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-rw-r--r--.gitmodules4
-rw-r--r--Doxyfile4
-rwxr-xr-xasset/texture/circle.pngbin0 -> 509 bytes
-rw-r--r--asset/texture/img.pngbin92742 -> 11476 bytes
-rwxr-xr-xasset/texture/square.pngbin0 -> 162 bytes
-rw-r--r--asset/texture/test_ap43.pngbin0 -> 2394 bytes
-rw-r--r--contributing.md115
m---------lib/fontconfig0
m---------lib/sdl20
m---------lib/sdl_image0
m---------lib/sdl_ttf0
-rw-r--r--readme.md1
-rw-r--r--src/CMakeLists.txt5
-rw-r--r--src/crepe/CMakeLists.txt6
-rw-r--r--src/crepe/Collider.cpp2
-rw-r--r--src/crepe/Collider.h13
-rw-r--r--src/crepe/Component.cpp12
-rw-r--r--src/crepe/Component.h39
-rw-r--r--src/crepe/ComponentManager.cpp34
-rw-r--r--src/crepe/ComponentManager.h148
-rw-r--r--src/crepe/Particle.cpp13
-rw-r--r--src/crepe/Particle.h23
-rw-r--r--src/crepe/Resource.cpp6
-rw-r--r--src/crepe/Resource.h30
-rw-r--r--src/crepe/api/AI.cpp89
-rw-r--r--src/crepe/api/AI.h128
-rw-r--r--src/crepe/api/Animator.cpp55
-rw-r--r--src/crepe/api/Animator.h101
-rw-r--r--src/crepe/api/AssetManager.cpp17
-rw-r--r--src/crepe/api/AssetManager.h62
-rw-r--r--src/crepe/api/AssetManager.hpp22
-rw-r--r--src/crepe/api/AudioSource.cpp15
-rw-r--r--src/crepe/api/AudioSource.h74
-rw-r--r--src/crepe/api/BehaviorScript.cpp8
-rw-r--r--src/crepe/api/BehaviorScript.h9
-rw-r--r--src/crepe/api/BehaviorScript.hpp13
-rw-r--r--src/crepe/api/BoxCollider.cpp10
-rw-r--r--src/crepe/api/BoxCollider.h23
-rw-r--r--src/crepe/api/Button.cpp8
-rw-r--r--src/crepe/api/Button.h48
-rw-r--r--src/crepe/api/CMakeLists.txt45
-rw-r--r--src/crepe/api/Camera.cpp11
-rw-r--r--src/crepe/api/Camera.h51
-rw-r--r--src/crepe/api/CircleCollider.cpp8
-rw-r--r--src/crepe/api/CircleCollider.h17
-rw-r--r--src/crepe/api/Config.h48
-rw-r--r--src/crepe/api/Engine.cpp63
-rw-r--r--src/crepe/api/Engine.h81
-rw-r--r--src/crepe/api/Engine.hpp12
-rw-r--r--src/crepe/api/Event.h96
-rw-r--r--src/crepe/api/EventHandler.h76
-rw-r--r--src/crepe/api/EventHandler.hpp2
-rw-r--r--src/crepe/api/GameObject.cpp25
-rw-r--r--src/crepe/api/GameObject.h47
-rw-r--r--src/crepe/api/GameObject.hpp4
-rw-r--r--src/crepe/api/IKeyListener.cpp19
-rw-r--r--src/crepe/api/IKeyListener.h49
-rw-r--r--src/crepe/api/IMouseListener.cpp29
-rw-r--r--src/crepe/api/IMouseListener.h72
-rw-r--r--src/crepe/api/KeyCodes.h25
-rw-r--r--src/crepe/api/LoopManager.cpp69
-rw-r--r--src/crepe/api/LoopManager.h119
-rw-r--r--src/crepe/api/LoopTimer.cpp79
-rw-r--r--src/crepe/api/LoopTimer.h144
-rw-r--r--src/crepe/api/Metadata.h2
-rw-r--r--src/crepe/api/ParticleEmitter.cpp21
-rw-r--r--src/crepe/api/ParticleEmitter.h65
-rw-r--r--src/crepe/api/Rigidbody.cpp6
-rw-r--r--src/crepe/api/Rigidbody.h150
-rw-r--r--src/crepe/api/Scene.cpp12
-rw-r--r--src/crepe/api/Scene.h67
-rw-r--r--src/crepe/api/Scene.hpp19
-rw-r--r--src/crepe/api/Script.cpp55
-rw-r--r--src/crepe/api/Script.h160
-rw-r--r--src/crepe/api/Script.hpp62
-rw-r--r--src/crepe/api/Sprite.cpp20
-rw-r--r--src/crepe/api/Sprite.h123
-rw-r--r--src/crepe/api/Text.cpp12
-rw-r--r--src/crepe/api/Text.h66
-rw-r--r--src/crepe/api/Texture.cpp39
-rw-r--r--src/crepe/api/Texture.h75
-rw-r--r--src/crepe/api/Transform.cpp13
-rw-r--r--src/crepe/api/Transform.h21
-rw-r--r--src/crepe/api/UIObject.cpp8
-rw-r--r--src/crepe/api/UIObject.h25
-rw-r--r--src/crepe/api/Vector2.cpp33
-rw-r--r--src/crepe/api/Vector2.h79
-rw-r--r--src/crepe/api/Vector2.hpp166
-rw-r--r--src/crepe/facade/CMakeLists.txt6
-rw-r--r--src/crepe/facade/DB.cpp14
-rw-r--r--src/crepe/facade/DB.h2
-rw-r--r--src/crepe/facade/EventData.h54
-rw-r--r--src/crepe/facade/Font.cpp21
-rw-r--r--src/crepe/facade/Font.h42
-rw-r--r--src/crepe/facade/FontFacade.cpp43
-rw-r--r--src/crepe/facade/FontFacade.h34
-rw-r--r--src/crepe/facade/SDLContext.cpp408
-rw-r--r--src/crepe/facade/SDLContext.h349
-rw-r--r--src/crepe/facade/Sound.cpp56
-rw-r--r--src/crepe/facade/Sound.h77
-rw-r--r--src/crepe/facade/SoundContext.cpp32
-rw-r--r--src/crepe/facade/SoundContext.h62
-rw-r--r--src/crepe/facade/SoundHandle.h12
-rw-r--r--src/crepe/facade/Texture.cpp29
-rw-r--r--src/crepe/facade/Texture.h69
-rw-r--r--src/crepe/manager/CMakeLists.txt30
-rw-r--r--src/crepe/manager/ComponentManager.cpp99
-rw-r--r--src/crepe/manager/ComponentManager.h252
-rw-r--r--src/crepe/manager/ComponentManager.hpp (renamed from src/crepe/ComponentManager.hpp)94
-rw-r--r--src/crepe/manager/EventManager.cpp (renamed from src/crepe/api/EventManager.cpp)6
-rw-r--r--src/crepe/manager/EventManager.h (renamed from src/crepe/api/EventManager.h)49
-rw-r--r--src/crepe/manager/EventManager.hpp (renamed from src/crepe/api/EventManager.hpp)0
-rw-r--r--src/crepe/manager/LoopTimerManager.cpp91
-rw-r--r--src/crepe/manager/LoopTimerManager.h177
-rw-r--r--src/crepe/manager/Manager.cpp5
-rw-r--r--src/crepe/manager/Manager.h24
-rw-r--r--src/crepe/manager/Mediator.h41
-rw-r--r--src/crepe/manager/ReplayManager.cpp70
-rw-r--r--src/crepe/manager/ReplayManager.h96
-rw-r--r--src/crepe/manager/ResourceManager.cpp30
-rw-r--r--src/crepe/manager/ResourceManager.h78
-rw-r--r--src/crepe/manager/ResourceManager.hpp27
-rw-r--r--src/crepe/manager/SaveManager.cpp (renamed from src/crepe/api/SaveManager.cpp)82
-rw-r--r--src/crepe/manager/SaveManager.h (renamed from src/crepe/api/SaveManager.h)38
-rw-r--r--src/crepe/manager/SceneManager.cpp (renamed from src/crepe/api/SceneManager.cpp)12
-rw-r--r--src/crepe/manager/SceneManager.h (renamed from src/crepe/api/SceneManager.h)15
-rw-r--r--src/crepe/manager/SceneManager.hpp (renamed from src/crepe/api/SceneManager.hpp)12
-rw-r--r--src/crepe/manager/SystemManager.cpp66
-rw-r--r--src/crepe/manager/SystemManager.h85
-rw-r--r--src/crepe/manager/SystemManager.hpp (renamed from src/crepe/api/LoopManager.hpp)22
-rw-r--r--src/crepe/system/AISystem.cpp186
-rw-r--r--src/crepe/system/AISystem.h81
-rw-r--r--src/crepe/system/AnimatorSystem.cpp42
-rw-r--r--src/crepe/system/AnimatorSystem.h8
-rw-r--r--src/crepe/system/AudioSystem.cpp62
-rw-r--r--src/crepe/system/AudioSystem.h51
-rw-r--r--src/crepe/system/CMakeLists.txt10
-rw-r--r--src/crepe/system/CollisionSystem.cpp572
-rw-r--r--src/crepe/system/CollisionSystem.h300
-rw-r--r--src/crepe/system/EventSystem.cpp9
-rw-r--r--src/crepe/system/EventSystem.h21
-rw-r--r--src/crepe/system/InputSystem.cpp209
-rw-r--r--src/crepe/system/InputSystem.h132
-rw-r--r--src/crepe/system/ParticleSystem.cpp112
-rw-r--r--src/crepe/system/ParticleSystem.h32
-rw-r--r--src/crepe/system/PhysicsSystem.cpp131
-rw-r--r--src/crepe/system/PhysicsSystem.h6
-rw-r--r--src/crepe/system/RenderSystem.cpp100
-rw-r--r--src/crepe/system/RenderSystem.h44
-rw-r--r--src/crepe/system/ReplaySystem.cpp54
-rw-r--r--src/crepe/system/ReplaySystem.h44
-rw-r--r--src/crepe/system/ScriptSystem.cpp22
-rw-r--r--src/crepe/system/ScriptSystem.h25
-rw-r--r--src/crepe/system/System.cpp4
-rw-r--r--src/crepe/system/System.h21
-rw-r--r--src/crepe/types.h16
-rw-r--r--src/crepe/util/Log.cpp1
-rw-r--r--src/crepe/util/Log.h21
-rw-r--r--src/crepe/util/OptionalRef.h10
-rw-r--r--src/crepe/util/OptionalRef.hpp7
-rw-r--r--src/crepe/util/dbg.h18
-rw-r--r--src/doc/feature/animator_creation.dox0
-rw-r--r--src/doc/feature/proxy.dox43
-rw-r--r--src/doc/feature/savemgr.dox80
-rw-r--r--src/doc/feature/scene.dox51
-rw-r--r--src/doc/features.dox18
-rw-r--r--src/doc/index.dox7
-rw-r--r--src/doc/internal/component.dox41
-rw-r--r--src/doc/internal/resource.dox12
-rw-r--r--src/doc/internal/style.dox9
-rw-r--r--src/doc/internal/system.dox26
-rw-r--r--src/doc/internals.dox10
-rw-r--r--src/doc/layout.xml31
-rw-r--r--src/doc/style.css8
-rw-r--r--src/example/AITest.cpp90
-rw-r--r--src/example/CMakeLists.txt10
-rw-r--r--src/example/FontExample.cpp55
-rw-r--r--src/example/asset_manager.cpp36
-rw-r--r--src/example/button.cpp41
-rw-r--r--src/example/game.cpp292
-rw-r--r--src/example/gameloop.cpp7
-rw-r--r--src/example/loadfont.cpp49
-rw-r--r--src/example/rendering_particle.cpp102
-rw-r--r--src/example/replay.cpp84
-rw-r--r--src/example/savemgr.cpp44
-rw-r--r--src/test/AssetTest.cpp13
-rw-r--r--src/test/AudioTest.cpp161
-rw-r--r--src/test/CMakeLists.txt15
-rw-r--r--src/test/CollisionTest.cpp392
-rw-r--r--src/test/DBTest.cpp11
-rw-r--r--src/test/ECSTest.cpp286
-rw-r--r--src/test/EventTest.cpp150
-rw-r--r--src/test/InputTest.cpp279
-rw-r--r--src/test/LoopManagerTest.cpp78
-rw-r--r--src/test/LoopTimerTest.cpp97
-rw-r--r--src/test/ParticleTest.cpp140
-rw-r--r--src/test/PhysicsTest.cpp82
-rw-r--r--src/test/Profiling.cpp251
-rw-r--r--src/test/RenderSystemTest.cpp156
-rw-r--r--src/test/ReplayManagerTest.cpp38
-rw-r--r--src/test/ResourceManagerTest.cpp84
-rw-r--r--src/test/SaveManagerTest.cpp51
-rw-r--r--src/test/SceneManagerTest.cpp70
-rw-r--r--src/test/ScriptECSTest.cpp41
-rw-r--r--src/test/ScriptEventTest.cpp50
-rw-r--r--src/test/ScriptSaveManagerTest.cpp35
-rw-r--r--src/test/ScriptSceneTest.cpp30
-rw-r--r--src/test/ScriptTest.cpp166
-rw-r--r--src/test/ScriptTest.h40
-rw-r--r--src/test/Vector2Test.cpp532
-rw-r--r--src/test/main.cpp22
211 files changed, 10399 insertions, 2806 deletions
diff --git a/.gitmodules b/.gitmodules
index bd6e7f7..8155600 100644
--- a/.gitmodules
+++ b/.gitmodules
@@ -26,3 +26,7 @@
path = lib/whereami/lib
url = https://github.com/gpakosz/whereami
shallow = true
+[submodule "lib/fontconfig"]
+ path = lib/fontconfig
+ url = https://gitlab.freedesktop.org/fontconfig/fontconfig.git
+ shallow = true
diff --git a/Doxyfile b/Doxyfile
index f2714cd..07c86d1 100644
--- a/Doxyfile
+++ b/Doxyfile
@@ -17,11 +17,10 @@ GENERATE_LATEX = NO
LAYOUT_FILE = src/doc/layout.xml
TAB_SIZE = 2
-HTML_INDEX_NUM_ENTRIES = 2
+HTML_INDEX_NUM_ENTRIES = 999
HTML_EXTRA_STYLESHEET = src/doc/style.css
SHOW_HEADERFILE = NO
-USE_MDFILE_AS_MAINPAGE = ./readme.md
REPEAT_BRIEF = NO
EXTRACT_STATIC = YES
@@ -29,6 +28,7 @@ HIDE_UNDOC_NAMESPACES = YES
HIDE_UNDOC_CLASSES = YES
QUIET = YES
+WARNINGS = NO
# set these to NO for user-only docs
INTERNAL_DOCS = YES
diff --git a/asset/texture/circle.png b/asset/texture/circle.png
new file mode 100755
index 0000000..0a92ac7
--- /dev/null
+++ b/asset/texture/circle.png
Binary files differ
diff --git a/asset/texture/img.png b/asset/texture/img.png
index 43b1eca..649a3f1 100644
--- a/asset/texture/img.png
+++ b/asset/texture/img.png
Binary files differ
diff --git a/asset/texture/square.png b/asset/texture/square.png
new file mode 100755
index 0000000..d07ec98
--- /dev/null
+++ b/asset/texture/square.png
Binary files differ
diff --git a/asset/texture/test_ap43.png b/asset/texture/test_ap43.png
new file mode 100644
index 0000000..e758ed7
--- /dev/null
+++ b/asset/texture/test_ap43.png
Binary files differ
diff --git a/contributing.md b/contributing.md
index 77a2908..5555892 100644
--- a/contributing.md
+++ b/contributing.md
@@ -17,6 +17,9 @@ that you can click on to open them.
working/compiling version of the project
- Pull requests for new code include either automated tests for the new code or
an explanation as to why the code can not (reliably) be tested
+- Non-bugfix pull requests must be approved by at least 2 reviewers before being
+ merged
+
<!--
- TODO: tagging / versions
-->
@@ -495,6 +498,12 @@ that you can click on to open them.
</td></tr></table></details>
- <details><summary>
Ensure const-correctness
+
+ > [!IMPORTANT]
+ > C-style APIs that work on (possibly internal) references to structs can be
+ > called from const member functions in C++. If the compiler allows you to
+ > mark a function as `const` even though it has side effects, it should
+ > **not** be marked as `const`.
</summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td>
```cpp
@@ -626,15 +635,21 @@ that you can click on to open them.
</summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td>
```cpp
+ void Foo::bar() { }
+
void Foo::set_value(int value) {
this->value = value;
+ this->bar();
}
```
</td><td>
```cpp
+ void Foo::bar() { }
+
void Foo::set_value(int new_value) {
value = new_value;
+ bar();
}
```
</td></tr></table></details>
@@ -795,6 +810,49 @@ that you can click on to open them.
```
</td></tr></table></details>
- Do not implement new classes as singletons
+- <details><summary>
+ Retrieving the first or last indices for iterators with a known or expected
+ size should be done using <code>.front()</code> or <code>.back()</code>
+ instead of by index
+ </summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td>
+
+ ```cpp
+ vector<int> foo = { 1, 2, 3 };
+ int bar = foo.first();
+ ```
+ </td><td>
+
+ ```cpp
+ vector<int> foo = { 1, 2, 3 };
+ int bar = foo[0];
+ ```
+ </td></tr></table></details>
+- <details><summary>
+ Always explicitly check against <code>NULL</code> (for C APIs) or
+ <code>nullptr</code> (for C++ APIs) when checking if a pointer is valid
+ </summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td>
+
+ ```cpp
+ string foo = "Hello world";
+ if (foo.c_str() == nullptr)
+ // ...
+
+ void * bar = malloc();
+ if (bar == NULL)
+ // ...
+ ```
+ </td><td>
+
+ ```cpp
+ string foo = "Hello world";
+ if (!foo.c_str())
+ // ...
+
+ void * bar = malloc();
+ if (!bar)
+ // ...
+ ```
+ </td></tr></table></details>
## CMakeLists-specific
@@ -823,6 +881,11 @@ that you can click on to open them.
parameter of `TEST()` / `TEST_F()` macro)
- Test source files match their suite name (or test fixture name in the case of
tests that use a fixture)
+- Tests that measure time or use delays must be [disabled][gtest-disable] (by
+ prepending `DISABLED_` to the suite or case name).
+
+ These tests will still be compiled, but will only run when the `test_main`
+ binary is run with the `--gtest_also_run_disabled_tests` flag.
# Structure
@@ -842,6 +905,8 @@ that you can click on to open them.
# Documentation
+[Doxygen commands](https://www.doxygen.nl/manual/commands.html)
+
- All documentation is written in U.S. English
- <details><summary>
Doxygen commands are used with a backslash instead of an at-sign.
@@ -927,6 +992,52 @@ that you can click on to open them.
Foo & operator=(Foo &&) = delete;
```
</td></tr></table></details>
+- Do not use markdown headings in Doxygen
+
+## Documenting features
+
+Engine features are small 'building blocks' that the user (game developer) may
+reference when building a game with the engine. Features do not necessarily map
+1-1 to engine components or systems. If a component or system has a single,
+distinct feature it should be named after that feature, not the component or
+system itself.
+
+The sources for these pages are located under `src/doc/feature/`, and have the
+following format:
+
+- A feature description which explains—
+ - the purpose and function of the feature (focus on what it enables or
+ achieves for the user)
+ - additional information about when to implement the feature, such as specific
+ use cases or scenarios
+- A list of 'see also' references to relevant classes and/or types
+- A **minimal** example to demonstrate how the feature is used. The example
+ should be written such that the following is clear to the reader:
+ - Which headers need to be included to utilize the feature
+ - *Why* the example works, not what is happening in the example
+ - Where is this code supposed to be called (e.g. inside scene/script
+ functions)
+ - Which restrictions should be kept in mind (e.g. copy/move semantics, max
+ component instances, speed considerations)
+
+Features should be documented as clear and concise as possible, so the following
+points should be kept in mind:
+
+- <details><summary>
+ If a page expands on an example from another page, directly reference the
+ other page using a cross-reference (`\ref`) in a `\note` block at the top of
+ the page.
+ </summary>
+
+ ```
+ \note This page builds on top of the example shown in \ref feature_script
+ ```
+ </details>
+- When explaining the usage of specific functions, qualify them such that
+ Doxygen is able to add a cross-reference or manually add a reference using the
+ `\ref` command.
+- Users will likely copy-paste examples as-is, so do this yourself to check if
+ the example code actually works!
# Libraries
@@ -934,4 +1045,8 @@ that you can click on to open them.
subdirectory
- When adding new submodules, please set the `shallow` option to `true` in the
[.gitmodules](./.gitmodules) file
+- When adding new libraries, please update the library version table in
+ [readme\.md](./readme.md)
+
+[gtest-disable]: https://google.github.io/googletest/advanced.html#temporarily-disabling-tests
diff --git a/lib/fontconfig b/lib/fontconfig
new file mode 160000
+Subproject 72b9a48f57de6204d99ce1c217b5609ee92ece9
diff --git a/lib/sdl2 b/lib/sdl2
-Subproject c98c4fbff6d8f3016a3ce6685bf8f43433c3efc
+Subproject 9519b9916cd29a14587af0507292f2bd31dd575
diff --git a/lib/sdl_image b/lib/sdl_image
-Subproject 56560190a6c5b5740e5afdce747e2a2bfbf16db
+Subproject abcf63aa71b4e3ac32120fa9870a6500ddcdcc8
diff --git a/lib/sdl_ttf b/lib/sdl_ttf
-Subproject a3d0895c1b60c41ff9e85d9203ddd7485c014da
+Subproject 4a318f8dfaa1bb6f10e0c5e54052e25d3c7f344
diff --git a/readme.md b/readme.md
index d309b30..373c682 100644
--- a/readme.md
+++ b/readme.md
@@ -33,6 +33,7 @@ This project uses the following libraries
|Google Test (`GTest`)|1.15.2|
|Berkeley DB (`libdb`)|5.3.21|
|Where Am I?|(latest git `master` version)
+|fontconfig|2.15.0|
> [!NOTE]
> Most of these libraries are likely available from your package manager if you
diff --git a/src/CMakeLists.txt b/src/CMakeLists.txt
index c3f29da..696856c 100644
--- a/src/CMakeLists.txt
+++ b/src/CMakeLists.txt
@@ -9,10 +9,12 @@ project(crepe C CXX)
find_package(SDL2 REQUIRED)
find_package(SDL2_image REQUIRED)
+find_package(SDL2_ttf REQUIRED)
find_package(SoLoud REQUIRED)
find_package(GTest REQUIRED)
find_package(whereami REQUIRED)
find_library(BERKELEY_DB db)
+find_library(FONTCONFIG_LIB fontconfig)
add_library(crepe SHARED)
add_executable(test_main EXCLUDE_FROM_ALL)
@@ -24,9 +26,11 @@ target_include_directories(crepe
target_link_libraries(crepe
PRIVATE soloud
PUBLIC SDL2
+ PUBLIC SDL2_ttf
PUBLIC SDL2_image
PUBLIC ${BERKELEY_DB}
PUBLIC whereami
+ PUBLIC ${FONTCONFIG_LIB}
)
add_subdirectory(crepe)
@@ -40,5 +44,6 @@ install(
target_link_libraries(test_main
PRIVATE gtest
+ PRIVATE gmock
PUBLIC crepe
)
diff --git a/src/crepe/CMakeLists.txt b/src/crepe/CMakeLists.txt
index 7e176e7..6cbb9fe 100644
--- a/src/crepe/CMakeLists.txt
+++ b/src/crepe/CMakeLists.txt
@@ -1,21 +1,21 @@
target_sources(crepe PUBLIC
Particle.cpp
- ComponentManager.cpp
Component.cpp
Collider.cpp
+ Resource.cpp
)
target_sources(crepe PUBLIC FILE_SET HEADERS FILES
- ComponentManager.h
- ComponentManager.hpp
Component.h
Collider.h
ValueBroker.h
ValueBroker.hpp
+ Resource.h
)
add_subdirectory(api)
add_subdirectory(facade)
+add_subdirectory(manager)
add_subdirectory(system)
add_subdirectory(util)
diff --git a/src/crepe/Collider.cpp b/src/crepe/Collider.cpp
index bbec488..77e11c8 100644
--- a/src/crepe/Collider.cpp
+++ b/src/crepe/Collider.cpp
@@ -2,4 +2,4 @@
using namespace crepe;
-Collider::Collider(game_object_id_t id) : Component(id) {}
+Collider::Collider(game_object_id_t id, const vec2 & offset) : Component(id), offset(offset) {}
diff --git a/src/crepe/Collider.h b/src/crepe/Collider.h
index 827f83d..42ccfd4 100644
--- a/src/crepe/Collider.h
+++ b/src/crepe/Collider.h
@@ -1,14 +1,23 @@
#pragma once
#include "Component.h"
+#include "types.h"
namespace crepe {
class Collider : public Component {
public:
- Collider(game_object_id_t id);
+ Collider(game_object_id_t id, const vec2 & offset);
- int size;
+public:
+ /**
+ * \brief Offset of the collider relative to the rigidbody position.
+ *
+ * The `offset` defines the positional shift applied to the collider relative to the position of the rigidbody it is attached to.
+ * This allows the collider to be placed at a different position than the rigidbody.
+ *
+ */
+ vec2 offset;
};
} // namespace crepe
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 dc17721..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 {
@@ -8,7 +10,7 @@ class ComponentManager;
/**
* \brief Base class for all components
- *
+ *
* This class is the base class for all components. It provides a common interface for all
* components.
*/
@@ -16,7 +18,12 @@ class Component {
public:
//! Whether the component is active
bool active = true;
- //! The id of the GameObject this component belongs to
+ /**
+ * \brief The id of the GameObject this component belongs to
+ *
+ * \note Only systems are supposed to use this member, but since friend
+ * relations aren't inherited this needs to be public.
+ */
const game_object_id_t game_object_id;
protected:
@@ -24,14 +31,36 @@ protected:
* \param id The id of the GameObject this component belongs to
*/
Component(game_object_id_t id);
- //! Only the ComponentManager can create components
+ //! Only ComponentManager can create components
friend class ComponentManager;
- 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/ComponentManager.cpp b/src/crepe/ComponentManager.cpp
deleted file mode 100644
index e310577..0000000
--- a/src/crepe/ComponentManager.cpp
+++ /dev/null
@@ -1,34 +0,0 @@
-#include "api/GameObject.h"
-#include "util/Log.h"
-
-#include "ComponentManager.h"
-
-using namespace crepe;
-using namespace std;
-
-ComponentManager::ComponentManager() { dbg_trace(); }
-ComponentManager::~ComponentManager() { dbg_trace(); }
-
-void ComponentManager::delete_all_components_of_id(game_object_id_t id) {
- // Loop through all the types (in the unordered_map<>)
- for (auto & [type, componentArray] : this->components) {
- // Make sure that the id (that we are looking for) is within the boundaries of the vector<>
- if (id < componentArray.size()) {
- // Clear the components at this specific id
- componentArray[id].clear();
- }
- }
-}
-
-void ComponentManager::delete_all_components() {
- this->components.clear();
- this->next_id = 0;
-}
-
-GameObject ComponentManager::new_object(const string & name, const string & tag,
- const Vector2 & position, double rotation,
- double scale) {
- GameObject object{*this, this->next_id, name, tag, position, rotation, scale};
- this->next_id++;
- return object;
-}
diff --git a/src/crepe/ComponentManager.h b/src/crepe/ComponentManager.h
deleted file mode 100644
index 0956d1e..0000000
--- a/src/crepe/ComponentManager.h
+++ /dev/null
@@ -1,148 +0,0 @@
-#pragma once
-
-#include <memory>
-#include <typeindex>
-#include <unordered_map>
-#include <vector>
-
-#include "api/Vector2.h"
-
-#include "Component.h"
-#include "types.h"
-
-namespace crepe {
-
-class GameObject;
-
-/**
- * \brief Manages all components
- *
- * This class manages all components. It provides methods to add, delete and get components.
- */
-class ComponentManager {
- // TODO: This relation should be removed! I (loek) believe that the scene manager should
- // create/destroy components because the GameObject's are stored in concrete Scene classes,
- // which will in turn call GameObject's destructor, which will in turn call
- // ComponentManager::delete_components_by_id or something. This is a pretty major change, so
- // here is a comment and temporary fix instead :tada:
- friend class SceneManager;
-
-public:
- ComponentManager(); // dbg_trace
- ~ComponentManager(); // dbg_trace
-
- /**
- * \brief Create a new game object using the component manager
- *
- * \param name Metadata::name (required)
- * \param tag Metadata::tag (optional, empty by default)
- * \param position Transform::position (optional, origin by default)
- * \param rotation Transform::rotation (optional, 0 by default)
- * \param scale Transform::scale (optional, 1 by default)
- *
- * \returns GameObject interface
- *
- * \note This method automatically assigns a new entity ID
- */
- GameObject new_object(const std::string & name, const std::string & tag = "",
- const Vector2 & position = {0, 0}, double rotation = 0,
- double scale = 1);
-
-protected:
- /**
- * GameObject is used as an interface to add/remove components, and the game programmer is
- * supposed to use it instead of interfacing with the component manager directly.
- */
- friend class GameObject;
- /**
- * \brief Add a component to the ComponentManager
- *
- * This method adds a component to the ComponentManager. The component is created with the
- * given arguments and added to the ComponentManager.
- *
- * \tparam T The type of the component
- * \tparam Args The types of the arguments
- * \param id The id of the GameObject this component belongs to
- * \param args The arguments to create the component
- * \return The created component
- */
- template <typename T, typename... Args>
- T & add_component(game_object_id_t id, Args &&... args);
- /**
- * \brief Delete all components of a specific type and id
- *
- * This method deletes all components of a specific type and id.
- *
- * \tparam T The type of the component
- * \param id The id of the GameObject this component belongs to
- */
- template <typename T>
- void delete_components_by_id(game_object_id_t id);
- /**
- * \brief Delete all components of a specific type
- *
- * This method deletes all components of a specific type.
- *
- * \tparam T The type of the component
- */
- template <typename T>
- void delete_components();
- /**
- * \brief Delete all components of a specific id
- *
- * This method deletes all components of a specific id.
- *
- * \param id The id of the GameObject this component belongs to
- */
- void delete_all_components_of_id(game_object_id_t id);
- /**
- * \brief Delete all components
- *
- * This method deletes all components.
- */
- void delete_all_components();
-
-public:
- /**
- * \brief Get all components of a specific type and id
- *
- * This method gets all components of a specific type and id.
- *
- * \tparam T The type of the component
- * \param id The id of the GameObject this component belongs to
- * \return A vector of all components of the specific type and id
- */
- template <typename T>
- RefVector<T> get_components_by_id(game_object_id_t id) const;
- /**
- * \brief Get all components of a specific type
- *
- * This method gets all components of a specific type.
- *
- * \tparam T The type of the component
- * \return A vector of all components of the specific type
- */
- template <typename T>
- RefVector<T> get_components_by_type() const;
-
-private:
- /**
- * \brief The components
- *
- * This unordered_map stores all components. The key is the type of the component and the
- * value is a vector of vectors of unique pointers to the components.
- *
- * Every component type has its own vector of vectors of unique pointers to the components.
- * The first vector is for the ids of the GameObjects and the second vector is for the
- * components (because a GameObject might have multiple components).
- */
- std::unordered_map<std::type_index, std::vector<std::vector<std::unique_ptr<Component>>>>
- components;
-
- //! ID of next GameObject allocated by \c ComponentManager::new_object
- game_object_id_t next_id = 0;
-};
-
-} // namespace crepe
-
-#include "ComponentManager.hpp"
diff --git a/src/crepe/Particle.cpp b/src/crepe/Particle.cpp
index 1068cbf..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 Vector2 & position, const Vector2 & 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 Vector2 & position, const Vector2
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 19859fe..ee0cd66 100644
--- a/src/crepe/Particle.h
+++ b/src/crepe/Particle.h
@@ -2,7 +2,7 @@
#include <cstdint>
-#include "api/Vector2.h"
+#include "types.h"
namespace crepe {
@@ -14,23 +14,21 @@ 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.
- Vector2 position;
+ vec2 position;
//! Velocity vector indicating the speed and direction of the particle.
- Vector2 velocity;
+ vec2 velocity;
//! Accumulated force affecting the particle over time.
- Vector2 force_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.
@@ -43,15 +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 Vector2 & position, const Vector2 & 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/Resource.cpp b/src/crepe/Resource.cpp
new file mode 100644
index 0000000..85913ed
--- /dev/null
+++ b/src/crepe/Resource.cpp
@@ -0,0 +1,6 @@
+#include "Resource.h"
+#include "manager/Mediator.h"
+
+using namespace crepe;
+
+Resource::Resource(const Asset & asset, Mediator & mediator) {}
diff --git a/src/crepe/Resource.h b/src/crepe/Resource.h
new file mode 100644
index 0000000..d65206b
--- /dev/null
+++ b/src/crepe/Resource.h
@@ -0,0 +1,30 @@
+#pragma once
+
+namespace crepe {
+
+class ResourceManager;
+class Asset;
+class Mediator;
+
+/**
+ * \brief Resource interface
+ *
+ * Resource is an interface class used to represent a (deserialized) game resource (e.g.
+ * textures, sounds). Resources are always created from \ref Asset "assets" by ResourceManager.
+ *
+ * The game programmer has the ability to use the ResourceManager to keep instances of concrete
+ * resources between scenes, preventing them from being reinstantiated during a scene
+ * transition.
+ */
+class Resource {
+public:
+ Resource(const Asset & src, Mediator & mediator);
+ virtual ~Resource() = default;
+
+ Resource(const Resource &) = delete;
+ Resource(Resource &&) = delete;
+ Resource & operator=(const Resource &) = delete;
+ Resource & operator=(Resource &&) = delete;
+};
+
+} // namespace crepe
diff --git a/src/crepe/api/AI.cpp b/src/crepe/api/AI.cpp
new file mode 100644
index 0000000..2195249
--- /dev/null
+++ b/src/crepe/api/AI.cpp
@@ -0,0 +1,89 @@
+#include <stdexcept>
+#include <type_traits>
+
+#include "AI.h"
+#include "types.h"
+
+namespace crepe {
+
+AI::AI(game_object_id_t id, float max_force) : Component(id), max_force(max_force) {}
+
+void AI::make_circle_path(float radius, const vec2 & center, float start_angle,
+ bool clockwise) {
+ if (radius <= 0) {
+ throw std::runtime_error("Radius must be greater than 0");
+ }
+
+ // The step size is determined by the radius (step size is in radians)
+ float step = RADIUS_TO_STEP / radius;
+ // Force at least MIN_STEP steps (in case of a small radius)
+ if (step > 2 * M_PI / MIN_STEP) {
+ step = 2 * M_PI / MIN_STEP;
+ }
+ // The path node distance is determined by the step size and the radius
+ this->path_node_distance = radius * step * PATH_NODE_DISTANCE_FACTOR;
+
+ if (clockwise) {
+ for (float i = start_angle; i < 2 * M_PI + start_angle; i += step) {
+ path.push_back(vec2{static_cast<float>(center.x + radius * cos(i)),
+ static_cast<float>(center.y + radius * sin(i))});
+ }
+ } else {
+ for (float i = start_angle; i > start_angle - 2 * M_PI; i -= step) {
+ path.push_back(vec2{static_cast<float>(center.x + radius * cos(i)),
+ static_cast<float>(center.y + radius * sin(i))});
+ }
+ }
+}
+
+void AI::make_oval_path(float radius_x, float radius_y, const vec2 & center, float start_angle,
+ bool clockwise, float rotation) {
+ if (radius_x <= 0 && radius_y <= 0) {
+ throw std::runtime_error("Radius must be greater than 0");
+ }
+
+ float max_radius = std::max(radius_x, radius_y);
+ // The step size is determined by the radius (step size is in radians)
+ float step = RADIUS_TO_STEP / max_radius;
+ // Force at least MIN_STEP steps (in case of a small radius)
+ if (step > 2 * M_PI / MIN_STEP) {
+ step = 2 * M_PI / MIN_STEP;
+ }
+ // The path node distance is determined by the step size and the radius
+ this->path_node_distance = max_radius * step * PATH_NODE_DISTANCE_FACTOR;
+
+ std::function<vec2(vec2, vec2)> rotate_point = [rotation](vec2 point, vec2 center) {
+ float s = sin(rotation);
+ float c = cos(rotation);
+
+ // Translate point back to origin
+ point.x -= center.x;
+ point.y -= center.y;
+
+ // Rotate point
+ float xnew = point.x * c - point.y * s;
+ float ynew = point.x * s + point.y * c;
+
+ // Translate point back
+ point.x = xnew + center.x;
+ point.y = ynew + center.y;
+
+ return point;
+ };
+
+ if (clockwise) {
+ for (float i = start_angle; i < 2 * M_PI + start_angle; i += step) {
+ vec2 point = {static_cast<float>(center.x + radius_x * cos(i)),
+ static_cast<float>(center.y + radius_y * sin(i))};
+ path.push_back(rotate_point(point, center));
+ }
+ } else {
+ for (float i = start_angle; i > start_angle - 2 * M_PI; i -= step) {
+ vec2 point = {static_cast<float>(center.x + radius_x * cos(i)),
+ static_cast<float>(center.y + radius_y * sin(i))};
+ path.push_back(rotate_point(point, center));
+ }
+ }
+}
+
+} // namespace crepe
diff --git a/src/crepe/api/AI.h b/src/crepe/api/AI.h
new file mode 100644
index 0000000..c780a91
--- /dev/null
+++ b/src/crepe/api/AI.h
@@ -0,0 +1,128 @@
+#pragma once
+
+#include "Component.h"
+#include "types.h"
+
+namespace crepe {
+
+/**
+ * \brief The AI component is used to control the movement of an entity using AI.
+ *
+ * The AI component can be used to control the movement of an entity. The AI component can be used
+ * to implement different behaviors such as seeking, fleeing, arriving, and path following.
+ */
+class AI : public Component {
+public:
+ //! The different types of behaviors that can be used
+ enum BehaviorTypeMask {
+ SEEK = 0x00002,
+ FLEE = 0x00004,
+ ARRIVE = 0x00008,
+ PATH_FOLLOW = 0x00010,
+ };
+
+public:
+ /**
+ * \param id The id of the game object
+ * \param max_force The maximum force that can be applied to the entity
+ */
+ AI(game_object_id_t id, float max_force);
+
+ /**
+ * \brief Check if a behavior is on (aka activated)
+ *
+ * \param behavior The behavior to check
+ * \return true if the behavior is on, false otherwise
+ */
+ bool on(BehaviorTypeMask behavior) const { return (flags & behavior); }
+ //! Turn on the seek behavior
+ void seek_on() { flags |= SEEK; }
+ //! Turn off the seek behavior
+ void seek_off() { flags &= ~SEEK; }
+ //! Turn on the flee behavior
+ void flee_on() { flags |= FLEE; }
+ //! Turn off the flee behavior
+ void flee_off() { flags &= ~FLEE; }
+ //! Turn on the arrive behavior
+ void arrive_on() { flags |= ARRIVE; }
+ //! Turn off the arrive behavior
+ void arrive_off() { flags &= ~ARRIVE; }
+ //! Turn on the path follow behavior
+ void path_follow_on() { flags |= PATH_FOLLOW; }
+ //! Turn off the path follow behavior
+ void path_follow_off() { flags &= ~PATH_FOLLOW; }
+
+ /**
+ * \brief Add a path node (for the path following behavior)
+ *
+ * \note The path is not relative to the entity's position (it is an absolute path)
+ *
+ * \param node The path node to add
+ */
+ void add_path_node(const vec2 & node) { path.push_back(node); }
+ /**
+ * \brief Make a circle path (for the path following behavior)
+ *
+ * \note The path is not relative to the entity's position (it is an absolute path)
+ *
+ * \param radius The radius of the circle (in game units)
+ * \param center The center of the circle (in game units)
+ * \param start_angle The start angle of the circle (in radians)
+ * \param clockwise The direction of the circle
+ */
+ void make_circle_path(float radius, const vec2 & center = {0, 0}, float start_angle = 0,
+ bool clockwise = true);
+ /**
+ * \brief Make an oval path (for the path following behavior)
+ *
+ * \note The path is not relative to the entity's position (it is an absolute path)
+ *
+ * \param radius_x The x radius of the oval (in game units)
+ * \param radius_y The y radius of the oval (in game units)
+ * \param center The center of the oval (in game units)
+ * \param start_angle The start angle of the oval (in radians)
+ * \param clockwise The direction of the oval
+ * \param rotation The rotation of the oval (in radians)
+ */
+ void make_oval_path(float radius_x, float radius_y, const vec2 & center = {0, 0},
+ float start_angle = 0, bool clockwise = true, float rotation = 0);
+
+public:
+ //! The maximum force that can be applied to the entity (higher values will make the entity adjust faster)
+ float max_force;
+
+ //! The target to seek at
+ vec2 seek_target;
+ //! The target to arrive at
+ vec2 arrive_target;
+ //! The target to flee from
+ vec2 flee_target;
+ //! The distance at which the entity will start to flee from the target
+ float square_flee_panic_distance = 200.0f * 200.0f;
+ //! The deceleration rate for the arrive behavior (higher values will make the entity decelerate faster (less overshoot))
+ float arrive_deceleration = 40.0f;
+ //! The path to follow (for the path following behavior)
+ std::vector<vec2> path;
+ //! The distance from the path node at which the entity will move to the next node (automatically set by make_circle_path())
+ float path_node_distance = 400.0f;
+ //! Looping behavior for the path
+ bool path_loop = true;
+
+private:
+ //! The flags for the behaviors
+ int flags = 0;
+ //! The current path index
+ size_t path_index = 0;
+
+ //! The AISystem is the only class that should access the flags and path_index variables
+ friend class AISystem;
+
+ //! The minimum amount of steps for the path following behavior
+ static constexpr int MIN_STEP = 16;
+ //! The radius to step size ratio for the path following behavior
+ static constexpr float RADIUS_TO_STEP = 400.0f;
+ //! The path node distance factor for the path following behavior
+ static constexpr float PATH_NODE_DISTANCE_FACTOR = 0.75f;
+};
+
+} // namespace crepe
diff --git a/src/crepe/api/Animator.cpp b/src/crepe/api/Animator.cpp
index 464b0fd..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"
@@ -7,18 +7,51 @@
using namespace crepe;
-Animator::Animator(game_object_id_t id, Sprite & ss, int row, int col, int col_animator)
+Animator::Animator(game_object_id_t id, Sprite & spritesheet, const ivec2 & single_frame_size,
+ const uvec2 & grid_size, const Animator::Data & data)
: Component(id),
- spritesheet(ss),
- row(row),
- col(col) {
+ spritesheet(spritesheet),
+ grid_size(grid_size),
+ data(data) {
dbg_trace();
- animator_rect = spritesheet.sprite_rect;
- animator_rect.h /= col;
- animator_rect.w /= row;
- animator_rect.x = 0;
- animator_rect.y = col_animator * animator_rect.h;
- this->active = false;
+ this->spritesheet.mask.w = single_frame_size.x;
+ this->spritesheet.mask.h = single_frame_size.y;
+ this->spritesheet.mask.x = 0;
+ this->spritesheet.mask.y = 0;
+
+ this->spritesheet.aspect_ratio
+ = static_cast<float>(single_frame_size.x) / single_frame_size.y;
}
+
Animator::~Animator() { dbg_trace(); }
+
+void Animator::loop() { this->data.looping = true; }
+
+void Animator::play() { this->active = true; }
+
+void Animator::pause() { this->active = false; }
+
+void Animator::stop() {
+ this->active = false;
+ this->data.col = 0;
+ this->data.row = 0;
+}
+void Animator::set_fps(int fps) { this->data.fps = fps; }
+
+void Animator::set_cycle_range(int start, int end) {
+ this->data.cycle_start = start, this->data.cycle_end = end;
+}
+
+void Animator::set_anim(int col) {
+ Animator::Data & ctx = this->data;
+ this->spritesheet.mask.x = ctx.row = 0;
+ ctx.col = col;
+ this->spritesheet.mask.y = ctx.col * this->spritesheet.mask.h;
+}
+
+void Animator::next_anim() {
+ Animator::Data & ctx = this->data;
+ ctx.row = ctx.row++ % this->grid_size.x;
+ this->spritesheet.mask.x = ctx.row * this->spritesheet.mask.w;
+}
diff --git a/src/crepe/api/Animator.h b/src/crepe/api/Animator.h
index 53f4b91..5918800 100644
--- a/src/crepe/api/Animator.h
+++ b/src/crepe/api/Animator.h
@@ -1,5 +1,7 @@
#pragma once
+#include "../types.h"
+
#include "Component.h"
#include "Sprite.h"
@@ -16,62 +18,87 @@ class SDLContext;
* sheet. It can be used to play animations, loop them, or stop them.
*/
class Animator : public Component {
+public:
+ struct Data {
+ //! frames per second for animation
+ unsigned int fps = 1;
+ //! The current col being animated.
+ unsigned int col = 0;
+ //! The current row being animated.
+ unsigned int row = 0;
+ //! should the animation loop
+ bool looping = false;
+ //! starting frame for cycling
+ unsigned int cycle_start = 0;
+ //! end frame for cycling (-1 = use last frame)
+ int cycle_end = -1;
+ };
public:
- //TODO: need to implement this
+ //! Animator will repeat the animation
void loop();
+ //! starts the animation
+ void play();
+ //! pauses the animation
+ void pause();
+ /**
+ * \brief stops the animation
+ *
+ * sets the active on false and resets all the current rows and columns
+ */
void stop();
+ /**
+ * \brief set frames per second
+ *
+ * \param fps frames per second
+ */
+ void set_fps(int fps);
+ /**
+ * \brief set the range in the row
+ *
+ * \param start of row animation
+ * \param end of row animation
+ */
+ void set_cycle_range(int start, int end);
+ /**
+ * \brief select which column to animate from
+ *
+ * \param col animation column
+ */
+ void set_anim(int col);
+ //! will go to the next animaiton of current row
+ void next_anim();
public:
/**
* \brief Constructs an Animator object that will control animations for a sprite sheet.
*
* \param id The unique identifier for the component, typically assigned automatically.
- * \param spritesheet A reference to the Sprite object which holds the sprite sheet for
- * animation.
- * \param row The maximum number of rows in the sprite sheet.
- * \param col The maximum number of columns in the sprite sheet.
- * \param col_animate The specific col index of the sprite sheet to animate. This allows
- * selecting which col to animate from multiple col in the sheet.
+ * \param spritesheet the reference to the spritesheet
+ * \param single_frame_size the width and height in pixels of a single frame inside the
+ * spritesheet
+ * \param grid_size the max rows and columns inside the given spritesheet
+ * \param data extra animation data for more control
*
* This constructor sets up the Animator with the given parameters, and initializes the
* animation system.
*/
- Animator(uint32_t id, Sprite & spritesheet, int row, int col, int col_animate);
-
+ Animator(game_object_id_t id, Sprite & spritesheet, const ivec2 & single_frame_size,
+ const uvec2 & grid_size, const Animator::Data & data);
~Animator(); // dbg_trace
- Animator(const Animator &) = delete;
- Animator(Animator &&) = delete;
- Animator & operator=(const Animator &) = delete;
- Animator & operator=(Animator &&) = delete;
+
+public:
+ Animator::Data data;
private:
- //! A reference to the Sprite sheet containing the animation frames.
+ //! A reference to the Sprite sheet containing.
Sprite & spritesheet;
- //! The maximum number of columns in the sprite sheet.
- const int col;
-
- //! The maximum number of rows in the sprite sheet.
- const int row;
-
- //! The current col being animated.
- int curr_col = 0;
+ //! The maximum number of rows and columns inside the spritesheet
+ const uvec2 grid_size;
- //! The current row being animated.
- int curr_row = 0;
-
- Rect animator_rect;
-
- //TODO: Is this necessary?
- //int fps;
-
-private:
- //! AnimatorSystem adjust the private member parameters of Animator;
- friend class AnimatorSystem;
-
- //! SDLContext reads the Animator member var's
- friend class SDLContext;
+ //! Uses the spritesheet
+ friend AnimatorSystem;
};
+
} // namespace crepe
-//
diff --git a/src/crepe/api/AssetManager.cpp b/src/crepe/api/AssetManager.cpp
deleted file mode 100644
index 3925758..0000000
--- a/src/crepe/api/AssetManager.cpp
+++ /dev/null
@@ -1,17 +0,0 @@
-#include "util/Log.h"
-
-#include "AssetManager.h"
-
-using namespace crepe;
-
-AssetManager & AssetManager::get_instance() {
- static AssetManager instance;
- return instance;
-}
-
-AssetManager::~AssetManager() {
- dbg_trace();
- this->asset_cache.clear();
-}
-
-AssetManager::AssetManager() { dbg_trace(); }
diff --git a/src/crepe/api/AssetManager.h b/src/crepe/api/AssetManager.h
deleted file mode 100644
index fee6780..0000000
--- a/src/crepe/api/AssetManager.h
+++ /dev/null
@@ -1,62 +0,0 @@
-#pragma once
-
-#include <any>
-#include <memory>
-#include <string>
-#include <unordered_map>
-
-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:
- AssetManager();
- virtual ~AssetManager();
-
-public:
- AssetManager(const AssetManager &) = delete;
- AssetManager(AssetManager &&) = delete;
- 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:
- /**
- * \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
-
-#include "AssetManager.hpp"
diff --git a/src/crepe/api/AssetManager.hpp b/src/crepe/api/AssetManager.hpp
deleted file mode 100644
index 1c0e978..0000000
--- a/src/crepe/api/AssetManager.hpp
+++ /dev/null
@@ -1,22 +0,0 @@
-#pragma once
-
-#include "AssetManager.h"
-
-namespace crepe {
-
-template <typename asset>
-std::shared_ptr<asset> AssetManager::cache(const std::string & file_path, bool reload) {
- auto it = asset_cache.find(file_path);
-
- if (!reload && it != asset_cache.end()) {
- return std::any_cast<std::shared_ptr<asset>>(it->second);
- }
-
- std::shared_ptr<asset> new_asset = std::make_shared<asset>(file_path.c_str());
-
- asset_cache[file_path] = new_asset;
-
- return new_asset;
-}
-
-} // namespace crepe
diff --git a/src/crepe/api/AudioSource.cpp b/src/crepe/api/AudioSource.cpp
new file mode 100644
index 0000000..7b05cb1
--- /dev/null
+++ b/src/crepe/api/AudioSource.cpp
@@ -0,0 +1,15 @@
+#include "AudioSource.h"
+
+using namespace crepe;
+using namespace std;
+
+AudioSource::AudioSource(game_object_id_t id, const Asset & src)
+ : Component(id),
+ source(src) {}
+
+void AudioSource::play(bool looping) {
+ this->loop = looping;
+ this->oneshot_play = true;
+}
+
+void AudioSource::stop() { this->oneshot_stop = true; }
diff --git a/src/crepe/api/AudioSource.h b/src/crepe/api/AudioSource.h
new file mode 100644
index 0000000..b20e490
--- /dev/null
+++ b/src/crepe/api/AudioSource.h
@@ -0,0 +1,74 @@
+#pragma once
+
+#include "../Component.h"
+#include "../facade/SoundHandle.h"
+#include "../types.h"
+
+#include "Asset.h"
+#include "GameObject.h"
+
+namespace crepe {
+
+class AudioSystem;
+
+//! Audio source component
+class AudioSource : public Component {
+ //! AudioSource components are handled by AudioSystem
+ friend class AudioSystem;
+
+protected:
+ /**
+ * \param source Sound sample to load
+ */
+ AudioSource(game_object_id_t id, const Asset & source);
+ //! Only ComponentManager creates components
+ friend class ComponentManager;
+
+public:
+ // std::unique_ptr needs to be able to destoy this component
+ virtual ~AudioSource() = default;
+
+public:
+ //! Start this audio source
+ void play(bool looping = false);
+ //! Stop this audio source
+ void stop();
+
+public:
+ //! Play when this component becomes active
+ bool play_on_awake = false;
+ //! Repeat the current audio clip during playback
+ bool loop = false;
+ //! Normalized volume (0.0 - 1.0)
+ float volume = 1.0;
+
+private:
+ //! This audio source's clip
+ const Asset source;
+
+ /**
+ * \name One-shot state variables
+ *
+ * These variables trigger function calls when set to true, and are unconditionally reset on
+ * every system update.
+ *
+ * \{
+ */
+ //! Play this sample
+ bool oneshot_play = false;
+ //! Stop this sample
+ bool oneshot_stop = false;
+ //! \}
+ /**
+ * \name State diffing variables
+ * \{
+ */
+ typeof(active) last_active = false;
+ typeof(volume) last_volume = volume;
+ typeof(loop) last_loop = loop;
+ //! \}
+ //! This source's voice handle
+ SoundHandle voice{};
+};
+
+} // namespace crepe
diff --git a/src/crepe/api/BehaviorScript.cpp b/src/crepe/api/BehaviorScript.cpp
index 7bbace0..af7572c 100644
--- a/src/crepe/api/BehaviorScript.cpp
+++ b/src/crepe/api/BehaviorScript.cpp
@@ -4,12 +4,12 @@
using namespace crepe;
-BehaviorScript::BehaviorScript(game_object_id_t id, ComponentManager & mgr)
+BehaviorScript::BehaviorScript(game_object_id_t id, Mediator & mediator)
: Component(id),
- component_manager(mgr) {}
+ mediator(mediator) {}
template <>
BehaviorScript & GameObject::add_component<BehaviorScript>() {
- ComponentManager & mgr = this->component_manager;
- return mgr.add_component<BehaviorScript>(this->id, mgr);
+ ComponentManager & mgr = this->mediator.component_manager;
+ return mgr.add_component<BehaviorScript>(this->id, this->mediator);
}
diff --git a/src/crepe/api/BehaviorScript.h b/src/crepe/api/BehaviorScript.h
index d556fe5..3909b96 100644
--- a/src/crepe/api/BehaviorScript.h
+++ b/src/crepe/api/BehaviorScript.h
@@ -23,14 +23,13 @@ class BehaviorScript : public Component {
protected:
/**
* \param id Parent \c GameObject id
- * \param component_manager Reference to component manager (passed through to \c Script
- * instance)
+ * \param mediator Mediator reference
*
* \note Calls to this constructor (should) always pass through \c GameObject::add_component,
* which has an exception for this specific component type. This was done so the user does
* not have to pass references used within \c Script to each \c BehaviorScript instance.
*/
- BehaviorScript(game_object_id_t id, ComponentManager & component_manager);
+ BehaviorScript(game_object_id_t id, Mediator & mediator);
//! Only ComponentManager is allowed to instantiate BehaviorScript
friend class ComponentManager;
@@ -55,8 +54,8 @@ protected:
friend class ScriptSystem;
protected:
- //! Reference to component manager (passed to Script)
- ComponentManager & component_manager;
+ //! Reference mediator
+ Mediator & mediator;
};
/**
diff --git a/src/crepe/api/BehaviorScript.hpp b/src/crepe/api/BehaviorScript.hpp
index bd59337..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"
@@ -11,16 +9,13 @@ namespace crepe {
template <class T, typename... Args>
BehaviorScript & BehaviorScript::set_script(Args &&... args) {
- dbg_trace();
static_assert(std::is_base_of<Script, T>::value);
- Script * s = new T(std::forward<Args>(args)...);
+ this->script = std::unique_ptr<Script>(new T(std::forward<Args>(args)...));
- s->game_object_id = this->game_object_id;
- s->active = this->active;
- s->component_manager = this->component_manager;
- s->event_manager = EventManager::get_instance();
+ this->script->game_object_id = this->game_object_id;
+ this->script->active = this->active;
+ this->script->mediator = this->mediator;
- this->script = std::unique_ptr<Script>(s);
return *this;
}
diff --git a/src/crepe/api/BoxCollider.cpp b/src/crepe/api/BoxCollider.cpp
new file mode 100644
index 0000000..a893d41
--- /dev/null
+++ b/src/crepe/api/BoxCollider.cpp
@@ -0,0 +1,10 @@
+#include "BoxCollider.h"
+
+#include "../Collider.h"
+
+using namespace crepe;
+
+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
new file mode 100644
index 0000000..d643e7f
--- /dev/null
+++ b/src/crepe/api/BoxCollider.h
@@ -0,0 +1,23 @@
+#pragma once
+
+#include "../Collider.h"
+#include "Vector2.h"
+#include "types.h"
+
+namespace crepe {
+
+/**
+ * \brief A class representing a box-shaped collider.
+ *
+ * This class is used for collision detection with other colliders (e.g., CircleCollider).
+ */
+class BoxCollider : public Collider {
+public:
+ 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;
+};
+
+} // namespace crepe
diff --git a/src/crepe/api/Button.cpp b/src/crepe/api/Button.cpp
new file mode 100644
index 0000000..40153c9
--- /dev/null
+++ b/src/crepe/api/Button.cpp
@@ -0,0 +1,8 @@
+#include "Button.h"
+
+namespace crepe {
+
+Button::Button(game_object_id_t id, const vec2 & dimensions, const vec2 & offset)
+ : UIObject(id, dimensions, offset) {}
+
+} // namespace crepe
diff --git a/src/crepe/api/Button.h b/src/crepe/api/Button.h
new file mode 100644
index 0000000..d42527e
--- /dev/null
+++ b/src/crepe/api/Button.h
@@ -0,0 +1,48 @@
+#pragma once
+
+#include <functional>
+
+#include "Event.h"
+#include "UIObject.h"
+
+namespace crepe {
+
+/**
+ * \brief Button component.
+ *
+ * This component creates a clickable surface at the transform location with the specified width and height.
+ *
+ * The Button can be used in scripts by subscribing a EventHandler to the following events:
+ * - ButtonPressEvent
+ * - ButtonEnterEvent
+ * - ButtonExitEvent
+ * \see EventManager
+ *
+ */
+class Button : public UIObject {
+public:
+ /**
+ * \brief Constructs a Button with the specified game object ID and dimensions.
+ *
+ * \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
+ */
+ Button(game_object_id_t id, const vec2 & dimensions, const vec2 & offset);
+ /**
+ * \brief Get the maximum number of instances for this component
+ *
+ * Since the button Event transfers the GameObject Metadata it will be the same for each button so only one button is allowed per GameObject
+ *
+ * \return 1
+ */
+ virtual int get_instances_max() const { return 1; }
+
+private:
+ //! friend relation hover variable
+ friend class InputSystem;
+ //! Indicates whether the mouse is currently hovering over the button
+ bool hover = false;
+};
+
+} // namespace crepe
diff --git a/src/crepe/api/CMakeLists.txt b/src/crepe/api/CMakeLists.txt
index 602ab52..2bee3fb 100644
--- a/src/crepe/api/CMakeLists.txt
+++ b/src/crepe/api/CMakeLists.txt
@@ -1,34 +1,31 @@
target_sources(crepe PUBLIC
- # AudioSource.cpp
+ AudioSource.cpp
BehaviorScript.cpp
GameObject.cpp
Rigidbody.cpp
ParticleEmitter.cpp
Transform.cpp
Color.cpp
- Texture.cpp
- AssetManager.cpp
Sprite.cpp
- SaveManager.cpp
Config.cpp
Metadata.cpp
- Scene.cpp
- SceneManager.cpp
- Vector2.cpp
Camera.cpp
Animator.cpp
- EventManager.cpp
- IKeyListener.cpp
- IMouseListener.cpp
- LoopManager.cpp
- LoopTimer.cpp
+ BoxCollider.cpp
+ CircleCollider.cpp
+ Engine.cpp
Asset.cpp
EventHandler.cpp
Script.cpp
+ Button.cpp
+ UIObject.cpp
+ AI.cpp
+ Text.cpp
+ Scene.cpp
)
target_sources(crepe PUBLIC FILE_SET HEADERS FILES
- # AudioSource.h
+ AudioSource.h
BehaviorScript.h
Config.h
Script.h
@@ -38,25 +35,23 @@ target_sources(crepe PUBLIC FILE_SET HEADERS FILES
Rigidbody.h
Sprite.h
Vector2.h
+ Vector2.hpp
Color.h
- Texture.h
- AssetManager.h
- AssetManager.hpp
- SaveManager.h
Scene.h
+ Scene.hpp
Metadata.h
- SceneManager.h
- SceneManager.hpp
Camera.h
Animator.h
- EventManager.h
- EventManager.hpp
+ BoxCollider.h
+ CircleCollider.h
EventHandler.h
EventHandler.hpp
Event.h
- IKeyListener.h
- IMouseListener.h
- LoopManager.h
- LoopTimer.h
+ Engine.h
+ Engine.hpp
Asset.h
+ Button.h
+ UIObject.h
+ AI.h
+ Text.h
)
diff --git a/src/crepe/api/Camera.cpp b/src/crepe/api/Camera.cpp
index 5835bdd..19a3296 100644
--- a/src/crepe/api/Camera.cpp
+++ b/src/crepe/api/Camera.cpp
@@ -1,14 +1,17 @@
-#include "util/Log.h"
+#include "util/dbg.h"
#include "Camera.h"
-#include "Color.h"
#include "Component.h"
+#include "types.h"
using namespace crepe;
-Camera::Camera(game_object_id_t id, const Color & bg_color)
+Camera::Camera(game_object_id_t id, const ivec2 & screen, const vec2 & viewport_size,
+ const Data & data)
: Component(id),
- bg_color(bg_color) {
+ 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 e0cda34..54d9a73 100644
--- a/src/crepe/api/Camera.h
+++ b/src/crepe/api/Camera.h
@@ -2,6 +2,7 @@
#include "Color.h"
#include "Component.h"
+#include "types.h"
namespace crepe {
@@ -13,40 +14,54 @@ namespace crepe {
* position, and zoom level. It controls what part of the game world is visible on the screen.
