diff options
363 files changed, 27900 insertions, 1295 deletions
diff --git a/.clang-format b/.clang-format index 3ae6c28..1ee37ec 100644 --- a/.clang-format +++ b/.clang-format @@ -4,7 +4,7 @@ AllowShortIfStatementsOnASingleLine: AllIfsAndElse AllowShortLoopsOnASingleLine: true BasedOnStyle: LLVM BreakBeforeBraces: Attach -ColumnLimit: 80 +ColumnLimit: 95 EmptyLineBeforeAccessModifier: Always IndentAccessModifiers: false IndentCaseLabels: true @@ -23,6 +23,7 @@ ReflowComments: false AlignEscapedNewlines: DontAlign BreakBeforeBinaryOperators: All AlwaysBreakTemplateDeclarations: Yes +PackConstructorInitializers: CurrentLine ... # vim: ft=yaml diff --git a/.clang-tidy b/.clang-tidy index 214a5ab..4d8170b 100644 --- a/.clang-tidy +++ b/.clang-tidy @@ -1,7 +1,7 @@ Checks: '-*,readability-identifier-naming' CheckOptions: - key: 'readability-identifier-naming.EnumCase' - value: 'lower_case' + value: 'CamelCase' - key: 'readability-identifier-naming.GlobalFunctionCase' value: 'lower_case' - key: 'readability-identifier-naming.ClassCase' @@ -20,6 +20,8 @@ CheckOptions: value: '_.*' - key: 'readability-identifier-naming.ConstantParameterCase' value: 'lower_case' + - key: 'readability-identifier-naming.ConstantMemberCase' + value: 'lower_case' - key: 'readability-identifier-naming.VariableCase' value: 'lower_case' - key: 'readability-identifier-naming.VariableIgnoredRegexp' @@ -29,7 +31,7 @@ CheckOptions: - key: 'readability-identifier-naming.MacroDefinitionIgnoredRegexp' value: '_.*' - key: 'readability-identifier-naming.StructCase' - value: 'lower_case' + value: 'CamelCase' # vim: ft=yaml diff --git a/.crepe-root b/.crepe-root new file mode 100644 index 0000000..e69de29 --- /dev/null +++ b/.crepe-root diff --git a/.editorconfig b/.editorconfig index df2cf5e..65f5034 100644 --- a/.editorconfig +++ b/.editorconfig @@ -4,8 +4,11 @@ root = true indent_style = tab end_of_line = lf insert_final_newline = true +max_line_length = 95 [{*.{md,yml},.clang-*}] indent_style = space indent_size = 2 +[*.{md,dox}] +max_line_length = 80 @@ -1,3 +1,18 @@ build doxygen .cache +*.db + +CMakeLists.txt.user +CMakeCache.txt +CMakeFiles +CMakeScripts +Testing +Makefile +cmake_install.cmake +install_manifest.txt +compile_commands.json +CTestTestfile.cmake +_deps +CMakeUserPresets.json +compile.sh diff --git a/.gitmodules b/.gitmodules index 7dd39b2..8155600 100644 --- a/.gitmodules +++ b/.gitmodules @@ -10,3 +10,23 @@ path = lib/sdl2 url = https://github.com/libsdl-org/SDL shallow = true +[submodule "lib/sdl_image/src"] + path = lib/sdl_image + url = https://github.com/libsdl-org/SDL_image + shallow = true +[submodule "lib/sdl_ttf"] + path = lib/sdl_ttf + url = https://github.com/libsdl-org/SDL_ttf.git + shallow = true +[submodule "lib/libdb"] + path = lib/libdb + url = https://github.com/berkeleydb/libdb + shallow = true +[submodule "lib/whereami/whereami"] + 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/.vscode/launch.json b/.vscode/launch.json deleted file mode 100644 index 160d242..0000000 --- a/.vscode/launch.json +++ /dev/null @@ -1,28 +0,0 @@ -{ - "version": "0.2.0", - "configurations": [ - { - "name": "Debug with Ninja", - "type": "cppdbg", - "request": "launch", - "program": "${workspaceFolder}/mwe/ecs-homemade/build/ecs-homemade.exe", - "args": [], - "stopAtEntry": true, - "cwd": "${workspaceFolder}", - "environment": [], - "externalConsole": false, - "MIMode": "gdb", - "preLaunchTask": "build", - "setupCommands": [ - { - "description": "Enable pretty-printing for gdb", - "text": "-enable-pretty-printing", - "ignoreFailures": true - } - ], - "logging": { - "engineLogging": true - } - } - ] -} diff --git a/.vscode/settings.json b/.vscode/settings.json index af4ae4e..9a9b1ea 100644 --- a/.vscode/settings.json +++ b/.vscode/settings.json @@ -1,6 +1,4 @@ { "cmake.sourceDirectory": "${workspaceFolder}/src", - "files.associations": { - "*.tcc": "cpp" - } + "C_Cpp.autoAddFileAssociations": false } diff --git a/.vscode/tasks.json b/.vscode/tasks.json deleted file mode 100644 index 19afa6f..0000000 --- a/.vscode/tasks.json +++ /dev/null @@ -1,38 +0,0 @@ -{ - "version": "2.0.0", - "tasks": [ - { - "label": "configure", - "type": "shell", - "command": "cmake", - "args": [ - "-G", - "Ninja", - "-B", - "${workspaceFolder}/mwe/ecs-homemade/build", // Create build folder here - "${workspaceFolder}/mwe/ecs-homemade" // Path to your source directory - ], - "group": { - "kind": "build", - "isDefault": false - }, - "problemMatcher": [] - }, - { - "label": "build", - "type": "shell", - "command": "cmake", - "args": [ - "--build", - "${workspaceFolder}/mwe/ecs-homemade/build" // Build directory - ], - "dependsOn": "configure", // Ensure the configure task runs first - "group": { - "kind": "build", - "isDefault": true - }, - "problemMatcher": ["$gcc"], - "detail": "Generated task for building the project." - } - ] -} @@ -14,12 +14,22 @@ RECURSIVE = YES GENERATE_LATEX = NO -USE_MDFILE_AS_MAINPAGE = ./readme.md -HTML_INDEX_NUM_ENTRIES = 1 # collapse trees by default +LAYOUT_FILE = src/doc/layout.xml +TAB_SIZE = 2 + +HTML_INDEX_NUM_ENTRIES = 999 +HTML_EXTRA_STYLESHEET = src/doc/style.css +SHOW_HEADERFILE = NO + REPEAT_BRIEF = NO -INTERNAL_DOCS = YES EXTRACT_STATIC = YES +HIDE_UNDOC_NAMESPACES = YES +HIDE_UNDOC_CLASSES = YES QUIET = YES +WARNINGS = NO +# set these to NO for user-only docs +INTERNAL_DOCS = YES +EXTRACT_PRIVATE = YES diff --git a/asset/spritesheet/spritesheet_test.png b/asset/spritesheet/spritesheet_test.png Binary files differnew file mode 100644 index 0000000..d68a72a --- /dev/null +++ b/asset/spritesheet/spritesheet_test.png diff --git a/asset/texture/ERROR.png b/asset/texture/ERROR.png Binary files differnew file mode 100644 index 0000000..2af3548 --- /dev/null +++ b/asset/texture/ERROR.png diff --git a/asset/texture/circle.png b/asset/texture/circle.png Binary files differnew file mode 100755 index 0000000..0a92ac7 --- /dev/null +++ b/asset/texture/circle.png diff --git a/asset/texture/img.png b/asset/texture/img.png Binary files differnew file mode 100644 index 0000000..649a3f1 --- /dev/null +++ b/asset/texture/img.png diff --git a/asset/texture/square.png b/asset/texture/square.png Binary files differnew file mode 100755 index 0000000..d07ec98 --- /dev/null +++ b/asset/texture/square.png diff --git a/asset/texture/test_ap43.png b/asset/texture/test_ap43.png Binary files differnew file mode 100644 index 0000000..e758ed7 --- /dev/null +++ b/asset/texture/test_ap43.png diff --git a/asset/tiled/demo.tmx b/asset/tiled/demo.tmx new file mode 100644 index 0000000..8183148 --- /dev/null +++ b/asset/tiled/demo.tmx @@ -0,0 +1,21 @@ +<?xml version="1.0" encoding="UTF-8"?> +<map version="1.0" orientation="orthogonal" renderorder="right-down" width="15" height="8" tilewidth="64" tileheight="64" nextobjectid="1"> + <tileset firstgid="1" name="tileset" tilewidth="64" tileheight="64" tilecount="42" columns="6"> + <image source="images/tilemap/tileset.png" width="384" height="448"/> + </tileset> + <layer name="Tile Layer 1" width="15" height="8"> + <data encoding="base64" compression="zlib"> + eJxjYBj6gBeIeZAwH5H6OIFYBQvmooEbBwoAAO2gAQc= + </data> + </layer> + <layer name="Tile Layer 2" width="15" height="8"> + <data encoding="base64" compression="zlib"> + eJxjYBhcgIUCvcxIbH5KHTJMAAAZ1AAX + </data> + </layer> + <layer name="Tile Layer 3" width="15" height="8"> + <data encoding="base64" compression="zlib"> + eJxjYBjaQBCIBaCYG4k9CiAAAGXcAF0= + </data> + </layer> +</map> diff --git a/asset/tiled/images/tilemap/license b/asset/tiled/images/tilemap/license new file mode 100644 index 0000000..1676dad --- /dev/null +++ b/asset/tiled/images/tilemap/license @@ -0,0 +1,2 @@ +tileset by Alucard +http://opengameart.org/content/pixel-art-platformer-complete-pack
\ No newline at end of file diff --git a/asset/tiled/images/tilemap/platform.tsx b/asset/tiled/images/tilemap/platform.tsx new file mode 100644 index 0000000..6a48b12 --- /dev/null +++ b/asset/tiled/images/tilemap/platform.tsx @@ -0,0 +1,18 @@ +<?xml version="1.0" encoding="UTF-8"?> +<tileset name="" tilewidth="64" tileheight="64" tilecount="42" columns="6"> + <properties> + <property name="bool property" type="bool" value="false"/> + <property name="float property" type="float" value="56.770000000000003"/> + <property name="int property" type="int" value="12"/> + <property name="string property" value="shoes"/> + </properties> + <image source="tileset.png" trans="ff00ff" width="384" height="448"/> + <terraintypes> + <terrain name="brown" tile="-1"/> + <terrain name="green" tile="-1"/> + </terraintypes> + <tile id="0" terrain=",0,,0"/> + <tile id="22" terrain="1,1,1,"/> + <tile id="25" terrain=",1,,1"/> + <tile id="26" terrain="0,,0,"/> +</tileset> diff --git a/asset/tiled/images/tilemap/tileset.png b/asset/tiled/images/tilemap/tileset.png Binary files differnew file mode 100644 index 0000000..f13825d --- /dev/null +++ b/asset/tiled/images/tilemap/tileset.png diff --git a/asset/tiled/images/tilemap/tileset02.png b/asset/tiled/images/tilemap/tileset02.png Binary files differnew file mode 100644 index 0000000..9f594e4 --- /dev/null +++ b/asset/tiled/images/tilemap/tileset02.png diff --git a/asset/tiled/platform.tmx b/asset/tiled/platform.tmx new file mode 100644 index 0000000..2b40b85 --- /dev/null +++ b/asset/tiled/platform.tmx @@ -0,0 +1,94 @@ +<?xml version="1.0" encoding="UTF-8"?> +<map version="1.0" orientation="orthogonal" renderorder="left-down" width="200" height="40" tilewidth="64" tileheight="64" nextobjectid="46"> + <properties> + <property name="test map property" type="float" value="12.43"/> + </properties> + <tileset firstgid="1" source="../images/tilemap/platform.tsx"/> + <tileset firstgid="43" name="tileset02" tilewidth="32" tileheight="32" tilecount="24" columns="6"> + <image source="../images/tilemap/tileset02.png" width="192" height="128"/> + </tileset> + <layer name="Far" width="200" height="40"> + <data encoding="base64" compression="zlib"> + eJzt2VsKwyAQBdCsoo8VNN3/BvvbQC1Em9iZOQeE/AQcyFXjLAuc69YxIKuePMgLVckCtNkz4LvrjgGVXHYMqGZPPuSFSuQCPrt3Dshudt/jOfAuZLfOngD8MfmANvkY43ya22P2BIKzvkCbfECbfECb8ykAAABnqNb/qlYvY6rdX0avV77PVe3+Mnq90fMNv/a+Z8gHbK2NZ2B7Jox+PqQO/8rQZi0HAAAAiCf7nWf2+jhW9v5u9vo41sj3E2Ftlg9GjPTMIvTbIswRYKYXswgSvA== + </data> + </layer> + <layer name="Middle" width="200" height="40"> + <properties> + <property name="test layer property" type="bool" value="true"/> + </properties> + <data encoding="base64" compression="zlib"> + eJztm9tOw0AMBc0DPAEfAKIY6P9/I6kgqA25NInXa3dnpCOeqJxmZ+89CgCMcfwNAPwHPwCmwQ+AafDDlrvaBYAp+GHLZ5fDIF9VK4I94AfU4qXL60LeqlX3A34ATIMfvrA+yQV++MC6JCf4AdkpOSbjB2RmbFy2HJvxw5bh+2IOlRv8iA9rehueujwO8rzwP/gRk6l5A+PSNua+z7nvEj/KsqXPuhW2jHvRxkr8KMfWPmsN0dqTdnkvlA+/x/ijZT/G+vYM/XuksxSVyzZ8LBxvT1r1g/n9PlR8fJiKlyOt+gHbUKnrhbcj+AFLqPjNn6LNt/AjLyXniCpxnfAcS/ADelRyOeHhCH7ACZX67dvSkdO+99T+5FzO9y7vzz63BaKdFURBpX67tozVecv5Z94Kpzl5/3yHkb/s3V6iUr89Zwi0h0r9dpclUI+18+S58/1r5pAqedfg+NEOKuXuKl07ryb4sYZr+nKL+1kq9d85wY81LJ23WZy9qdCHZ0x2ou/dquBF5mRGJeZvB3pU6r9f0p4fKuv6ZG9H1tZH4iYTKtvbnYcje+ojMZMFlf3PWtIRi/pIvERHxbZPLuGIGtZHYiUiKmXPtKzW7X2dtd8hKZcH2XYf2CrDMzd1fPY9jnjWSeqmxl2HKHcgstRJ/PMNRu5JzA== + </data> + </layer> + <layer name="Near" width="200" height="40"> + <data encoding="base64" compression="zlib"> + eJzt2+FqwjAUBtDihO2fbnPv/6rbYGUxNOuqbW9izoEgIsqF+jVpczsMAAAAAACkPqILgIq9RxdA1U7RBQSTDyiTjz4dowtoxJr5eP0a52T0PjfX7PDzuuUxajmDY+3mD7byFF3AHcba5YN7nSfGt0PxG/WLzke6FnsLqgFKovNBXVwrXhvnvsswPT9ODed5lvC/YU/5+t45HwCgX+la0HUJsIaWexBga3M9CM+7VAH1SNedf/Ug9JCNUm8G9Mxzm1CmrwfKWsrHXN/RlP/s7S/9TfqR58N9PPiV5+PWZ4n0YPGI1soHPKJL9r7lZ+0AAAAgZQ+Bnr3MfO4eKb3LM5Lujy29Rzq3t3ZLX8VeTkPd9QHU4hO/Kwa1 + </data> + </layer> + <objectgroup name="Objects" offsetx="1" offsety="-2"> + <properties> + <property name="another object layer property" value="salmon"/> + <property name="object layer property" type="bool" value="false"/> + </properties> + <object id="1" name="Buns" type="Floor" x="128" y="2496" width="2240" height="64"/> + <object id="2" name="Flaps" type="Wall" x="0" y="0" width="64" height="2434"> + <properties> + <property name="Custom Object Property" type="bool" value="true"/> + </properties> + </object> + <object id="3" name="Dicketry" type="Wall" x="64" y="2432"> + <polyline points="0,0 64,64"/> + </object> + <object id="4" x="2368" y="2496"> + <polyline points="0,0 0,-64 64,-64 64,-128 256,-128 256,-192 384,-192 384,-256 448,-256 448,-320 576,-320 576,-384 704,-384 704,-448 1344,-448 1344,-384 1408,-384 1408,-320 1472,-320 1472,-256 1536,-256 1536,-192 1600,-192 1600,-128 1728,-128 1728,-64 1792,-64 1792,0"/> + </object> + <object id="6" x="576" y="640" width="128" height="64" rotation="90"> + <ellipse/> + </object> + <object id="8" x="768" y="1152" rotation="45"> + <polygon points="0,0 -66,98 -22,206 100,234 226,152 187,3"/> + </object> + <object id="19" x="1408" y="768"> + <polygon points="175,0 -45,11 73,39 -27,80 220,128 128,68"/> + </object> + <object id="23" x="4160" y="2496" width="896" height="64"/> + <object id="24" x="4224" y="1920" width="768" height="64"/> + <object id="25" x="3264" y="1600" width="640" height="64"/> + <object id="26" x="3904" y="1152" width="576" height="64"/> + <object id="27" x="5312" y="320" width="384" height="64"/> + <object id="28" x="5696" y="576" width="384" height="64"/> + <object id="29" x="5312" y="768" width="320" height="64"/> + <object id="30" x="5504" y="1024" width="512" height="64"/> + <object id="31" x="6464" y="896" width="576" height="64"/> + <object id="32" x="6912" y="1088" width="384" height="64"/> + <object id="33" x="7040" y="1344" width="576" height="64"/> + <object id="34" x="6016" y="1792" width="1920" height="64"/> + <object id="35" x="9408" y="1024" width="1536" height="64"/> + <object id="36" x="10112" y="384" width="640" height="64"/> + <object id="37" x="11200" y="704" width="448" height="64"/> + <object id="38" x="11840" y="896" width="512" height="64"/> + <object id="39" x="11520" y="1536" width="1152" height="64"/> + <object id="40" x="12736" y="0" width="64" height="1472"/> + <object id="41" x="12736" y="1472"> + <polyline points="0,0 -64,64"/> + </object> + <object id="42" x="11520" y="1536"> + <polyline points="0,0 0,-64 -64,-64 -64,-128 -128,-128 -128,-192 -192,-192 -192,-256 -320,-256 -320,-320 -384,-320 -384,-384 -448,-384 -448,-448 -576,-448"/> + </object> + <object id="43" x="9408" y="1088"> + <polyline points="0,0 -256,0 -256,64 -384,64 -384,128 -512,128 -512,192 -704,192 -704,256 -896,256 -896,320 -1088,320 -1088,384 -1152,384 -1152,448 -1216,448 -1216,512 -1280,512 -1280,576 -1344,576 -1344,640 -1472,640 -1472,704"/> + </object> + <object id="44" x="6016" y="1856"> + <polyline points="0,0 -64,0 -64,64 -192,64 -192,128 -320,128 -320,192 -384,192 -384,256 -512,256 -512,320 -640,320 -640,384 -704,384 -704,448 -768,448 -768,512 -896,512 -896,576 -960,576 -960,640"/> + </object> + <object id="45" x="64" y="0"> + <polyline points="0,0 12672,0"/> + </object> + </objectgroup> + <imagelayer name="Test Image Layer" offsetx="4224" offsety="1536"> + <image source="../images/mask_test.png" width="128" height="128"/> + <properties> + <property name="image layer property" value="buns"/> + </properties> + </imagelayer> +</map> diff --git a/contributing.md b/contributing.md index 364e835..5555892 100644 --- a/contributing.md +++ b/contributing.md @@ -1,75 +1,1043 @@ -# Contributing new code +This document contains +<details><summary> +examples +</summary> +that you can click on to open them. +</details> + +# Git - Please do the following *before* sending a pull request: - Merge upstream code (if any) back into your own branch - Run formatters/linters - -# Git - - Push as often as possible - Development is done on separate branches, these follow a pattern of `name/feature` (i.e. `loek/dll-so-poc` or `jaro/class2`) - The master branch is considered stable, and should always contain a 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 +--> # Code style -- ASCII only -- Class names are always singular -- Explanatory comments are placed above the line(s) they are explaining -- Source files should only contain comments that plainly state what the code is - supposed to do -- Explanatory comments in headers may be used to clarify implementation design - decisions - Formatting nitty-gritty is handled by clang-format/clang-tidy (run `make - format` in the root folder of this repository to format all sources files) -- When using libraries of which the header include order is important, make - sure to separate the include statements using a blank line (clang-format may - sort include statements, but does not sort across empty lines). -- All engine-related code is implemented under the `crepe` namespace, - user-facing APIs under `crepe::api` (the folder structure should also reflect - this). -- `using namespace` may not be used in header files, only in source files. -- Do not (indirectly) include private dependency headers in API header files, - as these are no longer accessible when the engine is installed -- Getter and setter functions are appropriately prefixed with `get_` and - `set_`. -- Doxygen commands are used with a backslash instead of an at-sign (i.e. - `\brief` instead of `@brief`) -- A singleton's instance is always accessed using a getter function that - instantiates its own class as a static variable within the getter function - scope, instead of storing the instance as a member variable directly: + format` or `make lint`) +- <details><summary> + ASCII only + </summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td> + + ```cpp + // crepe startup message + std::string message = "Hello, world!"; + ``` + </td><td> + + ```cpp + // crêpe startup message + std::string message = "こんにちは世界"; + ``` + </td></tr></table></details> +- <details><summary> + Class names are always singular + </summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td> + + ```cpp + class Foo {}; + ``` + </td><td> + + ```cpp + class Cars {}; + ``` + </td></tr></table></details> +- Source files (`.cpp`, `.hpp`) contain the following types of comments: + - What is the code supposed to do (optional) + - Implementation details (if applicable) +- Header files (`.h`) contain the following types of comments: + - [Usage documentation](#documentation) (required) + - Implementation details (if they affect the header) + - Design/data structure decisions (if applicable) +- <details><summary> + Comments are placed *above* the line(s) they are explaining + </summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td> + + ```cpp + int add(int a, int b) { + // add numbers + int out = a + b; + return out; + } + ``` + </td><td> ```cpp - class Bad { - static Bad instance; - Bad & get_instance() { return instance; } + int add(int a, int b) { + int out = a + b; // add numbers + return out; + } + ``` + </td></tr></table></details> +- Header includes (at the top of files) are split into paragraphs separated by + a blank line. The order is: + 1. system headers (using `<`brackets`>`) + 2. relative headers NOT in the same folder as the current file + 3. relative headers in the same folder as the current file + + > [!NOTE] + > When using libraries of which the header include order is important, make + > sure to separate the include statements using a blank line (clang-format + > may sort include statements, but does not sort across empty lines). + + <details><summary>Example</summary> + <table><tr><th>Good</th><th>Bad</th></tr><tr><td> + + ```cpp + #include <SDL2/SDL.h> + #include <iostream> + + #include "api/Sprite.h" + #include "util/log.h" + + #include "SDLContext.h" + ``` + </td><td> + + ```cpp + #include <SDL2/SDL.h> + #include "SDLContext.h" + #include "util/log.h" + #include <iostream> + #include "api/Sprite.h" + ``` + </td></tr></table></details> +- <details><summary> + If there is one, the matching template header (<code>.hpp</code>) is included + at the bottom of the regular header (<code>.h</code>) + </summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td> + + Foo.h: + ```cpp + #pragma once + + template <typename T> + void foo(); + + #include "Foo.hpp" + ``` + + Foo.hpp: + ```cpp + #pragma once + #include "Foo.h" + + template <typename T> + void foo() { + // ... + } + ``` + </td><td> + + Foo.h: + ```cpp + #pragma once + + template <typename T> + void foo(); + ``` + + Foo.hpp: + ```cpp + #pragma once + #include "Foo.h" + + template <typename T> + void foo() { + // ... + } + ``` + </td></tr></table></details> +- <details><summary> + <code>using namespace</code> may not be used in header files (.h, .hpp), only + in source files (.cpp). + </summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td> + + example.h: + ```cpp + namespace crepe { + void foo(); + } + ``` + + example.cpp: + ```cpp + #include "example.h" + using namespace crepe; + void foo() {} + ``` + </td><td> + + example.h: + ```cpp + namespace crepe { + template <typename T> + T foo(); + } + ``` + + example.hpp: + ```cpp + #include "example.h" + using namespace crepe; + template <typename T> + T foo(); + ``` + </td></tr></table></details> + +- <details><summary> + Getter and setter functions are appropriately prefixed with <code>get_</code> + and <code>set_</code>. + </summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td> + + ```cpp + class Foo { + public: + int get_speed() const; + void set_speed(int speed); + private: + int speed; + }; + + ``` + </td><td> + + ```cpp + class Foo { + public: + int speed() const; + void set_speed(int speed); + private: + int speed; }; + ``` + </td></tr></table></details> +- <details><summary> + A singleton's instance is always accessed using a getter function that + instantiates its own class as a static variable within the getter function + scope, instead of storing the instance as a member variable directly. + </summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td> - class Good { - Good & get_instance() { - static Good instance; + ```cpp + class Foo { + Foo & get_instance() { + static Foo instance; return instance; } }; ``` -- Member variable default values should be directly defined in the class + </td><td> + + ```cpp + Foo Foo::instance {}; + + class Foo { + static Foo instance; + Foo & get_instance() { return Foo::instance; } + }; + + ``` + </td></tr></table></details> +- <details><summary> + Member variable default values should be directly defined in the class/struct declaration instead of using the constructor. -- Header files declare either a single class or symbols within a single - namespace. + </summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td> + + ```cpp + class Foo { + int speed = 0; + }; + + ``` + </td><td> -## CMakeLists specific + ```cpp + class Foo { + Foo() : speed(0) {} + int speed; + }; + ``` + </td></tr></table></details> +- Use of the `auto` type is *not* allowed, with the following exceptions: + - <details><summary> + When naming the item type in a range-based for loop + </summary> + + ```cpp + for (auto & item : foo()) { + // ... + } + ``` + </details> + - <details><summary> + When calling template factory methods that explicitly name the return type + in the function call signature + </summary> + + ```cpp + auto ptr = make_unique<Foo>(); + ``` + </details> + - <details><summary> + When fetching a singleton instance + </summary> + + ```cpp + auto & mgr = crepe::api::Config::get_instance(); + ``` + </details> + +- <details><summary> + Only use member initializer lists for non-trivial types. + </summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td> + + ```cpp + class Foo { + public: + Foo() : bar("baz") {} + private: + std::string bar; + }; + + ``` + </td><td> + + ```cpp + class Foo { + public: + Foo() : bar(0) {} + private: + int bar; + }; + ``` + </td></tr></table></details> +- <details><summary> + C++-style structs should define default values for all non-trivial fields. + </summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td> + + ```cpp + struct Foo { + int bar = 0; + std::string baz; + }; + ``` + </td><td> + + ```cpp + struct Foo { + int bar; + std::string baz; + }; + ``` + </td></tr></table></details> +- <details><summary> + Declare incomplete classes instead of including the relevant header where + possible (i.e. if you only need a reference or raw pointer). + </summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td> + + ```cpp + class Bar; + class Foo { + Bar & bar; + }; + + ``` + </td><td> + + ```cpp + #include "Bar.h" + class Foo { + Bar & bar; + }; + ``` + </td></tr></table></details> +- <details><summary> + Template functions are only <i>declared</i> in a <code>.h</code> header, and + <i>defined</i> in a matching <code>.hpp</code> header. + </summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td> + + add.h: + ```cpp + template <typename T> + T add(T a, T b); + + #include "add.hpp" + ``` + + add.hpp: + ```cpp + #include "add.h" + + template <typename T> + T add(T a, T b) { + return a + b; + } + ``` + </td><td> + + add.h: + ```cpp + template <typename T> + T add(T a, T b) { + return a + b; + } + ``` + </td></tr></table></details> +- <details><summary> + Where possible, end (initializer) lists with a trailing comma (e.g. with + structs, enums) + </summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td> + + ```cpp + enum Color { + Red, + Green, + Blue, + }; + + ``` + </td><td> + + ```cpp + enum Color { + Red, + Green, + Blue + }; + ``` + </td></tr></table></details> +- <details><summary> + <code>#pragma</code> should be used instead of include guards + </summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td> + + ```cpp + #pragma once + + // ... + ``` + </td><td> + + ```cpp + #ifndef __INCLUDED_H + #define __INCLUDED_H + + // ... + + #endif + ``` + </td></tr></table></details> +- <details><summary> + Variables that are being moved always use the fully qualified + <code>std::move</code> + </summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td> + + ```cpp + using namespace std; + string foo = "bar"; + ref_fn(std::move(foo)); + ``` + </td><td> + + ```cpp + using namespace std; + string foo = "bar"; + ref_fn(move(foo)); + ``` + </td></tr></table></details> +- <details><summary> + If possible, classes and structs are passed to functions by (const) reference + </summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td> + + ```cpp + void foo(const Point & p); + ``` + </td><td> + + ```cpp + void foo(Point & p); + void bar(Point p); + ``` + </td></tr></table></details> +- <details><summary> + Follow the rule of five + </summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td> + + ```cpp + class Foo { + public: + Foo(); + ~Foo(); + Foo(Foo &&) noexcept; + Foo & operator = (const Foo &); + Foo & operator = (Foo &&) noexcept; + }; + ``` + </td><td> + + ```cpp + class Foo { + public: + Foo(); + ~Foo(); + }; + ``` + </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 + class Foo { + public: + int get_value() const; + void set_value(int new_value); + const std::string & get_name() const; + void set_name(const std::string & new_name); + private: + int value; + std::string name; + }; + ``` + </td><td> + + ```cpp + class Foo { + public: + int get_value(); + void set_value(int new_value); + std::string get_name(); + void set_name(std::string new_name); + private: + int value; + std::string name; + }; + ``` + </td></tr></table></details> +- <details><summary> + Files should be named after the class/struct/interface they implement + </summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td> + + ```cpp + MyClass.h + MyClass.cpp + MyClass.hpp + ``` + </td><td> + + ```cpp + my_class.h + myClass.cpp + my-class.hpp + ``` + </td></tr></table></details> +- <details><summary> + Implementations are not allowed in header files, except if the implementation + + - is `= default` + - is `= delete` + - is `{}` (empty) + - only returns a constant literal + </summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td> + + ```cpp + class Foo { + public: + int get_value() const { return 42; } + }; + ``` + </td><td> + + ```cpp + class Foo { + public: + int calculate_value() const { + int result = 0; + // complex calculation + return result; + } + }; + ``` + </td></tr></table></details> +- <details><summary> + Use angle brackets (<code><></code>) only for including system headers and + double quotes (<code>""</code>) for including other engine files. + + > [!NOTE] + > Only files in the examples folder should include engine headers with angle + > brackets + </summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td> + + ```cpp + #include <iostream> + + #include "facade/Sound.h" + ``` + </td><td> + + ```cpp + #include <iostream> + #include <crepe/facade/Sound.h> + ``` + </td></tr></table></details> +- <details><summary> + Ensure exception safety by using RAII classes + </summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td> + + ```cpp + auto foo = std::make_unique<Foo>(); + ``` + </td><td> + + ```cpp + Foo* foo = new Foo(); + // ... + delete foo; + ``` + </td></tr></table></details> +- <details><summary> + Do not use C-style memory management APIs (<code>malloc</code>, + <code>calloc</code>, <code>free</code>) + </summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td> + + ```cpp + Foo * foo = new Foo(); + delete foo; + ``` + </td><td> + + ```cpp + Foo * foo = (Foo *) malloc(sizeof(Foo)); + free(foo); + ``` + </td></tr></table></details> +- <details><summary> + Prefix all class members with <code>this-></code> + </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> +- <details><summary> + Assigning booleans should be done with the + <code>true</code>/<code>false</code> literals instead of + <code>0</code>/<code>1</code> + </summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td> + + ```cpp + bool foo = true; + bool bar = false; + ``` + </td><td> + + ```cpp + bool foo = 1; + bool bar = 0; + ``` + </td></tr></table></details> +- <details><summary> + The reason for <code>friend</code> relations are documented + </summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td> + + ```cpp + //! ComponentManager calls the private constructor of this class + friend class ComponentManager; + ``` + </td><td> + + ```cpp + friend class ComponentManager; + ``` + </td></tr></table></details> +- <details><summary> + Do not <i>pick</i> fixed-width integer types (unless required) + </summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td> + + ```cpp + unsigned long long foo(); + ``` + </td><td> + + ```cpp + uint64_t foo(); + ``` + </td></tr></table></details> +- <details><summary> + Utilize standard exceptions where appropriate (those found in <code><stdexcept></code>) + </summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td> + + ```cpp + #include <stdexcept> + + // ... + + if (foo == nullptr) { + throw std::runtime_error("What is wrong"); + } + ``` + </td><td> + + ```cpp + if (foo == nullptr) { + std::cout << "What is wrong" << std::endl; + exit(1); + } + ``` + </td></tr></table></details> +- <details><summary> + Mention the name of the class when throwing an exception + </summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td> + + ```cpp + Foo::bar() { + if (...) + throw std::runtime_error("Foo: big error!"); + } + ``` + </td><td> + + ```cpp + Foo::bar() { + if (...) + throw std::runtime_error("big error!"); + } + ``` + </td></tr></table></details> +- <details><summary> + Constructors of classes derived from <code>Component</code> should be + protected and <code>ComponentManager</code> should be declared as a friend + class. + </summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td> + + ```cpp + class MyComponent : public Component { + protected: + MyComponent(...); + //! Only ComponentManager is allowed to create components + friend class ComponentManager; + }; + ``` + </td><td> + + ```cpp + class MyComponent : public Component { + public: + MyComponent(...); + }; + ``` + </td></tr></table></details> +- <details><summary> + C++ <code>std::format</code> should be used instead of C-style format specifiers + </summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td> + + ```cpp + std::string message = std::format("Hello, {}", name); + + dbg_logf("Here too: {}", 3); + + throw std::runtime_error(std::format("Or here: {}", 5)); + ``` + </td><td> + + ```cpp + char message[50]; + sprintf(message, "Hello, %s", name); + ``` + </td></tr></table></details> +- <details><summary> + Argument names should be added in <code>.h</code> files (not only in + <code>.cpp</code> and <code>.hpp</code> files) + </summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td> + + Foo.h: + ```cpp + void foo(int bar); + ``` + + Foo.cpp: + ```cpp + void foo(int bar) { + // ... + } + ``` + </td><td> + + Foo.h: + ```cpp + void foo(int); + ``` + + Foo.cpp: + ```cpp + void foo(int bar) { + // ... + } + ``` + </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 - Make sure list arguments (e.g. sources, libraries) given to commands (e.g. `target_sources`, `target_link_libraries`) are on separate lines. This makes resolving merge conflicts when multiple sources were added by different people to the same CMakeLists.txt easier. +## GoogleTest-specific + +- Unit tests are not *required* to follow all code standards +- <details><summary> + Private/protected members may be accessed using preprocessor tricks + </summary> + + ```cpp + // include unrelated headers before + + #define private public + #define protected public + + // headers included after *will* be affected + ``` + </details> +- Each test source file defines tests within a single test suite (first + 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 + +- Files are placed in the appropriate directory: + |Path|Purpose| + |-|-| + |`crepe/`|Auxiliary, managers| + |`crepe/api/`|User-facing APIs| + |`crepe/util/`|Standalone utilities and helper functions| + |`crepe/system/`|(ECS) system classes| + |`crepe/facade/`|Library façades| +- Do not (indirectly) include private *dependency* headers in API header files, + as these are no longer accessible when the engine is installed +- All code is implemented under the `crepe` namespace. +- Header files declare either a single class or symbols within a single + namespace. + # 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. + </summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td> + + ```cpp + /** + * \brief do something + * + * \param bar Magic number + */ + void foo(int bar); + ``` + </td><td> + + ```cpp + /** + * @brief do something + * + * @param bar Magic number + */ + void foo(); + ``` + </td></tr></table></details> +- <details><summary> + The default constructor and destructor aren't required to have a + <code>\brief</code> description + </summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td> + + ```cpp + Foo(); + virtual ~Foo(); + ``` + </td><td> + + ```cpp + //! Create instance of Foo + Foo(); + //! Destroy instance of Foo + virtual ~Foo(); + ``` + </td></tr></table></details> +- <details><summary> + Parameter direction shouldn't be specified using Doxygen + </summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td> + + ```cpp + /** + * \param bar Reference to Bar + */ + void foo(const Bar & bar); + ``` + </td><td> + + ```cpp + /** + * \param[in] bar Reference to Bar + */ + void foo(const Bar & bar); + ``` + </td></tr></table></details> +- <details><summary> + Deleted functions shouldn't have Doxygen comments + </summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td> + + ```cpp + // singleton + Foo(const Foo &) = delete; + Foo(Foo &&) = delete; + Foo & operator=(const Foo &) = delete; + Foo & operator=(Foo &&) = delete; + ``` + </td><td> + + ```cpp + //! Deleted copy constructor + Foo(const Foo &) = delete; + //! Deleted move constructor + Foo(Foo &&) = delete; + //! Deleted copy assignment operator + Foo & operator=(const Foo &) = delete; + //! Deleted move assignment operator + Foo & operator=(Foo &&) = delete; + ``` + </td></tr></table></details> +- 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 @@ -77,4 +1045,8 @@ 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/libdb b/lib/libdb new file mode 160000 +Subproject 5b7b02ae052442626af54c176335b67ecc613a3 diff --git a/lib/sdl_image b/lib/sdl_image new file mode 160000 +Subproject abcf63aa71b4e3ac32120fa9870a6500ddcdcc8 diff --git a/lib/sdl_ttf b/lib/sdl_ttf new file mode 160000 +Subproject 4a318f8dfaa1bb6f10e0c5e54052e25d3c7f344 diff --git a/lib/whereami/CMakeLists.txt b/lib/whereami/CMakeLists.txt new file mode 100644 index 0000000..96d3a23 --- /dev/null +++ b/lib/whereami/CMakeLists.txt @@ -0,0 +1,38 @@ +cmake_minimum_required(VERSION 3.28) +set(CMAKE_C_STANDARD 11) +project(whereami C) + +include(CMakePackageConfigHelpers) + +add_library(whereami SHARED) + +target_include_directories(whereami PRIVATE SYSTEM lib/src) +target_sources(whereami PRIVATE lib/src/whereami.c) + +install( + TARGETS whereami + EXPORT whereamiTargets + LIBRARY DESTINATION lib + ARCHIVE DESTINATION lib + RUNTIME DESTINATION lib + INCLUDES DESTINATION include +) +install( + FILES lib/src/whereami.h + DESTINATION include +) +write_basic_package_version_file( + "${CMAKE_CURRENT_BINARY_DIR}/whereami-config-version.cmake" + VERSION 0.0.0 + COMPATIBILITY AnyNewerVersion +) +install( + FILES + "${CMAKE_CURRENT_BINARY_DIR}/whereami-config-version.cmake" + DESTINATION lib/cmake/whereami +) +install( + EXPORT whereamiTargets + FILE whereami-config.cmake + DESTINATION lib/cmake/whereami +) diff --git a/lib/whereami/lib b/lib/whereami/lib new file mode 160000 +Subproject dcb52a058dc14530ba9ae05e4339bd3ddfae0e0 @@ -6,5 +6,6 @@ doxygen: Doxyfile FORCE FMT += $(shell git ls-files '*.c' '*.cpp' '*.h' '*.hpp') format: FORCE clang-format -i $(FMT) - $(MAKE) -C src $@ +lint: FORCE + $(MAKE) -C src $@ diff --git a/mwe/audio/miniaudio/CMakeLists.txt b/mwe/audio/miniaudio/CMakeLists.txt new file mode 100644 index 0000000..6dd0191 --- /dev/null +++ b/mwe/audio/miniaudio/CMakeLists.txt @@ -0,0 +1,19 @@ +cmake_minimum_required(VERSION 3.28) + +set(CMAKE_C_STANDARD 11) +set(CMAKE_CXX_STANDARD 20) +set(CMAKE_EXPORT_COMPILE_COMMANDS 1) +set(CMAKE_BUILD_TYPE Debug) + +add_subdirectory(../../../lib/miniaudio miniaudio) + +project(poc C CXX) + +add_executable(main + main.cpp +) + +target_link_libraries(main + miniaudio +) + diff --git a/mwe/audio/miniaudio/main.cpp b/mwe/audio/miniaudio/main.cpp new file mode 100644 index 0000000..5c4f667 --- /dev/null +++ b/mwe/audio/miniaudio/main.cpp @@ -0,0 +1,44 @@ +#include <miniaudio.h> + +#include <chrono> +#include <thread> + +using namespace std; +using namespace std::chrono_literals; + +int main() { + ma_engine engine; + ma_engine_init(NULL, &engine); + + // 1. load background track (ogg vorbis) + ma_sound bgm; + ma_sound_init_from_file(&engine, "../bgm.ogg", 0, NULL, NULL, &bgm); + + // 2. load samples (wav) + ma_sound sfx[3]; + ma_sound_init_from_file(&engine, "../sfx1.wav", 0, NULL, NULL, &sfx[0]); + ma_sound_init_from_file(&engine, "../sfx2.wav", 0, NULL, NULL, &sfx[1]); + ma_sound_init_from_file(&engine, "../sfx3.wav", 0, NULL, NULL, &sfx[2]); + + // 3. start the background track + ma_sound_start(&bgm); + + // 4. play samples sequentially while controlling the background track + this_thread::sleep_for(500ms); + ma_sound_start(&sfx[0]); + this_thread::sleep_for(500ms); + ma_sound_start(&sfx[1]); + ma_sound_stop(&bgm); + this_thread::sleep_for(500ms); + ma_sound_start(&sfx[2]); + ma_sound_start(&bgm); // this actually resumes now + this_thread::sleep_for(500ms); + for (unsigned i = 0; i < 3; i++) ma_sound_seek_to_pcm_frame(&sfx[i], 0); + + // 5. play all samples simultaniously + for (unsigned i = 0; i < 3; i++) ma_sound_start(&sfx[i]); + this_thread::sleep_for(1000ms); + + ma_engine_uninit(&engine); + return 0; +} diff --git a/mwe/ecs-homemade/inc/ComponentManager.h b/mwe/ecs-homemade/inc/ComponentManager.h index d368516..99c108f 100644 --- a/mwe/ecs-homemade/inc/ComponentManager.h +++ b/mwe/ecs-homemade/inc/ComponentManager.h @@ -17,24 +17,26 @@ public: ComponentManager & operator=(const ComponentManager &) = delete; //Singleton ComponentManager & operator=(ComponentManager &&) = delete; //Singleton + //Add a component of a specific type template <typename T, typename... Args> - void AddComponent(std::uint32_t id, - Args &&... args); //Add a component of a specific type + T & AddComponent(std::uint32_t id, Args &&... args); + //Deletes all components of a specific type and id template <typename T> - void DeleteComponentsById( - std::uint32_t id); //Deletes all components of a specific type and id + void DeleteComponentsById(std::uint32_t id); + //Deletes all components of a specific type template <typename T> - void DeleteComponents(); //Deletes all components of a specific type - void DeleteAllComponentsOfId( - std::uint32_t id); //Deletes all components of a specific id - void DeleteAllComponents(); //Deletes all components + void DeleteComponents(); + //Deletes all components of a specific id + void DeleteAllComponentsOfId(std::uint32_t id); + //Deletes all components + void DeleteAllComponents(); + //Get a vector<> of all components at specific type and id template <typename T> - std::vector<std::reference_wrapper<T>> GetComponentsByID(std::uint32_t id) - const; //Get a vector<> of all components at specific type and id + std::vector<std::reference_wrapper<T>> GetComponentsByID(std::uint32_t id) const; + //Get a vector<> of all components of a specific type template <typename T> - std::vector<std::reference_wrapper<T>> GetComponentsByType() - const; //Get a vector<> of all components of a specific type + std::vector<std::reference_wrapper<T>> GetComponentsByType() const; private: static ComponentManager mInstance; //Singleton @@ -47,8 +49,7 @@ private: * The first std::vector<> stores another vector<>. This first vector<> is to bind the entity's id to a component. * The second std::vector<> stores unique_ptrs. Each component can be gathered via an unique_ptr. This second vector<> allows multiple components of the same std::type_index for one entity (id). */ - std::unordered_map<std::type_index, - std::vector<std::vector<std::unique_ptr<Component>>>> + std::unordered_map<std::type_index, std::vector<std::vector<std::unique_ptr<Component>>>> mComponents; }; diff --git a/mwe/ecs-homemade/inc/ComponentManager.hpp b/mwe/ecs-homemade/inc/ComponentManager.hpp index d6da8e8..af9c3a1 100644 --- a/mwe/ecs-homemade/inc/ComponentManager.hpp +++ b/mwe/ecs-homemade/inc/ComponentManager.hpp @@ -1,121 +1,121 @@ template <typename T, typename... Args> -void ComponentManager::AddComponent(std::uint32_t id, Args &&... args) { - std::type_index type = typeid( - T); //Determine the type of T (this is used as the key of the unordered_map<>) - - if (mComponents.find(type) - == mComponents - .end()) { //Check if this component type is already in the unordered_map<> - mComponents[type] = std::vector<std::vector<std::unique_ptr< - Component>>>(); //If not, create a new (empty) vector<> of vector<unique_ptr<Component>> +T & ComponentManager::AddComponent(std::uint32_t id, Args &&... args) { + //Determine the type of T (this is used as the key of the unordered_map<>) + std::type_index type = typeid(T); + + //Check if this component type is already in the unordered_map<> + if (mComponents.find(type) == mComponents.end()) { + //If not, create a new (empty) vector<> of vector<unique_ptr<Component>> + mComponents[type] = std::vector<std::vector<std::unique_ptr<Component>>>(); } - if (id - >= mComponents[type] - .size()) { //Resize the vector<> if the id is greater than the current size - mComponents[type].resize( - id - + 1); //Initialize new slots to nullptr (resize does automatically init to nullptr) + //Resize the vector<> if the id is greater than the current size + if (id >= mComponents[type].size()) { + //Initialize new slots to nullptr (resize does automatically init to nullptr) + mComponents[type].resize(id + 1); } - mComponents[type][id].push_back(std::make_unique<T>(std::forward<Args>( - args)...)); //Create a new component of type T using perfect forwarding and store its unique_ptr in the vector<> + //Create a new component of type T using perfect forwarding and store its unique_ptr in the vector<> + mComponents[type][id].push_back(std::make_unique<T>(std::forward<Args>(args)...)); + + return static_cast<T &>(*mComponents[type][id].back().get()); } template <typename T> void ComponentManager::DeleteComponentsById(std::uint32_t id) { - std::type_index type = typeid( - T); //Determine the type of T (this is used as the key of the unordered_map<>) + //Determine the type of T (this is used as the key of the unordered_map<>) + std::type_index type = typeid(T); - if (mComponents.find(type) - != mComponents.end()) { //Find the type (in the unordered_map<>) + //Find the type (in the unordered_map<>) + if (mComponents.find(type) != mComponents.end()) { + //Get the correct vector<> std::vector<std::vector<std::unique_ptr<Component>>> & componentArray - = mComponents[type]; //Get the correct vector<> + = mComponents[type]; - if (id - < componentArray - .size()) { //Make sure that the id (that we are looking for) is within the boundaries of the vector<> - componentArray[id] - .clear(); //Clear the whole vector<> of this specific type and id + //Make sure that the id (that we are looking for) is within the boundaries of the vector<> + if (id < componentArray.size()) { + //Clear the whole vector<> of this specific type and id + componentArray[id].clear(); } } } template <typename T> void ComponentManager::DeleteComponents() { - std::type_index type = typeid( - T); //Determine the type of T (this is used as the key of the unordered_map<>) + //Determine the type of T (this is used as the key of the unordered_map<>) + std::type_index type = typeid(T); - if (mComponents.find(type) - != mComponents.end()) { //Find the type (in the unordered_map<>) - mComponents[type] - .clear(); //Clear the whole vector<> of this specific type + //Find the type (in the unordered_map<>) + if (mComponents.find(type) != mComponents.end()) { + //Clear the whole vector<> of this specific type + mComponents[type].clear(); } } template <typename T> std::vector<std::reference_wrapper<T>> ComponentManager::GetComponentsByID(std::uint32_t id) const { - std::type_index type = typeid( - T); //Determine the type of T (this is used as the key of the unordered_map<>) - - std::vector<std::reference_wrapper<T>> - componentVector; //Create an empty vector<> - - if (mComponents.find(type) - != mComponents.end()) { //Find the type (in the unordered_map<>) - - const std::vector<std::vector<std::unique_ptr<Component>>> & - componentArray - = mComponents.at(type); //Get the correct vector<> - - if (id - < componentArray - .size()) { //Make sure that the id (that we are looking for) is within the boundaries of the vector<> - for (const std::unique_ptr<Component> & componentPtr : - componentArray[id]) { //Loop trough the whole vector<> - T * castedComponent = static_cast<T *>( - componentPtr.get()); //Cast the unique_ptr to a raw pointer - - if (castedComponent) { //Ensure that the cast was successful - componentVector.push_back( - *castedComponent); //Add the dereferenced raw pointer to the vector<> + //Determine the type of T (this is used as the key of the unordered_map<>) + std::type_index type = typeid(T); + + //Create an empty vector<> + std::vector<std::reference_wrapper<T>> componentVector; + + //Find the type (in the unordered_map<>) + if (mComponents.find(type) != mComponents.end()) { + + //Get the correct vector<> + const std::vector<std::vector<std::unique_ptr<Component>>> & componentArray + = mComponents.at(type); + + //Make sure that the id (that we are looking for) is within the boundaries of the vector<> + if (id < componentArray.size()) { + //Loop trough the whole vector<> + for (const std::unique_ptr<Component> & componentPtr : componentArray[id]) { + //Cast the unique_ptr to a raw pointer + T * castedComponent = static_cast<T *>(componentPtr.get()); + + //Ensure that the cast was successful + if (castedComponent) { + //Add the dereferenced raw pointer to the vector<> + componentVector.push_back(*castedComponent); } } } } - return componentVector; //Return the vector<> + //Return the vector<> + return componentVector; } template <typename T> -std::vector<std::reference_wrapper<T>> -ComponentManager::GetComponentsByType() const { - std::type_index type = typeid( - T); //Determine the type of T (this is used as the key of the unordered_map<>) +std::vector<std::reference_wrapper<T>> ComponentManager::GetComponentsByType() const { + //Determine the type of T (this is used as the key of the unordered_map<>) + std::type_index type = typeid(T); - std::vector<std::reference_wrapper<T>> - componentVector; //Create an empty vector<> + //Create an empty vector<> + std::vector<std::reference_wrapper<T>> componentVector; //std::uint32_t id = 0; //Set the id to 0 (the id will also be stored in the returned vector<>) - if (mComponents.find(type) - != mComponents.end()) { //Find the type (in the unordered_map<>) + //Find the type (in the unordered_map<>) + if (mComponents.find(type) != mComponents.end()) { - const std::vector<std::vector<std::unique_ptr<Component>>> & - componentArray - = mComponents.at(type); //Get the correct vector<> + //Get the correct vector<> + const std::vector<std::vector<std::unique_ptr<Component>>> & componentArray + = mComponents.at(type); - for (const std::vector<std::unique_ptr<Component>> & component : - componentArray) { //Loop through the whole vector<> - for (const std::unique_ptr<Component> & componentPtr : - component) { //Loop trough the whole vector<> - T * castedComponent = static_cast<T *>( - componentPtr.get()); //Cast the unique_ptr to a raw pointer + //Loop through the whole vector<> + for (const std::vector<std::unique_ptr<Component>> & component : componentArray) { + //Loop trough the whole vector<> + for (const std::unique_ptr<Component> & componentPtr : component) { + //Cast the unique_ptr to a raw pointer + T * castedComponent = static_cast<T *>(componentPtr.get()); - if (castedComponent) { //Ensure that the cast was successful - componentVector.emplace_back(std::ref( - *castedComponent)); //Pair the dereferenced raw pointer and the id and add it to the vector<> + //Ensure that the cast was successful + if (castedComponent) { + //Pair the dereferenced raw pointer and the id and add it to the vector<> + componentVector.emplace_back(std::ref(*castedComponent)); } } @@ -123,5 +123,6 @@ ComponentManager::GetComponentsByType() const { } } - return componentVector; //Return the vector<> + //Return the vector<> + return componentVector; } diff --git a/mwe/ecs-homemade/inc/Components.h b/mwe/ecs-homemade/inc/Components.h index 98c5fe7..ad491e7 100644 --- a/mwe/ecs-homemade/inc/Components.h +++ b/mwe/ecs-homemade/inc/Components.h @@ -1,5 +1,6 @@ #pragma once +#include <memory> #include <string> class Component { @@ -31,3 +32,35 @@ public: int mSize; }; + +class IBehaviour { +public: + virtual ~IBehaviour() = default; + virtual void onStart() = 0; + virtual void onUpdate() = 0; +}; + +template <typename T> +class BehaviourWrapper : public IBehaviour { +public: + BehaviourWrapper(); + void onStart() override; + void onUpdate() override; + +private: + T instance; +}; + +class BehaviourScript : public Component { +public: + template <typename T> + void addScript(); + + void onStart(); + void onUpdate(); + +private: + std::unique_ptr<IBehaviour> behaviour; +}; + +#include "Components.hpp" diff --git a/mwe/ecs-homemade/inc/Components.hpp b/mwe/ecs-homemade/inc/Components.hpp new file mode 100644 index 0000000..436a28c --- /dev/null +++ b/mwe/ecs-homemade/inc/Components.hpp @@ -0,0 +1,20 @@ +#include "Components.h" +#include <iostream> + +template <typename T> +BehaviourWrapper<T>::BehaviourWrapper() : instance() {} + +template <typename T> +void BehaviourWrapper<T>::onStart() { + instance.onStart(); +} + +template <typename T> +void BehaviourWrapper<T>::onUpdate() { + instance.onUpdate(); +} + +template <typename T> +void BehaviourScript::addScript() { + behaviour = std::make_unique<BehaviourWrapper<T>>(); +} diff --git a/mwe/ecs-homemade/inc/GameObjectMax.h b/mwe/ecs-homemade/inc/GameObjectMax.h index 3029053..5fab44a 100644 --- a/mwe/ecs-homemade/inc/GameObjectMax.h +++ b/mwe/ecs-homemade/inc/GameObjectMax.h @@ -8,7 +8,7 @@ public: GameObject(std::uint32_t id, std::string name, std::string tag, int layer); template <typename T, typename... Args> - void AddComponent(Args &&... args); + T & AddComponent(Args &&... args); std::uint32_t mId; std::string mName; diff --git a/mwe/ecs-homemade/inc/GameObjectMax.hpp b/mwe/ecs-homemade/inc/GameObjectMax.hpp index 91d51ea..92375bb 100644 --- a/mwe/ecs-homemade/inc/GameObjectMax.hpp +++ b/mwe/ecs-homemade/inc/GameObjectMax.hpp @@ -1,7 +1,6 @@ #include "ComponentManager.h" template <typename T, typename... Args> -void GameObject::AddComponent(Args &&... args) { - ComponentManager::GetInstance().AddComponent<T>( - mId, std::forward<Args>(args)...); +T & GameObject::AddComponent(Args &&... args) { + return ComponentManager::GetInstance().AddComponent<T>(mId, std::forward<Args>(args)...); } diff --git a/mwe/ecs-homemade/src/ComponentManager.cpp b/mwe/ecs-homemade/src/ComponentManager.cpp index 536c152..33ba12e 100644 --- a/mwe/ecs-homemade/src/ComponentManager.cpp +++ b/mwe/ecs-homemade/src/ComponentManager.cpp @@ -12,8 +12,7 @@ void ComponentManager::DeleteAllComponentsOfId(std::uint32_t id) { if (id < componentArray .size()) { //Make sure that the id (that we are looking for) is within the boundaries of the vector<> - componentArray[id] - .clear(); //Clear the components at this specific id + componentArray[id].clear(); //Clear the components at this specific id } } } diff --git a/mwe/ecs-homemade/src/Components.cpp b/mwe/ecs-homemade/src/Components.cpp index c8347b3..0d62bd5 100644 --- a/mwe/ecs-homemade/src/Components.cpp +++ b/mwe/ecs-homemade/src/Components.cpp @@ -6,6 +6,20 @@ Component::Component() : mActive(true) {} Sprite::Sprite(std::string path) : mPath(path) {} Rigidbody::Rigidbody(int mass, int gravityScale, int bodyType) - : mMass(mass), mGravityScale(gravityScale), mBodyType(bodyType) {} + : mMass(mass), + mGravityScale(gravityScale), + mBodyType(bodyType) {} Colider::Colider(int size) : mSize(size) {} + +void BehaviourScript::onStart() { + if (behaviour) { + behaviour->onStart(); + } +} + +void BehaviourScript::onUpdate() { + if (behaviour) { + behaviour->onUpdate(); + } +} diff --git a/mwe/ecs-homemade/src/GameObjectMax.cpp b/mwe/ecs-homemade/src/GameObjectMax.cpp index b0c5af7..0516f68 100644 --- a/mwe/ecs-homemade/src/GameObjectMax.cpp +++ b/mwe/ecs-homemade/src/GameObjectMax.cpp @@ -2,6 +2,9 @@ #include "ComponentManager.h" -GameObject::GameObject(std::uint32_t id, std::string name, std::string tag, - int layer) - : mId(id), mName(name), mTag(tag), mActive(true), mLayer(layer) {} +GameObject::GameObject(std::uint32_t id, std::string name, std::string tag, int layer) + : mId(id), + mName(name), + mTag(tag), + mActive(true), + mLayer(layer) {} diff --git a/mwe/ecs-homemade/src/main.cpp b/mwe/ecs-homemade/src/main.cpp index 330e154..85ab1f1 100644 --- a/mwe/ecs-homemade/src/main.cpp +++ b/mwe/ecs-homemade/src/main.cpp @@ -7,6 +7,13 @@ #include "Components.h" #include "GameObjectMax.h" +class myScript { +public: + void onStart() { std::cout << "In onStart" << std::endl; } + + void onUpdate() { std::cout << "In onUpdate" << std::endl; } +}; + int main() { auto startAdding = std::chrono::high_resolution_clock::now(); @@ -18,6 +25,7 @@ int main() { gameObject[i]->AddComponent<Sprite>("C:/Test"); gameObject[i]->AddComponent<Rigidbody>(0, 0, i); gameObject[i]->AddComponent<Colider>(i); + gameObject[i]->AddComponent<BehaviourScript>().addScript<myScript>(); } auto stopAdding = std::chrono::high_resolution_clock::now(); @@ -44,16 +52,23 @@ int main() { //std::cout << colider.get().mSize << std::endl; } + std::vector<std::reference_wrapper<BehaviourScript>> scripts + = ComponentManager::GetInstance().GetComponentsByType<BehaviourScript>(); + for (BehaviourScript & script : scripts) { + //script.onStart(); + //script.onUpdate(); + } + auto stopLooping = std::chrono::high_resolution_clock::now(); for (int i = 0; i < 100000; ++i) { delete gameObject[i]; } - auto Addtime = std::chrono::duration_cast<std::chrono::microseconds>( - stopAdding - startAdding); - auto LoopTime = std::chrono::duration_cast<std::chrono::microseconds>( - stopLooping - stopAdding); + auto Addtime + = std::chrono::duration_cast<std::chrono::microseconds>(stopAdding - startAdding); + auto LoopTime + = std::chrono::duration_cast<std::chrono::microseconds>(stopLooping - stopAdding); std::cout << "AddTime: " << Addtime.count() << " us" << std::endl; std::cout << "LoopTime: " << LoopTime.count() << " us" << std::endl; } diff --git a/mwe/ecs-memory-efficient/CMakeLists.txt b/mwe/ecs-memory-efficient/CMakeLists.txt new file mode 100644 index 0000000..d072907 --- /dev/null +++ b/mwe/ecs-memory-efficient/CMakeLists.txt @@ -0,0 +1,17 @@ +cmake_minimum_required(VERSION 3.5) +project(ecs-memory-efficient) + +# Set the C++ standard (optional, but good practice) +set(CMAKE_CXX_STANDARD 17) +set(CMAKE_CXX_STANDARD_REQUIRED True) + +# Use the debug mode (otherwise breakpoints are not compiled) +set(CMAKE_BUILD_TYPE Debug) + +add_executable(ecs-memory-efficient + src/main.cpp + src/ComponentManager.cpp + src/Components.cpp + src/GameObjectMax.cpp +) +target_include_directories(ecs-memory-efficient PRIVATE "${CMAKE_SOURCE_DIR}/inc") diff --git a/mwe/ecs-memory-efficient/inc/ComponentManager.h b/mwe/ecs-memory-efficient/inc/ComponentManager.h new file mode 100644 index 0000000..8279a9a --- /dev/null +++ b/mwe/ecs-memory-efficient/inc/ComponentManager.h @@ -0,0 +1,36 @@ +#pragma once + +#include "Components.h" +#include "ContiguousContainer.h" + +class ComponentManager { +public: + static ComponentManager & GetInstance(); //Singleton + + ComponentManager(const ComponentManager &) = delete; //Singleton + ComponentManager(ComponentManager &&) = delete; //Singleton + ComponentManager & operator=(const ComponentManager &) = delete; //Singleton + ComponentManager & operator=(ComponentManager &&) = delete; //Singleton + + template <typename... Args> + void addSpriteComponent(Args &&... args); + template <typename... Args> + void addRigidbodyComponent(Args &&... args); + template <typename... Args> + void addColiderComponent(Args &&... args); + + std::vector<std::reference_wrapper<Sprite>> getAllSpriteReferences(); + std::vector<std::reference_wrapper<Rigidbody>> getAllRigidbodyReferences(); + std::vector<std::reference_wrapper<Colider>> getAllColiderReferences(); + +private: + static ComponentManager mInstance; //Singleton + + ComponentManager(); //Singleton + + ContiguousContainer<Sprite> mSpriteContainer; + ContiguousContainer<Rigidbody> mRigidbodyContainer; + ContiguousContainer<Colider> mColiderContainer; +}; + +#include "ComponentManager.hpp" diff --git a/mwe/ecs-memory-efficient/inc/ComponentManager.hpp b/mwe/ecs-memory-efficient/inc/ComponentManager.hpp new file mode 100644 index 0000000..a914a6b --- /dev/null +++ b/mwe/ecs-memory-efficient/inc/ComponentManager.hpp @@ -0,0 +1,15 @@ + +template <typename... Args> +void ComponentManager::addSpriteComponent(Args &&... args) { + mSpriteContainer.pushBack(std::forward<Args>(args)...); +} + +template <typename... Args> +void ComponentManager::addRigidbodyComponent(Args &&... args) { + mRigidbodyContainer.pushBack(std::forward<Args>(args)...); +} + +template <typename... Args> +void ComponentManager::addColiderComponent(Args &&... args) { + mColiderContainer.pushBack(std::forward<Args>(args)...); +} diff --git a/mwe/ecs-memory-efficient/inc/Components.h b/mwe/ecs-memory-efficient/inc/Components.h new file mode 100644 index 0000000..98c5fe7 --- /dev/null +++ b/mwe/ecs-memory-efficient/inc/Components.h @@ -0,0 +1,33 @@ +#pragma once + +#include <string> + +class Component { +public: + Component(); + + bool mActive; +}; + +class Sprite : public Component { +public: + Sprite(std::string path); + + std::string mPath; +}; + +class Rigidbody : public Component { +public: + Rigidbody(int mass, int gravityScale, int bodyType); + + int mMass; + int mGravityScale; + int mBodyType; +}; + +class Colider : public Component { +public: + Colider(int size); + + int mSize; +}; diff --git a/mwe/ecs-memory-efficient/inc/ContiguousContainer.h b/mwe/ecs-memory-efficient/inc/ContiguousContainer.h new file mode 100644 index 0000000..e3b57ba --- /dev/null +++ b/mwe/ecs-memory-efficient/inc/ContiguousContainer.h @@ -0,0 +1,34 @@ +#pragma once + +#include <cstdlib> // For malloc and free +#include <new> // For placement new +#include <stdexcept> // For std::bad_alloc +#include <utility> // For std::move and std::forward +#include <vector> // For returning references + +template <typename T> +class ContiguousContainer { +public: + ContiguousContainer(); + ~ContiguousContainer(); + + // Use perfect forwarding for pushBack + template <typename... Args> + void pushBack(Args &&... args); + + void popBack(); + T & operator[](size_t index); + size_t getSize() const; + + // Function to return references to all stored objects + std::vector<std::reference_wrapper<T>> getAllReferences(); + +private: + T * mData; + size_t mSize; + size_t mCapacity; + + void resize(size_t new_capacity); // Resize function to allocate more space +}; + +#include "ContiguousContainer.hpp" diff --git a/mwe/ecs-memory-efficient/inc/ContiguousContainer.hpp b/mwe/ecs-memory-efficient/inc/ContiguousContainer.hpp new file mode 100644 index 0000000..fa95952 --- /dev/null +++ b/mwe/ecs-memory-efficient/inc/ContiguousContainer.hpp @@ -0,0 +1,84 @@ +template <typename T> +ContiguousContainer<T>::ContiguousContainer() : mSize(0), + mCapacity(10) { + // Allocate memory for 10 objects initially + mData = static_cast<T *>(malloc(mCapacity * sizeof(T))); + if (!mData) { + throw std::bad_alloc(); + } +} + +template <typename T> +ContiguousContainer<T>::~ContiguousContainer() { + // Destroy all constructed objects + for (size_t i = 0; i < mSize; ++i) { + mData[i].