// IAEngine: 2D Game Engine by IA // Copyright (C) 2025 IASoft (PVT) LTD (oss@iasoft.dev) // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program. If not, see . #include #include namespace ia::iae { TextureComponent::TextureComponent(IN Node2D *node) : IComponent(node) { } VOID TextureComponent::SetTexture(IN Handle image) { m_texture = image; } VOID TextureComponent::Draw() { const auto t = Engine::GetImageExtent(m_texture); const auto t2 = Engine::GetImageOriginalExtent(m_texture); m_textureExtent = {t.x, t.y}; m_drawnSize = m_node->GetScale() * m_textureExtent * m_scaleOffset; Engine::SetRenderState_FlippedH(m_isFlippedH); Engine::SetRenderState_FlippedV(m_isFlippedV); Engine::SetRenderState_ColorOverlay(m_colorOverlay); Engine::SetRenderState_TextureOffset(m_textureOffset); Engine::SetRenderState_CameraRelative(m_isCameraRelative); Engine::DrawGeometry(Engine::GetGeometry_Quad(), m_texture, m_node->GetPosition() + m_positionOffset, m_node->GetScale() * Vec2{t2.x, t2.y} * m_scaleOffset, m_node->GetRotation() + m_rotationOffset, m_node->Layer(), m_node->SortIndex()); } VOID TextureComponent::DebugDraw() { } VOID TextureComponent::Update() { } VOID TextureComponent::FixedUpdate() { } } // namespace ia::iae