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authorheavydemon21 <nielsstunnebrink1@gmail.com>2024-11-08 17:31:25 +0100
committerheavydemon21 <nielsstunnebrink1@gmail.com>2024-11-08 17:31:25 +0100
commit91a277c69fd5f8ba814adc1006a49c7415ff65be (patch)
tree5545e9a9374e017a45ea56a81c2b7e24091cbcc2 /src/crepe
parentcb6aae1751a95a29bc04d805d9cc9135b5c54c1e (diff)
updated to satisfy the code review
Diffstat (limited to 'src/crepe')
-rw-r--r--src/crepe/api/Animator.h14
-rw-r--r--src/crepe/api/Camera.h26
-rw-r--r--src/crepe/api/Sprite.h36
-rw-r--r--src/crepe/api/Texture.cpp16
-rw-r--r--src/crepe/api/Texture.h1
-rw-r--r--src/crepe/facade/SDLContext.cpp17
-rw-r--r--src/crepe/facade/SDLContext.h49
-rw-r--r--src/crepe/system/AnimatorSystem.cpp2
8 files changed, 60 insertions, 101 deletions
diff --git a/src/crepe/api/Animator.h b/src/crepe/api/Animator.h
index ede1610..42ce957 100644
--- a/src/crepe/api/Animator.h
+++ b/src/crepe/api/Animator.h
@@ -28,11 +28,11 @@ public:
/**
* \brief Constructs an Animator object that will control animations for a sprite sheet.
*
- * \param[in] id The unique identifier for the component, typically assigned automatically.
- * \param[in] spritesheet A reference to the Sprite object which holds the sprite sheet for animation.
- * \param[in] row The maximum number of rows in the sprite sheet.
- * \param[in] col The maximum number of columns in the sprite sheet.
- * \param[in] 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 id The unique identifier for the component, typically assigned automatically.
+ * \param spritesheet A reference to the Sprite object which holds the sprite sheet for animation.
+ * \param row The maximum number of rows in the sprite sheet.
+ * \param col The maximum number of columns in the sprite sheet.
+ * \param col__animate The specific col index of the sprite sheet to animate. This allows selecting which col to animate from multiple col in the sheet.
*
* This constructor sets up the Animator with the given parameters, and initializes the animation system.
*/
@@ -80,8 +80,10 @@ private:
//int fps;
private:
- //! Friend class that can directly access the private members of the Animator.
+ //! AnimatorSystem adjust the private member parameters of Animator;
friend class AnimatorSystem;
+
+ //! SDLContext reads the Animator member var's
friend class SDLContext;
};
} // namespace crepe
diff --git a/src/crepe/api/Camera.h b/src/crepe/api/Camera.h
index 7587b44..708a523 100644
--- a/src/crepe/api/Camera.h
+++ b/src/crepe/api/Camera.h
@@ -2,8 +2,8 @@
#include <cstdint>
-#include "Component.h"
#include "Color.h"
+#include "Component.h"
namespace crepe {
@@ -31,34 +31,22 @@ public:
~Camera();
public:
- /**
- * \brief Background color of the camera view.
- */
+ //! \brief Background color of the camera view.
Color bg_color;
- /**
- * \brief Aspect ratio height for the camera.
- */
+ //! \brief Aspect ratio height for the camera.
double aspect_height;
- /**
- * \brief Aspect ratio width for the camera.
- */
+ //! \brief Aspect ratio width for the camera.
double aspect_width;
- /**
- * \brief X-coordinate of the camera position.
- */
+ //! \brief X-coordinate of the camera position.
double x;
- /**
- * \brief Y-coordinate of the camera position.
- */
+ //! \brief Y-coordinate of the camera position.
double y;
- /**
- * \brief Zoom level of the camera view.
- */
+ //! \brief Zoom level of the camera view.
double zoom;
public:
diff --git a/src/crepe/api/Sprite.h b/src/crepe/api/Sprite.h
index 51cb860..1db32d7 100644
--- a/src/crepe/api/Sprite.h
+++ b/src/crepe/api/Sprite.h
@@ -10,13 +10,6 @@
namespace crepe {
-/**
- * \struct Rect
- * \brief Represents a rectangle area for rendering.
- *
- * Everything within the defined rectangle will be rendered.
- * The SDLContext will translate this into the library's rectangle structure.
- */
struct Rect {
int w = 0;
int h = 0;
@@ -24,29 +17,16 @@ struct Rect {
int y = 0;
};
-/**
- * \struct FlipSettings
- * \brief Flip settings for the sprite.
