diff options
| author | max-001 <maxsmits21@kpnmail.nl> | 2024-12-17 15:43:49 +0100 | 
|---|---|---|
| committer | max-001 <maxsmits21@kpnmail.nl> | 2024-12-17 15:43:49 +0100 | 
| commit | 4dd30ea92296892c9a9bd94787531d6a1319d8ac (patch) | |
| tree | 5df2de26f7f6f3170c06c77d8ae21ce635217356 | |
| parent | 6e92c59b3364b00eb15c310120b93acc83ca504e (diff) | |
| parent | a8ccf7fe8662086bb223aa4eafd0f85e717d16cf (diff) | |
Merge remote-tracking branch 'origin/master' into jaro/collision-system-handeling
31 files changed, 1047 insertions, 430 deletions
@@ -60,6 +60,7 @@ Then, follow these steps for each library you want to install:     $ cd lib/googletest     $ cd lib/sdl2     $ cd lib/soloud/contrib +   $ cd lib/sdl_ttf     $ cd lib/sdl_image     $ cd lib/sdl_ttf     $ cd lib/whereami diff --git a/src/CMakeLists.txt b/src/CMakeLists.txt index 97b21f0..696856c 100644 --- a/src/CMakeLists.txt +++ b/src/CMakeLists.txt @@ -9,10 +9,12 @@ project(crepe C CXX)  find_package(SDL2 REQUIRED)  find_package(SDL2_image REQUIRED) +find_package(SDL2_ttf REQUIRED)  find_package(SoLoud REQUIRED)  find_package(GTest REQUIRED)  find_package(whereami REQUIRED)  find_library(BERKELEY_DB db) +find_library(FONTCONFIG_LIB fontconfig)  add_library(crepe SHARED)  add_executable(test_main EXCLUDE_FROM_ALL) @@ -24,9 +26,11 @@ target_include_directories(crepe  target_link_libraries(crepe  	PRIVATE soloud  	PUBLIC SDL2 +	PUBLIC SDL2_ttf  	PUBLIC SDL2_image  	PUBLIC ${BERKELEY_DB}  	PUBLIC whereami +	PUBLIC ${FONTCONFIG_LIB}  )  add_subdirectory(crepe) diff --git a/src/crepe/api/Button.cpp b/src/crepe/api/Button.cpp index 76f74f0..305922c 100644 --- a/src/crepe/api/Button.cpp +++ b/src/crepe/api/Button.cpp @@ -3,9 +3,8 @@  namespace crepe {  Button::Button(game_object_id_t id, const vec2 & dimensions, const vec2 & offset, -			   const std::function<void()> & on_click, bool is_toggle) +			   const std::function<void()> & on_click)  	: UIObject(id, dimensions, offset), -	  is_toggle(is_toggle),  	  on_click(on_click) {}  } // namespace crepe diff --git a/src/crepe/api/Button.h b/src/crepe/api/Button.h index 61b18d7..08f5dec 100644 --- a/src/crepe/api/Button.h +++ b/src/crepe/api/Button.h @@ -15,19 +15,11 @@ public:  	 * \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 -	 * \param is_toggle Optional flag to indicate if the button is a toggle button. Defaults to false.  	 * \param on_click callback function that will be invoked when the button is clicked.  	 */  	Button(game_object_id_t id, const vec2 & dimensions, const vec2 & offset, -		   const std::function<void()> & on_click, bool is_toggle = false); +		   const std::function<void()> & on_click); -	/** -	 * \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. -	 */ -	bool is_toggle = false;  	// TODO: create separate toggle button class  	/**  	 * \brief The callback function to be executed when the button is clicked. @@ -56,8 +48,6 @@ public:  private:  	//! friend relation for is_pressed and hover variables  	friend class InputSystem; -	//! Indicates whether the toggle button is pressed -	bool is_pressed = false;  	//! Indicates whether the mouse is currently hovering over the button  	bool hover = false; diff --git a/src/crepe/api/CMakeLists.txt b/src/crepe/api/CMakeLists.txt index 8f84f06..e8d6f92 100644 --- a/src/crepe/api/CMakeLists.txt +++ b/src/crepe/api/CMakeLists.txt @@ -20,6 +20,7 @@ target_sources(crepe PUBLIC  	Button.cpp  	UIObject.cpp  	AI.cpp +	Text.cpp  	Scene.cpp  ) @@ -51,4 +52,5 @@ target_sources(crepe PUBLIC FILE_SET HEADERS FILES  	Button.h  	UIObject.h  	AI.h +	Text.h  ) diff --git a/src/crepe/api/Config.h b/src/crepe/api/Config.h index ca2d3f1..6b9e3ca 100644 --- a/src/crepe/api/Config.h +++ b/src/crepe/api/Config.h @@ -76,6 +76,22 @@ struct Config final {  		 */  		std::string root_pattern = ".crepe-root";  	} asset; +	//! Default font options +	struct { +		/** +		 * \brief Default font size +		 * +		 * Using the SDL_ttf library the font size needs to be set when loading the font.  +		 * This config option is the font size at which all fonts will be loaded initially. +		 *  +		 */ +		unsigned int size = 16; +	} font; +	//! Configuration for click tolerance. +	struct { +		//! The maximum number of pixels the mouse can move between MouseDown and MouseUp events to be considered a click. +		int click_tolerance = 5; +	} input;  	//! Audio system settings  	struct { diff --git a/src/crepe/api/Event.h b/src/crepe/api/Event.h index f2f3daf..73bf461 100644 --- a/src/crepe/api/Event.h +++ b/src/crepe/api/Event.h @@ -3,7 +3,8 @@  #include <string> -#include "KeyCodes.h" +#include "api/KeyCodes.h" +#include "types.h"  namespace crepe { @@ -38,11 +39,8 @@ public:   */  class MousePressEvent : public Event {  public: -	//! X-coordinate of the mouse position at the time of the event. -	int mouse_x = 0; - -	//! Y-coordinate of the mouse position at the time of the event. -	int mouse_y = 0; +	//! mouse position in world coordinates (game units). +	vec2 mouse_pos = {0, 0};  	//! The mouse button that was pressed.  	MouseButton button = MouseButton::NONE; @@ -53,11 +51,8 @@ public:   */  class MouseClickEvent : public Event {  public: -	//! X-coordinate of the mouse position at the time of the event. -	int mouse_x = 0; - -	//! Y-coordinate of the mouse position at the time of the event. -	int mouse_y = 0; +	//! mouse position in world coordinates (game units). +	vec2 mouse_pos = {0, 0};  	//! The mouse button that was clicked.  	MouseButton button = MouseButton::NONE; @@ -68,11 +63,8 @@ public:   */  class MouseReleaseEvent : public Event {  public: -	//! X-coordinate of the mouse position at the time of the event. -	int mouse_x = 0; - -	//! Y-coordinate of the mouse position at the time of the event. -	int mouse_y = 0; +	//! mouse position in world coordinates (game units). +	vec2 mouse_pos = {0, 0};  	//! The mouse button that was released.  	MouseButton button = MouseButton::NONE; @@ -83,17 +75,10 @@ public:   */  class MouseMoveEvent : public Event {  public: -	//! X-coordinate of the mouse position at the time of the event. -	int mouse_x = 0; - -	//! Y-coordinate of the mouse position at the time of the event. -	int mouse_y = 0; - -	// Movement since last event in x -	int delta_x = 0; - -	// Movement since last event in y -	int delta_y = 0; +	//! mouse position in world coordinates (game units). +	vec2 mouse_pos = {0, 0}; +	//! The change in mouse position relative to the last position (in pixels). +	ivec2 mouse_delta = {0, 0};  };  /** @@ -101,12 +86,8 @@ public:   */  class MouseScrollEvent : public Event {  public: -	//! X-coordinate of the mouse position at the time of the event. -	int mouse_x = 0; - -	//! Y-coordinate of the mouse position at the time of the event. -	int mouse_y = 0; - +	//! mouse position in world coordinates (game units) when the scroll happened. +	vec2 mouse_pos = {0, 0};  	//! scroll direction (-1 = down, 1 = up)  	int scroll_direction = 0;  	//! scroll amount in y axis (from and away from the person). @@ -127,4 +108,55 @@ public:   */  class ShutDownEvent : public Event {}; +/** + * \brief Event triggered to indicate the window is overlapped by another window. + *  + * When two windows overlap the bottom window gets distorted and that window has to be redrawn. + */ +class WindowExposeEvent : public Event {}; + +/** + * \brief Event triggered to indicate the window is resized. + */ +class WindowResizeEvent : public Event { +public: +	//! new window dimensions +	ivec2 dimensions = {0, 0}; +}; + +/** + * \brief Event triggered to indicate the window is moved. + */ +class WindowMoveEvent : public Event { +public: +	//! The change in position relative to the last position (in pixels). +	ivec2 delta_move = {0, 0}; +}; + +/** + * \brief Event triggered to indicate the window is minimized. + */ +class WindowMinimizeEvent : public Event {}; + +/** + * \brief Event triggered to indicate the window is maximized + */ +class WindowMaximizeEvent : public Event {}; + +/** + * \brief Event triggered to indicate the window gained focus + *  + * This event is triggered when the window receives focus, meaning it becomes the active window + * for user interaction. + */ +class WindowFocusGainEvent : public Event {}; + +/** + * \brief Event triggered to indicate the window lost focus + *  + * This event is triggered when the window loses focus, meaning it is no longer the active window + * for user interaction. + */ +class WindowFocusLostEvent : public Event {}; +  } // namespace crepe diff --git a/src/crepe/api/KeyCodes.h b/src/crepe/api/KeyCodes.h index fcfc080..1b9573a 100644 --- a/src/crepe/api/KeyCodes.h +++ b/src/crepe/api/KeyCodes.h @@ -1,5 +1,9 @@  #pragma once + +#include <unordered_map> +  namespace crepe { +  //! Enumeration for mouse button inputs, including standard and extended buttons.  enum class MouseButton {  	NONE = 0, //!< No mouse button input. @@ -151,4 +155,6 @@ enum class Keycode {  	/// \}  	MENU = 348, //!< Menu key.  }; +//! Typedef for keyboard state. +typedef std::unordered_map<Keycode, bool> keyboard_state_t;  } // namespace crepe diff --git a/src/crepe/api/LoopManager.h b/src/crepe/api/LoopManager.h index 40e6b38..1d23cbf 100644 --- a/src/crepe/api/LoopManager.h +++ b/src/crepe/api/LoopManager.h @@ -72,6 +72,8 @@ private:  	//! Global context  	Mediator mediator; +	//! SDLContext instance +	SDLContext sdl_context{mediator};  	//! Component manager instance  	ComponentManager component_manager{mediator};  	//! Scene manager instance @@ -84,8 +86,6 @@ private:  	ResourceManager resource_manager{mediator};  	//! Save manager instance  	SaveManager save_manager{mediator}; -	//! SDLContext instance -	SDLContext sdl_context{mediator};  private:  	/** diff --git a/src/crepe/api/Script.cpp b/src/crepe/api/Script.cpp index 753a9e3..583c04f 100644 --- a/src/crepe/api/Script.cpp +++ b/src/crepe/api/Script.cpp @@ -1,7 +1,7 @@  #include <string> +#include "../facade/SDLContext.h"  #include "../manager/SceneManager.h" -  #include "Script.h"  using namespace crepe; @@ -25,3 +25,16 @@ void Script::set_next_scene(const string & name) {  }  SaveManager & Script::get_save_manager() const { return this->mediator->save_manager; } + +const keyboard_state_t & Script::get_keyboard_state() const { +	SDLContext & sdl_context = this->mediator->sdl_context; +	return sdl_context.get_keyboard_state(); +} + +bool Script::get_key_state(Keycode key) const noexcept { +	try { +		return this->get_keyboard_state().at(key); +	} catch (...) { +		return false; +	} +} diff --git a/src/crepe/api/Script.h b/src/crepe/api/Script.h index 668e5d1..65306cd 100644 --- a/src/crepe/api/Script.h +++ b/src/crepe/api/Script.h @@ -2,6 +2,7 @@  #include <vector> +#include "../api/KeyCodes.h"  #include "../manager/EventManager.h"  #include "../manager/Mediator.h"  #include "../system/CollisionSystem.h" @@ -134,7 +135,22 @@ protected:  	//! Retrieve SaveManager reference  	SaveManager & get_save_manager() const; - +	/** +	 * \brief Utility function to retrieve the keyboard state +	 * \see SDLContext::get_keyboard_state +	 *  +	 * \return current keyboard state map with Keycode as key and bool as value(true = pressed, false = not pressed) +	 *  +	 */ +	const keyboard_state_t & get_keyboard_state() const; +	/** +	 * \brief Utility function to retrieve a single key state. +	 * \see SDLContext::get_keyboard_state +	 *  +	 * \return Keycode state (true if pressed, false if not pressed). +	 *  +	 */ +	bool get_key_state(Keycode key) const noexcept;  	//! \}  private: diff --git a/src/crepe/api/Text.cpp b/src/crepe/api/Text.cpp new file mode 100644 index 0000000..54a4370 --- /dev/null +++ b/src/crepe/api/Text.cpp @@ -0,0 +1,12 @@ +#include "../facade/FontFacade.h" + +#include "Text.h" + +using namespace crepe; + +Text::Text(game_object_id_t id, const vec2 & dimensions, const vec2 & offset, +		   const std::string & font_family, const Data & data, const std::string & text) +	: UIObject(id, dimensions, offset), +	  text(text), +	  data(data), +	  font_family(font_family) {} diff --git a/src/crepe/api/Text.h b/src/crepe/api/Text.h new file mode 100644 index 0000000..c30dc80 --- /dev/null +++ b/src/crepe/api/Text.h @@ -0,0 +1,66 @@ +#pragma once + +#include <optional> +#include <string> + +#include "../Component.h" + +#include "Asset.h" +#include "Color.h" +#include "UIObject.h" + +namespace crepe { +/** + * \brief Text UIObject component for displaying text + *  + * This class can be used to display text on screen. By setting the font_family to a font already stored on the current device it will automatically be loaded in. + */ +class Text : public UIObject { +public: +	//! Text data that does not have to be set in the constructor +	struct Data { +		/** +		 *  \brief fontsize for text rendering +		 *  +		 * \note this is not the actual font size that is loaded in. +		 *  +		 * Since SDL_TTF requires the font size when loading in the font it is not possible to switch the font size. +		 * The default font size that is loaded is set in the Config. +		 * Instead this value is used to upscale the font texture which can cause blurring or distorted text when upscaling or downscaling too much. +		 */ +		unsigned int font_size = 16; + +		//! Layer sorting level of the text +		const int sorting_in_layer = 0; + +		//! Order within the sorting text +		const int order_in_layer = 0; + +		//! Label text color. +		Color text_color = Color::BLACK; +	}; + +public: +	/** +	 *  +	 * \param dimensions Width and height of the UIObject. +	 * \param offset Offset of the UIObject relative to its transform +	 * \param text The text to be displayed. +	 * \param font_family The font style name to be displayed. +	 * \param data Data struct containing extra text parameters. +	 * \param font Optional font asset that can be passed or left empty. +	 */ +	Text(game_object_id_t id, const vec2 & dimensions, const vec2 & offset, +		 const std::string & font_family, const Data & data, const std::string & text = ""); + +	//! Label text. +	std::string text = ""; +	//! font family name +	std::string font_family = ""; +	//! Font asset variable if this is not set, it will use the font_family to create an asset. +	std::optional<Asset> font; +	//! Data instance +	Data data; +}; + +} // namespace crepe diff --git a/src/crepe/facade/CMakeLists.txt b/src/crepe/facade/CMakeLists.txt index 0598e16..243ae46 100644 --- a/src/crepe/facade/CMakeLists.txt +++ b/src/crepe/facade/CMakeLists.txt @@ -4,6 +4,8 @@ target_sources(crepe PUBLIC  	SoundContext.cpp  	SDLContext.cpp  	DB.cpp +	FontFacade.cpp +	Font.cpp  )  target_sources(crepe PUBLIC FILE_SET HEADERS FILES @@ -12,5 +14,7 @@ target_sources(crepe PUBLIC FILE_SET HEADERS FILES  	SoundContext.h  	SDLContext.h  	DB.h +	FontFacade.h +	Font.h  ) diff --git a/src/crepe/facade/EventData.h b/src/crepe/facade/EventData.h new file mode 100644 index 0000000..a7526b4 --- /dev/null +++ b/src/crepe/facade/EventData.h @@ -0,0 +1,54 @@ +#pragma once +#include "../api/KeyCodes.h" +#include "../types.h" +namespace crepe { +//! EventType enum for passing eventType +enum EventType { +	NONE = 0, +	MOUSE_DOWN, +	MOUSE_UP, +	MOUSE_MOVE, +	MOUSE_WHEEL, +	KEY_UP, +	KEY_DOWN, +	SHUTDOWN, +	WINDOW_MINIMIZE, +	WINDOW_MAXIMIZE, +	WINDOW_FOCUS_GAIN, +	WINDOW_FOCUS_LOST, +	WINDOW_MOVE, +	WINDOW_RESIZE, +	WINDOW_EXPOSE, +}; + +//! Struct for storing key data. +struct KeyData { +	Keycode key = Keycode::NONE; +	bool key_repeat = false; +}; + +//! Struct for storing mouse data. +struct MouseData { +	MouseButton mouse_button = MouseButton::NONE; +	ivec2 mouse_position = {-1, -1}; +	int scroll_direction = -1; +	float scroll_delta = INFINITY; +	ivec2 rel_mouse_move = {-1, -1}; +}; + +//! Struct for storing window data. +struct WindowData { +	ivec2 move_delta; +	ivec2 resize_dimension; +}; + +//! EventData struct for passing event data from facade +struct EventData { +	EventType event_type = EventType::NONE; +	union { +		KeyData key_data; +		MouseData mouse_data; +		WindowData window_data; +	} data; +}; +} // namespace crepe diff --git a/src/crepe/facade/Font.cpp b/src/crepe/facade/Font.cpp new file mode 100644 index 0000000..771002f --- /dev/null +++ b/src/crepe/facade/Font.cpp @@ -0,0 +1,21 @@ +#include <SDL2/SDL_ttf.h> + +#include "../api/Asset.h" +#include "../api/Config.h" + +#include "Font.h" + +using namespace std; +using namespace crepe; + +Font::Font(const Asset & src, Mediator & mediator) : Resource(src, mediator) { +	const Config & config = Config::get_instance(); +	const std::string FONT_PATH = src.get_path(); +	TTF_Font * loaded_font = TTF_OpenFont(FONT_PATH.c_str(), config.font.size); +	if (loaded_font == NULL) { +		throw runtime_error(format("Font: {} (path: {})", TTF_GetError(), FONT_PATH)); +	} +	this->font = {loaded_font, [](TTF_Font * close_font) { TTF_CloseFont(close_font); }}; +} + +TTF_Font * Font::get_font() const { return this->font.get(); } diff --git a/src/crepe/facade/Font.h b/src/crepe/facade/Font.h new file mode 100644 index 0000000..b208d96 --- /dev/null +++ b/src/crepe/facade/Font.h @@ -0,0 +1,42 @@ +#pragma once + +#include <SDL2/SDL_ttf.h> +#include <memory> + +#include "../Resource.h" +#include "../api/Config.h" + +namespace crepe { + +class Asset; +/** + * \brief Resource for managing font creation and destruction + * + * This class is a wrapper around an SDL_ttf font instance, encapsulating font loading and usage. + * It loads a font from an Asset and manages its lifecycle. The font is automatically unloaded + * when this object is destroyed. + */ +class Font : public Resource { + +public: +	/** +     * \param src The Asset containing the font file path and metadata to load the font. +     * \param mediator The Mediator object used for managing the SDL context or related systems. +     */ +	Font(const Asset & src, Mediator & mediator); +	/** +     * \brief Gets the underlying TTF_Font resource. +     *  +     * This function returns the raw pointer to the SDL_ttf TTF_Font object that represents +     * the loaded font. This can be used with SDL_ttf functions to render text. +     *  +     * \return The raw TTF_Font object wrapped in a unique pointer. +     */ +	TTF_Font * get_font() const; + +private: +	//! The SDL_ttf font object with custom deleter. +	std::unique_ptr<TTF_Font, std::function<void(TTF_Font *)>> font = nullptr; +}; + +} // namespace crepe diff --git a/src/crepe/facade/FontFacade.cpp b/src/crepe/facade/FontFacade.cpp new file mode 100644 index 0000000..87f95ab --- /dev/null +++ b/src/crepe/facade/FontFacade.cpp @@ -0,0 +1,43 @@ +#include <fontconfig/fontconfig.h> +#include <functional> +#include <memory> +#include <stdexcept> +#include <string> + +#include "FontFacade.h" + +using namespace std; +using namespace crepe; + +FontFacade::FontFacade() { +	if (!FcInit()) throw runtime_error("Failed to initialize Fontconfig."); +} + +FontFacade::~FontFacade() { FcFini(); } + +Asset FontFacade::get_font_asset(const string & font_family) { +	FcPattern * raw_pattern +		