*/
class Camera : public Component {
+public:
+ struct Data {
+ /**
+ * \bg_color background color of the game
+ *
+ * This will make the background the same color as the given value.
+ */
+ const Color bg_color = Color::BLACK;
+
+ /**
+ * \zoom Zooming level of the game
+ *
+ * zoom = 1 --> no zoom.
+ * zoom < 1 --> zoom out
+ * zoom > 1 --> zoom in
+ */
+ double zoom = 1;
+
+ //! offset postion from the game object transform component
+ vec2 postion_offset;
+ };
public:
/**
* \brief Constructs a Camera with the specified ID and background color.
* \param id Unique identifier for the camera component.
- * \param bg_color Background color for the camera view.
+ * \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 Color & bg_color);
+ Camera(game_object_id_t id, const ivec2 & screen, const vec2 & viewport_size,
+ const Camera::Data & data);
~Camera(); // dbg_trace only
public:
- //! Background color of the camera view.
- Color bg_color;
-
- //! Aspect ratio height for the camera.
- double aspect_height = 480;
-
- //! Aspect ratio width for the camera.
- double aspect_width = 640;
-
- //! X-coordinate of the camera position.
- double x = 0.0;
+ Camera::Data data;
- //! Y-coordinate of the camera position.
- double y = 0.0;
+ //! screen the display size in pixels ( output resolution )
+ const ivec2 screen;
- //! Zoom level of the camera view.
- double zoom = 1.0;
+ //! viewport is the area of the world visible through the camera (in world units)
+ const vec2 viewport_size;
public:
/**
* \brief Gets the maximum number of camera instances allowed.
* \return Maximum instance count as an integer.
*/
- virtual int get_instances_max() const { return 10; }
+ virtual int get_instances_max() const { return 1; }
};
} // namespace crepe
diff --git a/src/crepe/api/CircleCollider.cpp b/src/crepe/api/CircleCollider.cpp
new file mode 100644
index 0000000..90ab5e7
--- /dev/null
+++ b/src/crepe/api/CircleCollider.cpp
@@ -0,0 +1,8 @@
+#include "CircleCollider.h"
+
+using namespace crepe;
+
+CircleCollider::CircleCollider(game_object_id_t game_object_id, float radius,
+ const vec2 & offset)
+ : Collider(game_object_id, offset),
+ radius(radius) {}
diff --git a/src/crepe/api/CircleCollider.h b/src/crepe/api/CircleCollider.h
index e77a592..22da836 100644
--- a/src/crepe/api/CircleCollider.h
+++ b/src/crepe/api/CircleCollider.h
@@ -1,14 +1,23 @@
#pragma once
+
+#include "Vector2.h"
+
#include "../Collider.h"
namespace crepe {
+/**
+ * \brief A class representing a circle-shaped collider.
+ *
+ * This class is used for collision detection with other colliders (e.g., BoxCollider).
+ */
class CircleCollider : public Collider {
public:
- CircleCollider(game_object_id_t game_object_id, int radius)
- : Collider(game_object_id),
- radius(radius) {}
- int radius;
+ CircleCollider(game_object_id_t game_object_id, float radius,
+ const vec2 & offset = {0, 0});
+
+ //! Radius of the circle collider.
+ float radius;
};
} // namespace crepe
diff --git a/src/crepe/api/Config.h b/src/crepe/api/Config.h
index 13eabd1..6b9e3ca 100644
--- a/src/crepe/api/Config.h
+++ b/src/crepe/api/Config.h
@@ -1,7 +1,11 @@
#pragma once
+#include <string>
+
#include "../util/Log.h"
+#include "types.h"
+
namespace crepe {
/**
@@ -11,21 +15,10 @@ namespace crepe {
* modified *before* execution is handed over from the game programmer to the engine (i.e. the
* main loop is started).
*/
-class Config {
-public:
+struct Config final {
//! Retrieve handle to global Config instance
static Config & get_instance();
-private:
- Config() = default;
-
- // singleton
- Config(const Config &) = delete;
- Config(Config &&) = delete;
- Config & operator=(const Config &) = delete;
- Config & operator=(Config &&) = delete;
-
-public:
//! Logging-related settings
struct {
/**
@@ -60,9 +53,16 @@ public:
*
* Gravity value of game.
*/
- double gravity = 1;
+ 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;
+
//! Asset loading options
struct {
/**
@@ -76,6 +76,28 @@ public:
*/
std::string root_pattern = ".crepe-root";
} asset;
+ //! Default font options
+ struct {
+ /**
+ * \brief Default font size
+ *
+ * Using the SDL_ttf library the font size needs to be set when loading the font.
+ * This config option is the font size at which all fonts will be loaded initially.
+ *
+ */
+ unsigned int size = 16;
+ } font;
+ //! 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 {
+ //! Max amount of simultanious voices
+ unsigned int voices = 32;
+ } audio;
};
} // namespace crepe
diff --git a/src/crepe/api/Engine.cpp b/src/crepe/api/Engine.cpp
new file mode 100644
index 0000000..2e9d35a
--- /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 (this->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..700a0cd
--- /dev/null
+++ b/src/crepe/api/Engine.h
@@ -0,0 +1,81 @@
+#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;
+
+ //! SystemManager
+ SystemManager system_manager{mediator};
+
+ //! SDLContext instance
+ SDLContext sdl_context{mediator};
+
+ //! Resource manager instance
+ ResourceManager resource_manager{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};
+ //! Save manager instance
+ SaveManager save_manager{mediator};
+ //! ReplayManager instance
+ ReplayManager replay_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 b267e3e..8e38280 100644
--- a/src/crepe/api/Event.h
+++ b/src/crepe/api/Event.h
@@ -3,6 +3,8 @@
#include <string>
+#include "types.h"
+
#include "KeyCodes.h"
namespace crepe {
@@ -38,11 +40,8 @@ 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 in world coordinates (game units).
+ vec2 mouse_pos = {0, 0};
//! The mouse button that was pressed.
MouseButton button = MouseButton::NONE;
@@ -53,11 +52,8 @@ 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 in world coordinates (game units).
+ vec2 mouse_pos = {0, 0};
//! The mouse button that was clicked.
MouseButton button = MouseButton::NONE;
@@ -68,11 +64,8 @@ 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 in world coordinates (game units).
+ vec2 mouse_pos = {0, 0};
//! The mouse button that was released.
MouseButton button = MouseButton::NONE;
@@ -83,30 +76,79 @@ public:
*/
class MouseMoveEvent : public Event {
public:
- //! X-coordinate of the mouse position at the time of the event.
- int mouse_x = 0;
+ //! mouse position in world coordinates (game units).
+ vec2 mouse_pos = {0, 0};
+ //! The change in mouse position relative to the last position (in pixels).
+ ivec2 mouse_delta = {0, 0};
+};
- //! Y-coordinate of the mouse position at the time of the event.
- int mouse_y = 0;
+/**
+ * \brief Event triggered when the mouse is moved.
+ */
+class MouseScrollEvent : public Event {
+public:
+ //! mouse position in world coordinates (game units) 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).
+ float scroll_delta = 0;
};
/**
- * \brief Event triggered during a collision between objects.
+ * \brief Event triggered to indicate the application is shutting down.
*/
-class CollisionEvent : public Event {};
+class ShutDownEvent : public Event {};
/**
- * \brief Event triggered when text is submitted, e.g., from a text input.
+ * \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 TextSubmitEvent : public Event {
+class WindowExposeEvent : public Event {};
+
+/**
+ * \brief Event triggered to indicate the window is resized.
+ */
+class WindowResizeEvent : public Event {
public:
- //! The submitted text.
- std::string text = "";
+ //! new window dimensions
+ ivec2 dimensions = {0, 0};
};
/**
- * \brief Event triggered to indicate the application is shutting down.
+ * \brief Event triggered to indicate the window is moved.
*/
-class ShutDownEvent : public Event {};
+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/EventHandler.h b/src/crepe/api/EventHandler.h
index ef659fd..7bb501b 100644
--- a/src/crepe/api/EventHandler.h
+++ b/src/crepe/api/EventHandler.h
@@ -8,12 +8,12 @@
namespace crepe {
/**
* \brief A type alias for an event handler function.
- *
- * The EventHandler is a std::function that takes an EventType reference and returns a boolean value
+ *
+ * The EventHandler is a std::function that takes an EventType reference and returns a boolean value
* indicating whether the event is handled.
- *
+ *
* \tparam EventType The type of event this handler will handle.
- *
+ *
* Returning \c false from an event handler results in the event being propogated to other listeners for the same event type, while returning \c true stops propogation altogether.
*/
template <typename EventType>
@@ -22,70 +22,70 @@ using EventHandler = std::function<bool(const EventType & e)>;
/**
* \class IEventHandlerWrapper
* \brief An abstract base class for event handler wrappers.
- *
+ *
* This class provides the interface for handling events. Derived classes must implement the
* `call()` method to process events
*/
class IEventHandlerWrapper {
public:
/**
- * \brief Virtual destructor for IEventHandlerWrapper.
- */
+ * \brief Virtual destructor for IEventHandlerWrapper.
+ */
virtual ~IEventHandlerWrapper() = default;
/**
- * \brief Executes the handler with the given event.
- *
- * This method calls the `call()` method of the derived class, passing the event to the handler.
- *
- * \param e The event to be processed.
- * \return A boolean value indicating whether the event is handled.
- */
+ * \brief Executes the handler with the given event.
+ *
+ * This method calls the `call()` method of the derived class, passing the event to the handler.
+ *
+ * \param e The event to be processed.
+ * \return A boolean value indicating whether the event is handled.
+ */
bool exec(const Event & e);
private:
/**
- * \brief The method responsible for handling the event.
- *
- * This method is implemented by derived classes to process the event.
- *
- * \param e The event to be processed.
- * \return A boolean value indicating whether the event is handled.
- */
+ * \brief The method responsible for handling the event.
+ *
+ * This method is implemented by derived classes to process the event.
+ *
+ * \param e The event to be processed.
+ * \return A boolean value indicating whether the event is handled.
+ */
virtual bool call(const Event & e) = 0;
};
/**
* \class EventHandlerWrapper
* \brief A wrapper for event handler functions.
- *
- * This class wraps an event handler function of a specific event type. It implements the
- * `call()` and `get_type()` methods to allow the handler to be executed and its type to be
+ *
+ * This class wraps an event handler function of a specific event type. It implements the
+ * `call()` and `get_type()` methods to allow the handler to be executed and its type to be
* queried.
- *
+ *
* \tparam EventType The type of event this handler will handle.
*/
template <typename EventType>
class EventHandlerWrapper : public IEventHandlerWrapper {
public:
/**
- * \brief Constructs an EventHandlerWrapper with a given handler.
- *
- * The constructor takes an event handler function and stores it in the wrapper.
- *
- * \param handler The event handler function.
- */
+ * \brief Constructs an EventHandlerWrapper with a given handler.
+ *
+ * The constructor takes an event handler function and stores it in the wrapper.
+ *
+ * \param handler The event handler function.
+ */
explicit EventHandlerWrapper(const EventHandler<EventType> & handler);
private:
/**
- * \brief Calls the stored event handler with the event.
- *
- * This method casts the event to the appropriate type and calls the handler.
- *
- * \param e The event to be handled.
- * \return A boolean value indicating whether the event is handled.
- */
+ * \brief Calls the stored event handler with the event.
+ *
+ * This method casts the event to the appropriate type and calls the handler.
+ *
+ * \param e The event to be handled.
+ * \return A boolean value indicating whether the event is handled.
+ */
bool call(const Event & e) override;
//! The event handler function.
EventHandler<EventType> handler;
diff --git a/src/crepe/api/EventHandler.hpp b/src/crepe/api/EventHandler.hpp
index 391dcca..050e57e 100644
--- a/src/crepe/api/EventHandler.hpp
+++ b/src/crepe/api/EventHandler.hpp
@@ -1,3 +1,5 @@
+#pragma once
+
#include <typeindex>
#include "EventHandler.h"
diff --git a/src/crepe/api/GameObject.cpp b/src/crepe/api/GameObject.cpp
index 4874426..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 Vector2 & 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);
@@ -30,3 +27,9 @@ void GameObject::set_parent(const GameObject & parent) {
RefVector<Metadata> parent_metadata = mgr.get_components_by_id<Metadata>(parent.id);
parent_metadata.at(0).get().children.push_back(this->id);
}
+
+void GameObject::set_persistent(bool persistent) {
+ 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 34ef8bb..572ce3a 100644
--- a/src/crepe/api/GameObject.h
+++ b/src/crepe/api/GameObject.h
@@ -2,16 +2,17 @@
#include <string>
-#include "Vector2.h"
#include "types.h"
namespace crepe {
-class ComponentManager;
+class Mediator;
+class Transform;
+class Metadata;
/**
* \brief Represents a GameObject
- *
+ *
* This class represents a GameObject. The GameObject class is only used as an interface for
* the game programmer. The actual implementation is done in the ComponentManager.
*/
@@ -20,8 +21,8 @@ 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
@@ -29,29 +30,36 @@ 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 Vector2 & 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
- *
+ *
* This method sets the parent of this GameObject. It sets the parent in the Metadata
* component of this GameObject and adds this GameObject to the children list of the parent
* GameObject.
- *
+ *
* \param parent The parent GameObject
*/
void set_parent(const GameObject & parent);
/**
* \brief Add a component to the GameObject
- *
+ *
* This method adds a component to the GameObject. It forwards the arguments to the
* ComponentManager.
- *
+ *
* \tparam T The type of the component
* \tparam Args The types of the arguments
* \param args The arguments to create the component
@@ -59,13 +67,18 @@ public:
*/
template <typename T, typename... Args>
T & add_component(Args &&... args);
-
-public:
- //! The id of the GameObject
- const game_object_id_t id;
+ /**
+ * \brief Components will not be deleted if this method is called
+ *
+ * This method sets the persistent flag of the GameObject to true. If the persistent
+ * flag is set to true, the GameObject will not be deleted when the scene is changed.
+ *
+ * \param persistent The persistent flag
+ */
+ void set_persistent(bool persistent = true);
protected:
- ComponentManager & component_manager;
+ Mediator & mediator;
};
} // namespace crepe
diff --git a/src/crepe/api/GameObject.hpp b/src/crepe/api/GameObject.hpp
index 17b17d7..69f7d73 100644
--- a/src/crepe/api/GameObject.hpp
+++ b/src/crepe/api/GameObject.hpp
@@ -1,6 +1,6 @@
#pragma once
-#include "../ComponentManager.h"
+#include "../manager/ComponentManager.h"
#include "GameObject.h"
@@ -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/IKeyListener.cpp b/src/crepe/api/IKeyListener.cpp
deleted file mode 100644
index 8642655..0000000
--- a/src/crepe/api/IKeyListener.cpp
+++ /dev/null
@@ -1,19 +0,0 @@
-#include "IKeyListener.h"
-
-using namespace crepe;
-
-// Constructor with specified channel
-IKeyListener::IKeyListener(event_channel_t channel)
- : event_manager(EventManager::get_instance()) {
- this->press_id = event_manager.subscribe<KeyPressEvent>(
- [this](const KeyPressEvent & event) { return this->on_key_pressed(event); }, channel);
- this->release_id = event_manager.subscribe<KeyReleaseEvent>(
- [this](const KeyReleaseEvent & event) { return this->on_key_released(event); },
- channel);
-}
-
-// Destructor, unsubscribe events
-IKeyListener::~IKeyListener() {
- event_manager.unsubscribe(this->press_id);
- event_manager.unsubscribe(this->release_id);
-}
diff --git a/src/crepe/api/IKeyListener.h b/src/crepe/api/IKeyListener.h
deleted file mode 100644
index 328a4c2..0000000
--- a/src/crepe/api/IKeyListener.h
+++ /dev/null
@@ -1,49 +0,0 @@
-#pragma once
-
-#include "Event.h"
-#include "EventHandler.h"
-#include "EventManager.h"
-
-namespace crepe {
-
-/**
- * \class IKeyListener
- * \brief Interface for keyboard event handling in the application.
- */
-class IKeyListener {
-public:
- /**
- * \brief Constructs an IKeyListener with a specified channel.
- * \param channel The channel ID for event handling.
- */
- IKeyListener(event_channel_t channel = EventManager::CHANNEL_ALL);
- virtual ~IKeyListener();
- IKeyListener(const IKeyListener &) = delete;
- IKeyListener & operator=(const IKeyListener &) = delete;
- IKeyListener & operator=(IKeyListener &&) = delete;
- IKeyListener(IKeyListener &&) = delete;
-
- /**
- * \brief Pure virtual function to handle key press events.
- * \param event The key press event to handle.
- * \return True if the event was handled, false otherwise.
- */
- virtual bool on_key_pressed(const KeyPressEvent & event) = 0;
-
- /**
- * \brief Pure virtual function to handle key release events.
- * \param event The key release event to handle.
- * \return True if the event was handled, false otherwise.
- */
- virtual bool on_key_released(const KeyReleaseEvent & event) = 0;
-
-private:
- //! Key press event id
- subscription_t press_id = -1;
- //! Key release event id
- subscription_t release_id = -1;
- //! EventManager reference
- EventManager & event_manager;
-};
-
-} // namespace crepe
diff --git a/src/crepe/api/IMouseListener.cpp b/src/crepe/api/IMouseListener.cpp
deleted file mode 100644
index 989aeb3..0000000
--- a/src/crepe/api/IMouseListener.cpp
+++ /dev/null
@@ -1,29 +0,0 @@
-#include "IMouseListener.h"
-
-using namespace crepe;
-
-IMouseListener::IMouseListener(event_channel_t channel)
- : event_manager(EventManager::get_instance()) {
- this->click_id = event_manager.subscribe<MouseClickEvent>(
- [this](const MouseClickEvent & event) { return this->on_mouse_clicked(event); },
- channel);
-
- this->press_id = event_manager.subscribe<MousePressEvent>(
- [this](const MousePressEvent & event) { return this->on_mouse_pressed(event); },
- channel);
-
- this->release_id = event_manager.subscribe<MouseReleaseEvent>(
- [this](const MouseReleaseEvent & event) { return this->on_mouse_released(event); },
- channel);
-
- this->move_id = event_manager.subscribe<MouseMoveEvent>(
- [this](const MouseMoveEvent & event) { return this->on_mouse_moved(event); }, channel);
-}
-
-IMouseListener::~IMouseListener() {
- // Unsubscribe event handlers
- event_manager.unsubscribe(this->click_id);
- event_manager.unsubscribe(this->press_id);
- event_manager.unsubscribe(this->release_id);
- event_manager.unsubscribe(this->move_id);
-}
diff --git a/src/crepe/api/IMouseListener.h b/src/crepe/api/IMouseListener.h
deleted file mode 100644
index 15e1619..0000000
--- a/src/crepe/api/IMouseListener.h
+++ /dev/null
@@ -1,72 +0,0 @@
-#pragma once
-
-#include "Event.h"
-#include "EventHandler.h"
-#include "EventManager.h"
-
-namespace crepe {
-
-/**
- * \class IMouseListener
- * \brief Interface for mouse event handling in the application.
- */
-class IMouseListener {
-public:
- /**
- * \brief Constructs an IMouseListener with a specified channel.
- * \param channel The channel ID for event handling.
- */
- IMouseListener(event_channel_t channel = EventManager::CHANNEL_ALL);
- virtual ~IMouseListener();
- IMouseListener & operator=(const IMouseListener &) = delete;
- IMouseListener(const IMouseListener &) = delete;
- IMouseListener & operator=(const IMouseListener &&) = delete;
- IMouseListener(IMouseListener &&) = delete;
-
- /**
- * \brief Move assignment operator (deleted).
- */
- IMouseListener & operator=(IMouseListener &&) = delete;
-
- /**
- * \brief Handles a mouse click event.
- * \param event The mouse click event to handle.
- * \return True if the event was handled, false otherwise.
- */
- virtual bool on_mouse_clicked(const MouseClickEvent & event) = 0;
-
- /**
- * \brief Handles a mouse press event.
- * \param event The mouse press event to handle.
- * \return True if the event was handled, false otherwise.
- */
- virtual bool on_mouse_pressed(const MousePressEvent & event) = 0;
-
- /**
- * \brief Handles a mouse release event.
- * \param event The mouse release event to handle.
- * \return True if the event was handled, false otherwise.
- */
- virtual bool on_mouse_released(const MouseReleaseEvent & event) = 0;
-
- /**
- * \brief Handles a mouse move event.
- * \param event The mouse move event to handle.
- * \return True if the event was handled, false otherwise.
- */
- virtual bool on_mouse_moved(const MouseMoveEvent & event) = 0;
-
-private:
- //! Mouse click event id
- subscription_t click_id = -1;
- //! Mouse press event id
- subscription_t press_id = -1;
- //! Mouse release event id
- subscription_t release_id = -1;
- //! Mouse move event id
- subscription_t move_id = -1;
- //! EventManager reference
- EventManager & event_manager;
-};
-
-} //namespace crepe
diff --git a/src/crepe/api/KeyCodes.h b/src/crepe/api/KeyCodes.h
index 9e173e0..1b9573a 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.
@@ -85,9 +89,9 @@ enum class Keycode {
PRINT_SCREEN = 283, //!< Print Screen key.
PAUSE = 284, //!< Pause key.
/**
- * \name Function keys (F1-F25).
- * \{
- */
+ * \name Function keys (F1-F25).
+ * \{
+ */
F1 = 290,
F2 = 291,
F3 = 292,
@@ -115,9 +119,9 @@ enum class Keycode {
F25 = 314,
/// \}
/**
- * \name Keypad digits and operators.
- * \{
- */
+ * \name Keypad digits and operators.
+ * \{
+ */
KP0 = 320,
KP1 = 321,
KP2 = 322,
@@ -137,9 +141,9 @@ enum class Keycode {
KP_EQUAL = 336,
/// \}
/**
- * \name Modifier keys.
- * \{
- */
+ * \name Modifier keys.
+ * \{
+ */
LEFT_SHIFT = 340,
LEFT_CONTROL = 341,
LEFT_ALT = 342,
@@ -151,3 +155,6 @@ enum class Keycode {
/// \}
MENU = 348, //!< Menu key.
};
+//! Typedef for keyboard state.
+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
deleted file mode 100644
index a64366f..0000000
--- a/src/crepe/api/LoopManager.cpp
+++ /dev/null
@@ -1,69 +0,0 @@
-#include "../facade/SDLContext.h"
-
-#include "../system/AnimatorSystem.h"
-#include "../system/CollisionSystem.h"
-#include "../system/ParticleSystem.h"
-#include "../system/PhysicsSystem.h"
-#include "../system/RenderSystem.h"
-#include "../system/ScriptSystem.h"
-
-#include "LoopManager.h"
-#include "LoopTimer.h"
-
-using namespace crepe;
-using namespace std;
-
-LoopManager::LoopManager() {
- this->load_system<AnimatorSystem>();
- this->load_system<CollisionSystem>();
- this->load_system<ParticleSystem>();
- this->load_system<PhysicsSystem>();
- this->load_system<RenderSystem>();
- this->load_system<ScriptSystem>();
-}
-
-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) {
- this->get_system<RenderSystem>().update();
- }
-}
-
-void LoopManager::update() { LoopTimer & timer = LoopTimer::get_instance(); }
diff --git a/src/crepe/api/LoopManager.h b/src/crepe/api/LoopManager.h
deleted file mode 100644
index 13e6dac..0000000
--- a/src/crepe/api/LoopManager.h
+++ /dev/null
@@ -1,119 +0,0 @@
-#pragma once
-
-#include <memory>
-
-#include "../ComponentManager.h"
-#include "../system/System.h"
-#include "api/SceneManager.h"
-
-namespace crepe {
-
-/**
- * \brief Main game loop manager
- *
- * This class is responsible for managing the game loop, including initialization and updating.
- */
-class LoopManager {
-public:
- void start();
- LoopManager();
-
- /**
- * \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 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;
-
-private:
- //! Component manager instance
- ComponentManager component_manager{};
- //! Scene manager instance
- SceneManager scene_manager{component_manager};
-
-private:
- /**
- * \brief Collection of System instances
- *
- * This map holds System instances indexed by the system's class typeid. It is filled in the
- * constructor of \c LoopManager using LoopManager::load_system.
- */
- std::unordered_map<std::type_index, std::unique_ptr<System>> systems;
- /**
- * \brief Initialize a system
- * \tparam T System type (must be derivative of \c System)
- */
- template <class T>
- void load_system();
- /**
- * \brief Retrieve a reference to ECS system
- * \tparam T System type
- * \returns Reference to system instance
- * \throws std::runtime_error if the System is not initialized
- */
- template <class T>
- T & get_system();
-};
-
-} // namespace crepe
-
-#include "LoopManager.hpp"
diff --git a/src/crepe/api/LoopTimer.cpp b/src/crepe/api/LoopTimer.cpp
deleted file mode 100644
index a9800b7..0000000
--- a/src/crepe/api/LoopTimer.cpp
+++ /dev/null
@@ -1,79 +0,0 @@
-#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
deleted file mode 100644
index f277d7b..0000000
--- a/src/crepe/api/LoopTimer.h
+++ /dev/null
@@ -1,144 +0,0 @@
-#pragma once
-
-#include <chrono>
-
-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.h b/src/crepe/api/Metadata.h
index 235d42f..f404703 100644
--- a/src/crepe/api/Metadata.h
+++ b/src/crepe/api/Metadata.h
@@ -9,7 +9,7 @@ namespace crepe {
/**
* \brief Metadata component
- *
+ *
* This class represents the Metadata component. It stores the name, tag, parent and children
* of a GameObject.
*/
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 33112e1..1edd2b5 100644
--- a/src/crepe/api/ParticleEmitter.h
+++ b/src/crepe/api/ParticleEmitter.h
@@ -1,10 +1,14 @@
#pragma once
+#include <cmath>
#include <vector>
+#include "system/ParticleSystem.h"
+#include "system/RenderSystem.h"
+
#include "Component.h"
#include "Particle.h"
-#include "Vector2.h"
+#include "types.h"
namespace crepe {
@@ -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
- Vector2 offset;
+ 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.
*
@@ -42,32 +49,28 @@ public:
* and the sprite used for rendering particles.
*/
struct Data {
- //! position of the emitter
- Vector2 position;
+ //! offset of the emitter relative to transform
+ vec2 offset;
//! 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)
- Vector2 force_over_time;
+ 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.cpp b/src/crepe/api/Rigidbody.cpp
index 6b87695..8213afb 100644
--- a/src/crepe/api/Rigidbody.cpp
+++ b/src/crepe/api/Rigidbody.cpp
@@ -6,10 +6,8 @@ crepe::Rigidbody::Rigidbody(game_object_id_t id, const Data & data)
: Component(id),
data(data) {}
-void crepe::Rigidbody::add_force_linear(const Vector2 & force) {
+void crepe::Rigidbody::add_force_linear(const vec2 & force) {
this->data.linear_velocity += force;
}
-void crepe::Rigidbody::add_force_angular(double force) {
- this->data.angular_velocity += force;
-}
+void crepe::Rigidbody::add_force_angular(float force) { this->data.angular_velocity += force; }
diff --git a/src/crepe/api/Rigidbody.h b/src/crepe/api/Rigidbody.h
index 3e5c7a3..6900295 100644
--- a/src/crepe/api/Rigidbody.h
+++ b/src/crepe/api/Rigidbody.h
@@ -1,14 +1,17 @@
#pragma once
+#include <cmath>
+#include <set>
+
#include "../Component.h"
-#include "Vector2.h"
+#include "types.h"
namespace crepe {
/**
* \brief Rigidbody class
- *
+ *
* This class is used by the physics sytem and collision system. It configures how to system
* interact with the gameobject for movement and collisions.
*/
@@ -16,7 +19,7 @@ class Rigidbody : public Component {
public:
/**
* \brief BodyType enum
- *
+ *
* This enum provides three bodytypes the physics sytem and collision system use.
*/
enum class BodyType {
@@ -29,54 +32,118 @@ public:
};
/**
* \brief PhysicsConstraints to constrain movement
- *
+ *
* This struct configures the movement constraint for this object. If a constraint is enabled
* the systems will not move the object.
*/
struct PhysicsConstraints {
- //! X constraint
+ //! Prevent movement along X axis
bool x = false;
- //! Y constraint
+ //! Prevent movement along Y axis
bool y = false;
- //! rotation constraint
+ //! Prevent rotation
bool rotation = false;
};
public:
- /**
+ /**
* \brief struct for Rigidbody data
- *
+ *
* This struct holds the data for the Rigidbody.
*/
struct Data {
//! objects mass
- double mass = 0.0;
- //! gravtiy scale
- double gravity_scale = 0.0;
- //! Changes if physics apply
+ float mass = 1;
+ /**
+ * \brief Gravity scale factor.
+ *
+ * The `gravity_scale` controls how much gravity affects the object. It is a multiplier applied to the default
+ * gravity force, allowing for fine-grained control over how the object responds to gravity.
+ *
+ */
+ float gravity_scale = 0;
+
+ //! Defines the type of the physics body, which determines how the physics system interacts with the object.
BodyType body_type = BodyType::DYNAMIC;
- //! linear velocity of object
- Vector2 linear_velocity;
- //! maximum linear velocity of object
- Vector2 max_linear_velocity;
- //! linear damping of object
- Vector2 linear_damping;
- //! angular velocity of object
- double angular_velocity = 0.0;
- //! max angular velocity of object
- double max_angular_velocity = 0.0;
- //! angular damping of object
- double angular_damping = 0.0;
- //! movements constraints of object
+
+ /**
+ * \name Linear (positional) motion
+ *
+ * These variables define the linear motion (movement along the position) of an object.
+ * The linear velocity is applied to the object's position in each update of the PhysicsSystem.
+ * The motion is affected by the object's linear velocity, its maximum velocity, and a coefficient
+ * that can scale the velocity over time.
+ *
+ * \{
+ */
+ //! Linear velocity of the object (speed and direction).
+ vec2 linear_velocity;
+ //! Maximum linear velocity of the object. This limits the object's speed.
+ float max_linear_velocity = INFINITY;
+ //! Linear velocity coefficient. This scales the object's velocity for adjustment or damping.
+ vec2 linear_velocity_coefficient = {1, 1};
+ //! \}
+
+ /**
+ * \name Angular (rotational) motion
+ *
+ * These variables define the angular motion (rotation) of an object.
+ * The angular velocity determines how quickly the object rotates, while the maximum angular velocity
+ * sets a limit on the rotation speed. The angular velocity coefficient applies damping or scaling
+ * to the angular velocity, which can be used to simulate friction or other effects that slow down rotation.
+ *
+ * \{
+ */
+ //! Angular velocity of the object, representing the rate of rotation (in degrees).
+ float angular_velocity = 0;
+ //! Maximum angular velocity of the object. This limits the maximum rate of rotation.
+ float max_angular_velocity = INFINITY;
+ //! Angular velocity coefficient. This scales the object's angular velocity, typically used for damping.
+ float angular_velocity_coefficient = 1;
+ //! \}
+
+ /**
+ * \brief Movement constraints for an object.
+ *
+ * The `PhysicsConstraints` struct defines the constraints that restrict an object's movement
+ * in certain directions or prevent rotation. These constraints effect only the physics system
+ * to prevent the object from moving or rotating in specified ways.
+ *
+ */
PhysicsConstraints constraints;
- //! if gravity applies
- bool use_gravity = true;
- //! if object bounces
- bool bounce = false;
+
+ /**
+ * \brief Elasticity factor of the material (bounce factor).
+ *
+ * The `elasticity_coefficient` controls how much of the object's velocity is retained after a collision.
+ * It represents the material's ability to bounce or recover velocity upon impact. The coefficient is a value
+ * above 0.0.
+ *
+ */
+ float elastisity_coefficient = 0.0;
+
+ /**
+ * \brief Offset of all colliders relative to the object's transform position.
+ *
+ * The `offset` defines a positional shift applied to all colliders associated with the object, relative to the object's
+ * transform position. This allows for the colliders to be placed at a different position than the object's actual
+ * position, without modifying the object's transform itself.
+ *
+ */
+ vec2 offset;
+
+ /**
+ * \brief Defines the collision layers of a GameObject.
+ *
+ * The `collision_layers` specifies the layers that the GameObject will collide with.
+ * 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 = {0};
};
public:
- /**
+ /**
* \param game_object_id id of the gameobject the rigibody is added to.
* \param data struct to configure the rigidbody.
*/
@@ -85,18 +152,27 @@ public:
Data data;
public:
- /**
+ /**
* \brief add a linear force to the Rigidbody.
- *
+ *
* \param force Vector2 that is added to the linear force.
*/
- void add_force_linear(const Vector2 & force);
- /**
+ void add_force_linear(const vec2 & force);
+ /**
* \brief add a angular force to the Rigidbody.
- *
+ *
* \param force Vector2 that is added to the angular force.
*/
- void add_force_angular(double force);
+ void add_force_angular(float force);
+
+protected:
+ /**
+ * Ensures there is at most one Rigidbody component per entity.
+ * \return Always returns 1, indicating this constraint.
+ */
+ virtual int get_instances_max() const { return 1; }
+ //! ComponentManager instantiates all components
+ friend class ComponentManager;
};
} // namespace crepe
diff --git a/src/crepe/api/Scene.cpp b/src/crepe/api/Scene.cpp
index 849945e..ad729d2 100644
--- a/src/crepe/api/Scene.cpp
+++ b/src/crepe/api/Scene.cpp
@@ -2,4 +2,14 @@
using namespace crepe;
-Scene::Scene(ComponentManager & mgr) : component_manager(mgr) {}
+SaveManager & Scene::get_save_manager() const { return mediator->save_manager; }
+
+GameObject Scene::new_object(const std::string & name, const std::string & tag,
+ const vec2 & position, double rotation, double scale) {
+ // Forward the call to ComponentManager's new_object method
+ return mediator->component_manager->new_object(name, tag, position, rotation, scale);
+}
+
+void Scene::set_persistent(const Asset & asset, bool persistent) {
+ mediator->resource_manager->set_persistent(asset, persistent);
+}
diff --git a/src/crepe/api/Scene.h b/src/crepe/api/Scene.h
index 869bf6f..dcca9d4 100644
--- a/src/crepe/api/Scene.h
+++ b/src/crepe/api/Scene.h
@@ -2,24 +2,30 @@
#include <string>
+#include "../manager/ComponentManager.h"
+#include "../manager/Mediator.h"
+#include "../manager/ResourceManager.h"
+#include "../util/Log.h"
+#include "../util/OptionalRef.h"
+
+#include "GameObject.h"
+
namespace crepe {
class SceneManager;
class ComponentManager;
+class Asset;
/**
* \brief Represents a Scene
- *
+ *
* This class represents a Scene. The Scene class is only used as an interface for the game
* programmer.
*/
class Scene {
protected:
- //TODO: Use Loek's custom reference class to set ComponentManger via SceneManager instead of via constructor
- /**
- * \param mgr Reference to the ComponentManager
- */
- Scene(ComponentManager & mgr);
+ // NOTE: This must be the only constructor on Scene, see "Late references" below
+ Scene() = default;
//! SceneManager instances Scene
friend class SceneManager;
@@ -35,9 +41,54 @@ public:
*/
virtual std::string get_name() const = 0;
+ // 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!!!
+
+private:
+ /**
+ * \name Late references
+ *
+ * These references are set by SceneManager immediately after calling the constructor of Scene.
+ *
+ * \note Scene must have a constructor without arguments so the game programmer doesn't need to
+ * manually add `using Scene::Scene` to their concrete scene class, if they want to add a
+ * constructor with arguments (e.g. for passing references to their own concrete Scene classes).
+ *
+ * \{
+ */
+ //! Mediator reference
+ OptionalRef<Mediator> mediator;
+ //! \}
+
protected:
- //! Reference to the ComponentManager
- ComponentManager & component_manager;
+ /**
+ * \brief Retrieve the reference to the SaveManager instance
+ *
+ * \returns A reference to the SaveManager instance held by the Mediator.
+ */
+ SaveManager & get_save_manager() const;
+
+ //! \copydoc ComponentManager::new_object
+ GameObject new_object(const std::string & name, const std::string & tag = "",
+ const vec2 & position = {0, 0}, double rotation = 0,
+ double scale = 1);
+
+ //! \copydoc ResourceManager::set_persistent
+ void set_persistent(const Asset & asset, bool persistent);
+ /**
+ * \name Logging functions
+ * \see Log
+ * \{
+ */
+ //! \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);
+ //! \}
};
} // namespace crepe
+
+#include "Scene.hpp"
diff --git a/src/crepe/api/Scene.hpp b/src/crepe/api/Scene.hpp
new file mode 100644
index 0000000..14635df
--- /dev/null
+++ b/src/crepe/api/Scene.hpp
@@ -0,0 +1,19 @@
+#pragma once
+
+#include "../util/Log.h"
+
+#include "Scene.h"
+
+namespace crepe {
+
+template <class... Args>
+void Scene::logf(const Log::Level & level, std::format_string<Args...> fmt, Args &&... args) {
+ Log::logf(level, fmt, std::forward<Args>(args)...);
+}
+
+template <class... Args>
+void Scene::logf(std::format_string<Args...> fmt, Args &&... args) {
+ Log::logf(fmt, std::forward<Args>(args)...);
+}
+
+} // namespace crepe
diff --git a/src/crepe/api/Script.cpp b/src/crepe/api/Script.cpp
index 8bb3ef6..b147252 100644
--- a/src/crepe/api/Script.cpp
+++ b/src/crepe/api/Script.cpp
@@ -1,16 +1,63 @@
+#include <string>
+
+#include "../facade/SDLContext.h"
+#include "../manager/SceneManager.h"
+
#include "Script.h"
using namespace crepe;
+using namespace std;
Script::~Script() {
- EventManager & evmgr = this->event_manager;
+ EventManager & mgr = this->mediator->event_manager;
for (auto id : this->listeners) {
- evmgr.unsubscribe(id);
+ mgr.unsubscribe(id);
}
}
template <>
void Script::subscribe(const EventHandler<CollisionEvent> & callback) {
- const game_object_id_t & game_object_id = this->game_object_id;
- this->subscribe_internal(callback, game_object_id);
+ this->subscribe_internal(callback, this->game_object_id);
+}
+
+void Script::set_next_scene(const string & name) {
+ SceneManager & mgr = this->mediator->scene_manager;
+ mgr.set_next_scene(name);
+}
+
+SaveManager & Script::get_save_manager() const { return this->mediator->save_manager; }
+
+LoopTimerManager & Script::get_loop_timer() const { return this->mediator->loop_timer; }
+
+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);
+}
+
+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 f1a6b42..5f68928 100644
--- a/src/crepe/api/Script.h
+++ b/src/crepe/api/Script.h
@@ -2,11 +2,16 @@
#include <vector>
+#include "../api/KeyCodes.h"
+#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"
-#include "EventManager.h"
-
namespace crepe {
class ScriptSystem;
@@ -19,9 +24,13 @@ class ComponentManager;
* This class is used as a base class for user-defined scripts that can be added to game
* objects using the \c BehaviorScript component.
*
- * \info Additional *events* (like Unity's OnDisable and OnEnable) should be implemented as
+ * \note Additional *events* (like Unity's OnDisable and OnEnable) should be implemented as
* member or lambda methods in derivative user script classes and registered in \c init().
*
+ * \warning Concrete scripts are allowed do create a custom constructor, but the utility
+ * functions should not be called inside the constructor as they rely on late references that
+ * are only available after the constructor returns.
+ *
* \see feature_script
*/
class Script {
@@ -39,12 +48,23 @@ protected:
*/
virtual void init() {}
/**
- * \brief Script update function (empty by default)
+ * \brief Script fixed update function (empty by default)
+ *
+ * \param delta_time Time since last fixed update
+ *
+ * \note This function is called during the ScriptSystem::update() routine if the \c
+ * BehaviorScript component holding this script instance is active.
+ */
+ virtual void fixed_update(duration_t delta_time) {}
+ /**
+ * \brief Script frame update function (empty by default)
*
- * This function is called during the ScriptSystem::update() routine if the \c BehaviorScript
- * component holding this script instance is active.
+ * \param delta_time Time since last frame update
+ *
+ * \note This function is called during the ScriptSystem::update() routine if the \c
+ * BehaviorScript component holding this script instance is active.
*/
- virtual void update() {}
+ virtual void frame_update(duration_t delta_time) {}
//! \}
//! ScriptSystem calls \c init() and \c update()
@@ -52,59 +72,129 @@ 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 matching type \c
- * T
+ * \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
+ template <typename T>
+ RefVector<T> get_components_by_id(game_object_id_t id) const;
+ //! \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
+ 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);
+ //! \}
+
+ /**
+ * \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;
//! \}
+ /**
+ * \name Timing functions
+ * \see LoopTimerManager
+ * \{
+ */
+ //! Retrieve LoopTimerManager reference
+ LoopTimerManager & get_loop_timer() 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};
+
+ /**
+ * \brief Utility function to retrieve the keyboard state
+ * \see SDLContext::get_keyboard_state
+ *
+ * \return current keyboard state map with Keycode as key and bool as value(true = pressed, false = not pressed)
+ */
+ const keyboard_state_t & get_keyboard_state() const;
+ /**
+ * \brief Utility function to retrieve a single key state.
+ * \see SDLContext::get_keyboard_state
+ *
+ * \return Keycode state (true if pressed, false if not pressed).
+ */
+ bool get_key_state(Keycode key) const noexcept;
+
private:
/**
* \brief Internal subscribe function
@@ -154,13 +244,11 @@ private:
* \{
*/
//! Game object ID of game object parent BehaviorScript is attached to
- OptionalRef<const game_object_id_t> game_object_id;
+ game_object_id_t game_object_id;
//! Reference to parent component
OptionalRef<bool> active;
- //! Reference to component manager instance
- OptionalRef<ComponentManager> component_manager;
- //! Reference to event manager instance
- OptionalRef<EventManager> event_manager;
+ //! Mediator reference
+ OptionalRef<Mediator> mediator;
//! \}
private:
diff --git a/src/crepe/api/Script.hpp b/src/crepe/api/Script.hpp
index a2463bf..4462a41 100644
--- a/src/crepe/api/Script.hpp
+++ b/src/crepe/api/Script.hpp
@@ -1,6 +1,7 @@
#pragma once
-#include "../ComponentManager.h"
+#include "../manager/ComponentManager.h"
+#include "../manager/ReplayManager.h"
#include "BehaviorScript.h"
#include "Script.h"
@@ -20,24 +21,37 @@ T & Script::get_component() const {
template <typename T>
RefVector<T> Script::get_components() const {
- ComponentManager & mgr = this->component_manager;
+ return this->get_components_by_id<T>(this->game_object_id);
+}
- return mgr.get_components_by_id<T>(this->game_object_id);
+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 <typename... Args>
-void Script::logf(Args &&... args) {
- Log::logf(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>
void Script::subscribe_internal(const EventHandler<EventType> & callback,
event_channel_t channel) {
- EventManager & mgr = this->event_manager;
+ 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);
@@ -54,4 +68,38 @@ 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;
+ ComponentManager & mgr = mediator.component_manager;
+
+ return mgr.get_components_by_id<T>(id);
+}
+template <typename T>
+RefVector<T> Script::get_components_by_name(const std::string & name) const {
+ Mediator & mediator = this->mediator;
+ ComponentManager & mgr = mediator.component_manager;
+
+ return mgr.get_components_by_name<T>(name);
+}
+template <typename T>
+RefVector<T> Script::get_components_by_tag(const std::string & tag) const {
+ Mediator & mediator = this->mediator;
+ ComponentManager & mgr = mediator.component_manager;
+
+ return mgr.get_components_by_tag<T>(tag);
+}
+
} // namespace crepe
diff --git a/src/crepe/api/Sprite.cpp b/src/crepe/api/Sprite.cpp
index bd2d5cf..0107c7b 100644
--- a/src/crepe/api/Sprite.cpp
+++ b/src/crepe/api/Sprite.cpp
@@ -1,25 +1,21 @@
-#include <memory>
+#include <cmath>
-#include "../util/Log.h"
-#include "facade/SDLContext.h"
+#include "../util/dbg.h"
+#include "api/Asset.h"
#include "Component.h"
#include "Sprite.h"
-#include "Texture.h"
+#include "types.h"
using namespace std;
using namespace crepe;
-Sprite::Sprite(game_object_id_t id, const shared_ptr<Texture> image, const Color & color,
- const FlipSettings & flip)
+Sprite::Sprite(game_object_id_t id, const Asset & texture, const Sprite::Data & data)
: Component(id),
- color(color),
- flip(flip),
- sprite_image(image) {
- dbg_trace();
+ source(texture),
+ data(data) {
- this->sprite_rect.w = sprite_image->get_width();
- this->sprite_rect.h = sprite_image->get_height();
+ dbg_trace();
}
Sprite::~Sprite() { dbg_trace(); }
diff --git a/src/crepe/api/Sprite.h b/src/crepe/api/Sprite.h
index 74a55d4..a2409c2 100644
--- a/src/crepe/api/Sprite.h
+++ b/src/crepe/api/Sprite.h
@@ -1,26 +1,13 @@
#pragma once
-#include <memory>
-
#include "../Component.h"
+#include "api/Asset.h"
#include "Color.h"
-#include "Texture.h"
+#include "types.h"
namespace crepe {
-struct Rect {
- int w = 0;
- int h = 0;
- int x = 0;
- int y = 0;
-};
-
-struct FlipSettings {
- bool flip_x = false;
- bool flip_y = false;
-};
-
class SDLContext;
class Animator;
class AnimatorSystem;
@@ -32,58 +19,96 @@ class AnimatorSystem;
* flip settings, and is managed in layers with defined sorting orders.
*/
class Sprite : public Component {
+public:
+ //! settings to flip the image
+ struct FlipSettings {
+ //! horizantal flip
+ bool flip_x = false;
+ //! vertical flip
+ bool flip_y = false;
+ };
+
+ //! Sprite data that does not have to be set in the constructor
+ struct Data {
+ /**
+ * \brief Sprite tint (multiplied)
+ *
+ * The sprite texture's pixels are multiplied by this color before being displayed
+ * (including alpha channel for transparency).
+ */
+ Color color = Color::WHITE;
+
+ //! Flip settings for the sprite
+ FlipSettings flip;
+
+ //! Layer sorting level of the sprite
+ const int sorting_in_layer = 0;
+
+ //! Order within the sorting layer
+ const int order_in_layer = 0;
+
+ /**
+ * \brief width and height of the sprite in game units
+ *
+ * - if exclusively width is specified, the height is calculated using the texture's aspect
+ * ratio
+ * - if exclusively height is specified, the width is calculated using the texture's aspect
+ * ratio
+ * - if both are specified the texture is streched to fit the specified size
+ */
+ vec2 size = {0, 0};
+
+ //! independent sprite angle. rotating clockwise direction in degrees
+ float angle_offset = 0;
+
+ //! independent sprite scale multiplier
+ float scale_offset = 1;
+
+ //! independent sprite offset position
+ vec2 position_offset;
+ };
public:
- // TODO: Loek comment in github #27 will be looked another time
- // about shared_ptr Texture
/**
- * \brief Constructs a Sprite with specified parameters.
* \param game_id Unique identifier for the game object this sprite belongs to.
- * \param image Shared pointer to the texture for this sprite.
- * \param color Color tint applied to the sprite.
- * \param flip Flip settings for horizontal and vertical orientation.
- */
- Sprite(game_object_id_t id, const std::shared_ptr<Texture> image, const Color & color,
- const FlipSettings & flip);
-
- /**
- * \brief Destroys the Sprite instance.
+ * \param texture asset of the image
+ * \param ctx all the sprite data
*/
+ Sprite(game_object_id_t id, const Asset & texture, const Data & data);
~Sprite();
//! Texture used for the sprite
- const std::shared_ptr<Texture> sprite_image;
- //! Color tint of the sprite
- Color color;
- //! Flip settings for the sprite
- FlipSettings flip;
- //! Layer sorting level of the sprite
- uint8_t sorting_in_layer = 0;
- //! Order within the sorting layer
- uint8_t order_in_layer = 0;
+ const Asset source;
-public:
- /**
- * \brief Gets the maximum number of instances allowed for this sprite.
- * \return Maximum instance count as an integer.
- *
- * For now is this number randomly picked. I think it will eventually be 1.
- */
- virtual int get_instances_max() const { return 10; }
+ Data data;
private:
- //! Reads the sprite_rect of sprite
+ //! Reads the mask of sprite
friend class SDLContext;
- //! Reads the all the variables plus the sprite_rect
+ //! Reads the all the variables plus the mask
friend class Animator;
- //! Reads the all the variables plus the sprite_rect
+ //! Reads the all the variables plus the mask
friend class AnimatorSystem;
+ /**
+ * \aspect_ratio the ratio of the sprite image
+ *
+ * - this value will only be set by the \c Animator component for the ratio of the Animation
+ * - if \c Animator component is not added it will not use this ratio (because 0) and will use aspect_ratio of the Asset.
+ */
+ float aspect_ratio = 0;
+
+ struct Rect {
+ int w = 0;
+ int h = 0;
+ int x = 0;
+ int y = 0;
+ };
//! Render area of the sprite this will also be adjusted by the AnimatorSystem if an Animator
- // object is present in GameObject
- Rect sprite_rect;
+ // object is present in GameObject. this is in sprite pixels
+ Rect mask;
};
} // namespace crepe
diff --git a/src/crepe/api/Text.cpp b/src/crepe/api/Text.cpp
new file mode 100644
index 0000000..54a4370
--- /dev/null
+++ b/src/crepe/api/Text.cpp
@@ -0,0 +1,12 @@
+#include "../facade/FontFacade.h"
+
+#include "Text.h"
+
+using namespace crepe;
+
+Text::Text(game_object_id_t id, const vec2 & dimensions, const vec2 & offset,
+ const std::string & font_family, const Data & data, const std::string & text)
+ : UIObject(id, dimensions, offset),
+ text(text),
+ data(data),
+ font_family(font_family) {}
diff --git a/src/crepe/api/Text.h b/src/crepe/api/Text.h
new file mode 100644
index 0000000..c30dc80
--- /dev/null
+++ b/src/crepe/api/Text.h
@@ -0,0 +1,66 @@
+#pragma once
+
+#include <optional>
+#include <string>
+
+#include "../Component.h"
+
+#include "Asset.h"
+#include "Color.h"
+#include "UIObject.h"
+
+namespace crepe {
+/**
+ * \brief Text UIObject component for displaying text
+ *
+ * This class can be used to display text on screen. By setting the font_family to a font already stored on the current device it will automatically be loaded in.
+ */
+class Text : public UIObject {
+public:
+ //! Text data that does not have to be set in the constructor
+ struct Data {
+ /**
+ * \brief fontsize for text rendering
+ *
+ * \note this is not the actual font size that is loaded in.
+ *
+ * Since SDL_TTF requires the font size when loading in the font it is not possible to switch the font size.
+ * The default font size that is loaded is set in the Config.
+ * Instead this value is used to upscale the font texture which can cause blurring or distorted text when upscaling or downscaling too much.
+ */
+ unsigned int font_size = 16;
+
+ //! Layer sorting level of the text
+ const int sorting_in_layer = 0;
+
+ //! Order within the sorting text
+ const int order_in_layer = 0;
+
+ //! Label text color.
+ Color text_color = Color::BLACK;
+ };
+
+public:
+ /**
+ *
+ * \param dimensions Width and height of the UIObject.
+ * \param offset Offset of the UIObject relative to its transform
+ * \param text The text to be displayed.
+ * \param font_family The font style name to be displayed.
+ * \param data Data struct containing extra text parameters.
+ * \param font Optional font asset that can be passed or left empty.
+ */
+ Text(game_object_id_t id, const vec2 & dimensions, const vec2 & offset,
+ const std::string & font_family, const Data & data, const std::string & text = "");
+
+ //! Label text.
+ std::string text = "";
+ //! font family name
+ std::string font_family = "";
+ //! Font asset variable if this is not set, it will use the font_family to create an asset.
+ std::optional<Asset> font;
+ //! Data instance
+ Data data;
+};
+
+} // namespace crepe
diff --git a/src/crepe/api/Texture.cpp b/src/crepe/api/Texture.cpp
deleted file mode 100644
index 9be9421..0000000
--- a/src/crepe/api/Texture.cpp
+++ /dev/null
@@ -1,39 +0,0 @@
-#include <SDL2/SDL_render.h>
-
-#include "../facade/SDLContext.h"
-#include "../util/Log.h"
-
-#include "Asset.h"
-#include "Texture.h"
-
-using namespace crepe;
-using namespace std;
-
-Texture::Texture(unique_ptr<Asset> res) {
- dbg_trace();
- this->load(std::move(res));
-}
-
-Texture::Texture(const char * src) {
- dbg_trace();
- this->load(make_unique<Asset>(src));
-}
-
-Texture::~Texture() {
- dbg_trace();
- this->texture.reset();
-}
-
-void Texture::load(unique_ptr<Asset> res) {
- SDLContext & ctx = SDLContext::get_instance();
- this->texture = std::move(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);
-}
diff --git a/src/crepe/api/Texture.h b/src/crepe/api/Texture.h
deleted file mode 100644
index 6965223..0000000
--- a/src/crepe/api/Texture.h
+++ /dev/null
@@ -1,75 +0,0 @@
-#pragma once
-
-// FIXME: this header can't be included because this is an API header, and SDL2 development
-// headers won't be bundled with crepe. Why is this facade in the API namespace?
-
-#include <SDL2/SDL_render.h>
-#include <functional>
-#include <memory>
-
-#include "Asset.h"
-
-namespace crepe {
-
-class SDLContext;
-class Animator;
-
-/**
- * \class Texture
- * \brief Manages texture loading and properties.
- *
- * The Texture class is responsible for loading an image from a source and providing access to
- * its dimensions. Textures can be used for rendering.
- */
-class Texture {
-
-public:
- /**
- * \brief Constructs a Texture from a file path.
- * \param src Path to the image file to be loaded as a texture.
- */
- Texture(const char * src);
-
- /**
- * \brief Constructs a Texture from an Asset resource.
- * \param res Unique pointer to an Asset resource containing texture data.
- */
- Texture(std::unique_ptr<Asset> res);
-
- /**
- * \brief Destroys the Texture instance, freeing associated resources.
- */
- ~Texture();
- // FIXME: this constructor shouldn't be necessary because this class doesn't manage memory
-
- /**
- * \brief Gets the width of the texture.
- * \return Width 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;
-
-private:
- /**
- * \brief Loads the texture from an Asset resource.
- * \param res Unique pointer to an Asset resource to load the texture from.
- */
- void load(std::unique_ptr<Asset> res);
-
-private:
- //! The texture of the class from the library
- std::unique_ptr<SDL_Texture, std::function<void(SDL_Texture *)>> texture;
-
- //! Grants SDLContext access to private members.
- friend class SDLContext;
-
- //! Grants Animator access to private members.
- friend class Animator;
-};
-
-} // namespace crepe
diff --git a/src/crepe/api/Transform.cpp b/src/crepe/api/Transform.cpp
index cd944bd..fcfce14 100644
--- a/src/crepe/api/Transform.cpp
+++ b/src/crepe/api/Transform.cpp
@@ -1,13 +1,22 @@
-#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 Vector2 & point, double rotation, double scale)
+Transform::Transform(game_object_id_t id, const vec2 & point, double rotation, double scale)
: Component(id),
position(point),
rotation(rotation),
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 18aa293..a6f3486 100644
--- a/src/crepe/api/Transform.h
+++ b/src/crepe/api/Transform.h
@@ -1,25 +1,24 @@
#pragma once
-#include "api/Vector2.h"
-
#include "Component.h"
+#include "types.h"
namespace crepe {
/**
* \brief Transform component
- *
+ *
* This class represents the Transform component. It stores the position, rotation and scale of
* a GameObject.
*/
class Transform : public Component {
public:
//! Translation (shift)
- Vector2 position = {0, 0};
- //! Rotation, in degrees
- double rotation = 0;
+ vec2 position = {0, 0};
+ //! Rotation, in degrees clockwise
+ float rotation = 0;
//! Multiplication factor
- double scale = 0;
+ float scale = 0;
protected:
/**
@@ -28,7 +27,7 @@ protected:
* \param rotation The rotation of the GameObject
* \param scale The scale of the GameObject
*/
- Transform(game_object_id_t id, const Vector2 & point, double rotation, double scale);
+ Transform(game_object_id_t id, const vec2 & point, double rotation, double scale);
/**
* There is always exactly one transform component per entity
* \return 1
@@ -36,6 +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/UIObject.cpp b/src/crepe/api/UIObject.cpp
new file mode 100644
index 0000000..d239b89
--- /dev/null
+++ b/src/crepe/api/UIObject.cpp
@@ -0,0 +1,8 @@
+#include "UIObject.h"
+
+using namespace crepe;
+
+UIObject::UIObject(game_object_id_t id, const vec2 & dimensions, const vec2 & offset)
+ : Component(id),
+ dimensions(dimensions),
+ offset(offset) {}
diff --git a/src/crepe/api/UIObject.h b/src/crepe/api/UIObject.h
new file mode 100644
index 0000000..f7f4fba
--- /dev/null
+++ b/src/crepe/api/UIObject.h
@@ -0,0 +1,25 @@
+#pragma once
+
+#include "../Component.h"
+
+namespace crepe {
+
+/**
+ * \brief Represents a UI object in the game, derived from the Component class.
+ */
+class UIObject : public Component {
+public:
+ /**
+ * \brief Constructs a UiObject with the specified game object ID.
+ * \param id The unique ID of the game object associated with this UI object.
+ * \param dimensions width and height of the UIObject
+ * \param offset Offset relative to the GameObject Transform
+ */
+ UIObject(game_object_id_t id, const vec2 & dimensions, const vec2 & offset);
+ //! Width and height of the UIObject
+ vec2 dimensions;
+ //! Position offset relative to this GameObjects Transform
+ vec2 offset;
+};
+
+} // namespace crepe
diff --git a/src/crepe/api/Vector2.cpp b/src/crepe/api/Vector2.cpp
deleted file mode 100644
index 30b968e..0000000
--- a/src/crepe/api/Vector2.cpp
+++ /dev/null
@@ -1,33 +0,0 @@
-#include "Vector2.h"
-
-using namespace crepe;
-
-Vector2 Vector2::operator-(const Vector2 & other) const { return {x - other.x, y - other.y}; }
-
-Vector2 Vector2::operator+(const Vector2 & other) const { return {x + other.x, y + other.y}; }
-
-Vector2 Vector2::operator*(double scalar) const { return {x * scalar, y * scalar}; }
-
-Vector2 & Vector2::operator*=(const Vector2 & other) {
- x *= other.x;
- y *= other.y;
- return *this;
-}
-
-Vector2 & Vector2::operator+=(const Vector2 & other) {
- x += other.x;
- y += other.y;
- return *this;
-}
-
-Vector2 & Vector2::operator+=(double other) {
- x += other;
- y += other;
- return *this;
-}
-
-Vector2 Vector2::operator-() const { return {-x, -y}; }
-
-bool Vector2::operator==(const Vector2 & other) const { return x == other.x && y == other.y; }
-
-bool Vector2::operator!=(const Vector2 & other) const { return !(*this == other); }
diff --git a/src/crepe/api/Vector2.h b/src/crepe/api/Vector2.h
index 2fb6136..bf9d124 100644
--- a/src/crepe/api/Vector2.h
+++ b/src/crepe/api/Vector2.h
@@ -3,38 +3,95 @@
namespace crepe {
//! 2D vector
+template <class T>
struct Vector2 {
//! X component of the vector
- double x = 0;
+ T x = 0;
//! Y component of the vector
- double y = 0;
+ T y = 0;
//! Subtracts another vector from this vector and returns the result.
