diff options
115 files changed, 2260 insertions, 1479 deletions
diff --git a/asset/demo/floor.png b/asset/demo/floor.png Binary files differnew file mode 100644 index 0000000..fb4e37d --- /dev/null +++ b/asset/demo/floor.png diff --git a/asset/demo/player.png b/asset/demo/player.png Binary files differnew file mode 100644 index 0000000..2a22602 --- /dev/null +++ b/asset/demo/player.png diff --git a/src/crepe/Component.cpp b/src/crepe/Component.cpp index acfd35c..ae76e65 100644 --- a/src/crepe/Component.cpp +++ b/src/crepe/Component.cpp @@ -1,5 +1,17 @@ #include "Component.h" using namespace crepe; +using namespace std; Component::Component(game_object_id_t id) : game_object_id(id) {} + +Component & Component::operator=(const Component & other) { + this->active = other.active; + return *this; +} + +unique_ptr<Component> Component::save() const { + return unique_ptr<Component>(new Component(*this)); +} + +void Component::restore(const Component & snapshot) { *this = snapshot; } diff --git a/src/crepe/Component.h b/src/crepe/Component.h index eff5a58..52e06d5 100644 --- a/src/crepe/Component.h +++ b/src/crepe/Component.h @@ -1,5 +1,7 @@ #pragma once +#include <memory> + #include "types.h" namespace crepe { @@ -32,11 +34,33 @@ protected: //! Only ComponentManager can create components friend class ComponentManager; - Component(const Component &) = delete; + // components are never moved Component(Component &&) = delete; - virtual Component & operator=(const Component &) = delete; virtual Component & operator=(Component &&) = delete; +protected: + /** + * \name ReplayManager (Memento) functions + * \{ + */ + /** + * \brief Save a snapshot of this component's state + * \note This function should only be implemented on components that should be saved/restored + * by ReplayManager. + * \returns Unique pointer to a deep copy of this component + */ + virtual std::unique_ptr<Component> save() const; + //! Copy constructor (used by \c save()) + Component(const Component &) = default; + /** + * \brief Restore this component from a snapshot + * \param snapshot Data to fill this component with (as returned by \c save()) + */ + virtual void restore(const Component & snapshot); + //! Copy assignment operator (used by \c restore()) + virtual Component & operator=(const Component &); + //! \} + public: virtual ~Component() = default; diff --git a/src/crepe/Particle.cpp b/src/crepe/Particle.cpp index 485a0d4..b340826 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 vec2 & position, const vec2 & velocity, - double angle) { +void Particle::reset(unsigned int lifespan, const vec2 & position, const vec2 & velocity, + float angle) { // Initialize the particle state this->time_in_life = 0; this->lifespan = lifespan; @@ -15,16 +15,17 @@ void Particle::reset(uint32_t lifespan, const vec2 & position, const vec2 & velo this->force_over_time = {0, 0}; } -void Particle::update() { +void Particle::update(double dt) { // Deactivate particle if it has exceeded its lifespan - if (++time_in_life >= lifespan) { + time_in_life += dt; + if (time_in_life >= lifespan) { this->active = false; return; } // Update velocity based on accumulated force and update position - this->velocity += force_over_time; - this->position += velocity; + this->velocity += force_over_time * dt; + this->position += velocity * dt; } void Particle::stop_movement() { diff --git a/src/crepe/Particle.h b/src/crepe/Particle.h index d0397c9..ee0cd66 100644 --- a/src/crepe/Particle.h +++ b/src/crepe/Particle.h @@ -14,8 +14,6 @@ namespace crepe { * can also be reset or stopped. */ class Particle { - // TODO: add friend particleSsytem and rendersystem. Unit test will fail. - public: //! Position of the particle in 2D space. vec2 position; @@ -24,13 +22,13 @@ public: //! Accumulated force affecting the particle over time. vec2 force_over_time; //! Total lifespan of the particle in milliseconds. - uint32_t lifespan; + float lifespan; //! Active state of the particle; true if it is in use, false otherwise. bool active = false; //! The time the particle has been alive, in milliseconds. - uint32_t time_in_life = 0; + float time_in_life = 0; //! The angle at which the particle is oriented or moving. - double angle = 0; + float angle = 0; /** * \brief Resets the particle with new properties. @@ -43,14 +41,16 @@ public: * \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 vec2 & position, const vec2 & velocity, double angle); + void reset(unsigned int lifespan, const vec2 & position, const vec2 & velocity, + float angle); /** * \brief Updates the particle's state. * * Advances the particle's position based on its velocity and applies accumulated forces. * Deactivates the particle if its lifespan has expired. + * \param dt The amount of fixed delta time that has passed. */ - void update(); + void update(double dt); /** * \brief Stops the particle's movement. * diff --git a/src/crepe/api/Animator.cpp b/src/crepe/api/Animator.cpp index 4ce4bf0..203cef3 100644 --- a/src/crepe/api/Animator.cpp +++ b/src/crepe/api/Animator.cpp @@ -1,5 +1,5 @@ -#include "util/Log.h" +#include "util/dbg.h" #include "Animator.h" #include "Component.h" diff --git a/src/crepe/api/Asset.h b/src/crepe/api/Asset.h index bfd0ac7..d802e83 100644 --- a/src/crepe/api/Asset.h +++ b/src/crepe/api/Asset.h @@ -43,13 +43,13 @@ private: /** * \brief Locate asset path, or throw exception if it cannot be found * - * This function resolves asset locations relative to crepe::Config::root_pattern if it is + * This function resolves asset locations relative to Config::asset::root_pattern if it is * set and \p src is a relative path. If \p src is an absolute path, it is canonicalized. * This function only returns if the file can be found. * * \param src Arbitrary path to resource file * - * \returns \p src if crepe::Config::root_pattern is empty + * \returns \p src if Config::asset::root_pattern is empty * \returns Canonical path to \p src * * \throws std::runtime_error if root_pattern cannot be found diff --git a/src/crepe/api/BehaviorScript.cpp b/src/crepe/api/BehaviorScript.cpp index d22afdf..af7572c 100644 --- a/src/crepe/api/BehaviorScript.cpp +++ b/src/crepe/api/BehaviorScript.cpp @@ -10,6 +10,6 @@ BehaviorScript::BehaviorScript(game_object_id_t id, Mediator & mediator) template <> BehaviorScript & GameObject::add_component<BehaviorScript>() { - ComponentManager & mgr = this->component_manager; - return mgr.add_component<BehaviorScript>(this->id, mgr.mediator); + ComponentManager & mgr = this->mediator.component_manager; + return mgr.add_component<BehaviorScript>(this->id, this->mediator); } diff --git a/src/crepe/api/BehaviorScript.hpp b/src/crepe/api/BehaviorScript.hpp index b9bb1e2..353d5e2 100644 --- a/src/crepe/api/BehaviorScript.hpp +++ b/src/crepe/api/BehaviorScript.hpp @@ -2,8 +2,6 @@ #include <type_traits> -#include "../util/Log.h" - #include "BehaviorScript.h" #include "Script.h" @@ -11,7 +9,6 @@ namespace crepe { template <class T, typename... Args> BehaviorScript & BehaviorScript::set_script(Args &&... args) { - dbg_trace(); static_assert(std::is_base_of<Script, T>::value); this->script = std::unique_ptr<Script>(new T(std::forward<Args>(args)...)); diff --git a/src/crepe/api/BoxCollider.cpp b/src/crepe/api/BoxCollider.cpp index c097a24..a893d41 100644 --- a/src/crepe/api/BoxCollider.cpp +++ b/src/crepe/api/BoxCollider.cpp @@ -4,7 +4,7 @@ using namespace crepe; -BoxCollider::BoxCollider(game_object_id_t game_object_id, const vec2 & offset, - const vec2 & dimensions) +BoxCollider::BoxCollider(game_object_id_t game_object_id, const vec2 & dimensions, + const vec2 & offset) : Collider(game_object_id, offset), dimensions(dimensions) {} diff --git a/src/crepe/api/BoxCollider.h b/src/crepe/api/BoxCollider.h index 1ac4d46..3835e2c 100644 --- a/src/crepe/api/BoxCollider.h +++ b/src/crepe/api/BoxCollider.h @@ -13,7 +13,7 @@ namespace crepe { */ class BoxCollider : public Collider { public: - BoxCollider(game_object_id_t game_object_id, const vec2 & offset, const vec2 & dimensions); + BoxCollider(game_object_id_t game_object_id, const vec2 & dimensions, const vec2 & offset = { 0, 0 }); //! Width and height of the box collider vec2 dimensions; diff --git a/src/crepe/api/Button.cpp b/src/crepe/api/Button.cpp index 76f74f0..305922c 100644 --- a/src/crepe/api/Button.cpp +++ b/src/crepe/api/Button.cpp @@ -3,9 +3,8 @@ namespace crepe { Button::Button(game_object_id_t id, const vec2 & dimensions, const vec2 & offset, - const std::function<void()> & on_click, bool is_toggle) + const std::function<void()> & on_click) : UIObject(id, dimensions, offset), - is_toggle(is_toggle), on_click(on_click) {} } // namespace crepe diff --git a/src/crepe/api/Button.h b/src/crepe/api/Button.h index 61b18d7..08f5dec 100644 --- a/src/crepe/api/Button.h +++ b/src/crepe/api/Button.h @@ -15,19 +15,11 @@ public: * \param id The unique ID of the game object associated with this button. * \param dimensions The width and height of the UIObject * \param offset The offset relative this GameObjects Transform - * \param is_toggle Optional flag to indicate if the button is a toggle button. Defaults to false. * \param on_click callback function that will be invoked when the button is clicked. */ Button(game_object_id_t id, const vec2 & dimensions, const vec2 & offset, - const std::function<void()> & on_click, bool is_toggle = false); + const std::function<void()> & on_click); - /** - * \brief Indicates if the button is a toggle button (can be pressed and released). - * - * A toggle button allows for a pressed/released state, whereas a regular button - * typically only has an on-click state. - */ - bool is_toggle = false; // TODO: create separate toggle button class /** * \brief The callback function to be executed when the button is clicked. @@ -56,8 +48,6 @@ public: private: //! friend relation for is_pressed and hover variables friend class InputSystem; - //! Indicates whether the toggle button is pressed - bool is_pressed = false; //! Indicates whether the mouse is currently hovering over the button bool hover = false; diff --git a/src/crepe/api/CMakeLists.txt b/src/crepe/api/CMakeLists.txt index 8f84f06..18d6942 100644 --- a/src/crepe/api/CMakeLists.txt +++ b/src/crepe/api/CMakeLists.txt @@ -13,7 +13,7 @@ target_sources(crepe PUBLIC Animator.cpp BoxCollider.cpp CircleCollider.cpp - LoopManager.cpp + Engine.cpp Asset.cpp EventHandler.cpp Script.cpp @@ -46,7 +46,8 @@ target_sources(crepe PUBLIC FILE_SET HEADERS FILES EventHandler.h EventHandler.hpp Event.h - LoopManager.h + Engine.h + Engine.hpp Asset.h Button.h UIObject.h diff --git a/src/crepe/api/Camera.cpp b/src/crepe/api/Camera.cpp index 179dc18..9befc3f 100644 --- a/src/crepe/api/Camera.cpp +++ b/src/crepe/api/Camera.cpp @@ -1,4 +1,4 @@ -#include "util/Log.h" +#include "util/dbg.h" #include "Camera.h" #include "Component.h" @@ -6,10 +6,8 @@ using namespace crepe; -Camera::Camera(game_object_id_t id, const ivec2 & screen, const vec2 & viewport_size, - const Data & data) +Camera::Camera(game_object_id_t id, const vec2 & viewport_size, const Data & data) : Component(id), - screen(screen), viewport_size(viewport_size), data(data) { dbg_trace(); diff --git a/src/crepe/api/Camera.h b/src/crepe/api/Camera.h index 54d9a73..2fea9f3 100644 --- a/src/crepe/api/Camera.h +++ b/src/crepe/api/Camera.h @@ -30,7 +30,7 @@ public: * zoom < 1 --> zoom out * zoom > 1 --> zoom in */ - double zoom = 1; + float zoom = 1.0; //! offset postion from the game object transform component vec2 postion_offset; @@ -40,19 +40,14 @@ public: /** * \brief Constructs a Camera with the specified ID and background color. * \param id Unique identifier for the camera component. - * \param screen is the actual screen size in pixels * \param viewport_size is the view of the world in game units * \param data the camera component data */ - Camera(game_object_id_t id, const ivec2 & screen, const vec2 & viewport_size, - const Camera::Data & data); + Camera(game_object_id_t id, const vec2 & viewport_size, const Data & data); ~Camera(); // dbg_trace only public: - Camera::Data data; - - //! screen the display size in pixels ( output resolution ) - const ivec2 screen; + Data data; //! viewport is the area of the world visible through the camera (in world units) const vec2 viewport_size; diff --git a/src/crepe/api/Config.h b/src/crepe/api/Config.h index ca2d3f1..3cc67c2 100644 --- a/src/crepe/api/Config.h +++ b/src/crepe/api/Config.h @@ -3,24 +3,21 @@ #include <string> #include "../util/Log.h" - -#include "types.h" +#include "../types.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). + * This struct stores both engine default settings and global configuration parameters. */ struct Config final { //! Retrieve handle to global Config instance static Config & get_instance(); //! Logging-related settings - struct { + struct log { // NOLINT /** * \brief Log level * @@ -28,7 +25,7 @@ struct Config final { */ Log::Level level = Log::Level::INFO; /** - * \brief Colored log output + * \brief Enable colored log output * * Enables log coloring using ANSI escape codes. */ @@ -36,7 +33,7 @@ struct Config final { } log; //! Save manager - struct { + struct savemgr { // NOLINT /** * \brief Save file location * @@ -46,8 +43,8 @@ struct Config final { std::string location = "save.crepe.db"; } savemgr; - //! physics-related settings - struct { + //! Physics-related settings + struct physics { // NOLINT /** * \brief gravity value of physics system * @@ -56,15 +53,16 @@ struct Config final { float gravity = 10; } physics; - //! default window settings - struct { - //! default screen size in pixels - ivec2 default_size = {1280, 720}; - std::string window_title = "Jetpack joyride clone"; - } window_settings; + //! Default window settings + struct window { // NOLINT + //! Default window size (in pixels) + ivec2 size = {1280, 720}; + //! Default window title + std::string title = "Jetpack joyride clone"; + } window; //! Asset loading options - struct { + struct asset { // NOLINT /** * \brief Pattern to match for Asset base directory * @@ -76,6 +74,11 @@ struct Config final { */ std::string root_pattern = ".crepe-root"; } asset; + //! Configuration for click tolerance. + struct { + //! The maximum number of pixels the mouse can move between MouseDown and MouseUp events to be considered a click. + int click_tolerance = 5; + } input; //! Audio system settings struct { diff --git a/src/crepe/api/Engine.cpp b/src/crepe/api/Engine.cpp new file mode 100644 index 0000000..bbb4494 --- /dev/null +++ b/src/crepe/api/Engine.cpp @@ -0,0 +1,63 @@ +#include "../util/Log.h" + +#include "Engine.h" + +using namespace crepe; +using namespace std; + +int Engine::main() noexcept { + try { + this->setup(); + } catch (const exception & e) { + Log::logf(Log::Level::ERROR, "Uncaught exception in setup: {}\n", e.what()); + return EXIT_FAILURE; + } + + try { + this->loop(); + } catch (const exception & e) { + Log::logf(Log::Level::ERROR, "Uncaught exception in main loop: {}\n", e.what()); + this->event_manager.trigger_event<ShutDownEvent>(); + } + + return EXIT_SUCCESS; +} + +void Engine::setup() { + this->loop_timer.start(); + this->scene_manager.load_next_scene(); + + this->event_manager.subscribe<ShutDownEvent>([this](const ShutDownEvent & event) { + this->game_running = false; + + // propagate to possible user ShutDownEvent listeners + return false; + }); +} + +void Engine::loop() { + LoopTimerManager & timer = this->loop_timer; + SystemManager & systems = this->system_manager; + + while (game_running) { + timer.update(); + + while (timer.get_lag() >= timer.get_fixed_delta_time()) { + try { + systems.fixed_update(); + } catch (const exception & e) { + Log::logf(Log::Level::WARNING, + "Uncaught exception in fixed update function: {}\n", e.what()); + } + timer.advance_fixed_elapsed_time(); + } + + try { + systems.frame_update(); + } catch (const exception & e) { + Log::logf(Log::Level::WARNING, "Uncaught exception in frame update function: {}\n", + e.what()); + } + timer.enforce_frame_rate(); + } +} diff --git a/src/crepe/api/Engine.h b/src/crepe/api/Engine.h new file mode 100644 index 0000000..3145723 --- /dev/null +++ b/src/crepe/api/Engine.h @@ -0,0 +1,78 @@ +#pragma once + +#include "../facade/SDLContext.h" +#include "../manager/ComponentManager.h" +#include "../manager/EventManager.h" +#include "../manager/LoopTimerManager.h" +#include "../manager/ReplayManager.h" +#include "../manager/ResourceManager.h" +#include "../manager/SaveManager.h" +#include "../manager/SceneManager.h" +#include "../manager/SystemManager.h" + +namespace crepe { + +/** + * \brief Main game entrypoint + * + * This class is responsible for managing the game loop, including initialization and updating. + */ +class Engine { +public: + /** + * \brief Engine entrypoint + * + * This function is called by the game programmer after registering all scenes + * + * \returns process exit code + */ + int main() noexcept; + + //! \copydoc SceneManager::add_scene + template <typename T> + void add_scene(); + +private: + /** + * \brief Setup function for one-time initialization. + * + * This function initializes necessary components for the game. + */ + void setup(); + /** + * \brief Main game loop function. + * + * This function runs the main loop, handling game updates and rendering. + */ + void loop(); + + //! Game loop condition + bool game_running = true; + +private: + //! Global context + Mediator mediator; + + //! Component manager instance + ComponentManager component_manager{mediator}; + //! Scene manager instance + SceneManager scene_manager{mediator}; + //! LoopTimerManager instance + LoopTimerManager loop_timer{mediator}; + //! EventManager instance + EventManager event_manager{mediator}; + //! Resource manager instance + ResourceManager resource_manager{mediator}; + //! Save manager instance + SaveManager save_manager{mediator}; + //! SDLContext instance + SDLContext sdl_context{mediator}; + //! ReplayManager instance + ReplayManager replay_manager{mediator}; + //! SystemManager + SystemManager system_manager{mediator}; +}; + +} // namespace crepe + +#include "Engine.hpp" diff --git a/src/crepe/api/Engine.hpp b/src/crepe/api/Engine.hpp new file mode 100644 index 0000000..f2fdc0a --- /dev/null +++ b/src/crepe/api/Engine.hpp @@ -0,0 +1,12 @@ +#pragma once + +#include "Engine.h" + +namespace crepe { + +template <class T> +void Engine::add_scene() { + this->scene_manager.add_scene<T>(); +} + +} // namespace crepe diff --git a/src/crepe/api/Event.h b/src/crepe/api/Event.h index f2f3daf..17ae809 100644 --- a/src/crepe/api/Event.h +++ b/src/crepe/api/Event.h @@ -4,6 +4,7 @@ #include <string> #include "KeyCodes.h" +#include "types.h" namespace crepe { @@ -38,11 +39,8 @@ public: */ class MousePressEvent : public Event { public: - //! X-coordinate of the mouse position at the time of the event. - int mouse_x = 0; - - //! Y-coordinate of the mouse position at the time of the event. - int mouse_y = 0; + //! mouse position + vec2 mouse_pos = {0, 0}; //! The mouse button that was pressed. MouseButton button = MouseButton::NONE; @@ -53,11 +51,8 @@ public: */ class MouseClickEvent : public Event { public: - //! X-coordinate of the mouse position at the time of the event. - int mouse_x = 0; - - //! Y-coordinate of the mouse position at the time of the event. - int mouse_y = 0; + //! mouse position + vec2 mouse_pos = {0, 0}; //! The mouse button that was clicked. MouseButton button = MouseButton::NONE; @@ -68,11 +63,8 @@ public: */ class MouseReleaseEvent : public Event { public: - //! X-coordinate of the mouse position at the time of the event. - int mouse_x = 0; - - //! Y-coordinate of the mouse position at the time of the event. - int mouse_y = 0; + //! mouse position + vec2 mouse_pos = {0, 0}; //! The mouse button that was released. MouseButton button = MouseButton::NONE; @@ -83,17 +75,10 @@ public: */ class MouseMoveEvent : public Event { public: - //! X-coordinate of the mouse position at the time of the event. - int mouse_x = 0; - - //! Y-coordinate of the mouse position at the time of the event. - int mouse_y = 0; - - // Movement since last event in x - int delta_x = 0; - - // Movement since last event in y - int delta_y = 0; + //! new mouse position + vec2 mouse_pos = {0, 0}; + //! The change in mouse position relative to the last position (in pixels). + ivec2 mouse_delta = {0, 0}; }; /** @@ -101,12 +86,8 @@ public: */ class MouseScrollEvent : public Event { public: - //! X-coordinate of the mouse position at the time of the event. - int mouse_x = 0; - - //! Y-coordinate of the mouse position at the time of the event. - int mouse_y = 0; - + //! mouse position when the scroll happened. + vec2 mouse_pos = {0, 0}; //! scroll direction (-1 = down, 1 = up) int scroll_direction = 0; //! scroll amount in y axis (from and away from the person). @@ -127,4 +108,55 @@ public: */ class ShutDownEvent : public Event {}; +/** + * \brief Event triggered to indicate the window is overlapped by another window. + * + * When two windows overlap the bottom window gets distorted and that window has to be redrawn. + */ +class WindowExposeEvent : public Event {}; + +/** + * \brief Event triggered to indicate the window is resized. + */ +class WindowResizeEvent : public Event { +public: + //! new window dimensions + ivec2 dimensions = {0, 0}; +}; + +/** + * \brief Event triggered to indicate the window is moved. + */ +class WindowMoveEvent : public Event { +public: + //! The change in position relative to the last position (in pixels). + ivec2 delta_move = {0, 0}; +}; + +/** + * \brief Event triggered to indicate the window is minimized. + */ +class WindowMinimizeEvent : public Event {}; + +/** + * \brief Event triggered to indicate the window is maximized + */ +class WindowMaximizeEvent : public Event {}; + +/** + * \brief Event triggered to indicate the window gained focus + * + * This event is triggered when the window receives focus, meaning it becomes the active window + * for user interaction. + */ +class WindowFocusGainEvent : public Event {}; + +/** + * \brief Event triggered to indicate the window lost focus + * + * This event is triggered when the window loses focus, meaning it is no longer the active window + * for user interaction. + */ +class WindowFocusLostEvent : public Event {}; + } // namespace crepe diff --git a/src/crepe/api/GameObject.cpp b/src/crepe/api/GameObject.cpp index 9ef4682..9b94cad 100644 --- a/src/crepe/api/GameObject.cpp +++ b/src/crepe/api/GameObject.cpp @@ -7,20 +7,17 @@ using namespace crepe; using namespace std; -GameObject::GameObject(ComponentManager & component_manager, game_object_id_t id, - const std::string & name, const std::string & tag, - const vec2 & position, double rotation, double scale) +GameObject::GameObject(Mediator & mediator, game_object_id_t id, const std::string & name, + const std::string & tag, const vec2 & position, double rotation, + double scale) : id(id), - component_manager(component_manager) { - - // Add Transform and Metadata components - ComponentManager & mgr = this->component_manager; - mgr.add_component<Transform>(this->id, position, rotation, scale); - mgr.add_component<Metadata>(this->id, name, tag); -} + mediator(mediator), + transform(mediator.component_manager->add_component<Transform>(this->id, position, + rotation, scale)), + metadata(mediator.component_manager->add_component<Metadata>(this->id, name, tag)) {} void GameObject::set_parent(const GameObject & parent) { - ComponentManager & mgr = this->component_manager; + ComponentManager & mgr = this->mediator.component_manager; // Set parent on own Metadata component RefVector<Metadata> this_metadata = mgr.get_components_by_id<Metadata>(this->id); @@ -32,7 +29,7 @@ void GameObject::set_parent(const GameObject & parent) { } void GameObject::set_persistent(bool persistent) { - ComponentManager & mgr = this->component_manager; + ComponentManager & mgr = this->mediator.component_manager; mgr.set_persistent(this->id, persistent); } diff --git a/src/crepe/api/GameObject.h b/src/crepe/api/GameObject.h index ff80f49..572ce3a 100644 --- a/src/crepe/api/GameObject.h +++ b/src/crepe/api/GameObject.h @@ -6,7 +6,9 @@ namespace crepe { -class ComponentManager; +class Mediator; +class Transform; +class Metadata; /** * \brief Represents a GameObject @@ -20,7 +22,7 @@ private: * 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 mediator Reference to mediator * \param id The id of the GameObject * \param name The name of the GameObject * \param tag The tag of the GameObject @@ -28,13 +30,20 @@ private: * \param rotation The rotation of the GameObject * \param scale The scale of the GameObject */ - GameObject(ComponentManager & component_manager, game_object_id_t id, - const std::string & name, const std::string & tag, const vec2 & position, - double rotation, double scale); + GameObject(Mediator & mediator, game_object_id_t id, const std::string & name, + const std::string & tag, const vec2 & position, double rotation, double scale); //! ComponentManager instances GameObject friend class ComponentManager; public: + //! The id of the GameObject + const game_object_id_t id; + //! This entity's transform + Transform & transform; + //! This entity's metadata + Metadata & metadata; + +public: /** * \brief Set the parent of this GameObject * @@ -68,12 +77,8 @@ public: */ void set_persistent(bool persistent = true); -public: - //! The id of the GameObject - const game_object_id_t id; - protected: - ComponentManager & component_manager; + Mediator & mediator; }; } // namespace crepe diff --git a/src/crepe/api/GameObject.hpp b/src/crepe/api/GameObject.hpp index a6b45b0..69f7d73 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 = this->component_manager; + ComponentManager & mgr = this->mediator.component_manager; return mgr.add_component<T>(this->id, std::forward<Args>(args)...); } diff --git a/src/crepe/api/KeyCodes.h b/src/crepe/api/KeyCodes.h index fcfc080..748e8f6 100644 --- a/src/crepe/api/KeyCodes.h +++ b/src/crepe/api/KeyCodes.h @@ -1,5 +1,9 @@ #pragma once + +#include <unordered_map> + namespace crepe { + //! Enumeration for mouse button inputs, including standard and extended buttons. enum class MouseButton { NONE = 0, //!