~T(); + } + // Free the allocated memory + free(mData); +} + +template <typename T> +template <typename... Args> +void ContiguousContainer<T>::pushBack(Args &&... args) { + if (mSize == mCapacity) { + // Double the capacity if the container is full + resize(mCapacity * 2); + } + // Use placement new with perfect forwarding to construct the object in place + new (mData + mSize) T(std::forward<Args>(args)...); + ++mSize; +} + +template <typename T> +void ContiguousContainer<T>::popBack() { + if (mSize > 0) { + --mSize; + // Explicitly call the destructor + mData[mSize].~T(); + } +} + +template <typename T> +T & ContiguousContainer<T>::operator[](size_t index) { + if (index >= mSize) { + throw std::out_of_range("Index out of range"); + } + return mData[index]; +} + +template <typename T> +size_t ContiguousContainer<T>::getSize() const { + return mSize; +} + +// Function that returns a vector of references to all stored objects +template <typename T> +std::vector<std::reference_wrapper<T>> ContiguousContainer<T>::getAllReferences() { + std::vector<std::reference_wrapper<T>> references; + references.reserve(mSize); // Reserve space to avoid reallocation + for (size_t i = 0; i < mSize; ++i) { + references.push_back(std::ref(mData[i])); + } + return references; +} + +template <typename T> +void ContiguousContainer<T>::resize(size_t new_capacity) { + // Allocate new memory block with the updated capacity + T * new_data = static_cast<T *>(malloc(new_capacity * sizeof(T))); + if (!new_data) { + throw std::bad_alloc(); + } + + // Move or copy existing objects to the new memory block + for (size_t i = 0; i < mSize; ++i) { + new (new_data + i) T(std::move(mData[i])); // Move the objects + mData[i].~T(); // Call the destructor for the old object + } + + // Free the old memory block + free(mData); + mData = new_data; + mCapacity = new_capacity; +} diff --git a/mwe/ecs-memory-efficient/inc/GameObjectMax.h b/mwe/ecs-memory-efficient/inc/GameObjectMax.h new file mode 100644 index 0000000..760e330 --- /dev/null +++ b/mwe/ecs-memory-efficient/inc/GameObjectMax.h @@ -0,0 +1,24 @@ +#pragma once + +#include <cstdint> +#include <string> + +class GameObject { +public: + GameObject(std::uint32_t id, std::string name, std::string tag, int layer); + + template <typename... Args> + void addSpriteComponent(Args &&... args); + template <typename... Args> + void addRigidbodyComponent(Args &&... args); + template <typename... Args> + void addColiderComponent(Args &&... args); + + std::uint32_t mId; + std::string mName; + std::string mTag; + bool mActive; + int mLayer; +}; + +#include "GameObjectMax.hpp" diff --git a/mwe/ecs-memory-efficient/inc/GameObjectMax.hpp b/mwe/ecs-memory-efficient/inc/GameObjectMax.hpp new file mode 100644 index 0000000..909b4be --- /dev/null +++ b/mwe/ecs-memory-efficient/inc/GameObjectMax.hpp @@ -0,0 +1,16 @@ +#include "ComponentManager.h" + +template <typename... Args> +void GameObject::addSpriteComponent(Args &&... args) { + ComponentManager::GetInstance().addSpriteComponent(std::forward<Args>(args)...); +} + +template <typename... Args> +void GameObject::addRigidbodyComponent(Args &&... args) { + ComponentManager::GetInstance().addRigidbodyComponent(std::forward<Args>(args)...); +} + +template <typename... Args> +void GameObject::addColiderComponent(Args &&... args) { + ComponentManager::GetInstance().addColiderComponent(std::forward<Args>(args)...); +} diff --git a/mwe/ecs-memory-efficient/src/ComponentManager.cpp b/mwe/ecs-memory-efficient/src/ComponentManager.cpp new file mode 100644 index 0000000..e7a8866 --- /dev/null +++ b/mwe/ecs-memory-efficient/src/ComponentManager.cpp @@ -0,0 +1,19 @@ +#include "ComponentManager.h" + +ComponentManager ComponentManager::mInstance; + +ComponentManager & ComponentManager::GetInstance() { return mInstance; } + +ComponentManager::ComponentManager() {} + +std::vector<std::reference_wrapper<Sprite>> ComponentManager::getAllSpriteReferences() { + return mSpriteContainer.getAllReferences(); +} + +std::vector<std::reference_wrapper<Rigidbody>> ComponentManager::getAllRigidbodyReferences() { + return mRigidbodyContainer.getAllReferences(); +} + +std::vector<std::reference_wrapper<Colider>> ComponentManager::getAllColiderReferences() { + return mColiderContainer.getAllReferences(); +} diff --git a/mwe/ecs-memory-efficient/src/Components.cpp b/mwe/ecs-memory-efficient/src/Components.cpp new file mode 100644 index 0000000..2ec8609 --- /dev/null +++ b/mwe/ecs-memory-efficient/src/Components.cpp @@ -0,0 +1,13 @@ +#include "Components.h" +#include <iostream> + +Component::Component() : mActive(true) {} + +Sprite::Sprite(std::string path) : mPath(path) {} + +Rigidbody::Rigidbody(int mass, int gravityScale, int bodyType) + : mMass(mass), + mGravityScale(gravityScale), + mBodyType(bodyType) {} + +Colider::Colider(int size) : mSize(size) {} diff --git a/mwe/ecs-memory-efficient/src/GameObjectMax.cpp b/mwe/ecs-memory-efficient/src/GameObjectMax.cpp new file mode 100644 index 0000000..0516f68 --- /dev/null +++ b/mwe/ecs-memory-efficient/src/GameObjectMax.cpp @@ -0,0 +1,10 @@ +#include "GameObjectMax.h" + +#include "ComponentManager.h" + +GameObject::GameObject(std::uint32_t id, std::string name, std::string tag, int layer) + : mId(id), + mName(name), + mTag(tag), + mActive(true), + mLayer(layer) {} diff --git a/mwe/ecs-memory-efficient/src/main.cpp b/mwe/ecs-memory-efficient/src/main.cpp new file mode 100644 index 0000000..b564b8c --- /dev/null +++ b/mwe/ecs-memory-efficient/src/main.cpp @@ -0,0 +1,59 @@ +#include <chrono> +#include <cstdint> +#include <iostream> +#include <vector> + +#include "ComponentManager.h" +#include "Components.h" +#include "GameObjectMax.h" + +int main() { + auto startAdding = std::chrono::high_resolution_clock::now(); + + GameObject * gameObject[100000]; + + for (int i = 0; i < 100000; ++i) { + gameObject[i] = new GameObject(i, "Name", "Tag", 0); + + gameObject[i]->addSpriteComponent("C:/Test"); + gameObject[i]->addRigidbodyComponent(0, 0, i); + gameObject[i]->addColiderComponent(i); + } + + auto stopAdding = std::chrono::high_resolution_clock::now(); + + //This is what systems would do: + + std::vector<std::reference_wrapper<Sprite>> allSprites + = ComponentManager::GetInstance().getAllSpriteReferences(); + for (Sprite & sprite : allSprites) { + //std::cout << sprite.mPath << std::endl; + } + //std::cout << std::endl; + + std::vector<std::reference_wrapper<Rigidbody>> allRigidbody + = ComponentManager::GetInstance().getAllRigidbodyReferences(); + for (Rigidbody & rigidbody : allRigidbody) { + //std::cout << rigidbody.mMass << " " << rigidbody.mGravityScale << " " << rigidbody.mBodyType << std::endl; + } + //std::cout << std::endl; + + std::vector<std::reference_wrapper<Colider>> allColider + = ComponentManager::GetInstance().getAllColiderReferences(); + for (Colider & colider : allColider) { + //std::cout << colider.mSize << std::endl; + } + + auto stopLooping = std::chrono::high_resolution_clock::now(); + + for (int i = 0; i < 100000; ++i) { + delete gameObject[i]; + } + + auto Addtime + = std::chrono::duration_cast<std::chrono::microseconds>(stopAdding - startAdding); + auto LoopTime + = std::chrono::duration_cast<std::chrono::microseconds>(stopLooping - stopAdding); + std::cout << "AddTime: " << Addtime.count() << " us" << std::endl; + std::cout << "LoopTime: " << LoopTime.count() << " us" << std::endl; +} diff --git a/mwe/events/CMakeLists.txt b/mwe/events/CMakeLists.txt new file mode 100644 index 0000000..12e45a7 --- /dev/null +++ b/mwe/events/CMakeLists.txt @@ -0,0 +1,40 @@ +cmake_minimum_required(VERSION 3.5) +project(gameloop) + +# Set the C++ standard (optional, but good practice) +set(CMAKE_C_STANDARD 17) +set(CMAKE_CXX_STANDARD 20) +set(CMAKE_EXPORT_COMPILE_COMMANDS 1) +set(CMAKE_BUILD_TYPE Debug) + +# Find the SDL2 package +find_package(SDL2 REQUIRED) +# Find the SDL2_ttf package +find_package(SDL2_ttf REQUIRED) + +add_executable(gameloop + src/window.cpp + src/main.cpp + src/eventManager.cpp + src/event.cpp + src/loopManager.cpp + src/timer.cpp + src/keyCodes.cpp + src/eventHandler.cpp + src/iMouseListener.cpp + src/iKeyListener.cpp + src/mouseListenerTest.cpp + src/keyListenerTest.cpp + src/inputSystem.cpp + src/uiRenderer.cpp + src/uiObject.cpp +) + +target_link_libraries(gameloop ${SDL2_LIBRARIES} SDL2_ttf::SDL2_ttf) + +# Include SDL2 header files and project headers +target_include_directories(gameloop PRIVATE ${SDL2_INCLUDE_DIRS}) +target_include_directories(gameloop PRIVATE ${CMAKE_SOURCE_DIR}/include) + +# Copy font files to the build directory +file(COPY ${PROJECT_SOURCE_DIR}/font DESTINATION ${CMAKE_BINARY_DIR}) diff --git a/mwe/events/imgs/demo.bmp b/mwe/events/imgs/demo.bmp Binary files differnew file mode 100644 index 0000000..65354fe --- /dev/null +++ b/mwe/events/imgs/demo.bmp diff --git a/mwe/events/imgs/demo.jpg b/mwe/events/imgs/demo.jpg Binary files differnew file mode 100644 index 0000000..f534e1b --- /dev/null +++ b/mwe/events/imgs/demo.jpg diff --git a/mwe/events/include/customTypes.h b/mwe/events/include/customTypes.h new file mode 100644 index 0000000..5a7851b --- /dev/null +++ b/mwe/events/include/customTypes.h @@ -0,0 +1,35 @@ +#pragma once +#include <cmath> +struct Vector2 { + float x; // X component of the vector + float y; // Y component of the vector + + // Vector subtraction + Vector2 operator-(const Vector2 & other) const { return {x - other.x, y - other.y}; } + + // Vector addition + Vector2 operator+(const Vector2 & other) const { return {x + other.x, y + other.y}; } + + // Scalar multiplication + Vector2 operator*(float scalar) const { return {x * scalar, y * scalar}; } + + // Normalize the vector + Vector2 normalize() const { + float length = std::sqrt(x * x + y * y); + if (length == 0) return {0, 0}; // Prevent division by zero + return {x / length, y / length}; + } +}; +struct Collision { + int objectIdA; // ID of the first object + int objectIdB; // ID of the second object + Vector2 contactPoint; // Point of contact + Vector2 contactNormal; // Normal vector at the contact point + + // Constructor to initialize a Collision + Collision(int idA, int idB, const Vector2 & point, const Vector2 & normal, float depth) + : objectIdA(idA), + objectIdB(idB), + contactPoint(point), + contactNormal(normal) {} +}; diff --git a/mwe/events/include/event.h b/mwe/events/include/event.h new file mode 100644 index 0000000..ee1bf52 --- /dev/null +++ b/mwe/events/include/event.h @@ -0,0 +1,167 @@ +#pragma once +#include "customTypes.h" +#include "keyCodes.h" +#include <cstdint> +#include <iostream> +#include <string> +#include <unordered_map> +#include <variant> +class UUIDGenerator { +public: + static std::uint32_t getUniqueID() { + static std::uint32_t id = 0; + return ++id; + } +}; +#define REGISTER_EVENT_TYPE(ClassName) \ +\ +public: \ + static std::uint32_t getStaticEventType() { \ + static std::uint32_t typeID = UUIDGenerator::getUniqueID(); \ + return typeID; \ + } \ + virtual std::uint32_t getEventType() const override { return getStaticEventType(); } +class Event { +public: + Event(std::string eventType); + virtual ~Event() = default; + virtual std::uint32_t getEventType() const = 0; + virtual std::string toString() const; + void addArgument(const std::string & key, + const std::variant<int, std::string, float> & value); + + std::variant<int, std::string, float> getArgument(const std::string & key) const; + + std::string getType() const; + bool getHandled() const; + void markHandled(); + +private: + std::unordered_map<std::string, std::variant<int, std::string, float>> eventData; + bool isHandled = false; +}; + +// KeyPressedEvent class +class KeyPressedEvent : public Event { +public: + KeyPressedEvent(int keyCode); + + REGISTER_EVENT_TYPE("KeyPressedEvent"); + + Keycode getKeyCode() const; + int getRepeatCount() const; + +private: + Keycode keycode; + +public: + Keycode key = 0; + int repeatCount = 0; +}; +class MouseClickEvent : public Event { +public: + MouseClickEvent(int x, int y, MouseButton button); + + REGISTER_EVENT_TYPE("KeyClickedEvent"); + std::pair<int, int> getMousePosition() const; + MouseButton getButton() const { return button; } + +private: + int mouseX = 0; + int mouseY = 0; + MouseButton button; +}; +// KeyReleasedEvent class +class KeyReleasedEvent : public Event { +public: + KeyReleasedEvent(int keyCode); + + REGISTER_EVENT_TYPE(KeyReleasedEvent); + + Keycode getKeyCode() const; + +private: + Keycode key = 0; +}; + +// MousePressedEvent class +class MousePressedEvent : public Event { +public: + MousePressedEvent(int mouseX, int mouseY); + + REGISTER_EVENT_TYPE(MousePressedEvent) + + std::pair<int, int> getMousePosition() const; + +private: + int mouseX = 0; + int mouseY = 0; + MouseButton button; +}; +class MouseReleasedEvent : public Event { +public: + MouseReleasedEvent(int mouseX, int mouseY, MouseButton button); + + REGISTER_EVENT_TYPE(MouseReleasedEvent) + + std::pair<int, int> getMousePosition() const; + MouseButton getMouseButton() const; + +private: + int mouseX = 0; + int mouseY = 0; + MouseButton button; +}; +class MouseMovedEvent : public Event { +public: + MouseMovedEvent(int mouseX, int mouseY); + + REGISTER_EVENT_TYPE(MouseMovedEvent) + + std::pair<int, int> getMousePosition() const; + +private: + int mouseX = 0; + int mouseY = 0; +}; +class CollisionEvent : public Event { +public: + CollisionEvent(Collision); + + REGISTER_EVENT_TYPE(CollisionEvent) + + Collision getCollisionData() const; + +private: + Collision collisionData; +}; +class TextSubmitEvent : public Event { +public: + TextSubmitEvent(std::string submittedText); + + REGISTER_EVENT_TYPE(TextSubmitEvent) + + std::string getText() const; + +private: + std::string text; +}; +class ShutDownEvent : public Event { +public: + ShutDownEvent() : Event("ShutDownEvent") {}; + + REGISTER_EVENT_TYPE(ShutDownEvent) + +private: +}; +// class ButtonClickEvent : public Event { +// public: +// ButtonClickEvent(int x,int y,int width,int height); + +// REGISTER_EVENT_TYPE(TextSubmitEvent) + +// std::string getText() const; + +// private: +// std::string text; +// }; diff --git a/mwe/events/include/eventHandler.h b/mwe/events/include/eventHandler.h new file mode 100644 index 0000000..3a83b15 --- /dev/null +++ b/mwe/events/include/eventHandler.h @@ -0,0 +1,46 @@ +#pragma once +#include "event.h" +#include <functional> +#include <iostream> + +template <typename EventType> +using EventHandler = std::function<void(const EventType & e)>; + +class IEventHandlerWrapper { +public: + virtual ~IEventHandlerWrapper() = default; + + void exec(const Event & e); + + virtual std::string getType() const = 0; + virtual bool isDestroyOnSuccess() const = 0; + +private: + virtual void call(const Event & e) = 0; +}; + +template <typename EventType> +class EventHandlerWrapper : public IEventHandlerWrapper { +public: + explicit EventHandlerWrapper(const EventHandler<EventType> & handler, + const bool destroyOnSuccess = false) + : m_handler(handler), + m_handlerType(m_handler.target_type().name()), + m_destroyOnSuccess(destroyOnSuccess) { + // std::cout << m_handlerType << std::endl; + } + +private: + void call(const Event & e) override { + if (e.getEventType() == EventType::getStaticEventType()) { + m_handler(static_cast<const EventType &>(e)); + } + } + + std::string getType() const override { return m_handlerType; } + bool isDestroyOnSuccess() const { return m_destroyOnSuccess; } + + EventHandler<EventType> m_handler; + const std::string m_handlerType; + bool m_destroyOnSuccess{false}; +}; diff --git a/mwe/events/include/eventManager.h b/mwe/events/include/eventManager.h new file mode 100644 index 0000000..30e927f --- /dev/null +++ b/mwe/events/include/eventManager.h @@ -0,0 +1,60 @@ +#pragma once +#include "event.h" +#include "eventHandler.h" +#include "keyCodes.h" +#include <memory> +#include <unordered_map> +#include <vector> +// using EventType = std::uint32_t; +// using EventId = std::uint64_t; + +class EventManager { +public: + EventManager(const EventManager &) = delete; + const EventManager & operator=(const EventManager &) = delete; + static EventManager & getInstance() { + static EventManager instance; + return instance; + } + + void shutdown(); + void subscribe(int eventType, std::unique_ptr<IEventHandlerWrapper> && handler, + int eventId); + void unsubscribe(int eventType, const std::string & handlerName, int eventId); + void triggerEvent(const Event & event_, int eventId); + void queueEvent(std::unique_ptr<Event> && event_, int eventId); + void dispatchEvents(); + +private: + EventManager() = default; + std::vector<std::pair<std::unique_ptr<Event>, int>> eventsQueue; + std::unordered_map<int, std::vector<std::unique_ptr<IEventHandlerWrapper>>> subscribers; + std::unordered_map< + int, std::unordered_map<int, std::vector<std::unique_ptr<IEventHandlerWrapper>>>> + subscribersByEventId; +}; + +template <typename EventType> +inline void subscribe(const EventHandler<EventType> & callback, int eventId = 0, + const bool unsubscribeOnSuccess = false) { + std::unique_ptr<IEventHandlerWrapper> handler + = std::make_unique<EventHandlerWrapper<EventType>>(callback, unsubscribeOnSuccess); + EventManager::getInstance().subscribe(EventType::getStaticEventType(), std::move(handler), + eventId); +} + +template <typename EventType> +inline void unsubscribe(const EventHandler<EventType> & callback, int eventId = 0) { + const std::string handlerName = callback.target_type().name(); + EventManager::getInstance().unsubscribe(EventType::getStaticEventType(), handlerName, + eventId); +} + +inline void triggerEvent(const Event & triggeredEvent, int eventId = 0) { + EventManager::getInstance().triggerEvent(triggeredEvent, eventId); +} + +inline void queueEvent(std::unique_ptr<Event> && queuedEvent, int eventId = 0) { + EventManager::getInstance().queueEvent(std::forward<std::unique_ptr<Event>>(queuedEvent), + eventId); +} diff --git a/mwe/events/include/gameObject.h b/mwe/events/include/gameObject.h new file mode 100644 index 0000000..48e239b --- /dev/null +++ b/mwe/events/include/gameObject.h @@ -0,0 +1,20 @@ +#pragma once +#include <cstdint> +#include <string> +class GameObject { +public: + GameObject() {} + + // template <typename... Args> + // void addSpriteComponent(Args &&... args); + // template <typename... Args> + // void addRigidbodyComponent(Args &&... args); + // template <typename... Args> + // void addColiderComponent(Args &&... args); + + std::uint32_t mId; + std::string mName; + std::string mTag; + bool mActive; + int mLayer; +}; diff --git a/mwe/events/include/iKeyListener.h b/mwe/events/include/iKeyListener.h new file mode 100644 index 0000000..5fee2eb --- /dev/null +++ b/mwe/events/include/iKeyListener.h @@ -0,0 +1,20 @@ +#pragma once +#include "event.h" +#include "eventHandler.h" +#include "eventManager.h" +class IKeyListener { +public: + virtual ~IKeyListener(); + virtual void onKeyPressed(const KeyPressedEvent & event) = 0; + virtual void onKeyReleased(const KeyReleasedEvent & event) = 0; + +protected: + void subscribeEvents(int listenerId = 0); + void unsubscribeEvents(int listenerId = 0); + void activate(int listenerId = 0) { subscribeEvents(listenerId); } + void deactivate(int listenerId = 0) { unsubscribeEvents(listenerId); } + +private: + EventHandler<KeyPressedEvent> keyPressedHandler; + EventHandler<KeyReleasedEvent> keyReleasedHandler; +}; diff --git a/mwe/events/include/iMouseListener.h b/mwe/events/include/iMouseListener.h new file mode 100644 index 0000000..5b1181c --- /dev/null +++ b/mwe/events/include/iMouseListener.h @@ -0,0 +1,24 @@ +#pragma once +#include "event.h" +#include "eventHandler.h" +#include "eventManager.h" + +class IMouseListener { +public: + virtual ~IMouseListener(); + + virtual void onMouseClicked(const MouseClickEvent & event) = 0; + virtual void onMousePressed(const MousePressedEvent & event) = 0; + virtual void onMouseReleased(const MouseReleasedEvent & event) = 0; + virtual void onMouseMoved(const MouseMovedEvent & event) = 0; + +protected: + void subscribeEvents(int listenerId = 0); + void unsubscribeEvents(int listenerId = 0); + +private: + EventHandler<MouseClickEvent> mouseClickHandler; + EventHandler<MousePressedEvent> mousePressHandler; + EventHandler<MouseReleasedEvent> mouseReleaseHandler; + EventHandler<MouseMovedEvent> mouseMoveHandler; +}; diff --git a/mwe/events/include/inputSystem.h b/mwe/events/include/inputSystem.h new file mode 100644 index 0000000..3e53b7c --- /dev/null +++ b/mwe/events/include/inputSystem.h @@ -0,0 +1,23 @@ +#pragma once +#include "event.h" +#include "eventManager.h" +#include "keyCodes.h" +#include "uiObject.h" +#include <vector> +class InputSystem { +public: + InputSystem(); + void registerButton(Button * button); + void registerText(Text * label); + void registerTextInput(TextInput * input); + void processInput(); + +private: + std::vector<Button *> buttons; + std::vector<TextInput *> textInputs; + std::vector<Text *> texts; + void processMouseClick(int mouseX, int mouseY); + void processInputField(int mouseX, int mouseY); + void processKeyPress(Keycode); + void processTextInput(const std::string & text); +}; diff --git a/mwe/events/include/keyCodes.h b/mwe/events/include/keyCodes.h new file mode 100644 index 0000000..73ba1cd --- /dev/null +++ b/mwe/events/include/keyCodes.h @@ -0,0 +1,154 @@ +#pragma once +#include <SDL2/SDL.h> +#include <cstdint> +#include <unordered_map> +using Keycode = uint16_t; +enum class MouseButton { + None = 0, + Left_Mouse = 1, + Right_Mouse = 2, + Middle_Mouse = 3, + X1_Mouse = 4, + X2_Mouse = 5, + Scroll_Up = 6, + Scroll_Down = 7, +}; +enum : Keycode { + // From glfw3.h + Space = 32, + Apostrophe = 39, /* ' */ + Comma = 44, /* , */ + Minus = 45, /* - */ + Period = 46, /* . */ + Slash = 47, /* / */ + + D0 = 48, /* 0 */ + D1 = 49, /* 1 */ + D2 = 50, /* 2 */ + D3 = 51, /* 3 */ + D4 = 52, /* 4 */ + D5 = 53, /* 5 */ + D6 = 54, /* 6 */ + D7 = 55, /* 7 */ + D8 = 56, /* 8 */ + D9 = 57, /* 9 */ + + Semicolon = 59, /* ; */ + Equal = 61, /* = */ + + A = 65, + B = 66, + C = 67, + D = 68, + E = 69, + F = 70, + G = 71, + H = 72, + I = 73, + J = 74, + K = 75, + L = 76, + M = 77, + N = 78, + O = 79, + P = 80, + Q = 81, + R = 82, + S = 83, + T = 84, + U = 85, + V = 86, + W = 87, + X = 88, + Y = 89, + Z = 90, + + LeftBracket = 91, /* [ */ + Backslash = 92, /* \ */ + RightBracket = 93, /* ] */ + GraveAccent = 96, /* ` */ + + World1 = 161, /* non-US #1 */ + World2 = 162, /* non-US #2 */ + + /* Function keys */ + Escape = 256, + Enter = 257, + Tab = 258, + Backspace = 259, + Insert = 260, + Delete = 261, + Right = 262, + Left = 263, + Down = 264, + Up = 265, + PageUp = 266, + PageDown = 267, + Home = 268, + End = 269, + CapsLock = 280, + ScrollLock = 281, + NumLock = 282, + PrintScreen = 283, + Pause = 284, + F1 = 290, + F2 = 291, + F3 = 292, + F4 = 293, + F5 = 294, + F6 = 295, + F7 = 296, + F8 = 297, + F9 = 298, + F10 = 299, + F11 = 300, + F12 = 301, + F13 = 302, + F14 = 303, + F15 = 304, + F16 = 305, + F17 = 306, + F18 = 307, + F19 = 308, + F20 = 309, + F21 = 310, + F22 = 311, + F23 = 312, + F24 = 313, + F25 = 314, + + /* Keypad */ + KP0 = 320, + KP1 = 321, + KP2 = 322, + KP3 = 323, + KP4 = 324, + KP5 = 325, + KP6 = 326, + KP7 = 327, + KP8 = 328, + KP9 = 329, + KPDecimal = 330, + KPDivide = 331, + KPMultiply = 332, + KPSubtract = 333, + KPAdd = 334, + KPEnter = 335, + KPEqual = 336, + + LeftShift = 340, + LeftControl = 341, + LeftAlt = 342, + LeftSuper = 343, + RightShift = 344, + RightControl = 345, + RightAlt = 346, + RightSuper = 347, + Menu = 348 +}; + +// Define the mapping +extern const std::unordered_map<SDL_Keycode, Keycode> sdlToCustom; + +// Function to map SDL_Keycode to custom Keycode +Keycode getCustomKey(SDL_Keycode sdlKey); diff --git a/mwe/events/include/keyListenerTest.h b/mwe/events/include/keyListenerTest.h new file mode 100644 index 0000000..08f3feb --- /dev/null +++ b/mwe/events/include/keyListenerTest.h @@ -0,0 +1,12 @@ +#pragma once +#include "iKeyListener.h" +#include <iostream> + +class KeyListenerTest : public IKeyListener { +public: + KeyListenerTest(int listenerId); + ~KeyListenerTest(); + + void onKeyPressed(const KeyPressedEvent & event) override; + void onKeyReleased(const KeyReleasedEvent & event) override; +}; diff --git a/mwe/events/include/loopManager.h b/mwe/events/include/loopManager.h new file mode 100644 index 0000000..9959c94 --- /dev/null +++ b/mwe/events/include/loopManager.h @@ -0,0 +1,36 @@ +#pragma once +#include "timer.h" +#include "window.h" +#include <SDL2/SDL.h> +//#include "combinedEvent.h" +#include "eventHandler.h" +#include "eventManager.h" +#include "inputSystem.h" +#include "loopManager.h" +#include "uiObject.h" +#include "uiRenderer.h" +#include <memory> +class LoopManager { +public: + LoopManager(); + void setup(); + void loop(); + void setRunning(bool running); + +private: + void processInput(); + void update(); + void lateUpdate(); + void fixedUpdate(); + void render(); + void onShutdown(const ShutDownEvent & e); + bool gameRunning = false; + WindowManager window; + int timeScale = 1; + float accumulator = 0.0; + double currentTime; + double t = 0.0; + double dt = 0.01; + std::unique_ptr<InputSystem> inputSystem; + EventHandler<ShutDownEvent> shutdownHandler; +}; diff --git a/mwe/events/include/mouseListenerTest.h b/mwe/events/include/mouseListenerTest.h new file mode 100644 index 0000000..ca9afc5 --- /dev/null +++ b/mwe/events/include/mouseListenerTest.h @@ -0,0 +1,14 @@ +#pragma once +#include "iMouseListener.h" +#include <iostream> + +class MouseListenerTest : public IMouseListener { +public: + MouseListenerTest(int listenerId); + ~MouseListenerTest(); + + void onMouseClicked(const MouseClickEvent & event) override; + void onMousePressed(const MousePressedEvent & event) override; + void onMouseReleased(const MouseReleasedEvent & event) override; + void onMouseMoved(const MouseMovedEvent & event) override; +}; diff --git a/mwe/events/include/timer.h b/mwe/events/include/timer.h new file mode 100644 index 0000000..22383b2 --- /dev/null +++ b/mwe/events/include/timer.h @@ -0,0 +1,31 @@ +#pragma once + +#include <SDL2/SDL.h> + +class LoopTimer { +public: + static LoopTimer & getInstance(); + void start(); + void update(); + double getDeltaTime() const; + int getCurrentTime() const; + void advanceFixedUpdate(); + double getFixedDeltaTime() const; + void setFPS(int FPS); + int getFPS() const; + void enforceFrameRate(); + double getLag() const; + +private: + LoopTimer(); + int FPS = 50; + double gameScale = 1; + double maximumDeltaTime = 0.25; + double deltaTime; + double frameTargetTime = FPS / 1000; + double fixedDeltaTime = 0.01; + double elapsedTime; + double elapsedFixedTime; + double time; + uint64_t lastFrameTime; +}; diff --git a/mwe/events/include/uiObject.h b/mwe/events/include/uiObject.h new file mode 100644 index 0000000..23efe44 --- /dev/null +++ b/mwe/events/include/uiObject.h @@ -0,0 +1,68 @@ +#pragma once +#include "event.h" +#include "eventHandler.h" +#include "gameObject.h" +#include <SDL2/SDL.h> +#include <SDL_ttf.h> +#include <functional> +struct Alignment { + enum class Horizontal { LEFT, CENTER, RIGHT }; + enum class Vertical { TOP, MIDDLE, BOTTOM }; + enum class PositioningMode { RELATIVE, STATIC, ABSOLUTE }; + + Horizontal horizontal = Horizontal::CENTER; + Vertical vertical = Vertical::MIDDLE; + PositioningMode mode = PositioningMode::RELATIVE; + + int staticX = 0; + int staticY = 0; + + int marginTop = 0; + int marginBottom = 0; + int marginLeft = 0; + int marginRight = 0; +}; +struct RGBColor { + int red; + int green; + int blue; +}; +class UIObject : public GameObject { +public: + UIObject(int width, int height); + virtual ~UIObject() {} + int width; + int height; + int x; + int y; +}; +class Button : public UIObject { +public: + Button(int width, int height); + RGBColor color; + std::function<void()> onClick; +}; +class Text : public UIObject { +public: + Text(int width, int height); + std::string text; + int size; + Alignment alignment; + //font resource + TTF_Font * font; + RGBColor color; +}; +class TextInput : public UIObject { +public: + TextInput(int width, int height); + std::string textBuffer; + std::string placeholder; + bool isActive = false; + RGBColor textColor; + RGBColor backgroundColor; + size_t maxLength = 100; + Alignment alignment; + TTF_Font * font = nullptr; + std::function<void()> onSubmit; + std::function<void()> onFocus; +}; diff --git a/mwe/events/include/uiRenderer.h b/mwe/events/include/uiRenderer.h new file mode 100644 index 0000000..8f22fdf --- /dev/null +++ b/mwe/events/include/uiRenderer.h @@ -0,0 +1,21 @@ +#pragma once +#include "uiObject.h" +#include <SDL2/SDL.h> +#include <SDL2/SDL_ttf.h> +#include <string> + +class UIRenderer { +public: + UIRenderer(SDL_Renderer * renderer); + ~UIRenderer(); + + void render(UIObject * uiObject); + +private: + SDL_Renderer * renderer; + TTF_Font * font; + + void renderButton(Button * button); + void