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authorLoek Le Blansch <loek@pipeframe.xyz>2024-11-14 20:27:05 +0100
committerLoek Le Blansch <loek@pipeframe.xyz>2024-11-14 20:27:05 +0100
commitd258fcc8efdb6a968a220c4590a204292a16ad42 (patch)
treebb37f3d00f42b15a38e07f8ae0ba7fe2641cf7e3 /src
parentadd8724446fdeae1aaec9b07544cf7a5475a9bfe (diff)
added thoughts
Diffstat (limited to 'src')
-rw-r--r--src/crepe/Component.h12
-rw-r--r--src/crepe/api/AudioSource.h11
-rw-r--r--src/crepe/system/AudioSystem.cpp37
-rw-r--r--src/crepe/system/AudioSystem.h2
-rw-r--r--src/test/ResourceManagerTest.cpp11
5 files changed, 63 insertions, 10 deletions
diff --git a/src/crepe/Component.h b/src/crepe/Component.h
index 12c10cb..7734335 100644
--- a/src/crepe/Component.h
+++ b/src/crepe/Component.h
@@ -16,7 +16,12 @@ class Component {
public:
//! Whether the component is active
bool active = true;
- //! The id of the GameObject this component belongs to
+ /**
+ * \brief The id of the GameObject this component belongs to
+ *
+ * \note Only systems are supposed to use this member, but since friend
+ * relations aren't inherited this needs to be public.
+ */
const game_object_id_t game_object_id;
protected:
@@ -24,10 +29,9 @@ protected:
* \param id The id of the GameObject this component belongs to
*/
Component(game_object_id_t id);
- //! Only the ComponentManager can create components
+ //! Only ComponentManager can create components
friend class ComponentManager;
-public:
/**
* \brief Get the maximum number of instances for this component
*
@@ -38,6 +42,8 @@ public:
* \return The maximum number of instances for this component
*/
virtual int get_instances_max() const { return -1; }
+ //! Only ComponentManager needs to know the max instance count
+ friend class ComponentManager;
};
} // namespace crepe
diff --git a/src/crepe/api/AudioSource.h b/src/crepe/api/AudioSource.h
index 8a78927..1264790 100644
--- a/src/crepe/api/AudioSource.h
+++ b/src/crepe/api/AudioSource.h
@@ -7,10 +7,19 @@
namespace crepe {
+class AudioSystem;
+
//! Audio source component
class AudioSource : public Component {
-public:
+ //! AudioSource components are handled by AudioSystem
+ friend class AudioSystem;
+
+protected:
AudioSource(game_object_id_t id, const Asset & source);
+ //! Only ComponentManager can create components
+ friend class ComponentManager;
+public:
+ // But std::unique_ptr needs to be able to destoy this component again
virtual ~AudioSource() = default;
public:
diff --git a/src/crepe/system/AudioSystem.cpp b/src/crepe/system/AudioSystem.cpp
index 67967ef..c8dae9d 100644
--- a/src/crepe/system/AudioSystem.cpp
+++ b/src/crepe/system/AudioSystem.cpp
@@ -14,7 +14,42 @@ void AudioSystem::update() {
AudioSource & component = component_ref.get();
if (!component.active) continue;
- // TODO: fetch Sound instance from resourcemanager
+ /**
+ * How this is supposed to work:
+ * - Get an instance of Sound for this resource/component combo (Sound
+ * instance is supposed to be unique per component, even if they use the
+ * same underlying asset).
+ * OR
+ * - Use the same instance of Sound if this is what the cache returns
+ * (= what the game programmer's wishes to do).
+ *
+ * NOT supposed to happen but still the case:
+ * - Below function call causes assets to be cached unintentionally
+ * - Cached assets are deleted at the end of a scene (i think?)
+ * - I'm not sure if the ResourceManager is even supposed to have a public
+ * `.clear()` method since the control over resource lifetime is
+ * explicitly handed over to the game programmer by using ResourceManager
+ * to cache/uncache. I believe the proper methods are supposed to be:
+ *
+ * - get() get a reference to resource (used here)
+ * - clear() clears NON-cached assets
+ * - cache() marks asset as "do not delete at end of scene"
+ * - uncache() undoes the above
+ *
+ * I think somewhere in the above function calls a unique identifier for
+ * the Asset/GameObject should be given to make sure the unique instance
+ * shit works as intended. The resource manager is also used for things
+ * other than sounds.
+ *
+ * Also need to check:
+ * - Is it an issue if there are multiple AudioSource components playing
+ * the same sample (= identical Asset), while they are all triggered
+ * using the same underlying instance of Sound (esp. w/
+ * play/pause/retrigger behavior).
+ */
+ Sound & sound = this->resman.cache<Sound>(component.source);
+ sound.set_context(this->context);
+
// TODO: lots of state diffing
}
}
diff --git a/src/crepe/system/AudioSystem.h b/src/crepe/system/AudioSystem.h
index e037f51..d0b4f9a 100644
--- a/src/crepe/system/AudioSystem.h
+++ b/src/crepe/system/AudioSystem.h
@@ -1,6 +1,7 @@
#pragma once
#include "../facade/SoundContext.h"
+#include "../api/ResourceManager.h"
#include "System.h"
@@ -13,6 +14,7 @@ public:
private:
SoundContext context {};
+ ResourceManager & resman = ResourceManager::get_instance();
};
} // namespace crepe
diff --git a/src/test/ResourceManagerTest.cpp b/src/test/ResourceManagerTest.cpp
index 5d1ae7a..3fc9ebd 100644
--- a/src/test/ResourceManagerTest.cpp
+++ b/src/test/ResourceManagerTest.cpp
@@ -14,12 +14,17 @@ public:
Config & cfg = Config::get_instance();
void SetUp() override {
- cfg.log.level = Log::Level::TRACE;
resman.clear();
}
};
TEST_F(ResourceManagerTest, Main) {
+ // NOTE: there is no way (that I know of) to ensure the last cache call
+ // allocates the new Sound instance in a different location than the first,
+ // so this test should be verified manually using these print statements and
+ // debug trace messages.
+ cfg.log.level = Log::Level::TRACE;
+
Asset path1 = "mwe/audio/sfx1.wav";
Asset path2 = "mwe/audio/sfx1.wav";
ASSERT_EQ(path1, path2);
@@ -43,9 +48,5 @@ TEST_F(ResourceManagerTest, Main) {
Log::logf(Log::Level::DEBUG, "Get first sound again (constructor call)");
Sound & sound = resman.cache<Sound>(path1);
-
- // NOTE: there is no way (that I know of) to ensure the above statement
- // allocates the new Sound instance in a different location than the first,
- // so this test was verified using the above print statements.
}