A component that represents a texture.
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#include <TextureComponent.hpp>
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void | CreateTextureComponent (SDL_Renderer *renderer) |
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void | SetSpritePath (const std::string &filepath) |
| Set the path to the sprite that will be set when the scene is loaded.
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void | Input (float deltaTime) override |
| Handle input.
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void | Update (float deltaTime) override |
| Update the game state.
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void | Render (SDL_Renderer *renderer) override |
| Render the game.
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ComponentType | GetType () override |
| Get the type of the component.
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void | SetGameEntity (std::shared_ptr< GameEntity > gameEntity) |
| Set the game entity that the component is attached to.
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std::shared_ptr< GameEntity > | GetGameEntity () |
| Get the game entity that the component is attached to.
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A component that represents a texture.
◆ GetType()
ComponentType TextureComponent::GetType |
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overridevirtual |
Get the type of the component.
- Returns
- ComponentType
Implements Component.
◆ Input()
void TextureComponent::Input |
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float | deltaTime | ) |
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overridevirtual |
Handle input.
- Parameters
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deltaTime | Time since last frame |
Reimplemented from Component.
◆ Render()
void TextureComponent::Render |
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SDL_Renderer * | renderer | ) |
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overridevirtual |
Render the game.
- Parameters
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Reimplemented from Component.
◆ SetSpritePath()
void TextureComponent::SetSpritePath |
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const std::string & | filepath | ) |
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inline |
Set the path to the sprite that will be set when the scene is loaded.
- Parameters
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filepath | Path to the sprite |
◆ Update()
void TextureComponent::Update |
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float | deltaTime | ) |
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overridevirtual |
Update the game state.
- Parameters
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deltaTime | Time since last frame |
Reimplemented from Component.
The documentation for this struct was generated from the following file: