diff options
| author | heavydemon21 <nielsstunnebrink1@gmail.com> | 2024-11-18 14:08:36 +0100 | 
|---|---|---|
| committer | heavydemon21 <nielsstunnebrink1@gmail.com> | 2024-11-18 14:08:36 +0100 | 
| commit | 20fc8401083e23e414feae2a9a4d217b228b8f15 (patch) | |
| tree | 08c9e9c4ddcde5438eb54f6b051895c0896f935b /src | |
| parent | 60669b60e63532bc264ecd6d106bd15f0688a5b6 (diff) | |
| parent | 121b64b1cb6cfead5814070c8b0185d3d7308095 (diff) | |
Merge remote-tracking branch 'origin/master' into niels/rendering_color
Diffstat (limited to 'src')
113 files changed, 1279 insertions, 1182 deletions
| diff --git a/src/CMakeLists.txt b/src/CMakeLists.txt index e4922df..445a8b2 100644 --- a/src/CMakeLists.txt +++ b/src/CMakeLists.txt @@ -38,6 +38,5 @@ install(  target_link_libraries(test_main  	PRIVATE gtest -	PRIVATE gtest_main  	PUBLIC crepe  ) diff --git a/src/crepe/Asset.cpp b/src/crepe/Asset.cpp index 8a2a11c..9c41ecb 100644 --- a/src/crepe/Asset.cpp +++ b/src/crepe/Asset.cpp @@ -3,14 +3,14 @@  #include "Asset.h"  using namespace crepe; +using namespace std; -Asset::Asset(const std::string & src) { -	// FIXME: restore this -	// this->src = std::filesystem::canonical(src); -	this->src = src; +// FIXME: restore this +// src(std::filesystem::canonical(src)) +Asset::Asset(const std::string & src) : src(src) {  	this->file = std::ifstream(this->src, std::ios::in | std::ios::binary);  } -const std::istream & Asset::read() { return this->file; } +istream & Asset::get_stream() { return this->file; } -const char * Asset::canonical() { return this->src.c_str(); } +const string & Asset::get_canonical() const { return this->src; } diff --git a/src/crepe/Asset.h b/src/crepe/Asset.h index 0cb5834..9051c5e 100644 --- a/src/crepe/Asset.h +++ b/src/crepe/Asset.h @@ -9,8 +9,8 @@ namespace crepe {  /**   * \brief Asset location helper   * - * This class is used to locate and canonicalize paths to game asset files, and - * should *always* be used when retrieving files from disk. + * This class is used to locate and canonicalize paths to game asset files, and should *always* + * be used when retrieving files from disk.   */  class Asset {  public: @@ -20,13 +20,21 @@ public:  	Asset(const std::string & src);  public: -	//! Get an input stream to the contents of this resource -	const std::istream & read(); -	//! Get the canonical path to this resource -	const char * canonical(); +	/** +	 * \brief Get an input stream to the contents of this asset +	 * \return Input stream with file contents +	 */ +	std::istream & get_stream(); +	/** +	 * \brief Get the canonical path to this asset +	 * \return Canonical path to this asset +	 */ +	const std::string & get_canonical() const;  private: -	std::string src; +	//! Canonical path to asset +	const std::string src; +	//! File handle (stream)  	std::ifstream file;  }; diff --git a/src/crepe/CMakeLists.txt b/src/crepe/CMakeLists.txt index fc95bd3..3b05742 100644 --- a/src/crepe/CMakeLists.txt +++ b/src/crepe/CMakeLists.txt @@ -4,7 +4,6 @@ target_sources(crepe PUBLIC  	ComponentManager.cpp  	Component.cpp  	Collider.cpp -	Exception.cpp  )  target_sources(crepe PUBLIC FILE_SET HEADERS FILES @@ -15,7 +14,6 @@ target_sources(crepe PUBLIC FILE_SET HEADERS FILES  	Collider.h  	ValueBroker.h  	ValueBroker.hpp -	Exception.h  )  add_subdirectory(api) diff --git a/src/crepe/Component.cpp b/src/crepe/Component.cpp index 73c2d07..acfd35c 100644 --- a/src/crepe/Component.cpp +++ b/src/crepe/Component.cpp @@ -1,5 +1,4 @@  #include "Component.h" -#include "types.h"  using namespace crepe; diff --git a/src/crepe/Component.h b/src/crepe/Component.h index 0fe60b2..5279fb3 100644 --- a/src/crepe/Component.h +++ b/src/crepe/Component.h @@ -2,8 +2,6 @@  #include "types.h" -#include <cstdint> -  namespace crepe {  class ComponentManager; @@ -11,36 +9,37 @@ class ComponentManager;  /**   * \brief Base class for all components   *  - * This class is the base class for all components. It provides a common - * interface for all components. + * This class is the base class for all components. It provides a common interface for all + * components.   */  class Component { +public: +	//! Whether the component is active +	bool active = true; +	//! The id of the GameObject this component belongs to +	const game_object_id_t game_object_id; +  protected: -	//! Only the ComponentManager can create components -	friend class crepe::ComponentManager;  	/**  	 * \param id The id of the GameObject this component belongs to  	 */  	Component(game_object_id_t id); +	//! Only the ComponentManager can create components +	friend class ComponentManager;  public:  	virtual ~Component() = default; + +public:  	/**  	 * \brief Get the maximum number of instances for this component  	 * -	 * This method returns -1 by default, which means that there is no limit -	 * for the number of instances. Concrete components can override this method -	 * to set a limit. +	 * This method returns -1 by default, which means that there is no limit for the number of +	 * instances. Concrete components can override this method to set a limit.  	 *  	 * \return The maximum number of instances for this component  	 */  	virtual int get_instances_max() const { return -1; } - -public: -	//! The id of the GameObject this component belongs to -	const game_object_id_t game_object_id; -	//! Whether the component is active -	bool active = true;  };  } // namespace crepe diff --git a/src/crepe/ComponentManager.cpp b/src/crepe/ComponentManager.cpp index 85149c8..e310577 100644 --- a/src/crepe/ComponentManager.cpp +++ b/src/crepe/ComponentManager.cpp @@ -1,13 +1,13 @@ -#include "util/log.h" +#include "api/GameObject.h" +#include "util/Log.h"  #include "ComponentManager.h"  using namespace crepe; +using namespace std; -ComponentManager & ComponentManager::get_instance() { -	static ComponentManager instance; -	return instance; -} +ComponentManager::ComponentManager() { dbg_trace(); } +ComponentManager::~ComponentManager() { dbg_trace(); }  void ComponentManager::delete_all_components_of_id(game_object_id_t id) {  	// Loop through all the types (in the unordered_map<>) @@ -21,10 +21,14 @@ void ComponentManager::delete_all_components_of_id(game_object_id_t id) {  }  void ComponentManager::delete_all_components() { -	// Clear the whole unordered_map<>  	this->components.clear(); +	this->next_id = 0;  } -ComponentManager::ComponentManager() { dbg_trace(); } - -ComponentManager::~ComponentManager() { dbg_trace(); } +GameObject ComponentManager::new_object(const string & name, const string & tag, +										const Vector2 & position, double rotation, +										double scale) { +	GameObject object{*this, this->next_id, name, tag, position, rotation, scale}; +	this->next_id++; +	return object; +} diff --git a/src/crepe/ComponentManager.h b/src/crepe/ComponentManager.h index c8c196c..2107453 100644 --- a/src/crepe/ComponentManager.h +++ b/src/crepe/ComponentManager.h @@ -1,40 +1,63 @@  #pragma once -#include <cstdint>  #include <memory>  #include <typeindex>  #include <unordered_map>  #include <vector> +#include "api/Vector2.h" +  #include "Component.h"  namespace crepe { +class GameObject; +  /**   * \brief Manages all components   *  - * This class manages all components. It provides methods to add, delete and get - * components. + * This class manages all components. It provides methods to add, delete and get components.   */  class ComponentManager { +	// TODO: This relation should be removed! I (loek) believe that the scene manager should +	// create/destroy components because the GameObject's are stored in concrete Scene classes, +	// which will in turn call GameObject's destructor, which will in turn call +	// ComponentManager::delete_components_by_id or something. This is a pretty major change, so +	// here is a comment and temporary fix instead :tada: +	friend class SceneManager; +  public: +	ComponentManager(); // dbg_trace +	~ComponentManager(); // dbg_trace +  	/** -	 * \brief Get the instance of the ComponentManager -	 *  -	 * \return The instance of the ComponentManager +	 * \brief Create a new game object using the component manager +	 * +	 * \param name Metadata::name (required) +	 * \param tag Metadata::tag (optional, empty by default) +	 * \param position Transform::position (optional, origin by default) +	 * \param rotation Transform::rotation (optional, 0 by default) +	 * \param scale Transform::scale (optional, 1 by default) +	 * +	 * \returns GameObject interface +	 * +	 * \note This method automatically assigns a new entity ID  	 */ -	static ComponentManager & get_instance(); -	ComponentManager(const ComponentManager &) = delete; -	ComponentManager(ComponentManager &&) = delete; -	ComponentManager & operator=(const ComponentManager &) = delete; -	ComponentManager & operator=(ComponentManager &&) = delete; -	~ComponentManager(); +	GameObject new_object(const std::string & name, const std::string & tag = "", +						  const Vector2 & position = {0, 0}, double rotation = 0, +						  double scale = 1); +protected: +	/** +	 * GameObject is used as an interface to add/remove components, and the game programmer is +	 * supposed to use it instead of interfacing with the component manager directly. +	 */ +	friend class GameObject;  	/**  	 * \brief Add a component to the ComponentManager  	 *  -	 * This method adds a component to the ComponentManager. The component is -	 * created with the given arguments and added to the ComponentManager. +	 * This method adds a component to the ComponentManager. The component is created with the +	 * given arguments and added to the ComponentManager.  	 *   	 * \tparam T The type of the component  	 * \tparam Args The types of the arguments @@ -77,6 +100,8 @@ public:  	 * This method deletes all components.  	 */  	void delete_all_components(); + +public:  	/**  	 * \brief Get all components of a specific type and id  	 *  @@ -87,8 +112,7 @@ public:  	 * \return A vector of all components of the specific type and id  	 */  	template <typename T> -	std::vector<std::reference_wrapper<T>> -	get_components_by_id(game_object_id_t id) const; +	std::vector<std::reference_wrapper<T>> get_components_by_id(game_object_id_t id) const;  	/**  	 * \brief Get all components of a specific type  	 *  @@ -101,23 +125,21 @@ public:  	std::vector<std::reference_wrapper<T>> get_components_by_type() const;  private: -	ComponentManager(); - -private:  	/**  	 * \brief The components  	 *  -	 * This unordered_map stores all components. The key is the type of the -	 * component and the value is a vector of vectors of unique pointers to the -	 * components. -	 * Every component type has its own vector of vectors of unique pointers to -	 * the components. The first vector is for the ids of the GameObjects and the -	 * second vector is for the components (because a GameObject might have multiple -	 * components). +	 * This unordered_map stores all components. The key is the type of the component and the +	 * value is a vector of vectors of unique pointers to the components. +	 * +	 * Every component type has its own vector of vectors of unique pointers to the components. +	 * The first vector is for the ids of the GameObjects and the second vector is for the +	 * components (because a GameObject might have multiple components).  	 */ -	std::unordered_map<std::type_index, -					   std::vector<std::vector<std::unique_ptr<Component>>>> +	std::unordered_map<std::type_index, std::vector<std::vector<std::unique_ptr<Component>>>>  		components; + +	//! ID of next GameObject allocated by \c ComponentManager::new_object +	game_object_id_t next_id = 0;  };  } // namespace crepe diff --git a/src/crepe/ComponentManager.hpp b/src/crepe/ComponentManager.hpp index 98efb49..be99cac 100644 --- a/src/crepe/ComponentManager.hpp +++ b/src/crepe/ComponentManager.hpp @@ -40,7 +40,6 @@ T & ComponentManager::add_component(game_object_id_t id, Args &&... args) {  	// Check if the vector size is not greater than get_instances_max  	int max_instances = instance->get_instances_max();  	if (max_instances != -1 && components[type][id].size() >= max_instances) { -		// TODO: Exception  		throw std::runtime_error(  			"Exceeded maximum number of instances for this component type");  	} @@ -61,8 +60,7 @@ void ComponentManager::delete_components_by_id(game_object_id_t id) {  	// Find the type (in the unordered_map<>)  	if (this->components.find(type) != this->components.end()) {  		// Get the correct vector<> -		vector<vector<unique_ptr<Component>>> & component_array -			= this->components[type]; +		vector<vector<unique_ptr<Component>>> & component_array = this->components[type];  		// Make sure that the id (that we are looking for) is within the boundaries of the vector<>  		if (id < component_array.size()) { @@ -93,12 +91,10 @@ ComponentManager::get_components_by_id(game_object_id_t id) const {  	// Create an empty vector<>  	vector<reference_wrapper<T>> component_vector; -	if (this->components.find(type) == this->components.end()) -		return component_vector; +	if (this->components.find(type) == this->components.end()) return component_vector;  	// Get the correct vector<> -	const vector<vector<unique_ptr<Component>>> & component_array -		= this->components.at(type); +	const vector<vector<unique_ptr<Component>>> & component_array = this->components.at(type);  	// Make sure that the id (that we are looking for) is within the boundaries of the vector<>  	if (id >= component_array.size()) return component_vector; @@ -118,8 +114,7 @@ ComponentManager::get_components_by_id(game_object_id_t id) const {  }  template <typename T> -std::vector<std::reference_wrapper<T>> -ComponentManager::get_components_by_type() const { +std::vector<std::reference_wrapper<T>> ComponentManager::get_components_by_type() const {  	using namespace std;  	// Determine the type of T (this is used as the key of the unordered_map<>) @@ -129,12 +124,10 @@ ComponentManager::get_components_by_type() const {  	vector<reference_wrapper<T>> component_vector;  	// Find the type (in the unordered_map<>) -	if (this->components.find(type) == this->components.end()) -		return component_vector; +	if (this->components.find(type) == this->components.end()) return component_vector;  	// Get the correct vector<> -	const vector<vector<unique_ptr<Component>>> & component_array -		= this->components.at(type); +	const vector<vector<unique_ptr<Component>>> & component_array = this->components.at(type);  	// Loop through the whole vector<>  	for (const vector<unique_ptr<Component>> & component : component_array) { diff --git a/src/crepe/Exception.cpp b/src/crepe/Exception.cpp deleted file mode 100644 index dab8f2e..0000000 --- a/src/crepe/Exception.cpp +++ /dev/null @@ -1,16 +0,0 @@ -#include <cstdarg> - -#include "Exception.h" -#include "util/fmt.h" - -using namespace std; -using namespace crepe; - -const char * Exception::what() { return error.c_str(); } - -Exception::Exception(const char * fmt, ...) { -	va_list args; -	va_start(args, fmt); -	this->error = va_stringf(args, fmt); -	va_end(args); -} diff --git a/src/crepe/Exception.h b/src/crepe/Exception.h deleted file mode 100644 index 6473043..0000000 --- a/src/crepe/Exception.h +++ /dev/null @@ -1,22 +0,0 @@ -#pragma once - -#include <exception> -#include <string> - -namespace crepe { - -//! Exception class with printf-style constructor -class Exception : public std::exception { -public: -	//! printf -	Exception(const char * fmt, ...); -	//! Get formatted error message -	const char * what(); - -protected: -	Exception() = default; -	//! Formatted error message -	std::string error; -}; - -} // namespace crepe diff --git a/src/crepe/Particle.cpp b/src/crepe/Particle.cpp index 582edf4..1068cbf 100644 --- a/src/crepe/Particle.cpp +++ b/src/crepe/Particle.cpp @@ -2,8 +2,8 @@  using namespace crepe; -void Particle::reset(uint32_t lifespan, const Vector2 & position, -					 const Vector2 & velocity, double angle) { +void Particle::reset(uint32_t lifespan, const Vector2 & position, const Vector2 & velocity, +					 double angle) {  	// Initialize the particle state  	this->time_in_life = 0;  	this->lifespan = lifespan; diff --git a/src/crepe/Particle.h b/src/crepe/Particle.h index 3eaebc3..19859fe 100644 --- a/src/crepe/Particle.h +++ b/src/crepe/Particle.h @@ -9,9 +9,9 @@ namespace crepe {  /**   * \brief Represents a particle in the particle emitter.   * - * This class stores information about a single particle, including its position, - * velocity, lifespan, and other properties. Particles can be updated over time - * to simulate movement and can also be reset or stopped. + * This class stores information about a single particle, including its position, velocity, + * lifespan, and other properties. Particles can be updated over time to simulate movement and + * can also be reset or stopped.   */  class Particle {  	// TODO: add friend particleSsytem and rendersystem. Unit test will fail. @@ -35,20 +35,20 @@ public:  	/**  	 * \brief Resets the particle with new properties.  	 * -	 * This method initializes the particle with a specific lifespan, position, -	 * velocity, and angle, marking it as active and resetting its life counter. +	 * This method initializes the particle with a specific lifespan, position, velocity, and +	 * angle, marking it as active and resetting its life counter.  	 *  	 * \param lifespan  The lifespan of the particle in amount of updates.  	 * \param position  The starting position of the particle.  	 * \param velocity  The initial velocity of the particle.  	 * \param angle     The angle of the particle's trajectory or orientation.  	 */ -	void reset(uint32_t lifespan, const Vector2 & position, -			   const Vector2 & velocity, double angle); +	void reset(uint32_t lifespan, const Vector2 & position, const Vector2 & velocity, +			   double angle);  	/**  	 * \brief Updates the particle's state.  	 * -	 * Advances the particle's position based on its velocity and applies accumulated forces.  +	 * Advances the particle's position based on its velocity and applies accumulated forces.  	 * Deactivates the particle if its lifespan has expired.  	 */  	void update(); diff --git a/src/crepe/ValueBroker.h b/src/crepe/ValueBroker.h index d844d6a..673b660 100644 --- a/src/crepe/ValueBroker.h +++ b/src/crepe/ValueBroker.h @@ -7,10 +7,9 @@ namespace crepe {  /**   * \brief Give reference to value through custom set/get functions   * - * This class can be used to abstract direct access to any arbitrary value - * through a custom get and set function passed to its constructor. Consumers - * of this type may want to wrap it in a \c Proxy so it behaves like a regular - * variable. + * This class can be used to abstract direct access to any arbitrary value through a custom get + * and set function passed to its constructor. Consumers of this type may want to wrap it in a + * \c Proxy so it behaves like a regular variable.   *   * \tparam T  Type of the underlying variable   */ diff --git a/src/crepe/api/Animator.cpp b/src/crepe/api/Animator.cpp index 58fee2a..464b0fd 100644 --- a/src/crepe/api/Animator.cpp +++ b/src/crepe/api/Animator.cpp @@ -1,7 +1,5 @@ -#include <cstdint> - -#include "util/log.h" +#include "util/Log.h"  #include "Animator.h"  #include "Component.h" @@ -9,7 +7,7 @@  using namespace crepe; -Animator::Animator(uint32_t id, Sprite & ss, int row, int col, int col_animator) +Animator::Animator(game_object_id_t id, Sprite & ss, int row, int col, int col_animator)  	: Component(id),  	  spritesheet(ss),  	  row(row), diff --git a/src/crepe/api/Animator.h b/src/crepe/api/Animator.h index def0240..53f4b91 100644 --- a/src/crepe/api/Animator.h +++ b/src/crepe/api/Animator.h @@ -1,20 +1,19 @@  #pragma once -#include <cstdint> -  #include "Component.h"  #include "Sprite.h"  namespace crepe { +  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 +27,17 @@ 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.cpp b/src/crepe/api/AssetManager.cpp index b891760..3925758 100644 --- a/src/crepe/api/AssetManager.cpp +++ b/src/crepe/api/AssetManager.cpp @@ -1,4 +1,4 @@ -#include "util/log.h" +#include "util/Log.h"  #include "AssetManager.h" 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/AudioSource.cpp b/src/crepe/api/AudioSource.cpp deleted file mode 100644 index 63fd0d7..0000000 --- a/src/crepe/api/AudioSource.cpp +++ /dev/null @@ -1,23 +0,0 @@ -#include <memory> - -#include "../facade/Sound.h" - -#include "AudioSource.h" - -using namespace crepe; - -AudioSource::AudioSource(std::unique_ptr<Asset> audio_clip) { -	this->sound = std::make_unique<crepe::Sound>(std::move(audio_clip)); -} - -void AudioSource::play() { return this->play(false); } - -void AudioSource::play(bool looping) { -	this->sound->set_looping(looping); -	this->sound->play(); -} - -void AudioSource::stop() { -	this->sound->pause(); -	this->sound->rewind(); -} diff --git a/src/crepe/api/AudioSource.h b/src/crepe/api/AudioSource.h deleted file mode 100644 index 1e24ae8..0000000 --- a/src/crepe/api/AudioSource.h +++ /dev/null @@ -1,39 +0,0 @@ -#pragma once - -#include <memory> - -#include "../Asset.h" -#include "../Component.h" - -namespace crepe { - -class Sound; - -//! Audio source component -class AudioSource : public Component { -public: -	AudioSource(std::unique_ptr<Asset> audio_clip); -	virtual ~AudioSource() = default; - -public: -	//! Start or resume this audio source -	void play(); -	void play(bool looping); -	//! Stop this audio source -	void stop(); - -public: -	//! Sample file location -	std::unique_ptr<Asset> audio_clip; -	//! TODO: ????? -	bool play_on_awake; -	//! Repeat the current audio clip during playback -	bool loop; -	//! Normalized volume (0.0 - 1.0) -	float volume; - -private: -	std::unique_ptr<Sound> sound; -}; - -} // namespace crepe diff --git a/src/crepe/api/BehaviorScript.cpp b/src/crepe/api/BehaviorScript.cpp index e69de29..7bbace0 100644 --- a/src/crepe/api/BehaviorScript.cpp +++ b/src/crepe/api/BehaviorScript.cpp @@ -0,0 +1,15 @@ +#include "BehaviorScript.h" +#include "Component.h" +#include "GameObject.h" + +using namespace crepe; + +BehaviorScript::BehaviorScript(game_object_id_t id, ComponentManager & mgr) +	: Component(id), +	  component_manager(mgr) {} + +template <> +BehaviorScript & GameObject::add_component<BehaviorScript>() { +	ComponentManager & mgr = this->component_manager; +	return mgr.add_component<BehaviorScript>(this->id, mgr); +} diff --git a/src/crepe/api/BehaviorScript.h b/src/crepe/api/BehaviorScript.h index 6b1fec7..9d85d4c 100644 --- a/src/crepe/api/BehaviorScript.h +++ b/src/crepe/api/BehaviorScript.h @@ -4,29 +4,69 @@  #include "../Component.h" +#include "GameObject.h" +  namespace crepe {  class ScriptSystem;  class ComponentManager;  class Script; +/** + * \brief Script component + * + * This class acts as a (component) wrapper around an instance of (a class derivatived from) \c + * Script. \c BehaviorScript is the only ECS component that stores member function + * implementations as data. + */  class BehaviorScript : public Component {  protected: -	friend class crepe::ComponentManager; -	using Component::Component; - -public: -	virtual ~BehaviorScript() = default; +	/** +	 * \param id Parent \c GameObject id +	 * \param component_manager Reference to component manager (passed through to \c Script +	 * instance) +	 * +	 * \note Calls to this constructor (should) always pass through \c GameObject::add_component, +	 * which has an exception for this specific component type. This was done so the user does +	 * not have to pass references used within \c Script to each \c BehaviorScript instance. +	 */ +	BehaviorScript(game_object_id_t id, ComponentManager & component_manager); +	//! Only ComponentManager is allowed to instantiate BehaviorScript +	friend class ComponentManager;  public: +	/** +	 * \brief Set the concrete script of this component +	 * +	 * \tparam T Concrete script type (derived from \c crepe::Script) +	 * +	 * \returns Reference to BehaviorScript component (`*this`) +	 */  	template <class T>  	BehaviorScript & set_script();  protected: -	friend class crepe::ScriptSystem; +	//! Script instance  	std::unique_ptr<Script> script = nullptr; +	//! ScriptSystem needs direct access to the script instance +	friend class ScriptSystem; + +protected: +	//! Reference to component manager (passed to Script) +	ComponentManager & component_manager;  }; +/** + * \brief Add a BehaviorScript component to this game object + * + * The \c BehaviorScript class is the only exception to the ECS harmony, and requires a + * reference to the component manager passed to its constructor in order to function normally. + * This is because the \c BehaviorScript (and \c Script) classes are the only component-related + * classes that store implemented member functions as data. + */ +template <> +BehaviorScript & GameObject::add_component<BehaviorScript>(); +  } // namespace crepe  #include "BehaviorScript.hpp" diff --git a/src/crepe/api/BehaviorScript.hpp b/src/crepe/api/BehaviorScript.hpp index 4751607..d80321d 100644 --- a/src/crepe/api/BehaviorScript.hpp +++ b/src/crepe/api/BehaviorScript.hpp @@ -2,7 +2,7 @@  #include <type_traits> -#include "../util/log.h" +#include "../util/Log.h"  #include "BehaviorScript.h"  #include "Script.h" @@ -11,10 +11,11 @@ namespace crepe {  template <class T>  BehaviorScript & BehaviorScript::set_script() { -	static_assert(std::is_base_of<Script, T>::value);  	dbg_trace(); +	static_assert(std::is_base_of<Script, T>::value);  	Script * s = new T(); -	s->parent = this; +	s->game_object_id = this->game_object_id; +	s->component_manager_ref = &this->component_manager;  	this->script = std::unique_ptr<Script>(s);  	return *this;  } diff --git a/src/crepe/api/CMakeLists.txt b/src/crepe/api/CMakeLists.txt index 85696c4..f9b370f 100644 --- a/src/crepe/api/CMakeLists.txt +++ b/src/crepe/api/CMakeLists.txt @@ -1,7 +1,6 @@  target_sources(crepe PUBLIC  	# AudioSource.cpp  	BehaviorScript.cpp -	Script.cpp  	GameObject.cpp  	Rigidbody.cpp  	ParticleEmitter.cpp diff --git a/src/crepe/api/Camera.cpp b/src/crepe/api/Camera.cpp index 6355a03..5835bdd 100644 --- a/src/crepe/api/Camera.cpp +++ b/src/crepe/api/Camera.cpp @@ -1,7 +1,4 @@ - -#include <cstdint> - -#include "util/log.h" +#include "util/Log.h"  #include "Camera.h"  #include "Color.h" @@ -9,7 +6,7 @@  using namespace crepe; -Camera::Camera(uint32_t id, const Color & bg_color) +Camera::Camera(game_object_id_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..e0cda34 100644 --- a/src/crepe/api/Camera.h +++ b/src/crepe/api/Camera.h @@ -1,7 +1,5 @@  #pragma once -#include <cstdint> -  #include "Color.h"  #include "Component.h" @@ -11,9 +9,8 @@ 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 { @@ -23,7 +20,7 @@ public:  	 * \param id Unique identifier for the camera component.  	 * \param bg_color Background color for the camera view.  	 */ -	Camera(uint32_t id, const Color & bg_color); +	Camera(game_object_id_t id, const Color & bg_color);  	~Camera(); // dbg_trace only  public: diff --git a/src/crepe/api/Config.h b/src/crepe/api/Config.h index 8c9e643..3ab877a 100644 --- a/src/crepe/api/Config.h +++ b/src/crepe/api/Config.h @@ -1,19 +1,24 @@  #pragma once -#include "../util/log.h" +#include "../util/Log.h"  namespace crepe { +/** + * \brief Global configuration interface + * + * This class stores engine default settings. Properties on this class are only supposed to be + * modified *before* execution is handed over from the game programmer to the engine (i.e. the + * main loop is started). + */  class Config { -private: -	Config() = default; - -public: -	~Config() = default; -  public:  	//! Retrieve handle to global Config instance  	static Config & get_instance(); + +private: +	Config() = default; +  	// singleton  	Config(const Config &) = delete;  	Config(Config &&) = delete; @@ -26,10 +31,9 @@ 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; +		Log::Level level = Log::Level::INFO;  		/**  		 * \brief Colored log output  		 * @@ -43,8 +47,8 @@ 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..287e81d 100644 --- a/src/crepe/api/GameObject.cpp +++ b/src/crepe/api/GameObject.cpp @@ -1,23 +1,26 @@  #include "api/Transform.h" +#include "BehaviorScript.h"  #include "GameObject.h"  #include "Metadata.h"  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) -	: id(id) { +GameObject::GameObject(ComponentManager & component_manager, game_object_id_t id, +					   const std::string & name, const std::string & tag, +					   const Vector2 & position, double rotation, double scale) +	: id(id), +	  component_manager(component_manager) { +  	// Add Transform and Metadata components -	ComponentManager & mgr = ComponentManager::get_instance(); +	ComponentManager & mgr = this->component_manager;  	mgr.add_component<Transform>(this->id, position, rotation, scale);  	mgr.add_component<Metadata>(this->id, name, tag);  }  void GameObject::set_parent(const GameObject & parent) { -	ComponentManager & mgr = ComponentManager::get_instance(); +	ComponentManager & mgr = this->component_manager;  	// Set parent on own Metadata component  	vector<reference_wrapper<Metadata>> this_metadata diff --git a/src/crepe/api/GameObject.h b/src/crepe/api/GameObject.h index d703730..34ef8bb 100644 --- a/src/crepe/api/GameObject.h +++ b/src/crepe/api/GameObject.h @@ -2,25 +2,26 @@  #include <string> +#include "Vector2.h"  #include "types.h"  namespace crepe { -class Vector2; +class ComponentManager;  /**   * \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: +private:  	/** -	 * 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 component_manager Reference to component_manager  	 * \param id The id of the GameObject  	 * \param name The name of the GameObject  	 * \param tag The tag of the GameObject @@ -28,15 +29,19 @@ 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, +	GameObject(ComponentManager & component_manager, game_object_id_t id, +			   const std::string & name, const std::string & tag, const Vector2 & position,  			   double rotation, double scale); +	//! ComponentManager instances GameObject +	friend class ComponentManager; + +public:  	/**  	 * \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 +49,8 @@ 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 @@ -58,6 +63,9 @@ public:  public:  	//! The id of the GameObject  	const game_object_id_t id; + +protected: +	ComponentManager & component_manager;  };  } // namespace crepe diff --git a/src/crepe/api/GameObject.hpp b/src/crepe/api/GameObject.hpp index bfba7fe..17b17d7 100644 --- a/src/crepe/api/GameObject.hpp +++ b/src/crepe/api/GameObject.hpp @@ -8,7 +8,7 @@ namespace crepe {  template <typename T, typename... Args>  T & GameObject::add_component(Args &&... args) { -	ComponentManager & mgr = ComponentManager::get_instance(); +	ComponentManager & mgr = this->component_manager;  	return mgr.add_component<T>(this->id, std::forward<Args>(args)...);  } diff --git a/src/crepe/api/LoopManager.cpp b/src/crepe/api/LoopManager.cpp index 2e9823f..a64366f 100644 --- a/src/crepe/api/LoopManager.cpp +++ b/src/crepe/api/LoopManager.cpp @@ -1,5 +1,9 @@ -  #include "../facade/SDLContext.h" + +#include "../system/AnimatorSystem.h" +#include "../system/CollisionSystem.h" +#include "../system/ParticleSystem.h" +#include "../system/PhysicsSystem.h"  #include "../system/RenderSystem.h"  #include "../system/ScriptSystem.h" @@ -7,11 +11,21 @@  #include "LoopTimer.h"  using namespace crepe; +using namespace std; + +LoopManager::LoopManager() { +	this->load_system<AnimatorSystem>(); +	this->load_system<CollisionSystem>(); +	this->load_system<ParticleSystem>(); +	this->load_system<PhysicsSystem>(); +	this->load_system<RenderSystem>(); +	this->load_system<ScriptSystem>(); +} -LoopManager::LoopManager() {}  void LoopManager::process_input() {  	SDLContext::get_instance().handle_events(this->game_running);  } +  void LoopManager::start() {  	this->setup();  	this->loop(); @@ -48,7 +62,7 @@ void LoopManager::setup() {  void LoopManager::render() {  	if (this->game_running) { -		RenderSystem::get_instance().update(); +		this->get_system<RenderSystem>().update();  	}  } diff --git a/src/crepe/api/LoopManager.h b/src/crepe/api/LoopManager.h index 2f03193..f6904be 100644 --- a/src/crepe/api/LoopManager.h +++ b/src/crepe/api/LoopManager.h @@ -2,15 +2,9 @@  #include <memory> -class RenderSystem; -class SDLContext; -class LoopTimer; -class ScriptSystem; -class SoundSystem; -class ParticleSystem; -class PhysicsSystem; -class AnimatorSystem; -class CollisionSystem; +#include "../ComponentManager.h" +#include "../system/System.h" +  namespace crepe {  class LoopManager { @@ -73,7 +67,35 @@ private:  	void render();  	bool game_running = false; -	//#TODO add system instances + +private: +	//! Component manager instance +	ComponentManager