- Vector2 operator-(const Vector2 & other) const;
+ Vector2 operator-(const Vector2<T> & other) const;
+
+ //! Subtracts a scalar value from both components of this vector and returns the result.
+ Vector2 operator-(T scalar) const;
//! Adds another vector to this vector and returns the result.
- Vector2 operator+(const Vector2 & other) const;
+ Vector2 operator+(const Vector2<T> & other) const;
+
+ //! Adds a scalar value to both components of this vector and returns the result.
+ Vector2 operator+(T scalar) const;
+
+ //! Multiplies this vector by another vector element-wise and returns the result.
+ Vector2 operator*(const Vector2<T> & other) const;
//! Multiplies this vector by a scalar and returns the result.
- Vector2 operator*(double scalar) const;
+ Vector2 operator*(T scalar) const;
- //! Multiplies this vector by another vector element-wise and updates this vector.
- Vector2 & operator*=(const Vector2 & other);
+ //! Divides this vector by another vector element-wise and returns the result.
+ Vector2 operator/(const Vector2<T> & other) const;
+
+ //! Divides this vector by a scalar and returns the result.
+ Vector2 operator/(T scalar) const;
//! Adds another vector to this vector and updates this vector.
- Vector2 & operator+=(const Vector2 & other);
+ Vector2 & operator+=(const Vector2<T> & other);
//! Adds a scalar value to both components of this vector and updates this vector.
- Vector2 & operator+=(double other);
+ Vector2 & operator+=(T other);
+
+ //! Subtracts another vector from this vector and updates this vector.
+ Vector2 & operator-=(const Vector2<T> & other);
+
+ //! Subtracts a scalar value from both components of this vector and updates this vector.
+ Vector2 & operator-=(T other);
+
+ //! Multiplies this vector by another vector element-wise and updates this vector.
+ Vector2 & operator*=(const Vector2<T> & other);
+
+ //! Multiplies this vector by a scalar and updates this vector.
+ Vector2 & operator*=(T other);
+
+ //! Divides this vector by another vector element-wise and updates this vector.
+ Vector2 & operator/=(const Vector2<T> & other);
+
+ //! Divides this vector by a scalar and updates this vector.
+ Vector2 & operator/=(T other);
//! Returns the negation of this vector.
Vector2 operator-() const;
//! Checks if this vector is equal to another vector.
- bool operator==(const Vector2 & other) const;
+ bool operator==(const Vector2<T> & other) const;
//! Checks if this vector is not equal to another vector.
- bool operator!=(const Vector2 & other) const;
+ bool operator!=(const Vector2<T> & other) const;
+
+ //! Truncates the vector to a maximum length.
+ void truncate(T max);
+
+ //! Normalizes the vector (resulting in vector with a length of 1).
+ void normalize();
+
+ //! Returns the length of the vector.
+ T length() const;
+
+ //! Returns the squared length of the vector.
+ T length_squared() const;
+
+ //! Returns the dot product (inwendig product) of this vector and another vector.
+ T dot(const Vector2<T> & other) const;
+
+ //! Returns the distance between this vector and another vector.
+ T distance(const Vector2<T> & other) const;
+
+ //! Returns the squared distance between this vector and another vector.
+ T distance_squared(const Vector2<T> & other) const;
+
+ //! Returns the perpendicular vector to this vector.
+ Vector2 perpendicular() const;
};
} // namespace crepe
+
+#include "Vector2.hpp"
diff --git a/src/crepe/api/Vector2.hpp b/src/crepe/api/Vector2.hpp
new file mode 100644
index 0000000..ff53cb0
--- /dev/null
+++ b/src/crepe/api/Vector2.hpp
@@ -0,0 +1,166 @@
+#pragma once
+
+#include <cmath>
+
+#include "Vector2.h"
+
+namespace crepe {
+
+template <class T>
+Vector2<T> Vector2<T>::operator-(const Vector2<T> & other) const {
+ return {x - other.x, y - other.y};
+}
+
+template <class T>
+Vector2<T> Vector2<T>::operator-(T scalar) const {
+ return {x - scalar, y - scalar};
+}
+
+template <class T>
+Vector2<T> Vector2<T>::operator+(const Vector2<T> & other) const {
+ return {x + other.x, y + other.y};
+}
+
+template <class T>
+Vector2<T> Vector2<T>::operator+(T scalar) const {
+ return {x + scalar, y + scalar};
+}
+
+template <class T>
+Vector2<T> Vector2<T>::operator*(const Vector2<T> & other) const {
+ return {x * other.x, y * other.y};
+}
+
+template <class T>
+Vector2<T> Vector2<T>::operator*(T scalar) const {
+ return {x * scalar, y * scalar};
+}
+
+template <class T>
+Vector2<T> Vector2<T>::operator/(const Vector2<T> & other) const {
+ return {x / other.x, y / other.y};
+}
+
+template <class T>
+Vector2<T> Vector2<T>::operator/(T scalar) const {
+ return {x / scalar, y / scalar};
+}
+
+template <class T>
+Vector2<T> & Vector2<T>::operator+=(const Vector2<T> & other) {
+ x += other.x;
+ y += other.y;
+ return *this;
+}
+
+template <class T>
+Vector2<T> & Vector2<T>::operator+=(T other) {
+ x += other;
+ y += other;
+ return *this;
+}
+
+template <class T>
+Vector2<T> & Vector2<T>::operator-=(const Vector2<T> & other) {
+ x -= other.x;
+ y -= other.y;
+ return *this;
+}
+
+template <class T>
+Vector2<T> & Vector2<T>::operator-=(T other) {
+ x -= other;
+ y -= other;
+ return *this;
+}
+
+template <class T>
+Vector2<T> & Vector2<T>::operator*=(const Vector2<T> & other) {
+ x *= other.x;
+ y *= other.y;
+ return *this;
+}
+
+template <class T>
+Vector2<T> & Vector2<T>::operator*=(T other) {
+ x *= other;
+ y *= other;
+ return *this;
+}
+
+template <class T>
+Vector2<T> & Vector2<T>::operator/=(const Vector2<T> & other) {
+ x /= other.x;
+ y /= other.y;
+ return *this;
+}
+
+template <class T>
+Vector2<T> & Vector2<T>::operator/=(T other) {
+ x /= other;
+ y /= other;
+ return *this;
+}
+
+template <class T>
+Vector2<T> Vector2<T>::operator-() const {
+ return {-x, -y};
+}
+
+template <class T>
+bool Vector2<T>::operator==(const Vector2<T> & other) const {
+ return x == other.x && y == other.y;
+}
+
+template <class T>
+bool Vector2<T>::operator!=(const Vector2<T> & other) const {
+ return !(*this == other);
+}
+
+template <class T>
+void Vector2<T>::truncate(T max) {
+ if (length() > max) {
+ normalize();
+ *this *= max;
+ }
+}
+
+template <class T>
+void Vector2<T>::normalize() {
+ T len = length();
+ if (len > 0) {
+ *this /= len;
+ }
+}
+
+template <class T>
+T Vector2<T>::length() const {
+ return std::sqrt(x * x + y * y);
+}
+
+template <class T>
+T Vector2<T>::length_squared() const {
+ return x * x + y * y;
+}
+
+template <class T>
+T Vector2<T>::dot(const Vector2<T> & other) const {
+ return x * other.x + y * other.y;
+}
+
+template <class T>
+T Vector2<T>::distance(const Vector2<T> & other) const {
+ return (*this - other).length();
+}
+
+template <class T>
+T Vector2<T>::distance_squared(const Vector2<T> & other) const {
+ return (*this - other).length_squared();
+}
+
+template <class T>
+Vector2<T> Vector2<T>::perpendicular() const {
+ return {-y, x};
+}
+
+} // namespace crepe
diff --git a/src/crepe/facade/CMakeLists.txt b/src/crepe/facade/CMakeLists.txt
index 4cc53bc..243ae46 100644
--- a/src/crepe/facade/CMakeLists.txt
+++ b/src/crepe/facade/CMakeLists.txt
@@ -1,14 +1,20 @@
target_sources(crepe PUBLIC
Sound.cpp
+ Texture.cpp
SoundContext.cpp
SDLContext.cpp
DB.cpp
+ FontFacade.cpp
+ Font.cpp
)
target_sources(crepe PUBLIC FILE_SET HEADERS FILES
Sound.h
+ Texture.h
SoundContext.h
SDLContext.h
DB.h
+ FontFacade.h
+ Font.h
)
diff --git a/src/crepe/facade/DB.cpp b/src/crepe/facade/DB.cpp
index 95cf606..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"
@@ -21,12 +21,6 @@ DB::DB(const string & path) {
const char * file = path.empty() ? NULL : path.c_str();
ret = this->db->open(this->db.get(), NULL, file, NULL, libdb::DB_BTREE, DB_CREATE, 0);
if (ret != 0) throw runtime_error(format("db->open: {}", libdb::db_strerror(ret)));
-
- // create cursor
- libdb::DBC * cursor;
- ret = this->db->cursor(this->db.get(), NULL, &cursor, 0);
- if (ret != 0) throw runtime_error(format("db->cursor: {}", libdb::db_strerror(ret)));
- this->cursor = {cursor, [](libdb::DBC * cursor) { cursor->close(cursor); }};
}
libdb::DBT DB::to_thing(const string & thing) const noexcept {
@@ -42,10 +36,10 @@ string DB::get(const string & key) {
libdb::DBT db_val;
memset(&db_val, 0, sizeof(libdb::DBT));
- int ret = this->cursor->get(this->cursor.get(), &db_key, &db_val, DB_FIRST);
+ int ret = this->db->get(this->db.get(), NULL, &db_key, &db_val, 0);
if (ret == 0) return {static_cast<char *>(db_val.data), db_val.size};
- string err = format("cursor->get: {}", libdb::db_strerror(ret));
+ string err = format("db->get: {}", libdb::db_strerror(ret));
if (ret == DB_NOTFOUND) throw out_of_range(err);
else throw runtime_error(err);
}
@@ -54,7 +48,7 @@ void DB::set(const string & key, const string & value) {
libdb::DBT db_key = this->to_thing(key);
libdb::DBT db_val = this->to_thing(value);
int ret = this->db->put(this->db.get(), NULL, &db_key, &db_val, 0);
- if (ret != 0) throw runtime_error(format("cursor->get: {}", libdb::db_strerror(ret)));
+ if (ret != 0) throw runtime_error(format("db->get: {}", libdb::db_strerror(ret)));
}
bool DB::has(const std::string & key) {
diff --git a/src/crepe/facade/DB.h b/src/crepe/facade/DB.h
index 115c0f1..84cdf19 100644
--- a/src/crepe/facade/DB.h
+++ b/src/crepe/facade/DB.h
@@ -61,8 +61,6 @@ public:
private:
//! RAII wrapper around \c DB struct
std::unique_ptr<libdb::DB, std::function<void(libdb::DB *)>> db;
- //! RAII wrapper around \c DBC struct
- std::unique_ptr<libdb::DBC, std::function<void(libdb::DBC *)>> cursor;
private:
/**
diff --git a/src/crepe/facade/EventData.h b/src/crepe/facade/EventData.h
new file mode 100644
index 0000000..a7526b4
--- /dev/null
+++ b/src/crepe/facade/EventData.h
@@ -0,0 +1,54 @@
+#pragma once
+#include "../api/KeyCodes.h"
+#include "../types.h"
+namespace crepe {
+//! EventType enum for passing eventType
+enum EventType {
+ NONE = 0,
+ MOUSE_DOWN,
+ MOUSE_UP,
+ MOUSE_MOVE,
+ MOUSE_WHEEL,
+ KEY_UP,
+ KEY_DOWN,
+ SHUTDOWN,
+ WINDOW_MINIMIZE,
+ WINDOW_MAXIMIZE,
+ WINDOW_FOCUS_GAIN,
+ WINDOW_FOCUS_LOST,
+ WINDOW_MOVE,
+ WINDOW_RESIZE,
+ WINDOW_EXPOSE,
+};
+
+//! Struct for storing key data.
+struct KeyData {
+ Keycode key = Keycode::NONE;
+ bool key_repeat = false;
+};
+
+//! Struct for storing mouse data.
+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 for storing window data.
+struct WindowData {
+ ivec2 move_delta;
+ ivec2 resize_dimension;
+};
+
+//! EventData struct for passing event data from facade
+struct EventData {
+ EventType event_type = EventType::NONE;
+ union {
+ KeyData key_data;
+ MouseData mouse_data;
+ WindowData window_data;
+ } data;
+};
+} // namespace crepe
diff --git a/src/crepe/facade/Font.cpp b/src/crepe/facade/Font.cpp
new file mode 100644
index 0000000..771002f
--- /dev/null
+++ b/src/crepe/facade/Font.cpp
@@ -0,0 +1,21 @@
+#include <SDL2/SDL_ttf.h>
+
+#include "../api/Asset.h"
+#include "../api/Config.h"
+
+#include "Font.h"
+
+using namespace std;
+using namespace crepe;
+
+Font::Font(const Asset & src, Mediator & mediator) : Resource(src, mediator) {
+ const Config & config = Config::get_instance();
+ const std::string FONT_PATH = src.get_path();
+ TTF_Font * loaded_font = TTF_OpenFont(FONT_PATH.c_str(), config.font.size);
+ if (loaded_font == NULL) {
+ throw runtime_error(format("Font: {} (path: {})", TTF_GetError(), FONT_PATH));
+ }
+ this->font = {loaded_font, [](TTF_Font * close_font) { TTF_CloseFont(close_font); }};
+}
+
+TTF_Font * Font::get_font() const { return this->font.get(); }
diff --git a/src/crepe/facade/Font.h b/src/crepe/facade/Font.h
new file mode 100644
index 0000000..b208d96
--- /dev/null
+++ b/src/crepe/facade/Font.h
@@ -0,0 +1,42 @@
+#pragma once
+
+#include <SDL2/SDL_ttf.h>
+#include <memory>
+
+#include "../Resource.h"
+#include "../api/Config.h"
+
+namespace crepe {
+
+class Asset;
+/**
+ * \brief Resource for managing font creation and destruction
+ *
+ * This class is a wrapper around an SDL_ttf font instance, encapsulating font loading and usage.
+ * It loads a font from an Asset and manages its lifecycle. The font is automatically unloaded
+ * when this object is destroyed.
+ */
+class Font : public Resource {
+
+public:
+ /**
+ * \param src The Asset containing the font file path and metadata to load the font.
+ * \param mediator The Mediator object used for managing the SDL context or related systems.
+ */
+ Font(const Asset & src, Mediator & mediator);
+ /**
+ * \brief Gets the underlying TTF_Font resource.
+ *
+ * This function returns the raw pointer to the SDL_ttf TTF_Font object that represents
+ * the loaded font. This can be used with SDL_ttf functions to render text.
+ *
+ * \return The raw TTF_Font object wrapped in a unique pointer.
+ */
+ TTF_Font * get_font() const;
+
+private:
+ //! The SDL_ttf font object with custom deleter.
+ std::unique_ptr<TTF_Font, std::function<void(TTF_Font *)>> font = nullptr;
+};
+
+} // namespace crepe
diff --git a/src/crepe/facade/FontFacade.cpp b/src/crepe/facade/FontFacade.cpp
new file mode 100644
index 0000000..87f95ab
--- /dev/null
+++ b/src/crepe/facade/FontFacade.cpp
@@ -0,0 +1,43 @@
+#include <fontconfig/fontconfig.h>
+#include <functional>
+#include <memory>
+#include <stdexcept>
+#include <string>
+
+#include "FontFacade.h"
+
+using namespace std;
+using namespace crepe;
+
+FontFacade::FontFacade() {
+ if (!FcInit()) throw runtime_error("Failed to initialize Fontconfig.");
+}
+
+FontFacade::~FontFacade() { FcFini(); }
+
+Asset FontFacade::get_font_asset(const string & font_family) {
+ FcPattern * raw_pattern
+ = FcNameParse(reinterpret_cast<const FcChar8 *>(font_family.c_str()));
+ if (raw_pattern == NULL) throw runtime_error("Failed to create font pattern.");
+
+ unique_ptr<FcPattern, function<void(FcPattern *)>> pattern{
+ raw_pattern, [](FcPattern * p) { FcPatternDestroy(p); }};
+
+ FcConfig * config = FcConfigGetCurrent();
+ if (config == NULL) throw runtime_error("Failed to get current Fontconfig configuration.");
+
+ FcResult result;
+ FcPattern * raw_matched_pattern = FcFontMatch(config, pattern.get(), &result);
+ if (raw_matched_pattern == NULL) throw runtime_error("No matching font found.");
+
+ unique_ptr<FcPattern, function<void(FcPattern *)>> matched_pattern
+ = {raw_matched_pattern, [](FcPattern * p) { FcPatternDestroy(p); }};
+
+ FcChar8 * file_path = nullptr;
+ FcResult res = FcPatternGetString(matched_pattern.get(), FC_FILE, 0, &file_path);
+ if (res != FcResultMatch || file_path == NULL)
+ throw runtime_error("Failed to get font file path.");
+
+ string font_file_path = reinterpret_cast<const char *>(file_path);
+ return Asset(font_file_path);
+}
diff --git a/src/crepe/facade/FontFacade.h b/src/crepe/facade/FontFacade.h
new file mode 100644
index 0000000..9761070
--- /dev/null
+++ b/src/crepe/facade/FontFacade.h
@@ -0,0 +1,34 @@
+#pragma once
+
+#include <memory>
+
+#include "../api/Asset.h"
+
+namespace crepe {
+
+/**
+ *
+ * \brief Font facade class for converting font family names to absolute file paths
+ *
+ */
+class FontFacade {
+public:
+ FontFacade();
+ ~FontFacade();
+ FontFacade(const FontFacade & other) = delete;
+ FontFacade & operator=(const FontFacade & other) = delete;
+ FontFacade(FontFacade && other) noexcept = delete;
+ FontFacade & operator=(FontFacade && other) noexcept = delete;
+ /**
+ *
+ * \brief Facade function to convert a font_family into an asset.
+ *
+ * This function uses the FontConfig library to convert a font family name (Arial, Inter, Helvetica) and converts it to the font source path.
+ * This function returns a default font path if the font_family name doesnt exist or cant be found
+ * \param font_family Name of the font family name.
+ * \return Asset with filepath to the corresponding font.
+ */
+ Asset get_font_asset(const std::string & font_family);
+};
+
+} // namespace crepe
diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp
index 00523a6..9486ccd 100644
--- a/src/crepe/facade/SDLContext.cpp
+++ b/src/crepe/facade/SDLContext.cpp
@@ -1,44 +1,48 @@
#include <SDL2/SDL.h>
+#include <SDL2/SDL_blendmode.h>
#include <SDL2/SDL_image.h>
#include <SDL2/SDL_keycode.h>
+#include <SDL2/SDL_pixels.h>
#include <SDL2/SDL_rect.h>
#include <SDL2/SDL_render.h>
#include <SDL2/SDL_surface.h>
+#include <SDL2/SDL_ttf.h>
#include <SDL2/SDL_video.h>
+#include <array>
#include <cmath>
#include <cstddef>
+#include <cstdint>
#include <functional>
#include <memory>
#include <stdexcept>
-#include <string>
#include "../api/Camera.h"
+#include "../api/Color.h"
+#include "../api/Config.h"
#include "../api/Sprite.h"
-#include "../api/Texture.h"
-#include "../api/Transform.h"
-#include "../api/Vector2.h"
-#include "../util/Log.h"
+#include "../util/dbg.h"
+#include "manager/Mediator.h"
#include "SDLContext.h"
+#include "Texture.h"
+#include "types.h"
using namespace crepe;
using namespace std;
-SDLContext & SDLContext::get_instance() {
- static SDLContext instance;
- return instance;
-}
-
-SDLContext::SDLContext() {
+SDLContext::SDLContext(Mediator & mediator) {
dbg_trace();
- // FIXME: read window defaults from config manager
-
+ if (TTF_Init() == -1) {
+ throw runtime_error(format("SDL_ttf initialization failed: {}", TTF_GetError()));
+ }
if (SDL_Init(SDL_INIT_VIDEO) != 0) {
throw runtime_error(format("SDLContext: SDL_Init error: {}", SDL_GetError()));
}
+
+ auto & cfg = Config::get_instance().window_settings;
SDL_Window * tmp_window
- = SDL_CreateWindow("Crepe Game Engine", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
- this->viewport.w, this->viewport.h, 0);
+ = SDL_CreateWindow(cfg.window_title.c_str(), SDL_WINDOWPOS_CENTERED,
+ SDL_WINDOWPOS_CENTERED, cfg.default_size.x, cfg.default_size.y, 0);
if (!tmp_window) {
throw runtime_error(format("SDLContext: SDL_Window error: {}", SDL_GetError()));
}
@@ -58,6 +62,8 @@ SDLContext::SDLContext() {
if (!(IMG_Init(img_flags) & img_flags)) {
throw runtime_error("SDLContext: SDL_image could not initialize!");
}
+
+ mediator.sdl_context = *this;
}
SDLContext::~SDLContext() {
@@ -70,96 +76,175 @@ SDLContext::~SDLContext() {
// thread that SDL_Init() was called on? This has caused problems for me
// before.
IMG_Quit();
+ TTF_Quit();
SDL_Quit();
}
-void SDLContext::handle_events(bool & running) {
- //TODO: wouter i need events
- /*
- SDL_Event event;
- SDL_PollEvent(&event);
- switch (event.type) {
- case SDL_QUIT:
- running = false;
- break;
- case SDL_KEYDOWN:
- triggerEvent(KeyPressedEvent(getCustomKey(event.key.keysym.sym)));
- break;
- case SDL_MOUSEBUTTONDOWN:
- int x, y;
- SDL_GetMouseState(&x, &y);
- triggerEvent(MousePressedEvent(x, y));
- break;
+
+Keycode SDLContext::sdl_to_keycode(SDL_Scancode sdl_key) {
+ if (!lookup_table.contains(sdl_key)) return Keycode::NONE;
+ return lookup_table.at(sdl_key);
+}
+
+const keyboard_state_t & SDLContext::get_keyboard_state() {
+ 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) {
+ this->keyboard_state[key] = current_state[i] != 0;
+ }
}
- */
+ return this->keyboard_state;
+}
+
+MouseButton SDLContext::sdl_to_mousebutton(Uint8 sdl_button) {
+ static const std::array<MouseButton, 5> MOUSE_BUTTON_LOOKUP_TABLE = [] {
+ std::array<MouseButton, 5> table{};
+ table.fill(MouseButton::NONE);
+
+ table[SDL_BUTTON_LEFT] = MouseButton::LEFT_MOUSE;
+ table[SDL_BUTTON_RIGHT] = MouseButton::RIGHT_MOUSE;
+ table[SDL_BUTTON_MIDDLE] = MouseButton::MIDDLE_MOUSE;
+ table[SDL_BUTTON_X1] = MouseButton::X1_MOUSE;
+ table[SDL_BUTTON_X2] = MouseButton::X2_MOUSE;
+
+ return table;
+ }();
+
+ if (sdl_button >= MOUSE_BUTTON_LOOKUP_TABLE.size()) {
+ // Return NONE for invalid or unmapped button
+ return MouseButton::NONE;
+ }
+
+ return MOUSE_BUTTON_LOOKUP_TABLE[sdl_button];
}
void SDLContext::clear_screen() { SDL_RenderClear(this->game_renderer.get()); }
-void SDLContext::present_screen() { SDL_RenderPresent(this->game_renderer.get()); }
-
-SDL_Rect SDLContext::get_src_rect(const Sprite & sprite) const {
- return SDL_Rect{
- .x = sprite.sprite_rect.x,
- .y = sprite.sprite_rect.y,
- .w = sprite.sprite_rect.w,
- .h = sprite.sprite_rect.h,
- };
+void SDLContext::present_screen() {
+ SDL_SetRenderDrawColor(this->game_renderer.get(), 0, 0, 0, 255);
+ SDL_RenderFillRectF(this->game_renderer.get(), &black_bars[0]);
+ SDL_RenderFillRectF(this->game_renderer.get(), &black_bars[1]);
+ SDL_RenderPresent(this->game_renderer.get());
}
-SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const Vector2 & pos,
- const double & scale, const Camera & cam) const {
-
- double adjusted_x = (pos.x - cam.x) * cam.zoom;
- double adjusted_y = (pos.y - cam.y) * cam.zoom;
- double adjusted_w = sprite.sprite_rect.w * scale * cam.zoom;
- double adjusted_h = sprite.sprite_rect.h * scale * cam.zoom;
-
- return SDL_Rect{
- .x = static_cast<int>(adjusted_x),
- .y = static_cast<int>(adjusted_y),
- .w = static_cast<int>(adjusted_w),
- .h = static_cast<int>(adjusted_h),
+
+SDL_FRect SDLContext::get_dst_rect(const DestinationRectangleData & ctx) const {
+
+ const Sprite::Data & data = ctx.sprite.data;
+
+ float aspect_ratio
+ = (ctx.sprite.aspect_ratio == 0) ? ctx.texture.get_ratio() : ctx.sprite.aspect_ratio;
+
+ vec2 size = data.size;
+ if (data.size.x == 0 && data.size.y != 0) {
+ size.x = data.size.y * aspect_ratio;
+ }
+ if (data.size.y == 0 && data.size.x != 0) {
+ size.y = data.size.x / aspect_ratio;
+ }
+ size *= cam_aux_data.render_scale * ctx.img_scale * data.scale_offset;
+
+ vec2 screen_pos = (ctx.pos + data.position_offset - cam_aux_data.cam_pos
+ + (cam_aux_data.zoomed_viewport) / 2)
+ * cam_aux_data.render_scale
+ - size / 2 + cam_aux_data.bar_size;
+
+ return SDL_FRect{
+ .x = screen_pos.x,
+ .y = screen_pos.y,
+ .w = size.x,
+ .h = size.y,
};
}
-void SDLContext::draw_particle(const Sprite & sprite, const Vector2 & pos,
- const double & angle, const double & scale,
- const Camera & camera) {
-
+void SDLContext::draw(const RenderContext & ctx) {
+ const Sprite::Data & data = ctx.sprite.data;
SDL_RendererFlip render_flip
- = (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * sprite.flip.flip_x)
- | (SDL_FLIP_VERTICAL * sprite.flip.flip_y));
+ = (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * data.flip.flip_x)
+ | (SDL_FLIP_VERTICAL * data.flip.flip_y));
+
+ SDL_Rect srcrect;
+ SDL_Rect * srcrect_ptr = NULL;
+ if (ctx.sprite.mask.w != 0 || ctx.sprite.mask.h != 0) {
+ srcrect.w = ctx.sprite.mask.w;
+ srcrect.h = ctx.sprite.mask.h;
+ srcrect.x = ctx.sprite.mask.x;
+ srcrect.y = ctx.sprite.mask.y;
+ srcrect_ptr = &srcrect;
+ }
- SDL_Rect srcrect = this->get_src_rect(sprite);
- SDL_Rect dstrect = this->get_dst_rect(sprite, pos, scale, camera);
+ SDL_FRect dstrect = this->get_dst_rect(SDLContext::DestinationRectangleData{
+ .sprite = ctx.sprite,
+ .texture = ctx.texture,
+ .pos = ctx.pos,
+ .img_scale = ctx.scale,
+ });
- SDL_RenderCopyEx(this->game_renderer.get(), sprite.sprite_image->texture.get(), &srcrect,
- &dstrect, angle, NULL, render_flip);
+ double angle = ctx.angle + data.angle_offset;
+
+ this->set_color_texture(ctx.texture, ctx.sprite.data.color);
+ SDL_RenderCopyExF(this->game_renderer.get(), ctx.texture.get_img(), srcrect_ptr, &dstrect,
+ angle, NULL, render_flip);
}
-void SDLContext::draw(const Sprite & sprite, const Transform & transform, const Camera & cam) {
+void SDLContext::update_camera_view(const Camera & cam, const vec2 & new_pos) {
- SDL_RendererFlip render_flip
- = (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * sprite.flip.flip_x)
- | (SDL_FLIP_VERTICAL * sprite.flip.flip_y));
+ const Camera::Data & cam_data = cam.data;
+ // 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);
+ }
- SDL_Rect srcrect = this->get_src_rect(sprite);
- SDL_Rect dstrect = this->get_dst_rect(sprite, transform.position, transform.scale, cam);
+ vec2 & zoomed_viewport = this->cam_aux_data.zoomed_viewport;
+ vec2 & bar_size = this->cam_aux_data.bar_size;
+ vec2 & render_scale = this->cam_aux_data.render_scale;
+ 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 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 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};
+
+ 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 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};
+ this->black_bars[1]
+ = {0, (cam.screen.y - bar_height), (float) cam.screen.x, bar_height};
+
+ bar_size = {0, bar_height};
+ render_scale.x = render_scale.y = scale;
+ }
- SDL_RenderCopyEx(this->game_renderer.get(), sprite.sprite_image->texture.get(), &srcrect,
- &dstrect, transform.rotation, NULL, render_flip);
-}
+ SDL_SetRenderDrawColor(this->game_renderer.get(), cam_data.bg_color.r, cam_data.bg_color.g,
+ cam_data.bg_color.b, cam_data.bg_color.a);
-void SDLContext::set_camera(const Camera & cam) {
- this->viewport.w = static_cast<int>(cam.aspect_width);
- this->viewport.h = static_cast<int>(cam.aspect_height);
- this->viewport.x = static_cast<int>(cam.x) - (this->viewport.w / 2);
- this->viewport.y = static_cast<int>(cam.y) - (this->viewport.h / 2);
+ SDL_Rect bg = {
+ .x = 0,
+ .y = 0,
+ .w = cam.screen.x,
+ .h = cam.screen.y,
+ };
- SDL_SetRenderDrawColor(this->game_renderer.get(), cam.bg_color.r, cam.bg_color.g,
- cam.bg_color.b, cam.bg_color.a);
+ // fill bg color
+ SDL_RenderFillRect(this->game_renderer.get(), &bg);
}
-uint64_t SDLContext::get_ticks() const { return SDL_GetTicks64(); }
-
std::unique_ptr<SDL_Texture, std::function<void(SDL_Texture *)>>
SDLContext::texture_from_path(const std::string & path) {
@@ -180,16 +265,155 @@ 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;
+
+ivec2 SDLContext::get_size(const Texture & ctx) {
+ ivec2 size;
+ SDL_QueryTexture(ctx.get_img(), NULL, NULL, &size.x, &size.y);
+ return size;
+}
+
+std::vector<EventData> SDLContext::get_events() {
+ std::vector<EventData> event_list;
+ SDL_Event event;
+ const CameraAuxiliaryData & cam = this->cam_aux_data;
+ while (SDL_PollEvent(&event)) {
+ ivec2 mouse_pos;
+ mouse_pos.x = (event.button.x - cam.bar_size.x) / cam.render_scale.x;
+ mouse_pos.y = (event.button.y - cam.bar_size.y) / cam.render_scale.y;
+ switch (event.type) {
+ case SDL_QUIT:
+ event_list.push_back({.event_type = EventType::SHUTDOWN});
+ break;
+ case SDL_KEYDOWN:
+ event_list.push_back(EventData{
+ .event_type = EventType::KEY_DOWN,
+ .data = {
+ .key_data = {
+ .key = this->sdl_to_keycode(event.key.keysym.scancode),
+ .key_repeat = event.key.repeat != 0,
+ },
+ },
+ });
+ break;
+
+ case SDL_KEYUP:
+ event_list.push_back(EventData{
+ .event_type = EventType::KEY_UP,
+ .data = {
+ .key_data = {
+ .key = this->sdl_to_keycode(event.key.keysym.scancode),
+ .key_repeat = event.key.repeat != 0,
+ },
+ },
+ });
+ break;
+
+ case SDL_MOUSEBUTTONDOWN:
+ event_list.push_back(EventData{
+ .event_type = EventType::MOUSE_DOWN,
+ .data = {
+ .mouse_data = {
+ .mouse_button = this->sdl_to_mousebutton(event.button.button),
+ .mouse_position = mouse_pos,
+ },
+ },
+ });
+ break;
+ case SDL_MOUSEBUTTONUP:
+ event_list.push_back(EventData{
+ .event_type = EventType::MOUSE_UP,
+ .data = {
+ .mouse_data = {
+ .mouse_button = this->sdl_to_mousebutton(event.button.button),
+ .mouse_position = mouse_pos,
+ },
+ },
+ });
+ break;
+
+ case SDL_MOUSEMOTION:
+ event_list.push_back(EventData{
+ .event_type = EventType::MOUSE_MOVE,
+ .data = {
+ .mouse_data = {
+ .mouse_position = mouse_pos,
+ .rel_mouse_move = {event.motion.xrel, event.motion.yrel},
+ },
+ },
+ });
+ break;
+
+ case SDL_MOUSEWHEEL:
+ event_list.push_back(EventData{
+ .event_type = EventType::MOUSE_WHEEL,
+ .data = {
+ .mouse_data = {
+ .mouse_position = mouse_pos,
+ .scroll_direction = event.wheel.y < 0 ? -1 : 1,
+ .scroll_delta = event.wheel.preciseY,
+ },
+ },
+ });
+ break;
+ case SDL_WINDOWEVENT:
+ this->handle_window_event(event.window, event_list);
+ break;
+ }
+ }
+
+ return event_list;
}
-int SDLContext::get_height(const Texture & ctx) const {
- int h;
- SDL_QueryTexture(ctx.texture.get(), NULL, NULL, NULL, &h);
- return h;
+
+void SDLContext::handle_window_event(const SDL_WindowEvent & window_event,
+ std::vector<EventData> & event_list) {
+ switch (window_event.event) {
+ case SDL_WINDOWEVENT_EXPOSED:
+ event_list.push_back(EventData{EventType::WINDOW_EXPOSE});
+ break;
+ case SDL_WINDOWEVENT_RESIZED:
+ event_list.push_back(EventData{
+ .event_type = EventType::WINDOW_RESIZE,
+ .data = {
+ .window_data = {
+ .resize_dimension = {window_event.data1, window_event.data2}
+ },
+ },
+ });
+ break;
+ case SDL_WINDOWEVENT_MOVED:
+ event_list.push_back(EventData{
+ .event_type = EventType::WINDOW_MOVE,
+ .data = {
+ .window_data = {
+ .move_delta = {window_event.data1, window_event.data2}
+ },
+ },
+ });
+ break;
+
+ case SDL_WINDOWEVENT_MINIMIZED:
+ event_list.push_back(EventData{EventType::WINDOW_MINIMIZE});
+ break;
+ case SDL_WINDOWEVENT_MAXIMIZED:
+ event_list.push_back(EventData{EventType::WINDOW_MAXIMIZE});
+ break;
+ case SDL_WINDOWEVENT_FOCUS_GAINED:
+ event_list.push_back(EventData{EventType::WINDOW_FOCUS_GAIN});
+ break;
+ case SDL_WINDOWEVENT_FOCUS_LOST:
+ event_list.push_back(EventData{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);
+}
+
+Asset SDLContext::get_font_from_name(const std::string & font_family) {
+ return this->font_facade.get_font_asset(font_family);
}
-void SDLContext::delay(int ms) const { SDL_Delay(ms); }
diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h
index 841ffc9..b687f87 100644
--- a/src/crepe/facade/SDLContext.h
+++ b/src/crepe/facade/SDLContext.h
@@ -1,5 +1,6 @@
#pragma once
+#include <SDL2/SDL.h>
#include <SDL2/SDL_keycode.h>
#include <SDL2/SDL_rect.h>
#include <SDL2/SDL_render.h>
@@ -8,26 +9,67 @@
#include <functional>
#include <memory>
#include <string>
+#include <unordered_map>
-#include "../api/Sprite.h"
-#include "../api/Transform.h"
+#include "../types.h"
#include "api/Camera.h"
-#include "api/Vector2.h"
+#include "api/Color.h"
+#include "api/KeyCodes.h"
+#include "api/Sprite.h"
+#include "api/Transform.h"
+#include "types.h"
-namespace crepe {
+#include "EventData.h"
+#include "FontFacade.h"
-// TODO: SDL_Keycode is defined in a header not distributed with crepe, which means this
-// typedef is unusable when crepe is packaged. Wouter will fix this later.
-typedef SDL_Keycode CREPE_KEYCODES;
+namespace crepe {
+class Texture;
+class Mediator;
/**
- * \class SDLContext
* \brief Facade for the SDL library
- *
+ *
* SDLContext is a singleton that handles the SDL window and renderer, provides methods for
* event handling, and rendering to the screen. It is never used directly by the user
*/
class SDLContext {
+public:
+ //! data that the camera component cannot hold
+ struct CameraAuxiliaryData {
+
+ //! zoomed in viewport in game_units
+ vec2 zoomed_viewport;
+
+ /**
+ * \brief scaling factor
+ *
+ * depending on the black bars type will the scaling be different.
+ * - letterboxing --> scaling on the y-as
+ * - pillarboxing --> scaling on the x-as
+ */
+ vec2 render_scale;
+
+ /**
+ * \brief size of calculated black bars
+ *
+ * depending on the black bars type will the size be different
+ * - lettorboxing --> {0, bar_height}
+ * - pillarboxing --> {bar_width , 0}
+ */
+ vec2 bar_size;
+
+ //! Calculated camera position
+ vec2 cam_pos;
+ };
+
+ //! rendering data needed to render on screen
+ struct RenderContext {
+ const Sprite & sprite;
+ const Texture & texture;
+ const vec2 & pos;
+ const double & angle;
+ const double & scale;
+ };
public:
/**
@@ -36,25 +78,77 @@ public:
*/
static SDLContext & get_instance();
+public:
SDLContext(const SDLContext &) = delete;
SDLContext(SDLContext &&) = delete;
SDLContext & operator=(const SDLContext &) = delete;
SDLContext & operator=(SDLContext &&) = delete;
-private:
- //! will only use handle_events
- friend class LoopManager;
+public:
/**
- * \brief Handles SDL events such as window close and input.
- * \param running Reference to a boolean flag that controls the main loop.
+ * \brief Constructs an SDLContext instance.
+ * Initializes SDL, creates a window and renderer.
*/
- void handle_events(bool & running);
+ SDLContext(Mediator & mediator);
-private:
- //! Will only use get_ticks
- friend class AnimatorSystem;
- //! Will only use delay
- friend class LoopTimer;
+ /**
+ * \brief Destroys the SDLContext instance.
+ * Cleans up SDL resources, including the window and renderer.
+ */
+ ~SDLContext();
+
+public:
+ /**
+ * \brief Retrieves a list of all events from the SDL context.
+ *
+ * This method retrieves all the events from the SDL context that are currently
+ * available. It is primarily used by the InputSystem to process various
+ * input events such as mouse clicks, mouse movements, and keyboard presses.
+ *
+ * \return Events that occurred since last call to `get_events()`
+ */
+ std::vector<EventData> get_events();
+ /**
+ * \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<EventData> & event_list);
+ /**
+ * \brief Converts an SDL scan code to the custom Keycode type.
+ *
+ * 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 scan code to convert.
+ * \return The corresponding `Keycode` value or `Keycode::NONE` if the key is unrecognized.
+ */
+ Keycode sdl_to_keycode(SDL_Scancode sdl_key);
+
+ /**
+ * \brief Converts an SDL mouse button code to the custom MouseButton type.
+ *
+ * This method maps an SDL mouse button code to the corresponding `MouseButton`
+ * enum value, which is used internally by the system to identify mouse buttons.
+ *
+ * \param sdl_button The SDL mouse button code to convert.
+ * \return The corresponding `MouseButton` value or `MouseButton::NONE` if the key is unrecognized
+ */
+ MouseButton sdl_to_mousebutton(Uint8 sdl_button);
+ /**
+ * \brief Gets the current state of the keyboard.
+ *
+ * Updates the internal keyboard state by checking the current key states using
+ * SDL's `SDL_GetKeyboardState()`, and returns a reference to the `keyboard_state_t`.
+ *
+ * \return A constant reference to the `keyboard_state_t`, which holds the state
+ * of each key (true = pressed, false = not pressed).
+ */
+ const keyboard_state_t & get_keyboard_state();
+
+public:
/**
* \brief Gets the current SDL ticks since the program started.
* \return Current ticks in milliseconds as a constant uint64_t.
@@ -70,23 +164,7 @@ private:
*/
void delay(int ms) const;
-private:
- /**
- * \brief Constructs an SDLContext instance.
- * Initializes SDL, creates a window and renderer.
- */
- SDLContext();
-
- /**
- * \brief Destroys the SDLContext instance.
- * Cleans up SDL resources, including the window and renderer.
- */
- ~SDLContext();
-
-private:
- //! Will use the funtions: texture_from_path, get_width,get_height.
- friend class Texture;
-
+public:
/**
* \brief Loads a texture from a file path.
* \param path Path to the image file.
@@ -95,33 +173,18 @@ 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.
- * \param texture Reference to the Texture object.
- * \return Width of the texture as an integer.
- */
- int get_width(const Texture &) const;
-
- /**
- * \brief Gets the height of a texture.
+ * \brief Gets the size of a texture.
* \param texture Reference to the Texture object.
- * \return Height of the texture as an integer.
+ * \return Width and height of the texture as an integer in pixels.
*/
- int get_height(const Texture &) const;
-
-private:
- //! Will use draw,clear_screen, present_screen, camera.
- friend class RenderSystem;
+ ivec2 get_size(const Texture & ctx);
+public:
/**
* \brief Draws a sprite to the screen using the specified transform and camera.
- * \param sprite Reference to the Sprite to draw.
- * \param transform Reference to the Transform for positioning.
- * \param camera Reference to the Camera for view adjustments.
+ * \param RenderContext Reference to rendering data to draw
*/
- void draw(const Sprite & sprite, const Transform & transform, const Camera & camera);
-
- void draw_particle(const Sprite & sprite, const Vector2 & pos, const double & angle,
- const double & scale, const Camera & camera);
+ void draw(const RenderContext & ctx);
//! Clears the screen, preparing for a new frame.
void clear_screen();
@@ -130,31 +193,38 @@ private:
void present_screen();
/**
- * \brief sets the background of the camera (will be adjusted in future PR)
- * \param camera Reference to the Camera object.
+ * \brief calculates camera view settings. such as black_bars, zoomed_viewport, scaling and
+ * adjusting window size.
+ *
+ * \note only supports windowed mode.
+ * \param camera Reference to the current Camera object in the scene.
+ * \param new_pos new camera position from transform and offset
*/
- void set_camera(const Camera & camera);
+ void update_camera_view(const Camera & camera, const vec2 & new_pos);
+
+public:
+ //! the data needed to construct a sdl dst rectangle
+ struct DestinationRectangleData {
+ const Sprite & sprite;
+ const Texture & texture;
+ const vec2 & pos;
+ const double & img_scale;
+ };
-private:
/**
- * \brief calculates the sqaure size of the image
+ * \brief calculates the sqaure size of the image for destination
*
- * \param sprite Reference to the sprite to calculate the rectangle
- * \return sdl rectangle to draw a src image
+ * \param data needed to calculate a destination rectangle
+ * \return sdl rectangle to draw a dst image to draw on the screen
*/
- SDL_Rect get_src_rect(const Sprite & sprite) const;
+ SDL_FRect get_dst_rect(const DestinationRectangleData & data) const;
/**
- * \brief calculates the sqaure size of the image for an destination
+ * \brief Set an additional color value multiplied into render copy operations.
*
- * \param sprite Reference to the sprite to calculate the rectangle
- * \param pos the pos in pixel positions
- * \param scale the multiplier to increase of decrease for the specified sprite
- * \param cam Reference to the current camera in the scene to calculate the position based
- * on the camera
- * \return sdl rectangle to draw a dst image to draw on the screen
+ * \param texture the given texture to adjust
+ * \param color the color data for the texture
*/
- SDL_Rect get_dst_rect(const Sprite & sprite, const Vector2 & pos, const double & scale,
- const Camera & cam) const;
+ void set_color_texture(const Texture & texture, const Color & color);
private:
//! sdl Window
@@ -163,8 +233,133 @@ private:
//! renderer for the crepe engine
std::unique_ptr<SDL_Renderer, std::function<void(SDL_Renderer *)>> game_renderer;
- //! viewport for the camera window
- SDL_Rect viewport = {0, 0, 640, 480};
+ //! black bars rectangle to draw
+ SDL_FRect black_bars[2] = {};
+
+ /**
+ * \cam_aux_data extra data that the component cannot hold.
+ *
+ * - this is defined in this class because get_events() needs this information aswell
+ */
+ CameraAuxiliaryData cam_aux_data;
+
+private:
+ //! instance of the font_facade
+ FontFacade font_facade{};
+
+public:
+ /**
+ * \brief Function to Get asset from font_family
+ *
+ * This function uses the FontFacade function to convert a font_family to an asset.
+ *
+ * \param font_family name of the font style that needs to be used (will return an asset with default font path of the font_family doesnt exist)
+ *
+ * \return asset with the font style absolute path
+ */
+ Asset get_font_from_name(const std::string & font_family);
+ //! variable to store the state of each key (true = pressed, false = not pressed)
+ keyboard_state_t keyboard_state;
+ //! lookup table for converting SDL_SCANCODES to Keycodes
+ 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 4d3abf5..b1e6463 100644
--- a/src/crepe/facade/Sound.cpp
+++ b/src/crepe/facade/Sound.cpp
@@ -1,59 +1,13 @@
-#include "../util/Log.h"
+#include "../api/Asset.h"
+#include "../util/dbg.h"
#include "Sound.h"
-#include "SoundContext.h"
using namespace crepe;
using namespace std;
-Sound::Sound(unique_ptr<Asset> res) {
+Sound::Sound(const Asset & src, Mediator & mediator) : Resource(src, mediator) {
+ this->sample.load(src.get_path().c_str());
dbg_trace();
- this->load(std::move(res));
-}
-
-Sound::Sound(const char * src) {
- dbg_trace();
- this->load(make_unique<Asset>(src));
-}
-
-void Sound::load(unique_ptr<Asset> res) { this->sample.load(res->get_path().c_str()); }
-
-void Sound::play() {
- SoundContext & ctx = SoundContext::get_instance();
- if (ctx.engine.getPause(this->handle)) {
- // resume if paused
- ctx.engine.setPause(this->handle, false);
- } else {
- // or start new sound
- this->handle = ctx.engine.play(this->sample, this->volume);
- ctx.engine.setLooping(this->handle, this->looping);
- }
-}
-
-void Sound::pause() {
- SoundContext & ctx = SoundContext::get_instance();
- if (ctx.engine.getPause(this->handle)) return;
- ctx.engine.setPause(this->handle, true);
-}
-
-void Sound::rewind() {
- SoundContext & ctx = SoundContext::get_instance();
- if (!ctx.engine.isValidVoiceHandle(this->handle)) return;
- ctx.engine.seek(this->handle, 0);
-}
-
-void Sound::set_volume(float volume) {
- this->volume = volume;
-
- SoundContext & ctx = SoundContext::get_instance();
- if (!ctx.engine.isValidVoiceHandle(this->handle)) return;
- ctx.engine.setVolume(this->handle, this->volume);
-}
-
-void Sound::set_looping(bool looping) {
- this->looping = looping;
-
- SoundContext & ctx = SoundContext::get_instance();
- if (!ctx.engine.isValidVoiceHandle(this->handle)) return;
- ctx.engine.setLooping(this->handle, this->looping);
}
+Sound::~Sound() { dbg_trace(); }
diff --git a/src/crepe/facade/Sound.h b/src/crepe/facade/Sound.h
index 4c68f32..4a5d692 100644
--- a/src/crepe/facade/Sound.h
+++ b/src/crepe/facade/Sound.h
@@ -1,84 +1,31 @@
#pragma once
-#include <memory>
#include <soloud/soloud.h>
#include <soloud/soloud_wav.h>
-#include "../api/Asset.h"
+#include "../Resource.h"
namespace crepe {
+class SoundContext;
+class Mediator;
+
/**
* \brief Sound resource facade
*
- * This class is a wrapper around a \c SoLoud::Wav instance, which holds a
- * single sample. It is part of the sound facade.
+ * This class is a wrapper around a \c SoLoud::Wav instance, which holds a single sample. It is
+ * part of the sound facade.
*/
-class Sound {
-public:
- /**
- * \brief Pause this sample
- *
- * Pauses this sound if it is playing, or does nothing if it is already paused. The playhead
- * position is saved, such that calling \c play() after this function makes the sound resume.
- */
- void pause();
- /**
- * \brief Play this sample
- *
- * Resume playback if this sound is paused, or start from the beginning of the sample.
- *
- * \note This class only saves a reference to the most recent 'voice' of this sound. Calling
- * \c play() while the sound is already playing causes multiple instances of the sample to
- * play simultaniously. The sample started last is the one that is controlled afterwards.
- */
- void play();
- /**
- * \brief Reset playhead position
- *
- * Resets the playhead position so that calling \c play() after this function makes it play
- * from the start of the sample. If the sound is not paused before calling this function,
- * this function will stop playback.
- */
- void rewind();
- /**
- * \brief Set playback volume / gain
- *
- * \param volume Volume (0 = muted, 1 = full volume)
- */
- void set_volume(float volume);
- /**
- * \brief Get playback volume / gain
- *
- * \return Volume
- */
- float get_volume() const { return this->volume; }
- /**
- * \brief Set looping behavior for this sample
- *
- * \param looping Looping behavior (false = one-shot, true = loop)
- */
- void set_looping(bool looping);
- /**
- * \brief Get looping behavior
- *
- * \return true if looping, false if one-shot
- */
- bool get_looping() const { return this->looping; }
-
+class Sound : public Resource {
public:
- Sound(const char * src);
- Sound(std::unique_ptr<Asset> res);
-
-private:
- void load(std::unique_ptr<Asset> res);
+ Sound(const Asset & src, Mediator & mediator);
+ ~Sound(); // dbg_trace
private:
+ //! Deserialized resource (soloud)
SoLoud::Wav sample;
- SoLoud::handle handle;
-
- float volume = 1.0f;
- bool looping = false;
+ //! SoundContext uses \c sample
+ friend class SoundContext;
};
} // namespace crepe
diff --git a/src/crepe/facade/SoundContext.cpp b/src/crepe/facade/SoundContext.cpp
index deb2b62..5091e07 100644
--- a/src/crepe/facade/SoundContext.cpp
+++ b/src/crepe/facade/SoundContext.cpp
@@ -1,20 +1,36 @@
-#include "../util/Log.h"
+#include "../util/dbg.h"
#include "SoundContext.h"
using namespace crepe;
-SoundContext & SoundContext::get_instance() {
- static SoundContext instance;
- return instance;
-}
-
SoundContext::SoundContext() {
dbg_trace();
- engine.init();
+ this->engine.init();
+ this->engine.setMaxActiveVoiceCount(this->config.audio.voices);
}
SoundContext::~SoundContext() {
dbg_trace();
- engine.deinit();
+ this->engine.deinit();
+}
+
+SoundHandle SoundContext::play(Sound & resource) {
+ SoLoud::handle real_handle = this->engine.play(resource.sample, 1.0f);
+ SoundHandle handle = this->next_handle;
+ this->registry[handle] = real_handle;
+ this->next_handle++;
+ return handle;
+}
+
+void SoundContext::stop(const SoundHandle & handle) {
+ this->engine.stop(this->registry[handle]);
+}
+
+void SoundContext::set_volume(const SoundHandle & handle, float volume) {
+ this->engine.setVolume(this->registry[handle], volume);
+}
+
+void SoundContext::set_loop(const SoundHandle & handle, bool loop) {
+ this->engine.setLooping(this->registry[handle], loop);
}
diff --git a/src/crepe/facade/SoundContext.h b/src/crepe/facade/SoundContext.h
index d703c16..d986c59 100644
--- a/src/crepe/facade/SoundContext.h
+++ b/src/crepe/facade/SoundContext.h
@@ -2,30 +2,80 @@
#include <soloud/soloud.h>
+#include "../api/Config.h"
+
#include "Sound.h"
+#include "SoundHandle.h"
namespace crepe {
/**
* \brief Sound engine facade
*
- * This class is a wrapper around a \c SoLoud::Soloud instance, which provides
- * the methods for playing \c Sound instances. It is part of the sound facade.
+ * This class is a wrapper around a \c SoLoud::Soloud instance, which provides the methods for
+ * playing \c Sound instances. It is part of the sound facade.
*/
class SoundContext {
-private:
- // singleton
+public:
SoundContext();
virtual ~SoundContext();
+
SoundContext(const SoundContext &) = delete;
SoundContext(SoundContext &&) = delete;
SoundContext & operator=(const SoundContext &) = delete;
SoundContext & operator=(SoundContext &&) = delete;
+ /**
+ * \brief Play a sample
+ *
+ * Plays a Sound from the beginning of the sample and returns a handle to control it later.
+ *
+ * \param resource Sound instance to play
+ *
+ * \returns Handle to control this voice
+ */
+ virtual SoundHandle play(Sound & resource);
+ /**
+ * \brief Stop a voice immediately if it is still playing
+ *
+ * \note This function does nothing if the handle is invalid or if the sound is already
+ * stopped / finished playing.
+ *
+ * \param handle Voice handle returned by SoundContext::play
+ */
+ virtual void stop(const SoundHandle & handle);
+ /**
+ * \brief Change the volume of a voice
+ *
+ * \note This function does nothing if the handle is invalid or if the sound is already
+ * stopped / finished playing.
+ *
+ * \param handle Voice handle returned by SoundContext::play
+ * \param volume New gain value (0=silent, 1=default)
+ */
+ virtual void set_volume(const SoundHandle & handle, float volume);
+ /**
+ * \brief Set the looping behavior of a voice
+ *
+ * \note This function does nothing if the handle is invalid or if the sound is already
+ * stopped / finished playing.
+ *
+ * \param handle Voice handle returned by SoundContext::play
+ * \param loop Looping behavior (false=oneshot, true=loop)
+ */
+ virtual void set_loop(const SoundHandle & handle, bool loop);
+
private:
- static SoundContext & get_instance();
+ //! Abstracted class
SoLoud::Soloud engine;
- friend class Sound;
+
+ //! Config reference
+ Config & config = Config::get_instance();
+
+ //! Sound handle registry
+ std::unordered_map<SoundHandle, SoLoud::handle> registry;
+ //! Unique handle counter
+ SoundHandle next_handle = 0;
};
} // namespace crepe
diff --git a/src/crepe/facade/SoundHandle.h b/src/crepe/facade/SoundHandle.h
new file mode 100644
index 0000000..b7925fc
--- /dev/null
+++ b/src/crepe/facade/SoundHandle.h
@@ -0,0 +1,12 @@
+#pragma once
+
+#include <cstddef>
+
+namespace crepe {
+
+/**
+ * \brief Voice handle returned by
+ */
+typedef size_t SoundHandle;
+
+} // namespace crepe
diff --git a/src/crepe/facade/Texture.cpp b/src/crepe/facade/Texture.cpp
new file mode 100644
index 0000000..6fb22e1
--- /dev/null
+++ b/src/crepe/facade/Texture.cpp
@@ -0,0 +1,29 @@
+#include "../Resource.h"
+#include "../facade/SDLContext.h"
+#include "../manager/Mediator.h"
+#include "../types.h"
+#include "../util/dbg.h"
+
+#include "Texture.h"
+
+using namespace crepe;
+using namespace std;
+
+Texture::Texture(const Asset & src, Mediator & mediator) : Resource(src, mediator) {
+ dbg_trace();
+ SDLContext & ctx = mediator.sdl_context;
+ this->texture = ctx.texture_from_path(src.get_path());
+ this->size = ctx.get_size(*this);
+ this->aspect_ratio = static_cast<float>(this->size.x) / this->size.y;
+}
+
+Texture::~Texture() {
+ dbg_trace();
+ this->texture.reset();
+}
+
+const ivec2 & Texture::get_size() const noexcept { return this->size; }
+
+const float & Texture::get_ratio() const noexcept { return this->aspect_ratio; }
+
+SDL_Texture * Texture::get_img() const noexcept { return this->texture.get(); }
diff --git a/src/crepe/facade/Texture.h b/src/crepe/facade/Texture.h
new file mode 100644
index 0000000..cdacac4
--- /dev/null
+++ b/src/crepe/facade/Texture.h
@@ -0,0 +1,69 @@
+#pragma once
+
+#include <SDL2/SDL_render.h>
+#include <memory>
+
+#include "../Resource.h"
+
+#include "types.h"
+
+namespace crepe {
+
+class Mediator;
+class Asset;
+
+/**
+ * \class Texture
+ * \brief Manages texture loading and properties.
+ *
+ * The Texture class is responsible for loading an image from a source and providing access to
+ * its dimensions. Textures can be used for rendering.
+ */
+class Texture : public Resource {
+
+public:
+ /**
+ * \brief Constructs a Texture from an Asset resource.
+ * \param src Asset with texture data to load.
+ * \param mediator use the SDLContext reference to load the image
+ */
+ Texture(const Asset & src, Mediator & mediator);
+
+ /**
+ * \brief Destroys the Texture instance
+ */
+ ~Texture();
+
+ /**
+ * \brief get width and height of image in pixels
+ * \return pixel size width and height
+ *
+ */
+ const ivec2 & get_size() const noexcept;
+
+ /**
+ * \brief aspect_ratio of image
+ * \return ratio
+ *
+ */
+ const float & get_ratio() const noexcept;
+
+ /**
+ * \brief get the image texture
+ * \return SDL_Texture
+ *
+ */
+ SDL_Texture * get_img() const noexcept;
+
+private:
+ //! The texture of the class from the library
+ std::unique_ptr<SDL_Texture, std::function<void(SDL_Texture *)>> texture;
+
+ // texture size in pixel
+ ivec2 size;
+
+ //! ratio of image
+ float aspect_ratio;
+};
+
+} // namespace crepe
diff --git a/src/crepe/manager/CMakeLists.txt b/src/crepe/manager/CMakeLists.txt
new file mode 100644
index 0000000..48e444f
--- /dev/null
+++ b/src/crepe/manager/CMakeLists.txt
@@ -0,0 +1,30 @@
+target_sources(crepe PUBLIC
+ ComponentManager.cpp
+ EventManager.cpp
+ Manager.cpp
+ SaveManager.cpp
+ SceneManager.cpp
+ LoopTimerManager.cpp
+ ResourceManager.cpp
+ ReplayManager.cpp
+ SystemManager.cpp
+)
+
+target_sources(crepe PUBLIC FILE_SET HEADERS FILES
+ ComponentManager.h
+ ComponentManager.hpp
+ EventManager.h
+ EventManager.hpp
+ Manager.h
+ Mediator.h
+ SaveManager.h
+ SceneManager.h
+ SceneManager.hpp
+ 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
new file mode 100644
index 0000000..745ddae
--- /dev/null
+++ b/src/crepe/manager/ComponentManager.cpp
@@ -0,0 +1,99 @@
+#include "../api/GameObject.h"
+#include "../api/Metadata.h"
+#include "../types.h"
+#include "../util/dbg.h"
+
+#include "ComponentManager.h"
+
+using namespace crepe;
+using namespace std;
+
+ComponentManager::ComponentManager(Mediator & mediator) : Manager(mediator) {
+ mediator.component_manager = *this;
+ dbg_trace();
+}
+ComponentManager::~ComponentManager() { dbg_trace(); }
+
+void ComponentManager::delete_all_components_of_id(game_object_id_t id) {
+ // Do not delete persistent objects
+ if (this->persistent[id]) {
+ return;
+ }
+
+ // Loop through all the types (in the unordered_map<>)
+ for (auto & [type, component_array] : this->components) {
+ // Make sure that the id (that we are looking for) is within the boundaries of the vector<>
+ if (id < component_array.size()) {
+ // Clear the components at this specific id
+ component_array[id].clear();
+ }
+ }
+}
+
+void ComponentManager::delete_all_components() {
+ // Loop through all the types (in the unordered_map<>)
+ for (auto & [type, component_array] : this->components) {
+ // Loop through all the ids (in the vector<>)
+ for (game_object_id_t id = 0; id < component_array.size(); id++) {
+ // Do not delete persistent objects
+ if (!this->persistent[id]) {
+ // Clear the components at this specific id
+ component_array[id].clear();
+ }
+ }
+ }
+
+ this->next_id = 0;
+}
+
+GameObject ComponentManager::new_object(const string & name, const string & tag,
+ const vec2 & position, double rotation, double scale) {
+ // Find the first available id (taking persistent objects into account)
+ while (this->persistent[this->next_id]) {
+ this->next_id++;
+ }
+
+ GameObject object{this->mediator, this->next_id, name, tag, position, rotation, scale};
+ this->next_id++;
+
+ return object;
+}
+
+void ComponentManager::set_persistent(game_object_id_t id, bool persistent) {
+ this->persistent[id] = persistent;
+}
+
+set<game_object_id_t> ComponentManager::get_objects_by_name(const string & name) const {
+ return this->get_objects_by_predicate<Metadata>(
+ [name](const Metadata & data) { return data.name == name; });
+}
+
+set<game_object_id_t> ComponentManager::get_objects_by_tag(const string & tag) const {
+ 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
new file mode 100644
index 0000000..c3a5b4a
--- /dev/null
+++ b/src/crepe/manager/ComponentManager.h
@@ -0,0 +1,252 @@
+#pragma once
+
+#include <memory>
+#include <set>
+#include <typeindex>
+#include <unordered_map>
+#include <vector>
+
+#include "../Component.h"
+#include "../types.h"
+
+#include "Manager.h"
+
+namespace crepe {
+
+class GameObject;
+
+/**
+ * \brief Manages all components
+ *
+ * This class manages all components. It provides methods to add, delete and get components.