= FcNameParse(reinterpret_cast<const FcChar8 *>(font_family.c_str())); +	if (raw_pattern == NULL) throw runtime_error("Failed to create font pattern."); + +	unique_ptr<FcPattern, function<void(FcPattern *)>> pattern{ +		raw_pattern, [](FcPattern * p) { FcPatternDestroy(p); }}; + +	FcConfig * config = FcConfigGetCurrent(); +	if (config == NULL) throw runtime_error("Failed to get current Fontconfig configuration."); + +	FcResult result; +	FcPattern * raw_matched_pattern = FcFontMatch(config, pattern.get(), &result); +	if (raw_matched_pattern == NULL) throw runtime_error("No matching font found."); + +	unique_ptr<FcPattern, function<void(FcPattern *)>> matched_pattern +		= {raw_matched_pattern, [](FcPattern * p) { FcPatternDestroy(p); }}; + +	FcChar8 * file_path = nullptr; +	FcResult res = FcPatternGetString(matched_pattern.get(), FC_FILE, 0, &file_path); +	if (res != FcResultMatch || file_path == NULL) +		throw runtime_error("Failed to get font file path."); + +	string font_file_path = reinterpret_cast<const char *>(file_path); +	return Asset(font_file_path); +} diff --git a/src/crepe/facade/FontFacade.h b/src/crepe/facade/FontFacade.h new file mode 100644 index 0000000..9761070 --- /dev/null +++ b/src/crepe/facade/FontFacade.h @@ -0,0 +1,34 @@ +#pragma once + +#include <memory> + +#include "../api/Asset.h" + +namespace crepe { + +/** + *  + * \brief Font facade class for converting font family names to absolute file paths + *  + */ +class FontFacade { +public: +	FontFacade(); +	~FontFacade(); +	FontFacade(const FontFacade & other) = delete; +	FontFacade & operator=(const FontFacade & other) = delete; +	FontFacade(FontFacade && other) noexcept = delete; +	FontFacade & operator=(FontFacade && other) noexcept = delete; +	/** +	 *  +	 * \brief Facade function to convert a font_family into an asset. +	 *  +	 * This function uses the FontConfig library to convert a font family name (Arial, Inter, Helvetica) and converts it to the font source path. +	 * This function returns a default font path if the font_family name doesnt exist or cant be found +	 * \param font_family Name of the font family name. +	 * \return Asset with filepath to the corresponding font. +	 */ +	Asset get_font_asset(const std::string & font_family); +}; + +} // namespace crepe diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index a1a6f97..4818c96 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -6,6 +6,7 @@  #include <SDL2/SDL_rect.h>  #include <SDL2/SDL_render.h>  #include <SDL2/SDL_surface.h> +#include <SDL2/SDL_ttf.h>  #include <SDL2/SDL_video.h>  #include <array>  #include <cmath> @@ -31,6 +32,9 @@ using namespace std;  SDLContext::SDLContext(Mediator & mediator) {  	dbg_trace(); +	if (TTF_Init() == -1) { +		throw runtime_error(format("SDL_ttf initialization failed: {}", TTF_GetError())); +	}  	if (SDL_Init(SDL_INIT_VIDEO) != 0) {  		throw runtime_error(format("SDLContext: SDL_Init error: {}", SDL_GetError()));  	} @@ -72,121 +76,27 @@ SDLContext::~SDLContext() {  	// thread that SDL_Init() was called on? This has caused problems for me  	// before.  	IMG_Quit(); +	TTF_Quit();  	SDL_Quit();  } -Keycode SDLContext::sdl_to_keycode(SDL_Keycode sdl_key) { -	static const std::array<Keycode, SDL_NUM_SCANCODES> LOOKUP_TABLE = [] { -		std::array<Keycode, SDL_NUM_SCANCODES> table{}; -		table.fill(Keycode::NONE); - -		table[SDL_SCANCODE_SPACE] = Keycode::SPACE; -		table[SDL_SCANCODE_APOSTROPHE] = Keycode::APOSTROPHE; -		table[SDL_SCANCODE_COMMA] = Keycode::COMMA; -		table[SDL_SCANCODE_MINUS] = Keycode::MINUS; -		table[SDL_SCANCODE_PERIOD] = Keycode::PERIOD; -		table[SDL_SCANCODE_SLASH] = Keycode::SLASH; -		table[SDL_SCANCODE_0] = Keycode::D0; -		table[SDL_SCANCODE_1] = Keycode::D1; -		table[SDL_SCANCODE_2] = Keycode::D2; -		table[SDL_SCANCODE_3] = Keycode::D3; -		table[SDL_SCANCODE_4] = Keycode::D4; -		table[SDL_SCANCODE_5] = Keycode::D5; -		table[SDL_SCANCODE_6] = Keycode::D6; -		table[SDL_SCANCODE_7] = Keycode::D7; -		table[SDL_SCANCODE_8] = Keycode::D8; -		table[SDL_SCANCODE_9] = Keycode::D9; -		table[SDL_SCANCODE_SEMICOLON] = Keycode::SEMICOLON; -		table[SDL_SCANCODE_EQUALS] = Keycode::EQUAL; -		table[SDL_SCANCODE_A] = Keycode::A; -		table[SDL_SCANCODE_B] = Keycode::B; -		table[SDL_SCANCODE_C] = Keycode::C; -		table[SDL_SCANCODE_D] = Keycode::D; -		table[SDL_SCANCODE_E] = Keycode::E; -		table[SDL_SCANCODE_F] = Keycode::F; -		table[SDL_SCANCODE_G] = Keycode::G; -		table[SDL_SCANCODE_H] = Keycode::H; -		table[SDL_SCANCODE_I] = Keycode::I; -		table[SDL_SCANCODE_J] = Keycode::J; -		table[SDL_SCANCODE_K] = Keycode::K; -		table[SDL_SCANCODE_L] = Keycode::L; -		table[SDL_SCANCODE_M] = Keycode::M; -		table[SDL_SCANCODE_N] = Keycode::N; -		table[SDL_SCANCODE_O] = Keycode::O; -		table[SDL_SCANCODE_P] = Keycode::P; -		table[SDL_SCANCODE_Q] = Keycode::Q; -		table[SDL_SCANCODE_R] = Keycode::R; -		table[SDL_SCANCODE_S] = Keycode::S; -		table[SDL_SCANCODE_T] = Keycode::T; -		table[SDL_SCANCODE_U] = Keycode::U; -		table[SDL_SCANCODE_V] = Keycode::V; -		table[SDL_SCANCODE_W] = Keycode::W; -		table[SDL_SCANCODE_X] = Keycode::X; -		table[SDL_SCANCODE_Y] = Keycode::Y; -		table[SDL_SCANCODE_Z] = Keycode::Z; -		table[SDL_SCANCODE_LEFTBRACKET] = Keycode::LEFT_BRACKET; -		table[SDL_SCANCODE_BACKSLASH] = Keycode::BACKSLASH; -		table[SDL_SCANCODE_RIGHTBRACKET] = Keycode::RIGHT_BRACKET; -		table[SDL_SCANCODE_GRAVE] = Keycode::GRAVE_ACCENT; -		table[SDL_SCANCODE_ESCAPE] = Keycode::ESCAPE; -		table[SDL_SCANCODE_RETURN] = Keycode::ENTER; -		table[SDL_SCANCODE_TAB] = Keycode::TAB; -		table[SDL_SCANCODE_BACKSPACE] = Keycode::BACKSPACE; -		table[SDL_SCANCODE_INSERT] = Keycode::INSERT; -		table[SDL_SCANCODE_DELETE] = Keycode::DELETE; -		table[SDL_SCANCODE_RIGHT] = Keycode::RIGHT; -		table[SDL_SCANCODE_LEFT] = Keycode::LEFT; -		table[SDL_SCANCODE_DOWN] = Keycode::DOWN; -		table[SDL_SCANCODE_UP] = Keycode::UP; -		table[SDL_SCANCODE_PAGEUP] = Keycode::PAGE_UP; -		table[SDL_SCANCODE_PAGEDOWN] = Keycode::PAGE_DOWN; -		table[SDL_SCANCODE_HOME] = Keycode::HOME; -		table[SDL_SCANCODE_END] = Keycode::END; -		table[SDL_SCANCODE_CAPSLOCK] = Keycode::CAPS_LOCK; -		table[SDL_SCANCODE_SCROLLLOCK] = Keycode::SCROLL_LOCK; -		table[SDL_SCANCODE_NUMLOCKCLEAR] = Keycode::NUM_LOCK; -		table[SDL_SCANCODE_PRINTSCREEN] = Keycode::PRINT_SCREEN; -		table[SDL_SCANCODE_PAUSE] = Keycode::PAUSE; -		table[SDL_SCANCODE_F1] = Keycode::F1; -		table[SDL_SCANCODE_F2] = Keycode::F2; -		table[SDL_SCANCODE_F3] = Keycode::F3; -		table[SDL_SCANCODE_F4] = Keycode::F4; -		table[SDL_SCANCODE_F5] = Keycode::F5; -		table[SDL_SCANCODE_F6] = Keycode::F6; -		table[SDL_SCANCODE_F7] = Keycode::F7; -		table[SDL_SCANCODE_F8] = Keycode::F8; -		table[SDL_SCANCODE_F9] = Keycode::F9; -		table[SDL_SCANCODE_F10] = Keycode::F10; -		table[SDL_SCANCODE_F11] = Keycode::F11; -		table[SDL_SCANCODE_F12] = Keycode::F12; -		table[SDL_SCANCODE_KP_0] = Keycode::KP0; -		table[SDL_SCANCODE_KP_1] = Keycode::KP1; -		table[SDL_SCANCODE_KP_2] = Keycode::KP2; -		table[SDL_SCANCODE_KP_3] = Keycode::KP3; -		table[SDL_SCANCODE_KP_4] = Keycode::KP4; -		table[SDL_SCANCODE_KP_5] = Keycode::KP5; -		table[SDL_SCANCODE_KP_6] = Keycode::KP6; -		table[SDL_SCANCODE_KP_7] = Keycode::KP7; -		table[SDL_SCANCODE_KP_8] = Keycode::KP8; -		table[SDL_SCANCODE_KP_9] = Keycode::KP9; -		table[SDL_SCANCODE_LSHIFT] = Keycode::LEFT_SHIFT; -		table[SDL_SCANCODE_LCTRL] = Keycode::LEFT_CONTROL; -		table[SDL_SCANCODE_LALT] = Keycode::LEFT_ALT; -		table[SDL_SCANCODE_LGUI] = Keycode::LEFT_SUPER; -		table[SDL_SCANCODE_RSHIFT] = Keycode::RIGHT_SHIFT; -		table[SDL_SCANCODE_RCTRL] = Keycode::RIGHT_CONTROL; -		table[SDL_SCANCODE_RALT] = Keycode::RIGHT_ALT; -		table[SDL_SCANCODE_RGUI] = Keycode::RIGHT_SUPER; -		table[SDL_SCANCODE_MENU] = Keycode::MENU; +Keycode SDLContext::sdl_to_keycode(SDL_Scancode sdl_key) { +	if (!lookup_table.contains(sdl_key)) return Keycode::NONE; +	return lookup_table.at(sdl_key); +} -		return table; -	}(); +const keyboard_state_t & SDLContext::get_keyboard_state() { +	SDL_PumpEvents(); +	const Uint8 * current_state = SDL_GetKeyboardState(nullptr); -	if (sdl_key < 0 || sdl_key >= SDL_NUM_SCANCODES) { -		return Keycode::NONE; -	} +	for (int i = 0; i < SDL_NUM_SCANCODES; ++i) { -	return LOOKUP_TABLE[sdl_key]; +		Keycode key = sdl_to_keycode(static_cast<SDL_Scancode>(i)); +		if (key != Keycode::NONE) { +			this->keyboard_state[key] = current_state[i] != 0; +		} +	} +	return this->keyboard_state;  }  MouseButton SDLContext::sdl_to_mousebutton(Uint8 sdl_button) { @@ -364,8 +274,8 @@ ivec2 SDLContext::get_size(const Texture & ctx) {  	return size;  } -std::vector<SDLContext::EventData> SDLContext::get_events() { -	std::vector<SDLContext::EventData> event_list; +std::vector<EventData> SDLContext::get_events() { +	std::vector<EventData> event_list;  	SDL_Event event;  	const CameraAuxiliaryData & cam = this->cam_aux_data;  	while (SDL_PollEvent(&event)) { @@ -374,61 +284,135 @@ std::vector<SDLContext::EventData> SDLContext::get_events() {  		mouse_pos.y = (event.button.y - cam.bar_size.y) / cam.render_scale.y;  		switch (event.type) {  			case SDL_QUIT: -				event_list.push_back(EventData{ -					.event_type = SDLContext::EventType::SHUTDOWN, -				}); +				event_list.push_back({.event_type = EventType::SHUTDOWN});  				break;  			case SDL_KEYDOWN:  				event_list.push_back(EventData{ -					.event_type = SDLContext::EventType::KEYDOWN, -					.key = sdl_to_keycode(event.key.keysym.scancode), -					.key_repeat = (event.key.repeat != 0), +					.event_type = EventType::KEY_DOWN, +					.data = { +						.key_data = { +							.key = this->sdl_to_keycode(event.key.keysym.scancode), +							.key_repeat = event.key.repeat != 0, +						}, +					},  				});  				break; +  			case SDL_KEYUP:  				event_list.push_back(EventData{ -					.event_type = SDLContext::EventType::KEYUP, -					.key = sdl_to_keycode(event.key.keysym.scancode), +					.event_type = EventType::KEY_UP, +					.data = { +						.key_data = { +							.key = this->sdl_to_keycode(event.key.keysym.scancode), +							.key_repeat = event.key.repeat != 0, +						}, +					},  				});  				break; +  			case SDL_MOUSEBUTTONDOWN:  				event_list.push_back(EventData{ -					.event_type = SDLContext::EventType::MOUSEDOWN, -					.mouse_button = sdl_to_mousebutton(event.button.button), -					.mouse_position = mouse_pos, +					.event_type = EventType::MOUSE_DOWN, +					.data = { +						.mouse_data = { +							.mouse_button = this->sdl_to_mousebutton(event.button.button), +							.mouse_position = mouse_pos, +						}, +					},  				});  				break; -			case SDL_MOUSEBUTTONUP: { -				int x, y; -				SDL_GetMouseState(&x, &y); +			case SDL_MOUSEBUTTONUP:  				event_list.push_back(EventData{ -					.event_type = SDLContext::EventType::MOUSEUP, -					.mouse_button = sdl_to_mousebutton(event.button.button), -					.mouse_position = mouse_pos, +					.event_type = EventType::MOUSE_UP, +					.data = { +						.mouse_data = { +							.mouse_button = this->sdl_to_mousebutton(event.button.button), +							.mouse_position = mouse_pos, +						}, +					},  				}); -			} break; +				break; -			case SDL_MOUSEMOTION: { -				event_list.push_back( -					EventData{.event_type = SDLContext::EventType::MOUSEMOVE, -							  .mouse_position = mouse_pos, -							  .rel_mouse_move = {event.motion.xrel, event.motion.yrel}}); -			} break; +			case SDL_MOUSEMOTION: +				event_list.push_back(EventData{ +					.event_type = EventType::MOUSE_MOVE, +					.data = { +						.mouse_data = { +							.mouse_position = mouse_pos, +							.rel_mouse_move = {event.motion.xrel, event.motion.yrel}, +						}, +					}, +				}); +				break; -			case SDL_MOUSEWHEEL: { +			case SDL_MOUSEWHEEL:  				event_list.push_back(EventData{ -					.event_type = SDLContext::EventType::MOUSEWHEEL, -					.mouse_position = mouse_pos, -					// TODO: why is this needed? -					.scroll_direction = event.wheel.y < 0 ? -1 : 1, -					.scroll_delta = event.wheel.preciseY, +					.event_type = EventType::MOUSE_WHEEL, +					.data = { +						.mouse_data = { +							.mouse_position = mouse_pos, +							.scroll_direction = event.wheel.y < 0 ? -1 : 1, +							.scroll_delta = event.wheel.preciseY, +						}, +					},  				}); -			} break; +				break; +			case SDL_WINDOWEVENT: +				this->handle_window_event(event.window, event_list); +				break;  		}  	} +  	return event_list;  } + +void SDLContext::handle_window_event(const SDL_WindowEvent & window_event, +									 std::vector<EventData> & event_list) { +	switch (window_event.event) { +		case SDL_WINDOWEVENT_EXPOSED: +			event_list.push_back(EventData{EventType::WINDOW_EXPOSE}); +			break; +		case SDL_WINDOWEVENT_RESIZED: +			event_list.push_back(EventData{ +					.event_type = EventType::WINDOW_RESIZE, +					.data = { +						.window_data = { +							.resize_dimension = {window_event.data1, window_event.data2} +						}, +					}, +				}); +			break; +		case SDL_WINDOWEVENT_MOVED: +			event_list.push_back(EventData{ +					.event_type = EventType::WINDOW_MOVE, +					.data = { +						.window_data = { +							.move_delta = {window_event.data1, window_event.data2} +						}, +					}, +				}); +			break; + +		case SDL_WINDOWEVENT_MINIMIZED: +			event_list.push_back(EventData{EventType::WINDOW_MINIMIZE}); +			break; +		case SDL_WINDOWEVENT_MAXIMIZED: +			event_list.push_back(EventData{EventType::WINDOW_MAXIMIZE}); +			break; +		case SDL_WINDOWEVENT_FOCUS_GAINED: +			event_list.push_back(EventData{EventType::WINDOW_FOCUS_GAIN}); +			break; +		case SDL_WINDOWEVENT_FOCUS_LOST: +			event_list.push_back(EventData{EventType::WINDOW_FOCUS_LOST}); +			break; +	} +} +  void SDLContext::set_color_texture(const Texture & texture, const Color & color) {  	SDL_SetTextureColorMod(texture.get_img(), color.r, color.g, color.b);  	SDL_SetTextureAlphaMod(texture.get_img(), color.a);  } + +Asset SDLContext::get_font_from_name(const std::string & font_family) { +	return this->font_facade.get_font_asset(font_family); +} diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index bcadf87..b687f87 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -9,17 +9,20 @@  #include <functional>  #include <memory>  #include <string> +#include <unordered_map> +#include "../types.h"  #include "api/Camera.h"  #include "api/Color.h"  #include "api/KeyCodes.h"  #include "api/Sprite.h"  #include "api/Transform.h" -  #include "types.h" -namespace crepe { +#include "EventData.h" +#include "FontFacade.h" +namespace crepe {  class Texture;  class Mediator; @@ -69,29 +72,11 @@ public:  	};  public: -	//! EventType enum for passing eventType -	enum EventType { -		NONE = 0, -		MOUSEDOWN, -		MOUSEUP, -		MOUSEMOVE, -		MOUSEWHEEL, -		KEYUP, -		KEYDOWN, -		SHUTDOWN, - -	}; -	//! EventData struct for passing event data from facade -	struct EventData { -		SDLContext::EventType event_type = SDLContext::EventType::NONE; -		Keycode key = Keycode::NONE; -		bool key_repeat = false; -		MouseButton mouse_button = MouseButton::NONE; -		ivec2 mouse_position = {-1, -1}; -		int scroll_direction = -1; -		float scroll_delta = INFINITY; -		ivec2 rel_mouse_move = {-1, -1}; -	}; +	/** +	 * \brief Gets the singleton instance of SDLContext. +	 * \return Reference to the SDLContext instance. +	 */ +	static SDLContext & get_instance();  public:  	SDLContext(const SDLContext &) = delete; @@ -122,18 +107,25 @@ public:  	 *  	 * \return Events that occurred since last call to `get_events()`  	 */ -	std::vector<SDLContext::EventData> get_events(); - +	std::vector<EventData> get_events();  	/** -	 * \brief Converts an SDL key code to the custom Keycode type. +	 * \brief Fills event_list with triggered window events  	 * -	 * This method maps an SDL key code to the corresponding `Keycode` enum value, +	 * This method checks if any window events are triggered and adds them to the event_list. +	 * +	 */ +	void handle_window_event(const SDL_WindowEvent & window_event, +							 std::vector<EventData> & event_list); +	/** +	 * \brief Converts an SDL scan code to the custom Keycode type. +	 * +	 * This method maps an SDL scan 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. +	 * \param sdl_key The SDL scan code to convert.  	 * \return The corresponding `Keycode` value or `Keycode::NONE` if the key is unrecognized.  	 */ -	Keycode sdl_to_keycode(SDL_Keycode sdl_key); +	Keycode sdl_to_keycode(SDL_Scancode sdl_key);  	/**  	 * \brief Converts an SDL mouse button code to the custom MouseButton type. @@ -145,6 +137,16 @@ public:  	 * \return The corresponding `MouseButton` value or `MouseButton::NONE` if the key is unrecognized  	 */  	MouseButton sdl_to_mousebutton(Uint8 sdl_button); +	/** +	 * \brief Gets the current state of the keyboard. +	 * +	 * Updates the internal keyboard state by checking the current key states using +	 * SDL's `SDL_GetKeyboardState()`, and returns a reference to the `keyboard_state_t`. +	 * +	 * \return A constant reference to the `keyboard_state_t`, which holds the state +	 *         of each key (true = pressed, false = not pressed). +	 */ +	const keyboard_state_t & get_keyboard_state();  public:  	/** @@ -240,6 +242,124 @@ private:  	 * - this is defined in this class because get_events() needs this information aswell  	 */  	CameraAuxiliaryData cam_aux_data; + +private: +	//! instance of the font_facade +	FontFacade font_facade{}; + +public: +	/** +	 * \brief Function to Get asset from font_family +	 *  +	 * This function uses the FontFacade function to convert a font_family to an asset. +	 *  +	 * \param font_family name of the font style that needs to be used (will return an asset with default font path of the font_family doesnt exist) +	 *  +	 * \return asset with the font style absolute path +	 */ +	Asset get_font_from_name(const std::string & font_family); +	//! variable to store the state of each key (true = pressed, false = not pressed) +	keyboard_state_t keyboard_state; +	//! lookup table for converting SDL_SCANCODES to Keycodes +	const std::unordered_map<SDL_Scancode, Keycode> lookup_table +		= {{SDL_SCANCODE_SPACE, Keycode::SPACE}, +		   {SDL_SCANCODE_APOSTROPHE, Keycode::APOSTROPHE}, +		   {SDL_SCANCODE_COMMA, Keycode::COMMA}, +		   {SDL_SCANCODE_MINUS, Keycode::MINUS}, +		   {SDL_SCANCODE_PERIOD, Keycode::PERIOD}, +		   {SDL_SCANCODE_SLASH, Keycode::SLASH}, +		   {SDL_SCANCODE_0, Keycode::D0}, +		   {SDL_SCANCODE_1, Keycode::D1}, +		   {SDL_SCANCODE_2, Keycode::D2}, +		   {SDL_SCANCODE_3, Keycode::D3}, +		   {SDL_SCANCODE_4, Keycode::D4}, +		   {SDL_SCANCODE_5, Keycode::D5}, +		   {SDL_SCANCODE_6, Keycode::D6}, +		   {SDL_SCANCODE_7, Keycode::D7}, +		   {SDL_SCANCODE_8, Keycode::D8}, +		   {SDL_SCANCODE_9, Keycode::D9}, +		   {SDL_SCANCODE_SEMICOLON, Keycode::SEMICOLON}, +		   {SDL_SCANCODE_EQUALS, Keycode::EQUAL}, +		   {SDL_SCANCODE_A, Keycode::A}, +		   {SDL_SCANCODE_B, Keycode::B}, +		   {SDL_SCANCODE_C, Keycode::C}, +		   {SDL_SCANCODE_D, Keycode::D}, +		   {SDL_SCANCODE_E, Keycode::E}, +		   {SDL_SCANCODE_F, Keycode::F}, +		   {SDL_SCANCODE_G, Keycode::G}, +		   {SDL_SCANCODE_H, Keycode::H}, +		   {SDL_SCANCODE_I, Keycode::I}, +		   {SDL_SCANCODE_J, Keycode::J}, +		   {SDL_SCANCODE_K, Keycode::K}, +		   {SDL_SCANCODE_L, Keycode::L}, +		   {SDL_SCANCODE_M, Keycode::M}, +		   {SDL_SCANCODE_N, Keycode::N}, +		   {SDL_SCANCODE_O, Keycode::O}, +		   {SDL_SCANCODE_P, Keycode::P}, +		   {SDL_SCANCODE_Q, Keycode::Q}, +		   {SDL_SCANCODE_R, Keycode::R}, +		   {SDL_SCANCODE_S, Keycode::S}, +		   {SDL_SCANCODE_T, Keycode::T}, +		   {SDL_SCANCODE_U, Keycode::U}, +		   {SDL_SCANCODE_V, Keycode::V}, +		   {SDL_SCANCODE_W, Keycode::W}, +		   {SDL_SCANCODE_X, Keycode::X}, +		   {SDL_SCANCODE_Y, Keycode::Y}, +		   {SDL_SCANCODE_Z, Keycode::Z}, +		   {SDL_SCANCODE_LEFTBRACKET, Keycode::LEFT_BRACKET}, +		   {SDL_SCANCODE_BACKSLASH, Keycode::BACKSLASH}, +		   {SDL_SCANCODE_RIGHTBRACKET, Keycode::RIGHT_BRACKET}, +		   {SDL_SCANCODE_GRAVE, Keycode::GRAVE_ACCENT}, +		   {SDL_SCANCODE_ESCAPE, Keycode::ESCAPE}, +		   {SDL_SCANCODE_RETURN, Keycode::ENTER}, +		   {SDL_SCANCODE_TAB, Keycode::TAB}, +		   {SDL_SCANCODE_BACKSPACE, Keycode::BACKSPACE}, +		   {SDL_SCANCODE_INSERT, Keycode::INSERT}, +		   {SDL_SCANCODE_DELETE, Keycode::DELETE}, +		   {SDL_SCANCODE_RIGHT, Keycode::RIGHT}, +		   {SDL_SCANCODE_LEFT, Keycode::LEFT}, +		   {SDL_SCANCODE_DOWN, Keycode::DOWN}, +		   {SDL_SCANCODE_UP, Keycode::UP}, +		   {SDL_SCANCODE_PAGEUP, Keycode::PAGE_UP}, +		   {SDL_SCANCODE_PAGEDOWN, Keycode::PAGE_DOWN}, +		   {SDL_SCANCODE_HOME, Keycode::HOME}, +		   {SDL_SCANCODE_END, Keycode::END}, +		   {SDL_SCANCODE_CAPSLOCK, Keycode::CAPS_LOCK}, +		   {SDL_SCANCODE_SCROLLLOCK, Keycode::SCROLL_LOCK}, +		   {SDL_SCANCODE_NUMLOCKCLEAR, Keycode::NUM_LOCK}, +		   {SDL_SCANCODE_PRINTSCREEN, Keycode::PRINT_SCREEN}, +		   {SDL_SCANCODE_PAUSE, Keycode::PAUSE}, +		   {SDL_SCANCODE_F1, Keycode::F1}, +		   {SDL_SCANCODE_F2, Keycode::F2}, +		   {SDL_SCANCODE_F3, Keycode::F3}, +		   {SDL_SCANCODE_F4, Keycode::F4}, +		   {SDL_SCANCODE_F5, Keycode::F5}, +		   {SDL_SCANCODE_F6, Keycode::F6}, +		   {SDL_SCANCODE_F7, Keycode::F7}, +		   {SDL_SCANCODE_F8, Keycode::F8}, +		   {SDL_SCANCODE_F9, Keycode::F9}, +		   {SDL_SCANCODE_F10, Keycode::F10}, +		   {SDL_SCANCODE_F11, Keycode::F11}, +		   {SDL_SCANCODE_F12, Keycode::F12}, +		   {SDL_SCANCODE_KP_0, Keycode::KP0}, +		   {SDL_SCANCODE_KP_1, Keycode::KP1}, +		   {SDL_SCANCODE_KP_2, Keycode::KP2}, +		   {SDL_SCANCODE_KP_3, Keycode::KP3}, +		   {SDL_SCANCODE_KP_4, Keycode::KP4}, +		   {SDL_SCANCODE_KP_5, Keycode::KP5}, +		   {SDL_SCANCODE_KP_6, Keycode::KP6}, +		   {SDL_SCANCODE_KP_7, Keycode::KP7}, +		   {SDL_SCANCODE_KP_8, Keycode::KP8}, +		   {SDL_SCANCODE_KP_9, Keycode::KP9}, +		   {SDL_SCANCODE_LSHIFT, Keycode::LEFT_SHIFT}, +		   {SDL_SCANCODE_LCTRL, Keycode::LEFT_CONTROL}, +		   {SDL_SCANCODE_LALT, Keycode::LEFT_ALT}, +		   {SDL_SCANCODE_LGUI, Keycode::LEFT_SUPER}, +		   {SDL_SCANCODE_RSHIFT, Keycode::RIGHT_SHIFT}, +		   {SDL_SCANCODE_RCTRL, Keycode::RIGHT_CONTROL}, +		   {SDL_SCANCODE_RALT, Keycode::RIGHT_ALT}, +		   {SDL_SCANCODE_RGUI, Keycode::RIGHT_SUPER}, +		   {SDL_SCANCODE_MENU, Keycode::MENU}};  };  } // namespace crepe diff --git a/src/crepe/system/InputSystem.cpp b/src/crepe/system/InputSystem.cpp index a710ae2..fca540f 100644 --- a/src/crepe/system/InputSystem.cpp +++ b/src/crepe/system/InputSystem.cpp @@ -1,7 +1,7 @@  #include "../api/Button.h" +#include "../facade/SDLContext.h"  #include "../manager/ComponentManager.h"  #include "../manager/EventManager.h" -#include "facade/SDLContext.h"  #include "util/Log.h"  #include "InputSystem.h" @@ -10,12 +10,13 @@ using namespace crepe;  void InputSystem::update() {  	ComponentManager & mgr = this->mediator.component_manager; -	EventManager & event_mgr = this->mediator.event_manager; +  	SDLContext & context = this->mediator.sdl_context; -	std::vector<SDLContext::EventData> event_list = context.get_events(); +	std::vector<EventData> event_list = context.get_events();  	RefVector<Button> buttons = mgr.get_components_by_type<Button>();  	RefVector<Camera> cameras = mgr.get_components_by_type<Camera>();  	OptionalRef<Camera> curr_cam_ref; +  	// Find the active camera  	for (Camera & cam : cameras) {  		if (!cam.active) continue; @@ -23,150 +24,185 @@ void InputSystem::update() {  		break;  	}  	if (!curr_cam_ref) return; +  	Camera & current_cam = curr_cam_ref;  	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.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; -		int world_mouse_y = event.mouse_position.y + camera_origin_y; -		// check if the mouse is within the viewport -		bool mouse_in_viewport -			= !(world_mouse_x < camera_origin_x -				|| world_mouse_x > camera_origin_x + current_cam.viewport_size.x -				|| world_mouse_y < camera_origin_y -				|| world_mouse_y > camera_origin_y + current_cam.viewport_size.y); - -		switch (event.event_type) { -			case SDLContext::EventType::KEYDOWN: -				event_mgr.queue_event<KeyPressEvent>(KeyPressEvent{ -					.repeat = event.key_repeat, -					.key = event.key, -				}); -				break; -			case SDLContext::EventType::KEYUP: -				event_mgr.queue_event<KeyReleaseEvent>(KeyReleaseEvent{ -					.key = event.key, -				}); -				break; -			case SDLContext::EventType::MOUSEDOWN: -				if (!mouse_in_viewport) { -					break; -				} -				event_mgr.queue_event<MousePressEvent>(MousePressEvent{ -					.mouse_x = world_mouse_x, -					.mouse_y = world_mouse_y, -					.button = event.mouse_button, -				}); -				this->last_mouse_down_position = {world_mouse_x, world_mouse_y}; -				this->last_mouse_button = event.mouse_button; -				break; -			case SDLContext::EventType::MOUSEUP: { -				if (!mouse_in_viewport) { -					break; -				} -				event_mgr.queue_event<MouseReleaseEvent>(MouseReleaseEvent{ -					.mouse_x = world_mouse_x, -					.mouse_y = world_mouse_y, -					.button = event.mouse_button, -				}); -				//check if its a click by checking the last button down -				int delta_x = world_mouse_x - this->last_mouse_down_position.x; -				int delta_y = world_mouse_y - this->last_mouse_down_position.y; - -				if (this->last_mouse_button == event.mouse_button -					&& std::abs(delta_x) <= click_tolerance -					&& std::abs(delta_y) <= click_tolerance) { -					event_mgr.queue_event<MouseClickEvent>(MouseClickEvent{ -						.mouse_x = world_mouse_x, -						.mouse_y = world_mouse_y, -						.button = event.mouse_button, -					}); - -					this->handle_click(event.mouse_button, world_mouse_x, world_mouse_y); -				} -			} break; -			case SDLContext::EventType::MOUSEMOVE: -				if (!mouse_in_viewport) { -					break; -				} -				event_mgr.queue_event<MouseMoveEvent>(MouseMoveEvent{ -					.mouse_x = world_mouse_x, -					.mouse_y = world_mouse_y, -					.delta_x = event.rel_mouse_move.x, -					.delta_y = event.rel_mouse_move.y, -				}); -				this->handle_move(event, world_mouse_x, world_mouse_y); -				break; -			case SDLContext::EventType::MOUSEWHEEL: -				event_mgr.queue_event<MouseScrollEvent>(MouseScrollEvent{ -					.mouse_x = world_mouse_x, -					.mouse_y = world_mouse_y, -					.scroll_direction = event.scroll_direction, -					.scroll_delta = event.scroll_delta, + +	vec2 camera_origin = cam_transform.position + current_cam.data.postion_offset +						 - (current_cam.viewport_size / 2); + +	for (const EventData & event : event_list) { +		// Only calculate mouse coordinates for relevant events +		if (event.event_type == EventType::MOUSE_DOWN +			|| event.event_type == EventType::MOUSE_UP +			|| event.event_type == EventType::MOUSE_MOVE +			|| event.event_type == EventType::MOUSE_WHEEL) { +			this->handle_mouse_event(event, camera_origin, current_cam); + +		} else { +			this->handle_non_mouse_event(event); +		} +	} +} + +void InputSystem::handle_mouse_event(const EventData & event, const vec2 & camera_origin, +									 const Camera & current_cam) { +	EventManager & event_mgr = this->mediator.event_manager; +	vec2 adjusted_mouse; +	adjusted_mouse.x = event.data.mouse_data.mouse_position.x + camera_origin.x; +	adjusted_mouse.x = event.data.mouse_data.mouse_position.y + camera_origin.y; +	// Check if the mouse is within the viewport +	if ((adjusted_mouse.x < camera_origin.x +		 || adjusted_mouse.x > camera_origin.x + current_cam.viewport_size.x +		 || adjusted_mouse.y < camera_origin.y +		 || adjusted_mouse.y > camera_origin.y + current_cam.viewport_size.y)) +		return; + +	// Handle mouse-specific events +	switch (event.event_type) { +		case EventType::MOUSE_DOWN: +			event_mgr.queue_event<MousePressEvent>({ +				.mouse_pos = adjusted_mouse, +				.button = event.data.mouse_data.mouse_button, +			}); +			this->last_mouse_down_position = adjusted_mouse; +			this->last_mouse_button = event.data.mouse_data.mouse_button; +			break; + +		case EventType::MOUSE_UP: { +			event_mgr.queue_event<MouseReleaseEvent>({ +				.mouse_pos = adjusted_mouse, +				.button = event.data.mouse_data.mouse_button, +			}); +			vec2 delta_move = adjusted_mouse - this->last_mouse_down_position; +			int click_tolerance = Config::get_instance().input.click_tolerance; +			if (this->last_mouse_button == event.data.mouse_data.mouse_button +				&& std::abs(delta_move.x) <= click_tolerance +				&& std::abs(delta_move.y) <= click_tolerance) { +				event_mgr.queue_event<MouseClickEvent>({ +					.mouse_pos = adjusted_mouse, +					.button = event.data.mouse_data.mouse_button,  				}); -				break; -			case SDLContext::EventType::SHUTDOWN: -				event_mgr.queue_event<ShutDownEvent>(ShutDownEvent{}); -				break; -			default: -				break; +				this->handle_click(event.data.mouse_data.mouse_button, adjusted_mouse); +			