component_manager{}; + +private: +	/** +	 * \brief Collection of System instances +	 * +	 * This map holds System instances indexed by the system's class typeid. It is filled in the +	 * constructor of \c LoopManager using LoopManager::load_system. +	 */ +	std::unordered_map<std::type_index, std::unique_ptr<System>> systems; +	/** +	 * \brief Initialize a system +	 * \tparam T System type (must be derivative of \c System) +	 */ +	template <class T> +	void load_system(); +	/** +	 * \brief Retrieve a reference to ECS system +	 * \tparam T System type +	 * \returns Reference to system instance +	 * \throws std::runtime_error if the System is not initialized +	 */ +	template <class T> +	T & get_system();  };  } // namespace crepe + +#include "LoopManager.hpp" diff --git a/src/crepe/api/LoopManager.hpp b/src/crepe/api/LoopManager.hpp new file mode 100644 index 0000000..0b14fdb --- /dev/null +++ b/src/crepe/api/LoopManager.hpp @@ -0,0 +1,40 @@ +#pragma once + +#include <cassert> +#include <format> +#include <memory> + +#include "../system/System.h" + +#include "LoopManager.h" + +namespace crepe { + +template <class T> +T & LoopManager::get_system() { +	using namespace std; +	static_assert(is_base_of<System, T>::value, +				  "get_system must recieve a derivative class of System"); + +	const type_info & type = typeid(T); +	if (!this->systems.contains(type)) +		throw runtime_error(format("LoopManager: {} is not initialized", type.name())); + +	System * system = this->systems.at(type).get(); +	T * concrete_system = dynamic_cast<T *>(system); +	assert(concrete_system != nullptr); + +	return *concrete_system; +} + +template <class T> +void LoopManager::load_system() { +	using namespace std; +	static_assert(is_base_of<System, T>::value, +				  "load_system must recieve a derivative class of System"); + +	System * system = new T(this->component_manager); +	this->systems[typeid(T)] = unique_ptr<System>(system); +} + +} // namespace crepe diff --git a/src/crepe/api/LoopTimer.cpp b/src/crepe/api/LoopTimer.cpp index 8f09e41..a9800b7 100644 --- a/src/crepe/api/LoopTimer.cpp +++ b/src/crepe/api/LoopTimer.cpp @@ -1,7 +1,7 @@  #include <chrono>  #include "../facade/SDLContext.h" -#include "../util/log.h" +#include "../util/Log.h"  #include "LoopTimer.h" @@ -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..f277d7b 100644 --- a/src/crepe/api/LoopTimer.h +++ b/src/crepe/api/LoopTimer.h @@ -1,124 +1,123 @@  #pragma once  #include <chrono> -#include <cstdint>  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 +130,9 @@ 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.cpp b/src/crepe/api/Rigidbody.cpp index 3bf1c5b..6b87695 100644 --- a/src/crepe/api/Rigidbody.cpp +++ b/src/crepe/api/Rigidbody.cpp @@ -2,8 +2,8 @@  using namespace crepe; -crepe::Rigidbody::Rigidbody(uint32_t game_object_id, const Data & data) -	: Component(game_object_id), +crepe::Rigidbody::Rigidbody(game_object_id_t id, const Data & data) +	: Component(id),  	  data(data) {}  void crepe::Rigidbody::add_force_linear(const Vector2 & force) { diff --git a/src/crepe/api/Rigidbody.h b/src/crepe/api/Rigidbody.h index 68481f4..3e5c7a3 100644 --- a/src/crepe/api/Rigidbody.h +++ b/src/crepe/api/Rigidbody.h @@ -1,7 +1,5 @@  #pragma once -#include <cstdint> -  #include "../Component.h"  #include "Vector2.h" @@ -11,8 +9,8 @@ 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 +30,8 @@ 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 @@ -82,7 +80,7 @@ public:  	 * \param game_object_id id of the gameobject the rigibody is added to.  	 * \param data struct to configure the rigidbody.  	 */ -	Rigidbody(uint32_t game_object_id, const Data & data); +	Rigidbody(game_object_id_t id, const Data & data);  	//! struct to hold data of rigidbody  	Data data; diff --git a/src/crepe/api/SaveManager.cpp b/src/crepe/api/SaveManager.cpp index 43276c5..c5f43ea 100644 --- a/src/crepe/api/SaveManager.cpp +++ b/src/crepe/api/SaveManager.cpp @@ -1,5 +1,5 @@  #include "../facade/DB.h" -#include "../util/log.h" +#include "../util/Log.h"  #include "Config.h"  #include "SaveManager.h" @@ -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/Scene.cpp b/src/crepe/api/Scene.cpp index 933edf4..88aa82d 100644 --- a/src/crepe/api/Scene.cpp +++ b/src/crepe/api/Scene.cpp @@ -2,4 +2,6 @@  using namespace crepe; -Scene::Scene(const std::string & name) : name(name) {} +Scene::Scene(ComponentManager & mgr, const std::string & name) +	: component_manager(mgr), +	  name(name) {} diff --git a/src/crepe/api/Scene.h b/src/crepe/api/Scene.h index f8bcc3d..0e516b6 100644 --- a/src/crepe/api/Scene.h +++ b/src/crepe/api/Scene.h @@ -4,14 +4,23 @@  namespace crepe { +class SceneManager; +class ComponentManager; +  class Scene { +protected: +	Scene(ComponentManager & mgr, const std::string & name); +	friend class SceneManager; +  public: -	Scene(const std::string & name);  	virtual ~Scene() = default; -	virtual void load_scene() = 0;  public: -	std::string name; +	virtual void load_scene() = 0; +	const std::string name; + +protected: +	ComponentManager & component_manager;  };  } // namespace crepe diff --git a/src/crepe/api/SceneManager.cpp b/src/crepe/api/SceneManager.cpp index dfed6ee..7fb5cb0 100644 --- a/src/crepe/api/SceneManager.cpp +++ b/src/crepe/api/SceneManager.cpp @@ -8,10 +8,7 @@  using namespace crepe;  using namespace std; -SceneManager & SceneManager::get_instance() { -	static SceneManager instance; -	return instance; -} +SceneManager::SceneManager(ComponentManager & mgr) : component_manager(mgr) {}  void SceneManager::set_next_scene(const string & name) { next_scene = name; } @@ -19,18 +16,17 @@ 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;  	unique_ptr<Scene> & scene = *it;  	// Delete all components of the current scene -	ComponentManager & mgr = ComponentManager::get_instance(); +	ComponentManager & mgr = this->component_manager;  	mgr.delete_all_components();  	// Load the new scene diff --git a/src/crepe/api/SceneManager.h b/src/crepe/api/SceneManager.h index 1e0e670..e854794 100644 --- a/src/crepe/api/SceneManager.h +++ b/src/crepe/api/SceneManager.h @@ -8,14 +8,11 @@  namespace crepe { +class ComponentManager; +  class SceneManager {  public: -	// Singleton -	static SceneManager & get_instance(); -	SceneManager(const SceneManager &) = delete; -	SceneManager(SceneManager &&) = delete; -	SceneManager & operator=(const SceneManager &) = delete; -	SceneManager & operator=(SceneManager &&) = delete; +	SceneManager(ComponentManager & mgr);  public:  	/** @@ -38,11 +35,9 @@ public:  	void load_next_scene();  private: -	SceneManager() = default; - -private:  	std::vector<std::unique_ptr<Scene>> scenes;  	std::string next_scene; +	ComponentManager & component_manager;  };  } // namespace crepe diff --git a/src/crepe/api/SceneManager.hpp b/src/crepe/api/SceneManager.hpp index 8bad7b2..714f690 100644 --- a/src/crepe/api/SceneManager.hpp +++ b/src/crepe/api/SceneManager.hpp @@ -1,13 +1,16 @@ +#pragma once +  #include "SceneManager.h"  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"); +	using namespace std; +	static_assert(is_base_of<Scene, T>::value, "T must be derived from Scene"); -	scenes.emplace_back(make_unique<T>(name)); +	Scene * scene = new T(this->component_manager, name); +	this->scenes.emplace_back(unique_ptr<Scene>(scene));  	// The first scene added, is the one that will be loaded at the beginning  	if (next_scene.empty()) { diff --git a/src/crepe/api/Script.cpp b/src/crepe/api/Script.cpp deleted file mode 100644 index 390cec7..0000000 --- a/src/crepe/api/Script.cpp +++ /dev/null @@ -1,3 +0,0 @@ -#include "Script.h" - -using namespace crepe; diff --git a/src/crepe/api/Script.h b/src/crepe/api/Script.h index 49e625f..2b70379 100644 --- a/src/crepe/api/Script.h +++ b/src/crepe/api/Script.h @@ -2,35 +2,85 @@  #include <vector> -namespace crepe { -class ScriptSystem; -} +#include "../types.h"  namespace crepe { +class ScriptSystem;  class BehaviorScript; +class ComponentManager; +/** + * \brief Script interface + * + * This class is used as a base class for user-defined scripts that can be added to game + * objects using the \c BehaviorScript component. + * + * \note Additional *events* (like Unity's OnDisable and OnEnable) should be implemented as + * member or lambda methods in derivative user script classes and registered in \c init(). + */  class Script { -	friend class crepe::ScriptSystem; -  protected: +	/** +	 * \brief Script initialization function +	 * +	 * This function is called during the ScriptSystem::update() routine *before* +	 * Script::update() if it (a) has not yet been called and (b) the \c BehaviorScript component +	 * holding this script instance is active. +	 */  	virtual void init() {} +	/** +	 * \brief Script update function +	 * +	 * This function is called during the ScriptSystem::update() routine if the \c BehaviorScript +	 * component holding this script instance is active. +	 */  	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. +	//! ScriptSystem calls \c init() and \c update() +	friend class crepe::ScriptSystem;  protected: +	/** +	 * \brief Get single component of type \c T on this game object (utility) +	 * +	 * \tparam T Type of component +	 * +	 * \returns Reference to component +	 * +	 * \throws nullptr if this game object does not have a component matching type \c T +	 */  	template <typename T> -	T & get_component(); +	T & get_component() const; +	// TODO: make get_component calls for component types that can have more than 1 instance +	// cause compile-time errors +	/** +	 * \brief Get all components of type \c T on this game object (utility) +	 * +	 * \tparam T Type of component +	 * +	 * \returns List of component references +	 */  	template <typename T> -	std::vector<std::reference_wrapper<T>> get_components(); +	std::vector<std::reference_wrapper<T>> get_components() const; + +protected: +	// NOTE: Script must have a constructor without arguments so the game programmer doesn't need +	// to manually add `using Script::Script` to their concrete script class. +	Script() = default; +	//! Only \c BehaviorScript instantiates Script +	friend class BehaviorScript; + +private: +	// These references are set by BehaviorScript immediately after calling the constructor of +	// Script. +	game_object_id_t game_object_id = -1; +	ComponentManager * component_manager_ref = nullptr; +	// TODO: use OptionalRef instead of pointer  private: -	friend class crepe::BehaviorScript; -	BehaviorScript * parent = nullptr; +	//! Flag to indicate if \c init() has been called already +	bool initialized = false;  };  } // namespace crepe diff --git a/src/crepe/api/Script.hpp b/src/crepe/api/Script.hpp index d96c0e8..a064a90 100644 --- a/src/crepe/api/Script.hpp +++ b/src/crepe/api/Script.hpp @@ -8,18 +8,21 @@  namespace crepe {  template <typename T> -T & Script::get_component() { -	std::vector<std::reference_wrapper<T>> all_components -		= this->get_components<T>(); -	if (all_components.size() < 1) throw nullptr; // TODO +T & Script::get_component() const { +	using namespace std; +	vector<reference_wrapper<T>> all_components = this->get_components<T>(); +	if (all_components.size() < 1) +		throw runtime_error( +			format("Script: no component found with type = {}", typeid(T).name()));  	return all_components.back().get();  }  template <typename T> -std::vector<std::reference_wrapper<T>> Script::get_components() { -	ComponentManager & mgr = ComponentManager::get_instance(); -	return mgr.get_components_by_id<T>(this->parent->game_object_id); +std::vector<std::reference_wrapper<T>> Script::get_components() const { +	auto & mgr = *this->component_manager_ref; + +	return mgr.get_components_by_id<T>(this->game_object_id);  }  } // namespace crepe diff --git a/src/crepe/api/Sprite.cpp b/src/crepe/api/Sprite.cpp index 6f0433f..bd2d5cf 100644 --- a/src/crepe/api/Sprite.cpp +++ b/src/crepe/api/Sprite.cpp @@ -1,6 +1,6 @@  #include <memory> -#include "../util/log.h" +#include "../util/Log.h"  #include "facade/SDLContext.h"  #include "Component.h" @@ -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..0192793 100644 --- a/src/crepe/api/Sprite.h +++ b/src/crepe/api/Sprite.h @@ -1,6 +1,5 @@  #pragma once -#include <cstdint>  #include <memory>  #include "Color.h" @@ -28,8 +27,8 @@ 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 +42,8 @@ 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 +80,8 @@ 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.cpp b/src/crepe/api/Texture.cpp index 8ce65c2..734a5bb 100644 --- a/src/crepe/api/Texture.cpp +++ b/src/crepe/api/Texture.cpp @@ -1,7 +1,7 @@  #include <SDL2/SDL_render.h>  #include "../facade/SDLContext.h" -#include "../util/log.h" +#include "../util/Log.h"  #include "Asset.h"  #include "Texture.h" @@ -26,7 +26,7 @@ Texture::~Texture() {  void Texture::load(unique_ptr<Asset> res) {  	SDLContext & ctx = SDLContext::get_instance(); -	this->texture = std::move(ctx.texture_from_path(res->canonical())); +	this->texture = std::move(ctx.texture_from_path(res->get_canonical()));  }  int Texture::get_width() const { 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..cd944bd 100644 --- a/src/crepe/api/Transform.cpp +++ b/src/crepe/api/Transform.cpp @@ -1,11 +1,10 @@ -#include "util/log.h" +#include "../util/Log.h"  #include "Transform.h"  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..18aa293 100644 --- a/src/crepe/api/Transform.h +++ b/src/crepe/api/Transform.h @@ -9,33 +9,33 @@ 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: +	//! Translation (shift) +	Vector2 position = {0, 0}; +	//! Rotation, in degrees +	double rotation = 0; +	//! Multiplication factor +	double scale = 0; + +protected:  	/**  	 * \param id The id of the GameObject this component belongs to  	 * \param point The position of the GameObject  	 * \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 -	 * -	 * \return The maximum number of instances for this component +	 * There is always exactly one transform component per entity +	 * \return 1  	 */  	virtual int get_instances_max() const { return 1; } - -public: -	//! Translation (shift) -	Vector2 position; -	//! Rotation, in degrees -	double rotation; -	//! Multiplication factor -	double scale; +	//! ComponentManager instantiates all components +	friend class ComponentManager;  };  } // namespace crepe diff --git a/src/crepe/api/Vector2.cpp b/src/crepe/api/Vector2.cpp index 09b3fa3..30b968e 100644 --- a/src/crepe/api/Vector2.cpp +++ b/src/crepe/api/Vector2.cpp @@ -1,57 +1,33 @@  #include "Vector2.h" -namespace crepe { +using namespace crepe; -// Constructor with initial values -Vector2::Vector2(double x, double y) : x(x), y(y) {} +Vector2 Vector2::operator-(const Vector2 & other) const { return {x - other.x, y - other.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}; -} - -// 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) {  	x *= other.x;  	y *= other.y;  	return *this;  } -// Adds another vector to this vector and updates this vector.  Vector2 & Vector2::operator+=(const Vector2 & other) {  	x += other.x;  	y += other.y;  	return *this;  } -// Adds a scalar value to both components of this vector and updates this vector.  Vector2 & Vector2::operator+=(double other) {  	x += other;  	y += other;  	return *this;  } -// Returns the negation of this vector.  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; -} - -// 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 x == other.x && y == other.y; } -} // namespace crepe +bool Vector2::operator!=(const Vector2 & other) const { return !(*this == other); } diff --git a/src/crepe/api/Vector2.h b/src/crepe/api/Vector2.h index 5a57484..2fb6136 100644 --- a/src/crepe/api/Vector2.h +++ b/src/crepe/api/Vector2.h @@ -2,19 +2,12 @@  namespace crepe { -//! Vector2 class -class Vector2 { -public: +//! 2D vector +struct Vector2 {  	//! X component of the vector -	double x; +	double x = 0;  	//! Y component of the vector -	double y; - -	//! Default constructor -	Vector2() = default; - -	//! Constructor with initial values -	Vector2(double x, double y); +	double y = 0;  	//! Subtracts another vector from this vector and returns the result.  	