+ */
+class ComponentManager : public Manager {
+public:
+ ComponentManager(Mediator & mediator);
+ ~ComponentManager(); // dbg_trace
+
+ /**
+ * \brief Create a new game object using the component manager
+ *
+ * \param name Metadata::name (required)
+ * \param tag Metadata::tag (optional, empty by default)
+ * \param position Transform::position (optional, origin by default)
+ * \param rotation Transform::rotation (optional, 0 by default)
+ * \param scale Transform::scale (optional, 1 by default)
+ *
+ * \returns GameObject interface
+ *
+ * \note This method automatically assigns a new entity ID
+ */
+ GameObject new_object(const std::string & name, const std::string & tag = "",
+ const vec2 & position = {0, 0}, double rotation = 0,
+ double scale = 1);
+
+public:
+ /**
+ * \brief Add a component to the ComponentManager
+ *
+ * This method adds a component to the ComponentManager. The component is created with the
+ * given arguments and added to the ComponentManager.
+ *
+ * \tparam T The type of the component
+ * \tparam Args The types of the arguments
+ * \param id The id of the GameObject this component belongs to
+ * \param args The arguments to create the component
+ * \return The created component
+ */
+ template <typename T, typename... Args>
+ T & add_component(game_object_id_t id, Args &&... args);
+ /**
+ * \brief Delete all components of a specific type and id
+ *
+ * This method deletes all components of a specific type and id.
+ *
+ * \tparam T The type of the component
+ * \param id The id of the GameObject this component belongs to
+ */
+ template <typename T>
+ void delete_components_by_id(game_object_id_t id);
+ /**
+ * \brief Delete all components of a specific type
+ *
+ * This method deletes all components of a specific type.
+ *
+ * \tparam T The type of the component
+ */
+ template <typename T>
+ void delete_components();
+ /**
+ * \brief Delete all components of a specific id
+ *
+ * This method deletes all components of a specific id.
+ *
+ * \param id The id of the GameObject this component belongs to
+ */
+ void delete_all_components_of_id(game_object_id_t id);
+ /**
+ * \brief Delete all components
+ *
+ * This method deletes all components.
+ */
+ void delete_all_components();
+ /**
+ * \brief Set a GameObject as persistent
+ *
+ * This method sets a GameObject as persistent. If a GameObject is persistent, its
+ * components will not be deleted.
+ *
+ * \param id The id of the GameObject to set as persistent
+ * \param persistent The persistent flag
+ */
+ void set_persistent(game_object_id_t id, bool persistent);
+
+public:
+ /**
+ * \brief Get all components of a specific type and id
+ *
+ * This method gets all components of a specific type and id.
+ *
+ * \tparam T The type of the component
+ * \param id The id of the GameObject this component belongs to
+ * \return A vector of all components of the specific type and id
+ */
+ template <typename T>
+ RefVector<T> get_components_by_id(game_object_id_t id) const;
+ /**
+ * \brief Get all components of a specific type
+ *
+ * This method gets all components of a specific type.
+ *
+ * \tparam T The type of the component
+ * \return A vector of all components of the specific type
+ */
+ template <typename T>
+ RefVector<T> get_components_by_type() const;
+ /**
+ * \brief Get all components of a specific type on a GameObject with name \c name
+ *
+ * \tparam T The type of the component
+ * \param name Metadata::name for the same game_object_id as the returned components
+ * \return Components matching criteria
+ */
+ template <typename T>
+ RefVector<T> get_components_by_name(const std::string & name) const;
+ /**
+ * \brief Get all components of a specific type on a GameObject with tag \c tag
+ *
+ * \tparam T The type of the component
+ * \param name Metadata::tag for the same game_object_id as the returned components
+ * \return Components matching criteria
+ */
+ 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
+ *
+ * This function calls the predicate function \c pred for all components matching type \c T,
+ * and adds their parent game_object_id to a \c std::set if the predicate returns true.
+ *
+ * \tparam T The type of the component to check the predicate against
+ * \param pred Predicate function
+ *
+ * \note The predicate function may be called for multiple components with the same \c
+ * game_object_id. In this case, the ID is added if *any* call returns \c true.
+ *
+ * \returns game_object_id for all components where the predicate returned true
+ */
+ template <typename T>
+ std::set<game_object_id_t>
+ get_objects_by_predicate(const std::function<bool(const T &)> & pred) const;
+
+ /**
+ * \brief Get components of type \c T for multiple game object IDs
+ *
+ * \tparam T The type of the components to return
+ * \param ids The object IDs
+ *
+ * \return All components matching type \c T and one of the IDs in \c ids
+ */
+ template <typename T>
+ RefVector<T> get_components_by_ids(const std::set<game_object_id_t> & ids) const;
+
+ /**
+ * \brief Get object IDs for objects with name \c name
+ *
+ * \param name Object name to match
+ * \returns Object IDs where Metadata::name is equal to \c name
+ */
+ std::set<game_object_id_t> get_objects_by_name(const std::string & name) const;
+ /**
+ * \brief Get object IDs for objects with tag \c tag
+ *
+ * \param tag Object tag to match
+ * \returns Object IDs where Metadata::tag is equal to \c tag
+ */
+ std::set<game_object_id_t> get_objects_by_tag(const std::string & tag) const;
+
+private:
+ //! By Component \c std::type_index (readability helper type)
+ template <typename T>
+ using by_type = std::unordered_map<std::type_index, T>;
+ //! By \c game_object_id index (readability helper type)
+ template <typename T>
+ using by_id_index = std::vector<T>;
+ /**
+ * \brief The components
+ *
+ * This unordered_map stores all components. The key is the type of the component and the
+ * value is a vector of vectors of unique pointers to the components.
+ *
+ * Every component type has its own vector of vectors of unique pointers to the components.
+ * The first vector is for the ids of the GameObjects and the second vector is for the
+ * components (because a GameObject might have multiple components).
+ */
+ by_type<by_id_index<std::vector<std::unique_ptr<Component>>>> components;
+
+ //! Persistent flag for each GameObject
+ std::unordered_map<game_object_id_t, bool> persistent;
+
+ //! ID of next GameObject allocated by \c ComponentManager::new_object
+ game_object_id_t next_id = 0;
+};
+
+} // namespace crepe
+
+#include "ComponentManager.hpp"
diff --git a/src/crepe/ComponentManager.hpp b/src/crepe/manager/ComponentManager.hpp
index 4d5eaf4..9e70865 100644
--- a/src/crepe/ComponentManager.hpp
+++ b/src/crepe/manager/ComponentManager.hpp
@@ -54,6 +54,11 @@ template <typename T>
void ComponentManager::delete_components_by_id(game_object_id_t id) {
using namespace std;
+ // Do not delete persistent objects
+ if (this->persistent[id]) {
+ return;
+ }
+
// Determine the type of T (this is used as the key of the unordered_map<>)
type_index type = typeid(T);
@@ -77,39 +82,38 @@ void ComponentManager::delete_components() {
if (this->components.find(type) == this->components.end()) return;
- this->components[type].clear();
+ // Loop through the whole vector<> of this specific type
+ for (game_object_id_t i = 0; i < this->components[type].size(); ++i) {
+ // Do not delete persistent objects
+ if (!this->persistent[i]) {
+ this->components[type][i].clear();
+ }
+ }
}
template <typename T>
RefVector<T> ComponentManager::get_components_by_id(game_object_id_t id) const {
using namespace std;
- // Determine the type of T (this is used as the key of the unordered_map<>)
- type_index type = typeid(T);
-
- // Create an empty vector<>
- RefVector<T> component_vector;
-
- if (this->components.find(type) == this->components.end()) return component_vector;
-
- // Get the correct vector<>
- const vector<vector<unique_ptr<Component>>> & component_array = this->components.at(type);
-
- // Make sure that the id (that we are looking for) is within the boundaries of the vector<>
- if (id >= component_array.size()) return component_vector;
-
- // Loop trough the whole vector<>
- for (const unique_ptr<Component> & component_ptr : component_array[id]) {
- // Cast the unique_ptr to a raw pointer
- T * casted_component = static_cast<T *>(component_ptr.get());
-
- if (casted_component == nullptr) continue;
+ static_assert(is_base_of<Component, T>::value,
+ "get_components_by_id must recieve a derivative class of Component");
- // Add the dereferenced raw pointer to the vector<>
- component_vector.push_back(*casted_component);
+ type_index type = typeid(T);
+ if (!this->components.contains(type)) return {};
+
+ const by_id_index<vector<unique_ptr<Component>>> & components_by_id
+ = this->components.at(type);
+ if (id >= components_by_id.size()) return {};
+
+ RefVector<T> out = {};
+ const vector<unique_ptr<Component>> & components = components_by_id.at(id);
+ for (auto & component_ptr : components) {
+ if (component_ptr == nullptr) continue;
+ Component & component = *component_ptr.get();
+ out.push_back(static_cast<T &>(component));
}
- return component_vector;
+ return out;
}
template <typename T>
@@ -147,4 +151,46 @@ RefVector<T> ComponentManager::get_components_by_type() const {
return component_vector;
}
+template <typename T>
+std::set<game_object_id_t>
+ComponentManager::get_objects_by_predicate(const std::function<bool(const T &)> & pred) const {
+ using namespace std;
+
+ set<game_object_id_t> objects = {};
+ RefVector<T> components = this->get_components_by_type<T>();
+
+ for (const T & component : components) {
+ game_object_id_t id = dynamic_cast<const Component &>(component).game_object_id;
+ if (objects.contains(id)) continue;
+ if (!pred(component)) continue;
+ objects.insert(id);
+ }
+
+ return objects;
+}
+
+template <typename T>
+RefVector<T>
+ComponentManager::get_components_by_ids(const std::set<game_object_id_t> & ids) const {
+ using namespace std;
+
+ RefVector<T> out = {};
+ for (game_object_id_t id : ids) {
+ RefVector<T> components = get_components_by_id<T>(id);
+ out.insert(out.end(), components.begin(), components.end());
+ }
+
+ return out;
+}
+
+template <typename T>
+RefVector<T> ComponentManager::get_components_by_name(const std::string & name) const {
+ return this->get_components_by_ids<T>(this->get_objects_by_name(name));
+}
+
+template <typename T>
+RefVector<T> ComponentManager::get_components_by_tag(const std::string & tag) const {
+ return this->get_components_by_ids<T>(this->get_objects_by_tag(tag));
+}
+
} // namespace crepe
diff --git a/src/crepe/api/EventManager.cpp b/src/crepe/manager/EventManager.cpp
index 20f0dd3..6aa49ee 100644
--- a/src/crepe/api/EventManager.cpp
+++ b/src/crepe/manager/EventManager.cpp
@@ -3,11 +3,9 @@
using namespace crepe;
using namespace std;
-EventManager & EventManager::get_instance() {
- static EventManager instance;
- return instance;
+EventManager::EventManager(Mediator & mediator) : Manager(mediator) {
+ this->mediator.event_manager = *this;
}
-
void EventManager::dispatch_events() {
for (auto & event : this->events_queue) {
this->handle_event(event.type, event.channel, *event.event.get());
diff --git a/src/crepe/api/EventManager.h b/src/crepe/manager/EventManager.h
index 1a33023..639e37f 100644
--- a/src/crepe/api/EventManager.h
+++ b/src/crepe/manager/EventManager.h
@@ -5,8 +5,10 @@
#include <unordered_map>
#include <vector>
-#include "Event.h"
-#include "EventHandler.h"
+#include "../api/Event.h"
+#include "../api/EventHandler.h"
+
+#include "Manager.h"
namespace crepe {
@@ -22,33 +24,25 @@ typedef size_t subscription_t;
typedef size_t event_channel_t;
/**
- * \class EventManager
* \brief Manages event subscriptions, triggers, and queues, enabling decoupled event handling.
- *
+ *
* The `EventManager` acts as a centralized event system. It allows for registering callbacks
* for specific event types, triggering events synchronously, queueing events for later
* processing, and managing subscriptions via unique identifiers.
*/
-class EventManager {
+class EventManager : public Manager {
public:
static constexpr const event_channel_t CHANNEL_ALL = -1;
-
/**
- * \brief Get the singleton instance of the EventManager.
- *
- * This method returns the unique instance of the EventManager, creating it if it
- * doesn't already exist. Ensures only one instance is active in the program.
- *
- * \return Reference to the singleton instance of the EventManager.
+ * \param mediator A reference to a Mediator object used for transfering managers.
*/
- static EventManager & get_instance();
-
+ EventManager(Mediator & mediator);
/**
* \brief Subscribe to a specific event type.
- *
+ *
* Registers a callback for a given event type and optional channel. Each callback
* is assigned a unique subscription ID that can be used for later unsubscription.
- *
+ *
* \tparam EventType The type of the event to subscribe to.
* \param callback The callback function to be invoked when the event is triggered.
* \param channel The channel number to subscribe to (default is CHANNEL_ALL, which listens to all channels).
@@ -60,18 +54,18 @@ public:
/**
* \brief Unsubscribe a previously registered callback.
- *
+ *
* Removes a callback from the subscription list based on its unique subscription ID.
- *
+ *
* \param event_id The unique subscription ID of the callback to remove.
*/
void unsubscribe(subscription_t event_id);
/**
* \brief Trigger an event immediately.
- *
+ *
* Synchronously invokes all registered callbacks for the given event type on the specified channel.
- *
+ *
* \tparam EventType The type of the event to trigger.
* \param event The event instance to pass to the callbacks.
* \param channel The channel to trigger the event on (default is CHANNEL_ALL, which triggers on all channels).
@@ -81,9 +75,9 @@ public:
/**
* \brief Queue an event for later processing.
- *
+ *
* Adds an event to the event queue to be processed during the next call to `dispatch_events`.
- *
+ *
* \tparam EventType The type of the event to queue.
* \param event The event instance to queue.
* \param channel The channel to associate with the event (default is CHANNEL_ALL).
@@ -93,7 +87,7 @@ public:
/**
* \brief Process all queued events.
- *
+ *
* Iterates through the event queue and triggers callbacks for each queued event.
* Events are removed from the queue once processed.
*/
@@ -101,20 +95,13 @@ public:
/**
* \brief Clear all subscriptions.
- *
+ *
* Removes all registered event handlers and clears the subscription list.
*/
void clear();
private:
/**
- * \brief Default constructor for the EventManager.
- *
- * Constructor is private to enforce the singleton pattern.
- */
- EventManager() = default;
-
- /**
* \struct QueueEntry
* \brief Represents an entry in the event queue.
*/
diff --git a/src/crepe/api/EventManager.hpp b/src/crepe/manager/EventManager.hpp
index a5f4556..a5f4556 100644
--- a/src/crepe/api/EventManager.hpp
+++ b/src/crepe/manager/EventManager.hpp
diff --git a/src/crepe/manager/LoopTimerManager.cpp b/src/crepe/manager/LoopTimerManager.cpp
new file mode 100644
index 0000000..e78f92f
--- /dev/null
+++ b/src/crepe/manager/LoopTimerManager.cpp
@@ -0,0 +1,91 @@
+#include <chrono>
+#include <thread>
+
+#include "../util/dbg.h"
+
+#include "LoopTimerManager.h"
+
+using namespace crepe;
+using namespace std::chrono;
+using namespace std::chrono_literals;
+
+LoopTimerManager::LoopTimerManager(Mediator & mediator) : Manager(mediator) {
+ this->mediator.loop_timer = *this;
+ dbg_trace();
+}
+
+void LoopTimerManager::start() {
+ this->last_frame_time = std::chrono::steady_clock::now();
+
+ this->elapsed_time = elapsed_time_t{0};
+ this->elapsed_fixed_time = elapsed_time_t{0};
+ this->delta_time = duration_t{0};
+}
+
+void LoopTimerManager::update() {
+ time_point_t current_frame_time = std::chrono::steady_clock::now();
+ // Convert to duration in seconds for delta time
+ this->delta_time = current_frame_time - last_frame_time;
+
+ if (this->delta_time > this->maximum_delta_time) {
+ this->delta_time = this->maximum_delta_time;
+ }
+ if (this->delta_time > 0s) {
+ this->actual_fps = static_cast<unsigned>(1.0 / this->delta_time.count());
+ } else {
+ this->actual_fps = 0;
+ }
+ this->elapsed_time += duration_cast<elapsed_time_t>(this->delta_time);
+ this->last_frame_time = current_frame_time;
+}
+
+duration_t LoopTimerManager::get_delta_time() const {
+ return this->delta_time * this->time_scale;
+}
+
+elapsed_time_t LoopTimerManager::get_elapsed_time() const { return this->elapsed_time; }
+
+void LoopTimerManager::advance_fixed_elapsed_time() {
+ this->elapsed_fixed_time
+ += std::chrono::duration_cast<elapsed_time_t>(this->fixed_delta_time);
+}
+
+void LoopTimerManager::set_target_framerate(unsigned fps) {
+ this->target_fps = fps;
+ //check if fps is lower or equals 0
+ if (fps <= 0) return;
+ // target time per frame in seconds
+ this->frame_target_time = duration_t(1s) / this->target_fps;
+}
+
+unsigned LoopTimerManager::get_fps() const { return this->actual_fps; }
+
+void LoopTimerManager::set_time_scale(double value) { this->time_scale = value; }
+
+float LoopTimerManager::get_time_scale() const { return this->time_scale; }
+
+void LoopTimerManager::enforce_frame_rate() {
+ time_point_t current_frame_time = std::chrono::steady_clock::now();
+ duration_t frame_duration = current_frame_time - this->last_frame_time;
+ // Check if frame duration is less than the target frame time
+ if (frame_duration < this->frame_target_time) {
+ duration_t delay_time = this->frame_target_time - frame_duration;
+ if (delay_time > 0s) {
+ std::this_thread::sleep_for(delay_time);
+ }
+ }
+}
+
+duration_t LoopTimerManager::get_lag() const {
+ return this->elapsed_time - this->elapsed_fixed_time;
+}
+
+duration_t LoopTimerManager::get_scaled_fixed_delta_time() const {
+ return this->fixed_delta_time * this->time_scale;
+}
+
+void LoopTimerManager::set_fixed_delta_time(float seconds) {
+ this->fixed_delta_time = duration_t(seconds);
+}
+
+duration_t LoopTimerManager::get_fixed_delta_time() const { return this->fixed_delta_time; }
diff --git a/src/crepe/manager/LoopTimerManager.h b/src/crepe/manager/LoopTimerManager.h
new file mode 100644
index 0000000..2f1e6b6
--- /dev/null
+++ b/src/crepe/manager/LoopTimerManager.h
@@ -0,0 +1,177 @@
+#pragma once
+
+#include <chrono>
+
+#include "Manager.h"
+
+namespace crepe {
+
+class Engine;
+
+typedef std::chrono::duration<float> duration_t;
+typedef std::chrono::duration<unsigned long long, std::micro> elapsed_time_t;
+
+/**
+ * \brief Manages timing and frame rate for the game loop.
+ *
+ * The LoopTimerManager class is responsible for calculating and managing timing functions
+ * such as delta time, frames per second (FPS), fixed time steps, and time scaling. It ensures
+ * consistent frame updates and supports game loop operations, such as handling fixed updates
+ * for physics and other time-sensitive operations.
+ */
+class LoopTimerManager : public Manager {
+public:
+ /**
+ * \param mediator A reference to a Mediator object used for transfering managers.
+ */
+ LoopTimerManager(Mediator & mediator);
+ /**
+ * \brief Get the current delta time for the current frame.
+ *
+ * This value represents the estimated frame duration of the current frame.
+ * This value can be used in the frame_update to convert pixel based values to time based values.
+ *
+ * \return Delta time in seconds since the last frame.
+ */
+ duration_t get_delta_time() const;
+
+ /**
+ * \brief Get the current elapsed time (total time passed )
+ *
+ * \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.
+ */
+ elapsed_time_t get_elapsed_time() const;
+
+ /**
+ * \brief Set the target frames per second (FPS).
+ *
+ * \param fps The desired frames rendered per second.
+ */
+ void set_target_framerate(unsigned fps);
+
+ /**
+ * \brief Get the current frames per second (FPS).
+ *
+ * \return Current FPS.
+ */
+ unsigned int get_fps() const;
+
+ /**
+ * \brief Get the current time scale.
+ *
+ * \return The current time scale, where (0 = pause, < 1 = slow down, 1 = normal speed, > 1 = speed up).
+ * up the game.
+ */
+ float get_time_scale() const;
+
+ /**
+ * \brief Set the time scale.
+ *
+ * time_scale is a value that changes the delta time that can be retrieved using get_delta_time function.
+ *
+ * \param time_scale The desired time scale (0 = pause, < 1 = slow down, 1 = normal speed, > 1 = speed up).
+ */
+ void set_time_scale(double time_scale);
+
+ /**
+ * \brief Get the fixed delta time in seconds without scaling by the time scale.
+ *
+ * This value is used in the LoopManager to determine how many times
+ * the fixed_update should be called within a given interval.
+ *
+ * \return The unscaled fixed delta time in seconds.
+ */
+ duration_t get_fixed_delta_time() const;
+
+ /**
+ * \brief Set the fixed_delta_time in seconds.
+ *
+ * \param seconds fixed_delta_time in seconds.
+ *
+ * The fixed_delta_time value is used to determine how many times per second the fixed_update and process_input functions are called.
+ *
+ */
+ void set_fixed_delta_time(float seconds);
+
+ /**
+ * \brief Retrieves the scaled fixed delta time in seconds.
+ *
+ * The scaled fixed delta time is the timing value used within the `fixed_update` function.
+ * It is adjusted by the time_scale to account for any changes in the simulation's
+ * speed.
+ *
+ * \return The fixed delta time, scaled by the current time scale, in seconds.
+ */
+ duration_t get_scaled_fixed_delta_time() const;
+
+private:
+ //! Friend relation to use start,enforce_frame_rate,get_lag,update,advance_fixed_update.
+ friend class Engine;
+ /**
+ * \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 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.
+ */
+ duration_t get_lag() const;
+
+ /**
+ * \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 Progress the elapsed fixed time by the fixed delta time interval.
+ *
+ * This method advances the game's fixed update loop by adding the fixed_delta_time
+ * to elapsed_fixed_time, ensuring the fixed update catches up with the elapsed time.
+ */
+ void advance_fixed_elapsed_time();
+
+private:
+ //! Target frames per second.
+ unsigned int target_fps = 60;
+ //! Actual frames per second.
+ unsigned int actual_fps = 0;
+ //! Time scale for speeding up or slowing down the game (0 = pause, < 1 = slow down, 1 = normal speed, > 1 = speed up).
+ float time_scale = 1;
+ //! Maximum delta time in seconds to avoid large jumps.
+ duration_t maximum_delta_time{0.25};
+ //! Delta time for the current frame in seconds.
+ duration_t delta_time{0.0};
+ //! Target time per frame in seconds
+ duration_t frame_target_time{1.0 / target_fps};
+ //! Fixed delta time for fixed updates in seconds.
+ duration_t fixed_delta_time{1.0 / 50.0};
+ //! Total elapsed game time in microseconds.
+ elapsed_time_t elapsed_time{0};
+ //! Total elapsed time for fixed updates in microseconds.
+ elapsed_time_t elapsed_fixed_time{0};
+
+ typedef std::chrono::steady_clock::time_point time_point_t;
+ //! Time of the last frame.
+ time_point_t last_frame_time;
+};
+
+} // namespace crepe
diff --git a/src/crepe/manager/Manager.cpp b/src/crepe/manager/Manager.cpp
new file mode 100644
index 0000000..1182785
--- /dev/null
+++ b/src/crepe/manager/Manager.cpp
@@ -0,0 +1,5 @@
+#include "Manager.h"
+
+using namespace crepe;
+
+Manager::Manager(Mediator & mediator) : mediator(mediator) {}
diff --git a/src/crepe/manager/Manager.h b/src/crepe/manager/Manager.h
new file mode 100644
index 0000000..84d80fe
--- /dev/null
+++ b/src/crepe/manager/Manager.h
@@ -0,0 +1,24 @@
+#pragma once
+
+#include "Mediator.h"
+
+namespace crepe {
+
+/**
+ * \brief Base manager class
+ *
+ * Managers are used for various tasks that fall outside the ECS system category. All managers
+ * are required to register themselves to the mediator passed to the constructor, and this
+ * mutable reference is saved for convenience, even though not all managers use the mediator
+ * directly.
+ */
+class Manager {
+public:
+ Manager(Mediator & mediator);
+ virtual ~Manager() = default;
+
+protected:
+ Mediator & mediator;
+};
+
+} // namespace crepe
diff --git a/src/crepe/manager/Mediator.h b/src/crepe/manager/Mediator.h
new file mode 100644
index 0000000..842f1de
--- /dev/null
+++ b/src/crepe/manager/Mediator.h
@@ -0,0 +1,41 @@
+#pragma once
+
+#include "../util/OptionalRef.h"
+
+namespace crepe {
+
+class ComponentManager;
+class SceneManager;
+class EventManager;
+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
+ * other classes within the engine hierarchy. Made to prevent constant changes to subclasses to
+ * pass specific references through dependency injection. All references on this struct
+ * *should* be explicitly checked for availability as this struct does not guarantee anything.
+ *
+ * \note Dereferencing members of this struct should be deferred. If you are a user of this
+ * class, keep a reference to this mediator instead of just picking references from it when you
+ * receive an instance.
+ *
+ * \warning This class should never be directly accessible from the API
+ */
+struct Mediator {
+ OptionalRef<SDLContext> sdl_context;
+ OptionalRef<ComponentManager> component_manager;
+ OptionalRef<SceneManager> scene_manager;
+ OptionalRef<EventManager> event_manager;
+ 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..f06a58b
--- /dev/null
+++ b/src/crepe/manager/ReplayManager.h
@@ -0,0 +1,96 @@
+#pragma once
+
+#include <unordered_map>
+
+#include "../util/OptionalRef.h"
+
+#include "ComponentManager.h"
+#include "Manager.h"
+
+namespace crepe {
+
+//! Handle to recording held by ReplayManager
+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
new file mode 100644
index 0000000..5713183
--- /dev/null
+++ b/src/crepe/manager/ResourceManager.cpp
@@ -0,0 +1,30 @@
+#include "util/dbg.h"
+
+#include "ResourceManager.h"
+
+using namespace crepe;
+using namespace std;
+
+ResourceManager::ResourceManager(Mediator & mediator) : Manager(mediator) {
+ dbg_trace();
+ mediator.resource_manager = *this;
+}
+ResourceManager::~ResourceManager() { dbg_trace(); }
+
+void ResourceManager::clear() {
+ std::erase_if(this->resources, [](const pair<const Asset, CacheEntry> & pair) {
+ const CacheEntry & entry = pair.second;
+ return entry.persistent == false;
+ });
+}
+
+void ResourceManager::clear_all() { this->resources.clear(); }
+
+void ResourceManager::set_persistent(const Asset & asset, bool persistent) {
+ this->get_entry(asset).persistent = persistent;
+}
+
+ResourceManager::CacheEntry & ResourceManager::get_entry(const Asset & asset) {
+ if (!this->resources.contains(asset)) this->resources[asset] = {};
+ return this->resources.at(asset);
+}
diff --git a/src/crepe/manager/ResourceManager.h b/src/crepe/manager/ResourceManager.h
new file mode 100644
index 0000000..84b275d
--- /dev/null
+++ b/src/crepe/manager/ResourceManager.h
@@ -0,0 +1,78 @@
+#pragma once
+
+#include <memory>
+#include <unordered_map>
+
+#include "../Resource.h"
+#include "../api/Asset.h"
+
+#include "Manager.h"
+
+namespace crepe {
+
+/**
+ * \brief Owner of concrete Resource instances
+ *
+ * ResourceManager caches concrete Resource instances per Asset. Concrete resources are
+ * destroyed at the end of scenes by default, unless the game programmer marks them as
+ * persistent.
+ */
+class ResourceManager : public Manager {
+public:
+ ResourceManager(Mediator & mediator);
+ virtual ~ResourceManager(); // dbg_trace
+
+private:
+ //! Cache entry
+ struct CacheEntry {
+ //! Concrete resource instance
+ std::unique_ptr<Resource> resource = nullptr;
+ //! Prevent ResourceManager::clear from removing this entry
+ bool persistent = false;
+ };
+ //! Internal cache
+ std::unordered_map<const Asset, CacheEntry> resources;
+ /**
+ * \brief Ensure a cache entry exists for this asset and return a mutable reference to it
+ *
+ * \param asset Asset the concrete resource is instantiated from
+ *
+ * \returns Mutable reference to cache entry
+ */
+ CacheEntry & get_entry(const Asset & asset);
+
+public:
+ /**
+ * \brief Mark a resource as persistent (i.e. used across multiple scenes)
+ *
+ * \param asset Asset the concrete resource is instantiated from
+ * \param persistent Whether this resource is persistent (true=keep, false=destroy)
+ */
+ void set_persistent(const Asset & asset, bool persistent);
+
+ /**
+ * \brief Retrieve reference to concrete Resource by Asset
+ *
+ * \param asset Asset the concrete resource is instantiated from
+ * \tparam Resource Concrete derivative of Resource
+ *
+ * This class instantiates the concrete resource if it is not yet stored in the internal
+ * cache, or returns a reference to the cached resource if it already exists.
+ *
+ * \returns Reference to concrete resource
+ *
+ * \throws std::runtime_error if the \c Resource parameter does not match with the actual
+ * type of the resource stored in the cache for this Asset
+ */
+ template <typename Resource>
+ Resource & get(const Asset & asset);
+
+ //! Clear non-persistent resources from cache
+ void clear();
+ //! Clear all resources from cache regardless of persistence
+ void clear_all();
+};
+
+} // namespace crepe
+
+#include "ResourceManager.hpp"
diff --git a/src/crepe/manager/ResourceManager.hpp b/src/crepe/manager/ResourceManager.hpp
new file mode 100644
index 0000000..cf5c949
--- /dev/null
+++ b/src/crepe/manager/ResourceManager.hpp
@@ -0,0 +1,27 @@
+#pragma once
+
+#include <format>
+
+#include "ResourceManager.h"
+
+namespace crepe {
+
+template <typename T>
+T & ResourceManager::get(const Asset & asset) {
+ using namespace std;
+ static_assert(is_base_of<Resource, T>::value,
+ "cache must recieve a derivative class of Resource");
+
+ CacheEntry & entry = this->get_entry(asset);
+ if (entry.resource == nullptr) entry.resource = make_unique<T>(asset, this->mediator);
+
+ T * concrete_resource = dynamic_cast<T *>(entry.resource.get());
+ if (concrete_resource == nullptr)
+ throw runtime_error(format("ResourceManager: mismatch between requested type and "
+ "actual type of resource ({})",
+ asset.get_path()));
+
+ return *concrete_resource;
+}
+
+} // namespace crepe
diff --git a/src/crepe/api/SaveManager.cpp b/src/crepe/manager/SaveManager.cpp
index c5f43ea..f313ed2 100644
--- a/src/crepe/api/SaveManager.cpp
+++ b/src/crepe/manager/SaveManager.cpp
@@ -1,13 +1,25 @@
+#include "../ValueBroker.h"
+#include "../api/Config.h"
#include "../facade/DB.h"
-#include "../util/Log.h"
-#include "Config.h"
#include "SaveManager.h"
-#include "ValueBroker.h"
using namespace std;
using namespace crepe;
+SaveManager::SaveManager(Mediator & mediator) : Manager(mediator) {
+ mediator.save_manager = *this;
+}
+
+DB & SaveManager::get_db() {
+ if (this->db == nullptr) {
+ Config & cfg = Config::get_instance();
+ this->db
+ = {new DB(cfg.savemgr.location), [](void * db) { delete static_cast<DB *>(db); }};
+ }
+ return *static_cast<DB *>(this->db.get());
+}
+
template <>
string SaveManager::serialize(const string & value) const noexcept {
return value;
@@ -90,22 +102,6 @@ int32_t SaveManager::deserialize(const string & value) const noexcept {
return deserialize<int64_t>(value);
}
-SaveManager::SaveManager() { dbg_trace(); }
-
-SaveManager & SaveManager::get_instance() {
- dbg_trace();
- static SaveManager instance;
- return instance;
-}
-
-DB & SaveManager::get_db() {
- Config & cfg = Config::get_instance();
- // TODO: make this path relative to XDG_DATA_HOME on Linux and whatever the
- // default equivalent is on Windows using some third party library
- static DB db(cfg.savemgr.location);
- return db;
-}
-
bool SaveManager::has(const string & key) {
DB & db = this->get_db();
return db.has(key);
@@ -133,9 +129,32 @@ template void SaveManager::set(const string &, const float &);
template void SaveManager::set(const string &, const double &);
template <typename T>
+T SaveManager::get(const string & key) {
+ return this->deserialize<T>(this->get_db().get(key));
+}
+template uint8_t SaveManager::get(const string &);
+template int8_t SaveManager::get(const string &);
+template uint16_t SaveManager::get(const string &);
+template int16_t SaveManager::get(const string &);
+template uint32_t SaveManager::get(const string &);
+template int32_t SaveManager::get(const string &);
+template uint64_t SaveManager::get(const string &);
+template int64_t SaveManager::get(const string &);
+template float SaveManager::get(const string &);
+template double SaveManager::get(const string &);
+template string SaveManager::get(const string &);
+
+template <typename T>
ValueBroker<T> SaveManager::get(const string & key, const T & default_value) {
if (!this->has(key)) this->set<T>(key, default_value);
- return this->get<T>(key);
+ T value;
+ return {
+ [this, key](const T & target) { this->set<T>(key, target); },
+ [this, key, value]() mutable -> const T & {
+ value = this->get<T>(key);
+ return value;
+ },
+ };
}
template ValueBroker<uint8_t> SaveManager::get(const string &, const uint8_t &);
template ValueBroker<int8_t> SaveManager::get(const string &, const int8_t &);
@@ -148,26 +167,3 @@ template ValueBroker<int64_t> SaveManager::get(const string &, const int64_t &);
template ValueBroker<float> SaveManager::get(const string &, const float &);
template ValueBroker<double> SaveManager::get(const string &, const double &);
template ValueBroker<string> SaveManager::get(const string &, const string &);
-
-template <typename T>
-ValueBroker<T> SaveManager::get(const string & key) {
- T value;
- return {
- [this, key](const T & target) { this->set<T>(key, target); },
- [this, key, value]() mutable -> const T & {
- value = this->deserialize<T>(this->get_db().get(key));
- return value;
- },
- };
-}
-template ValueBroker<uint8_t> SaveManager::get(const string &);
-template ValueBroker<int8_t> SaveManager::get(const string &);
-template ValueBroker<uint16_t> SaveManager::get(const string &);
-template ValueBroker<int16_t> SaveManager::get(const string &);
-template ValueBroker<uint32_t> SaveManager::get(const string &);
-template ValueBroker<int32_t> SaveManager::get(const string &);
-template ValueBroker<uint64_t> SaveManager::get(const string &);
-template ValueBroker<int64_t> SaveManager::get(const string &);
-template ValueBroker<float> SaveManager::get(const string &);
-template ValueBroker<double> SaveManager::get(const string &);
-template ValueBroker<string> SaveManager::get(const string &);
diff --git a/src/crepe/api/SaveManager.h b/src/crepe/manager/SaveManager.h
index 3d8c852..1e34bc0 100644
--- a/src/crepe/api/SaveManager.h
+++ b/src/crepe/manager/SaveManager.h
@@ -1,9 +1,12 @@
#pragma once
+#include <functional>
#include <memory>
#include "../ValueBroker.h"
+#include "Manager.h"
+
namespace crepe {
class DB;
@@ -18,7 +21,7 @@ class DB;
*
* The underlying database is a key-value store.
*/
-class SaveManager {
+class SaveManager : public Manager {
public:
/**
* \brief Get a read/write reference to a value and initialize it if it does not yet exist
@@ -33,17 +36,17 @@ public:
ValueBroker<T> get(const std::string & key, const T & default_value);
/**
- * \brief Get a read/write reference to a value
+ * \brief Get a value directly
*
* \param key The value key
*
- * \return Read/write reference to the value
+ * \return The value
*
* \note Attempting to read this value before it is initialized (i.e. set) will result in an
* exception
*/
template <typename T>
- ValueBroker<T> get(const std::string & key);
+ T get(const std::string & key);
/**
* \brief Set a value directly
@@ -63,8 +66,8 @@ public:
*/
bool has(const std::string & key);
-private:
- SaveManager();
+public:
+ SaveManager(Mediator & mediator);
virtual ~SaveManager() = default;
private:
@@ -89,26 +92,13 @@ private:
template <typename T>
T deserialize(const std::string & value) const noexcept;
-public:
- // singleton
- static SaveManager & get_instance();
- SaveManager(const SaveManager &) = delete;
- SaveManager(SaveManager &&) = delete;
- SaveManager & operator=(const SaveManager &) = delete;
- SaveManager & operator=(SaveManager &&) = delete;
+protected:
+ //! Create or return DB
+ virtual DB & get_db();
private:
- /**
- * \brief Create an instance of DB and return its reference
- *
- * \returns DB instance
- *
- * This function exists because DB is a facade class, which can't directly be used in the API
- * without workarounds
- *
- * TODO: better solution
- */
- static DB & get_db();
+ //! Database
+ std::unique_ptr<void, std::function<void(void *)>> db = nullptr;
};
} // namespace crepe
diff --git a/src/crepe/api/SceneManager.cpp b/src/crepe/manager/SceneManager.cpp
index 1f783ad..d4ca90b 100644
--- a/src/crepe/api/SceneManager.cpp
+++ b/src/crepe/manager/SceneManager.cpp
@@ -1,14 +1,15 @@
#include <algorithm>
#include <memory>
-#include "../ComponentManager.h"
-
+#include "ComponentManager.h"
#include "SceneManager.h"
using namespace crepe;
using namespace std;
-SceneManager::SceneManager(ComponentManager & mgr) : component_manager(mgr) {}
+SceneManager::SceneManager(Mediator & mediator) : Manager(mediator) {
+ mediator.scene_manager = *this;
+}
void SceneManager::set_next_scene(const string & name) { next_scene = name; }
@@ -26,9 +27,12 @@ void SceneManager::load_next_scene() {
unique_ptr<Scene> & scene = *it;
// Delete all components of the current scene
- ComponentManager & mgr = this->component_manager;
+ ComponentManager & mgr = this->mediator.component_manager;
mgr.delete_all_components();
// Load the new scene
scene->load_scene();
+
+ //clear the next scene
+ next_scene.clear();
}
diff --git a/src/crepe/api/SceneManager.h b/src/crepe/manager/SceneManager.h
index 45ba668..e0955c2 100644
--- a/src/crepe/api/SceneManager.h
+++ b/src/crepe/manager/SceneManager.h
@@ -3,7 +3,9 @@
#include <memory>
#include <vector>
-#include "Scene.h"
+#include "../api/Scene.h"
+
+#include "Manager.h"
namespace crepe {
@@ -15,10 +17,9 @@ class ComponentManager;
* This class manages scenes. It can add new scenes and load them. It also manages the current scene
* and the next scene.
*/
-class SceneManager {
+class SceneManager : public Manager {
public:
- //! \param mgr Reference to the ComponentManager
- SceneManager(ComponentManager & mgr);
+ SceneManager(Mediator & mediator);
public:
/**
@@ -26,8 +27,8 @@ public:
*
* \tparam T Type of concrete scene
*/
- template <typename T>
- void add_scene();
+ template <typename T, typename... Args>
+ void add_scene(Args &&... args);
/**
* \brief Set the next scene
*
@@ -44,8 +45,6 @@ private:
std::vector<std::unique_ptr<Scene>> scenes;
//! Next scene to load
std::string next_scene;
- //! Reference to the ComponentManager
- ComponentManager & component_manager;
};
} // namespace crepe
diff --git a/src/crepe/api/SceneManager.hpp b/src/crepe/manager/SceneManager.hpp
index 94e5946..dff4e51 100644
--- a/src/crepe/api/SceneManager.hpp
+++ b/src/crepe/manager/SceneManager.hpp
@@ -4,13 +4,17 @@
namespace crepe {
-template <typename T>
-void SceneManager::add_scene() {
+template <typename T, typename... Args>
+void SceneManager::add_scene(Args &&... args) {
using namespace std;
static_assert(is_base_of<Scene, T>::value, "T must be derived from Scene");
- Scene * scene = new T(this->component_manager);
- this->scenes.emplace_back(unique_ptr<Scene>(scene));
+ Scene * scene = new T(std::forward<Args>(args)...);
+ unique_ptr<Scene> unique_scene(scene);
+
+ unique_scene->mediator = this->mediator;
+
+ this->scenes.emplace_back(std::move(unique_scene));
// The first scene added, is the one that will be loaded at the beginning
if (next_scene.empty()) {
diff --git a/src/crepe/manager/SystemManager.cpp b/src/crepe/manager/SystemManager.cpp
new file mode 100644
index 0000000..5ada30f
--- /dev/null
+++ b/src/crepe/manager/SystemManager.cpp
@@ -0,0 +1,66 @@
+#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<AISystem>();
+ this->load_system<PhysicsSystem>();
+ this->load_system<CollisionSystem>();
+ this->load_system<AudioSystem>();
+ this->load_system<AnimatorSystem>();
+ this->load_system<ParticleSystem>();
+ this->load_system<RenderSystem>();
+ this->load_system<ReplaySystem>();
+
+ this->mediator.system_manager = *this;
+}
+
+void SystemManager::fixed_update() {
+ for (auto & [type, system] : this->systems) {
+ if (!system->active) continue;
+ system->fixed_update();
+ }
+}
+
+void SystemManager::frame_update() {
+ for (auto & [type, system] : this->systems) {
+ 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..50acf77
--- /dev/null
+++ b/src/crepe/manager/SystemManager.h
@@ -0,0 +1,85 @@
+#pragma once
+
+#include <memory>
+#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 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 9cf470b..3d26e4c 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);
@@ -33,13 +26,16 @@ 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");
- System * system = new T(this->component_manager);
- this->systems[typeid(T)] = unique_ptr<System>(system);
+ const type_info & type = typeid(T);
+ if (this->systems.contains(type))
+ throw runtime_error(format("SystemManager: {} is already initialized", type.name()));
+ System * system = new T(this->mediator);
+ this->systems[type] = unique_ptr<System>(system);
}
} // namespace crepe
diff --git a/src/crepe/system/AISystem.cpp b/src/crepe/system/AISystem.cpp
new file mode 100644
index 0000000..0f35010
--- /dev/null
+++ b/src/crepe/system/AISystem.cpp
@@ -0,0 +1,186 @@
+#include <algorithm>
+#include <cmath>
+
+#include "manager/ComponentManager.h"
+#include "manager/LoopTimerManager.h"
+#include "manager/Mediator.h"
+
+#include "AISystem.h"
+
+using namespace crepe;
+using namespace std::chrono;
+
+void AISystem::fixed_update() {
+ const Mediator & mediator = this->mediator;
+ ComponentManager & mgr = mediator.component_manager;
+ LoopTimerManager & loop_timer = mediator.loop_timer;
+ RefVector<AI> ai_components = mgr.get_components_by_type<AI>();
+
+ float dt = loop_timer.get_scaled_fixed_delta_time().count();
+
+ // Loop through all AI components
+ for (AI & ai : ai_components) {
+ if (!ai.active) {
+ continue;
+ }
+
+ RefVector<Rigidbody> rigidbodies
+ = mgr.get_components_by_id<Rigidbody>(ai.game_object_id);
+ if (rigidbodies.empty()) {
+ throw std::runtime_error(
+ "AI component must be attached to a GameObject with a Rigidbody component");
+ }
+ Rigidbody & rigidbody = rigidbodies.front().get();
+ if (!rigidbody.active) {
+ continue;
+ }
+ if (rigidbody.data.mass <= 0) {
+ throw std::runtime_error("Mass must be greater than 0");
+ }
+
+ // Calculate the force to apply to the entity
+ vec2 force = this->calculate(ai, rigidbody);
+ // Calculate the acceleration (using the above calculated force)
+ vec2 acceleration = force / rigidbody.data.mass;
+ // Finally, update Rigidbody's velocity
+ rigidbody.data.linear_velocity += acceleration * dt;
+ }
+}
+
+vec2 AISystem::calculate(AI & ai, const Rigidbody & rigidbody) {
+ const Mediator & mediator = this->mediator;
+ ComponentManager & mgr = mediator.component_manager;
+ RefVector<Transform> transforms = mgr.get_components_by_id<Transform>(ai.game_object_id);
+ Transform & transform = transforms.front().get();
+
+ vec2 force;
+
+ // Run all the behaviors that are on, and stop if the force gets too high
+ if (ai.on(AI::BehaviorTypeMask::FLEE)) {
+ vec2 force_to_add = this->flee(ai, rigidbody, transform);
+
+ if (!this->accumulate_force(ai, force, force_to_add)) {
+ return force;
+ }
+ }
+ if (ai.on(AI::BehaviorTypeMask::ARRIVE)) {
+ vec2 force_to_add = this->arrive(ai, rigidbody, transform);
+
+ if (!this->accumulate_force(ai, force, force_to_add)) {
+ return force;
+ }
+ }
+ if (ai.on(AI::BehaviorTypeMask::SEEK)) {
+ vec2 force_to_add = this->seek(ai, rigidbody, transform);
+
+ if (!this->accumulate_force(ai, force, force_to_add)) {
+ return force;
+ }
+ }
+ if (ai.on(AI::BehaviorTypeMask::PATH_FOLLOW)) {
+ vec2 force_to_add = this->path_follow(ai, rigidbody, transform);
+
+ if (!this->accumulate_force(ai, force, force_to_add)) {
+ return force;
+ }
+ }
+
+ return force;
+}
+
+bool AISystem::accumulate_force(const AI & ai, vec2 & running_total, vec2 & force_to_add) {
+ float magnitude = running_total.length();
+ float magnitude_remaining = ai.max_force - magnitude;
+
+ if (magnitude_remaining <= 0.0f) {
+ // If the force is already at/above the max force, return false
+ return false;
+ }
+
+ float magnitude_to_add = force_to_add.length();
+ if (magnitude_to_add < magnitude_remaining) {
+ // If the force to add is less than the remaining force, add it
+ running_total += force_to_add;
+ } else {
+ // If the force to add is greater than the remaining force, add a fraction of it
+ force_to_add.normalize();
+ running_total += force_to_add * magnitude_remaining;
+ }
+
+ return true;
+}
+
+vec2 AISystem::seek(const AI & ai, const Rigidbody & rigidbody,
+ const Transform & transform) const {
+ // Calculate the desired velocity
+ vec2 desired_velocity = ai.seek_target - transform.position;
+ desired_velocity.normalize();
+ desired_velocity *= rigidbody.data.max_linear_velocity;
+
+ return desired_velocity - rigidbody.data.linear_velocity;
+}
+
+vec2 AISystem::flee(const AI & ai, const Rigidbody & rigidbody,
+ const Transform & transform) const {
+ // Calculate the desired velocity if the entity is within the panic distance
+ vec2 desired_velocity = transform.position - ai.flee_target;
+ if (desired_velocity.length_squared() > ai.square_flee_panic_distance) {
+ return vec2{0, 0};
+ }
+ desired_velocity.normalize();
+ desired_velocity *= rigidbody.data.max_linear_velocity;
+
+ return desired_velocity - rigidbody.data.linear_velocity;
+}
+
+vec2 AISystem::arrive(const AI & ai, const Rigidbody & rigidbody,
+ const Transform & transform) const {
+ // Calculate the desired velocity (taking into account the deceleration rate)
+ vec2 to_target = ai.arrive_target - transform.position;
+ float distance = to_target.length();
+ if (distance > 0.0f) {
+ if (ai.arrive_deceleration <= 0.0f) {
+ throw std::runtime_error("Deceleration rate must be greater than 0");
+ }
+
+ float speed = distance / ai.arrive_deceleration;
+ speed = std::min(speed, rigidbody.data.max_linear_velocity);
+ vec2 desired_velocity = to_target * (speed / distance);
+
+ return desired_velocity - rigidbody.data.linear_velocity;
+ }
+
+ return vec2{0, 0};
+}
+
+vec2 AISystem::path_follow(AI & ai, const Rigidbody & rigidbody, const Transform & transform) {
+ if (ai.path.empty()) {
+ return vec2{0, 0};
+ }
+
+ // Get the target node
+ vec2 target = ai.path.at(ai.path_index);
+ // Calculate the force to apply to the entity
+ vec2 to_target = target - transform.position;
+ if (to_target.length_squared() > ai.path_node_distance * ai.path_node_distance) {
+ // If the entity is not close enough to the target node, seek it
+ ai.seek_target = target;
+ ai.arrive_target = target;
+ } else {
+ // If the entity is close enough to the target node, move to the next node
+ ai.path_index++;
+ if (ai.path_index >= ai.path.size()) {
+ if (ai.path_loop) {
+ // If the path is looping, reset the path index
+ ai.path_index = 0;
+ } else {
+ // If the path is not looping, arrive at the last node
+ ai.path_index = ai.path.size() - 1;
+ return this->arrive(ai, rigidbody, transform);
+ }
+ }
+ }
+
+ // Seek the target node
+ return this->seek(ai, rigidbody, transform);
+}
diff --git a/src/crepe/system/AISystem.h b/src/crepe/system/AISystem.h
new file mode 100644
index 0000000..04807cf
--- /dev/null
+++ b/src/crepe/system/AISystem.h
@@ -0,0 +1,81 @@
+#pragma once
+
+#include "api/AI.h"
+#include "api/Rigidbody.h"
+
+#include "System.h"
+#include "api/Transform.h"
+#include "types.h"
+
+namespace crepe {
+
+/**
+ * \brief The AISystem is used to control the movement of entities using AI.
+ *
+ * The AISystem is used to control the movement of entities using AI. The AISystem can be used to
+ * implement different behaviors such as seeking, fleeing, arriving, and path following.
+ */
+class AISystem : public System {
+public:
+ using System::System;
+
+ //! Update the AI system
+ void fixed_update() override;
+
+private:
+ /**
+ * \brief Calculate the total force to apply to the entity
+ *
+ * \param ai The AI component
+ * \param rigidbody The Rigidbody component
+ */
+ vec2 calculate(AI & ai, const Rigidbody & rigidbody);
+ /**
+ * \brief Accumulate the force to apply to the entity
+ *
+ * \param ai The AI component
+ * \param running_total The running total of the force
+ * \param force_to_add The force to add
+ * \return true if the force was added, false otherwise
+ */
+ bool accumulate_force(const AI & ai, vec2 & running_total, vec2 & force_to_add);
+
+ /**
+ * \brief Calculate the seek force
+ *
+ * \param ai The AI component
+ * \param rigidbody The Rigidbody component
+ * \param transform The Transform component
+ * \return The seek force
+ */
+ vec2 seek(const AI & ai, const Rigidbody & rigidbody, const Transform & transform) const;
+ /**
+ * \brief Calculate the flee force
+ *
+ * \param ai The AI component
+ * \param rigidbody The Rigidbody component
+ * \param transform The Transform component
+ * \return The flee force
+ */
+ vec2 flee(const AI & ai, const Rigidbody & rigidbody, const Transform & transform) const;
+ /**
+ * \brief Calculate the arrive force
+ *
+ * \param ai The AI component
+ * \param rigidbody The Rigidbody component
+ * \param transform The Transform component
+ * \return The arrive force
+ */
+ vec2 arrive(const AI & ai, const Rigidbody & rigidbody, const Transform & transform) const;
+ /**
+ * \brief Calculate the path follow force
+ *
+ * \param ai The AI component
+ * \param rigidbody The Rigidbody component
+ * \param transform The Transform component
+ * \return The path follow force
+ */
+ vec2 path_follow(AI & ai, const Rigidbody & rigidbody, const Transform & transform);
+};
+
+} // namespace crepe
diff --git a/src/crepe/system/AnimatorSystem.cpp b/src/crepe/system/AnimatorSystem.cpp
index 676e485..e5ab2fa 100644
--- a/src/crepe/system/AnimatorSystem.cpp
+++ b/src/crepe/system/AnimatorSystem.cpp
@@ -1,24 +1,40 @@
-#include <cstdint>
-
-#include "api/Animator.h"
-#include "facade/SDLContext.h"
+#include "../api/Animator.h"
+#include "../manager/ComponentManager.h"
+#include "../manager/LoopTimerManager.h"
+#include <chrono>
#include "AnimatorSystem.h"
-#include "ComponentManager.h"
using namespace crepe;
+using namespace std::chrono;
-void AnimatorSystem::update() {
- ComponentManager & mgr = this->component_manager;
-
+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>();
- uint64_t tick = SDLContext::get_instance().get_ticks();
+ float elapsed_time = duration_cast<duration<float>>(timer.get_elapsed_time()).count();
+
for (Animator & a : animations) {
- if (a.active) {
- a.curr_row = (tick / 100) % a.row;
- a.animator_rect.x = (a.curr_row * a.animator_rect.w) + a.curr_col;
- a.spritesheet.sprite_rect = a.animator_rect;
+ if (!a.active) continue;
+ if (a.data.fps == 0) continue;
+
+ Animator::Data & ctx = a.data;
+ float frame_duration = 1.0f / ctx.fps;
+
+ int last_frame = ctx.row;
+
+ int cycle_end = (ctx.cycle_end == -1) ? a.grid_size.x : ctx.cycle_end;
+ int total_frames = cycle_end - ctx.cycle_start;
+
+ int curr_frame = static_cast<int>(elapsed_time / frame_duration) % total_frames;
+
+ ctx.row = ctx.cycle_start + curr_frame;
+ a.spritesheet.mask.x = ctx.row * a.spritesheet.mask.w;
+ a.spritesheet.mask.y = (ctx.col * a.spritesheet.mask.h);
+
+ if (!ctx.looping && curr_frame == ctx.cycle_start && last_frame == total_frames - 1) {
+ a.active = false;
}
}
}
diff --git a/src/crepe/system/AnimatorSystem.h b/src/crepe/system/AnimatorSystem.h
index 56cc7b3..092e131 100644
--- a/src/crepe/system/AnimatorSystem.h
+++ b/src/crepe/system/AnimatorSystem.h
@@ -2,9 +2,6 @@
#include "System.h"
-//TODO:
-// control if flip works with animation system
-
namespace crepe {
/**
@@ -21,12 +18,11 @@ public:
/**
* \brief Updates the Animator components.
*
- * This method is called periodically (likely every frame) to update the state of all
+ * This method is called to update the state of all
* Animator components, moving the animations forward and managing their behavior (e.g.,
* looping).
*/
- void update() override;
- // FIXME: never say "likely" in the documentation lmao
+ void frame_update() override;
};
} // namespace crepe
diff --git a/src/crepe/system/AudioSystem.cpp b/src/crepe/system/AudioSystem.cpp
new file mode 100644
index 0000000..d4e8b9f
--- /dev/null
+++ b/src/crepe/system/AudioSystem.cpp
@@ -0,0 +1,62 @@
+#include "AudioSystem.h"
+
+#include "../manager/ComponentManager.h"
+#include "../manager/ResourceManager.h"
+#include "../types.h"
+
+using namespace crepe;
+using namespace std;
+
+void AudioSystem::fixed_update() {
+ ComponentManager & component_manager = this->mediator.component_manager;
+ ResourceManager & resource_manager = this->mediator.resource_manager;
+ RefVector<AudioSource> components
+ = component_manager.get_components_by_type<AudioSource>();
+
+ for (AudioSource & component : components) {
+ Sound & resource = resource_manager.get<Sound>(component.source);
+
+ this->diff_update(component, resource);
+
+ this->update_last(component);
+ }
+}
+
+void AudioSystem::diff_update(AudioSource & component, Sound & resource) {
+ SoundContext & context = this->get_context();
+
+ if (component.active != component.last_active) {
+ if (!component.active) {
+ context.stop(component.voice);
+ return;
+ }
+ if (component.play_on_awake) component.oneshot_play = true;
+ }
+ if (!component.active) return;
+
+ if (component.oneshot_play) {
+ component.voice = context.play(resource);
+ component.oneshot_play = false;
+ }
+ if (component.oneshot_stop) {
+ context.stop(component.voice);
+ component.oneshot_stop = false;
+ }
+ if (component.volume != component.last_volume) {
+ context.set_volume(component.voice, component.volume);
+ }
+ if (component.loop != component.last_loop) {
+ context.set_loop(component.voice, component.loop);
+ }
+}
+
+void AudioSystem::update_last(AudioSource & component) {
+ component.last_active = component.active;
+ component.last_loop = component.loop;
+ component.last_volume = component.volume;
+}
+
+SoundContext & AudioSystem::get_context() {
+ if (this->context == nullptr) this->context = make_unique<SoundContext>();
+ return *this->context.get();
+}
diff --git a/src/crepe/system/AudioSystem.h b/src/crepe/system/AudioSystem.h
new file mode 100644
index 0000000..56fc98c
--- /dev/null
+++ b/src/crepe/system/AudioSystem.h
@@ -0,0 +1,51 @@
+#pragma once
+
+#include "../api/AudioSource.h"
+#include "../facade/Sound.h"
+#include "../facade/SoundContext.h"
+
+#include "System.h"
+
+namespace crepe {
+
+class AudioSystem : public System {
+public:
+ using System::System;
+ void fixed_update() override;
+
+private:
+ /**
+ * \brief Update `last_*` members of \c component
+ *
+ * Copies all component properties stored for comparison between AudioSystem::update() calls
+ *
+ * \param component AudioSource component to update
+ */
+ void update_last(AudioSource & component);
+
+ /**
+ * \brief Compare update component
+ *
+ * Compares properties of \c component and \c data, and calls SoundContext functions where
+ * applicable.
+ *
+ * \param component AudioSource component to update
+ * \param resource Sound instance for AudioSource's Asset
+ */
+ void diff_update(AudioSource & component, Sound & resource);
+
+protected:
+ /**
+ * \brief Get SoundContext
+ *
+ * SoundContext is retrieved through this function instead of being a direct member of
+ * AudioSystem to aid with testability.
