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authorheavydemon21 <nielsstunnebrink1@gmail.com>2024-12-04 10:56:53 +0100
committerheavydemon21 <nielsstunnebrink1@gmail.com>2024-12-04 10:56:53 +0100
commita11824956b478e356fa684c9d88b980aa22cb19a (patch)
treed743b0415040d68db4f5cf35b2fc58bab41f0e46
parent683ae28b81a66f18bbadbe7ae70eb8ddd952c293 (diff)
implemented feedback, cameraValues need better name?
-rw-r--r--src/crepe/api/Animator.cpp29
-rw-r--r--src/crepe/api/Animator.h22
-rw-r--r--src/crepe/api/Camera.cpp7
-rw-r--r--src/crepe/api/Camera.h19
-rw-r--r--src/crepe/api/Sprite.cpp2
-rw-r--r--src/crepe/api/Sprite.h25
-rw-r--r--src/crepe/facade/SDLContext.cpp48
-rw-r--r--src/crepe/facade/SDLContext.h2
-rw-r--r--src/crepe/system/AnimatorSystem.cpp6
-rw-r--r--src/crepe/system/RenderSystem.cpp19
-rw-r--r--src/crepe/system/RenderSystem.h8
-rw-r--r--src/example/rendering_particle.cpp14
12 files changed, 103 insertions, 98 deletions
diff --git a/src/crepe/api/Animator.cpp b/src/crepe/api/Animator.cpp
index 1234967..dc99fd4 100644
--- a/src/crepe/api/Animator.cpp
+++ b/src/crepe/api/Animator.cpp
@@ -7,20 +7,23 @@
using namespace crepe;
-Animator::Animator(game_object_id_t id, const Animator::Data & ctx)
+Animator::Animator(uint32_t id, Sprite & ss, int max_row, int max_col,
+ const Animator::Data & ctx)
: Component(id),
+ spritesheet(ss),
+ row(max_row),
+ col(max_col),
data(ctx) {
dbg_trace();
- this->data.spritesheet.mask.h /= this->data.col;
- this->data.spritesheet.mask.w /= this->data.row;
- this->data.spritesheet.mask.x = 0;
- this->data.spritesheet.mask.y = this->data.col * this->data.spritesheet.mask.h;
+ this->spritesheet.mask.h /= this->col;
+ this->spritesheet.mask.w /= this->row;
+ this->spritesheet.mask.x = this->data.curr_row * this->spritesheet.mask.w;
+ this->spritesheet.mask.y = this->data.curr_col * this->spritesheet.mask.h;
// need to do this for to get the aspect ratio for a single clipping in the spritesheet
- Sprite & ss = this->data.spritesheet;
- ss.data.aspect_ratio
- = static_cast<double>(this->data.spritesheet.mask.w) / this->data.spritesheet.mask.h;
+ this->spritesheet.aspect_ratio
+ = static_cast<double>(this->spritesheet.mask.w) / this->spritesheet.mask.h;
}
Animator::~Animator() { dbg_trace(); }
@@ -43,12 +46,14 @@ void Animator::set_cycle_range(int start, int end) {
}
void Animator::set_anim(int col) {
- this->data.curr_row = 0;
- this->data.curr_col = col;
+ Animator::Data & ctx = this->data;
+ this->spritesheet.mask.x = ctx.curr_row = 0;
+ ctx.curr_col = col;
+ this->spritesheet.mask.y = ctx.curr_col * this->spritesheet.mask.h;
}
void Animator::next_anim() {
Animator::Data & ctx = this->data;
- ctx.curr_row = ctx.curr_row++ % ctx.row;
- ctx.spritesheet.mask.x = ctx.curr_row * ctx.spritesheet.mask.w;
+ ctx.curr_row = ctx.curr_row++ % this->row;
+ this->spritesheet.mask.x = ctx.curr_row * this->spritesheet.mask.w;
}
diff --git a/src/crepe/api/Animator.h b/src/crepe/api/Animator.h
index 74abd5e..1fe2b6f 100644
--- a/src/crepe/api/Animator.h
+++ b/src/crepe/api/Animator.h
@@ -18,20 +18,13 @@ class SDLContext;
class Animator : public Component {
public:
struct Data {
- //! A reference to the Sprite sheet containing.
- Sprite & spritesheet;
- //! The maximum number of columns in the sprite sheet.
- const int col;
-
- //! The maximum number of rows in the sprite sheet.
- const int row;
//! frames per second for animation
- int fps;
+ int fps = 1;
//! The current col being animated.
- int curr_col;
+ int curr_col = 0;
//! The current row being animated.
int curr_row = 0;
@@ -113,10 +106,19 @@ public:
* This constructor sets up the Animator with the given parameters, and initializes the
* animation system.