renderText(Text * text); + void renderTextInput(TextInput * textInput); +}; diff --git a/mwe/events/include/userevent.h b/mwe/events/include/userevent.h new file mode 100644 index 0000000..e69de29 --- /dev/null +++ b/mwe/events/include/userevent.h diff --git a/mwe/events/include/window.h b/mwe/events/include/window.h new file mode 100644 index 0000000..bd75c4a --- /dev/null +++ b/mwe/events/include/window.h @@ -0,0 +1,27 @@ +#pragma once +#include "uiObject.h" +#include "uiRenderer.h" +#include <SDL2/SDL.h> +#include <vector> + +class WindowManager { +public: + WindowManager(); + virtual ~WindowManager(); + + bool initWindow(); + void destroyWindow(); + SDL_Renderer * getRenderer(); + + void addUIObject(UIObject * uiObject); + void renderUIObjects(); + +private: + const int SCREEN_WIDTH = 800; + const int SCREEN_HEIGHT = 600; + SDL_Window * window = nullptr; + SDL_Renderer * renderer = nullptr; + + UIRenderer * uiRenderer; + std::vector<UIObject *> uiObjects; +}; diff --git a/mwe/events/src/event.cpp b/mwe/events/src/event.cpp new file mode 100644 index 0000000..0040c73 --- /dev/null +++ b/mwe/events/src/event.cpp @@ -0,0 +1,71 @@ +#include "event.h" +#include "keyCodes.h" +// Event class methods +Event::Event(std::string eventType) { eventData["eventType"] = eventType; } + +void Event::addArgument(const std::string & key, + const std::variant<int, std::string, float> & value) { + eventData[key] = value; +} + +std::variant<int, std::string, float> Event::getArgument(const std::string & key) const { + return eventData.at(key); +} + +std::string Event::getType() const { return std::get<std::string>(eventData.at("eventType")); } +std::string Event::toString() const { return std::to_string(getEventType()); } +bool Event::getHandled() const { return isHandled; } + +void Event::markHandled() { isHandled = true; } + +// KeyPressedEvent class methods +KeyPressedEvent::KeyPressedEvent(int keycode) + : Event("KeyPressedEvent"), + key(keycode), + repeatCount(0) {} + +Keycode KeyPressedEvent::getKeyCode() const { return key; } + +int KeyPressedEvent::getRepeatCount() const { return repeatCount; } + +// KeyReleasedEvent class methods +KeyReleasedEvent::KeyReleasedEvent(int keycode) : Event("KeyReleasedEvent"), key(keycode) {} + +Keycode KeyReleasedEvent::getKeyCode() const { return key; } + +// MousePressedEvent class methods +MousePressedEvent::MousePressedEvent(int mouseX, int mouseY) + : Event("MousePressedEvent"), + mouseX(mouseX), + mouseY(mouseY) {} + +std::pair<int, int> MousePressedEvent::getMousePosition() const { return {mouseX, mouseY}; } + +//Collision event +CollisionEvent::CollisionEvent(Collision collision) + : collisionData(collision), + Event("CollisionEvent") {} + +Collision CollisionEvent::getCollisionData() const { return this->collisionData; } + +TextSubmitEvent::TextSubmitEvent(std::string text) : text(text), Event("TextSubmitEvent") {} + +std::string TextSubmitEvent::getText() const { return this->text; } + +MouseReleasedEvent::MouseReleasedEvent(int x, int y, MouseButton button) + : mouseX(x), + mouseY(y), + button(button), + Event("MouseReleased") {} +std::pair<int, int> MouseReleasedEvent::getMousePosition() const { return {mouseX, mouseY}; } +MouseClickEvent::MouseClickEvent(int x, int y, MouseButton button) + : mouseX(x), + mouseY(y), + button(button), + Event("MouseClickEvent") {} +MouseMovedEvent::MouseMovedEvent(int x, int y) + : mouseX(x), + mouseY(y), + Event("MouseMovedEvent") {} +std::pair<int, int> MouseClickEvent::getMousePosition() const { return {mouseX, mouseY}; } +std::pair<int, int> MouseMovedEvent::getMousePosition() const { return {mouseX, mouseY}; } diff --git a/mwe/events/src/eventHandler.cpp b/mwe/events/src/eventHandler.cpp new file mode 100644 index 0000000..7fb8d70 --- /dev/null +++ b/mwe/events/src/eventHandler.cpp @@ -0,0 +1,2 @@ +#include "eventHandler.h" +void IEventHandlerWrapper::exec(const Event & e) { call(e); } diff --git a/mwe/events/src/eventManager.cpp b/mwe/events/src/eventManager.cpp new file mode 100644 index 0000000..9e7d880 --- /dev/null +++ b/mwe/events/src/eventManager.cpp @@ -0,0 +1,115 @@ +#include "eventManager.h" + +void EventManager::shutdown() { subscribers.clear(); } + +void EventManager::subscribe(int eventType, std::unique_ptr<IEventHandlerWrapper> && handler, + int eventId) { + if (eventId) { + std::unordered_map< + int, std::unordered_map<int, std::vector<std::unique_ptr<IEventHandlerWrapper>>>>:: + iterator subscribers + = subscribersByEventId.find(eventType); + + if (subscribers != subscribersByEventId.end()) { + std::unordered_map<int, std::vector<std::unique_ptr<IEventHandlerWrapper>>> & + handlersMap + = subscribers->second; + std::unordered_map< + int, std::vector<std::unique_ptr<IEventHandlerWrapper>>>::iterator handlers + = handlersMap.find(eventId); + if (handlers != handlersMap.end()) { + handlers->second.emplace_back(std::move(handler)); + return; + } + } + subscribersByEventId[eventType][eventId].emplace_back(std::move(handler)); + + } else { + auto & handlers = subscribers[eventType]; + handlers.emplace_back(std::move(handler)); + } +} + +void EventManager::unsubscribe(int eventType, const std::string & handlerName, int eventId) { + if (eventId) { + std::unordered_map< + int, std::unordered_map<int, std::vector<std::unique_ptr<IEventHandlerWrapper>>>>:: + iterator subscriberList + = subscribersByEventId.find(eventType); + if (subscriberList != subscribersByEventId.end()) { + std::unordered_map<int, std::vector<std::unique_ptr<IEventHandlerWrapper>>> & + handlersMap + = subscriberList->second; + std::unordered_map< + int, std::vector<std::unique_ptr<IEventHandlerWrapper>>>::iterator handlers + = handlersMap.find(eventId); + if (handlers != handlersMap.end()) { + std::vector<std::unique_ptr<IEventHandlerWrapper>> & callbacks + = handlers->second; + for (std::vector<std::unique_ptr<IEventHandlerWrapper>>::iterator it + = callbacks.begin(); + it != callbacks.end(); ++it) { + if (it->get()->getType() == handlerName) { + it = callbacks.erase(it); + return; + } + } + } + } + } else { + std::unordered_map<int, std::vector<std::unique_ptr<IEventHandlerWrapper>>>::iterator + handlersIt + = subscribers.find(eventType); + if (handlersIt != subscribers.end()) { + std::vector<std::unique_ptr<IEventHandlerWrapper>> & handlers = handlersIt->second; + for (std::vector<std::unique_ptr<IEventHandlerWrapper>>::iterator it + = handlers.begin(); + it != handlers.end(); ++it) { + if (it->get()->getType() == handlerName) { + it = handlers.erase(it); + return; + } + } + } + } +} + +void EventManager::triggerEvent(const Event & event_, int eventId) { + if (eventId > 0) { + auto handlersIt = subscribersByEventId[event_.getEventType()].find(eventId); + if (handlersIt != subscribersByEventId[event_.getEventType()].end()) { + std::vector<std::unique_ptr<IEventHandlerWrapper>> & callbacks + = handlersIt->second; + for (auto it = callbacks.begin(); it != callbacks.end();) { + (*it)->exec(event_); + if ((*it)->isDestroyOnSuccess()) { + it = callbacks.erase(it); + } else { + ++it; + } + } + } + } else { + auto & handlers = subscribers[event_.getEventType()]; + for (std::unique_ptr<IEventHandlerWrapper> & handler : handlers) { + handler->exec(event_); + } + } +} + +void EventManager::queueEvent(std::unique_ptr<Event> && event_, int eventId) { + eventsQueue.emplace_back(std::move(event_), eventId); +} + +void EventManager::dispatchEvents() { + for (std::vector<std::pair<std::unique_ptr<Event>, int>>::iterator eventIt + = eventsQueue.begin(); + eventIt != eventsQueue.end();) { + if (!eventIt->first.get()->getHandled()) { + triggerEvent(*eventIt->first.get(), eventIt->second); + eventIt = eventsQueue.erase(eventIt); + } else { + ++eventIt; + } + } +} diff --git a/mwe/events/src/iKeyListener.cpp b/mwe/events/src/iKeyListener.cpp new file mode 100644 index 0000000..d5d1d90 --- /dev/null +++ b/mwe/events/src/iKeyListener.cpp @@ -0,0 +1,17 @@ +#include "iKeyListener.h" + +IKeyListener::~IKeyListener() { unsubscribeEvents(); } + +void IKeyListener::subscribeEvents(int listenerId) { + keyPressedHandler = [this](const KeyPressedEvent & event) { this->onKeyPressed(event); }; + keyReleasedHandler + = [this](const KeyReleasedEvent & event) { this->onKeyReleased(event); }; + + subscribe<KeyPressedEvent>(keyPressedHandler, listenerId); + subscribe<KeyReleasedEvent>(keyReleasedHandler, listenerId); +} + +void IKeyListener::unsubscribeEvents(int listenerId) { + unsubscribe<KeyPressedEvent>(keyPressedHandler, listenerId); + unsubscribe<KeyReleasedEvent>(keyReleasedHandler, listenerId); +} diff --git a/mwe/events/src/iMouseListener.cpp b/mwe/events/src/iMouseListener.cpp new file mode 100644 index 0000000..53e6f80 --- /dev/null +++ b/mwe/events/src/iMouseListener.cpp @@ -0,0 +1,23 @@ +#include "iMouseListener.h" +IMouseListener::~IMouseListener() { unsubscribeEvents(); } + +void IMouseListener::subscribeEvents(int listenerId) { + mouseClickHandler = [this](const MouseClickEvent & event) { this->onMouseClicked(event); }; + mousePressHandler + = [this](const MousePressedEvent & event) { this->onMousePressed(event); }; + mouseReleaseHandler + = [this](const MouseReleasedEvent & event) { this->onMouseReleased(event); }; + mouseMoveHandler = [this](const MouseMovedEvent & event) { this->onMouseMoved(event); }; + + subscribe<MouseClickEvent>(mouseClickHandler, listenerId); + subscribe<MousePressedEvent>(mousePressHandler, listenerId); + subscribe<MouseReleasedEvent>(mouseReleaseHandler, listenerId); + subscribe<MouseMovedEvent>(mouseMoveHandler, listenerId); +} + +void IMouseListener::unsubscribeEvents(int listenerId) { + unsubscribe<MouseClickEvent>(mouseClickHandler, listenerId); + unsubscribe<MousePressedEvent>(mousePressHandler, listenerId); + unsubscribe<MouseReleasedEvent>(mouseReleaseHandler, listenerId); + unsubscribe<MouseMovedEvent>(mouseMoveHandler, listenerId); +} diff --git a/mwe/events/src/inputSystem.cpp b/mwe/events/src/inputSystem.cpp new file mode 100644 index 0000000..d740c9e --- /dev/null +++ b/mwe/events/src/inputSystem.cpp @@ -0,0 +1,91 @@ +#include "inputSystem.h" + +InputSystem::InputSystem() {} + +void InputSystem::registerButton(Button * button) { buttons.push_back(button); } +void InputSystem::registerTextInput(TextInput * input) { textInputs.push_back(input); } +void InputSystem::registerText(Text * label) { texts.push_back(label); } + +void InputSystem::processInput() { + SDL_Event event; + while (SDL_PollEvent(&event)) { + switch (event.type) { + case SDL_QUIT: + triggerEvent(ShutDownEvent()); + break; + case SDL_KEYDOWN: + triggerEvent(KeyPressedEvent(getCustomKey(event.key.keysym.sym))); + processKeyPress(event.key.keysym.sym); + break; + case SDL_TEXTINPUT: + // Process typed characters + processTextInput(event.text.text); + break; + case SDL_MOUSEBUTTONDOWN: { + int mouseX, mouseY; + SDL_GetMouseState(&mouseX, &mouseY); + processMouseClick(mouseX, mouseY); + triggerEvent(MousePressedEvent(mouseX, mouseY)); + break; + } + } + } +} + +void InputSystem::processMouseClick(int mouseX, int mouseY) { + for (auto * button : buttons) { + if (mouseX >= button->x && mouseX <= (button->x + button->width) && mouseY >= button->y + && mouseY <= (button->y + button->height)) { + button->onClick(); + } + } + for (auto * textInput : textInputs) { + if (mouseX >= textInput->x && mouseX <= textInput->x + textInput->width + && mouseY >= textInput->y && mouseY <= textInput->y + textInput->height) { + textInput->isActive = true; + } else { + textInput->isActive = false; + } + } +} +void InputSystem::processKeyPress(Keycode key) { + // for (auto* textInput : textInputs) { + // if (textInput->isActive) { + // if (key == SDLK_RETURN || key == SDLK_KP_ENTER) { + // // Submit the text + // if (textInput->onSubmit) { + // textInput->onSubmit(); + // } + // } + // else if (key == SDLK_BACKSPACE) { + // // Handle backspace + // if (!textInput->textBuffer.empty() && textInput->caretPosition > 0) { + // textInput->textBuffer.erase(textInput->caretPosition - 1, 1); + // textInput->caretPosition--; + // } + // } + // else if (key == SDLK_LEFT) { + // // Move caret left + // if (textInput->caretPosition > 0) { + // textInput->caretPosition--; + // } + // } + // else if (key == SDLK_RIGHT) { + // // Move caret right + // if (textInput->caretPosition < textInput->textBuffer.size()) { + // textInput->caretPosition++; + // } + // } + // } + // } +} + +void InputSystem::processTextInput(const std::string & text) { + // for (auto* textInput : textInputs) { + // if (textInput->isActive) { + // // Insert text at caret position + // textInput->textBuffer.insert(textInput->caretPosition, text); + // textInput->caretPosition += text.length(); + // } + // } +} diff --git a/mwe/events/src/keyCodes.cpp b/mwe/events/src/keyCodes.cpp new file mode 100644 index 0000000..5f3aa96 --- /dev/null +++ b/mwe/events/src/keyCodes.cpp @@ -0,0 +1,139 @@ +#include "keyCodes.h" + +const std::unordered_map<SDL_Keycode, Keycode> sdlToCustom + = {{SDLK_SPACE, Space}, + {SDLK_QUOTE, Apostrophe}, + {SDLK_COMMA, Comma}, + {SDLK_MINUS, Minus}, + {SDLK_PERIOD, Period}, + {SDLK_SLASH, Slash}, + + {SDLK_0, D0}, + {SDLK_1, D1}, + {SDLK_2, D2}, + {SDLK_3, D3}, + {SDLK_4, D4}, + {SDLK_5, D5}, + {SDLK_6, D6}, + {SDLK_7, D7}, + {SDLK_8, D8}, + {SDLK_9, D9}, + + {SDLK_SEMICOLON, Semicolon}, + {SDLK_EQUALS, Equal}, + + {SDLK_a, A}, + {SDLK_b, B}, + {SDLK_c, C}, + {SDLK_d, D}, + {SDLK_e, E}, + {SDLK_f, F}, + {SDLK_g, G}, + {SDLK_h, H}, + {SDLK_i, I}, + {SDLK_j, J}, + {SDLK_k, K}, + {SDLK_l, L}, + {SDLK_m, M}, + {SDLK_n, N}, + {SDLK_o, O}, + {SDLK_p, P}, + {SDLK_q, Q}, + {SDLK_r, R}, + {SDLK_s, S}, + {SDLK_t, T}, + {SDLK_u, U}, + {SDLK_v, V}, + {SDLK_w, W}, + {SDLK_x, X}, + {SDLK_y, Y}, + {SDLK_z, Z}, + + {SDLK_LEFTBRACKET, LeftBracket}, + {SDLK_BACKSLASH, Backslash}, + {SDLK_RIGHTBRACKET, RightBracket}, + {SDLK_BACKQUOTE, GraveAccent}, + + {SDLK_ESCAPE, Escape}, + {SDLK_RETURN, Enter}, + {SDLK_TAB, Tab}, + {SDLK_BACKSPACE, Backspace}, + {SDLK_INSERT, Insert}, + {SDLK_DELETE, Delete}, + {SDLK_RIGHT, Right}, + {SDLK_LEFT, Left}, + {SDLK_DOWN, Down}, + {SDLK_UP, Up}, + {SDLK_PAGEUP, PageUp}, + {SDLK_PAGEDOWN, PageDown}, + {SDLK_HOME, Home}, + {SDLK_END, End}, + + {SDLK_CAPSLOCK, CapsLock}, + {SDLK_SCROLLLOCK, ScrollLock}, + {SDLK_NUMLOCKCLEAR, NumLock}, + {SDLK_PRINTSCREEN, PrintScreen}, + {SDLK_PAUSE, Pause}, + + {SDLK_F1, F1}, + {SDLK_F2, F2}, + {SDLK_F3, F3}, + {SDLK_F4, F4}, + {SDLK_F5, F5}, + {SDLK_F6, F6}, + {SDLK_F7, F7}, + {SDLK_F8, F8}, + {SDLK_F9, F9}, + {SDLK_F10, F10}, + {SDLK_F11, F11}, + {SDLK_F12, F12}, + {SDLK_F13, F13}, + {SDLK_F14, F14}, + {SDLK_F15, F15}, + {SDLK_F16, F16}, + {SDLK_F17, F17}, + {SDLK_F18, F18}, + {SDLK_F19, F19}, + {SDLK_F20, F20}, + {SDLK_F21, F21}, + {SDLK_F22, F22}, + {SDLK_F23, F23}, + {SDLK_F24, F24}, + + {SDLK_KP_0, KP0}, + {SDLK_KP_1, KP1}, + {SDLK_KP_2, KP2}, + {SDLK_KP_3, KP3}, + {SDLK_KP_4, KP4}, + {SDLK_KP_5, KP5}, + {SDLK_KP_6, KP6}, + {SDLK_KP_7, KP7}, + {SDLK_KP_8, KP8}, + {SDLK_KP_9, KP9}, + + {SDLK_KP_DECIMAL, KPDecimal}, + {SDLK_KP_DIVIDE, KPDivide}, + {SDLK_KP_MULTIPLY, KPMultiply}, + {SDLK_KP_MINUS, KPSubtract}, + {SDLK_KP_PLUS, KPAdd}, + {SDLK_KP_ENTER, KPEnter}, + {SDLK_KP_EQUALS, KPEqual}, + + {SDLK_LSHIFT, LeftShift}, + {SDLK_LCTRL, LeftControl}, + {SDLK_LALT, LeftAlt}, + {SDLK_LGUI, LeftSuper}, + + {SDLK_RSHIFT, RightShift}, + {SDLK_RCTRL, RightControl}, + {SDLK_RALT, RightAlt}, + {SDLK_RGUI, RightSuper}, + + {SDLK_MENU, Menu}}; +Keycode getCustomKey(SDL_Keycode sdlKey) { + auto it = sdlToCustom.find(sdlKey); + if (it != sdlToCustom.end()) { + return it->second; + } + return 0; +} diff --git a/mwe/events/src/keyListenerTest.cpp b/mwe/events/src/keyListenerTest.cpp new file mode 100644 index 0000000..f45dffd --- /dev/null +++ b/mwe/events/src/keyListenerTest.cpp @@ -0,0 +1,13 @@ +#include "keyListenerTest.h" + +KeyListenerTest::KeyListenerTest(int listenerId) { subscribeEvents(listenerId); } + +KeyListenerTest::~KeyListenerTest() { unsubscribeEvents(); } + +void KeyListenerTest::onKeyPressed(const KeyPressedEvent & event) { + std::cout << "Key pressed: " << event.getKeyCode() << std::endl; +} + +void KeyListenerTest::onKeyReleased(const KeyReleasedEvent & event) { + std::cout << "Key released: " << event.getKeyCode() << std::endl; +} diff --git a/mwe/events/src/loopManager.cpp b/mwe/events/src/loopManager.cpp new file mode 100644 index 0000000..c58a5e7 --- /dev/null +++ b/mwe/events/src/loopManager.cpp @@ -0,0 +1,99 @@ +#include "loopManager.h" + +LoopManager::LoopManager() : inputSystem(std::make_unique<InputSystem>()) { + shutdownHandler = [this](const ShutDownEvent & event) { this->onShutdown(event); }; + subscribe(shutdownHandler); +} +void LoopManager::processInput() { + inputSystem->processInput(); + // SDL_Event event; + // SDL_PollEvent(&event); + // switch (event.type) { + // case SDL_QUIT: + // gameRunning = 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; + // } +} +void LoopManager::setRunning(bool running) { this->gameRunning = running; } +void LoopManager::fixedUpdate() { + //fprintf(stderr, "fixed update\n"); +} +void LoopManager::loop() { + LoopTimer & timer = LoopTimer::getInstance(); + timer.start(); + + while (gameRunning) { + timer.update(); + processInput(); + while (timer.getLag() >= timer.getFixedDeltaTime()) { + fixedUpdate(); + timer.advanceFixedUpdate(); + } + + update(); + render(); + + timer.enforceFrameRate(); + } + + window.destroyWindow(); +} +void onKey(const KeyPressedEvent & e) { + int keyCode = e.getKeyCode(); + std::cout << "keycode pressed: " << keyCode << std::endl; +} +void onMouse(const MousePressedEvent & e) { + fprintf(stderr, "mouse Position X: %d Y: %d\n", e.getMousePosition().first, + e.getMousePosition().second); +} +void LoopManager::setup() { + gameRunning = window.initWindow(); + LoopTimer::getInstance().start(); + LoopTimer::getInstance().setFPS(50); + EventHandler<KeyPressedEvent> callback = onKey; + subscribe<KeyPressedEvent>(callback, false); + EventHandler<MousePressedEvent> mouseCallback = onMouse; + subscribe<MousePressedEvent>(mouseCallback, false); + EventHandler<KeyPressedEvent> closeWindowCallback = [this](const KeyPressedEvent & e) { + if (e.getKeyCode() == Escape) { + this->setRunning(false); + } + }; + subscribe<KeyPressedEvent>(closeWindowCallback, false); + Button * testButton = new Button(200, 200); + testButton->color = {100, 0, 100}; + testButton->onClick = []() { std::cout << "Button was clicked" << std::endl; }; + testButton->x = 200; + testButton->y = 200; + inputSystem->registerButton(testButton); + + window.addUIObject(testButton); + + TextInput * testInput = new TextInput(200, 200); + testInput->x = 100; + testInput->y = 100; + testInput->backgroundColor = {20, 50, 80}; + inputSystem->registerTextInput(testInput); + window.addUIObject(testInput); +} +void LoopManager::render() { + //fprintf(stderr, "**********render********** \n"); + if (gameRunning) { + window.renderUIObjects(); + } +} +void LoopManager::onShutdown(const ShutDownEvent & e) { this->gameRunning = false; } +void LoopManager::update() { + //fprintf(stderr, "**********normal update********** \n"); + LoopTimer & timer = LoopTimer::getInstance(); + + float delta = timer.getDeltaTime(); +} diff --git a/mwe/events/src/main.cpp b/mwe/events/src/main.cpp new file mode 100644 index 0000000..ad0fd69 --- /dev/null +++ b/mwe/events/src/main.cpp @@ -0,0 +1,86 @@ +#include "customTypes.h" +#include "event.h" +#include "iKeyListener.h" +#include "iMouseListener.h" +#include "keyListenerTest.h" +#include "loopManager.h" +#include "mouseListenerTest.h" +#include <SDL2/SDL.h> +#include <iostream> +#include <memory> +class PlayerDamagedEvent : public Event { +public: + PlayerDamagedEvent(int damage, int playerID) + : Event("PlayerDamaged"), + damage(damage), + playerID(playerID) {} + + REGISTER_EVENT_TYPE(PlayerDamagedEvent); + + int getDamage() const { return damage; } + int getPlayerID() const { return playerID; } + +private: + int damage; + int playerID; +}; +void onPlayerDamaged(const PlayerDamagedEvent & e) { + std::cout << "Player " << e.getPlayerID() << " took " << e.getDamage() << " damage." + << std::endl; +} + +void onKeyPressed1(const KeyPressedEvent & e) { + int keyCode = e.getKeyCode(); + fprintf(stderr, "first function KeyCode %d\n", keyCode); +} +void onKeyPressed(const KeyPressedEvent & e) { + int keyCode = e.getKeyCode(); + fprintf(stderr, "second function KeyCode %d\n", keyCode); +} +void CollisionHandler(const CollisionEvent & e) { + std::cout << "collision betwee object id: " << e.getCollisionData().objectIdA + << " and id: " << e.getCollisionData().objectIdB << std::endl; +} +void testCollisionEvent() { + Collision testCollision(1, 2, {3, 4}, {5, 6}, 7.8f); + subscribe<CollisionEvent>(CollisionHandler, 1); + // EventHandler<PlayerDamagedEvent> + triggerEvent(CollisionEvent(testCollision), 1); +} +int main(int argc, char * args[]) { + LoopManager gameLoop; + int testListenerId = 0; + KeyListenerTest keyListener(testListenerId); + MouseListenerTest mouseListener(testListenerId); + // custom event class poc + subscribe<PlayerDamagedEvent>(onPlayerDamaged); + triggerEvent(PlayerDamagedEvent(50, 1)); + subscribe<KeyPressedEvent>(onKeyPressed, 1, false); + subscribe<KeyPressedEvent>(onKeyPressed1, false); + // queueEvent(std::move(anotherKeyPressEvent)); + triggerEvent(KeyPressedEvent(42), 1); + + EventManager::getInstance().dispatchEvents(); + //collision event call + testCollisionEvent(); + + gameLoop.setup(); + gameLoop.loop(); + return 0; +} +// void collisionUpdate(){ +// int count; +// //iedere collision +// for (int i = 0; i < count; i++) +// { +// //trigger object 1 +// //triger object 2 +// triggerEvent(CollisionEvent(1,2),1); +// triggerEvent(CollisionEvent(1,2),2); +// } + +// } +// int main(){ + +// return 0; +// } diff --git a/mwe/events/src/mouseListenerTest.cpp b/mwe/events/src/mouseListenerTest.cpp new file mode 100644 index 0000000..7b35f4e --- /dev/null +++ b/mwe/events/src/mouseListenerTest.cpp @@ -0,0 +1,25 @@ +#include "mouseListenerTest.h" + +MouseListenerTest::MouseListenerTest(int listenerId) { subscribeEvents(listenerId); } + +MouseListenerTest::~MouseListenerTest() { unsubscribeEvents(); } + +void MouseListenerTest::onMouseClicked(const MouseClickEvent & event) { + std::cout << "Mouse clicked at: (" << event.getMousePosition().first << ", " + << event.getMousePosition().second << ")" << std::endl; +} + +void MouseListenerTest::onMousePressed(const MousePressedEvent & event) { + std::cout << "Mouse button pressed at: (" << event.getMousePosition().first << ", " + << event.getMousePosition().second << ")" << std::endl; +} + +void MouseListenerTest::onMouseReleased(const MouseReleasedEvent & event) { + std::cout << "Mouse button released at: (" << event.getMousePosition().first << ", " + << event.getMousePosition().second << ")" << std::endl; +} + +void MouseListenerTest::onMouseMoved(const MouseMovedEvent & event) { + std::cout << "Mouse moved to: (" << event.getMousePosition().first << ", " + << event.getMousePosition().second << ")" << std::endl; +} diff --git a/mwe/events/src/timer.cpp b/mwe/events/src/timer.cpp new file mode 100644 index 0000000..0f8339f --- /dev/null +++ b/mwe/events/src/timer.cpp @@ -0,0 +1,52 @@ +#include "timer.h" + +LoopTimer::LoopTimer() {} +LoopTimer & LoopTimer::getInstance() { + static LoopTimer instance; + return instance; +} + +void LoopTimer::start() { + lastFrameTime = SDL_GetTicks64(); + elapsedTime = 0; + elapsedFixedTime = 0; + deltaTime = 0; +} + +// Update the timer, calculate deltaTime +void LoopTimer::update() { + uint64_t currentFrameTime = SDL_GetTicks64(); + deltaTime = (currentFrameTime - lastFrameTime) / 1000.0; + + if (deltaTime > maximumDeltaTime) { + deltaTime = maximumDeltaTime; + } + + elapsedTime += deltaTime; + lastFrameTime = currentFrameTime; +} + +double LoopTimer::getDeltaTime() const { return deltaTime; } +int LoopTimer::getCurrentTime() const { return SDL_GetTicks(); } + +void LoopTimer::advanceFixedUpdate() { elapsedFixedTime += fixedDeltaTime; } + +double LoopTimer::getFixedDeltaTime() const { return fixedDeltaTime; } + +void LoopTimer::setFPS(int FPS) { + this->FPS = FPS; + frameTargetTime = 1.0 / FPS; +} + +int LoopTimer::getFPS() const { return FPS; } + +void LoopTimer::enforceFrameRate() { + uint64_t currentFrameTime = SDL_GetTicks64(); + double frameDuration = (currentFrameTime - lastFrameTime) / 1000.0; + + if (frameDuration < frameTargetTime) { + uint32_t delayTime = (uint32_t) ((frameTargetTime - frameDuration) * 1000.0); + SDL_Delay(delayTime); + } +} +double LoopTimer::getLag() const { return elapsedTime - elapsedFixedTime; } diff --git a/mwe/events/src/uiObject.cpp b/mwe/events/src/uiObject.cpp new file mode 100644 index 0000000..947d1a2 --- /dev/null +++ b/mwe/events/src/uiObject.cpp @@ -0,0 +1,31 @@ +#include "uiObject.h" + +// Constructor for UIObject +UIObject::UIObject(int width, int height) : width(width), height(height) {} + +// Constructor for Button +Button::Button(int width, int height) : UIObject(width, height) {} + +Text::Text(int width, int height) + : UIObject(width, height), + size(12), + font(nullptr), + color{255, 255, 255} { // Default size and color + alignment.horizontal = Alignment::Horizontal::CENTER; + alignment.vertical = Alignment::Vertical::MIDDLE; + alignment.mode = Alignment::PositioningMode::RELATIVE; +} + +TextInput::TextInput(int width, int height) + : UIObject(width, height), + textBuffer(""), + placeholder(""), + isActive(false), + textColor{255, 255, 255}, + backgroundColor{0, 0, 0}, + maxLength(100), + font(nullptr) { + alignment.horizontal = Alignment::Horizontal::LEFT; + alignment.vertical = Alignment::Vertical::TOP; + alignment.mode = Alignment::PositioningMode::RELATIVE; +} diff --git a/mwe/events/src/uiRenderer.cpp b/mwe/events/src/uiRenderer.cpp new file mode 100644 index 0000000..ca8d284 --- /dev/null +++ b/mwe/events/src/uiRenderer.cpp @@ -0,0 +1,104 @@ +#include "uiRenderer.h" + +// Constructor +UIRenderer::UIRenderer(SDL_Renderer * renderer) : renderer(renderer) {} + +// Render function +void UIRenderer::render(UIObject * uiObject) { + if (Button * button = dynamic_cast<Button *>(uiObject)) { + renderButton(button); + } else if (Text * text = dynamic_cast<Text *>(uiObject)) { + renderText(text); + } else if (TextInput * textInput = dynamic_cast<TextInput *>(uiObject)) { + renderTextInput(textInput); + } +} + +// Private helper function to render a Button +void UIRenderer::renderButton(Button * button) { + SDL_Rect buttonRect = {button->x, button->y, button->width, button->height}; + SDL_SetRenderDrawColor(renderer, 100, 100, 255, 255); // Button color + SDL_RenderFillRect(renderer, &buttonRect); +} + +// Private helper function to render a Text +void UIRenderer::renderText(Text * text) { + if (text->font != nullptr) { + SDL_Color sdlColor = {text->color.red, text->color.green, text->color.blue, 255}; + SDL_Surface * textSurface + = TTF_RenderText_Blended(text->font, text->text.c_str(), sdlColor); + if (!textSurface) { + std::cerr << "Error creating text surface: " << TTF_GetError() << std::endl; + return; + } + + SDL_Texture * textTexture = SDL_CreateTextureFromSurface(renderer, textSurface); + if (!textTexture) { + std::cerr << "Error creating texture from surface: " << SDL_GetError() + << std::endl; + SDL_FreeSurface(textSurface); + return; + } + + SDL_Rect textRect = {text->x, text->y, textSurface->w, textSurface->h}; + SDL_RenderCopy(renderer, textTexture, nullptr, &textRect); + SDL_FreeSurface(textSurface); + SDL_DestroyTexture(textTexture); + } +} + +void UIRenderer::renderTextInput(TextInput * textInput) { + // // Check if textInput or renderer is null to avoid segmentation faults + // if (!textInput || !renderer) { + // std::cerr << "Error: Null pointer detected for textInput or renderer." << std::endl; + // return; + // } + + // // Render the background rectangle for the text input + // SDL_Rect inputRect = {textInput->x, textInput->y, textInput->width, textInput->height}; + // SDL_SetRenderDrawColor(renderer, textInput->backgroundColor.red, textInput->backgroundColor.green, textInput->backgroundColor.blue, 255); + // SDL_RenderFillRect(renderer, &inputRect); + + // // Check if font is valid + // if (!textInput->font) { + // std::cerr << "Error: Font is not loaded for textInput." << std::endl; + // return; + // } + + // SDL_Color sdlColor = {textInput->textColor.red, textInput->textColor.green, textInput->textColor.blue, 255}; + + // if (!textInput->textBuffer.empty()) { + // // Render the text in the input field + // SDL_Surface* textSurface = TTF_RenderText_Blended(textInput->font, textInput->textBuffer.c_str(), sdlColor); + // if (textSurface) { + // SDL_Texture* textTexture = SDL_CreateTextureFromSurface(renderer, textSurface); + // if (textTexture) { + // SDL_Rect textRect = {textInput->x + 5, textInput->y + 5, textSurface->w, textSurface->h}; + // SDL_RenderCopy(renderer, textTexture, nullptr, &textRect); + // SDL_DestroyTexture(textTexture); + // } else { + // std::cerr << "Error: Unable to create texture from text surface." << std::endl; + // } + // SDL_FreeSurface(textSurface); + // } else { + // std::cerr << "Error: Unable to create text surface." << std::endl; + // } + // } else if (!textInput->placeholder.empty()) { + // // Render the placeholder text + // SDL_Color placeholderColor = {128, 128, 128, 255}; // Light gray for placeholder + // SDL_Surface* placeholderSurface = TTF_RenderText_Blended(textInput->font, textInput->placeholder.c_str(), placeholderColor); + // if (placeholderSurface) { + // SDL_Texture* placeholderTexture = SDL_CreateTextureFromSurface(renderer, placeholderSurface); + // if (placeholderTexture) { + // SDL_Rect placeholderRect = {textInput->x + 5, textInput->y + 5, placeholderSurface->w, placeholderSurface->h}; + // SDL_RenderCopy(renderer, placeholderTexture, nullptr, &placeholderRect); + // SDL_DestroyTexture(placeholderTexture); + // } else { + // std::cerr << "Error: Unable to create texture from placeholder surface." << std::endl; + // } + // SDL_FreeSurface(placeholderSurface); + // } else { + // std::cerr << "Error: Unable to create placeholder surface." << std::endl; + // } + // } +} diff --git a/mwe/events/src/window.cpp b/mwe/events/src/window.cpp new file mode 100644 index 0000000..af2b627 --- /dev/null +++ b/mwe/events/src/window.cpp @@ -0,0 +1,45 @@ +#include "window.h" +#include <iostream> + +WindowManager::WindowManager() { this->uiRenderer = nullptr; } + +WindowManager::~WindowManager() { destroyWindow(); } + +bool WindowManager::initWindow() { + if (SDL_Init(SDL_INIT_EVERYTHING) != 0) { + std::cerr << "Error initializing SDL.