diff options
32 files changed, 590 insertions, 135 deletions
| diff --git a/.clang-format b/.clang-format index 3ae6c28..8ce4033 100644 --- a/.clang-format +++ b/.clang-format @@ -23,6 +23,7 @@ ReflowComments: false  AlignEscapedNewlines: DontAlign  BreakBeforeBinaryOperators: All  AlwaysBreakTemplateDeclarations: Yes +PackConstructorInitializers: CurrentLine  ...  # vim: ft=yaml diff --git a/contributing.md b/contributing.md index a80f2b4..3090727 100644 --- a/contributing.md +++ b/contributing.md @@ -54,8 +54,6 @@ that you can click on to open them.    - Implementation details (if applicable)  - Header files (`.h`) contain the following types of comments:    - [Usage documentation](#documentation) (required) -    > [!NOTE] -    > Constructors/destructors aren't required to have a `\brief` description    - Implementation details (if they affect the header)    - Design/data structure decisions (if applicable)  - <details><summary> @@ -436,7 +434,8 @@ that you can click on to open them.    ```    </td></tr></table></details>  - <details><summary> -  Variables that are being moved always use the fully qualified <code>std::move</code> +  Variables that are being moved always use the fully qualified +  <code>std::move</code>    </summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td>    ```cpp @@ -666,6 +665,19 @@ that you can click on to open them.    friend class ComponentManager;    ```    </td></tr></table></details> +- <details><summary> +  Do not <i>pick</i> fixed-width integer types (unless required) +  </summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td> + +  ```cpp +  unsigned long long foo(); +  ``` +  </td><td> + +  ```cpp +  uint64_t foo(); +  ``` +  </td></tr></table></details>  ## CMakeLists-specific @@ -716,6 +728,67 @@ that you can click on to open them.    void foo();    ```    </td></tr></table></details> +- <details><summary> +  The default constructor and destructor aren't required to have a +  <code>\brief</code> description +  </summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td> + +  ```cpp +  Foo(); +  virtual ~Foo(); +  ``` +  </td><td> + +  ```cpp +  //! Create instance of Foo +  Foo(); +  //! Destroy instance of Foo +  virtual ~Foo(); +  ``` +  </td></tr></table></details> +- <details><summary> +  Parameter direction shouldn't be specified using Doxygen +  </summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td> + +  ```cpp +  /** +   * \param bar  Reference to Bar +   */ +  void foo(const Bar & bar); +  ``` +  </td><td> + +  ```cpp +  /** +   * \param[in] bar  Reference to Bar +   */ +  void foo(const Bar & bar); +  ``` +  </td></tr></table></details> +- <details><summary> +  Deleted functions shouldn't have Doxygen comments +  </summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td> + +  ```cpp +  // singleton +  Foo(const Foo &) = delete; +  Foo(Foo &&) = delete; +  Foo & operator=(const Foo &) = delete; +  Foo & operator=(Foo &&) = delete; +  ``` +  </td><td> + +  ```cpp +  //! Deleted copy constructor +  Foo(const Foo &) = delete; +  //! Deleted move constructor +  Foo(Foo &&) = delete; +  //! Deleted copy assignment operator +  Foo & operator=(const Foo &) = delete; +  //! Deleted move assignment operator +  Foo & operator=(Foo &&) = delete; +  ``` +  </td></tr></table></details>  # Libraries diff --git a/mwe/ecs-homemade/src/Components.cpp b/mwe/ecs-homemade/src/Components.cpp index de8753e..0d62bd5 100644 --- a/mwe/ecs-homemade/src/Components.cpp +++ b/mwe/ecs-homemade/src/Components.cpp @@ -6,7 +6,9 @@ Component::Component() : mActive(true) {}  Sprite::Sprite(std::string path) : mPath(path) {}  Rigidbody::Rigidbody(int mass, int gravityScale, int bodyType) -	: mMass(mass), mGravityScale(gravityScale), mBodyType(bodyType) {} +	: mMass(mass), +	  mGravityScale(gravityScale), +	  mBodyType(bodyType) {}  Colider::Colider(int size) : mSize(size) {} diff --git a/mwe/ecs-homemade/src/GameObjectMax.cpp b/mwe/ecs-homemade/src/GameObjectMax.cpp index b0c5af7..753c8e2 100644 --- a/mwe/ecs-homemade/src/GameObjectMax.cpp +++ b/mwe/ecs-homemade/src/GameObjectMax.cpp @@ -4,4 +4,8 @@  GameObject::GameObject(std::uint32_t id, std::string name, std::string tag,  					   int layer) -	: mId(id), mName(name), mTag(tag), mActive(true), mLayer(layer) {} +	: mId(id), +	  mName(name), +	  mTag(tag), +	  mActive(true), +	  mLayer(layer) {} diff --git a/mwe/ecs-memory-efficient/inc/ContiguousContainer.hpp b/mwe/ecs-memory-efficient/inc/ContiguousContainer.hpp index 408d5aa..ff8fde4 100644 --- a/mwe/ecs-memory-efficient/inc/ContiguousContainer.hpp +++ b/mwe/ecs-memory-efficient/inc/ContiguousContainer.hpp @@ -1,5 +1,6 @@  template <typename T> -ContiguousContainer<T>::ContiguousContainer() : mSize(0), mCapacity(10) { +ContiguousContainer<T>::ContiguousContainer() : mSize(0), +												mCapacity(10) {  	// Allocate memory for 10 objects initially  	mData = static_cast<T *>(malloc(mCapacity * sizeof(T)));  	if (!mData) { diff --git a/mwe/ecs-memory-efficient/src/Components.cpp b/mwe/ecs-memory-efficient/src/Components.cpp index c8347b3..2ec8609 100644 --- a/mwe/ecs-memory-efficient/src/Components.cpp +++ b/mwe/ecs-memory-efficient/src/Components.cpp @@ -6,6 +6,8 @@ Component::Component() : mActive(true) {}  Sprite::Sprite(std::string path) : mPath(path) {}  Rigidbody::Rigidbody(int mass, int gravityScale, int bodyType) -	: mMass(mass), mGravityScale(gravityScale), mBodyType(bodyType) {} +	: mMass(mass), +	  mGravityScale(gravityScale), +	  mBodyType(bodyType) {}  Colider::Colider(int size) : mSize(size) {} diff --git a/mwe/ecs-memory-efficient/src/GameObjectMax.cpp b/mwe/ecs-memory-efficient/src/GameObjectMax.cpp index b0c5af7..753c8e2 100644 --- a/mwe/ecs-memory-efficient/src/GameObjectMax.cpp +++ b/mwe/ecs-memory-efficient/src/GameObjectMax.cpp @@ -4,4 +4,8 @@  GameObject::GameObject(std::uint32_t id, std::string name, std::string tag,  					   int layer) -	: mId(id), mName(name), mTag(tag), mActive(true), mLayer(layer) {} +	: mId(id), +	  mName(name), +	  mTag(tag), +	  mActive(true), +	  mLayer(layer) {} diff --git a/mwe/events/include/customTypes.h b/mwe/events/include/customTypes.h index a5d8dc9..415b989 100644 --- a/mwe/events/include/customTypes.h +++ b/mwe/events/include/customTypes.h @@ -33,6 +33,8 @@ struct Collision {  	// Constructor to initialize a Collision  	Collision(int idA, int idB, const Vector2 & point, const Vector2 & normal,  			  float depth) -		: objectIdA(idA), objectIdB(idB), contactPoint(point), +		: objectIdA(idA), +		  objectIdB(idB), +		  contactPoint(point),  		  contactNormal(normal) {}  }; diff --git a/mwe/events/include/eventHandler.h b/mwe/events/include/eventHandler.h index aa8f63b..3a83b15 100644 --- a/mwe/events/include/eventHandler.h +++ b/mwe/events/include/eventHandler.h @@ -24,7 +24,8 @@ class EventHandlerWrapper : public IEventHandlerWrapper {  public:  	explicit EventHandlerWrapper(const EventHandler<EventType> & handler,  								 const bool destroyOnSuccess = false) -		: m_handler(handler), m_handlerType(m_handler.target_type().name()), +		: m_handler(handler), +		  m_handlerType(m_handler.target_type().name()),  		  m_destroyOnSuccess(destroyOnSuccess) {  		// std::cout << m_handlerType << std::endl;  	} diff --git a/mwe/events/src/event.cpp b/mwe/events/src/event.cpp index 0c9f3ed..8ffa0b1 100644 --- a/mwe/events/src/event.cpp +++ b/mwe/events/src/event.cpp @@ -23,7 +23,9 @@ void Event::markHandled() { isHandled = true; }  // KeyPressedEvent class methods  KeyPressedEvent::KeyPressedEvent(int keycode) -	: Event("KeyPressedEvent"), key(keycode), repeatCount(0) {} +	: Event("KeyPressedEvent"), +	  key(keycode), +	  repeatCount(0) {}  Keycode KeyPressedEvent::getKeyCode() const { return key; } @@ -31,13 +33,16 @@ int KeyPressedEvent::getRepeatCount() const { return repeatCount; }  // KeyReleasedEvent class methods  KeyReleasedEvent::KeyReleasedEvent(int keycode) -	: Event("KeyReleasedEvent"), key(keycode) {} +	: Event("KeyReleasedEvent"), +	  key(keycode) {}  Keycode KeyReleasedEvent::getKeyCode() const { return key; }  // MousePressedEvent class methods  MousePressedEvent::MousePressedEvent(int mouseX, int