diff options
| author | WBoerenkamps <wrj.boerenkamps@student.avans.nl> | 2024-11-16 15:26:54 +0100 | 
|---|---|---|
| committer | WBoerenkamps <wrj.boerenkamps@student.avans.nl> | 2024-11-16 15:26:54 +0100 | 
| commit | 6b3feac981ce78144fb69e490640a4b07dd29f1d (patch) | |
| tree | 88c9a7b1b03ada97a8152591deb035681f99b7c8 /src/crepe/api | |
| parent | 8209678e20605936b2ce58331c1a65d8f23fee91 (diff) | |
| parent | 9f6475e7b0698c414138e2a8140b47f01ce9c5d1 (diff) | |
Merge branch 'master' of https://github.com/lonkaars/crepe into wouter/events
Diffstat (limited to 'src/crepe/api')
| -rw-r--r-- | src/crepe/api/Animator.h | 20 | ||||
| -rw-r--r-- | src/crepe/api/AssetManager.h | 25 | ||||
| -rw-r--r-- | src/crepe/api/AssetManager.hpp | 6 | ||||
| -rw-r--r-- | src/crepe/api/Camera.cpp | 4 | ||||
| -rw-r--r-- | src/crepe/api/Camera.h | 5 | ||||
| -rw-r--r-- | src/crepe/api/Config.h | 7 | ||||
| -rw-r--r-- | src/crepe/api/GameObject.cpp | 5 | ||||
| -rw-r--r-- | src/crepe/api/GameObject.h | 24 | ||||
| -rw-r--r-- | src/crepe/api/LoopTimer.cpp | 25 | ||||
| -rw-r--r-- | src/crepe/api/LoopTimer.h | 144 | ||||
| -rw-r--r-- | src/crepe/api/Metadata.h | 7 | ||||
| -rw-r--r-- | src/crepe/api/ParticleEmitter.cpp | 3 | ||||
| -rw-r--r-- | src/crepe/api/ParticleEmitter.h | 12 | ||||
| -rw-r--r-- | src/crepe/api/Rigidbody.h | 8 | ||||
| -rw-r--r-- | src/crepe/api/SaveManager.cpp | 9 | ||||
| -rw-r--r-- | src/crepe/api/SaveManager.h | 11 | ||||
| -rw-r--r-- | src/crepe/api/SceneManager.cpp | 9 | ||||
| -rw-r--r-- | src/crepe/api/SceneManager.hpp | 3 | ||||
| -rw-r--r-- | src/crepe/api/Script.h | 7 | ||||
| -rw-r--r-- | src/crepe/api/Script.hpp | 3 | ||||
| -rw-r--r-- | src/crepe/api/Sprite.cpp | 4 | ||||
| -rw-r--r-- | src/crepe/api/Sprite.h | 11 | ||||
| -rw-r--r-- | src/crepe/api/Texture.h | 12 | ||||
| -rw-r--r-- | src/crepe/api/Transform.cpp | 3 | ||||
| -rw-r--r-- | src/crepe/api/Transform.h | 7 | ||||
| -rw-r--r-- | src/crepe/api/Vector2.cpp | 20 | 
26 files changed, 177 insertions, 217 deletions
diff --git a/src/crepe/api/Animator.h b/src/crepe/api/Animator.h index def0240..b5bb4c9 100644 --- a/src/crepe/api/Animator.h +++ b/src/crepe/api/Animator.h @@ -10,11 +10,11 @@ class AnimatorSystem;  class SDLContext;  /** - * \brief The Animator component is used to animate sprites by managing the movement - *        and frame changes within a sprite sheet. + * \brief The Animator component is used to animate sprites by managing the movement and frame + * changes within a sprite sheet.   * - * This component allows for controlling sprite animation through rows and columns of a sprite sheet. - * It can be used to play animations, loop them, or stop them. + * This component allows for controlling sprite animation through rows and columns of a sprite + * sheet. It can be used to play animations, loop them, or stop them.   */  class Animator : public Component { @@ -28,15 +28,17 @@ public:  	 * \brief Constructs an Animator object that will control animations for a sprite sheet.  	 *  	 * \param id The unique identifier for the component, typically assigned automatically. -	 * \param spritesheet A reference to the Sprite object which holds the sprite sheet for animation. +	 * \param spritesheet A reference to the Sprite object which holds the sprite sheet for +	 * animation.  	 * \param row The maximum number of rows in the sprite sheet.  	 * \param col The maximum number of columns in the sprite sheet. -	 * \param col__animate The specific col index of the sprite sheet to animate. This allows selecting which col to animate from multiple col in the sheet. +	 * \param col_animate The specific col index of the sprite sheet to animate. This allows +	 * selecting which col to animate from multiple col in the sheet.  	 * -	 * This constructor sets up the Animator with the given parameters, and initializes the animation system. +	 * This constructor sets up the Animator with the given parameters, and initializes the +	 * animation system.  	 */ -	Animator(uint32_t id, Sprite & spritesheet, int row, int col, -			 int col_animate); +	Animator(uint32_t id, Sprite & spritesheet, int row, int col, int col_animate);  	~Animator(); // dbg_trace  	Animator(const Animator &) = delete; diff --git a/src/crepe/api/AssetManager.h b/src/crepe/api/AssetManager.h index 86a9902..fee6780 100644 --- a/src/crepe/api/AssetManager.h +++ b/src/crepe/api/AssetManager.h @@ -8,13 +8,12 @@  namespace crepe {  /** - * \brief The AssetManager is responsible for storing and managing assets over - * multiple scenes. + * \brief The AssetManager is responsible for storing and managing assets over multiple scenes.   *  - * The AssetManager ensures that assets are loaded once and can be accessed - * across different scenes. It caches assets to avoid reloading them every time - * a scene is loaded. Assets are retained in memory until the AssetManager is - * destroyed, at which point the cached assets are cleared. + * The AssetManager ensures that assets are loaded once and can be accessed across different + * scenes. It caches assets to avoid reloading them every time a scene is loaded. Assets are + * retained in memory until the AssetManager is destroyed, at which point the cached assets are + * cleared.   */  class AssetManager { @@ -44,20 +43,18 @@ public:  	 * \brief Caches an asset by loading it from the given file path.  	 *  	 * \param file_path The path to the asset file to load. -	 * \param reload If true, the asset will be reloaded from the file, even if -	 * it is already cached. +	 * \param reload If true, the asset will be reloaded from the file, even if it is already +	 * cached.  	 * \tparam T The type of asset to cache (e.g., texture, sound, etc.).  	 *   	 * \return A shared pointer to the cached asset.  	 *  -	 * This template function caches the asset at the given file path. If the -	 * asset is already cached and `reload` is false, the existing cached version -	 * will be returned. Otherwise, the asset will be reloaded and added to the -	 * cache. +	 * This template function caches the asset at the given file path. If the asset is already +	 * cached and `reload` is false, the existing cached version will be returned. Otherwise, the +	 * asset will be reloaded and added to the cache.  	 */  	template <typename T> -	std::shared_ptr<T> cache(const std::string & file_path, -							 bool reload = false); +	std::shared_ptr<T> cache(const std::string & file_path, bool reload = false);  };  } // namespace crepe diff --git a/src/crepe/api/AssetManager.hpp b/src/crepe/api/AssetManager.hpp index 977b4e1..1c0e978 100644 --- a/src/crepe/api/AssetManager.hpp +++ b/src/crepe/api/AssetManager.hpp @@ -5,16 +5,14 @@  namespace crepe {  template <typename asset> -std::shared_ptr<asset> AssetManager::cache(const std::string & file_path, -										   bool reload) { +std::shared_ptr<asset> AssetManager::cache(const std::string & file_path, bool reload) {  	auto it = asset_cache.find(file_path);  	if (!reload && it != asset_cache.end()) {  		return std::any_cast<std::shared_ptr<asset>>(it->second);  	} -	std::shared_ptr<asset> new_asset -		= std::make_shared<asset>(file_path.c_str()); +	std::shared_ptr<asset> new_asset = std::make_shared<asset>(file_path.c_str());  	asset_cache[file_path] = new_asset; diff --git a/src/crepe/api/Camera.cpp b/src/crepe/api/Camera.cpp index 6355a03..d5df196 100644 --- a/src/crepe/api/Camera.cpp +++ b/src/crepe/api/Camera.cpp @@ -9,9 +9,7 @@  using namespace crepe; -Camera::Camera(uint32_t id, const Color & bg_color) -	: Component(id), -	  bg_color(bg_color) { +Camera::Camera(uint32_t id, const Color & bg_color) : Component(id), bg_color(bg_color) {  	dbg_trace();  } diff --git a/src/crepe/api/Camera.h b/src/crepe/api/Camera.h index ba3a9ef..c7f9af5 100644 --- a/src/crepe/api/Camera.h +++ b/src/crepe/api/Camera.h @@ -11,9 +11,8 @@ namespace crepe {   * \class Camera   * \brief Represents a camera component for rendering in the game.   * - * The Camera class defines the view parameters, including background color,  - * aspect ratio, position, and zoom level. It controls what part of the game  - * world is visible on the screen. + * The Camera class defines the view parameters, including background color, aspect ratio, + * position, and zoom level. It controls what part of the game world is visible on the screen.   */  class Camera : public Component { diff --git a/src/crepe/api/Config.h b/src/crepe/api/Config.h index 8c9e643..1cee668 100644 --- a/src/crepe/api/Config.h +++ b/src/crepe/api/Config.h @@ -26,8 +26,7 @@ public:  		/**  		 * \brief Log level  		 * -		 * Only messages with equal or higher priority than this value will be -		 * logged. +		 * Only messages with equal or higher priority than this value will be logged.  		 */  		LogLevel level = LogLevel::INFO;  		/** @@ -43,8 +42,8 @@ public:  		/**  		 * \brief Save file location  		 * -		 * This location is used by the constructor of SaveManager, and should be -		 * set before save manager functionality is attempted to be used. +		 * This location is used by the constructor of SaveManager, and should be set before save +		 * manager functionality is attempted to be used.  		 */  		std::string location = "save.crepe.db";  	} savemgr; diff --git a/src/crepe/api/GameObject.cpp b/src/crepe/api/GameObject.cpp index d252e77..d470295 100644 --- a/src/crepe/api/GameObject.cpp +++ b/src/crepe/api/GameObject.cpp @@ -6,9 +6,8 @@  using namespace crepe;  using namespace std; -GameObject::GameObject(game_object_id_t id, const std::string & name, -					   const std::string & tag, const Vector2 & position, -					   double rotation, double scale) +GameObject::GameObject(game_object_id_t id, const std::string & name, const std::string & tag, +					   const Vector2 & position, double rotation, double scale)  	: id(id) {  	// Add Transform and Metadata components  	ComponentManager & mgr = ComponentManager::get_instance(); diff --git a/src/crepe/api/GameObject.h b/src/crepe/api/GameObject.h index d703730..75c164b 100644 --- a/src/crepe/api/GameObject.h +++ b/src/crepe/api/GameObject.h @@ -11,15 +11,14 @@ class Vector2;  /**   * \brief Represents a GameObject   *  - * This class represents a GameObject. The GameObject class is only used - * as an interface for the game programmer. The actual implementation is - * done in the ComponentManager. + * This class represents a GameObject. The GameObject class is only used as an interface for + * the game programmer. The actual implementation is done in the ComponentManager.   */  class GameObject {  public:  	/** -	 * This constructor creates a new GameObject. It creates a new -	 * Transform and Metadata component and adds them to the ComponentManager. +	 * This constructor creates a new GameObject. It creates a new Transform and Metadata +	 * component and adds them to the ComponentManager.  	 *   	 * \param id The id of the GameObject  	 * \param name The name of the GameObject @@ -28,15 +27,14 @@ public:  	 * \param rotation The rotation of the GameObject  	 * \param scale The scale of the GameObject  	 */ -	GameObject(game_object_id_t id, const std::string & name, -			   const std::string & tag, const Vector2 & position, -			   double rotation, double scale); +	GameObject(game_object_id_t id, const std::string & name, const std::string & tag, +			   const Vector2 & position, double rotation, double scale);  	/**  	 * \brief Set the parent of this GameObject  	 *  -	 * This method sets the parent of this GameObject. It sets the parent -	 * in the Metadata component of this GameObject and adds this GameObject -	 * to the children list of the parent GameObject. +	 * This method sets the parent of this GameObject. It sets the parent in the Metadata +	 * component of this GameObject and adds this GameObject to the children list of the parent +	 * GameObject.  	 *   	 * \param parent The parent GameObject  	 */ @@ -44,8 +42,8 @@ public:  	/**  	 * \brief Add a component to the GameObject  	 *  -	 * This method adds a component to the GameObject. It forwards the -	 * arguments to the ComponentManager. +	 * This method adds a component to the GameObject. It forwards the arguments to the +	 * ComponentManager.  	 *   	 * \tparam T The type of the component  	 * \tparam Args The types of the arguments diff --git a/src/crepe/api/LoopTimer.cpp b/src/crepe/api/LoopTimer.cpp index 8f09e41..417da47 100644 --- a/src/crepe/api/LoopTimer.cpp +++ b/src/crepe/api/LoopTimer.cpp @@ -24,9 +24,8 @@ void LoopTimer::start() {  void LoopTimer::update() {  	auto current_frame_time = std::chrono::steady_clock::now();  	// Convert to duration in seconds for delta time -	this->delta_time -		= std::chrono::duration_cast<std::chrono::duration<double>>( -			current_frame_time - last_frame_time); +	this->delta_time = std::chrono::duration_cast<std::chrono::duration<double>>( +		current_frame_time - last_frame_time);  	if (this->delta_time > this->maximum_delta_time) {  		this->delta_time = this->maximum_delta_time; @@ -39,17 +38,11 @@ void LoopTimer::update() {  double LoopTimer::get_delta_time() const { return this->delta_time.count(); } -double LoopTimer::get_current_time() const { -	return this->elapsed_time.count(); -} +double LoopTimer::get_current_time() const { return this->elapsed_time.count(); } -void LoopTimer::advance_fixed_update() { -	this->elapsed_fixed_time += this->fixed_delta_time; -} +void LoopTimer::advance_fixed_update() { this->elapsed_fixed_time += this->fixed_delta_time; } -double LoopTimer::get_fixed_delta_time() const { -	return this->fixed_delta_time.count(); -} +double LoopTimer::get_fixed_delta_time() const { return this->fixed_delta_time.count(); }  void LoopTimer::set_fps(int fps) {  	