Wizard Engine
2D cross-platform game engine built around SDL2
 
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component.hpp
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1/*
2 Wizard Engine
3 Copyright (C) 2023-2024 Zana Domán
4
5 This software is provided 'as-is', without any express or implied
6 warranty. In no event will the authors be held liable for any damages
7 arising from the use of this software.
8
9 Permission is granted to anyone to use this software for any purpose,
10 including commercial applications, and to alter it and redistribute it
11 freely, subject to the following restrictions:
12
13 1. The origin of this software must not be misrepresented; you must not
14 claim that you wrote the original software. If you use this software
15 in a product, an acknowledgment in the product documentation would be
16 appreciated but is not required.
17 2. Altered source versions must be plainly marked as such, and must not be
18 misrepresented as being the original software.
19 3. This notice may not be removed or altered from any source distribution.
20*/
21
22#ifndef WIZARD_ENGINE_COMPONENT_HPP
23#define WIZARD_ENGINE_COMPONENT_HPP
24
26
27namespace wze {
33class component {
34 public:
41 virtual void set_x(float x) = 0;
42
49 virtual void set_y(float y) = 0;
50
57 virtual void set_angle(float angle) = 0;
58
65 [[nodiscard]] virtual float x_offset() const = 0;
66
73 [[nodiscard]] virtual float y_offset() const = 0;
74
81 [[nodiscard]] virtual float angle_offset() const = 0;
82
89 [[nodiscard]] virtual bool attach_x() const = 0;
90
97 [[nodiscard]] virtual bool attach_y() const = 0;
98
105 [[nodiscard]] virtual bool attach_angle() const = 0;
106
113 [[nodiscard]] virtual bool x_angle_lock() const = 0;
114
121 [[nodiscard]] virtual bool y_angle_lock() const = 0;
122
128 virtual ~component() = default;
129};
130} /* namespace wze */
131
132#endif /* WIZARD_ENGINE_COMPONENT_HPP */
Export header of the Wizard Engine.
Wizard Engine.