mouseY) -	: Event("MousePressedEvent"), mouseX(mouseX), mouseY(mouseY) {} +	: Event("MousePressedEvent"), +	  mouseX(mouseX), +	  mouseY(mouseY) {}  std::pair<int, int> MousePressedEvent::getMousePosition() const {  	return {mouseX, mouseY}; @@ -45,26 +50,36 @@ std::pair<int, int> MousePressedEvent::getMousePosition() const {  //Collision event  CollisionEvent::CollisionEvent(Collision collision) -	: collisionData(collision), Event("CollisionEvent") {} +	: collisionData(collision), +	  Event("CollisionEvent") {}  Collision CollisionEvent::getCollisionData() const {  	return this->collisionData;  }  TextSubmitEvent::TextSubmitEvent(std::string text) -	: text(text), Event("TextSubmitEvent") {} +	: text(text), +	  Event("TextSubmitEvent") {}  std::string TextSubmitEvent::getText() const { return this->text; }  MouseReleasedEvent::MouseReleasedEvent(int x, int y, MouseButton button) -	: mouseX(x), mouseY(y), button(button), Event("MouseReleased") {} +	: mouseX(x), +	  mouseY(y), +	  button(button), +	  Event("MouseReleased") {}  std::pair<int, int> MouseReleasedEvent::getMousePosition() const {  	return {mouseX, mouseY};  }  MouseClickEvent::MouseClickEvent(int x, int y, MouseButton button) -	: mouseX(x), mouseY(y), button(button), Event("MouseClickEvent") {} +	: mouseX(x), +	  mouseY(y), +	  button(button), +	  Event("MouseClickEvent") {}  MouseMovedEvent::MouseMovedEvent(int x, int y) -	: mouseX(x), mouseY(y), Event("MouseMovedEvent") {} +	: mouseX(x), +	  mouseY(y), +	  Event("MouseMovedEvent") {}  std::pair<int, int> MouseClickEvent::getMousePosition() const {  	return {mouseX, mouseY};  } diff --git a/mwe/events/src/main.cpp b/mwe/events/src/main.cpp index d49cf74..f4e7390 100644 --- a/mwe/events/src/main.cpp +++ b/mwe/events/src/main.cpp @@ -11,7 +11,9 @@  class PlayerDamagedEvent : public Event {  public:  	PlayerDamagedEvent(int damage, int playerID) -		: Event("PlayerDamaged"), damage(damage), playerID(playerID) {} +		: Event("PlayerDamaged"), +		  damage(damage), +		  playerID(playerID) {}  	REGISTER_EVENT_TYPE(PlayerDamagedEvent); diff --git a/mwe/events/src/uiObject.cpp b/mwe/events/src/uiObject.cpp index 8405469..947d1a2 100644 --- a/mwe/events/src/uiObject.cpp +++ b/mwe/events/src/uiObject.cpp @@ -7,7 +7,9 @@ UIObject::UIObject(int width, int height) : width(width), height(height) {}  Button::Button(int width, int height) : UIObject(width, height) {}  Text::Text(int width, int height) -	: UIObject(width, height), size(12), font(nullptr), +	: UIObject(width, height), +	  size(12), +	  font(nullptr),  	  color{255, 255, 255} { // Default size and color  	alignment.horizontal = Alignment::Horizontal::CENTER;  	alignment.vertical = Alignment::Vertical::MIDDLE; @@ -15,8 +17,13 @@ Text::Text(int width, int height)  }  TextInput::TextInput(int width, int height) -	: UIObject(width, height), textBuffer(""), placeholder(""), isActive(false), -	  textColor{255, 255, 255}, backgroundColor{0, 0, 0}, maxLength(100), +	: UIObject(width, height), +	  textBuffer(""), +	  placeholder(""), +	  isActive(false), +	  textColor{255, 255, 255}, +	  backgroundColor{0, 0, 0}, +	  maxLength(100),  	  font(nullptr) {  	alignment.horizontal = Alignment::Horizontal::LEFT;  	alignment.vertical = Alignment::Vertical::TOP; diff --git a/mwe/gameloop/src/gameObject.cpp b/mwe/gameloop/src/gameObject.cpp index 78217c4..b33dc78 100644 --- a/mwe/gameloop/src/gameObject.cpp +++ b/mwe/gameloop/src/gameObject.cpp @@ -26,5 +26,10 @@ void GameObject::setVelY(float value) { velY = value; }  GameObject::GameObject(std::string name, float x, float y, float width,  					   float height, float velX, float velY) -	: name(name), x(x), y(y), width(width), height(height), velX(velX), +	: name(name), +	  x(x), +	  y(y), +	  width(width), +	  height(height), +	  velX(velX),  	  velY(velY) {} diff --git a/src/crepe/ValueBroker.hpp b/src/crepe/ValueBroker.hpp index 927142f..5c3bed9 100644 --- a/src/crepe/ValueBroker.hpp +++ b/src/crepe/ValueBroker.hpp @@ -6,7 +6,8 @@ namespace crepe {  template <typename T>  ValueBroker<T>::ValueBroker(const