this->fps = fps; @@ -66,13 +59,13 @@ void LoopTimer::enforce_frame_rate() {  	std::chrono::steady_clock::time_point current_frame_time  		= std::chrono::steady_clock::now();  	std::chrono::milliseconds frame_duration -		= std::chrono::duration_cast<std::chrono::milliseconds>( -			current_frame_time - this->last_frame_time); +		= std::chrono::duration_cast<std::chrono::milliseconds>(current_frame_time +																- this->last_frame_time);  	if (frame_duration < this->frame_target_time) {  		std::chrono::milliseconds delay_time -			= std::chrono::duration_cast<std::chrono::milliseconds>( -				this->frame_target_time - frame_duration); +			= std::chrono::duration_cast<std::chrono::milliseconds>(this->frame_target_time +																	- frame_duration);  		if (delay_time.count() > 0) {  			SDLContext::get_instance().delay(delay_time.count());  		} diff --git a/src/crepe/api/LoopTimer.h b/src/crepe/api/LoopTimer.h index 85687be..c3c5631 100644 --- a/src/crepe/api/LoopTimer.h +++ b/src/crepe/api/LoopTimer.h @@ -8,117 +8,117 @@ namespace crepe {  class LoopTimer {  public:  	/** -     * \brief Get the singleton instance of LoopTimer. -     * -     * \return A reference to the LoopTimer instance. -     */ +	 * \brief Get the singleton instance of LoopTimer. +	 * +	 * \return A reference to the LoopTimer instance. +	 */  	static LoopTimer & get_instance();  	/** -     * \brief Get the current delta time for the current frame. -     * -     * \return Delta time in seconds since the last frame. -     */ +	 * \brief Get the current delta time for the current frame. +	 * +	 * \return Delta time in seconds since the last frame. +	 */  	double get_delta_time() const;  	/** -     * \brief Get the current game time. -     * -     * \note The current game time may vary from real-world elapsed time. -     * It is the cumulative sum of each frame's delta time. -     * -     * \return Elapsed game time in seconds. -     */ +	 * \brief Get the current game time. +	 * +	 * \note The current game time may vary from real-world elapsed time. It is the cumulative +	 * sum of each frame's delta time. +	 * +	 * \return Elapsed game time in seconds. +	 */  	double get_current_time() const;  	/** -     * \brief Set the target frames per second (FPS). -     * -     * \param fps The desired frames rendered per second. -     */ +	 * \brief Set the target frames per second (FPS). +	 * +	 * \param fps The desired frames rendered per second. +	 */  	void set_fps(int fps);  	/** -     * \brief Get the current frames per second (FPS). -     * -     * \return Current FPS. -     */ +	 * \brief Get the current frames per second (FPS). +	 * +	 * \return Current FPS. +	 */  	int get_fps() const;  	/** -     * \brief Get the current game scale. -     * -     * \return The current game scale, where 0 = paused, 1 = normal speed, and values > 1 speed up the game. -     */ +	 * \brief Get the current game scale. +	 * +	 * \return The current game scale, where 0 = paused, 1 = normal speed, and values > 1 speed +	 * up the game. +	 */  	double get_game_scale() const;  	/** -     * \brief Set the game scale. -     * -     * \param game_scale The desired game scale (0 = pause, 1 = normal speed, > 1 = speed up). -     */ +	 * \brief Set the game scale. +	 * +	 * \param game_scale The desired game scale (0 = pause, 1 = normal speed, > 1 = speed up). +	 */  	void set_game_scale(double game_scale);  private:  	friend class LoopManager;  	/** -     * \brief Start the loop timer. -     * -     * Initializes the timer to begin tracking frame times. -     */ +	 * \brief Start the loop timer. +	 * +	 * Initializes the timer to begin tracking frame times. +	 */  	void start();  	/** -     * \brief Enforce the frame rate limit. -     * -     * Ensures that the game loop does not exceed the target FPS by delaying -     * frame updates as necessary. -     */ +	 * \brief Enforce the frame rate limit. +	 * +	 * Ensures that the game loop does not exceed the target FPS by delaying frame updates as +	 * necessary. +	 */  	void enforce_frame_rate();  	/** -     * \brief Get the fixed delta time for consistent updates. -     * -     * Fixed delta time is used for operations that require uniform time steps, -     * such as physics calculations. -     * -     * \return Fixed delta time in seconds. -     */ +	 * \brief Get the fixed delta time for consistent updates. +	 * +	 * Fixed delta time is used for operations that require uniform time steps, such as physics +	 * calculations. +	 * +	 * \return Fixed delta time in seconds. +	 */  	double