- *
- * Defines the horizontal and vertical flip settings for a sprite, which the
- * SDLContext will translate into the corresponding settings for the library.
- */
struct FlipSettings {
bool flip_x = false;
bool flip_y = false;
};
-//! Forward declaration of the SDLContext facade.
class SDLContext;
-
-//! Forward declaration of the Animator class.
class Animator;
-
-//! Forward declaration of the AnimatorSystem class.
class AnimatorSystem;
/**
- * \class Sprite
* \brief Represents a renderable sprite component.
*
* A renderable sprite that can be displayed in the game. It includes a texture,
@@ -55,6 +35,9 @@ class AnimatorSystem;
class Sprite : public Component {
public:
+
+ // TODO: Loek comment in github #27 will be looked another time
+ // about shared_ptr Texture
/**
* \brief Constructs a Sprite with specified parameters.
* \param game_id Unique identifier for the game object this sprite belongs to.
@@ -78,23 +61,30 @@ public:
//! Flip settings for the sprite
FlipSettings flip;
//! Layer sorting level of the sprite
- uint8_t sorting_in_layer;
+ uint8_t sorting_in_layer = 0;
//! Order within the sorting layer
- uint8_t order_in_layer;
+ uint8_t order_in_layer = 0;
public:
/**
* \brief Gets the maximum number of instances allowed for this sprite.
* \return Maximum instance count as an integer.
+ *
+ * For now is this number randomly picked. I think it will eventually be 1.
*/
virtual int get_instances_max() const { return 10; }
private:
+ //! Reads the sprite_rect of sprite
friend class SDLContext;
+
+ //! Reads the all the variables plus the sprite_rect
friend class Animator;
+
+ //! Reads the all the variables plus the sprite_rect
friend class AnimatorSystem;
- //! Render area of the sprite
+ //! 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.cpp b/src/crepe/api/Texture.cpp
index 5519e5e..e6c2e05 100644
--- a/src/crepe/api/Texture.cpp
+++ b/src/crepe/api/Texture.cpp
@@ -32,18 +32,10 @@ void Texture::load(unique_ptr<Asset> res) {
}
int Texture::get_width() const{
- if (this->texture) {
- return SDLContext::get_instance().get_width(*this);
- }
- else {
- return 0;
- }
+ if (this->texture == nullptr) return 0;
+ return SDLContext::get_instance().get_width(*this);
}
int Texture::get_height() const{
- if (this->texture) {
- return SDLContext::get_instance().get_height(*this);
- }
- else {
- return 0;
- }
+ if (this->texture == nullptr) return 0;
+ return SDLContext::get_instance().get_width(*this);
}
diff --git a/src/crepe/api/Texture.h b/src/crepe/api/Texture.h
index 6d99a93..828518d 100644
--- a/src/crepe/api/Texture.h
+++ b/src/crepe/api/Texture.h
@@ -64,6 +64,7 @@ private:
void load(std::unique_ptr<Asset> res);
private:
+ //TODO make RAII
//! The texture of the class from the library
SDL_Texture * texture = nullptr;
diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp
index 9a2d15a..cedb7b8 100644
--- a/src/crepe/facade/SDLContext.cpp
+++ b/src/crepe/facade/SDLContext.cpp
@@ -7,6 +7,7 @@
#include <cmath>
#include <cstddef>
#include <iostream>
+#include <string>
#include "../api/Sprite.h"
#include "../api/Texture.h"
@@ -98,13 +99,15 @@ void SDLContext::handle_events(bool & running) {
*/
}
-void SDLContext::clear_screen() const { SDL_RenderClear(this->game_renderer); }
-void SDLContext::present_screen() const { SDL_RenderPresent(this->game_renderer); }
+void SDLContext::clear_screen() { SDL_RenderClear(this->game_renderer); }
+void SDLContext::present_screen() {
+ SDL_RenderPresent(this->game_renderer);
+}
void SDLContext::draw(const Sprite & sprite, const Transform & transform,
- const Camera & cam) const {
+ const Camera & cam) {
- static SDL_RendererFlip render_flip
+ SDL_RendererFlip render_flip
= (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * sprite.flip.flip_x)
| (SDL_FLIP_VERTICAL * sprite.flip.flip_y));
@@ -147,10 +150,10 @@ void SDLContext::camera(const Camera & cam) {
const uint64_t SDLContext::get_ticks() const { return SDL_GetTicks64(); }
-SDL_Texture * SDLContext::texture_from_path(const char * path) const {
- dbg_trace();
+//TODO: make this RAII
+SDL_Texture * SDLContext::texture_from_path(const std::string & path) {
- SDL_Surface * tmp = IMG_Load(path);
+ SDL_Surface * tmp = IMG_Load(path.c_str());
if (!tmp) {
std::cerr << "Error surface " << IMG_GetError << std::endl;
}
diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h
index 3396697..80b76dd 100644
--- a/src/crepe/facade/SDLContext.h
+++ b/src/crepe/facade/SDLContext.h
@@ -3,18 +3,18 @@
#include <SDL2/SDL_keycode.h>
#include <SDL2/SDL_render.h>
#include <SDL2/SDL_video.h>
+#include <string>
#include "../api/Sprite.h"
#include "../api/Transform.h"
#include "api/Camera.h"
-typedef SDL_Keycode CREPE_KEYCODES;
-
//FIXME: this needs to be removed
const int SCREEN_WIDTH = 640;
const int SCREEN_HEIGHT = 480;
namespace crepe {
+typedef SDL_Keycode CREPE_KEYCODES;
class Texture;
class LoopManager;
@@ -35,29 +35,13 @@ public:
*/
static SDLContext & get_instance();
- /**
- * \brief Deleted copy constructor.