+ */
+ virtual SoundContext & get_context();
+
+private:
+ //! SoundContext
+ std::unique_ptr<SoundContext> context = nullptr;
+};
+
+} // namespace crepe
diff --git a/src/crepe/system/CMakeLists.txt b/src/crepe/system/CMakeLists.txt
index d658b25..52369d0 100644
--- a/src/crepe/system/CMakeLists.txt
+++ b/src/crepe/system/CMakeLists.txt
@@ -5,7 +5,12 @@ target_sources(crepe PUBLIC
PhysicsSystem.cpp
CollisionSystem.cpp
RenderSystem.cpp
+ AudioSystem.cpp
AnimatorSystem.cpp
+ InputSystem.cpp
+ EventSystem.cpp
+ ReplaySystem.cpp
+ AISystem.cpp
)
target_sources(crepe PUBLIC FILE_SET HEADERS FILES
@@ -14,5 +19,10 @@ target_sources(crepe PUBLIC FILE_SET HEADERS FILES
PhysicsSystem.h
CollisionSystem.h
RenderSystem.h
+ 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 c74ca1d..9d88d9f 100644
--- a/src/crepe/system/CollisionSystem.cpp
+++ b/src/crepe/system/CollisionSystem.cpp
@@ -1,5 +1,575 @@
+#include <algorithm>
+#include <cmath>
+#include <cstddef>
+#include <functional>
+#include <optional>
+#include <utility>
+#include <variant>
+
+#include "../manager/ComponentManager.h"
+#include "../manager/EventManager.h"
+#include "api/BoxCollider.h"
+#include "api/CircleCollider.h"
+#include "api/Event.h"
+#include "api/Metadata.h"
+#include "api/Rigidbody.h"
+#include "api/Transform.h"
+#include "api/Vector2.h"
+
+#include "Collider.h"
#include "CollisionSystem.h"
+#include "types.h"
+#include "util/OptionalRef.h"
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;
+ RefVector<Rigidbody> rigidbodies = mgr.get_components_by_type<Rigidbody>();
+ // Collisions can only happen on object with a rigidbody
+ for (Rigidbody & rigidbody : rigidbodies) {
+ if (!rigidbody.active) continue;
+ id = rigidbody.game_object_id;
+ Transform & transform = mgr.get_components_by_id<Transform>(id).front().get();
+ // Check if the boxcollider is active and has the same id as the rigidbody.
+ RefVector<BoxCollider> boxcolliders = mgr.get_components_by_type<BoxCollider>();
+ for (BoxCollider & boxcollider : boxcolliders) {
+ if (boxcollider.game_object_id != id) continue;
+ if (!boxcollider.active) continue;
+ all_colliders.push_back({.id = id,
+ .collider = collider_variant{boxcollider},
+ .transform = transform,
+ .rigidbody = rigidbody});
+ }
+ // Check if the circlecollider is active and has the same id as the rigidbody.
+ RefVector<CircleCollider> circlecolliders
+ = mgr.get_components_by_type<CircleCollider>();
+ for (CircleCollider & circlecollider : circlecolliders) {
+ if (circlecollider.game_object_id != id) continue;
+ if (!circlecollider.active) continue;
+ all_colliders.push_back({.id = id,
+ .collider = collider_variant{circlecollider},
+ .transform = transform,
+ .rigidbody = rigidbody});
+ }
+ }
+
+ // Check between all colliders if there is a collision
+ std::vector<std::pair<CollisionInternal, CollisionInternal>> collided
+ = this->gather_collisions(all_colliders);
+
+ // For both objects call the collision handler
+ for (auto & collision_pair : collided) {
+ this->collision_handler_request(collision_pair.first, collision_pair.second);
+ this->collision_handler_request(collision_pair.second, collision_pair.first);
+ }
+}
+
+void CollisionSystem::collision_handler_request(CollisionInternal & this_data,
+ CollisionInternal & other_data) {
+
+ CollisionInternalType type
+ = this->get_collider_type(this_data.collider, other_data.collider);
+ std::pair<vec2, CollisionSystem::Direction> resolution_data
+ = this->collision_handler(this_data, other_data, type);
+ ComponentManager & mgr = this->mediator.component_manager;
+ OptionalRef<Metadata> this_metadata
+ = mgr.get_components_by_id<Metadata>(this_data.id).front().get();
+ OptionalRef<Metadata> other_metadata
+ = mgr.get_components_by_id<Metadata>(other_data.id).front().get();
+ OptionalRef<Collider> this_collider;
+ OptionalRef<Collider> other_collider;
+ switch (type) {
+ case CollisionInternalType::BOX_BOX: {
+ this_collider = std::get<std::reference_wrapper<BoxCollider>>(this_data.collider);
+ other_collider
+ = std::get<std::reference_wrapper<BoxCollider>>(other_data.collider);
+ break;
+ }
+ case CollisionInternalType::BOX_CIRCLE: {
+ this_collider = std::get<std::reference_wrapper<BoxCollider>>(this_data.collider);
+ other_collider
+ = std::get<std::reference_wrapper<CircleCollider>>(other_data.collider);
+ break;
+ }
+ case CollisionInternalType::CIRCLE_BOX: {
+ this_collider
+ = std::get<std::reference_wrapper<CircleCollider>>(this_data.collider);
+ other_collider
+ = std::get<std::reference_wrapper<BoxCollider>>(other_data.collider);
+ break;
+ }
+ case CollisionInternalType::CIRCLE_CIRCLE: {
+ this_collider
+ = std::get<std::reference_wrapper<CircleCollider>>(this_data.collider);
+ other_collider
+ = std::get<std::reference_wrapper<CircleCollider>>(other_data.collider);
+ break;
+ }
+ }
+
+ // collision info
+ crepe::CollisionSystem::CollisionInfo collision_info{
+ .this_collider = this_collider,
+ .this_transform = this_data.transform,
+ .this_rigidbody = this_data.rigidbody,
+ .this_metadata = this_metadata,
+ .other_collider = other_collider,
+ .other_transform = other_data.transform,
+ .other_rigidbody = other_data.rigidbody,
+ .other_metadata = other_metadata,
+ .resolution = resolution_data.first,
+ .resolution_direction = resolution_data.second,
+ };
+
+ // Determine if static needs to be called
+ this->determine_collision_handler(collision_info);
+}
+
+std::pair<vec2, CollisionSystem::Direction>
+CollisionSystem::collision_handler(CollisionInternal & data1, CollisionInternal & data2,
+ CollisionInternalType type) {
+ vec2 resolution;
+ switch (type) {
+ case CollisionInternalType::BOX_BOX: {
+ const BoxCollider & collider1
+ = std::get<std::reference_wrapper<BoxCollider>>(data1.collider);
+ const BoxCollider & collider2
+ = std::get<std::reference_wrapper<BoxCollider>>(data2.collider);
+ vec2 collider_pos1 = this->get_current_position(collider1.offset, data1.transform,
+ data1.rigidbody);
+ vec2 collider_pos2 = this->get_current_position(collider2.offset, data2.transform,
+ data2.rigidbody);
+ resolution = this->get_box_box_resolution(collider1, collider2, collider_pos1,
+ collider_pos2);
+ break;
+ }
+ case CollisionInternalType::BOX_CIRCLE: {
+ const BoxCollider & collider1
+ = std::get<std::reference_wrapper<BoxCollider>>(data1.collider);
+ const CircleCollider & collider2
+ = std::get<std::reference_wrapper<CircleCollider>>(data2.collider);
+ vec2 collider_pos1 = this->get_current_position(collider1.offset, data1.transform,
+ data1.rigidbody);
+ vec2 collider_pos2 = this->get_current_position(collider2.offset, data2.transform,
+ data2.rigidbody);
+ resolution = -this->get_circle_box_resolution(collider2, collider1, collider_pos2,
+ collider_pos1);
+ break;
+ }
+ case CollisionInternalType::CIRCLE_CIRCLE: {
+ const CircleCollider & collider1
+ = std::get<std::reference_wrapper<CircleCollider>>(data1.collider);
+ const CircleCollider & collider2
+ = std::get<std::reference_wrapper<CircleCollider>>(data2.collider);
+ vec2 collider_pos1 = this->get_current_position(collider1.offset, data1.transform,
+ data1.rigidbody);
+ vec2 collider_pos2 = this->get_current_position(collider2.offset, data2.transform,
+ data2.rigidbody);
+ resolution = this->get_circle_circle_resolution(collider1, collider2,
+ collider_pos1, collider_pos2);
+ break;
+ }
+ case CollisionInternalType::CIRCLE_BOX: {
+ const CircleCollider & collider1
+ = std::get<std::reference_wrapper<CircleCollider>>(data1.collider);
+ const BoxCollider & collider2
+ = std::get<std::reference_wrapper<BoxCollider>>(data2.collider);
+ vec2 collider_pos1 = this->get_current_position(collider1.offset, data1.transform,
+ data1.rigidbody);
+ vec2 collider_pos2 = this->get_current_position(collider2.offset, data2.transform,
+ data2.rigidbody);
+ resolution = this->get_circle_box_resolution(collider1, collider2, collider_pos1,
+ collider_pos2);
+ break;
+ }
+ }
+
+ Direction resolution_direction = Direction::NONE;
+ if (resolution.x != 0 && resolution.y != 0) {
+ resolution_direction = Direction::BOTH;
+ } else if (resolution.x != 0) {
+ resolution_direction = Direction::X_DIRECTION;
+ //checks if the other velocity has a value and if this object moved
+ if (data1.rigidbody.data.linear_velocity.x != 0
+ && data1.rigidbody.data.linear_velocity.y != 0)
+ resolution.y = -data1.rigidbody.data.linear_velocity.y
+ * (resolution.x / data1.rigidbody.data.linear_velocity.x);
+ } else if (resolution.y != 0) {
+ resolution_direction = Direction::Y_DIRECTION;
+ //checks if the other velocity has a value and if this object moved
+ if (data1.rigidbody.data.linear_velocity.x != 0
+ && data1.rigidbody.data.linear_velocity.y != 0)
+ resolution.x = -data1.rigidbody.data.linear_velocity.x
+ * (resolution.y / data1.rigidbody.data.linear_velocity.y);
+ }
+
+ return std::make_pair(resolution, resolution_direction);
+}
+
+vec2 CollisionSystem::get_box_box_resolution(const BoxCollider & box_collider1,
+ const BoxCollider & box_collider2,
+ const vec2 & final_position1,
+ const vec2 & final_position2) const {
+ vec2 resolution; // Default resolution vector
+ vec2 delta = final_position2 - final_position1;
+
+ // Compute half-dimensions of the boxes
+ float half_width1 = box_collider1.dimensions.x / 2.0;
+ float half_height1 = box_collider1.dimensions.y / 2.0;
+ float half_width2 = box_collider2.dimensions.x / 2.0;
+ float half_height2 = box_collider2.dimensions.y / 2.0;
+
+ // Calculate overlaps along X and Y axes
+ float overlap_x = (half_width1 + half_width2) - std::abs(delta.x);
+ float overlap_y = (half_height1 + half_height2) - std::abs(delta.y);
+
+ // Check if there is a collision should always be true
+ if (overlap_x > 0 && overlap_y > 0) {
+ // Determine the direction of resolution
+ if (overlap_x < overlap_y) {
+ // Resolve along the X-axis (smallest overlap)
+ resolution.x = (delta.x > 0) ? -overlap_x : overlap_x;
+ } else if (overlap_y < overlap_x) {
+ // Resolve along the Y-axis (smallest overlap)
+ resolution.y = (delta.y > 0) ? -overlap_y : overlap_y;
+ } else {
+ // Equal overlap, resolve both directions with preference
+ resolution.x = (delta.x > 0) ? -overlap_x : overlap_x;
+ resolution.y = (delta.y > 0) ? -overlap_y : overlap_y;
+ }
+ }
+
+ return resolution;
+}
+
+vec2 CollisionSystem::get_circle_circle_resolution(const CircleCollider & circle_collider1,
+ const CircleCollider & circle_collider2,
+ const vec2 & final_position1,
+ const vec2 & final_position2) const {
+ vec2 delta = final_position2 - final_position1;
+
+ // Compute the distance between the two circle centers
+ float distance = std::sqrt(delta.x * delta.x + delta.y * delta.y);
+
+ // Compute the combined radii of the two circles
+ float combined_radius = circle_collider1.radius + circle_collider2.radius;
+
+ // Compute the penetration depth
+ float penetration_depth = combined_radius - distance;
+
+ // Normalize the delta vector to get the collision direction
+ vec2 collision_normal = delta / distance;
+
+ // Compute the resolution vector
+ vec2 resolution = -collision_normal * penetration_depth;
+
+ return resolution;
+}
+
+vec2 CollisionSystem::get_circle_box_resolution(const CircleCollider & circle_collider,
+ const BoxCollider & box_collider,
+ const vec2 & circle_position,
+ const vec2 & box_position) const {
+ vec2 delta = circle_position - box_position;
+
+ // Compute half-dimensions of the box
+ float half_width = box_collider.dimensions.x / 2.0f;
+ float half_height = box_collider.dimensions.y / 2.0f;
+
+ // Clamp circle center to the nearest point on the box
+ vec2 closest_point;
+ closest_point.x = std::clamp(delta.x, -half_width, half_width);
+ closest_point.y = std::clamp(delta.y, -half_height, half_height);
+
+ // Find the vector from the circle center to the closest point
+ vec2 closest_delta = delta - closest_point;
+
+ // Normalize the delta to get the collision direction
+ float distance
+ = std::sqrt(closest_delta.x * closest_delta.x + closest_delta.y * closest_delta.y);
+ vec2 collision_normal = closest_delta / distance;
+
+ // Compute penetration depth
+ float penetration_depth = circle_collider.radius - distance;
+
+ // Compute the resolution vector
+ vec2 resolution = collision_normal * penetration_depth;
+
+ return resolution;
+}
+
+void CollisionSystem::determine_collision_handler(CollisionInfo & info) {
+ // Check rigidbody type for static
+ if (info.this_rigidbody.data.body_type == Rigidbody::BodyType::STATIC) return;
+ // If second body is static perform the static collision handler in this system
+ if (info.other_rigidbody.data.body_type == Rigidbody::BodyType::STATIC) {
+ this->static_collision_handler(info);
+ };
+ // Call collision event for user
+ CollisionEvent data(info);
+ EventManager & emgr = this->mediator.event_manager;
+ emgr.trigger_event<CollisionEvent>(data, info.this_collider.game_object_id);
+}
+
+void CollisionSystem::static_collision_handler(CollisionInfo & info) {
+ // Move object back using calculate move back value
+ info.this_transform.position += info.resolution;
+
+ switch (info.resolution_direction) {
+ case Direction::BOTH:
+ //bounce
+ if (info.this_rigidbody.data.elastisity_coefficient > 0) {
+ info.this_rigidbody.data.linear_velocity
+ = -info.this_rigidbody.data.linear_velocity
+ * info.this_rigidbody.data.elastisity_coefficient;
+ }
+ //stop movement
+ else {
+ info.this_rigidbody.data.linear_velocity = {0, 0};
+ }
+ break;
+ case Direction::Y_DIRECTION:
+ // Bounce
+ if (info.this_rigidbody.data.elastisity_coefficient > 0) {
+ info.this_rigidbody.data.linear_velocity.y
+ = -info.this_rigidbody.data.linear_velocity.y
+ * info.this_rigidbody.data.elastisity_coefficient;
+ }
+ // Stop movement
+ else {
+ info.this_rigidbody.data.linear_velocity.y = 0;
+ info.this_transform.position.x -= info.resolution.x;
+ }
+ break;
+ case Direction::X_DIRECTION:
+ // Bounce
+ if (info.this_rigidbody.data.elastisity_coefficient > 0) {
+ info.this_rigidbody.data.linear_velocity.x
+ = -info.this_rigidbody.data.linear_velocity.x
+ * info.this_rigidbody.data.elastisity_coefficient;
+ }
+ // Stop movement
+ else {
+ info.this_rigidbody.data.linear_velocity.x = 0;
+ info.this_transform.position.y -= info.resolution.y;
+ }
+ break;
+ case Direction::NONE:
+ // Not possible
+ break;
+ }
+}
+
+std::vector<std::pair<CollisionSystem::CollisionInternal, CollisionSystem::CollisionInternal>>
+CollisionSystem::gather_collisions(std::vector<CollisionInternal> & colliders) {
+
+ // TODO:
+ // If no colliders skip
+ // Check if colliders has rigidbody if not skip
+
+ // TODO:
+ // If amount is higer than lets say 16 for now use quadtree otwerwise skip
+ // Quadtree code
+ // Quadtree is placed over the input vector
+
+ // Return data of collided colliders which are variants
+ std::vector<std::pair<CollisionInternal, CollisionInternal>> collisions_ret;
+ //using visit to visit the variant to access the active and id.
+ for (size_t i = 0; i < colliders.size(); ++i) {
+ for (size_t j = i + 1; j < colliders.size(); ++j) {
+ if (colliders[i].id == colliders[j].id) continue;
+ if (!have_common_layer(colliders[i].rigidbody.data.collision_layers,
+ colliders[j].rigidbody.data.collision_layers))
+ continue;
+ CollisionInternalType type
+ = get_collider_type(colliders[i].collider, colliders[j].collider);
+ if (!get_collision(
+ {
+ .collider = colliders[i].collider,
+ .transform = colliders[i].transform,
+ .rigidbody = colliders[i].rigidbody,
+ },
+ {
+ .collider = colliders[j].collider,
+ .transform = colliders[j].transform,
+ .rigidbody = colliders[j].rigidbody,
+ },
+ type))
+ continue;
+ collisions_ret.emplace_back(colliders[i], colliders[j]);
+ }
+ }
+
+ return collisions_ret;
+}
+
+bool CollisionSystem::have_common_layer(const std::set<int> & layers1,
+ const std::set<int> & layers2) {
+
+ // Check if any number is equal in the layers
+ for (int num : layers1) {
+ if (layers2.contains(num)) {
+ // Common layer found
+ return true;
+ break;
+ }
+ }
+ // No common layer found
+ return false;
+}
+
+CollisionSystem::CollisionInternalType
+CollisionSystem::get_collider_type(const collider_variant & collider1,
+ const collider_variant & collider2) const {
+ if (std::holds_alternative<std::reference_wrapper<CircleCollider>>(collider1)) {
+ if (std::holds_alternative<std::reference_wrapper<CircleCollider>>(collider2)) {
+ return CollisionInternalType::CIRCLE_CIRCLE;
+ } else {
+ return CollisionInternalType::CIRCLE_BOX;
+ }
+ } else {
+ if (std::holds_alternative<std::reference_wrapper<CircleCollider>>(collider2)) {
+ return CollisionInternalType::BOX_CIRCLE;
+ } else {
+ return CollisionInternalType::BOX_BOX;
+ }
+ }
+}
+
+bool CollisionSystem::get_collision(const CollisionInternal & first_info,
+ const CollisionInternal & second_info,
+ CollisionInternalType type) const {
+ switch (type) {
+ case CollisionInternalType::BOX_BOX: {
+ const BoxCollider & box_collider1
+ = std::get<std::reference_wrapper<BoxCollider>>(first_info.collider);
+ const BoxCollider & box_collider2
+ = std::get<std::reference_wrapper<BoxCollider>>(second_info.collider);
+ return this->get_box_box_collision(box_collider1, box_collider2,
+ first_info.transform, second_info.transform,
+ second_info.rigidbody, second_info.rigidbody);
+ }
+ case CollisionInternalType::BOX_CIRCLE: {
+ const BoxCollider & box_collider
+ = std::get<std::reference_wrapper<BoxCollider>>(first_info.collider);
+ const CircleCollider & circle_collider
+ = std::get<std::reference_wrapper<CircleCollider>>(second_info.collider);
+ return this->get_box_circle_collision(
+ box_collider, circle_collider, first_info.transform, second_info.transform,
+ second_info.rigidbody, second_info.rigidbody);
+ }
+ case CollisionInternalType::CIRCLE_CIRCLE: {
+ const CircleCollider & circle_collider1
+ = std::get<std::reference_wrapper<CircleCollider>>(first_info.collider);
+ const CircleCollider & circle_collider2
+ = std::get<std::reference_wrapper<CircleCollider>>(second_info.collider);
+ return this->get_circle_circle_collision(
+ circle_collider1, circle_collider2, first_info.transform,
+ second_info.transform, second_info.rigidbody, second_info.rigidbody);
+ }
+ case CollisionInternalType::CIRCLE_BOX: {
+ const CircleCollider & circle_collider
+ = std::get<std::reference_wrapper<CircleCollider>>(first_info.collider);
+ const BoxCollider & box_collider
+ = std::get<std::reference_wrapper<BoxCollider>>(second_info.collider);
+ return this->get_box_circle_collision(
+ box_collider, circle_collider, first_info.transform, second_info.transform,
+ second_info.rigidbody, second_info.rigidbody);
+ }
+ }
+ return false;
+}
+
+bool CollisionSystem::get_box_box_collision(const BoxCollider & box1, const BoxCollider & box2,
+ const Transform & transform1,
+ const Transform & transform2,
+ const Rigidbody & rigidbody1,
+ const Rigidbody & rigidbody2) const {
+ // Get current positions of colliders
+ vec2 final_position1 = this->get_current_position(box1.offset, transform1, rigidbody1);
+ vec2 final_position2 = this->get_current_position(box2.offset, transform2, rigidbody2);
+
+ // Calculate half-extents (half width and half height)
+ float half_width1 = box1.dimensions.x / 2.0;
+ float half_height1 = box1.dimensions.y / 2.0;
+ float half_width2 = box2.dimensions.x / 2.0;
+ float half_height2 = box2.dimensions.y / 2.0;
+
+ // Check if the boxes overlap along the X and Y axes
+ return (final_position1.x + half_width1 > final_position2.x - half_width2
+ && final_position1.x - half_width1 < final_position2.x + half_width2
+ && final_position1.y + half_height1 > final_position2.y - half_height2
+ && final_position1.y - half_height1 < final_position2.y + half_height2);
+}
+
+bool CollisionSystem::get_box_circle_collision(const BoxCollider & box1,
+ const CircleCollider & circle2,
+ const Transform & transform1,
+ const Transform & transform2,
+ const Rigidbody & rigidbody1,
+ const Rigidbody & rigidbody2) const {
+ // Get current positions of colliders
+ vec2 final_position1 = this->get_current_position(box1.offset, transform1, rigidbody1);
+ vec2 final_position2 = this->get_current_position(circle2.offset, transform2, rigidbody2);
+
+ // Calculate box half-extents
+ float half_width = box1.dimensions.x / 2.0;
+ float half_height = box1.dimensions.y / 2.0;
+
+ // Find the closest point on the box to the circle's center
+ float closest_x = std::max(final_position1.x - half_width,
+ std::min(final_position2.x, final_position1.x + half_width));
+ float closest_y = std::max(final_position1.y - half_height,
+ std::min(final_position2.y, final_position1.y + half_height));
+
+ // Calculate the distance squared between the circle's center and the closest point on the box
+ float distance_x = final_position2.x - closest_x;
+ float distance_y = final_position2.y - closest_y;
+ float distance_squared = distance_x * distance_x + distance_y * distance_y;
+
+ // Compare distance squared with the square of the circle's radius
+ return distance_squared < circle2.radius * circle2.radius;
+}
+
+bool CollisionSystem::get_circle_circle_collision(const CircleCollider & circle1,
+ const CircleCollider & circle2,
+ const Transform & transform1,
+ const Transform & transform2,
+ const Rigidbody & rigidbody1,
+ const Rigidbody & rigidbody2) const {
+ // Get current positions of colliders
+ vec2 final_position1 = this->get_current_position(circle1.offset, transform1, rigidbody1);
+ vec2 final_position2 = this->get_current_position(circle2.offset, transform2, rigidbody2);
+
+ float distance_x = final_position1.x - final_position2.x;
+ float distance_y = final_position1.y - final_position2.y;
+ float distance_squared = distance_x * distance_x + distance_y * distance_y;
+
+ // Calculate the sum of the radii
+ float radius_sum = circle1.radius + circle2.radius;
+
+ // Check if the distance between the centers is less than or equal to the sum of the radii
+ return distance_squared < radius_sum * radius_sum;
+}
+
+vec2 CollisionSystem::get_current_position(const vec2 & collider_offset,
+ const Transform & transform,
+ const Rigidbody & rigidbody) const {
+ // Get the rotation in radians
+ float radians1 = transform.rotation * (M_PI / 180.0);
+
+ // Calculate total offset with scale
+ vec2 total_offset = (rigidbody.data.offset + collider_offset) * transform.scale;
+
+ // Rotate
+ float rotated_total_offset_x1
+ = total_offset.x * cos(radians1) - total_offset.y * sin(radians1);
+ float rotated_total_offset_y1
+ = total_offset.x * sin(radians1) + total_offset.y * cos(radians1);
+
+ // Final positions considering scaling and rotation
+ return (transform.position + vec2(rotated_total_offset_x1, rotated_total_offset_y1));
+}
diff --git a/src/crepe/system/CollisionSystem.h b/src/crepe/system/CollisionSystem.h
index c1a70d8..48a8f86 100644
--- a/src/crepe/system/CollisionSystem.h
+++ b/src/crepe/system/CollisionSystem.h
@@ -1,13 +1,311 @@
#pragma once
+#include <optional>
+#include <variant>
+#include <vector>
+
+#include "api/BoxCollider.h"
+#include "api/CircleCollider.h"
+#include "api/Event.h"
+#include "api/Metadata.h"
+#include "api/Rigidbody.h"
+#include "api/Transform.h"
+#include "api/Vector2.h"
+
+#include "Collider.h"
#include "System.h"
namespace crepe {
+//! A system responsible for detecting and handling collisions between colliders.
class CollisionSystem : public System {
public:
using System::System;
- void update() override;
+
+private:
+ //! A variant type that can hold either a BoxCollider or a CircleCollider.
+ using collider_variant = std::variant<std::reference_wrapper<BoxCollider>,
+ std::reference_wrapper<CircleCollider>>;
+
+ //! Enum representing the types of collider pairs for collision detection.
+ enum class CollisionInternalType {
+ BOX_BOX,
+ CIRCLE_CIRCLE,
+ BOX_CIRCLE,
+ CIRCLE_BOX,
+ };
+
+ /**
+ * \brief A structure to store the collision data of a single collider.
+ *
+ * This structure all components and id that are for needed within this system when calculating or handeling collisions.
+ * The transform and rigidbody are mostly needed for location and rotation.
+ * In rigidbody additional info is written about what the body of the object is,
+ * and how it should respond on a collision.
+ */
+ struct CollisionInternal {
+ game_object_id_t id = 0;
+ collider_variant collider;
+ Transform & transform;
+ Rigidbody & rigidbody;
+ };
+
+ //! Enum representing movement directions during collision resolution.
+ enum class Direction {
+ //! No movement required.
+ NONE,
+ //! Movement in the X direction.
+ X_DIRECTION,
+ //! Movement in the Y direction.
+ Y_DIRECTION,
+ //! Movement in both X and Y directions.
+ BOTH
+ };
+
+public:
+ /**
+ * \brief Structure representing detailed collision information between two colliders.
+ *
+ * Includes information about the colliding objects and the resolution data for handling the collision.
+ */
+ struct CollisionInfo {
+ Collider & this_collider;
+ Transform & this_transform;
+ Rigidbody & this_rigidbody;
+ Metadata & this_metadata;
+ Collider & other_collider;
+ Transform & other_transform;
+ Rigidbody & other_rigidbody;
+ Metadata & other_metadata;
+ //! The resolution vector for the collision.
+ vec2 resolution;
+ //! The direction of movement for resolving the collision.
+ Direction resolution_direction = Direction::NONE;
+ };
+
+public:
+ //! Updates the collision system by checking for collisions between colliders and handling them.
+ void fixed_update() override;
+
+private:
+ /**
+ * \brief Determines the type of collider pair from two colliders.
+ *
+ * Uses std::holds_alternative to identify the types of the provided colliders.
+ *
+ * \param collider1 First collider variant (BoxCollider or CircleCollider).
+ * \param collider2 Second collider variant (BoxCollider or CircleCollider).
+ * \return The combined type of the two colliders.
+ */
+ CollisionInternalType get_collider_type(const collider_variant & collider1,
+ const collider_variant & collider2) const;
+
+ /**
+ * \brief Calculates the current position of a collider.
+ *
+ * Combines the Collider offset, Transform position, and Rigidbody offset to compute the position of the collider.
+ *
+ * \param collider_offset The offset of the collider.
+ * \param transform The Transform of the associated game object.
+ * \param rigidbody The Rigidbody of the associated game object.
+ * \return The calculated position of the collider.
+ */
+ vec2 get_current_position(const vec2 & collider_offset, const Transform & transform,
+ const Rigidbody & rigidbody) const;
+
+private:
+ /**
+ * \brief Handles collision resolution between two colliders.
+ *
+ * Processes collision data and adjusts objects to resolve collisions and/or calls the user oncollision script function.
+ *
+ * \param data1 Collision data for the first collider.
+ * \param data2 Collision data for the second collider.
+ */
+ void collision_handler_request(CollisionInternal & data1, CollisionInternal & data2);
+
+ /**
+ * \brief Resolves collision between two colliders and calculates the movement required.
+ *
+ * Determines the displacement and direction needed to separate colliders based on their types.
+ *
+ * \param data1 Collision data for the first collider.
+ * \param data2 Collision data for the second collider.
+ * \param type The type of collider pair.
+ * \return A pair containing the resolution vector and direction for the first collider.
+ */
+ std::pair<vec2, Direction> collision_handler(CollisionInternal & data1,
+ CollisionInternal & data2,
+ CollisionInternalType type);
+
+ /**
+ * \brief Calculates the resolution vector for two BoxColliders.
+ *
+ * Computes the displacement required to separate two overlapping BoxColliders.
+ *
+ * \param box_collider1 The first BoxCollider.
+ * \param box_collider2 The second BoxCollider.
+ * \param position1 The position of the first BoxCollider.
+ * \param position2 The position of the second BoxCollider.
+ * \return The resolution vector for the collision.
+ */
+ vec2 get_box_box_resolution(const BoxCollider & box_collider1,
+ const BoxCollider & box_collider2, const vec2 & position1,
+ const vec2 & position2) const;
+
+ /**
+ * \brief Calculates the resolution vector for two CircleCollider.
+ *
+ * Computes the displacement required to separate two overlapping CircleCollider.
+ *
+ * \param circle_collider1 The first CircleCollider.
+ * \param circle_collider2 The second CircleCollider.
+ * \param final_position1 The position of the first CircleCollider.
+ * \param final_position2 The position of the second CircleCollider.
+ * \return The resolution vector for the collision.
+ */
+ vec2 get_circle_circle_resolution(const CircleCollider & circle_collider1,
+ const CircleCollider & circle_collider2,
+ const vec2 & final_position1,
+ const vec2 & final_position2) const;
+
+ /**
+ * \brief Calculates the resolution vector for two CircleCollider.
+ *
+ * Computes the displacement required to separate two overlapping CircleCollider.
+ *
+ * \param circle_collider The first CircleCollider.
+ * \param box_collider The second CircleCollider.
+ * \param circle_position The position of the CircleCollider.
+ * \param box_position The position of the BoxCollider.
+ * \return The resolution vector for the collision.
+ */
+ vec2 get_circle_box_resolution(const CircleCollider & circle_collider,
+ const BoxCollider & box_collider,
+ const vec2 & circle_position,
+ const vec2 & box_position) const;
+
+ /**
+ * \brief Determines the appropriate collision handler for a collision.
+ *
+ * Decides the correct resolution process based on the dynamic or static nature of the colliders involved.
+ *
+ * \param info Collision information containing data about both colliders.
+ */
+ void determine_collision_handler(CollisionInfo & info);
+
+ /**
+ * \brief Handles collisions involving static objects.
+ *
+ * Resolves collisions by adjusting positions and modifying velocities if bounce is enabled.
+ *
+ * \param info Collision information containing data about both colliders.
+ */
+ void static_collision_handler(CollisionInfo & info);
+
+private:
+ /**
+ * \brief Checks for collisions between colliders.
+ *
+ * Identifies collisions and generates pairs of colliding objects for further processing.
+ *
+ * \param colliders A collection of all active colliders.
+ * \return A list of collision pairs with their associated data.
+ */
+ std::vector<std::pair<CollisionInternal, CollisionInternal>>
+ gather_collisions(std::vector<CollisionInternal> & colliders);
+
+ /**
+ * \brief Checks if two collision layers have at least one common layer.
+ *
+ * This function checks if there is any overlapping layer between the two inputs.
+ * It compares each layer from the first input to see
+ * if it exists in the second input. If at least one common layer is found,
+ * the function returns true, indicating that the two colliders share a common
+ * collision layer.
+ *
+ * \param layers1 all collision layers for the first collider.
+ * \param layers2 all collision layers for the second collider.
+ * \return Returns true if there is at least one common layer, false otherwise.
+ */
+
+ bool have_common_layer(const std::set<int> & layers1, const std::set<int> & layers2);
+
+ /**
+ * \brief Checks for collision between two colliders.
+ *
+ * Calls the appropriate collision detection function based on the collider types.
+ *
+ * \param first_info Collision data for the first collider.
+ * \param second_info Collision data for the second collider.
+ * \param type The type of collider pair.
+ * \return True if a collision is detected, otherwise false.
+ */
+ bool get_collision(const CollisionInternal & first_info,
+ const CollisionInternal & second_info,
+ CollisionInternalType type) const;
+
+ /**
+ * \brief Detects collisions between two BoxColliders.
+ *
+ * \param box1 The first BoxCollider.
+ * \param box2 The second BoxCollider.
+ * \param transform1 Transform of the first object.
+ * \param transform2 Transform of the second object.
+ * \param rigidbody1 Rigidbody of the first object.
+ * \param rigidbody2 Rigidbody of the second object.
+ * \return True if a collision is detected, otherwise false.
+ */
+ bool get_box_box_collision(const BoxCollider & box1, const BoxCollider & box2,
+ const Transform & transform1, const Transform & transform2,
+ const Rigidbody & rigidbody1,
+ const Rigidbody & rigidbody2) const;
+
+ /**
+ * \brief Check collision for box on circle collider
+ *
+ * \param box1 The BoxCollider
+ * \param circle2 The CircleCollider
+ * \param transform1 Transform of the first object.
+ * \param transform2 Transform of the second object.
+ * \param rigidbody1 Rigidbody of the first object.
+ * \param rigidbody2 Rigidbody of the second object.
+ * \return True if a collision is detected, otherwise false.
+ */
+ bool get_box_circle_collision(const BoxCollider & box1, const CircleCollider & circle2,
+ const Transform & transform1, const Transform & transform2,
+ const Rigidbody & rigidbody1,
+ const Rigidbody & rigidbody2) const;
+
+ /**
+ * \brief Check collision for circle on circle collider
+ *
+ * \param circle1 First CircleCollider
+ * \param circle2 Second CircleCollider
+ * \param transform1 Transform of the first object.
+ * \param transform2 Transform of the second object.
+ * \param rigidbody1 Rigidbody of the first object.
+ * \param rigidbody2 Rigidbody of the second object.
+ * \return True if a collision is detected, otherwise false.
+ *
+ * \return status of collision
+ */
+ bool get_circle_circle_collision(const CircleCollider & circle1,
+ const CircleCollider & circle2,
+ const Transform & transform1,
+ const Transform & transform2,
+ const Rigidbody & rigidbody1,
+ const Rigidbody & rigidbody2) const;
+};
+
+/**
+ * \brief Event triggered during a collision between objects.
+ */
+class CollisionEvent : public Event {
+public:
+ crepe::CollisionSystem::CollisionInfo info;
+ CollisionEvent(const crepe::CollisionSystem::CollisionInfo & collisionInfo)
+ : info(collisionInfo) {}
};
} // namespace crepe
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
new file mode 100644
index 0000000..d209282
--- /dev/null
+++ b/src/crepe/system/InputSystem.cpp
@@ -0,0 +1,209 @@
+#include "../api/Button.h"
+#include "../facade/SDLContext.h"
+#include "../manager/ComponentManager.h"
+#include "../manager/EventManager.h"
+#include "util/Log.h"
+
+#include "InputSystem.h"
+
+using namespace crepe;
+
+void InputSystem::fixed_update() {
+ ComponentManager & mgr = this->mediator.component_manager;
+ SDLContext & context = this->mediator.sdl_context;
+ std::vector<EventData> event_list = context.get_events();
+ 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;
+ curr_cam_ref = cam;
+ 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();
+
+ vec2 camera_origin = cam_transform.position + current_cam.data.postion_offset
+ - (current_cam.viewport_size / 2);
+
+ for (const EventData & event : event_list) {
+ // Only calculate mouse coordinates for relevant events
+ if (event.event_type == EventType::MOUSE_DOWN
+ || event.event_type == EventType::MOUSE_UP
+ || event.event_type == EventType::MOUSE_MOVE
+ || event.event_type == EventType::MOUSE_WHEEL) {
+ this->handle_mouse_event(event, camera_origin, current_cam);
+
+ } else {
+ this->handle_non_mouse_event(event);
+ }
+ }
+}
+
+void InputSystem::handle_mouse_event(const 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 EventType::MOUSE_DOWN:
+ 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 EventType::MOUSE_UP: {
+ 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,
+ });
+ this->handle_click(event.data.mouse_data.mouse_button, adjusted_mouse);
+ }
+ break;
+ }
+
+ case EventType::MOUSE_MOVE:
+ 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 EventType::MOUSE_WHEEL:
+ 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 EventData & event) {
+ EventManager & event_mgr = this->mediator.event_manager;
+ switch (event.event_type) {
+ case EventType::KEY_DOWN:
+
+ event_mgr.queue_event<KeyPressEvent>(
+ {.repeat = event.data.key_data.key_repeat, .key = event.data.key_data.key});
+ break;
+ case EventType::KEY_UP:
+ event_mgr.queue_event<KeyReleaseEvent>({.key = event.data.key_data.key});
+ break;
+ case EventType::SHUTDOWN:
+ event_mgr.queue_event<ShutDownEvent>({});
+ break;
+ case EventType::WINDOW_EXPOSE:
+ event_mgr.queue_event<WindowExposeEvent>({});
+ break;
+ case EventType::WINDOW_RESIZE:
+ event_mgr.queue_event<WindowResizeEvent>(
+ WindowResizeEvent{.dimensions = event.data.window_data.resize_dimension});
+ break;
+ case EventType::WINDOW_MOVE:
+ event_mgr.queue_event<WindowMoveEvent>(
+ {.delta_move = event.data.window_data.move_delta});
+ break;
+ case EventType::WINDOW_MINIMIZE:
+ event_mgr.queue_event<WindowMinimizeEvent>({});
+ break;
+ case EventType::WINDOW_MAXIMIZE:
+ event_mgr.queue_event<WindowMaximizeEvent>({});
+ break;
+ case EventType::WINDOW_FOCUS_GAIN:
+ event_mgr.queue_event<WindowFocusGainEvent>({});
+ break;
+ case EventType::WINDOW_FOCUS_LOST:
+ event_mgr.queue_event<WindowFocusLostEvent>({});
+ break;
+ default:
+ break;
+ }
+}
+
+void InputSystem::handle_move(const EventData & event_data, const vec2 & mouse_pos) {
+ ComponentManager & mgr = this->mediator.component_manager;
+ EventManager & event_mgr = this->mediator.event_manager;
+ RefVector<Button> buttons = mgr.get_components_by_type<Button>();
+
+ for (Button & button : buttons) {
+ if (!button.active) continue;
+ Metadata & metadata
+ = mgr.get_components_by_id<Metadata>(button.game_object_id).front();
+ Transform & transform
+ = mgr.get_components_by_id<Transform>(button.game_object_id).front();
+ bool was_hovering = button.hover;
+ if (this->is_mouse_inside_button(mouse_pos, button, transform)) {
+ button.hover = true;
+ if (!was_hovering) {
+ event_mgr.trigger_event<ButtonEnterEvent>(metadata);
+ }
+ } else {
+ button.hover = false;
+ if (was_hovering) {
+ event_mgr.trigger_event<ButtonExitEvent>(metadata);
+ }
+ }
+ }
+}
+
+void InputSystem::handle_click(const MouseButton & mouse_button, const vec2 & mouse_pos) {
+ ComponentManager & mgr = this->mediator.component_manager;
+ EventManager & event_mgr = this->mediator.event_manager;
+ RefVector<Button> buttons = mgr.get_components_by_type<Button>();
+
+ for (Button & button : buttons) {
+ if (!button.active) continue;
+ Metadata & metadata
+ = mgr.get_components_by_id<Metadata>(button.game_object_id).front();
+ Transform & transform
+ = mgr.get_components_by_id<Transform>(button.game_object_id).front();
+
+ if (this->is_mouse_inside_button(mouse_pos, button, transform)) {
+ event_mgr.trigger_event<ButtonPressEvent>(metadata);
+ }
+ }
+}
+
+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;
+
+ int half_width = button.dimensions.x / 2;
+ int half_height = button.dimensions.y / 2;
+
+ // Check if the mouse is within the button's boundaries
+ 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
new file mode 100644
index 0000000..0f1bfa1
--- /dev/null
+++ b/src/crepe/system/InputSystem.h
@@ -0,0 +1,132 @@
+#pragma once
+
+#include "../api/Config.h"
+#include "../facade/EventData.h"
+
+#include "../api/Event.h"
+#include "../api/Metadata.h"
+#include "../types.h"
+#include "../util/OptionalRef.h"
+
+#include "System.h"
+
+namespace crepe {
+
+class Camera;
+class Button;
+class Transform;
+//! Event triggered when a button is clicked
+class ButtonPressEvent : public Event {
+public:
+ //! Metadata of the button.
+ const Metadata & metadata;
+ /**
+ * \param metadata Metadata of the button pressed
+ */
+ ButtonPressEvent(const Metadata & metadata) : metadata(metadata){};
+};
+//! Event triggered when the mouse enters a button
+class ButtonEnterEvent : public Event {
+public:
+ //! Metadata of the button.
+ const Metadata & metadata;
+ /**
+ * \param metadata Metadata of the button pressed
+ */
+ ButtonEnterEvent(const Metadata & metadata) : metadata(metadata){};
+};
+//! Event triggered when the mouse leaves a button
+class ButtonExitEvent : public Event {
+public:
+ //! Metadata of the button.
+ const Metadata & metadata;
+ /**
+ * \param metadata Metadata of the button pressed
+ */
+ ButtonExitEvent(const Metadata & metadata) : metadata(metadata){};
+};
+
+/**
+ * \brief Handles the processing of input events created by SDLContext
+ *
+ * This system processes events such as mouse clicks, mouse movement, and keyboard
+ * actions. It is responsible for detecting interactions with UI buttons and
+ * passing the corresponding events to the registered listeners.
+ */
+class InputSystem : public System {
+public:
+ using System::System;
+
+ /**
+ * \brief Updates the system, processing all input events.
+ * This method processes all events and triggers corresponding actions.
+ */
+ void fixed_update() override;
+
+private:
+ //! Stores the last position of the mouse when the button was pressed.
+ 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;
+ /**
+ * \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 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 EventData & event);
+ /**
+ * \brief Handles the mouse click event.
+ * \param mouse_button The mouse button involved in the click.
+ * \param world_mouse_x The X coordinate of the mouse in world space.
+ * \param world_mouse_y The Y coordinate of the mouse in world space.
+ *
+ * This method processes the mouse click event and triggers the corresponding button action.
+ */
+ void handle_click(const MouseButton & mouse_button, const vec2 & mouse_pos);
+
+ /**
+ * \brief Handles the mouse movement event.
+ * \param event_data The event data containing information about the mouse movement.
+ * \param world_mouse_x The X coordinate of the mouse in world space.
+ * \param world_mouse_y The Y coordinate of the mouse in world space.
+ *
+ * This method processes the mouse movement event and updates the button hover state.
+ */
+ void handle_move(const EventData & event_data, const vec2 & mouse_pos);
+
+ /**
+ * \brief Checks if the mouse position is inside the bounds of the button.
+ * \param world_mouse_x The X coordinate of the mouse in world space.
+ * \param world_mouse_y The Y coordinate of the mouse in world space.
+ * \param button The button to check.
+ * \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 vec2 & mouse_pos, const Button & button,
+ const Transform & transform);
+
+ /**
+ * \brief Handles the button press event, calling the on_click callback if necessary.
+ * \param button The button being pressed.
+ *
+ * This method triggers the on_click action for the button when it is pressed.
+ */
+ void handle_button_press(Button & button);
+};
+
+} // namespace crepe
diff --git a/src/crepe/system/ParticleSystem.cpp b/src/crepe/system/ParticleSystem.cpp
index fcf7522..bbc7366 100644
--- a/src/crepe/system/ParticleSystem.cpp
+++ b/src/crepe/system/ParticleSystem.cpp
@@ -1,19 +1,24 @@
+#include <chrono>
#include <cmath>
#include <cstdlib>
#include <ctime>
-#include "api/ParticleEmitter.h"
-#include "api/Transform.h"
-#include "api/Vector2.h"
+#include "../api/ParticleEmitter.h"
+#include "../api/Transform.h"
+#include "../manager/ComponentManager.h"
+#include "../manager/LoopTimerManager.h"
-#include "ComponentManager.h"
#include "ParticleSystem.h"
using namespace crepe;
-void ParticleSystem::update() {
+void ParticleSystem::fixed_update() {
// Get all emitters
- ComponentManager & mgr = this->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) {
@@ -22,40 +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 double DEG_TO_RAD = M_PI / 180.0;
+ constexpr float DEG_TO_RAD = M_PI / 180.0;
- Vector2 initial_position = emitter.data.position + transform.position;
- double random_angle
- = generate_random_angle(emitter.data.min_angle, emitter.data.max_angle);
+ vec2 initial_position = emitter.data.offset + transform.position;
+ float random_angle
+ = this->generate_random_angle(emitter.data.min_angle, emitter.data.max_angle);
- double random_speed
- = generate_random_speed(emitter.data.min_speed, emitter.data.max_speed);
- double angle_radians = random_angle * DEG_TO_RAD;
+ float random_speed
+ = this->generate_random_speed(emitter.data.min_speed, emitter.data.max_speed);
+ float angle_radians = random_angle * DEG_TO_RAD;
- Vector2 velocity
+ 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);
@@ -64,66 +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) {
- Vector2 offset = emitter.data.boundary.offset + transform.position + emitter.data.position;
- double half_width = emitter.data.boundary.width / 2.0;
- double half_height = emitter.data.boundary.height / 2.0;
-
- 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;
-
- for (Particle & particle : emitter.data.particles) {
- const Vector2 & position = particle.position;
- bool within_bounds = (position.x >= LEFT && position.x <= RIGHT && position.y >= TOP
- && position.y <= BOTTOM);
-
+ vec2 offset = emitter.data.boundary.offset + transform.position + emitter.data.offset;
+ float half_width = emitter.data.boundary.width / 2.0;
+ float half_height = emitter.data.boundary.height / 2.0;
+
+ 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.particles) {
+ const vec2 & position = particle.position;
+ 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 c647284..4296ff3 100644
--- a/src/crepe/system/ParticleSystem.h
+++ b/src/crepe/system/ParticleSystem.h
@@ -20,31 +20,21 @@ public:
* \brief Updates all particle emitters by emitting particles, updating particle states, and
* checking bounds.
*/
- void update() override;
+ void fixed_update() override;
private:
/**
* \brief Emits a particle from the specified emitter based on its emission properties.
- *
+ *
* \param emitter Reference to the ParticleEmitter.
* \param transform Const reference to the Transform component associated with the emitter.
*/
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.
- *
+ *
* \param emitter Reference to the ParticleEmitter.
* \param transform Const reference to the Transform component associated with the emitter.
*/
@@ -52,29 +42,21 @@ private:
/**
* \brief Generates a random angle for particle emission within the specified range.
- *
+ *
* \param min_angle Minimum emission angle in degrees.
* \param max_angle Maximum emission angle in degrees.
* \return Random angle in degrees.
*/
- double generate_random_angle(double min_angle, double max_angle) const;
+ float generate_random_angle(float min_angle, float max_angle) const;
/**
* \brief Generates a random speed for particle emission within the specified range.
- *
+ *
* \param min_speed Minimum emission speed.
* \param max_speed Maximum emission speed.
* \return Random speed.
*/
- 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 bcde431..62f8132 100644
--- a/src/crepe/system/PhysicsSystem.cpp
+++ b/src/crepe/system/PhysicsSystem.cpp
@@ -1,89 +1,98 @@
#include <cmath>
-#include "../ComponentManager.h"
#include "../api/Config.h"
#include "../api/Rigidbody.h"
#include "../api/Transform.h"
#include "../api/Vector2.h"
+#include "../manager/ComponentManager.h"
+#include "../manager/LoopTimerManager.h"
+#include "../manager/Mediator.h"
#include "PhysicsSystem.h"
using namespace crepe;
-void PhysicsSystem::update() {
- ComponentManager & mgr = this->component_manager;
+void PhysicsSystem::fixed_update() {
+ const Mediator & mediator = this->mediator;
+ ComponentManager & mgr = mediator.component_manager;
+ LoopTimerManager & loop_timer = mediator.loop_timer;
RefVector<Rigidbody> rigidbodies = mgr.get_components_by_type<Rigidbody>();
- RefVector<Transform> transforms = mgr.get_components_by_type<Transform>();
+ float dt = loop_timer.get_scaled_fixed_delta_time().count();
- double gravity = Config::get_instance().physics.gravity;
+ float gravity = Config::get_instance().physics.gravity;
for (Rigidbody & rigidbody : rigidbodies) {
if (!rigidbody.active) continue;
+ Transform & transform
+ = mgr.get_components_by_id<Transform>(rigidbody.game_object_id).front().get();
switch (rigidbody.data.body_type) {
case Rigidbody::BodyType::DYNAMIC:
- for (Transform & transform : transforms) {
- if (transform.game_object_id == rigidbody.game_object_id) {
+ if (transform.game_object_id == rigidbody.game_object_id) {
+ // Add gravity
- // Add gravity
- if (rigidbody.data.use_gravity) {
- rigidbody.data.linear_velocity.y
- += (rigidbody.data.mass * rigidbody.data.gravity_scale
- * gravity);
- }
- // Add damping
- if (rigidbody.data.angular_damping != 0) {
- rigidbody.data.angular_velocity *= rigidbody.data.angular_damping;
- }
- if (rigidbody.data.linear_damping != Vector2{0, 0}) {
- rigidbody.data.linear_velocity *= rigidbody.data.linear_damping;
- }
+ if (rigidbody.data.mass <= 0) {
+ throw std::runtime_error("Mass must be greater than 0");
+ }
- // Max velocity check
- if (rigidbody.data.angular_velocity
- > rigidbody.data.max_angular_velocity) {
- rigidbody.data.angular_velocity
- = rigidbody.data.max_angular_velocity;
- } else if (rigidbody.data.angular_velocity
- < -rigidbody.data.max_angular_velocity) {
- rigidbody.data.angular_velocity
- = -rigidbody.data.max_angular_velocity;
- }
+ if (gravity <= 0) {
+ throw std::runtime_error("Config Gravity must be greater than 0");
+ }
- if (rigidbody.data.linear_velocity.x
- > rigidbody.data.max_linear_velocity.x) {
- rigidbody.data.linear_velocity.x
- = rigidbody.data.max_linear_velocity.x;
- } else if (rigidbody.data.linear_velocity.x
- < -rigidbody.data.max_linear_velocity.x) {
- rigidbody.data.linear_velocity.x
- = -rigidbody.data.max_linear_velocity.x;
- }
+ if (rigidbody.data.gravity_scale > 0 && !rigidbody.data.constraints.y) {
+ rigidbody.data.linear_velocity.y
+ += (rigidbody.data.mass * rigidbody.data.gravity_scale * gravity
+ * dt);
+ }
+ // Add coefficient rotation
+ if (rigidbody.data.angular_velocity_coefficient > 0) {
+ rigidbody.data.angular_velocity
+ *= std::pow(rigidbody.data.angular_velocity_coefficient, dt);
+ }
- if (rigidbody.data.linear_velocity.y
- > rigidbody.data.max_linear_velocity.y) {
- rigidbody.data.linear_velocity.y
- = rigidbody.data.max_linear_velocity.y;
- } else if (rigidbody.data.linear_velocity.y
- < -rigidbody.data.max_linear_velocity.y) {
- rigidbody.data.linear_velocity.y
- = -rigidbody.data.max_linear_velocity.y;
- }
+ // Add coefficient movement horizontal
+ if (rigidbody.data.linear_velocity_coefficient.x > 0
+ && !rigidbody.data.constraints.x) {
+ rigidbody.data.linear_velocity.x
+ *= std::pow(rigidbody.data.linear_velocity_coefficient.x, dt);
+ }
- // Move object
- if (!rigidbody.data.constraints.rotation) {
- transform.rotation += rigidbody.data.angular_velocity;
- transform.rotation = std::fmod(transform.rotation, 360.0);
- if (transform.rotation < 0) {
- transform.rotation += 360.0;
- }
- }
- if (!rigidbody.data.constraints.x) {
- transform.position.x += rigidbody.data.linear_velocity.x;
- }
- if (!rigidbody.data.constraints.y) {
- transform.position.y += rigidbody.data.linear_velocity.y;
+ // Add coefficient movement horizontal
+ if (rigidbody.data.linear_velocity_coefficient.y > 0
+ && !rigidbody.data.constraints.y) {
+ rigidbody.data.linear_velocity.y
+ *= std::pow(rigidbody.data.linear_velocity_coefficient.y, dt);
+ }
+
+ // Max velocity check
+ if (rigidbody.data.angular_velocity
+ > rigidbody.data.max_angular_velocity) {
+ rigidbody.data.angular_velocity = rigidbody.data.max_angular_velocity;
+ } else if (rigidbody.data.angular_velocity
+ < -rigidbody.data.max_angular_velocity) {
+ rigidbody.data.angular_velocity = -rigidbody.data.max_angular_velocity;
+ }
+
+ // Set max velocity to maximum length
+ if (rigidbody.data.linear_velocity.length()
+ > rigidbody.data.max_linear_velocity) {
+ rigidbody.data.linear_velocity.normalize();
+ rigidbody.data.linear_velocity *= rigidbody.data.max_linear_velocity;
+ }
+
+ // Move object
+ if (!rigidbody.data.constraints.rotation) {
+ transform.rotation += rigidbody.data.angular_velocity * dt;
+ transform.rotation = std::fmod(transform.rotation, 360.0);
+ if (transform.rotation < 0) {
+ transform.rotation += 360.0;
}
}
+ if (!rigidbody.data.constraints.x) {
+ transform.position.x += rigidbody.data.linear_velocity.x * dt;
+ }
+ if (!rigidbody.data.constraints.y) {
+ transform.position.y += rigidbody.data.linear_velocity.y * dt;
+ }
}
break;
case Rigidbody::BodyType::KINEMATIC:
diff --git a/src/crepe/system/PhysicsSystem.h b/src/crepe/system/PhysicsSystem.h
index 227ab69..5ed624f 100644
--- a/src/crepe/system/PhysicsSystem.h
+++ b/src/crepe/system/PhysicsSystem.h
@@ -6,7 +6,7 @@ namespace crepe {
/**
* \brief System that controls all physics
- *
+ *
* This class is a physics system that uses a rigidbody and transform to add physics to a game
* object.
*/
@@ -15,10 +15,10 @@ public:
using System::System;
/**
* \brief updates the physics system.
- *
+ *
* 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 ad510f5..33218f6 100644
--- a/src/crepe/system/RenderSystem.cpp
+++ b/src/crepe/system/RenderSystem.cpp
@@ -2,42 +2,60 @@
#include <cassert>
#include <cmath>
#include <functional>
-#include <iostream>
+#include <optional>
#include <stdexcept>
#include <vector>
-#include "../ComponentManager.h"
+#include "../api/Camera.h"
#include "../api/ParticleEmitter.h"
#include "../api/Sprite.h"
+#include "../api/Text.h"
#include "../api/Transform.h"
-#include "../api/Vector2.h"
+#include "../facade/Font.h"
#include "../facade/SDLContext.h"
+#include "../facade/Texture.h"
+#include "../manager/ComponentManager.h"
+#include "../manager/ResourceManager.h"
#include "RenderSystem.h"
+#include "types.h"
using namespace crepe;
using namespace std;
-void RenderSystem::clear_screen() { this->context.clear_screen(); }
+void RenderSystem::clear_screen() {
+ SDLContext & ctx = this->mediator.sdl_context;
+ ctx.clear_screen();
+}
-void RenderSystem::present_screen() { this->context.present_screen(); }
-void RenderSystem::update_camera() {
- ComponentManager & mgr = this->component_manager;
+void RenderSystem::present_screen() {
+ SDLContext & ctx = this->mediator.sdl_context;
+ ctx.present_screen();
+}
+void RenderSystem::update_camera() {
+ ComponentManager & mgr = this->mediator.component_manager;
+ SDLContext & ctx = this->mediator.sdl_context;
RefVector<Camera> cameras = mgr.get_components_by_type<Camera>();
if (cameras.size() == 0) throw std::runtime_error("No cameras in current scene");
for (Camera & cam : cameras) {
if (!cam.active) continue;
- this->context.set_camera(cam);
- this->curr_cam_ref = &cam;
+ const Transform & transform
+ = mgr.get_components_by_id<Transform>(cam.game_object_id).front().get();
+ vec2 new_camera_pos = transform.position + cam.data.postion_offset;
+ ctx.update_camera_view(cam, new_camera_pos);
+ return;
}
+ throw std::runtime_error("No active cameras in current scene");
}
bool sorting_comparison(const Sprite & a, const Sprite & b) {
- if (a.sorting_in_layer < b.sorting_in_layer) return true;
- if (a.sorting_in_layer == b.sorting_in_layer) return a.order_in_layer < b.order_in_layer;
+ if (a.data.sorting_in_layer != b.data.sorting_in_layer)
+ return a.data.sorting_in_layer < b.data.sorting_in_layer;
+ if (a.data.order_in_layer != b.data.order_in_layer)
+ return a.data.order_in_layer < b.data.order_in_layer;
return false;
}
@@ -49,16 +67,18 @@ RefVector<Sprite> RenderSystem::sort(RefVector<Sprite> & objs) const {
return sorted_objs;
}
-void RenderSystem::update() {
+void RenderSystem::frame_update() {
this->clear_screen();
- this->update_camera();
this->render();
this->present_screen();
}
bool RenderSystem::render_particle(const Sprite & sprite, const double & scale) {
- ComponentManager & mgr = this->component_manager;
+ ComponentManager & mgr = this->mediator.component_manager;
+ SDLContext & ctx = this->mediator.sdl_context;
+ ResourceManager & resource_manager = this->mediator.resource_manager;
+ Texture & res = resource_manager.get<Texture>(sprite.source);
vector<reference_wrapper<ParticleEmitter>> emitters
= mgr.get_components_by_id<ParticleEmitter>(sprite.game_object_id);
@@ -66,28 +86,51 @@ 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;
- this->context.draw_particle(sprite, p.position, p.angle, scale,
- *this->curr_cam_ref);
+
+ ctx.draw(SDLContext::RenderContext{
+ .sprite = sprite,
+ .texture = res,
+ .pos = p.position,
+ .angle = p.angle,
+ .scale = scale,
+ });
}
}
return rendering_particles;
}
void RenderSystem::render_normal(const Sprite & sprite, const Transform & tm) {
- this->context.draw(sprite, tm, *this->curr_cam_ref);
+ SDLContext & ctx = this->mediator.sdl_context;
+ ResourceManager & resource_manager = this->mediator.resource_manager;
+ const Texture & res = resource_manager.get<Texture>(sprite.source);
+
+ ctx.draw(SDLContext::RenderContext{
+ .sprite = sprite,
+ .texture = res,
+ .pos = tm.position,
+ .angle = tm.rotation,
+ .scale = tm.scale,
+ });
}
void RenderSystem::render() {
+ ComponentManager & mgr = this->mediator.component_manager;
+ this->update_camera();
- ComponentManager & mgr = this->component_manager;
RefVector<Sprite> sprites = mgr.get_components_by_type<Sprite>();
+ ResourceManager & resource_manager = this->mediator.resource_manager;
RefVector<Sprite> sorted_sprites = this->sort(sprites);
-
+ RefVector<Text> text_components = mgr.get_components_by_type<Text>();
+ for (Text & text : text_components) {
+ const Transform & transform
+ = mgr.get_components_by_id<Transform>(text.game_object_id).front().get();
+ this->render_text(text, transform);
+ }
for (const Sprite & sprite : sorted_sprites) {
if (!sprite.active) continue;
const Transform & transform
@@ -100,3 +143,18 @@ void RenderSystem::render() {
this->render_normal(sprite, transform);
}
}
+void RenderSystem::render_text(Text & text, const Transform & tm) {
+ SDLContext & ctx = this->mediator.sdl_context;
+
+ if (!text.font.has_value()) {
+ text.font.emplace(ctx.get_font_from_name(text.font_family));
+ }
+
+ ResourceManager & resource_manager = this->mediator.resource_manager;
+
+ if (!text.font.has_value()) {
+ return;
+ }
+ const Asset & font_asset = text.font.value();
+ const Font & res = resource_manager.get<Font>(font_asset);
+}
diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h
index 30b41cf..656ad5b 100644
--- a/src/crepe/system/RenderSystem.h
+++ b/src/crepe/system/RenderSystem.h
@@ -1,24 +1,21 @@
#pragma once
-#include <functional>
-#include <vector>
-
-#include "facade/SDLContext.h"
+#include <cmath>
#include "System.h"
-#include <cmath>
+#include "types.h"
namespace crepe {
class Camera;
class Sprite;
-
+class Transform;
+class Text;
/**
- * \class RenderSystem
* \brief Manages rendering operations for all game objects.