setter_t & setter, const getter_t & getter) -	: setter(setter), getter(getter) {} +	: setter(setter), +	  getter(getter) {}  template <typename T>  const T & ValueBroker<T>::get() { diff --git a/src/crepe/api/Animator.cpp b/src/crepe/api/Animator.cpp index 8b396af..58fee2a 100644 --- a/src/crepe/api/Animator.cpp +++ b/src/crepe/api/Animator.cpp @@ -10,7 +10,10 @@  using namespace crepe;  Animator::Animator(uint32_t id, Sprite & ss, int row, int col, int col_animator) -	: Component(id), spritesheet(ss), row(row), col(col) { +	: Component(id), +	  spritesheet(ss), +	  row(row), +	  col(col) {  	dbg_trace();  	animator_rect = spritesheet.sprite_rect; diff --git a/src/crepe/api/AssetManager.h b/src/crepe/api/AssetManager.h index fefbed9..dbfaef3 100644 --- a/src/crepe/api/AssetManager.h +++ b/src/crepe/api/AssetManager.h @@ -7,9 +7,19 @@  namespace crepe { +/** + * \brief The AssetManager is responsible for storing and managing assets over + * multiple scenes. + *  + * The AssetManager ensures that assets are loaded once and can be accessed + * across different scenes. It caches assets to avoid reloading them every time + * a scene is loaded. Assets are retained in memory until the AssetManager is + * destroyed, at which point the cached assets are cleared. + */  class AssetManager {  private: +	//! A cache that holds all the assets, accessible by their file path, over multiple scenes.  	std::unordered_map<std::string, std::any> asset_cache;  private: @@ -22,12 +32,31 @@ public:  	AssetManager & operator=(const AssetManager &) = delete;  	AssetManager & operator=(AssetManager &&) = delete; +	/** +	 * \brief Retrieves the singleton instance of the AssetManager. +	 * +	 * \return A reference to the single instance of the AssetManager. +	 */  	static AssetManager & get_instance();  public: -	template <typename asset> -	std::shared_ptr<asset> cache(const std::string & file_path, -								 bool reload = false); +	/** +	 * \brief Caches an asset by loading it from the given file path. +	 * +	 * \param file_path The path to the asset file to load. +	 * \param reload If true, the asset will be reloaded from the file, even if +	 * it is already cached. +	 * \tparam T The type of asset to cache (e.g., texture, sound, etc.). +	 *  +	 * \return A shared pointer to the cached asset. +	 *  +	 * This template function caches the asset at the given file path. If the +	 * asset is already cached and `reload` is false, the existing cached version +	 * will be returned. Otherwise, the asset will be reloaded and added to the +	 * cache. +	 */ +	template <typename T> +	std::shared_ptr<T> cache(const std::string & file_path, bool reload = false);  };  } // namespace crepe diff --git a/src/crepe/api/CMakeLists.txt b/src/crepe/api/CMakeLists.txt index 87cbb09..85696c4 100644 --- a/src/crepe/api/CMakeLists.txt +++ b/src/crepe/api/CMakeLists.txt @@ -18,6 +18,8 @@ target_sources(crepe PUBLIC  	Vector2.cpp  	Camera.cpp  	Animator.cpp +	LoopManager.cpp +	LoopTimer.cpp  )  target_sources(crepe PUBLIC FILE_SET HEADERS FILES @@ -42,4 +44,6 @@ target_sources(crepe PUBLIC FILE_SET HEADERS FILES  	SceneManager.hpp  	Camera.h  	Animator.h +	LoopManager.h +	LoopTimer.h  ) diff --git a/src/crepe/api/Camera.cpp b/src/crepe/api/Camera.cpp index 820a6a8..6355a03 100644 --- a/src/crepe/api/Camera.cpp +++ b/src/crepe/api/Camera.cpp @@ -10,7 +10,8 @@  using namespace crepe;  Camera::Camera(uint32_t id, const Color & bg_color) -	: Component(id), bg_color(bg_color) { +	: Component(id), +	  bg_color(bg_color) {  	dbg_trace();  } diff --git a/src/crepe/api/CircleCollider.h b/src/crepe/api/CircleCollider.h index caa7e43..e77a592 100644 --- a/src/crepe/api/CircleCollider.h +++ b/src/crepe/api/CircleCollider.h @@ -6,7 +6,8 @@ namespace crepe {  class CircleCollider : public Collider {  public:  	CircleCollider(game_object_id_t game_object_id, int radius) -		: Collider(game_object_id), radius(radius) {} +		: Collider(game_object_id), +		  radius(radius) {}  	int radius;  }; diff --git a/src/crepe/api/LoopManager.cpp b/src/crepe/api/LoopManager.cpp new file