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use super::Texture;
use maths::{Vector2f, Vector2i, Vector2u, Vector4f};
#[derive(Copy, Clone, Debug)]
pub struct SpriteSheet {
texture: Texture,
sprite_size: Vector2u,
gl_size: Vector2f,
}
impl SpriteSheet {
pub fn new(texture: Texture, sprite_size: Vector2u) -> SpriteSheet {
SpriteSheet {
texture,
sprite_size,
gl_size: Vector2f::new(
sprite_size.x as f32 / texture.width() as f32,
sprite_size.y as f32 / texture.height() as f32,
),
}
}
pub fn sprite_size(&self) -> Vector2u {
self.sprite_size
}
pub fn sprite_width(&self) -> u32 {
self.sprite_size.x
}
pub fn sprite_height(&self) -> u32 {
self.sprite_size.y
}
pub fn gl_position(&self, position: Vector2i) -> Vector4f {
Vector4f::new(
(self.sprite_width() as i32 * position.x) as f32 / self.texture.width() as f32,
(self.sprite_height() as i32 * position.y) as f32 / self.texture.height() as f32,
self.gl_size.x,
self.gl_size.y,
)
}
}
#[derive(Copy, Clone, Debug)]
pub struct Sprite {
sheet: SpriteSheet,
pub position: Vector2i,
}
impl Sprite {
pub fn new(sheet: SpriteSheet, position: Vector2i) -> Sprite {
Sprite { sheet, position }
}
pub fn texture(&self) -> Texture {
self.sheet.texture
}
pub fn gl_position(&self) -> Vector4f {
self.sheet.gl_position(self.position)
}
}