get_fixed_delta_time() const;  	/** -     * \brief Get the accumulated lag in the game loop. -     * -     * Lag represents the difference between the target frame time and the -     * actual frame time, useful for managing fixed update intervals. -     * -     * \return Accumulated lag in seconds. -     */ +	 * \brief Get the accumulated lag in the game loop. +	 * +	 * Lag represents the difference between the target frame time and the actual frame time, +	 * useful for managing fixed update intervals. +	 * +	 * \return Accumulated lag in seconds. +	 */  	double get_lag() const;  	/** -     * \brief Construct a new LoopTimer object. -     * -     * Private constructor for singleton pattern to restrict instantiation -     * outside the class. -     */ +	 * \brief Construct a new LoopTimer object. +	 * +	 * Private constructor for singleton pattern to restrict instantiation outside the class. +	 */  	LoopTimer();  	/** -     * \brief Update the timer to the current frame. -     * -     * Calculates and updates the delta time for the current frame and adds it to -     * the cumulative game time. -     */ +	 * \brief Update the timer to the current frame. +	 * +	 * Calculates and updates the delta time for the current frame and adds it to the cumulative +	 * game time. +	 */  	void update();  	/** -     * \brief Advance the game loop by a fixed update interval. -     * -     * This method progresses the game state by a consistent, fixed time step, -     * allowing for stable updates independent of frame rate fluctuations. -     */ +	 * \brief Advance the game loop by a fixed update interval. +	 * +	 * This method progresses the game state by a consistent, fixed time step, allowing for +	 * stable updates independent of frame rate fluctuations. +	 */  	void advance_fixed_update();  private: @@ -131,11 +131,9 @@ private:  	//! Delta time for the current frame in seconds  	std::chrono::duration<double> delta_time{0.0};  	//! Target time per frame in seconds -	std::chrono::duration<double> frame_target_time -		= std::chrono::seconds(1) / fps; +	std::chrono::duration<double> frame_target_time = std::chrono::seconds(1) / fps;  	//! Fixed delta time for fixed updates in seconds -	std::chrono::duration<double> fixed_delta_time -		= std::chrono::seconds(1) / 50; +	std::chrono::duration<double> fixed_delta_time = std::chrono::seconds(1) / 50;  	//! Total elapsed game time in seconds  	std::chrono::duration<double> elapsed_time{0.0};  	//! Total elapsed time for fixed updates in seconds diff --git a/src/crepe/api/Metadata.h b/src/crepe/api/Metadata.h index c61e006..235d42f 100644 --- a/src/crepe/api/Metadata.h +++ b/src/crepe/api/Metadata.h @@ -10,8 +10,8 @@ namespace crepe {  /**   * \brief Metadata component   *  - * This class represents the Metadata component. It stores the name, tag, parent - * and children of a GameObject. + * This class represents the Metadata component. It stores the name, tag, parent and children + * of a GameObject.   */  class Metadata : public Component {  public: @@ -20,8 +20,7 @@ public:  	 * \param name The name of the GameObject  	 * \param tag The tag of the GameObject  	 */ -	Metadata(game_object_id_t id, const std::string & name, -			 const std::string & tag); +	Metadata(game_object_id_t id, const std::string & name, const std::string & tag);  	/**  	 * \brief Get the maximum number of instances for this component  	 * diff --git a/src/crepe/api/ParticleEmitter.cpp b/src/crepe/api/ParticleEmitter.cpp index 35f960d..90b77a0 100644 --- a/src/crepe/api/ParticleEmitter.cpp +++ b/src/crepe/api/ParticleEmitter.cpp @@ -2,8 +2,7 @@  using namespace crepe; -ParticleEmitter::ParticleEmitter(game_object_id_t game_object_id, -								 const Data & data) +ParticleEmitter::ParticleEmitter(game_object_id_t game_object_id, const Data & data)  	: Component(game_object_id),  	  data(data) {  	for (size_t i = 0; i < this->data.max_particles; i++) { diff --git a/src/crepe/api/ParticleEmitter.h b/src/crepe/api/ParticleEmitter.h index a9e872f..33112e1 100644 --- a/src/crepe/api/ParticleEmitter.h +++ b/src/crepe/api/ParticleEmitter.h @@ -13,16 +13,16 @@ class Sprite;  /**   * \brief Data holder for particle emission parameters.   * - * The ParticleEmitter class stores configuration data for particle properties, - * defining the characteristics and boundaries of particle emissions. + * The ParticleEmitter class stores configuration data for particle properties, defining the + * characteristics and boundaries of particle emissions.   */  class ParticleEmitter : public Component {  public:  	/**  	 * \brief Defines the boundary within which particles are constrained.  	 * -	 * This structure specifies the boundary's size and offset, as well as the -	 * behavior of particles upon reaching the boundary limits. +	 * This structure specifies the boundary's size and offset, as well as the behavior of +	 * particles upon reaching the boundary limits.  	 */  	struct Boundary {  		//! boundary width (midpoint is emitter location) @@ -38,8 +38,8 @@ public:  	/**  	 * \brief Holds parameters that control particle emission.  	 * -	 * Contains settings for the emitter’s position, particle speed, angle, lifespan, -	 * boundary, and the sprite used for rendering particles. +	 * Contains settings for the emitter’s position, particle speed, angle, lifespan, boundary, +	 * and the sprite used for rendering particles.  	 */  	struct Data {  		//! position of the emitter diff --git a/src/crepe/api/Rigidbody.h b/src/crepe/api/Rigidbody.h index 68481f4..c74fea8 100644 --- a/src/crepe/api/Rigidbody.h +++ b/src/crepe/api/Rigidbody.h @@ -11,8 +11,8 @@ namespace crepe {  /**   * \brief Rigidbody class   *  - * This class is used by the physics sytem and collision system.  - * It configures how to system interact with the gameobject for movement and collisions. + * This class is used by the physics sytem and collision system. It configures how to system + * interact with the gameobject for movement and collisions.   */  class Rigidbody : public Component {  public: @@ -32,8 +32,8 @@ public:  	/**  	 * \brief PhysicsConstraints to constrain movement  	 *  -	 * This struct configures the movement constraint for this object. -	 * If a constraint is enabled the systems will not move the object. +	 * This struct configures the movement constraint for this object. If a constraint is enabled +	 * the systems will not move the object.  	 */  	struct PhysicsConstraints {  		//! X constraint diff --git a/src/crepe/api/SaveManager.cpp b/src/crepe/api/SaveManager.cpp index 43276c5..a71ad83 100644 --- a/src/crepe/api/SaveManager.cpp +++ b/src/crepe/api/SaveManager.cpp @@ -139,14 +139,11 @@ ValueBroker<T> SaveManager::get(const string & key, const T & default_value) {  }  template ValueBroker<uint8_t> SaveManager::get(const string &, const uint8_t &);  template ValueBroker<int8_t> SaveManager::get(const string &, const int8_t &); -template ValueBroker<uint16_t> SaveManager::get(const string &, -												const uint16_t &); +template ValueBroker<uint16_t> SaveManager::get(const string &, const uint16_t &);  template ValueBroker<int16_t> SaveManager::get(const string &, const int16_t &); -template ValueBroker<uint32_t> SaveManager::get(const string &, -												const uint32_t &); +template ValueBroker<uint32_t> SaveManager::get(const string &, const uint32_t &);  template ValueBroker<int32_t> SaveManager::get(const string &, const int32_t &); -template ValueBroker<uint64_t> SaveManager::get(const string &, -												const uint64_t &); +template ValueBroker<uint64_t> SaveManager::get(const string &, const uint64_t &);  template ValueBroker<int64_t> SaveManager::get(const string &, const int64_t &);  template ValueBroker<float> SaveManager::get(const string &, const float &);  template ValueBroker<double> SaveManager::get(const string &, const double &); diff --git a/src/crepe/api/SaveManager.h b/src/crepe/api/SaveManager.h index 4be85fb..3d8c852 100644 --- a/src/crepe/api/SaveManager.h +++ b/src/crepe/api/SaveManager.h @@ -24,7 +24,8 @@ public:  	 * \brief Get a read/write reference to a value and initialize it if it does not yet exist  	 *  	 * \param key  The value key -	 * \param default_value  Value to initialize \c key with if it does not already exist in the database +	 * \param default_value  Value to initialize \c key with if it does not already exist in the +	 * database  	 *  	 * \return Read/write reference to the value  	 */ @@ -38,8 +39,8 @@ public:  	 *  	 * \return Read/write reference to the value  	 * -	 * \note Attempting to read this value before it is initialized (i.e. set) -	 * will result in an exception +	 * \note Attempting to read this value before it is initialized (i.e. set) will result in an +	 * exception  	 */  	template <typename T>  	ValueBroker<T> get(const std::string & key); @@ -102,8 +103,8 @@ private:  	 *  	 * \returns DB instance  	 * -	 * This function exists because DB is a facade class, which can't directly be -	 * used in the API without workarounds +	 * This function exists because DB is a facade class, which can't directly be used in the API +	 * without