/* * 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 ); }