Vector2 operator-(const Vector2 & other) const; diff --git a/src/crepe/facade/DB.cpp b/src/crepe/facade/DB.cpp index 0a2f455..d5d19dc 100644 --- a/src/crepe/facade/DB.cpp +++ b/src/crepe/facade/DB.cpp @@ -1,7 +1,6 @@  #include <cstring> -#include "Exception.h" -#include "util/log.h" +#include "util/Log.h"  #include "DB.h" @@ -15,19 +14,18 @@ DB::DB(const string & path) {  	// init database struct  	libdb::DB * db;  	if ((ret = libdb::db_create(&db, NULL, 0)) != 0) -		throw Exception("db_create: %s", libdb::db_strerror(ret)); +		throw runtime_error(format("db_create: {}", libdb::db_strerror(ret)));  	this->db = {db, [](libdb::DB * db) { db->close(db, 0); }};  	// load or create database file -	if ((ret = this->db->open(this->db.get(), NULL, path.c_str(), NULL, -							  libdb::DB_BTREE, DB_CREATE, 0)) -		!= 0) -		throw Exception("db->open: %s", libdb::db_strerror(ret)); +	ret = this->db->open(this->db.get(), NULL, path.c_str(), NULL, libdb::DB_BTREE, DB_CREATE, +						 0); +	if (ret != 0) throw runtime_error(format("db->open: {}", libdb::db_strerror(ret)));  	// create cursor  	libdb::DBC * cursor; -	if ((ret = this->db->cursor(this->db.get(), NULL, &cursor, 0)) != 0) -		throw Exception("db->cursor: %s", libdb::db_strerror(ret)); +	ret = this->db->cursor(this->db.get(), NULL, &cursor, 0); +	if (ret != 0) throw runtime_error(format("db->cursor: {}", libdb::db_strerror(ret)));  	this->cursor = {cursor, [](libdb::DBC * cursor) { cursor->close(cursor); }};  } @@ -45,21 +43,24 @@ string DB::get(const string & key) {  	memset(&db_val, 0, sizeof(libdb::DBT));  	int ret = this->cursor->get(this->cursor.get(), &db_key, &db_val, DB_FIRST); -	if (ret != 0) throw Exception("cursor->get: %s", libdb::db_strerror(ret)); -	return {static_cast<char *>(db_val.data), db_val.size}; +	if (ret == 0) return {static_cast<char *>(db_val.data), db_val.size}; + +	string err = format("cursor->get: {}", libdb::db_strerror(ret)); +	if (ret == DB_NOTFOUND) throw out_of_range(err); +	else throw runtime_error(err);  }  void DB::set(const string & key, const string & value) {  	libdb::DBT db_key = this->to_thing(key);  	libdb::DBT db_val = this->to_thing(value);  	int ret = this->db->put(this->db.get(), NULL, &db_key, &db_val, 0); -	if (ret != 0) throw Exception("cursor->get: %s", libdb::db_strerror(ret)); +	if (ret != 0) throw runtime_error(format("cursor->get: {}", libdb::db_strerror(ret)));  } -bool DB::has(const std::string & key) noexcept { +bool DB::has(const std::string & key) {  	try {  		this->get(key); -	} catch (...) { +	} catch (std::out_of_range &) {  		return false;  	}  	return true; diff --git a/src/crepe/facade/DB.h b/src/crepe/facade/DB.h index 7c757a2..629b0eb 100644 --- a/src/crepe/facade/DB.h +++ b/src/crepe/facade/DB.h @@ -15,8 +15,8 @@ namespace crepe {  /**   * \brief Berkeley DB facade   * - * Berkeley DB is a simple key-value database that stores arbitrary data as - * both key and value. This facade uses STL strings as keys/values. + * Berkeley DB is a simple key-value database that stores arbitrary data as both key and value. + * This facade uses STL strings as keys/values.   */  class DB {  public: @@ -34,7 +34,8 @@ public:  	 *  	 * \return The value  	 * -	 * \throws Exception if value is not found in DB or other error occurs +	 * \throws std::out_of_range if value is not found in DB +	 * \throws std::runtime_error if other error occurs  	 */  	std::string get(const std::string & key);  	/** @@ -43,7 +44,7 @@ public:  	 * \param key  The value key  	 * \param value  The value to store  	 * -	 * \throws Exception if an error occurs +	 * \throws std::runtime_error if an error occurs  	 */  	void set(const std::string & key, const std::string & value);  	/** @@ -53,7 +54,7 @@ public:  	 *  	 * \returns True if the key exists, or false if it does not  	 */ -	bool has(const std::string & key) noexcept; +	bool has(const std::string & key);  private:  	//! RAII wrapper around \c DB struct diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index c78a3ca..b56b5e7 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -12,17 +12,16 @@  #include <memory>  #include <string>  #include <sys/types.h> -#include <utility>  #include "../api/Sprite.h"  #include "../api/Texture.h"  #include "../api/Transform.h" -#include "../util/log.h" -#include "Exception.h" +#include "../util/Log.h"  #include "SDLContext.h"  using namespace crepe; +using namespace std;  SDLContext & SDLContext::get_instance() {  	static SDLContext instance; @@ -35,41 +34,37 @@ SDLContext::SDLContext() {  	if (SDL_Init(SDL_INIT_VIDEO) < 0) {  		// FIXME: throw exception -		std::cerr << "SDL could not initialize! SDL_Error: " << SDL_GetError() -				  << std::endl; +		std::cerr << "SDL could not initialize! SDL_Error: " << SDL_GetError() << std::endl;  		return;  	} -	SDL_Window * tmp_window = SDL_CreateWindow( -		"Crepe Game Engine", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, -		this->viewport.w, this->viewport.h, 0); +	SDL_Window * tmp_window +		= SDL_CreateWindow("Crepe Game Engine", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, +						   this->viewport.w, this->viewport.h, 0);  	if (!tmp_window) {  		// FIXME: throw exception -		std::cerr << "Window could not be created! SDL_Error: " -				  << SDL_GetError() << std::endl; +		std::cerr << "Window could not be created! SDL_Error: " << SDL_GetError() << std::endl;  		return;  	} -	this->game_window -		= {tmp_window, [](SDL_Window * window) { SDL_DestroyWindow(window); }}; +	this->game_window = {tmp_window, [](SDL_Window * window) { SDL_DestroyWindow(window); }}; -	SDL_Renderer * tmp_renderer = SDL_CreateRenderer( -		this->game_window.get(), -1, SDL_RENDERER_ACCELERATED); +	SDL_Renderer * tmp_renderer +		= SDL_CreateRenderer(this->game_window.get(), -1, SDL_RENDERER_ACCELERATED);  	if (!tmp_renderer) {  		// FIXME: throw exception -		std::cerr << "Renderer could not be created! SDL_Error: " -				  << SDL_GetError() << std::endl; +		std::cerr << "Renderer could not be created! SDL_Error: " << SDL_GetError() +				  << std::endl;  		SDL_DestroyWindow(this->game_window.get());  		return;  	} -	this->game_renderer = {tmp_renderer, [](SDL_Renderer * renderer) { -							   SDL_DestroyRenderer(renderer); -						   }}; +	this->game_renderer +		= {tmp_renderer, [](SDL_Renderer * renderer) { SDL_DestroyRenderer(renderer); }};  	int img_flags = IMG_INIT_PNG;  	if (!(IMG_Init(img_flags) & img_flags)) {  		// FIXME: throw exception -		std::cout << "SDL_image could not initialize! SDL_image Error: " -				  << IMG_GetError() << std::endl; +		std::cout << "SDL_image could not initialize! SDL_image Error: " << IMG_GetError() +				  << std::endl;  	}  } @@ -108,9 +103,7 @@ void SDLContext::handle_events(bool & running) {  }  void SDLContext::clear_screen() { SDL_RenderClear(this->game_renderer.get()); } -void SDLContext::present_screen() { -	SDL_RenderPresent(this->game_renderer.get()); -} +void SDLContext::present_screen() { SDL_RenderPresent(this->game_renderer.get()); }  void SDLContext::set_rbg_texture(const std::shared_ptr<Texture>& texture, const uint8_t& r, const uint8_t& g, const uint8_t& b){  	SDL_SetTextureColorMod(texture->texture.get(), r, g, b); @@ -119,8 +112,7 @@ void SDLContext::set_alpha_texture(const std::shared_ptr<Texture>& texture, cons  	SDL_SetTextureAlphaMod(texture->texture.get(), alpha	);  } -void SDLContext::draw(const Sprite & sprite, const Transform & transform, -					  const Camera & cam) { +void SDLContext::draw(const Sprite & sprite, const Transform & transform, const Camera & cam) {  	SDL_RendererFlip render_flip  		= (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * sprite.flip.flip_x) @@ -151,9 +143,7 @@ void SDLContext::draw(const Sprite & sprite, const Transform & transform,  		.h = static_cast<int>(adjusted_h),  	}; -	SDL_RenderCopyEx(this->game_renderer.get(), -					 sprite.sprite_image->texture.get(), &srcrect, - +	SDL_RenderCopyEx(this->game_renderer.get(), sprite.sprite_image->texture.get(), &srcrect,  					 &dstrect, transform.rotation, NULL, render_flip);  } @@ -163,8 +153,8 @@ void SDLContext::camera(const Camera & cam) {  	this->viewport.x = static_cast<int>(cam.x) - (SCREEN_WIDTH / 2);  	this->viewport.y = static_cast<int>(cam.y) - (SCREEN_HEIGHT / 2); -	SDL_SetRenderDrawColor(this->game_renderer.get(), cam.bg_color.r, -						   cam.bg_color.g, cam.bg_color.b, cam.bg_color.a); +	SDL_SetRenderDrawColor(this->game_renderer.get(), cam.bg_color.r, cam.bg_color.g, +						   cam.bg_color.b, cam.bg_color.a);  }  uint64_t SDLContext::get_ticks() const { return SDL_GetTicks64(); } @@ -177,22 +167,18 @@ SDLContext::texture_from_path(const std::string & path) {  		tmp = IMG_Load("../asset/texture/ERROR.png");  	} -	std::unique_ptr<SDL_Surface, std::function<void(SDL_Surface *)>> -		img_surface; -	img_surface -		= {tmp, [](SDL_Surface * surface) { SDL_FreeSurface(surface); }}; +	std::unique_ptr<SDL_Surface, std::function<void(SDL_Surface *)>> img_surface; +	img_surface = {tmp, [](SDL_Surface * surface) { SDL_FreeSurface(surface); }}; -	SDL_Texture * tmp_texture = SDL_CreateTextureFromSurface( -		this->game_renderer.get(), img_surface.get()); +	SDL_Texture * tmp_texture +		= SDL_CreateTextureFromSurface(this->game_renderer.get(), img_surface.get());  	if (tmp_texture == nullptr) { -		throw Exception("Texture cannot be load from %s", path.c_str()); +		throw runtime_error(format("Texture cannot be load from {}", path));  	} -	std::unique_ptr<SDL_Texture, std::function<void(SDL_Texture *)>> -		img_texture; -	img_texture = {tmp_texture, -				   [](SDL_Texture * texture) { SDL_DestroyTexture(texture); }}; +	std::unique_ptr<SDL_Texture, std::function<void(SDL_Texture *)>> img_texture; +	img_texture = {tmp_texture, [](SDL_Texture * texture) { SDL_DestroyTexture(texture); }};  	return img_texture;  } diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index 5b5ee3e..8cbd5fa 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -19,9 +19,8 @@ const int SCREEN_HEIGHT = 480;  namespace crepe { -// TODO: SDL_Keycode is defined in a header not distributed with crepe, which -// means this typedef is unusable when crepe is packaged. Wouter will fix this -// later. +// TODO: SDL_Keycode is defined in a header not distributed with crepe, which means this +// typedef is unusable when crepe is packaged. Wouter will fix this later.  typedef SDL_Keycode CREPE_KEYCODES;  class Texture; @@ -31,8 +30,8 @@ class LoopManager;   * \class SDLContext   * \brief Facade for the SDL library   *  - * SDLContext is a singleton that handles the SDL window and renderer, provides methods - * for event handling, and rendering to the screen. It is never used directly by the user + * SDLContext is a singleton that handles the SDL window and renderer, provides methods for + * event handling, and rendering to the screen. It is never used directly by the user   */  class SDLContext { @@ -70,9 +69,8 @@ private:  	/**  	 * \brief Pauses the execution for a specified duration.  	 * -	 * This function uses SDL's delay function to halt the program execution -	 * for a given number of milliseconds, allowing for frame rate control -	 * or other timing-related functionality. +	 * This function uses SDL's delay function to halt the program execution for a given number +	 * of milliseconds, allowing for frame rate control or other timing-related functionality.  	 *  	 * \param ms Duration of the delay in milliseconds.  	 */ @@ -129,8 +127,7 @@ private:  	 * \param transform Reference to the Transform for positioning.  	 * \param camera Reference to the Camera for view adjustments.  	 */ -	void draw(const Sprite & sprite, const Transform & transform, -			  const Camera & camera); +	void draw(const Sprite & sprite, const Transform & transform, const Camera & camera);  	void draw_particle(const Vector2 & pos, const Camera & camera); @@ -173,8 +170,7 @@ private:  	std::unique_ptr<SDL_Window, std::function<void(SDL_Window *)>> game_window;  	//! renderer for the crepe engine -	std::unique_ptr<SDL_Renderer, std::function<void(SDL_Renderer *)>> -		game_renderer; +	std::unique_ptr<SDL_Renderer, std::function<void(SDL_Renderer *)>> game_renderer;  	//! viewport for the camera window  	SDL_Rect viewport = {0, 0, 640, 480}; diff --git a/src/crepe/facade/Sound.cpp b/src/crepe/facade/Sound.cpp index 648ec81..7aa89a9 100644 --- a/src/crepe/facade/Sound.cpp +++ b/src/crepe/facade/Sound.cpp @@ -1,23 +1,22 @@ -#include "../util/log.h" +#include "../util/Log.h"  #include "Sound.h"  #include "SoundContext.h"  using namespace crepe; +using namespace std; -Sound::Sound(std::unique_ptr<Asset> res) { +Sound::Sound(unique_ptr<Asset> res) {  	dbg_trace();  	this->load(std::move(res));  }  Sound::Sound(const char * src) {  	dbg_trace(); -	this->load(std::make_unique<Asset>(src)); +	this->load(make_unique<Asset>(src));  } -void Sound::load(std::unique_ptr<Asset> res) { -	this->sample.load(res->canonical()); -} +void Sound::load(unique_ptr<Asset> res) { this->sample.load(res->get_canonical().c_str()); }  void Sound::play() {  	SoundContext & ctx = SoundContext::get_instance(); diff --git a/src/crepe/facade/Sound.h b/src/crepe/facade/Sound.h index 183bd7c..32b6478 100644 --- a/src/crepe/facade/Sound.h +++ b/src/crepe/facade/Sound.h @@ -8,34 +8,37 @@  namespace crepe { +/** + * \brief Sound resource facade + * + * This class is a wrapper around a \c SoLoud::Wav instance, which holds a + * single sample. It is part of the sound facade. + */  class Sound {  public:  	/**  	 * \brief Pause this sample  	 * -	 * Pauses this sound if it is playing, or does nothing if it is already -	 * paused. The playhead position is saved, such that calling \c play() after -	 * this function makes the sound resume. +	 * Pauses this sound if it is playing, or does nothing if it is already paused. The playhead +	 * position is saved, such that calling \c play() after this function makes the sound resume.  	 */  	void pause();  	/**  	 * \brief Play this sample  	 * -	 * Resume playback if this sound is paused, or start from the beginning of -	 * the sample. +	 * Resume playback if this sound is paused, or start from the beginning of the sample.  	 * -	 * \note This class only saves a reference to the most recent 'voice' of this -	 * sound. Calling \c play() while the sound is already playing causes -	 * multiple instances of the sample to play simultaniously. The sample -	 * started last is the one that is controlled afterwards. +	 * \note This class only saves a reference to the most recent 'voice' of this sound. Calling +	 * \c play() while the sound is already playing causes multiple instances of the sample to +	 * play simultaniously. The sample started last is the one that is controlled afterwards.  	 */  	void play();  	/**  	 * \brief Reset playhead position  	 *  -	 * Resets the playhead position so that calling \c play() after this function -	 * makes it play from the start of the sample. If the sound is not paused -	 * before calling this function, this function will stop playback. +	 * Resets the playhead position so that calling \c play() after this function makes it play +	 * from the start of the sample. If the sound is not paused before calling this function, +	 * this function will stop playback.  	 */  	void rewind();  	/** diff --git a/src/crepe/facade/SoundContext.cpp b/src/crepe/facade/SoundContext.cpp index 5e5a3a9..deb2b62 100644 --- a/src/crepe/facade/SoundContext.cpp +++ b/src/crepe/facade/SoundContext.cpp @@ -1,4 +1,4 @@ -#include "../util/log.h" +#include "../util/Log.h"  #include "SoundContext.h" diff --git a/src/crepe/facade/SoundContext.h b/src/crepe/facade/SoundContext.h index d3123d2..d703c16 100644 --- a/src/crepe/facade/SoundContext.h +++ b/src/crepe/facade/SoundContext.h @@ -6,19 +6,24 @@  namespace crepe { +/** + * \brief Sound engine facade + * + * This class is a wrapper around a \c SoLoud::Soloud instance, which provides + * the methods for playing \c Sound instances. It is part of the sound facade. + */  class SoundContext {  private: +	// singleton  	SoundContext();  	virtual ~SoundContext(); - -	// singleton -	static SoundContext & get_instance();  	SoundContext(const SoundContext &) = delete;  	SoundContext(SoundContext &&) = delete;  	SoundContext & operator=(const SoundContext &) = delete;  	SoundContext & operator=(SoundContext &&) = delete;  private: +	static SoundContext & get_instance();  	SoLoud::Soloud engine;  	friend class Sound;  }; diff --git a/src/crepe/system/AnimatorSystem.cpp b/src/crepe/system/AnimatorSystem.cpp index bf45362..9d18873 100644 --- a/src/crepe/system/AnimatorSystem.cpp +++ b/src/crepe/system/AnimatorSystem.cpp @@ -1,27 +1,17 @@ -  #include <cstdint>  #include <functional>  #include <vector>  #include "api/Animator.h"  #include "facade/SDLContext.h" -#include "util/log.h"  #include "AnimatorSystem.h"  #include "ComponentManager.h"  using namespace crepe; -AnimatorSystem::AnimatorSystem() { dbg_trace(); } -AnimatorSystem::~AnimatorSystem() { dbg_trace(); } - -AnimatorSystem & AnimatorSystem::get_instance() { -	static AnimatorSystem instance; -	return instance; -} -  void AnimatorSystem::update() { -	ComponentManager & mgr = ComponentManager::get_instance(); +	ComponentManager & mgr = this->component_manager;  	std::vector<std::reference_wrapper<Animator>> animations  		= mgr.get_components_by_type<Animator>(); diff --git a/src/crepe/system/AnimatorSystem.h b/src/crepe/system/AnimatorSystem.h index 969e9d1..56cc7b3 100644 --- a/src/crepe/system/AnimatorSystem.h +++ b/src/crepe/system/AnimatorSystem.h @@ -17,28 +17,16 @@ namespace crepe {  class AnimatorSystem : public System {  public: -	/** -	 * \brief Retrieves the singleton instance of the AnimatorSystem. -	 * -	 * \return A reference to the single instance of the AnimatorSystem. -	 * -	 * This method ensures that there is only one instance of the AnimatorSystem, following the -	 * singleton design pattern. It can be used to access the system globally. -	 */ -	static AnimatorSystem & get_instance(); - +	using System::System;  	/**  	 * \brief Updates the Animator components.  	 *  	 * This method is called periodically (likely every frame) to update the state of all -	 * Animator components, moving the animations forward and managing their behavior (e.g., looping). +	 * Animator components, moving the animations forward and managing their behavior (e.g., +	 * looping).  	 */  	void update() override; - -private: -	// private because singleton -	AnimatorSystem(); // dbg_trace -	~AnimatorSystem(); // dbg_trace +	// FIXME: never say "likely" in the documentation lmao  };  } // namespace crepe diff --git a/src/crepe/system/CMakeLists.txt b/src/crepe/system/CMakeLists.txt index 4c18b87..d658b25 100644 --- a/src/crepe/system/CMakeLists.txt +++ b/src/crepe/system/CMakeLists.txt @@ -1,4 +1,5 @@  target_sources(crepe PUBLIC +	System.cpp  	ParticleSystem.cpp  	ScriptSystem.cpp  	PhysicsSystem.cpp diff --git a/src/crepe/system/CollisionSystem.cpp b/src/crepe/system/CollisionSystem.cpp index 55e0fdc..c74ca1d 100644 --- a/src/crepe/system/CollisionSystem.cpp +++ b/src/crepe/system/CollisionSystem.cpp @@ -2,6 +2,4 @@  using namespace crepe; -CollisionSystem::CollisionSystem() {} -  void CollisionSystem::update() {} diff --git a/src/crepe/system/CollisionSystem.h b/src/crepe/system/CollisionSystem.h index 1e9f1aa..c1a70d8 100644 --- a/src/crepe/system/CollisionSystem.h +++ b/src/crepe/system/CollisionSystem.h @@ -1,11 +1,13 @@  #pragma once +#include "System.h" +  namespace crepe { -class CollisionSystem { +class CollisionSystem : public System {  public: -	CollisionSystem(); -	void update(); +	using System::System; +	void update() override;  };  } // namespace crepe diff --git a/src/crepe/system/ParticleSystem.cpp b/src/crepe/system/ParticleSystem.cpp index e7a3bec..7316309 100644 --- a/src/crepe/system/ParticleSystem.cpp +++ b/src/crepe/system/ParticleSystem.cpp @@ -13,20 +13,17 @@ using namespace crepe;  void ParticleSystem::update() {  	// Get all emitters -	ComponentManager & mgr = ComponentManager::get_instance(); +	ComponentManager & mgr = this->component_manager;  	std::vector<std::reference_wrapper<ParticleEmitter>> emitters  		= mgr.get_components_by_type<ParticleEmitter>();  	for (ParticleEmitter & emitter : emitters) {  		// Get transform linked to emitter  		const Transform & transform -			= mgr.get_components_by_id<Transform>(emitter.game_object_id) -				  .front() -				  .get(); +			= mgr.get_components_by_id<Transform>(emitter.game_object_id).front().get();  		// Emit particles based on emission_rate -		int updates -			= calculate_update(this->update_count, emitter.data.emission_rate); +		int updates = calculate_update(this->update_count, emitter.data.emission_rate);  		for (size_t i = 0; i < updates; i++) {  			emit_particle(emitter, transform);  		} @@ -45,8 +42,7 @@ void ParticleSystem::update() {  	this->update_count = (this->update_count + 1) % this->MAX_UPDATE_COUNT;  } -void ParticleSystem::emit_particle(ParticleEmitter & emitter, -								   const Transform & transform) { +void ParticleSystem::emit_particle(ParticleEmitter & emitter, const Transform & transform) {  	constexpr double DEG_TO_RAD = M_PI / 180.0;  	Vector2 initial_position = emitter.data.position + transform.position; @@ -57,13 +53,13 @@ void ParticleSystem::emit_particle(ParticleEmitter & emitter,  		= generate_random_speed(emitter.data.min_speed, emitter.data.max_speed);  	double angle_radians = random_angle * DEG_TO_RAD; -	Vector2 velocity = {random_speed * std::cos(angle_radians), -						random_speed * std::sin(angle_radians)}; +	Vector2 velocity +		= {random_speed * std::cos(angle_radians), random_speed * std::sin(angle_radians)};  	for (Particle & particle : emitter.data.particles) {  		if (!particle.active) { -			particle.reset(emitter.data.end_lifespan, initial_position, -						   velocity, random_angle); +			particle.reset(emitter.data.end_lifespan, initial_position, velocity, +						   random_angle);  			break;  		}  	} @@ -81,10 +77,8 @@ int ParticleSystem::calculate_update(int count, double emission) const {  	return static_cast<int>(emission);  } -void ParticleSystem::check_bounds(ParticleEmitter & emitter, -								  const Transform & transform) { -	Vector2 offset = emitter.data.boundary.offset + transform.position -					 + emitter.data.position; +void ParticleSystem::check_bounds(ParticleEmitter & emitter, const Transform & transform) { +	Vector2 offset = emitter.data.boundary.offset + transform.position + emitter.data.position;  	double half_width = emitter.data.boundary.width / 2.0;  	double half_height = emitter.data.boundary.height / 2.0; @@ -95,8 +89,8 @@ void ParticleSystem::check_bounds(ParticleEmitter & emitter,  	for (Particle & particle : emitter.data.particles) {  		const Vector2 & position = particle.position; -		bool within_bounds = (position.x >= LEFT && position.x <= RIGHT -							  && position.y >= TOP && position.y <= BOTTOM); +		bool within_bounds = (position.x >= LEFT && position.x <= RIGHT && position.y >= TOP +							  && position.y <= BOTTOM);  		if (!within_bounds) {  			if (emitter.data.boundary.reset_on_exit) { @@ -112,30 +106,25 @@ void ParticleSystem::check_bounds(ParticleEmitter & emitter,  	}  } -double ParticleSystem::generate_random_angle(double min_angle, -											 double max_angle) const { +double ParticleSystem::generate_random_angle(double min_angle, double max_angle) const {  	if (min_angle == max_angle) {  		return min_angle;  	} else if (min_angle < max_angle) {  		return min_angle -			   + static_cast<double>(std::rand() -									 % static_cast<int>(max_angle - min_angle)); +			   + static_cast<double>(std::rand() % static_cast<int>(max_angle - min_angle));  	} else {  		double angle_offset = (360 - min_angle) + max_angle; -		double random_angle = min_angle -							  + static_cast<double>( -								  std::rand() % static_cast<int>(angle_offset)); +		double random_angle +			= min_angle + static_cast<double>(std::rand() % static_cast<int>(angle_offset));  		return (random_angle >= 360) ? random_angle - 360 : random_angle;  	}  } -double ParticleSystem::generate_random_speed(double min_speed, -											 double max_speed) const { +double ParticleSystem::generate_random_speed(double min_speed, double max_speed) const {  	if (min_speed == max_speed) {  		return min_speed;  	} else {  		return min_speed -			   + static_cast<double>(std::rand() -									 % static_cast<int>(max_speed - min_speed)); +			   + static_cast<double>(std::rand() % static_cast<int>(max_speed - min_speed));  	}  } diff --git a/src/crepe/system/ParticleSystem.h b/src/crepe/system/ParticleSystem.h index d7ca148..c647284 100644 --- a/src/crepe/system/ParticleSystem.h +++ b/src/crepe/system/ParticleSystem.h @@ -5,66 +5,75 @@  #include "System.h"  namespace crepe { +  class ParticleEmitter;  class Transform; +  /** - 	* \brief ParticleSystem class responsible for managing particle emission, updates, and bounds checking. - 	*/ + * \brief ParticleSystem class responsible for managing particle emission, updates, and bounds + * checking. + */  class ParticleSystem : public System {  public: +	using System::System;  	/** -		* \brief Updates all particle emitters by emitting particles, updating particle states, and checking bounds. -		*/ +	 * \brief Updates all particle emitters by emitting particles, updating particle states, and +	 * checking bounds. +	 */  	void update() override;  private:  	/** -		* \brief Emits a particle from the specified emitter based on its emission properties. -		*  -		* \param emitter Reference to the ParticleEmitter. -		* \param transform Const reference to the Transform component associated with the emitter. -		*/ +	 * \brief Emits a particle from the specified emitter based on its emission properties. +	 *  +	 * \param emitter Reference to the ParticleEmitter. +	 * \param transform Const reference to the Transform component associated with the emitter. +	 */  	void emit_particle(ParticleEmitter & emitter, const Transform & transform);  	/** -		* \brief Calculates the number of times particles should be emitted based on emission rate and update count. -		*  -		* \param count Current update count. -		* \param emission Emission rate. -		* \return The number of particles to emit. -		*/ +	 * \brief Calculates the number of times particles should be emitted based on emission rate +	 * and update count. +	 *  +	 * \param count Current update count. +	 * \param emission Emission rate. +	 * \return The number of particles to emit. +	 */  	int calculate_update(int count, double emission) const;  	/** -		* \brief Checks whether particles are within the emitter’s boundary, resets or stops particles if they exit. -		*  -		* \param emitter Reference to the ParticleEmitter. -		* \param transform Const reference to the Transform component associated with the emitter. -		*/ +	 * \brief Checks whether particles are within the emitter’s boundary, resets or stops +	 * particles if they exit. +	 *  +	 * \param emitter Reference to the ParticleEmitter. +	 * \param transform Const reference to the Transform component associated with the emitter. +	 */  	void check_bounds(ParticleEmitter & emitter, const Transform & transform);  	/** -		* \brief Generates a random angle for particle emission within the specified range. -		*  -		* \param min_angle Minimum emission angle in degrees. -		* \param max_angle Maximum emission angle in degrees. -		* \return Random angle in degrees. -		*/ +	 * \brief Generates a random angle for particle emission within the specified range. +	 *  +	 * \param min_angle Minimum emission angle in degrees. +	 * \param max_angle Maximum emission angle in degrees. +	 * \return Random angle in degrees. +	 */  	double generate_random_angle(double min_angle, double max_angle) const;  	/** -		* \brief Generates a random speed for particle emission within the specified range. -		*  -		* \param min_speed Minimum emission speed. -		* \param max_speed Maximum emission speed. -		* \return Random speed. -		*/ +	 * \brief Generates a random speed for particle emission within the specified range. +	 *  +	 * \param min_speed Minimum emission speed. +	 * \param max_speed Maximum emission speed. +	 * \return Random speed. +	 */  	double generate_random_speed(double min_speed, double max_speed) const;  private: -	//! Counter to count updates to determine how many times emit_particle is called. +	//! Counter to count updates to determine how many times emit_particle is +	// called.  	unsigned int update_count = 0; -	//! Determines the lowest amount of emission rate (1000 = 0.001 = 1 particle per 1000 updates). +	//! Determines the lowest amount of emission rate (1000 = 0.001 = 1 particle per 1000 +	// updates).  	static constexpr unsigned int MAX_UPDATE_COUNT = 100;  }; diff --git a/src/crepe/system/PhysicsSystem.cpp b/src/crepe/system/PhysicsSystem.cpp index eb54ad3..4a7dbfb 100644 --- a/src/crepe/system/PhysicsSystem.cpp +++ b/src/crepe/system/PhysicsSystem.cpp @@ -11,7 +11,7 @@  using namespace crepe;  void PhysicsSystem::update() { -	ComponentManager & mgr = ComponentManager::get_instance(); +	ComponentManager & mgr = this->component_manager;  	std::vector<std::reference_wrapper<Rigidbody>> rigidbodies  		= mgr.get_components_by_type<Rigidbody>();  	std::vector<std::reference_wrapper<Transform>> transforms @@ -29,17 +29,15 @@ void PhysicsSystem::update() {  						// Add gravity  						if (rigidbody.data.use_gravity) {  							rigidbody.data.linear_velocity.y -								+= (rigidbody.data.mass -									* rigidbody.data.gravity_scale * gravity); +								+= (rigidbody.data.mass * rigidbody.data.gravity_scale +									* gravity);  						}  						// Add damping  						if (rigidbody.data.angular_damping != 0) { -							rigidbody.data.angular_velocity -								*= rigidbody.data.angular_damping; +							rigidbody.data.angular_velocity *= rigidbody.data.angular_damping;  						}  						if (rigidbody.data.linear_damping != Vector2{0, 0}) { -							rigidbody.data.linear_velocity -								*= rigidbody.data.linear_damping; +							rigidbody.data.linear_velocity *= rigidbody.data.linear_damping;  						}  						// Max velocity check @@ -75,21 +73,17 @@ void PhysicsSystem::update() {  						// Move object  						if (!rigidbody.data.constraints.rotation) { -							transform.rotation -								+= rigidbody.data.angular_velocity; -							transform.rotation -								= std::fmod(transform.rotation, 360.0); +							transform.rotation += rigidbody.data.angular_velocity; +							transform.rotation = std::fmod(transform.rotation, 360.0);  							if (transform.rotation < 0) {  								transform.rotation += 360.0;  							}  						}  						if (!rigidbody.data.constraints.x) { -							transform.position.x -								+= rigidbody.data.linear_velocity.x; +							transform.position.x += rigidbody.data.linear_velocity.x;  						}  						if (!rigidbody.data.constraints.y) { -							transform.position.y -								+= rigidbody.data.linear_velocity.y; +							transform.position.y += rigidbody.data.linear_velocity.y;  						}  					}  				} diff --git a/src/crepe/system/PhysicsSystem.h b/src/crepe/system/PhysicsSystem.h index 038c120..227ab69 100644 --- a/src/crepe/system/PhysicsSystem.h +++ b/src/crepe/system/PhysicsSystem.h @@ -3,14 +3,16 @@  #include "System.h"  namespace crepe { +  /**   * \brief System that controls all physics   *  - * This class is a physics system that uses a rigidbody and transform - * to add physics to a game object. + * This class is a physics system that uses a rigidbody and transform to add physics to a game + * object.   */  class PhysicsSystem : public System {  public: +	using System::System;  	/**  	 * \brief updates the physics system.  	 *  diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp index 17a2337..52dd5fc 100644 --- a/src/crepe/system/RenderSystem.cpp +++ b/src/crepe/system/RenderSystem.cpp @@ -15,27 +15,13 @@  using namespace crepe; -RenderSystem::RenderSystem() { dbg_trace(); } +void RenderSystem::clear_screen() const { SDLContext::get_instance().clear_screen(); } -RenderSystem::~RenderSystem() { dbg_trace(); } - -RenderSystem & RenderSystem::get_instance() { -	static RenderSystem instance; -	return instance; -} - -void RenderSystem::clear_screen() const { -	SDLContext::get_instance().clear_screen(); -} - -void RenderSystem::present_screen() const { -	SDLContext::get_instance().present_screen(); -} +void RenderSystem::present_screen() const { SDLContext::get_instance().present_screen(); }  void RenderSystem::update_camera() { -	ComponentManager & mgr = ComponentManager::get_instance(); +	ComponentManager & mgr = this->component_manager; -	std::vector<std::reference_wrapper<Camera>> cameras -		= mgr.get_components_by_type<Camera>(); +	std::vector<std::reference_wrapper<Camera>> cameras = mgr.get_components_by_type<Camera>();  	for (Camera & cam : cameras) {  		SDLContext::get_instance().camera(cam); diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h index 6529d41..ebad05d 100644 --- a/src/crepe/system/RenderSystem.h +++ b/src/crepe/system/RenderSystem.h @@ -12,19 +12,13 @@ namespace crepe {   * \class RenderSystem   * \brief Manages rendering operations for all game objects.   * - * RenderSystem is responsible for rendering sprites, clearing and presenting the screen,  - * and managing the active camera. It functions as a singleton, providing centralized  - * rendering services for the application. + * RenderSystem is responsible for rendering sprites, clearing and presenting the screen, and + * managing the active camera. It functions as a singleton, providing centralized rendering + * services for the application.   */  class RenderSystem : public System { -  public: -	/** -	 * \brief Gets the singleton instance of RenderSystem. -	 * \return Reference to the RenderSystem instance. -	 */ -	static RenderSystem & get_instance(); - +	using System::System;  	/**  	 * \brief Updates the RenderSystem for the current frame.  	 * This method is called to perform all rendering operations for the current game frame. @@ -32,10 +26,6 @@ public:  	void update() override;  private: -	// Private constructor to enforce singleton pattern. -	RenderSystem(); -	~RenderSystem(); -  	//! Clears the screen in preparation for rendering.  	void clear_screen() const; @@ -72,4 +62,5 @@ private:  	Camera * curr_cam = nullptr;  	// TODO: needs a better solution  }; +  } // namespace crepe diff --git a/src/crepe/system/ScriptSystem.cpp b/src/crepe/system/ScriptSystem.cpp index f2673e7..c4d724c 100644 --- a/src/crepe/system/ScriptSystem.cpp +++ b/src/crepe/system/ScriptSystem.cpp @@ -5,7 +5,6 @@  #include "../ComponentManager.h"  #include "../api/BehaviorScript.h"  #include "../api/Script.h" -#include "../util/log.h"  #include "ScriptSystem.h" @@ -13,16 +12,23 @@ using namespace std;  using namespace crepe;  void ScriptSystem::update() { -	using namespace std;  	dbg_trace(); -	forward_list<Script *> scripts = this->get_scripts(); -	for (Script * script : scripts) script->update(); +	forward_list<reference_wrapper<Script>> scripts = this->get_scripts(); + +	for (auto & script_ref : scripts) { +		Script & script = script_ref.get(); +		if (!script.initialized) { +			script.init(); +			script.initialized = true; +		} +		script.update(); +	}  } -forward_list<Script *> ScriptSystem::get_scripts() { -	forward_list<Script *> scripts = {}; -	ComponentManager & mgr = ComponentManager::get_instance(); +forward_list<reference_wrapper<Script>> ScriptSystem::get_scripts() const { +	forward_list<reference_wrapper<Script>> scripts = {}; +	ComponentManager & mgr = this->component_manager;  	vector<reference_wrapper<BehaviorScript>> behavior_scripts  		= mgr.get_components_by_type<BehaviorScript>(); @@ -31,7 +37,7 @@ forward_list<Script *> ScriptSystem::get_scripts() {  		if (!behavior_script.active) continue;  		Script * script = behavior_script.script.get();  		if (script == nullptr) continue; -		scripts.push_front(script); +		scripts.push_front(*script);  	}  	return scripts; diff --git a/src/crepe/system/ScriptSystem.h b/src/crepe/system/ScriptSystem.h index 4fa6141..deb89cb 100644 --- a/src/crepe/system/ScriptSystem.h +++ b/src/crepe/system/ScriptSystem.h @@ -8,13 +8,32 @@ namespace crepe {  class Script; +/** + * \brief Script system + *  + * The script system is responsible for all \c BehaviorScript components, and + * calls the methods on classes derived from \c Script. + */  class ScriptSystem : public System {  public: -	void update(); +	using System::System; +	/** +	 * \brief Call Script::update() on all active \c BehaviorScript instances +	 * +	 * This routine updates all scripts sequentially using the Script::update() +	 * method. It also calls Script::init() if this has not been done before on +	 * the \c BehaviorScript instance. +	 */ +	void update() override;  private: -	// TODO: to forward_list<reference_wrapper> -	std::forward_list<Script *> get_scripts(); +	/** +	 * \brief Aggregate all active \c BehaviorScript components and return a list +	 * of references to their \c Script instances (utility) +	 * +	 * \returns List of active \c Script instances +	 */ +	std::forward_list<std::reference_wrapper<Script>> get_scripts() const;  };  } // namespace crepe diff --git a/src/crepe/system/System.cpp b/src/crepe/system/System.cpp new file mode 100644 index 0000000..937a423 --- /dev/null +++ b/src/crepe/system/System.cpp @@ -0,0 +1,7 @@ +#include "../util/Log.h" + +#include "System.h" + +using namespace crepe; + +System::System(ComponentManager & mgr) : component_manager(mgr) { dbg_trace(); } diff --git a/src/crepe/system/System.h b/src/crepe/system/System.h index 3b81bef..28ea20e 100644 --- a/src/crepe/system/System.h +++ b/src/crepe/system/System.h @@ -2,13 +2,28 @@  namespace crepe { +class ComponentManager; + +/** + * \brief Base ECS system class + * + * This class is used as the base for all system classes. Classes derived from + * System must implement the System::update() method and copy Script::Script + * with the `using`-syntax. + */  class System {  public: +	/** +	 * \brief Process all components this system is responsible for. +	 */  	virtual void update() = 0;  public: -	System() = default; +	System(ComponentManager &);  	virtual ~System() = default; + +protected: +	ComponentManager & component_manager;  };  } // namespace crepe diff --git a/src/crepe/util/CMakeLists.txt b/src/crepe/util/CMakeLists.txt index 0fa4343..4be738a 100644 --- a/src/crepe/util/CMakeLists.txt +++ b/src/crepe/util/CMakeLists.txt @@ -1,13 +1,12 @@  target_sources(crepe PUBLIC  	LogColor.cpp -	log.cpp -	fmt.cpp +	Log.cpp  )  target_sources(crepe PUBLIC FILE_SET HEADERS FILES  	LogColor.h -	log.h -	fmt.h +	Log.h +	Log.hpp  	Proxy.h  	Proxy.hpp  ) diff --git a/src/crepe/util/Log.cpp b/src/crepe/util/Log.cpp new file mode 100644 index 0000000..84d80a8 --- /dev/null +++ b/src/crepe/util/Log.cpp @@ -0,0 +1,37 @@ +#include <iostream> +#include <string> + +#include "../api/Config.h" + +#include "Log.h" + +using namespace crepe; +using namespace std; + +string Log::prefix(const Level & level) { +	switch (level) { +		case Level::TRACE: +			return LogColor().fg_white().str("[TRACE]") + " "; +		case Level::DEBUG: +			return LogColor().fg_magenta().str("[DEBUG]") + " "; +		case Level::INFO: +			return LogColor().fg_blue().str("[INFO]") + " "; +		case Level::WARNING: +			return LogColor().fg_yellow().str("[WARN]") + " "; +		case Level::ERROR: +			return LogColor().fg_red().str("[ERROR]") + " "; +	} +	return ""; +} + +void Log::log(const Level & level, const string & msg) { +	auto & cfg = Config::get_instance(); +	if (level < cfg.log.level) return; + +	string out = Log::prefix(level) + msg; +	if (!out.ends_with("\n")) out += "\n"; + +	// TODO: also log to file or smth +	cout.write(out.data(), out.size()); +	cout.flush(); +} diff --git a/src/crepe/util/Log.h b/src/crepe/util/Log.h new file mode 100644 index 0000000..d55b11e --- /dev/null +++ b/src/crepe/util/Log.h @@ -0,0 +1,84 @@ +#pragma once + +#include <format> + +// allow user to disable debug macros +#ifndef CREPE_DISABLE_MACROS + +#include "LogColor.h" + +// utility macros +#define _crepe_logf_here(level, fmt, ...) \ +	crepe::Log::logf(level, "{}" fmt, \ +					 crepe::LogColor().fg_white(false).str(std::format( \ +						 "{} ({}:{})", __PRETTY_FUNCTION__, __FILE_NAME__, __LINE__)), \ +					 __VA_ARGS__) + +// very illegal global function-style macros +// NOLINTBEGIN +#define dbg_logf(fmt, ...) _crepe_logf_here(crepe::Log::Level::DEBUG, ": " fmt, __VA_ARGS__) +#define dbg_log(str) _crepe_logf_here(crepe::Log::Level::DEBUG, ": {}", str) +#define dbg_trace() _crepe_logf_here(crepe::Log::Level::TRACE, "", "") +// NOLINTEND + +#endif + +namespace crepe { + +/** + * \brief Logging utility + * + * This class is used to output log messages to the console and/or log files. + */ +class Log { +public: +	//! Log message severity +	enum Level { +		TRACE, //< Include (internal) function calls +		DEBUG, //< Include dbg_logf output +		INFO, //< General-purpose messages +		WARNING, //< Non-fatal errors +		ERROR, //< Fatal errors +	}; + +	/** +	 * \brief Log a formatted message +	 * +	 * \param level Message severity +	 * \param msg Formatted message +	 */ +	static void log(const Level & level, const std::string & msg); + +	/** +	 * \brief Format a message and log it +	 * +	 * \param level Message severity +	 * \param fmt Message format +	 * \param args Format arguments +	 */ +	template <class... Args> +	static void logf(const Level & level, std::format_string<Args...> fmt, Args &&... args); + +	/** +	 * \brief Format a message and log it (with default severity \c INFO) +	 * +	 * \param fmt Message format +	 * \param args Format arguments +	 */ +	template <class... Args> +	static void logf(std::format_string<Args...> fmt, Args &&... args); + +private: +	/** +	 * \brief Output a message prefix depending on the log level +	 * +	 * \param level Message severity +	 * +	 * \return Colored message severity prefix string +	 */ +	static std::string prefix(const Level & level); +}; + +} // namespace crepe + +#include "Log.hpp" diff --git a/src/crepe/util/Log.hpp b/src/crepe/util/Log.hpp new file mode 100644 index 0000000..c2156cd --- /dev/null +++ b/src/crepe/util/Log.hpp @@ -0,0 +1,17 @@ +#pragma once + +#include "Log.h" + +namespace crepe { + +template <class... Args> +void Log::logf(std::format_string<Args...> fmt, Args &&... args) { +	Log::logf(Level::INFO, fmt, std::forward<Args>(args)...); +} + +template <class... Args> +void Log::logf(const Level & level, std::format_string<Args...> fmt, Args &&... args) { +	Log::log(level, std::format(fmt, std::forward<Args>(args)...)); +} + +} // namespace crepe diff --git a/src/crepe/util/LogColor.cpp b/src/crepe/util/LogColor.cpp index b5fe3ea..5411898 100644 --- a/src/crepe/util/LogColor.cpp +++ b/src/crepe/util/LogColor.cpp @@ -1,16 +1,15 @@  #include <cstdarg>  #include "../api/Config.h" -#include "LogColor.h" -#include "fmt.h" +#include "LogColor.h"  using namespace crepe;  using namespace std;  static constexpr const char * RESET_CODE = "\e[0m"; -const string LogColor::str(const string & content) { +const string LogColor::str(const string & content) const {  	auto & cfg = Config::get_instance();  	string out = content;  	if (cfg.log.color) out = this->code + out; @@ -19,21 +18,8 @@ const string LogColor::str(const string & content) {  	return out;  } -const char * LogColor::c_str(const char * content) { -	this->final = this->str(content == NULL ? "" : content); -	return this->final.c_str(); -} - -const char * LogColor::fmt(const char * fmt, ...) { -	va_list args; -	va_start(args, fmt); -	string content = va_stringf(args, fmt); -	va_end(args); -	return this->c_str(content.c_str()); -} -  LogColor & LogColor::add_code(unsigned int code) { -	this->code += stringf("\e[%dm", code); +	this->code += format("\e[{}m", code);  	return *this;  } @@ -42,51 +28,19 @@ LogColor & LogColor::reset() {  	return *this;  } -LogColor & LogColor::fg_black(bool bright) { -	return this->add_code(bright ? 90 : 30); -} -LogColor & LogColor::fg_red(bool bright) { -	return this->add_code(bright ? 91 : 31); -} -LogColor & LogColor::fg_green(bool bright) { -	return this->add_code(bright ? 92 : 32); -} -LogColor & LogColor::fg_yellow(bool bright) { -	return this->add_code(bright ? 93 : 33); -} -LogColor & LogColor::fg_blue(bool bright) { -	return this->add_code(bright ? 94 : 34); -} -LogColor & LogColor::fg_magenta(bool bright) { -	return this->add_code(bright ? 95 : 35); -} -LogColor & LogColor::fg_cyan(bool bright) { -	return this->add_code(bright ? 96 : 36); -} -LogColor & LogColor::fg_white(bool bright) { -	return this->add_code(bright ? 97 : 37); -} -LogColor & LogColor::bg_black(bool bright) { -	return this->add_code(bright ? 100 : 40); -} -LogColor & LogColor::bg_red(bool bright) { -	return this->add_code(bright ? 101 : 41); -} -LogColor & LogColor::bg_green(bool bright) { -	return this->add_code(bright ? 102 : 42); -} -LogColor & LogColor::bg_yellow(bool bright) { -	return this->add_code(bright ? 103 : 43); -} -LogColor & LogColor::bg_blue(bool bright) { -	return this->add_code(bright ? 104 : 44); -} -LogColor & LogColor::bg_magenta(bool bright) { -	return this->add_code(bright ? 105 : 45); -} -LogColor & LogColor::bg_cyan(bool bright) { -	return this->add_code(bright ? 106 : 46); -} -LogColor & LogColor::bg_white(bool bright) { -	return this->add_code(bright ? 107 : 47); -} +LogColor & LogColor::fg_black(bool bright) { return this->add_code(bright ? 90 : 30); } +LogColor & LogColor::fg_red(bool bright) { return this->add_code(bright ? 91 : 31); } +LogColor & LogColor::fg_green(bool bright) { return this->add_code(bright ? 92 : 32); } +LogColor & LogColor::fg_yellow(bool bright) { return this->add_code(bright ? 93 : 33); } +LogColor & LogColor::fg_blue(bool bright) { return this->add_code(bright ? 94 : 34); } +LogColor & LogColor::fg_magenta(bool bright) { return this->add_code(bright ? 95 : 35); } +LogColor & LogColor::fg_cyan(bool bright) { return this->add_code(bright ? 96 : 36); } +LogColor & LogColor::fg_white(bool bright) { return this->add_code(bright ? 97 : 37); } +LogColor & LogColor::bg_black(bool bright) { return this->add_code(bright ? 100 : 40); } +LogColor & LogColor::bg_red(bool bright) { return this->add_code(bright ? 101 : 41); } +LogColor & LogColor::bg_green(bool bright) { return this->add_code(bright ? 102 : 42); } +LogColor & LogColor::bg_yellow(bool bright) { return this->add_code(bright ? 103 : 43); } +LogColor & LogColor::bg_blue(bool bright) { return this->add_code(bright ? 104 : 44); } +LogColor & LogColor::bg_magenta(bool bright) { return this->add_code(bright ? 105 : 45); } +LogColor & LogColor::bg_cyan(bool bright) { return this->add_code(bright ? 106 : 46); } +LogColor & LogColor::bg_white(bool bright) { return this->add_code(bright ? 107 : 47); } diff --git a/src/crepe/util/LogColor.h b/src/crepe/util/LogColor.h index c1170cb..132fb94 100644 --- a/src/crepe/util/LogColor.h +++ b/src/crepe/util/LogColor.h @@ -4,23 +4,35 @@  namespace crepe { +/** + * \brief Utility class for coloring text using ANSI escape codes + * + * \note Most methods in this class return a reference to \c this, which may be + * used to chain multiple display attributes. + */  class LogColor {  public: -	LogColor() = default; +	/** +	 * \brief Get color code as STL string +	 * +	 * \param content If given, color this string and append a color reset escape sequence. +	 * +	 * \returns Color escape sequence +	 */ +	const std::string str(const std::string & content = "") const;  public: -	//! get color code as c-style string (or color content string) -	const char * c_str(const char * content = NULL); -	//! color printf-style format string -	const char * fmt(const char * fmt, ...); -	//! get color code as stl string (or color content string) -	const std::string str(const std::string & content = ""); - -public: -	//! reset color to default foreground and background color +	//! Reset color to default foreground and background color  	LogColor & reset();  public: +	/** +	 * \name Foreground colors +	 * +	 * These functions set the foreground (text) color. The \c bright parameter +	 * makes the color brighter, or bold on some terminals. +	 * \{ +	 */  	LogColor & fg_black(bool bright = false);  	LogColor & fg_red(bool bright = false);  	LogColor & fg_green(bool bright = false); @@ -29,8 +41,16 @@ public:  	LogColor & fg_magenta(bool bright = false);  	LogColor & fg_cyan(bool bright = false);  	LogColor & fg_white(bool bright = false); +	/// \}  public: +	/** +	 * \name Background colors +	 * +	 * These functions set the background color. The \c bright parameter makes +	 * the color brighter. +	 * \{ +	 */  	LogColor & bg_black(bool bright = false);  	LogColor & bg_red(bool bright = false);  	LogColor & bg_green(bool bright = false); @@ -39,13 +59,22 @@ public:  	LogColor & bg_magenta(bool bright = false);  	LogColor & bg_cyan(bool bright = false);  	LogColor & bg_white(bool bright = false); +	/// \}  private: +	/** +	 * \brief Append SGR escape sequence to \c this->code +	 * +	 * \param code SGR attribute number +	 * +	 * See <https://en.wikipedia.org/wiki/ANSI_escape_code> for magic number +	 * reference. +	 */  	LogColor & add_code(unsigned int code);  private: +	//! Color escape sequence  	std::string code = ""; -	std::string final = "";  };  } // namespace crepe diff --git a/src/crepe/util/Proxy.h b/src/crepe/util/Proxy.h index f84e462..b34f7c6 100644 --- a/src/crepe/util/Proxy.h +++ b/src/crepe/util/Proxy.h @@ -7,8 +7,8 @@ namespace crepe {  /**   * \brief Utility wrapper for \c ValueBroker   * - * This class can be used to to wrap a ValueBroker instance so it behaves like - * a regular variable. + * This class can be used to to wrap a ValueBroker instance so it behaves like a regular + * variable.   *   * \tparam T  Type of the underlying variable   */ diff --git a/src/crepe/util/fmt.cpp b/src/crepe/util/fmt.cpp deleted file mode 100644 index 4b50da8..0000000 --- a/src/crepe/util/fmt.cpp +++ /dev/null @@ -1,35 +0,0 @@ -#include <cstdarg> -#include <cstdio> -#include <string> - -#include "fmt.h" - -using namespace std; - -string crepe::va_stringf(va_list args, const char * fmt) { -	string out; - -	va_list args_copy; -	va_copy(args_copy, args); -	size_t length = vsnprintf(NULL, 0, fmt, args_copy); -	// resize to include terminating null byte -	out.resize(length + 1); -	va_end(args_copy); - -	// vsnprintf adds terminating null byte -	vsnprintf(out.data(), out.size(), fmt, args); -	// resize to actual length -	out.resize(length); - -	va_end(args); - -	return out; -} - -string crepe::stringf(const char * fmt, ...) { -	va_list args; -	va_start(args, fmt); -	string out = va_stringf(args, fmt); -	va_end(args); -	return out; -} diff --git a/src/crepe/util/fmt.h b/src/crepe/util/fmt.h deleted file mode 100644 index e319e6e..0000000 --- a/src/crepe/util/fmt.h +++ /dev/null @@ -1,10 +0,0 @@ -#pragma once - -#include <string> - -namespace crepe { - -std::string va_stringf(va_list args, const char * fmt); -std::string stringf(const char * fmt, ...); - -} // namespace crepe diff --git a/src/crepe/util/log.cpp b/src/crepe/util/log.cpp deleted file mode 100644 index 4a8f8e8..0000000 --- a/src/crepe/util/log.cpp +++ /dev/null @@ -1,53 +0,0 @@ -#include <cstdarg> -#include <cstdio> -#include <cstdlib> -#include <string> - -#include "../api/Config.h" -#include "fmt.h" -#include "log.h" - -using namespace crepe; -using namespace std; - -string log_prefix(LogLevel level) { -	switch (level) { -		case LogLevel::TRACE: -			return LogColor().fg_white().str("[TRACE]") + " "; -		case LogLevel::DEBUG: -			return LogColor().fg_magenta().str("[DEBUG]") + " "; -		case LogLevel::INFO: -			return LogColor().fg_blue().str("[INFO]") + " "; -		case LogLevel::WARNING: -			return LogColor().fg_yellow().str("[WARN]") + " "; -		case LogLevel::ERROR: -			return LogColor().fg_red().str("[ERROR]") + " "; -	} -	return ""; -} - -static void log(LogLevel level, const string msg) { -	auto & cfg = Config::get_instance(); -	if (level < cfg.log.level) return; - -	string out = log_prefix(level) + msg; -	if (!out.ends_with("\n")) out += "\n"; - -	// TODO: also log to file or smth -	fwrite(out.c_str(), 1, out.size(), stdout); -	fflush(stdout); -} - -void crepe::logf(const char * fmt, ...) { -	va_list args; -	va_start(args, fmt); -	log(LogLevel::DEBUG, va_stringf(args, fmt)); -	va_end(args); -} - -void crepe::logf(LogLevel level, const char * fmt, ...) { -	va_list args; -	va_start(args, fmt); -	log(level, va_stringf(args, fmt)); -	va_end(args); -} diff --git a/src/crepe/util/log.h b/src/crepe/util/log.h deleted file mode 100644 index 5a1cf00..0000000 --- a/src/crepe/util/log.h +++ /dev/null @@ -1,39 +0,0 @@ -#pragma once - -// allow user to disable debug macros -#ifndef CREPE_DISABLE_MACROS - -#include "LogColor.h" - -// utility macros -#define _crepe_logf_here(level, format, ...) \ -	crepe::logf( \ -		level, "%s" format, \ -		crepe::LogColor().fg_white(false).fmt( \ -			"%s (%s:%d)", __PRETTY_FUNCTION__, __FILE_NAME__, __LINE__), \ -		__VA_ARGS__) - -// very illegal global function-style macros -// NOLINTBEGIN -#define dbg_logf(fmt, ...) \ -	_crepe_logf_here(crepe::LogLevel::DEBUG, ": " fmt, __VA_ARGS__) -#define dbg_log(str) _crepe_logf_here(crepe::LogLevel::DEBUG, "%s: " str, "") -#define dbg_trace() _crepe_logf_here(crepe::LogLevel::TRACE, "%s", "") -// NOLINTEND - -#endif - -namespace crepe { - -enum LogLevel { -	TRACE, -	DEBUG, -	INFO, -	WARNING, -	ERROR, -}; - -void logf(const char * fmt, ...); -void logf(enum LogLevel level, const char * fmt, ...); - -} // namespace crepe diff --git a/src/example/asset_manager.cpp b/src/example/asset_manager.cpp index cf64f89..917b547 100644 --- a/src/example/asset_manager.cpp +++ b/src/example/asset_manager.cpp @@ -6,18 +6,17 @@ using namespace crepe;  int main() { -	// this needs to be called before the asset manager otherwise the destructor -	// of sdl is not in the right order +	// 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"); } -	// 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). +	// 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).  	auto & mgr = AssetManager::get_instance();  	{ -		// TODO: [design] the Sound class can't be directly included by the user as -		// it includes SoLoud headers. +		// 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"); diff --git a/src/example/audio_internal.cpp b/src/example/audio_internal.cpp index 1ea839d..661161a 100644 --- a/src/example/audio_internal.cpp +++ b/src/example/audio_internal.cpp @@ -5,7 +5,7 @@  #include <crepe/api/Config.h>  #include <crepe/facade/Sound.h> -#include <crepe/util/log.h> +#include <crepe/util/Log.h>  #include <thread> @@ -18,7 +18,7 @@ using std::make_unique;  int _ = []() {  	// Show dbg_trace() output  	auto & cfg = Config::get_instance(); -	cfg.log.level = LogLevel::TRACE; +	cfg.log.level = Log::Level::TRACE;  	return 0; // satisfy compiler  }(); @@ -34,8 +34,7 @@ int main() {  	// Start the background track  	bgm.play(); -	// Play each sample sequentially while pausing and resuming the background -	// track +	// Play each sample sequentially while pausing and resuming the background track  	this_thread::sleep_for(500ms);  	sfx1.play();  	this_thread::sleep_for(500ms); diff --git a/src/example/components_internal.cpp b/src/example/components_internal.cpp index ea1eaad..2a232a9 100644 --- a/src/example/components_internal.cpp +++ b/src/example/components_internal.cpp @@ -13,7 +13,7 @@  #include <crepe/api/Rigidbody.h>  #include <crepe/api/Sprite.h> -#include <crepe/util/log.h> +#include <crepe/util/Log.h>  using namespace crepe;  using namespace std; @@ -23,17 +23,14 @@ using namespace std;  int main() {  	dbg_trace(); -	auto & mgr = ComponentManager::get_instance(); +	ComponentManager mgr{};  	auto start_adding = chrono::high_resolution_clock::now(); -	GameObject * game_object[OBJ_COUNT]; -  	for (int i = 0; i < OBJ_COUNT; ++i) { -		game_object[i] = new GameObject(i, "Name", "Tag", 0); - -		game_object[i]->add_component<Sprite>("test"); -		game_object[i]->add_component<Rigidbody>(0, 0, i); +		GameObject obj = mgr.new_object("Name", "Tag"); +		obj.add_component<Sprite>("test"); +		obj.add_component<Rigidbody>(0, 0, i);  	}  	auto stop_adding = chrono::high_resolution_clock::now(); @@ -45,14 +42,8 @@ int main() {  	auto stop_looping = chrono::high_resolution_clock::now(); -	for (int i = 0; i < OBJ_COUNT; ++i) { -		delete game_object[i]; -	} - -	auto add_time = chrono::duration_cast<chrono::microseconds>(stop_adding -																- start_adding); -	auto loop_time = chrono::duration_cast<chrono::microseconds>(stop_looping -																 - stop_adding); +	auto add_time = chrono::duration_cast<chrono::microseconds>(stop_adding - start_adding); +	auto loop_time = chrono::duration_cast<chrono::microseconds>(stop_looping - stop_adding);  	printf("add time:  %ldus\n", add_time.count());  	printf("loop time: %ldus\n", loop_time.count()); diff --git a/src/example/db.cpp b/src/example/db.cpp index 8c06a84..ee4e8fc 100644 --- a/src/example/db.cpp +++ b/src/example/db.cpp @@ -1,6 +1,6 @@  #include <crepe/api/Config.h>  #include <crepe/facade/DB.h> -#include <crepe/util/log.h> +#include <crepe/util/Log.h>  using namespace crepe;  using namespace std; @@ -8,7 +8,7 @@ using namespace std;  // run before main  static auto _ = []() {  	auto & cfg = Config::get_instance(); -	cfg.log.level = LogLevel::TRACE; +	cfg.log.level = Log::Level::TRACE;  	return 0;  }(); @@ -20,11 +20,11 @@ int main() {  	const char * test_key = "test-key";  	string test_data = "Hello world!"; -	dbg_logf("DB has key = %d", db.has(test_key)); +	dbg_logf("DB has key = {}", db.has(test_key));  	db.set(test_key, test_data); -	dbg_logf("key = \"%s\"", db.get(test_key).c_str()); +	dbg_logf("key = \"{}\"", db.get(test_key));  	return 0;  } diff --git a/src/example/ecs.cpp b/src/example/ecs.cpp index e61c398..d5ba51b 100644 --- a/src/example/ecs.cpp +++ b/src/example/ecs.cpp @@ -9,13 +9,15 @@ using namespace crepe;  using namespace std;  int main() { +	ComponentManager mgr{}; +  	// Create a few GameObjects  	try { -		GameObject body(0, "body", "person", Vector2{0, 0}, 0, 1); -		GameObject right_leg(1, "rightLeg", "person", Vector2{1, 1}, 0, 1); -		GameObject left_leg(2, "leftLeg", "person", Vector2{1, 1}, 0, 1); -		GameObject right_foot(3, "rightFoot", "person", Vector2{2, 2}, 0, 1); -		GameObject left_foot(4, "leftFoot", "person", Vector2{2, 2}, 0, 1); +		GameObject body = mgr.new_object("body", "person", Vector2{0, 0}, 0, 1); +		GameObject right_leg = mgr.new_object("rightLeg", "person", Vector2{1, 1}, 0, 1); +		GameObject left_leg = mgr.new_object("leftLeg", "person", Vector2{1, 1}, 0, 1); +		GameObject right_foot = mgr.new_object("rightFoot", "person", Vector2{2, 2}, 0, 1); +		GameObject left_foot = mgr.new_object("leftFoot", "person", Vector2{2, 2}, 0, 1);  		// Set the parent of each GameObject  		right_foot.set_parent(right_leg); @@ -30,25 +32,21 @@ int main() {  	}  	// Get the Metadata and Transform components of each GameObject -	ComponentManager & mgr = ComponentManager::get_instance(); -	vector<reference_wrapper<Metadata>> metadata -		= mgr.get_components_by_type<Metadata>(); -	vector<reference_wrapper<Transform>> transform -		= mgr.get_components_by_type<Transform>(); +	vector<reference_wrapper<Metadata>> metadata = mgr.get_components_by_type<Metadata>(); +	vector<reference_wrapper<Transform>> transform = mgr.get_components_by_type<Transform>();  	// Print the Metadata and Transform components  	for (auto & m : metadata) {  		cout << "Id: " << m.get().game_object_id << " Name: " << m.get().name -			 << " Tag: " << m.get().tag << " Parent: " << m.get().parent -			 << " Children: "; +			 << " Tag: " << m.get().tag << " Parent: " << m.get().parent << " Children: ";  		for (auto & c : m.get().children) {  			cout << c << " ";  		}  		cout << endl;  	}  	for (auto & t : transform) { -		cout << "Id: " << t.get().game_object_id << " Position: [" -			 << t.get().position.x << ", " << t.get().position.y << "]" << endl; +		cout << "Id: " << t.get().game_object_id << " Position: [" << t.get().position.x +			 << ", " << t.get().position.y << "]" << endl;  	}  	return 0; diff --git a/src/example/log.cpp b/src/example/log.cpp index db8aa48..5baa021 100644 --- a/src/example/log.cpp +++ b/src/example/log.cpp @@ -4,7 +4,7 @@   */  #include <crepe/api/Config.h> -#include <crepe/util/log.h> +#include <crepe/util/Log.h>  using namespace crepe; @@ -12,17 +12,17 @@ using namespace crepe;  int _ = []() {  	// make sure all log messages get printed  	auto & cfg = Config::get_instance(); -	cfg.log.level = LogLevel::TRACE; +	cfg.log.level = Log::Level::TRACE;  	return 0; // satisfy compiler  }();  int main() {  	dbg_trace(); -	dbg_logf("test printf parameters: %d", 3); -	logf(LogLevel::INFO, "info message"); -	logf(LogLevel::WARNING, "warning"); -	logf(LogLevel::ERROR, "error"); +	dbg_log("debug message"); +	Log::logf("info message with variable: {}", 3); +	Log::logf(Log::Level::WARNING, "warning"); +	Log::logf(Log::Level::ERROR, "error");  	return 0;  } diff --git a/src/example/particles.cpp b/src/example/particles.cpp index 6eab046..3d5f676 100644 --- a/src/example/particles.cpp +++ b/src/example/particles.cpp @@ -14,11 +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, -		FlipSettings{true, true}); +		make_shared<Texture>("../asset/texture/img.png"), color, FlipSettings{true, true});  	game_object.add_component<ParticleEmitter>(ParticleEmitter::Data{  		.position = {0, 0},  		.max_particles = 100, diff --git a/src/example/physics.cpp b/src/example/physics.cpp index 848f857..ad663a0 100644 --- a/src/example/physics.cpp +++ b/src/example/physics.cpp @@ -9,9 +9,10 @@ using namespace crepe;  using namespace std;  int main(int argc, char * argv[]) { -	GameObject * game_object; -	game_object = new GameObject(0, "Name", "Tag", Vector2{0, 0}, 0, 0); -	game_object->add_component<Rigidbody>(Rigidbody::Data{ +	ComponentManager mgr{}; + +	GameObject game_object = mgr.new_object("Name", "Tag", Vector2{0, 0}, 0, 0); +	game_object.add_component<Rigidbody>(Rigidbody::Data{  		.mass = 1,  		.gravity_scale = 1,  		.body_type = Rigidbody::BodyType::DYNAMIC, @@ -19,6 +20,5 @@ int main(int argc, char * argv[]) {  		.use_gravity = true,  		.bounce = false,  	}); -	delete game_object;  	return 0;  } diff --git a/src/example/proxy.cpp b/src/example/proxy.cpp index 0afff41..69451f8 100644 --- a/src/example/proxy.cpp +++ b/src/example/proxy.cpp @@ -5,8 +5,8 @@  #include <crepe/ValueBroker.h>  #include <crepe/api/Config.h> +#include <crepe/util/Log.h>  #include <crepe/util/Proxy.h> -#include <crepe/util/log.h>  using namespace std;  using namespace crepe; @@ -17,18 +17,17 @@ void test_ro_val(int val) {}  int main() {  	auto & cfg = Config::get_instance(); -	cfg.log.level = LogLevel::DEBUG; +	cfg.log.level = Log::Level::DEBUG;  	int real_value = 0;  	ValueBroker<int> broker{  		[&real_value](const int & target) { -			dbg_logf("set %s to %s", to_string(real_value).c_str(), -					 to_string(target).c_str()); +			dbg_logf("set {} to {}", real_value, target);  			real_value = target;  		},  		[&real_value]() -> const int & { -			dbg_logf("get %s", to_string(real_value).c_str()); +			dbg_logf("get {}", real_value);  			return real_value;  		},  	}; diff --git a/src/example/rendering.cpp b/src/example/rendering.cpp index 827ad07..c9e62f1 100644 --- a/src/example/rendering.cpp +++ b/src/example/rendering.cpp @@ -2,7 +2,7 @@  #include <crepe/ComponentManager.h>  #include <crepe/api/GameObject.h>  #include <crepe/system/RenderSystem.h> -#include <crepe/util/log.h> +#include <crepe/util/Log.h>  #include <crepe/api/AssetManager.h>  #include <crepe/api/Color.h> @@ -20,23 +20,24 @@ using namespace crepe;  int main() {  	dbg_trace(); -	auto obj = GameObject(0, "name", "tag", Vector2{0, 0}, 1, 1); -	auto obj1 = GameObject(1, "name", "tag", Vector2{500, 0}, 1, 0.1); -	auto obj2 = GameObject(2, "name", "tag", Vector2{800, 0}, 1, 0.1); +	ComponentManager mgr{}; +	RenderSystem sys{mgr}; + +	GameObject obj = mgr.new_object("name", "tag", Vector2{0, 0}, 1, 1); +	GameObject obj1 = mgr.new_object("name", "tag", Vector2{500, 0}, 1, 0.1); +	GameObject obj2 = mgr.new_object("name", "tag", Vector2{800, 0}, 1, 0.1);  	// Normal adding components  	{  		Color color(0, 0, 0, 0); -		obj.add_component<Sprite>( -			make_shared<Texture>("../asset/texture/img.png"), color, -			FlipSettings{false, false}); +		obj.add_component<Sprite>(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, -			FlipSettings{true, true}); +		obj1.add_component<Sprite>(make_shared<Texture>("../asset/texture/second.png"), color, +								   FlipSettings{true, true});  	}  	/* @@ -47,7 +48,6 @@ int main() {  	}  	*/ -	auto & sys = crepe::RenderSystem::get_instance();  	auto start = std::chrono::steady_clock::now();  	while (std::chrono::steady_clock::now() - start < std::chrono::seconds(5)) {  		sys.update(); diff --git a/src/example/savemgr.cpp b/src/example/savemgr.cpp index 436fb5a..65c4a34 100644 --- a/src/example/savemgr.cpp +++ b/src/example/savemgr.cpp @@ -6,8 +6,8 @@  #include <cassert>  #include <crepe/api/Config.h>  #include <crepe/api/SaveManager.h> +#include <crepe/util/Log.h>  #include <crepe/util/Proxy.h> -#include <crepe/util/log.h>  using namespace crepe; @@ -15,7 +15,7 @@ using namespace crepe;  int _ = []() {  	// make sure all log messages get printed  	auto & cfg = Config::get_instance(); -	cfg.log.level = LogLevel::TRACE; +	cfg.log.level = Log::Level::TRACE;  	return 0; // satisfy compiler  }(); @@ -25,19 +25,19 @@ int main() {  	SaveManager & mgr = SaveManager::get_instance(); -	dbg_logf("has key = %s", mgr.has(key) ? "true" : "false"); +	dbg_logf("has key = {}", mgr.has(key));  	ValueBroker<int> prop = mgr.get<int>(key, 0);  	Proxy<int> val = mgr.get<int>(key, 