< No mouse button input. @@ -151,4 +155,7 @@ enum class Keycode { /// \} MENU = 348, //!< Menu key. }; + +typedef std::unordered_map<Keycode, bool> keyboard_state_t; + } // namespace crepe diff --git a/src/crepe/api/LoopManager.cpp b/src/crepe/api/LoopManager.cpp index b5e5ff7..7a78019 100644 --- a/src/crepe/api/LoopManager.cpp +++ b/src/crepe/api/LoopManager.cpp @@ -65,6 +65,7 @@ void LoopManager::fixed_update() { this->get_system<InputSystem>().update(); this->event_manager.dispatch_events(); this->get_system<ScriptSystem>().update(); + this->get_system<ParticleSystem>().update(); this->get_system<AISystem>().update(); this->get_system<PhysicsSystem>().update(); this->get_system<CollisionSystem>().update(); diff --git a/src/crepe/api/LoopManager.h b/src/crepe/api/LoopManager.h deleted file mode 100644 index 40e6b38..0000000 --- a/src/crepe/api/LoopManager.h +++ /dev/null @@ -1,122 +0,0 @@ -#pragma once - -#include <memory> - -#include "../facade/SDLContext.h" -#include "../manager/ComponentManager.h" -#include "../manager/EventManager.h" -#include "../manager/LoopTimerManager.h" -#include "../manager/Mediator.h" -#include "../manager/ResourceManager.h" -#include "../manager/SaveManager.h" -#include "../manager/SceneManager.h" -#include "../system/System.h" - -namespace crepe { -/** - * \brief Main game loop manager - * - * This class is responsible for managing the game loop, including initialization and updating. - */ -class LoopManager { -public: - LoopManager(); - /** - * \brief Start the gameloop - * - * This is the start of the engine where the setup is called and then the loop keeps running until the game stops running. - * The Game programmer needs to call this function to run the game. This should be done after creating and adding all scenes. - */ - void start(); - - /** - * \brief Add a new concrete scene to the scene manager - * - * \tparam T Type of concrete scene - */ - template <typename T> - void add_scene(); - -private: - /** - * \brief Setup function for one-time initialization. - * - * This function initializes necessary components for the game. - */ - void setup(); - /** - * \brief Main game loop function. - * - * This function runs the main loop, handling game updates and rendering. - */ - void loop(); - - /** - * \brief Per-frame update. - * - * Updates the game state based on the elapsed time since the last frame. - */ - virtual void frame_update(); - - /** - * \brief Fixed update executed at a fixed rate. - * - * This function updates physics and game logic based on LoopTimer's fixed_delta_time. - */ - virtual void fixed_update(); - - //! Indicates whether the game is running. - bool game_running = false; - -private: - //! Global context - Mediator mediator; - - //! Component manager instance - ComponentManager component_manager{mediator}; - //! Scene manager instance - SceneManager scene_manager{mediator}; - //! LoopTimerManager instance - LoopTimerManager loop_timer{mediator}; - //! EventManager instance - EventManager event_manager{mediator}; - //! Resource manager instance - ResourceManager resource_manager{mediator}; - //! Save manager instance - SaveManager save_manager{mediator}; - //! SDLContext instance - SDLContext sdl_context{mediator}; - -private: - /** - * \brief Callback function for ShutDownEvent - * - * This function sets the game_running variable to false, stopping the gameloop and therefor quitting the game. - */ - bool on_shutdown(const ShutDownEvent & e); - /** - * \brief Collection of System instances - * - * This map holds System instances indexed by the system's class typeid. It is filled in the - * constructor of 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/ParticleEmitter.cpp b/src/crepe/api/ParticleEmitter.cpp index 90b77a0..9a70334 100644 --- a/src/crepe/api/ParticleEmitter.cpp +++ b/src/crepe/api/ParticleEmitter.cpp @@ -1,11 +1,28 @@ #include "ParticleEmitter.h" +#include "api/Sprite.h" using namespace crepe; +using namespace std; -ParticleEmitter::ParticleEmitter(game_object_id_t game_object_id, const Data & data) +ParticleEmitter::ParticleEmitter(game_object_id_t game_object_id, const Sprite & sprite, + const Data & data) : Component(game_object_id), + sprite(sprite), data(data) { for (size_t i = 0; i < this->data.max_particles; i++) { - this->data.particles.emplace_back(); + this->particles.emplace_back(); } } + +unique_ptr<Component> ParticleEmitter::save() const { + return unique_ptr<Component>{new ParticleEmitter(*this)}; +} + +void ParticleEmitter::restore(const Component & snapshot) { + *this = static_cast<const ParticleEmitter &>(snapshot); +} + +ParticleEmitter & ParticleEmitter::operator=(const ParticleEmitter & other) { + this->particles = other.particles; + return *this; +} diff --git a/src/crepe/api/ParticleEmitter.h b/src/crepe/api/ParticleEmitter.h index b83fd61..626b356 100644 --- a/src/crepe/api/ParticleEmitter.h +++ b/src/crepe/api/ParticleEmitter.h @@ -1,7 +1,11 @@ #pragma once +#include <cmath> #include <vector> +#include "system/ParticleSystem.h" +#include "system/RenderSystem.h" + #include "Component.h" #include "Particle.h" #include "types.h" @@ -26,15 +30,18 @@ public: */ struct Boundary { //! boundary width (midpoint is emitter location) - double width = 0.0; + float width = INFINITY; //! boundary height (midpoint is emitter location) - double height = 0.0; + float height = INFINITY; //! boundary offset from particle emitter location vec2 offset; //! reset on exit or stop velocity and set max postion bool reset_on_exit = false; }; + //! sprite reference of displayed sprite + const Sprite & sprite; + /** * \brief Holds parameters that control particle emission. * @@ -45,29 +52,25 @@ public: //! position of the emitter vec2 position; //! maximum number of particles - const unsigned int max_particles = 0; - //! rate of particle emission per update (Lowest value = 0.001 any lower is ignored) - double emission_rate = 0; + const unsigned int max_particles = 256; + //! rate of particle emission per second + float emission_rate = 50; //! min speed of the particles - double min_speed = 0; + float min_speed = 100; //! min speed of the particles - double max_speed = 0; + float max_speed = 100; //! min angle of particle emission - double min_angle = 0; + float min_angle = 0; //! max angle of particle emission - double max_angle = 0; - //! begin Lifespan of particle (only visual) - double begin_lifespan = 0.0; - //! end Lifespan of particle - double end_lifespan = 0.0; + float max_angle = 0; + //! begin Lifespan of particle in seconds (only visual) + float begin_lifespan = 0.0; + //! end Lifespan of particle in seconds + float end_lifespan = 10.0; //! force over time (physics) vec2 force_over_time; //! particle boundary Boundary boundary; - //! collection of particles - std::vector<Particle> particles; - //! sprite reference - const Sprite & sprite; }; public: @@ -75,11 +78,27 @@ public: * \param game_object_id Identifier for the game object using this emitter. * \param data Configuration data defining particle properties. */ - ParticleEmitter(game_object_id_t game_object_id, const Data & data); + ParticleEmitter(game_object_id_t game_object_id, const Sprite & sprite, const Data & data); public: //! Configuration data for particle emission settings. Data data; + +protected: + virtual std::unique_ptr<Component> save() const; + ParticleEmitter(const ParticleEmitter &) = default; + virtual void restore(const Component & snapshot); + virtual ParticleEmitter & operator=(const ParticleEmitter &); + +private: + //! Only ParticleSystem can move and read particles + friend ParticleSystem; + //! Only RenderSystem can read particles + friend RenderSystem; + //! Saves time left over from last update event. + float spawn_accumulator = 0; + //! collection of particles + std::vector<Particle> particles; }; } // namespace crepe diff --git a/src/crepe/api/Rigidbody.h b/src/crepe/api/Rigidbody.h index b08c8db..b2bfc0d 100644 --- a/src/crepe/api/Rigidbody.h +++ b/src/crepe/api/Rigidbody.h @@ -61,7 +61,7 @@ public: * gravity force, allowing for fine-grained control over how the object responds to gravity. * */ - float gravity_scale = 0; + float gravity_scale = 1.0; //! Defines the type of the physics body, which determines how the physics system interacts with the object. BodyType body_type = BodyType::DYNAMIC; @@ -139,7 +139,7 @@ public: * Each element represents a layer ID, and the GameObject will only detect * collisions with other GameObjects that belong to these layers. */ - std::set<int> collision_layers; + std::set<int> collision_layers = {0}; }; public: diff --git a/src/crepe/api/Scene.h b/src/crepe/api/Scene.h index dcca9d4..5c34b36 100644 --- a/src/crepe/api/Scene.h +++ b/src/crepe/api/Scene.h @@ -39,7 +39,7 @@ public: * \brief Get the scene's name * \return The scene's name */ - virtual std::string get_name() const = 0; + virtual std::string get_name() const { return ""; }; // TODO: Late references should ALWAYS be private! This is currently kept as-is so unit tests // keep passing, but this reference should not be directly accessible by the user!!! diff --git a/src/crepe/api/Script.cpp b/src/crepe/api/Script.cpp index 753a9e3..d5f3f06 100644 --- a/src/crepe/api/Script.cpp +++ b/src/crepe/api/Script.cpp @@ -1,6 +1,7 @@ #include <string> #include "../manager/SceneManager.h" +#include "../facade/SDLContext.h" #include "Script.h" @@ -25,3 +26,39 @@ void Script::set_next_scene(const string & name) { } SaveManager & Script::get_save_manager() const { return this->mediator->save_manager; } + +void Script::replay::record_start() { + ReplayManager & mgr = this->mediator->replay_manager; + return mgr.record_start(); +} + +recording_t Script::replay::record_end() { + ReplayManager & mgr = this->mediator->replay_manager; + return mgr.record_end(); +} + +void Script::replay::play(recording_t recording) { + ReplayManager & mgr = this->mediator->replay_manager; + return mgr.play(recording); +} + +void Script::replay::release(recording_t recording) { + ReplayManager & mgr = this->mediator->replay_manager; + return mgr.release(recording); +} + +LoopTimerManager & Script::get_loop_timer() const { return this->mediator->loop_timer; } + +const keyboard_state_t & Script::get_keyboard_state() const { + SDLContext & sdl_context = this->mediator->sdl_context; + return sdl_context.get_keyboard_state(); +} + +bool Script::get_key_state(Keycode key) const noexcept { + try { + return this->get_keyboard_state().at(key); + } catch (...) { + return false; + } +} + diff --git a/src/crepe/api/Script.h b/src/crepe/api/Script.h index 668e5d1..634a459 100644 --- a/src/crepe/api/Script.h +++ b/src/crepe/api/Script.h @@ -3,9 +3,12 @@ #include <vector> #include "../manager/EventManager.h" +#include "../manager/LoopTimerManager.h" #include "../manager/Mediator.h" +#include "../manager/ReplayManager.h" #include "../system/CollisionSystem.h" #include "../types.h" +#include "../util/Log.h" #include "../util/OptionalRef.h" namespace crepe { @@ -46,9 +49,17 @@ protected: /** * \brief Script update function (empty by default) * + * \param delta_time Time since last fixed update + * * This function is called during the ScriptSystem::update() routine if the \c BehaviorScript * component holding this script instance is active. */ + virtual void update(duration_t delta_time) { return this->update(); } + /** + * \brief Fallback script update function (empty by default) + * + * Allows the game programmer to ignore parameters passed to \c update() + */ virtual void update() {} //! \} @@ -57,84 +68,116 @@ protected: protected: /** - * \name Utility functions + * \name Component query functions + * \see ComponentManager * \{ */ - /** * \brief Get single component of type \c T on this game object - * * \tparam T Type of component - * * \returns Reference to component - * * \throws std::runtime_error if this game object does not have a component with type \c T */ template <typename T> 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 - * * \tparam T Type of component - * * \returns List of component references */ template <typename T> RefVector<T> get_components() const; - - /** - * \copydoc ComponentManager::get_components_by_id - * \see ComponentManager::get_components_by_id - */ + //! \copydoc ComponentManager::get_components_by_id template <typename T> RefVector<T> get_components_by_id(game_object_id_t id) const; - /** - * \copydoc ComponentManager::get_components_by_name - * \see ComponentManager::get_components_by_name - */ + //! \copydoc ComponentManager::get_components_by_name template <typename T> RefVector<T> get_components_by_name(const std::string & name) const; - /** - * \copydoc ComponentManager::get_components_by_tag - * \see ComponentManager::get_components_by_tag - */ + //! \copydoc ComponentManager::get_components_by_tag template <typename T> RefVector<T> get_components_by_tag(const std::string & tag) const; + //! \} /** - * \brief Log a message using Log::logf - * - * \tparam Args Log::logf parameters - * \param args Log::logf parameters + * \name Logging functions + * \see Log + * \{ */ - template <typename... Args> - void logf(Args &&... args); + //! \copydoc Log::logf + template <class... Args> + void logf(const Log::Level & level, std::format_string<Args...> fmt, Args &&... args); + //! \copydoc Log::logf + template <class... Args> + void logf(std::format_string<Args...> fmt, Args &&... args); + // \} /** - * \brief Subscribe to an event with an explicit channel - * \see EventManager::subscribe + * \name Event manager functions + * \see EventManager + * \{ */ + //! \copydoc EventManager::subscribe template <typename EventType> void subscribe(const EventHandler<EventType> & callback, event_channel_t channel); - /** - * \brief Subscribe to an event on EventManager::CHANNEL_ALL - * \see EventManager::subscribe - */ + //! \copydoc EventManager::subscribe template <typename EventType> void subscribe(const EventHandler<EventType> & callback); + //! \copydoc EventManager::trigger_event + template <typename EventType> + void trigger_event(const EventType & event = {}, + event_channel_t channel = EventManager::CHANNEL_ALL); + //! \copydoc EventManager::queue_event + template <typename EventType> + void queue_event(const EventType & event = {}, + event_channel_t channel = EventManager::CHANNEL_ALL); + //! \} /** - * \brief Set the next scene using SceneManager - * \see SceneManager::set_next_scene + * \name Scene-related functions + * \see SceneManager + * \{ */ + //! \copydoc SceneManager::set_next_scene void set_next_scene(const std::string & name); + //! \} + /** + * \name Save data management functions + * \see SaveManager + * \{ + */ //! Retrieve SaveManager reference SaveManager & get_save_manager() const; + //! \} + + //! Replay management functions + struct replay { // NOLINT + //! \copydoc ReplayManager::record_start + void record_start(); + //! \copydoc ReplayManager::record_end + recording_t record_end(); + //! \copydoc ReplayManager::play + void play(recording_t); + //! \copydoc ReplayManager::release + void release(recording_t); + + private: + OptionalRef<Mediator> & mediator; + replay(OptionalRef<Mediator> & mediator) : mediator(mediator) {} + friend class Script; + } replay{mediator}; + //! Retrieve LoopTimerManager reference + LoopTimerManager & get_loop_timer() const; + + /** + * \name Input + * \{ + */ + //! Get keyboard state + const keyboard_state_t & get_keyboard_state() const; + //! Get state of specific key + bool get_key_state(Keycode key) const noexcept; //! \} private: diff --git a/src/crepe/api/Script.hpp b/src/crepe/api/Script.hpp index 225a51c..4462a41 100644 --- a/src/crepe/api/Script.hpp +++ b/src/crepe/api/Script.hpp @@ -1,6 +1,7 @@ #pragma once #include "../manager/ComponentManager.h" +#include "../manager/ReplayManager.h" #include "BehaviorScript.h" #include "Script.h" @@ -23,9 +24,14 @@ RefVector<T> Script::get_components() const { return this->get_components_by_id<T>(this->game_object_id); } -template <typename... Args> -void Script::logf(Args &&... args) { - Log::logf(std::forward<Args>(args)...); +template <class... Args> +void Script::logf(const Log::Level & level, std::format_string<Args...> fmt, Args &&... args) { + Log::logf(level, fmt, std::forward<Args>(args)...); +} + +template <class... Args> +void Script::logf(std::format_string<Args...> fmt, Args &&... args) { + Log::logf(fmt, std::forward<Args>(args)...); } template <typename EventType> @@ -34,8 +40,18 @@ void Script::subscribe_internal(const EventHandler<EventType> & callback, EventManager & mgr = this->mediator->event_manager; subscription_t listener = mgr.subscribe<EventType>( [this, callback](const EventType & data) -> bool { + // check if (parent) BehaviorScript component is active bool & active = this->active; if (!active) return false; + + // check if replay manager is playing (if initialized) + try { + ReplayManager & replay = this->mediator->replay_manager; + if (replay.get_state() == ReplayManager::PLAYING) return false; + } catch (const std::runtime_error &) { + } + + // call user-provided callback return callback(data); }, channel); @@ -52,6 +68,18 @@ void Script::subscribe(const EventHandler<EventType> & callback) { this->subscribe_internal(callback, EventManager::CHANNEL_ALL); } +template <typename EventType> +void Script::trigger_event(const EventType & event, event_channel_t channel) { + EventManager & mgr = this->mediator->event_manager; + mgr.trigger_event(event, channel); +} + +template <typename EventType> +void Script::queue_event(const EventType & event, event_channel_t channel) { + EventManager & mgr = this->mediator->event_manager; + mgr.queue_event(event, channel); +} + template <typename T> RefVector<T> Script::get_components_by_id(game_object_id_t id) const { Mediator & mediator = this->mediator; diff --git a/src/crepe/api/Sprite.cpp b/src/crepe/api/Sprite.cpp index ba684ba..0107c7b 100644 --- a/src/crepe/api/Sprite.cpp +++ b/src/crepe/api/Sprite.cpp @@ -1,6 +1,6 @@ #include <cmath> -#include "../util/Log.h" +#include "../util/dbg.h" #include "api/Asset.h" #include "Component.h" diff --git a/src/crepe/api/Transform.cpp b/src/crepe/api/Transform.cpp index a85b792..fcfce14 100644 --- a/src/crepe/api/Transform.cpp +++ b/src/crepe/api/Transform.cpp @@ -1,8 +1,9 @@ -#include "../util/Log.h" +#include "../util/dbg.h" #include "Transform.h" using namespace crepe; +using namespace std; Transform::Transform(game_object_id_t id, const vec2 & point, double rotation, double scale) : Component(id), @@ -11,3 +12,11 @@ Transform::Transform(game_object_id_t id, const vec2 & point, double rotation, d scale(scale) { dbg_trace(); } + +unique_ptr<Component> Transform::save() const { + return unique_ptr<Component>{new Transform(*this)}; +} + +void Transform::restore(const Component & snapshot) { + *this = static_cast<const Transform &>(snapshot); +} diff --git a/src/crepe/api/Transform.h b/src/crepe/api/Transform.h index 7ee6d65..a6f3486 100644 --- a/src/crepe/api/Transform.h +++ b/src/crepe/api/Transform.h @@ -35,6 +35,12 @@ protected: virtual int get_instances_max() const { return 1; } //! ComponentManager instantiates all components friend class ComponentManager; + +protected: + virtual std::unique_ptr<Component> save() const; + Transform(const Transform &) = default; + virtual void restore(const Component & snapshot); + virtual Transform & operator=(const Transform &) = default; }; } // namespace crepe diff --git a/src/crepe/api/Vector2.h b/src/crepe/api/Vector2.h index bf9d124..f4ba2b2 100644 --- a/src/crepe/api/Vector2.h +++ b/src/crepe/api/Vector2.h @@ -1,5 +1,7 @@ #pragma once +#include <format> + namespace crepe { //! 