- */
SDLContext(const SDLContext &) = delete;
-
- /**
- * \brief Deleted move constructor.
- */
SDLContext(SDLContext &&) = delete;
-
- /**
- * \brief Deleted copy assignment operator.
- * \return Reference to the SDLContext instance.
- */
SDLContext & operator=(const SDLContext &) = delete;
-
- /**
- * \brief Deleted move assignment operator.
- * \return Reference to the SDLContext instance.
- */
SDLContext & operator=(SDLContext &&) = delete;
private:
+ //! will only use handle_events
friend class LoopManager;
/**
* \brief Handles SDL events such as window close and input.
@@ -65,8 +49,8 @@ private:
*/
void handle_events(bool & running);
-
private:
+ //! Will only use get_ticks
friend class AnimatorSystem;
/**
@@ -75,7 +59,6 @@ private:
*/
const uint64_t get_ticks() const;
-
private:
/**
* \brief Constructs an SDLContext instance.
@@ -87,13 +70,13 @@ private:
* \brief Destroys the SDLContext instance.
* Cleans up SDL resources, including the window and renderer.
*/
- virtual ~SDLContext();
-
-
+ ~SDLContext();
private:
-
+ //! Will use the funtions: texture_from_path, get_width,get_height.
friend class Texture;
+
+ //! Will use the funtions: texture_from_path, get_width,get_height.
friend class Animator;
/**
@@ -101,25 +84,24 @@ private:
* \param path Path to the image file.
* \return Pointer to the created SDL_Texture.
*/
- SDL_Texture * texture_from_path(const char * path) const;
+ SDL_Texture * texture_from_path(const std::string & path);
/**
* \brief Gets the width of a texture.
* \param texture Reference to the Texture object.
* \return Width of the texture as an integer.
*/
- int get_width(const Texture & ) const ;
+ int get_width(const Texture &) const;
/**
* \brief Gets the height of a texture.
* \param texture Reference to the Texture object.
* \return Height of the texture as an integer.
*/
- int get_height(const Texture &) const ;
-
+ int get_height(const Texture &) const;
private:
-
+ //! Will use draw,clear_screen, present_screen, camera.
friend class RenderSystem;
/**
@@ -129,17 +111,17 @@ private:
* \param camera Reference to the Camera for view adjustments.
*/
void draw(const Sprite & sprite, const Transform & transform,
- const Camera & camera) const;
+ const Camera & camera);
/**
* \brief Clears the screen, preparing for a new frame.
*/
- void clear_screen() const ;
+ void clear_screen();
/**
* \brief Presents the rendered frame to the screen.
*/
- void present_screen() const ;
+ void present_screen();
/**
* \brief Sets the current camera for rendering.
@@ -148,6 +130,7 @@ private:
void camera(const Camera & camera);
private:
+ //TODO: Make this RAII
//! sdl window
SDL_Window * game_window = nullptr;
//! renderer for the crepe engine
diff --git a/src/crepe/system/AnimatorSystem.cpp b/src/crepe/system/AnimatorSystem.cpp
index 3d6c807..4ea889a 100644
--- a/src/crepe/system/AnimatorSystem.cpp
+++ b/src/crepe/system/AnimatorSystem.cpp
@@ -3,11 +3,11 @@
#include <functional>
#include <vector>
-#include "ComponentManager.h"
#include "facade/SDLContext.h"
#include "util/log.h"
#include "api/Animator.h"
+#include "ComponentManager.h"
#include "AnimatorSystem.h"
using namespace crepe;