*
* RenderSystem is responsible for rendering, clearing and presenting the screen, and
- * managing the active camera.
+ * managing the active camera.
*/
class RenderSystem : public System {
public:
@@ -27,7 +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.
@@ -46,42 +43,41 @@ 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 double & scale);
-
/**
- * \brief renders a sprite with a Transform component on the screen
+ * \brief Renders all Text components
+ *
+ * \param text The text component to be rendered.
+ * \param tm the Transform component that holds the position,rotation and scale
+ */
+ void render_text(Text & text, const Transform & tm);
+ /**
+ * \brief renders a sprite with a Transform component on the screen
*
* \param sprite the sprite component that holds all the data
- * \param tm the Transform component that holds the position,rotation and scale
+ * \param tm the Transform component that holds the position,rotation and scale
*/
void render_normal(const Sprite & sprite, const Transform & tm);
/**
* \brief sort a vector sprite objects with
*
- * \param objs the vector that will do a sorting algorithm on
+ * \param objs the vector that will do a sorting algorithm on
* \return returns a sorted reference vector
*/
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 Ensure each sprite is checked for active status before rendering.
- * \todo Sort all layers by order before rendering.
* \todo Consider adding text input functionality.
*/
-
-private:
- //! Pointer to the current active camera for rendering
- Camera * curr_cam_ref = nullptr;
- // TODO: needs a better solution
-
- SDLContext & context = SDLContext::get_instance();
};
} // namespace crepe
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 20a83f7..93b4853 100644
--- a/src/crepe/system/ScriptSystem.cpp
+++ b/src/crepe/system/ScriptSystem.cpp
@@ -1,16 +1,27 @@
-#include "../ComponentManager.h"
#include "../api/BehaviorScript.h"
#include "../api/Script.h"
+#include "../manager/ComponentManager.h"
#include "ScriptSystem.h"
using namespace std;
using namespace crepe;
-void ScriptSystem::update() {
- dbg_trace();
+void ScriptSystem::fixed_update() {
+ LoopTimerManager & timer = this->mediator.loop_timer;
+ duration_t delta_time = timer.get_scaled_fixed_delta_time();
+ this->update(&Script::fixed_update, delta_time);
+}
+
+void ScriptSystem::frame_update() {
+ LoopTimerManager & timer = this->mediator.loop_timer;
+ duration_t delta_time = timer.get_delta_time();
+ this->update(&Script::frame_update, delta_time);
+}
- ComponentManager & mgr = this->component_manager;
+void ScriptSystem::update(void (Script::*update_function)(duration_t),
+ const duration_t & delta_time) {
+ ComponentManager & mgr = this->mediator.component_manager;
RefVector<BehaviorScript> behavior_scripts = mgr.get_components_by_type<BehaviorScript>();
for (BehaviorScript & behavior_script : behavior_scripts) {
@@ -23,6 +34,7 @@ void ScriptSystem::update() {
script->init();
script->initialized = true;
}
- script->update();
+
+ (*script.*update_function)(delta_time);
}
}
diff --git a/src/crepe/system/ScriptSystem.h b/src/crepe/system/ScriptSystem.h
index 936e9ca..257b615 100644
--- a/src/crepe/system/ScriptSystem.h
+++ b/src/crepe/system/ScriptSystem.h
@@ -1,5 +1,7 @@
#pragma once
+#include "../manager/LoopTimerManager.h"
+
#include "System.h"
namespace crepe {
@@ -8,21 +10,28 @@ class Script;
/**
* \brief Script system
- *
- * The script system is responsible for all \c BehaviorScript components, and
- * calls the methods on classes derived from \c Script.
+ *
+ * The script system is responsible for all \c BehaviorScript components, and calls the methods
+ * on classes derived from \c Script.
*/
class ScriptSystem : public System {
public:
using System::System;
+
+public:
+ //! Call Script::fixed_update() on all active \c BehaviorScript instances
+ void fixed_update() override;
+ //! Call Script::frame_update() on all active \c BehaviorScript instances
+ void frame_update() override;
+
+private:
/**
- * \brief Call Script::update() on all active \c BehaviorScript instances
+ * \brief Call Script `*_update` member function on all active \c BehaviorScript instances
*
- * This routine updates all scripts sequentially using the Script::update()
- * method. It also calls Script::init() if this has not been done before on
- * the \c BehaviorScript instance.
+ * \note This routine also calls Script::init() if this has not been done before on the \c
+ * BehaviorScript instance.
*/
- void update() override;
+ void update(void (Script::*update_function)(duration_t), const duration_t & delta_time);
};
} // namespace crepe
diff --git a/src/crepe/system/System.cpp b/src/crepe/system/System.cpp
index 937a423..ecc740d 100644
--- a/src/crepe/system/System.cpp
+++ b/src/crepe/system/System.cpp
@@ -1,7 +1,5 @@
-#include "../util/Log.h"
-
#include "System.h"
using namespace crepe;
-System::System(ComponentManager & mgr) : component_manager(mgr) { dbg_trace(); }
+System::System(const Mediator & mediator) : mediator(mediator) {}
diff --git a/src/crepe/system/System.h b/src/crepe/system/System.h
index 28ea20e..e2ce7eb 100644
--- a/src/crepe/system/System.h
+++ b/src/crepe/system/System.h
@@ -1,5 +1,7 @@
#pragma once
+#include "../manager/Mediator.h"
+
namespace crepe {
class ComponentManager;
@@ -7,23 +9,24 @@ class ComponentManager;
/**
* \brief Base ECS system class
*
- * This class is used as the base for all system classes. Classes derived from
- * System must implement the System::update() method and copy Script::Script
- * with the `using`-syntax.
+ * This class is used as the base for all system classes. Classes derived from System must
+ * implement the System::update() method and copy Script::Script with the `using`-syntax.
*/
class System {
public:
- /**
- * \brief Process all components this system is responsible for.
- */
- virtual void update() = 0;
+ //! 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(ComponentManager &);
+ System(const Mediator & m);
virtual ~System() = default;
protected:
- ComponentManager & component_manager;
+ const Mediator & mediator;
};
} // namespace crepe
diff --git a/src/crepe/types.h b/src/crepe/types.h
index 914c76c..69cc526 100644
--- a/src/crepe/types.h
+++ b/src/crepe/types.h
@@ -1,5 +1,7 @@
#pragma once
+#include "api/Vector2.h"
+
#include <cstdint>
#include <functional>
#include <vector>
@@ -13,4 +15,16 @@ typedef uint32_t game_object_id_t;
template <typename T>
using RefVector = std::vector<std::reference_wrapper<T>>;
-} // namespace crepe
+//! Default Vector2<int> type
+typedef Vector2<int> ivec2;
+
+//! Default Vector2<unsigned int> type
+typedef Vector2<unsigned int> uvec2;
+
+//! Default Vector2<float> type
+typedef Vector2<float> vec2;
+
+//! Default Vector2<double> type
+typedef Vector2<double> dvec2;
+
+}; // namespace crepe
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/OptionalRef.h b/src/crepe/util/OptionalRef.h
index 3201667..1b2cb3f 100644
--- a/src/crepe/util/OptionalRef.h
+++ b/src/crepe/util/OptionalRef.h
@@ -25,7 +25,7 @@ public:
*/
OptionalRef<T> & operator=(T & ref);
/**
- * \brief Retrieve this reference
+ * \brief Retrieve this reference (cast)
*
* \returns Internal reference if it is set
*
@@ -33,6 +33,14 @@ public:
*/
operator T &() const;
/**
+ * \brief Retrieve this reference (member access)
+ *
+ * \returns Internal reference if it is set
+ *
+ * \throws std::runtime_error if this function is called while the reference it not set
+ */
+ T * operator->() const;
+ /**
* \brief Check if this reference is not empty
*
* \returns `true` if reference is set, or `false` if it is not
diff --git a/src/crepe/util/OptionalRef.hpp b/src/crepe/util/OptionalRef.hpp
index 4608c9e..5e36b3a 100644
--- a/src/crepe/util/OptionalRef.hpp
+++ b/src/crepe/util/OptionalRef.hpp
@@ -19,6 +19,13 @@ OptionalRef<T>::operator T &() const {
}
template <typename T>
+T * OptionalRef<T>::operator->() const {
+ if (this->ref == nullptr)
+ throw std::runtime_error("OptionalRef: attempt to dereference nullptr");
+ return this->ref;
+}
+
+template <typename T>
OptionalRef<T> & OptionalRef<T>::operator=(T & ref) {
this->ref = &ref;
return *this;
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/animator_creation.dox b/src/doc/feature/animator_creation.dox
new file mode 100644
index 0000000..e69de29
--- /dev/null
+++ b/src/doc/feature/animator_creation.dox
diff --git a/src/doc/feature/proxy.dox b/src/doc/feature/proxy.dox
new file mode 100644
index 0000000..66bbd2f
--- /dev/null
+++ b/src/doc/feature/proxy.dox
@@ -0,0 +1,43 @@
+// vim:ft=doxygen
+namespace crepe {
+/**
+
+\defgroup feature_proxy Proxy utility
+\ingroup feature
+\brief Use ValueBroker as if it were a regular variable
+
+Proxy provides operators that allow you to use a ValueBroker instance as if it
+were a regular variable. Proxy implements a constructor that allows it to be
+used as a substitute return type for any function that returns ValueBroker.
+
+\see ValueBroker
+\see Proxy
+
+\par Example
+
+```cpp
+#include <crepe/util/Proxy.h>
+#include <crepe/ValueBroker.h>
+
+int calculation(int value) {
+ return 3 * value;
+}
+
+void anywhere() {
+ crepe::ValueBroker<int> foo_handle;
+ crepe::Proxy foo = foo_handle;
+
+ // implicitly calls .set()
+ foo += 10;
+
+ // implicitly calls .get()
+ int out = calculation(foo);
+
+ // explicitly cast (also calls .get())
+ int casted = int(foo);
+}
+
+```
+
+*/
+}
diff --git a/src/doc/feature/savemgr.dox b/src/doc/feature/savemgr.dox
new file mode 100644
index 0000000..6aeab03
--- /dev/null
+++ b/src/doc/feature/savemgr.dox
@@ -0,0 +1,80 @@
+// vim:ft=doxygen
+namespace crepe {
+/**
+
+\defgroup feature_savemgr Save data
+\ingroup feature
+\brief Functions to persistently store and retrieve arbitrary values
+
+The SaveManager may be used to persistently store game state such as player
+progress, statistics, achievements, etc. It works like a key-value store, where
+the key is a string and the value is an arbitrary type.
+
+SaveManager implements the following:
+
+- Storage and retrieval of primitive types and strings.
+- Automatic initialization of the database using default values.
+- The underlying database format is journaled, which reduces the likelihood of
+ players losing save data when an unexpected crash occurs while the SaveManager
+ is writing to disk.
+
+\see SaveManager
+
+\par Example
+
+The SaveManager instance reference may be retrieved by calling \c
+get_save_manager(). This function is available---
+
+- Within (derivatives of) Script
+
+- \todo Within (derivatives of) Scene
+
+- \todo As a public member function of LoopManager
+
+```cpp
+// Retrieve save manager
+crepe::SaveManager & save_manager = get_save_manager();
+```
+
+SaveManager may be used *explicitly*, using the \ref SaveManager::set "set()",
+\ref SaveManager::get "get()" and \ref SaveManager::has "has()" methods:
+```cpp
+// Check if the key "foo" exists, and initialize it to 3 if it doesn't
+if (!save_manager.has("foo"))
+ save_manager.set<int>("foo", 3);
+// Get value of key "foo"
+int foo = save_manager.get<int>("foo");
+
+// ~~~ arbitrary game code ~~~
+foo += 10;
+// ~~~ arbitrary game code ~~~
+
+// Save "foo" back to database
+save_manager.set<int>("foo", foo);
+```
+
+Alternatively, SaveManager::get may be called with a default value as second
+parameter. This changes its return type to ValueBroker, which acts as a
+read/write handle to the specific key requested, and remembers the key and its
+value type for you:
+```cpp
+// Get a read/write handle to the value stored in key "foo", and initialize it
+// to 3 if it doesn't exist yet
+ValueBroker foo_handle = save_manager.get<int>("foo", 3);
+int foo = foo_handle.get();
+
+// ~~~ arbitrary game code ~~~
+foo += 10;
+// ~~~ arbitrary game code ~~~
+
+// Save back to database
+foo_handle.set(foo);
+```
+
+To further simplify game code, the return value of SaveManager::get may be
+implicitly cast to Proxy instead of ValueBroker. This allows the database value
+to be used as if it were a regular variable. This usage is detailed separately
+in \"\ref feature_proxy\".
+
+*/
+}
diff --git a/src/doc/feature/scene.dox b/src/doc/feature/scene.dox
index 5f34446..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
@@ -18,36 +19,40 @@ 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>
#include <crepe/api/GameObject.h>
#include <crepe/api/Scene.h>
-#include <crepe/api/Vector2.h>
+#include <crepe/types.h>
using namespace crepe;
class MyScene : public Scene {
public:
- using Scene::Scene;
-
void load_scene() {
- auto & mgr = this->component_manager;
- GameObject object1 = mgr.new_object("object1", "tag_my_scene", Vector2{0, 0}, 0, 1);
- GameObject object2 = mgr.new_object("object2", "tag_my_scene", Vector2{1, 0}, 0, 1);
+ ComponentManager & mgr = this->component_manager;
+ GameObject object1 = mgr.new_object("object1", "tag_my_scene", vec2{0, 0}, 0, 1);
+ GameObject object2 = mgr.new_object("object2", "tag_my_scene", vec2{1, 0}, 0, 1);
}
string get_name() const { return "my_scene"; }
diff --git a/src/doc/features.dox b/src/doc/features.dox
index 4786bed..21a040a 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 \n\copybrief feature_script
+
+- Game flow management
+ - \ref feature_scene \n\copybrief feature_scene
+
+- Entity
+ - \ref feature_gameobject \n\copybrief feature_gameobject
+
*/
diff --git a/src/doc/index.dox b/src/doc/index.dox
index 5ec7889..7796f34 100644
--- a/src/doc/index.dox
+++ b/src/doc/index.dox
@@ -8,3 +8,10 @@ Welcome to the documentation for the crêpe game engine.
\see feature
*/
+
+/**
+
+\namespace crepe
+\brief Engine namespace
+
+*/
diff --git a/src/doc/internal/component.dox b/src/doc/internal/component.dox
new file mode 100644
index 0000000..0dd4cb5
--- /dev/null
+++ b/src/doc/internal/component.dox
@@ -0,0 +1,41 @@
+// vim:ft=doxygen
+namespace crepe {
+/**
+
+\defgroup internal_component Components
+\ingroup internal
+\brief ECS Components
+
+Components are attached to GameObject instances and are composed by the game
+programmer to create specific entities in the game world. While they are
+implemented as C++ classes, components should be treated as C-style structs,
+meaning all members are public and they do not contain functions.
+
+A basic component has the following structure:
+```cpp
+#include <crepe/Component.h>
+
+class MyComponent : public crepe::Component {
+public:
+ // Add your custom component's ininitializer properties after the `id`
+ // parameter. The first parameter is controlled by GameObject::add_component,
+ // while all other parameters are forwarded using std::forward.
+ MyComponent(game_object_id_t id, ...);
+
+ // Optionally define the `get_instances_max` method to limit the amount of
+ // instances of this component per GameObject. The default implementation for
+ // this function returns -1, which means the instance count does not have an
+ // upper limit:
+ virtual int get_instances_max() const { return -1; }
+
+ // Properties
+ // ...
+};
+```
+
+Generally, components are "handled" by \ref internal_system "systems", which may
+optionally change the components' state. Components' state may also be
+controlled by the game programmer through \ref feature_script "scripts".
+
+*/
+}
diff --git a/src/doc/internal/resource.dox b/src/doc/internal/resource.dox
new file mode 100644
index 0000000..56f1de0
--- /dev/null
+++ b/src/doc/internal/resource.dox
@@ -0,0 +1,12 @@
+// vim:ft=doxygen
+namespace crepe {
+/**
+
+\defgroup internal_resource Resources
+\ingroup internal
+\brief Concrete resources
+
+\todo This section is incomplete
+
+*/
+}
diff --git a/src/doc/internal/style.dox b/src/doc/internal/style.dox
new file mode 100644
index 0000000..dad2df0
--- /dev/null
+++ b/src/doc/internal/style.dox
@@ -0,0 +1,9 @@
+// vim:ft=doxygen
+/**
+
+\defgroup internal_style Code style
+\ingroup internal
+\brief Coding conventions
+\include{doc} contributing.md
+
+*/
diff --git a/src/doc/internal/system.dox b/src/doc/internal/system.dox
new file mode 100644
index 0000000..17a101e
--- /dev/null
+++ b/src/doc/internal/system.dox
@@ -0,0 +1,26 @@
+// vim:ft=doxygen
+namespace crepe {
+/**
+
+\defgroup internal_system Systems
+\ingroup internal
+\brief ECS Systems
+
+\todo This section is incomplete
+
+A system is responsible for processing the data stored in \ref
+internal_component "components".
+
+A basic system has the following structure:
+```cpp
+#include <crepe/system/System.h>
+
+class MySystem : public System {
+public:
+ using System::System;
+ void update() override;
+};
+```
+
+*/
+}
diff --git a/src/doc/internals.dox b/src/doc/internals.dox
new file mode 100644
index 0000000..2d2ca56
--- /dev/null
+++ b/src/doc/internals.dox
@@ -0,0 +1,10 @@
+// vim:ft=doxygen
+/**
+
+\defgroup internal Internals
+\brief Internal engine structure and other conventions
+
+\todo This page is incomplete
+\todo Anything about Contexts?
+
+*/
diff --git a/src/doc/layout.xml b/src/doc/layout.xml
index 7f514d4..6336655 100644
--- a/src/doc/layout.xml
+++ b/src/doc/layout.xml
@@ -1,20 +1,23 @@
<?xml version="1.0" encoding="UTF-8"?>
<doxygenlayout version="1.0">
<navindex>
- <tab type="mainpage" visible="yes" title=""/>
+ <tab type="mainpage" visible="yes" title="Intro"/>
+ <tab type="user" url="@ref install" title="Installation"/>
+ <tab type="user" url="@ref feature" title="Features"/>
+ <tab type="user" url="@ref internal" title="Internals"/>
<tab type="pages" visible="no" title="" intro=""/>
- <tab type="topics" visible="yes" title="" intro=""/>
- <tab type="modules" visible="yes" title="" intro="">
+ <tab type="topics" visible="no" title="" intro=""/>
+ <tab type="modules" visible="no" title="" intro="">
<tab type="modulelist" visible="yes" title="" intro=""/>
<tab type="modulemembers" visible="yes" title="" intro=""/>
</tab>
- <tab type="namespaces" visible="no" title="">
+ <tab type="namespaces" visible="yes" title="">
<tab type="namespacelist" visible="yes" title="" intro=""/>
<tab type="namespacemembers" visible="yes" title="" intro=""/>
</tab>
- <tab type="concepts" visible="yes" title="">
+ <tab type="concepts" visible="no" title="">
</tab>
- <tab type="interfaces" visible="yes" title="">
+ <tab type="interfaces" visible="no" title="">
<tab type="interfacelist" visible="yes" title="" intro=""/>
<tab type="interfaceindex" visible="$ALPHABETICAL_INDEX" title=""/>
<tab type="interfacehierarchy" visible="yes" title="" intro=""/>
@@ -25,20 +28,20 @@
<tab type="hierarchy" visible="yes" title="" intro=""/>
<tab type="classmembers" visible="yes" title="" intro=""/>
</tab>
- <tab type="structs" visible="yes" title="">
+ <tab type="structs" visible="no" title="">
<tab type="structlist" visible="yes" title="" intro=""/>
<tab type="structindex" visible="$ALPHABETICAL_INDEX" title=""/>
</tab>
- <tab type="exceptions" visible="yes" title="">
+ <tab type="exceptions" visible="no" title="">
<tab type="exceptionlist" visible="yes" title="" intro=""/>
<tab type="exceptionindex" visible="$ALPHABETICAL_INDEX" title=""/>
<tab type="exceptionhierarchy" visible="yes" title="" intro=""/>
</tab>
- <tab type="files" visible="yes" title="">
+ <tab type="files" visible="no" title="">
<tab type="filelist" visible="yes" title="" intro=""/>
<tab type="globals" visible="yes" title="" intro=""/>
</tab>
- <tab type="examples" visible="yes" title="" intro=""/>
+ <tab type="examples" visible="no" title="" intro=""/>
</navindex>
<class>
<briefdescription visible="yes"/>
@@ -53,10 +56,10 @@
<interfaces title=""/>
<publicslots title=""/>
<signals title=""/>
- <publicmethods title=""/>
- <publicstaticmethods title=""/>
<publicattributes title=""/>
<publicstaticattributes title=""/>
+ <publicmethods title=""/>
+ <publicstaticmethods title=""/>
<protectedtypes title=""/>
<protectedslots title=""/>
<protectedmethods title=""/>
@@ -99,11 +102,12 @@
</class>
<namespace>
<briefdescription visible="yes"/>
+ <detaileddescription title=""/>
<memberdecl>
<nestednamespaces visible="yes" title=""/>
<constantgroups visible="yes" title=""/>
<interfaces visible="yes" title=""/>
- <classes visible="yes" title=""/>
+ <classes visible="no" title=""/>
<concepts visible="yes" title=""/>
<structs visible="yes" title=""/>
<exceptions visible="yes" title=""/>
@@ -116,7 +120,6 @@
<properties title=""/>
<membergroups visible="yes"/>
</memberdecl>
- <detaileddescription title=""/>
<memberdef>
<inlineclasses title=""/>
<typedefs title=""/>
diff --git a/src/doc/style.css b/src/doc/style.css
index 08bc9f5..c12240c 100644
--- a/src/doc/style.css
+++ b/src/doc/style.css
@@ -1,4 +1,6 @@
#titlearea,
-address {
- display: none;
-}
+address,
+a[href="namespaces.html"]
+{ display: none; }
+
+h2.groupheader { margin-top: revert; }
diff --git a/src/example/AITest.cpp b/src/example/AITest.cpp
new file mode 100644
index 0000000..93ba500
--- /dev/null
+++ b/src/example/AITest.cpp
@@ -0,0 +1,90 @@
+#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 560e2bc..f9da7ce 100644
--- a/src/example/CMakeLists.txt
+++ b/src/example/CMakeLists.txt
@@ -16,8 +16,10 @@ function(add_example target_name)
add_dependencies(examples ${target_name})
endfunction()
-add_example(asset_manager)
-add_example(savemgr)
add_example(rendering_particle)
-add_example(gameloop)
-
+add_example(game)
+add_example(button)
+add_example(replay)
+add_example(loadfont)
+add_example(FontExample)
+add_example(AITest)
diff --git a/src/example/FontExample.cpp b/src/example/FontExample.cpp
new file mode 100644
index 0000000..6a334b1
--- /dev/null
+++ b/src/example/FontExample.cpp
@@ -0,0 +1,55 @@
+#include <SDL2/SDL_ttf.h>
+#include <chrono>
+#include <crepe/api/Camera.h>
+#include <crepe/api/Config.h>
+#include <crepe/api/GameObject.h>
+#include <crepe/api/LoopManager.h>
+#include <crepe/api/Scene.h>
+#include <crepe/api/Script.h>
+#include <crepe/api/Text.h>
+#include <crepe/facade/Font.h>
+#include <crepe/facade/SDLContext.h>
+#include <crepe/manager/EventManager.h>
+#include <crepe/manager/Mediator.h>
+#include <crepe/manager/ResourceManager.h>
+#include <exception>
+#include <iostream>
+#include <memory>
+using namespace crepe;
+using namespace std;
+using namespace std::chrono;
+class TestScript : public Script {
+public:
+ steady_clock::time_point start_time;
+ virtual void init() override { start_time = steady_clock::now(); }
+ virtual void update() override {
+ auto now = steady_clock::now();
+ auto elapsed = duration_cast<seconds>(now - start_time).count();
+
+ if (elapsed >= 5) {
+ Mediator & med = mediator;
+ EventManager & event_mgr = med.event_manager;
+ event_mgr.trigger_event<ShutDownEvent>();
+ }
+ }
+};
+class TestScene : public Scene {
+public:
+ void load_scene() override {
+ GameObject text_object = this->new_object("test", "test", vec2{0, 0}, 0, 1);
+ text_object.add_component<Text>(vec2(100, 100), vec2(0, 0), "OpenSymbol",
+ Text::Data{});
+ text_object.add_component<BehaviorScript>().set_script<TestScript>();
+ text_object.add_component<Camera>(ivec2{300, 300}, vec2{100, 100}, Camera::Data{});
+ }
+ std::string get_name() const override { return "hey"; }
+};
+int main() {
+ // Config& config = Config::get_instance();
+ // config.log.level = Log::Level::TRACE;
+ LoopManager engine;
+ engine.add_scene<TestScene>();
+ engine.start();
+
+ return 0;
+}
diff --git a/src/example/asset_manager.cpp b/src/example/asset_manager.cpp
deleted file mode 100644
index 917b547..0000000
--- a/src/example/asset_manager.cpp
+++ /dev/null
@@ -1,36 +0,0 @@
-#include <crepe/api/AssetManager.h>
-#include <crepe/api/Texture.h>
-#include <crepe/facade/Sound.h>
-
-using namespace crepe;
-
-int main() {
-
- // this needs to be called before the asset manager otherwise the destructor of sdl is not in
- // the right order
- { Texture test("../asset/texture/img.png"); }
- // FIXME: make it so the issue described by the above comment is not possible (i.e. the order
- // in which internal classes are instantiated should not impact the way the engine works).
-
- auto & mgr = AssetManager::get_instance();
-
- {
- // TODO: [design] the Sound class can't be directly included by the user as it includes
- // SoLoud headers.
- auto bgm = mgr.cache<Sound>("../mwe/audio/bgm.ogg");
- auto sfx1 = mgr.cache<Sound>("../mwe/audio/sfx1.wav");
- auto sfx2 = mgr.cache<Sound>("../mwe/audio/sfx2.wav");
-
- auto img = mgr.cache<Texture>("../asset/texture/img.png");
- auto img1 = mgr.cache<Texture>("../asset/texture/second.png");
- }
-
- {
- auto bgm = mgr.cache<Sound>("../mwe/audio/bgm.ogg");
- auto sfx1 = mgr.cache<Sound>("../mwe/audio/sfx1.wav");
- auto sfx2 = mgr.cache<Sound>("../mwe/audio/sfx2.wav");
-
- auto img = mgr.cache<Texture>("../asset/texture/img.png");
- auto img1 = mgr.cache<Texture>("../asset/texture/second.png");
- }
-}
diff --git a/src/example/button.cpp b/src/example/button.cpp
new file mode 100644
index 0000000..4220588
--- /dev/null
+++ b/src/example/button.cpp
@@ -0,0 +1,41 @@
+#include <SDL2/SDL_timer.h>
+#include <chrono>
+#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/Sprite.h>
+#include <crepe/api/Texture.h>
+#include <crepe/api/Transform.h>
+#include <crepe/facade/SDLContext.h>
+#include <crepe/manager/ComponentManager.h>
+#include <crepe/manager/EventManager.h>
+#include <crepe/system/AnimatorSystem.h>
+#include <crepe/system/InputSystem.h>
+#include <crepe/system/RenderSystem.h>
+#include <crepe/types.h>
+using namespace crepe;
+using namespace std;
+
+int main(int argc, char * argv[]) {
+ Mediator mediator;
+ ComponentManager mgr{mediator};
+ RenderSystem sys{mediator};
+ EventManager event_mgr{mediator};
+ InputSystem input_sys{mediator};
+ SDLContext sdl_context{mediator};
+ 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});
+ auto start = std::chrono::steady_clock::now();
+ while (true) {
+ const keyboard_state_t & keyboard_state = sdl_context.get_keyboard_state();
+ input_sys.update();
+ sys.update();
+ event_mgr.dispatch_events();
+ SDL_Delay(30);
+ }
+ return 0;
+}
diff --git a/src/example/game.cpp b/src/example/game.cpp
new file mode 100644
index 0000000..3975650
--- /dev/null
+++ b/src/example/game.cpp
@@ -0,0 +1,292 @@
+#include "api/CircleCollider.h"
+#include "api/ParticleEmitter.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;
+ tf.add_force_linear({0, -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(duration_t) {
+ 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},
+ });
+ world.add_component<BoxCollider>(
+ vec2{world_collider, world_collider},
+ vec2{0, 0 - (screen_size_height / 2 + world_collider / 2)}); // Top
+ world.add_component<BoxCollider>(
+ vec2{world_collider, world_collider},
+ vec2{0, screen_size_height / 2 + world_collider / 2}); // Bottom
+ world.add_component<BoxCollider>(
+ vec2{world_collider, world_collider},
+ vec2{0 - (screen_size_width / 2 + world_collider / 2), 0}); // Left
+ world.add_component<BoxCollider>(
+ vec2{world_collider, world_collider},
+ vec2{screen_size_width / 2 + world_collider / 2, 0}); // 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 = 0,
+ .offset = {0, 0},
+ });
+ // add box with boxcollider
+ game_object1.add_component<BoxCollider>(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>(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},
+ });
+ // add box with boxcollider
+ game_object2.add_component<BoxCollider>(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>(10).active = false;
+
+ game_object2
+ .add_component<Sprite>(img2,
+ Sprite::Data{
+ .size = {20, 20},
+ })
+ .active
+ = false;
+ Asset img5{"asset/texture/square.png"};
+
+ GameObject particle = new_object(
+ "Name", "Tag", vec2{screen_size_width / 2, screen_size_height / 2}, 0, 1);
+ auto & particle_image = particle.add_component<Sprite>(img5, Sprite::Data{
+ .size = {5, 5},
+ });
+ auto & test
+ = particle.add_component<ParticleEmitter>(particle_image, ParticleEmitter::Data{
+ .offset = {0, 0},
+ .max_particles = 256,
+ .emission_rate = 1,
+ .min_speed = 10,
+ .max_speed = 20,
+ .min_angle = -20,
+ .max_angle = 20,
+ .begin_lifespan = 0,
+ .end_lifespan = 5,
+ });
+ }
+
+ 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/gameloop.cpp b/src/example/gameloop.cpp
deleted file mode 100644
index a676f20..0000000
--- a/src/example/gameloop.cpp
+++ /dev/null
@@ -1,7 +0,0 @@
-#include "crepe/api/LoopManager.h"
-using namespace crepe;
-int main() {
- LoopManager gameloop;
- gameloop.start();
- return 1;
-}
diff --git a/src/example/loadfont.cpp b/src/example/loadfont.cpp
new file mode 100644
index 0000000..e459332
--- /dev/null
+++ b/src/example/loadfont.cpp
@@ -0,0 +1,49 @@
+#include <SDL2/SDL_ttf.h>
+#include <crepe/api/Asset.h>
+#include <crepe/api/Text.h>
+#include <crepe/facade/Font.h>
+#include <crepe/facade/FontFacade.h>
+#include <crepe/facade/SDLContext.h>
+#include <crepe/manager/Mediator.h>
+#include <crepe/manager/ResourceManager.h>
+#include <exception>
+#include <iostream>
+#include <memory>
+#include <optional>
+using namespace crepe;
+int main() {
+
+ // SDLFontContext font_facade;
+ Mediator mediator;
+ FontFacade font_facade{};
+ SDLContext sdl_context{mediator};
+ // ComponentManager component_manager{mediator};
+ ResourceManager resource_manager{mediator};
+ try {
+ // Correct way to create a unique pointer for Text
+ std::unique_ptr<Text> label = std::make_unique<Text>(
+ 1, vec2(100, 100), vec2(0, 0), "OpenSymbol", Text::Data{}, "test text");
+ // std::cout << "Path: " << label->font.get_path() << std::endl;
+ Asset asset1 = font_facade.get_font_asset("OpenSymbol");
+ std::cout << asset1.get_path() << std::endl;
+ std::unique_ptr<Text> label2 = std::make_unique<Text>(
+ 1, vec2(100, 100), vec2(0, 0), "fsaafdafsdafsdafsdasfdds", Text::Data{});
+ Asset asset = Asset("test test");
+ label->font.emplace(asset);
+ std::cout << label->font.value().get_path() << std::endl;
+ // label2->font = std::make_optional(asset);
+ // std::cout << "Path: " << label2->font.get_path() << std::endl;
+ ResourceManager & resource_mgr = mediator.resource_manager;
+ const Font & res = resource_manager.get<Font>(label->font.value());
+ // TTF_Font * test_font = res.get_font();
+ // if (test_font == NULL) {
+ // std::cout << "error with font" << std::endl;
+ // } else {
+ // std::cout << "correct font retrieved" << std::endl;
+ // }
+ } catch (const std::exception & e) {
+ std::cout << "Standard exception thrown: " << e.what() << std::endl;
+ }
+
+ return 0;
+}
diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp
index 4571afb..add43f4 100644
--- a/src/example/rendering_particle.cpp
+++ b/src/example/rendering_particle.cpp
@@ -1,71 +1,73 @@
-#include "api/Camera.h"
-#include "system/ParticleSystem.h"
-#include <SDL2/SDL_timer.h>
-#include <crepe/ComponentManager.h>
-
+#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/Texture.h>
#include <crepe/api/Transform.h>
-#include <crepe/api/Vector2.h>
-#include <crepe/system/RenderSystem.h>
-
-#include <chrono>
+#include <crepe/manager/ComponentManager.h>
+#include <crepe/manager/Mediator.h>
+#include <crepe/types.h>
#include <iostream>
-#include <memory>
using namespace crepe;
using namespace std;
-int main(int argc, char * argv[]) {
- ComponentManager mgr;
- GameObject game_object = mgr.new_object("", "", Vector2{100, 100}, 0, 0.1);
- RenderSystem sys{mgr};
- ParticleSystem psys{mgr};
+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);
+ Color color(255, 255, 255, 255);
- Sprite & test_sprite = game_object.add_component<Sprite>(
- make_shared<Texture>("../asset/texture/img.png"), color, FlipSettings{false, false});
- test_sprite.order_in_layer = 5;
+ Asset img{"asset/spritesheet/spritesheet_test.png"};
- 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 = Vector2{0, 0},
- .boundary{
- .width = 1000,
- .height = 1000,
- .offset = Vector2{0, 0},
- .reset_on_exit = false,
- },
- .sprite = test_sprite,
- });
- game_object.add_component<Camera>(Color::WHITE);
+ 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},
+ });
- game_object
- .add_component<Sprite>(make_shared<Texture>("../asset/texture/img.png"), color,
- FlipSettings{false, false})
- .order_in_layer
- = 6;
+ //auto & anim = game_object.add_component<Animator>(test_sprite,ivec2{32, 64}, uvec2{4,1}, Animator::Data{});
+ //anim.set_anim(0);
- auto start = std::chrono::steady_clock::now();
- while (std::chrono::steady_clock::now() - start < std::chrono::seconds(5)) {
- psys.update();
- sys.update();
- SDL_Delay(10);
+ 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/example/replay.cpp b/src/example/replay.cpp
new file mode 100644
index 0000000..82fd478
--- /dev/null
+++ b/src/example/replay.cpp
@@ -0,0 +1,84 @@
+#include <crepe/api/Config.h>
+#include <crepe/api/Engine.h>
+#include <crepe/api/Script.h>
+
+using namespace crepe;
+using namespace std;
+
+class AnimationScript : public Script {
+ Transform * transform;
+ float t = 0;
+
+ void init() { transform = &get_component<Transform>(); }
+
+ void update() {
+ t += 0.05;
+ transform->position = {sin(t), cos(t)};
+ }
+};
+
+class Timeline : public Script {
+ unsigned i = 0;
+ recording_t recording;
+
+ void update() {
+ switch (i++) {
+ default:
+ break;
+ case 10:
+ logf("record start");
+ replay.record_start();
+ break;
+ case 60:
+ logf("record end, playing recording");
+ this->recording = replay.record_end();
+ replay.play(this->recording);
+ break;
+ case 61:
+ logf("done, releasing recording");
+ replay.release(this->recording);
+ break;
+ case 72:
+ logf("exit");
+ queue_event<ShutDownEvent>();
+ break;
+ };
+ }
+};
+
+class TestScene : public Scene {
+public:
+ using Scene::Scene;
+
+ void load_scene() {
+ Mediator & mediator = this->mediator;
+ ComponentManager & mgr = mediator.component_manager;
+
+ GameObject cam = mgr.new_object("cam");
+ cam.add_component<Camera>(ivec2{640, 480}, vec2{3, 3},
+ Camera::Data{
+ .bg_color = Color::WHITE,
+ });
+
+ GameObject square = mgr.new_object("square");
+ square.add_component<Sprite>(Asset{"asset/texture/square.png"}, Sprite::Data{
+ .size = {0.5, 0.5},
+ });
+ square.add_component<BehaviorScript>().set_script<AnimationScript>();
+
+ GameObject scapegoat = mgr.new_object("");
+ scapegoat.add_component<BehaviorScript>().set_script<Timeline>();
+ }
+
+ string get_name() const { return "scene1"; }
+};
+
+int main(int argc, char * argv[]) {
+ Config & cfg = Config::get_instance();
+ cfg.log.level = Log::Level::DEBUG;
+
+ Engine engine;
+
+ engine.add_scene<TestScene>();
+ return engine.main();
+}
diff --git a/src/example/savemgr.cpp b/src/example/savemgr.cpp
deleted file mode 100644
index 65c4a34..0000000
--- a/src/example/savemgr.cpp
+++ /dev/null
@@ -1,44 +0,0 @@
-/** \file
- *
- * Standalone example for usage of the save manager
- */
-
-#include <cassert>
-#include <crepe/api/Config.h>
-#include <crepe/api/SaveManager.h>
-#include <crepe/util/Log.h>
-#include <crepe/util/Proxy.h>
-
-using namespace crepe;
-
-// unrelated setup code
-int _ = []() {
- // make sure all log messages get printed
- auto & cfg = Config::get_instance();
- cfg.log.level = Log::Level::TRACE;
-
- return 0; // satisfy compiler
-}();
-
-int main() {
- const char * key = "mygame.test";
-
- SaveManager & mgr = SaveManager::get_instance();
-
- dbg_logf("has key = {}", mgr.has(key));
- ValueBroker<int> prop = mgr.get<int>(key, 0);
- Proxy<int> val = mgr.get<int>(key, 0);
-
- dbg_logf("val = {}", mgr.get<int>(key).get());
- prop.set(1);
- dbg_logf("val = {}", mgr.get<int>(key).get());
- val = 2;
- dbg_logf("val = {}", mgr.get<int>(key).get());
- mgr.set<int>(key, 3);
- dbg_logf("val = {}", mgr.get<int>(key).get());
-
- dbg_logf("has key = {}", mgr.has(key));
- assert(true == mgr.has(key));
-
- return 0;
-}
diff --git a/src/test/AssetTest.cpp b/src/test/AssetTest.cpp
index 8aa7629..93fd6a9 100644
--- a/src/test/AssetTest.cpp
+++ b/src/test/AssetTest.cpp
@@ -7,17 +7,12 @@ using namespace std;
using namespace crepe;
using namespace testing;
-class AssetTest : public Test {
-public:
- Config & cfg = Config::get_instance();
- void SetUp() override { this->cfg.asset.root_pattern = ".crepe-root"; }
-};
-
-TEST_F(AssetTest, Existant) { ASSERT_NO_THROW(Asset{"asset/texture/img.png"}); }
+TEST(AssetTest, Existant) { ASSERT_NO_THROW(Asset{"asset/texture/img.png"}); }
-TEST_F(AssetTest, Nonexistant) { ASSERT_ANY_THROW(Asset{"asset/nonexistant"}); }
+TEST(AssetTest, Nonexistant) { ASSERT_ANY_THROW(Asset{"asset/nonexistant"}); }
-TEST_F(AssetTest, Rootless) {
+TEST(AssetTest, Rootless) {
+ Config & cfg = Config::get_instance();
cfg.asset.root_pattern.clear();
string arbitrary = "\\/this is / /../passed through as-is";
diff --git a/src/test/AudioTest.cpp b/src/test/AudioTest.cpp
new file mode 100644
index 0000000..415a12e
--- /dev/null
+++ b/src/test/AudioTest.cpp
@@ -0,0 +1,161 @@
+#include <gmock/gmock.h>
+#include <gtest/gtest.h>
+
+#include <crepe/api/AudioSource.h>
+#include <crepe/api/GameObject.h>
+#include <crepe/manager/ComponentManager.h>
+#include <crepe/manager/ResourceManager.h>
+#include <crepe/system/AudioSystem.h>
+
+using namespace std;
+using namespace std::chrono_literals;
+using namespace crepe;
+using namespace testing;
+
+class AudioTest : public Test {
+private:
+ class TestSoundContext : public SoundContext {
+ public:
+ MOCK_METHOD(SoundHandle, play, (Sound & resource), (override));
+ MOCK_METHOD(void, stop, (const SoundHandle &), (override));
+ MOCK_METHOD(void, set_volume, (const SoundHandle &, float), (override));
+ MOCK_METHOD(void, set_loop, (const SoundHandle &, bool), (override));
+ };
+
+ class TestAudioSystem : public AudioSystem {
+ public:
+ using AudioSystem::AudioSystem;
+ StrictMock<TestSoundContext> context;
+ virtual SoundContext & get_context() { return this->context; }
+ };
+
+private:
+ Mediator mediator;
+ ComponentManager component_manager{mediator};
+ ResourceManager resource_manager{mediator};
+
+public:
+ TestAudioSystem system{mediator};
+ TestSoundContext & context = system.context;
+
+private:
+ GameObject entity = component_manager.new_object("name");
+
+public:
+ AudioSource & component = entity.add_component<AudioSource>("mwe/audio/bgm.ogg");
+};
+
+TEST_F(AudioTest, Default) {
+ EXPECT_CALL(context, play(_)).Times(0);
+ EXPECT_CALL(context, stop(_)).Times(0);
+ EXPECT_CALL(context, set_volume(_, _)).Times(0);
+ EXPECT_CALL(context, set_loop(_, _)).Times(0);
+ system.fixed_update();
+}
+
+TEST_F(AudioTest, Play) {
+ system.fixed_update();
+
+ {
+ InSequence seq;
+
+ EXPECT_CALL(context, play(_)).Times(0);
+ component.play();
+ }
+
+ {
+ InSequence seq;
+
+ EXPECT_CALL(context, play(_)).Times(1);
+ system.fixed_update();
+ }
+}
+
+TEST_F(AudioTest, Stop) {
+ system.fixed_update();
+
+ {
+ InSequence seq;
+
+ EXPECT_CALL(context, stop(_)).Times(0);
+ component.stop();
+ }
+
+ {
+ InSequence seq;
+
+ EXPECT_CALL(context, stop(_)).Times(1);
+ system.fixed_update();
+ }
+}
+
+TEST_F(AudioTest, Volume) {
+ system.fixed_update();
+
+ {
+ InSequence seq;
+
+ EXPECT_CALL(context, set_volume(_, _)).Times(0);
+ component.volume += 0.2;
+ }
+
+ {
+ InSequence seq;
+
+ EXPECT_CALL(context, set_volume(_, component.volume)).Times(1);
+ system.fixed_update();
+ }
+}
+
+TEST_F(AudioTest, Looping) {
+ system.fixed_update();
+
+ {
+ InSequence seq;
+
+ EXPECT_CALL(context, set_loop(_, _)).Times(0);
+ component.loop = !component.loop;
+ }
+
+ {
+ InSequence seq;
+
+ EXPECT_CALL(context, set_loop(_, component.loop)).Times(1);
+ system.fixed_update();
+ }
+}
+
+TEST_F(AudioTest, StopOnDeactivate) {
+ system.fixed_update();
+
+ {
+ InSequence seq;
+
+ EXPECT_CALL(context, stop(_)).Times(1);
+ component.active = false;
+ system.fixed_update();
+ }
+}
+
+TEST_F(AudioTest, PlayOnActive) {
+ component.active = false;
+ component.play_on_awake = true;
+ system.fixed_update();
+
+ {
+ InSequence seq;
+
+ EXPECT_CALL(context, play(_)).Times(1);
+ component.active = true;
+ system.fixed_update();
+ }
+}
+
+TEST_F(AudioTest, PlayImmediately) {
+ component.play_on_awake = false;
+ component.play();
+
+ EXPECT_CALL(context, play(_)).Times(1);
+
+ system.fixed_update();
+}
diff --git a/src/test/CMakeLists.txt b/src/test/CMakeLists.txt
index 8cb4232..ea92d96 100644
--- a/src/test/CMakeLists.txt
+++ b/src/test/CMakeLists.txt
@@ -1,9 +1,12 @@
target_sources(test_main PUBLIC
main.cpp
+ CollisionTest.cpp
PhysicsTest.cpp
ScriptTest.cpp
ParticleTest.cpp
+ AudioTest.cpp
AssetTest.cpp
+ ResourceManagerTest.cpp
OptionalRefTest.cpp
RenderSystemTest.cpp
EventTest.cpp
@@ -11,5 +14,15 @@ target_sources(test_main PUBLIC
SceneManagerTest.cpp
ValueBrokerTest.cpp
DBTest.cpp
+ Vector2Test.cpp
+ # LoopManagerTest.cpp
+ LoopTimerTest.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
new file mode 100644
index 0000000..73a964a
--- /dev/null
+++ b/src/test/CollisionTest.cpp
@@ -0,0 +1,392 @@
+#include "api/BoxCollider.h"
+#include "manager/Mediator.h"
+#include <cmath>
+#include <cstddef>
+#include <gtest/gtest.h>
+
+#define private public
+#define protected public
+
+#include <crepe/api/Event.h>
+#include <crepe/api/GameObject.h>
+#include <crepe/api/Rigidbody.h>
+#include <crepe/api/Script.h>
+#include <crepe/api/Transform.h>
+#include <crepe/manager/ComponentManager.h>
+#include <crepe/manager/EventManager.h>
+#include <crepe/manager/Mediator.h>
+#include <crepe/system/CollisionSystem.h>
+#include <crepe/system/ScriptSystem.h>
+#include <crepe/types.h>
+#include <crepe/util/Log.h>
+
+using namespace std;
+using namespace std::chrono_literals;
+using namespace crepe;
+using namespace testing;
+
+class CollisionHandler : public Script {
+public:
+ int box_id;
+ function<void(const CollisionEvent & ev)> test_fn = [](const CollisionEvent & ev) {};
+
+ CollisionHandler(int box_id) { this->box_id = box_id; }
+
+ bool on_collision(const CollisionEvent & ev) {
+ //Log::logf("Box {} script on_collision()", box_id);
+ test_fn(ev);
+ return true;
+ }
+
+ void init() {
+ subscribe<CollisionEvent>(
+ [this](const CollisionEvent & ev) -> bool { return this->on_collision(ev); });
+ }
+ void update() {
+ // Retrieve component from the same GameObject this script is on
+ }
+};
+
+class CollisionTest : public Test {
+public:
+ Mediator m;
+ EventManager event_mgr{m};
+ 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});
+ GameObject game_object2 = mgr.new_object("object2", "", {50, 30});
+
+ CollisionHandler * script_object1_ref = nullptr;
+ CollisionHandler * script_object2_ref = nullptr;
+
+ void SetUp() override {
+ world.add_component<Rigidbody>(Rigidbody::Data{
+ // TODO: remove unrelated properties:
+ .body_type = Rigidbody::BodyType::STATIC,
+ .offset = {0, 0},
+ });
+ // Create a box with an inner size of 10x10 units
+ world.add_component<BoxCollider>(vec2{100, 100}, vec2{0, -100}); // Top
+ world.add_component<BoxCollider>(vec2{100, 100}, vec2{0, 100}); // Bottom
+ world.add_component<BoxCollider>(vec2{100, 100}, vec2{-100, 0}); // Left
+ world.add_component<BoxCollider>(vec2{100, 100}, vec2{100, 0}); // right
+
+ game_object1.add_component<Rigidbody>(Rigidbody::Data{
+ .mass = 1,
+ .gravity_scale = 0.01,
+ .body_type = Rigidbody::BodyType::DYNAMIC,
+ .linear_velocity = {0, 0},
+ .constraints = {0, 0, 0},
+ .elastisity_coefficient = 1,
+ .offset = {0, 0},
+ .collision_layers = {0},
+ });
+ game_object1.add_component<BoxCollider>(vec2{10, 10}, vec2{0, 0});
+ BehaviorScript & script_object1
+ = game_object1.add_component<BehaviorScript>().set_script<CollisionHandler>(1);
+ script_object1_ref = static_cast<CollisionHandler *>(script_object1.script.get());
+ ASSERT_NE(script_object1_ref, nullptr);
+
+ game_object2.add_component<Rigidbody>(Rigidbody::Data{
+ .mass = 1,
+ .gravity_scale = 0.01,
+ .body_type = Rigidbody::BodyType::DYNAMIC,
+ .linear_velocity = {0, 0},
+ .constraints = {0, 0, 0},
+ .elastisity_coefficient = 1,
+ .offset = {0, 0},
+ .collision_layers = {0},
+ });
+ game_object2.add_component<BoxCollider>(vec2{10, 10}, vec2{0, 0});
+ BehaviorScript & script_object2
+ = game_object2.add_component<BehaviorScript>().set_script<CollisionHandler>(2);
+ script_object2_ref = static_cast<CollisionHandler *>(script_object2.script.get());
+ ASSERT_NE(script_object2_ref, nullptr);
+
+ // Ensure Script::init() is called on all BehaviorScript instances
+ script_sys.fixed_update();
+ }
+};
+
+TEST_F(CollisionTest, collision_example) {
+ bool collision_happend = false;
+ script_object1_ref->test_fn = [&collision_happend](const CollisionEvent & ev) {
+ collision_happend = true;
+ EXPECT_EQ(ev.info.this_collider.game_object_id, 1);
+ };
+ script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) {
+ collision_happend = true;
+ EXPECT_EQ(ev.info.this_collider.game_object_id, 2);
+ };
+ EXPECT_FALSE(collision_happend);
+ collision_sys.fixed_update();
+ EXPECT_FALSE(collision_happend);
+}
+
+TEST_F(CollisionTest, collision_box_box_dynamic_both_no_velocity) {
+ bool collision_happend = false;
+ script_object1_ref->test_fn = [&collision_happend](const CollisionEvent & ev) {
+ collision_happend = true;
+ EXPECT_EQ(ev.info.this_collider.game_object_id, 1);
+ EXPECT_EQ(ev.info.resolution.x, 10);
+ EXPECT_EQ(ev.info.resolution.y, 10);
+ EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::BOTH);
+ };
+ script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) {
+ collision_happend = true;
+ EXPECT_EQ(ev.info.this_collider.game_object_id, 2);
+ EXPECT_EQ(ev.info.resolution.x, 10);
+ EXPECT_EQ(ev.info.resolution.y, 10);
+ EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::BOTH);
+ };
+ EXPECT_FALSE(collision_happend);
+ Transform & tf = this->mgr.get_components_by_id<Transform>(1).front().get();
+ tf.position = {50, 30};
+ collision_sys.fixed_update();
+ EXPECT_TRUE(collision_happend);
+}
+
+TEST_F(CollisionTest, collision_box_box_dynamic_x_direction_no_velocity) {
+ bool collision_happend = false;
+ script_object1_ref->test_fn = [&collision_happend](const CollisionEvent & ev) {
+ collision_happend = true;
+ EXPECT_EQ(ev.info.this_collider.game_object_id, 1);
+ EXPECT_EQ(ev.info.resolution.x, -5);
+ EXPECT_EQ(ev.info.resolution.y, 0);
+ EXPECT_EQ(ev.info.resolution_direction,
+ crepe::CollisionSystem::Direction::X_DIRECTION);
+ };
+ script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) {
+ collision_happend = true;
+ EXPECT_EQ(ev.info.this_collider.game_object_id, 2);
+ EXPECT_EQ(ev.info.resolution.x, 5);
+ EXPECT_EQ(ev.info.resolution.y, 0);
+ EXPECT_EQ(ev.info.resolution_direction,
+ crepe::CollisionSystem::Direction::X_DIRECTION);
+ };
+ EXPECT_FALSE(collision_happend);
+ Transform & tf = this->mgr.get_components_by_id<Transform>(1).front().get();
+ tf.position = {45, 30};
+ collision_sys.fixed_update();
+ EXPECT_TRUE(collision_happend);
+}
+
+TEST_F(CollisionTest, collision_box_box_dynamic_y_direction_no_velocity) {
+ bool collision_happend = false;
+ script_object1_ref->test_fn = [&collision_happend](const CollisionEvent & ev) {
+ collision_happend = true;
+ EXPECT_EQ(ev.info.this_collider.game_object_id, 1);
+ EXPECT_EQ(ev.info.resolution.x, 0);
+ EXPECT_EQ(ev.info.resolution.y, -5);
+ EXPECT_EQ(ev.info.resolution_direction,
+ crepe::CollisionSystem::Direction::Y_DIRECTION);
+ };
+ script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) {
+ collision_happend = true;
+ EXPECT_EQ(ev.info.this_collider.game_object_id, 2);
+ EXPECT_EQ(ev.info.resolution.x, 0);
+ EXPECT_EQ(ev.info.resolution.y, 5);
+ EXPECT_EQ(ev.info.resolution_direction,
+ crepe::CollisionSystem::Direction::Y_DIRECTION);
+ };
+ EXPECT_FALSE(collision_happend);
+ Transform & tf = this->mgr.get_components_by_id<Transform>(1).front().get();
+ tf.position = {50, 25};
+ collision_sys.fixed_update();
+ EXPECT_TRUE(collision_happend);
+}
+
+TEST_F(CollisionTest, collision_box_box_dynamic_both) {
+ bool collision_happend = false;
+ script_object1_ref->test_fn = [&collision_happend](const CollisionEvent & ev) {
+ collision_happend = true;
+ EXPECT_EQ(ev.info.this_collider.game_object_id, 1);
+ EXPECT_EQ(ev.info.resolution.x, 10);
+ EXPECT_EQ(ev.info.resolution.y, 10);
+ EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::BOTH);
+ };
+ script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) {
+ collision_happend = true;
+ EXPECT_EQ(ev.info.this_collider.game_object_id, 2);
+ EXPECT_EQ(ev.info.resolution.x, 10);
+ EXPECT_EQ(ev.info.resolution.y, 10);
+ EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::BOTH);
+ };
+ EXPECT_FALSE(collision_happend);
+ Transform & tf = this->mgr.get_components_by_id<Transform>(1).front().get();
+ tf.position = {50, 30};
+ Rigidbody & rg1 = this->mgr.get_components_by_id<Rigidbody>(1).front().get();