mode 100644 index 0000000..2e9823f --- /dev/null +++ b/src/crepe/api/LoopManager.cpp @@ -0,0 +1,55 @@ + +#include "../facade/SDLContext.h" +#include "../system/RenderSystem.h" +#include "../system/ScriptSystem.h" + +#include "LoopManager.h" +#include "LoopTimer.h" + +using namespace crepe; + +LoopManager::LoopManager() {} +void LoopManager::process_input() { +	SDLContext::get_instance().handle_events(this->game_running); +} +void LoopManager::start() { +	this->setup(); +	this->loop(); +} +void LoopManager::set_running(bool running) { this->game_running = running; } + +void LoopManager::fixed_update() {} + +void LoopManager::loop() { +	LoopTimer & timer = LoopTimer::get_instance(); +	timer.start(); + +	while (game_running) { +		timer.update(); + +		while (timer.get_lag() >= timer.get_fixed_delta_time()) { +			this->process_input(); +			this->fixed_update(); +			timer.advance_fixed_update(); +		} + +		this->update(); +		this->render(); + +		timer.enforce_frame_rate(); +	} +} + +void LoopManager::setup() { +	this->game_running = true; +	LoopTimer::get_instance().start(); +	LoopTimer::get_instance().set_fps(60); +} + +void LoopManager::render() { +	if (this->game_running) { +		RenderSystem::get_instance().update(); +	} +} + +void LoopManager::update() { LoopTimer & timer = LoopTimer::get_instance(); } diff --git a/src/crepe/api/LoopManager.h b/src/crepe/api/LoopManager.h new file mode 100644 index 0000000..2f03193 --- /dev/null +++ b/src/crepe/api/LoopManager.h @@ -0,0 +1,79 @@ +#pragma once + +#include <memory> + +class RenderSystem; +class SDLContext; +class LoopTimer; +class ScriptSystem; +class SoundSystem; +class ParticleSystem; +class PhysicsSystem; +class AnimatorSystem; +class CollisionSystem; +namespace crepe { + +class LoopManager { +public: +	void start(); +	LoopManager(); + +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 Function for handling input-related system calls. +	 * +	 * Processes user inputs from keyboard and mouse. +	 */ +	void process_input(); + +	/** +	 * \brief Per-frame update. +	 * +	 * Updates the game state based on the elapsed time since the last frame. +	 */ +	void update(); + +	/** +	 * \brief Late update which is called after update(). +	 * +	 * This function can be used for final adjustments before rendering. +	 */ +	void late_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(); +	/** +	 * \brief Set game running variable +	 * +	 * \param running running (false = game shutdown, true = game running) +	 */ +	void set_running(bool running); +	/** +	 * \brief Function for executing render-related systems. +	 * +	 * Renders the current state of the game to the screen. +	 */ +	void render(); + +	bool game_running = false; +	//#TODO add system instances +}; + +} // namespace crepe diff --git a/src/crepe/api/LoopTimer.cpp b/src/crepe/api/LoopTimer.cpp new file mode 100644 index 0000000..8f09e41 --- /dev/null +++ b/src/crepe/api/LoopTimer.cpp @@ -0,0 +1,86 @@ +#include <chrono> + +#include "../facade/SDLContext.h" +#include "../util/log.h" + +#include "LoopTimer.h" + +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(); +	this->elapsed_time = std::chrono::milliseconds(0); +	this->elapsed_fixed_time = std::chrono::milliseconds(0); +	this->delta_time = std::chrono::milliseconds(0); +} + +void LoopTimer::update() { +	auto current_frame_time = std::chrono::steady_clock::now(); +	// Convert to duration in seconds for delta time +	this->delta_time +		= std::chrono::duration_cast<std::chrono::duration<double>>( +			current_frame_time - last_frame_time); + +	if (this->delta_time > this->maximum_delta_time) { +		this->delta_time = this->maximum_delta_time; +	} + +	this->delta_time *= this->game_scale; +	this->elapsed_time += this->delta_time; +	this->last_frame_time = current_frame_time; +} + +double LoopTimer::get_delta_time() const { return this->delta_time.count(); } + +double LoopTimer::get_current_time() const { +	return this->elapsed_time.count(); +} + +void LoopTimer::advance_fixed_update() { +	this->elapsed_fixed_time += this->fixed_delta_time; +} + +double