2D vector @@ -94,4 +96,9 @@ struct Vector2 { } // namespace crepe +template <typename T> +struct std::formatter<crepe::Vector2<T>> : std::formatter<std::string> { + format_context::iterator format(crepe::Vector2<T> vec, format_context & ctx) const; +}; + #include "Vector2.hpp" diff --git a/src/crepe/api/Vector2.hpp b/src/crepe/api/Vector2.hpp index ff53cb0..75d875a 100644 --- a/src/crepe/api/Vector2.hpp +++ b/src/crepe/api/Vector2.hpp @@ -164,3 +164,9 @@ Vector2<T> Vector2<T>::perpendicular() const { } } // namespace crepe + +template <typename T> +std::format_context::iterator std::formatter<crepe::Vector2<T>>::format(crepe::Vector2<T> vec, format_context & ctx) const { + return formatter<string>::format(std::format("{{{}, {}}}", vec.x, vec.y), ctx); +} + diff --git a/src/crepe/facade/DB.cpp b/src/crepe/facade/DB.cpp index ae2d4bc..7a3e473 100644 --- a/src/crepe/facade/DB.cpp +++ b/src/crepe/facade/DB.cpp @@ -1,6 +1,6 @@ #include <cstring> -#include "util/Log.h" +#include "util/dbg.h" #include "DB.h" diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index 20bb030..d6e3159 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -19,7 +19,7 @@ #include "../api/Color.h" #include "../api/Config.h" #include "../api/Sprite.h" -#include "../util/Log.h" +#include "../util/dbg.h" #include "manager/Mediator.h" #include "SDLContext.h" @@ -35,10 +35,10 @@ SDLContext::SDLContext(Mediator & mediator) { throw runtime_error(format("SDLContext: SDL_Init error: {}", SDL_GetError())); } - auto & cfg = Config::get_instance().window_settings; + auto & cfg = Config::get_instance().window; SDL_Window * tmp_window - = SDL_CreateWindow(cfg.window_title.c_str(), SDL_WINDOWPOS_CENTERED, - SDL_WINDOWPOS_CENTERED, cfg.default_size.x, cfg.default_size.y, 0); + = SDL_CreateWindow(cfg.title.c_str(), SDL_WINDOWPOS_CENTERED, + SDL_WINDOWPOS_CENTERED, cfg.size.x, cfg.size.y, 0); if (!tmp_window) { throw runtime_error(format("SDLContext: SDL_Window error: {}", SDL_GetError())); } @@ -75,118 +75,22 @@ SDLContext::~SDLContext() { SDL_Quit(); } -Keycode SDLContext::sdl_to_keycode(SDL_Keycode sdl_key) { - static const std::array<Keycode, SDL_NUM_SCANCODES> LOOKUP_TABLE = [] { - std::array<Keycode, SDL_NUM_SCANCODES> table{}; - table.fill(Keycode::NONE); - - table[SDL_SCANCODE_SPACE] = Keycode::SPACE; - table[SDL_SCANCODE_APOSTROPHE] = Keycode::APOSTROPHE; - table[SDL_SCANCODE_COMMA] = Keycode::COMMA; - table[SDL_SCANCODE_MINUS] = Keycode::MINUS; - table[SDL_SCANCODE_PERIOD] = Keycode::PERIOD; - table[SDL_SCANCODE_SLASH] = Keycode::SLASH; - table[SDL_SCANCODE_0] = Keycode::D0; - table[SDL_SCANCODE_1] = Keycode::D1; - table[SDL_SCANCODE_2] = Keycode::D2; - table[SDL_SCANCODE_3] = Keycode::D3; - table[SDL_SCANCODE_4] = Keycode::D4; - table[SDL_SCANCODE_5] = Keycode::D5; - table[SDL_SCANCODE_6] = Keycode::D6; - table[SDL_SCANCODE_7] = Keycode::D7; - table[SDL_SCANCODE_8] = Keycode::D8; - table[SDL_SCANCODE_9] = Keycode::D9; - table[SDL_SCANCODE_SEMICOLON] = Keycode::SEMICOLON; - table[SDL_SCANCODE_EQUALS] = Keycode::EQUAL; - table[SDL_SCANCODE_A] = Keycode::A; - table[SDL_SCANCODE_B] = Keycode::B; - table[SDL_SCANCODE_C] = Keycode::C; - table[SDL_SCANCODE_D] = Keycode::D; - table[SDL_SCANCODE_E] = Keycode::E; - table[SDL_SCANCODE_F] = Keycode::F; - table[SDL_SCANCODE_G] = Keycode::G; - table[SDL_SCANCODE_H] = Keycode::H; - table[SDL_SCANCODE_I] = Keycode::I; - table[SDL_SCANCODE_J] = Keycode::J; - table[SDL_SCANCODE_K] = Keycode::K; - table[SDL_SCANCODE_L] = Keycode::L; - table[SDL_SCANCODE_M] = Keycode::M; - table[SDL_SCANCODE_N] = Keycode::N; - table[SDL_SCANCODE_O] = Keycode::O; - table[SDL_SCANCODE_P] = Keycode::P; - table[SDL_SCANCODE_Q] = Keycode::Q; - table[SDL_SCANCODE_R] = Keycode::R; - table[SDL_SCANCODE_S] = Keycode::S; - table[SDL_SCANCODE_T] = Keycode::T; - table[SDL_SCANCODE_U] = Keycode::U; - table[SDL_SCANCODE_V] = Keycode::V; - table[SDL_SCANCODE_W] = Keycode::W; - table[SDL_SCANCODE_X] = Keycode::X; - table[SDL_SCANCODE_Y] = Keycode::Y; - table[SDL_SCANCODE_Z] = Keycode::Z; - table[SDL_SCANCODE_LEFTBRACKET] = Keycode::LEFT_BRACKET; - table[SDL_SCANCODE_BACKSLASH] = Keycode::BACKSLASH; - table[SDL_SCANCODE_RIGHTBRACKET] = Keycode::RIGHT_BRACKET; - table[SDL_SCANCODE_GRAVE] = Keycode::GRAVE_ACCENT; - table[SDL_SCANCODE_ESCAPE] = Keycode::ESCAPE; - table[SDL_SCANCODE_RETURN] = Keycode::ENTER; - table[SDL_SCANCODE_TAB] = Keycode::TAB; - table[SDL_SCANCODE_BACKSPACE] = Keycode::BACKSPACE; - table[SDL_SCANCODE_INSERT] = Keycode::INSERT; - table[SDL_SCANCODE_DELETE] = Keycode::DELETE; - table[SDL_SCANCODE_RIGHT] = Keycode::RIGHT; - table[SDL_SCANCODE_LEFT] = Keycode::LEFT; - table[SDL_SCANCODE_DOWN] = Keycode::DOWN; - table[SDL_SCANCODE_UP] = Keycode::UP; - table[SDL_SCANCODE_PAGEUP] = Keycode::PAGE_UP; - table[SDL_SCANCODE_PAGEDOWN] = Keycode::PAGE_DOWN; - table[SDL_SCANCODE_HOME] = Keycode::HOME; - table[SDL_SCANCODE_END] = Keycode::END; - table[SDL_SCANCODE_CAPSLOCK] = Keycode::CAPS_LOCK; - table[SDL_SCANCODE_SCROLLLOCK] = Keycode::SCROLL_LOCK; - table[SDL_SCANCODE_NUMLOCKCLEAR] = Keycode::NUM_LOCK; - table[SDL_SCANCODE_PRINTSCREEN] = Keycode::PRINT_SCREEN; - table[SDL_SCANCODE_PAUSE] = Keycode::PAUSE; - table[SDL_SCANCODE_F1] = Keycode::F1; - table[SDL_SCANCODE_F2] = Keycode::F2; - table[SDL_SCANCODE_F3] = Keycode::F3; - table[SDL_SCANCODE_F4] = Keycode::F4; - table[SDL_SCANCODE_F5] = Keycode::F5; - table[SDL_SCANCODE_F6] = Keycode::F6; - table[SDL_SCANCODE_F7] = Keycode::F7; - table[SDL_SCANCODE_F8] = Keycode::F8; - table[SDL_SCANCODE_F9] = Keycode::F9; - table[SDL_SCANCODE_F10] = Keycode::F10; - table[SDL_SCANCODE_F11] = Keycode::F11; - table[SDL_SCANCODE_F12] = Keycode::F12; - table[SDL_SCANCODE_KP_0] = Keycode::KP0; - table[SDL_SCANCODE_KP_1] = Keycode::KP1; - table[SDL_SCANCODE_KP_2] = Keycode::KP2; - table[SDL_SCANCODE_KP_3] = Keycode::KP3; - table[SDL_SCANCODE_KP_4] = Keycode::KP4; - table[SDL_SCANCODE_KP_5] = Keycode::KP5; - table[SDL_SCANCODE_KP_6] = Keycode::KP6; - table[SDL_SCANCODE_KP_7] = Keycode::KP7; - table[SDL_SCANCODE_KP_8] = Keycode::KP8; - table[SDL_SCANCODE_KP_9] = Keycode::KP9; - table[SDL_SCANCODE_LSHIFT] = Keycode::LEFT_SHIFT; - table[SDL_SCANCODE_LCTRL] = Keycode::LEFT_CONTROL; - table[SDL_SCANCODE_LALT] = Keycode::LEFT_ALT; - table[SDL_SCANCODE_LGUI] = Keycode::LEFT_SUPER; - table[SDL_SCANCODE_RSHIFT] = Keycode::RIGHT_SHIFT; - table[SDL_SCANCODE_RCTRL] = Keycode::RIGHT_CONTROL; - table[SDL_SCANCODE_RALT] = Keycode::RIGHT_ALT; - table[SDL_SCANCODE_RGUI] = Keycode::RIGHT_SUPER; - table[SDL_SCANCODE_MENU] = Keycode::MENU; - - return table; - }(); - - if (sdl_key < 0 || sdl_key >= SDL_NUM_SCANCODES) { +Keycode SDLContext::sdl_to_keycode(SDL_Scancode sdl_key) { + if (!LOOKUP_TABLE.contains(sdl_key)) return Keycode::NONE; - } - return LOOKUP_TABLE[sdl_key]; + return LOOKUP_TABLE.at(sdl_key); +} +void SDLContext::update_keyboard_state() { + // Array to hold the key states (true if pressed, false if not) + SDL_PumpEvents(); + const Uint8 * current_state = SDL_GetKeyboardState(nullptr); + + for (int i = 0; i < SDL_NUM_SCANCODES; ++i) { + Keycode key = sdl_to_keycode(static_cast<SDL_Scancode>(i)); + if (key == Keycode::NONE) continue; + this->keyboard_state[key] = current_state[i] != 0; + } } MouseButton SDLContext::sdl_to_mousebutton(Uint8 sdl_button) { @@ -279,13 +183,13 @@ void SDLContext::draw(const RenderContext & ctx) { } void SDLContext::update_camera_view(const Camera & cam, const vec2 & new_pos) { - const Camera::Data & cam_data = cam.data; + const Config & config = Config::get_instance(); // resize window int w, h; SDL_GetWindowSize(this->game_window.get(), &w, &h); - if (w != cam.screen.x || h != cam.screen.y) { - SDL_SetWindowSize(this->game_window.get(), cam.screen.x, cam.screen.y); + if (w != config.window.size.x || h != config.window.size.y) { + SDL_SetWindowSize(this->game_window.get(), config.window.size.x, config.window.size.y); } vec2 & zoomed_viewport = this->cam_aux_data.zoomed_viewport; @@ -294,28 +198,28 @@ void SDLContext::update_camera_view(const Camera & cam, const vec2 & new_pos) { this->cam_aux_data.cam_pos = new_pos; zoomed_viewport = cam.viewport_size * cam_data.zoom; - float screen_aspect = static_cast<float>(cam.screen.x) / cam.screen.y; + float screen_aspect = static_cast<float>(config.window.size.x) / config.window.size.y; float viewport_aspect = zoomed_viewport.x / zoomed_viewport.y; // calculate black bars if (screen_aspect > viewport_aspect) { // pillarboxing - float scale = cam.screen.y / zoomed_viewport.y; + float scale = config.window.size.y / zoomed_viewport.y; float adj_width = zoomed_viewport.x * scale; - float bar_width = (cam.screen.x - adj_width) / 2; - this->black_bars[0] = {0, 0, bar_width, (float) cam.screen.y}; - this->black_bars[1] = {(cam.screen.x - bar_width), 0, bar_width, (float) cam.screen.y}; + float bar_width = (config.window.size.x - adj_width) / 2; + this->black_bars[0] = {0, 0, bar_width, (float) config.window.size.y}; + this->black_bars[1] = {(config.window.size.x - bar_width), 0, bar_width, (float) config.window.size.y}; bar_size = {bar_width, 0}; render_scale.x = render_scale.y = scale; } else { // letterboxing - float scale = cam.screen.x / (cam.viewport_size.x * cam_data.zoom); + float scale = config.window.size.x / (cam.viewport_size.x * cam_data.zoom); float adj_height = cam.viewport_size.y * scale; - float bar_height = (cam.screen.y - adj_height) / 2; - this->black_bars[0] = {0, 0, (float) cam.screen.x, bar_height}; + float bar_height = (config.window.size.y - adj_height) / 2; + this->black_bars[0] = {0, 0, (float) config.window.size.x, bar_height}; this->black_bars[1] - = {0, (cam.screen.y - bar_height), (float) cam.screen.x, bar_height}; + = {0, (config.window.size.y - bar_height), (float) config.window.size.x, bar_height}; bar_size = {0, bar_height}; render_scale.x = render_scale.y = scale; @@ -327,8 +231,8 @@ void SDLContext::update_camera_view(const Camera & cam, const vec2 & new_pos) { SDL_Rect bg = { .x = 0, .y = 0, - .w = cam.screen.x, - .h = cam.screen.y, + .w = config.window.size.x, + .h = config.window.size.y, }; // fill bg color @@ -375,61 +279,127 @@ std::vector<SDLContext::EventData> SDLContext::get_events() { mouse_pos.y = (event.button.y - cam.bar_size.y) / cam.render_scale.y; switch (event.type) { case SDL_QUIT: - event_list.push_back(EventData{ - .event_type = SDLContext::EventType::SHUTDOWN, - }); + event_list.push_back({.event_type = SDLContext::EventType::SHUTDOWN}); break; - case SDL_KEYDOWN: - event_list.push_back(EventData{ - .event_type = SDLContext::EventType::KEYDOWN, + case SDL_KEYDOWN: { + this->update_keyboard_state(); + EventData transfer_event; + transfer_event.event_type = SDLContext::EventType::KEYDOWN; + transfer_event.data.key_data = KeyData{ .key = sdl_to_keycode(event.key.keysym.scancode), - .key_repeat = (event.key.repeat != 0), - }); + .key_repeat = event.key.repeat != 0, + }; + event_list.push_back(transfer_event); break; - case SDL_KEYUP: - event_list.push_back(EventData{ - .event_type = SDLContext::EventType::KEYUP, + } + + case SDL_KEYUP: { + this->update_keyboard_state(); + EventData transfer_event; + transfer_event.event_type = SDLContext::EventType::KEYUP; + transfer_event.data.key_data = KeyData{ .key = sdl_to_keycode(event.key.keysym.scancode), - }); + .key_repeat = false, + }; + event_list.push_back(transfer_event); break; - case SDL_MOUSEBUTTONDOWN: - event_list.push_back(EventData{ - .event_type = SDLContext::EventType::MOUSEDOWN, + } + + case SDL_MOUSEBUTTONDOWN: { + EventData transfer_event; + transfer_event.event_type = SDLContext::EventType::MOUSEDOWN; + transfer_event.data.mouse_data = MouseData{ .mouse_button = sdl_to_mousebutton(event.button.button), .mouse_position = mouse_pos, - }); + }; + event_list.push_back(transfer_event); break; + } case SDL_MOUSEBUTTONUP: { - int x, y; - SDL_GetMouseState(&x, &y); - event_list.push_back(EventData{ - .event_type = SDLContext::EventType::MOUSEUP, + EventData transfer_event; + transfer_event.event_type = SDLContext::EventType::MOUSEUP; + transfer_event.data.mouse_data = MouseData{ .mouse_button = sdl_to_mousebutton(event.button.button), .mouse_position = mouse_pos, - }); - } break; + }; + event_list.push_back(transfer_event); + break; + } case SDL_MOUSEMOTION: { - event_list.push_back( - EventData{.event_type = SDLContext::EventType::MOUSEMOVE, - .mouse_position = mouse_pos, - .rel_mouse_move = {event.motion.xrel, event.motion.yrel}}); - } break; + EventData transfer_event; + transfer_event.event_type = SDLContext::EventType::MOUSEMOVE; + transfer_event.data.mouse_data = MouseData{ + .mouse_position = mouse_pos, + .rel_mouse_move = {event.motion.xrel, event.motion.yrel}, + }; + event_list.push_back(transfer_event); + break; + } case SDL_MOUSEWHEEL: { - event_list.push_back(EventData{ - .event_type = SDLContext::EventType::MOUSEWHEEL, + EventData transfer_event; + transfer_event.event_type = SDLContext::EventType::MOUSEWHEEL; + transfer_event.data.mouse_data = MouseData{ .mouse_position = mouse_pos, - // TODO: why is this needed? .scroll_direction = event.wheel.y < 0 ? -1 : 1, .scroll_delta = event.wheel.preciseY, - }); - } break; + }; + event_list.push_back(transfer_event); + break; + } + case SDL_WINDOWEVENT: + handle_window_event(event.window, event_list); + break; } } + return event_list; } + +void SDLContext::handle_window_event(const SDL_WindowEvent & window_event, + std::vector<SDLContext::EventData> & event_list) { + switch (window_event.event) { + case SDL_WINDOWEVENT_EXPOSED: + event_list.push_back(EventData{SDLContext::EventType::WINDOW_EXPOSE}); + break; + case SDL_WINDOWEVENT_RESIZED: { + EventData transfer_event; + transfer_event.event_type = SDLContext::EventType::WINDOW_RESIZE; + transfer_event.data.window_data + = WindowData{.resize_dimension = {window_event.data1, window_event.data2}}; + event_list.push_back(transfer_event); + break; + } + case SDL_WINDOWEVENT_MOVED: { + EventData transfer_event; + transfer_event.event_type = SDLContext::EventType::WINDOW_MOVE; + transfer_event.data.window_data + = WindowData{.move_delta = {window_event.data1, window_event.data2}}; + event_list.push_back(transfer_event); + break; + } + case SDL_WINDOWEVENT_MINIMIZED: + event_list.push_back(EventData{SDLContext::EventType::WINDOW_MINIMIZE}); + break; + case SDL_WINDOWEVENT_MAXIMIZED: + event_list.push_back(EventData{SDLContext::EventType::WINDOW_MAXIMIZE}); + break; + case SDL_WINDOWEVENT_FOCUS_GAINED: + event_list.push_back(EventData{SDLContext::EventType::WINDOW_FOCUS_GAIN}); + break; + case SDL_WINDOWEVENT_FOCUS_LOST: + event_list.push_back(EventData{SDLContext::EventType::WINDOW_FOCUS_LOST}); + break; + } +} + void SDLContext::set_color_texture(const Texture & texture, const Color & color) { SDL_SetTextureColorMod(texture.get_img(), color.r, color.g, color.b); SDL_SetTextureAlphaMod(texture.get_img(), color.a); } + +const keyboard_state_t & SDLContext::get_keyboard_state() const { + return this->keyboard_state; +} + diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index bcadf87..176982f 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -5,10 +5,12 @@ #include <SDL2/SDL_rect.h> #include <SDL2/SDL_render.h> #include <SDL2/SDL_video.h> +#include <array> #include <cmath> #include <functional> #include <memory> #include <string> +#include <unordered_map> #include "api/Camera.h" #include "api/Color.h" @@ -79,19 +81,56 @@ public: KEYUP, KEYDOWN, SHUTDOWN, - + WINDOW_MINIMIZE, + WINDOW_MAXIMIZE, + WINDOW_FOCUS_GAIN, + WINDOW_FOCUS_LOST, + WINDOW_MOVE, + WINDOW_RESIZE, + WINDOW_EXPOSE, }; - //! EventData struct for passing event data from facade - struct EventData { - SDLContext::EventType event_type = SDLContext::EventType::NONE; + struct KeyData { Keycode key = Keycode::NONE; bool key_repeat = false; + }; + struct MouseData { MouseButton mouse_button = MouseButton::NONE; ivec2 mouse_position = {-1, -1}; int scroll_direction = -1; float scroll_delta = INFINITY; ivec2 rel_mouse_move = {-1, -1}; }; + struct WindowData { + ivec2 move_delta; + ivec2 resize_dimension; + }; + //! EventData struct for passing event data from facade + struct EventData { + SDLContext::EventType event_type = SDLContext::EventType::NONE; + + union EventDataUnion { + KeyData key_data; + MouseData mouse_data; + WindowData window_data; + + EventDataUnion() {} + ~EventDataUnion() {} + } data; + }; + /** + * \brief Retrieves the current state of the keyboard. + * + * This method updates the state of all keys on the keyboard. Each element of the unordered map corresponds to a + * specific key defined in the `Keycode` enum, and the value indicates whether + * the key is currently pressed (true) or not pressed (false). + * + */ + void update_keyboard_state(); + /** + * \brief Gets the singleton instance of SDLContext. + * \return Reference to the SDLContext instance. + */ + static SDLContext & get_instance(); public: SDLContext(const SDLContext &) = delete; @@ -123,17 +162,24 @@ public: * \return Events that occurred since last call to `get_events()` */ std::vector<SDLContext::EventData> get_events(); - /** - * \brief Converts an SDL key code to the custom Keycode type. + * \brief Fills event_list with triggered window events + * + * This method checks if any window events are triggered and adds them to the event_list. + * + */ + void handle_window_event(const SDL_WindowEvent & window_event, + std::vector<SDLContext::EventData> & event_list); + /** + * \brief Converts an SDL scan code to the custom Keycode type. * - * This method maps an SDL key code to the corresponding `Keycode` enum value, + * This method maps an SDL scan code to the corresponding `Keycode` enum value, * which is used internally by the system to identify the keys. * - * \param sdl_key The SDL key code to convert. + * \param sdl_key The SDL scan code to convert. * \return The corresponding `Keycode` value or `Keycode::NONE` if the key is unrecognized. */ - Keycode sdl_to_keycode(SDL_Keycode sdl_key); + Keycode sdl_to_keycode(SDL_Scancode sdl_key); /** * \brief Converts an SDL mouse button code to the custom MouseButton type. @@ -224,6 +270,8 @@ public: */ void set_color_texture(const Texture & texture, const Color & color); + const keyboard_state_t & get_keyboard_state() const; + private: //! sdl Window std::unique_ptr<SDL_Window, std::function<void(SDL_Window *)>> game_window; @@ -240,6 +288,108 @@ private: * - this is defined in this class because get_events() needs this information aswell */ CameraAuxiliaryData cam_aux_data; + +private: + keyboard_state_t keyboard_state; + const std::unordered_map<SDL_Scancode, Keycode> LOOKUP_TABLE + = {{SDL_SCANCODE_SPACE, Keycode::SPACE}, + {SDL_SCANCODE_APOSTROPHE, Keycode::APOSTROPHE}, + {SDL_SCANCODE_COMMA, Keycode::COMMA}, + {SDL_SCANCODE_MINUS, Keycode::MINUS}, + {SDL_SCANCODE_PERIOD, Keycode::PERIOD}, + {SDL_SCANCODE_SLASH, Keycode::SLASH}, + {SDL_SCANCODE_0, Keycode::D0}, + {SDL_SCANCODE_1, Keycode::D1}, + {SDL_SCANCODE_2, Keycode::D2}, + {SDL_SCANCODE_3, Keycode::D3}, + {SDL_SCANCODE_4, Keycode::D4}, + {SDL_SCANCODE_5, Keycode::D5}, + {SDL_SCANCODE_6, Keycode::D6}, + {SDL_SCANCODE_7, Keycode::D7}, + {SDL_SCANCODE_8, Keycode::D8}, + {SDL_SCANCODE_9, Keycode::D9}, + {SDL_SCANCODE_SEMICOLON, Keycode::SEMICOLON}, + {SDL_SCANCODE_EQUALS, Keycode::EQUAL}, + {SDL_SCANCODE_A, Keycode::A}, + {SDL_SCANCODE_B, Keycode::B}, + {SDL_SCANCODE_C, Keycode::C}, + {SDL_SCANCODE_D, Keycode::D}, + {SDL_SCANCODE_E, Keycode::E}, + {SDL_SCANCODE_F, Keycode::F}, + {SDL_SCANCODE_G, Keycode::G}, + {SDL_SCANCODE_H, Keycode::H}, + {SDL_SCANCODE_I, Keycode::I}, + {SDL_SCANCODE_J, Keycode::J}, + {SDL_SCANCODE_K, Keycode::K}, + {SDL_SCANCODE_L, Keycode::L}, + {SDL_SCANCODE_M, Keycode::M}, + {SDL_SCANCODE_N, Keycode::N}, + {SDL_SCANCODE_O, Keycode::O}, + {SDL_SCANCODE_P, Keycode::P}, + {SDL_SCANCODE_Q, Keycode::Q}, + {SDL_SCANCODE_R, Keycode::R}, + {SDL_SCANCODE_S, Keycode::S}, + {SDL_SCANCODE_T, Keycode::T}, + {SDL_SCANCODE_U, Keycode::U}, + {SDL_SCANCODE_V, Keycode::V}, + {SDL_SCANCODE_W, Keycode::W}, + {SDL_SCANCODE_X, Keycode::X}, + {SDL_SCANCODE_Y, Keycode::Y}, + {SDL_SCANCODE_Z, Keycode::Z}, + {SDL_SCANCODE_LEFTBRACKET, Keycode::LEFT_BRACKET}, + {SDL_SCANCODE_BACKSLASH, Keycode::BACKSLASH}, + {SDL_SCANCODE_RIGHTBRACKET, Keycode::RIGHT_BRACKET}, + {SDL_SCANCODE_GRAVE, Keycode::GRAVE_ACCENT}, + {SDL_SCANCODE_ESCAPE, Keycode::ESCAPE}, + {SDL_SCANCODE_RETURN, Keycode::ENTER}, + {SDL_SCANCODE_TAB, Keycode::TAB}, + {SDL_SCANCODE_BACKSPACE, Keycode::BACKSPACE}, + {SDL_SCANCODE_INSERT, Keycode::INSERT}, + {SDL_SCANCODE_DELETE, Keycode::DELETE}, + {SDL_SCANCODE_RIGHT, Keycode::RIGHT}, + {SDL_SCANCODE_LEFT, Keycode::LEFT}, + {SDL_SCANCODE_DOWN, Keycode::DOWN}, + {SDL_SCANCODE_UP, Keycode::UP}, + {SDL_SCANCODE_PAGEUP, Keycode::PAGE_UP}, + {SDL_SCANCODE_PAGEDOWN, Keycode::PAGE_DOWN}, + {SDL_SCANCODE_HOME, Keycode::HOME}, + {SDL_SCANCODE_END, Keycode::END}, + {SDL_SCANCODE_CAPSLOCK, Keycode::CAPS_LOCK}, + {SDL_SCANCODE_SCROLLLOCK, Keycode::SCROLL_LOCK}, + {SDL_SCANCODE_NUMLOCKCLEAR, Keycode::NUM_LOCK}, + {SDL_SCANCODE_PRINTSCREEN, Keycode::PRINT_SCREEN}, + {SDL_SCANCODE_PAUSE, Keycode::PAUSE}, + {SDL_SCANCODE_F1, Keycode::F1}, + {SDL_SCANCODE_F2, Keycode::F2}, + {SDL_SCANCODE_F3, Keycode::F3}, + {SDL_SCANCODE_F4, Keycode::F4}, + {SDL_SCANCODE_F5, Keycode::F5}, + {SDL_SCANCODE_F6, Keycode::F6}, + {SDL_SCANCODE_F7, Keycode::F7}, + {SDL_SCANCODE_F8, Keycode::F8}, + {SDL_SCANCODE_F9, Keycode::F9}, + {SDL_SCANCODE_F10, Keycode::F10}, + {SDL_SCANCODE_F11, Keycode::F11}, + {SDL_SCANCODE_F12, Keycode::F12}, + {SDL_SCANCODE_KP_0, Keycode::KP0}, + {SDL_SCANCODE_KP_1, Keycode::KP1}, + {SDL_SCANCODE_KP_2, Keycode::KP2}, + {SDL_SCANCODE_KP_3, Keycode::KP3}, + {SDL_SCANCODE_KP_4, Keycode::KP4}, + {SDL_SCANCODE_KP_5, Keycode::KP5}, + {SDL_SCANCODE_KP_6, Keycode::KP6}, + {SDL_SCANCODE_KP_7, Keycode::KP7}, + {SDL_SCANCODE_KP_8, Keycode::KP8}, + {SDL_SCANCODE_KP_9, Keycode::KP9}, + {SDL_SCANCODE_LSHIFT, Keycode::LEFT_SHIFT}, + {SDL_SCANCODE_LCTRL, Keycode::LEFT_CONTROL}, + {SDL_SCANCODE_LALT, Keycode::LEFT_ALT}, + {SDL_SCANCODE_LGUI, Keycode::LEFT_SUPER}, + {SDL_SCANCODE_RSHIFT, Keycode::RIGHT_SHIFT}, + {SDL_SCANCODE_RCTRL, Keycode::RIGHT_CONTROL}, + {SDL_SCANCODE_RALT, Keycode::RIGHT_ALT}, + {SDL_SCANCODE_RGUI, Keycode::RIGHT_SUPER}, + {SDL_SCANCODE_MENU, Keycode::MENU}}; }; } // namespace crepe diff --git a/src/crepe/facade/Sound.cpp b/src/crepe/facade/Sound.cpp index 97e455e..b1e6463 100644 --- a/src/crepe/facade/Sound.cpp +++ b/src/crepe/facade/Sound.cpp @@ -1,5 +1,5 @@ #include "../api/Asset.h" -#include "../util/Log.h" +#include "../util/dbg.h" #include "Sound.h" diff --git a/src/crepe/facade/SoundContext.cpp b/src/crepe/facade/SoundContext.cpp index b1f8cb3..5091e07 100644 --- a/src/crepe/facade/SoundContext.cpp +++ b/src/crepe/facade/SoundContext.cpp @@ -1,4 +1,4 @@ -#include "../util/Log.h" +#include "../util/dbg.h" #include "SoundContext.h" diff --git a/src/crepe/facade/Texture.cpp b/src/crepe/facade/Texture.cpp index b63403d..23a9c8e 100644 --- a/src/crepe/facade/Texture.cpp +++ b/src/crepe/facade/Texture.cpp @@ -1,4 +1,4 @@ -#include "../util/Log.h" +#include "../util/dbg.h" #include "facade/SDLContext.h" #include "manager/Mediator.h" diff --git a/src/crepe/manager/CMakeLists.txt b/src/crepe/manager/CMakeLists.txt index f73e165..48e444f 100644 --- a/src/crepe/manager/CMakeLists.txt +++ b/src/crepe/manager/CMakeLists.txt @@ -6,6 +6,8 @@ target_sources(crepe PUBLIC SceneManager.cpp LoopTimerManager.cpp ResourceManager.cpp + ReplayManager.cpp + SystemManager.cpp ) target_sources(crepe PUBLIC FILE_SET HEADERS FILES @@ -21,5 +23,8 @@ target_sources(crepe PUBLIC FILE_SET HEADERS FILES LoopTimerManager.h ResourceManager.h ResourceManager.hpp + ReplayManager.h + SystemManager.h + SystemManager.hpp ) diff --git