+ 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.fixed_update();
+ EXPECT_TRUE(collision_happend);
+}
+
+TEST_F(CollisionTest, collision_box_box_dynamic_x_direction) {
+ bool collision_happend = false;
+ script_object1_ref->test_fn = [&collision_happend](const CollisionEvent & ev) {
+ collision_happend = true;
+ EXPECT_EQ(ev.info.this_collider.game_object_id, 1);
+ EXPECT_EQ(ev.info.resolution.x, -5);
+ EXPECT_EQ(ev.info.resolution.y, 5);
+ EXPECT_EQ(ev.info.resolution_direction,
+ crepe::CollisionSystem::Direction::X_DIRECTION);
+ };
+ script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) {
+ collision_happend = true;
+ EXPECT_EQ(ev.info.this_collider.game_object_id, 2);
+ EXPECT_EQ(ev.info.resolution.x, 5);
+ EXPECT_EQ(ev.info.resolution.y, -5);
+ EXPECT_EQ(ev.info.resolution_direction,
+ crepe::CollisionSystem::Direction::X_DIRECTION);
+ };
+ EXPECT_FALSE(collision_happend);
+ Transform & tf = this->mgr.get_components_by_id<Transform>(1).front().get();
+ tf.position = {45, 30};
+ Rigidbody & rg1 = this->mgr.get_components_by_id<Rigidbody>(1).front().get();
+ 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.fixed_update();
+ EXPECT_TRUE(collision_happend);
+}
+
+TEST_F(CollisionTest, collision_box_box_dynamic_y_direction) {
+ bool collision_happend = false;
+ script_object1_ref->test_fn = [&collision_happend](const CollisionEvent & ev) {
+ collision_happend = true;
+ EXPECT_EQ(ev.info.this_collider.game_object_id, 1);
+ EXPECT_EQ(ev.info.resolution.x, 5);
+ EXPECT_EQ(ev.info.resolution.y, -5);
+ EXPECT_EQ(ev.info.resolution_direction,
+ crepe::CollisionSystem::Direction::Y_DIRECTION);
+ };
+ script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) {
+ collision_happend = true;
+ EXPECT_EQ(ev.info.this_collider.game_object_id, 2);
+ EXPECT_EQ(ev.info.resolution.x, -5);
+ EXPECT_EQ(ev.info.resolution.y, 5);
+ EXPECT_EQ(ev.info.resolution_direction,
+ crepe::CollisionSystem::Direction::Y_DIRECTION);
+ };
+ EXPECT_FALSE(collision_happend);
+ Transform & tf = this->mgr.get_components_by_id<Transform>(1).front().get();
+ tf.position = {50, 25};
+ Rigidbody & rg1 = this->mgr.get_components_by_id<Rigidbody>(1).front().get();
+ 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.fixed_update();
+ EXPECT_TRUE(collision_happend);
+}
+
+TEST_F(CollisionTest, collision_box_box_static_both) {
+ bool collision_happend = false;
+ script_object1_ref->test_fn = [&collision_happend](const CollisionEvent & ev) {
+ collision_happend = true;
+ EXPECT_EQ(ev.info.this_collider.game_object_id, 1);
+ EXPECT_EQ(ev.info.resolution.x, 10);
+ EXPECT_EQ(ev.info.resolution.y, 10);
+ EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::BOTH);
+ };
+ script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) {
+ // is static should not be called
+ FAIL();
+ };
+ EXPECT_FALSE(collision_happend);
+ Transform & tf = this->mgr.get_components_by_id<Transform>(1).front().get();
+ 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.fixed_update();
+ EXPECT_TRUE(collision_happend);
+}
+
+TEST_F(CollisionTest, collision_box_box_static_x_direction) {
+ bool collision_happend = false;
+ script_object1_ref->test_fn = [&collision_happend](const CollisionEvent & ev) {
+ collision_happend = true;
+ EXPECT_EQ(ev.info.this_collider.game_object_id, 1);
+ EXPECT_EQ(ev.info.resolution.x, -5);
+ EXPECT_EQ(ev.info.resolution.y, 5);
+ EXPECT_EQ(ev.info.resolution_direction,
+ crepe::CollisionSystem::Direction::X_DIRECTION);
+ };
+ script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) {
+ // is static should not be called
+ FAIL();
+ };
+ EXPECT_FALSE(collision_happend);
+ Transform & tf = this->mgr.get_components_by_id<Transform>(1).front().get();
+ tf.position = {45, 30};
+ Rigidbody & rg1 = this->mgr.get_components_by_id<Rigidbody>(1).front().get();
+ 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.fixed_update();
+ EXPECT_TRUE(collision_happend);
+}
+
+TEST_F(CollisionTest, collision_box_box_static_y_direction) {
+ bool collision_happend = false;
+ script_object1_ref->test_fn = [&collision_happend](const CollisionEvent & ev) {
+ collision_happend = true;
+ EXPECT_EQ(ev.info.this_collider.game_object_id, 1);
+ EXPECT_EQ(ev.info.resolution.x, 5);
+ EXPECT_EQ(ev.info.resolution.y, -5);
+ EXPECT_EQ(ev.info.resolution_direction,
+ crepe::CollisionSystem::Direction::Y_DIRECTION);
+ };
+ script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) {
+ // is static should not be called
+ FAIL();
+ };
+ EXPECT_FALSE(collision_happend);
+ Transform & tf = this->mgr.get_components_by_id<Transform>(1).front().get();
+ tf.position = {50, 25};
+ Rigidbody & rg1 = this->mgr.get_components_by_id<Rigidbody>(1).front().get();
+ 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.fixed_update();
+ EXPECT_TRUE(collision_happend);
+}
+
+TEST_F(CollisionTest, collision_box_box_static_multiple) { //todo check visually
+ bool collision_happend = false;
+ float offset_value = 0;
+ float resolution = 0;
+ script_object1_ref->test_fn = [&](const CollisionEvent & ev) {
+ collision_happend = true;
+ EXPECT_EQ(ev.info.this_collider.game_object_id, 1);
+ EXPECT_EQ(ev.info.this_collider.offset.x, offset_value);
+ EXPECT_EQ(ev.info.resolution.x, resolution);
+ };
+ script_object2_ref->test_fn = [&](const CollisionEvent & ev) {
+ // is static should not be called
+ FAIL();
+ };
+ EXPECT_FALSE(collision_happend);
+ Transform & tf = this->mgr.get_components_by_id<Transform>(1).front().get();
+ tf.position = {45, 30};
+ Rigidbody & rg1 = this->mgr.get_components_by_id<Rigidbody>(1).front().get();
+ 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;
+ BoxCollider & bxc = this->mgr.get_components_by_id<BoxCollider>(1).front().get();
+ bxc.offset = {5, 0};
+ this->game_object1.add_component<BoxCollider>(vec2{-5, 0}, vec2{10, 10});
+ offset_value = 5;
+ resolution = 10;
+ collision_sys.fixed_update();
+ offset_value = -5;
+ resolution = 10;
+ tf.position = {55, 30};
+ collision_sys.fixed_update();
+ EXPECT_TRUE(collision_happend);
+}
diff --git a/src/test/DBTest.cpp b/src/test/DBTest.cpp
index e80814c..7f2c339 100644
--- a/src/test/DBTest.cpp
+++ b/src/test/DBTest.cpp
@@ -1,6 +1,7 @@
-#include <crepe/facade/DB.h>
#include <gtest/gtest.h>
+#include <crepe/facade/DB.h>
+
using namespace std;
using namespace crepe;
using namespace testing;
@@ -26,3 +27,11 @@ TEST_F(DBTest, Has) {
db.set("foo", "bar");
EXPECT_EQ(db.has("foo"), true);
}
+
+TEST_F(DBTest, MultipleKeys) {
+ db.set("foo", "foo");
+ db.set("bar", "bar");
+
+ EXPECT_EQ(db.get("foo"), "foo");
+ EXPECT_EQ(db.get("bar"), "bar");
+}
diff --git a/src/test/ECSTest.cpp b/src/test/ECSTest.cpp
index d5a5826..8f86a91 100644
--- a/src/test/ECSTest.cpp
+++ b/src/test/ECSTest.cpp
@@ -1,23 +1,30 @@
#include <gtest/gtest.h>
#define protected public
+#define private public
-#include <crepe/ComponentManager.h>
#include <crepe/api/GameObject.h>
#include <crepe/api/Metadata.h>
#include <crepe/api/Transform.h>
#include <crepe/api/Vector2.h>
+#include <crepe/manager/ComponentManager.h>
using namespace std;
using namespace crepe;
class ECSTest : public ::testing::Test {
+ Mediator m;
+
public:
- ComponentManager mgr{};
+ ComponentManager mgr{m};
+
+ class TestComponent : public Component {
+ using Component::Component;
+ };
};
TEST_F(ECSTest, createGameObject) {
- GameObject obj = mgr.new_object("body", "person", Vector2{0, 0}, 0, 1);
+ GameObject obj = mgr.new_object("body", "person", vec2{0, 0}, 0, 1);
vector<reference_wrapper<Metadata>> metadata = mgr.get_components_by_type<Metadata>();
vector<reference_wrapper<Transform>> transform = mgr.get_components_by_type<Transform>();
@@ -37,8 +44,8 @@ TEST_F(ECSTest, createGameObject) {
}
TEST_F(ECSTest, deleteAllGameObjects) {
- GameObject obj0 = mgr.new_object("body", "person", Vector2{0, 0}, 0, 1);
- GameObject obj1 = mgr.new_object("body", "person", Vector2{0, 0}, 0, 1);
+ GameObject obj0 = mgr.new_object("body", "person", vec2{0, 0}, 0, 1);
+ GameObject obj1 = mgr.new_object("body", "person", vec2{0, 0}, 0, 1);
mgr.delete_all_components();
@@ -48,7 +55,7 @@ TEST_F(ECSTest, deleteAllGameObjects) {
EXPECT_EQ(metadata.size(), 0);
EXPECT_EQ(transform.size(), 0);
- GameObject obj2 = mgr.new_object("body2", "person2", Vector2{1, 0}, 5, 1);
+ GameObject obj2 = mgr.new_object("body2", "person2", vec2{1, 0}, 5, 1);
metadata = mgr.get_components_by_type<Metadata>();
transform = mgr.get_components_by_type<Transform>();
@@ -70,8 +77,8 @@ TEST_F(ECSTest, deleteAllGameObjects) {
}
TEST_F(ECSTest, deleteGameObject) {
- GameObject obj0 = mgr.new_object("body", "person", Vector2{0, 0}, 0, 1);
- GameObject obj1 = mgr.new_object("body", "person", Vector2{0, 0}, 0, 1);
+ GameObject obj0 = mgr.new_object("body", "person", vec2{0, 0}, 0, 1);
+ GameObject obj1 = mgr.new_object("body", "person", vec2{0, 0}, 0, 1);
mgr.delete_all_components_of_id(0);
@@ -96,7 +103,7 @@ TEST_F(ECSTest, deleteGameObject) {
TEST_F(ECSTest, manyGameObjects) {
for (int i = 0; i < 5000; i++) {
- GameObject obj = mgr.new_object("body", "person", Vector2{0, 0}, 0, i);
+ GameObject obj = mgr.new_object("body", "person", vec2{0, 0}, 0, i);
}
vector<reference_wrapper<Metadata>> metadata = mgr.get_components_by_type<Metadata>();
@@ -128,7 +135,7 @@ TEST_F(ECSTest, manyGameObjects) {
for (int i = 0; i < 10000 - 5000; i++) {
string tag = "person" + to_string(i);
- GameObject obj = mgr.new_object("body", tag, Vector2{0, 0}, i, 0);
+ GameObject obj = mgr.new_object("body", tag, vec2{0, 0}, i, 0);
}
metadata = mgr.get_components_by_type<Metadata>();
@@ -136,11 +143,58 @@ TEST_F(ECSTest, manyGameObjects) {
EXPECT_EQ(metadata.size(), 10000 - 5000);
EXPECT_EQ(transform.size(), 10000);
+
+ for (int i = 0; i < 10000 - 5000; i++) {
+ EXPECT_EQ(metadata[i].get().game_object_id, i + 5000);
+ EXPECT_EQ(metadata[i].get().name, "body");
+ EXPECT_EQ(metadata[i].get().tag, "person" + to_string(i));
+ EXPECT_EQ(metadata[i].get().parent, -1);
+ EXPECT_EQ(metadata[i].get().children.size(), 0);
+
+ EXPECT_EQ(transform[i].get().game_object_id, i);
+ EXPECT_EQ(transform[i].get().position.x, 0);
+ EXPECT_EQ(transform[i].get().position.y, 0);
+ EXPECT_EQ(transform[i].get().rotation, 0);
+ EXPECT_EQ(transform[i].get().scale, i);
+ }
+
+ mgr.delete_all_components();
+
+ metadata = mgr.get_components_by_type<Metadata>();
+ transform = mgr.get_components_by_type<Transform>();
+
+ EXPECT_EQ(metadata.size(), 0);
+ EXPECT_EQ(transform.size(), 0);
+
+ for (int i = 0; i < 10000; i++) {
+ string name = "body" + to_string(i);
+ GameObject obj = mgr.new_object(name, "person", vec2{0, 0}, 0, 0);
+ }
+
+ metadata = mgr.get_components_by_type<Metadata>();
+ transform = mgr.get_components_by_type<Transform>();
+
+ EXPECT_EQ(metadata.size(), 10000);
+ EXPECT_EQ(transform.size(), 10000);
+
+ for (int i = 0; i < 10000; i++) {
+ EXPECT_EQ(metadata[i].get().game_object_id, i);
+ EXPECT_EQ(metadata[i].get().name, "body" + to_string(i));
+ EXPECT_EQ(metadata[i].get().tag, "person");
+ EXPECT_EQ(metadata[i].get().parent, -1);
+ EXPECT_EQ(metadata[i].get().children.size(), 0);
+
+ EXPECT_EQ(transform[i].get().game_object_id, i);
+ EXPECT_EQ(transform[i].get().position.x, 0);
+ EXPECT_EQ(transform[i].get().position.y, 0);
+ EXPECT_EQ(transform[i].get().rotation, 0);
+ EXPECT_EQ(transform[i].get().scale, 0);
+ }
}
TEST_F(ECSTest, getComponentsByID) {
- GameObject obj0 = mgr.new_object("body", "person", Vector2{0, 0}, 0, 1);
- GameObject obj1 = mgr.new_object("body", "person", Vector2{0, 0}, 0, 1);
+ GameObject obj0 = mgr.new_object("body", "person", vec2{0, 0}, 0, 1);
+ GameObject obj1 = mgr.new_object("body", "person", vec2{0, 0}, 0, 1);
vector<reference_wrapper<Metadata>> metadata = mgr.get_components_by_id<Metadata>(0);
vector<reference_wrapper<Transform>> transform = mgr.get_components_by_id<Transform>(1);
@@ -163,15 +217,15 @@ TEST_F(ECSTest, getComponentsByID) {
TEST_F(ECSTest, tooMuchComponents) {
try {
- GameObject obj0 = mgr.new_object("body", "person", Vector2{0, 0}, 0, 1);
- obj0.add_component<Transform>(Vector2{10, 10}, 0, 1);
+ GameObject obj0 = mgr.new_object("body", "person", vec2{0, 0}, 0, 1);
+ obj0.add_component<Transform>(vec2{10, 10}, 0, 1);
} catch (const exception & e) {
EXPECT_EQ(e.what(),
string("Exceeded maximum number of instances for this component type"));
}
try {
- GameObject obj1 = mgr.new_object("body", "person", Vector2{0, 0}, 0, 1);
+ GameObject obj1 = mgr.new_object("body", "person", vec2{0, 0}, 0, 1);
obj1.add_component<Metadata>("body", "person");
} catch (const exception & e) {
EXPECT_EQ(e.what(),
@@ -187,11 +241,11 @@ TEST_F(ECSTest, tooMuchComponents) {
TEST_F(ECSTest, partentChild) {
{
- GameObject body = mgr.new_object("body", "person", Vector2{0, 0}, 0, 1);
- GameObject right_leg = mgr.new_object("rightLeg", "person", Vector2{1, 1}, 0, 1);
- GameObject left_leg = mgr.new_object("leftLeg", "person", Vector2{1, 1}, 0, 1);
- GameObject right_foot = mgr.new_object("rightFoot", "person", Vector2{2, 2}, 0, 1);
- GameObject left_foot = mgr.new_object("leftFoot", "person", Vector2{2, 2}, 0, 1);
+ GameObject body = mgr.new_object("body", "person", vec2{0, 0}, 0, 1);
+ GameObject right_leg = mgr.new_object("rightLeg", "person", vec2{1, 1}, 0, 1);
+ GameObject left_leg = mgr.new_object("leftLeg", "person", vec2{1, 1}, 0, 1);
+ GameObject right_foot = mgr.new_object("rightFoot", "person", vec2{2, 2}, 0, 1);
+ GameObject left_foot = mgr.new_object("leftFoot", "person", vec2{2, 2}, 0, 1);
// Set the parent of each GameObject
right_foot.set_parent(right_leg);
@@ -234,3 +288,195 @@ TEST_F(ECSTest, partentChild) {
EXPECT_EQ(metadata[1].get().children[0], 3);
EXPECT_EQ(metadata[2].get().children[0], 4);
}
+
+TEST_F(ECSTest, persistent) {
+ GameObject obj0 = mgr.new_object("obj0", "obj0", vec2{0, 0}, 0, 1);
+ GameObject obj1 = mgr.new_object("obj1", "obj1", vec2{0, 0}, 0, 1);
+ obj1.set_persistent();
+ GameObject obj2 = mgr.new_object("obj2", "obj2", vec2{0, 0}, 0, 1);
+
+ vector<reference_wrapper<Metadata>> metadata = mgr.get_components_by_type<Metadata>();
+ vector<reference_wrapper<Transform>> transform = mgr.get_components_by_type<Transform>();
+
+ EXPECT_EQ(metadata.size(), 3);
+ EXPECT_EQ(transform.size(), 3);
+
+ mgr.delete_components_by_id<Metadata>(1);
+ mgr.delete_components<Metadata>();
+ mgr.delete_all_components_of_id(1);
+
+ metadata = mgr.get_components_by_type<Metadata>();
+ transform = mgr.get_components_by_type<Transform>();
+
+ EXPECT_EQ(metadata.size(), 1);
+ EXPECT_EQ(transform.size(), 3);
+
+ mgr.delete_all_components();
+
+ metadata = mgr.get_components_by_type<Metadata>();
+ transform = mgr.get_components_by_type<Transform>();
+
+ EXPECT_EQ(metadata.size(), 1);
+ EXPECT_EQ(transform.size(), 1);
+
+ EXPECT_EQ(metadata[0].get().game_object_id, 1);
+ EXPECT_EQ(metadata[0].get().name, "obj1");
+ EXPECT_EQ(metadata[0].get().tag, "obj1");
+ EXPECT_EQ(metadata[0].get().parent, -1);
+ EXPECT_EQ(metadata[0].get().children.size(), 0);
+
+ EXPECT_EQ(transform[0].get().game_object_id, 1);
+ EXPECT_EQ(transform[0].get().position.x, 0);
+ EXPECT_EQ(transform[0].get().position.y, 0);
+
+ GameObject obj3 = mgr.new_object("obj3", "obj3", vec2{0, 0}, 0, 5);
+ GameObject obj4 = mgr.new_object("obj4", "obj4", vec2{0, 0}, 0, 5);
+
+ metadata = mgr.get_components_by_type<Metadata>();
+ transform = mgr.get_components_by_type<Transform>();
+
+ EXPECT_EQ(metadata.size(), 3);
+ EXPECT_EQ(transform.size(), 3);
+
+ EXPECT_EQ(metadata[0].get().game_object_id, 0);
+ EXPECT_EQ(metadata[0].get().name, "obj3");
+
+ EXPECT_EQ(metadata[1].get().game_object_id, 1);
+ EXPECT_EQ(metadata[1].get().name, "obj1");
+
+ EXPECT_EQ(metadata[2].get().game_object_id, 2);
+ EXPECT_EQ(metadata[2].get().name, "obj4");
+
+ EXPECT_EQ(transform[0].get().game_object_id, 0);
+ EXPECT_EQ(transform[0].get().scale, 5);
+
+ EXPECT_EQ(transform[1].get().game_object_id, 1);
+ EXPECT_EQ(transform[1].get().scale, 1);
+
+ EXPECT_EQ(transform[2].get().game_object_id, 2);
+ EXPECT_EQ(transform[2].get().scale, 5);
+}
+
+TEST_F(ECSTest, resetPersistent) {
+ GameObject obj0 = mgr.new_object("obj0", "obj0", vec2{0, 0}, 0, 1);
+ GameObject obj1 = mgr.new_object("obj1", "obj1", vec2{0, 0}, 0, 1);
+ obj1.set_persistent();
+ GameObject obj2 = mgr.new_object("obj2", "obj2", vec2{0, 0}, 0, 1);
+
+ vector<reference_wrapper<Metadata>> metadata = mgr.get_components_by_type<Metadata>();
+ vector<reference_wrapper<Transform>> transform = mgr.get_components_by_type<Transform>();
+
+ EXPECT_EQ(metadata.size(), 3);
+ EXPECT_EQ(transform.size(), 3);
+
+ mgr.delete_all_components();
+
+ metadata = mgr.get_components_by_type<Metadata>();
+ transform = mgr.get_components_by_type<Transform>();
+
+ EXPECT_EQ(metadata.size(), 1);
+ EXPECT_EQ(transform.size(), 1);
+
+ vector<reference_wrapper<Metadata>> metadata_id = mgr.get_components_by_id<Metadata>(1);
+
+ EXPECT_EQ(metadata_id.size(), 1);
+ EXPECT_EQ(metadata_id[0].get().game_object_id, 1);
+ EXPECT_EQ(metadata_id[0].get().name, "obj1");
+
+ mgr.set_persistent(1, false);
+ mgr.delete_all_components();
+
+ metadata = mgr.get_components_by_type<Metadata>();
+ transform = mgr.get_components_by_type<Transform>();
+
+ EXPECT_EQ(metadata.size(), 0);
+ EXPECT_EQ(transform.size(), 0);
+}
+
+TEST_F(ECSTest, IDByName) {
+ GameObject foo = mgr.new_object("foo");
+ GameObject bar = mgr.new_object("bar");
+
+ {
+ auto objects = mgr.get_objects_by_name("");
+ EXPECT_EQ(objects.size(), 0);
+ }
+
+ {
+ auto objects = mgr.get_objects_by_name("foo");
+ EXPECT_EQ(objects.size(), 1);
+ EXPECT_TRUE(objects.contains(foo.id));
+ }
+}
+
+TEST_F(ECSTest, IDByTag) {
+ GameObject foo = mgr.new_object("foo", "common tag");
+ GameObject bar = mgr.new_object("bar", "common tag");
+
+ {
+ auto objects = mgr.get_objects_by_tag("");
+ EXPECT_EQ(objects.size(), 0);
+ }
+
+ {
+ auto objects = mgr.get_objects_by_tag("common tag");
+ EXPECT_EQ(objects.size(), 2);
+ EXPECT_TRUE(objects.contains(foo.id));
+ EXPECT_TRUE(objects.contains(bar.id));
+ }
+}
+
+TEST_F(ECSTest, ComponentsByName) {
+ GameObject foo = mgr.new_object("foo");
+ foo.add_component<TestComponent>();
+ GameObject bar = mgr.new_object("bar");
+ bar.add_component<TestComponent>();
+ bar.add_component<TestComponent>();
+
+ {
+ auto objects = mgr.get_components_by_name<TestComponent>("");
+ EXPECT_EQ(objects.size(), 0);
+ }
+
+ {
+ auto objects = mgr.get_components_by_name<TestComponent>("foo");
+ EXPECT_EQ(objects.size(), 1);
+ }
+
+ {
+ auto objects = mgr.get_components_by_name<TestComponent>("bar");
+ EXPECT_EQ(objects.size(), 2);
+ }
+}
+
+TEST_F(ECSTest, ComponentsByTag) {
+ GameObject foo = mgr.new_object("foo", "common tag");
+ foo.add_component<TestComponent>();
+ GameObject bar = mgr.new_object("bar", "common tag");
+ bar.add_component<TestComponent>();
+ bar.add_component<TestComponent>();
+
+ {
+ auto objects = mgr.get_components_by_tag<TestComponent>("");
+ EXPECT_EQ(objects.size(), 0);
+ }
+
+ {
+ auto objects = mgr.get_components_by_tag<TestComponent>("common tag");
+ 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 b0e6c9c..f8be3fe 100644
--- a/src/test/EventTest.cpp
+++ b/src/test/EventTest.cpp
@@ -1,8 +1,6 @@
-
-#include "api/Event.h"
-#include "api/EventManager.h"
-#include "api/IKeyListener.h"
-#include "api/IMouseListener.h"
+#include <crepe/api/Event.h>
+#include <crepe/manager/EventManager.h>
+#include <crepe/manager/Mediator.h>
#include <gmock/gmock.h>
#include <gtest/gtest.h>
using namespace std;
@@ -11,48 +9,33 @@ using namespace crepe;
class EventManagerTest : public ::testing::Test {
protected:
+ Mediator mediator;
+ EventManager event_mgr{mediator};
void SetUp() override {
// Clear any existing subscriptions or events before each test
- EventManager::get_instance().clear();
+ event_mgr.clear();
}
void TearDown() override {
// Ensure cleanup after each test
- EventManager::get_instance().clear();
+ event_mgr.clear();
}
};
-class MockKeyListener : public IKeyListener {
-public:
- MOCK_METHOD(bool, on_key_pressed, (const KeyPressEvent & event), (override));
- MOCK_METHOD(bool, on_key_released, (const KeyReleaseEvent & event), (override));
-};
-
-class MockMouseListener : public IMouseListener {
-public:
- MOCK_METHOD(bool, on_mouse_clicked, (const MouseClickEvent & event), (override));
- MOCK_METHOD(bool, on_mouse_pressed, (const MousePressEvent & event), (override));
- MOCK_METHOD(bool, on_mouse_released, (const MouseReleaseEvent & event), (override));
- MOCK_METHOD(bool, on_mouse_moved, (const MouseMoveEvent & event), (override));
-};
-
TEST_F(EventManagerTest, EventSubscription) {
- EventHandler<KeyPressEvent> key_handler = [](const KeyPressEvent & e) {
- std::cout << "Key Event Triggered" << std::endl;
- return true;
- };
+ EventHandler<KeyPressEvent> key_handler = [](const KeyPressEvent & e) { return true; };
// Subscribe to KeyPressEvent
- EventManager::get_instance().subscribe<KeyPressEvent>(key_handler, 1);
+ event_mgr.subscribe<KeyPressEvent>(key_handler, 1);
// Verify subscription (not directly verifiable; test by triggering event)
- EventManager::get_instance().trigger_event<KeyPressEvent>(
+ event_mgr.trigger_event<KeyPressEvent>(
KeyPressEvent{
.repeat = true,
.key = Keycode::A,
},
1);
- EventManager::get_instance().trigger_event<KeyPressEvent>(
+ event_mgr.trigger_event<KeyPressEvent>(
KeyPressEvent{
.repeat = true,
.key = Keycode::A,
@@ -65,18 +48,15 @@ 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;
};
- EventManager::get_instance().subscribe<MouseClickEvent>(mouse_handler,
- EventManager::CHANNEL_ALL);
+ event_mgr.subscribe<MouseClickEvent>(mouse_handler, EventManager::CHANNEL_ALL);
- MouseClickEvent click_event{
- .mouse_x = 100, .mouse_y = 200, .button = MouseButton::LEFT_MOUSE};
- EventManager::get_instance().trigger_event<MouseClickEvent>(click_event,
- EventManager::CHANNEL_ALL);
+ MouseClickEvent click_event{.mouse_pos = {100, 200}, .button = MouseButton::LEFT_MOUSE};
+ event_mgr.trigger_event<MouseClickEvent>(click_event, EventManager::CHANNEL_ALL);
EXPECT_TRUE(triggered);
}
@@ -85,24 +65,21 @@ 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;
};
- EventManager::get_instance().subscribe<MouseClickEvent>(mouse_handler, test_channel);
+ event_mgr.subscribe<MouseClickEvent>(mouse_handler, test_channel);
- MouseClickEvent click_event{
- .mouse_x = 100, .mouse_y = 200, .button = MouseButton::LEFT_MOUSE};
- EventManager::get_instance().trigger_event<MouseClickEvent>(click_event,
- EventManager::CHANNEL_ALL);
+ MouseClickEvent click_event{.mouse_pos = {100, 200}, .button = MouseButton::LEFT_MOUSE};
+ event_mgr.trigger_event<MouseClickEvent>(click_event, EventManager::CHANNEL_ALL);
EXPECT_FALSE(triggered);
- EventManager::get_instance().trigger_event<MouseClickEvent>(click_event, test_channel);
+ event_mgr.trigger_event<MouseClickEvent>(click_event, test_channel);
}
TEST_F(EventManagerTest, EventManagerTest_callback_propagation) {
- EventManager & event_manager = EventManager::get_instance();
// Flags to track handler calls
bool triggered_true = false;
@@ -111,28 +88,27 @@ 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};
- event_manager.subscribe<MouseClickEvent>(mouse_handler_true, EventManager::CHANNEL_ALL);
- event_manager.subscribe<MouseClickEvent>(mouse_handler_false, EventManager::CHANNEL_ALL);
+ 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);
// Trigger event
- event_manager.trigger_event<MouseClickEvent>(click_event, EventManager::CHANNEL_ALL);
+ event_mgr.trigger_event<MouseClickEvent>(click_event, EventManager::CHANNEL_ALL);
// Check that only the true handler was triggered
EXPECT_TRUE(triggered_true);
@@ -141,12 +117,12 @@ TEST_F(EventManagerTest, EventManagerTest_callback_propagation) {
// Reset and clear
triggered_true = false;
triggered_false = false;
- event_manager.clear();
- event_manager.subscribe<MouseClickEvent>(mouse_handler_false, EventManager::CHANNEL_ALL);
- event_manager.subscribe<MouseClickEvent>(mouse_handler_true, EventManager::CHANNEL_ALL);
+ event_mgr.clear();
+ event_mgr.subscribe<MouseClickEvent>(mouse_handler_false, EventManager::CHANNEL_ALL);
+ event_mgr.subscribe<MouseClickEvent>(mouse_handler_true, EventManager::CHANNEL_ALL);
// Trigger event again
- event_manager.trigger_event<MouseClickEvent>(click_event, EventManager::CHANNEL_ALL);
+ event_mgr.trigger_event<MouseClickEvent>(click_event, EventManager::CHANNEL_ALL);
// Check that both handlers were triggered
EXPECT_TRUE(triggered_true);
@@ -154,39 +130,37 @@ TEST_F(EventManagerTest, EventManagerTest_callback_propagation) {
}
TEST_F(EventManagerTest, EventManagerTest_queue_dispatch) {
- EventManager & event_manager = EventManager::get_instance();
bool triggered1 = false;
bool triggered2 = false;
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
};
- event_manager.subscribe<MouseClickEvent>(mouse_handler1);
- event_manager.subscribe<MouseClickEvent>(mouse_handler2, test_channel);
+ event_mgr.subscribe<MouseClickEvent>(mouse_handler1);
+ event_mgr.subscribe<MouseClickEvent>(mouse_handler2, test_channel);
- event_manager.queue_event<MouseClickEvent>(
- MouseClickEvent{.mouse_x = 100, .mouse_y = 200, .button = MouseButton::LEFT_MOUSE});
- event_manager.queue_event<MouseClickEvent>(
- MouseClickEvent{.mouse_x = 100, .mouse_y = 200, .button = MouseButton::LEFT_MOUSE},
+ event_mgr.queue_event<MouseClickEvent>(
+ MouseClickEvent{.mouse_pos = {100, 200}, .button = MouseButton::LEFT_MOUSE});
+ event_mgr.queue_event<MouseClickEvent>(
+ MouseClickEvent{.mouse_pos = {100, 200}, .button = MouseButton::LEFT_MOUSE},
test_channel);
- event_manager.dispatch_events();
+ event_mgr.dispatch_events();
EXPECT_TRUE(triggered1);
EXPECT_TRUE(triggered2);
}
TEST_F(EventManagerTest, EventManagerTest_unsubscribe) {
- EventManager & event_manager = EventManager::get_instance();
// Flags to track if handlers are triggered
bool triggered1 = false;
@@ -195,29 +169,29 @@ 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
};
// Subscribe handlers
- subscription_t handler1_id = event_manager.subscribe<MouseClickEvent>(mouse_handler1);
- subscription_t handler2_id = event_manager.subscribe<MouseClickEvent>(mouse_handler2);
+ subscription_t handler1_id = event_mgr.subscribe<MouseClickEvent>(mouse_handler1);
+ subscription_t handler2_id = event_mgr.subscribe<MouseClickEvent>(mouse_handler2);
// Queue events
- event_manager.queue_event<MouseClickEvent>(
- MouseClickEvent{.mouse_x = 100, .mouse_y = 200, .button = MouseButton::LEFT_MOUSE});
+ event_mgr.queue_event<MouseClickEvent>(
+ MouseClickEvent{.mouse_pos = {100, 200}, .button = MouseButton::LEFT_MOUSE});
// Dispatch events - both handlers should be triggered
- event_manager.dispatch_events();
+ event_mgr.dispatch_events();
EXPECT_TRUE(triggered1); // Handler 1 should be triggered
EXPECT_TRUE(triggered2); // Handler 2 should be triggered
@@ -226,14 +200,14 @@ TEST_F(EventManagerTest, EventManagerTest_unsubscribe) {
triggered2 = false;
// Unsubscribe handler1
- event_manager.unsubscribe(handler1_id);
+ event_mgr.unsubscribe(handler1_id);
// Queue the same event again
- event_manager.queue_event<MouseClickEvent>(
- MouseClickEvent{.mouse_x = 100, .mouse_y = 200, .button = MouseButton::LEFT_MOUSE});
+ event_mgr.queue_event<MouseClickEvent>(
+ MouseClickEvent{.mouse_pos = {100, 200}, .button = MouseButton::LEFT_MOUSE});
// Dispatch events - only handler 2 should be triggered, handler 1 should NOT
- event_manager.dispatch_events();
+ event_mgr.dispatch_events();
EXPECT_FALSE(triggered1); // Handler 1 should NOT be triggered
EXPECT_TRUE(triggered2); // Handler 2 should be triggered
@@ -241,14 +215,14 @@ TEST_F(EventManagerTest, EventManagerTest_unsubscribe) {
triggered2 = false;
// Unsubscribe handler2
- event_manager.unsubscribe(handler2_id);
+ event_mgr.unsubscribe(handler2_id);
// Queue the event again
- event_manager.queue_event<MouseClickEvent>(
- MouseClickEvent{.mouse_x = 100, .mouse_y = 200, .button = MouseButton::LEFT_MOUSE});
+ event_mgr.queue_event<MouseClickEvent>(
+ MouseClickEvent{.mouse_pos = {100, 200}, .button = MouseButton::LEFT_MOUSE});
// Dispatch events - no handler should be triggered
- event_manager.dispatch_events();
+ event_mgr.dispatch_events();
EXPECT_FALSE(triggered1); // Handler 1 should NOT be triggered
EXPECT_FALSE(triggered2); // Handler 2 should NOT be triggered
}
diff --git a/src/test/InputTest.cpp b/src/test/InputTest.cpp
new file mode 100644
index 0000000..f5ebaf0
--- /dev/null
+++ b/src/test/InputTest.cpp
@@ -0,0 +1,279 @@
+#include <gtest/gtest.h>
+
+#include <crepe/manager/ResourceManager.h>
+#include <crepe/system/RenderSystem.h>
+#define protected public
+#define private public
+
+#include "api/KeyCodes.h"
+#include "manager/ComponentManager.h"
+#include "manager/EventManager.h"
+#include "manager/Mediator.h"
+#include "system/InputSystem.h"
+#include <SDL2/SDL.h>
+#include <SDL2/SDL_keycode.h>
+#include <crepe/api/Button.h>
+#include <crepe/api/Camera.h>
+#include <crepe/api/GameObject.h>
+#include <crepe/api/Metadata.h>
+#include <crepe/api/Transform.h>
+#include <crepe/api/Vector2.h>
+#include <crepe/facade/SDLContext.h>
+#include <gmock/gmock.h>
+
+using namespace std;
+using namespace std::chrono_literals;
+using namespace crepe;
+
+class InputTest : public ::testing::Test {
+public:
+ Mediator mediator;
+ ComponentManager mgr{mediator};
+ SDLContext sdl_context{mediator};
+
+ InputSystem input_system{mediator};
+ ResourceManager resman{mediator};
+ RenderSystem render{mediator};
+ EventManager event_manager{mediator};
+ //GameObject camera;
+
+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.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;
+
+ // Simulate Mouse Button Down event
+ SDL_zero(event);
+ event.type = SDL_MOUSEBUTTONDOWN;
+ event.button.x = mouse_x;
+ event.button.y = mouse_y;
+ event.button.button = mouse_button;
+ SDL_PushEvent(&event);
+
+ // Simulate Mouse Button Up event
+ SDL_zero(event);
+ event.type = SDL_MOUSEBUTTONUP;
+ event.button.x = mouse_x;
+ event.button.y = mouse_y;
+ event.button.button = mouse_button;
+ SDL_PushEvent(&event);
+ }
+};
+
+TEST_F(InputTest, MouseDown) {
+ bool mouse_triggered = false;
+ EventHandler<MousePressEvent> on_mouse_down = [&](const MousePressEvent & event) {
+ mouse_triggered = true;
+ //middle of the screen = 0,0
+ EXPECT_EQ(event.mouse_pos.x, 0);
+ EXPECT_EQ(event.mouse_pos.y, 0);
+ EXPECT_EQ(event.button, MouseButton::LEFT_MOUSE);
+ return false;
+ };
+ event_manager.subscribe<MousePressEvent>(on_mouse_down);
+
+ SDL_Event event;
+ SDL_zero(event);
+ event.type = SDL_MOUSEBUTTONDOWN;
+ // middle of the screen of a 500*500 camera = 250*250
+ event.button.x = 250;
+ event.button.y = 250;
+ event.button.button = SDL_BUTTON_LEFT;
+ SDL_PushEvent(&event);
+
+ input_system.fixed_update();
+ event_manager.dispatch_events();
+ EXPECT_TRUE(mouse_triggered);
+}
+
+TEST_F(InputTest, MouseUp) {
+ bool function_triggered = false;
+ EventHandler<MouseReleaseEvent> on_mouse_release = [&](const MouseReleaseEvent & e) {
+ function_triggered = true;
+ EXPECT_EQ(e.mouse_pos.x, 0);
+ EXPECT_EQ(e.mouse_pos.y, 0);
+ EXPECT_EQ(e.button, MouseButton::LEFT_MOUSE);
+ return false;
+ };
+ event_manager.subscribe<MouseReleaseEvent>(on_mouse_release);
+
+ SDL_Event event;
+ SDL_zero(event);
+ event.type = SDL_MOUSEBUTTONUP;
+ event.button.x = 250;
+ event.button.y = 250;
+ event.button.button = SDL_BUTTON_LEFT;
+ SDL_PushEvent(&event);
+
+ input_system.fixed_update();
+ event_manager.dispatch_events();
+ EXPECT_TRUE(function_triggered);
+}
+
+TEST_F(InputTest, MouseMove) {
+ bool function_triggered = false;
+ EventHandler<MouseMoveEvent> on_mouse_move = [&](const MouseMoveEvent & e) {
+ function_triggered = true;
+ 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);
+
+ SDL_Event event;
+ SDL_zero(event);
+ event.type = SDL_MOUSEMOTION;
+ event.motion.x = 250;
+ event.motion.y = 250;
+ event.motion.xrel = 10;
+ event.motion.yrel = 10;
+ SDL_PushEvent(&event);
+
+ input_system.fixed_update();
+ event_manager.dispatch_events();
+ EXPECT_TRUE(function_triggered);
+}
+
+TEST_F(InputTest, KeyDown) {
+ bool function_triggered = false;
+
+ // Define event handler for KeyPressEvent
+ EventHandler<KeyPressEvent> on_key_press = [&](const KeyPressEvent & event) {
+ function_triggered = true;
+ EXPECT_EQ(event.key, Keycode::B); // Validate the key is 'B'
+ EXPECT_EQ(event.repeat, true); // Validate repeat flag
+ return false;
+ };
+
+ event_manager.subscribe<KeyPressEvent>(on_key_press);
+
+ // Simulate SDL_KEYDOWN event
+ SDL_Event test_event;
+ SDL_zero(test_event);
+ test_event.type = SDL_KEYDOWN; // Key down event
+ test_event.key.keysym.scancode = SDL_SCANCODE_B; // Set scancode for 'B'
+ test_event.key.repeat = 1; // Set repeat flag
+ SDL_PushEvent(&test_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
+}
+
+TEST_F(InputTest, KeyUp) {
+ bool function_triggered = false;
+ EventHandler<KeyReleaseEvent> on_key_release = [&](const KeyReleaseEvent & event) {
+ function_triggered = true;
+ EXPECT_EQ(event.key, Keycode::B);
+ return false;
+ };
+ event_manager.subscribe<KeyReleaseEvent>(on_key_release);
+
+ SDL_Event event;
+ SDL_zero(event);
+ event.type = SDL_KEYUP;
+ event.key.keysym.scancode = SDL_SCANCODE_B;
+ SDL_PushEvent(&event);
+
+ input_system.fixed_update();
+ event_manager.dispatch_events();
+ EXPECT_TRUE(function_triggered);
+}
+
+TEST_F(InputTest, MouseClick) {
+ bool on_click_triggered = false;
+ EventHandler<MouseClickEvent> on_mouse_click = [&](const MouseClickEvent & event) {
+ on_click_triggered = true;
+ EXPECT_EQ(event.button, MouseButton::LEFT_MOUSE);
+ 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.fixed_update();
+ event_manager.dispatch_events();
+ EXPECT_TRUE(on_click_triggered);
+}
+
+TEST_F(InputTest, testButtonClick) {
+ GameObject button_obj = mgr.new_object("body", "person", vec2{0, 0}, 0, 1);
+ bool button_clicked = false;
+ event_manager.subscribe<ButtonPressEvent>([&](const ButtonPressEvent & event) {
+ button_clicked = true;
+ EXPECT_EQ(event.metadata.game_object_id, button_obj.id);
+ return false;
+ });
+ auto & button = button_obj.add_component<Button>(vec2{100, 100}, vec2{0, 0});
+
+ bool hover = false;
+ button.active = true;
+ this->simulate_mouse_click(999, 999, SDL_BUTTON_LEFT);
+ input_system.fixed_update();
+ event_manager.dispatch_events();
+ EXPECT_FALSE(button_clicked);
+
+ this->simulate_mouse_click(250, 250, SDL_BUTTON_LEFT);
+ input_system.fixed_update();
+ event_manager.dispatch_events();
+ EXPECT_TRUE(button_clicked);
+}
+
+TEST_F(InputTest, testButtonHover) {
+ GameObject button_obj = mgr.new_object("body", "person", vec2{0, 0}, 0, 1);
+ bool button_hover = false;
+ event_manager.subscribe<ButtonEnterEvent>([&](const ButtonEnterEvent & event) {
+ button_hover = true;
+ EXPECT_EQ(event.metadata.game_object_id, button_obj.id);
+ return false;
+ });
+ event_manager.subscribe<ButtonExitEvent>([&](const ButtonExitEvent & event) {
+ button_hover = false;
+ EXPECT_EQ(event.metadata.game_object_id, button_obj.id);
+ return false;
+ });
+ auto & button = button_obj.add_component<Button>(vec2{100, 100}, vec2{0, 0});
+ button.active = true;
+ // Mouse on button
+ SDL_Event hover_event;
+ SDL_zero(hover_event);
+ hover_event.type = SDL_MOUSEMOTION;
+ hover_event.motion.x = 250;
+ hover_event.motion.y = 250;
+ hover_event.motion.xrel = 10;
+ hover_event.motion.yrel = 10;
+ SDL_PushEvent(&hover_event);
+
+ input_system.fixed_update();
+ event_manager.dispatch_events();
+ EXPECT_TRUE(button.hover);
+ EXPECT_TRUE(button_hover);
+ // Mouse not on button
+ SDL_Event event;
+ SDL_zero(event);
+ event.type = SDL_MOUSEMOTION;
+ event.motion.x = 500;
+ event.motion.y = 500;
+ event.motion.xrel = 10;
+ event.motion.yrel = 10;
+ SDL_PushEvent(&event);
+
+ input_system.fixed_update();
+ event_manager.dispatch_events();
+ EXPECT_FALSE(button.hover);
+ EXPECT_FALSE(button_hover);
+}
diff --git a/src/test/LoopManagerTest.cpp b/src/test/LoopManagerTest.cpp
new file mode 100644
index 0000000..f6653fa
--- /dev/null
+++ b/src/test/LoopManagerTest.cpp
@@ -0,0 +1,78 @@
+#include <chrono>
+#include <gmock/gmock.h>
+#include <gtest/gtest.h>
+#include <thread>
+#define private public
+#define protected public
+#include <crepe/api/Engine.h>
+#include <crepe/manager/EventManager.h>
+#include <crepe/manager/LoopTimerManager.h>
+using namespace std::chrono;
+using namespace crepe;
+
+class DISABLED_LoopManagerTest : public ::testing::Test {
+protected:
+ class TestGameLoop : public crepe::Engine {
+ public:
+ MOCK_METHOD(void, fixed_update, (), (override));
+ MOCK_METHOD(void, frame_update, (), (override));
+ };
+
+ TestGameLoop test_loop;
+ void SetUp() override {}
+};
+
+TEST_F(DISABLED_LoopManagerTest, FixedUpdate) {
+ // Arrange
+ test_loop.loop_timer.set_target_framerate(60);
+
+ // Set expectations for the mock calls
+ EXPECT_CALL(test_loop, frame_update).Times(::testing::Between(55, 65));
+ EXPECT_CALL(test_loop, fixed_update).Times(::testing::Between(48, 52));
+
+ // Start the loop in a separate thread
+ std::thread loop_thread([&]() { test_loop.start(); });
+
+ // Let the loop run for exactly 1 second
+ std::this_thread::sleep_for(std::chrono::seconds(1));
+
+ // Stop the game loop
+ test_loop.game_running = false;
+ // Wait for the loop thread to finish
+ loop_thread.join();
+
+ // Test finished
+}
+
+TEST_F(DISABLED_LoopManagerTest, ScaledFixedUpdate) {
+ // Arrange
+ test_loop.loop_timer.set_target_framerate(60);
+
+ // Set expectations for the mock calls
+ EXPECT_CALL(test_loop, frame_update).Times(::testing::Between(55, 65));
+ EXPECT_CALL(test_loop, fixed_update).Times(::testing::Between(48, 52));
+
+ // Start the loop in a separate thread
+ std::thread loop_thread([&]() { test_loop.start(); });
+
+ // Let the loop run for exactly 1 second
+ std::this_thread::sleep_for(std::chrono::seconds(1));
+
+ // Stop the game loop
+ test_loop.game_running = false;
+ // Wait for the loop thread to finish
+ loop_thread.join();
+
+ // Test finished
+}
+
+TEST_F(DISABLED_LoopManagerTest, ShutDown) {
+ // Arrange
+ test_loop.loop_timer.set_target_framerate(60);
+ // Start the loop in a separate thread
+ std::thread loop_thread([&]() { test_loop.start(); });
+ std::this_thread::sleep_for(std::chrono::milliseconds(1));
+ test_loop.event_manager.trigger_event<ShutDownEvent>(ShutDownEvent{});
+ // Wait for the loop thread to finish
+ loop_thread.join();
+}
diff --git a/src/test/LoopTimerTest.cpp b/src/test/LoopTimerTest.cpp
new file mode 100644
index 0000000..7bd6305
--- /dev/null
+++ b/src/test/LoopTimerTest.cpp
@@ -0,0 +1,97 @@
+#include <chrono>
+#include <gtest/gtest.h>
+#include <thread>
+
+#define private public
+#define protected public
+
+#include <crepe/manager/LoopTimerManager.h>
+#include <crepe/manager/Mediator.h>
+
+using namespace std::chrono;
+using namespace crepe;
+
+class LoopTimerTest : public ::testing::Test {
+protected:
+ Mediator mediator;
+ LoopTimerManager loop_timer{mediator};
+
+ void SetUp() override { loop_timer.start(); }
+};
+
+TEST_F(LoopTimerTest, EnforcesTargetFrameRate) {
+ // Set the target FPS to 60 (which gives a target time per frame of ~16.67 ms)
+ loop_timer.set_target_framerate(60);
+
+ auto start_time = steady_clock::now();
+ loop_timer.enforce_frame_rate();
+
+ auto elapsed_time = steady_clock::now() - start_time;
+ auto elapsed_ms = duration_cast<milliseconds>(elapsed_time).count();
+
+ // For 60 FPS, the target frame time is around 16.67ms
+ ASSERT_NEAR(elapsed_ms, 16.7, 5);
+}
+
+TEST_F(LoopTimerTest, SetTargetFps) {
+ // Set the target FPS to 120
+ loop_timer.set_target_framerate(120);
+
+ // Calculate the expected frame time (~8.33ms per frame)
+ duration_t expected_frame_time = std::chrono::duration<float>(1.0 / 120.0);
+
+ ASSERT_NEAR(loop_timer.frame_target_time.count(), expected_frame_time.count(), 0.001);
+}
+
+TEST_F(LoopTimerTest, DeltaTimeCalculation) {
+ // Set the target FPS to 60 (16.67 ms per frame)
+ loop_timer.set_target_framerate(60);
+
+ auto start_time = steady_clock::now();
+ loop_timer.update();
+ auto end_time = steady_clock::now();
+
+ // Check the delta time
+ duration_t delta_time = loop_timer.get_delta_time();
+
+ auto elapsed_time = duration_cast<seconds>(end_time - start_time).count();
+
+ // Assert that delta_time is close to the elapsed time
+ ASSERT_NEAR(delta_time.count(), elapsed_time, 1);
+}
+
+TEST_F(LoopTimerTest, DISABLED_getCurrentTime) {
+ // Set the target FPS to 60 (16.67 ms per frame)
+ loop_timer.set_target_framerate(60);
+
+ auto start_time = steady_clock::now();
+
+ // Sleep
+ std::this_thread::sleep_for(std::chrono::milliseconds(100));
+
+ loop_timer.update();
+
+ auto end_time = steady_clock::now();
+
+ // Get the elapsed time in seconds as a double
+ auto elapsed_time
+ = std::chrono::duration_cast<elapsed_time_t>(end_time - start_time).count();
+
+ ASSERT_NEAR(loop_timer.get_elapsed_time().count(), elapsed_time, 5);
+}
+TEST_F(LoopTimerTest, getFPS) {
+ // Set the target FPS to 60 (which gives a target time per frame of ~16.67 ms)
+ loop_timer.set_target_framerate(60);
+
+ auto start_time = steady_clock::now();
+ loop_timer.enforce_frame_rate();
+
+ auto elapsed_time = steady_clock::now() - start_time;
+ loop_timer.update();
+ unsigned int fps = loop_timer.get_fps();
+ auto elapsed_ms = duration_cast<milliseconds>(elapsed_time).count();
+
+ // For 60 FPS, the target frame time is around 16.67ms
+ ASSERT_NEAR(elapsed_ms, 16.7, 1);
+ ASSERT_NEAR(fps, 60, 2);
+}
diff --git a/src/test/ParticleTest.cpp b/src/test/ParticleTest.cpp
index eee022f..7a731a3 100644
--- a/src/test/ParticleTest.cpp
+++ b/src/test/ParticleTest.cpp
@@ -1,56 +1,66 @@
-#include "api/Vector2.h"
-#include <crepe/ComponentManager.h>
-#include <crepe/Particle.h>
+#include "api/Asset.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/system/ParticleSystem.h>
+#include <crepe/manager/ComponentManager.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;
using namespace crepe;
class ParticlesTest : public ::testing::Test {
+ Mediator m;
+
public:
- ComponentManager component_manager;
- ParticleSystem particle_system{component_manager};
+ ComponentManager component_manager{m};
+ ParticleSystem particle_system{m};
+ LoopTimerManager loop_timer{m};
void SetUp() override {
ComponentManager & mgr = this->component_manager;
std::vector<std::reference_wrapper<Transform>> transforms
= mgr.get_components_by_id<Transform>(0);
if (transforms.empty()) {
- GameObject game_object = mgr.new_object("", "", Vector2{0, 0}, 0, 0);
+ GameObject game_object = mgr.new_object("", "", vec2{0, 0}, 0, 0);
Color color(0, 0, 0, 0);
+ auto s1 = Asset("asset/texture/img.png");
Sprite & test_sprite = game_object.add_component<Sprite>(
- make_shared<Texture>("asset/texture/img.png"), color,
- FlipSettings{true, true});
+ s1, Sprite::Data{
+ .color = color,
+ .flip = Sprite::FlipSettings{true, true},
+ .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 = Vector2{0, 0},
- .boundary{
- .width = 0,
- .height = 0,
- .offset = Vector2{0, 0},
- .reset_on_exit = false,
- },
- .sprite = test_sprite,
- });
+ game_object.add_component<ParticleEmitter>(test_sprite,
+ ParticleEmitter::Data{
+ .offset = {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();
@@ -60,7 +70,7 @@ public:
std::vector<std::reference_wrapper<ParticleEmitter>> rigidbodies
= mgr.get_components_by_id<ParticleEmitter>(0);
ParticleEmitter & emitter = rigidbodies.front().get();
- emitter.data.position = {0, 0};
+ emitter.data.offset = {0, 0};
emitter.data.emission_rate = 0;
emitter.data.min_speed = 0;
emitter.data.max_speed = 0;
@@ -68,9 +78,9 @@ public:
emitter.data.max_angle = 0;
emitter.data.begin_lifespan = 0;
emitter.data.end_lifespan = 0;
- emitter.data.force_over_time = Vector2{0, 0};
- emitter.data.boundary = {0, 0, Vector2{0, 0}, false};
- for (auto & particle : emitter.data.particles) {
+ emitter.data.force_over_time = vec2{0, 0};
+ emitter.data.boundary = {0, 0, vec2{0, 0}, false};
+ for (auto & particle : emitter.particles) {
particle.active = false;
}
}
@@ -87,21 +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.fixed_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.fixed_update();
+ EXPECT_EQ(emitter.particles[0].active, true);
+ particle_system.fixed_update();
+ EXPECT_EQ(emitter.particles[1].active, true);
+ particle_system.fixed_update();
+ EXPECT_EQ(emitter.particles[2].active, true);
+ particle_system.fixed_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
@@ -127,13 +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.fixed_update();
+ EXPECT_EQ(emitter.particles[0].position.x, a);
}
}
@@ -144,14 +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.fixed_update();
+ EXPECT_EQ(emitter.particles[0].position.y, a);
}
}
@@ -169,9 +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.fixed_update();
}
- EXPECT_EQ(emitter.data.particles[0].active, false);
+ EXPECT_EQ(emitter.particles[0].active, false);
}
TEST_F(ParticlesTest, boundaryParticleStop) {
@@ -188,15 +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.fixed_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 1e37c26..79ed0b8 100644
--- a/src/test/PhysicsTest.cpp
+++ b/src/test/PhysicsTest.cpp
@@ -1,8 +1,10 @@
-#include <crepe/ComponentManager.h>
#include <crepe/api/Config.h>
#include <crepe/api/GameObject.h>
#include <crepe/api/Rigidbody.h>
#include <crepe/api/Transform.h>
+#include <crepe/manager/ComponentManager.h>
+#include <crepe/manager/LoopTimerManager.h>
+#include <crepe/manager/Mediator.h>
#include <crepe/system/PhysicsSystem.h>
#include <gtest/gtest.h>
@@ -11,25 +13,26 @@ using namespace std::chrono_literals;
using namespace crepe;
class PhysicsTest : public ::testing::Test {
+ Mediator m;
+
public:
- ComponentManager component_manager;
- PhysicsSystem system{component_manager};
+ ComponentManager component_manager{m};
+ PhysicsSystem system{m};
+ LoopTimerManager loop_timer{m};
void SetUp() override {
ComponentManager & mgr = this->component_manager;
vector<reference_wrapper<Transform>> transforms
= mgr.get_components_by_id<Transform>(0);
if (transforms.empty()) {
- auto entity = mgr.new_object("", "", Vector2{0, 0}, 0, 0);
+ auto entity = mgr.new_object("", "", vec2{0, 0}, 0, 0);
entity.add_component<Rigidbody>(Rigidbody::Data{
.mass = 1,
.gravity_scale = 1,
.body_type = Rigidbody::BodyType::DYNAMIC,
- .max_linear_velocity = Vector2{10, 10},
+ .max_linear_velocity = 10,
.max_angular_velocity = 10,
.constraints = {0, 0},
- .use_gravity = true,
- .bounce = false,
});
}
transforms = mgr.get_components_by_id<Transform>(0);
@@ -54,40 +57,41 @@ TEST_F(PhysicsTest, gravity) {
ASSERT_FALSE(transforms.empty());
EXPECT_EQ(transform.position.y, 0);
- system.update();
- EXPECT_EQ(transform.position.y, 1);
+ system.fixed_update();
+ EXPECT_NEAR(transform.position.y, 0.0004, 0.0001);
- system.update();
- EXPECT_EQ(transform.position.y, 3);
+ system.fixed_update();
+ EXPECT_NEAR(transform.position.y, 0.002, 0.001);
}
TEST_F(PhysicsTest, max_velocity) {
ComponentManager & mgr = this->component_manager;
vector<reference_wrapper<Rigidbody>> rigidbodies = mgr.get_components_by_id<Rigidbody>(0);
Rigidbody & rigidbody = rigidbodies.front().get();
+ rigidbody.data.gravity_scale = 0;
ASSERT_FALSE(rigidbodies.empty());
EXPECT_EQ(rigidbody.data.linear_velocity.y, 0);
rigidbody.add_force_linear({100, 100});
rigidbody.add_force_angular(100);
- system.update();
- EXPECT_EQ(rigidbody.data.linear_velocity.y, 10);
- EXPECT_EQ(rigidbody.data.linear_velocity.x, 10);
+ 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();
- EXPECT_EQ(rigidbody.data.linear_velocity.y, -10);
- EXPECT_EQ(rigidbody.data.linear_velocity.x, -10);
+ 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);
}
TEST_F(PhysicsTest, movement) {
- Config::get_instance().physics.gravity = 0;
ComponentManager & mgr = this->component_manager;
vector<reference_wrapper<Rigidbody>> rigidbodies = mgr.get_components_by_id<Rigidbody>(0);
Rigidbody & rigidbody = rigidbodies.front().get();
+ rigidbody.data.gravity_scale = 0;
vector<reference_wrapper<Transform>> transforms = mgr.get_components_by_id<Transform>(0);
const Transform & transform = transforms.front().get();
ASSERT_FALSE(rigidbodies.empty());
@@ -95,32 +99,34 @@ TEST_F(PhysicsTest, movement) {
rigidbody.add_force_linear({1, 1});
rigidbody.add_force_angular(1);
- system.update();
- EXPECT_EQ(transform.position.x, 1);
- EXPECT_EQ(transform.position.y, 1);
- EXPECT_EQ(transform.rotation, 1);
+ 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);
rigidbody.data.constraints = {1, 1, 1};
