Magic_Game/core/base/Unit.h

153 lines
3.1 KiB
C++

// Copyright (c) 2016-2018 Easy2D - Nomango
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
#pragma once
#include "base.hpp"
#include "Transform.hpp"
namespace easy2d
{
class Unit
: public ObjectBase
{
public:
Unit();
virtual ~Unit();
// »ñÈ¡×ø±ê
virtual const Point& GetPosition() const { return transform_.position; }
// »ñÈ¡ºáÏòËõ·Å±ÈÀý
virtual float GetScaleX() const { return transform_.scale.x; }
// »ñÈ¡×ÝÏòËõ·Å±ÈÀý
virtual float GetScaleY() const { return transform_.scale.y; }
// »ñÈ¡ºáÏò´íÇнǶÈ
virtual float GetSkewX() const { return transform_.skew.x; }
// »ñÈ¡×ÝÏò´íÇнǶÈ
virtual float GetSkewY() const { return transform_.skew.y; }
// »ñÈ¡Ðýת½Ç¶È
virtual float GetRotation() const { return transform_.rotation; }
Transform const& GetTransform() const { return transform_; }
// ÉèÖúá×ø±ê
void SetPositionX(
float x
);
// ÉèÖÃ×Ý×ø±ê
void SetPositionY(
float y
);
// ÉèÖÃ×ø±ê
void SetPosition(
const Point & point
);
// ÉèÖÃ×ø±ê
virtual void SetPosition(
float x,
float y
);
// ÒÆ¶¯
void Move(
float x,
float y
);
// ÒÆ¶¯
void Move(
const Point & vector
);
// ÉèÖúáÏòËõ·Å±ÈÀý
// ĬÈÏΪ 1.0
void SetScaleX(
float scale_x
);
// ÉèÖÃ×ÝÏòËõ·Å±ÈÀý
// ĬÈÏΪ 1.0
void SetScaleY(
float scale_y
);
// ÉèÖÃËõ·Å±ÈÀý
// ĬÈÏΪ (1.0, 1.0)
virtual void SetScale(
float scale_x,
float scale_y
);
// ÉèÖÃËõ·Å±ÈÀý
// ĬÈÏΪ 1.0
void SetScale(
float scale
);
// ÉèÖúáÏò´íÇнǶÈ
// ĬÈÏΪ 0
void SetSkewX(
float skew_x
);
// ÉèÖÃ×ÝÏò´íÇнǶÈ
// ĬÈÏΪ 0
void SetSkewY(
float skew_y
);
// ÉèÖôíÇнǶÈ
// ĬÈÏΪ (0, 0)
virtual void SetSkew(
float skew_x,
float skew_y
);
// ÉèÖÃÐýת½Ç¶È
// ĬÈÏΪ 0
virtual void SetRotation(
float rotation
);
virtual void SetTransform(
Transform const& transform
);
// »ñÈ¡¶þά±ä»»¾ØÕó
virtual math::Matrix const& GetTransformMatrix();
protected:
virtual void UpdateMatrix();
protected:
bool dirty_transform_;
Transform transform_;
math::Matrix matrix_cached_;
};
}