} +			break;  		} + +		case EventType::MOUSE_MOVE: +			event_mgr.queue_event<MouseMoveEvent>({ +				.mouse_pos = adjusted_mouse, +				.mouse_delta = event.data.mouse_data.rel_mouse_move, +			}); +			this->handle_move(event, adjusted_mouse); +			break; + +		case EventType::MOUSE_WHEEL: +			event_mgr.queue_event<MouseScrollEvent>({ +				.mouse_pos = adjusted_mouse, +				.scroll_direction = event.data.mouse_data.scroll_direction, +				.scroll_delta = event.data.mouse_data.scroll_delta, +			}); +			break; + +		default: +			break; +	} +} + +void InputSystem::handle_non_mouse_event(const EventData & event) { +	EventManager & event_mgr = this->mediator.event_manager; +	switch (event.event_type) { +		case EventType::KEY_DOWN: + +			event_mgr.queue_event<KeyPressEvent>( +				{.repeat = event.data.key_data.key_repeat, .key = event.data.key_data.key}); +			break; +		case EventType::KEY_UP: +			event_mgr.queue_event<KeyReleaseEvent>({.key = event.data.key_data.key}); +			break; +		case EventType::SHUTDOWN: +			event_mgr.queue_event<ShutDownEvent>({}); +			break; +		case EventType::WINDOW_EXPOSE: +			event_mgr.queue_event<WindowExposeEvent>({}); +			break; +		case EventType::WINDOW_RESIZE: +			event_mgr.queue_event<WindowResizeEvent>( +				WindowResizeEvent{.dimensions = event.data.window_data.resize_dimension}); +			break; +		case EventType::WINDOW_MOVE: +			event_mgr.queue_event<WindowMoveEvent>( +				{.delta_move = event.data.window_data.move_delta}); +			break; +		case EventType::WINDOW_MINIMIZE: +			event_mgr.queue_event<WindowMinimizeEvent>({}); +			break; +		case EventType::WINDOW_MAXIMIZE: +			event_mgr.queue_event<WindowMaximizeEvent>({}); +			break; +		case EventType::WINDOW_FOCUS_GAIN: +			event_mgr.queue_event<WindowFocusGainEvent>({}); +			break; +		case EventType::WINDOW_FOCUS_LOST: +			event_mgr.queue_event<WindowFocusLostEvent>({}); +			break; +		default: +			break;  	}  } -void InputSystem::handle_move(const SDLContext::EventData & event_data, -							  const int world_mouse_x, const int world_mouse_y) { + +void InputSystem::handle_move(const EventData & event_data, const vec2 & mouse_pos) {  	ComponentManager & mgr = this->mediator.component_manager;  	RefVector<Button> buttons = mgr.get_components_by_type<Button>();  	for (Button & button : buttons) { +		if (!button.active) continue;  		RefVector<Transform> transform_vec  			= mgr.get_components_by_id<Transform>(button.game_object_id);  		Transform & transform(transform_vec.front().get());  		bool was_hovering = button.hover; -		if (button.active -			&& this->is_mouse_inside_button(world_mouse_x, world_mouse_y, button, transform)) { +		if (this->is_mouse_inside_button(mouse_pos, button, transform)) {  			button.hover = true; -			if (!was_hovering && button.on_mouse_enter) { +			if (!button.on_mouse_enter) continue; +			if (!was_hovering) {  				button.on_mouse_enter();  			}  		} else {  			button.hover = false;  			// Trigger the on_exit callback if the hover state just changed to false -			if (was_hovering && button.on_mouse_exit) { +			if (!button.on_mouse_exit) continue; +			if (was_hovering) {  				button.on_mouse_exit();  			}  		}  	}  } -void InputSystem::handle_click(const MouseButton & mouse_button, const int world_mouse_x, -							   const int world_mouse_y) { +void InputSystem::handle_click(const MouseButton & mouse_button, const vec2 & mouse_pos) {  	ComponentManager & mgr = this->mediator.component_manager;  	RefVector<Button> buttons = mgr.get_components_by_type<Button>();  	for (Button & button : buttons) { +		if (!button.active) continue; +		if (!button.on_click) continue;  		RefVector<Transform> transform_vec  			= mgr.get_components_by_id<Transform>(button.game_object_id);  		Transform & transform = transform_vec.front().get(); -		if (button.active -			&& this->is_mouse_inside_button(world_mouse_x, world_mouse_y, button, transform)) { -			this->handle_button_press(button); +		if (this->is_mouse_inside_button(mouse_pos, button, transform)) { + +			button.on_click();  		}  	}  } -bool InputSystem::is_mouse_inside_button(const int mouse_x, const int mouse_y, -										 const Button & button, const Transform & transform) { +bool InputSystem::is_mouse_inside_button(const vec2 & mouse_pos, const Button & button, +										 const Transform & transform) {  	int actual_x = transform.position.x + button.offset.x;  	int actual_y = transform.position.y + button.offset.y; @@ -174,17 +210,6 @@ bool InputSystem::is_mouse_inside_button(const int mouse_x, const int mouse_y,  	int half_height = button.dimensions.y / 2;  	// Check if the mouse is within the button's boundaries -	return mouse_x >= actual_x - half_width && mouse_x <= actual_x + half_width -		   && mouse_y >= actual_y - half_height && mouse_y <= actual_y + half_height; -} - -void InputSystem::handle_button_press(Button & button) { -	if (button.is_toggle) { -		if (!button.is_pressed && button.on_click) { -			button.on_click(); -		} -		button.is_pressed = !button.is_pressed; -	} else if (button.on_click) { -		button.on_click(); -	} +	return mouse_pos.x >= actual_x - half_width && mouse_pos.x <= actual_x + half_width +		   && mouse_pos.y >= actual_y - half_height && mouse_pos.y <= actual_y + half_height;  } diff --git a/src/crepe/system/InputSystem.h b/src/crepe/system/InputSystem.h index 87e86f8..eefd9fe 100644 --- a/src/crepe/system/InputSystem.h +++ b/src/crepe/system/InputSystem.h @@ -1,6 +1,8 @@  #pragma once -#include "../facade/SDLContext.h" +#include "../api/Config.h" +#include "../facade/EventData.h" +  #include "../types.h"  #include "../util/OptionalRef.h" @@ -11,7 +13,6 @@ namespace crepe {  class Camera;  class Button;  class Transform; -  /**   * \brief Handles the processing of input events created by SDLContext   * @@ -31,15 +32,30 @@ public:  private:  	//! Stores the last position of the mouse when the button was pressed. -	ivec2 last_mouse_down_position; +	vec2 last_mouse_down_position;  	// TODO: specify world/hud space and make regular `vec2`  	//! Stores the last mouse button pressed.  	MouseButton last_mouse_button = MouseButton::NONE; - -	//! The maximum allowable distance between mouse down and mouse up to register as a click. -	const int click_tolerance = 5; - +	/** +	 * \brief Handles mouse-related events. +	 * \param event The event data for the mouse event. +	 * \param camera_origin The origin position of the camera in world space. +	 * \param current_cam The currently active camera. +	 * +	 * This method processes mouse events, adjusts the mouse position to world coordinates, +	 * and triggers the appropriate mouse-specific event handling logic. +	 */ +	void handle_mouse_event(const EventData & event, const vec2 & camera_origin, +							const Camera & current_cam); +	/** +	 * \brief Handles non-mouse-related events. +	 * \param event The event data for the non-mouse event. +	 * +	 * This method processes events that do not involve the mouse, such as keyboard events, +	 * window events, and shutdown events, and triggers the corresponding event actions. +	 */ +	void handle_non_mouse_event(const EventData & event);  	/**  	* \brief Handles the mouse click event.  	* \param mouse_button The mouse button involved in the click. @@ -48,8 +64,7 @@ private:  	*  	* This method processes the mouse click event and triggers the corresponding button action.  	*/ -	void handle_click(const MouseButton & mouse_button, const int world_mouse_x, -					  const int world_mouse_y); +	void handle_click(const MouseButton & mouse_button, const vec2 & mouse_pos);  	/**  	* \brief Handles the mouse movement event. @@ -59,8 +74,7 @@ private:  	*  	* This method processes the mouse movement event and updates the button hover state.  	*/ -	void handle_move(const SDLContext::EventData & event_data, const int world_mouse_x, -					 const int world_mouse_y); +	void handle_move(const EventData & event_data, const vec2 & mouse_pos);  	/**  	* \brief Checks if the mouse position is inside the bounds of the button. @@ -70,8 +84,8 @@ private:  	* \param transform The transform component of the button.  	* \return True if the mouse is inside the button, false otherwise.  	*/ -	bool is_mouse_inside_button(const int world_mouse_x, const int world_mouse_y, -								const Button & button, const Transform & transform); +	bool is_mouse_inside_button(const vec2 & mouse_pos, const Button & button, +								const Transform & transform);  	/**  	* \brief Handles the button press event, calling the on_click callback if necessary. diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp index c0717fc..88d333e 100644 --- a/src/crepe/system/RenderSystem.cpp +++ b/src/crepe/system/RenderSystem.cpp @@ -2,13 +2,16 @@  #include <cassert>  #include <cmath>  #include <functional> +#include <optional>  #include <stdexcept>  #include <vector>  #include "../api/Camera.h"  #include "../api/ParticleEmitter.h"  #include "../api/Sprite.h" +#include "../api/Text.h"  #include "../api/Transform.h" +#include "../facade/Font.h"  #include "../facade/SDLContext.h"  #include "../facade/Texture.h"  #include "../manager/ComponentManager.h" @@ -121,8 +124,14 @@ void RenderSystem::render() {  	this->update_camera();  	RefVector<Sprite> sprites = mgr.get_components_by_type<Sprite>(); +	ResourceManager & resource_manager = this->mediator.resource_manager;  	RefVector<Sprite> sorted_sprites = this->sort(sprites); - +	RefVector<Text> text_components = mgr.get_components_by_type<Text>(); +	for (Text & text : text_components) { +		const Transform & transform +			= mgr.get_components_by_id<Transform>(text.game_object_id).front().get(); +		this->render_text(text, transform); +	}  	for (const Sprite & sprite : sorted_sprites) {  		if (!sprite.active) continue;  		const Transform & transform @@ -135,3 +144,18 @@ void RenderSystem::render() {  		this->render_normal(sprite, transform);  	}  } +void RenderSystem::render_text(Text & text, const Transform & tm) { +	SDLContext & ctx = this->mediator.sdl_context; + +	if (!text.font.has_value()) { +		text.font.emplace(ctx.get_font_from_name(text.font_family)); +	} + +	ResourceManager & resource_manager = this->mediator.resource_manager; + +	if (!text.font.has_value()) { +		return; +	} +	const Asset & font_asset = text.font.value(); +	const Font & res = resource_manager.get<Font>(font_asset); +} diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h index fc7b46e..56a0553 100644 --- a/src/crepe/system/RenderSystem.h +++ b/src/crepe/system/RenderSystem.h @@ -10,7 +10,7 @@ namespace crepe {  class Camera;  class Sprite;  class Transform; - +class Text;  /**   * \brief Manages rendering operations for all game objects.   * @@ -50,7 +50,13 @@ private:  	 * \return true if particles have been rendered  	 */  	bool render_particle(const Sprite & sprite, const double & scale); - +	/** +	 * \brief Renders all Text components +	 * +	 * \param text The text component to be rendered. +	 * \param tm the Transform component that holds the position,rotation and scale +	 */ +	void render_text(Text & text, const Transform & tm);  	/**  	 * \brief renders a sprite with a Transform component on the screen  	 * diff --git a/src/example/CMakeLists.txt b/src/example/CMakeLists.txt index 187ed46..f62414e 100644 --- a/src/example/CMakeLists.txt +++ b/src/example/CMakeLists.txt @@ -19,4 +19,6 @@ endfunction()  add_example(rendering_particle)  add_example(game)  add_example(button) +add_example(loadfont) +add_example(FontExample)  add_example(AITest) diff --git a/src/example/FontExample.cpp b/src/example/FontExample.cpp new file mode 100644 index 0000000..6a334b1 --- /dev/null +++ b/src/example/FontExample.cpp @@ -0,0 +1,55 @@ +#include <SDL2/SDL_ttf.h> +#include <chrono> +#include <crepe/api/Camera.h> +#include <crepe/api/Config.h> +#include <crepe/api/GameObject.h> +#include <crepe/api/LoopManager.h> +#include <crepe/api/Scene.h> +#include <crepe/api/Script.h> +#include <crepe/api/Text.h> +#include <crepe/facade/Font.h> +#include <crepe/facade/SDLContext.h> +#include <crepe/manager/EventManager.h> +#include <crepe/manager/Mediator.h> +#include <crepe/manager/ResourceManager.h> +#include <exception> +#include <iostream> +#include <memory> +using namespace crepe; +using namespace std; +using namespace std::chrono; +class TestScript : public Script { +public: +	steady_clock::time_point start_time; +	virtual void init() override { start_time = steady_clock::now(); } +	virtual void update() override { +		auto now = steady_clock::now(); +		auto elapsed = duration_cast<seconds>(now - start_time).count(); + +		if (elapsed >= 5) { +			Mediator & med = mediator; +			EventManager & event_mgr = med.event_manager; +			event_mgr.trigger_event<ShutDownEvent>(); +		} +	} +}; +class TestScene : public Scene { +public: +	void load_scene() override { +		GameObject text_object = this->new_object("test", "test", vec2{0, 0}, 0, 1); +		text_object.add_component<Text>(vec2(100, 100), vec2(0, 0), "OpenSymbol", +										Text::Data{}); +		text_object.add_component<BehaviorScript>().set_script<TestScript>(); +		text_object.add_component<Camera>(ivec2{300, 300}, vec2{100, 100}, Camera::Data{}); +	} +	std::string get_name() const override { return "hey"; } +}; +int main() { +	// Config& config = Config::get_instance(); +	// config.log.level = Log::Level::TRACE; +	LoopManager engine; +	engine.add_scene<TestScene>(); +	engine.start(); + +	return 0; +} diff --git a/src/example/button.cpp b/src/example/button.cpp index 00bdc28..4220588 100644 --- a/src/example/button.cpp +++ b/src/example/button.cpp @@ -1,52 +1,39 @@  #include <SDL2/SDL_timer.h>  #include <chrono>  #include <crepe/Component.h> -#include <crepe/ComponentManager.h>  #include <crepe/api/Animator.h>  #include <crepe/api/Button.h>  #include <crepe/api/Camera.h>  #include <crepe/api/Color.h> -#include <crepe/api/EventManager.h>  #include <crepe/api/GameObject.h>  #include <crepe/api/Sprite.h>  #include <crepe/api/Texture.h>  #include <crepe/api/Transform.h> +#include <crepe/facade/SDLContext.h> +#include <crepe/manager/ComponentManager.h> +#include <crepe/manager/EventManager.h>  #include <crepe/system/AnimatorSystem.h>  #include <crepe/system/InputSystem.h>  #include <crepe/system/RenderSystem.h>  #include <crepe/types.h> -#include <iostream>  using namespace crepe;  using namespace std;  int main(int argc, char * argv[]) { -	ComponentManager mgr; -	RenderSystem sys{mgr}; -	EventManager & event_mgr = EventManager::get_instance(); -	InputSystem input_sys{mgr}; -	AnimatorSystem asys{mgr}; -	GameObject camera_obj = mgr.new_object("", "", vec2{1000, 1000}, 0, 1); -	camera_obj.add_component<Camera>(Color::WHITE, ivec2{1080, 720}, vec2{2000, 2000}, 1.0f); - -	GameObject button_obj = mgr.new_object("body", "person", vec2{0, 0}, 0, 1); -	auto s2 = Texture("asset/texture/test_ap43.png"); -	bool button_clicked = false; -	auto & sprite2 = button_obj.add_component<Sprite>( -		s2, Color::GREEN, Sprite::FlipSettings{false, false}, 2, 1, 100); -	std::function<void()> on_click = [&]() { std::cout << "button clicked" << std::endl; }; -	std::function<void()> on_enter = [&]() { std::cout << "enter" << std::endl; }; -	std::function<void()> on_exit = [&]() { std::cout << "exit" << std::endl; }; -	auto & button -		= button_obj.add_component<Button>(vec2{100, 100}, vec2{0, 0}, on_click, false); -	button.on_mouse_enter = on_enter; -	button.on_mouse_exit = on_exit; -	button.is_toggle = true; -	button.active = true; +	Mediator mediator; +	ComponentManager mgr{mediator}; +	RenderSystem sys{mediator}; +	EventManager event_mgr{mediator}; +	InputSystem input_sys{mediator}; +	SDLContext sdl_context{mediator}; +	GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1); +	auto & camera = obj.add_component<Camera>( +		ivec2{500, 500}, vec2{500, 500}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f});  	auto start = std::chrono::steady_clock::now();  	while (true) { +		const keyboard_state_t & keyboard_state = sdl_context.get_keyboard_state();  		input_sys.update();  		sys.update(); -		asys.update();  		event_mgr.dispatch_events();  		SDL_Delay(30);  	} diff --git a/src/example/loadfont.cpp b/src/example/loadfont.cpp new file mode 100644 index 0000000..e459332 --- /dev/null +++ b/src/example/loadfont.cpp @@ -0,0 +1,49 @@ +#include <SDL2/SDL_ttf.h> +#include <crepe/api/Asset.h> +#include <crepe/api/Text.h> +#include <crepe/facade/Font.h> +#include <crepe/facade/FontFacade.h> +#include <crepe/facade/SDLContext.h> +#include <crepe/manager/Mediator.h> +#include <crepe/manager/ResourceManager.h> +#include <exception> +#include <iostream> +#include <memory> +#include <optional> +using namespace crepe; +int main() { + +	// SDLFontContext font_facade; +	Mediator mediator; +	FontFacade font_facade{}; +	SDLContext sdl_context{mediator}; +	// ComponentManager component_manager{mediator}; +	ResourceManager resource_manager{mediator}; +	try { +		// Correct way to create a unique pointer for Text +		std::unique_ptr<Text> label = std::make_unique<Text>( +			1, vec2(100, 100), vec2(0, 0), "OpenSymbol", Text::Data{}, "test text"); +		// std::cout << "Path: " << label->font.get_path() << std::endl; +		Asset asset1 = font_facade.get_font_asset("OpenSymbol"); +		std::cout << asset1.get_path() << std::endl; +		std::unique_ptr<Text> label2 = std::make_unique<Text>( +			1, vec2(100, 100), vec2(0, 0), "fsaafdafsdafsdafsdasfdds", Text::Data{}); +		Asset asset = Asset("test test"); +		label->font.emplace(asset); +		std::cout << label->font.value().get_path() << std::endl; +		// label2->font = std::make_optional(asset); +		// std::cout << "Path: " << label2->font.get_path() << std::endl; +		ResourceManager & resource_mgr = mediator.resource_manager; +		const Font & res = resource_manager.get<Font>(label->font.value()); +		// TTF_Font * test_font = res.get_font(); +		// if (test_font == NULL) { +		// 	std::cout << "error with font" << std::endl; +		// } else { +		// 	std::cout << "correct font retrieved" << std::endl; +		// } +	} catch (const std::exception & e) { +		std::cout << "Standard exception thrown: " << e.what() << std::endl; +	} + +	return 0; +} diff --git a/src/test/EventTest.cpp b/src/test/EventTest.cpp index 82272b5..f8be3fe 100644 --- a/src/test/EventTest.cpp +++ b/src/test/EventTest.cpp @@ -48,15 +48,14 @@ TEST_F(EventManagerTest, EventManagerTest_trigger_all_channels) {  	EventHandler<MouseClickEvent> mouse_handler = [&](const MouseClickEvent & e) {  		triggered = true; -		EXPECT_EQ(e.mouse_x, 100); -		EXPECT_EQ(e.mouse_y, 200); +		EXPECT_EQ(e.mouse_pos.x, 100); +		EXPECT_EQ(e.mouse_pos.y, 200);  		EXPECT_EQ(e.button, MouseButton::LEFT_MOUSE);  		return false;  	};  	event_mgr.subscribe<MouseClickEvent>(mouse_handler, EventManager::CHANNEL_ALL); -	MouseClickEvent click_event{ -		.mouse_x = 100, .mouse_y = 200, .button = MouseButton::LEFT_MOUSE}; +	MouseClickEvent click_event{.mouse_pos = {100, 200}, .button = MouseButton::LEFT_MOUSE};  	