aboutsummaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authormax-001 <maxsmits21@kpnmail.nl>2024-11-20 11:42:23 +0100
committermax-001 <maxsmits21@kpnmail.nl>2024-11-20 11:42:23 +0100
commite585e01b625fcdbc00709c1bbade1b542b1f6139 (patch)
tree7ab095da8955a4299110a98a3b4f11de2087edde
parent0476a8e9dbe7afb422862f7b1c15aaed7f3c416e (diff)
Added Doxygen comments/explanation for GameObjects and Scenes
-rw-r--r--src/crepe/api/Scene.h14
-rw-r--r--src/crepe/api/SceneManager.h10
-rw-r--r--src/doc/feature/gameobject.dox18
-rw-r--r--src/doc/feature/scene.dox60
4 files changed, 102 insertions, 0 deletions
diff --git a/src/crepe/api/Scene.h b/src/crepe/api/Scene.h
index 0e516b6..6647135 100644
--- a/src/crepe/api/Scene.h
+++ b/src/crepe/api/Scene.h
@@ -7,19 +7,33 @@ namespace crepe {
class SceneManager;
class ComponentManager;
+/**
+ * \brief Represents a Scene
+ *
+ * This class represents a Scene. The Scene class is only used as an interface for the game
+ * programmer.
+ */
class Scene {
protected:
+ /**
+ * \param mgr Reference to the ComponentManager
+ * \param name Name of the scene
+ */
Scene(ComponentManager & mgr, const std::string & name);
+ //! SceneManager instances Scene
friend class SceneManager;
public:
virtual ~Scene() = default;
public:
+ //! Load the scene
virtual void load_scene() = 0;
+ //! The scene name
const std::string name;
protected:
+ //! Reference to the ComponentManager
ComponentManager & component_manager;
};
diff --git a/src/crepe/api/SceneManager.h b/src/crepe/api/SceneManager.h
index e854794..16d6004 100644
--- a/src/crepe/api/SceneManager.h
+++ b/src/crepe/api/SceneManager.h
@@ -10,8 +10,15 @@ namespace crepe {
class ComponentManager;
+/**
+ * \brief Manages scenes
+ *
+ * This class manages scenes. It can add new scenes and load them. It also manages the current scene
+ * and the next scene.
+ */
class SceneManager {
public:
+ //! \param mgr Reference to the ComponentManager
SceneManager(ComponentManager & mgr);
public:
@@ -35,8 +42,11 @@ public:
void load_next_scene();
private:
+ //! Vector of scenes
std::vector<std::unique_ptr<Scene>> scenes;
+ //! Next scene to load
std::string next_scene;
+ //! Reference to the ComponentManager
ComponentManager & component_manager;
};
diff --git a/src/doc/feature/gameobject.dox b/src/doc/feature/gameobject.dox
new file mode 100644
index 0000000..603c98d
--- /dev/null
+++ b/src/doc/feature/gameobject.dox
@@ -0,0 +1,18 @@
+// vim:ft=doxygen
+namespace crepe {
+/**
+
+\defgroup feature_gameobject GameObjects
+\ingroup feature
+\brief GameObject to create a Scene
+
+GameObjects are the fundamental building blocks of a Scene. They represent entities
+in the game world and can have various components attached to them to define their
+behavior and properties. GameObjects can be created, and modified within the
+Scene, allowing for a flexible and dynamic game environment.
+
+\see Component
+\see Scene
+
+*/
+}
diff --git a/src/doc/feature/scene.dox b/src/doc/feature/scene.dox
new file mode 100644
index 0000000..50f5ebd
--- /dev/null
+++ b/src/doc/feature/scene.dox
@@ -0,0 +1,60 @@
+// vim:ft=doxygen
+namespace crepe {
+/**
+
+\defgroup feature_scene Scenes
+\ingroup feature
+\brief User-defined scenes
+
+Scenes can be used to implement game environments, and allow arbitrary game objects to be organized
+as part of the game structure. Scenes are implemented as derivative classes of Scene, which are
+added to the game using the SceneManager. Scenes describe the start of a Scene and cannot modify
+GameObject during runtime of a Scene (use Scripting for this purpose).
+
+\see SceneManager
+\see GameObject
+\see Script
+\see Scene
+
+\par Example
+
+This example demonstrates how to define and add scenes to a scene manager in the `crepe` framework.
+Two concrete scene classes, `ConcreteScene1` and `ConcreteScene2`, are derived from the base `Scene` class.
+Each scene class overrides the `load_scene` method to create and initialize game objects specific to the scene.
+Finally, the scenes are added to the scene manager.
+
+```cpp
+using namespace crepe;
+
+class ConcreteScene1 : public Scene {
+public:
+ using Scene::Scene;
+
+ void load_scene() {
+ auto & mgr = this->component_manager;
+ GameObject object1 = mgr.new_object("scene_1", "tag_scene_1", Vector2{0, 0}, 0, 1);
+ GameObject object2 = mgr.new_object("scene_1", "tag_scene_1", Vector2{1, 0}, 0, 1);
+ GameObject object3 = mgr.new_object("scene_1", "tag_scene_1", Vector2{2, 0}, 0, 1);
+ }
+};
+
+class ConcreteScene2 : public Scene {
+public:
+ using Scene::Scene;
+
+ void load_scene() {
+ auto & mgr = this->component_manager;
+ GameObject object1 = mgr.new_object("scene_2", "tag_scene_2", Vector2{0, 0}, 0, 1);
+ GameObject object2 = mgr.new_object("scene_2", "tag_scene_2", Vector2{0, 1}, 0, 1);
+ GameObject object3 = mgr.new_object("scene_2", "tag_scene_2", Vector2{0, 2}, 0, 1);
+ GameObject object4 = mgr.new_object("scene_2", "tag_scene_2", Vector2{0, 3}, 0, 1);
+ }
+};
+
+// Add the scenes to the scene manager
+scene_mgr.add_scene<ConcreteScene1>("scene1");
+scene_mgr.add_scene<ConcreteScene2>("scene2");
+```
+
+*/
+}