- EXPECT_EQ(transform.position.x, 1);
- EXPECT_EQ(transform.position.y, 1);
- EXPECT_EQ(transform.rotation, 1);
-
- rigidbody.data.linear_damping.x = 0.5;
- rigidbody.data.linear_damping.y = 0.5;
- rigidbody.data.angular_damping = 0.5;
- system.update();
- EXPECT_EQ(rigidbody.data.linear_velocity.x, 0.5);
- EXPECT_EQ(rigidbody.data.linear_velocity.y, 0.5);
- EXPECT_EQ(rigidbody.data.angular_velocity, 0.5);
+ 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);
+ rigidbody.data.constraints = {0, 0, 0};
+ rigidbody.data.linear_velocity_coefficient.x = 0.5;
+ rigidbody.data.linear_velocity_coefficient.y = 0.5;
+ rigidbody.data.angular_velocity_coefficient = 0.5;
+ 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);
rigidbody.data.constraints = {1, 1, 0};
- rigidbody.data.angular_damping = 0;
+ rigidbody.data.angular_velocity_coefficient = 0;
rigidbody.data.max_angular_velocity = 1000;
rigidbody.data.angular_velocity = 360;
- system.update();
- EXPECT_EQ(transform.rotation, 1);
+ system.fixed_update();
+ EXPECT_NEAR(transform.rotation, 7.24, 0.01);
rigidbody.data.angular_velocity = -360;
- system.update();
- EXPECT_EQ(transform.rotation, 1);
+ system.fixed_update();
+ EXPECT_NEAR(transform.rotation, 0.04, 0.001);
+ system.fixed_update();
+ EXPECT_NEAR(transform.rotation, 352.84, 0.01);
}
diff --git a/src/test/Profiling.cpp b/src/test/Profiling.cpp
new file mode 100644
index 0000000..f988700
--- /dev/null
+++ b/src/test/Profiling.cpp
@@ -0,0 +1,251 @@
+#include <chrono>
+#include <cmath>
+#include <crepe/api/Asset.h>
+#include <crepe/manager/Mediator.h>
+#include <crepe/manager/ResourceManager.h>
+#include <crepe/system/ParticleSystem.h>
+#include <crepe/system/PhysicsSystem.h>
+#include <crepe/system/RenderSystem.h>
+#include <gtest/gtest.h>
+
+#define private public
+#define protected public
+
+#include <crepe/api/Event.h>
+#include <crepe/api/GameObject.h>
+#include <crepe/api/ParticleEmitter.h>
+#include <crepe/api/Rigidbody.h>
+#include <crepe/api/Script.h>
+#include <crepe/api/Transform.h>
+#include <crepe/facade/SDLContext.h>
+#include <crepe/manager/ComponentManager.h>
+#include <crepe/manager/EventManager.h>
+#include <crepe/system/CollisionSystem.h>
+#include <crepe/system/ScriptSystem.h>
+#include <crepe/types.h>
+#include <crepe/util/Log.h>
+
+using namespace std;
+using namespace std::chrono_literals;
+using namespace crepe;
+using namespace testing;
+
+class TestScript : public Script {
+ bool oncollision(const CollisionEvent & test) {
+ Log::logf("Box {} script on_collision()", test.info.this_collider.game_object_id);
+ return true;
+ }
+ void init() {
+ subscribe<CollisionEvent>(
+ [this](const CollisionEvent & ev) -> bool { return this->oncollision(ev); });
+ }
+ void fixed_update() {
+ // Retrieve component from the same GameObject this script is on
+ }
+};
+
+class DISABLED_ProfilingTest : public Test {
+public:
+ // Config for test
+ // Minimum amount to let test pass
+ const int min_gameobject_count = 100;
+ // Maximum amount to stop test
+ const int max_gameobject_count = 150;
+ // Amount of times a test runs to calculate average
+ const int average = 5;
+ // Maximum duration to stop test
+ const std::chrono::microseconds duration = 16000us;
+
+ Mediator m;
+ SDLContext sdl_context{m};
+ ResourceManager resman{m};
+ ComponentManager mgr{m};
+ // Add system used for profling tests
+ CollisionSystem collision_sys{m};
+ PhysicsSystem physics_sys{m};
+ ParticleSystem particle_sys{m};
+ RenderSystem render_sys{m};
+ ScriptSystem script_sys{m};
+
+ // Test data
+ std::map<std::string, std::chrono::microseconds> timings;
+ int game_object_count = 0;
+ std::chrono::microseconds total_time = 0us;
+
+ 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{
+ .bg_color = Color::WHITE,
+ .zoom = 1.0f,
+ });
+ // initialize systems here:
+ //calls init
+ script_sys.fixed_update();
+ //creates window
+ render_sys.frame_update();
+ }
+
+ // Helper function to time an update call and store its duration
+ template <typename Func>
+ std::chrono::microseconds time_function(const std::string & name, Func && func) {
+ auto start = std::chrono::steady_clock::now();
+ func();
+ auto end = std::chrono::steady_clock::now();
+ std::chrono::microseconds duration
+ = std::chrono::duration_cast<std::chrono::microseconds>(end - start);
+ timings[name] += duration;
+ return duration;
+ }
+
+ // 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.fixed_update(); });
+ total_microseconds
+ += 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;
+ }
+
+ // Print timings of all functions
+ void log_timings() const {
+ std::string result = "\nFunction timings:\n";
+
+ for (const auto & [name, duration] : timings) {
+ result += name + " took " + std::to_string(duration.count() / 1000.0 / average)
+ + " ms (" + std::to_string(duration.count() / average) + " µs).\n";
+ }
+
+ result += "Total time: " + std::to_string(this->total_time.count() / 1000.0 / average)
+ + " ms (" + std::to_string(this->total_time.count() / average) + " µs)\n";
+
+ result += "Amount of gameobjects: " + std::to_string(game_object_count) + "\n";
+
+ GTEST_LOG_(INFO) << result;
+ }
+
+ void clear_timings() {
+ for (auto & [key, value] : timings) {
+ value = std::chrono::microseconds(0);
+ }
+ }
+};
+
+TEST_F(DISABLED_ProfilingTest, Profiling_1) {
+ while (this->total_time / this->average < this->duration) {
+
+ {
+ //define gameobject used for testing
+ GameObject gameobject = mgr.new_object("gameobject", "", {0, 0});
+ }
+
+ this->game_object_count++;
+
+ this->total_time = 0us;
+ clear_timings();
+
+ for (int amount = 0; amount < this->average; amount++) {
+ this->total_time += run_all_systems();
+ }
+
+ if (this->game_object_count >= this->max_gameobject_count) break;
+ }
+ log_timings();
+ EXPECT_GE(this->game_object_count, this->min_gameobject_count);
+}
+
+TEST_F(DISABLED_ProfilingTest, Profiling_2) {
+ while (this->total_time / this->average < this->duration) {
+
+ {
+ //define gameobject used for testing
+ GameObject gameobject = mgr.new_object(
+ "gameobject", "", {static_cast<float>(game_object_count * 2), 0});
+ gameobject.add_component<Rigidbody>(Rigidbody::Data{
+ .gravity_scale = 0.0,
+ .body_type = Rigidbody::BodyType::STATIC,
+ });
+ gameobject.add_component<BoxCollider>(vec2{0, 0}, vec2{1, 1});
+
+ gameobject.add_component<BehaviorScript>().set_script<TestScript>();
+ Sprite & test_sprite = gameobject.add_component<Sprite>(
+ Asset{"asset/texture/square.png"},
+ Sprite::Data{
+ .color = {0, 0, 0, 0},
+ .flip = {.flip_x = false, .flip_y = false},
+ .sorting_in_layer = 1,
+ .order_in_layer = 1,
+ .size = {.y = 500},
+ });
+ }
+
+ this->game_object_count++;
+
+ this->total_time = 0us;
+ clear_timings();
+ for (int amount = 0; amount < this->average; amount++) {
+ this->total_time += run_all_systems();
+ }
+
+ if (this->game_object_count >= this->max_gameobject_count) break;
+ }
+ log_timings();
+ EXPECT_GE(this->game_object_count, this->min_gameobject_count);
+}
+
+TEST_F(DISABLED_ProfilingTest, Profiling_3) {
+ while (this->total_time / this->average < this->duration) {
+
+ {
+ //define gameobject used for testing
+ GameObject gameobject = mgr.new_object(
+ "gameobject", "", {static_cast<float>(game_object_count * 2), 0});
+ gameobject.add_component<Rigidbody>(Rigidbody::Data{
+ .gravity_scale = 0,
+ .body_type = Rigidbody::BodyType::STATIC,
+ });
+ gameobject.add_component<BoxCollider>(vec2{0, 0}, vec2{1, 1});
+ gameobject.add_component<BehaviorScript>().set_script<TestScript>();
+ Sprite & test_sprite = gameobject.add_component<Sprite>(
+ Asset{"asset/texture/square.png"},
+ Sprite::Data{
+ .color = {0, 0, 0, 0},
+ .flip = {.flip_x = false, .flip_y = false},
+ .sorting_in_layer = 1,
+ .order_in_layer = 1,
+ .size = {.y = 500},
+ });
+ auto & test = gameobject.add_component<ParticleEmitter>(
+ test_sprite, ParticleEmitter::Data{
+ .max_particles = 10,
+ .emission_rate = 100,
+ .end_lifespan = 100000,
+ .boundary{
+ .width = 1000,
+ .height = 1000,
+ .offset = vec2{0, 0},
+ .reset_on_exit = false,
+ },
+
+ });
+ }
+ render_sys.frame_update();
+ this->game_object_count++;
+
+ this->total_time = 0us;
+ clear_timings();
+ for (int amount = 0; amount < this->average; amount++) {
+ this->total_time += run_all_systems();
+ }
+
+ if (this->game_object_count >= this->max_gameobject_count) break;
+ }
+ log_timings();
+ EXPECT_GE(this->game_object_count, this->min_gameobject_count);
+}
diff --git a/src/test/RenderSystemTest.cpp b/src/test/RenderSystemTest.cpp
index ac479d3..689a6d4 100644
--- a/src/test/RenderSystemTest.cpp
+++ b/src/test/RenderSystemTest.cpp
@@ -1,4 +1,7 @@
-#include "api/Camera.h"
+#include "api/Asset.h"
+#include "facade/SDLContext.h"
+#include "manager/ResourceManager.h"
+#include "types.h"
#include <functional>
#include <gtest/gtest.h>
#include <memory>
@@ -7,11 +10,11 @@
#define private public
#define protected public
-#include <crepe/ComponentManager.h>
+#include <crepe/api/Camera.h>
#include <crepe/api/Color.h>
#include <crepe/api/GameObject.h>
#include <crepe/api/Sprite.h>
-#include <crepe/api/Texture.h>
+#include <crepe/manager/ComponentManager.h>
#include <crepe/system/RenderSystem.h>
@@ -20,65 +23,69 @@ using namespace crepe;
using namespace testing;
class RenderSystemTest : public Test {
+ Mediator m;
+
public:
- ComponentManager mgr{};
- RenderSystem sys{mgr};
+ ComponentManager mgr{m};
+ SDLContext ctx{m};
+ ResourceManager resource_manager{m};
+ RenderSystem sys{m};
GameObject entity1 = this->mgr.new_object("name");
GameObject entity2 = this->mgr.new_object("name");
GameObject entity3 = this->mgr.new_object("name");
GameObject entity4 = this->mgr.new_object("name");
void SetUp() override {
+ auto s1 = Asset("asset/texture/img.png");
+ auto s2 = Asset("asset/texture/img.png");
+ auto s3 = Asset("asset/texture/img.png");
+ auto s4 = Asset("asset/texture/img.png");
auto & sprite1
- = entity1.add_component<Sprite>(make_shared<Texture>("../asset/texture/img.png"),
- Color(0, 0, 0, 0), FlipSettings{false, false});
- ASSERT_NE(sprite1.sprite_image.get(), nullptr);
- sprite1.order_in_layer = 5;
- sprite1.sorting_in_layer = 5;
- EXPECT_EQ(sprite1.order_in_layer, 5);
- EXPECT_EQ(sprite1.sorting_in_layer, 5);
+ = entity1.add_component<Sprite>(s1, Sprite::Data{
+ .color = Color(0, 0, 0, 0),
+ .flip = Sprite::FlipSettings{false, false},
+ .sorting_in_layer = 5,
+ .order_in_layer = 5,
+ .size = {10, 10},
+ });
+
+ EXPECT_EQ(sprite1.data.order_in_layer, 5);
+ EXPECT_EQ(sprite1.data.sorting_in_layer, 5);
auto & sprite2
- = entity2.add_component<Sprite>(make_shared<Texture>("../asset/texture/img.png"),
- Color(0, 0, 0, 0), FlipSettings{false, false});
- ASSERT_NE(sprite2.sprite_image.get(), nullptr);
- sprite2.sorting_in_layer = 2;
- sprite2.order_in_layer = 1;
-
- EXPECT_EQ(sprite2.sorting_in_layer, 2);
- EXPECT_EQ(sprite2.order_in_layer, 1);
+ = entity2.add_component<Sprite>(s2, Sprite::Data{
+ .color = Color(0, 0, 0, 0),
+ .flip = Sprite::FlipSettings{false, false},
+ .sorting_in_layer = 2,
+ .order_in_layer = 1,
+ });
+ EXPECT_EQ(sprite2.data.sorting_in_layer, 2);
+ EXPECT_EQ(sprite2.data.order_in_layer, 1);
auto & sprite3
- = entity3.add_component<Sprite>(make_shared<Texture>("../asset/texture/img.png"),
- Color(0, 0, 0, 0), FlipSettings{false, false});
- ASSERT_NE(sprite3.sprite_image.get(), nullptr);
- sprite3.sorting_in_layer = 1;
- sprite3.order_in_layer = 2;
-
- EXPECT_EQ(sprite3.sorting_in_layer, 1);
- EXPECT_EQ(sprite3.order_in_layer, 2);
+ = entity3.add_component<Sprite>(s3, Sprite::Data{
+ .color = Color(0, 0, 0, 0),
+ .flip = Sprite::FlipSettings{false, false},
+ .sorting_in_layer = 1,
+ .order_in_layer = 2,
+ });
+ EXPECT_EQ(sprite3.data.sorting_in_layer, 1);
+ EXPECT_EQ(sprite3.data.order_in_layer, 2);
auto & sprite4
- = entity4.add_component<Sprite>(make_shared<Texture>("../asset/texture/img.png"),
- Color(0, 0, 0, 0), FlipSettings{false, false});
- ASSERT_NE(sprite4.sprite_image.get(), nullptr);
- sprite4.sorting_in_layer = 1;
- sprite4.order_in_layer = 1;
- EXPECT_EQ(sprite4.sorting_in_layer, 1);
- EXPECT_EQ(sprite4.order_in_layer, 1);
+ = entity4.add_component<Sprite>(s4, Sprite::Data{
+ .color = Color(0, 0, 0, 0),
+ .flip = Sprite::FlipSettings{false, false},
+ .sorting_in_layer = 1,
+ .order_in_layer = 1,
+ });
+ EXPECT_EQ(sprite4.data.sorting_in_layer, 1);
+ EXPECT_EQ(sprite4.data.order_in_layer, 1);
}
};
-TEST_F(RenderSystemTest, expected_throws) {
- GameObject entity1 = this->mgr.new_object("NAME");
-
- // no texture img
- EXPECT_ANY_THROW({
- entity1.add_component<Sprite>(make_shared<Texture>("NO_IMAGE"), Color(0, 0, 0, 0),
- FlipSettings{false, false});
- });
-
+TEST_F(RenderSystemTest, NoCamera) {
// No camera
- EXPECT_ANY_THROW({ this->sys.update(); });
+ EXPECT_ANY_THROW({ this->sys.frame_update(); });
}
TEST_F(RenderSystemTest, make_sprites) {}
@@ -96,32 +103,33 @@ TEST_F(RenderSystemTest, sorting_sprites) {
// 3. sorting_in_layer: 2, order_in_layer: 1 (entity2)
// 4. sorting_in_layer: 5, order_in_layer: 5 (entity1)
- EXPECT_EQ(sorted_sprites[0].get().sorting_in_layer, 1);
- EXPECT_EQ(sorted_sprites[0].get().order_in_layer, 1);
+ EXPECT_EQ(sorted_sprites[0].get().data.sorting_in_layer, 1);
+ EXPECT_EQ(sorted_sprites[0].get().data.order_in_layer, 1);
- EXPECT_EQ(sorted_sprites[1].get().sorting_in_layer, 1);
- EXPECT_EQ(sorted_sprites[1].get().order_in_layer, 2);
+ EXPECT_EQ(sorted_sprites[1].get().data.sorting_in_layer, 1);
+ EXPECT_EQ(sorted_sprites[1].get().data.order_in_layer, 2);
- EXPECT_EQ(sorted_sprites[2].get().sorting_in_layer, 2);
- EXPECT_EQ(sorted_sprites[2].get().order_in_layer, 1);
+ EXPECT_EQ(sorted_sprites[2].get().data.sorting_in_layer, 2);
+ EXPECT_EQ(sorted_sprites[2].get().data.order_in_layer, 1);
- EXPECT_EQ(sorted_sprites[3].get().sorting_in_layer, 5);
- EXPECT_EQ(sorted_sprites[3].get().order_in_layer, 5);
+ EXPECT_EQ(sorted_sprites[3].get().data.sorting_in_layer, 5);
+ EXPECT_EQ(sorted_sprites[3].get().data.order_in_layer, 5);
for (size_t i = 1; i < sorted_sprites.size(); ++i) {
const Sprite & prev = sorted_sprites[i - 1].get();
const Sprite & curr = sorted_sprites[i].get();
- if (prev.sorting_in_layer == curr.sorting_in_layer) {
- EXPECT_LE(prev.order_in_layer, curr.order_in_layer);
+ if (prev.data.sorting_in_layer == curr.data.sorting_in_layer) {
+ EXPECT_LE(prev.data.order_in_layer, curr.data.order_in_layer);
} else {
- EXPECT_LE(prev.sorting_in_layer, curr.sorting_in_layer);
+ EXPECT_LE(prev.data.sorting_in_layer, curr.data.sorting_in_layer);
}
}
}
TEST_F(RenderSystemTest, Update) {
- entity1.add_component<Camera>(Color::WHITE);
+ entity1.add_component<Camera>(ivec2{100, 100}, 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);
@@ -131,7 +139,7 @@ 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);
@@ -149,7 +157,9 @@ TEST_F(RenderSystemTest, Camera) {
EXPECT_NE(cameras.size(), 1);
}
{
- entity1.add_component<Camera>(Color::WHITE);
+ entity1.add_component<Camera>(ivec2{100, 100}, 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);
}
@@ -157,18 +167,20 @@ TEST_F(RenderSystemTest, Camera) {
//TODO improve with newer version
}
TEST_F(RenderSystemTest, Color) {
- entity1.add_component<Camera>(Color::WHITE);
+ entity1.add_component<Camera>(ivec2{100, 100}, 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.sprite_image.get(), nullptr);
-
- sprite.color = Color::GREEN;
- EXPECT_EQ(sprite.color.r, Color::GREEN.r);
- EXPECT_EQ(sprite.color.g, Color::GREEN.g);
- EXPECT_EQ(sprite.color.b, Color::GREEN.b);
- EXPECT_EQ(sprite.color.a, Color::GREEN.a);
- this->sys.update();
- EXPECT_EQ(sprite.color.r, Color::GREEN.r);
- EXPECT_EQ(sprite.color.g, Color::GREEN.g);
- EXPECT_EQ(sprite.color.b, Color::GREEN.b);
- EXPECT_EQ(sprite.color.a, Color::GREEN.a);
+ //ASSERT_NE(sprite.texture.texture.get(), nullptr);
+
+ sprite.data.color = Color::GREEN;
+ 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);
+ EXPECT_EQ(sprite.data.color.a, Color::GREEN.a);
+ 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);
+ EXPECT_EQ(sprite.data.color.a, Color::GREEN.a);
}
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/ResourceManagerTest.cpp b/src/test/ResourceManagerTest.cpp
new file mode 100644
index 0000000..965eeab
--- /dev/null
+++ b/src/test/ResourceManagerTest.cpp
@@ -0,0 +1,84 @@
+#include "manager/Mediator.h"
+#include <gtest/gtest.h>
+
+#define private public
+#define protected public
+
+#include <crepe/api/GameObject.h>
+#include <crepe/manager/ResourceManager.h>
+#include <crepe/util/Log.h>
+
+using namespace std;
+using namespace crepe;
+using namespace testing;
+
+class ResourceManagerTest : public Test {
+ Mediator mediator;
+
+public:
+ ResourceManager resource_manager{mediator};
+
+ class Unrelated : public Resource {
+ using Resource::Resource;
+ };
+
+ Asset asset_a{"asset/texture/img.png"};
+ Asset asset_b{"asset/texture/ERROR.png"};
+
+ class TestResource : public Resource {
+ public:
+ static unsigned instances;
+
+ public:
+ const unsigned instance;
+ TestResource(const Asset & src, Mediator & mediator)
+ : Resource(src, mediator),
+ instance(this->instances++) {}
+ ~TestResource() { this->instances--; }
+ bool operator==(const TestResource & other) const {
+ return this->instance == other.instance;
+ }
+ };
+
+private:
+ void SetUp() override { TestResource::instances = 0; }
+};
+unsigned ResourceManagerTest::TestResource::instances = 0;
+
+TEST_F(ResourceManagerTest, Default) {
+ TestResource & res_1 = resource_manager.get<TestResource>(asset_a);
+ TestResource & res_2 = resource_manager.get<TestResource>(asset_a);
+ TestResource & res_3 = resource_manager.get<TestResource>(asset_b);
+ TestResource & res_4 = resource_manager.get<TestResource>(asset_b);
+
+ ASSERT_EQ(res_1, res_2);
+ ASSERT_EQ(res_3, res_4);
+ EXPECT_NE(res_1, res_3);
+
+ EXPECT_EQ(TestResource::instances, 2);
+
+ resource_manager.clear();
+}
+
+TEST_F(ResourceManagerTest, Persistent) {
+ resource_manager.set_persistent(asset_a, true);
+ EXPECT_EQ(TestResource::instances, 0);
+
+ resource_manager.get<TestResource>(asset_a);
+ resource_manager.get<TestResource>(asset_a);
+ resource_manager.get<TestResource>(asset_b);
+ resource_manager.get<TestResource>(asset_b);
+ EXPECT_EQ(TestResource::instances, 2);
+
+ resource_manager.clear();
+ EXPECT_EQ(TestResource::instances, 1);
+
+ resource_manager.clear_all();
+ EXPECT_EQ(TestResource::instances, 0);
+}
+
+TEST_F(ResourceManagerTest, UnmatchedType) {
+ EXPECT_NO_THROW({ resource_manager.get<TestResource>(asset_a); });
+
+ EXPECT_THROW({ resource_manager.get<Unrelated>(asset_a); }, runtime_error);
+}
diff --git a/src/test/SaveManagerTest.cpp b/src/test/SaveManagerTest.cpp
new file mode 100644
index 0000000..7609e69
--- /dev/null
+++ b/src/test/SaveManagerTest.cpp
@@ -0,0 +1,51 @@
+#include <gtest/gtest.h>
+
+#include <crepe/ValueBroker.h>
+#include <crepe/facade/DB.h>
+#include <crepe/manager/SaveManager.h>
+
+using namespace std;
+using namespace crepe;
+using namespace testing;
+
+class SaveManagerTest : public Test {
+ Mediator m;
+ class TestSaveManager : public SaveManager {
+ using SaveManager::SaveManager;
+
+ // in-memory database for testing
+ DB db{};
+ virtual DB & get_db() override { return this->db; }
+ };
+
+public:
+ TestSaveManager mgr{m};
+};
+
+TEST_F(SaveManagerTest, ReadWrite) {
+ ASSERT_FALSE(mgr.has("foo"));
+ mgr.set<string>("foo", "bar");
+ ASSERT_TRUE(mgr.has("foo"));
+
+ string value = mgr.get<string>("foo");
+ EXPECT_EQ(value, "bar");
+}
+
+TEST_F(SaveManagerTest, DefaultValue) {
+ ValueBroker value = mgr.get<int>("foo", 3);
+
+ ASSERT_EQ(value.get(), 3);
+ value.set(5);
+ EXPECT_EQ(value.get(), 5);
+}
+
+TEST_F(SaveManagerTest, MultipleKeys) {
+ ValueBroker foo = mgr.get<int>("foo", 1);
+ ValueBroker bar = mgr.get<int>("bar", 2);
+
+ EXPECT_EQ(foo.get(), 1);
+ EXPECT_EQ(bar.get(), 2);
+
+ EXPECT_EQ(mgr.get<int>("foo"), 1);
+ EXPECT_EQ(mgr.get<int>("bar"), 2);
+}
diff --git a/src/test/SceneManagerTest.cpp b/src/test/SceneManagerTest.cpp
index 1efcfb2..480e07a 100644
--- a/src/test/SceneManagerTest.cpp
+++ b/src/test/SceneManagerTest.cpp
@@ -1,24 +1,23 @@
-#include <crepe/ComponentManager.h>
+#include <gtest/gtest.h>
+
#include <crepe/api/GameObject.h>
#include <crepe/api/Metadata.h>
#include <crepe/api/Scene.h>
-#include <crepe/api/SceneManager.h>
#include <crepe/api/Transform.h>
#include <crepe/api/Vector2.h>
-#include <gtest/gtest.h>
+#include <crepe/manager/ComponentManager.h>
+#include <crepe/manager/SceneManager.h>
+#include <crepe/types.h>
using namespace std;
using namespace crepe;
class ConcreteScene1 : public Scene {
public:
- using Scene::Scene;
-
void load_scene() {
- auto & mgr = this->component_manager;
- GameObject object1 = mgr.new_object("scene_1", "tag_scene_1", Vector2{0, 0}, 0, 1);
- GameObject object2 = mgr.new_object("scene_1", "tag_scene_1", Vector2{1, 0}, 0, 1);
- GameObject object3 = mgr.new_object("scene_1", "tag_scene_1", Vector2{2, 0}, 0, 1);
+ GameObject object1 = new_object("scene_1", "tag_scene_1", vec2{0, 0}, 0, 1);
+ GameObject object2 = new_object("scene_1", "tag_scene_1", vec2{1, 0}, 0, 1);
+ GameObject object3 = new_object("scene_1", "tag_scene_1", vec2{2, 0}, 0, 1);
}
string get_name() const { return "scene1"; }
@@ -26,23 +25,36 @@ public:
class ConcreteScene2 : public Scene {
public:
- using Scene::Scene;
-
void load_scene() {
- auto & mgr = this->component_manager;
- GameObject object1 = mgr.new_object("scene_2", "tag_scene_2", Vector2{0, 0}, 0, 1);
- GameObject object2 = mgr.new_object("scene_2", "tag_scene_2", Vector2{0, 1}, 0, 1);
- GameObject object3 = mgr.new_object("scene_2", "tag_scene_2", Vector2{0, 2}, 0, 1);
- GameObject object4 = mgr.new_object("scene_2", "tag_scene_2", Vector2{0, 3}, 0, 1);
+ GameObject object1 = new_object("scene_2", "tag_scene_2", vec2{0, 0}, 0, 1);
+ GameObject object2 = new_object("scene_2", "tag_scene_2", vec2{0, 1}, 0, 1);
+ GameObject object3 = new_object("scene_2", "tag_scene_2", vec2{0, 2}, 0, 1);
+ GameObject object4 = new_object("scene_2", "tag_scene_2", vec2{0, 3}, 0, 1);
}
string get_name() const { return "scene2"; }
};
+class ConcreteScene3 : public Scene {
+public:
+ ConcreteScene3(const string & name) : name(name) {}
+
+ void load_scene() {
+ GameObject object1 = new_object("scene_3", "tag_scene_3", vec2{0, 0}, 0, 1);
+ }
+
+ string get_name() const { return name; }
+
+private:
+ const string name;
+};
+
class SceneManagerTest : public ::testing::Test {
+ Mediator m;
+
public:
- ComponentManager component_mgr{};
- SceneManager scene_mgr{component_mgr};
+ ComponentManager component_mgr{m};
+ SceneManager scene_mgr{m};
};
TEST_F(SceneManagerTest, loadScene) {
@@ -124,3 +136,25 @@ TEST_F(SceneManagerTest, loadScene) {
EXPECT_EQ(transform[3].get().position.x, 0);
EXPECT_EQ(transform[3].get().position.y, 3);
}
+
+TEST_F(SceneManagerTest, perfectForwarding) {
+ scene_mgr.add_scene<ConcreteScene3>("scene3");
+
+ scene_mgr.load_next_scene();
+
+ vector<reference_wrapper<Metadata>> metadata
+ = component_mgr.get_components_by_type<Metadata>();
+ vector<reference_wrapper<Transform>> transform
+ = component_mgr.get_components_by_type<Transform>();
+
+ EXPECT_EQ(metadata.size(), 1);
+ EXPECT_EQ(transform.size(), 1);
+
+ EXPECT_EQ(metadata[0].get().game_object_id, 0);
+ EXPECT_EQ(metadata[0].get().name, "scene_3");
+ EXPECT_EQ(metadata[0].get().tag, "tag_scene_3");
+ EXPECT_EQ(metadata[0].get().parent, -1);
+ EXPECT_EQ(metadata[0].get().children.size(), 0);
+ EXPECT_EQ(transform[0].get().position.x, 0);
+ EXPECT_EQ(transform[0].get().position.y, 0);
+}
diff --git a/src/test/ScriptECSTest.cpp b/src/test/ScriptECSTest.cpp
new file mode 100644
index 0000000..1ec33ba
--- /dev/null
+++ b/src/test/ScriptECSTest.cpp
@@ -0,0 +1,41 @@
+#include <gtest/gtest.h>
+
+#define protected public
+
+#include <crepe/api/BehaviorScript.h>
+#include <crepe/api/GameObject.h>
+#include <crepe/api/Metadata.h>
+#include <crepe/api/Script.h>
+#include <crepe/manager/ComponentManager.h>
+#include <crepe/system/ScriptSystem.h>
+
+#include "ScriptTest.h"
+
+using namespace std;
+using namespace crepe;
+using namespace testing;
+
+class ScriptECSTest : public ScriptTest {
+public:
+ class TestComponent : public Component {
+ using Component::Component;
+ };
+};
+
+TEST_F(ScriptECSTest, GetOwnComponent) {
+ MyScript & script = this->script;
+ Metadata & metadata = script.get_component<Metadata>();
+
+ EXPECT_EQ(metadata.name, OBJ_NAME);
+}
+
+TEST_F(ScriptECSTest, GetOwnComponents) {
+ const unsigned COUNT = 4;
+
+ for (unsigned i = 0; i < COUNT; i++) entity.add_component<TestComponent>();
+
+ MyScript & script = this->script;
+ RefVector<TestComponent> components = script.get_components<TestComponent>();
+
+ EXPECT_EQ(components.size(), COUNT);
+}
diff --git a/src/test/ScriptEventTest.cpp b/src/test/ScriptEventTest.cpp
new file mode 100644
index 0000000..479e3f5
--- /dev/null
+++ b/src/test/ScriptEventTest.cpp
@@ -0,0 +1,50 @@
+#include <gtest/gtest.h>
+
+// stupid hack to allow access to private/protected members under test
+#define private public
+#define protected public
+
+#include <crepe/api/BehaviorScript.h>
+#include <crepe/api/Event.h>
+#include <crepe/api/GameObject.h>
+#include <crepe/api/Script.h>
+#include <crepe/api/Vector2.h>
+#include <crepe/manager/ComponentManager.h>
+#include <crepe/manager/EventManager.h>
+#include <crepe/system/ScriptSystem.h>
+
+#include "ScriptTest.h"
+
+using namespace std;
+using namespace crepe;
+using namespace testing;
+
+class ScriptEventTest : public ScriptTest {
+public:
+ EventManager & event_manager = mediator.event_manager;
+
+ class MyEvent : public Event {};
+};
+
+TEST_F(ScriptEventTest, Default) {
+ BehaviorScript & behaviorscript = this->behaviorscript;
+ MyScript & script = this->script;
+ EventManager & evmgr = this->event_manager;
+
+ unsigned event_count = 0;
+ script.subscribe<MyEvent>([&](const MyEvent &) {
+ event_count++;
+ return true;
+ });
+
+ system.fixed_update();
+ behaviorscript.active = false;
+ EXPECT_EQ(0, event_count);
+
+ evmgr.trigger_event<MyEvent>();
+ EXPECT_EQ(0, event_count);
+
+ behaviorscript.active = true;
+ evmgr.trigger_event<MyEvent>();
+ EXPECT_EQ(1, event_count);
+}
diff --git a/src/test/ScriptSaveManagerTest.cpp b/src/test/ScriptSaveManagerTest.cpp
new file mode 100644
index 0000000..64403c4
--- /dev/null
+++ b/src/test/ScriptSaveManagerTest.cpp
@@ -0,0 +1,35 @@
+#include <gtest/gtest.h>
+
+// stupid hack to allow access to private/protected members under test
+#define private public
+#define protected public
+
+#include <crepe/facade/DB.h>
+#include <crepe/manager/SaveManager.h>
+
+#include "ScriptTest.h"
+
+using namespace std;
+using namespace crepe;
+using namespace testing;
+
+class ScriptSaveManagerTest : public ScriptTest {
+public:
+ class TestSaveManager : public SaveManager {
+ using SaveManager::SaveManager;
+
+ // in-memory database for testing
+ DB db{};
+ virtual DB & get_db() override { return this->db; }
+ };
+
+ TestSaveManager save_mgr{mediator};
+};
+
+TEST_F(ScriptSaveManagerTest, GetSaveManager) {
+ MyScript & script = this->script;
+
+ SaveManager & mgr = script.get_save_manager();
+
+ EXPECT_EQ(&mgr, &save_mgr);
+}
diff --git a/src/test/ScriptSceneTest.cpp b/src/test/ScriptSceneTest.cpp
new file mode 100644
index 0000000..2568049
--- /dev/null
+++ b/src/test/ScriptSceneTest.cpp
@@ -0,0 +1,30 @@
+#include <gtest/gtest.h>
+
+// stupid hack to allow access to private/protected members under test
+#define private public
+#define protected public
+
+#include "ScriptTest.h"
+#include <crepe/manager/SceneManager.h>
+
+using namespace std;
+using namespace crepe;
+using namespace testing;
+
+class ScriptSceneTest : public ScriptTest {
+public:
+ SceneManager scene_manager{mediator};
+
+ class MyScene : public Scene {};
+};
+
+TEST_F(ScriptSceneTest, Default) {
+ BehaviorScript & behaviorscript = this->behaviorscript;
+ MyScript & script = this->script;
+
+ const char * non_default_value = "foo";
+ ASSERT_NE(non_default_value, scene_manager.next_scene);
+
+ script.set_next_scene(non_default_value);
+ EXPECT_EQ(non_default_value, scene_manager.next_scene);
+}
diff --git a/src/test/ScriptTest.cpp b/src/test/ScriptTest.cpp
index 78d5061..40aa25c 100644
--- a/src/test/ScriptTest.cpp
+++ b/src/test/ScriptTest.cpp
@@ -1,129 +1,95 @@
+#include <gmock/gmock.h>
#include <gtest/gtest.h>
// stupid hack to allow access to private/protected members under test
#define private public
#define protected public
-#include <crepe/ComponentManager.h>
-#include <crepe/api/BehaviorScript.h>
-#include <crepe/api/Event.h>
-#include <crepe/api/EventManager.h>
-#include <crepe/api/GameObject.h>
-#include <crepe/api/Script.h>
-#include <crepe/api/Vector2.h>
-#include <crepe/system/ScriptSystem.h>
+#include "ScriptTest.h"
using namespace std;
using namespace crepe;
using namespace testing;
-class MyEvent : public Event {};
-
-class ScriptTest : public Test {
-public:
- ComponentManager component_manager{};
- ScriptSystem system{component_manager};
- EventManager & event_manager = EventManager::get_instance();
-
- class MyScript : public Script {
- // NOTE: default (private) visibility of init and update shouldn't cause
- // issues!
- void init() {
- this->init_count++;
-
- subscribe<MyEvent>([this](const MyEvent &) {
- this->event_count++;
- return true;
- });
-
- // init should never be called more than once
- EXPECT_LE(this->init_count, 1);
- }
- void update() { this->update_count++; }
-
- public:
- unsigned init_count = 0;
- unsigned update_count = 0;
- unsigned event_count = 0;
- };
-
- OptionalRef<BehaviorScript> behaviorscript;
- OptionalRef<MyScript> script;
-
- void SetUp() override {
- auto & mgr = this->component_manager;
- GameObject entity = mgr.new_object("name");
- BehaviorScript & component = entity.add_component<BehaviorScript>();
-
- this->behaviorscript = component;
- ASSERT_TRUE(this->behaviorscript);
- EXPECT_EQ(component.script.get(), nullptr);
- component.set_script<MyScript>();
- ASSERT_NE(component.script.get(), nullptr);
-
- this->script = *(MyScript *) component.script.get();
- ASSERT_TRUE(this->script);
-
- // sanity
- MyScript & script = this->script;
- ASSERT_EQ(script.init_count, 0);
- ASSERT_EQ(script.update_count, 0);
- ASSERT_EQ(script.event_count, 0);
- }
-};
+void ScriptTest::SetUp() {
+ auto & mgr = this->component_manager;
+ BehaviorScript & component = entity.add_component<BehaviorScript>();
+
+ this->behaviorscript = component;
+ ASSERT_TRUE(this->behaviorscript);
+ EXPECT_EQ(component.script.get(), nullptr);
+ component.set_script<NiceMock<MyScript>>();
+ ASSERT_NE(component.script.get(), nullptr);
+
+ this->script = *(MyScript *) component.script.get();
+ ASSERT_TRUE(this->script);
+}
TEST_F(ScriptTest, Default) {
MyScript & script = this->script;
- EXPECT_EQ(0, script.init_count);
- EXPECT_EQ(0, script.update_count);
- EXPECT_EQ(0, script.event_count);
+ EXPECT_CALL(script, init()).Times(0);
+ EXPECT_CALL(script, fixed_update(_)).Times(0);
+ EXPECT_CALL(script, frame_update(_)).Times(0);
}
TEST_F(ScriptTest, UpdateOnce) {
MyScript & script = this->script;
- system.update();
- EXPECT_EQ(1, script.init_count);
- EXPECT_EQ(1, script.update_count);
- EXPECT_EQ(0, script.event_count);
+ {
+ InSequence seq;
+
+ EXPECT_CALL(script, init()).Times(1);
+ EXPECT_CALL(script, fixed_update(_)).Times(1);
+ system.fixed_update();
+ }
+
+ {
+ InSequence seq;
+
+ EXPECT_CALL(script, init()).Times(0);
+ EXPECT_CALL(script, fixed_update(_)).Times(1);
+ system.fixed_update();
+ }
+
+ {
+ InSequence seq;
+
+ EXPECT_CALL(script, frame_update(_)).Times(1);
+ system.frame_update();
+ }
}
TEST_F(ScriptTest, UpdateInactive) {
BehaviorScript & behaviorscript = this->behaviorscript;
MyScript & script = this->script;
- behaviorscript.active = false;
- system.update();
- EXPECT_EQ(0, script.init_count);
- EXPECT_EQ(0, script.update_count);
- EXPECT_EQ(0, script.event_count);
-
- behaviorscript.active = true;
- system.update();
- EXPECT_EQ(1, script.init_count);
- EXPECT_EQ(1, script.update_count);
- EXPECT_EQ(0, script.event_count);
+ {
+ InSequence seq;
+
+ EXPECT_CALL(script, init()).Times(0);
+ EXPECT_CALL(script, fixed_update(_)).Times(0);
+ behaviorscript.active = false;
+ system.fixed_update();
+ }
+
+ {
+ InSequence seq;
+
+ EXPECT_CALL(script, init()).Times(1);
+ EXPECT_CALL(script, fixed_update(_)).Times(1);
+ behaviorscript.active = true;
+ system.fixed_update();
+ }
}
-TEST_F(ScriptTest, EventInactive) {
- BehaviorScript & behaviorscript = this->behaviorscript;
+TEST_F(ScriptTest, SaveManager) {
MyScript & script = this->script;
- EventManager & evmgr = this->event_manager;
-
- system.update();
- behaviorscript.active = false;
- EXPECT_EQ(1, script.init_count);
- EXPECT_EQ(1, script.update_count);
- EXPECT_EQ(0, script.event_count);
-
- evmgr.trigger_event<MyEvent>();
- EXPECT_EQ(1, script.init_count);
- EXPECT_EQ(1, script.update_count);
- EXPECT_EQ(0, script.event_count);
-
- behaviorscript.active = true;
- evmgr.trigger_event<MyEvent>();
- EXPECT_EQ(1, script.init_count);
- EXPECT_EQ(1, script.update_count);
- EXPECT_EQ(1, script.event_count);
+
+ 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
new file mode 100644
index 0000000..8637df0
--- /dev/null
+++ b/src/test/ScriptTest.h
@@ -0,0 +1,40 @@
+#pragma once
+
+#include <gmock/gmock.h>
+#include <gtest/gtest.h>
+
+#include <crepe/api/BehaviorScript.h>
+#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;
+ static constexpr const char * OBJ_NAME = "foo";
+
+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 {
+ // NOTE: explicitly stating `public:` is not required on actual scripts
+
+ public:
+ MOCK_METHOD(void, init, (), (override));
+ MOCK_METHOD(void, fixed_update, (crepe::duration_t), (override));
+ MOCK_METHOD(void, frame_update, (crepe::duration_t), (override));
+ };
+
+ crepe::OptionalRef<crepe::BehaviorScript> behaviorscript;
+ crepe::OptionalRef<MyScript> script;
+
+ virtual void SetUp();
+};
diff --git a/src/test/Vector2Test.cpp b/src/test/Vector2Test.cpp
new file mode 100644
index 0000000..1e21af9
--- /dev/null
+++ b/src/test/Vector2Test.cpp
@@ -0,0 +1,532 @@
+#include <gtest/gtest.h>
+
+#include <crepe/api/Vector2.h>
+
+using namespace crepe;
+
+class Vector2Test : public ::testing::Test {
+public:
+ Vector2<int> int_vec1;
+ Vector2<int> int_vec2;
+ Vector2<double> double_vec1;
+ Vector2<double> double_vec2;
+ Vector2<long> long_vec1;
+ Vector2<long> long_vec2;
+ Vector2<float> float_vec1;
+ Vector2<float> float_vec2;
+
+ void SetUp() override {
+ int_vec1 = {1, 2};
+ int_vec2 = {3, 4};
+ double_vec1 = {1.0, 2.0};
+ double_vec2 = {3.0, 4.0};
+ long_vec1 = {1, 2};
+ long_vec2 = {3, 4};
+ float_vec1 = {1.0f, 2.0f};
+ float_vec2 = {3.0f, 4.0f};
+ }
+};
+
+TEST_F(Vector2Test, Subtract) {
+ Vector2<int> result = int_vec1 - int_vec2;
+ EXPECT_EQ(result.x, -2);
+ EXPECT_EQ(result.y, -2);
+
+ Vector2<double> result2 = double_vec1 - double_vec2;
+ EXPECT_FLOAT_EQ(result2.x, -2.0);
+ EXPECT_FLOAT_EQ(result2.y, -2.0);
+
+ Vector2<long> result3 = long_vec1 - long_vec2;
+ EXPECT_EQ(result3.x, -2);
+ EXPECT_EQ(result3.y, -2);
+
+ Vector2<float> result4 = float_vec1 - float_vec2;
+ EXPECT_FLOAT_EQ(result4.x, -2.0f);
+ EXPECT_FLOAT_EQ(result4.y, -2.0f);
+}
+
+TEST_F(Vector2Test, SubtractScalar) {
+ Vector2<int> result = int_vec1 - 1;
+ EXPECT_EQ(result.x, 0);
+ EXPECT_EQ(result.y, 1);
+
+ Vector2<double> result2 = double_vec1 - 1.0;
+ EXPECT_FLOAT_EQ(result2.x, 0.0);
+ EXPECT_FLOAT_EQ(result2.y, 1.0);
+
+ Vector2<long> result3 = long_vec1 - 1;
+ EXPECT_EQ(result3.x, 0);
+ EXPECT_EQ(result3.y, 1);
+
+ Vector2<float> result4 = float_vec1 - 1.0f;
+ EXPECT_FLOAT_EQ(result4.x, 0.0f);
+ EXPECT_FLOAT_EQ(result4.y, 1.0f);
+}
+
+TEST_F(Vector2Test, Add) {
+ Vector2<int> result = int_vec1 + int_vec2;
+ EXPECT_EQ(result.x, 4);
+ EXPECT_EQ(result.y, 6);
+
+ Vector2<double> result2 = double_vec1 + double_vec2;
+ EXPECT_FLOAT_EQ(result2.x, 4.0);
+ EXPECT_FLOAT_EQ(result2.y, 6.0);
+
+ Vector2<long> result3 = long_vec1 + long_vec2;
+ EXPECT_EQ(result3.x, 4);
+ EXPECT_EQ(result3.y, 6);
+
+ Vector2<float> result4 = float_vec1 + float_vec2;
+ EXPECT_FLOAT_EQ(result4.x, 4.0f);
+ EXPECT_FLOAT_EQ(result4.y, 6.0f);
+}
+
+TEST_F(Vector2Test, AddScalar) {
+ Vector2<int> result = int_vec1 + 1;
+ EXPECT_EQ(result.x, 2);
+ EXPECT_EQ(result.y, 3);
+
+ Vector2<double> result2 = double_vec1 + 1.0;
+ EXPECT_FLOAT_EQ(result2.x, 2.0);
+ EXPECT_FLOAT_EQ(result2.y, 3.0);
+
+ Vector2<long> result3 = long_vec1 + 1;
+ EXPECT_EQ(result3.x, 2);
+ EXPECT_EQ(result3.y, 3);
+
+ Vector2<float> result4 = float_vec1 + 1.0f;
+ EXPECT_FLOAT_EQ(result4.x, 2.0f);
+ EXPECT_FLOAT_EQ(result4.y, 3.0f);
+}
+
+TEST_F(Vector2Test, Multiply) {
+ Vector2<int> result = int_vec1 * int_vec2;
+ EXPECT_EQ(result.x, 3);
+ EXPECT_EQ(result.y, 8);
+
+ Vector2<double> result2 = double_vec1 * double_vec2;
+ EXPECT_FLOAT_EQ(result2.x, 3.0);
+ EXPECT_FLOAT_EQ(result2.y, 8.0);
+
+ Vector2<long> result3 = long_vec1 * long_vec2;
+ EXPECT_EQ(result3.x, 3);
+ EXPECT_EQ(result3.y, 8);
+
+ Vector2<float> result4 = float_vec1 * float_vec2;
+ EXPECT_FLOAT_EQ(result4.x, 3.0f);
+ EXPECT_FLOAT_EQ(result4.y, 8.0f);
+}
+
+TEST_F(Vector2Test, MultiplyScalar) {
+ Vector2<int> result = int_vec1 * 2;
+ EXPECT_EQ(result.x, 2);
+ EXPECT_EQ(result.y, 4);
+
+ Vector2<double> result2 = double_vec1 * 2.0;
+ EXPECT_FLOAT_EQ(result2.x, 2.0);
+ EXPECT_FLOAT_EQ(result2.y, 4.0);
+
+ Vector2<long> result3 = long_vec1 * 2;
+ EXPECT_EQ(result3.x, 2);
+ EXPECT_EQ(result3.y, 4);
+
+ Vector2<float> result4 = float_vec1 * 2.0f;
+ EXPECT_FLOAT_EQ(result4.x, 2.0f);
+ EXPECT_FLOAT_EQ(result4.y, 4.0f);
+}
+
+TEST_F(Vector2Test, Divide) {
+ Vector2<int> result = int_vec1 / int_vec2;
+ EXPECT_EQ(result.x, 0);
+ EXPECT_EQ(result.y, 0);
+
+ Vector2<double> result2 = double_vec1 / double_vec2;
+ EXPECT_FLOAT_EQ(result2.x, 0.33333333333333331);
+ EXPECT_FLOAT_EQ(result2.y, 0.5);
+
+ Vector2<long> result3 = long_vec1 / long_vec2;
+ EXPECT_EQ(result3.x, 0);
+ EXPECT_EQ(result3.y, 0);
+
+ Vector2<float> result4 = float_vec1 / float_vec2;
+ EXPECT_FLOAT_EQ(result4.x, 0.333333343f);
+ EXPECT_FLOAT_EQ(result4.y, 0.5f);
+}
+
+TEST_F(Vector2Test, DivideScalar) {
+ Vector2<int> result = int_vec1 / 2;
+ EXPECT_EQ(result.x, 0);
+ EXPECT_EQ(result.y, 1);
+
+ Vector2<double> result2 = double_vec1 / 2.0;
+ EXPECT_FLOAT_EQ(result2.x, 0.5);
+ EXPECT_FLOAT_EQ(result2.y, 1.0);
+
+ Vector2<long> result3 = long_vec1 / 2;
+ EXPECT_EQ(result3.x, 0);
+ EXPECT_EQ(result3.y, 1);
+
+ Vector2<float> result4 = float_vec1 / 2.0f;
+ EXPECT_FLOAT_EQ(result4.x, 0.5f);
+ EXPECT_FLOAT_EQ(result4.y, 1.0f);
+}
+
+TEST_F(Vector2Test, AddChain) {
+ Vector2<int> result = int_vec1;
+ result += int_vec2;
+ EXPECT_EQ(result.x, 4);
+ EXPECT_EQ(result.y, 6);
+
+ Vector2<double> result2 = double_vec1;
+ result2 += double_vec2;
+ EXPECT_FLOAT_EQ(result2.x, 4.0);
+ EXPECT_FLOAT_EQ(result2.y, 6.0);
+
+ Vector2<long> result3 = long_vec1;
+ result3 += long_vec2;
+ EXPECT_EQ(result3.x, 4);
+ EXPECT_EQ(result3.y, 6);
+
+ Vector2<float> result4 = float_vec1;
+ result4 += float_vec2;
+ EXPECT_FLOAT_EQ(result4.x, 4.0f);
+ EXPECT_FLOAT_EQ(result4.y, 6.0f);
+}
+
+TEST_F(Vector2Test, AddScalarChain) {
+ Vector2<int> result = int_vec1;
+ result += 1;
+ EXPECT_EQ(result.x, 2);
+ EXPECT_EQ(result.y, 3);
+
+ Vector2<double> result2 = double_vec1;
+ result2 += 1.0;
+ EXPECT_FLOAT_EQ(result2.x, 2.0);
+ EXPECT_FLOAT_EQ(result2.y, 3.0);
+
+ Vector2<long> result3 = long_vec1;
+ result3 += 1;
+ EXPECT_EQ(result3.x, 2);
+ EXPECT_EQ(result3.y, 3);
+
+ Vector2<float> result4 = float_vec1;
+ result4 += 1.0f;
+ EXPECT_FLOAT_EQ(result4.x, 2.0f);
+ EXPECT_FLOAT_EQ(result4.y, 3.0f);
+}
+
+TEST_F(Vector2Test, SubtractChain) {
+ Vector2<int> result = int_vec1;
+ result -= int_vec2;
+ EXPECT_EQ(result.x, -2);
+ EXPECT_EQ(result.y, -2);
+
+ Vector2<double> result2 = double_vec1;
+ result2 -= double_vec2;
+ EXPECT_FLOAT_EQ(result2.x, -2.0);
+ EXPECT_FLOAT_EQ(result2.y, -2.0);
+
+ Vector2<long> result3 = long_vec1;
+ result3 -= long_vec2;
+ EXPECT_EQ(result3.x, -2);
+ EXPECT_EQ(result3.y, -2);
+
+ Vector2<float> result4 = float_vec1;
+ result4 -= float_vec2;
+ EXPECT_FLOAT_EQ(result4.x, -2.0f);
+ EXPECT_FLOAT_EQ(result4.y, -2.0f);
+}
+
+TEST_F(Vector2Test, SubtractScalarChain) {
+ Vector2<int> result = int_vec1;
+ result -= 1;
+ EXPECT_EQ(result.x, 0);
+ EXPECT_EQ(result.y, 1);
+
+ Vector2<double> result2 = double_vec1;
+ result2 -= 1.0;
+ EXPECT_FLOAT_EQ(result2.x, 0.0);
+ EXPECT_FLOAT_EQ(result2.y, 1.0);
+
+ Vector2<long> result3 = long_vec1;
+ result3 -= 1;
+ EXPECT_EQ(result3.x, 0);
+ EXPECT_EQ(result3.y, 1);
+
+ Vector2<float> result4 = float_vec1;
+ result4 -= 1.0f;
+ EXPECT_FLOAT_EQ(result4.x, 0.0f);
+ EXPECT_FLOAT_EQ(result4.y, 1.0f);
+}
+
+TEST_F(Vector2Test, MultiplyChain) {
+ Vector2<int> result = int_vec1;
+ result *= int_vec2;
+ EXPECT_EQ(result.x, 3);
+ EXPECT_EQ(result.y, 8);
+
+ Vector2<double> result2 = double_vec1;
+ result2 *= double_vec2;
+ EXPECT_FLOAT_EQ(result2.x, 3.0);
+ EXPECT_FLOAT_EQ(result2.y, 8.0);
+
+ Vector2<long> result3 = long_vec1;
+ result3 *= long_vec2;
+ EXPECT_EQ(result3.x, 3);
+ EXPECT_EQ(result3.y, 8);
+
+ Vector2<float> result4 = float_vec1;
+ result4 *= float_vec2;
+ EXPECT_FLOAT_EQ(result4.x, 3.0f);
+ EXPECT_FLOAT_EQ(result4.y, 8.0f);
+}
+
+TEST_F(Vector2Test, MultiplyScalarChain) {
+ Vector2<int> result = int_vec1;
+ result *= 2;
+ EXPECT_EQ(result.x, 2);
+ EXPECT_EQ(result.y, 4);
+
+ Vector2<double> result2 = double_vec1;
+ result2 *= 2.0;
+ EXPECT_FLOAT_EQ(result2.x, 2.0);
+ EXPECT_FLOAT_EQ(result2.y, 4.0);
+
+ Vector2<long> result3 = long_vec1;
+ result3 *= 2;
+ EXPECT_EQ(result3.x, 2);
+ EXPECT_EQ(result3.y, 4);
+
+ Vector2<float> result4 = float_vec1;
+ result4 *= 2.0f;
+ EXPECT_FLOAT_EQ(result4.x, 2.0f);
+ EXPECT_FLOAT_EQ(result4.y, 4.0f);
+}
+
+TEST_F(Vector2Test, DivideChain) {
+ Vector2<int> result = int_vec1;
+ result /= int_vec2;
+ EXPECT_EQ(result.x, 0);
+ EXPECT_EQ(result.y, 0);
+
+ Vector2<double> result2 = double_vec1;
+ result2 /= double_vec2;
+ EXPECT_FLOAT_EQ(result2.x, 0.33333333333333331);
+ EXPECT_FLOAT_EQ(result2.y, 0.5);
+
+ Vector2<long> result3 = long_vec1;
+ result3 /= long_vec2;
+ EXPECT_EQ(result3.x, 0);
+ EXPECT_EQ(result3.y, 0);
+
+ Vector2<float> result4 = float_vec1;
+ result4 /= float_vec2;
+ EXPECT_FLOAT_EQ(result4.x, 0.333333343f);
+ EXPECT_FLOAT_EQ(result4.y, 0.5f);
+}
+
+TEST_F(Vector2Test, DivideScalarChain) {
+ Vector2<int> result = int_vec1;
+ result /= 2;
+ EXPECT_EQ(result.x, 0);
+ EXPECT_EQ(result.y, 1);
+
+ Vector2<double> result2 = double_vec1;
+ result2 /= 2.0;
+ EXPECT_FLOAT_EQ(result2.x, 0.5);
+ EXPECT_FLOAT_EQ(result2.y, 1.0);
+
+ Vector2<long> result3 = long_vec1;
+ result3 /= 2;
+ EXPECT_EQ(result3.x, 0);
+ EXPECT_EQ(result3.y, 1);
+
+ Vector2<float> result4 = float_vec1;
+ result4 /= 2.0f;
+ EXPECT_FLOAT_EQ(result4.x, 0.5f);
+ EXPECT_FLOAT_EQ(result4.y, 1.0f);
+}
+
+TEST_F(Vector2Test, Negatation) {
+ Vector2<int> result = -int_vec1;
+ EXPECT_EQ(result.x, -1);
+ EXPECT_EQ(result.y, -2);
+
+ Vector2<double> result2 = -double_vec1;
+ EXPECT_FLOAT_EQ(result2.x, -1.0);
+ EXPECT_FLOAT_EQ(result2.y, -2.0);
+
+ Vector2<long> result3 = -long_vec1;
+ EXPECT_EQ(result3.x, -1);
+ EXPECT_EQ(result3.y, -2);
+
+ Vector2<float> result4 = -float_vec1;
+ EXPECT_FLOAT_EQ(result4.x, -1.0f);
+ EXPECT_FLOAT_EQ(result4.y, -2.0f);
+}
+
+TEST_F(Vector2Test, Equals) {
+ EXPECT_TRUE(int_vec1 == int_vec1);
+ EXPECT_FALSE(int_vec1 == int_vec2);
+ EXPECT_TRUE(double_vec1 == double_vec1);
+ EXPECT_FALSE(double_vec1 == double_vec2);
+ EXPECT_TRUE(long_vec1 == long_vec1);
+ EXPECT_FALSE(long_vec1 == long_vec2);
+}
+
+TEST_F(Vector2Test, NotEquals) {
+ EXPECT_FALSE(int_vec1 != int_vec1);
+ EXPECT_TRUE(int_vec1 != int_vec2);
+ EXPECT_FALSE(double_vec1 != double_vec1);
+ EXPECT_TRUE(double_vec1 != double_vec2);
+ EXPECT_FALSE(long_vec1 != long_vec1);
+ EXPECT_TRUE(long_vec1 != long_vec2);
+}
+
+TEST_F(Vector2Test, Truncate) {
+ Vector2<int> vec = {3, 4};
+ vec.truncate(3);
+ EXPECT_EQ(vec.x, 0);
+ EXPECT_EQ(vec.y, 0);
+
+ Vector2<double> vec2 = {3.0, 4.0};
+ vec2.truncate(3.0);
+ EXPECT_FLOAT_EQ(vec2.x, 1.8);
+ EXPECT_FLOAT_EQ(vec2.y, 2.4);
+
+ Vector2<long> vec3 = {3, 4};
+ vec3.truncate(3);
+ EXPECT_EQ(vec3.x, 0);
+ EXPECT_EQ(vec3.y, 0);
+
+ Vector2<float> vec4 = {3.0f, 4.0f};
+ vec4.truncate(3.0f);
+ EXPECT_FLOAT_EQ(vec4.x, 1.8f);
+ EXPECT_FLOAT_EQ(vec4.y, 2.4f);
+}
+
+TEST_F(Vector2Test, Normalize) {
+ Vector2<int> vec = {3, 4};
+ vec.normalize();
+ EXPECT_EQ(vec.x, 0);
+ EXPECT_EQ(vec.y, 0);
+
+ Vector2<double> vec2 = {3.0, 4.0};
+ vec2.normalize();
+ EXPECT_FLOAT_EQ(vec2.x, 0.6);
+ EXPECT_FLOAT_EQ(vec2.y, 0.8);
+
+ Vector2<long> vec3 = {3, 4};
+ vec3.normalize();
+ EXPECT_EQ(vec3.x, 0);
+ EXPECT_EQ(vec3.y, 0);
+
+ Vector2<float> vec4 = {3.0f, 4.0f};
+ vec4.normalize();
+ EXPECT_FLOAT_EQ(vec4.x, 0.6f);
+ EXPECT_FLOAT_EQ(vec4.y, 0.8f);
+}
+
+TEST_F(Vector2Test, Length) {
+ Vector2<int> vec = {3, 4};
+ EXPECT_EQ(vec.length(), 5);
+
+ Vector2<double> vec2 = {3.0, 4.0};
+ EXPECT_FLOAT_EQ(vec2.length(), 5.0);
+
+ Vector2<long> vec3 = {3, 4};
+ EXPECT_EQ(vec3.length(), 5);
+
+ Vector2<float> vec4 = {3.0f, 4.0f};
+ EXPECT_FLOAT_EQ(vec4.length(), 5.0f);
+}
+
+TEST_F(Vector2Test, LengthSquared) {
+ Vector2<int> vec = {3, 4};
+ EXPECT_EQ(vec.length_squared(), 25);
+
+ Vector2<double> vec2 = {3.0, 4.0};
+ EXPECT_FLOAT_EQ(vec2.length_squared(), 25.0);
+
+ Vector2<long> vec3 = {3, 4};
+ EXPECT_EQ(vec3.length_squared(), 25);
+
+ Vector2<float> vec4 = {3.0f, 4.0f};
+ EXPECT_FLOAT_EQ(vec4.length_squared(), 25.0f);
+}
+
+TEST_F(Vector2Test, Dot) {
+ Vector2<int> vec1 = {3, 4};
+ Vector2<int> vec2 = {5, 6};
+ EXPECT_EQ(vec1.dot(vec2), 39);
+
+ Vector2<double> vec3 = {3.0, 4.0};
+ Vector2<double> vec4 = {5.0, 6.0};
+ EXPECT_FLOAT_EQ(vec3.dot(vec4), 39.0);
+
+ Vector2<long> vec5 = {3, 4};
+ Vector2<long> vec6 = {5, 6};
+ EXPECT_EQ(vec5.dot(vec6), 39);
+
+ Vector2<float> vec7 = {3.0f, 4.0f};
+ Vector2<float> vec8 = {5.0f, 6.0f};
+ EXPECT_FLOAT_EQ(vec7.dot(vec8), 39.0f);
+}
+
+TEST_F(Vector2Test, Distance) {
+ Vector2<int> vec1 = {1, 1};
+ Vector2<int> vec2 = {4, 5};
+ EXPECT_EQ(vec1.distance(vec2), 5);
+
+ Vector2<double> vec3 = {1.0, 1.0};
+ Vector2<double> vec4 = {4.0, 5.0};
+ EXPECT_FLOAT_EQ(vec3.distance(vec4), 5.0);
+
+ Vector2<long> vec5 = {1, 1};
+ Vector2<long> vec6 = {4, 5};
+ EXPECT_EQ(vec5.distance(vec6), 5);
+
+ Vector2<float> vec7 = {1.0f, 1.0f};
+ Vector2<float> vec8 = {4.0f, 5.0f};
+ EXPECT_FLOAT_EQ(vec7.distance(vec8), 5.0f);
+}
+
+TEST_F(Vector2Test, DistanceSquared) {
+ Vector2<int> vec1 = {3, 4};
+ Vector2<int> vec2 = {5, 6};
+ EXPECT_EQ(vec1.distance_squared(vec2), 8);
+
+ Vector2<double> vec3 = {3.0, 4.0};
+ Vector2<double> vec4 = {5.0, 6.0};
+ EXPECT_FLOAT_EQ(vec3.distance_squared(vec4), 8.0);
+
+ Vector2<long> vec5 = {3, 4};
+ Vector2<long> vec6 = {5, 6};
+ EXPECT_EQ(vec5.distance_squared(vec6), 8);
+
+ Vector2<float> vec7 = {3.0f, 4.0f};
+ Vector2<float> vec8 = {5.0f, 6.0f};
+ EXPECT_FLOAT_EQ(vec7.distance_squared(vec8), 8.0f);
+}
+
+TEST_F(Vector2Test, Perpendicular) {
+ Vector2<int> vec = {3, 4};
+ Vector2<int> result = vec.perpendicular();
+ EXPECT_EQ(result.x, -4);
+ EXPECT_EQ(result.y, 3);
+
+ Vector2<double> vec2 = {3.0, 4.0};
+ Vector2<double> result2 = vec2.perpendicular();
+ EXPECT_FLOAT_EQ(result2.x, -4.0);
+ EXPECT_FLOAT_EQ(result2.y, 3.0);
+
+ Vector2<long> vec3 = {3, 4};
+ Vector2<long> result3 = vec3.perpendicular();
+ EXPECT_EQ(result3.x, -4);
+ EXPECT_EQ(result3.y, 3);
+
+ Vector2<float> vec4 = {3.0f, 4.0f};
+ Vector2<float> result4 = vec4.perpendicular();
+ EXPECT_FLOAT_EQ(result4.x, -4.0f);
+ EXPECT_FLOAT_EQ(result4.y, 3.0f);
+}
diff --git a/src/test/main.cpp b/src/test/main.cpp
index 241015d..0e1bc75 100644
--- a/src/test/main.cpp
+++ b/src/test/main.cpp
@@ -1,15 +1,29 @@
-#include <crepe/api/Config.h>
-
#include <gtest/gtest.h>
+#include <crepe/api/Config.h>
+
using namespace crepe;
using namespace testing;
+class GlobalConfigReset : public EmptyTestEventListener {
+public:
+ Config & cfg = Config::get_instance();
+
+ // This function is called before each test
+ void OnTestStart(const TestInfo &) override {
+ cfg = {
+ .log = {
+ .level = Log::Level::WARNING,
+ },
+ };
+ }
+};
+
int main(int argc, char ** argv) {
InitGoogleTest(&argc, argv);
- auto & cfg = Config::get_instance();
- cfg.log.level = Log::Level::ERROR;
+ UnitTest & ut = *UnitTest::GetInstance();
+ ut.listeners().Append(new GlobalConfigReset);
return RUN_ALL_TESTS();
}