diff options
| author | max-001 <maxsmits21@kpnmail.nl> | 2024-12-09 13:24:27 +0100 | 
|---|---|---|
| committer | max-001 <maxsmits21@kpnmail.nl> | 2024-12-09 13:24:27 +0100 | 
| commit | ee56ebd4cf1ca1ef04f1f8c36431ebb54447cc46 (patch) | |
| tree | c15bbd0f6524064569690b4436b5d91f3feeafd4 | |
| parent | a4d76993e51ac4486fc313e868285eb7b4cb89f2 (diff) | |
| parent | 4d74c80d9c3c9fdca9b07d960a1f9fd3e38cdfad (diff) | |
Merge remote-tracking branch 'origin/master' into max/AI
47 files changed, 748 insertions, 507 deletions
| diff --git a/contributing.md b/contributing.md index 7dedaa7..0faed2b 100644 --- a/contributing.md +++ b/contributing.md @@ -855,6 +855,11 @@ that you can click on to open them.    parameter of `TEST()` / `TEST_F()` macro)  - Test source files match their suite name (or test fixture name in the case of    tests that use a fixture) +- Tests that measure time or use delays must be [disabled][gtest-disable] (by +  prepending `DISABLED_` to the suite or case name). + +  These tests will still be compiled, but will only run when the `test_main` +  binary is run with the `--gtest_also_run_disabled_tests` flag.  # Structure @@ -1017,3 +1022,5 @@ points should be kept in mind:  - When adding new libraries, please update the library version table in    [readme\.md](./readme.md) +[gtest-disable]: https://google.github.io/googletest/advanced.html#temporarily-disabling-tests + diff --git a/src/crepe/Collider.h b/src/crepe/Collider.h index a08a68e..42ccfd4 100644 --- a/src/crepe/Collider.h +++ b/src/crepe/Collider.h @@ -15,7 +15,7 @@ public:  	*  	* The `offset` defines the positional shift applied to the collider relative to the position of the rigidbody it is attached to.  	* This allows the collider to be placed at a different position than the rigidbody. -	*  +	*  	*/  	vec2 offset;  }; diff --git a/src/crepe/Component.h b/src/crepe/Component.h index dc17721..c30419d 100644 --- a/src/crepe/Component.h +++ b/src/crepe/Component.h @@ -8,7 +8,7 @@ class ComponentManager;  /**   * \brief Base class for all components - *  + *   * This class is the base class for all components. It provides a common interface for all   * components.   */ diff --git a/src/crepe/api/Animator.cpp b/src/crepe/api/Animator.cpp index 45f67f6..b8a91dc 100644 --- a/src/crepe/api/Animator.cpp +++ b/src/crepe/api/Animator.cpp @@ -7,21 +7,53 @@  using namespace crepe; -Animator::Animator(game_object_id_t id, Sprite & ss, int row, int col, int col_animator) +Animator::Animator(game_object_id_t id, Sprite & spritesheet, unsigned int max_row, +				   unsigned int max_col, const Animator::Data & data)  	: Component(id), -	  spritesheet(ss), -	  row(row), -	  col(col) { +	  spritesheet(spritesheet), +	  max_rows(max_row), +	  max_columns(max_col), +	  data(data) {  	dbg_trace(); -	this->spritesheet.mask.h /= col; -	this->spritesheet.mask.w /= row; -	this->spritesheet.mask.x = 0; -	this->spritesheet.mask.y = col_animator * this->spritesheet.mask.h; -	this->active = false; +	this->spritesheet.mask.h /= this->max_columns; +	this->spritesheet.mask.w /= this->max_rows; +	this->spritesheet.mask.x = this->data.row * this->spritesheet.mask.w; +	this->spritesheet.mask.y = this->data.col * this->spritesheet.mask.h;  	// need to do this for to get the aspect ratio for a single clipping in the spritesheet  	this->spritesheet.aspect_ratio  		= static_cast<double>(this->spritesheet.mask.w) / this->spritesheet.mask.h;  } +  Animator::~Animator() { dbg_trace(); } + +void Animator::loop() { this->data.looping = true; } + +void Animator::play() { this->active = true; } + +void Animator::pause() { this->active = false; } + +void Animator::stop() { +	this->active = false; +	this->data.col = 0; +	this->data.row = 0; +} +void Animator::set_fps(int fps) { this->data.fps = fps; } + +void Animator::set_cycle_range(int start, int end) { +	this->data.cycle_start = start, this->data.cycle_end = end; +} + +void Animator::set_anim(int col) { +	Animator::Data & ctx = this->data; +	this->spritesheet.mask.x = ctx.row = 0; +	ctx.col = col; +	this->spritesheet.mask.y = ctx.col * this->spritesheet.mask.h; +} + +void Animator::next_anim() { +	Animator::Data & ctx = this->data; +	ctx.row = ctx.row++ % this->max_rows; +	this->spritesheet.mask.x = ctx.row * this->spritesheet.mask.w; +} diff --git a/src/crepe/api/Animator.h b/src/crepe/api/Animator.h index 6c506aa..7c850b8 100644 --- a/src/crepe/api/Animator.h +++ b/src/crepe/api/Animator.h @@ -1,5 +1,7 @@  #pragma once +#include "../types.h" +  #include "Component.h"  #include "Sprite.h" @@ -16,56 +18,86 @@ class SDLContext;   * sheet. It can be used to play animations, loop them, or stop them.   */  class Animator : public Component { +public: +	struct Data { +		//! frames per second for animation +		unsigned int fps = 1; +		//! The current col being animated. +		unsigned int col = 0; +		//! The current row being animated. +		unsigned int row = 0; +		//! should the animation loop +		bool looping = false; +		//! starting frame for cycling +		unsigned int cycle_start = 0; +		//! end frame for cycling (-1 = use last frame) +		int cycle_end = -1; +	};  public: -	//TODO: need to implement this +	//! Animator will repeat the animation  	void loop(); +	//! starts the animation +	void play(); +	//! pauses the animation +	void pause(); +	/** +	 * \brief stops the animation +	 * +	 * sets the active on false and resets all the current rows and columns +	 */  	void stop(); +	/** +	 * \brief set frames per second +	 * +	 * \param fps frames per second +	 */ +	void set_fps(int fps); +	/** +	 * \brief set the range in the row +	 * +	 * \param start of row animation +	 * \param end of row animation +	 */ +	void set_cycle_range(int start, int end); +	/** +	 * \brief select which column to animate from +	 * +	 * \param col animation column +	 */ +	void set_anim(int col); +	//! will go to the next animaiton of current row +	void next_anim();  public:  	/**  	 * \brief Constructs an Animator object that will control animations for a sprite sheet.  	 *  	 * \param id The unique identifier for the component, typically assigned automatically. -	 * \param spritesheet A reference to the Sprite object which holds the sprite sheet for -	 * animation. -	 * \param row The maximum number of rows in the sprite sheet. -	 * \param col The maximum number of columns in the sprite sheet. -	 * \param col_animate The specific col index of the sprite sheet to animate. This allows -	 * selecting which col to animate from multiple col in the sheet. +	 * \param spritesheet the reference to the spritesheet +	 * \param max_row maximum of rows inside the given spritesheet +	 * \param max_col maximum of columns inside the given spritesheet +	 * \param data extra animation data for more control  	 *  	 * This constructor sets up the Animator with the given parameters, and initializes the  	 * animation system.  	 */ -	Animator(uint32_t id, Sprite & spritesheet, int row, int col, int col_animate); - +	Animator(game_object_id_t id, Sprite & spritesheet, unsigned int max_row, +			 unsigned int max_col, const Animator::Data & data);  	~Animator(); // dbg_trace -private: -	//! A reference to the Sprite sheet containing the animation frames. -	Sprite & spritesheet; - +public:  	//! The maximum number of columns in the sprite sheet. -	const int col; - +	const unsigned int max_columns;  	//! The maximum number of rows in the sprite sheet. -	const int row; - -	//! The current col being animated. -	int curr_col = 0; - -	//! The current row being animated. -	int curr_row = 0; - -	//TODO: Is this necessary? -	//int fps; +	const unsigned int max_rows; +	Animator::Data data;  private: -	//! AnimatorSystem adjust the private member parameters of Animator; -	friend class AnimatorSystem; - -	//! SDLContext reads the Animator member var's -	friend class SDLContext; +	//! A reference to the Sprite sheet containing. +	Sprite & spritesheet; +	//! Uses the spritesheet +	friend AnimatorSystem;  }; +  } // namespace crepe -// diff --git a/src/crepe/api/AssetManager.h b/src/crepe/api/AssetManager.h index fee6780..3b1cc4b 100644 --- a/src/crepe/api/AssetManager.h +++ b/src/crepe/api/AssetManager.h @@ -9,7 +9,7 @@ namespace crepe {  /**   * \brief The AssetManager is responsible for storing and managing assets over multiple scenes. - *  + *   * The AssetManager ensures that assets are loaded once and can be accessed across different   * scenes. It caches assets to avoid reloading them every time a scene is loaded. Assets are   * retained in memory until the AssetManager is destroyed, at which point the cached assets are @@ -46,9 +46,9 @@ public:  	 * \param reload If true, the asset will be reloaded from the file, even if it is already  	 * cached.  	 * \tparam T The type of asset to cache (e.g., texture, sound, etc.). -	 *  +	 *  	 * \return A shared pointer to the cached asset. -	 *  +	 *  	 * This template function caches the asset at the given file path. If the asset is already  	 * cached and `reload` is false, the existing cached version will be returned. Otherwise, the  	 * asset will be reloaded and added to the cache. diff --git a/src/crepe/api/BoxCollider.h b/src/crepe/api/BoxCollider.h index 89e43d8..1ac4d46 100644 --- a/src/crepe/api/BoxCollider.h +++ b/src/crepe/api/BoxCollider.h @@ -8,7 +8,7 @@ namespace crepe {  /**   * \brief A class representing a box-shaped collider. - *  + *   * This class is used for collision detection with other colliders (e.g., CircleCollider).   */  class BoxCollider : public Collider { diff --git a/src/crepe/api/Button.h b/src/crepe/api/Button.h index 26e7526..61b18d7 100644 --- a/src/crepe/api/Button.h +++ b/src/crepe/api/Button.h @@ -11,7 +11,7 @@ class Button : public UIObject {  public:  	/**  	 * \brief Constructs a Button with the specified game object ID and dimensions. -	 *  +	 *  	 * \param id The unique ID of the game object associated with this button.  	 * \param dimensions The width and height of the UIObject  	 * \param offset The offset relative this GameObjects Transform @@ -23,7 +23,7 @@ public:  	/**  	 * \brief Indicates if the button is a toggle button (can be pressed and released). -	 *  +	 *  	 * A toggle button allows for a pressed/released state, whereas a regular button  	 * typically only has an on-click state.  	 */ @@ -31,7 +31,7 @@ public:  	// TODO: create separate toggle button class  	/**  	 * \brief The callback function to be executed when the button is clicked. -	 *  +	 *  	 * This function is invoked whenever the button is clicked. It can be set to any  	 * function that matches the signature `void()`.  	 */ diff --git a/src/crepe/api/CMakeLists.txt b/src/crepe/api/CMakeLists.txt index 9f61ef5..f869d88 100644 --- a/src/crepe/api/CMakeLists.txt +++ b/src/crepe/api/CMakeLists.txt @@ -40,8 +40,8 @@ target_sources(crepe PUBLIC FILE_SET HEADERS FILES  	Vector2.h  	Vector2.hpp  	Color.h -	Texture.h  -	AssetManager.h  +	Texture.h +	AssetManager.h  	AssetManager.hpp  	Scene.h  	Metadata.h diff --git a/src/crepe/api/Camera.cpp b/src/crepe/api/Camera.cpp index 39d8ab0..179dc18 100644 --- a/src/crepe/api/Camera.cpp +++ b/src/crepe/api/Camera.cpp @@ -1,20 +1,17 @@ -#include "types.h"  #include "util/Log.h"  #include "Camera.h" -#include "Color.h"  #include "Component.h" +#include "types.h"  using namespace crepe; -Camera::Camera(game_object_id_t id, const Color & bg_color, const ivec2 & screen, -			   const vec2 & viewport_size, const double & zoom, const vec2 & offset) +Camera::Camera(game_object_id_t id, const ivec2 & screen, const vec2 & viewport_size, +			   const Data & data)  	: Component(id), -	  bg_color(bg_color), -	  offset(offset),  	  screen(screen),  	  viewport_size(viewport_size), -	  zoom(zoom) { +	  data(data) {  	dbg_trace();  } diff --git a/src/crepe/api/Camera.h b/src/crepe/api/Camera.h index 2d8fa48..54d9a73 100644 --- a/src/crepe/api/Camera.h +++ b/src/crepe/api/Camera.h @@ -14,23 +14,42 @@ namespace crepe {   * position, and zoom level. It controls what part of the game world is visible on the screen.   */  class Camera : public Component { +public: +	struct Data { +		/** +		 * \bg_color background color of the game +		 * +		 * This will make the background the same color as the given value. +		 */ +		const Color bg_color = Color::BLACK; + +		/** +		 * \zoom Zooming level of the game +		 * +		 * zoom = 1 --> no zoom. +		 * zoom < 1 --> zoom out +		 * zoom > 1 --> zoom in +		 */ +		double zoom = 1; + +		//! offset postion from the game object transform component +		vec2 postion_offset; +	};  public:  	/**  	 * \brief Constructs a Camera with the specified ID and background color.  	 * \param id Unique identifier for the camera component. -	 * \param bg_color Background color for the camera view. +	 * \param screen is the actual screen size in pixels +	 * \param viewport_size is the view of the world in game units +	 * \param data the camera component data  	 */ -	Camera(game_object_id_t id, const Color & bg_color, const ivec2 & screen, -		   const vec2 & viewport_size, const double & zoom, const vec2 & offset = {0, 0}); +	Camera(game_object_id_t id, const ivec2 & screen, const vec2 & viewport_size, +		   const Camera::Data & data);  	~Camera(); // dbg_trace only  public: -	//! Background color of the camera view. -	const Color bg_color; - -	//! offset postion from the game object transform component -	vec2 offset; +	Camera::Data data;  	//! screen the display size in pixels ( output resolution )  	const ivec2 screen; @@ -38,9 +57,6 @@ public:  	//! viewport is the area of the world visible through the camera (in world units)  	const vec2 viewport_size; -	//! Zoom level of the camera view. -	const double zoom; -  public:  	/**  	 * \brief Gets the maximum number of camera instances allowed. diff --git a/src/crepe/api/CircleCollider.h b/src/crepe/api/CircleCollider.h index ebd1cb2..c7bf66e 100644 --- a/src/crepe/api/CircleCollider.h +++ b/src/crepe/api/CircleCollider.h @@ -8,7 +8,7 @@ namespace crepe {  /**   * \brief A class representing a circle-shaped collider. - *  + *   * This class is used for collision detection with other colliders (e.g., BoxCollider).   */  class CircleCollider : public Collider { diff --git a/src/crepe/api/Config.h b/src/crepe/api/Config.h index 225e9b9..a9745c3 100644 --- a/src/crepe/api/Config.h +++ b/src/crepe/api/Config.h @@ -1,8 +1,10 @@  #pragma once +#include <string> +  #include "../util/Log.h" +  #include "types.h" -#include <string>  namespace crepe { @@ -66,10 +68,9 @@ public:  	//! default window settings  	struct { -		//TODO make this constexpr because this will never change -		ivec2 default_size = {1080, 720}; +		//! default screen size in pixels +		ivec2 default_size = {1280, 720};  		std::string window_title = "Jetpack joyride clone"; -  	} window_settings;  	//! Asset loading options diff --git a/src/crepe/api/EventHandler.h b/src/crepe/api/EventHandler.h index 7bdd9a3..7bb501b 100644 --- a/src/crepe/api/EventHandler.h +++ b/src/crepe/api/EventHandler.h @@ -8,12 +8,12 @@  namespace crepe {  /**   * \brief A type alias for an event handler function. - *  - * The EventHandler is a std::function that takes an EventType reference and returns a boolean value  + * + * The EventHandler is a std::function that takes an EventType reference and returns a boolean value   * indicating whether the event is handled. - *  + *   * \tparam EventType The type of event this handler will handle. - *  + *   * Returning \c false from an event handler results in the event being propogated to other listeners for the same event type, while returning \c true stops propogation altogether.   */  template <typename EventType> @@ -22,7 +22,7 @@ using EventHandler = std::function<bool(const EventType & e)>;  /**   * \class IEventHandlerWrapper   * \brief An abstract base class for event handler wrappers. - *  + *   * This class provides the interface for handling events. Derived classes must implement the   * `call()` method to process events   */ @@ -35,9 +35,9 @@ public:  	/**  	 * \brief Executes the handler with the given event. -	 *  +	 *  	 * This method calls the `call()` method of the derived class, passing the event to the handler. -	 *  +	 *  	 * \param e The event to be processed.  	 * \return A boolean value indicating whether the event is handled.  	 */ @@ -46,9 +46,9 @@ public:  private:  	/**  	 * \brief The method responsible for handling the event. -	 *  +	 *  	 * This method is implemented by derived classes to process the event. -	 *  +	 *  	 * \param e The event to be processed.  	 * \return A boolean value indicating whether the event is handled.  	 */ @@ -58,11 +58,11 @@ private:  /**   * \class EventHandlerWrapper   * \brief A wrapper for event handler functions. - *  - * This class wraps an event handler function of a specific event type. It implements the  - * `call()` and `get_type()` methods to allow the handler to be executed and its type to be  + * + * This class wraps an event handler function of a specific event type. It implements the + * `call()` and `get_type()` methods to allow the handler to be executed and its type to be   * queried. - *  + *   * \tparam EventType The type of event this handler will handle.   */  template <typename EventType> @@ -70,9 +70,9 @@ class EventHandlerWrapper : public IEventHandlerWrapper {  public:  	/**  	 * \brief Constructs an EventHandlerWrapper with a given handler. -	 *  +	 *  	 * The constructor takes an event handler function and stores it in the wrapper. -	 *  +	 *  	 * \param handler The event handler function.  	 */  	explicit EventHandlerWrapper(const EventHandler<EventType> & handler); @@ -80,9 +80,9 @@ public:  private:  	/**  	 * \brief Calls the stored event handler with the event. -	 *  +	 *  	 * This method casts the event to the appropriate type and calls the handler. -	 *  +	 *  	 * \param e The event to be handled.  	 * \return A boolean value indicating whether the event is handled.  	 */ diff --git a/src/crepe/api/GameObject.h b/src/crepe/api/GameObject.h index 4cd2bc0..ff80f49 100644 --- a/src/crepe/api/GameObject.h +++ b/src/crepe/api/GameObject.h @@ -10,7 +10,7 @@ class ComponentManager;  /**   * \brief Represents a GameObject - *  + *   * This class represents a GameObject. The GameObject class is only used as an interface for   * the game programmer. The actual implementation is done in the ComponentManager.   */ @@ -19,7 +19,7 @@ private:  	/**  	 * This constructor creates a new GameObject. It creates a new Transform and Metadata  	 * component and adds them to the ComponentManager. -	 *  +	 *  	 * \param component_manager Reference to component_manager  	 * \param id The id of the GameObject  	 * \param name The name of the GameObject @@ -37,20 +37,20 @@ private:  public:  	/**  	 * \brief Set the parent of this GameObject -	 *  +	 *  	 * This method sets the parent of this GameObject. It sets the parent in the Metadata  	 * component of this GameObject and adds this GameObject to the children list of the parent  	 * GameObject. -	 *  +	 *  	 * \param parent The parent GameObject  	 */  	void set_parent(const GameObject & parent);  	/**  	 * \brief Add a component to the GameObject -	 *  +	 *  	 * This method adds a component to the GameObject. It forwards the arguments to the  	 * ComponentManager. -	 *  +	 *  	 * \tparam T The type of the component  	 * \tparam Args The types of the arguments  	 * \param args The arguments to create the component diff --git a/src/crepe/api/LoopManager.cpp b/src/crepe/api/LoopManager.cpp index 90308a7..cf8a0d0 100644 --- a/src/crepe/api/LoopManager.cpp +++ b/src/crepe/api/LoopManager.cpp @@ -15,9 +15,6 @@ using namespace crepe;  using namespace std;  LoopManager::LoopManager() { -	this->mediator.component_manager = this->component_manager; -	this->mediator.scene_manager = this->scene_manager; -  	this->load_system<AnimatorSystem>();  	this->load_system<CollisionSystem>();  	this->load_system<ParticleSystem>(); @@ -37,6 +34,7 @@ void LoopManager::start() {  void LoopManager::set_running(bool running) { this->game_running = running; }  void LoopManager::fixed_update() { +	// TODO: retrieve EventManager from direct member after singleton refactor  	EventManager & ev = this->mediator.event_manager;  	ev.dispatch_events();  	this->get_system<ScriptSystem>().update(); @@ -76,6 +74,7 @@ void LoopManager::setup() {  void LoopManager::render() {  	if (!this->game_running) return; +	this->get_system<AnimatorSystem>().update();  	this->get_system<RenderSystem>().update();  } diff --git a/src/crepe/api/Metadata.h b/src/crepe/api/Metadata.h index 235d42f..f404703 100644 --- a/src/crepe/api/Metadata.h +++ b/src/crepe/api/Metadata.h @@ -9,7 +9,7 @@ namespace crepe {  /**   * \brief Metadata component - *  + *   * This class represents the Metadata component. It stores the name, tag, parent and children   * of a GameObject.   */ diff --git a/src/crepe/api/Rigidbody.h b/src/crepe/api/Rigidbody.h index 722a665..40c6bf1 100644 --- a/src/crepe/api/Rigidbody.h +++ b/src/crepe/api/Rigidbody.h @@ -11,7 +11,7 @@ namespace crepe {  /**   * \brief Rigidbody class - *  + *   * This class is used by the physics sytem and collision system. It configures how to system   * interact with the gameobject for movement and collisions.   */ @@ -19,7 +19,7 @@ class Rigidbody : public Component {  public:  	/**  	 * \brief BodyType enum -	 *  +	 *  	 * This enum provides three bodytypes the physics sytem and collision system use.  	 */  	enum class BodyType { @@ -32,7 +32,7 @@ public:  	};  	/**  	 * \brief PhysicsConstraints to constrain movement -	 *  +	 *  	 * This struct configures the movement constraint for this object. If a constraint is enabled  	 * the systems will not move the object.  	 */ @@ -46,9 +46,9 @@ public:  	};  public: -	/**  +	/**  	 * \brief struct for Rigidbody data -	 *  +	 *  	 * This struct holds the data for the Rigidbody.  	 */  	struct Data { @@ -59,7 +59,7 @@ public:  		*  		* The `gravity_scale` controls how much gravity affects the object. It is a multiplier applied to the default  		* gravity force, allowing for fine-grained control over how the object responds to gravity. -		*  +		*  		*/  		float gravity_scale = 0; @@ -108,7 +108,7 @@ public:  		* The `PhysicsConstraints` struct defines the constraints that restrict an object's movement  		* in certain directions or prevent rotation. These constraints effect only the physics system  		* to prevent the object from moving or rotating in specified ways. -		*  +		*  		*/  		PhysicsConstraints constraints; @@ -128,22 +128,22 @@ public:  		* The `offset` defines a positional shift applied to all colliders associated with the object, relative to the object's  		* transform position. This allows for the colliders to be placed at a different position than the object's actual  		* position, without modifying the object's transform itself. -		*  +		*  		*/  		vec2 offset;  		/**  		 * \brief Defines the collision layers of a GameObject.  		 * -		 * The `collision_layers` vector specifies the layers that the GameObject will collide with. -		 * Each element in the vector represents a layer ID, and the GameObject will only detect  +		 * The `collision_layers` specifies the layers that the GameObject will collide with. +		 * Each element represents a layer ID, and the GameObject will only detect  		 * collisions with other GameObjects that belong to these layers.  		 */  		std::set<int> collision_layers;  	};  public: -	/**  +	/**  	 * \param game_object_id id of the gameobject the rigibody is added to.  	 * \param data struct to configure the rigidbody.  	 */ @@ -152,15 +152,15 @@ public:  	Data data;  public: -	/**  +	/**  	 * \brief add a linear force to the Rigidbody. -	 *  +	 *  	 * \param force Vector2 that is added to the linear force.  	 */  	void add_force_linear(const vec2 & force); -	/**  +	/**  	 * \brief add a angular force to the Rigidbody. -	 *  +	 *  	 * \param force Vector2 that is added to the angular force.  	 */  	void add_force_angular(float force); diff --git a/src/crepe/api/Scene.h b/src/crepe/api/Scene.h index 9f1e8ce..ba9bb76 100644 --- a/src/crepe/api/Scene.h +++ b/src/crepe/api/Scene.h @@ -12,7 +12,7 @@ class ComponentManager;  /**   * \brief Represents a Scene - *  + *   * This class represents a Scene. The Scene class is only used as an interface for the game   * programmer.   */ @@ -41,7 +41,7 @@ public:  protected:  	/**  	 * \name Late references -	 *  +	 *  	 * These references are set by SceneManager immediately after calling the constructor of Scene.  	 *  	 * \note Scene must have a constructor without arguments so the game programmer doesn't need to diff --git a/src/crepe/api/Script.h b/src/crepe/api/Script.h index fa83152..e351e6a 100644 --- a/src/crepe/api/Script.h +++ b/src/crepe/api/Script.h @@ -4,6 +4,7 @@  #include "../manager/EventManager.h"  #include "../manager/Mediator.h" +#include "../system/CollisionSystem.h"  #include "../types.h"  #include "../util/OptionalRef.h"  #include "system/CollisionSystem.h" @@ -20,7 +21,7 @@ class ComponentManager;   * This class is used as a base class for user-defined scripts that can be added to game   * objects using the \c BehaviorScript component.   * - * \info Additional *events* (like Unity's OnDisable and OnEnable) should be implemented as + * \note Additional *events* (like Unity's OnDisable and OnEnable) should be implemented as   * member or lambda methods in derivative user script classes and registered in \c init().   *   * \warning Concrete scripts are allowed do create a custom constructor, but the utility diff --git a/src/crepe/api/Sprite.cpp b/src/crepe/api/Sprite.cpp index 0a2ad4c..cc0e20a 100644 --- a/src/crepe/api/Sprite.cpp +++ b/src/crepe/api/Sprite.cpp @@ -6,24 +6,20 @@  #include "Component.h"  #include "Sprite.h"  #include "Texture.h" +#include "types.h"  using namespace std;  using namespace crepe; -Sprite::Sprite(game_object_id_t id, Texture & image, const Color & color, -			   const FlipSettings & flip, int sort_layer, int order_layer, int height) +Sprite::Sprite(game_object_id_t id, Texture & texture, const Sprite::Data & data)  	: Component(id), -	  color(color), -	  flip(flip), -	  sprite_image(std::move(image)), -	  sorting_in_layer(sort_layer), -	  order_in_layer(order_layer), -	  height(height) { +	  texture(std::move(texture)), +	  data(data) {  	dbg_trace(); -	this->mask.w = sprite_image.get_size().x; -	this->mask.h = sprite_image.get_size().y; +	this->mask.w = this->texture.get_size().x; +	this->mask.h = this->texture.get_size().y;  	this->aspect_ratio = static_cast<double>(this->mask.w) / this->mask.h;  } diff --git a/src/crepe/api/Sprite.h b/src/crepe/api/Sprite.h index a0e90a0..dbf41e4 100644 --- a/src/crepe/api/Sprite.h +++ b/src/crepe/api/Sprite.h @@ -1,11 +1,10 @@  #pragma once -#include <cstdint> -  #include "../Component.h"  #include "Color.h"  #include "Texture.h" +#include "types.h"  namespace crepe { @@ -20,60 +19,79 @@ class AnimatorSystem;   * flip settings, and is managed in layers with defined sorting orders.   */  class Sprite : public Component { -  public: +	//! settings to flip the image  	struct FlipSettings { +		//! horizantal flip  		bool flip_x = false; +		//! vertical flip  		bool flip_y = false;  	}; +	//! Sprite data that does not have to be set in the constructor +	struct Data { +		/** +		 * \brief Sprite tint (multiplied) +		 * +		 * The sprite texture's pixels are multiplied by this color before being displayed +		 * (including alpha channel for transparency). +		 */ +		Color color = Color::WHITE; + +		//! Flip settings for the sprite +		FlipSettings flip; + +		//! Layer sorting level of the sprite +		const int sorting_in_layer = 0; + +		//! Order within the sorting layer +		const int order_in_layer = 0; + +		/** +		 * \brief width and height of the sprite in game units +		 * +		 * - if exclusively width is specified, the height is calculated using the texture's aspect +		 *   ratio +		 * - if exclusively height is specified, the width is calculated using the texture's aspect +		 *   ratio +		 * - if both are specified the texture is streched to fit the specified size +		 */ +		vec2 size = {0, 0}; + +		//! independent sprite angle. rotating clockwise direction in degrees +		float angle_offset = 0; + +		//! independent sprite scale multiplier +		float scale_offset = 1; + +		//! independent sprite offset position +		vec2 position_offset; +	}; +  public: -	// TODO: Loek comment in github #27 will be looked another time -	// about shared_ptr Texture  	/** -	 * \brief Constructs a Sprite with specified parameters.  	 * \param game_id Unique identifier for the game object this sprite belongs to. -	 * \param image Shared pointer to the texture for this sprite. -	 * \param color Color tint applied to the sprite. -	 * \param flip Flip settings for horizontal and vertical orientation. -	 * \param order_layer decides the sorting in layer of the sprite. -	 * \param sort_layer decides the order in layer of the sprite. -	 * \param height the height of the image in game units -	 */ -	Sprite(game_object_id_t id, Texture & image, const Color & color, -		   const FlipSettings & flip, int sort_layer, int order_layer, int height); - -	/** -	 * \brief Destroys the Sprite instance. +	 * \param texture asset of the image +	 * \param ctx all the sprite data  	 */ +	Sprite(game_object_id_t id, Texture & texture, const Data & data);  	~Sprite();  	//! Texture used for the sprite -	const Texture sprite_image; - -	//! Color tint of the sprite -	Color color; - -	//! Flip settings for the sprite -	FlipSettings flip; +	const Texture texture; -	//! Layer sorting level of the sprite -	const int sorting_in_layer; -	//! Order within the sorting layer -	const int order_in_layer; - -	//! height in world units -	const int height; +	Data data; +private:  	/** -	 * \aspect_ratio ratio of the img so that scaling will not become weird +	 * \brief ratio of the img  	 * -	 * cannot be const because if Animator component is addded then ratio becomes scuffed and -	 * does it need to be calculated again in the Animator +	 * - This will multiply one of \c size variable if it is 0. +	 * - Will be adjusted if \c Animator component is added to an GameObject that is why this +	 *   value cannot be const.  	 */ -	double aspect_ratio; +	float aspect_ratio; -private:  	//! Reads the mask of sprite  	friend class SDLContext; diff --git a/src/crepe/api/Transform.h b/src/crepe/api/Transform.h index 6243a93..7ee6d65 100644 --- a/src/crepe/api/Transform.h +++ b/src/crepe/api/Transform.h @@ -7,7 +7,7 @@ namespace crepe {  /**   * \brief Transform component - *  + *   * This class represents the Transform component. It stores the position, rotation and scale of   * a GameObject.   */ @@ -15,10 +15,10 @@ class Transform : public Component {  public:  	//! Translation (shift)  	vec2 position = {0, 0}; -	//! Rotation, in degrees -	double rotation = 0; +	//! Rotation, in degrees clockwise +	float rotation = 0;  	//! Multiplication factor -	double scale = 0; +	float scale = 0;  protected:  	/** diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index ad9f1f0..6becf60 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -11,19 +11,17 @@  #include <cstddef>  #include <cstdint>  #include <functional> -#include <iostream>  #include <memory>  #include <stdexcept>  #include "../api/Camera.h" +#include "../api/Color.h"  #include "../api/Config.h"  #include "../api/Sprite.h"  #include "../api/Texture.h" -#include "../manager/EventManager.h"  #include "../util/Log.h"  #include "SDLContext.h" -#include "api/Color.h"  #include "types.h"  using namespace crepe; @@ -215,11 +213,13 @@ MouseButton SDLContext::sdl_to_mousebutton(Uint8 sdl_button) {  	return MOUSE_BUTTON_LOOKUP_TABLE[sdl_button];  } -void SDLContext::clear_screen() { +void SDLContext::clear_screen() { SDL_RenderClear(this->game_renderer.get()); } +void SDLContext::present_screen() {  	SDL_SetRenderDrawColor(this->game_renderer.get(), 0, 0, 0, 255); -	SDL_RenderClear(this->game_renderer.get()); +	SDL_RenderFillRectF(this->game_renderer.get(), &black_bars[0]); +	SDL_RenderFillRectF(this->game_renderer.get(), &black_bars[1]); +	SDL_RenderPresent(this->game_renderer.get());  } -void SDLContext::present_screen() { SDL_RenderPresent(this->game_renderer.get()); }  SDL_Rect SDLContext::get_src_rect(const Sprite & sprite) const {  	return SDL_Rect{ @@ -229,40 +229,62 @@ SDL_Rect SDLContext::get_src_rect(const Sprite & sprite) const {  		.h = sprite.mask.h,  	};  } -SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const vec2 & pos, const Camera & cam, -								  const vec2 & cam_pos, const double & img_scale) const { -	int width = sprite.height * sprite.aspect_ratio; -	int height = sprite.height; +SDL_FRect SDLContext::get_dst_rect(const DestinationRectangleData & ctx) const { -	width *= img_scale * cam.zoom; -	height *= img_scale * cam.zoom; +	const Sprite::Data & data = ctx.sprite.data; -	return SDL_Rect{ -		.x = static_cast<int>((pos.x - cam_pos.x + (cam.viewport_size.x / 2) - width / 2)), -		.y = static_cast<int>((pos.y - cam_pos.y + (cam.viewport_size.y / 2) - height / 2)), -		.w = width, -		.h = height, +	vec2 size = data.size; +	if (data.size.x == 0 && data.size.y != 0) { +		size.x = data.size.y * ctx.sprite.aspect_ratio; +	} +	if (data.size.y == 0 && data.size.x != 0) { +		size.y = data.size.x / ctx.sprite.aspect_ratio; +	} + +	const CameraValues & cam = ctx.cam; + +	size *= cam.render_scale * ctx.img_scale * data.scale_offset; + +	vec2 screen_pos +		= (ctx.pos + data.position_offset - cam.cam_pos + (cam.zoomed_viewport) / 2) +			  * cam.render_scale +		  - size / 2 + cam.bar_size; + +	return SDL_FRect{ +		.x = screen_pos.x, +		.y = screen_pos.y, +		.w = size.x, +		.h = size.y,  	};  }  void SDLContext::draw(const RenderContext & ctx) { +	const Sprite::Data & data = ctx.sprite.data;  	SDL_RendererFlip render_flip -		= (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * ctx.sprite.flip.flip_x) -							  | (SDL_FLIP_VERTICAL * ctx.sprite.flip.flip_y)); +		= (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * data.flip.flip_x) +							  | (SDL_FLIP_VERTICAL * data.flip.flip_y));  	SDL_Rect srcrect = this->get_src_rect(ctx.sprite); -	SDL_Rect dstrect -		= this->get_dst_rect(ctx.sprite, ctx.pos, ctx.cam, ctx.cam_pos, ctx.scale); - -	this->set_color_texture(ctx.sprite.sprite_image, ctx.sprite.color); -	SDL_RenderCopyEx(this->game_renderer.get(), ctx.sprite.sprite_image.texture.get(), -					 &srcrect, &dstrect, ctx.angle, NULL, render_flip); +	SDL_FRect dstrect = this->get_dst_rect(SDLContext::DestinationRectangleData{ +		.sprite = ctx.sprite, +		.cam = ctx.cam, +		.pos = ctx.pos, +		.img_scale = ctx.scale, +	}); + +	double angle = ctx.angle + data.angle_offset; + +	this->set_color_texture(ctx.sprite.texture, ctx.sprite.data.color); +	SDL_RenderCopyExF(this->game_renderer.get(), ctx.sprite.texture.texture.get(), &srcrect, +					  &dstrect, angle, NULL, render_flip);  } -void SDLContext::set_camera(const Camera & cam) { +SDLContext::CameraValues