diff options
| -rw-r--r-- | asset/texture/img.png | bin | 92742 -> 11476 bytes | |||
| -rw-r--r-- | src/crepe/api/LoopManager.cpp | 32 | ||||
| -rw-r--r-- | src/crepe/api/LoopManager.h | 4 | ||||
| -rw-r--r-- | src/crepe/api/LoopTimer.cpp | 11 | ||||
| -rw-r--r-- | src/crepe/api/LoopTimer.h | 15 | ||||
| -rw-r--r-- | src/crepe/api/Sprite.cpp | 4 | ||||
| -rw-r--r-- | src/crepe/api/Texture.cpp | 11 | ||||
| -rw-r--r-- | src/crepe/api/Texture.h | 13 | ||||
| -rw-r--r-- | src/crepe/facade/SDLContext.cpp | 26 | ||||
| -rw-r--r-- | src/crepe/facade/SDLContext.h | 22 | ||||
| -rw-r--r-- | src/crepe/system/RenderSystem.cpp | 2 | ||||
| -rw-r--r-- | src/crepe/system/RenderSystem.h | 7 | ||||
| -rw-r--r-- | src/doc/feature/scene.dox | 41 | ||||
| -rw-r--r-- | src/doc/features.dox | 18 | ||||
| -rw-r--r-- | src/example/rendering_particle.cpp | 4 | 
15 files changed, 118 insertions, 92 deletions
| diff --git a/asset/texture/img.png b/asset/texture/img.pngBinary files differ index 43b1eca..649a3f1 100644 --- a/asset/texture/img.png +++ b/asset/texture/img.png diff --git a/src/crepe/api/LoopManager.cpp b/src/crepe/api/LoopManager.cpp index df09f7e..14e68c2 100644 --- a/src/crepe/api/LoopManager.cpp +++ b/src/crepe/api/LoopManager.cpp @@ -6,20 +6,25 @@  #include "../system/PhysicsSystem.h"  #include "../system/RenderSystem.h"  #include "../system/ScriptSystem.h" - +#include "../api/EventManager.h"  #include "LoopManager.h"  #include "LoopTimer.h" - +#include <iostream>  using namespace crepe;  using namespace std;  LoopManager::LoopManager() { +	this->loop_timer = make_unique<LoopTimer>();  	this->load_system<AnimatorSystem>();  	this->load_system<CollisionSystem>();  	this->load_system<ParticleSystem>();  	this->load_system<PhysicsSystem>();  	this->load_system<RenderSystem>();  	this->load_system<ScriptSystem>(); +	EventManager::get_instance().subscribe<ShutDownEvent>([this](const ShutDownEvent& event) { +    	return this->on_shutdown(event); +	}); +  }  void LoopManager::process_input() { @@ -35,29 +40,32 @@ void LoopManager::set_running(bool running) { this->game_running = running; }  void LoopManager::fixed_update() {}  void LoopManager::loop() { -	LoopTimer & timer = LoopTimer::get_instance(); -	timer.start(); +	this->loop_timer->start();  	while (game_running) { -		timer.update(); +		this->loop_timer->update(); -		while (timer.get_lag() >= timer.get_fixed_delta_time()) { +		while (this->loop_timer->get_lag() >= this->loop_timer->get_fixed_delta_time()) {  			this->process_input();  			this->fixed_update(); -			timer.advance_fixed_update(); +			this->loop_timer->advance_fixed_update();  		}  		this->update();  		this->render(); - -		timer.enforce_frame_rate(); +		this->loop_timer->enforce_frame_rate();  	}  }  void LoopManager::setup() {  	this->game_running = true; +<<<<<<< HEAD  	LoopTimer::get_instance().start();  	LoopTimer::get_instance().set_target_fps(200); +======= +	this->loop_timer->start(); +	this->loop_timer->set_fps(60); +>>>>>>> wouter/gameloop-improvements  }  void LoopManager::render() { @@ -65,5 +73,9 @@ void LoopManager::render() {  		this->get_system<RenderSystem>().update();  	}  } +bool LoopManager::on_shutdown(const ShutDownEvent & e){ +	this->game_running = false; +	return false; +} -void LoopManager::update() { LoopTimer & timer = LoopTimer::get_instance(); } +void LoopManager::update() {} diff --git a/src/crepe/api/LoopManager.h b/src/crepe/api/LoopManager.h index 13e6dac..ff1ff55 100644 --- a/src/crepe/api/LoopManager.h +++ b/src/crepe/api/LoopManager.h @@ -7,7 +7,7 @@  #include "api/SceneManager.h"  namespace crepe { - +class LoopTimer;  /**   * \brief Main game loop manager   * @@ -91,6 +91,8 @@ private:  	SceneManager scene_manager{component_manager};  private: +	std::unique_ptr<LoopTimer> loop_timer; +	bool on_shutdown(const ShutDownEvent & e);  	/**  	 * \brief Collection of System instances  	 * diff --git a/src/crepe/api/LoopTimer.cpp b/src/crepe/api/LoopTimer.cpp index f94e24b..fe5544d 100644 --- a/src/crepe/api/LoopTimer.cpp +++ b/src/crepe/api/LoopTimer.cpp @@ -9,10 +9,6 @@ using namespace crepe;  LoopTimer::LoopTimer() { dbg_trace(); } -LoopTimer & LoopTimer::get_instance() { -	static LoopTimer instance; -	return instance; -}  void LoopTimer::start() {  	this->last_frame_time = std::chrono::steady_clock::now(); @@ -57,11 +53,8 @@ void LoopTimer::set_game_scale(double value) { this->game_scale = value; }  double LoopTimer::get_game_scale() const { return this->game_scale; }  void LoopTimer::enforce_frame_rate() { -	std::chrono::steady_clock::time_point current_frame_time -		= std::chrono::steady_clock::now(); -	std::chrono::milliseconds frame_duration -		= std::chrono::duration_cast<std::chrono::milliseconds>(current_frame_time -																- this->last_frame_time); +    auto current_frame_time = std::chrono::steady_clock::now(); +    auto frame_duration = current_frame_time - this->last_frame_time;  	if (frame_duration < this->frame_target_time) {  		std::chrono::milliseconds delay_time diff --git a/src/crepe/api/LoopTimer.h b/src/crepe/api/LoopTimer.h index 0a48e20..e348628 100644 --- a/src/crepe/api/LoopTimer.h +++ b/src/crepe/api/LoopTimer.h @@ -6,13 +6,7 @@ namespace crepe {  class LoopTimer {  public: -	/** -	 * \brief Get the singleton instance of LoopTimer. -	 * -	 * \return A reference to the LoopTimer instance. -	 */ -	static LoopTimer & get_instance(); - +	LoopTimer();  	/**  	 * \brief Get the current delta time for the current frame.  	 * @@ -96,12 +90,7 @@ private:  	 */  	double get_lag() const; -	/** -	 * \brief Construct a new LoopTimer object. -	 * -	 * Private constructor for singleton pattern to restrict instantiation outside the class. -	 */ -	LoopTimer(); +	  	/**  	 * \brief Update the timer to the current frame. diff --git a/src/crepe/api/Sprite.cpp b/src/crepe/api/Sprite.cpp index 8647794..0a2ad4c 100644 --- a/src/crepe/api/Sprite.cpp +++ b/src/crepe/api/Sprite.cpp @@ -22,8 +22,8 @@ Sprite::Sprite(game_object_id_t id, Texture & image, const Color & color,  	dbg_trace(); -	this->mask.w = sprite_image.get_width(); -	this->mask.h = sprite_image.get_height(); +	this->mask.w = sprite_image.get_size().x; +	this->mask.h = sprite_image.get_size().y;  	this->aspect_ratio = static_cast<double>(this->mask.w) / this->mask.h;  } diff --git a/src/crepe/api/Texture.cpp b/src/crepe/api/Texture.cpp index e43bdaa..2b56271 100644 --- a/src/crepe/api/Texture.cpp +++ b/src/crepe/api/Texture.cpp @@ -3,6 +3,7 @@  #include "Asset.h"  #include "Texture.h" +#include "types.h"  using namespace crepe;  using namespace std; @@ -31,11 +32,7 @@ void Texture::load(const Asset & res) {  	this->texture = ctx.texture_from_path(res.get_path());  } -int Texture::get_width() const { -	if (this->texture == nullptr) return 0; -	return SDLContext::get_instance().get_width(*this); -} -int Texture::get_height() const { -	if (this->texture == nullptr) return 0; -	return SDLContext::get_instance().get_height(*this); +ivec2 Texture::get_size() const { +	if (this->texture == nullptr) return {}; +	return SDLContext::get_instance().get_size(*this);  } diff --git a/src/crepe/api/Texture.h b/src/crepe/api/Texture.h index 7206a66..1817910 100644 --- a/src/crepe/api/Texture.h +++ b/src/crepe/api/Texture.h @@ -8,6 +8,7 @@  #include <memory>  #include "Asset.h" +#include "types.h"  namespace crepe { @@ -42,16 +43,10 @@ public:  	Texture & operator=(const Texture &) = delete;  	/** -	 * \brief Gets the width of the texture. -	 * \return Width of the texture in pixels. +	 * \brief Gets the width and height of the texture. +	 * \return Width and height of the texture in pixels.  	 */ -	int get_width() const; - -	/** -	 * \brief Gets the height of the texture. -	 * \return Height of the texture in pixels. -	 */ -	int get_height() const; +	ivec2 get_size() const;  private:  	/** diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index 9f60285..e8be7ca 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -1,4 +1,5 @@  #include <SDL2/SDL.h> +#include <SDL2/SDL_blendmode.h>  #include <SDL2/SDL_image.h>  #include <SDL2/SDL_keycode.h>  #include <SDL2/SDL_rect.h> @@ -7,7 +8,9 @@  #include <SDL2/SDL_video.h>  #include <cmath>  #include <cstddef> +#include <cstdint>  #include <functional> +#include <iostream>  #include <memory>  #include <stdexcept> @@ -18,6 +21,7 @@  #include "../util/Log.h"  #include "SDLContext.h" +#include "api/Color.h"  #include "types.h"  using namespace crepe; @@ -134,6 +138,7 @@ void SDLContext::draw(const RenderContext & ctx) {  	SDL_Rect dstrect  		= this->get_dst_rect(ctx.sprite, ctx.pos, ctx.cam, ctx.cam_pos, ctx.scale); +	this->set_color_texture(ctx.sprite.sprite_image, ctx.sprite.color);  	SDL_RenderCopyEx(this->game_renderer.get(), ctx.sprite.sprite_image.texture.get(),  					 &srcrect, &dstrect, ctx.angle, NULL, render_flip);  } @@ -207,16 +212,19 @@ SDLContext::texture_from_path(const std::string & path) {  	std::unique_ptr<SDL_Texture, std::function<void(SDL_Texture *)>> img_texture;  	img_texture = {tmp_texture, [](SDL_Texture * texture) { SDL_DestroyTexture(texture); }}; +	SDL_SetTextureBlendMode(img_texture.get(), SDL_BLENDMODE_BLEND);  	return img_texture;  } -int SDLContext::get_width(const Texture & ctx) const { -	int w; -	SDL_QueryTexture(ctx.texture.get(), NULL, NULL, &w, NULL); -	return w; -} -int SDLContext::get_height(const Texture & ctx) const { -	int h; -	SDL_QueryTexture(ctx.texture.get(), NULL, NULL, NULL, &h); -	return h; + +ivec2 SDLContext::get_size(const Texture & ctx) { +	ivec2 size; +	SDL_QueryTexture(ctx.texture.get(), NULL, NULL, &size.x, &size.y); +	return size;  } +  void SDLContext::delay(int ms) const { SDL_Delay(ms); } + +void SDLContext::set_color_texture(const Texture & texture, const Color & color) { +	SDL_SetTextureColorMod(texture.texture.get(), color.r, color.g, color.b); +	SDL_SetTextureAlphaMod(texture.texture.get(), color.a); +} diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index 6030a6e..e49ca78 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -12,6 +12,8 @@  #include "../api/Camera.h"  #include "../api/Sprite.h" +#include "api/Color.h" +#include "api/Texture.h"  #include "types.h"  namespace crepe { @@ -104,18 +106,11 @@ private:  	std::unique_ptr<SDL_Texture, std::function<void(SDL_Texture *)>>  	texture_from_path(const std::string & path);  	/** -	 * \brief Gets the width of a texture. +	 * \brief Gets the size of a texture.  	 * \param texture Reference to the Texture object. -	 * \return Width of the texture as an integer. +	 * \return Width and height of the texture as an integer.  	 */ -	int get_width(const Texture & texture) const; - -	/** -	 * \brief Gets the height of a texture. -	 * \param texture Reference to the Texture object. -	 * \return Height of the texture as an integer. -	 */ -	int get_height(const Texture & texture) const; +	ivec2 get_size(const Texture & ctx);  private:  	//! Will use draw,clear_screen, present_screen, camera. @@ -160,6 +155,13 @@ private:  	 */  	SDL_Rect get_dst_rect(const Sprite & sprite, const vec2 & pos, const Camera & cam,  						  const vec2 & cam_pos, const double & img_scale) const; +	/** +	 * \brief Set an additional color value multiplied into render copy operations. +	 * +	 * \param  texture the given texture to adjust  +	 * \param  color the color data for the texture +	 */ +	void set_color_texture(const Texture & texture, const Color & color);  private:  	//! sdl Window diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp index c196bb1..11c9669 100644 --- a/src/crepe/system/RenderSystem.cpp +++ b/src/crepe/system/RenderSystem.cpp @@ -70,7 +70,7 @@ bool RenderSystem::render_particle(const Sprite & sprite, const Camera & cam,  	bool rendering_particles = false;  	for (const ParticleEmitter & em : emitters) { -		if (!(&em.data.sprite == &sprite)) continue; +		if (&em.data.sprite != &sprite) continue;  		rendering_particles = true;  		if (!em.active) continue; diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h index e70831e..096d058 100644 --- a/src/crepe/system/RenderSystem.h +++ b/src/crepe/system/RenderSystem.h @@ -46,7 +46,10 @@ private:  	 * \brief Renders all the particles on the screen from a given sprite.  	 *  	 * \param sprite renders the particles with given texture -	 * \param tm the Transform component for scale +	 * \param tm the Transform component for scale. This is not a const reference because each +	 *  particle has a position and rotation that needs to overwrite the transform position and +	 *  rotation without overwriting the current transform. and because the transform +	 *  constructor is now protected i cannot make tmp inside  	 * \return true if particles have been rendered  	 */  	bool render_particle(const Sprite & sprite, const Camera & cam, const double & scale); @@ -68,13 +71,13 @@ private:  	RefVector<Sprite> sort(RefVector<Sprite> & objs) const;  	/** -	 * \todo Include color handling for sprites.  	 * \todo Add text rendering using SDL_ttf for text components.  	 * \todo Implement a text component and a button component.  	 * \todo Consider adding text input functionality.  	 */  private: +	// FIXME: retrieve sdlcontext via mediator after #PR57  	SDLContext & context = SDLContext::get_instance();  	//! camera postion in the current scene diff --git a/src/doc/feature/scene.dox b/src/doc/feature/scene.dox index d81df4c..4124e37 100644 --- a/src/doc/feature/scene.dox +++ b/src/doc/feature/scene.dox @@ -6,10 +6,11 @@ namespace crepe {  \ingroup feature  \brief User-defined scenes -Scenes can be used to implement game environments, and allow arbitrary game objects to be organized -as part of the game structure. Scenes are implemented as derivative classes of Scene, which are -added to the game using the SceneManager. Scenes describe the start of a Scene and cannot modify -GameObjects during runtime of a Scene (use \ref feature_script "Scripting" for this purpose). +Scenes can be used to implement game environments, and allow arbitrary game +objects to be organized as part of the game structure. Scenes are implemented as +derivative classes of Scene, which are added to the game using the SceneManager. +Scenes describe the start of a Scene and cannot modify GameObjects during +runtime of a Scene (use \ref feature_script for this purpose).  \see SceneManager  \see GameObject @@ -18,19 +19,25 @@ GameObjects during runtime of a Scene (use \ref feature_script "Scripting" for t  \par Example -This example demonstrates how to define and add scenes to the loop/scene manager in the `crepe` framework. -Each concrete scene should be derived from Scene. In the example below, the concrete scene is named MyScene. -A concrete scene should, at least, implement (override) two methods, namely load_scene() and get_name(). The -scene is build (using GameObjects) in the load_scene() method. GameObjects should be made using the -component_manager::new_object(). In the example below, two GameObjects (named object1 and object2) are added -to MyScene. object1 and object2 do not have any non-default Components attached to them, however, if needed, -this should also be done in load_scene(). Each concrete scene must have a unique name. This unique name is -used to load a new concrete scene (via a Script). The unique name is set using the get_name() method. In the -example below, MyScene's unique name is my_scene. -After setting up one or more concrete scene(s), the concrete scene(s) should be added to the loop/scene manager. -This is done in your main(). Firstly, the LoopManager should be instantiated. Than, all the concrete scene(s) -should be added to the loop/scene manger via loop_mgr::add_scene<>(). The templated argument should define the -concrete scene to be added. +This example demonstrates how to define and add scenes to the loop/scene manager +in the `crepe` framework. Each concrete scene should be derived from Scene. In +the example below, the concrete scene is named MyScene. A concrete scene should, +at least, implement (override) two methods, namely load_scene() and get_name(). +The scene is build (using GameObjects) in the load_scene() method. GameObjects +should be made using the component_manager::new_object(). + +In the example below, two GameObjects (named object1 and object2) are added to +MyScene. object1 and object2 do not have any non-default Components attached to +them, however, if needed, this should also be done in load_scene(). Each +concrete scene must have a unique name. This unique name is used to load a new +concrete scene (via a Script). The unique name is set using the get_name() +method. In the example below, MyScene's unique name is my_scene. + +After setting up one or more concrete scene(s), the concrete scene(s) should be +added to the loop/scene manager. This is done in your main(). Firstly, the +LoopManager should be instantiated. Than, all the concrete scene(s) should be +added to the loop/scene manger via loop_mgr::add_scene<>(). The templated +argument should define the concrete scene to be added.  ```cpp  #include <crepe/api/LoopManager.h> diff --git a/src/doc/features.dox b/src/doc/features.dox index 4786bed..96b7c6c 100644 --- a/src/doc/features.dox +++ b/src/doc/features.dox @@ -1,10 +1,28 @@  // vim:ft=doxygen  /** +\htmlonly +<style> +table.memberdecls { display: none; } +ul { margin: 1ex 0pt; } +</style> +\endhtmlonly +  \defgroup feature Features  \brief Engine components  This page lists engine features and contains usage instructions for each  feature. +\par Features + +- Scripting +	- \ref feature_script <br>\copybrief feature_script + +- Game flow management +	- \ref feature_scene <br>\copybrief feature_scene + +- Entity +	- \ref feature_gameobject <br>\copybrief feature_gameobject +  */ diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index 3a12144..349d11e 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -28,7 +28,7 @@ int main(int argc, char * argv[]) {  	ParticleSystem psys{mgr};  	AnimatorSystem asys{mgr}; -	Color color(255, 255, 255, 255); +	Color color(255, 255, 255, 100);  	auto img = Texture("asset/texture/test_ap43.png");  	Sprite & test_sprite = game_object.add_component<Sprite>( @@ -59,7 +59,7 @@ int main(int argc, char * argv[]) {  	});  	*/ -	auto & cam = game_object.add_component<Camera>(Color::WHITE, ivec2{1080, 720}, +	auto & cam = game_object.add_component<Camera>(Color::RED, ivec2{1080, 720},  												   vec2{2000, 2000}, 1.0f);  	/* |