event_mgr.trigger_event<MouseClickEvent>(click_event, EventManager::CHANNEL_ALL);  	EXPECT_TRUE(triggered); @@ -66,15 +65,14 @@ TEST_F(EventManagerTest, EventManagerTest_trigger_one_channel) {  	int test_channel = 1;  	EventHandler<MouseClickEvent> mouse_handler = [&](const MouseClickEvent & e) {  		triggered = true; -		EXPECT_EQ(e.mouse_x, 100); -		EXPECT_EQ(e.mouse_y, 200); +		EXPECT_EQ(e.mouse_pos.x, 100); +		EXPECT_EQ(e.mouse_pos.y, 200);  		EXPECT_EQ(e.button, MouseButton::LEFT_MOUSE);  		return false;  	};  	event_mgr.subscribe<MouseClickEvent>(mouse_handler, test_channel); -	MouseClickEvent click_event{ -		.mouse_x = 100, .mouse_y = 200, .button = MouseButton::LEFT_MOUSE}; +	MouseClickEvent click_event{.mouse_pos = {100, 200}, .button = MouseButton::LEFT_MOUSE};  	event_mgr.trigger_event<MouseClickEvent>(click_event, EventManager::CHANNEL_ALL);  	EXPECT_FALSE(triggered); @@ -90,23 +88,22 @@ TEST_F(EventManagerTest, EventManagerTest_callback_propagation) {  	// Handlers  	EventHandler<MouseClickEvent> mouse_handler_true = [&](const MouseClickEvent & e) {  		triggered_true = true; -		EXPECT_EQ(e.mouse_x, 100); -		EXPECT_EQ(e.mouse_y, 200); +		EXPECT_EQ(e.mouse_pos.x, 100); +		EXPECT_EQ(e.mouse_pos.y, 200);  		EXPECT_EQ(e.button, MouseButton::LEFT_MOUSE);  		return true; // Stops propagation  	};  	EventHandler<MouseClickEvent> mouse_handler_false = [&](const MouseClickEvent & e) {  		triggered_false = true; -		EXPECT_EQ(e.mouse_x, 100); -		EXPECT_EQ(e.mouse_y, 200); +		EXPECT_EQ(e.mouse_pos.x, 100); +		EXPECT_EQ(e.mouse_pos.y, 200);  		EXPECT_EQ(e.button, MouseButton::LEFT_MOUSE);  		return false; // Allows propagation  	};  	// Test event -	MouseClickEvent click_event{ -		.mouse_x = 100, .mouse_y = 200, .button = MouseButton::LEFT_MOUSE}; +	MouseClickEvent click_event{.mouse_pos = {100, 200}, .button = MouseButton::LEFT_MOUSE};  	event_mgr.subscribe<MouseClickEvent>(mouse_handler_true, EventManager::CHANNEL_ALL);  	event_mgr.subscribe<MouseClickEvent>(mouse_handler_false, EventManager::CHANNEL_ALL); @@ -138,15 +135,15 @@ TEST_F(EventManagerTest, EventManagerTest_queue_dispatch) {  	int test_channel = 1;  	EventHandler<MouseClickEvent> mouse_handler1 = [&](const MouseClickEvent & e) {  		triggered1 = true; -		EXPECT_EQ(e.mouse_x, 100); -		EXPECT_EQ(e.mouse_y, 200); +		EXPECT_EQ(e.mouse_pos.x, 100); +		EXPECT_EQ(e.mouse_pos.y, 200);  		EXPECT_EQ(e.button, MouseButton::LEFT_MOUSE);  		return false; // Allows propagation  	};  	EventHandler<MouseClickEvent> mouse_handler2 = [&](const MouseClickEvent & e) {  		triggered2 = true; -		EXPECT_EQ(e.mouse_x, 100); -		EXPECT_EQ(e.mouse_y, 200); +		EXPECT_EQ(e.mouse_pos.x, 100); +		EXPECT_EQ(e.mouse_pos.y, 200);  		EXPECT_EQ(e.button, MouseButton::LEFT_MOUSE);  		return false; // Allows propagation  	}; @@ -154,9 +151,9 @@ TEST_F(EventManagerTest, EventManagerTest_queue_dispatch) {  	event_mgr.subscribe<MouseClickEvent>(mouse_handler2, test_channel);  	event_mgr.queue_event<MouseClickEvent>( -		MouseClickEvent{.mouse_x = 100, .mouse_y = 200, .button = MouseButton::LEFT_MOUSE}); +		MouseClickEvent{.mouse_pos = {100, 200}, .button = MouseButton::LEFT_MOUSE});  	event_mgr.queue_event<MouseClickEvent>( -		MouseClickEvent{.mouse_x = 100, .mouse_y = 200, .button = MouseButton::LEFT_MOUSE}, +		MouseClickEvent{.mouse_pos = {100, 200}, .button = MouseButton::LEFT_MOUSE},  		test_channel);  	event_mgr.dispatch_events();  	EXPECT_TRUE(triggered1); @@ -172,16 +169,16 @@ TEST_F(EventManagerTest, EventManagerTest_unsubscribe) {  	// Define EventHandlers  	EventHandler<MouseClickEvent> mouse_handler1 = [&](const MouseClickEvent & e) {  		triggered1 = true; -		EXPECT_EQ(e.mouse_x, 100); -		EXPECT_EQ(e.mouse_y, 200); +		EXPECT_EQ(e.mouse_pos.x, 100); +		EXPECT_EQ(e.mouse_pos.y, 200);  		EXPECT_EQ(e.button, MouseButton::LEFT_MOUSE);  		return false; // Allows propagation  	};  	EventHandler<MouseClickEvent> mouse_handler2 = [&](const MouseClickEvent & e) {  		triggered2 = true; -		EXPECT_EQ(e.mouse_x, 100); -		EXPECT_EQ(e.mouse_y, 200); +		EXPECT_EQ(e.mouse_pos.x, 100); +		EXPECT_EQ(e.mouse_pos.y, 200);  		EXPECT_EQ(e.button, MouseButton::LEFT_MOUSE);  		return false; // Allows propagation  	}; @@ -191,7 +188,7 @@ TEST_F(EventManagerTest, EventManagerTest_unsubscribe) {  	// Queue events  	event_mgr.queue_event<MouseClickEvent>( -		MouseClickEvent{.mouse_x = 100, .mouse_y = 200, .button = MouseButton::LEFT_MOUSE}); +		MouseClickEvent{.mouse_pos = {100, 200}, .button = MouseButton::LEFT_MOUSE});  	// Dispatch events - both handlers should be triggered  	event_mgr.dispatch_events(); @@ -207,7 +204,7 @@ TEST_F(EventManagerTest, EventManagerTest_unsubscribe) {  	// Queue the same event again  	event_mgr.queue_event<MouseClickEvent>( -		MouseClickEvent{.mouse_x = 100, .mouse_y = 200, .button = MouseButton::LEFT_MOUSE}); +		MouseClickEvent{.mouse_pos = {100, 200}, .button = MouseButton::LEFT_MOUSE});  	// Dispatch events - only handler 2 should be triggered, handler 1 should NOT  	event_mgr.dispatch_events(); @@ -222,7 +219,7 @@ TEST_F(EventManagerTest, EventManagerTest_unsubscribe) {  	// Queue the event again  	event_mgr.queue_event<MouseClickEvent>( -		MouseClickEvent{.mouse_x = 100, .mouse_y = 200, .button = MouseButton::LEFT_MOUSE}); +		MouseClickEvent{.mouse_pos = {100, 200}, .button = MouseButton::LEFT_MOUSE});  	// Dispatch events - no handler should be triggered  	event_mgr.dispatch_events(); diff --git a/src/test/InputTest.cpp b/src/test/InputTest.cpp index 8b40cea..2d844d4 100644 --- a/src/test/InputTest.cpp +++ b/src/test/InputTest.cpp @@ -1,7 +1,11 @@ -#include "system/RenderSystem.h"  #include <gtest/gtest.h> + +#include <crepe/manager/ResourceManager.h> +#include <crepe/system/RenderSystem.h> +  #define protected public  #define private public +  #include "api/KeyCodes.h"  #include "manager/ComponentManager.h"  #include "manager/EventManager.h" @@ -15,6 +19,7 @@  #include <crepe/api/Metadata.h>  #include <crepe/api/Transform.h>  #include <crepe/api/Vector2.h> +#include <crepe/facade/SDLContext.h>  #include <gmock/gmock.h>  using namespace std; @@ -28,6 +33,7 @@ public:  	SDLContext sdl_context{mediator};  	InputSystem input_system{mediator}; +	ResourceManager resman{mediator};  	RenderSystem render{mediator};  	EventManager event_manager{mediator};  	//GameObject camera; @@ -43,7 +49,7 @@ protected:  		//mediator.component_manager = mgr;  		//event_manager.clear();  	} - +	void TearDown() override {}  	void simulate_mouse_click(int mouse_x, int mouse_y, Uint8 mouse_button) {  		SDL_Event event; @@ -70,8 +76,8 @@ TEST_F(InputTest, MouseDown) {  	EventHandler<MousePressEvent> on_mouse_down = [&](const MousePressEvent & event) {  		mouse_triggered = true;  		//middle of the screen = 0,0 -		EXPECT_EQ(event.mouse_x, 0); -		EXPECT_EQ(event.mouse_y, 0); +		EXPECT_EQ(event.mouse_pos.x, 0); +		EXPECT_EQ(event.mouse_pos.y, 0);  		EXPECT_EQ(event.button, MouseButton::LEFT_MOUSE);  		return false;  	}; @@ -95,8 +101,8 @@ TEST_F(InputTest, MouseUp) {  	bool function_triggered = false;  	EventHandler<MouseReleaseEvent> on_mouse_release = [&](const MouseReleaseEvent & e) {  		function_triggered = true; -		EXPECT_EQ(e.mouse_x, 0); -		EXPECT_EQ(e.mouse_y, 0); +		EXPECT_EQ(e.mouse_pos.x, 0); +		EXPECT_EQ(e.mouse_pos.y, 0);  		EXPECT_EQ(e.button, MouseButton::LEFT_MOUSE);  		return false;  	}; @@ -119,10 +125,10 @@ TEST_F(InputTest, MouseMove) {  	bool function_triggered = false;  	EventHandler<MouseMoveEvent> on_mouse_move = [&](const MouseMoveEvent & e) {  		function_triggered = true; -		EXPECT_EQ(e.mouse_x, 0); -		EXPECT_EQ(e.mouse_y, 0); -		EXPECT_EQ(e.delta_x, 10); -		EXPECT_EQ(e.delta_y, 10); +		EXPECT_EQ(e.mouse_pos.x, 0); +		EXPECT_EQ(e.mouse_pos.y, 0); +		EXPECT_EQ(e.mouse_delta.x, 10); +		EXPECT_EQ(e.mouse_delta.y, 10);  		return false;  	};  	event_manager.subscribe<MouseMoveEvent>(on_mouse_move); @@ -193,8 +199,8 @@ TEST_F(InputTest, MouseClick) {  	EventHandler<MouseClickEvent> on_mouse_click = [&](const MouseClickEvent & event) {  		on_click_triggered = true;  		EXPECT_EQ(event.button, MouseButton::LEFT_MOUSE); -		EXPECT_EQ(event.mouse_x, 0); -		EXPECT_EQ(event.mouse_y, 0); +		EXPECT_EQ(event.mouse_pos.x, 0); +		EXPECT_EQ(event.mouse_pos.y, 0);  		return false;  	};  	event_manager.subscribe<MouseClickEvent>(on_mouse_click); @@ -209,14 +215,10 @@ TEST_F(InputTest, testButtonClick) {  	GameObject button_obj = mgr.new_object("body", "person", vec2{0, 0}, 0, 1);  	bool button_clicked = false;  	std::function<void()> on_click = [&]() { button_clicked = true; }; -	auto & button -		= button_obj.add_component<Button>(vec2{100, 100}, vec2{0, 0}, on_click, false); +	auto & button = button_obj.add_component<Button>(vec2{100, 100}, vec2{0, 0}, on_click);  	bool hover = false;  	button.active = true; - -	button.is_pressed = false; -	button.is_toggle = false;  	this->simulate_mouse_click(999, 999, SDL_BUTTON_LEFT);  	input_system.update();  	event_manager.dispatch_events(); @@ -232,11 +234,8 @@ TEST_F(InputTest, testButtonHover) {  	GameObject button_obj = mgr.new_object("body", "person", vec2{0, 0}, 0, 1);  	bool button_clicked = false;  	std::function<void()> on_click = [&]() { button_clicked = true; }; -	auto & button -		= button_obj.add_component<Button>(vec2{100, 100}, vec2{0, 0}, on_click, false); +	auto & button = button_obj.add_component<Button>(vec2{100, 100}, vec2{0, 0}, on_click);  	button.active = true; -	button.is_pressed = false; -	button.is_toggle = false;  	// Mouse not on button  	SDL_Event event;  |