a/src/crepe/manager/ComponentManager.cpp b/src/crepe/manager/ComponentManager.cpp index df30d27..745ddae 100644 --- a/src/crepe/manager/ComponentManager.cpp +++ b/src/crepe/manager/ComponentManager.cpp @@ -1,7 +1,7 @@ #include "../api/GameObject.h" #include "../api/Metadata.h" #include "../types.h" -#include "../util/Log.h" +#include "../util/dbg.h" #include "ComponentManager.h" @@ -53,7 +53,7 @@ GameObject ComponentManager::new_object(const string & name, const string & tag, this->next_id++; } - GameObject object{*this, this->next_id, name, tag, position, rotation, scale}; + GameObject object{this->mediator, this->next_id, name, tag, position, rotation, scale}; this->next_id++; return object; @@ -72,3 +72,28 @@ set<game_object_id_t> ComponentManager::get_objects_by_tag(const string & tag) c return this->get_objects_by_predicate<Metadata>( [tag](const Metadata & data) { return data.tag == tag; }); } + +ComponentManager::Snapshot ComponentManager::save() { + Snapshot snapshot{}; + for (const auto & [type, by_id_index] : this->components) { + for (game_object_id_t id = 0; id < by_id_index.size(); id++) { + const auto & components = by_id_index[id]; + for (size_t index = 0; index < components.size(); index++) { + const Component & component = *components[index]; + snapshot.components.push_back(SnapshotComponent{ + .type = type, + .id = id, + .index = index, + .component = component.save(), + }); + } + } + } + return snapshot; +} + +void ComponentManager::restore(const Snapshot & snapshot) { + for (const SnapshotComponent & info : snapshot.components) { + this->components[info.type][info.id][info.index]->restore(*info.component); + } +} diff --git a/src/crepe/manager/ComponentManager.h b/src/crepe/manager/ComponentManager.h index 19a8e81..c3a5b4a 100644 --- a/src/crepe/manager/ComponentManager.h +++ b/src/crepe/manager/ComponentManager.h @@ -21,13 +21,6 @@ class GameObject; * This class manages all components. It provides methods to add, delete and get components. */ class ComponentManager : public Manager { - // 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(Mediator & mediator); ~ComponentManager(); // dbg_trace @@ -49,12 +42,7 @@ public: const vec2 & 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; +public: /** * \brief Add a component to the ComponentManager * @@ -154,6 +142,40 @@ public: template <typename T> RefVector<T> get_components_by_tag(const std::string & tag) const; + //! Snapshot of single component (including path in \c components) + struct SnapshotComponent { + //! \c components path + std::type_index type; + //! \c components path + game_object_id_t id; + //! \c components path + size_t index; + //! Actual component snapshot + std::unique_ptr<Component> component; + }; + //! Snapshot of the entire component manager state + struct Snapshot { + //! All components + std::vector<SnapshotComponent> components; + // TODO: some kind of hash code that ensures components exist in all the same places as + // this snapshot + }; + /** + * \name ReplayManager (Memento) functions + * \{ + */ + /** + * \brief Save a snapshot of the component manager state + * \returns Deep copy of the component manager's internal state + */ + Snapshot save(); + /** + * \brief Restore component manager from a snapshot + * \param snapshot Snapshot to restore from (as returned by \c save()) + */ + void restore(const Snapshot & snapshot); + //! \} + private: /** * \brief Get object IDs by predicate function diff --git a/src/crepe/manager/LoopTimerManager.cpp b/src/crepe/manager/LoopTimerManager.cpp index a6e4788..e78f92f 100644 --- a/src/crepe/manager/LoopTimerManager.cpp +++ b/src/crepe/manager/LoopTimerManager.cpp @@ -1,7 +1,7 @@ #include <chrono> #include <thread> -#include "../util/Log.h" +#include "../util/dbg.h" #include "LoopTimerManager.h" diff --git a/src/crepe/manager/LoopTimerManager.h b/src/crepe/manager/LoopTimerManager.h index 76b02d3..2f1e6b6 100644 --- a/src/crepe/manager/LoopTimerManager.h +++ b/src/crepe/manager/LoopTimerManager.h @@ -6,6 +6,8 @@ namespace crepe { +class Engine; + typedef std::chrono::duration<float> duration_t; typedef std::chrono::duration<unsigned long long, std::micro> elapsed_time_t; @@ -107,7 +109,7 @@ public: private: //! Friend relation to use start,enforce_frame_rate,get_lag,update,advance_fixed_update. - friend class LoopManager; + friend class Engine; /** * \brief Start the loop timer. * diff --git a/src/crepe/manager/Mediator.h b/src/crepe/manager/Mediator.h index a336410..842f1de 100644 --- a/src/crepe/manager/Mediator.h +++ b/src/crepe/manager/Mediator.h @@ -11,6 +11,8 @@ class LoopTimerManager; class SaveManager; class ResourceManager; class SDLContext; +class ReplayManager; +class SystemManager; /** * Struct to pass references to classes that would otherwise need to be singletons down to @@ -32,6 +34,8 @@ struct Mediator { OptionalRef<LoopTimerManager> loop_timer; OptionalRef<SaveManager> save_manager; OptionalRef<ResourceManager> resource_manager; + OptionalRef<ReplayManager> replay_manager; + OptionalRef<SystemManager> system_manager; }; } // namespace crepe diff --git a/src/crepe/manager/ReplayManager.cpp b/src/crepe/manager/ReplayManager.cpp new file mode 100644 index 0000000..090a94e --- /dev/null +++ b/src/crepe/manager/ReplayManager.cpp @@ -0,0 +1,70 @@ +#include <format> + +#include "Manager.h" +#include "ReplayManager.h" + +using namespace crepe; +using namespace std; + +ReplayManager::ReplayManager(Mediator & mediator) : Manager(mediator) { + mediator.replay_manager = *this; +} + +void ReplayManager::record_start() { + if (this->state == RECORDING) this->release(this->id); + this->id++; + this->memory[this->id] = make_unique<Recording>(); + this->recording = *this->memory.at(this->id); + this->state = RECORDING; +} + +recording_t ReplayManager::record_end() { + this->state = IDLE; + return this->id; +} + +void ReplayManager::play(recording_t handle) { + if (!this->memory.contains(handle)) + throw out_of_range(format("ReplayManager: no recording for handle {}", handle)); + this->recording = *this->memory.at(handle); + this->recording->frame = 0; + this->state = PLAYING; +} + +void ReplayManager::release(recording_t handle) { + if (!this->memory.contains(handle)) return; + this->memory.erase(handle); +} + +void ReplayManager::frame_record() { + if (this->state != RECORDING) + throw runtime_error("ReplayManager: frame_step called while not playing"); + + ComponentManager & components = this->mediator.component_manager; + Recording & recording = this->recording; + + recording.frames.push_back(components.save()); + recording.frame++; +} + +bool ReplayManager::frame_step() { + if (this->state != PLAYING) + throw runtime_error("ReplayManager: frame_step called while not playing"); + + ComponentManager & components = this->mediator.component_manager; + Recording & recording = this->recording; + + ComponentManager::Snapshot & frame = recording.frames.at(recording.frame); + + components.restore(frame); + recording.frame++; + + if (recording.frame < recording.frames.size()) return false; + // end of recording + recording.frame = 0; + this->state = IDLE; + this->recording.clear(); + return true; +} + +ReplayManager::State ReplayManager::get_state() const { return this->state; } diff --git a/src/crepe/manager/ReplayManager.h b/src/crepe/manager/ReplayManager.h new file mode 100644 index 0000000..ab15b27 --- /dev/null +++ b/src/crepe/manager/ReplayManager.h @@ -0,0 +1,94 @@ +#pragma once + +#include <unordered_map> + +#include "ComponentManager.h" +#include "Manager.h" +#include "util/OptionalRef.h" + +namespace crepe { + +typedef size_t recording_t; + +/** + * \brief Replay manager + * + * The replay manager is responsible for creating, storing and restoring ComponentManager + * snapshots. Sequential snapshots can be recorded and replayed in combination with + * ReplaySystem. + */ +class ReplayManager : public Manager { + // TODO: Delete recordings at end of scene + +public: + ReplayManager(Mediator & mediator); + +public: + //! Start a new recording + void record_start(); + /** + * \brief End the latest recording started by \c record_start() + * \returns Handle to recording + */ + recording_t record_end(); + /** + * \brief Play a recording + * \param handle Handle to recording (as returned by \c record_end()) + */ + void play(recording_t handle); + /** + * \brief Delete a recording from memory + * \param handle Handle to recording (as returned by \c record_end()) + */ + void release(recording_t handle); + +public: + //! Internal state + enum State { + IDLE, //!< Not doing anything + RECORDING, //!< Currently recording + PLAYING, //!< Currently playing back a recording + }; + //! Get current internal state + State get_state() const; + +public: + /** + * \brief Record a single frame to the current recording + * + * This function is called by ReplaySystem after the game programmer has called \c + * record_start() + */ + void frame_record(); + /** + * \brief Play the next frame of the current recording + * + * \returns `true` if the recording is finished playing + * \returns `false` if there are more frames + * + * This function also automatically resets the internal state from PLAYING to IDLE at the end + * of a recording. + */ + bool frame_step(); + +private: + /** + * \brief Recording data + */ + struct Recording { + //! Current frame being shown + size_t frame = 0; + //! All frames in recording + std::vector<ComponentManager::Snapshot> frames; + }; + //! Internal state + State state = IDLE; + //! Current recording handle + recording_t id = -1; + //! Current recording data + OptionalRef<Recording> recording; + //! Recording storage + std::unordered_map<recording_t, std::unique_ptr<Recording>> memory; +}; + +} // namespace crepe diff --git a/src/crepe/manager/ResourceManager.cpp b/src/crepe/manager/ResourceManager.cpp index a141a46..5713183 100644 --- a/src/crepe/manager/ResourceManager.cpp +++ b/src/crepe/manager/ResourceManager.cpp @@ -1,4 +1,4 @@ -#include "util/Log.h" +#include "util/dbg.h" #include "ResourceManager.h" diff --git a/src/crepe/manager/SystemManager.cpp b/src/crepe/manager/SystemManager.cpp new file mode 100644 index 0000000..f029aa5 --- /dev/null +++ b/src/crepe/manager/SystemManager.cpp @@ -0,0 +1,67 @@ +#include "../system/AISystem.h" +#include "../system/AnimatorSystem.h" +#include "../system/AudioSystem.h" +#include "../system/CollisionSystem.h" +#include "../system/EventSystem.h" +#include "../system/InputSystem.h" +#include "../system/ParticleSystem.h" +#include "../system/PhysicsSystem.h" +#include "../system/RenderSystem.h" +#include "../system/ReplaySystem.h" +#include "../system/ScriptSystem.h" + +#include "SystemManager.h" + +using namespace crepe; +using namespace std; + +SystemManager::SystemManager(Mediator & mediator) : Manager(mediator) { + this->load_system<InputSystem>(); + this->load_system<EventSystem>(); + this->load_system<ScriptSystem>(); + this->load_system<ParticleSystem>(); + this->load_system<AISystem>(); + this->load_system<PhysicsSystem>(); + this->load_system<CollisionSystem>(); + this->load_system<AudioSystem>(); + this->load_system<AnimatorSystem>(); + this->load_system<RenderSystem>(); + this->load_system<ReplaySystem>(); + + this->mediator.system_manager = *this; +} + +void SystemManager::fixed_update() { + for (System & system : this->system_order) { + if (!system.active) continue; + system.fixed_update(); + } +} + +void SystemManager::frame_update() { + for (System & system : this->system_order) { + if (!system.active) continue; + system.frame_update(); + } +} + +SystemManager::Snapshot SystemManager::save() { + Snapshot snapshot; + for (auto & [type, system] : this->systems) { + snapshot[type] = system->active; + } + return snapshot; +} + +void SystemManager::restore(const Snapshot & snapshot) { + for (auto & [type, active] : snapshot) { + this->systems[type]->active = active; + } +} + +void SystemManager::disable_all() { + for (auto & [type, system] : this->systems) { + system->active = false; + } +} + diff --git a/src/crepe/manager/SystemManager.h b/src/crepe/manager/SystemManager.h new file mode 100644 index 0000000..b4a001c --- /dev/null +++ b/src/crepe/manager/SystemManager.h @@ -0,0 +1,93 @@ +#pragma once + +#include <memory> +#include <vector> +#include <typeindex> +#include <unordered_map> + +#include "../system/System.h" + +#include "Manager.h" + +namespace crepe { + +/** + * \brief Collection of all systems + * + * This manager aggregates all systems and provides utility functions to retrieve references to + * and update systems. + */ +class SystemManager : public Manager { +public: + SystemManager(Mediator &); + + /** + * \brief Per-frame update. + * + * Updates the game state based on the elapsed time since the last frame. + */ + void frame_update(); + + /** + * \brief Fixed update executed at a fixed rate. + * + * This function updates physics and game logic based on LoopTimer's fixed_delta_time. + */ + void fixed_update(); + +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 SystemManager using SystemManager::load_system. + */ + std::unordered_map<std::type_index, std::unique_ptr<System>> systems; + /** + * \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 SystemManager using SystemManager::load_system. + */ + std::vector<std::reference_wrapper<System>> system_order; + /** + * \brief Initialize a system + * \tparam T System type (must be derivative of \c System) + */ + template <class T> + void load_system(); + +public: + /** + * \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(); + +public: + /** + * \brief SystemManager snapshot + * + * The SystemManager snapshot only stores which systems are active + */ + typedef std::unordered_map<std::type_index, bool> Snapshot; + /** + * \brief Save a snapshot of the systems' state + * \returns Copy of each system's active property + */ + Snapshot save(); + /** + * \brief Restore system active state from a snapshot + * \param snapshot Snapshot to restore from (as returned by \c save()) + */ + void restore(const Snapshot & snapshot); + //! Disable all systems + void disable_all(); +}; + +} // namespace crepe + +#include "SystemManager.hpp" diff --git a/src/crepe/api/LoopManager.hpp b/src/crepe/manager/SystemManager.hpp index 266758a..8d06eb1 100644 --- a/src/crepe/api/LoopManager.hpp +++ b/src/crepe/manager/SystemManager.hpp @@ -4,26 +4,19 @@ #include <format> #include <memory> -#include "../system/System.h" - -#include "LoopManager.h" +#include "SystemManager.h" namespace crepe { template <class T> -void LoopManager::add_scene() { - this->scene_manager.add_scene<T>(); -} - -template <class T> -T & LoopManager::get_system() { +T & SystemManager::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())); + throw runtime_error(format("SystemManager: {} is not initialized", type.name())); System * system = this->systems.at(type).get(); T * concrete_system = dynamic_cast<T *>(system); @@ -33,16 +26,17 @@ T & LoopManager::get_system() { } template <class T> -void LoopManager::load_system() { +void SystemManager::load_system() { using namespace std; static_assert(is_base_of<System, T>::value, "load_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 already initialized", type.name())); + throw runtime_error(format("SystemManager: {} is already initialized", type.name())); System * system = new T(this->mediator); this->systems[type] = unique_ptr<System>(system); + this->system_order.push_back(*this->systems[type]); } } // namespace crepe diff --git a/src/crepe/system/AISystem.cpp b/src/crepe/system/AISystem.cpp index 680dbb8..0f35010 100644 --- a/src/crepe/system/AISystem.cpp +++ b/src/crepe/system/AISystem.cpp @@ -10,7 +10,7 @@ using namespace crepe; using namespace std::chrono; -void AISystem::update() { +void AISystem::fixed_update() { const Mediator & mediator = this->mediator; ComponentManager & mgr = mediator.component_manager; LoopTimerManager & loop_timer = mediator.loop_timer; diff --git a/src/crepe/system/AISystem.h b/src/crepe/system/AISystem.h index d5f8a8e..04807cf 100644 --- a/src/crepe/system/AISystem.h +++ b/src/crepe/system/AISystem.h @@ -20,7 +20,7 @@ public: using System::System; //! Update the AI system - void update() override; + void fixed_update() override; private: /** diff --git a/src/crepe/system/AnimatorSystem.cpp b/src/crepe/system/AnimatorSystem.cpp index 107b25d..e5ab2fa 100644 --- a/src/crepe/system/AnimatorSystem.cpp +++ b/src/crepe/system/AnimatorSystem.cpp @@ -1,5 +1,3 @@ - - #include "../api/Animator.h" #include "../manager/ComponentManager.h" #include "../manager/LoopTimerManager.h" @@ -10,7 +8,7 @@ using namespace crepe; using namespace std::chrono; -void AnimatorSystem::update() { +void AnimatorSystem::frame_update() { ComponentManager & mgr = this->mediator.component_manager; LoopTimerManager & timer = this->mediator.loop_timer; RefVector<Animator> animations = mgr.get_components_by_type<Animator>(); diff --git a/src/crepe/system/AnimatorSystem.h b/src/crepe/system/AnimatorSystem.h index 7d3f565..092e131 100644 --- a/src/crepe/system/AnimatorSystem.h +++ b/src/crepe/system/AnimatorSystem.h @@ -22,7 +22,7 @@ public: * Animator components, moving the animations forward and managing their behavior (e.g., * looping). */ - void update() override; + void frame_update() override; }; } // namespace crepe diff --git a/src/crepe/system/AudioSystem.cpp b/src/crepe/system/AudioSystem.cpp index b1aa0f8..d4e8b9f 100644 --- a/src/crepe/system/AudioSystem.cpp +++ b/src/crepe/system/AudioSystem.cpp @@ -7,7 +7,7 @@ using namespace crepe; using namespace std; -void AudioSystem::update() { +void AudioSystem::fixed_update() { ComponentManager & component_manager = this->mediator.component_manager; ResourceManager & resource_manager = this->mediator.resource_manager; RefVector<AudioSource> components diff --git a/src/crepe/system/AudioSystem.h b/src/crepe/system/AudioSystem.h index 2ddc443..56fc98c 100644 --- a/src/crepe/system/AudioSystem.h +++ b/src/crepe/system/AudioSystem.h @@ -11,7 +11,7 @@ namespace crepe { class AudioSystem : public System { public: using System::System; - void update() override; + void fixed_update() override; private: /** diff --git a/src/crepe/system/CMakeLists.txt b/src/crepe/system/CMakeLists.txt index 0e2db76..52369d0 100644 --- a/src/crepe/system/CMakeLists.txt +++ b/src/crepe/system/CMakeLists.txt @@ -8,6 +8,8 @@ target_sources(crepe PUBLIC AudioSystem.cpp AnimatorSystem.cpp InputSystem.cpp + EventSystem.cpp + ReplaySystem.cpp AISystem.cpp ) @@ -20,5 +22,7 @@ target_sources(crepe PUBLIC FILE_SET HEADERS FILES AudioSystem.h AnimatorSystem.h InputSystem.h + EventSystem.h + ReplaySystem.h AISystem.h ) diff --git a/src/crepe/system/CollisionSystem.cpp b/src/crepe/system/CollisionSystem.cpp index af8adce..9d88d9f 100644 --- a/src/crepe/system/CollisionSystem.cpp +++ b/src/crepe/system/CollisionSystem.cpp @@ -23,7 +23,7 @@ using namespace crepe; -void CollisionSystem::update() { +void CollisionSystem::fixed_update() { std::vector<CollisionInternal> all_colliders; game_object_id_t id = 0; ComponentManager & mgr = this->mediator.component_manager; diff --git a/src/crepe/system/CollisionSystem.h b/src/crepe/system/CollisionSystem.h index 5b136c6..48a8f86 100644 --- a/src/crepe/system/CollisionSystem.h +++ b/src/crepe/system/CollisionSystem.h @@ -85,7 +85,7 @@ public: public: //! Updates the collision system by checking for collisions between colliders and handling them. - void update() override; + void fixed_update() override; private: /** diff --git a/src/crepe/system/EventSystem.cpp b/src/crepe/system/EventSystem.cpp new file mode 100644 index 0000000..7e168ab --- /dev/null +++ b/src/crepe/system/EventSystem.cpp @@ -0,0 +1,9 @@ +#include "EventSystem.h" +#include "../manager/EventManager.h" + +using namespace crepe; + +void EventSystem::fixed_update() { + EventManager & ev = this->mediator.event_manager; + ev.dispatch_events(); +} diff --git a/src/crepe/system/EventSystem.h b/src/crepe/system/EventSystem.h new file mode 100644 index 0000000..0ae48d2 --- /dev/null +++ b/src/crepe/system/EventSystem.h @@ -0,0 +1,21 @@ +#pragma once + +#include "System.h" + +namespace crepe { + +/** + * \brief EventManager dispatch helper system + */ +class EventSystem : public System { +public: + using System::System; + + /** + * \brief Dispatch queued events + * \see EventManager::dispatch_events + */ + void fixed_update() override; +}; + +} // namespace crepe diff --git a/src/crepe/system/InputSystem.cpp b/src/crepe/system/InputSystem.cpp index a710ae2..38d12c5 100644 --- a/src/crepe/system/InputSystem.cpp +++ b/src/crepe/system/InputSystem.cpp @@ -8,14 +8,16 @@ using namespace crepe; -void InputSystem::update() { +void InputSystem::fixed_update() { ComponentManager & mgr = this->mediator.component_manager; - EventManager & event_mgr = this->mediator.event_manager; + SDLContext & context = this->mediator.sdl_context; + context.update_keyboard_state(); std::vector<SDLContext::EventData> event_list = context.get_events(); RefVector<Button> buttons = mgr.get_components_by_type<Button>(); RefVector<Camera> cameras = mgr.get_components_by_type<Camera>(); OptionalRef<Camera> curr_cam_ref; + // Find the active camera for (Camera & cam : cameras) { if (!cam.active) continue; @@ -23,150 +25,190 @@ void InputSystem::update() { break; } if (!curr_cam_ref) return; + Camera & current_cam = curr_cam_ref; RefVector<Transform> transform_vec = mgr.get_components_by_id<Transform>(current_cam.game_object_id); Transform & cam_transform = transform_vec.front().get(); - int camera_origin_x = cam_transform.position.x + current_cam.data.postion_offset.x - - (current_cam.viewport_size.x / 2); - int camera_origin_y = cam_transform.position.y + current_cam.data.postion_offset.y - - (current_cam.viewport_size.y / 2); + + vec2 camera_origin = cam_transform.position + current_cam.data.postion_offset + - (current_cam.viewport_size / 2); for (const SDLContext::EventData & event : event_list) { - int world_mouse_x = event.mouse_position.x + camera_origin_x; - int world_mouse_y = event.mouse_position.y + camera_origin_y; - // check if the mouse is within the viewport - bool mouse_in_viewport - = !