0); -	dbg_logf("val = %d", mgr.get<int>(key).get()); +	dbg_logf("val = {}", mgr.get<int>(key).get());  	prop.set(1); -	dbg_logf("val = %d", mgr.get<int>(key).get()); +	dbg_logf("val = {}", mgr.get<int>(key).get());  	val = 2; -	dbg_logf("val = %d", mgr.get<int>(key).get()); +	dbg_logf("val = {}", mgr.get<int>(key).get());  	mgr.set<int>(key, 3); -	dbg_logf("val = %d", mgr.get<int>(key).get()); +	dbg_logf("val = {}", mgr.get<int>(key).get()); -	dbg_logf("has key = %s", mgr.has(key) ? "true" : "false"); +	dbg_logf("has key = {}", mgr.has(key));  	assert(true == mgr.has(key));  	return 0; diff --git a/src/example/scene_manager.cpp b/src/example/scene_manager.cpp index f46dc36..accec7d 100644 --- a/src/example/scene_manager.cpp +++ b/src/example/scene_manager.cpp @@ -12,40 +12,44 @@ using namespace std;  class ConcreteScene1 : public Scene {  public: -	ConcreteScene1(string name) : Scene(name) {} +	using Scene::Scene;  	void load_scene() { -		GameObject object1(0, "scene_1", "tag_scene_1", Vector2{0, 0}, 0, 1); -		GameObject object2(1, "scene_1", "tag_scene_1", Vector2{1, 0}, 0, 1); -		GameObject object3(2, "scene_1", "tag_scene_1", Vector2{2, 0}, 0, 1); +		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: -	ConcreteScene2(string name) : Scene(name) {} +	using Scene::Scene;  	void load_scene() { -		GameObject object1(0, "scene_2", "tag_scene_2", Vector2{0, 0}, 0, 1); -		GameObject object2(1, "scene_2", "tag_scene_2", Vector2{0, 1}, 0, 1); -		GameObject object3(2, "scene_2", "tag_scene_2", Vector2{0, 2}, 0, 1); -		GameObject object4(3, "scene_2", "tag_scene_2", Vector2{0, 3}, 0, 1); +		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);  	}  };  int main() { -	SceneManager & scene_mgr = SceneManager::get_instance(); +	ComponentManager component_mgr{}; +	SceneManager scene_mgr{component_mgr};  	// Add the scenes to the scene manager  	scene_mgr.add_scene<ConcreteScene1>("scene1");  	scene_mgr.add_scene<ConcreteScene2>("scene2"); -	// There is no need to call set_next_scene() at the beginnen, because the first scene will be automatically set as the next scene +	// There is no need to call set_next_scene() at the beginnen, because the first scene will be +	// automatically set as the next scene +  	// Load scene1 (the first scene added)  	scene_mgr.load_next_scene();  	// Get the Metadata components of each GameObject of Scene1 -	ComponentManager & component_mgr = ComponentManager::get_instance();  	vector<reference_wrapper<Metadata>> metadata  		= component_mgr.get_components_by_type<Metadata>(); diff --git a/src/example/script.cpp b/src/example/script.cpp index 9e8b147..a23295b 100644 --- a/src/example/script.cpp +++ b/src/example/script.cpp @@ -5,7 +5,7 @@  #include <crepe/ComponentManager.h>  #include <crepe/system/ScriptSystem.h> -#include <crepe/util/log.h> +#include <crepe/util/Log.h>  #include <crepe/api/BehaviorScript.h>  #include <crepe/api/Config.h> @@ -20,7 +20,7 @@ using namespace std;  int _ = []() {  	// Show dbg_trace() output  	auto & cfg = Config::get_instance(); -	cfg.log.level = LogLevel::TRACE; +	cfg.log.level = Log::Level::TRACE;  	return 0; // satisfy compiler  }(); @@ -30,20 +30,20 @@ class MyScript : public Script {  	void update() {  		// Retrieve component from the same GameObject this script is on  		Transform & test = get_component<Transform>(); -		dbg_logf("Transform(%.2f, %.2f)", test.position.x, test.position.y); +		dbg_logf("Transform({:.2f}, {:.2f})", test.position.x, test.position.y);  	}  };  int main() { +	ComponentManager component_manager{}; +	ScriptSystem system{component_manager}; +  	// Create game object with Transform and BehaviorScript components -	auto obj = GameObject(0, "name", "tag", Vector2{1.2, 3.4}, 0, 1); +	GameObject obj = component_manager.new_object("name");  	obj.add_component<BehaviorScript>().set_script<MyScript>(); -	// Get ScriptSystem singleton instance (this would normally be done from the -	// game loop) -	ScriptSystem sys;  	// Update all scripts. This should result in MyScript::update being called -	sys.update(); +	system.update();  	return EXIT_SUCCESS;  } diff --git a/src/test/CMakeLists.txt b/src/test/CMakeLists.txt index acab388..49c8151 100644 --- a/src/test/CMakeLists.txt +++ b/src/test/CMakeLists.txt @@ -1,7 +1,7 @@  target_sources(test_main PUBLIC -	dummy.cpp -	# audio.cpp -	# PhysicsTest.cpp +	main.cpp +	PhysicsTest.cpp +	ScriptTest.cpp  	ParticleTest.cpp  ) diff --git a/src/test/ParticleTest.cpp b/src/test/ParticleTest.cpp index 6fe3133..4e655a9 100644 --- a/src/test/ParticleTest.cpp +++ b/src/test/ParticleTest.cpp @@ -16,15 +16,16 @@ using namespace std::chrono_literals;  using namespace crepe;  class ParticlesTest : public ::testing::Test { -protected: -	ParticleSystem particle_system; +public: +	ComponentManager component_manager; +	ParticleSystem particle_system{component_manager}; +  	void SetUp() override { -		ComponentManager & mgr = ComponentManager::get_instance(); +		ComponentManager & mgr = this->component_manager;  		std::vector<std::reference_wrapper<Transform>> transforms  			= mgr.get_components_by_id<Transform>(0);  		if (transforms.empty()) { - -			GameObject game_object(0, "", "", Vector2{0, 0}, 0, 0); +			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>( @@ -77,9 +78,8 @@ protected:  TEST_F(ParticlesTest, spawnParticle) {  	Config::get_instance().physics.gravity = 1; -	ComponentManager & mgr = ComponentManager::get_instance(); -	ParticleEmitter & emitter -		= mgr.get_components_by_id<ParticleEmitter>(0).front().get(); +	ComponentManager & mgr = this->component_manager; +	ParticleEmitter & emitter = mgr.get_components_by_id<ParticleEmitter>(0).front().get();  	emitter.data.end_lifespan = 5;  	emitter.data.boundary.height = 100;  	emitter.data.boundary.width = 100; @@ -122,9 +122,8 @@ TEST_F(ParticlesTest, spawnParticle) {  TEST_F(ParticlesTest, moveParticleHorizontal) {  	Config::get_instance().physics.gravity = 1; -	ComponentManager & mgr = ComponentManager::get_instance(); -	ParticleEmitter & emitter -		= mgr.get_components_by_id<ParticleEmitter>(0).front().get(); +	ComponentManager & mgr = this->component_manager; +	ParticleEmitter & emitter = mgr.get_components_by_id<ParticleEmitter>(0).front().get();  	emitter.data.end_lifespan = 100;  	emitter.data.boundary.height = 100;  	emitter.data.boundary.width = 100; @@ -140,9 +139,8 @@ TEST_F(ParticlesTest, moveParticleHorizontal) {  TEST_F(ParticlesTest, moveParticleVertical) {  	Config::get_instance().physics.gravity = 1; -	ComponentManager & mgr = ComponentManager::get_instance(); -	ParticleEmitter & emitter -		= mgr.get_components_by_id<ParticleEmitter>(0).front().get(); +	ComponentManager & mgr = this->component_manager; +	ParticleEmitter & emitter = mgr.get_components_by_id<ParticleEmitter>(0).front().get();  	emitter.data.end_lifespan = 100;  	emitter.data.boundary.height = 100;  	emitter.data.boundary.width = 100; @@ -159,9 +157,8 @@ TEST_F(ParticlesTest, moveParticleVertical) {  TEST_F(ParticlesTest, boundaryParticleReset) {  	Config::get_instance().physics.gravity = 1; -	ComponentManager & mgr = ComponentManager::get_instance(); -	ParticleEmitter & emitter -		= mgr.get_components_by_id<ParticleEmitter>(0).front().get(); +	ComponentManager & mgr = this->component_manager; +	ParticleEmitter & emitter = mgr.get_components_by_id<ParticleEmitter>(0).front().get();  	emitter.data.end_lifespan = 100;  	emitter.data.boundary.height = 10;  	emitter.data.boundary.width = 10; @@ -179,9 +176,8 @@ TEST_F(ParticlesTest, boundaryParticleReset) {  TEST_F(ParticlesTest, boundaryParticleStop) {  	Config::get_instance().physics.gravity = 1; -	ComponentManager & mgr = ComponentManager::get_instance(); -	ParticleEmitter & emitter -		= mgr.get_components_by_id<ParticleEmitter>(0).front().get(); +	ComponentManager & mgr = this->component_manager; +	ParticleEmitter & emitter = mgr.get_components_by_id<ParticleEmitter>(0).front().get();  	emitter.data.end_lifespan = 100;  	emitter.data.boundary.height = 10;  	emitter.data.boundary.width = 10; diff --git a/src/test/PhysicsTest.cpp b/src/test/PhysicsTest.cpp index 5385962..1e37c26 100644 --- a/src/test/PhysicsTest.cpp +++ b/src/test/PhysicsTest.cpp @@ -11,16 +11,17 @@ using namespace std::chrono_literals;  using namespace crepe;  class PhysicsTest : public ::testing::Test { -protected: -	GameObject * game_object; -	PhysicsSystem physics_system; +public: +	ComponentManager component_manager; +	PhysicsSystem system{component_manager}; +  	void SetUp() override { -		ComponentManager & mgr = ComponentManager::get_instance(); -		std::vector<std::reference_wrapper<Transform>> transforms +		ComponentManager & mgr = this->component_manager; +		vector<reference_wrapper<Transform>> transforms  			= mgr.get_components_by_id<Transform>(0);  		if (transforms.empty()) { -			game_object = new GameObject(0, "", "", Vector2{0, 0}, 0, 0); -			game_object->add_component<Rigidbody>(Rigidbody::Data{ +			auto entity = mgr.new_object("", "", Vector2{0, 0}, 0, 0); +			entity.add_component<Rigidbody>(Rigidbody::Data{  				.mass = 1,  				.gravity_scale = 1,  				.body_type = Rigidbody::BodyType::DYNAMIC, @@ -36,7 +37,7 @@ protected:  		transform.position.x = 0.0;  		transform.position.y = 0.0;  		transform.rotation = 0.0; -		std::vector<std::reference_wrapper<Rigidbody>> rigidbodies +		vector<reference_wrapper<Rigidbody>> rigidbodies  			= mgr.get_components_by_id<Rigidbody>(0);  		Rigidbody & rigidbody = rigidbodies.front().get();  		rigidbody.data.angular_velocity = 0; @@ -47,34 +48,36 @@ protected:  TEST_F(PhysicsTest, gravity) {  	Config::get_instance().physics.gravity = 1; -	ComponentManager & mgr = ComponentManager::get_instance(); -	std::vector<std::reference_wrapper<Transform>> transforms -		= mgr.get_components_by_id<Transform>(0); +	ComponentManager & mgr = this->component_manager; +	vector<reference_wrapper<Transform>> transforms = mgr.get_components_by_id<Transform>(0);  	const Transform & transform = transforms.front().get();  	ASSERT_FALSE(transforms.empty());  	EXPECT_EQ(transform.position.y, 0); -	physics_system.update(); + +	system.update();  	EXPECT_EQ(transform.position.y, 1); -	physics_system.update(); + +	system.update();  	EXPECT_EQ(transform.position.y, 3);  }  TEST_F(PhysicsTest, max_velocity) { -	ComponentManager & mgr = ComponentManager::get_instance(); -	std::vector<std::reference_wrapper<Rigidbody>> rigidbodies -		= mgr.get_components_by_id<Rigidbody>(0); +	ComponentManager & mgr = this->component_manager; +	vector<reference_wrapper<Rigidbody>> rigidbodies = mgr.get_components_by_id<Rigidbody>(0);  	Rigidbody & rigidbody = rigidbodies.front().get();  	ASSERT_FALSE(rigidbodies.empty());  	EXPECT_EQ(rigidbody.data.linear_velocity.y, 0); +  	rigidbody.add_force_linear({100, 100});  	rigidbody.add_force_angular(100); -	physics_system.update(); +	system.update();  	EXPECT_EQ(rigidbody.data.linear_velocity.y, 10);  	EXPECT_EQ(rigidbody.data.linear_velocity.x, 10);  	EXPECT_EQ(rigidbody.data.angular_velocity, 10); +  	rigidbody.add_force_linear({-100, -100});  	rigidbody.add_force_angular(-100); -	physics_system.update(); +	system.update();  	EXPECT_EQ(rigidbody.data.linear_velocity.y, -10);  	EXPECT_EQ(rigidbody.data.linear_velocity.x, -10);  	EXPECT_EQ(rigidbody.data.angular_velocity, -10); @@ -82,39 +85,42 @@ TEST_F(PhysicsTest, max_velocity) {  TEST_F(PhysicsTest, movement) {  	Config::get_instance().physics.gravity = 0; -	ComponentManager & mgr = ComponentManager::get_instance(); -	std::vector<std::reference_wrapper<Rigidbody>> rigidbodies -		= mgr.get_components_by_id<Rigidbody>(0); +	ComponentManager & mgr = this->component_manager; +	vector<reference_wrapper<Rigidbody>> rigidbodies = mgr.get_components_by_id<Rigidbody>(0);  	Rigidbody & rigidbody = rigidbodies.front().get(); -	std::vector<std::reference_wrapper<Transform>> transforms -		= mgr.get_components_by_id<Transform>(0); +	vector<reference_wrapper<Transform>> transforms = mgr.get_components_by_id<Transform>(0);  	const Transform & transform = transforms.front().get();  	ASSERT_FALSE(rigidbodies.empty());  	ASSERT_FALSE(transforms.empty()); +  	rigidbody.add_force_linear({1, 1});  	rigidbody.add_force_angular(1); -	physics_system.update(); +	system.update();  	EXPECT_EQ(transform.position.x, 1);  	EXPECT_EQ(transform.position.y, 1);  	EXPECT_EQ(transform.rotation, 1); +  	rigidbody.data.constraints = {1, 1, 1};  	EXPECT_EQ(transform.position.x, 1);  	EXPECT_EQ(transform.position.y, 1);  	EXPECT_EQ(transform.rotation, 1); +  	rigidbody.data.linear_damping.x = 0.5;  	rigidbody.data.linear_damping.y = 0.5;  	rigidbody.data.angular_damping = 0.5; -	physics_system.update(); +	system.update();  	EXPECT_EQ(rigidbody.data.linear_velocity.x, 0.5);  	EXPECT_EQ(rigidbody.data.linear_velocity.y, 0.5);  	EXPECT_EQ(rigidbody.data.angular_velocity, 0.5); +  	rigidbody.data.constraints = {1, 1, 0};  	rigidbody.data.angular_damping = 0;  	rigidbody.data.max_angular_velocity = 1000;  	rigidbody.data.angular_velocity = 360; -	physics_system.update(); +	system.update();  	EXPECT_EQ(transform.rotation, 1); +  	rigidbody.data.angular_velocity = -360; -	physics_system.update(); +	system.update();  	EXPECT_EQ(transform.rotation, 1);  } diff --git a/src/test/ScriptTest.cpp b/src/test/ScriptTest.cpp new file mode 100644 index 0000000..19fef6d --- /dev/null +++ b/src/test/ScriptTest.cpp @@ -0,0 +1,72 @@ +#include <gtest/gtest.h> + +// stupid hack to allow access to private/protected members under test +#define private public +#define protected public + +#include <crepe/ComponentManager.h> +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/GameObject.h> +#include <crepe/api/Script.h> +#include <crepe/api/Vector2.h> +#include <crepe/system/ScriptSystem.h> + +using namespace std; +using namespace crepe; +using namespace testing; + +class ScriptTest : public Test { +public: +	ComponentManager component_manager{}; +	ScriptSystem system{component_manager}; + +	class MyScript : public Script { +		// NOTE: default (private) visibility of init and update shouldn't cause +		// issues! +		void init() { this->init_count++; } +		void update() { this->update_count++; } + +	public: +		unsigned init_count = 0; +		unsigned update_count = 0; +	}; + +	BehaviorScript * behaviorscript_ref = nullptr; +	MyScript * script_ref = nullptr; + +	void SetUp() override { +		auto & mgr = this->component_manager; +		GameObject entity = mgr.new_object("name"); +		BehaviorScript & component = entity.add_component<BehaviorScript>(); + +		this->behaviorscript_ref = &component; +		EXPECT_EQ(this->behaviorscript_ref->script.get(), nullptr); +		component.set_script<MyScript>(); +		ASSERT_NE(this->behaviorscript_ref->script.get(), nullptr); + +		this->script_ref = (MyScript *) this->behaviorscript_ref->script.get(); +		ASSERT_NE(this->script_ref, nullptr); +	} +}; + +TEST_F(ScriptTest, Default) { +	EXPECT_EQ(0, this->script_ref->init_count); +	EXPECT_EQ(0, this->script_ref->update_count); +} + +TEST_F(ScriptTest, UpdateOnce) { +	EXPECT_EQ(0, this->script_ref->init_count); +	EXPECT_EQ(0, this->script_ref->update_count); + +	this->system.update(); +	EXPECT_EQ(1, this->script_ref->init_count); +	EXPECT_EQ(1, this->script_ref->update_count); +} + +TEST_F(ScriptTest, ListScripts) { +	size_t script_count = 0; +	for (auto & _ : this->system.get_scripts()) { +		script_count++; +	} +	ASSERT_EQ(1, script_count); +} diff --git a/src/test/audio.cpp b/src/test/audio.cpp deleted file mode 100644 index d6ff689..0000000 --- a/src/test/audio.cpp +++ /dev/null @@ -1,10 +0,0 @@ -#include <gtest/gtest.h> - -using namespace std; -using namespace std::chrono_literals; - -// using namespace crepe; - -// TODO: mock internal audio class - -TEST(audio, play) { ASSERT_TRUE(true); } diff --git a/src/test/dummy.cpp b/src/test/dummy.cpp deleted file mode 100644 index a00a9c6..0000000 --- a/src/test/dummy.cpp +++ /dev/null @@ -1,3 +0,0 @@ -#include <gtest/gtest.h> - -TEST(dummy, foo) { ASSERT_TRUE(1); } diff --git a/src/test/main.cpp b/src/test/main.cpp new file mode 100644 index 0000000..241015d --- /dev/null +++ b/src/test/main.cpp @@ -0,0 +1,15 @@ +#include <crepe/api/Config.h> + +#include <gtest/gtest.h> + +using namespace crepe; +using namespace testing; + +int main(int argc, char ** argv) { +	InitGoogleTest(&argc, argv); + +	auto & cfg = Config::get_instance(); +	cfg.log.level = Log::Level::ERROR; + +	return RUN_ALL_TESTS(); +} |