workarounds  	 *  	 * TODO: better solution  	 */ diff --git a/src/crepe/api/SceneManager.cpp b/src/crepe/api/SceneManager.cpp index dfed6ee..c0f8b23 100644 --- a/src/crepe/api/SceneManager.cpp +++ b/src/crepe/api/SceneManager.cpp @@ -19,11 +19,10 @@ void SceneManager::load_next_scene() {  	// next scene not set  	if (this->next_scene.empty()) return; -	auto it -		= find_if(this->scenes.begin(), this->scenes.end(), -				  [&next_scene = this->next_scene](unique_ptr<Scene> & scene) { -					  return scene->name == next_scene; -				  }); +	auto it = find_if(this->scenes.begin(), this->scenes.end(), +					  [&next_scene = this->next_scene](unique_ptr<Scene> & scene) { +						  return scene->name == next_scene; +					  });  	// next scene not found  	if (it == this->scenes.end()) return; diff --git a/src/crepe/api/SceneManager.hpp b/src/crepe/api/SceneManager.hpp index 8bad7b2..61c33bf 100644 --- a/src/crepe/api/SceneManager.hpp +++ b/src/crepe/api/SceneManager.hpp @@ -4,8 +4,7 @@ namespace crepe {  template <typename T>  void SceneManager::add_scene(const std::string & name) { -	static_assert(std::is_base_of<Scene, T>::value, -				  "T must be derived from Scene"); +	static_assert(std::is_base_of<Scene, T>::value, "T must be derived from Scene");  	scenes.emplace_back(make_unique<T>(name)); diff --git a/src/crepe/api/Script.h b/src/crepe/api/Script.h index 49e625f..bf43a49 100644 --- a/src/crepe/api/Script.h +++ b/src/crepe/api/Script.h @@ -16,10 +16,9 @@ class Script {  protected:  	virtual void init() {}  	virtual void update() {} -	// NOTE: additional *events* (like unity's OnDisable and OnEnable) should be -	// implemented as member methods in derivative user script classes and -	// registered in init(), otherwise this class will balloon in size with each -	// added event. +	// NOTE: additional *events* (like unity's OnDisable and OnEnable) should be implemented as +	// member methods in derivative user script classes and registered in init(), otherwise this +	// class will balloon in size with each added event.  protected:  	template <typename T> diff --git a/src/crepe/api/Script.hpp b/src/crepe/api/Script.hpp index d96c0e8..ce39331 100644 --- a/src/crepe/api/Script.hpp +++ b/src/crepe/api/Script.hpp @@ -9,8 +9,7 @@ namespace crepe {  template <typename T>  T & Script::get_component() { -	std::vector<std::reference_wrapper<T>> all_components -		= this->get_components<T>(); +	std::vector<std::reference_wrapper<T>> all_components = this->get_components<T>();  	if (all_components.size() < 1) throw nullptr; // TODO  	return all_components.back().get(); diff --git a/src/crepe/api/Sprite.cpp b/src/crepe/api/Sprite.cpp index 6f0433f..c4cd29e 100644 --- a/src/crepe/api/Sprite.cpp +++ b/src/crepe/api/Sprite.cpp @@ -10,8 +10,8 @@  using namespace std;  using namespace crepe; -Sprite::Sprite(game_object_id_t id, const shared_ptr<Texture> image, -			   const Color & color, const FlipSettings & flip) +Sprite::Sprite(game_object_id_t id, const shared_ptr<Texture> image, const Color & color, +			   const FlipSettings & flip)  	: Component(id),  	  color(color),  	  flip(flip), diff --git a/src/crepe/api/Sprite.h b/src/crepe/api/Sprite.h index deb3f93..50ea88e 100644 --- a/src/crepe/api/Sprite.h +++ b/src/crepe/api/Sprite.h @@ -28,8 +28,8 @@ class AnimatorSystem;  /**   * \brief Represents a renderable sprite component.   * - * A renderable sprite that can be displayed in the game. It includes a texture, - * color, and flip settings, and is managed in layers with defined sorting orders. + * A renderable sprite that can be displayed in the game. It includes a texture, color, and + * flip settings, and is managed in layers with defined sorting orders.   */  class Sprite : public Component { @@ -43,8 +43,8 @@ public:  	 * \param color Color tint applied to the sprite.  	 * \param flip Flip settings for horizontal and vertical orientation.  	 */ -	Sprite(game_object_id_t id, const std::shared_ptr<Texture> image, -		   const Color & color, const FlipSettings & flip); +	Sprite(game_object_id_t id, const std::shared_ptr<Texture> image, const Color & color, +		   const FlipSettings & flip);  	/**  	 * \brief Destroys the Sprite instance. @@ -81,7 +81,8 @@ private:  	//! Reads the all the variables plus the  sprite_rect  	friend class AnimatorSystem; -	//! Render area of the sprite this will also be adjusted by the AnimatorSystem if an Animator object is present in GameObject +	//! Render area of the sprite this will also be adjusted by the AnimatorSystem if an Animator +	// object is present in GameObject  	Rect sprite_rect;  }; diff --git a/src/crepe/api/Texture.h b/src/crepe/api/Texture.h index b89bc17..6965223 100644 --- a/src/crepe/api/Texture.h +++ b/src/crepe/api/Texture.h @@ -1,8 +1,7 @@  #pragma once -// FIXME: this header can't be included because this is an API header, and SDL2 -// development headers won't be bundled with crepe. Why is this facade in the -// API namespace? +// FIXME: this header can't be included because this is an API header, and SDL2 development +// headers won't be bundled with crepe. Why is this facade in the API namespace?  #include <SDL2/SDL_render.h>  #include <functional> @@ -19,8 +18,8 @@ class Animator;   * \class Texture   * \brief Manages texture loading and properties.   * - * The Texture class is responsible for loading an image from a source - * and providing access to its dimensions. Textures can be used for rendering. + * The Texture class is responsible for loading an image from a source and providing access to + * its dimensions. Textures can be used for rendering.   */  class Texture { @@ -41,8 +40,7 @@ public:  	 * \brief Destroys the Texture instance, freeing associated resources.  	 */  	~Texture(); -	// FIXME: this constructor shouldn't be necessary because this class doesn't -	// manage memory +	// FIXME: this constructor shouldn't be necessary because this class doesn't manage memory  	/**  	 * \brief Gets the width of the texture. diff --git a/src/crepe/api/Transform.cpp b/src/crepe/api/Transform.cpp index e401120..8eeec41 100644 --- a/src/crepe/api/Transform.cpp +++ b/src/crepe/api/Transform.cpp @@ -4,8 +4,7 @@  using namespace crepe; -Transform::Transform(game_object_id_t id, const Vector2 & point, -					 double rotation, double scale) +Transform::Transform(game_object_id_t id, const Vector2 & point, double rotation, double scale)  	: Component(id),  	  position(point),  	  rotation(rotation), diff --git a/src/crepe/api/Transform.h b/src/crepe/api/Transform.h index 756e45b..51b0daa 100644 --- a/src/crepe/api/Transform.h +++ b/src/crepe/api/Transform.h @@ -9,8 +9,8 @@ namespace crepe {  /**   * \brief Transform component   *  - * This class represents the Transform component. It stores the position, - * rotation and scale of a GameObject. + * This class represents the Transform component. It stores the position, rotation and scale of + * a GameObject.   */  class Transform : public Component {  public: @@ -20,8 +20,7 @@ public:  	 * \param rotation The rotation of the GameObject  	 * \param scale The scale of the GameObject  	 */ -	Transform(game_object_id_t id, const Vector2 & point, double rotation, -			  double scale); +	Transform(game_object_id_t id, const Vector2 & point, double rotation, double scale);  	/**  	 * \brief Get the maximum number of instances for this component  	 * diff --git a/src/crepe/api/Vector2.cpp b/src/crepe/api/Vector2.cpp index 09b3fa3..437d1d8 100644 --- a/src/crepe/api/Vector2.cpp +++ b/src/crepe/api/Vector2.cpp @@ -6,19 +6,13 @@ namespace crepe {  Vector2::Vector2(double x, double y) : x(x), y(y) {}  // Subtracts another vector from this vector and returns the result. -Vector2 Vector2::operator-(const Vector2 & other) const { -	return {x - other.x, y - other.y}; -} +Vector2 Vector2::operator-(const Vector2 & other) const { return {x - other.x, y - other.y}; }  // Adds another vector to this vector and returns the result. -Vector2 Vector2::operator+(const Vector2 & other) const { -	return {x + other.x, y + other.y}; -} +Vector2 Vector2::operator+(const Vector2 & other) const { return {x + other.x, y + other.y}; }  // Multiplies this vector by a scalar and returns the result. -Vector2 Vector2::operator*(double scalar) const { -	return {x * scalar, y * scalar}; -} +Vector2 Vector2::operator*(double scalar) const { return {x * scalar, y * scalar}; }  // Multiplies this vector by another vector element-wise and updates this vector.  Vector2 & Vector2::operator*=(const Vector2 & other) { @@ -45,13 +39,9 @@ Vector2 & Vector2::operator+=(double other) {  Vector2 Vector2::operator-() const { return {-x, -y}; }  // Checks if this vector is equal to another vector. -bool Vector2::operator==(const Vector2 & other) const { -	return x == other.x && y == other.y; -} +bool Vector2::operator==(const Vector2 & other) const { return x == other.x && y == other.y; }  // Checks if this vector is not equal to another vector. -bool Vector2::operator!=(const Vector2 & other) const { -	return !(*this == other); -} +bool Vector2::operator!=(const Vector2 & other) const { return !(*this == other); }  } // namespace crepe  |