LoopTimer::get_fixed_delta_time() const { +	return this->fixed_delta_time.count(); +} + +void LoopTimer::set_fps(int fps) { +	this->fps = fps; +	// target time per frame in seconds +	this->frame_target_time = std::chrono::seconds(1) / fps; +} + +int LoopTimer::get_fps() const { return this->fps; } + +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); + +	if (frame_duration < this->frame_target_time) { +		std::chrono::milliseconds delay_time +			= std::chrono::duration_cast<std::chrono::milliseconds>( +				this->frame_target_time - frame_duration); +		if (delay_time.count() > 0) { +			SDLContext::get_instance().delay(delay_time.count()); +		} +	} + +	this->last_frame_time = current_frame_time; +} + +double LoopTimer::get_lag() const { +	return (this->elapsed_time - this->elapsed_fixed_time).count(); +} diff --git a/src/crepe/api/LoopTimer.h b/src/crepe/api/LoopTimer.h new file mode 100644 index 0000000..85687be --- /dev/null +++ b/src/crepe/api/LoopTimer.h @@ -0,0 +1,147 @@ +#pragma once + +#include <chrono> +#include <cstdint> + +namespace crepe { + +class LoopTimer { +public: +	/** +     * \brief Get the singleton instance of LoopTimer. +     * +     * \return A reference to the LoopTimer instance. +     */ +	static LoopTimer & get_instance(); + +	/** +     * \brief Get the current delta time for the current frame. +     * +     * \return Delta time in seconds since the last frame. +     */ +	double get_delta_time() const; + +	/** +     * \brief Get the current game time. +     * +     * \note The current game time may vary from real-world elapsed time. +     * It is the cumulative sum of each frame's delta time. +     * +     * \return Elapsed game time in seconds. +     */ +	double get_current_time() const; + +	/** +     * \brief Set the target frames per second (FPS). +     * +     * \param fps The desired frames rendered per second. +     */ +	void set_fps(int fps); + +	/** +     * \brief Get the current frames per second (FPS). +     * +     * \return Current FPS. +     */ +	int get_fps() const; + +	/** +     * \brief Get the current game scale. +     * +     * \return The current game scale, where 0 = paused, 1 = normal speed, and values > 1 speed up the game. +     */ +	double get_game_scale() const; + +	/** +     * \brief Set the game scale. +     * +     * \param game_scale The desired game scale (0 = pause, 1 = normal speed, > 1 = speed up). +     */ +	void set_game_scale(double game_scale); + +private: +	friend class LoopManager; + +	/** +     * \brief Start the loop timer. +     * +     * Initializes the timer to begin tracking frame times. +     */ +	void start(); + +	/** +     * \brief Enforce the frame rate limit. +     * +     * Ensures that the game loop does not exceed the target FPS by delaying +     * frame updates as necessary. +     */ +	void enforce_frame_rate(); + +	/** +     * \brief Get the fixed delta time for consistent updates. +     * +     * Fixed delta time is used for operations that require uniform time steps, +     * such as physics calculations. +     * +     * \return Fixed delta time in seconds. +     */ +	double get_fixed_delta_time() const; + +	/** +     * \brief Get the accumulated lag in the game loop. +     * +     * Lag represents the difference between the target frame time and the +     * actual frame time, useful for managing fixed update intervals. +     * +     * \return Accumulated lag in seconds. +     */ +	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. +     * +     * Calculates and updates the delta time for the current frame and adds it to +     * the cumulative game time. +     */ +	void update(); + +	/** +     * \brief Advance the game loop by a fixed update interval. +     * +     * This method progresses the game state by a consistent, fixed time step, +     * allowing for stable updates independent of frame rate fluctuations. +     */ +	void advance_fixed_update(); + +private: +	//! Current frames per second +	int fps = 50; +	//! Current game scale +	double game_scale = 1; +	//! Maximum delta time in seconds to avoid large jumps +	