SDLContext::set_camera(const Camera & cam) { +	const Camera::Data & cam_data = cam.data; +	CameraValues ret_cam;  	// resize window  	int w, h;  	SDL_GetWindowSize(this->game_window.get(), &w, &h); @@ -270,42 +292,52 @@ void SDLContext::set_camera(const Camera & cam) {  		SDL_SetWindowSize(this->game_window.get(), cam.screen.x, cam.screen.y);  	} -	double screen_aspect = cam.screen.x / cam.screen.y; -	double viewport_aspect = cam.viewport_size.x / cam.viewport_size.y; +	vec2 & zoomed_viewport = ret_cam.zoomed_viewport; +	vec2 & bar_size = ret_cam.bar_size; +	vec2 & render_scale = ret_cam.render_scale; + +	zoomed_viewport = cam.viewport_size * cam_data.zoom; +	float screen_aspect = static_cast<float>(cam.screen.x) / cam.screen.y; +	float viewport_aspect = zoomed_viewport.x / zoomed_viewport.y; -	SDL_Rect view;  	// calculate black bars  	if (screen_aspect > viewport_aspect) { -		// letterboxing -		view.h = cam.screen.y / cam.zoom; -		view.w = cam.screen.y * viewport_aspect; -		view.x = (cam.screen.x - view.w) / 2; -		view.y = 0; -	} else {  		// pillarboxing -		view.h = cam.screen.x / viewport_aspect; -		view.w = cam.screen.x / cam.zoom; -		view.x = 0; -		view.y = (cam.screen.y - view.h) / 2; +		float scale = cam.screen.y / zoomed_viewport.y; +		float adj_width = zoomed_viewport.x * scale; +		float bar_width = (cam.screen.x - adj_width) / 2; +		this->black_bars[0] = {0, 0, bar_width, (float) cam.screen.y}; +		this->black_bars[1] = {(cam.screen.x - bar_width), 0, bar_width, (float) cam.screen.y}; + +		bar_size = {bar_width, 0}; +		render_scale.x = render_scale.y = scale; +	} else { +		// letterboxing +		float scale = cam.screen.x / (cam.viewport_size.x * cam_data.zoom); +		float adj_height = cam.viewport_size.y * scale; +		float bar_height = (cam.screen.y - adj_height) / 2; +		this->black_bars[0] = {0, 0, (float) cam.screen.x, bar_height}; +		this->black_bars[1] +			= {0, (cam.screen.y - bar_height), (float) cam.screen.x, bar_height}; + +		bar_size = {0, bar_height}; +		render_scale.x = render_scale.y = scale;  	} -	// set drawing area -	SDL_RenderSetViewport(this->game_renderer.get(), &view); - -	SDL_RenderSetLogicalSize(this->game_renderer.get(), static_cast<int>(cam.viewport_size.x), -							 static_cast<int>(cam.viewport_size.y)); -	// set bg color -	SDL_SetRenderDrawColor(this->game_renderer.get(), cam.bg_color.r, cam.bg_color.g, -						   cam.bg_color.b, cam.bg_color.a); +	SDL_SetRenderDrawColor(this->game_renderer.get(), cam_data.bg_color.r, cam_data.bg_color.g, +						   cam_data.bg_color.b, cam_data.bg_color.a);  	SDL_Rect bg = {  		.x = 0,  		.y = 0, -		.w = static_cast<int>(cam.viewport_size.x), -		.h = static_cast<int>(cam.viewport_size.y), +		.w = cam.screen.x, +		.h = cam.screen.y,  	}; +  	// fill bg color  	SDL_RenderFillRect(this->game_renderer.get(), &bg); + +	return ret_cam;  }  uint64_t SDLContext::get_ticks() const { return SDL_GetTicks64(); } diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index a2b34c1..e232511 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -9,11 +9,9 @@  #include <functional>  #include <memory>  #include <string> -#include <utility>  #include "api/Camera.h"  #include "api/Color.h" -#include "api/Event.h"  #include "api/KeyCodes.h"  #include "api/Sprite.h"  #include "api/Texture.h" @@ -27,16 +25,44 @@ class InputSystem;  /**   * \class SDLContext   * \brief Facade for the SDL library - *  + *   * SDLContext is a singleton that handles the SDL window and renderer, provides methods for   * event handling, and rendering to the screen. It is never used directly by the user   */  class SDLContext {  public: +	//! data that the camera component cannot hold +	struct CameraValues { + +		//! zoomed in viewport in game_units +		vec2 zoomed_viewport; + +		/** +		 * \brief scaling factor +		 * +		 * depending on the black bars type will the scaling be different. +		 * - letterboxing --> scaling on the y-as +		 * - pillarboxing --> scaling on the x-as +		 */ +		vec2 render_scale; + +		/** +		 * \brief size of calculated black bars +		 * +		 * depending on the black bars type will the size be different +		 * - lettorboxing --> {0, bar_height} +		 * - pillarboxing --> {bar_width , 0} +		 */ +		vec2 bar_size; + +		//! Calculated camera position +		vec2 cam_pos; +	}; + +	//! rendering data needed to render on screen  	struct RenderContext {  		const Sprite & sprite; -		const Camera & cam; -		const vec2 & cam_pos; +		const CameraValues & cam;  		const vec2 & pos;  		const double & angle;  		const double & scale; @@ -82,21 +108,21 @@ private:  	friend class InputSystem;  	/**  	 * \brief Retrieves a list of all events from the SDL context. -	 *  +	 *  	 * This method retrieves all the events from the SDL context that are currently  	 * available. It is primarily used by the InputSystem to process various  	 * input events such as mouse clicks, mouse movements, and keyboard presses. -	 *  +	 *  	 * \return Events that occurred since last call to `get_events()`  	 */  	std::vector<SDLContext::EventData> get_events();  	/**  	 * \brief Converts an SDL key code to the custom Keycode type. -	 *  +	 *  	 * This method maps an SDL key code to the corresponding `Keycode` enum value,  	 * which is used internally by the system to identify the keys. -	 *  +	 *  	 * \param sdl_key The SDL key code to convert.  	 * \return The corresponding `Keycode` value or `Keycode::NONE` if the key is unrecognized.  	 */ @@ -104,18 +130,16 @@ private:  	/**  	 * \brief Converts an SDL mouse button code to the custom MouseButton type. -	 *  -	 * This method maps an SDL mouse button code to the corresponding `MouseButton`  +	 * +	 * This method maps an SDL mouse button code to the corresponding `MouseButton`  	 * enum value, which is used internally by the system to identify mouse buttons. -	 *  +	 *  	 * \param sdl_button The SDL mouse button code to convert.  	 * \return The corresponding `MouseButton` value or `MouseButton::NONE` if the key is unrecognized  	 */  	MouseButton sdl_to_mousebutton(Uint8 sdl_button);  private: -	//! Will only use get_ticks -	friend class AnimatorSystem;  	//! Will only use delay  	friend class LoopTimer;  	/** @@ -170,7 +194,7 @@ private:  	/**  	 * \brief Draws a sprite to the screen using the specified transform and camera. -	 * \param RenderCtx Reference to rendering data to draw +	 * \param RenderContext Reference to rendering data to draw  	 */  	void draw(const RenderContext & ctx); @@ -184,9 +208,16 @@ private:  	 * \brief sets the background of the camera (will be adjusted in future PR)  	 * \param camera Reference to the Camera object.  	 */ -	void set_camera(const Camera & camera); +	CameraValues set_camera(const Camera & camera);  private: +	//! the data needed to construct a sdl dst rectangle +	struct DestinationRectangleData { +		const Sprite & sprite; +		const CameraValues & cam; +		const vec2 & pos; +		const double & img_scale; +	};  	/**  	 * \brief calculates the sqaure size of the image  	 * @@ -202,15 +233,14 @@ private:  	 * \param pos the pos in world units  	 * \param cam the camera of the current scene  	 * \param cam_pos the current postion of the camera -	 * \param img_scale the image multiplier for increasing img size  +	 * \param img_scale the image multiplier for increasing img size  	 * \return sdl rectangle to draw a dst image to draw on the screen  	 */ -	SDL_Rect get_dst_rect(const Sprite & sprite, const vec2 & pos, const Camera & cam, -						  const vec2 & cam_pos, const double & img_scale) const; +	SDL_FRect get_dst_rect(const DestinationRectangleData & data) const;  	/**  	 * \brief Set an additional color value multiplied into render copy operations.  	 * -	 * \param  texture the given texture to adjust  +	 * \param  texture the given texture to adjust  	 * \param  color the color data for the texture  	 */  	void set_color_texture(const Texture & texture, const Color & color); @@ -221,6 +251,9 @@ private:  	//! renderer for the crepe engine  	std::unique_ptr<SDL_Renderer, std::function<void(SDL_Renderer *)>> game_renderer; + +	//! black bars rectangle to draw +	SDL_FRect black_bars[2] = {};  };  } // namespace crepe diff --git a/src/crepe/facade/Sound.h b/src/crepe/facade/Sound.h index 4c68f32..ee43d94 100644 --- a/src/crepe/facade/Sound.h +++ b/src/crepe/facade/Sound.h @@ -35,7 +35,7 @@ public:  	void play();  	/**  	 * \brief Reset playhead position -	 *  +	 *  	 * Resets the playhead position so that calling \c play() after this function makes it play  	 * from the start of the sample. If the sound is not paused before calling this function,  	 * this function will stop playback. diff --git a/src/crepe/manager/ComponentManager.h b/src/crepe/manager/ComponentManager.h index ad37586..44429d9 100644 --- a/src/crepe/manager/ComponentManager.h +++ b/src/crepe/manager/ComponentManager.h @@ -16,7 +16,7 @@ class GameObject;  /**   * \brief Manages all components - *  + *   * This class manages all components. It provides methods to add, delete and get components.   */  class ComponentManager : public Manager { @@ -56,10 +56,10 @@ protected:  	friend class GameObject;  	/**  	 * \brief Add a component to the ComponentManager -	 *  +	 *  	 * This method adds a component to the ComponentManager. The component is created with the  	 * given arguments and added to the ComponentManager. -	 *  +	 *  	 * \tparam T The type of the component  	 * \tparam Args The types of the arguments  	 * \param id The id of the GameObject this component belongs to @@ -70,9 +70,9 @@ protected:  	T & add_component(game_object_id_t id, Args &&... args);  	/**  	 * \brief Delete all components of a specific type and id -	 *  +	 *  	 * This method deletes all components of a specific type and id. -	 *  +	 *  	 * \tparam T The type of the component  	 * \param id The id of the GameObject this component belongs to  	 */ @@ -80,24 +80,24 @@ protected:  	void delete_components_by_id(game_object_id_t id);  	/**  	 * \brief Delete all components of a specific type -	 *  +	 *  	 * This method deletes all components of a specific type. -	 *  +	 *  	 * \tparam T The type of the component  	 */  	template <typename T>  	void delete_components();  	/**  	 * \brief Delete all components of a specific id -	 *  +	 *  	 * This method deletes all components of a specific id. -	 *  +	 *  	 * \param id The id of the GameObject this component belongs to  	 */  	void delete_all_components_of_id(game_object_id_t id);  	/**  	 * \brief Delete all components -	 *  +	 *  	 * This method deletes all components.  	 */  	void delete_all_components(); @@ -115,9 +115,9 @@ protected:  public:  	/**  	 * \brief Get all components of a specific type and id -	 *  +	 *  	 * This method gets all components of a specific type and id. -	 *  +	 *  	 * \tparam T The type of the component  	 * \param id The id of the GameObject this component belongs to  	 * \return A vector of all components of the specific type and id @@ -126,9 +126,9 @@ public:  	RefVector<T> get_components_by_id(game_object_id_t id) const;  	/**  	 * \brief Get all components of a specific type -	 *  +	 *  	 * This method gets all components of a specific type. -	 *  +	 *  	 * \tparam T The type of the component  	 * \return A vector of all components of the specific type  	 */ @@ -138,7 +138,7 @@ public:  private:  	/**  	 * \brief The components -	 *  +	 *  	 * This unordered_map stores all components. The key is the type of the component and the  	 * value is a vector of vectors of unique pointers to the components.  	 * diff --git a/src/crepe/manager/EventManager.h b/src/crepe/manager/EventManager.h index d634f54..ba5e98b 100644 --- a/src/crepe/manager/EventManager.h +++ b/src/crepe/manager/EventManager.h @@ -24,7 +24,7 @@ typedef size_t event_channel_t;  /**   * \class EventManager   * \brief Manages event subscriptions, triggers, and queues, enabling decoupled event handling. - *  + *   * The `EventManager` acts as a centralized event system. It allows for registering callbacks   * for specific event types, triggering events synchronously, queueing events for later   * processing, and managing subscriptions via unique identifiers. @@ -35,20 +35,20 @@ public:  	/**  	 * \brief Get the singleton instance of the EventManager. -	 *  +	 *  	 * This method returns the unique instance of the EventManager, creating it if it  	 * doesn't already exist. Ensures only one instance is active in the program. -	 *  +	 *  	 * \return Reference to the singleton instance of the EventManager.  	 */  	static EventManager & get_instance();  	/**  	 * \brief Subscribe to a specific event type. -	 *  +	 *  	 * Registers a callback for a given event type and optional channel. Each callback  	 * is assigned a unique subscription ID that can be used for later unsubscription. -	 *  +	 *  	 * \tparam EventType The type of the event to subscribe to.  	 * \param callback The callback function to be invoked when the event is triggered.  	 * \param channel The channel number to subscribe to (default is CHANNEL_ALL, which listens to all channels). @@ -60,18 +60,18 @@ public:  	/**  	 * \brief Unsubscribe a previously registered callback. -	 *  +	 *  	 * Removes a callback from the subscription list based on its unique subscription ID. -	 *  +	 *  	 * \param event_id The unique subscription ID of the callback to remove.  	 */  	void unsubscribe(subscription_t event_id);  	/**  	 * \brief Trigger an event immediately. -	 *  +	 *  	 * Synchronously invokes all registered callbacks for the given event type on the specified channel. -	 *  +	 *  	 * \tparam EventType The type of the event to trigger.  	 * \param event The event instance to pass to the callbacks.  	 * \param channel The channel to trigger the event on (default is CHANNEL_ALL, which triggers on all channels). @@ -81,9 +81,9 @@ public:  	/**  	 * \brief Queue an event for later processing. -	 *  +	 *  	 * Adds an event to the event queue to be processed during the next call to `dispatch_events`. -	 *  +	 *  	 * \tparam EventType The type of the event to queue.  	 * \param event The event instance to queue.  	 * \param channel The channel to associate with the event (default is CHANNEL_ALL). @@ -93,7 +93,7 @@ public:  	/**  	 * \brief Process all queued events. -	 *  +	 *  	 * Iterates through the event queue and triggers callbacks for each queued event.  	 * Events are removed from the queue once processed.  	 */ @@ -101,7 +101,7 @@ public:  	/**  	 * \brief Clear all subscriptions. -	 *  +	 *  	 * Removes all registered event handlers and clears the subscription list.  	 */  	void clear(); @@ -109,7 +109,7 @@ public:  private:  	/**  	 * \brief Default constructor for the EventManager. -	 *  +	 *  	 * Constructor is private to enforce the singleton pattern.  	 */  	EventManager() = default; diff --git a/src/crepe/manager/Mediator.h b/src/crepe/manager/Mediator.h index 71bd1c9..8094d80 100644 --- a/src/crepe/manager/Mediator.h +++ b/src/crepe/manager/Mediator.h @@ -3,8 +3,10 @@  #include "../util/OptionalRef.h"  // TODO: remove these singletons: +#include "../facade/SDLContext.h"  #include "EventManager.h"  #include "SaveManager.h" +#include "api/LoopTimer.h"  namespace crepe { @@ -28,6 +30,8 @@ struct Mediator {  	OptionalRef<SceneManager> scene_manager;  	OptionalRef<SaveManager> save_manager = SaveManager::get_instance();  	OptionalRef<EventManager> event_manager = EventManager::get_instance(); +	OptionalRef<SDLContext> sdl_context = SDLContext::get_instance(); +	OptionalRef<LoopTimer> timer = LoopTimer::get_instance();  };  } // namespace crepe diff --git a/src/crepe/system/AnimatorSystem.cpp b/src/crepe/system/AnimatorSystem.cpp index 8bb6465..549c35d 100644 --- a/src/crepe/system/AnimatorSystem.cpp +++ b/src/crepe/system/AnimatorSystem.cpp @@ -1,8 +1,8 @@ -#include <cstdint> +  #include "../api/Animator.h" -#include "../facade/SDLContext.h"  #include "../manager/ComponentManager.h" +#include "api/LoopTimer.h"  #include "AnimatorSystem.h" @@ -10,15 +10,30 @@ using namespace crepe;  void AnimatorSystem::update() {  	ComponentManager & mgr = this->mediator.component_manager; - +	LoopTimer & timer = this->mediator.timer;  	RefVector<Animator> animations = mgr.get_components_by_type<Animator>(); -	uint64_t tick = SDLContext::get_instance().get_ticks(); +	double elapsed_time = timer.get_current_time(); +  	for (Animator & a : animations) {  		if (!a.active) continue; -		// (10 frames per second) -		a.curr_row = (tick / 100) % a.row; -		a.spritesheet.mask.x = (a.curr_row * a.spritesheet.mask.w) + a.curr_col; -		a.spritesheet.mask = a.spritesheet.mask; + +		Animator::Data & ctx = a.data; +		float frame_duration = 1.0f / ctx.fps; + +		int last_frame = ctx.row; + +		int cycle_end = (ctx.cycle_end == -1) ? a.max_rows : ctx.cycle_end; +		int total_frames = cycle_end - ctx.cycle_start; + +		int curr_frame = static_cast<int>(elapsed_time / frame_duration) % total_frames; + +		ctx.row = ctx.cycle_start + curr_frame; +		a.spritesheet.mask.x = ctx.row * a.spritesheet.mask.w; +		a.spritesheet.mask.y = (ctx.col * a.spritesheet.mask.h); + +		if (!ctx.looping && curr_frame == ctx.cycle_start && last_frame == total_frames - 1) { +			a.active = false; +		}  	}  } diff --git a/src/crepe/system/AnimatorSystem.h b/src/crepe/system/AnimatorSystem.h index f8179a9..7d3f565 100644 --- a/src/crepe/system/AnimatorSystem.h +++ b/src/crepe/system/AnimatorSystem.h @@ -2,9 +2,6 @@  #include "System.h" -//TODO: -// control if flip works with animation system -  namespace crepe {  /** diff --git a/src/crepe/system/CollisionSystem.cpp b/src/crepe/system/CollisionSystem.cpp index 1282f7a..44a0431 100644 --- a/src/crepe/system/CollisionSystem.cpp +++ b/src/crepe/system/CollisionSystem.cpp @@ -155,8 +155,8 @@ CollisionSystem::collision_handler(CollisionInternal & data1, CollisionInternal  															data1.rigidbody);  			vec2 collider_pos2 = this->get_current_position(collider2.offset, data2.transform,  															data2.rigidbody); -			resolution = this->get_circle_box_resolution(collider2, collider1, collider_pos2, -														 collider_pos1, true); +			resolution = -this->get_circle_box_resolution(collider2, collider1, collider_pos2, +														  collider_pos1);  			break;  		}  		case CollisionInternalType::CIRCLE_CIRCLE: { @@ -182,7 +182,7 @@ CollisionSystem::collision_handler(CollisionInternal & data1, CollisionInternal  			vec2 collider_pos2 = this->get_current_position(collider2.offset, data2.transform,  															data2.rigidbody);  			resolution = this->get_circle_box_resolution(collider1, collider2, collider_pos1, -														 collider_pos2, false); +														 collider_pos2);  			break;  		}  	} @@ -268,8 +268,7 @@ vec2 CollisionSystem::get_circle_circle_resolution(const CircleCollider & circle  vec2 CollisionSystem::get_circle_box_resolution(const CircleCollider & circle_collider,  												const BoxCollider & box_collider,  												const vec2 & circle_position, -												const vec2 & box_position, -												bool inverse) const { +												const vec2 & box_position) const {  	vec2 delta = circle_position - box_position;  	// Compute half-dimensions of the box @@ -291,7 +290,7 @@ vec2 CollisionSystem::get_circle_box_resolution(const CircleCollider & circle_co  	// Compute penetration depth  	float penetration_depth = circle_collider.radius - distance; -	if (inverse) collision_normal = -collision_normal; +  	// Compute the resolution vector  	vec2 resolution = collision_normal * penetration_depth; diff --git a/src/crepe/system/CollisionSystem.h b/src/crepe/system/CollisionSystem.h index eee582b..5b136c6 100644 --- a/src/crepe/system/CollisionSystem.h +++ b/src/crepe/system/CollisionSystem.h @@ -37,7 +37,7 @@ private:  	/**  		* \brief A structure to store the collision data of a single collider. -		*  +		*  		* This structure all components and id that are for needed within this system when calculating or handeling collisions.  		* The transform and rigidbody are mostly needed for location and rotation.  		* In rigidbody additional info is written about what the body of the object is, @@ -65,7 +65,7 @@ private:  public:  	/**  		* \brief Structure representing detailed collision information between two colliders. -		*  +		*  		* Includes information about the colliding objects and the resolution data for handling the collision.  		*/  	struct CollisionInfo { @@ -90,9 +90,9 @@ public:  private:  	/**  		* \brief Determines the type of collider pair from two colliders. -		*  +		*  		* Uses std::holds_alternative to identify the types of the provided colliders. -		*  +		*  		* \param collider1 First collider variant (BoxCollider or CircleCollider).  		* \param collider2 Second collider variant (BoxCollider or CircleCollider).  		* \return The combined type of the two colliders. @@ -102,9 +102,9 @@ private:  	/**  		* \brief Calculates the current position of a collider. -		*  +		*  		* Combines the Collider offset, Transform position, and Rigidbody offset to compute the position of the collider. -		*  +		*  		* \param collider_offset The offset of the collider.  		* \param transform The Transform of the associated game object.  		* \param rigidbody The Rigidbody of the associated game object. @@ -116,9 +116,9 @@ private:  private:  	/**  		* \brief Handles collision resolution between two colliders. -		*  +		*  		* Processes collision data and adjusts objects to resolve collisions and/or calls the user oncollision script function. -		*  +		*  		* \param data1 Collision data for the first collider.  		* \param data2 Collision data for the second collider.  		*/ @@ -126,9 +126,9 @@ private:  	/**  		* \brief Resolves collision between two colliders and calculates the movement required. -		*  +		*  		* Determines the displacement and direction needed to separate colliders based on their types. -		*  +		*  		* \param data1 Collision data for the first collider.  		* \param data2 Collision data for the second collider.  		* \param type The type of collider pair. @@ -140,9 +140,9 @@ private:  	/**  		* \brief Calculates the resolution vector for two BoxColliders. -		*  +		*  		* Computes the displacement required to separate two overlapping BoxColliders. -		*  +		*  		* \param box_collider1 The first BoxCollider.  		* \param box_collider2 The second BoxCollider.  		* \param position1 The position of the first BoxCollider. @@ -155,13 +155,13 @@ private:  	/**  		* \brief Calculates the resolution vector for two CircleCollider. -		*  +		*  		* Computes the displacement required to separate two overlapping CircleCollider. -		*  +		*  		* \param circle_collider1 The first CircleCollider.  		* \param circle_collider2 The second CircleCollider. -		* \param position1 The position of the first CircleCollider. -		* \param position2 The position of the second CircleCollider. +		* \param final_position1 The position of the first CircleCollider. +		* \param final_position2 The position of the second CircleCollider.  		* \return The resolution vector for the collision.  		*/  	vec2 get_circle_circle_resolution(const CircleCollider & circle_collider1, @@ -171,35 +171,34 @@ private:  	/**  		* \brief Calculates the resolution vector for two CircleCollider. -		*  +		*  		* Computes the displacement required to separate two overlapping CircleCollider. -		*  +		*  		* \param circle_collider The first CircleCollider.  		