(world_mouse_x < camera_origin_x - || world_mouse_x > camera_origin_x + current_cam.viewport_size.x - || world_mouse_y < camera_origin_y - || world_mouse_y > camera_origin_y + current_cam.viewport_size.y); - - switch (event.event_type) { - case SDLContext::EventType::KEYDOWN: - event_mgr.queue_event<KeyPressEvent>(KeyPressEvent{ - .repeat = event.key_repeat, - .key = event.key, - }); - break; - case SDLContext::EventType::KEYUP: - event_mgr.queue_event<KeyReleaseEvent>(KeyReleaseEvent{ - .key = event.key, - }); - break; - case SDLContext::EventType::MOUSEDOWN: - if (!mouse_in_viewport) { - break; - } - event_mgr.queue_event<MousePressEvent>(MousePressEvent{ - .mouse_x = world_mouse_x, - .mouse_y = world_mouse_y, - .button = event.mouse_button, - }); - this->last_mouse_down_position = {world_mouse_x, world_mouse_y}; - this->last_mouse_button = event.mouse_button; - break; - case SDLContext::EventType::MOUSEUP: { - if (!mouse_in_viewport) { - break; - } - event_mgr.queue_event<MouseReleaseEvent>(MouseReleaseEvent{ - .mouse_x = world_mouse_x, - .mouse_y = world_mouse_y, - .button = event.mouse_button, - }); - //check if its a click by checking the last button down - int delta_x = world_mouse_x - this->last_mouse_down_position.x; - int delta_y = world_mouse_y - this->last_mouse_down_position.y; - - if (this->last_mouse_button == event.mouse_button - && std::abs(delta_x) <= click_tolerance - && std::abs(delta_y) <= click_tolerance) { - event_mgr.queue_event<MouseClickEvent>(MouseClickEvent{ - .mouse_x = world_mouse_x, - .mouse_y = world_mouse_y, - .button = event.mouse_button, - }); - - this->handle_click(event.mouse_button, world_mouse_x, world_mouse_y); - } - } break; - case SDLContext::EventType::MOUSEMOVE: - if (!mouse_in_viewport) { - break; - } - event_mgr.queue_event<MouseMoveEvent>(MouseMoveEvent{ - .mouse_x = world_mouse_x, - .mouse_y = world_mouse_y, - .delta_x = event.rel_mouse_move.x, - .delta_y = event.rel_mouse_move.y, - }); - this->handle_move(event, world_mouse_x, world_mouse_y); - break; - case SDLContext::EventType::MOUSEWHEEL: - event_mgr.queue_event<MouseScrollEvent>(MouseScrollEvent{ - .mouse_x = world_mouse_x, - .mouse_y = world_mouse_y, - .scroll_direction = event.scroll_direction, - .scroll_delta = event.scroll_delta, + // Only calculate mouse coordinates for relevant events + if (this->is_mouse_event(event.event_type)) { + this->handle_mouse_event(event, camera_origin, current_cam); + + } else { + this->handle_non_mouse_event(event); + } + } +} + +void InputSystem::handle_mouse_event(const SDLContext::EventData & event, + const vec2 & camera_origin, const Camera & current_cam) { + EventManager & event_mgr = this->mediator.event_manager; + vec2 adjusted_mouse; + adjusted_mouse.x = event.data.mouse_data.mouse_position.x + camera_origin.x; + adjusted_mouse.x = event.data.mouse_data.mouse_position.y + camera_origin.y; + // Check if the mouse is within the viewport + if ((adjusted_mouse.x < camera_origin.x + || adjusted_mouse.x > camera_origin.x + current_cam.viewport_size.x + || adjusted_mouse.y < camera_origin.y + || adjusted_mouse.y > camera_origin.y + current_cam.viewport_size.y)) + return; + + // Handle mouse-specific events + switch (event.event_type) { + case SDLContext::EventType::MOUSEDOWN: + event_mgr.queue_event<MousePressEvent>({ + .mouse_pos = adjusted_mouse, + .button = event.data.mouse_data.mouse_button, + }); + this->last_mouse_down_position = adjusted_mouse; + this->last_mouse_button = event.data.mouse_data.mouse_button; + break; + + case SDLContext::EventType::MOUSEUP: { + event_mgr.queue_event<MouseReleaseEvent>({ + .mouse_pos = adjusted_mouse, + .button = event.data.mouse_data.mouse_button, + }); + vec2 delta_move = adjusted_mouse - this->last_mouse_down_position; + int click_tolerance = Config::get_instance().input.click_tolerance; + if (this->last_mouse_button == event.data.mouse_data.mouse_button + && std::abs(delta_move.x) <= click_tolerance + && std::abs(delta_move.y) <= click_tolerance) { + event_mgr.queue_event<MouseClickEvent>({ + .mouse_pos = adjusted_mouse, + .button = event.data.mouse_data.mouse_button, }); - break; - case SDLContext::EventType::SHUTDOWN: - event_mgr.queue_event<ShutDownEvent>(ShutDownEvent{}); - break; - default: - break; + this->handle_click(event.data.mouse_data.mouse_button, adjusted_mouse); + } + break; } + + case SDLContext::EventType::MOUSEMOVE: + event_mgr.queue_event<MouseMoveEvent>({ + .mouse_pos = adjusted_mouse, + .mouse_delta = event.data.mouse_data.rel_mouse_move, + }); + this->handle_move(event, adjusted_mouse); + break; + + case SDLContext::EventType::MOUSEWHEEL: + event_mgr.queue_event<MouseScrollEvent>({ + .mouse_pos = adjusted_mouse, + .scroll_direction = event.data.mouse_data.scroll_direction, + .scroll_delta = event.data.mouse_data.scroll_delta, + }); + break; + + default: + break; + } +} + +void InputSystem::handle_non_mouse_event(const SDLContext::EventData & event) { + EventManager & event_mgr = this->mediator.event_manager; + switch (event.event_type) { + case SDLContext::EventType::KEYDOWN: + + event_mgr.queue_event<KeyPressEvent>( + {.repeat = event.data.key_data.key_repeat, .key = event.data.key_data.key}); + break; + case SDLContext::EventType::KEYUP: + event_mgr.queue_event<KeyReleaseEvent>({.key = event.data.key_data.key}); + break; + case SDLContext::EventType::SHUTDOWN: + event_mgr.queue_event<ShutDownEvent>({}); + break; + case SDLContext::EventType::WINDOW_EXPOSE: + event_mgr.queue_event<WindowExposeEvent>({}); + break; + case SDLContext::EventType::WINDOW_RESIZE: + event_mgr.queue_event<WindowResizeEvent>( + WindowResizeEvent{.dimensions = event.data.window_data.resize_dimension}); + break; + case SDLContext::EventType::WINDOW_MOVE: + event_mgr.queue_event<WindowMoveEvent>( + {.delta_move = event.data.window_data.move_delta}); + break; + case SDLContext::EventType::WINDOW_MINIMIZE: + event_mgr.queue_event<WindowMinimizeEvent>({}); + break; + case SDLContext::EventType::WINDOW_MAXIMIZE: + event_mgr.queue_event<WindowMaximizeEvent>({}); + break; + case SDLContext::EventType::WINDOW_FOCUS_GAIN: + event_mgr.queue_event<WindowFocusGainEvent>({}); + break; + case SDLContext::EventType::WINDOW_FOCUS_LOST: + event_mgr.queue_event<WindowFocusLostEvent>({}); + break; + default: + break; } } + +bool InputSystem::is_mouse_event(SDLContext::EventType event_type) { + return (event_type == SDLContext::EventType::MOUSEDOWN + || event_type == SDLContext::EventType::MOUSEUP + || event_type == SDLContext::EventType::MOUSEMOVE + || event_type == SDLContext::EventType::MOUSEWHEEL); +} + void InputSystem::handle_move(const SDLContext::EventData & event_data, - const int world_mouse_x, const int world_mouse_y) { + const vec2 & mouse_pos) { ComponentManager & mgr = this->mediator.component_manager; RefVector<Button> buttons = mgr.get_components_by_type<Button>(); for (Button & button : buttons) { + if (!button.active) continue; RefVector<Transform> transform_vec = mgr.get_components_by_id<Transform>(button.game_object_id); Transform & transform(transform_vec.front().get()); bool was_hovering = button.hover; - if (button.active - && this->is_mouse_inside_button(world_mouse_x, world_mouse_y, button, transform)) { + if (this->is_mouse_inside_button(mouse_pos, button, transform)) { button.hover = true; - if (!was_hovering && button.on_mouse_enter) { + if (!button.on_mouse_enter) continue; + if (!was_hovering) { button.on_mouse_enter(); } } else { button.hover = false; // Trigger the on_exit callback if the hover state just changed to false - if (was_hovering && button.on_mouse_exit) { + if (!button.on_mouse_exit) continue; + if (was_hovering) { button.on_mouse_exit(); } } } } -void InputSystem::handle_click(const MouseButton & mouse_button, const int world_mouse_x, - const int world_mouse_y) { +void InputSystem::handle_click(const MouseButton & mouse_button, const vec2 & mouse_pos) { ComponentManager & mgr = this->mediator.component_manager; RefVector<Button> buttons = mgr.get_components_by_type<Button>(); for (Button & button : buttons) { + if (!button.active) continue; + if (!button.on_click) continue; RefVector<Transform> transform_vec = mgr.get_components_by_id<Transform>(button.game_object_id); Transform & transform = transform_vec.front().get(); - if (button.active - && this->is_mouse_inside_button(world_mouse_x, world_mouse_y, button, transform)) { - this->handle_button_press(button); + if (this->is_mouse_inside_button(mouse_pos, button, transform)) { + + button.on_click(); } } } -bool InputSystem::is_mouse_inside_button(const int mouse_x, const int mouse_y, - const Button & button, const Transform & transform) { +bool InputSystem::is_mouse_inside_button(const vec2 & mouse_pos, const Button & button, + const Transform & transform) { int actual_x = transform.position.x + button.offset.x; int actual_y = transform.position.y + button.offset.y; @@ -174,17 +216,6 @@ bool InputSystem::is_mouse_inside_button(const int mouse_x, const int mouse_y, int half_height = button.dimensions.y / 2; // Check if the mouse is within the button's boundaries - return mouse_x >= actual_x - half_width && mouse_x <= actual_x + half_width - && mouse_y >= actual_y - half_height && mouse_y <= actual_y + half_height; -} - -void InputSystem::handle_button_press(Button & button) { - if (button.is_toggle) { - if (!button.is_pressed && button.on_click) { - button.on_click(); - } - button.is_pressed = !button.is_pressed; - } else if (button.on_click) { - button.on_click(); - } + return mouse_pos.x >= actual_x - half_width && mouse_pos.x <= actual_x + half_width + && mouse_pos.y >= actual_y - half_height && mouse_pos.y <= actual_y + half_height; } diff --git a/src/crepe/system/InputSystem.h b/src/crepe/system/InputSystem.h index 87e86f8..b03805a 100644 --- a/src/crepe/system/InputSystem.h +++ b/src/crepe/system/InputSystem.h @@ -1,5 +1,6 @@ #pragma once +#include "../api/Config.h" #include "../facade/SDLContext.h" #include "../types.h" #include "../util/OptionalRef.h" @@ -27,19 +28,40 @@ public: * \brief Updates the system, processing all input events. * This method processes all events and triggers corresponding actions. */ - void update() override; + void fixed_update() override; private: //! Stores the last position of the mouse when the button was pressed. - ivec2 last_mouse_down_position; + vec2 last_mouse_down_position; // TODO: specify world/hud space and make regular `vec2` //! Stores the last mouse button pressed. MouseButton last_mouse_button = MouseButton::NONE; - - //! The maximum allowable distance between mouse down and mouse up to register as a click. - const int click_tolerance = 5; - + /** + * \brief Determines whether the given event type is a mouse event. + * \param event_type The event type to check. + * \return True if the event type corresponds to a mouse event, false otherwise. + */ + bool is_mouse_event(SDLContext::EventType event_type); + /** + * \brief Handles mouse-related events. + * \param event The event data for the mouse event. + * \param camera_origin The origin position of the camera in world space. + * \param current_cam The currently active camera. + * + * This method processes mouse events, adjusts the mouse position to world coordinates, + * and triggers the appropriate mouse-specific event handling logic. + */ + void handle_mouse_event(const SDLContext::EventData & event, const vec2 & camera_origin, + const Camera & current_cam); + /** + * \brief Handles non-mouse-related events. + * \param event The event data for the non-mouse event. + * + * This method processes events that do not involve the mouse, such as keyboard events, + * window events, and shutdown events, and triggers the corresponding event actions. + */ + void handle_non_mouse_event(const SDLContext::EventData & event); /** * \brief Handles the mouse click event. * \param mouse_button The mouse button involved in the click. @@ -48,8 +70,7 @@ private: * * This method processes the mouse click event and triggers the corresponding button action. */ - void handle_click(const MouseButton & mouse_button, const int world_mouse_x, - const int world_mouse_y); + void handle_click(const MouseButton & mouse_button, const vec2 & mouse_pos); /** * \brief Handles the mouse movement event. @@ -59,8 +80,7 @@ private: * * This method processes the mouse movement event and updates the button hover state. */ - void handle_move(const SDLContext::EventData & event_data, const int world_mouse_x, - const int world_mouse_y); + void handle_move(const SDLContext::EventData & event_data, const vec2 & mouse_pos); /** * \brief Checks if the mouse position is inside the bounds of the button. @@ -70,8 +90,8 @@ private: * \param transform The transform component of the button. * \return True if the mouse is inside the button, false otherwise. */ - bool is_mouse_inside_button(const int world_mouse_x, const int world_mouse_y, - const Button & button, const Transform & transform); + bool is_mouse_inside_button(const vec2 & mouse_pos, const Button & button, + const Transform & transform); /** * \brief Handles the button press event, calling the on_click callback if necessary. diff --git a/src/crepe/system/ParticleSystem.cpp b/src/crepe/system/ParticleSystem.cpp index b14c52f..4684ada 100644 --- a/src/crepe/system/ParticleSystem.cpp +++ b/src/crepe/system/ParticleSystem.cpp @@ -1,3 +1,4 @@ +#include <chrono> #include <cmath> #include <cstdlib> #include <ctime> @@ -5,14 +6,19 @@ #include "../api/ParticleEmitter.h" #include "../api/Transform.h" #include "../manager/ComponentManager.h" +#include "../manager/LoopTimerManager.h" #include "ParticleSystem.h" using namespace crepe; -void ParticleSystem::update() { +void ParticleSystem::frame_update() { // Get all emitters - ComponentManager & mgr = this->mediator.component_manager; + const Mediator & mediator = this->mediator; + LoopTimerManager & loop_timer = mediator.loop_timer; + ComponentManager & mgr = mediator.component_manager; + float dt = loop_timer.get_scaled_fixed_delta_time().count(); + RefVector<ParticleEmitter> emitters = mgr.get_components_by_type<ParticleEmitter>(); for (ParticleEmitter & emitter : emitters) { @@ -21,38 +27,39 @@ void ParticleSystem::update() { = 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); - for (size_t i = 0; i < updates; i++) { - emit_particle(emitter, transform); + emitter.spawn_accumulator = emitter.data.emission_rate * dt; + while (emitter.spawn_accumulator >= 1.0) { + this->emit_particle(emitter, transform); + emitter.spawn_accumulator -= 1.0; } // Update all particles - for (Particle & particle : emitter.data.particles) { + for (Particle & particle : emitter.particles) { if (particle.active) { - particle.update(); + particle.update(dt); } } // Check if within boundary - check_bounds(emitter, transform); + this->check_bounds(emitter, transform); } - - this->update_count = (this->update_count + 1) % this->MAX_UPDATE_COUNT; } void ParticleSystem::emit_particle(ParticleEmitter & emitter, const Transform & transform) { constexpr float DEG_TO_RAD = M_PI / 180.0; vec2 initial_position = emitter.data.position + transform.position; - float random_angle = generate_random_angle(emitter.data.min_angle, emitter.data.max_angle); + float random_angle + = this->generate_random_angle(emitter.data.min_angle, emitter.data.max_angle); - float random_speed = generate_random_speed(emitter.data.min_speed, emitter.data.max_speed); + float random_speed + = this->generate_random_speed(emitter.data.min_speed, emitter.data.max_speed); float angle_radians = random_angle * DEG_TO_RAD; vec2 velocity = {random_speed * std::cos(angle_radians), random_speed * std::sin(angle_radians)}; - for (Particle & particle : emitter.data.particles) { + for (Particle & particle : emitter.particles) { if (!particle.active) { particle.reset(emitter.data.end_lifespan, initial_position, velocity, random_angle); @@ -61,66 +68,54 @@ void ParticleSystem::emit_particle(ParticleEmitter & emitter, const Transform & } } -int ParticleSystem::calculate_update(int count, double emission) const { - double integer_part = std::floor(emission); - double fractional_part = emission - integer_part; - - if (fractional_part > 0) { - int denominator = static_cast<int>(1.0 / fractional_part); - return (count % denominator == 0) ? 1 : 0; - } - - return static_cast<int>(emission); -} - void ParticleSystem::check_bounds(ParticleEmitter & emitter, const Transform & transform) { vec2 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; + float half_width = emitter.data.boundary.width / 2.0; + float half_height = emitter.data.boundary.height / 2.0; - const double LEFT = offset.x - half_width; - const double RIGHT = offset.x + half_width; - const double TOP = offset.y - half_height; - const double BOTTOM = offset.y + half_height; + float left = offset.x - half_width; + float right = offset.x + half_width; + float top = offset.y - half_height; + float bottom = offset.y + half_height; - for (Particle & particle : emitter.data.particles) { + for (Particle & particle : emitter.particles) { const vec2 & 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 not within bounds do a reset or stop velocity if (!within_bounds) { if (emitter.data.boundary.reset_on_exit) { particle.active = false; } else { particle.velocity = {0, 0}; - if (position.x < LEFT) particle.position.x = LEFT; - else if (position.x > RIGHT) particle.position.x = RIGHT; - if (position.y < TOP) particle.position.y = TOP; - else if (position.y > BOTTOM) particle.position.y = BOTTOM; + if (position.x < left) particle.position.x = left; + else if (position.x > right) particle.position.x = right; + if (position.y < top) particle.position.y = top; + else if (position.y > bottom) particle.position.y = bottom; } } } } -double ParticleSystem::generate_random_angle(double min_angle, double max_angle) const { +float ParticleSystem::generate_random_angle(float min_angle, float 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<float>(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)); + float angle_offset = (360 - min_angle) + max_angle; + float random_angle + = min_angle + static_cast<float>(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 { +float ParticleSystem::generate_random_speed(float min_speed, float 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<float>(std::rand() % static_cast<int>(max_speed - min_speed)); } } diff --git a/src/crepe/system/ParticleSystem.h b/src/crepe/system/ParticleSystem.h index 068f01c..9eacc70 100644 --- a/src/crepe/system/ParticleSystem.h +++ b/src/crepe/system/ParticleSystem.h @@ -20,7 +20,7 @@ public: * \brief Updates all particle emitters by emitting particles, updating particle states, and * checking bounds. */ - void update() override; + void frame_update() override; private: /** @@ -32,16 +32,6 @@ private: 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. - */ - 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. * @@ -57,7 +47,7 @@ private: * \param max_angle Maximum emission angle in degrees. * \return Random angle in degrees. */ - double generate_random_angle(double min_angle, double max_angle) const; + float generate_random_angle(float min_angle, float max_angle) const; /** * \brief Generates a random speed for particle emission within the specified range. @@ -66,15 +56,7 @@ private: * \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. - unsigned int update_count = 0; - //! Determines the lowest amount of emission rate (1000 = 0.001 = 1 particle per 1000 - // updates). - static constexpr unsigned int MAX_UPDATE_COUNT = 100; + float generate_random_speed(float min_speed, float max_speed) const; }; } // namespace crepe diff --git a/src/crepe/system/PhysicsSystem.cpp b/src/crepe/system/PhysicsSystem.cpp index 3b3b8ab..62f8132 100644 --- a/src/crepe/system/PhysicsSystem.cpp +++ b/src/crepe/system/PhysicsSystem.cpp @@ -12,8 +12,7 @@ using namespace crepe; -void PhysicsSystem::update() { - +void PhysicsSystem::fixed_update() { const Mediator & mediator = this->mediator; ComponentManager & mgr = mediator.component_manager; LoopTimerManager & loop_timer = mediator.loop_timer; diff --git a/src/crepe/system/PhysicsSystem.h b/src/crepe/system/PhysicsSystem.h index 26152a5..5ed624f 100644 --- a/src/crepe/system/PhysicsSystem.h +++ b/src/crepe/system/PhysicsSystem.h @@ -18,7 +18,7 @@ public: * * It calculates new velocties and changes the postion in the transform. */ - void update() override; + void fixed_update() override; }; } // namespace crepe diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp index afd9548..c403f6c 100644 --- a/src/crepe/system/RenderSystem.cpp +++ b/src/crepe/system/RenderSystem.cpp @@ -64,7 +64,7 @@ RefVector<Sprite> RenderSystem::sort(RefVector<Sprite> & objs) const { return sorted_objs; } -void RenderSystem::update() { +void RenderSystem::frame_update() { this->clear_screen(); this->render(); this->present_screen(); @@ -83,11 +83,11 @@ bool RenderSystem::render_particle(const Sprite & sprite, const double & scale) bool rendering_particles = false; for (const ParticleEmitter & em : emitters) { - if (&em.data.sprite != &sprite) continue; + if (&em.sprite != &sprite) continue; rendering_particles = true; if (!em.active) continue; - for (const Particle & p : em.data.particles) { + for (const Particle & p : em.particles) { if (!p.active) continue; ctx.draw(SDLContext::RenderContext{ diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h index fc7b46e..1a61f99 100644 --- a/src/crepe/system/RenderSystem.h +++ b/src/crepe/system/RenderSystem.h @@ -24,7 +24,7 @@ public: * \brief Updates the RenderSystem for the current frame. * This method is called to perform all rendering operations for the current game frame. */ - void update() override; + void frame_update() override; private: //! Clears the screen in preparation for rendering. diff --git a/src/crepe/system/ReplaySystem.cpp b/src/crepe/system/ReplaySystem.cpp new file mode 100644 index 0000000..efc3be4 --- /dev/null +++ b/src/crepe/system/ReplaySystem.cpp @@ -0,0 +1,54 @@ +#include "../manager/ReplayManager.h" +#include "../manager/SystemManager.h" + +#include "EventSystem.h" +#include "RenderSystem.h" +#include "ReplaySystem.h" + +using namespace crepe; +using namespace std; + +void ReplaySystem::fixed_update() { + ReplayManager & replay = this->mediator.replay_manager; + ReplayManager::State state = replay.get_state(); + ReplayManager::State last_state = this->last_state; + this->last_state = state; + + switch (state) { + case ReplayManager::IDLE: + break; + case ReplayManager::RECORDING: { + replay.frame_record(); + break; + } + case ReplayManager::PLAYING: { + if (last_state != ReplayManager::PLAYING) this->playback_begin(); + bool last = replay.frame_step(); + if (last) this->playback_end(); + break; + } + } +} + +void ReplaySystem::playback_begin() { + SystemManager & systems = this->mediator.system_manager; + ComponentManager & components = this->mediator.component_manager; + + this->playback = { + .components = components.save(), + .systems = systems.save(), + }; + + systems.disable_all(); + systems.get_system<RenderSystem>().active = true; + systems.get_system<ReplaySystem>().active = true; + systems.get_system<EventSystem>().active = true; +} + +void ReplaySystem::playback_end() { + SystemManager & systems = this->mediator.system_manager; + ComponentManager & components = this->mediator.component_manager; + + components.restore(this->playback.components); + systems.restore(this->playback.systems); +} diff --git a/src/crepe/system/ReplaySystem.h b/src/crepe/system/ReplaySystem.h new file mode 100644 index 0000000..bbc8d76 --- /dev/null +++ b/src/crepe/system/ReplaySystem.h @@ -0,0 +1,44 @@ +#pragma once + +#include "../manager/ReplayManager.h" +#include "../manager/SystemManager.h" + +#include "System.h" + +namespace crepe { + +/** + * \brief ReplayManager helper system + * + * This system records and replays recordings using ReplayManager. + */ +class ReplaySystem : public System { +public: + using System::System; + + void fixed_update() override; + +private: + //! Last ReplayManager state + ReplayManager::State last_state = ReplayManager::IDLE; + + /** + * \brief Playback snapshot + * + * When starting playback, the component state is saved and most systems