std::chrono::duration<double> maximum_delta_time{0.25}; +	//! Delta time for the current frame in seconds +	std::chrono::duration<double> delta_time{0.0}; +	//! Target time per frame in seconds +	std::chrono::duration<double> frame_target_time +		= std::chrono::seconds(1) / fps; +	//! Fixed delta time for fixed updates in seconds +	std::chrono::duration<double> fixed_delta_time +		= std::chrono::seconds(1) / 50; +	//! Total elapsed game time in seconds +	std::chrono::duration<double> elapsed_time{0.0}; +	//! Total elapsed time for fixed updates in seconds +	std::chrono::duration<double> elapsed_fixed_time{0.0}; +	//! Time of the last frame +	std::chrono::steady_clock::time_point last_frame_time; +}; + +} // namespace crepe diff --git a/src/crepe/api/Metadata.cpp b/src/crepe/api/Metadata.cpp index 76f11d7..d421de5 100644 --- a/src/crepe/api/Metadata.cpp +++ b/src/crepe/api/Metadata.cpp @@ -4,4 +4,6 @@ using namespace crepe;  using namespace std;  Metadata::Metadata(game_object_id_t id, const string & name, const string & tag) -	: Component(id), name(name), tag(tag) {} +	: Component(id), +	  name(name), +	  tag(tag) {} diff --git a/src/crepe/api/Rigidbody.cpp b/src/crepe/api/Rigidbody.cpp index cbf1325..3bf1c5b 100644 --- a/src/crepe/api/Rigidbody.cpp +++ b/src/crepe/api/Rigidbody.cpp @@ -3,7 +3,8 @@  using namespace crepe;  crepe::Rigidbody::Rigidbody(uint32_t game_object_id, const Data & data) -	: Component(game_object_id), data(data) {} +	: Component(game_object_id), +	  data(data) {}  void crepe::Rigidbody::add_force_linear(const Vector2 & force) {  	this->data.linear_velocity += force; diff --git a/src/crepe/api/Sprite.cpp b/src/crepe/api/Sprite.cpp index f9cd761..6f0433f 100644 --- a/src/crepe/api/Sprite.cpp +++ b/src/crepe/api/Sprite.cpp @@ -12,7 +12,10 @@ using namespace crepe;  Sprite::Sprite(game_object_id_t id, const shared_ptr<Texture> image,  			   const Color & color, const FlipSettings & flip) -	: Component(id), color(color), flip(flip), sprite_image(image) { +	: Component(id), +	  color(color), +	  flip(flip), +	  sprite_image(image) {  	dbg_trace();  	this->sprite_rect.w = sprite_image->get_width(); diff --git a/src/crepe/api/Transform.cpp b/src/crepe/api/Transform.cpp index a244bc5..e401120 100644 --- a/src/crepe/api/Transform.cpp +++ b/src/crepe/api/Transform.cpp @@ -6,6 +6,9 @@ using namespace crepe;  Transform::Transform(game_object_id_t id, const Vector2 & point,  					 double rotation, double scale) -	: Component(id), position(point), rotation(rotation), scale(scale) { +	: Component(id), +	  position(point), +	  rotation(rotation), +	  scale(scale) {  	dbg_trace();  } diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index cc2e2f8..378ccee 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -191,3 +191,4 @@ int SDLContext::get_height(const Texture & ctx) {  	SDL_QueryTexture(ctx.texture.get(), NULL, NULL, NULL, &h);  	return h;  } +void SDLContext::delay(int ms) const { SDL_Delay(ms); } diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index 7329b74..c4392bd 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -59,12 +59,23 @@ private:  private:  	//! Will only use get_ticks  	friend class AnimatorSystem; - +	//! Will only use delay +	friend class LoopTimer;  	/**  	 * \brief Gets the current SDL ticks since the program started.  	 * \return Current ticks in milliseconds as a constant uint64_t.  	 */  	uint64_t get_ticks() const; +	/** +	 * \brief Pauses the execution for a specified duration. +	 * +	 * This function uses SDL's delay function to halt the program execution +	 * for a given number of milliseconds, allowing for frame rate control +	 * or other timing-related functionality. +	 * +	 * \param ms Duration of the delay in milliseconds. +	 */ +	void delay(int ms) const;  private:  	/** diff --git a/src/example/CMakeLists.txt b/src/example/CMakeLists.txt index 72dc172..ec08c08 100644 --- a/src/example/CMakeLists.txt +++ b/src/example/CMakeLists.txt @@ -30,4 +30,5 @@ add_example(ecs)  add_example(scene_manager)  add_example(particles)  