\n"; + return false; + } + + window = SDL_CreateWindow("SDL Tutorial", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, + SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN); + if (!window) { + std::cerr << "Error creating SDL Window.\n"; + return false; + } + + renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED); + if (!renderer) { + std::cerr << "Error creating SDL renderer.\n"; + return false; + } + + uiRenderer = new UIRenderer(renderer); + return true; +} + +void WindowManager::destroyWindow() { + SDL_DestroyRenderer(renderer); + SDL_DestroyWindow(window); + SDL_Quit(); +} + +SDL_Renderer * WindowManager::getRenderer() { return renderer; } +void WindowManager::addUIObject(UIObject * uiObject) { uiObjects.push_back(uiObject); } + +void WindowManager::renderUIObjects() { + for (UIObject * obj : uiObjects) { + uiRenderer->render(obj); + } + SDL_RenderPresent(this->renderer); +} diff --git a/mwe/events/versions/delayBased.cpp b/mwe/events/versions/delayBased.cpp new file mode 100644 index 0000000..634de9c --- /dev/null +++ b/mwe/events/versions/delayBased.cpp @@ -0,0 +1,55 @@ +#include "loopManager.h" +#include "timer.h" +LoopManager::LoopManager() {} +void LoopManager::processInput() { + SDL_Event event; + SDL_PollEvent(&event); + switch (event.type) { + case SDL_QUIT: + gameRunning = false; + break; + case SDL_KEYDOWN: + if (event.key.keysym.sym == SDLK_ESCAPE) { + gameRunning = false; + } + break; + } +} +void LoopManager::loop() { + fprintf(stderr, "loop. \n"); + while (gameRunning) { + //Timer::getInstance().update(); + //deltaTime = Timer::getInstance().getDeltaTime(); + processInput(); + update(); + render(); + } + window.destroyWindow(); +} +void LoopManager::setup() { + gameRunning = window.initWindow(); + LoopTimer::getInstance().start(); + LoopTimer::getInstance().setFPS(210); + + for (int i = 0; i < 2; i++) { + GameObject * square2 = new GameObject("square2", i * 40, i * 40, 20, 20, 0, 0); + objectList.push_back(square2); + } +} +void LoopManager::render() { + if (gameRunning) { + window.render(objectList); + } +} + +void LoopManager::update() { + LoopTimer & timer = LoopTimer::getInstance(); + timer.enforceFrameRate(); + timer.update(); + float delta = timer.getDeltaTime(); + + for (int i = 0; i < objectList.size(); i++) { + objectList[i]->setX(objectList[i]->getX() + 50 * delta); + objectList[i]->setY(objectList[i]->getY() + 50 * delta); + } +} diff --git a/mwe/gameloop/include/eventManager.h b/mwe/gameloop/include/eventManager.h index 69c6801..a1b9f92 100644 --- a/mwe/gameloop/include/eventManager.h +++ b/mwe/gameloop/include/eventManager.h @@ -1 +1,5 @@ -class EventManager {}; +#pragma once +class EventManager { +public: + EventManager(); +}; diff --git a/mwe/gameloop/include/gameObject.h b/mwe/gameloop/include/gameObject.h index abdc9b0..2764215 100644 --- a/mwe/gameloop/include/gameObject.h +++ b/mwe/gameloop/include/gameObject.h @@ -3,8 +3,8 @@ class GameObject { public: GameObject(); - GameObject(std::string name, float x, float y, float width, float height, - float velX, float velY); + GameObject(std::string name, float x, float y, float width, float height, float velX, + float velY); std::string getName() const; float getX() const; float getY() const; diff --git a/mwe/gameloop/include/loopManager.h b/mwe/gameloop/include/loopManager.h index e202423..7d37253 100644 --- a/mwe/gameloop/include/loopManager.h +++ b/mwe/gameloop/include/loopManager.h @@ -5,6 +5,7 @@ class LoopManager { public: LoopManager(); + ~LoopManager(); void setup(); void loop(); @@ -16,7 +17,7 @@ private: void fixedUpdate(); void render(); bool gameRunning = false; - WindowManager window; + WindowManager * window; int timeScale = 1; float accumulator = 0.0; double currentTime; diff --git a/mwe/gameloop/include/timer.h b/mwe/gameloop/include/timer.h index 8273746..3c38594 100644 --- a/mwe/gameloop/include/timer.h +++ b/mwe/gameloop/include/timer.h @@ -25,7 +25,7 @@ private: double maximumDeltaTime = 0.25; double deltaTime; double frameTargetTime = FPS / 1000; - double fixedDeltaTime = 0.01; + double fixedDeltaTime = 0.02; double elapsedTime; double elapsedFixedTime; double time; diff --git a/mwe/gameloop/src/gameObject.cpp b/mwe/gameloop/src/gameObject.cpp index 78217c4..809e25f 100644 --- a/mwe/gameloop/src/gameObject.cpp +++ b/mwe/gameloop/src/gameObject.cpp @@ -24,7 +24,12 @@ void GameObject::setVelX(float value) { velX = value; } void GameObject::setVelY(float value) { velY = value; } -GameObject::GameObject(std::string name, float x, float y, float width, - float height, float velX, float velY) - : name(name), x(x), y(y), width(width), height(height), velX(velX), +GameObject::GameObject(std::string name, float x, float y, float width, float height, + float velX, float velY) + : name(name), + x(x), + y(y), + width(width), + height(height), + velX(velX), velY(velY) {} diff --git a/mwe/gameloop/src/loopManager.cpp b/mwe/gameloop/src/loopManager.cpp index 0392853..fb06995 100644 --- a/mwe/gameloop/src/loopManager.cpp +++ b/mwe/gameloop/src/loopManager.cpp @@ -1,6 +1,12 @@ #include "loopManager.h" #include "timer.h" -LoopManager::LoopManager() {} +LoopManager::LoopManager() { this->window = new WindowManager(); } +LoopManager::~LoopManager() { + for (GameObject * object : this->objectList) { + delete object; + } + delete this->window; +} void LoopManager::processInput() { SDL_Event event; SDL_PollEvent(&event); @@ -12,11 +18,11 @@ void LoopManager::processInput() { if (event.key.keysym.sym == SDLK_ESCAPE) { gameRunning = false; } else if (event.key.keysym.sym == SDLK_i) { - LoopTimer::getInstance().setGameScale( - LoopTimer::getInstance().getGameScale() + 0.1); + LoopTimer::getInstance().setGameScale(LoopTimer::getInstance().getGameScale() + + 0.1); } else if (event.key.keysym.sym == SDLK_k) { - LoopTimer::getInstance().setGameScale( - LoopTimer::getInstance().getGameScale() - 0.1); + LoopTimer::getInstance().setGameScale(LoopTimer::getInstance().getGameScale() + - 0.1); } break; @@ -42,24 +48,23 @@ void LoopManager::loop() { timer.enforceFrameRate(); } - window.destroyWindow(); + window->destroyWindow(); } void LoopManager::setup() { - gameRunning = window.initWindow(); - LoopTimer::getInstance().start(); - LoopTimer::getInstance().setFPS(500); + LoopTimer::getInstance().start(); + LoopTimer::getInstance().setFPS(10); + this->gameRunning = true; for (int i = 1; i < 3; i++) { - GameObject * square - = new GameObject("square2", i * 60, i * 60, 20, 20, 0, 0); + GameObject * square = new GameObject("square2", i * 60, i * 60, 20, 20, 0, 0); objectList.push_back(square); } } void LoopManager::render() { fprintf(stderr, "**********render********** \n"); if (gameRunning) { - window.render(objectList); + window->render(objectList); } } diff --git a/mwe/gameloop/src/timer.cpp b/mwe/gameloop/src/timer.cpp index 97baef6..5ae1564 100644 --- a/mwe/gameloop/src/timer.cpp +++ b/mwe/gameloop/src/timer.cpp @@ -45,8 +45,7 @@ void LoopTimer::enforceFrameRate() { double frameDuration = (currentFrameTime - lastFrameTime) / 1000.0; if (frameDuration < frameTargetTime) { - uint32_t delayTime - = (uint32_t) ((frameTargetTime - frameDuration) * 1000.0); + uint32_t delayTime = (uint32_t) ((frameTargetTime - frameDuration) * 1000.0); SDL_Delay(delayTime); } } diff --git a/mwe/gameloop/src/window.cpp b/mwe/gameloop/src/window.cpp index dd1d98f..8f802e1 100644 --- a/mwe/gameloop/src/window.cpp +++ b/mwe/gameloop/src/window.cpp @@ -36,9 +36,8 @@ bool WindowManager::initWindow() { fprintf(stderr, "Error inititalising SDL.\n"); return false; } - window = SDL_CreateWindow("SDL Tutorial", SDL_WINDOWPOS_UNDEFINED, - SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, - SCREEN_HEIGHT, SDL_WINDOW_SHOWN); + window = SDL_CreateWindow("SDL Tutorial", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, + SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN); if (!window) { fprintf(stderr, "Error creating SDL Window. \n"); return false; diff --git a/mwe/gameloop/versions/delayBased.cpp b/mwe/gameloop/versions/delayBased.cpp index 253a03a..634de9c 100644 --- a/mwe/gameloop/versions/delayBased.cpp +++ b/mwe/gameloop/versions/delayBased.cpp @@ -32,8 +32,7 @@ void LoopManager::setup() { LoopTimer::getInstance().setFPS(210); for (int i = 0; i < 2; i++) { - GameObject * square2 - = new GameObject("square2", i * 40, i * 40, 20, 20, 0, 0); + GameObject * square2 = new GameObject("square2", i * 40, i * 40, 20, 20, 0, 0); objectList.push_back(square2); } } diff --git a/mwe/resource-manager/Audio_asset.cpp b/mwe/resource-manager/Audio_asset.cpp new file mode 100644 index 0000000..20c98b2 --- /dev/null +++ b/mwe/resource-manager/Audio_asset.cpp @@ -0,0 +1,8 @@ + + +#include "Audio_asset.h" +#include <string> + +Audio::Audio(const std::string & content) { this->m_content = content; } + +Audio::~Audio() {} diff --git a/mwe/resource-manager/Audio_asset.h b/mwe/resource-manager/Audio_asset.h new file mode 100644 index 0000000..6d1954d --- /dev/null +++ b/mwe/resource-manager/Audio_asset.h @@ -0,0 +1,11 @@ +#pragma once + +#include "resource.h" +#include <string> + +class Audio : public Resource { + +public: + Audio(const std::string &); + ~Audio(); +}; diff --git a/mwe/resource-manager/CMakeLists.txt b/mwe/resource-manager/CMakeLists.txt new file mode 100644 index 0000000..bbee3dc --- /dev/null +++ b/mwe/resource-manager/CMakeLists.txt @@ -0,0 +1,40 @@ +cmake_minimum_required(VERSION 3.28) + +SET(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_SOURCE_DIR}/cmake/modules/") +# Set C and C++ standards +set(CMAKE_C_STANDARD 11) +set(CMAKE_CXX_STANDARD 20) +set(CMAKE_EXPORT_COMPILE_COMMANDS 1) + +# Enable debug features +set(CMAKE_BUILD_TYPE Debug) +add_compile_definitions(DEBUG) + +# Project name and supported languages +project(crepe C CXX) + +find_package(TMXLITE REQUIRED) +find_package(SDL2 REQUIRED) +find_package(SDL2_image REQUIRED) + + +# Add all source files to the executable +add_executable(main + main.cpp + Audio_asset.cpp + Image_asset.cpp + resource_fabricator.cpp + tiledMap.cpp + resource_manager.cpp + resource_converter.cpp + spritesheet.cpp + constants.cpp + map_asset.cpp + map_layer.cpp + TextureMap.cpp +) + +target_include_directories(main PRIVATE ${SDL2_INCLUDE_DIRS} ${SDL2_IMAGE_INCLUDE_DIRS} ${TMXLITE_INCLUDE_DIR} .) + +target_link_libraries(main PRIVATE ${SDL2_LIBRARIES} SDL2_image::SDL2_image ${TMXLITE_LIBRARIES} ) + diff --git a/mwe/resource-manager/Image_asset.cpp b/mwe/resource-manager/Image_asset.cpp new file mode 100644 index 0000000..2ab9116 --- /dev/null +++ b/mwe/resource-manager/Image_asset.cpp @@ -0,0 +1,10 @@ + + +#include "Image_asset.h" +#include <SDL_image.h> +#include <SDL_surface.h> +#include <string> + +Texture::Texture(const std::string & content) { this->m_content = content; } + +Texture::~Texture() {} diff --git a/mwe/resource-manager/Image_asset.h b/mwe/resource-manager/Image_asset.h new file mode 100644 index 0000000..19579de --- /dev/null +++ b/mwe/resource-manager/Image_asset.h @@ -0,0 +1,11 @@ +#pragma once + +#include "resource.h" +#include <string> + +class Texture : public Resource { + +public: + Texture(const std::string &); + ~Texture(); +}; diff --git a/mwe/resource-manager/TextureMap.cpp b/mwe/resource-manager/TextureMap.cpp new file mode 100644 index 0000000..284f8a8 --- /dev/null +++ b/mwe/resource-manager/TextureMap.cpp @@ -0,0 +1,64 @@ +#include "TextureMap.h" + +#define STB_IMAGE_IMPLEMENTATION +#include "stb_image.h" + +#include <cstdint> +#include <iostream> + +TextureMap::TextureMap() : m_texture(nullptr) {} + +TextureMap::~TextureMap() { + if (m_texture) { + SDL_DestroyTexture(m_texture); + } +} + +//public +bool TextureMap::loadFromFile(const std::string & path, SDL_Renderer * renderer) { + assert(renderer != nullptr); + assert(!path.empty()); + + std::int32_t x = 0; + std::int32_t y = 0; + std::int32_t c = 0; + unsigned char * data = stbi_load(path.c_str(), &x, &y, &c, 0); + + if (data) { + std::int32_t pitch = x * c; + pitch = (pitch + 3) & ~3; + + constexpr std::int32_t rmask = 0x000000ff; + constexpr std::int32_t gmask = 0x0000ff00; + constexpr std::int32_t bmask = 0x00ff0000; + const std::int32_t amask = c == 4 ? 0xff000000 : 0; + + auto * surface + = SDL_CreateRGBSurfaceFrom(data, x, y, c * 8, pitch, rmask, gmask, bmask, amask); + + if (!surface) { + std::cerr << "Unable to create texture surface: " << SDL_GetError() << "\n"; + stbi_image_free(data); + return false; + } + + m_texture = SDL_CreateTextureFromSurface(renderer, surface); + + SDL_FreeSurface(surface); + stbi_image_free(data); + + if (!m_texture) { + std::cerr << "Failed to create texture for " << path << "\n"; + return false; + } + + //sets alpha blending + //SDL_SetTextureBlendMode(m_texture, SDL_BLENDMODE_BLEND); + m_size.x = x; + m_size.y = y; + + return true; + } + + return false; +} diff --git a/mwe/resource-manager/TextureMap.h b/mwe/resource-manager/TextureMap.h new file mode 100644 index 0000000..04b12a2 --- /dev/null +++ b/mwe/resource-manager/TextureMap.h @@ -0,0 +1,26 @@ +#pragma once + +#include <SDL_rect.h> +#include <SDL_render.h> +#include <string> + +class TextureMap final { +public: + TextureMap(); + ~TextureMap(); + + TextureMap(const TextureMap &) = delete; + TextureMap(TextureMap &&) = delete; + + TextureMap & operator=(const TextureMap &) = delete; + TextureMap & operator=(TextureMap &&) = delete; + + bool loadFromFile(const std::string &, SDL_Renderer *); + SDL_Point getSize() const { return m_size; } + + operator SDL_Texture *() { return m_texture; } + +private: + SDL_Texture * m_texture; + SDL_Point m_size; +}; diff --git a/mwe/resource-manager/Untitled.jpeg b/mwe/resource-manager/Untitled.jpeg Binary files differnew file mode 100644 index 0000000..aa4d289 --- /dev/null +++ b/mwe/resource-manager/Untitled.jpeg diff --git a/mwe/resource-manager/cmake/modules/FindTMXLITE.cmake b/mwe/resource-manager/cmake/modules/FindTMXLITE.cmake new file mode 100644 index 0000000..6ca7154 --- /dev/null +++ b/mwe/resource-manager/cmake/modules/FindTMXLITE.cmake @@ -0,0 +1,10 @@ +find_path(TMXLITE_INCLUDE_DIR NAMES tmxlite/Config.hpp PATH_SUFFIXES include) + +find_library(TMXLITE_LIBRARY_DEBUG NAMES tmxlite-d) +find_library(TMXLITE_LIBRARY_RELEASE NAMES tmxlite) + +include(SelectLibraryConfigurations) +select_library_configurations(TMXLITE) + +include(FindPackageHandleStandardArgs) +FIND_PACKAGE_HANDLE_STANDARD_ARGS(TMXLITE DEFAULT_MSG TMXLITE_LIBRARY TMXLITE_INCLUDE_DIR)
\ No newline at end of file diff --git a/mwe/resource-manager/constants.cpp b/mwe/resource-manager/constants.cpp new file mode 100644 index 0000000..524aae8 --- /dev/null +++ b/mwe/resource-manager/constants.cpp @@ -0,0 +1,8 @@ +#include "constants.h" +#include <string> + +namespace crepe { + +const std::string Constants::PNG_EXT = ".png"; +const std::string Constants::OGG_EXT = ".ogg"; +} // namespace crepe diff --git a/mwe/resource-manager/constants.h b/mwe/resource-manager/constants.h new file mode 100644 index 0000000..5abe506 --- /dev/null +++ b/mwe/resource-manager/constants.h @@ -0,0 +1,14 @@ + +#pragma once + +#include <string> +namespace crepe { + +class Constants { +public: + using FILE_PATH = std::string; + + static const std::string PNG_EXT; + static const std::string OGG_EXT; +}; +} // namespace crepe diff --git a/mwe/resource-manager/img.png b/mwe/resource-manager/img.png Binary files differnew file mode 100644 index 0000000..43b1eca --- /dev/null +++ b/mwe/resource-manager/img.png diff --git a/mwe/resource-manager/main.cpp b/mwe/resource-manager/main.cpp new file mode 100644 index 0000000..1910af8 --- /dev/null +++ b/mwe/resource-manager/main.cpp @@ -0,0 +1,76 @@ + + +#include "Image_asset.h" +#include "map_asset.h" +#include "resource_converter.h" +#include "resource_manager.h" +#include "spritesheet.h" +#include <SDL.h> +#include <SDL2/SDL_image.h> +#include <SDL_events.h> +#include <SDL_rect.h> +#include <SDL_render.h> +#include <SDL_stdinc.h> +#include <SDL_surface.h> +#include <SDL_timer.h> +#include <SDL_video.h> +#include <cstddef> + +int main() { + SDL_Init(SDL_INIT_VIDEO); + + bool quit = false; + + SDL_Event event; + + SDL_Window * window = SDL_CreateWindow("Tessting resources", SDL_WINDOWPOS_UNDEFINED, + SDL_WINDOWPOS_UNDEFINED, 640, 480, 0); + + SDL_Renderer * renderer = SDL_CreateRenderer(window, -1, 0); + + ResourceManager * rm = ResourceManager::get_instance(); + ResourceConverter resource_converter; + + Texture * img = rm->Load<Texture>("../img.png"); + + SpriteSheet * SS = rm->Load<SpriteSheet>("../spritesheet_test.png"); + Map * map = rm->Load<Map>("../../asset/tiled/demo.tmx"); + + SDL_Surface * surface = resource_converter.FromStringToImage(*img); + SDL_Texture * m_texture = SDL_CreateTextureFromSurface(renderer, surface); + SDL_FreeSurface(surface); + + TiledMap testingTiledMap = resource_converter.FromStringToMap(*map); + testingTiledMap.SetRenderer(*renderer); + + SDL_SetRenderDrawColor(renderer, 168, 230, 255, 255); + SDL_RenderClear(renderer); + + while (!quit) { + Uint32 ticks = SDL_GetTicks(); + int sprite = (ticks / 100) % 4; + + while (SDL_PollEvent(&event) != NULL) { + switch (event.type) { + case SDL_QUIT: + quit = true; + break; + } + } + + SDL_RenderClear(renderer); + + SDL_RenderCopy(renderer, m_texture, NULL, NULL); + testingTiledMap.draw(); + + SDL_RenderPresent(renderer); + } + delete rm; + + SDL_DestroyTexture(m_texture); + SDL_DestroyRenderer(renderer); + SDL_DestroyWindow(window); + SDL_Quit(); + + return 0; +} diff --git a/mwe/resource-manager/map_asset.cpp b/mwe/resource-manager/map_asset.cpp new file mode 100644 index 0000000..ec02cc9 --- /dev/null +++ b/mwe/resource-manager/map_asset.cpp @@ -0,0 +1,7 @@ + + +#include "map_asset.h" + +Map::Map(const std::string & content) { this->m_content = content; } + +Map::~Map() {} diff --git a/mwe/resource-manager/map_asset.h b/mwe/resource-manager/map_asset.h new file mode 100644 index 0000000..36695cd --- /dev/null +++ b/mwe/resource-manager/map_asset.h @@ -0,0 +1,11 @@ +#pragma once + +#include "resource.h" +#include <string> + +class Map : public Resource { + +public: + Map(const std::string &); + ~Map(); +}; diff --git a/mwe/resource-manager/map_layer.cpp b/mwe/resource-manager/map_layer.cpp new file mode 100644 index 0000000..17792a6 --- /dev/null +++ b/mwe/resource-manager/map_layer.cpp @@ -0,0 +1,95 @@ + + +#include "map_layer.h" +#include "TextureMap.h" +#include <tmxlite/Layer.hpp> +#include <tmxlite/TileLayer.hpp> + +MapLayer::MapLayer() {} + +MapLayer::~MapLayer() { m_subsets.clear(); } + +bool MapLayer::create(const tmx::Map & map, std::uint32_t layerIndex, + const std::vector<TextureMap *> & textures) { + const auto & layers = map.getLayers(); + assert(layers[layerIndex]->getType() == tmx::Layer::Type::Tile); + + const auto & layer = layers[layerIndex]->getLayerAs<tmx::TileLayer>(); + const auto mapSize = map.getTileCount(); + const auto mapTileSize = map.getTileSize(); + const auto & tileSets = map.getTilesets(); + + const auto tintColour = layer.getTintColour(); + const SDL_Colour vertColour = {tintColour.r, tintColour.g, tintColour.b, tintColour.a}; + + for (auto i = 0u; i < tileSets.size(); ++i) { + //check tile ID to see if it falls within the current tile set + const auto & ts = tileSets[i]; + const auto & tileIDs = layer.getTiles(); + + const auto texSize = textures[i]->getSize(); + const auto tileCountX = texSize.x / mapTileSize.x; + const auto tileCountY = texSize.y / mapTileSize.y; + + const float uNorm = static_cast<float>(mapTileSize.x) / texSize.x; + const float vNorm = static_cast<float>(mapTileSize.y) / texSize.y; + + std::vector<SDL_Vertex> verts; + for (auto y = 0u; y < mapSize.y; ++y) { + for (auto x = 0u; x < mapSize.x; ++x) { + const auto idx = y * mapSize.x + x; + if (idx < tileIDs.size() && tileIDs[idx].ID >= ts.getFirstGID() + && tileIDs[idx].ID < (ts.getFirstGID() + ts.getTileCount())) { + //tex coords + auto idIndex = (tileIDs[idx].ID - ts.getFirstGID()); + float u = static_cast<float>(idIndex % tileCountX); + float v = static_cast<float>(idIndex / tileCountY); + u *= mapTileSize + .x; //TODO we should be using the tile set size, as this may be different from the map's grid size + v *= mapTileSize.y; + + //normalise the UV + u /= textures[i]->getSize().x; + v /= textures[i]->getSize().y; + + //vert pos + const float tilePosX = static_cast<float>(x) * mapTileSize.x; + const float tilePosY = (static_cast<float>(y) * mapTileSize.y); + + //push back to vert array + SDL_Vertex vert = {{tilePosX, tilePosY}, vertColour, {u, v}}; + verts.emplace_back(vert); + vert = {{tilePosX + mapTileSize.x, tilePosY}, vertColour, {u + uNorm, v}}; + verts.emplace_back(vert); + vert = {{tilePosX, tilePosY + mapTileSize.y}, vertColour, {u, v + vNorm}}; + verts.emplace_back(vert); + + vert = {{tilePosX, tilePosY + mapTileSize.y}, vertColour, {u, v + vNorm}}; + verts.emplace_back(vert); + vert = {{tilePosX + mapTileSize.x, tilePosY}, vertColour, {u + uNorm, v}}; + verts.emplace_back(vert); + vert = {{tilePosX + mapTileSize.x, tilePosY + mapTileSize.y}, + vertColour, + {u + uNorm, v + vNorm}}; + verts.emplace_back(vert); + } + } + } + + if (!verts.empty()) { + m_subsets.emplace_back(); + m_subsets.back().texture = *textures[i]; + m_subsets.back().vertexData.swap(verts); + } + } + + return true; +} + +void MapLayer::draw(SDL_Renderer * renderer) const { + assert(renderer); + for (const auto & s : m_subsets) { + SDL_RenderGeometry(renderer, s.texture, s.vertexData.data(), + static_cast<std::int32_t>(s.vertexData.size()), nullptr, 0); + } +} diff --git a/mwe/resource-manager/map_layer.h b/mwe/resource-manager/map_layer.h new file mode 100644 index 0000000..fb656ed --- /dev/null +++ b/mwe/resource-manager/map_layer.h @@ -0,0 +1,23 @@ +#pragma once + +#include "TextureMap.h" +#include <SDL_render.h> +#include <tmxlite/Map.hpp> + +class MapLayer final { + +public: + explicit MapLayer(); + ~MapLayer(); + + bool create(const tmx::Map &, std::uint32_t index, + const std::vector<TextureMap *> & textures); + void draw(SDL_Renderer *) const; + +private: + struct subset final { + std::vector<SDL_Vertex> vertexData; + SDL_Texture * texture = nullptr; + }; + std::vector<subset> m_subsets; +}; diff --git a/mwe/resource-manager/resource.h b/mwe/resource-manager/resource.h new file mode 100644 index 0000000..a81e127 --- /dev/null +++ b/mwe/resource-manager/resource.h @@ -0,0 +1,12 @@ +#pragma once + +#include <string> +class Resource { +public: + virtual ~Resource() = default; + + const std::string & getContent() const { return this->m_content; } + +protected: + std::string m_content; +}; diff --git a/mwe/resource-manager/resource_converter.cpp b/mwe/resource-manager/resource_converter.cpp new file mode 100644 index 0000000..632f630 --- /dev/null +++ b/mwe/resource-manager/resource_converter.cpp @@ -0,0 +1,34 @@ + + +#include "resource_converter.h" +#include "Image_asset.h" +#include "map_asset.h" +#include "resource.h" +#include <SDL_image.h> +#include <SDL_surface.h> +#include <iostream> +#include <string> + +ResourceConverter::ResourceConverter() { IMG_Init(IMG_INIT_PNG); } + +ResourceConverter::~ResourceConverter() { IMG_Quit(); } + +SDL_Surface * ResourceConverter::FromStringToImage(const Texture & resource) { + const std::string & content = resource.getContent(); + SDL_RWops * rw = SDL_RWFromConstMem(content.data(), content.size()); + if (!rw) { + std::cerr << "Failed to create SDL_RWops: " << SDL_GetError() << std::endl; + return nullptr; + } + + SDL_Surface * surface = IMG_Load_RW(rw, 1); + if (!surface) { + std::cerr << "Failed to load image: " << IMG_GetError() << std::endl; + } + return surface; +} + +TiledMap ResourceConverter::FromStringToMap(const Map & resource) { + const std::string & content = resource.getContent(); + return TiledMap(content); +} diff --git a/mwe/resource-manager/resource_converter.h b/mwe/resource-manager/resource_converter.h new file mode 100644 index 0000000..39493c1 --- /dev/null +++ b/mwe/resource-manager/resource_converter.h @@ -0,0 +1,20 @@ +#pragma once + +#include "Image_asset.h" +#include "map_asset.h" +#include "tiledMap.h" + +#include <SDL_surface.h> + +class ResourceConverter { + +public: + ResourceConverter(); + ~ResourceConverter(); + + SDL_Surface * FromStringToImage(const Texture &); + TiledMap FromStringToMap(const Map &); + + //TODO: + //convertrs a string map into a real map: +}; diff --git a/mwe/resource-manager/resource_fabricator.cpp b/mwe/resource-manager/resource_fabricator.cpp new file mode 100644 index 0000000..2b83e97 --- /dev/null +++ b/mwe/resource-manager/resource_fabricator.cpp @@ -0,0 +1,23 @@ + + +#include "resource_fabricator.h" +#include <fstream> +#include <iostream> +#include <string> +#include <vector> + +std::string ResourceFactory::convert_file_to_string(const std::string & path) { + std::ifstream file(path, std::ios::binary | std::ios::ate); + if (!file.is_open()) { + std::cerr << "Failed to open file: " << path << std::endl; + return ""; + } + + std::ifstream::pos_type fileSize = file.tellg(); + file.seekg(0, std::ios::beg); + + std::vector<char> bytes(fileSize); + file.read(bytes.data(), fileSize); + + return std::string(bytes.begin(), bytes.end()); +} diff --git a/mwe/resource-manager/resource_fabricator.h b/mwe/resource-manager/resource_fabricator.h new file mode 100644 index 0000000..302eefe --- /dev/null +++ b/mwe/resource-manager/resource_fabricator.h @@ -0,0 +1,21 @@ +#pragma once + +#include "constants.h" +#include "resource.h" +#include <SDL_render.h> +#include <string> + +using namespace crepe; + +class ResourceFactory { + +public: + template <typename T> + static Resource * create_resource(const Constants::FILE_PATH & file_path) { + + return new T(convert_file_to_string(file_path)); + } + +private: + static std::string convert_file_to_string(const std::string & path); +}; diff --git a/mwe/resource-manager/resource_manager.cpp b/mwe/resource-manager/resource_manager.cpp new file mode 100644 index 0000000..189aa8b --- /dev/null +++ b/mwe/resource-manager/resource_manager.cpp @@ -0,0 +1,35 @@ + + +#include "resource_manager.h" +#include "constants.h" +#include "resource.h" +#include <unordered_map> + +ResourceManager * ResourceManager::m_single_resource_manager = nullptr; + +ResourceManager * ResourceManager::get_instance() { + if (m_single_resource_manager == nullptr) { + m_single_resource_manager = new ResourceManager(); + } + return m_single_resource_manager; +} + +ResourceManager::ResourceManager() {} + +ResourceManager::~ResourceManager() { + + for (auto pair : m_resources) { + delete pair.second; + } + + delete m_single_resource_manager; +} + +void ResourceManager::Unload(const Constants::FILE_PATH & file_path) { + std::unordered_map<Constants::FILE_PATH, Resource *>::iterator itr + = m_resources.find(file_path); + if (itr != m_resources.end()) { + delete itr->second; + m_resources.erase(itr); + } +} diff --git a/mwe/resource-manager/resource_manager.h b/mwe/resource-manager/resource_manager.h new file mode 100644 index 0000000..446bedb --- /dev/null +++ b/mwe/resource-manager/resource_manager.h @@ -0,0 +1,46 @@ +#pragma once + +#include <SDL_render.h> +#include <unordered_map> + +#include "constants.h" +#include "resource.h" +#include "resource_fabricator.h" + +using namespace crepe; + +class ResourceManager { + +private: + static ResourceManager * m_single_resource_manager; + std::unordered_map<Constants::FILE_PATH, Resource *> m_resources; + +protected: + ResourceManager(); + ~ResourceManager(); + +public: + ResourceManager(const ResourceManager &) = delete; + ResourceManager(ResourceManager &&) = delete; + ResourceManager & operator=(const ResourceManager &) = delete; + ResourceManager & operator=(ResourceManager &&) = delete; + + static ResourceManager * get_instance(); + +public: + template <typename T> + T * Load(const Constants::FILE_PATH & file_path) { + + if (m_resources.find(file_path) != m_resources.end()) { + return static_cast<T *>(m_resources[file_path]); + } + + Resource * resource = ResourceFactory::create_resource<T>(file_path); + if (resource) { + m_resources[file_path] = std::move(resource); + } + return static_cast<T *>(m_resources[file_path]); + } + + void Unload(const Constants::FILE_PATH & file_path); +}; diff --git a/mwe/resource-manager/spritesheet.cpp b/mwe/resource-manager/spritesheet.cpp new file mode 100644 index 0000000..9739e01 --- /dev/null +++ b/mwe/resource-manager/spritesheet.cpp @@ -0,0 +1,9 @@ + + +#include "spritesheet.h" + +#include <string> + +SpriteSheet::SpriteSheet(const std::string & content) { this->m_content = content; } + +SpriteSheet::~SpriteSheet() {} diff --git a/mwe/resource-manager/spritesheet.h b/mwe/resource-manager/spritesheet.h new file mode 100644 index 0000000..4a77a87 --- /dev/null +++ b/mwe/resource-manager/spritesheet.h @@ -0,0 +1,11 @@ +#pragma once + +#include "resource.h" +#include <string> + +class SpriteSheet : public Resource { + +public: + SpriteSheet(const std::string &); + ~SpriteSheet(); +}; diff --git a/mwe/resource-manager/spritesheet_test.png b/mwe/resource-manager/spritesheet_test.png Binary files differnew file mode 100644 index 0000000..d68a72a --- /dev/null +++ b/mwe/resource-manager/spritesheet_test.png diff --git a/mwe/resource-manager/stb_image.h b/mwe/resource-manager/stb_image.h new file mode 100644 index 0000000..3462f3a --- /dev/null +++ b/mwe/resource-manager/stb_image.h @@ -0,0 +1,8156 @@ +/* stb_image - v2.29 - public domain image loader - http://nothings.org/stb + no warranty implied; use at your own risk + + Do this: + #define STB_IMAGE_IMPLEMENTATION + before you include this file in *one* C or C++ file to create the implementation. + + // i.e. it should look like this: + #include ... + #include ... + #include ... + #define STB_IMAGE_IMPLEMENTATION + #include "stb_image.h" + + You can #define STBI_ASSERT(x) before the #include to avoid using assert.h. + And #define STBI_MALLOC, STBI_REALLOC, and STBI_FREE to avoid using malloc,realloc,free + + + QUICK NOTES: + Primarily of interest