are disabled. This + * struct stores the engine state before ReplayManager::play is called. + */ + struct Snapshot { + ComponentManager::Snapshot components; + SystemManager::Snapshot systems; + }; + //! Before playback snapshot + Snapshot playback; + + //! Snapshot state and disable systems during playback + void playback_begin(); + //! Restore state from before \c playback_begin() + void playback_end(); +}; + +} // namespace crepe diff --git a/src/crepe/system/ScriptSystem.cpp b/src/crepe/system/ScriptSystem.cpp index d6b2ca1..58055d6 100644 --- a/src/crepe/system/ScriptSystem.cpp +++ b/src/crepe/system/ScriptSystem.cpp @@ -1,16 +1,18 @@ #include "../api/BehaviorScript.h" #include "../api/Script.h" #include "../manager/ComponentManager.h" +#include "../util/dbg.h" #include "ScriptSystem.h" using namespace std; using namespace crepe; -void ScriptSystem::update() { +void ScriptSystem::fixed_update() { dbg_trace(); ComponentManager & mgr = this->mediator.component_manager; + LoopTimerManager & timer = this->mediator.loop_timer; RefVector<BehaviorScript> behavior_scripts = mgr.get_components_by_type<BehaviorScript>(); for (BehaviorScript & behavior_script : behavior_scripts) { @@ -23,6 +25,8 @@ void ScriptSystem::update() { script->init(); script->initialized = true; } - script->update(); + + duration_t delta_time = timer.get_delta_time(); + script->update(delta_time); } } diff --git a/src/crepe/system/ScriptSystem.h b/src/crepe/system/ScriptSystem.h index 3db1b1e..612c2ae 100644 --- a/src/crepe/system/ScriptSystem.h +++ b/src/crepe/system/ScriptSystem.h @@ -22,7 +22,7 @@ public: * method. It also calls Script::init() if this has not been done before on * the \c BehaviorScript instance. */ - void update() override; + void fixed_update() override; }; } // namespace crepe diff --git a/src/crepe/system/System.h b/src/crepe/system/System.h index 063dfbf..e2ce7eb 100644 --- a/src/crepe/system/System.h +++ b/src/crepe/system/System.h @@ -14,10 +14,12 @@ class ComponentManager; */ class System { public: - /** - * \brief Process all components this system is responsible for. - */ - virtual void update() = 0; + //! Code that runs in the fixed loop + virtual void fixed_update() {}; + //! Code that runs in the frame loop + virtual void frame_update() {}; + //! Indicates that the update functions of this system should be run + bool active = true; public: System(const Mediator & m); diff --git a/src/crepe/util/Log.cpp b/src/crepe/util/Log.cpp index 84d80a8..ce25a1d 100644 --- a/src/crepe/util/Log.cpp +++ b/src/crepe/util/Log.cpp @@ -4,6 +4,7 @@ #include "../api/Config.h" #include "Log.h" +#include "LogColor.h" using namespace crepe; using namespace std; diff --git a/src/crepe/util/Log.h b/src/crepe/util/Log.h index fc0bb3a..b43fe30 100644 --- a/src/crepe/util/Log.h +++ b/src/crepe/util/Log.h @@ -2,27 +2,6 @@ #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 { /** diff --git a/src/crepe/util/dbg.h b/src/crepe/util/dbg.h new file mode 100644 index 0000000..c7283ee --- /dev/null +++ b/src/crepe/util/dbg.h @@ -0,0 +1,18 @@ +#pragma once + +#include "Log.h" +#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 diff --git a/src/doc/feature/bgm.dox b/src/doc/feature/bgm.dox new file mode 100644 index 0000000..968abb8 --- /dev/null +++ b/src/doc/feature/bgm.dox @@ -0,0 +1,22 @@ +// vim:ft=doxygen +namespace crepe { +/** + +\defgroup feature_bgm Playing background music +\ingroup feature +\brief Add background music to a scene using the AudioSource component + +This page shows how to implement background music using the AudioSource +effects. + +\see AudioSource + +\par Example + +\note This example assumes you already have a GameObject. If not, read +\"\ref feature_gameobject\" first. + +\todo Merge #60 + +*/ +} diff --git a/src/doc/feature/config.dox b/src/doc/feature/config.dox new file mode 100644 index 0000000..85d6803 --- /dev/null +++ b/src/doc/feature/config.dox @@ -0,0 +1,61 @@ +// vim:ft=doxygen +namespace crepe { +/** + +\defgroup feature_config Engine configuration +\ingroup feature +\brief Configure default values and global options + +Default values and options that apply to the engine globally are read from a +singleton struct named Config. + +\see Config + +\par Example + +Configuration options may be set individually or by assigning a [designated +initializer list][desginit]. All of Config's members have default values and can +safely be omitted from initializer lists. + +[desginit]: https://en.cppreference.com/w/cpp/language/aggregate_initialization#Designated_initializers + +```cpp +#include <crepe/api/Config.h> + +int main() { + auto & config = crepe::Config::get_instance(); + + // Designated initializer list + config = { + // specify options here + }; + + // Reset default options + config = {}; + + // Set specific option + config.log.color = false; +} +``` + +\par Options + +\noop Display config properties in monospace font +\htmlonly +<style> +tr td:first-child { font-family: monospace; } +</style> +\endhtmlonly + +|Option|Description| +|-|-| +|\ref Config::asset::root_pattern ".asset.root_pattern"|\copybrief Config::asset::root_pattern| +|\ref Config::log::color ".log.color"|\copybrief Config::log::color| +|\ref Config::log::level ".log.level"|\copybrief Config::log::level| +|\ref Config::physics::gravity ".physics.gravity"|\copybrief Config::physics::gravity| +|\ref Config::savemgr::location ".savemgr.location"|\copybrief Config::savemgr::location| +|\ref Config::window::size ".window.size"|\copybrief Config::window::size| +|\ref Config::window::title ".window.title"|\copybrief Config::window::title| + +*/ +} diff --git a/src/doc/feature/gameobject.dox b/src/doc/feature/gameobject.dox index c561874..ac3927c 100644 --- a/src/doc/feature/gameobject.dox +++ b/src/doc/feature/gameobject.dox @@ -2,9 +2,9 @@ namespace crepe { /** -\defgroup feature_gameobject GameObjects +\defgroup feature_gameobject Entity basics \ingroup feature -\brief GameObject to create a Scene +\brief Building game entities using a GameObject GameObjects are the fundamental building blocks of a Scene. They represent entities in the game world and can have various components attached to them to define their diff --git a/src/doc/feature/script.dox b/src/doc/feature/script.dox index d25a63b..e3b5508 100644 --- a/src/doc/feature/script.dox +++ b/src/doc/feature/script.dox @@ -2,19 +2,14 @@ namespace crepe { /** -\defgroup feature_script Scripting +\defgroup feature_script Scripting basics \ingroup feature -\brief User-defined scripts for game objects +\brief Create a concrete Script and attach it to a GameObject Scripts can be used to implement game behavior, and allow arbitrary code to run as part of the game loop. Scripts are implemented as derivative classes of -Script, which are added to game objects using the BehaviorScript \ref Component -"component". - -\todo This section is incomplete: -- Utility functions to get components/events/etc inside script -- How to listen for events -- Extensions of script (keylistener) +Script, which are added to \ref GameObject "game objects" using the \ref +BehaviorScript \ref Component "component". \see Script \see BehaviorScript @@ -22,11 +17,14 @@ Script, which are added to game objects using the BehaviorScript \ref Component \par Example -First, define a class that inherits from Script. This class acts as an -interface, and has two functions (\ref Script::init "\c init()" and \ref -Script::update "\c update()"), which may be implemented (they are empty by -default). From now on, this derivative class will be referred to as a *concrete -script*. +\note This example assumes you already have a GameObject. If not, read +\"\ref feature_gameobject\" first. + +First, define a class (anywhere) that inherits from Script. The Script class +acts as an interface, and has two functions (\ref Script::init "\c init()" and +\ref Script::update "\c update()"), which *may* be implemented (they are empty +by default). From now on, this derivative class will be referred to as a +*concrete script*. ```cpp #include <crepe/api/Script.h> @@ -42,19 +40,23 @@ class MyScript : public crepe::Script { }; ``` -Concrete scripts can be instantiated and attached to \ref GameObject -"game objects" using the BehaviorScript \ref Component "component". +After defining a concrete script, it can be instantiated and attached to \ref +feature_gameobject "game objects" during \ref feature_scene +"scene initialization" using a BehaviorScript component: ```cpp using namespace crepe; -GameObject obj = component_manager.new_object("name"); +GameObject obj; -// create BehaviorScript instance +// Create a BehaviorScript component to hold MyScript BehaviorScript & behavior_script = obj.add_component<BehaviorScript>(); -// attach (and instantiate) MyScript to behavior_script + +// Instantiate (and attach) MyScript to behavior_script behavior_script.set_script<MyScript>(); +``` -// the above can also be done in a single call for convenience: +The above can also be done in a single call for convenience: +```cpp obj.add_component<BehaviorScript>().set_script<MyScript>(); ``` diff --git a/src/doc/feature/script_ecs.dox b/src/doc/feature/script_ecs.dox new file mode 100644 index 0000000..bbe1abc --- /dev/null +++ b/src/doc/feature/script_ecs.dox @@ -0,0 +1,57 @@ +// vim:ft=doxygen +namespace crepe { +/** + +\defgroup feature_script_ecs Using ECS inside Script +\ingroup feature +\brief Query the component manager inside a concrete Script + +Script provides several methods to request references to components during +runtime. These methods may be used in cases where it is either not practical or +impossible to manually pass the references required to implement a certain +behavior. + +\see Script +\see ComponentManager + +\par Example + +\note This example assumes you already have a concrete Script. If not, read +\"\ref feature_script\" first. + +The component manager can be queried for components inside Script using the +following methods: + +- For requesting components on the same GameObject as this Script instance: + - Script::get_component(): \copybrief Script::get_component + - Script::get_components(): \copybrief Script::get_components +- For requesting components in the current Scene: + - Script::get_components_by_id(): \copybrief Script::get_components_by_id + - Script::get_components_by_name(): \copybrief Script::get_components_by_name + - Script::get_components_by_tag(): \copybrief Script::get_components_by_tag + +```cpp +#include <crepe/util/Log.h> +#include <crepe/api/Script.h> +#include <crepe/api/Metadata.h> + +using namespace crepe; + +class MyScript : public Script { + void show_self() { + Metadata & own_metadata = get_component<Metadata>(); + Log::logf("My name is {}", own_metadata.name); + } + + void list_enemies() { + RefVector<Metadata> enemies = get_components_by_tag<Metadata>("enemy"); + Log::logf("There are {} enemies:", enemies.size()); + for (const Metadata & enemy : enemies) { + Log::logf("- {}", enemy.name); + } + } +}; +``` + +*/ +} diff --git a/src/doc/feature/sfx.dox b/src/doc/feature/sfx.dox new file mode 100644 index 0000000..2a5c9cc --- /dev/null +++ b/src/doc/feature/sfx.dox @@ -0,0 +1,24 @@ +// vim:ft=doxygen +namespace crepe { +/** + +\defgroup feature_sfx Playing sound effects +\ingroup feature +\brief Fire a sound effect using the AudioSource component + +This page shows how to implement one-shot sound effects using the AudioSource +component's 'fire and forget'-style API. + +\see AudioSource + +\par Example + +\note This example assumes you already have a GameObject to attach the +AudioSource component to, and uses a Script to control the AudioSource instance. +Separate pages describing these features in more detail can be found at \"\ref +feature_gameobject\" and \"\ref feature_script\" respectively. + +\todo Merge #60 + +*/ +} diff --git a/src/doc/features.dox b/src/doc/features.dox index 21a040a..56d17c7 100644 --- a/src/doc/features.dox +++ b/src/doc/features.dox @@ -3,8 +3,12 @@ \htmlonly <style> -table.memberdecls { display: none; } -ul { margin: 1ex 0pt; } +table.memberdecls, +.groupheader +{ display: none; } +ul, +li +{ margin: 1ex 0pt; } </style> \endhtmlonly @@ -14,15 +18,52 @@ ul { margin: 1ex 0pt; } This page lists engine features and contains usage instructions for each feature. -\par Features +- Basics + - \todo Hello world / engine initialization -- Scripting - - \ref feature_script \n\copybrief feature_script + - \ref feature_config \n\copybrief feature_config -- Game flow management +- Scenes - \ref feature_scene \n\copybrief feature_scene + - \todo Navigating between scenes + +- Input + - \todo Key/Mouse events (w/ Script) -- Entity +- Actors / game objects - \ref feature_gameobject \n\copybrief feature_gameobject +- \todo HUD + +- Animation + - \todo Animation using spritesheet + + - \todo Particle effects + +- Save data + - \ref feature_savemgr \n\copybrief feature_savemgr + +- Audio + - \ref feature_sfx \n\copybrief feature_sfx + - \ref feature_bgm \n\copybrief feature_bgm + +- \todo AI + +- \todo Physics + +- Scripting + - \ref feature_script \n\copybrief feature_script + - \ref feature_script_ecs \n\copybrief feature_script_ecs + + - \todo Subscribing to *any* event inside Script + + - \todo Creating and dispatching custom events + +- \todo Replay + +- Utilities + - \todo Logging + + - \ref feature_proxy \n\copybrief feature_proxy + */ diff --git a/src/doc/layout.xml b/src/doc/layout.xml index 6336655..6038249 100644 --- a/src/doc/layout.xml +++ b/src/doc/layout.xml @@ -50,6 +50,7 @@ <inheritancegraph visible="yes"/> <collaborationgraph visible="yes"/> <memberdecl> + <publicmethods title=""/> <nestedclasses visible="yes" title=""/> <publictypes title=""/> <services title=""/> @@ -58,7 +59,6 @@ <signals title=""/> <publicattributes title=""/> <publicstaticattributes title=""/> - <publicmethods title=""/> <publicstaticmethods title=""/> <protectedtypes title=""/> <protectedslots title=""/> diff --git a/src/doc/style.css b/src/doc/style.css index c12240c..efc669b 100644 --- a/src/doc/style.css +++ b/src/doc/style.css @@ -4,3 +4,30 @@ a[href="namespaces.html"] { display: none; } h2.groupheader { margin-top: revert; } + +dl { + padding: 4px 12px !important; + border-radius: 8px !important; + border: 0 !important; +} +dt { + margin-bottom: 0.5ex; +} + +a:hover { + text-decoration: revert !important; + background: unset !important; +} + +dl.section.see, +dl.section.user { + padding: 0 !important; + border-radius: 0 !important; + margin-top: 0; +} +dl.section.see dt, +dl.section.user dt { + font-size: 130%; + margin-bottom: 0.5ex; + margin-top: 1.5ex; +} diff --git a/src/example/AITest.cpp b/src/example/AITest.cpp deleted file mode 100644 index 93ba500..0000000 --- a/src/example/AITest.cpp +++ /dev/null @@ -1,90 +0,0 @@ -#include <crepe/api/AI.h> -#include <crepe/api/BehaviorScript.h> -#include <crepe/api/Camera.h> -#include <crepe/api/Color.h> -#include <crepe/api/GameObject.h> -#include <crepe/api/LoopManager.h> -#include <crepe/api/Rigidbody.h> -#include <crepe/api/Scene.h> -#include <crepe/api/Script.h> -#include <crepe/api/Sprite.h> -#include <crepe/manager/Mediator.h> -#include <crepe/types.h> - -using namespace crepe; -using namespace std; - -class Script1 : public Script { - bool shutdown(const ShutDownEvent & event) { - // Very dirty way of shutting down the game - throw "ShutDownEvent"; - return true; - } - - bool mousemove(const MouseMoveEvent & event) { - /*RefVector<AI> aivec = this->get_components<AI>(); - AI & ai = aivec.front().get(); - ai.flee_target - = vec2{static_cast<float>(event.mouse_x), static_cast<float>(event.mouse_y)};*/ - return true; - } - - void init() { - subscribe<ShutDownEvent>( - [this](const ShutDownEvent & ev) -> bool { return this->shutdown(ev); }); - subscribe<MouseMoveEvent>( - [this](const MouseMoveEvent & ev) -> bool { return this->mousemove(ev); }); - } -}; - -class Scene1 : public Scene { -public: - void load_scene() override { - Mediator & mediator = this->mediator; - ComponentManager & mgr = mediator.component_manager; - - GameObject game_object1 = mgr.new_object("", "", vec2{0, 0}, 0, 1); - GameObject game_object2 = mgr.new_object("", "", vec2{0, 0}, 0, 1); - - Asset img{"asset/texture/test_ap43.png"}; - - Sprite & test_sprite = game_object1.add_component<Sprite>( - img, Sprite::Data{ - .color = Color::MAGENTA, - .flip = Sprite::FlipSettings{false, false}, - .sorting_in_layer = 2, - .order_in_layer = 2, - .size = {0, 100}, - .angle_offset = 0, - .position_offset = {0, 0}, - }); - - AI & ai = game_object1.add_component<AI>(3000); - // ai.arrive_on(); - // ai.flee_on(); - ai.path_follow_on(); - ai.make_oval_path(500, 1000, {0, -1000}, 1.5708, true); - ai.make_oval_path(1000, 500, {0, 500}, 4.7124, false); - game_object1.add_component<Rigidbody>(Rigidbody::Data{ - .mass = 0.1f, - .max_linear_velocity = 40, - }); - game_object1.add_component<BehaviorScript>().set_script<Script1>(); - - game_object2.add_component<Camera>(ivec2{1080, 720}, vec2{5000, 5000}, - Camera::Data{ - .bg_color = Color::WHITE, - .zoom = 1, - }); - } - - string get_name() const override { return "Scene1"; } -}; - -int main() { - LoopManager engine; - engine.add_scene<Scene1>(); - engine.start(); - - return 0; -} diff --git a/src/example/CMakeLists.txt b/src/example/CMakeLists.txt index 187ed46..f35f38f 100644 --- a/src/example/CMakeLists.txt +++ b/src/example/CMakeLists.txt @@ -16,7 +16,4 @@ function(add_example target_name) add_dependencies(examples ${target_name}) endfunction() -add_example(rendering_particle) -add_example(game) -add_example(button) -add_example(AITest) +add_example(demo) diff --git a/src/example/button.cpp b/src/example/button.cpp deleted file mode 100644 index 00bdc28..0000000 --- a/src/example/button.cpp +++ /dev/null @@ -1,54 +0,0 @@ -#include <SDL2/SDL_timer.h> -#include <chrono> -#include <crepe/Component.h> -#include <crepe/ComponentManager.h> -#include <crepe/api/Animator.h> -#include <crepe/api/Button.h> -#include <crepe/api/Camera.h> -#include <crepe/api/Color.h> -#include <crepe/api/EventManager.h> -#include <crepe/api/GameObject.h> -#include <crepe/api/Sprite.h> -#include <crepe/api/Texture.h> -#include <crepe/api/Transform.h> -#include <crepe/system/AnimatorSystem.h> -#include <crepe/system/InputSystem.h> -#include <crepe/system/RenderSystem.h> -#include <crepe/types.h> -#include <iostream> -using namespace crepe; -using namespace std; - -int main(int argc, char * argv[]) { - ComponentManager mgr; - RenderSystem sys{mgr}; - EventManager & event_mgr = EventManager::get_instance(); - InputSystem input_sys{mgr}; - AnimatorSystem asys{mgr}; - GameObject camera_obj = mgr.new_object("", "", vec2{1000, 1000}, 0, 1); - camera_obj.add_component<Camera>(Color::WHITE, ivec2{1080, 720}, vec2{2000, 2000}, 1.0f); - - GameObject button_obj = mgr.new_object("body", "person", vec2{0, 0}, 0, 1); - auto s2 = Texture("asset/texture/test_ap43.png"); - bool button_clicked = false; - auto & sprite2 = button_obj.add_component<Sprite>( - s2, Color::GREEN, Sprite::FlipSettings{false, false}, 2, 1, 100); - std::function<void()> on_click = [&]() { std::cout << "button clicked" << std::endl; }; - std::function<void()> on_enter = [&]() { std::cout << "enter" << std::endl; }; - std::function<void()> on_exit = [&]() { std::cout << "exit" << std::endl; }; - auto & button - = button_obj.add_component<Button>(vec2{100, 100}, vec2{0, 0}, on_click, false); - button.on_mouse_enter = on_enter; - button.on_mouse_exit = on_exit; - button.is_toggle = true; - button.active = true; - auto start = std::chrono::steady_clock::now(); - while (true) { - input_sys.update(); - sys.update(); - asys.update(); - event_mgr.dispatch_events(); - SDL_Delay(30); - } - return 0; -} diff --git a/src/example/demo.cpp b/src/example/demo.cpp new file mode 100644 index 0000000..387b96a --- /dev/null +++ b/src/example/demo.cpp @@ -0,0 +1,79 @@ +#include <crepe/util/Log.h> +#include <crepe/api/Engine.h> +#include <crepe/api/Scene.h> +#include <crepe/api/Camera.h> +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/Config.h> +#include <crepe/api/ParticleEmitter.h> +#include <crepe/api/Event.h> + +using namespace crepe; +using namespace std; + +class PlayerController : public Script { + void update() { + Rigidbody & body = get_component<Rigidbody>(); + + if (get_key_state(Keycode::SPACE)) + body.add_force_linear({ 0, -1 }); + + body.data.linear_velocity.x = + -5 * get_key_state(Keycode::A) + + 5 * get_key_state(Keycode::D); + } +}; + +class DemoScene : public Scene { + string get_name() const override { return "DemoScene"; } + void load_scene() override { + GameObject camera = new_object("camera"); + camera.add_component<Camera>(vec2{10, 10}, Camera::Data{ + .bg_color = {0x22, 0x22, 0x22}, + }); + + + GameObject ground = new_object("ground"); + Sprite & ground_sprite = ground.add_component<Sprite>( + Asset{"asset/demo/floor.png"}, + Sprite::Data{ + .size = {10, 2}, + } + ); + ground.transform.position = {0, 4}; + ground.add_component<Rigidbody>(Rigidbody::Data{ + .body_type = Rigidbody::BodyType::STATIC, + }); + ground.add_component<BoxCollider>(ground_sprite.data.size); + + + GameObject player = new_object("player"); + Sprite & player_sprite = player.add_component<Sprite>( + Asset{"asset/demo/player.png"}, + Sprite::Data{ + .size = { 1, 1 }, + } + ); + player.add_component<Rigidbody>(Rigidbody::Data{ + .elastisity_coefficient = 0.66, + }); + player.add_component<BoxCollider>(player_sprite.data.size); + player.add_component<BehaviorScript>().set_script<PlayerController>(); + } +}; + +int main() { + Config::get_instance() = { + .physics = { + .gravity = 20, + }, + .window = { + .size = {800, 800}, + }, + }; + + Engine demo; + demo.add_scene<DemoScene>(); + return demo.main(); +} + diff --git a/src/example/game.cpp b/src/example/game.cpp deleted file mode 100644 index 8ea50ea..0000000 --- a/src/example/game.cpp +++ /dev/null @@ -1,273 +0,0 @@ -#include "api/CircleCollider.h" -#include "api/Scene.h" -#include "manager/ComponentManager.h" -#include "manager/Mediator.h" -#include "types.h" -#include <crepe/api/BoxCollider.h> -#include <crepe/api/Camera.h> -#include <crepe/api/Color.h> -#include <crepe/api/Event.h> -#include <crepe/api/GameObject.h> -#include <crepe/api/LoopManager.h> -#include <crepe/api/Rigidbody.h> -#include <crepe/api/Script.h> -#include <crepe/api/Sprite.h> -#include <crepe/api/Transform.h> -#include <crepe/api/Vector2.h> - -using namespace crepe; - -using namespace std; - -class MyScript1 : public Script { - bool flip = false; - bool oncollision(const CollisionEvent & test) { - Log::logf("Box {} script on_collision()", test.info.this_collider.game_object_id); - return true; - } - bool keypressed(const KeyPressEvent & test) { - Log::logf("Box script keypressed()"); - switch (test.key) { - case Keycode::A: { - Rigidbody & tf = this->get_component<Rigidbody>(); - tf.data.linear_velocity.x -= 1; - break; - } - case Keycode::W: { - Rigidbody & tf = this->get_component<Rigidbody>(); - tf.data.linear_velocity.y -= 1; - break; - } - case Keycode::S: { - Rigidbody & tf = this->get_component<Rigidbody>(); - tf.data.linear_velocity.y += 1; - break; - } - case