanceInfo.rotation, &AnchorPos, _RenderGuidanceInfo.flip);
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}
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else
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{
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SDL_RenderCopy(renderer, m_texture->GetTexture(), NULL, &_RenderGuidanceInfo.rect);
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// // 设置绘制颜色
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// SDL_SetRenderDrawColor(renderer, 255, 0, 0, 128);
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// // 绘制填充矩形
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// SDL_RenderFillRect(renderer, &_RenderGuidanceInfo.rect);
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}
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Game::GetInstance().RenderCount++;
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}
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}
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void Sprite::Clear()
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{
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}
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void Sprite::SetBlendMode(SDL_BlendMode blendMode)
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{
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if (GetBlendMode() != blendMode)
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m_texture->SetBlendMode(blendMode);
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}
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SDL_BlendMode Sprite::GetBlendMode()
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{
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return m_texture->GetBlendMode();
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}
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