to game developers and other people who can + avoid problematic images and only need the trivial interface + + JPEG baseline & progressive (12 bpc/arithmetic not supported, same as stock IJG lib) + PNG 1/2/4/8/16-bit-per-channel + + TGA (not sure what subset, if a subset) + BMP non-1bpp, non-RLE + PSD (composited view only, no extra channels, 8/16 bit-per-channel) + + GIF (*comp always reports as 4-channel) + HDR (radiance rgbE format) + PIC (Softimage PIC) + PNM (PPM and PGM binary only) + + Animated GIF still needs a proper API, but here's one way to do it: + http://gist.github.com/urraka/685d9a6340b26b830d49 + + - decode from memory or through FILE (define STBI_NO_STDIO to remove code) + - decode from arbitrary I/O callbacks + - SIMD acceleration on x86/x64 (SSE2) and ARM (NEON) + + Full documentation under "DOCUMENTATION" below. + + +LICENSE + + See end of file for license information. + +RECENT REVISION HISTORY: + + 2.29 (2023-05-xx) optimizations + 2.28 (2023-01-29) many error fixes, security errors, just tons of stuff + 2.27 (2021-07-11) document stbi_info better, 16-bit PNM support, bug fixes + 2.26 (2020-07-13) many minor fixes + 2.25 (2020-02-02) fix warnings + 2.24 (2020-02-02) fix warnings; thread-local failure_reason and flip_vertically + 2.23 (2019-08-11) fix clang static analysis warning + 2.22 (2019-03-04) gif fixes, fix warnings + 2.21 (2019-02-25) fix typo in comment + 2.20 (2019-02-07) support utf8 filenames in Windows; fix warnings and platform ifdefs + 2.19 (2018-02-11) fix warning + 2.18 (2018-01-30) fix warnings + 2.17 (2018-01-29) bugfix, 1-bit BMP, 16-bitness query, fix warnings + 2.16 (2017-07-23) all functions have 16-bit variants; optimizations; bugfixes + 2.15 (2017-03-18) fix png-1,2,4; all Imagenet JPGs; no runtime SSE detection on GCC + 2.14 (2017-03-03) remove deprecated STBI_JPEG_OLD; fixes for Imagenet JPGs + 2.13 (2016-12-04) experimental 16-bit API, only for PNG so far; fixes + 2.12 (2016-04-02) fix typo in 2.11 PSD fix that caused crashes + 2.11 (2016-04-02) 16-bit PNGS; enable SSE2 in non-gcc x64 + RGB-format JPEG; remove white matting in PSD; + allocate large structures on the stack; + correct channel count for PNG & BMP + 2.10 (2016-01-22) avoid warning introduced in 2.09 + 2.09 (2016-01-16) 16-bit TGA; comments in PNM files; STBI_REALLOC_SIZED + + See end of file for full revision history. + + + ============================ Contributors ========================= + + Image formats Extensions, features + Sean Barrett (jpeg, png, bmp) Jetro Lauha (stbi_info) + Nicolas Schulz (hdr, psd) Martin "SpartanJ" Golini (stbi_info) + Jonathan Dummer (tga) James "moose2000" Brown (iPhone PNG) + Jean-Marc Lienher (gif) Ben "Disch" Wenger (io callbacks) + Tom Seddon (pic) Omar Cornut (1/2/4-bit PNG) + Thatcher Ulrich (psd) Nicolas Guillemot (vertical flip) + Ken Miller (pgm, ppm) Richard Mitton (16-bit PSD) + github:urraka (animated gif) Junggon Kim (PNM comments) + Christopher Forseth (animated gif) Daniel Gibson (16-bit TGA) + socks-the-fox (16-bit PNG) + Jeremy Sawicki (handle all ImageNet JPGs) + Optimizations & bugfixes Mikhail Morozov (1-bit BMP) + Fabian "ryg" Giesen Anael Seghezzi (is-16-bit query) + Arseny Kapoulkine Simon Breuss (16-bit PNM) + John-Mark Allen + Carmelo J Fdez-Aguera + + Bug & warning fixes + Marc LeBlanc David Woo Guillaume George Martins Mozeiko + Christpher Lloyd Jerry Jansson Joseph Thomson Blazej Dariusz Roszkowski + Phil Jordan Dave Moore Roy Eltham + Hayaki Saito Nathan Reed Won Chun + Luke Graham Johan Duparc Nick Verigakis the Horde3D community + Thomas Ruf Ronny Chevalier github:rlyeh + Janez Zemva John Bartholomew Michal Cichon github:romigrou + Jonathan Blow Ken Hamada Tero Hanninen github:svdijk + Eugene Golushkov Laurent Gomila Cort Stratton github:snagar + Aruelien Pocheville Sergio Gonzalez Thibault Reuille github:Zelex + Cass Everitt Ryamond Barbiero github:grim210 + Paul Du Bois Engin Manap Aldo Culquicondor github:sammyhw + Philipp Wiesemann Dale Weiler Oriol Ferrer Mesia github:phprus + Josh Tobin Neil Bickford Matthew Gregan github:poppolopoppo + Julian Raschke Gregory Mullen Christian Floisand github:darealshinji + Baldur Karlsson Kevin Schmidt JR Smith github:Michaelangel007 + Brad Weinberger Matvey Cherevko github:mosra + Luca Sas Alexander Veselov Zack Middleton [reserved] + Ryan C. Gordon [reserved] [reserved] + DO NOT ADD YOUR NAME HERE + + Jacko Dirks + + To add your name to the credits, pick a random blank space in the middle and fill it. + 80% of merge conflicts on stb PRs are due to people adding their name at the end + of the credits. +*/ + +#ifndef STBI_INCLUDE_STB_IMAGE_H +#define STBI_INCLUDE_STB_IMAGE_H + +// DOCUMENTATION +// +// Limitations: +// - no 12-bit-per-channel JPEG +// - no JPEGs with arithmetic coding +// - GIF always returns *comp=4 +// +// Basic usage (see HDR discussion below for HDR usage): +// int x,y,n; +// unsigned char *data = stbi_load(filename, &x, &y, &n, 0); +// // ... process data if not NULL ... +// // ... x = width, y = height, n = # 8-bit components per pixel ... +// // ... replace '0' with '1'..'4' to force that many components per pixel +// // ... but 'n' will always be the number that it would have been if you said 0 +// stbi_image_free(data); +// +// Standard parameters: +// int *x -- outputs image width in pixels +// int *y -- outputs image height in pixels +// int *channels_in_file -- outputs # of image components in image file +// int desired_channels -- if non-zero, # of image components requested in result +// +// The return value from an image loader is an 'unsigned char *' which points +// to the pixel data, or NULL on an allocation failure or if the image is +// corrupt or invalid. The pixel data consists of *y scanlines of *x pixels, +// with each pixel consisting of N interleaved 8-bit components; the first +// pixel pointed to is top-left-most in the image. There is no padding between +// image scanlines or between pixels, regardless of format. The number of +// components N is 'desired_channels' if desired_channels is non-zero, or +// *channels_in_file otherwise. If desired_channels is non-zero, +// *channels_in_file has the number of components that _would_ have been +// output otherwise. E.g. if you set desired_channels to 4, you will always +// get RGBA output, but you can check *channels_in_file to see if it's trivially +// opaque because e.g. there were only 3 channels in the source image. +// +// An output image with N components has the following components interleaved +// in this order in each pixel: +// +// N=#comp components +// 1 grey +// 2 grey, alpha +// 3 red, green, blue +// 4 red, green, blue, alpha +// +// If image loading fails for any reason, the return value will be NULL, +// and *x, *y, *channels_in_file will be unchanged. The function +// stbi_failure_reason() can be queried for an extremely brief, end-user +// unfriendly explanation of why the load failed. Define STBI_NO_FAILURE_STRINGS +// to avoid compiling these strings at all, and STBI_FAILURE_USERMSG to get slightly +// more user-friendly ones. +// +// Paletted PNG, BMP, GIF, and PIC images are automatically depalettized. +// +// To query the width, height and component count of an image without having to +// decode the full file, you can use the stbi_info family of functions: +// +// int x,y,n,ok; +// ok = stbi_info(filename, &x, &y, &n); +// // returns ok=1 and sets x, y, n if image is a supported format, +// // 0 otherwise. +// +// Note that stb_image pervasively uses ints in its public API for sizes, +// including sizes of memory buffers. This is now part of the API and thus +// hard to change without causing breakage. As a result, the various image +// loaders all have certain limits on image size; these differ somewhat +// by format but generally boil down to either just under 2GB or just under +// 1GB. When the decoded image would be larger than this, stb_image decoding +// will fail. +// +// Additionally, stb_image will reject image files that have any of their +// dimensions set to a larger value than the configurable STBI_MAX_DIMENSIONS, +// which defaults to 2**24 = 16777216 pixels. Due to the above memory limit, +// the only way to have an image with such dimensions load correctly +// is for it to have a rather extreme aspect ratio. Either way, the +// assumption here is that such larger images are likely to be malformed +// or malicious. If you do need to load an image with individual dimensions +// larger than that, and it still fits in the overall size limit, you can +// #define STBI_MAX_DIMENSIONS on your own to be something larger. +// +// =========================================================================== +// +// UNICODE: +// +// If compiling for Windows and you wish to use Unicode filenames, compile +// with +// #define STBI_WINDOWS_UTF8 +// and pass utf8-encoded filenames. Call stbi_convert_wchar_to_utf8 to convert +// Windows wchar_t filenames to utf8. +// +// =========================================================================== +// +// Philosophy +// +// stb libraries are designed with the following priorities: +// +// 1. easy to use +// 2. easy to maintain +// 3. good performance +// +// Sometimes I let "good performance" creep up in priority over "easy to maintain", +// and for best performance I may provide less-easy-to-use APIs that give higher +// performance, in addition to the easy-to-use ones. Nevertheless, it's important +// to keep in mind that from the standpoint of you, a client of this library, +// all you care about is #1 and #3, and stb libraries DO NOT emphasize #3 above all. +// +// Some secondary priorities arise directly from the first two, some of which +// provide more explicit reasons why performance can't be emphasized. +// +// - Portable ("ease of use") +// - Small source code footprint ("easy to maintain") +// - No dependencies ("ease of use") +// +// =========================================================================== +// +// I/O callbacks +// +// I/O callbacks allow you to read from arbitrary sources, like packaged +// files or some other source. Data read from callbacks are processed +// through a small internal buffer (currently 128 bytes) to try to reduce +// overhead. +// +// The three functions you must define are "read" (reads some bytes of data), +// "skip" (skips some bytes of data), "eof" (reports if the stream is at the end). +// +// =========================================================================== +// +// SIMD support +// +// The JPEG decoder will try to automatically use SIMD kernels on x86 when +// supported by the compiler. For ARM Neon support, you must explicitly +// request it. +// +// (The old do-it-yourself SIMD API is no longer supported in the current +// code.) +// +// On x86, SSE2 will automatically be used when available based on a run-time +// test; if not, the generic C versions are used as a fall-back. On ARM targets, +// the typical path is to have separate builds for NEON and non-NEON devices +// (at least this is true for iOS and Android). Therefore, the NEON support is +// toggled by a build flag: define STBI_NEON to get NEON loops. +// +// If for some reason you do not want to use any of SIMD code, or if +// you have issues compiling it, you can disable it entirely by +// defining STBI_NO_SIMD. +// +// =========================================================================== +// +// HDR image support (disable by defining STBI_NO_HDR) +// +// stb_image supports loading HDR images in general, and currently the Radiance +// .HDR file format specifically. You can still load any file through the existing +// interface; if you attempt to load an HDR file, it will be automatically remapped +// to LDR, assuming gamma 2.2 and an arbitrary scale factor defaulting to 1; +// both of these constants can be reconfigured through this interface: +// +// stbi_hdr_to_ldr_gamma(2.2f); +// stbi_hdr_to_ldr_scale(1.0f); +// +// (note, do not use _inverse_ constants; stbi_image will invert them +// appropriately). +// +// Additionally, there is a new, parallel interface for loading files as +// (linear) floats to preserve the full dynamic range: +// +// float *data = stbi_loadf(filename, &x, &y, &n, 0); +// +// If you load LDR images through this interface, those images will +// be promoted to floating point values, run through the inverse of +// constants corresponding to the above: +// +// stbi_ldr_to_hdr_scale(1.0f); +// stbi_ldr_to_hdr_gamma(2.2f); +// +// Finally, given a filename (or an open file or memory block--see header +// file for details) containing image data, you can query for the "most +// appropriate" interface to use (that is, whether the image is HDR or +// not), using: +// +// stbi_is_hdr(char *filename); +// +// =========================================================================== +// +// iPhone PNG support: +// +// We optionally support converting iPhone-formatted PNGs (which store +// premultiplied BGRA) back to RGB, even though they're internally encoded +// differently. To enable this conversion, call +// stbi_convert_iphone_png_to_rgb(1). +// +// Call stbi_set_unpremultiply_on_load(1) as well to force a divide per +// pixel to remove any premultiplied alpha *only* if the image file explicitly +// says there's premultiplied data (currently only happens in iPhone images, +// and only if iPhone convert-to-rgb processing is on). +// +// =========================================================================== +// +// ADDITIONAL CONFIGURATION +// +// - You can suppress implementation of any of the decoders to reduce +// your code footprint by #defining one or more of the following +// symbols before creating the implementation. +// +// STBI_NO_JPEG +// STBI_NO_PNG +// STBI_NO_BMP +// STBI_NO_PSD +// STBI_NO_TGA +// STBI_NO_GIF +// STBI_NO_HDR +// STBI_NO_PIC +// STBI_NO_PNM (.ppm and .pgm) +// +// - You can request *only* certain decoders and suppress all other ones +// (this will be more forward-compatible, as addition of new decoders +// doesn't require you to disable them explicitly): +// +// STBI_ONLY_JPEG +// STBI_ONLY_PNG +// STBI_ONLY_BMP +// STBI_ONLY_PSD +// STBI_ONLY_TGA +// STBI_ONLY_GIF +// STBI_ONLY_HDR +// STBI_ONLY_PIC +// STBI_ONLY_PNM (.ppm and .pgm) +// +// - If you use STBI_NO_PNG (or _ONLY_ without PNG), and you still +// want the zlib decoder to be available, #define STBI_SUPPORT_ZLIB +// +// - If you define STBI_MAX_DIMENSIONS, stb_image will reject images greater +// than that size (in either width or height) without further processing. +// This is to let programs in the wild set an upper bound to prevent +// denial-of-service attacks on untrusted data, as one could generate a +// valid image of gigantic dimensions and force stb_image to allocate a +// huge block of memory and spend disproportionate time decoding it. By +// default this is set to (1 << 24), which is 16777216, but that's still +// very big. + +#ifndef STBI_NO_STDIO +#include <stdio.h> +#endif // STBI_NO_STDIO + +#define STBI_VERSION 1 + +enum { + STBI_default = 0, // only used for desired_channels + + STBI_grey = 1, + STBI_grey_alpha = 2, + STBI_rgb = 3, + STBI_rgb_alpha = 4 +}; + +#include <stdlib.h> +typedef unsigned char stbi_uc; +typedef unsigned short stbi_us; + +#ifdef __cplusplus +extern "C" { +#endif + +#ifndef STBIDEF +#ifdef STB_IMAGE_STATIC +#define STBIDEF static +#else +#define STBIDEF extern +#endif +#endif + +////////////////////////////////////////////////////////////////////////////// +// +// PRIMARY API - works on images of any type +// + +// +// load image by filename, open file, or memory buffer +// + +typedef struct { + int (*read)( + void * user, char * data, + int size); // fill 'data' with 'size' bytes. return number of bytes actually read + void (*skip)(void * user, + int n); // skip the next 'n' bytes, or 'unget' the last -n bytes if negative + int (*eof)(void * user); // returns nonzero if we are at end of file/data +} stbi_io_callbacks; + +//////////////////////////////////// +// +// 8-bits-per-channel interface +// + +STBIDEF stbi_uc * stbi_load_from_memory(stbi_uc const * buffer, int len, int * x, int * y, + int * channels_in_file, int desired_channels); +STBIDEF stbi_uc * stbi_load_from_callbacks(stbi_io_callbacks const * clbk, void * user, + int * x, int * y, int * channels_in_file, + int desired_channels); + +#ifndef STBI_NO_STDIO +STBIDEF stbi_uc * stbi_load(char const * filename, int * x, int * y, int * channels_in_file, + int desired_channels); +STBIDEF stbi_uc * stbi_load_from_file(FILE * f, int * x, int * y, int * channels_in_file, + int desired_channels); +// for stbi_load_from_file, file pointer is left pointing immediately after image +#endif + +#ifndef STBI_NO_GIF +STBIDEF stbi_uc * stbi_load_gif_from_memory(stbi_uc const * buffer, int len, int ** delays, + int * x, int * y, int * z, int * comp, + int req_comp); +#endif + +#ifdef STBI_WINDOWS_UTF8 +STBIDEF int stbi_convert_wchar_to_utf8(char * buffer, size_t bufferlen, const wchar_t * input); +#endif + +//////////////////////////////////// +// +// 16-bits-per-channel interface +// + +STBIDEF stbi_us * stbi_load_16_from_memory(stbi_uc const * buffer, int len, int * x, int * y, + int * channels_in_file, int desired_channels); +STBIDEF stbi_us * stbi_load_16_from_callbacks(stbi_io_callbacks const * clbk, void * user, + int * x, int * y, int * channels_in_file, + int desired_channels); + +#ifndef STBI_NO_STDIO +STBIDEF stbi_us * stbi_load_16(char const * filename, int * x, int * y, int * channels_in_file, + int desired_channels); +STBIDEF stbi_us * stbi_load_from_file_16(FILE * f, int * x, int * y, int * channels_in_file, + int desired_channels); +#endif + +//////////////////////////////////// +// +// float-per-channel interface +// +#ifndef STBI_NO_LINEAR +STBIDEF float * stbi_loadf_from_memory(stbi_uc const * buffer, int len, int * x, int * y, + int * channels_in_file, int desired_channels); +STBIDEF float * stbi_loadf_from_callbacks(stbi_io_callbacks const * clbk, void * user, int * x, + int * y, int * channels_in_file, + int desired_channels); + +#ifndef STBI_NO_STDIO +STBIDEF float * stbi_loadf(char const * filename, int * x, int * y, int * channels_in_file, + int desired_channels); +STBIDEF float * stbi_loadf_from_file(FILE * f, int * x, int * y, int * channels_in_file, + int desired_channels); +#endif +#endif + +#ifndef STBI_NO_HDR +STBIDEF void stbi_hdr_to_ldr_gamma(float gamma); +STBIDEF void stbi_hdr_to_ldr_scale(float scale); +#endif // STBI_NO_HDR + +#ifndef STBI_NO_LINEAR +STBIDEF void stbi_ldr_to_hdr_gamma(float gamma); +STBIDEF void stbi_ldr_to_hdr_scale(float scale); +#endif // STBI_NO_LINEAR + +// stbi_is_hdr is always defined, but always returns false if STBI_NO_HDR +STBIDEF int stbi_is_hdr_from_callbacks(stbi_io_callbacks const * clbk, void * user); +STBIDEF int stbi_is_hdr_from_memory(stbi_uc const * buffer, int len); +#ifndef STBI_NO_STDIO +STBIDEF int stbi_is_hdr(char const * filename); +STBIDEF int stbi_is_hdr_from_file(FILE * f); +#endif // STBI_NO_STDIO + +// get a VERY brief reason for failure +// on most compilers (and ALL modern mainstream compilers) this is threadsafe +STBIDEF const char * stbi_failure_reason(void); + +// free the loaded image -- this is just free() +STBIDEF void stbi_image_free(void * retval_from_stbi_load); + +// get image dimensions & components without fully decoding +STBIDEF int stbi_info_from_memory(stbi_uc const * buffer, int len, int * x, int * y, + int * comp); +STBIDEF int stbi_info_from_callbacks(stbi_io_callbacks const * clbk, void * user, int * x, + int * y, int * comp); +STBIDEF int stbi_is_16_bit_from_memory(stbi_uc const * buffer, int len); +STBIDEF int stbi_is_16_bit_from_callbacks(stbi_io_callbacks const * clbk, void * user); + +#ifndef STBI_NO_STDIO +STBIDEF int stbi_info(char const * filename, int * x, int * y, int * comp); +STBIDEF int stbi_info_from_file(FILE * f, int * x, int * y, int * comp); +STBIDEF int stbi_is_16_bit(char const * filename); +STBIDEF int stbi_is_16_bit_from_file(FILE * f); +#endif + +// for image formats that explicitly notate that they have premultiplied alpha, +// we just return the colors as stored in the file. set this flag to force +// unpremultiplication. results are undefined if the unpremultiply overflow. +STBIDEF void stbi_set_unpremultiply_on_load(int flag_true_if_should_unpremultiply); + +// indicate whether we should process iphone images back to canonical format, +// or just pass them through "as-is" +STBIDEF void stbi_convert_iphone_png_to_rgb(int flag_true_if_should_convert); + +// flip the image vertically, so the first pixel in the output array is the bottom left +STBIDEF void stbi_set_flip_vertically_on_load(int flag_true_if_should_flip); + +// as above, but only applies to images loaded on the thread that calls the function +// this function is only available if your compiler supports thread-local variables; +// calling it will fail to link if your compiler doesn't +STBIDEF void stbi_set_unpremultiply_on_load_thread(int flag_true_if_should_unpremultiply); +STBIDEF void stbi_convert_iphone_png_to_rgb_thread(int flag_true_if_should_convert); +STBIDEF void stbi_set_flip_vertically_on_load_thread(int flag_true_if_should_flip); + +// ZLIB client - used by PNG, available for other purposes + +STBIDEF char * stbi_zlib_decode_malloc_guesssize(const char * buffer, int len, + int initial_size, int * outlen); +STBIDEF char * stbi_zlib_decode_malloc_guesssize_headerflag(const char * buffer, int len, + int initial_size, int * outlen, + int parse_header); +STBIDEF char * stbi_zlib_decode_malloc(const char * buffer, int len, int * outlen); +STBIDEF int stbi_zlib_decode_buffer(char * obuffer, int olen, const char * ibuffer, int ilen); + +STBIDEF char * stbi_zlib_decode_noheader_malloc(const char * buffer, int len, int * outlen); +STBIDEF int stbi_zlib_decode_noheader_buffer(char * obuffer, int olen, const char * ibuffer, + int ilen); + +#ifdef __cplusplus +} +#endif + +// +// +//// end header file ///////////////////////////////////////////////////// +#endif // STBI_INCLUDE_STB_IMAGE_H + +#ifdef STB_IMAGE_IMPLEMENTATION + +#if defined(STBI_ONLY_JPEG) || defined(STBI_ONLY_PNG) || defined(STBI_ONLY_BMP) \ + || defined(STBI_ONLY_TGA) || defined(STBI_ONLY_GIF) || defined(STBI_ONLY_PSD) \ + || defined(STBI_ONLY_HDR) || defined(STBI_ONLY_PIC) || defined(STBI_ONLY_PNM) \ + || defined(STBI_ONLY_ZLIB) +#ifndef STBI_ONLY_JPEG +#define STBI_NO_JPEG +#endif +#ifndef STBI_ONLY_PNG +#define STBI_NO_PNG +#endif +#ifndef STBI_ONLY_BMP +#define STBI_NO_BMP +#endif +#ifndef STBI_ONLY_PSD +#define STBI_NO_PSD +#endif +#ifndef STBI_ONLY_TGA +#define STBI_NO_TGA +#endif +#ifndef STBI_ONLY_GIF +#define STBI_NO_GIF +#endif +#ifndef STBI_ONLY_HDR +#define STBI_NO_HDR +#endif +#ifndef STBI_ONLY_PIC +#define STBI_NO_PIC +#endif +#ifndef STBI_ONLY_PNM +#define STBI_NO_PNM +#endif +#endif + +#if defined(STBI_NO_PNG) && !defined(STBI_SUPPORT_ZLIB) && !defined(STBI_NO_ZLIB) +#define STBI_NO_ZLIB +#endif + +#include <limits.h> +#include <stdarg.h> +#include <stddef.h> // ptrdiff_t on osx +#include <stdlib.h> +#include <string.h> + +#if !defined(STBI_NO_LINEAR) || !defined(STBI_NO_HDR) +#include <math.h> // ldexp, pow +#endif + +#ifndef STBI_NO_STDIO +#include <stdio.h> +#endif + +#ifndef STBI_ASSERT +#include <assert.h> +#define STBI_ASSERT(x) assert(x) +#endif + +#ifdef __cplusplus +#define STBI_EXTERN extern "C" +#else +#define STBI_EXTERN extern +#endif + +#ifndef _MSC_VER +#ifdef __cplusplus +#define stbi_inline inline +#else +#define stbi_inline +#endif +#else +#define stbi_inline __forceinline +#endif + +#ifndef STBI_NO_THREAD_LOCALS +#if defined(__cplusplus) && __cplusplus >= 201103L +#define STBI_THREAD_LOCAL thread_local +#elif defined(__GNUC__) && __GNUC__ < 5 +#define STBI_THREAD_LOCAL __thread +#elif defined(_MSC_VER) +#define STBI_THREAD_LOCAL __declspec(thread) +#elif defined(__STDC_VERSION__) && __STDC_VERSION__ >= 201112L && !defined(__STDC_NO_THREADS__) +#define STBI_THREAD_LOCAL _Thread_local +#endif + +#ifndef STBI_THREAD_LOCAL +#if defined(__GNUC__) +#define STBI_THREAD_LOCAL __thread +#endif +#endif +#endif + +#if defined(_MSC_VER) || defined(__SYMBIAN32__) +typedef unsigned short stbi__uint16; +typedef signed short stbi__int16; +typedef unsigned int stbi__uint32; +typedef signed int stbi__int32; +#else +#include <stdint.h> +typedef uint16_t stbi__uint16; +typedef int16_t stbi__int16; +typedef uint32_t stbi__uint32; +typedef int32_t stbi__int32; +#endif + +// should produce compiler error if size is wrong +typedef unsigned char validate_uint32[sizeof(stbi__uint32) == 4 ? 1 : -1]; + +#ifdef _MSC_VER +#define STBI_NOTUSED(v) (void) (v) +#else +#define STBI_NOTUSED(v) (void) sizeof(v) +#endif + +#ifdef _MSC_VER +#define STBI_HAS_LROTL +#endif + +#ifdef STBI_HAS_LROTL +#define stbi_lrot(x, y) _lrotl(x, y) +#else +#define stbi_lrot(x, y) (((x) << (y)) | ((x) >> (-(y) & 31))) +#endif + +#if defined(STBI_MALLOC) && defined(STBI_FREE) \ + && (defined(STBI_REALLOC) || defined(STBI_REALLOC_SIZED)) +// ok +#elif !defined(STBI_MALLOC) && !defined(STBI_FREE) && !defined(STBI_REALLOC) \ + && !defined(STBI_REALLOC_SIZED) +// ok +#else +#error \ + "Must define all or none of STBI_MALLOC, STBI_FREE, and STBI_REALLOC (or STBI_REALLOC_SIZED)." +#endif + +#ifndef STBI_MALLOC +#define STBI_MALLOC(sz) malloc(sz) +#define STBI_REALLOC(p, newsz) realloc(p, newsz) +#define STBI_FREE(p) free(p) +#endif + +#ifndef STBI_REALLOC_SIZED +#define STBI_REALLOC_SIZED(p, oldsz, newsz) STBI_REALLOC(p, newsz) +#endif + +// x86/x64 detection +#if defined(__x86_64__) || defined(_M_X64) +#define STBI__X64_TARGET +#elif defined(__i386) || defined(_M_IX86) +#define STBI__X86_TARGET +#endif + +#if defined(__GNUC__) && defined(STBI__X86_TARGET) && !defined(__SSE2__) \ + && !defined(STBI_NO_SIMD) +// gcc doesn't support sse2 intrinsics unless you compile with -msse2, +// which in turn means it gets to use SSE2 everywhere. This is unfortunate, +// but previous attempts to provide the SSE2 functions with runtime +// detection caused numerous issues. The way architecture extensions are +// exposed in GCC/Clang is, sadly, not really suited for one-file libs. +// New behavior: if compiled with -msse2, we use SSE2 without any +// detection; if not, we don't use it at all. +#define STBI_NO_SIMD +#endif + +#if defined(__MINGW32__) && defined(STBI__X86_TARGET) && !defined(STBI_MINGW_ENABLE_SSE2) \ + && !defined(STBI_NO_SIMD) +// Note that __MINGW32__ doesn't actually mean 32-bit, so we have to avoid STBI__X64_TARGET +// +// 32-bit MinGW wants ESP to be 16-byte aligned, but this is not in the +// Windows ABI and VC++ as well as Windows DLLs don't maintain that invariant. +// As a result, enabling SSE2 on 32-bit MinGW is dangerous when not +// simultaneously enabling "-mstackrealign". +// +// See https://github.com/nothings/stb/issues/81 for more information. +// +// So default to no SSE2 on 32-bit MinGW. If you've read this far and added +// -mstackrealign to your build settings, feel free to #define STBI_MINGW_ENABLE_SSE2. +#define STBI_NO_SIMD +#endif + +#if !defined(STBI_NO_SIMD) && (defined(STBI__X86_TARGET) || defined(STBI__X64_TARGET)) +#define STBI_SSE2 +#include <emmintrin.h> + +#ifdef _MSC_VER + +#if _MSC_VER >= 1400 // not VC6 +#include <intrin.h> // __cpuid +static int stbi__cpuid3(void) { + int info[4]; + __cpuid(info, 1); + return info[3]; +} +#else +static int stbi__cpuid3(void) { + int res; + __asm { + mov eax,1 + cpuid + mov res,edx + } + return res; +} +#endif + +#define STBI_SIMD_ALIGN(type, name) __declspec(align(16)) type name + +#if !defined(STBI_NO_JPEG) && defined(STBI_SSE2) +static int stbi__sse2_available(void) { + int info3 = stbi__cpuid3(); + return ((info3 >> 26) & 1) != 0; +} +#endif + +#else // assume GCC-style if not VC++ +#define STBI_SIMD_ALIGN(type, name) type name __attribute__((aligned(16))) + +#if !defined(STBI_NO_JPEG) && defined(STBI_SSE2) +static int stbi__sse2_available(void) { + // If we're even attempting to compile this on GCC/Clang, that means + // -msse2 is on, which means the compiler is allowed to use SSE2 + // instructions at will, and so are we. + return 1; +} +#endif + +#endif +#endif + +// ARM NEON +#if defined(STBI_NO_SIMD) && defined(STBI_NEON) +#undef STBI_NEON +#endif + +#ifdef STBI_NEON +#include <arm_neon.h> +#ifdef _MSC_VER +#define STBI_SIMD_ALIGN(type, name) __declspec(align(16)) type name +#else +#define STBI_SIMD_ALIGN(type, name) type name __attribute__((aligned(16))) +#endif +#endif + +#ifndef STBI_SIMD_ALIGN +#define STBI_SIMD_ALIGN(type, name) type name +#endif + +#ifndef STBI_MAX_DIMENSIONS +#define STBI_MAX_DIMENSIONS (1 << 24) +#endif + +/////////////////////////////////////////////// +// +// stbi__context struct and start_xxx functions + +// stbi__context structure is our basic context used by all images, so it +// contains all the IO context, plus some basic image information +typedef struct { + stbi__uint32 img_x, img_y; + int img_n, img_out_n; + + stbi_io_callbacks io; + void * io_user_data; + + int read_from_callbacks; + int buflen; + stbi_uc buffer_start[128]; + int callback_already_read; + + stbi_uc *img_buffer, *img_buffer_end; + stbi_uc *img_buffer_original, *img_buffer_original_end; +} stbi__context; + +static void stbi__refill_buffer(stbi__context * s); + +// initialize a memory-decode context +static void stbi__start_mem(stbi__context * s, stbi_uc const * buffer, int len) { + s->io.read = NULL; + s->read_from_callbacks = 0; + s->callback_already_read = 0; + s->img_buffer = s->img_buffer_original = (stbi_uc *) buffer; + s->img_buffer_end = s->img_buffer_original_end = (stbi_uc *) buffer + len; +} + +// initialize a callback-based context +static void stbi__start_callbacks(stbi__context * s, stbi_io_callbacks * c, void * user) { + s->io = *c; + s->io_user_data = user; + s->buflen = sizeof(s->buffer_start); + s->read_from_callbacks = 1; + s->callback_already_read = 0; + s->img_buffer = s->img_buffer_original = s->buffer_start; + stbi__refill_buffer(s); + s->img_buffer_original_end = s->img_buffer_end; +} + +#ifndef STBI_NO_STDIO + +static int stbi__stdio_read(void * user, char * data, int size) { + return (int) fread(data, 1, size, (FILE *) user); +} + +static void stbi__stdio_skip(void * user, int n) { + int ch; + fseek((FILE *) user, n, SEEK_CUR); + ch = fgetc((FILE *) user); /* have to read a byte to reset feof()'s flag */ + if (ch != EOF) { + ungetc(ch, (FILE *) user); /* push byte back onto stream if valid. */ + } +} + +static int stbi__stdio_eof(void * user) { + return feof((FILE *) user) || ferror((FILE *) user); +} + +static stbi_io_callbacks stbi__stdio_callbacks = { + stbi__stdio_read, + stbi__stdio_skip, + stbi__stdio_eof, +}; + +static void stbi__start_file(stbi__context * s, FILE * f) { + stbi__start_callbacks(s, &stbi__stdio_callbacks, (void *) f); +} + +//static void stop_file(stbi__context *s) { } + +#endif // !STBI_NO_STDIO + +static void stbi__rewind(stbi__context * s) { + // conceptually rewind SHOULD rewind to the beginning of the stream, + // but we just rewind to the beginning of the initial buffer, because + // we only use it after doing 'test', which only ever looks at at most 92 bytes + s->img_buffer = s->img_buffer_original; + s->img_buffer_end = s->img_buffer_original_end; +} + +enum { STBI_ORDER_RGB, STBI_ORDER_BGR }; + +typedef struct { + int bits_per_channel; + int num_channels; + int channel_order; +} stbi__result_info; + +#ifndef STBI_NO_JPEG +static int stbi__jpeg_test(stbi__context * s); +static void * stbi__jpeg_load(stbi__context * s, int * x, int * y, int * comp, int req_comp, + stbi__result_info * ri); +static int stbi__jpeg_info(stbi__context * s, int * x, int * y, int * comp); +#endif + +#ifndef STBI_NO_PNG +static int stbi__png_test(stbi__context * s); +static void * stbi__png_load(stbi__context * s, int * x, int * y, int * comp, int req_comp, + stbi__result_info * ri); +static int stbi__png_info(stbi__context * s, int * x, int * y, int * comp); +static int stbi__png_is16(stbi__context * s); +#endif + +#ifndef STBI_NO_BMP +static int stbi__bmp_test(stbi__context * s); +static void * stbi__bmp_load(stbi__context * s, int * x, int * y, int * comp, int req_comp, + stbi__result_info * ri); +static int stbi__bmp_info(stbi__context * s, int * x, int * y, int * comp); +#endif + +#ifndef STBI_NO_TGA +static int stbi__tga_test(stbi__context * s); +static void * stbi__tga_load(stbi__context * s, int * x, int * y, int * comp, int req_comp, + stbi__result_info * ri); +static int stbi__tga_info(stbi__context * s, int * x, int * y, int * comp); +#endif + +#ifndef STBI_NO_PSD +static int stbi__psd_test(stbi__context * s); +static void * stbi__psd_load(stbi__context * s, int * x, int * y, int * comp, int req_comp, + stbi__result_info * ri, int bpc); +static int stbi__psd_info(stbi__context * s, int * x, int * y, int * comp); +static int stbi__psd_is16(stbi__context * s); +#endif + +#ifndef STBI_NO_HDR +static int stbi__hdr_test(stbi__context * s); +static float * stbi__hdr_load(stbi__context * s, int * x, int * y, int * comp, int req_comp, + stbi__result_info * ri); +static int stbi__hdr_info(stbi__context * s, int * x, int * y, int * comp); +#endif + +#ifndef STBI_NO_PIC +static int stbi__pic_test(stbi__context * s); +static void * stbi__pic_load(stbi__context * s, int * x, int * y, int * comp, int req_comp, + stbi__result_info * ri); +static int stbi__pic_info(stbi__context * s, int * x, int * y, int * comp); +#endif + +#ifndef STBI_NO_GIF +static int stbi__gif_test(stbi__context * s); +static void * stbi__gif_load(stbi__context * s, int * x, int * y, int * comp, int req_comp, + stbi__result_info * ri); +static void * stbi__load_gif_main(stbi__context * s, int ** delays, int * x, int * y, int * z, + int * comp, int req_comp); +static int stbi__gif_info(stbi__context * s, int * x, int * y, int * comp); +#endif + +#ifndef STBI_NO_PNM +static int stbi__pnm_test(stbi__context * s); +static void * stbi__pnm_load(stbi__context * s, int * x, int * y, int * comp, int req_comp, + stbi__result_info * ri); +static int stbi__pnm_info(stbi__context * s, int * x, int * y, int * comp); +static int stbi__pnm_is16(stbi__context * s); +#endif + +static +#ifdef STBI_THREAD_LOCAL + STBI_THREAD_LOCAL +#endif + const char * stbi__g_failure_reason; + +STBIDEF const char * stbi_failure_reason(void) { return stbi__g_failure_reason; } + +#ifndef STBI_NO_FAILURE_STRINGS +static int stbi__err(const char * str) { + stbi__g_failure_reason = str; + return 0; +} +#endif + +static void * stbi__malloc(size_t size) { return STBI_MALLOC(size); } + +// stb_image uses ints pervasively, including for offset calculations. +// therefore the largest decoded image size we can support with the +// current code, even on 64-bit targets, is INT_MAX. this is not a +// significant limitation for the intended use case. +// +// we do, however, need to make sure our size calculations don't +// overflow. hence a few helper functions for size calculations that +// multiply integers together, making sure that they're non-negative +// and no overflow occurs. + +// return 1 if the sum is valid, 0 on overflow. +// negative terms are considered invalid. +static int stbi__addsizes_valid(int a, int b) { + if (b < 0) return 0; + // now 0 <= b <= INT_MAX, hence also + // 0 <= INT_MAX - b <= INTMAX. + // And "a + b <= INT_MAX" (which might overflow) is the + // same as a <= INT_MAX - b (no overflow) + return a <= INT_MAX - b; +} + +// returns 1 if the product is valid, 0 on overflow. +// negative factors are considered invalid. +static int stbi__mul2sizes_valid(int a, int b) { + if (a < 0 || b < 0) return 0; + if (b == 0) return 1; // mul-by-0 is always safe + // portable way to check for no overflows in a*b + return a <= INT_MAX / b; +} + +#if !defined(STBI_NO_JPEG) || !defined(STBI_NO_PNG) || !defined(STBI_NO_TGA) \ + || !defined(STBI_NO_HDR) +// returns 1 if "a*b + add" has no negative terms/factors and doesn't overflow +static int stbi__mad2sizes_valid(int a, int b, int add) { + return stbi__mul2sizes_valid(a, b) && stbi__addsizes_valid(a * b, add); +} +#endif + +// returns 1 if "a*b*c + add" has no negative terms/factors and doesn't overflow +static int stbi__mad3sizes_valid(int a, int b, int c, int add) { + return stbi__mul2sizes_valid(a, b) && stbi__mul2sizes_valid(a * b, c) + && stbi__addsizes_valid(a * b * c, add); +} + +// returns 1 if "a*b*c*d + add" has no negative terms/factors and doesn't overflow +#if !defined(STBI_NO_LINEAR) || !defined(STBI_NO_HDR) || !defined(STBI_NO_PNM) +static int stbi__mad4sizes_valid(int a, int b, int c, int d, int add) { + return stbi__mul2sizes_valid(a, b) && stbi__mul2sizes_valid(a * b, c) + && stbi__mul2sizes_valid(a * b * c, d) && stbi__addsizes_valid(a * b * c * d, add); +} +#endif + +#if !defined(STBI_NO_JPEG) || !defined(STBI_NO_PNG) || !defined(STBI_NO_TGA) \ + || !defined(STBI_NO_HDR) +// mallocs with size overflow checking +static void * stbi__malloc_mad2(int a, int b, int add) { + if (!stbi__mad2sizes_valid(a, b, add)) return NULL; + return stbi__malloc(a * b + add); +} +#endif + +static void * stbi__malloc_mad3(int a, int b, int c, int add) { + if (!stbi__mad3sizes_valid(a, b, c, add)) return NULL; + return stbi__malloc(a * b * c + add); +} + +#if !defined(STBI_NO_LINEAR) || !defined(STBI_NO_HDR) || !defined(STBI_NO_PNM) +static void * stbi__malloc_mad4(int a, int b, int c, int d, int add) { + if (!stbi__mad4sizes_valid(a, b, c, d, add)) return NULL; + return stbi__malloc(a * b * c * d + add); +} +#endif + +// returns 1 if the sum of two signed ints is valid (between -2^31 and 2^31-1 inclusive), 0 on overflow. +static int stbi__addints_valid(int a, int b) { + if ((a >= 0) != (b >= 0)) return 1; // a and b have different signs, so no overflow + if (a < 0 && b < 0) + return a + >= INT_MIN + - b; // same as a + b >= INT_MIN; INT_MIN - b cannot overflow since b < 0. + return a <= INT_MAX - b; +} + +// returns 1 if the product of two ints fits in a signed short, 0 on overflow. +static int stbi__mul2shorts_valid(int a, int b) { + if (b == 0 || b == -1) + return 1; // multiplication by 0 is always 0; check for -1 so SHRT_MIN/b doesn't overflow + if ((a >= 0) == (b >= 0)) + return a <= SHRT_MAX / b; // product is positive, so similar to mul2sizes_valid + if (b < 0) return a <= SHRT_MIN / b; // same as a * b >= SHRT_MIN + return a >= SHRT_MIN / b; +} + +// stbi__err - error +// stbi__errpf - error returning pointer to float +// stbi__errpuc - error returning pointer to unsigned char + +#ifdef STBI_NO_FAILURE_STRINGS +#define stbi__err(x, y) 0 +#elif defined(STBI_FAILURE_USERMSG) +#define stbi__err(x, y) stbi__err(y) +#else +#define stbi__err(x, y) stbi__err(x) +#endif + +#define stbi__errpf(x, y) ((float *) (size_t) (stbi__err(x, y) ? NULL : NULL)) +#define stbi__errpuc(x, y) ((unsigned char *) (size_t) (stbi__err(x, y) ? NULL : NULL)) + +STBIDEF void stbi_image_free(void * retval_from_stbi_load) { + STBI_FREE(retval_from_stbi_load); +} + +#ifndef STBI_NO_LINEAR +static float * stbi__ldr_to_hdr(stbi_uc * data, int x, int y, int comp); +#endif + +#ifndef STBI_NO_HDR +static stbi_uc * stbi__hdr_to_ldr(float * data, int x, int y, int comp); +#endif + +static int stbi__vertically_flip_on_load_global = 0; + +STBIDEF void stbi_set_flip_vertically_on_load(int flag_true_if_should_flip) { + stbi__vertically_flip_on_load_global = flag_true_if_should_flip; +} + +#ifndef STBI_THREAD_LOCAL +#define stbi__vertically_flip_on_load stbi__vertically_flip_on_load_global +#else +static STBI_THREAD_LOCAL int stbi__vertically_flip_on_load_local, + stbi__vertically_flip_on_load_set; + +STBIDEF void stbi_set_flip_vertically_on_load_thread(int flag_true_if_should_flip) { + stbi__vertically_flip_on_load_local = flag_true_if_should_flip; + stbi__vertically_flip_on_load_set = 1; +} + +#define stbi__vertically_flip_on_load \ + (stbi__vertically_flip_on_load_set ? stbi__vertically_flip_on_load_local \ + : stbi__vertically_flip_on_load_global) +#endif // STBI_THREAD_LOCAL + +static void * stbi__load_main(stbi__context * s, int * x, int * y, int * comp, int req_comp, + stbi__result_info * ri, int bpc) { + memset(ri, 0, + sizeof(*ri)); // make sure it's initialized if we add new fields + ri->bits_per_channel = 8; // default is 8 so most paths don't have to be changed + ri->channel_order + = STBI_ORDER_RGB; // all current input & output are this, but this is here so we can add BGR order + ri->num_channels = 0; + +// test the formats with a very explicit header first (at least a FOURCC +// or distinctive magic number first) +#ifndef STBI_NO_PNG + if (stbi__png_test(s)) return stbi__png_load(s, x, y, comp, req_comp, ri); +#endif +#ifndef STBI_NO_BMP + if (stbi__bmp_test(s)) return stbi__bmp_load(s, x, y, comp, req_comp, ri); +#endif +#ifndef STBI_NO_GIF + if (stbi__gif_test(s)) return stbi__gif_load(s, x, y, comp, req_comp, ri); +#endif +#ifndef STBI_NO_PSD + if (stbi__psd_test(s)) return stbi__psd_load(s, x, y, comp, req_comp, ri, bpc); +#else + STBI_NOTUSED(bpc); +#endif +#ifndef STBI_NO_PIC + if (stbi__pic_test(s)) return stbi__pic_load(s, x, y, comp, req_comp, ri); +#endif + +// then the formats that can end up attempting to load with just 1 or 2 +// bytes matching expectations; these are prone to false positives, so +// try them later +#ifndef STBI_NO_JPEG + if (stbi__jpeg_test(s)) return stbi__jpeg_load(s, x, y, comp, req_comp, ri); +#endif +#ifndef STBI_NO_PNM + if (stbi__pnm_test(s)) return stbi__pnm_load(s, x, y, comp, req_comp, ri); +#endif + +#ifndef STBI_NO_HDR + if (stbi__hdr_test(s)) { + float * hdr = stbi__hdr_load(s, x, y, comp, req_comp, ri); + return stbi__hdr_to_ldr(hdr, *x, *y, req_comp ? req_comp : *comp); + } +#endif + +#ifndef STBI_NO_TGA + // test tga last because it's a crappy test! + if (stbi__tga_test(s)) return stbi__tga_load(s, x, y, comp, req_comp, ri); +#endif + + return stbi__errpuc("unknown image type", "Image not of any known type, or corrupt"); +} + +static stbi_uc * stbi__convert_16_to_8(stbi__uint16 * orig, int w, int h, int channels) { + int i; + int img_len = w * h * channels; + stbi_uc * reduced; + + reduced = (stbi_uc *) stbi__malloc(img_len); + if (reduced == NULL) return stbi__errpuc("outofmem", "Out of memory"); + + for (i = 0; i < img_len; ++i) + reduced[i] + = (stbi_uc) ((orig[i] >> 8) + & 0xFF); // top half of each byte is sufficient approx of 16->8 bit scaling + + STBI_FREE(orig); + return reduced; +} + +static stbi__uint16 * stbi__convert_8_to_16(stbi_uc * orig, int w, int h, int channels) { + int i; + int img_len = w * h * channels; + stbi__uint16 * enlarged; + + enlarged = (stbi__uint16 *) stbi__malloc(img_len * 2); + if (enlarged == NULL) return (stbi__uint16 *) stbi__errpuc("outofmem", "Out of memory"); + + for (i = 0; i < img_len; ++i) + enlarged[i] + = (stbi__uint16) ((orig[i] << 8) + + orig + [i]); // replicate to high and low byte, maps 0->0, 255->0xffff + + STBI_FREE(orig); + return enlarged; +} + +static void stbi__vertical_flip(void * image, int w, int h, int bytes_per_pixel) { + int row; + size_t bytes_per_row = (size_t) w * bytes_per_pixel; + stbi_uc temp[2048]; + stbi_uc * bytes = (stbi_uc *) image; + + for (row = 0; row < (h >> 1); row++) { + stbi_uc * row0 = bytes + row * bytes_per_row; + stbi_uc * row1 = bytes + (h - row - 1) * bytes_per_row; + // swap row0 with row1 + size_t bytes_left = bytes_per_row; + while (bytes_left) { + size_t bytes_copy = (bytes_left < sizeof(temp)) ? bytes_left : sizeof(temp); + memcpy(temp, row0, bytes_copy); + memcpy(row0, row1, bytes_copy); + memcpy(row1, temp, bytes_copy); + row0 += bytes_copy; + row1 += bytes_copy; + bytes_left -= bytes_copy; + } + } +} + +#ifndef STBI_NO_GIF +static void stbi__vertical_flip_slices(void * image, int w, int h, int z, + int bytes_per_pixel) { + int slice; + int slice_size = w * h * bytes_per_pixel; + + stbi_uc * bytes = (stbi_uc *) image; + for (slice = 0; slice < z; ++slice) { + stbi__vertical_flip(bytes, w, h, bytes_per_pixel); + bytes += slice_size; + } +} +#endif + +static unsigned char * stbi__load_and_postprocess_8bit(stbi__context * s, int * x, int * y, + int * comp, int req_comp) { + stbi__result_info ri; + void * result = stbi__load_main(s, x, y, comp, req_comp, &ri, 8); + + if (result == NULL) return NULL; + + // it is the responsibility of the loaders to make sure we get either 8 or 16 bit. + STBI_ASSERT(ri.bits_per_channel == 8 || ri.bits_per_channel == 16); + + if (ri.bits_per_channel != 8) { + result = stbi__convert_16_to_8((stbi__uint16 *) result, *x, *y, + req_comp == 0 ? *comp : req_comp); + ri.bits_per_channel = 8; + } + + // @TODO: move stbi__convert_format to here + + if (stbi__vertically_flip_on_load) { + int channels = req_comp ? req_comp : *comp; + stbi__vertical_flip(result, *x, *y, channels * sizeof(stbi_uc)); + } + + return (unsigned char *) result; +} + +static stbi__uint16 * stbi__load_and_postprocess_16bit(stbi__context * s, int * x, int * y, + int * comp, int req_comp) { + stbi__result_info ri; + void * result = stbi__load_main(s, x, y, comp, req_comp, &ri, 16); + + if (result == NULL) return NULL; + + // it is the responsibility of the loaders to make sure we get either 8 or 16 bit. + STBI_ASSERT(ri.bits_per_channel == 8 || ri.bits_per_channel == 16); + + if (ri.bits_per_channel != 16) { + result = stbi__convert_8_to_16((stbi_uc *) result, *x, *y, + req_comp == 0 ? *comp : req_comp); + ri.bits_per_channel = 16; + } + + // @TODO: move stbi__convert_format16 to here + // @TODO: special case RGB-to-Y (and RGBA-to-YA) for 8-bit-to-16-bit case to keep more precision + + if (stbi__vertically_flip_on_load) { + int channels = req_comp ? req_comp : *comp; + stbi__vertical_flip(result, *x, *y, channels * sizeof(stbi__uint16)); + } + + return (stbi__uint16 *) result; +} + +#if !defined(STBI_NO_HDR) && !defined(STBI_NO_LINEAR) +static void stbi__float_postprocess(float * result, int * x, int * y, int * comp, + int req_comp) { + if (stbi__vertically_flip_on_load && result != NULL) { + int channels = req_comp ? req_comp : *comp; + stbi__vertical_flip(result, *x, *y, channels * sizeof(float)); + } +} +#endif + +#ifndef STBI_NO_STDIO + +#if defined(_WIN32) && defined(STBI_WINDOWS_UTF8) +STBI_EXTERN +__declspec(dllimport) int __stdcall MultiByteToWideChar(unsigned int cp, unsigned long flags, + const char * str, int cbmb, + wchar_t * widestr, int cchwide); +STBI_EXTERN __declspec(dllimport) int __stdcall WideCharToMultiByte( + unsigned int cp, unsigned long flags, const wchar_t * widestr, int cchwide, char * str, + int cbmb, const char * defchar, int * used_default); +#endif + +#if defined(_WIN32) && defined(STBI_WINDOWS_UTF8) +STBIDEF int stbi_convert_wchar_to_utf8(char * buffer, size_t bufferlen, + const wchar_t * input) { + return WideCharToMultiByte(65001 /* UTF8 */, 0, input, -1, buffer, (int) bufferlen, NULL, + NULL); +} +#endif + +static FILE * stbi__fopen(char const * filename, char const * mode) { + FILE * f; +#if defined(_WIN32) && defined(STBI_WINDOWS_UTF8) + wchar_t wMode[64]; + wchar_t wFilename[1024]; + if (0 + == MultiByteToWideChar(65001 /* UTF8 */, 0, filename, -1, wFilename, + sizeof(wFilename) / sizeof(*wFilename))) + return 0; + + if (0 + == MultiByteToWideChar(65001 /* UTF8 */, 0, mode, -1, wMode, + sizeof(wMode) / sizeof(*wMode))) + return 0; + +#if defined(_MSC_VER) && _MSC_VER >= 1400 + if (0 != _wfopen_s(&f, wFilename, wMode)) f = 0; +#else + f = _wfopen(wFilename, wMode); +#endif + +#elif defined(_MSC_VER) && _MSC_VER >= 1400 + if (0 != fopen_s(&f, filename, mode)) f = 0; +#else + f = fopen(filename, mode); +#endif + return f; +} + +STBIDEF stbi_uc * stbi_load(char const * filename, int * x, int * y, int * comp, + int req_comp) { + FILE * f = stbi__fopen(filename, "rb"); + unsigned char * result; + if (!f) return stbi__errpuc("can't fopen", "Unable to open file"); + result = stbi_load_from_file(f, x, y, comp, req_comp); + fclose(f); + return result; +} + +STBIDEF stbi_uc * stbi_load_from_file(FILE * f, int * x, int * y, int * comp, int req_comp) { + unsigned char * result; + stbi__context s; + stbi__start_file(&s, f); + result = stbi__load_and_postprocess_8bit(&s, x, y, comp, req_comp); + if (result) { + // need to 'unget' all the characters in the IO buffer + fseek(f, -(int) (s.img_buffer_end - s.img_buffer), SEEK_CUR); + } + return result; +} + +STBIDEF stbi__uint16 * stbi_load_from_file_16(FILE * f, int * x, int * y, int * comp, + int req_comp) { + stbi__uint16 * result; + stbi__context s; + stbi__start_file(&s, f); + result = stbi__load_and_postprocess_16bit(&s, x, y, comp, req_comp); + if (result) { + // need to 'unget' all the characters in the IO buffer + fseek(f, -(int) (s.img_buffer_end - s.img_buffer), SEEK_CUR); + } + return result; +} + +STBIDEF stbi_us * stbi_load_16(char const * filename, int * x, int * y, int * comp, + int req_comp) { + FILE * f = stbi__fopen(filename, "rb"); + stbi__uint16 * result; + if (!f) return (stbi_us *) stbi__errpuc("can't fopen", "Unable to open file"); + result = stbi_load_from_file_16(f, x, y, comp, req_comp); + fclose(f); + return result; +} + +#endif //!STBI_NO_STDIO + +STBIDEF stbi_us * stbi_load_16_from_memory(stbi_uc const * buffer, int len, int * x, int * y, + int * channels_in_file, int desired_channels) { + stbi__context s; + stbi__start_mem(&s, buffer, len); + return stbi__load_and_postprocess_16bit(&s, x, y, channels_in_file, desired_channels); +} + +STBIDEF stbi_us * stbi_load_16_from_callbacks(stbi_io_callbacks const * clbk, void * user, + int * x, int * y, int * channels_in_file, + int desired_channels) { + stbi__context s; + stbi__start_callbacks(&s, (stbi_io_callbacks *) clbk, user); + return stbi__load_and_postprocess_16bit(&s, x, y, channels_in_file, desired_channels); +} + +STBIDEF stbi_uc * stbi_load_from_memory(stbi_uc const * buffer, int len, int * x, int * y, + int * comp, int req_comp) { + stbi__context s; + stbi__start_mem(&s, buffer, len); + return stbi__load_and_postprocess_8bit(&s, x, y, comp, req_comp); +} + +STBIDEF stbi_uc * stbi_load_from_callbacks(stbi_io_callbacks const * clbk, void * user, + int * x, int * y, int * comp, int req_comp) { + stbi__context s; + stbi__start_callbacks(&s, (stbi_io_callbacks *) clbk, user); + return stbi__load_and_postprocess_8bit(&s, x, y, comp, req_comp); +} + +#ifndef STBI_NO_GIF +STBIDEF stbi_uc * stbi_load_gif_from_memory(stbi_uc const * buffer, int len, int ** delays, + int * x, int * y, int * z, int * comp, + int req_comp) { + unsigned char * result; + stbi__context s; + stbi__start_mem(&s, buffer, len); + + result = (unsigned char *) stbi__load_gif_main(&s, delays, x, y, z, comp, req_comp); + if (stbi__vertically_flip_on_load) { + stbi__vertical_flip_slices(result, *x, *y, *z, *comp); + } + + return result; +} +#endif + +#ifndef STBI_NO_LINEAR +static float * stbi__loadf_main(stbi__context * s, int * x, int * y, int * comp, + int req_comp) { + unsigned char * data; +#ifndef STBI_NO_HDR + if (stbi__hdr_test(s)) { + stbi__result_info ri; + float * hdr_data = stbi__hdr_load(s, x, y, comp, req_comp, &ri); + if (hdr_data) stbi__float_postprocess(hdr_data, x, y, comp, req_comp); + return hdr_data; + } +#endif + data = stbi__load_and_postprocess_8bit(s, x, y, comp, req_comp); + if (data) return stbi__ldr_to_hdr(data, *x, *y, req_comp ? req_comp : *comp); + return stbi__errpf("unknown image type", "Image not of any known type, or corrupt"); +} + +STBIDEF float * stbi_loadf_from_memory(stbi_uc const * buffer, int len, int * x, int * y, + int * comp, int req_comp) { + stbi__context s; + stbi__start_mem(&s, buffer, len); + return stbi__loadf_main(&s, x, y, comp, req_comp); +} + +STBIDEF float * stbi_loadf_from_callbacks(stbi_io_callbacks const * clbk, void * user, int * x, + int * y, int * comp, int req_comp) { + stbi__context s; + stbi__start_callbacks(&s, (stbi_io_callbacks *) clbk, user); + return stbi__loadf_main(&s, x, y, comp, req_comp); +} + +#ifndef STBI_NO_STDIO +STBIDEF float * stbi_loadf(char const * filename, int * x, int * y, int * comp, int req_comp) { + float * result; + FILE * f = stbi__fopen(filename, "rb"); + if (!f) return stbi__errpf("can't fopen", "Unable to open file"); + result = stbi_loadf_from_file(f, x, y, comp, req_comp); + fclose(f); + return result; +} + +STBIDEF float * stbi_loadf_from_file(FILE * f, int * x, int * y, int * comp, int req_comp) { + stbi__context s; + stbi__start_file(&s, f); + return stbi__loadf_main(&s, x, y, comp, req_comp); +} +#endif // !STBI_NO_STDIO + +#endif // !STBI_NO_LINEAR + +// these is-hdr-or-not is defined independent of whether STBI_NO_LINEAR is +// defined, for API simplicity; if STBI_NO_LINEAR is defined, it always +// reports false! + +STBIDEF int stbi_is_hdr_from_memory(stbi_uc const * buffer, int len) { +#ifndef STBI_NO_HDR + stbi__context s; + stbi__start_mem(&s, buffer, len); + return stbi__hdr_test(&s); +#else + STBI_NOTUSED(buffer); + STBI_NOTUSED(len); + return 0; +#endif +} + +#ifndef STBI_NO_STDIO +STBIDEF int stbi_is_hdr(char const * filename) { + FILE * f = stbi__fopen(filename, "rb"); + int result = 0; + if (f) { + result = stbi_is_hdr_from_file(f); + fclose(f); + } + return result; +} + +STBIDEF int stbi_is_hdr_from_file(FILE * f) { +#ifndef STBI_NO_HDR + long pos = ftell(f); + int res; + stbi__context s; + stbi__start_file(&s, f); + res = stbi__hdr_test(&s); + fseek(f, pos, SEEK_SET); + return res; +#else + STBI_NOTUSED(f); + return 0; +#endif +} +#endif // !STBI_NO_STDIO + +STBIDEF int stbi_is_hdr_from_callbacks(stbi_io_callbacks const * clbk, void * user) { +#ifndef STBI_NO_HDR + stbi__context s; + stbi__start_callbacks(&s, (stbi_io_callbacks *) clbk, user); + return stbi__hdr_test(&s); +#else + STBI_NOTUSED(clbk); + STBI_NOTUSED(user); + return 0; +#endif +} + +#ifndef STBI_NO_LINEAR +static float stbi__l2h_gamma = 2.2f, stbi__l2h_scale = 1.0f; + +STBIDEF void stbi_ldr_to_hdr_gamma(float gamma) { stbi__l2h_gamma = gamma; } +STBIDEF void stbi_ldr_to_hdr_scale(float scale) { stbi__l2h_scale = scale; } +#endif + +static float stbi__h2l_gamma_i = 1.0f / 2.2f, stbi__h2l_scale_i = 1.0f; + +STBIDEF void stbi_hdr_to_ldr_gamma(float gamma) { stbi__h2l_gamma_i = 1 / gamma; } +STBIDEF void stbi_hdr_to_ldr_scale(float scale) { stbi__h2l_scale_i = 1 / scale; } + +////////////////////////////////////////////////////////////////////////////// +// +// Common code used by all image loaders +// + +enum { STBI__SCAN_load = 0, STBI__SCAN_type, STBI__SCAN_header }; + +static void stbi__refill_buffer(stbi__context * s) { + int n = (s->io.read)(s->io_user_data, (char *) s->buffer_start, s->buflen); + s->callback_already_read += (int) (s->img_buffer - s->img_buffer_original); + if (n == 0) { + // at end of file, treat same as if from memory, but need to handle case + // where s->img_buffer isn't pointing to safe memory, e.g. 0-byte file + s->read_from_callbacks = 0; + s->img_buffer = s->buffer_start; + s->img_buffer_end = s->buffer_start + 1; + *s->img_buffer = 0; + } else { + s->img_buffer = s->buffer_start; + s->img_buffer_end = s->buffer_start + n; + } +} + +stbi_inline static stbi_uc stbi__get8(stbi__context * s) { + if (s->img_buffer < s->img_buffer_end) return *s->img_buffer++; + if (s->read_from_callbacks) { + stbi__refill_buffer(s); + return *s->img_buffer++; + } + return 0; +} + +#if defined(STBI_NO_JPEG) && defined(STBI_NO_HDR) && defined(STBI_NO_PIC) \ + && defined(STBI_NO_PNM) +// nothing +#else +stbi_inline static int stbi__at_eof(stbi__context * s) { + if (s->io.read) { + if (!(s->io.eof)(s->io_user_data)) return 0; + // if feof() is true, check if buffer = end + // special case: we've only got the special 0 character at the end + if (s->read_from_callbacks == 0) return 1; + } + + return s->img_buffer >= s->img_buffer_end; +} +#endif + +#if defined(STBI_NO_JPEG) && defined(STBI_NO_PNG) && defined(STBI_NO_BMP) \ + && defined(STBI_NO_PSD) && defined(STBI_NO_TGA) && defined(STBI_NO_GIF) \ + && defined(STBI_NO_PIC) +// nothing +#else +static void stbi__skip(stbi__context * s, int n) { + if (n == 0) return; // already there! + if (n < 0) { + s->img_buffer = s->img_buffer_end; + return; + } + if (s->io.read) { + int blen = (int) (s->img_buffer_end - s->img_buffer); + if (blen < n) { + s->img_buffer = s->img_buffer_end; + (s->io.skip)(s->io_user_data, n - blen); + return; + } + } + s->img_buffer += n; +} +#endif + +#if defined(STBI_NO_PNG) && defined(STBI_NO_TGA) && defined(STBI_NO_HDR) \ + && defined(STBI_NO_PNM) +// nothing +#else +static int stbi__getn(stbi__context * s, stbi_uc * buffer, int n) { + if (s->io.read) { + int blen = (int) (s->img_buffer_end - s->img_buffer); + if (blen < n) { + int res, count; + + memcpy(buffer, s->img_buffer, blen); + + count = (s->io.read)(s->io_user_data, (char *) buffer + blen, n - blen); + res = (count == (n - blen)); + s->img_buffer = s->img_buffer_end; + return res; + } + } + + if (s->img_buffer + n <= s->img_buffer_end) { + memcpy(buffer, s->img_buffer, n); + s->img_buffer += n; + return 1; + } else return 0; +} +#endif + +#if defined(STBI_NO_JPEG) && defined(STBI_NO_PNG) && defined(STBI_NO_PSD) \ + && defined(STBI_NO_PIC) +// nothing +#else +static int stbi__get16be(stbi__context * s) { + int z = stbi__get8(s); + return (z << 8) + stbi__get8(s); +} +#endif + +#if defined(STBI_NO_PNG) && defined(STBI_NO_PSD) && defined(STBI_NO_PIC) +// nothing +#else +static stbi__uint32 stbi__get32be(stbi__context * s) { + stbi__uint32 z = stbi__get16be(s); + return (z << 16) + stbi__get16be(s); +} +#endif + +#if defined(STBI_NO_BMP) && defined(STBI_NO_TGA) && defined(STBI_NO_GIF) +// nothing +#else +static int stbi__get16le(stbi__context * s) { + int z = stbi__get8(s); + return z + (stbi__get8(s) << 8); +} +#endif + +#ifndef STBI_NO_BMP +static stbi__uint32 stbi__get32le(stbi__context * s) { + stbi__uint32 z = stbi__get16le(s); + z += (stbi__uint32) stbi__get16le(s) << 16; + return z; +} +#endif + +#define STBI__BYTECAST(x) ((stbi_uc) ((x) & 255)) // truncate int to byte without warnings + +#if defined(STBI_NO_JPEG) && defined(STBI_NO_PNG) && defined(STBI_NO_BMP) \ + && defined(STBI_NO_PSD) && defined(STBI_NO_TGA) && defined(STBI_NO_GIF) \ + && defined(STBI_NO_PIC) && defined(STBI_NO_PNM) +// nothing +#else +////////////////////////////////////////////////////////////////////////////// +// +// generic converter from built-in img_n to req_comp +// individual types do this automatically as much as possible (e.g. jpeg +// does all cases internally since it needs to colorspace convert anyway, +// and it never has alpha, so very few cases ). png can automatically +// interleave an alpha=255 channel, but falls back to this for other cases +// +// assume data buffer is malloced, so malloc a new one and free that one +// only failure mode is malloc failing + +static stbi_uc stbi__compute_y(int r, int g, int b) { + return (stbi_uc) (((r * 77) + (g * 150) + (29 * b)) >> 8); +} +#endif + +#if defined(STBI_NO_PNG) && defined(STBI_NO_BMP) && defined(STBI_NO_PSD) \ + && defined(STBI_NO_TGA) && defined(STBI_NO_GIF) && defined(STBI_NO_PIC) \ + && defined(STBI_NO_PNM) +// nothing +#else +static unsigned char * stbi__convert_format(unsigned char * data, int img_n, int req_comp, + unsigned int x, unsigned int y) { + int i, j; + unsigned char * good; + + if (req_comp == img_n) return data; + STBI_ASSERT(req_comp >= 1 && req_comp <= 4); + + good = (unsigned char *) stbi__malloc_mad3(req_comp, x, y, 0); + if (good == NULL) { + STBI_FREE(data); + return stbi__errpuc("outofmem", "Out of memory"); + } + + for (j = 0; j < (int) y; ++j) { + unsigned char * src = data + j * x * img_n; + unsigned char * dest = good + j * x * req_comp; + +#define STBI__COMBO(a, b) ((a) * 8 + (b)) +#define STBI__CASE(a, b) \ + case STBI__COMBO(a, b): \ + for (i = x - 1; i >= 0; --i, src += a, dest += b) + // convert source image with img_n components to one with req_comp components; + // avoid switch per pixel, so use switch per scanline and massive macros + switch (STBI__COMBO(img_n, req_comp)) { + STBI__CASE(1, 2) { + dest[0] = src[0]; + dest[1] = 255; + } + break; + STBI__CASE(1, 3) { dest[0] = dest[1] = dest[2] = src[0]; } + break; + STBI__CASE(1, 4) { + dest[0] = dest[1] = dest[2] = src[0]; + dest[3] = 255; + } + break; + STBI__CASE(2, 1) { dest[0] = src[0]; } + break; + STBI__CASE(2, 3) { dest[0] = dest[1] = dest[2] = src[0]; } + break; + STBI__CASE(2, 4) { + dest[0] = dest[1] = dest[2] = src[0]; + dest[3] = src[1]; + } + break; + STBI__CASE(3, 4) { + dest[0] = src[0]; + dest[1] = src[1]; + dest[2] = src[2]; + dest[3] = 255; + } + break; + STBI__CASE(3, 1) { dest[0] = stbi__compute_y(src[0], src[1], src[2]); } + break; + STBI__CASE(3, 2) { + dest[0] = stbi__compute_y(src[0], src[1], src[2]); + dest[1] = 