Keycode::D: { - Rigidbody & tf = this->get_component<Rigidbody>(); - tf.data.linear_velocity.x += 1; - break; - } - case Keycode::E: { - if (flip) { - flip = false; - this->get_component<BoxCollider>().active = true; - this->get_components<Sprite>()[0].get().active = true; - this->get_component<CircleCollider>().active = false; - this->get_components<Sprite>()[1].get().active = false; - } else { - flip = true; - this->get_component<BoxCollider>().active = false; - this->get_components<Sprite>()[0].get().active = false; - this->get_component<CircleCollider>().active = true; - this->get_components<Sprite>()[1].get().active = true; - } - - //add collider switch - break; - } - case Keycode::Q: { - Rigidbody & rg = this->get_component<Rigidbody>(); - rg.data.angular_velocity = 1; - break; - } - default: - break; - } - return false; - } - - void init() { - Log::logf("init"); - subscribe<CollisionEvent>( - [this](const CollisionEvent & ev) -> bool { return this->oncollision(ev); }); - subscribe<KeyPressEvent>( - [this](const KeyPressEvent & ev) -> bool { return this->keypressed(ev); }); - } - void update() { - Rigidbody & tf = this->get_component<Rigidbody>(); - Log::logf("linear_velocity.x {}", tf.data.linear_velocity.x); - Log::logf("linear_velocity.y {}", tf.data.linear_velocity.y); - // tf.data.linear_velocity = {0,0}; - } -}; - -class MyScript2 : public Script { - bool flip = false; - bool oncollision(const CollisionEvent & test) { - Log::logf("Box {} script on_collision()", test.info.this_collider.game_object_id); - return true; - } - bool keypressed(const KeyPressEvent & test) { - Log::logf("Box script keypressed()"); - switch (test.key) { - case Keycode::LEFT: { - Transform & tf = this->get_component<Transform>(); - tf.position.x -= 1; - break; - } - case Keycode::UP: { - Transform & tf = this->get_component<Transform>(); - tf.position.y -= 1; - break; - } - case Keycode::DOWN: { - Transform & tf = this->get_component<Transform>(); - tf.position.y += 1; - break; - } - case Keycode::RIGHT: { - Transform & tf = this->get_component<Transform>(); - tf.position.x += 1; - break; - } - case Keycode::PAUSE: { - if (flip) { - flip = false; - this->get_component<BoxCollider>().active = true; - this->get_components<Sprite>()[0].get().active = true; - this->get_component<CircleCollider>().active = false; - this->get_components<Sprite>()[1].get().active = false; - } else { - flip = true; - this->get_component<BoxCollider>().active = false; - this->get_components<Sprite>()[0].get().active = false; - this->get_component<CircleCollider>().active = true; - this->get_components<Sprite>()[1].get().active = true; - } - - //add collider switch - break; - } - default: - break; - } - return false; - } - - void init() { - Log::logf("init"); - subscribe<CollisionEvent>( - [this](const CollisionEvent & ev) -> bool { return this->oncollision(ev); }); - subscribe<KeyPressEvent>( - [this](const KeyPressEvent & ev) -> bool { return this->keypressed(ev); }); - } - void update() { - // Retrieve component from the same GameObject this script is on - } -}; - -class ConcreteScene1 : public Scene { -public: - using Scene::Scene; - - void load_scene() { - - Color color(0, 0, 0, 255); - - float screen_size_width = 320; - float screen_size_height = 240; - float world_collider = 1000; - //define playable world - GameObject world = new_object( - "Name", "Tag", vec2{screen_size_width / 2, screen_size_height / 2}, 0, 1); - world.add_component<Rigidbody>(Rigidbody::Data{ - .mass = 0, - .gravity_scale = 0, - .body_type = Rigidbody::BodyType::STATIC, - .offset = {0, 0}, - .collision_layers = {0}, - }); - world.add_component<BoxCollider>( - vec2{0, 0 - (screen_size_height / 2 + world_collider / 2)}, - vec2{world_collider, world_collider}); - ; // Top - world.add_component<BoxCollider>(vec2{0, screen_size_height / 2 + world_collider / 2}, - vec2{world_collider, world_collider}); // Bottom - world.add_component<BoxCollider>( - vec2{0 - (screen_size_width / 2 + world_collider / 2), 0}, - vec2{world_collider, world_collider}); // Left - world.add_component<BoxCollider>(vec2{screen_size_width / 2 + world_collider / 2, 0}, - vec2{world_collider, world_collider}); // right - world.add_component<Camera>( - ivec2{static_cast<int>(screen_size_width), static_cast<int>(screen_size_height)}, - vec2{screen_size_width, screen_size_height}, - Camera::Data{ - .bg_color = Color::WHITE, - .zoom = 1, - }); - - GameObject game_object1 = new_object( - "Name", "Tag", vec2{screen_size_width / 2, screen_size_height / 2}, 0, 1); - game_object1.add_component<Rigidbody>(Rigidbody::Data{ - .mass = 1, - .gravity_scale = 1, - .body_type = Rigidbody::BodyType::DYNAMIC, - .linear_velocity = {0, 1}, - .constraints = {0, 0, 0}, - .elastisity_coefficient = 1, - .offset = {0, 0}, - .collision_layers = {0}, - }); - // add box with boxcollider - game_object1.add_component<BoxCollider>(vec2{0, 0}, vec2{20, 20}); - game_object1.add_component<BehaviorScript>().set_script<MyScript1>(); - - Asset img1{"asset/texture/square.png"}; - game_object1.add_component<Sprite>(img1, Sprite::Data{ - .size = {20, 20}, - }); - - //add circle with cirlcecollider deactiveated - game_object1.add_component<CircleCollider>(vec2{0, 0}, 10).active = false; - Asset img2{"asset/texture/circle.png"}; - game_object1 - .add_component<Sprite>(img2, - Sprite::Data{ - .size = {20, 20}, - }) - .active - = false; - - GameObject game_object2 = new_object( - "Name", "Tag", vec2{screen_size_width / 2, screen_size_height / 2}, 0, 1); - game_object2.add_component<Rigidbody>(Rigidbody::Data{ - .mass = 1, - .gravity_scale = 0, - .body_type = Rigidbody::BodyType::STATIC, - .linear_velocity = {0, 0}, - .constraints = {0, 0, 0}, - .elastisity_coefficient = 1, - .offset = {0, 0}, - .collision_layers = {0}, - }); - // add box with boxcollider - game_object2.add_component<BoxCollider>(vec2{0, 0}, vec2{20, 20}); - game_object2.add_component<BehaviorScript>().set_script<MyScript2>(); - - game_object2.add_component<Sprite>(img1, Sprite::Data{ - .size = {20, 20}, - }); - - //add circle with cirlcecollider deactiveated - game_object2.add_component<CircleCollider>(vec2{0, 0}, 10).active = false; - - game_object2 - .add_component<Sprite>(img2, - Sprite::Data{ - .size = {20, 20}, - }) - .active - = false; - } - - string get_name() const { return "scene1"; } -}; - -int main(int argc, char * argv[]) { - - LoopManager gameloop; - gameloop.add_scene<ConcreteScene1>(); - gameloop.start(); - return 0; -} diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp deleted file mode 100644 index 13e625f..0000000 --- a/src/example/rendering_particle.cpp +++ /dev/null @@ -1,95 +0,0 @@ -#include "api/Asset.h" -#include <crepe/Component.h> -#include <crepe/api/Animator.h> -#include <crepe/api/Button.h> -#include <crepe/api/Camera.h> -#include <crepe/api/Color.h> -#include <crepe/api/GameObject.h> -#include <crepe/api/LoopManager.hpp> -#include <crepe/api/ParticleEmitter.h> -#include <crepe/api/Rigidbody.h> -#include <crepe/api/Sprite.h> -#include <crepe/api/Transform.h> -#include <crepe/manager/ComponentManager.h> -#include <crepe/manager/Mediator.h> -#include <crepe/types.h> -#include <iostream> - -using namespace crepe; -using namespace std; - -/* - auto & test = game_object.add_component<ParticleEmitter>(ParticleEmitter::Data{ - .position = {0, 0}, - .max_particles = 10, - .emission_rate = 0.1, - .min_speed = 6, - .max_speed = 20, - .min_angle = -20, - .max_angle = 20, - .begin_lifespan = 0, - .end_lifespan = 60, - .force_over_time = vec2{0, 0}, - .boundary{ - .width = 1000, - .height = 1000, - .offset = vec2{0, 0}, - .reset_on_exit = false, - }, - .sprite = test_sprite, - }); - */ - -class TestScene : public Scene { -public: - void load_scene() { - - cout << "TestScene" << endl; - Mediator & mediator = this->mediator; - ComponentManager & mgr = mediator.component_manager; - GameObject game_object = mgr.new_object("", "", vec2{0, 0}, 0, 1); - - Color color(255, 255, 255, 255); - - Asset img{"asset/spritesheet/spritesheet_test.png"}; - - Sprite & test_sprite = game_object.add_component<Sprite>( - img, Sprite::Data{ - .color = color, - .flip = Sprite::FlipSettings{false, false}, - .sorting_in_layer = 2, - .order_in_layer = 2, - .size = {0, 100}, - .angle_offset = 0, - .position_offset = {0, 0}, - }); - - //auto & anim = game_object.add_component<Animator>(test_sprite,ivec2{32, 64}, uvec2{4,1}, Animator::Data{}); - //anim.set_anim(0); - - auto & cam = game_object.add_component<Camera>(ivec2{720, 1280}, vec2{400, 400}, - Camera::Data{ - .bg_color = Color::WHITE, - }); - - function<void()> on_click = [&]() { cout << "button clicked" << std::endl; }; - function<void()> on_enter = [&]() { cout << "enter" << std::endl; }; - function<void()> on_exit = [&]() { cout << "exit" << std::endl; }; - - auto & button - = game_object.add_component<Button>(vec2{200, 200}, vec2{0, 0}, on_click, false); - button.on_mouse_enter = on_enter; - button.on_mouse_exit = on_exit; - button.is_toggle = true; - button.active = true; - } - - string get_name() const { return "TestScene"; }; -}; - -int main(int argc, char * argv[]) { - LoopManager engine; - engine.add_scene<TestScene>(); - engine.start(); - return 0; -} diff --git a/src/test/AudioTest.cpp b/src/test/AudioTest.cpp index 48bba1b..415a12e 100644 --- a/src/test/AudioTest.cpp +++ b/src/test/AudioTest.cpp @@ -50,11 +50,11 @@ TEST_F(AudioTest, Default) { EXPECT_CALL(context, stop(_)).Times(0); EXPECT_CALL(context, set_volume(_, _)).Times(0); EXPECT_CALL(context, set_loop(_, _)).Times(0); - system.update(); + system.fixed_update(); } TEST_F(AudioTest, Play) { - system.update(); + system.fixed_update(); { InSequence seq; @@ -67,12 +67,12 @@ TEST_F(AudioTest, Play) { InSequence seq; EXPECT_CALL(context, play(_)).Times(1); - system.update(); + system.fixed_update(); } } TEST_F(AudioTest, Stop) { - system.update(); + system.fixed_update(); { InSequence seq; @@ -85,12 +85,12 @@ TEST_F(AudioTest, Stop) { InSequence seq; EXPECT_CALL(context, stop(_)).Times(1); - system.update(); + system.fixed_update(); } } TEST_F(AudioTest, Volume) { - system.update(); + system.fixed_update(); { InSequence seq; @@ -103,12 +103,12 @@ TEST_F(AudioTest, Volume) { InSequence seq; EXPECT_CALL(context, set_volume(_, component.volume)).Times(1); - system.update(); + system.fixed_update(); } } TEST_F(AudioTest, Looping) { - system.update(); + system.fixed_update(); { InSequence seq; @@ -121,33 +121,33 @@ TEST_F(AudioTest, Looping) { InSequence seq; EXPECT_CALL(context, set_loop(_, component.loop)).Times(1); - system.update(); + system.fixed_update(); } } TEST_F(AudioTest, StopOnDeactivate) { - system.update(); + system.fixed_update(); { InSequence seq; EXPECT_CALL(context, stop(_)).Times(1); component.active = false; - system.update(); + system.fixed_update(); } } TEST_F(AudioTest, PlayOnActive) { component.active = false; component.play_on_awake = true; - system.update(); + system.fixed_update(); { InSequence seq; EXPECT_CALL(context, play(_)).Times(1); component.active = true; - system.update(); + system.fixed_update(); } } @@ -157,5 +157,5 @@ TEST_F(AudioTest, PlayImmediately) { EXPECT_CALL(context, play(_)).Times(1); - system.update(); + system.fixed_update(); } diff --git a/src/test/CMakeLists.txt b/src/test/CMakeLists.txt index 11b4ca9..d1c5a38 100644 --- a/src/test/CMakeLists.txt +++ b/src/test/CMakeLists.txt @@ -15,13 +15,14 @@ target_sources(test_main PUBLIC ValueBrokerTest.cpp DBTest.cpp Vector2Test.cpp - LoopManagerTest.cpp + # LoopManagerTest.cpp LoopTimerTest.cpp - InputTest.cpp + # InputTest.cpp ScriptEventTest.cpp ScriptSceneTest.cpp Profiling.cpp SaveManagerTest.cpp ScriptSaveManagerTest.cpp ScriptECSTest.cpp + ReplayManagerTest.cpp ) diff --git a/src/test/CollisionTest.cpp b/src/test/CollisionTest.cpp index 2ad65fa..7700a0d 100644 --- a/src/test/CollisionTest.cpp +++ b/src/test/CollisionTest.cpp @@ -54,6 +54,7 @@ public: ComponentManager mgr{m}; CollisionSystem collision_sys{m}; ScriptSystem script_sys{m}; + LoopTimerManager loop_timer{m}; GameObject world = mgr.new_object("world", "", {50, 50}); GameObject game_object1 = mgr.new_object("object1", "", {50, 50}); @@ -107,7 +108,7 @@ public: ASSERT_NE(script_object2_ref, nullptr); // Ensure Script::init() is called on all BehaviorScript instances - script_sys.update(); + script_sys.fixed_update(); } }; @@ -122,7 +123,7 @@ TEST_F(CollisionTest, collision_example) { EXPECT_EQ(ev.info.this_collider.game_object_id, 2); }; EXPECT_FALSE(collision_happend); - collision_sys.update(); + collision_sys.fixed_update(); EXPECT_FALSE(collision_happend); } @@ -145,7 +146,7 @@ TEST_F(CollisionTest, collision_box_box_dynamic_both_no_velocity) { EXPECT_FALSE(collision_happend); Transform & tf = this->mgr.get_components_by_id<Transform>(1).front().get(); tf.position = {50, 30}; - collision_sys.update(); + collision_sys.fixed_update(); EXPECT_TRUE(collision_happend); } @@ -170,7 +171,7 @@ TEST_F(CollisionTest, collision_box_box_dynamic_x_direction_no_velocity) { EXPECT_FALSE(collision_happend); Transform & tf = this->mgr.get_components_by_id<Transform>(1).front().get(); tf.position = {45, 30}; - collision_sys.update(); + collision_sys.fixed_update(); EXPECT_TRUE(collision_happend); } @@ -195,7 +196,7 @@ TEST_F(CollisionTest, collision_box_box_dynamic_y_direction_no_velocity) { EXPECT_FALSE(collision_happend); Transform & tf = this->mgr.get_components_by_id<Transform>(1).front().get(); tf.position = {50, 25}; - collision_sys.update(); + collision_sys.fixed_update(); EXPECT_TRUE(collision_happend); } @@ -222,7 +223,7 @@ TEST_F(CollisionTest, collision_box_box_dynamic_both) { rg1.data.linear_velocity = {10, 10}; Rigidbody & rg2 = this->mgr.get_components_by_id<Rigidbody>(2).front().get(); rg2.data.linear_velocity = {10, 10}; - collision_sys.update(); + collision_sys.fixed_update(); EXPECT_TRUE(collision_happend); } @@ -251,7 +252,7 @@ TEST_F(CollisionTest, collision_box_box_dynamic_x_direction) { rg1.data.linear_velocity = {10, 10}; Rigidbody & rg2 = this->mgr.get_components_by_id<Rigidbody>(2).front().get(); rg2.data.linear_velocity = {10, 10}; - collision_sys.update(); + collision_sys.fixed_update(); EXPECT_TRUE(collision_happend); } @@ -280,7 +281,7 @@ TEST_F(CollisionTest, collision_box_box_dynamic_y_direction) { rg1.data.linear_velocity = {10, 10}; Rigidbody & rg2 = this->mgr.get_components_by_id<Rigidbody>(2).front().get(); rg2.data.linear_velocity = {10, 10}; - collision_sys.update(); + collision_sys.fixed_update(); EXPECT_TRUE(collision_happend); } @@ -302,7 +303,7 @@ TEST_F(CollisionTest, collision_box_box_static_both) { tf.position = {50, 30}; Rigidbody & rg2 = this->mgr.get_components_by_id<Rigidbody>(2).front().get(); rg2.data.body_type = crepe::Rigidbody::BodyType::STATIC; - collision_sys.update(); + collision_sys.fixed_update(); EXPECT_TRUE(collision_happend); } @@ -327,7 +328,7 @@ TEST_F(CollisionTest, collision_box_box_static_x_direction) { rg1.data.linear_velocity = {10, 10}; Rigidbody & rg2 = this->mgr.get_components_by_id<Rigidbody>(2).front().get(); rg2.data.body_type = crepe::Rigidbody::BodyType::STATIC; - collision_sys.update(); + collision_sys.fixed_update(); EXPECT_TRUE(collision_happend); } @@ -352,7 +353,7 @@ TEST_F(CollisionTest, collision_box_box_static_y_direction) { rg1.data.linear_velocity = {10, 10}; Rigidbody & rg2 = this->mgr.get_components_by_id<Rigidbody>(2).front().get(); rg2.data.body_type = crepe::Rigidbody::BodyType::STATIC; - collision_sys.update(); + collision_sys.fixed_update(); EXPECT_TRUE(collision_happend); } @@ -382,10 +383,10 @@ TEST_F(CollisionTest, collision_box_box_static_multiple) { //todo check visually this->game_object1.add_component<BoxCollider>(vec2{-5, 0}, vec2{10, 10}); offset_value = 5; resolution = 10; - collision_sys.update(); + collision_sys.fixed_update(); offset_value = -5; resolution = 10; tf.position = {55, 30}; - collision_sys.update(); + collision_sys.fixed_update(); EXPECT_TRUE(collision_happend); } diff --git a/src/test/ECSTest.cpp b/src/test/ECSTest.cpp index af2b7b0..8f86a91 100644 --- a/src/test/ECSTest.cpp +++ b/src/test/ECSTest.cpp @@ -466,3 +466,17 @@ TEST_F(ECSTest, ComponentsByTag) { EXPECT_EQ(objects.size(), 3); } } + +TEST_F(ECSTest, Snapshot) { + GameObject foo = mgr.new_object("foo"); + + foo.transform.position = {1, 1}; + + ComponentManager::Snapshot snapshot = mgr.save(); + + foo.transform.position = {0, 0}; + + mgr.restore(snapshot); + + EXPECT_EQ(foo.transform.position, (vec2{1, 1})); +} diff --git a/src/test/EventTest.cpp b/src/test/EventTest.cpp index 82272b5..f8be3fe 100644 --- a/src/test/EventTest.cpp +++ b/src/test/EventTest.cpp @@ -48,15 +48,14 @@ TEST_F(EventManagerTest, EventManagerTest_trigger_all_channels) { EventHandler<MouseClickEvent> mouse_handler = [&](const MouseClickEvent & e) { triggered = true; - EXPECT_EQ(e.mouse_x, 100); - EXPECT_EQ(e.mouse_y, 200); + EXPECT_EQ(e.mouse_pos.x, 100); + EXPECT_EQ(e.mouse_pos.y, 200); EXPECT_EQ(e.button, MouseButton::LEFT_MOUSE); return false; }; event_mgr.subscribe<MouseClickEvent>(mouse_handler, EventManager::CHANNEL_ALL); - MouseClickEvent click_event{ - .mouse_x = 100, .mouse_y = 200, .button = MouseButton::LEFT_MOUSE}; + MouseClickEvent click_event{.mouse_pos = {100, 200}, .button = MouseButton::LEFT_MOUSE}; event_mgr.trigger_event<MouseClickEvent>(click_event, EventManager::CHANNEL_ALL); EXPECT_TRUE(triggered); @@ -66,15 +65,14 @@ TEST_F(EventManagerTest, EventManagerTest_trigger_one_channel) { int test_channel = 1; EventHandler<MouseClickEvent> mouse_handler = [&](const MouseClickEvent & e) { triggered = true; - EXPECT_EQ(e.mouse_x, 100); - EXPECT_EQ(e.mouse_y, 200); + EXPECT_EQ(e.mouse_pos.x, 100); + EXPECT_EQ(e.mouse_pos.y, 200); EXPECT_EQ(e.button, MouseButton::LEFT_MOUSE); return false; }; event_mgr.subscribe<MouseClickEvent>(mouse_handler, test_channel); - MouseClickEvent click_event{ - .mouse_x = 100, .mouse_y = 200, .button = MouseButton::LEFT_MOUSE}; + MouseClickEvent click_event{.mouse_pos = {100, 200}, .button = MouseButton::LEFT_MOUSE}; event_mgr.trigger_event<MouseClickEvent>(click_event, EventManager::CHANNEL_ALL); EXPECT_FALSE(triggered); @@ -90,23 +88,22 @@ TEST_F(EventManagerTest, EventManagerTest_callback_propagation) { // Handlers EventHandler<MouseClickEvent> mouse_handler_true = [&](const MouseClickEvent & e) { triggered_true = true; - EXPECT_EQ(e.mouse_x, 100); - EXPECT_EQ(e.mouse_y, 200); + EXPECT_EQ(e.mouse_pos.x, 100); + EXPECT_EQ(e.mouse_pos.y, 200); EXPECT_EQ(e.button, MouseButton::LEFT_MOUSE); return true; // Stops propagation }; EventHandler<MouseClickEvent> mouse_handler_false = [&](const MouseClickEvent & e) { triggered_false = true; - EXPECT_EQ(e.mouse_x, 100); - EXPECT_EQ(e.mouse_y, 200); + EXPECT_EQ(e.mouse_pos.x, 100); + EXPECT_EQ(e.mouse_pos.y, 200); EXPECT_EQ(e.button, MouseButton::LEFT_MOUSE); return false; // Allows propagation }; // Test event - MouseClickEvent click_event{ - .mouse_x = 100, .mouse_y = 200, .button = MouseButton::LEFT_MOUSE}; + MouseClickEvent click_event{.mouse_pos = {100, 200}, .button = MouseButton::LEFT_MOUSE}; event_mgr.subscribe<MouseClickEvent>(mouse_handler_true, EventManager::CHANNEL_ALL); event_mgr.subscribe<MouseClickEvent>(mouse_handler_false, EventManager::CHANNEL_ALL); @@ -138,15 +135,15 @@ TEST_F(EventManagerTest, EventManagerTest_queue_dispatch) { int test_channel = 1; EventHandler<MouseClickEvent> mouse_handler1 = [&](const MouseClickEvent & e) { triggered1 = true; - EXPECT_EQ(e.mouse_x, 100); - EXPECT_EQ(e.mouse_y, 200); + EXPECT_EQ(e.mouse_pos.x, 100); + EXPECT_EQ(e.mouse_pos.y, 200); EXPECT_EQ(e.button, MouseButton::LEFT_MOUSE); return false; // Allows propagation }; EventHandler<MouseClickEvent> mouse_handler2 = [&](const MouseClickEvent & e) { triggered2 = true; - EXPECT_EQ(e.mouse_x, 100); - EXPECT_EQ(e.mouse_y, 200); + EXPECT_EQ(e.mouse_pos.x, 100); + EXPECT_EQ(e.mouse_pos.y, 200); EXPECT_EQ(e.button, MouseButton::LEFT_MOUSE); return false; // Allows propagation }; @@ -154,9 +151,9 @@ TEST_F(EventManagerTest, EventManagerTest_queue_dispatch) { event_mgr.subscribe<MouseClickEvent>(mouse_handler2, test_channel); event_mgr.queue_event<MouseClickEvent>( - MouseClickEvent{.mouse_x = 100, .mouse_y = 200, .button = MouseButton::LEFT_MOUSE}); + MouseClickEvent{.mouse_pos = {100, 200}, .button = MouseButton::LEFT_MOUSE}); event_mgr.queue_event<MouseClickEvent>( - MouseClickEvent{.mouse_x = 100, .mouse_y = 200, .button = MouseButton::LEFT_MOUSE}, + MouseClickEvent{.mouse_pos = {100, 200}, .button = MouseButton::LEFT_MOUSE}, test_channel); event_mgr.dispatch_events(); EXPECT_TRUE(triggered1); @@ -172,16 +169,16 @@ TEST_F(EventManagerTest, EventManagerTest_unsubscribe) { // Define EventHandlers EventHandler<MouseClickEvent> mouse_handler1 = [&](const MouseClickEvent & e) { triggered1 = true; - EXPECT_EQ(e.mouse_x, 100); - EXPECT_EQ(e.mouse_y, 200); + EXPECT_EQ(e.mouse_pos.x, 100); + EXPECT_EQ(e.mouse_pos.y, 200); EXPECT_EQ(e.button, MouseButton::LEFT_MOUSE); return false; // Allows propagation }; EventHandler<MouseClickEvent> mouse_handler2 = [&](const MouseClickEvent & e) { triggered2 = true; - EXPECT_EQ(e.mouse_x, 100); - EXPECT_EQ(e.mouse_y, 200); + EXPECT_EQ(e.mouse_pos.x, 100); + EXPECT_EQ(e.mouse_pos.y, 200); EXPECT_EQ(e.button, MouseButton::LEFT_MOUSE); return false; // Allows propagation }; @@ -191,7 +188,7 @@ TEST_F(EventManagerTest, EventManagerTest_unsubscribe) { // Queue events event_mgr.queue_event<MouseClickEvent>( - MouseClickEvent{.mouse_x = 100, .mouse_y = 200, .button = MouseButton::LEFT_MOUSE}); + MouseClickEvent{.mouse_pos = {100, 200}, .button = MouseButton::LEFT_MOUSE}); // Dispatch events - both handlers should be triggered event_mgr.dispatch_events(); @@ -207,7 +204,7 @@ TEST_F(EventManagerTest, EventManagerTest_unsubscribe) { // Queue the same event again event_mgr.queue_event<MouseClickEvent>( - MouseClickEvent{.mouse_x = 100, .mouse_y = 200, .button = MouseButton::LEFT_MOUSE}); + MouseClickEvent{.mouse_pos = {100, 200}, .button = MouseButton::LEFT_MOUSE}); // Dispatch events - only handler 2 should be triggered, handler 1 should NOT event_mgr.dispatch_events(); @@ -222,7 +219,7 @@ TEST_F(EventManagerTest, EventManagerTest_unsubscribe) { // Queue the event again event_mgr.queue_event<MouseClickEvent>( - MouseClickEvent{.mouse_x = 100, .mouse_y = 200, .button = MouseButton::LEFT_MOUSE}); + MouseClickEvent{.mouse_pos = {100, 200}, .button = MouseButton::LEFT_MOUSE}); // Dispatch events - no handler should be triggered event_mgr.dispatch_events(); diff --git a/src/test/InputTest.cpp b/src/test/InputTest.cpp index 8b40cea..649f982 100644 --- a/src/test/InputTest.cpp +++ b/src/test/InputTest.cpp @@ -36,14 +36,13 @@ protected: void SetUp() override { GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1); auto & camera - = obj.add_component<Camera>(ivec2{500, 500}, vec2{500, 500}, - Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f}); - render.update(); + = obj.add_component<Camera>(vec2{500, 500}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f}); + render.frame_update(); //mediator.event_manager = event_manager; //mediator.component_manager = mgr; //event_manager.clear(); } - + void TearDown() override {} void simulate_mouse_click(int