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