/* * Copyright (c) 2020 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.SetProperty(Dali::Actor::Property::NAME, 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.SetProperty(Dali::Actor::Property::POSITION, loc); } void GameEntity::SetRotation(const Dali::Quaternion& rot) { mActor.SetProperty(Dali::Actor::Property::ORIENTATION, rot); } void GameEntity::SetScale(const Dali::Vector3& scale) { mActor.SetProperty(Dali::Actor::Property::SCALE, scale); } void GameEntity::SetSize(const Dali::Vector3& size) { mActor.SetProperty(Dali::Actor::Property::SIZE, size); }