*/
- Animator(uint32_t id, const Animator::Data & ctx);
+ Animator(uint32_t id, Sprite & ss, int max_row, int max_col, const Animator::Data & ctx);
~Animator(); // dbg_trace
public:
+ //! A reference to the Sprite sheet containing.
+ Sprite & spritesheet;
+
+ //! The maximum number of columns in the sprite sheet.
+ const int col;
+
+ //! The maximum number of rows in the sprite sheet.
+ const int row;
+
Animator::Data data;
private:
diff --git a/src/crepe/api/Camera.cpp b/src/crepe/api/Camera.cpp
index ff41710..b042c35 100644
--- a/src/crepe/api/Camera.cpp
+++ b/src/crepe/api/Camera.cpp
@@ -6,7 +6,12 @@
using namespace crepe;
-Camera::Camera(game_object_id_t id, const Data & ctx) : Component(id), data(ctx) {
+Camera::Camera(game_object_id_t id, const ivec2 & screen, const vec2 & viewport_size,
+ const Data & ctx)
+ : Component(id),
+ screen(screen),
+ viewport_size(viewport_size),
+ data(ctx) {
dbg_trace();
}
diff --git a/src/crepe/api/Camera.h b/src/crepe/api/Camera.h
index e466d36..f626379 100644
--- a/src/crepe/api/Camera.h
+++ b/src/crepe/api/Camera.h
@@ -17,16 +17,10 @@ class Camera : public Component {
public:
struct Data {
//! Background color of the camera view.
- const Color bg_color;
-
- //! screen the display size in pixels ( output resolution )
- const ivec2 screen;
-
- //! viewport is the area of the world visible through the camera (in world units)
- const vec2 viewport_size;
+ const Color bg_color = Color::WHITE;
//! Zoom level of the camera view.
- double zoom;
+ double zoom = 1;
//! offset postion from the game object transform component
vec2 offset;
@@ -38,12 +32,19 @@ public:
* \param id Unique identifier for the camera component.
* \param ctx the camera component data
*/
- Camera(game_object_id_t id, const Data & ctx);
+ Camera(game_object_id_t id, const ivec2 & screen, const vec2 & viewport_size,
+ const Data & ctx);
~Camera(); // dbg_trace only
public:
Camera::Data data;
+ //! screen the display size in pixels ( output resolution )
+ const ivec2 screen;
+
+ //! viewport is the area of the world visible through the camera (in world units)
+ const vec2 viewport_size;
+
public:
/**
* \brief Gets the maximum number of camera instances allowed.
diff --git a/src/crepe/api/Sprite.cpp b/src/crepe/api/Sprite.cpp
index fe495a1..3a1acac 100644
--- a/src/crepe/api/Sprite.cpp
+++ b/src/crepe/api/Sprite.cpp
@@ -20,7 +20,7 @@ Sprite::Sprite(game_object_id_t id, Texture & texture, const Sprite::Data & ctx)
this->mask.w = this->texture.get_width();
this->mask.h = this->texture.get_height();
- this->data.aspect_ratio = static_cast<double>(this->mask.w) / this->mask.h;
+ this->aspect_ratio = static_cast<double>(this->mask.w) / this->mask.h;
}
Sprite::~Sprite() { dbg_trace(); }
diff --git a/src/crepe/api/Sprite.h b/src/crepe/api/Sprite.h
index aef6a8d..d82ae8d 100644
--- a/src/crepe/api/Sprite.h
+++ b/src/crepe/api/Sprite.h
@@ -27,16 +27,16 @@ public:
struct Data {
//! Color tint of the sprite
- Color color;
+ Color color = Color::WHITE;
//! Flip settings for the sprite
FlipSettings flip;
//! Layer sorting level of the sprite
- const int sorting_in_layer;
+ const int sorting_in_layer = 0;
//! Order within the sorting layer
- const int order_in_layer;
+ const int order_in_layer = 0;
/**
* \size width and height of the sprite in game units
@@ -53,15 +53,8 @@ public:
double angle_offset = 0;
//! independent sprite scale multiplier
- double scale = 1;
+ double scale_offset = 1;
- /**
- * \aspect_ratio ratio of the img so that scaling will not become weird
- *
- * cannot be const because if Animator component is addded then ratio becomes scuffed and
- * does it need to be calculated again in the Animator
- */
- float aspect_ratio;
};
public:
@@ -71,8 +64,6 @@ public:
* \param texture asset of the image
* \param ctx all the sprite data
*/
- //TODO: texture is outside the Sprite::Data because of the deleted copy constructer. eventually
- // texture will go into data when it becomes asset
Sprite(game_object_id_t id, Texture & texture, const Data & ctx);
~Sprite();
@@ -82,6 +73,14 @@ public:
Data data;
private:
+ /**
