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