* \param box_collider The second CircleCollider.  		* \param circle_position The position of the CircleCollider.  		* \param box_position The position of the BoxCollider. -		* \param inverse Inverted true if box circle collision, false if circle box collision (inverts the direction).  		* \return The resolution vector for the collision.  		*/  	vec2 get_circle_box_resolution(const CircleCollider & circle_collider,  								   const BoxCollider & box_collider, -								   const vec2 & circle_position, const vec2 & box_position, -								   bool inverse) const; +								   const vec2 & circle_position, +								   const vec2 & box_position) const;  	/**  		* \brief Determines the appropriate collision handler for a collision. -		*  +		*  		* Decides the correct resolution process based on the dynamic or static nature of the colliders involved. -		*  +		*  		* \param info Collision information containing data about both colliders.  		*/  	void determine_collision_handler(CollisionInfo & info);  	/**  		* \brief Handles collisions involving static objects. -		*  +		*  		* Resolves collisions by adjusting positions and modifying velocities if bounce is enabled. -		*  +		*  		* \param info Collision information containing data about both colliders.  		*/  	void static_collision_handler(CollisionInfo & info); @@ -207,9 +206,9 @@ private:  private:  	/**  		* \brief Checks for collisions between colliders. -		*  +		*  		* Identifies collisions and generates pairs of colliding objects for further processing. -		*  +		*  		* \param colliders A collection of all active colliders.  		* \return A list of collision pairs with their associated data.  		*/ @@ -218,15 +217,15 @@ private:  	/**  	 * \brief Checks if two collision layers have at least one common layer. -	 *  -	 * This function checks if there is any overlapping layer between the two input  -	 * collision layer vectors. It compares each layer from the first vector to see  -	 * if it exists in the second vector. If at least one common layer is found,  -	 * the function returns true, indicating that the two colliders share a common  +	 * +	 * This function checks if there is any overlapping layer between the two inputs. +	 * It compares each layer from the first input to see +	 * if it exists in the second input. If at least one common layer is found, +	 * the function returns true, indicating that the two colliders share a common  	 * collision layer. -	 *  -	 * \param layers1 A vector of collision layers for the first collider. -	 * \param layers2 A vector of collision layers for the second collider. +	 * +	 * \param layers1 all collision layers for the first collider. +	 * \param layers2 all collision layers for the second collider.  	 * \return Returns true if there is at least one common layer, false otherwise.  	 */ @@ -234,9 +233,9 @@ private:  	/**  		* \brief Checks for collision between two colliders. -		*  +		*  		* Calls the appropriate collision detection function based on the collider types. -		*  +		*  		* \param first_info Collision data for the first collider.  		* \param second_info Collision data for the second collider.  		* \param type The type of collider pair. @@ -248,7 +247,7 @@ private:  	/**  		* \brief Detects collisions between two BoxColliders. -		*  +		*  		* \param box1 The first BoxCollider.  		* \param box2 The second BoxCollider.  		* \param transform1 Transform of the first object. diff --git a/src/crepe/system/InputSystem.cpp b/src/crepe/system/InputSystem.cpp index 7cc8d30..aaa8bdf 100644 --- a/src/crepe/system/InputSystem.cpp +++ b/src/crepe/system/InputSystem.cpp @@ -24,10 +24,10 @@ void InputSystem::update() {  	RefVector<Transform> transform_vec  		= mgr.get_components_by_id<Transform>(current_cam.game_object_id);  	Transform & cam_transform = transform_vec.front().get(); -	int camera_origin_x -		= cam_transform.position.x + current_cam.offset.x - (current_cam.viewport_size.x / 2); -	int camera_origin_y -		= cam_transform.position.y + current_cam.offset.y - (current_cam.viewport_size.y / 2); +	int camera_origin_x = cam_transform.position.x + current_cam.data.postion_offset.x +						  - (current_cam.viewport_size.x / 2); +	int camera_origin_y = cam_transform.position.y + current_cam.data.postion_offset.y +						  - (current_cam.viewport_size.y / 2);  	for (const SDLContext::EventData & event : event_list) {  		int world_mouse_x = event.mouse_position.x + camera_origin_x; diff --git a/src/crepe/system/ParticleSystem.h b/src/crepe/system/ParticleSystem.h index c647284..068f01c 100644 --- a/src/crepe/system/ParticleSystem.h +++ b/src/crepe/system/ParticleSystem.h @@ -25,7 +25,7 @@ public:  private:  	/**  	 * \brief Emits a particle from the specified emitter based on its emission properties. -	 *  +	 *  	 * \param emitter Reference to the ParticleEmitter.  	 * \param transform Const reference to the Transform component associated with the emitter.  	 */ @@ -34,7 +34,7 @@ private:  	/**  	 * \brief Calculates the number of times particles should be emitted based on emission rate  	 * and update count. -	 *  +	 *  	 * \param count Current update count.  	 * \param emission Emission rate.  	 * \return The number of particles to emit. @@ -44,7 +44,7 @@ private:  	/**  	 * \brief Checks whether particles are within the emitter’s boundary, resets or stops  	 * particles if they exit. -	 *  +	 *  	 * \param emitter Reference to the ParticleEmitter.  	 * \param transform Const reference to the Transform component associated with the emitter.  	 */ @@ -52,7 +52,7 @@ private:  	/**  	 * \brief Generates a random angle for particle emission within the specified range. -	 *  +	 *  	 * \param min_angle Minimum emission angle in degrees.  	 * \param max_angle Maximum emission angle in degrees.  	 * \return Random angle in degrees. @@ -61,7 +61,7 @@ private:  	/**  	 * \brief Generates a random speed for particle emission within the specified range. -	 *  +	 *  	 * \param min_speed Minimum emission speed.  	 * \param max_speed Maximum emission speed.  	 * \return Random speed. diff --git a/src/crepe/system/PhysicsSystem.h b/src/crepe/system/PhysicsSystem.h index 227ab69..26152a5 100644 --- a/src/crepe/system/PhysicsSystem.h +++ b/src/crepe/system/PhysicsSystem.h @@ -6,7 +6,7 @@ namespace crepe {  /**   * \brief System that controls all physics - *  + *   * This class is a physics system that uses a rigidbody and transform to add physics to a game   * object.   */ @@ -15,7 +15,7 @@ public:  	using System::System;  	/**  	 * \brief updates the physics system. -	 *  +	 *  	 * It calculates new velocties and changes the postion in the transform.  	 */  	void update() override; diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp index 92dba43..26f2c85 100644 --- a/src/crepe/system/RenderSystem.cpp +++ b/src/crepe/system/RenderSystem.cpp @@ -17,13 +17,19 @@  using namespace crepe;  using namespace std; -void RenderSystem::clear_screen() { this->context.clear_screen(); } +void RenderSystem::clear_screen() { +	SDLContext & ctx = this->mediator.sdl_context; +	ctx.clear_screen(); +} -void RenderSystem::present_screen() { this->context.present_screen(); } +void RenderSystem::present_screen() { +	SDLContext & ctx = this->mediator.sdl_context; +	ctx.present_screen(); +} -const Camera & RenderSystem::update_camera() { +SDLContext::CameraValues RenderSystem::update_camera() {  	ComponentManager & mgr = this->mediator.component_manager; - +	SDLContext & ctx = this->mediator.sdl_context;  	RefVector<Camera> cameras = mgr.get_components_by_type<Camera>();  	if (cameras.size() == 0) throw std::runtime_error("No cameras in current scene"); @@ -32,16 +38,18 @@ const Camera & RenderSystem::update_camera() {  		if (!cam.active) continue;  		const Transform & transform  			= mgr.get_components_by_id<Transform>(cam.game_object_id).front().get(); -		this->context.set_camera(cam); -		this->cam_pos = transform.position + cam.offset; -		return cam; +		SDLContext::CameraValues cam_val = ctx.set_camera(cam); +		cam_val.cam_pos = transform.position + cam.data.postion_offset; +		return cam_val;  	}  	throw std::runtime_error("No active cameras in current scene");  }  bool sorting_comparison(const Sprite & a, const Sprite & b) { -	if (a.sorting_in_layer < b.sorting_in_layer) return true; -	if (a.sorting_in_layer == b.sorting_in_layer) return a.order_in_layer < b.order_in_layer; +	if (a.data.sorting_in_layer != b.data.sorting_in_layer) +		return a.data.sorting_in_layer < b.data.sorting_in_layer; +	if (a.data.order_in_layer != b.data.order_in_layer) +		return a.data.order_in_layer < b.data.order_in_layer;  	return false;  } @@ -59,10 +67,11 @@ void RenderSystem::update() {  	this->present_screen();  } -bool RenderSystem::render_particle(const Sprite & sprite, const Camera & cam, +bool RenderSystem::render_particle(const Sprite & sprite, const SDLContext::CameraValues & cam,  								   const double & scale) {  	ComponentManager & mgr = this->mediator.component_manager; +	SDLContext & ctx = this->mediator.sdl_context;  	vector<reference_wrapper<ParticleEmitter>> emitters  		= mgr.get_components_by_id<ParticleEmitter>(sprite.game_object_id); @@ -77,10 +86,9 @@ bool RenderSystem::render_particle(const Sprite & sprite, const Camera & cam,  		for (const Particle & p : em.data.particles) {  			if (!p.active) continue; -			this->context.draw(SDLContext::RenderContext{ +			ctx.draw(SDLContext::RenderContext{  				.sprite = sprite,  				.cam = cam, -				.cam_pos = this->cam_pos,  				.pos = p.position,  				.angle = p.angle,  				.scale = scale, @@ -89,12 +97,12 @@ bool RenderSystem::render_particle(const Sprite & sprite, const Camera & cam,  	}  	return rendering_particles;  } -void RenderSystem::render_normal(const Sprite & sprite, const Camera & cam, +void RenderSystem::render_normal(const Sprite & sprite, const SDLContext::CameraValues & cam,  								 const Transform & tm) { -	this->context.draw(SDLContext::RenderContext{ +	SDLContext & ctx = this->mediator.sdl_context; +	ctx.draw(SDLContext::RenderContext{  		.sprite = sprite,  		.cam = cam, -		.cam_pos = this->cam_pos,  		.pos = tm.position,  		.angle = tm.rotation,  		.scale = tm.scale, @@ -103,7 +111,7 @@ void RenderSystem::render_normal(const Sprite & sprite, const Camera & cam,  void RenderSystem::render() {  	ComponentManager & mgr = this->mediator.component_manager; -	const Camera & cam = this->update_camera(); +	const SDLContext::CameraValues & cam = this->update_camera();  	RefVector<Sprite> sprites = mgr.get_components_by_type<Sprite>();  	RefVector<Sprite> sorted_sprites = this->sort(sprites); diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h index 096d058..e270a6b 100644 --- a/src/crepe/system/RenderSystem.h +++ b/src/crepe/system/RenderSystem.h @@ -18,7 +18,7 @@ class Transform;   * \brief Manages rendering operations for all game objects.   *   * RenderSystem is responsible for rendering, clearing and presenting the screen, and - * managing the active camera.  + * managing the active camera.   */  class RenderSystem : public System {  public: @@ -37,7 +37,7 @@ private:  	void present_screen();  	//! Updates the active camera used for rendering. -	const Camera & update_camera(); +	SDLContext::CameraValues update_camera();  	//! Renders the whole screen  	void render(); @@ -52,20 +52,22 @@ private:  	 *  constructor is now protected i cannot make tmp inside  	 * \return true if particles have been rendered  	 */ -	bool render_particle(const Sprite & sprite, const Camera & cam, const double & scale); +	bool render_particle(const Sprite & sprite, const SDLContext::CameraValues & cam, +						 const double & scale);  	/** -	 * \brief renders a sprite with a Transform component on the screen  +	 * \brief renders a sprite with a Transform component on the screen  	 *  	 * \param sprite  the sprite component that holds all the data -	 * \param tm the Transform component that holds the position,rotation and scale  +	 * \param tm the Transform component that holds the position,rotation and scale  	 */ -	void render_normal(const Sprite & sprite, const Camera & cam, const Transform & tm); +	void render_normal(const Sprite & sprite, const SDLContext::CameraValues & cam, +					   const Transform & tm);  	/**  	 * \brief sort a vector sprite objects with  	 * -	 * \param objs the vector that will do a sorting algorithm on  +	 * \param objs the vector that will do a sorting algorithm on  	 * \return returns a sorted reference vector  	 */  	RefVector<Sprite> sort(RefVector<Sprite> & objs) const; @@ -75,13 +77,6 @@ private:  	 * \todo Implement a text component and a button component.  	 * \todo Consider adding text input functionality.  	 */ - -private: -	// FIXME: retrieve sdlcontext via mediator after #PR57 -	SDLContext & context = SDLContext::get_instance(); - -	//! camera postion in the current scene -	vec2 cam_pos;  };  } // namespace crepe diff --git a/src/crepe/system/ScriptSystem.h b/src/crepe/system/ScriptSystem.h index 936e9ca..3db1b1e 100644 --- a/src/crepe/system/ScriptSystem.h +++ b/src/crepe/system/ScriptSystem.h @@ -8,7 +8,7 @@ class Script;  /**   * \brief Script system - *  + *   * The script system is responsible for all \c BehaviorScript components, and   * calls the methods on classes derived from \c Script.   */ diff --git a/src/doc/feature/animator_creation.dox b/src/doc/feature/animator_creation.dox new file mode 100644 index 0000000..e69de29 --- /dev/null +++ b/src/doc/feature/animator_creation.dox diff --git a/src/example/AITest.cpp b/src/example/AITest.cpp index 0920fb2..28537ed 100644 --- a/src/example/AITest.cpp +++ b/src/example/AITest.cpp @@ -48,8 +48,13 @@ public:  		GameObject game_object2 = mgr.new_object("", "", vec2{0, 0}, 0, 1);  		Texture img = Texture("asset/texture/test_ap43.png"); -		game_object1.add_component<Sprite>(img, Color::MAGENTA, -										   Sprite::FlipSettings{false, false}, 1, 1, 195); +		game_object1.add_component<Sprite>(img, Sprite::Data{ +													.color = Color::MAGENTA, +													.flip = Sprite::FlipSettings{false, false}, +													.sorting_in_layer = 1, +													.order_in_layer = 1, +													.size = {0, 195}, +												});  		AI & ai = game_object1.add_component<AI>(3000);  		// ai.arrive_on();  		// ai.flee_on(); @@ -57,13 +62,16 @@ public:  		ai.make_circle_path(1000, {0, -1000}, 1.5707, true);  		ai.make_circle_path(1000, {0, 1000}, 4.7124, false);  		game_object1.add_component<Rigidbody>(Rigidbody::Data{ -			.mass = 0.5f, +			.mass = 0.1f,  			.max_linear_velocity = {40, 40},  		});  		game_object1.add_component<BehaviorScript>().set_script<Script1>(); -		game_object2.add_component<Camera>(Color::WHITE, ivec2{1080, 720}, vec2{5000, 5000}, -										   1.0f); +		game_object2.add_component<Camera>(ivec2{1080, 720}, vec2{5000, 5000}, +										   Camera::Data{ +											   .bg_color = Color::WHITE, +											   .zoom = 1, +										   });  	}  	string get_name() const override { return "Scene1"; } diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index 349d11e..29d475d 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -1,43 +1,22 @@ -#include "api/Animator.h" -#include "api/Camera.h" -#include "system/AnimatorSystem.h" -#include "system/ParticleSystem.h" -#include <SDL2/SDL_timer.h> -#include <crepe/ComponentManager.h> -  #include <crepe/Component.h> +#include <crepe/api/Animator.h> +#include <crepe/api/Camera.h>  #include <crepe/api/Color.h>  #include <crepe/api/GameObject.h> +#include <crepe/api/LoopManager.hpp>  #include <crepe/api/ParticleEmitter.h>  #include <crepe/api/Rigidbody.h>  #include <crepe/api/Sprite.h>  #include <crepe/api/Texture.h>  #include <crepe/api/Transform.h> -#include <crepe/system/RenderSystem.h> +#include <crepe/manager/ComponentManager.h> +#include <crepe/manager/Mediator.h>  #include <crepe/types.h> -#include <chrono> -  using namespace crepe;  using namespace std; -int main(int argc, char * argv[]) { -	ComponentManager mgr; -	GameObject game_object = mgr.new_object("", "", vec2{0, 0}, 0, 1); -	RenderSystem sys{mgr}; -	ParticleSystem psys{mgr}; -	AnimatorSystem asys{mgr}; - -	Color color(255, 255, 255, 100); - -	auto img = Texture("asset/texture/test_ap43.png"); -	Sprite & test_sprite = game_object.add_component<Sprite>( -		img, color, Sprite::FlipSettings{true, true}, 1, 1, 500); - -	//game_object.add_component<Animator>(test_sprite, 4, 1, 0).active = true; -	game_object.add_component<Animator>(test_sprite, 1, 1, 0).active = true; - -	/* +/*  	auto & test = game_object.add_component<ParticleEmitter>(ParticleEmitter::Data{  		.position = {0, 0},  		.max_particles = 10, @@ -59,25 +38,48 @@ int main(int argc, char * argv[]) {  	});  	*/ -	auto & cam = game_object.add_component<Camera>(Color::RED, ivec2{1080, 720}, -												   vec2{2000, 2000}, 1.0f); +class TestScene : public Scene { +public: +	void load_scene() { +		Mediator & mediator = this->mediator; +		ComponentManager & mgr = mediator.component_manager; +		GameObject game_object = mgr.new_object("", "", vec2{0, 0}, 0, 1); -	/* -	game_object -		.add_component<Sprite>(make_shared<Texture>("asset/texture/img.png"), color, -		.add_component<Sprite>(make_shared<Texture>("asset/texture/img.png"), color, -							   FlipSettings{false, false}) -		.order_in_layer -		= 6; -	*/ +		Color color(255, 255, 255, 255); + +		auto img = Texture("asset/spritesheet/pokemon_spritesheet.png"); + +		Sprite & test_sprite = game_object.add_component<Sprite>( +			img, Sprite::Data{ +					 .color = color, +					 .flip = Sprite::FlipSettings{false, false}, +					 .sorting_in_layer = 2, +					 .order_in_layer = 2, +					 .size = {0, 100}, +					 .angle_offset = 0, +					 .position_offset = {100, 0}, +				 }); -	auto start = std::chrono::steady_clock::now(); -	while (std::chrono::steady_clock::now() - start < std::chrono::seconds(5)) { -		psys.update(); -		asys.update(); -		sys.update(); -		SDL_Delay(10); +		auto & anim = game_object.add_component<Animator>(test_sprite, 4, 4, +														  Animator::Data{ +															  .fps = 1, +															  .looping = false, +														  }); +		anim.set_anim(2); +		anim.active = false; + +		auto & cam = game_object.add_component<Camera>(ivec2{1280, 720}, vec2{400, 400}, +													   Camera::Data{ +														   .bg_color = Color::WHITE, +													   });  	} +	string get_name() const { return "TestScene"; }; +}; + +int main(int argc, char * argv[]) { +	LoopManager engine; +	engine.add_scene<TestScene>(); +	engine.start();  	return 0;  } diff --git a/src/test/CMakeLists.txt b/src/test/CMakeLists.txt index a863598..c9cbac5 100644 --- a/src/test/CMakeLists.txt +++ b/src/test/CMakeLists.txt @@ -1,20 +1,20 @@  target_sources(test_main PUBLIC  	main.cpp  	CollisionTest.cpp -	# PhysicsTest.cpp -	# ScriptTest.cpp -	# ParticleTest.cpp -	# AssetTest.cpp -	# OptionalRefTest.cpp -	# RenderSystemTest.cpp -	# EventTest.cpp -	# ECSTest.cpp -	# SceneManagerTest.cpp -	# ValueBrokerTest.cpp -	# DBTest.cpp -	# Vector2Test.cpp -	# InputTest.cpp -	# ScriptEventTest.cpp -	# ScriptSceneTest.cpp -	# Profiling.cpp +	PhysicsTest.cpp +	ScriptTest.cpp +	ParticleTest.cpp +	AssetTest.cpp +	OptionalRefTest.cpp +	RenderSystemTest.cpp +	EventTest.cpp +	ECSTest.cpp +	SceneManagerTest.cpp +	ValueBrokerTest.cpp +	DBTest.cpp +	Vector2Test.cpp +	InputTest.cpp +	ScriptEventTest.cpp +	ScriptSceneTest.cpp +	Profiling.cpp  ) diff --git a/src/test/InputTest.cpp b/src/test/InputTest.cpp index cb9833f..73eaab3 100644 --- a/src/test/InputTest.cpp +++ b/src/test/InputTest.cpp @@ -60,8 +60,8 @@ protected:  TEST_F(InputTest, MouseDown) {  	GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1); -	auto & camera = obj.add_component<Camera>(Color::BLACK, ivec2{0, 0}, vec2{500, 500}, 0.0, -											  vec2{0, 0}); +	auto & camera = obj.add_component<Camera>( +		ivec2{0, 0}, vec2{500, 500}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f});  	camera.active = true;  	bool mouse_triggered = false;  	EventHandler<MousePressEvent> on_mouse_down = [&](const MousePressEvent & event) { @@ -90,8 +90,8 @@ TEST_F(InputTest, MouseDown) {  TEST_F(InputTest, MouseUp) {  	GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1); -	auto & camera = obj.add_component<Camera>(Color::BLACK, ivec2{0, 0}, vec2{500, 500}, 0.0, -											  vec2{0, 0}); +	auto & camera = obj.add_component<Camera>( +		ivec2{0, 0}, vec2{500, 500}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f});  	camera.active = true;  	bool function_triggered = false;  	EventHandler<MouseReleaseEvent> on_mouse_release = [&](const MouseReleaseEvent & e) { @@ -118,8 +118,8 @@ TEST_F(InputTest, MouseUp) {  TEST_F(InputTest, MouseMove) {  	GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1); -	auto & camera = obj.add_component<Camera>(Color::BLACK, ivec2{0, 0}, vec2{500, 500}, 0.0, -											  vec2{0, 0}); +	auto & camera = obj.add_component<Camera>( +		ivec2{0, 0}, vec2{500, 500}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f});  	camera.active = true;  	bool function_triggered = false;  	EventHandler<MouseMoveEvent> on_mouse_move = [&](const MouseMoveEvent & e) { @@ -148,8 +148,8 @@ TEST_F(InputTest, MouseMove) {  TEST_F(InputTest, KeyDown) {  	GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1); -	auto & camera = obj.add_component<Camera>(Color::BLACK, ivec2{0, 0}, vec2{500, 500}, 0.0, -											  vec2{0, 0}); +	auto & camera = obj.add_component<Camera>( +		ivec2{0, 0}, vec2{500, 500}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f});  	camera.active = true;  	bool function_triggered = false; @@ -179,8 +179,8 @@ TEST_F(InputTest, KeyDown) {  TEST_F(InputTest, KeyUp) {  	GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1); -	auto & camera = obj.add_component<Camera>(Color::BLACK, ivec2{0, 0}, vec2{500, 500}, 0.0, -											  vec2{0, 0}); +	auto & camera = obj.add_component<Camera>( +		ivec2{0, 0}, vec2{500, 500}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f});  	camera.active = true;  	bool function_triggered = false;  	EventHandler<KeyReleaseEvent> on_key_release = [&](const KeyReleaseEvent & event) { @@ -203,8 +203,8 @@ TEST_F(InputTest, KeyUp) {  TEST_F(InputTest, MouseClick) {  	GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1); -	auto & camera = obj.add_component<Camera>(Color::BLACK, ivec2{0, 0}, vec2{500, 500}, 0.0, -											  vec2{0, 0}); +	auto & camera = obj.add_component<Camera>( +		ivec2{0, 0}, vec2{500, 500}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f});  	camera.active = true;  	bool on_click_triggered = false;  	EventHandler<MouseClickEvent> on_mouse_click = [&](const MouseClickEvent & event) { @@ -224,8 +224,8 @@ TEST_F(InputTest, MouseClick) {  TEST_F(InputTest, testButtonClick) {  	GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1); -	auto & camera = obj.add_component<Camera>(Color::BLACK, ivec2{0, 0}, vec2{500, 500}, 0.0, -											  vec2{0, 0}); +	auto & camera = obj.add_component<Camera>( +		ivec2{0, 0}, vec2{500, 500}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f});  	camera.active = true;  	GameObject button_obj = mgr.new_object("body", "person", vec2{0, 0}, 0, 1);  	bool button_clicked = false; @@ -251,8 +251,8 @@ TEST_F(InputTest, testButtonClick) {  TEST_F(InputTest, testButtonHover) {  	GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1); -	auto & camera = obj.add_component<Camera>(Color::BLACK, ivec2{0, 0}, vec2{500, 500}, 0.0, -											  vec2{0, 0}); +	auto & camera = obj.add_component<Camera>( +		ivec2{0, 0}, vec2{500, 500}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f});  	camera.active = true;  	GameObject button_obj = mgr.new_object("body", "person", vec2{0, 0}, 0, 1);  	bool button_clicked = false; diff --git a/src/test/ParticleTest.cpp b/src/test/ParticleTest.cpp index a659fe5..1409c4f 100644 --- a/src/test/ParticleTest.cpp +++ b/src/test/ParticleTest.cpp @@ -32,7 +32,11 @@ public:  			Color color(0, 0, 0, 0);  			auto s1 = Texture("asset/texture/img.png");  			Sprite & test_sprite = game_object.add_component<Sprite>( -				s1, color, Sprite::FlipSettings{true, true}, 1, 1, 100); +				s1, Sprite::Data{ +						.color = color, +						.flip = Sprite::FlipSettings{true, true}, +						.size = {10, 10}, +					});  			game_object.add_component<ParticleEmitter>(ParticleEmitter::Data{  				.position = {0, 0}, diff --git a/src/test/Profiling.cpp b/src/test/Profiling.cpp index f091d9d..c753bca 100644 --- a/src/test/Profiling.cpp +++ b/src/test/Profiling.cpp @@ -41,7 +41,7 @@ class TestScript : public Script {  	}  }; -class Profiling : public Test { +class DISABLED_ProfilingTest : public Test {  public:  	// Config for test  	// Minimum amount to let test pass @@ -70,8 +70,11 @@ public:  	void SetUp() override {  		GameObject do_not_use = mgr.new_object("DO_NOT_USE", "", {0, 0}); -		do_not_use.add_component<Camera>(Color::WHITE, ivec2{1080, 720}, vec2{2000, 2000}, -										 1.0f); +		do_not_use.add_component<Camera>(ivec2{1080, 720}, vec2{2000, 2000}, +										 Camera::Data{ +											 .bg_color = Color::WHITE, +											 .zoom = 1.0f, +										 });  		// initialize systems here:  		//calls init  		script_sys.update(); @@ -127,7 +130,7 @@ public:  	}  }; -TEST_F(Profiling, Profiling_1) { +TEST_F(DISABLED_ProfilingTest, Profiling_1) {  	while (this->total_time / this->average < this->duration) {  		{ @@ -150,7 +153,7 @@ TEST_F(Profiling, Profiling_1) {  	EXPECT_GE(this->game_object_count, this->min_gameobject_count);  } -TEST_F(Profiling, Profiling_2) { +TEST_F(DISABLED_ProfilingTest, Profiling_2) {  	while (this->total_time / this->average < this->duration) {  		{ @@ -164,10 +167,15 @@ TEST_F(Profiling, Profiling_2) {  			gameobject.add_component<BoxCollider>(vec2{0, 0}, vec2{1, 1});  			gameobject.add_component<BehaviorScript>().set_script<TestScript>(); -			Color color(0, 0, 0, 0); -			auto img = Texture("asset/texture/green_square.png"); +			auto img = Texture("asset/texture/square.png");  			Sprite & test_sprite = gameobject.add_component<Sprite>( -				img, color, Sprite::FlipSettings{false, false}, 1, 1, 500); +				img, Sprite::Data{ +						 .color = {0, 0, 0, 0}, +						 .flip = {.flip_x = false, .flip_y = false}, +						 .sorting_in_layer = 1, +						 .order_in_layer = 1, +						 .size = {.y = 500}, +					 });  		}  		this->game_object_count++; @@ -184,7 +192,7 @@ TEST_F(Profiling, Profiling_2) {  	EXPECT_GE(this->game_object_count, this->min_gameobject_count);  } -TEST_F(Profiling, Profiling_3) { +TEST_F(DISABLED_ProfilingTest, Profiling_3) {  	while (this->total_time / this->average < this->duration) {  		{ @@ -197,10 +205,15 @@ TEST_F(Profiling, Profiling_3) {  			});  			gameobject.add_component<BoxCollider>(vec2{0, 0}, vec2{1, 1});  			gameobject.add_component<BehaviorScript>().set_script<TestScript>(); -			Color color(0, 0, 0, 0); -			auto img = Texture("asset/texture/green_square.png"); +			auto img = Texture("asset/texture/square.png");  			Sprite & test_sprite = gameobject.add_component<Sprite>( -				img, color, Sprite::FlipSettings{false, false}, 1, 1, 500); +				img, Sprite::Data{ +						 .color = {0, 0, 0, 0}, +						 .flip = {.flip_x = false, .flip_y = false}, +						 .sorting_in_layer = 1, +						 .order_in_layer = 1, +						 .size = {.y = 500}, +					 });  			auto & test = gameobject.add_component<ParticleEmitter>(ParticleEmitter::Data{  				.max_particles = 10,  				.emission_rate = 100, diff --git a/src/test/RenderSystemTest.cpp b/src/test/RenderSystemTest.cpp index c105dcb..205f534 100644 --- a/src/test/RenderSystemTest.cpp +++ b/src/test/RenderSystemTest.cpp @@ -1,3 +1,4 @@ +#include "types.h"  #include <functional>  #include <gtest/gtest.h>  #include <memory> @@ -35,28 +36,50 @@ public:  		auto s2 = Texture("asset/texture/img.png");  		auto s3 = Texture("asset/texture/img.png");  		auto s4 = Texture("asset/texture/img.png"); -		auto & sprite1 = entity1.add_component<Sprite>( -			s1, Color(0, 0, 0, 0), Sprite::FlipSettings{false, false}, 5, 5, 100); -		ASSERT_NE(sprite1.sprite_image.texture.get(), nullptr); -		EXPECT_EQ(sprite1.order_in_layer, 5); -		EXPECT_EQ(sprite1.sorting_in_layer, 5); -		auto & sprite2 = entity2.add_component<Sprite>( -			s2, Color(0, 0, 0, 0), Sprite::FlipSettings{false, false}, 2, 1, 100); -		ASSERT_NE(sprite2.sprite_image.texture.get(), nullptr); -		EXPECT_EQ(sprite2.sorting_in_layer, 2); -		EXPECT_EQ(sprite2.order_in_layer, 1); - -		auto & sprite3 = entity3.add_component<Sprite>( -			s3, Color(0, 0, 0, 0), Sprite::FlipSettings{false, false}, 1, 2, 100); -		ASSERT_NE(sprite3.sprite_image.texture.get(), nullptr); -		EXPECT_EQ(sprite3.sorting_in_layer, 1); -		EXPECT_EQ(sprite3.order_in_layer, 2); - -		auto & sprite4 = entity4.add_component<Sprite>( -			s4, Color(0, 0, 0, 0), Sprite::FlipSettings{false, false}, 1, 1, 100); -		ASSERT_NE(sprite4.sprite_image.texture.get(), nullptr); -		EXPECT_EQ(sprite4.sorting_in_layer, 1); -		EXPECT_EQ(sprite4.order_in_layer, 1); +		auto & sprite1 +			= entity1.add_component<Sprite>(s1, Sprite::Data{ +													.color = Color(0, 0, 0, 0), +													.flip = Sprite::FlipSettings{false, false}, +													.sorting_in_layer = 5, +													.order_in_layer = 5, +													.size = {10, 10}, +												}); + +		ASSERT_NE(sprite1.texture.texture.get(), nullptr); +		EXPECT_EQ(sprite1.data.order_in_layer, 5); +		EXPECT_EQ(sprite1.data.sorting_in_layer, 5); +		auto & sprite2 +			= entity2.add_component<Sprite>(s2, Sprite::Data{ +													.color = Color(0, 0, 0, 0), +													.flip = Sprite::FlipSettings{false, false}, +													.sorting_in_layer = 2, +													.order_in_layer = 1, +												}); +		ASSERT_NE(sprite2.texture.texture.get(), nullptr); +		EXPECT_EQ(sprite2.data.sorting_in_layer, 2); +		EXPECT_EQ(sprite2.data.order_in_layer, 1); + +		auto & sprite3 +			= entity3.add_component<Sprite>(s3, Sprite::Data{ +													.color = Color(0, 0, 0, 0), +													.flip = Sprite::FlipSettings{false, false}, +													.sorting_in_layer = 1, +													.order_in_layer = 2, +												}); +		ASSERT_NE(sprite3.texture.texture.get(), nullptr); +		EXPECT_EQ(sprite3.data.sorting_in_layer, 1); +		EXPECT_EQ(sprite3.data.order_in_layer, 2); + +		auto & sprite4 +			= entity4.add_component<Sprite>(s4, Sprite::Data{ +													.color = Color(0, 0, 0, 0), +													.flip = Sprite::FlipSettings{false, false}, +													.sorting_in_layer = 1, +													.order_in_layer = 1, +												}); +		ASSERT_NE(sprite4.texture.texture.get(), nullptr); +		EXPECT_EQ(sprite4.data.sorting_in_layer, 1); +		EXPECT_EQ(sprite4.data.order_in_layer, 1);  	}  }; @@ -66,8 +89,13 @@ TEST_F(RenderSystemTest, expected_throws) {  	// no texture img  	EXPECT_ANY_THROW({  		auto test = Texture(""); -		entity1.add_component<Sprite>(test, Color(0, 0, 0, 0), -									  Sprite::FlipSettings{false, false}, 1, 1, 100); +		auto & sprite1 = entity1.add_component<Sprite>( +			test, Sprite::Data{ +					  .color = Color(0, 0, 0, 0), +					  .flip = Sprite::FlipSettings{false, false}, +					  .sorting_in_layer = 1, +					  .order_in_layer = 1, +				  });  	});  	// No camera @@ -89,32 +117,33 @@ TEST_F(RenderSystemTest, sorting_sprites) {  	// 3. sorting_in_layer: 2, order_in_layer: 1 (entity2)  	// 4. sorting_in_layer: 5, order_in_layer: 5 (entity1) -	EXPECT_EQ(sorted_sprites[0].get().sorting_in_layer, 1); -	EXPECT_EQ(sorted_sprites[0].get().order_in_layer, 1); +	EXPECT_EQ(sorted_sprites[0].get().data.sorting_in_layer, 1); +	EXPECT_EQ(sorted_sprites[0].get().data.order_in_layer, 1); -	EXPECT_EQ(sorted_sprites[1].get().sorting_in_layer, 1); -	EXPECT_EQ(sorted_sprites[1].get().order_in_layer, 2); +	EXPECT_EQ(sorted_sprites[1].get().data.sorting_in_layer, 1); +	EXPECT_EQ(sorted_sprites[1].get().data.order_in_layer, 2); -	EXPECT_EQ(sorted_sprites[2].get().sorting_in_layer, 2); -	EXPECT_EQ(sorted_sprites[2].get().order_in_layer, 1); +	EXPECT_EQ(sorted_sprites[2].get().data.sorting_in_layer, 2); +	EXPECT_EQ(sorted_sprites[2].get().data.order_in_layer, 1); -	EXPECT_EQ(sorted_sprites[3].get().sorting_in_layer, 5); -	EXPECT_EQ(sorted_sprites[3].get().order_in_layer, 5); +	EXPECT_EQ(sorted_sprites[3].get().data.sorting_in_layer, 5); +	EXPECT_EQ(sorted_sprites[3].get().data.order_in_layer, 5);  	for (size_t i = 1; i < sorted_sprites.size(); ++i) {  		const Sprite & prev = sorted_sprites[i - 1].get();  		const Sprite & curr = sorted_sprites[i].get(); -		if (prev.sorting_in_layer == curr.sorting_in_layer) { -			EXPECT_LE(prev.order_in_layer, curr.order_in_layer); +		if (prev.data.sorting_in_layer == curr.data.sorting_in_layer) { +			EXPECT_LE(prev.data.order_in_layer, curr.data.order_in_layer);  		} else { -			EXPECT_LE(prev.sorting_in_layer, curr.sorting_in_layer); +			EXPECT_LE(prev.data.sorting_in_layer, curr.data.sorting_in_layer);  		}  	}  }  TEST_F(RenderSystemTest, Update) { -	entity1.add_component<Camera>(Color::WHITE, ivec2{1080, 720}, vec2{2000, 2000}, 1.0f); +	entity1.add_component<Camera>(ivec2{100, 100}, vec2{100, 100}, +								  Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f});  	{  		vector<reference_wrapper<Sprite>> sprites = this->mgr.get_components_by_type<Sprite>();  		ASSERT_EQ(sprites.size(), 4); @@ -142,7 +171,9 @@ TEST_F(RenderSystemTest, Camera) {  		EXPECT_NE(cameras.size(), 1);  	}  	{ -		entity1.add_component<Camera>(Color::WHITE, ivec2{1080, 720}, vec2{2000, 2000}, 1.0f); +		entity1.add_component<Camera>(ivec2{100, 100}, vec2{100, 100}, +									  Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f}); +  		auto cameras = this->mgr.get_components_by_type<Camera>();  		EXPECT_EQ(cameras.size(), 1);  	} @@ -150,18 +181,20 @@ TEST_F(RenderSystemTest, Camera) {  	//TODO improve with newer version  }  TEST_F(RenderSystemTest, Color) { -	entity1.add_component<Camera>(Color::WHITE, ivec2{1080, 720}, vec2{2000, 2000}, 1.0f); +	entity1.add_component<Camera>(ivec2{100, 100}, vec2{100, 100}, +								  Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f}); +  	auto & sprite = this->mgr.get_components_by_id<Sprite>(entity1.id).front().get(); -	ASSERT_NE(sprite.sprite_image.texture.get(), nullptr); +	ASSERT_NE(sprite.texture.texture.get(), nullptr); -	sprite.color = Color::GREEN; -	EXPECT_EQ(sprite.color.r, Color::GREEN.r); -	EXPECT_EQ(sprite.color.g, Color::GREEN.g); -	EXPECT_EQ(sprite.color.b, Color::GREEN.b); -	EXPECT_EQ(sprite.color.a, Color::GREEN.a); +	sprite.data.color = Color::GREEN; +	EXPECT_EQ(sprite.data.color.r, Color::GREEN.r); +	EXPECT_EQ(sprite.data.color.g, Color::GREEN.g); +	EXPECT_EQ(sprite.data.color.b, Color::GREEN.b); +	EXPECT_EQ(sprite.data.color.a, Color::GREEN.a);  	this->sys.update(); -	EXPECT_EQ(sprite.color.r, Color::GREEN.r); -	EXPECT_EQ(sprite.color.g, Color::GREEN.g); -	EXPECT_EQ(sprite.color.b, Color::GREEN.b); -	EXPECT_EQ(sprite.color.a, Color::GREEN.a); +	EXPECT_EQ(sprite.data.color.r, Color::GREEN.r); +	EXPECT_EQ(sprite.data.color.g, Color::GREEN.g); +	EXPECT_EQ(sprite.data.color.b, Color::GREEN.b); +	EXPECT_EQ(sprite.data.color.a, Color::GREEN.a);  } |