////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2025 Laurent Gomila (laurent@sfml-dev.org)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
//    you must not claim that you wrote the original software.
//    If you use this software in a product, an acknowledgment
//    in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
//    and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////

#pragma once

////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Graphics/Export.hpp>

#include <SFML/Graphics/Drawable.hpp>
#include <SFML/Graphics/Rect.hpp>
#include <SFML/Graphics/RenderStates.hpp>
#include <SFML/Graphics/Transformable.hpp>
#include <SFML/Graphics/Vertex.hpp>

#include <array>


namespace sf
{
class Texture;

////////////////////////////////////////////////////////////
/// \brief Drawable representation of a texture, with its
///        own transformations, color, etc.
///
////////////////////////////////////////////////////////////
class SFML_GRAPHICS_API Sprite : public Drawable, public Transformable
{
public:
    ////////////////////////////////////////////////////////////
    /// \brief Construct the sprite from a source texture
    ///
    /// \param texture Source texture
    ///
    /// \see `setTexture`
    ///
    ////////////////////////////////////////////////////////////
    explicit Sprite(const Texture& texture);

    ////////////////////////////////////////////////////////////
    /// \brief Disallow construction from a temporary texture
    ///
    ////////////////////////////////////////////////////////////
    explicit Sprite(const Texture&& texture) = delete;

    ////////////////////////////////////////////////////////////
    /// \brief Construct the sprite from a sub-rectangle of a source texture
    ///
    /// \param texture   Source texture
    /// \param rectangle Sub-rectangle of the texture to assign to the sprite
    ///
    /// \see `setTexture`, `setTextureRect`
    ///
    ////////////////////////////////////////////////////////////
    Sprite(const Texture& texture, const IntRect& rectangle);

    ////////////////////////////////////////////////////////////
    /// \brief Disallow construction from a temporary texture
    ///
    ////////////////////////////////////////////////////////////
    Sprite(const Texture&& texture, const IntRect& rectangle) = delete;

    ////////////////////////////////////////////////////////////
    /// \brief Change the source texture of the sprite
    ///
    /// The `texture` argument refers to a texture that must
    /// exist as long as the sprite uses it. Indeed, the sprite
    /// doesn't store its own copy of the texture, but rather keeps
    /// a pointer to the one that you passed to this function.
    /// If the source texture is destroyed and the sprite tries to
    /// use it, the behavior is undefined.
    /// If `resetRect` is `true`, the `TextureRect` property of
    /// the sprite is automatically adjusted to the size of the new
    /// texture. If it is `false`, the texture rect is left unchanged.
    ///
    /// \param texture   New texture
    /// \param resetRect Should the texture rect be reset to the size of the new texture?
    ///
    /// \see `getTexture`, `setTextureRect`
    ///
    ////////////////////////////////////////////////////////////
    void setTexture(const Texture& texture, bool resetRect = false);

    ////////////////////////////////////////////////////////////
    /// \brief Disallow setting from a temporary texture
    ///
    ////////////////////////////////////////////////////////////
    void setTexture(const Texture&& texture, bool resetRect = false) = delete;

    ////////////////////////////////////////////////////////////
    /// \brief Set the sub-rectangle of the texture that the sprite will display
    ///
    /// The texture rect is useful when you don't want to display
    /// the whole texture, but rather a part of it.
    /// By default, the texture rect covers the entire texture.
    ///
    /// \param rectangle Rectangle defining the region of the texture to display
    ///
    /// \see `getTextureRect`, `setTexture`
    ///
    ////////////////////////////////////////////////////////////
    void setTextureRect(const IntRect& rectangle);

    ////////////////////////////////////////////////////////////
    /// \brief Set the global color of the sprite
    ///
    /// This color is modulated (multiplied) with the sprite's
    /// texture. It can be used to colorize the sprite, or change
    /// its global opacity.
    /// By default, the sprite's color is opaque white.
    ///
    /// \param color New color of the sprite
    ///
    /// \see `getColor`
    ///
    ////////////////////////////////////////////////////////////
    void setColor(Color color);

    ////////////////////////////////////////////////////////////
    /// \brief Get the source texture of the sprite
    ///
    /// The returned reference is const, which means that you can't
    /// modify the texture when you retrieve it with this function.
    ///
    /// \return Reference to the sprite's texture
    ///
    /// \see `setTexture`
    ///
    ////////////////////////////////////////////////////////////
    [[nodiscard]] const Texture& getTexture() const;

