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authorLoek Le Blansch <loek@pipeframe.xyz>2024-11-14 13:57:13 +0100
committerLoek Le Blansch <loek@pipeframe.xyz>2024-11-14 13:57:13 +0100
commit07adbf48e0781cd8c95983c1871a84b6160ee5bf (patch)
treee3a55673b20ebaa3baec6665c107c177bd59ff14 /src/example
parent01c09a196c3f3e5cefaa4119a95a1cdeb7b9c263 (diff)
implement asset + more WIP audio system
Diffstat (limited to 'src/example')
-rw-r--r--src/example/asset_manager.cpp22
-rw-r--r--src/example/audio_internal.cpp16
-rw-r--r--src/example/particles.cpp5
-rw-r--r--src/example/rendering.cpp6
4 files changed, 29 insertions, 20 deletions
diff --git a/src/example/asset_manager.cpp b/src/example/asset_manager.cpp
index cf64f89..a2ca8c3 100644
--- a/src/example/asset_manager.cpp
+++ b/src/example/asset_manager.cpp
@@ -8,7 +8,7 @@ int main() {
// this needs to be called before the asset manager otherwise the destructor
// of sdl is not in the right order
- { Texture test("../asset/texture/img.png"); }
+ { Texture test("asset/texture/img.png"); }
// FIXME: make it so the issue described by the above comment is not possible
// (i.e. the order in which internal classes are instantiated should not
// impact the way the engine works).
@@ -18,20 +18,20 @@ int main() {
{
// TODO: [design] the Sound class can't be directly included by the user as
// it includes SoLoud headers.
- auto bgm = mgr.cache<Sound>("../mwe/audio/bgm.ogg");
- auto sfx1 = mgr.cache<Sound>("../mwe/audio/sfx1.wav");
- auto sfx2 = mgr.cache<Sound>("../mwe/audio/sfx2.wav");
+ auto bgm = mgr.cache<Sound>("mwe/audio/bgm.ogg");
+ auto sfx1 = mgr.cache<Sound>("mwe/audio/sfx1.wav");
+ auto sfx2 = mgr.cache<Sound>("mwe/audio/sfx2.wav");
- auto img = mgr.cache<Texture>("../asset/texture/img.png");
- auto img1 = mgr.cache<Texture>("../asset/texture/second.png");
+ auto img = mgr.cache<Texture>("asset/texture/img.png");
+ auto img1 = mgr.cache<Texture>("asset/texture/second.png");
}
{
- auto bgm = mgr.cache<Sound>("../mwe/audio/bgm.ogg");
- auto sfx1 = mgr.cache<Sound>("../mwe/audio/sfx1.wav");
- auto sfx2 = mgr.cache<Sound>("../mwe/audio/sfx2.wav");
+ auto bgm = mgr.cache<Sound>("mwe/audio/bgm.ogg");
+ auto sfx1 = mgr.cache<Sound>("mwe/audio/sfx1.wav");
+ auto sfx2 = mgr.cache<Sound>("mwe/audio/sfx2.wav");
- auto img = mgr.cache<Texture>("../asset/texture/img.png");
- auto img1 = mgr.cache<Texture>("../asset/texture/second.png");
+ auto img = mgr.cache<Texture>("asset/texture/img.png");
+ auto img1 = mgr.cache<Texture>("asset/texture/second.png");
}
}
diff --git a/src/example/audio_internal.cpp b/src/example/audio_internal.cpp
index ff55a59..9b60e6b 100644
--- a/src/example/audio_internal.cpp
+++ b/src/example/audio_internal.cpp
@@ -4,7 +4,9 @@
*/
#include <crepe/api/Config.h>
+#include <crepe/facade/SoundContext.h>
#include <crepe/facade/Sound.h>
+#include <crepe/Asset.h>
#include <crepe/util/Log.h>
#include <thread>
@@ -24,12 +26,18 @@ int _ = []() {
}();
int main() {
+ SoundContext ctx{};
+ Sound sound{ctx};
// Load a background track (Ogg Vorbis)
- auto bgm = Sound("../mwe/audio/bgm.ogg");
+ auto _bgm = sound.clone(Asset{"mwe/audio/bgm.ogg"});
+ Sound & bgm = *dynamic_cast<Sound *>(_bgm.get());
// Load three short samples (WAV)
- auto sfx1 = Sound("../mwe/audio/sfx1.wav");
- auto sfx2 = Sound("../mwe/audio/sfx2.wav");
- auto sfx3 = Sound("../mwe/audio/sfx3.wav");
+ auto _sfx1 = sound.clone(Asset{"mwe/audio/sfx1.wav"});
+ Sound & sfx1 = *dynamic_cast<Sound *>(_sfx1.get());
+ auto _sfx2 = sound.clone(Asset{"mwe/audio/sfx2.wav"});
+ Sound & sfx2 = *dynamic_cast<Sound *>(_sfx2.get());
+ auto _sfx3 = sound.clone(Asset{"mwe/audio/sfx3.wav"});
+ Sound & sfx3 = *dynamic_cast<Sound *>(_sfx3.get());
// Start the background track
bgm.play();
diff --git a/src/example/particles.cpp b/src/example/particles.cpp
index 6eab046..b65671a 100644
--- a/src/example/particles.cpp
+++ b/src/example/particles.cpp
@@ -14,10 +14,11 @@ using namespace crepe;
using namespace std;
int main(int argc, char * argv[]) {
- GameObject game_object(0, "", "", Vector2{0, 0}, 0, 0);
+ ComponentManager mgr;
+ GameObject game_object = mgr.new_object("", "", Vector2{0, 0}, 0, 0);
Color color(0, 0, 0, 0);
Sprite test_sprite = game_object.add_component<Sprite>(
- make_shared<Texture>("../asset/texture/img.png"), color,
+ make_shared<Texture>("asset/texture/img.png"), color,
FlipSettings{true, true});
game_object.add_component<ParticleEmitter>(ParticleEmitter::Data{
.position = {0, 0},
diff --git a/src/example/rendering.cpp b/src/example/rendering.cpp
index abd11b1..2157bdc 100644
--- a/src/example/rendering.cpp
+++ b/src/example/rendering.cpp
@@ -31,21 +31,21 @@ int main() {
{
Color color(0, 0, 0, 0);
obj.add_component<Sprite>(
- make_shared<Texture>("../asset/texture/img.png"), color,
+ make_shared<Texture>("asset/texture/img.png"), color,
FlipSettings{false, false});
obj.add_component<Camera>(Color::get_red());
}
{
Color color(0, 0, 0, 0);
obj1.add_component<Sprite>(
- make_shared<Texture>("../asset/texture/second.png"), color,
+ make_shared<Texture>("asset/texture/second.png"), color,
FlipSettings{true, true});
}
/*
{
Color color(0, 0, 0, 0);
- auto img = mgr.cache<Texture>("../asset/texture/second.png");
+ auto img = mgr.cache<Texture>("asset/texture/second.png");
obj2.add_component<Sprite>(img, color, FlipSettings{true, true});
}
*/