Gamedev Framework (gf)
0.20.0
A C++17 framework for 2D games
include
gf
LightPointEmission.h
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/*
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* Gamedev Framework (gf)
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* Copyright (C) 2016-2021 Julien Bernard
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef GF_LIGHT_POINT_EMISSION_H
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#define GF_LIGHT_POINT_EMISSION_H
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#include "GraphicsApi.h"
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#include "Sprite.h"
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#include "Vector.h"
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namespace
gf
{
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#ifndef DOXYGEN_SHOULD_SKIP_THIS
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inline
namespace
v1 {
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#endif
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class
GF_GRAPHICS_API
LightPointEmission
:
public
Sprite
{
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public
:
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LightPointEmission
();
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LightPointEmission
(
const
Texture
& texture);
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void
setLocaleCastCenter
(
Vector2f
center) {
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m_center = center;
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}
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Vector2f
getLocalCastCenter
()
const
{
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return
m_center;
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}
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void
setSourceRadius
(
float
radius) {
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m_radius = radius;
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}
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float
getSourceRadius
()
const
{
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return
m_radius;
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}
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void
setShadowOverExtendMultiplier
(
float
multiplier) {
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m_multiplier = multiplier;
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}
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float
getShadowOverExtendMultiplier
()
const
{
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return
m_multiplier;
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}
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void
setActive
(
bool
active =
true
) {
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m_active = active;
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}
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bool
isActive
()
const
{
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return
m_active;
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}
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private
:
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Vector2f
m_center;
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float
m_radius;
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float
m_multiplier;
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bool
m_active =
true
;
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};
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#ifndef DOXYGEN_SHOULD_SKIP_THIS
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}
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#endif
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}
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#endif // GF_LIGHT_POINT_EMISSION_H
gf::Sprite
A drawable representation of a texture, with its own transformations, color, etc. ...
Definition:
Sprite.h:75
gf::Texture
A texture for colored images.
Definition:
Texture.h:313
gf::LightPointEmission::getShadowOverExtendMultiplier
float getShadowOverExtendMultiplier() const
Definition:
LightPointEmission.h:65
gf::LightPointEmission::setShadowOverExtendMultiplier
void setShadowOverExtendMultiplier(float multiplier)
Definition:
LightPointEmission.h:61
gf::LightPointEmission
Light point emission.
Definition:
LightPointEmission.h:39
gf
The namespace for gf classes.
Definition:
Action.h:35
gf::LightPointEmission::isActive
bool isActive() const
Definition:
LightPointEmission.h:73
gf::LightPointEmission::getSourceRadius
float getSourceRadius() const
Definition:
LightPointEmission.h:57
gf::LightPointEmission::setLocaleCastCenter
void setLocaleCastCenter(Vector2f center)
Definition:
LightPointEmission.h:45
gf::LightPointEmission::setSourceRadius
void setSourceRadius(float radius)
Definition:
LightPointEmission.h:53
gf::LightPointEmission::setActive
void setActive(bool active=true)
Definition:
LightPointEmission.h:69
gf::Vector
General purpose math vector.
Definition:
Vector.h:61
gf::LightPointEmission::getLocalCastCenter
Vector2f getLocalCastCenter() const
Definition:
LightPointEmission.h:49
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