game-entity.cpp
1.63 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
/*
* Copyright (c) 2016 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*/
#include "game-entity.h"
#include "game-renderer.h"
GameEntity::GameEntity( const char* name )
{
mActor = Dali::Actor::New();
mActor.SetName( name );
}
GameEntity::~GameEntity()
{
}
void GameEntity::UpdateRenderer()
{
if( mActor.GetRendererCount() )
{
Dali::Renderer currentRenderer = mActor.GetRendererAt( 0 );
if( currentRenderer == mGameRenderer.GetRenderer() )
{
return;
}
mActor.RemoveRenderer( currentRenderer );
}
if( mGameRenderer.GetRenderer() )
{
mActor.AddRenderer( mGameRenderer.GetRenderer() );
}
}
GameRenderer& GameEntity::GetGameRenderer()
{
return mGameRenderer;
}
Dali::Actor& GameEntity::GetActor()
{
return mActor;
}
void GameEntity::SetLocation( const Dali::Vector3& loc )
{
mActor.SetPosition( loc );
}
void GameEntity::SetRotation( const Dali::Quaternion& rot )
{
mActor.SetOrientation( rot );
}
void GameEntity::SetScale( const Dali::Vector3& scale )
{
mActor.SetScale( scale );
}
void GameEntity::SetSize( const Dali::Vector3& size )
{
mActor.SetSize( size );
}