add_example(rendering_particle) +add_example(gameloop) diff --git a/src/example/gameloop.cpp b/src/example/gameloop.cpp new file mode 100644 index 0000000..a676f20 --- /dev/null +++ b/src/example/gameloop.cpp @@ -0,0 +1,7 @@ +#include "crepe/api/LoopManager.h" +using namespace crepe; +int main() { +	LoopManager gameloop; +	gameloop.start(); +	return 1; +} diff --git a/src/makefile b/src/makefile index 21903a7..5f80204 100644 --- a/src/makefile +++ b/src/makefile @@ -1,105 +1,6 @@  .PHONY: FORCE -# STEPS FOR BIG CLEANUP -# -# 1. Change TODO to your name (in capitals) for each file in the list below -#    that is yours (or you are going to fix) -# 2. Update the name between parentheses below this list (see comment) to your -#    name -# 3. Create a git commit at this point (ensure `git status` reports "working -#    tree clean") -# 4. Run `make format` in the REPOSITORY ROOT DIRECTORY (NOT HERE), and start -#    fixing reported errors or miscorrections manually until everything works -#    again. -# 5. Once everything is working again, create another git commit, and create a -#    pull request. Make sure to ask someone to review the code standards for -#    each ENTIRE FILE in this pull request. - -LOEK += crepe/Asset.cpp -LOEK += crepe/Asset.h -TODO += crepe/Collider.cpp -TODO += crepe/Collider.h -MAX += crepe/Component.cpp -MAX += crepe/Component.h -MAX += crepe/ComponentManager.cpp -MAX += crepe/ComponentManager.h -MAX += crepe/ComponentManager.hpp -MAX += crepe/api/Metadata.cpp -MAX += crepe/api/Metadata.h -JARO += crepe/Particle.cpp -JARO += crepe/Particle.h -NIELS += crepe/Position.h -NIELS += crepe/api/AssetManager.cpp -NIELS += crepe/api/AssetManager.h -NIELS += crepe/api/AssetManager.hpp -LOEK += crepe/api/AudioSource.cpp -LOEK += crepe/api/AudioSource.h -LOEK += crepe/api/BehaviorScript.cpp -LOEK += crepe/api/BehaviorScript.h -LOEK += crepe/api/BehaviorScript.hpp -TODO += crepe/api/CircleCollider.h -NIELS += crepe/api/Color.cpp -NIELS += crepe/api/Color.h -LOEK += crepe/api/Config.h -MAX += crepe/api/GameObject.cpp -MAX += crepe/api/GameObject.h -MAX += crepe/api/GameObject.hpp -JARO += crepe/api/ParticleEmitter.cpp -JARO += crepe/api/ParticleEmitter.h -TODO += crepe/api/Vector2.h -TODO += crepe/api/Vector2.cpp -JARO += crepe/api/Rigidbody.cpp -JARO += crepe/api/Rigidbody.h -LOEK += crepe/api/Script.cpp -LOEK += crepe/api/Script.h -LOEK += crepe/api/Script.hpp -NIELS += crepe/api/Sprite.cpp -NIELS += crepe/api/Sprite.h -NIELS += crepe/api/Texture.cpp -NIELS += crepe/api/Texture.h -MAX += crepe/api/Transform.cpp -MAX += crepe/api/Transform.h -NIELS += crepe/facade/SDLContext.cpp -NIELS += crepe/facade/SDLContext.h -LOEK += crepe/facade/Sound.cpp -LOEK += crepe/facade/Sound.h -LOEK += crepe/facade/SoundContext.cpp -LOEK += crepe/facade/SoundContext.h -TODO += crepe/system/CollisionSystem.cpp -TODO += crepe/system/CollisionSystem.h -JARO += crepe/system/ParticleSystem.cpp -JARO += crepe/system/ParticleSystem.h -JARO += crepe/system/PhysicsSystem.cpp -JARO += crepe/system/PhysicsSystem.h -NIELS += crepe/system/RenderSystem.cpp -NIELS += crepe/system/RenderSystem.h -LOEK += crepe/system/ScriptSystem.cpp -LOEK += crepe/system/ScriptSystem.h -LOEK += crepe/system/System.h -LOEK += crepe/util/LogColor.cpp -LOEK += crepe/util/LogColor.h -LOEK += crepe/util/fmt.cpp -LOEK += crepe/util/fmt.h -LOEK += crepe/util/log.cpp -LOEK += crepe/util/log.h -NIELS += example/asset_manager.cpp -LOEK += example/audio_internal.cpp -TODO += example/components_internal.cpp -MAX += example/ecs.cpp -LOEK += example/log.cpp -JARO += example/particles.cpp -JARO += example/physics.cpp -NIELS += example/rendering.cpp -LOEK += example/script.cpp -LOEK += test/audio.cpp -LOEK += test/dummy.cpp -JARO += test/PhysicsTest.cpp -JARO += test/ParticleTest.cpp - -FMT := $(NIELS) #<<< CHANGE THIS TO YOUR NAME FOR STEP 2 +FMT := $(shell git ls-files '*.c' '*.cpp' '*.h' '*.hpp')  format: FORCE  	clang-tidy -p build/compile_commands.json --fix-errors $(FMT) -# FMT += $(shell git ls-files '*.c' '*.cpp' '*.h' '*.hpp') -# TODO: re-enable linter after all corrections - |