+ * \aspect_ratio ratio of the img so that scaling will not become weird
+ *
+ * cannot be const because if Animator component is addded then ratio becomes scuffed and
+ * does it need to be calculated again in the Animator
+ */
+ float aspect_ratio;
+
//! Reads the mask of sprite
friend class SDLContext;
diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp
index 391aa78..d3a15d9 100644
--- a/src/crepe/facade/SDLContext.cpp
+++ b/src/crepe/facade/SDLContext.cpp
@@ -115,12 +115,12 @@ SDL_FRect SDLContext::get_dst_rect(const DstRect & ctx) const {
const Sprite::Data & data = ctx.sprite.data;
vec2 size = {
- data.size.x == 0 && data.size.y != 0 ? data.size.y * data.aspect_ratio : data.size.x,
- data.size.y == 0 && data.size.x != 0 ? data.size.x / data.aspect_ratio : data.size.y};
+ data.size.x == 0 && data.size.y != 0 ? data.size.y * ctx.sprite.aspect_ratio : data.size.x,
+ data.size.y == 0 && data.size.x != 0 ? data.size.x / ctx.sprite.aspect_ratio : data.size.y};
const CameraValues & cam = ctx.cam;
- size *= cam.render_scale * ctx.img_scale * data.scale;
+ size *= cam.render_scale * ctx.img_scale * data.scale_offset;
vec2 screen_pos = (ctx.pos - cam.cam_pos + (cam.zoomed_viewport) / 2) * cam.render_scale
- size / 2 + cam.bar_size;
@@ -154,44 +154,45 @@ void SDLContext::draw(const RenderContext & ctx) {
&dstrect, angle, NULL, render_flip);
}
-void SDLContext::set_camera(const Camera & cam, CameraValues & ctx) {
+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);
- if (w != cam_data.screen.x || h != cam_data.screen.y) {
- SDL_SetWindowSize(this->game_window.get(), cam_data.screen.x, cam_data.screen.y);
+ if (w != cam.screen.x || h != cam.screen.y) {
+ SDL_SetWindowSize(this->game_window.get(), cam.screen.x, cam.screen.y);
}
- vec2 & zoomed_viewport = ctx.zoomed_viewport;
- vec2 & bar_size = ctx.bar_size;
- vec2 & render_scale = ctx.render_scale;
+ vec2 & zoomed_viewport = ret_cam.zoomed_viewport;
+ vec2 & bar_size = ret_cam.bar_size;
+ vec2 & render_scale = ret_cam.render_scale;
- zoomed_viewport = cam_data.viewport_size * cam_data.zoom;
- double screen_aspect = static_cast<double>(cam_data.screen.x) / cam_data.screen.y;
+ zoomed_viewport = cam.viewport_size * cam_data.zoom;
+ double screen_aspect = static_cast<double>(cam.screen.x) / cam.screen.y;
double viewport_aspect = zoomed_viewport.x / zoomed_viewport.y;
// calculate black bars
if (screen_aspect > viewport_aspect) {
// pillarboxing
- float scale = cam_data.screen.y / zoomed_viewport.y;
+ float scale = cam.screen.y / zoomed_viewport.y;
float adj_width = zoomed_viewport.x * scale;
- float bar_width = (cam_data.screen.x - adj_width) / 2;
- this->black_bars[0] = {0, 0, bar_width, (float) cam_data.screen.y};
+ 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_data.screen.x - bar_width), 0, bar_width, (float) cam_data.screen.y};
+ = {(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_data.screen.x / (cam_data.viewport_size.x * cam_data.zoom);
- float adj_height = cam_data.viewport_size.y * scale;
- float bar_height = (cam_data.screen.y - adj_height) / 2;
- this->black_bars[0] = {0, 0, (float) cam_data.screen.x, bar_height};
+ 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_data.screen.y - bar_height), (float) cam_data.screen.x, bar_height};
+ = {0, (cam.screen.y - bar_height), (float) cam.screen.x, bar_height};
bar_size = {0, bar_height};
render_scale.x = render_scale.y = scale;
@@ -203,12 +204,15 @@ void SDLContext::set_camera(const Camera & cam, CameraValues & ctx) {
SDL_Rect bg = {
.x = 0,
.y = 0,
- .w = cam_data.screen.x,
- .h = cam_data.screen.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 a0d1da8..d662bee 100644
--- a/src/crepe/facade/SDLContext.h
+++ b/src/crepe/facade/SDLContext.h
@@ -142,7 +142,7 @@ 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 & ctx);
+ CameraValues set_camera(const Camera & camera);
private:
struct DstRect {
diff --git a/src/crepe/system/AnimatorSystem.cpp b/src/crepe/system/AnimatorSystem.cpp
index e9cdd4c..a2ae529 100644
--- a/src/crepe/system/AnimatorSystem.cpp
+++ b/src/crepe/system/AnimatorSystem.cpp
@@ -22,14 +22,14 @@ void AnimatorSystem::update() {