    ////////////////////////////////////////////////////////////
    /// \brief Get the sub-rectangle of the texture displayed by the sprite
    ///
    /// \return Texture rectangle of the sprite
    ///
    /// \see `setTextureRect`
    ///
    ////////////////////////////////////////////////////////////
    [[nodiscard]] const IntRect& getTextureRect() const;

    ////////////////////////////////////////////////////////////
    /// \brief Get the global color of the sprite
    ///
    /// \return Global color of the sprite
    ///
    /// \see `setColor`
    ///
    ////////////////////////////////////////////////////////////
    [[nodiscard]] Color getColor() const;

    ////////////////////////////////////////////////////////////
    /// \brief Get the local bounding rectangle of the entity
    ///
    /// The returned rectangle is in local coordinates, which means
    /// that it ignores the transformations (translation, rotation,
    /// scale, ...) that are applied to the entity.
    /// In other words, this function returns the bounds of the
    /// entity in the entity's coordinate system.
    ///
    /// \return Local bounding rectangle of the entity
    ///
    ////////////////////////////////////////////////////////////
    [[nodiscard]] FloatRect getLocalBounds() const;

    ////////////////////////////////////////////////////////////
    /// \brief Get the global bounding rectangle of the entity
    ///
    /// The returned rectangle is in global coordinates, which means
    /// that it takes into account the transformations (translation,
    /// rotation, scale, ...) that are applied to the entity.
    /// In other words, this function returns the bounds of the
    /// sprite in the global 2D world's coordinate system.
    ///
    /// \return Global bounding rectangle of the entity
    ///
    ////////////////////////////////////////////////////////////
    [[nodiscard]] FloatRect getGlobalBounds() const;

private:
    ////////////////////////////////////////////////////////////
    /// \brief Draw the sprite to a render target
    ///
    /// \param target Render target to draw to
    /// \param states Current render states
    ///
    ////////////////////////////////////////////////////////////
    void draw(RenderTarget& target, RenderStates states) const override;

    ////////////////////////////////////////////////////////////
    /// \brief Update the vertices' positions and texture coordinates
    ///
    ////////////////////////////////////////////////////////////
    void updateVertices();

    ////////////////////////////////////////////////////////////
    // Member data
    ////////////////////////////////////////////////////////////
    std::array<Vertex, 4> m_vertices;    //!< Vertices defining the sprite's geometry
    const Texture*        m_texture;     //!< Texture of the sprite
    IntRect               m_textureRect; //!< Rectangle defining the area of the source texture to display
};

} // namespace sf


////////////////////////////////////////////////////////////
/// \class sf::Sprite
/// \ingroup graphics
///
/// `sf::Sprite` is a drawable class that allows to easily display
/// a texture (or a part of it) on a render target.
///
/// It inherits all the functions from `sf::Transformable`:
/// position, rotation, scale, origin. It also adds sprite-specific
/// properties such as the texture to use, the part of it to display,
/// and some convenience functions to change the overall color of the
/// sprite, or to get its bounding rectangle.
///
/// `sf::Sprite` works in combination with the `sf::Texture` class, which
/// loads and provides the pixel data of a given texture.
///
/// The separation of `sf::Sprite` and `sf::Texture` allows more flexibility
/// and better performances: indeed a `sf::Texture` is a heavy resource,
/// and any operation on it is slow (often too slow for real-time
/// applications). On the other side, a `sf::Sprite` is a lightweight
/// object which can use the pixel data of a `sf::Texture` and draw
/// it with its own transformation/color/blending attributes.
///
/// It is important to note that the `sf::Sprite` instance doesn't
/// copy the texture that it uses, it only keeps a reference to it.
/// Thus, a `sf::Texture` must not be destroyed while it is
/// used by a `sf::Sprite` (i.e. never write a function that
/// uses a local `sf::Texture` instance for creating a sprite).
///
/// See also the note on coordinates and undistorted rendering in `sf::Transformable`.
///
/// Usage example:
/// \code
/// // Load a texture
/// const sf::Texture texture("texture.png");
///
/// // Create a sprite
/// sf::Sprite sprite(texture);
/// sprite.setTextureRect({{10, 10}, {50, 30}});
/// sprite.setColor({255, 255, 255, 200});
/// sprite.setPosition({100.f, 25.f});
///
/// // Draw it
/// window.draw(sprite);
/// \endcode
///
/// \see `sf::Texture`, `sf::Transformable`
///
////////////////////////////////////////////////////////////