mouse_x, int mouse_y, Uint8 mouse_button) { SDL_Event event; @@ -70,8 +69,8 @@ TEST_F(InputTest, MouseDown) { EventHandler<MousePressEvent> on_mouse_down = [&](const MousePressEvent & event) { mouse_triggered = true; //middle of the screen = 0,0 - EXPECT_EQ(event.mouse_x, 0); - EXPECT_EQ(event.mouse_y, 0); + EXPECT_EQ(event.mouse_pos.x, 0); + EXPECT_EQ(event.mouse_pos.y, 0); EXPECT_EQ(event.button, MouseButton::LEFT_MOUSE); return false; }; @@ -86,7 +85,7 @@ TEST_F(InputTest, MouseDown) { event.button.button = SDL_BUTTON_LEFT; SDL_PushEvent(&event); - input_system.update(); + input_system.fixed_update(); event_manager.dispatch_events(); EXPECT_TRUE(mouse_triggered); } @@ -95,8 +94,8 @@ TEST_F(InputTest, MouseUp) { bool function_triggered = false; EventHandler<MouseReleaseEvent> on_mouse_release = [&](const MouseReleaseEvent & e) { function_triggered = true; - EXPECT_EQ(e.mouse_x, 0); - EXPECT_EQ(e.mouse_y, 0); + EXPECT_EQ(e.mouse_pos.x, 0); + EXPECT_EQ(e.mouse_pos.y, 0); EXPECT_EQ(e.button, MouseButton::LEFT_MOUSE); return false; }; @@ -110,7 +109,7 @@ TEST_F(InputTest, MouseUp) { event.button.button = SDL_BUTTON_LEFT; SDL_PushEvent(&event); - input_system.update(); + input_system.fixed_update(); event_manager.dispatch_events(); EXPECT_TRUE(function_triggered); } @@ -119,10 +118,10 @@ TEST_F(InputTest, MouseMove) { bool function_triggered = false; EventHandler<MouseMoveEvent> on_mouse_move = [&](const MouseMoveEvent & e) { function_triggered = true; - EXPECT_EQ(e.mouse_x, 0); - EXPECT_EQ(e.mouse_y, 0); - EXPECT_EQ(e.delta_x, 10); - EXPECT_EQ(e.delta_y, 10); + EXPECT_EQ(e.mouse_pos.x, 0); + EXPECT_EQ(e.mouse_pos.y, 0); + EXPECT_EQ(e.mouse_delta.x, 10); + EXPECT_EQ(e.mouse_delta.y, 10); return false; }; event_manager.subscribe<MouseMoveEvent>(on_mouse_move); @@ -136,7 +135,7 @@ TEST_F(InputTest, MouseMove) { event.motion.yrel = 10; SDL_PushEvent(&event); - input_system.update(); + input_system.fixed_update(); event_manager.dispatch_events(); EXPECT_TRUE(function_triggered); } @@ -162,7 +161,7 @@ TEST_F(InputTest, KeyDown) { test_event.key.repeat = 1; // Set repeat flag SDL_PushEvent(&test_event); - input_system.update(); // Process the event + input_system.fixed_update(); // Process the event event_manager.dispatch_events(); // Dispatch events to handlers EXPECT_TRUE(function_triggered); // Check if the handler was triggered @@ -183,7 +182,7 @@ TEST_F(InputTest, KeyUp) { event.key.keysym.scancode = SDL_SCANCODE_B; SDL_PushEvent(&event); - input_system.update(); + input_system.fixed_update(); event_manager.dispatch_events(); EXPECT_TRUE(function_triggered); } @@ -193,14 +192,14 @@ TEST_F(InputTest, MouseClick) { EventHandler<MouseClickEvent> on_mouse_click = [&](const MouseClickEvent & event) { on_click_triggered = true; EXPECT_EQ(event.button, MouseButton::LEFT_MOUSE); - EXPECT_EQ(event.mouse_x, 0); - EXPECT_EQ(event.mouse_y, 0); + EXPECT_EQ(event.mouse_pos.x, 0); + EXPECT_EQ(event.mouse_pos.y, 0); return false; }; event_manager.subscribe<MouseClickEvent>(on_mouse_click); this->simulate_mouse_click(250, 250, SDL_BUTTON_LEFT); - input_system.update(); + input_system.fixed_update(); event_manager.dispatch_events(); EXPECT_TRUE(on_click_triggered); } @@ -209,21 +208,17 @@ TEST_F(InputTest, testButtonClick) { GameObject button_obj = mgr.new_object("body", "person", vec2{0, 0}, 0, 1); bool button_clicked = false; std::function<void()> on_click = [&]() { button_clicked = true; }; - auto & button - = button_obj.add_component<Button>(vec2{100, 100}, vec2{0, 0}, on_click, false); + auto & button = button_obj.add_component<Button>(vec2{100, 100}, vec2{0, 0}, on_click); bool hover = false; button.active = true; - - button.is_pressed = false; - button.is_toggle = false; this->simulate_mouse_click(999, 999, SDL_BUTTON_LEFT); - input_system.update(); + input_system.fixed_update(); event_manager.dispatch_events(); EXPECT_FALSE(button_clicked); this->simulate_mouse_click(250, 250, SDL_BUTTON_LEFT); - input_system.update(); + input_system.fixed_update(); event_manager.dispatch_events(); EXPECT_TRUE(button_clicked); } @@ -232,11 +227,8 @@ TEST_F(InputTest, testButtonHover) { GameObject button_obj = mgr.new_object("body", "person", vec2{0, 0}, 0, 1); bool button_clicked = false; std::function<void()> on_click = [&]() { button_clicked = true; }; - auto & button - = button_obj.add_component<Button>(vec2{100, 100}, vec2{0, 0}, on_click, false); + auto & button = button_obj.add_component<Button>(vec2{100, 100}, vec2{0, 0}, on_click); button.active = true; - button.is_pressed = false; - button.is_toggle = false; // Mouse not on button SDL_Event event; @@ -248,7 +240,7 @@ TEST_F(InputTest, testButtonHover) { event.motion.yrel = 10; SDL_PushEvent(&event); - input_system.update(); + input_system.fixed_update(); event_manager.dispatch_events(); EXPECT_FALSE(button.hover); @@ -262,7 +254,7 @@ TEST_F(InputTest, testButtonHover) { hover_event.motion.yrel = 10; SDL_PushEvent(&hover_event); - input_system.update(); + input_system.fixed_update(); event_manager.dispatch_events(); EXPECT_TRUE(button.hover); } diff --git a/src/test/LoopManagerTest.cpp b/src/test/LoopManagerTest.cpp index df132ae..f6653fa 100644 --- a/src/test/LoopManagerTest.cpp +++ b/src/test/LoopManagerTest.cpp @@ -4,7 +4,7 @@ #include <thread> #define private public #define protected public -#include <crepe/api/LoopManager.h> +#include <crepe/api/Engine.h> #include <crepe/manager/EventManager.h> #include <crepe/manager/LoopTimerManager.h> using namespace std::chrono; @@ -12,7 +12,7 @@ using namespace crepe; class DISABLED_LoopManagerTest : public ::testing::Test { protected: - class TestGameLoop : public crepe::LoopManager { + class TestGameLoop : public crepe::Engine { public: MOCK_METHOD(void, fixed_update, (), (override)); MOCK_METHOD(void, frame_update, (), (override)); diff --git a/src/test/ParticleTest.cpp b/src/test/ParticleTest.cpp index 9112a3f..b56b206 100644 --- a/src/test/ParticleTest.cpp +++ b/src/test/ParticleTest.cpp @@ -1,15 +1,18 @@ #include "api/Asset.h" -#include <crepe/Particle.h> #include <crepe/api/Config.h> #include <crepe/api/GameObject.h> -#include <crepe/api/ParticleEmitter.h> #include <crepe/api/Rigidbody.h> #include <crepe/api/Sprite.h> #include <crepe/api/Transform.h> #include <crepe/manager/ComponentManager.h> -#include <crepe/system/ParticleSystem.h> +#include <crepe/manager/LoopTimerManager.h> #include <gtest/gtest.h> #include <math.h> +#define protected public +#define private public +#include <crepe/Particle.h> +#include <crepe/api/ParticleEmitter.h> +#include <crepe/system/ParticleSystem.h> using namespace std; using namespace std::chrono_literals; @@ -21,6 +24,7 @@ class ParticlesTest : public ::testing::Test { public: ComponentManager component_manager{m}; ParticleSystem particle_system{m}; + LoopTimerManager loop_timer{m}; void SetUp() override { ComponentManager & mgr = this->component_manager; @@ -38,25 +42,25 @@ public: .size = {10, 10}, }); - game_object.add_component<ParticleEmitter>(ParticleEmitter::Data{ - .position = {0, 0}, - .max_particles = 100, - .emission_rate = 0, - .min_speed = 0, - .max_speed = 0, - .min_angle = 0, - .max_angle = 0, - .begin_lifespan = 0, - .end_lifespan = 0, - .force_over_time = vec2{0, 0}, - .boundary{ - .width = 0, - .height = 0, - .offset = vec2{0, 0}, - .reset_on_exit = false, - }, - .sprite = test_sprite, - }); + game_object.add_component<ParticleEmitter>(test_sprite, + ParticleEmitter::Data{ + .position = {0, 0}, + .max_particles = 100, + .emission_rate = 0, + .min_speed = 0, + .max_speed = 0, + .min_angle = 0, + .max_angle = 0, + .begin_lifespan = 0, + .end_lifespan = 0, + .force_over_time = vec2{0, 0}, + .boundary{ + .width = 0, + .height = 0, + .offset = vec2{0, 0}, + .reset_on_exit = false, + }, + }); } transforms = mgr.get_components_by_id<Transform>(0); Transform & transform = transforms.front().get(); @@ -76,7 +80,7 @@ public: emitter.data.end_lifespan = 0; emitter.data.force_over_time = vec2{0, 0}; emitter.data.boundary = {0, 0, vec2{0, 0}, false}; - for (auto & particle : emitter.data.particles) { + for (auto & particle : emitter.particles) { particle.active = false; } } @@ -93,21 +97,21 @@ TEST_F(ParticlesTest, spawnParticle) { emitter.data.max_angle = 0.1; emitter.data.max_speed = 10; emitter.data.max_angle = 10; - particle_system.update(); + particle_system.frame_update(); //check if nothing happend - EXPECT_EQ(emitter.data.particles[0].active, false); - emitter.data.emission_rate = 1; + EXPECT_EQ(emitter.particles[0].active, false); + emitter.data.emission_rate = 50; //check particle spawnes - particle_system.update(); - EXPECT_EQ(emitter.data.particles[0].active, true); - particle_system.update(); - EXPECT_EQ(emitter.data.particles[1].active, true); - particle_system.update(); - EXPECT_EQ(emitter.data.particles[2].active, true); - particle_system.update(); - EXPECT_EQ(emitter.data.particles[3].active, true); + particle_system.frame_update(); + EXPECT_EQ(emitter.particles[0].active, true); + particle_system.frame_update(); + EXPECT_EQ(emitter.particles[1].active, true); + particle_system.frame_update(); + EXPECT_EQ(emitter.particles[2].active, true); + particle_system.frame_update(); + EXPECT_EQ(emitter.particles[3].active, true); - for (auto & particle : emitter.data.particles) { + for (auto & particle : emitter.particles) { // Check velocity range EXPECT_GE(particle.velocity.x, emitter.data.min_speed); // Speed should be greater than or equal to min_speed @@ -133,13 +137,13 @@ TEST_F(ParticlesTest, moveParticleHorizontal) { emitter.data.end_lifespan = 100; emitter.data.boundary.height = 100; emitter.data.boundary.width = 100; - emitter.data.min_speed = 1; - emitter.data.max_speed = 1; + emitter.data.min_speed = 50; + emitter.data.max_speed = 50; emitter.data.max_angle = 0; - emitter.data.emission_rate = 1; + emitter.data.emission_rate = 50; for (int a = 1; a < emitter.data.boundary.width / 2; a++) { - particle_system.update(); - EXPECT_EQ(emitter.data.particles[0].position.x, a); + particle_system.frame_update(); + EXPECT_EQ(emitter.particles[0].position.x, a); } } @@ -150,14 +154,14 @@ TEST_F(ParticlesTest, moveParticleVertical) { emitter.data.end_lifespan = 100; emitter.data.boundary.height = 100; emitter.data.boundary.width = 100; - emitter.data.min_speed = 1; - emitter.data.max_speed = 1; + emitter.data.min_speed = 50; + emitter.data.max_speed = 50; emitter.data.min_angle = 90; emitter.data.max_angle = 90; - emitter.data.emission_rate = 1; + emitter.data.emission_rate = 50; for (int a = 1; a < emitter.data.boundary.width / 2; a++) { - particle_system.update(); - EXPECT_EQ(emitter.data.particles[0].position.y, a); + particle_system.frame_update(); + EXPECT_EQ(emitter.particles[0].position.y, a); } } @@ -175,9 +179,9 @@ TEST_F(ParticlesTest, boundaryParticleReset) { emitter.data.max_angle = 90; emitter.data.emission_rate = 1; for (int a = 0; a < emitter.data.boundary.width / 2 + 1; a++) { - particle_system.update(); + particle_system.frame_update(); } - EXPECT_EQ(emitter.data.particles[0].active, false); + EXPECT_EQ(emitter.particles[0].active, false); } TEST_F(ParticlesTest, boundaryParticleStop) { @@ -194,15 +198,15 @@ TEST_F(ParticlesTest, boundaryParticleStop) { emitter.data.max_angle = 90; emitter.data.emission_rate = 1; for (int a = 0; a < emitter.data.boundary.width / 2 + 1; a++) { - particle_system.update(); + particle_system.frame_update(); } const double TOLERANCE = 0.01; - EXPECT_NEAR(emitter.data.particles[0].velocity.x, 0, TOLERANCE); - EXPECT_NEAR(emitter.data.particles[0].velocity.y, 0, TOLERANCE); - if (emitter.data.particles[0].velocity.x != 0) - EXPECT_NEAR(std::abs(emitter.data.particles[0].position.x), + EXPECT_NEAR(emitter.particles[0].velocity.x, 0, TOLERANCE); + EXPECT_NEAR(emitter.particles[0].velocity.y, 0, TOLERANCE); + if (emitter.particles[0].velocity.x != 0) + EXPECT_NEAR(std::abs(emitter.particles[0].position.x), emitter.data.boundary.height / 2, TOLERANCE); - if (emitter.data.particles[0].velocity.y != 0) - EXPECT_NEAR(std::abs(emitter.data.particles[0].position.y), - emitter.data.boundary.width / 2, TOLERANCE); + if (emitter.particles[0].velocity.y != 0) + EXPECT_NEAR(std::abs(emitter.particles[0].position.y), emitter.data.boundary.width / 2, + TOLERANCE); } diff --git a/src/test/PhysicsTest.cpp b/src/test/PhysicsTest.cpp index 3afb3c7..79ed0b8 100644 --- a/src/test/PhysicsTest.cpp +++ b/src/test/PhysicsTest.cpp @@ -57,10 +57,10 @@ TEST_F(PhysicsTest, gravity) { ASSERT_FALSE(transforms.empty()); EXPECT_EQ(transform.position.y, 0); - system.update(); + system.fixed_update(); EXPECT_NEAR(transform.position.y, 0.0004, 0.0001); - system.update(); + system.fixed_update(); EXPECT_NEAR(transform.position.y, 0.002, 0.001); } @@ -74,14 +74,14 @@ TEST_F(PhysicsTest, max_velocity) { rigidbody.add_force_linear({100, 100}); rigidbody.add_force_angular(100); - system.update(); + system.fixed_update(); EXPECT_NEAR(rigidbody.data.linear_velocity.y, 7.07, 0.01); EXPECT_NEAR(rigidbody.data.linear_velocity.x, 7.07, 0.01); EXPECT_EQ(rigidbody.data.angular_velocity, 10); rigidbody.add_force_linear({-100, -100}); rigidbody.add_force_angular(-100); - system.update(); + system.fixed_update(); EXPECT_NEAR(rigidbody.data.linear_velocity.y, -7.07, 0.01); EXPECT_NEAR(rigidbody.data.linear_velocity.x, -7.07, 0.01); EXPECT_EQ(rigidbody.data.angular_velocity, -10); @@ -99,7 +99,7 @@ TEST_F(PhysicsTest, movement) { rigidbody.add_force_linear({1, 1}); rigidbody.add_force_angular(1); - system.update(); + system.fixed_update(); EXPECT_NEAR(transform.position.x, 0.02, 0.001); EXPECT_NEAR(transform.position.y, 0.02, 0.001); EXPECT_NEAR(transform.rotation, 0.02, 0.001); @@ -112,7 +112,7 @@ TEST_F(PhysicsTest, movement) { rigidbody.data.linear_velocity_coefficient.x = 0.5; rigidbody.data.linear_velocity_coefficient.y = 0.5; rigidbody.data.angular_velocity_coefficient = 0.5; - system.update(); + system.fixed_update(); EXPECT_NEAR(rigidbody.data.linear_velocity.x, 0.98, 0.01); EXPECT_NEAR(rigidbody.data.linear_velocity.y, 0.98, 0.01); EXPECT_NEAR(rigidbody.data.angular_velocity, 0.98, 0.01); @@ -121,12 +121,12 @@ TEST_F(PhysicsTest, movement) { rigidbody.data.angular_velocity_coefficient = 0; rigidbody.data.max_angular_velocity = 1000; rigidbody.data.angular_velocity = 360; - system.update(); + system.fixed_update(); EXPECT_NEAR(transform.rotation, 7.24, 0.01); rigidbody.data.angular_velocity = -360; - system.update(); + system.fixed_update(); EXPECT_NEAR(transform.rotation, 0.04, 0.001); - system.update(); + system.fixed_update(); EXPECT_NEAR(transform.rotation, 352.84, 0.01); } diff --git a/src/test/Profiling.cpp b/src/test/Profiling.cpp index 35f52dc..45f6d4c 100644 --- a/src/test/Profiling.cpp +++ b/src/test/Profiling.cpp @@ -39,7 +39,7 @@ class TestScript : public Script { subscribe<CollisionEvent>( [this](const CollisionEvent & ev) -> bool { return this->oncollision(ev); }); } - void update() { + void fixed_update() { // Retrieve component from the same GameObject this script is on } }; @@ -75,16 +75,15 @@ public: void SetUp() override { GameObject do_not_use = mgr.new_object("DO_NOT_USE", "", {0, 0}); - do_not_use.add_component<Camera>(ivec2{1080, 720}, vec2{2000, 2000}, - Camera::Data{ + do_not_use.add_component<Camera>(vec2{2000, 2000}, Camera::Data{ .bg_color = Color::WHITE, .zoom = 1.0f, }); // initialize systems here: //calls init - script_sys.update(); + script_sys.fixed_update(); //creates window - render_sys.update(); + render_sys.frame_update(); } // Helper function to time an update call and store its duration @@ -102,12 +101,14 @@ public: // Run and profile all systems, return the total time in milliseconds std::chrono::microseconds run_all_systems() { std::chrono::microseconds total_microseconds = 0us; - total_microseconds += time_function("PhysicsSystem", [&]() { physics_sys.update(); }); total_microseconds - += time_function("CollisionSystem", [&]() { collision_sys.update(); }); + += time_function("PhysicsSystem", [&]() { physics_sys.fixed_update(); }); total_microseconds - += time_function("ParticleSystem", [&]() { particle_sys.update(); }); - total_microseconds += time_function("RenderSystem", [&]() { render_sys.update(); }); + += time_function("CollisionSystem", [&]() { collision_sys.fixed_update(); }); + total_microseconds + += time_function("ParticleSystem", [&]() { particle_sys.fixed_update(); }); + total_microseconds + += time_function("RenderSystem", [&]() { render_sys.frame_update(); }); return total_microseconds; } @@ -219,7 +220,7 @@ TEST_F(DISABLED_ProfilingTest, Profiling_3) { .order_in_layer = 1, .size = {.y = 500}, }); - auto & test = gameobject.add_component<ParticleEmitter>(ParticleEmitter::Data{ + auto & test = gameobject.add_component<ParticleEmitter>(test_sprite, ParticleEmitter::Data{ .max_particles = 10, .emission_rate = 100, .end_lifespan = 100000, @@ -229,10 +230,9 @@ TEST_F(DISABLED_ProfilingTest, Profiling_3) { .offset = vec2{0, 0}, .reset_on_exit = false, }, - .sprite = test_sprite, }); } - render_sys.update(); + render_sys.frame_update(); this->game_object_count++; this->total_time = 0us; diff --git a/src/test/RenderSystemTest.cpp b/src/test/RenderSystemTest.cpp index b4519cb..b984efe 100644 --- a/src/test/RenderSystemTest.cpp +++ b/src/test/RenderSystemTest.cpp @@ -85,7 +85,7 @@ public: TEST_F(RenderSystemTest, NoCamera) { // No camera - EXPECT_ANY_THROW({ this->sys.update(); }); + EXPECT_ANY_THROW({ this->sys.frame_update(); }); } TEST_F(RenderSystemTest, make_sprites) {} @@ -128,8 +128,7 @@ TEST_F(RenderSystemTest, sorting_sprites) { } TEST_F(RenderSystemTest, Update) { - entity1.add_component<Camera>(ivec2{100, 100}, vec2{100, 100}, - Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f}); + entity1.add_component<Camera>(vec2{100, 100}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f}); { vector<reference_wrapper<Sprite>> sprites = this->mgr.get_components_by_type<Sprite>(); ASSERT_EQ(sprites.size(), 4); @@ -139,7 +138,7 @@ TEST_F(RenderSystemTest, Update) { EXPECT_EQ(sprites[2].get().game_object_id, 2); EXPECT_EQ(sprites[3].get().game_object_id, 3); } - this->sys.update(); + this->sys.frame_update(); { vector<reference_wrapper<Sprite>> sprites = this->mgr.get_components_by_type<Sprite>(); ASSERT_EQ(sprites.size(), 4); @@ -157,8 +156,7 @@ TEST_F(RenderSystemTest, Camera) { EXPECT_NE(cameras.size(), 1); } { - entity1.add_component<Camera>(ivec2{100, 100}, vec2{100, 100}, - Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f}); + entity1.add_component<Camera>(vec2{100, 100}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f}); auto cameras = this->mgr.get_components_by_type<Camera>(); EXPECT_EQ(cameras.size(), 1); @@ -167,8 +165,7 @@ TEST_F(RenderSystemTest, Camera) { //TODO improve with newer version } TEST_F(RenderSystemTest, Color) { - entity1.add_component<Camera>(ivec2{100, 100}, vec2{100, 100}, - Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f}); + entity1.add_component<Camera>(vec2{100, 100}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f}); auto & sprite = this->mgr.get_components_by_id<Sprite>(entity1.id).front().get(); //ASSERT_NE(sprite.texture.texture.get(), nullptr); @@ -178,7 +175,7 @@ TEST_F(RenderSystemTest, Color) { EXPECT_EQ(sprite.data.color.g, Color::GREEN.g); EXPECT_EQ(sprite.data.color.b, Color::GREEN.b); EXPECT_EQ(sprite.data.color.a, Color::GREEN.a); - this->sys.update(); + this->sys.frame_update(); EXPECT_EQ(sprite.data.color.r, Color::GREEN.r); EXPECT_EQ(sprite.data.color.g, Color::GREEN.g); EXPECT_EQ(sprite.data.color.b, Color::GREEN.b); diff --git a/src/test/ReplayManagerTest.cpp b/src/test/ReplayManagerTest.cpp new file mode 100644 index 0000000..5ee4b40 --- /dev/null +++ b/src/test/ReplayManagerTest.cpp @@ -0,0 +1,38 @@ +#include <gtest/gtest.h> + +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/Scene.h> +#include <crepe/api/Script.h> +#include <crepe/manager/ReplayManager.h> +#include <crepe/system/ReplaySystem.h> + +using namespace std; +using namespace crepe; +using namespace testing; + +class ReplayManagerTest : public Test { + Mediator mediator; + +public: + ComponentManager component_manager{mediator}; + ReplayManager replay_manager{mediator}; + ReplaySystem replay_system{mediator}; + + GameObject entity = component_manager.new_object("foo"); + Transform & entity_transform + = component_manager.get_components_by_id<Transform>(entity.id).back(); + Metadata & entity_metadata + = component_manager.get_components_by_id<Metadata>(entity.id).back(); +}; + +TEST_F(ReplayManagerTest, Default) { + // replay_manager.record_start(); + + // replay_system.fixed_update(); + // entity_transform.position += {1, 1}; + // replay_system.fixed_update(); + // entity_transform.position += {1, 1}; + // replay_system.fixed_update(); + + // recording_t recording = replay_manager.record_end(); +} diff --git a/src/test/ScriptEventTest.cpp b/src/test/ScriptEventTest.cpp index c1b4028..479e3f5 100644 --- a/src/test/ScriptEventTest.cpp +++ b/src/test/ScriptEventTest.cpp @@ -37,7 +37,7 @@ TEST_F(ScriptEventTest, Default) { return true; }); - system.update(); + system.fixed_update(); behaviorscript.active = false; EXPECT_EQ(0, event_count); diff --git a/src/test/ScriptTest.cpp b/src/test/ScriptTest.cpp index acdae70..11d138c 100644 --- a/src/test/ScriptTest.cpp +++ b/src/test/ScriptTest.cpp @@ -39,7 +39,7 @@ TEST_F(ScriptTest, UpdateOnce) { EXPECT_CALL(script, init()).Times(1); EXPECT_CALL(script, update()).Times(1); - system.update(); + system.fixed_update(); } { @@ -47,7 +47,7 @@ TEST_F(ScriptTest, UpdateOnce) { EXPECT_CALL(script, init()).Times(0); EXPECT_CALL(script, update()).Times(1); - system.update(); + system.fixed_update(); } } @@ -61,7 +61,7 @@ TEST_F(ScriptTest, UpdateInactive) { EXPECT_CALL(script, init()).Times(0); EXPECT_CALL(script, update()).Times(0); behaviorscript.active = false; - system.update(); + system.fixed_update(); } { @@ -70,6 +70,18 @@ TEST_F(ScriptTest, UpdateInactive) { EXPECT_CALL(script, init()).Times(1); EXPECT_CALL(script, update()).Times(1); behaviorscript.active = true; - system.update(); + system.fixed_update(); } } + +TEST_F(ScriptTest, SaveManager) { + MyScript & script = this->script; + + EXPECT_EQ(&script.get_save_manager(), &this->save_manager); +} + +TEST_F(ScriptTest, LoopTimerManager) { + MyScript & script = this->script; + + EXPECT_EQ(&script.get_loop_timer(), &this->loop_timer); +} diff --git a/src/test/ScriptTest.h b/src/test/ScriptTest.h index 31fa7c9..537169d 100644 --- a/src/test/ScriptTest.h +++ b/src/test/ScriptTest.h @@ -7,7 +7,10 @@ #include <crepe/api/Script.h> #include <crepe/manager/ComponentManager.h> #include <crepe/manager/EventManager.h> +#include <crepe/manager/LoopTimerManager.h> +#include <crepe/manager/SaveManager.h> #include <crepe/system/ScriptSystem.h> + class ScriptTest : public testing::Test { protected: crepe::Mediator mediator; @@ -17,6 +20,8 @@ public: crepe::ComponentManager component_manager{mediator}; crepe::ScriptSystem system{mediator}; crepe::EventManager event_mgr{mediator}; + crepe::LoopTimerManager loop_timer{mediator}; + crepe::SaveManager save_manager{mediator}; crepe::GameObject entity = component_manager.new_object(OBJ_NAME); class MyScript : public crepe::Script { |