int last_frame = ctx.curr_row;
- int cycle_end = (ctx.cycle_end == -1) ? ctx.row : ctx.cycle_end;
+ int cycle_end = (ctx.cycle_end == -1) ? a.row : ctx.cycle_end;
int total_frames = cycle_end - ctx.cycle_start;
int curr_frame = static_cast<int>(elapsed_time / frame_duration) % total_frames;
ctx.curr_row = ctx.cycle_start + curr_frame;
- ctx.spritesheet.mask.x = ctx.curr_row * ctx.spritesheet.mask.w;
- ctx.spritesheet.mask.y = (ctx.curr_col * ctx.spritesheet.mask.h);
+ a.spritesheet.mask.x = ctx.curr_row * a.spritesheet.mask.w;
+ a.spritesheet.mask.y = (ctx.curr_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/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp
index 1bf5f65..b5db45a 100644
--- a/src/crepe/system/RenderSystem.cpp
+++ b/src/crepe/system/RenderSystem.cpp
@@ -21,7 +21,7 @@ void RenderSystem::clear_screen() { this->context.clear_screen(); }
void RenderSystem::present_screen() { this->context.present_screen(); }
-const Camera & RenderSystem::update_camera() {
+SDLContext::CameraValues RenderSystem::update_camera() {
ComponentManager & mgr = this->component_manager;
RefVector<Camera> cameras = mgr.get_components_by_type<Camera>();
@@ -32,9 +32,9 @@ 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_ctx);
- this->cam_ctx.cam_pos = transform.position + cam.data.offset;
- return cam;
+ SDLContext::CameraValues cam_val = this->context.set_camera(cam);
+ cam_val.cam_pos = transform.position + cam.data.offset;
+ return cam_val;
}
throw std::runtime_error("No active cameras in current scene");
}
@@ -60,7 +60,7 @@ 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->component_manager;
@@ -80,7 +80,7 @@ bool RenderSystem::render_particle(const Sprite & sprite, const Camera & cam,
this->context.draw(SDLContext::RenderContext{
.sprite = sprite,
- .cam = this->cam_ctx,
+ .cam = cam,
.pos = p.position,
.angle = p.angle,
.scale = scale,
@@ -89,11 +89,10 @@ bool RenderSystem::render_particle(const Sprite & sprite, const Camera & cam,
}
return rendering_particles;
}
-void RenderSystem::render_normal(const Sprite & sprite, const Camera & cam,
- const Transform & tm) {
+void RenderSystem::render_normal(const Sprite & sprite, const SDLContext::CameraValues & cam, const Transform & tm) {
this->context.draw(SDLContext::RenderContext{
.sprite = sprite,
- .cam = this->cam_ctx,
+ .cam = cam,
.pos = tm.position,
.angle = tm.rotation,
.scale = tm.scale,
@@ -102,7 +101,7 @@ void RenderSystem::render_normal(const Sprite & sprite, const Camera & cam,
void RenderSystem::render() {
ComponentManager & mgr = this->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 249f3b8..e779047 100644
--- a/src/crepe/system/RenderSystem.h
+++ b/src/crepe/system/RenderSystem.h
@@ -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();
@@ -49,7 +49,7 @@ private:
* \param tm the Transform component for scale
* \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
@@ -57,7 +57,7 @@ private:
* \param sprite the sprite component that holds all the data
* \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
@@ -76,8 +76,6 @@ private:
private:
SDLContext & context = SDLContext::get_instance();
-
- SDLContext::CameraValues cam_ctx;
};
} // namespace crepe
diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp
index e18c7b7..2e2552d 100644
--- a/src/example/rendering_particle.cpp
+++ b/src/example/rendering_particle.cpp
@@ -45,8 +45,6 @@ using namespace std;
class TestScene : public Scene {
public:
- using Scene::Scene;
-
void load_scene() {
ComponentManager & mgr = this->component_manager;
GameObject game_object = mgr.new_object("", "", vec2{0, 0}, 0, 1);
@@ -63,23 +61,17 @@ public:
.order_in_layer = 2,
.size = {0, 100},
.angle_offset = 0,
- .scale = 1,
});
- auto & anim = game_object.add_component<Animator>(Animator::Data{
- .spritesheet = test_sprite,
- .col = 4,
- .row = 4,
+ 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>(Camera::Data{
+ auto & cam = game_object.add_component<Camera>(ivec2{1280,720}, vec2{400,400},Camera::Data{
.bg_color = Color::WHITE,
- .screen = ivec2{1280, 720},
- .viewport_size = vec2{400, 400},
- .zoom = 1.0,
});
}