255; + } + break; + STBI__CASE(4, 1) { dest[0] = stbi__compute_y(src[0], src[1], src[2]); } + break; + STBI__CASE(4, 2) { + dest[0] = stbi__compute_y(src[0], src[1], src[2]); + dest[1] = src[3]; + } + break; + STBI__CASE(4, 3) { + dest[0] = src[0]; + dest[1] = src[1]; + dest[2] = src[2]; + } + break; + default: + STBI_ASSERT(0); + STBI_FREE(data); + STBI_FREE(good); + return stbi__errpuc("unsupported", "Unsupported format conversion"); + } +#undef STBI__CASE + } + + STBI_FREE(data); + return good; +} +#endif + +#if defined(STBI_NO_PNG) && defined(STBI_NO_PSD) +// nothing +#else +static stbi__uint16 stbi__compute_y_16(int r, int g, int b) { + return (stbi__uint16) (((r * 77) + (g * 150) + (29 * b)) >> 8); +} +#endif + +#if defined(STBI_NO_PNG) && defined(STBI_NO_PSD) +// nothing +#else +static stbi__uint16 * stbi__convert_format16(stbi__uint16 * data, int img_n, int req_comp, + unsigned int x, unsigned int y) { + int i, j; + stbi__uint16 * good; + + if (req_comp == img_n) return data; + STBI_ASSERT(req_comp >= 1 && req_comp <= 4); + + good = (stbi__uint16 *) stbi__malloc(req_comp * x * y * 2); + if (good == NULL) { + STBI_FREE(data); + return (stbi__uint16 *) stbi__errpuc("outofmem", "Out of memory"); + } + + for (j = 0; j < (int) y; ++j) { + stbi__uint16 * src = data + j * x * img_n; + stbi__uint16 * dest = good + j * x * req_comp; + +#define STBI__COMBO(a, b) ((a) * 8 + (b)) +#define STBI__CASE(a, b) \ + case STBI__COMBO(a, b): \ + for (i = x - 1; i >= 0; --i, src += a, dest += b) + // convert source image with img_n components to one with req_comp components; + // avoid switch per pixel, so use switch per scanline and massive macros + switch (STBI__COMBO(img_n, req_comp)) { + STBI__CASE(1, 2) { + dest[0] = src[0]; + dest[1] = 0xffff; + } + break; + STBI__CASE(1, 3) { dest[0] = dest[1] = dest[2] = src[0]; } + break; + STBI__CASE(1, 4) { + dest[0] = dest[1] = dest[2] = src[0]; + dest[3] = 0xffff; + } + break; + STBI__CASE(2, 1) { dest[0] = src[0]; } + break; + STBI__CASE(2, 3) { dest[0] = dest[1] = dest[2] = src[0]; } + break; + STBI__CASE(2, 4) { + dest[0] = dest[1] = dest[2] = src[0]; + dest[3] = src[1]; + } + break; + STBI__CASE(3, 4) { + dest[0] = src[0]; + dest[1] = src[1]; + dest[2] = src[2]; + dest[3] = 0xffff; + } + break; + STBI__CASE(3, 1) { dest[0] = stbi__compute_y_16(src[0], src[1], src[2]); } + break; + STBI__CASE(3, 2) { + dest[0] = stbi__compute_y_16(src[0], src[1], src[2]); + dest[1] = 0xffff; + } + break; + STBI__CASE(4, 1) { dest[0] = stbi__compute_y_16(src[0], src[1], src[2]); } + break; + STBI__CASE(4, 2) { + dest[0] = stbi__compute_y_16(src[0], src[1], src[2]); + dest[1] = src[3]; + } + break; + STBI__CASE(4, 3) { + dest[0] = src[0]; + dest[1] = src[1]; + dest[2] = src[2]; + } + break; + default: + STBI_ASSERT(0); + STBI_FREE(data); + STBI_FREE(good); + return (stbi__uint16 *) stbi__errpuc("unsupported", + "Unsupported format conversion"); + } +#undef STBI__CASE + } + + STBI_FREE(data); + return good; +} +#endif + +#ifndef STBI_NO_LINEAR +static float * stbi__ldr_to_hdr(stbi_uc * data, int x, int y, int comp) { + int i, k, n; + float * output; + if (!data) return NULL; + output = (float *) stbi__malloc_mad4(x, y, comp, sizeof(float), 0); + if (output == NULL) { + STBI_FREE(data); + return stbi__errpf("outofmem", "Out of memory"); + } + // compute number of non-alpha components + if (comp & 1) n = comp; + else n = comp - 1; + for (i = 0; i < x * y; ++i) { + for (k = 0; k < n; ++k) { + output[i * comp + k] = (float) (pow(data[i * comp + k] / 255.0f, stbi__l2h_gamma) + * stbi__l2h_scale); + } + } + if (n < comp) { + for (i = 0; i < x * y; ++i) { + output[i * comp + n] = data[i * comp + n] / 255.0f; + } + } + STBI_FREE(data); + return output; +} +#endif + +#ifndef STBI_NO_HDR +#define stbi__float2int(x) ((int) (x)) +static stbi_uc * stbi__hdr_to_ldr(float * data, int x, int y, int comp) { + int i, k, n; + stbi_uc * output; + if (!data) return NULL; + output = (stbi_uc *) stbi__malloc_mad3(x, y, comp, 0); + if (output == NULL) { + STBI_FREE(data); + return stbi__errpuc("outofmem", "Out of memory"); + } + // compute number of non-alpha components + if (comp & 1) n = comp; + else n = comp - 1; + for (i = 0; i < x * y; ++i) { + for (k = 0; k < n; ++k) { + float z + = (float) pow(data[i * comp + k] * stbi__h2l_scale_i, stbi__h2l_gamma_i) * 255 + + 0.5f; + if (z < 0) z = 0; + if (z > 255) z = 255; + output[i * comp + k] = (stbi_uc) stbi__float2int(z); + } + if (k < comp) { + float z = data[i * comp + k] * 255 + 0.5f; + if (z < 0) z = 0; + if (z > 255) z = 255; + output[i * comp + k] = (stbi_uc) stbi__float2int(z); + } + } + STBI_FREE(data); + return output; +} +#endif + +////////////////////////////////////////////////////////////////////////////// +// +// "baseline" JPEG/JFIF decoder +// +// simple implementation +// - doesn't support delayed output of y-dimension +// - simple interface (only one output format: 8-bit interleaved RGB) +// - doesn't try to recover corrupt jpegs +// - doesn't allow partial loading, loading multiple at once +// - still fast on x86 (copying globals into locals doesn't help x86) +// - allocates lots of intermediate memory (full size of all components) +// - non-interleaved case requires this anyway +// - allows good upsampling (see next) +// high-quality +// - upsampled channels are bilinearly interpolated, even across blocks +// - quality integer IDCT derived from IJG's 'slow' +// performance +// - fast huffman; reasonable integer IDCT +// - some SIMD kernels for common paths on targets with SSE2/NEON +// - uses a lot of intermediate memory, could cache poorly + +#ifndef STBI_NO_JPEG + +// huffman decoding acceleration +#define FAST_BITS 9 // larger handles more cases; smaller stomps less cache + +typedef struct { + stbi_uc fast[1 << FAST_BITS]; + // weirdly, repacking this into AoS is a 10% speed loss, instead of a win + stbi__uint16 code[256]; + stbi_uc values[256]; + stbi_uc size[257]; + unsigned int maxcode[18]; + int delta[17]; // old 'firstsymbol' - old 'firstcode' +} stbi__huffman; + +typedef struct { + stbi__context * s; + stbi__huffman huff_dc[4]; + stbi__huffman huff_ac[4]; + stbi__uint16 dequant[4][64]; + stbi__int16 fast_ac[4][1 << FAST_BITS]; + + // sizes for components, interleaved MCUs + int img_h_max, img_v_max; + int img_mcu_x, img_mcu_y; + int img_mcu_w, img_mcu_h; + + // definition of jpeg image component + struct { + int id; + int h, v; + int tq; + int hd, ha; + int dc_pred; + + int x, y, w2, h2; + stbi_uc * data; + void *raw_data, *raw_coeff; + stbi_uc * linebuf; + short * coeff; // progressive only + int coeff_w, coeff_h; // number of 8x8 coefficient blocks + } img_comp[4]; + + stbi__uint32 code_buffer; // jpeg entropy-coded buffer + int code_bits; // number of valid bits + unsigned char marker; // marker seen while filling entropy buffer + int nomore; // flag if we saw a marker so must stop + + int progressive; + int spec_start; + int spec_end; + int succ_high; + int succ_low; + int eob_run; + int jfif; + int app14_color_transform; // Adobe APP14 tag + int rgb; + + int scan_n, order[4]; + int restart_interval, todo; + + // kernels + void (*idct_block_kernel)(stbi_uc * out, int out_stride, short data[64]); + void (*YCbCr_to_RGB_kernel)(stbi_uc * out, const stbi_uc * y, const stbi_uc * pcb, + const stbi_uc * pcr, int count, int step); + stbi_uc * (*resample_row_hv_2_kernel)(stbi_uc * out, stbi_uc * in_near, stbi_uc * in_far, + int w, int hs); +} stbi__jpeg; + +static int stbi__build_huffman(stbi__huffman * h, int * count) { + int i, j, k = 0; + unsigned int code; + // build size list for each symbol (from JPEG spec) + for (i = 0; i < 16; ++i) { + for (j = 0; j < count[i]; ++j) { + h->size[k++] = (stbi_uc) (i + 1); + if (k >= 257) return stbi__err("bad size list", "Corrupt JPEG"); + } + } + h->size[k] = 0; + + // compute actual symbols (from jpeg spec) + code = 0; + k = 0; + for (j = 1; j <= 16; ++j) { + // compute delta to add to code to compute symbol id + h->delta[j] = k - code; + if (h->size[k] == j) { + while (h->size[k] == j) h->code[k++] = (stbi__uint16) (code++); + if (code - 1 >= (1u << j)) return stbi__err("bad code lengths", "Corrupt JPEG"); + } + // compute largest code + 1 for this size, preshifted as needed later + h->maxcode[j] = code << (16 - j); + code <<= 1; + } + h->maxcode[j] = 0xffffffff; + + // build non-spec acceleration table; 255 is flag for not-accelerated + memset(h->fast, 255, 1 << FAST_BITS); + for (i = 0; i < k; ++i) { + int s = h->size[i]; + if (s <= FAST_BITS) { + int c = h->code[i] << (FAST_BITS - s); + int m = 1 << (FAST_BITS - s); + for (j = 0; j < m; ++j) { + h->fast[c + j] = (stbi_uc) i; + } + } + } + return 1; +} + +// build a table that decodes both magnitude and value of small ACs in +// one go. +static void stbi__build_fast_ac(stbi__int16 * fast_ac, stbi__huffman * h) { + int i; + for (i = 0; i < (1 << FAST_BITS); ++i) { + stbi_uc fast = h->fast[i]; + fast_ac[i] = 0; + if (fast < 255) { + int rs = h->values[fast]; + int run = (rs >> 4) & 15; + int magbits = rs & 15; + int len = h->size[fast]; + + if (magbits && len + magbits <= FAST_BITS) { + // magnitude code followed by receive_extend code + int k = ((i << len) & ((1 << FAST_BITS) - 1)) >> (FAST_BITS - magbits); + int m = 1 << (magbits - 1); + if (k < m) k += (~0U << magbits) + 1; + // if the result is small enough, we can fit it in fast_ac table + if (k >= -128 && k <= 127) + fast_ac[i] = (stbi__int16) ((k * 256) + (run * 16) + (len + magbits)); + } + } + } +} + +static void stbi__grow_buffer_unsafe(stbi__jpeg * j) { + do { + unsigned int b = j->nomore ? 0 : stbi__get8(j->s); + if (b == 0xff) { + int c = stbi__get8(j->s); + while (c == 0xff) c = stbi__get8(j->s); // consume fill bytes + if (c != 0) { + j->marker = (unsigned char) c; + j->nomore = 1; + return; + } + } + j->code_buffer |= b << (24 - j->code_bits); + j->code_bits += 8; + } while (j->code_bits <= 24); +} + +// (1 << n) - 1 +static const stbi__uint32 stbi__bmask[17] + = {0, 1, 3, 7, 15, 31, 63, 127, 255, 511, 1023, 2047, 4095, 8191, 16383, 32767, 65535}; + +// decode a jpeg huffman value from the bitstream +stbi_inline static int stbi__jpeg_huff_decode(stbi__jpeg * j, stbi__huffman * h) { + unsigned int temp; + int c, k; + + if (j->code_bits < 16) stbi__grow_buffer_unsafe(j); + + // look at the top FAST_BITS and determine what symbol ID it is, + // if the code is <= FAST_BITS + c = (j->code_buffer >> (32 - FAST_BITS)) & ((1 << FAST_BITS) - 1); + k = h->fast[c]; + if (k < 255) { + int s = h->size[k]; + if (s > j->code_bits) return -1; + j->code_buffer <<= s; + j->code_bits -= s; + return h->values[k]; + } + + // naive test is to shift the code_buffer down so k bits are + // valid, then test against maxcode. To speed this up, we've + // preshifted maxcode left so that it has (16-k) 0s at the + // end; in other words, regardless of the number of bits, it + // wants to be compared against something shifted to have 16; + // that way we don't need to shift inside the loop. + temp = j->code_buffer >> 16; + for (k = FAST_BITS + 1;; ++k) + if (temp < h->maxcode[k]) break; + if (k == 17) { + // error! code not found + j->code_bits -= 16; + return -1; + } + + if (k > j->code_bits) return -1; + + // convert the huffman code to the symbol id + c = ((j->code_buffer >> (32 - k)) & stbi__bmask[k]) + h->delta[k]; + if (c < 0 || c >= 256) // symbol id out of bounds! + return -1; + STBI_ASSERT((((j->code_buffer) >> (32 - h->size[c])) & stbi__bmask[h->size[c]]) + == h->code[c]); + + // convert the id to a symbol + j->code_bits -= k; + j->code_buffer <<= k; + return h->values[c]; +} + +// bias[n] = (-1<<n) + 1 +static const int stbi__jbias[16] = {0, -1, -3, -7, -15, -31, -63, -127, + -255, -511, -1023, -2047, -4095, -8191, -16383, -32767}; + +// combined JPEG 'receive' and JPEG 'extend', since baseline +// always extends everything it receives. +stbi_inline static int stbi__extend_receive(stbi__jpeg * j, int n) { + unsigned int k; + int sgn; + if (j->code_bits < n) stbi__grow_buffer_unsafe(j); + if (j->code_bits < n) + return 0; // ran out of bits from stream, return 0s intead of continuing + + sgn = j->code_buffer + >> 31; // sign bit always in MSB; 0 if MSB clear (positive), 1 if MSB set (negative) + k = stbi_lrot(j->code_buffer, n); + j->code_buffer = k & ~stbi__bmask[n]; + k &= stbi__bmask[n]; + j->code_bits -= n; + return k + (stbi__jbias[n] & (sgn - 1)); +} + +// get some unsigned bits +stbi_inline static int stbi__jpeg_get_bits(stbi__jpeg * j, int n) { + unsigned int k; + if (j->code_bits < n) stbi__grow_buffer_unsafe(j); + if (j->code_bits < n) + return 0; // ran out of bits from stream, return 0s intead of continuing + k = stbi_lrot(j->code_buffer, n); + j->code_buffer = k & ~stbi__bmask[n]; + k &= stbi__bmask[n]; + j->code_bits -= n; + return k; +} + +stbi_inline static int stbi__jpeg_get_bit(stbi__jpeg * j) { + unsigned int k; + if (j->code_bits < 1) stbi__grow_buffer_unsafe(j); + if (j->code_bits < 1) + return 0; // ran out of bits from stream, return 0s intead of continuing + k = j->code_buffer; + j->code_buffer <<= 1; + --j->code_bits; + return k & 0x80000000; +} + +// given a value that's at position X in the zigzag stream, +// where does it appear in the 8x8 matrix coded as row-major? +static const stbi_uc stbi__jpeg_dezigzag[64 + 15] + = {0, 1, 8, 16, 9, 2, 3, 10, 17, 24, 32, 25, 18, 11, 4, 5, 12, 19, 26, 33, 40, 48, 41, 34, + 27, 20, 13, 6, 7, 14, 21, 28, 35, 42, 49, 56, 57, 50, 43, 36, 29, 22, 15, 23, 30, 37, + 44, 51, 58, 59, 52, 45, 38, 31, 39, 46, 53, 60, 61, 54, 47, 55, 62, 63, + // let corrupt input sample past end + 63, 63, 63, 63, 63, 63, 63, 63, 63, 63, 63, 63, 63, 63, 63}; + +// decode one 64-entry block-- +static int stbi__jpeg_decode_block(stbi__jpeg * j, short data[64], stbi__huffman * hdc, + stbi__huffman * hac, stbi__int16 * fac, int b, + stbi__uint16 * dequant) { + int diff, dc, k; + int t; + + if (j->code_bits < 16) stbi__grow_buffer_unsafe(j); + t = stbi__jpeg_huff_decode(j, hdc); + if (t < 0 || t > 15) return stbi__err("bad huffman code", "Corrupt JPEG"); + + // 0 all the ac values now so we can do it 32-bits at a time + memset(data, 0, 64 * sizeof(data[0])); + + diff = t ? stbi__extend_receive(j, t) : 0; + if (!stbi__addints_valid(j->img_comp[b].dc_pred, diff)) + return stbi__err("bad delta", "Corrupt JPEG"); + dc = j->img_comp[b].dc_pred + diff; + j->img_comp[b].dc_pred = dc; + if (!stbi__mul2shorts_valid(dc, dequant[0])) + return stbi__err("can't merge dc and ac", "Corrupt JPEG"); + data[0] = (short) (dc * dequant[0]); + + // decode AC components, see JPEG spec + k = 1; + do { + unsigned int zig; + int c, r, s; + if (j->code_bits < 16) stbi__grow_buffer_unsafe(j); + c = (j->code_buffer >> (32 - FAST_BITS)) & ((1 << FAST_BITS) - 1); + r = fac[c]; + if (r) { // fast-AC path + k += (r >> 4) & 15; // run + s = r & 15; // combined length + if (s > j->code_bits) + return stbi__err("bad huffman code", + "Combined length longer than code bits available"); + j->code_buffer <<= s; + j->code_bits -= s; + // decode into unzigzag'd location + zig = stbi__jpeg_dezigzag[k++]; + data[zig] = (short) ((r >> 8) * dequant[zig]); + } else { + int rs = stbi__jpeg_huff_decode(j, hac); + if (rs < 0) return stbi__err("bad huffman code", "Corrupt JPEG"); + s = rs & 15; + r = rs >> 4; + if (s == 0) { + if (rs != 0xf0) break; // end block + k += 16; + } else { + k += r; + // decode into unzigzag'd location + zig = stbi__jpeg_dezigzag[k++]; + data[zig] = (short) (stbi__extend_receive(j, s) * dequant[zig]); + } + } + } while (k < 64); + return 1; +} + +static int stbi__jpeg_decode_block_prog_dc(stbi__jpeg * j, short data[64], stbi__huffman * hdc, + int b) { + int diff, dc; + int t; + if (j->spec_end != 0) return stbi__err("can't merge dc and ac", "Corrupt JPEG"); + + if (j->code_bits < 16) stbi__grow_buffer_unsafe(j); + + if (j->succ_high == 0) { + // first scan for DC coefficient, must be first + memset(data, 0, 64 * sizeof(data[0])); // 0 all the ac values now + t = stbi__jpeg_huff_decode(j, hdc); + if (t < 0 || t > 15) return stbi__err("can't merge dc and ac", "Corrupt JPEG"); + diff = t ? stbi__extend_receive(j, t) : 0; + + if (!stbi__addints_valid(j->img_comp[b].dc_pred, diff)) + return stbi__err("bad delta", "Corrupt JPEG"); + dc = j->img_comp[b].dc_pred + diff; + j->img_comp[b].dc_pred = dc; + if (!stbi__mul2shorts_valid(dc, 1 << j->succ_low)) + return stbi__err("can't merge dc and ac", "Corrupt JPEG"); + data[0] = (short) (dc * (1 << j->succ_low)); + } else { + // refinement scan for DC coefficient + if (stbi__jpeg_get_bit(j)) data[0] += (short) (1 << j->succ_low); + } + return 1; +} + +// @OPTIMIZE: store non-zigzagged during the decode passes, +// and only de-zigzag when dequantizing +static int stbi__jpeg_decode_block_prog_ac(stbi__jpeg * j, short data[64], stbi__huffman * hac, + stbi__int16 * fac) { + int k; + if (j->spec_start == 0) return stbi__err("can't merge dc and ac", "Corrupt JPEG"); + + if (j->succ_high == 0) { + int shift = j->succ_low; + + if (j->eob_run) { + --j->eob_run; + return 1; + } + + k = j->spec_start; + do { + unsigned int zig; + int c, r, s; + if (j->code_bits < 16) stbi__grow_buffer_unsafe(j); + c = (j->code_buffer >> (32 - FAST_BITS)) & ((1 << FAST_BITS) - 1); + r = fac[c]; + if (r) { // fast-AC path + k += (r >> 4) & 15; // run + s = r & 15; // combined length + if (s > j->code_bits) + return stbi__err("bad huffman code", + "Combined length longer than code bits available"); + j->code_buffer <<= s; + j->code_bits -= s; + zig = stbi__jpeg_dezigzag[k++]; + data[zig] = (short) ((r >> 8) * (1 << shift)); + } else { + int rs = stbi__jpeg_huff_decode(j, hac); + if (rs < 0) return stbi__err("bad huffman code", "Corrupt JPEG"); + s = rs & 15; + r = rs >> 4; + if (s == 0) { + if (r < 15) { + j->eob_run = (1 << r); + if (r) j->eob_run += stbi__jpeg_get_bits(j, r); + --j->eob_run; + break; + } + k += 16; + } else { + k += r; + zig = stbi__jpeg_dezigzag[k++]; + data[zig] = (short) (stbi__extend_receive(j, s) * (1 << shift)); + } + } + } while (k <= j->spec_end); + } else { + // refinement scan for these AC coefficients + + short bit = (short) (1 << j->succ_low); + + if (j->eob_run) { + --j->eob_run; + for (k = j->spec_start; k <= j->spec_end; ++k) { + short * p = &data[stbi__jpeg_dezigzag[k]]; + if (*p != 0) + if (stbi__jpeg_get_bit(j)) + if ((*p & bit) == 0) { + if (*p > 0) *p += bit; + else *p -= bit; + } + } + } else { + k = j->spec_start; + do { + int r, s; + int rs = stbi__jpeg_huff_decode( + j, + hac); // @OPTIMIZE see if we can use the fast path here, advance-by-r is so slow, eh + if (rs < 0) return stbi__err("bad huffman code", "Corrupt JPEG"); + s = rs & 15; + r = rs >> 4; + if (s == 0) { + if (r < 15) { + j->eob_run = (1 << r) - 1; + if (r) j->eob_run += stbi__jpeg_get_bits(j, r); + r = 64; // force end of block + } else { + // r=15 s=0 should write 16 0s, so we just do + // a run of 15 0s and then write s (which is 0), + // so we don't have to do anything special here + } + } else { + if (s != 1) return stbi__err("bad huffman code", "Corrupt JPEG"); + // sign bit + if (stbi__jpeg_get_bit(j)) s = bit; + else s = -bit; + } + + // advance by r + while (k <= j->spec_end) { + short * p = &data[stbi__jpeg_dezigzag[k++]]; + if (*p != 0) { + if (stbi__jpeg_get_bit(j)) + if ((*p & bit) == 0) { + if (*p > 0) *p += bit; + else *p -= bit; + } + } else { + if (r == 0) { + *p = (short) s; + break; + } + --r; + } + } + } while (k <= j->spec_end); + } + } + return 1; +} + +// take a -128..127 value and stbi__clamp it and convert to 0..255 +stbi_inline static stbi_uc stbi__clamp(int x) { + // trick to use a single test to catch both cases + if ((unsigned int) x > 255) { + if (x < 0) return 0; + if (x > 255) return 255; + } + return (stbi_uc) x; +} + +#define stbi__f2f(x) ((int) (((x) * 4096 + 0.5))) +#define stbi__fsh(x) ((x) * 4096) + +// derived from jidctint -- DCT_ISLOW +#define STBI__IDCT_1D(s0, s1, s2, s3, s4, s5, s6, s7) \ + int t0, t1, t2, t3, p1, p2, p3, p4, p5, x0, x1, x2, x3; \ + p2 = s2; \ + p3 = s6; \ + p1 = (p2 + p3) * stbi__f2f(0.5411961f); \ + t2 = p1 + p3 * stbi__f2f(-1.847759065f); \ + t3 = p1 + p2 * stbi__f2f(0.765366865f); \ + p2 = s0; \ + p3 = s4; \ + t0 = stbi__fsh(p2 + p3); \ + t1 = stbi__fsh(p2 - p3); \ + x0 = t0 + t3; \ + x3 = t0 - t3; \ + x1 = t1 + t2; \ + x2 = t1 - t2; \ + t0 = s7; \ + t1 = s5; \ + t2 = s3; \ + t3 = s1; \ + p3 = t0 + t2; \ + p4 = t1 + t3; \ + p1 = t0 + t3; \ + p2 = t1 + t2; \ + p5 = (p3 + p4) * stbi__f2f(1.175875602f); \ + t0 = t0 * stbi__f2f(0.298631336f); \ + t1 = t1 * stbi__f2f(2.053119869f); \ + t2 = t2 * stbi__f2f(3.072711026f); \ + t3 = t3 * stbi__f2f(1.501321110f); \ + p1 = p5 + p1 * stbi__f2f(-0.899976223f); \ + p2 = p5 + p2 * stbi__f2f(-2.562915447f); \ + p3 = p3 * stbi__f2f(-1.961570560f); \ + p4 = p4 * stbi__f2f(-0.390180644f); \ + t3 += p1 + p4; \ + t2 += p2 + p3; \ + t1 += p2 + p4; \ + t0 += p1 + p3; + +static void stbi__idct_block(stbi_uc * out, int out_stride, short data[64]) { + int i, val[64], *v = val; + stbi_uc * o; + short * d = data; + + // columns + for (i = 0; i < 8; ++i, ++d, ++v) { + // if all zeroes, shortcut -- this avoids dequantizing 0s and IDCTing + if (d[8] == 0 && d[16] == 0 && d[24] == 0 && d[32] == 0 && d[40] == 0 && d[48] == 0 + && d[56] == 0) { + // no shortcut 0 seconds + // (1|2|3|4|5|6|7)==0 0 seconds + // all separate -0.047 seconds + // 1 && 2|3 && 4|5 && 6|7: -0.047 seconds + int dcterm = d[0] * 4; + v[0] = v[8] = v[16] = v[24] = v[32] = v[40] = v[48] = v[56] = dcterm; + } else { + STBI__IDCT_1D(d[0], d[8], d[16], d[24], d[32], d[40], d[48], d[56]) + // constants scaled things up by 1<<12; let's bring them back + // down, but keep 2 extra bits of precision + x0 += 512; + x1 += 512; + x2 += 512; + x3 += 512; + v[0] = (x0 + t3) >> 10; + v[56] = (x0 - t3) >> 10; + v[8] = (x1 + t2) >> 10; + v[48] = (x1 - t2) >> 10; + v[16] = (x2 + t1) >> 10; + v[40] = (x2 - t1) >> 10; + v[24] = (x3 + t0) >> 10; + v[32] = (x3 - t0) >> 10; + } + } + + for (i = 0, v = val, o = out; i < 8; ++i, v += 8, o += out_stride) { + // no fast case since the first 1D IDCT spread components out + STBI__IDCT_1D(v[0], v[1], v[2], v[3], v[4], v[5], v[6], v[7]) + // constants scaled things up by 1<<12, plus we had 1<<2 from first + // loop, plus horizontal and vertical each scale by sqrt(8) so together + // we've got an extra 1<<3, so 1<<17 total we need to remove. + // so we want to round that, which means adding 0.5 * 1<<17, + // aka 65536. Also, we'll end up with -128 to 127 that we want + // to encode as 0..255 by adding 128, so we'll add that before the shift + x0 += 65536 + (128 << 17); + x1 += 65536 + (128 << 17); + x2 += 65536 + (128 << 17); + x3 += 65536 + (128 << 17); + // tried computing the shifts into temps, or'ing the temps to see + // if any were out of range, but that was slower + o[0] = stbi__clamp((x0 + t3) >> 17); + o[7] = stbi__clamp((x0 - t3) >> 17); + o[1] = stbi__clamp((x1 + t2) >> 17); + o[6] = stbi__clamp((x1 - t2) >> 17); + o[2] = stbi__clamp((x2 + t1) >> 17); + o[5] = stbi__clamp((x2 - t1) >> 17); + o[3] = stbi__clamp((x3 + t0) >> 17); + o[4] = stbi__clamp((x3 - t0) >> 17); + } +} + +#ifdef STBI_SSE2 +// sse2 integer IDCT. not the fastest possible implementation but it +// produces bit-identical results to the generic C version so it's +// fully "transparent". +static void stbi__idct_simd(stbi_uc * out, int out_stride, short data[64]) { + // This is constructed to match our regular (generic) integer IDCT exactly. + __m128i row0, row1, row2, row3, row4, row5, row6, row7; + __m128i tmp; + +// dot product constant: even elems=x, odd elems=y +#define dct_const(x, y) _mm_setr_epi16((x), (y), (x), (y), (x), (y), (x), (y)) + +// out(0) = c0[even]*x + c0[odd]*y (c0, x, y 16-bit, out 32-bit) +// out(1) = c1[even]*x + c1[odd]*y +#define dct_rot(out0, out1, x, y, c0, c1) \ + __m128i c0##lo = _mm_unpacklo_epi16((x), (y)); \ + __m128i c0##hi = _mm_unpackhi_epi16((x), (y)); \ + __m128i out0##_l = _mm_madd_epi16(c0##lo, c0); \ + __m128i out0##_h = _mm_madd_epi16(c0##hi, c0); \ + __m128i out1##_l = _mm_madd_epi16(c0##lo, c1); \ + __m128i out1##_h = _mm_madd_epi16(c0##hi, c1) + +// out = in << 12 (in 16-bit, out 32-bit) +#define dct_widen(out, in) \ + __m128i out##_l = _mm_srai_epi32(_mm_unpacklo_epi16(_mm_setzero_si128(), (in)), 4); \ + __m128i out##_h = _mm_srai_epi32(_mm_unpackhi_epi16(_mm_setzero_si128(), (in)), 4) + +// wide add +#define dct_wadd(out, a, b) \ + __m128i out##_l = _mm_add_epi32(a##_l, b##_l); \ + __m128i out##_h = _mm_add_epi32(a##_h, b##_h) + +// wide sub +#define dct_wsub(out, a, b) \ + __m128i out##_l = _mm_sub_epi32(a##_l, b##_l); \ + __m128i out##_h = _mm_sub_epi32(a##_h, b##_h) + +// butterfly a/b, add bias, then shift by "s" and pack +#define dct_bfly32o(out0, out1, a, b, bias, s) \ + { \ + __m128i abiased_l = _mm_add_epi32(a##_l, bias); \ + __m128i abiased_h = _mm_add_epi32(a##_h, bias); \ + dct_wadd(sum, abiased, b); \ + dct_wsub(dif, abiased, b); \ + out0 = _mm_packs_epi32(_mm_srai_epi32(sum_l, s), _mm_srai_epi32(sum_h, s)); \ + out1 = _mm_packs_epi32(_mm_srai_epi32(dif_l, s), _mm_srai_epi32(dif_h, s)); \ + } + +// 8-bit interleave step (for transposes) +#define dct_interleave8(a, b) \ + tmp = a; \ + a = _mm_unpacklo_epi8(a, b); \ + b = _mm_unpackhi_epi8(tmp, b) + +// 16-bit interleave step (for transposes) +#define dct_interleave16(a, b) \ + tmp = a; \ + a = _mm_unpacklo_epi16(a, b); \ + b = _mm_unpackhi_epi16(tmp, b) + +#define dct_pass(bias, shift) \ + { \ + /* even part */ \ + dct_rot(t2e, t3e, row2, row6, rot0_0, rot0_1); \ + __m128i sum04 = _mm_add_epi16(row0, row4); \ + __m128i dif04 = _mm_sub_epi16(row0, row4); \ + dct_widen(t0e, sum04); \ + dct_widen(t1e, dif04); \ + dct_wadd(x0, t0e, t3e); \ + dct_wsub(x3, t0e, t3e); \ + dct_wadd(x1, t1e, t2e); \ + dct_wsub(x2, t1e, t2e); \ + /* odd part */ \ + dct_rot(y0o, y2o, row7, row3, rot2_0, rot2_1); \ + dct_rot(y1o, y3o, row5, row1, rot3_0, rot3_1); \ + __m128i sum17 = _mm_add_epi16(row1, row7); \ + __m128i sum35 = _mm_add_epi16(row3, row5); \ + dct_rot(y4o, y5o, sum17, sum35, rot1_0, rot1_1); \ + dct_wadd(x4, y0o, y4o); \ + dct_wadd(x5, y1o, y5o); \ + dct_wadd(x6, y2o, y5o); \ + dct_wadd(x7, y3o, y4o); \ + dct_bfly32o(row0, row7, x0, x7, bias, shift); \ + dct_bfly32o(row1, row6, x1, x6, bias, shift); \ + dct_bfly32o(row2, row5, x2, x5, bias, shift); \ + dct_bfly32o(row3, row4, x3, x4, bias, shift); \ + } + + __m128i rot0_0 + = dct_const(stbi__f2f(0.5411961f), stbi__f2f(0.5411961f) + stbi__f2f(-1.847759065f)); + __m128i rot0_1 + = dct_const(stbi__f2f(0.5411961f) + stbi__f2f(0.765366865f), stbi__f2f(0.5411961f)); + __m128i rot1_0 = dct_const(stbi__f2f(1.175875602f) + stbi__f2f(-0.899976223f), + stbi__f2f(1.175875602f)); + __m128i rot1_1 = dct_const(stbi__f2f(1.175875602f), + stbi__f2f(1.175875602f) + stbi__f2f(-2.562915447f)); + __m128i rot2_0 = dct_const(stbi__f2f(-1.961570560f) + stbi__f2f(0.298631336f), + stbi__f2f(-1.961570560f)); + __m128i rot2_1 = dct_const(stbi__f2f(-1.961570560f), + stbi__f2f(-1.961570560f) + stbi__f2f(3.072711026f)); + __m128i rot3_0 = dct_const(stbi__f2f(-0.390180644f) + stbi__f2f(2.053119869f), + stbi__f2f(-0.390180644f)); + __m128i rot3_1 = dct_const(stbi__f2f(-0.390180644f), + stbi__f2f(-0.390180644f) + stbi__f2f(1.501321110f)); + + // rounding biases in column/row passes, see stbi__idct_block for explanation. + __m128i bias_0 = _mm_set1_epi32(512); + __m128i bias_1 = _mm_set1_epi32(65536 + (128 << 17)); + + // load + row0 = _mm_load_si128((const __m128i *) (data + 0 * 8)); + row1 = _mm_load_si128((const __m128i *) (data + 1 * 8)); + row2 = _mm_load_si128((const __m128i *) (data + 2 * 8)); + row3 = _mm_load_si128((const __m128i *) (data + 3 * 8)); + row4 = _mm_load_si128((const __m128i *) (data + 4 * 8)); + row5 = _mm_load_si128((const __m128i *) (data + 5 * 8)); + row6 = _mm_load_si128((const __m128i *) (data + 6 * 8)); + row7 = _mm_load_si128((const __m128i *) (data + 7 * 8)); + + // column pass + dct_pass(bias_0, 10); + + { + // 16bit 8x8 transpose pass 1 + dct_interleave16(row0, row4); + dct_interleave16(row1, row5); + dct_interleave16(row2, row6); + dct_interleave16(row3, row7); + + // transpose pass 2 + dct_interleave16(row0, row2); + dct_interleave16(row1, row3); + dct_interleave16(row4, row6); + dct_interleave16(row5, row7); + + // transpose pass 3 + dct_interleave16(row0, row1); + dct_interleave16(row2, row3); + dct_interleave16(row4, row5); + dct_interleave16(row6, row7); + } + + // row pass + dct_pass(bias_1, 17); + + { + // pack + __m128i p0 = _mm_packus_epi16(row0, row1); // a0a1a2a3...a7b0b1b2b3...b7 + __m128i p1 = _mm_packus_epi16(row2, row3); + __m128i p2 = _mm_packus_epi16(row4, row5); + __m128i p3 = _mm_packus_epi16(row6, row7); + + // 8bit 8x8 transpose pass 1 + dct_interleave8(p0, p2); // a0e0a1e1... + dct_interleave8(p1, p3); // c0g0c1g1... + + // transpose pass 2 + dct_interleave8(p0, p1); // a0c0e0g0... + dct_interleave8(p2, p3); // b0d0f0h0... + + // transpose pass 3 + dct_interleave8(p0, p2); // a0b0c0d0... + dct_interleave8(p1, p3); // a4b4c4d4... + + // store + _mm_storel_epi64((__m128i *) out, p0); + out += out_stride; + _mm_storel_epi64((__m128i *) out, _mm_shuffle_epi32(p0, 0x4e)); + out += out_stride; + _mm_storel_epi64((__m128i *) out, p2); + out += out_stride; + _mm_storel_epi64((__m128i *) out, _mm_shuffle_epi32(p2, 0x4e)); + out += out_stride; + _mm_storel_epi64((__m128i *) out, p1); + out += out_stride; + _mm_storel_epi64((__m128i *) out, _mm_shuffle_epi32(p1, 0x4e)); + out += out_stride; + _mm_storel_epi64((__m128i *) out, p3); + out += out_stride; + _mm_storel_epi64((__m128i *) out, _mm_shuffle_epi32(p3, 0x4e)); + } + +#undef dct_const +#undef dct_rot +#undef dct_widen +#undef dct_wadd +#undef dct_wsub +#undef dct_bfly32o +#undef dct_interleave8 +#undef dct_interleave16 +#undef dct_pass +} + +#endif // STBI_SSE2 + +#ifdef STBI_NEON + +// NEON integer IDCT. should produce bit-identical +// results to the generic C version. +static void stbi__idct_simd(stbi_uc * out, int out_stride, short data[64]) { + int16x8_t row0, row1, row2, row3, row4, row5, row6, row7; + + int16x4_t rot0_0 = vdup_n_s16(stbi__f2f(0.5411961f)); + int16x4_t rot0_1 = vdup_n_s16(stbi__f2f(-1.847759065f)); + int16x4_t rot0_2 = vdup_n_s16(stbi__f2f(0.765366865f)); + int16x4_t rot1_0 = vdup_n_s16(stbi__f2f(1.175875602f)); + int16x4_t rot1_1 = vdup_n_s16(stbi__f2f(-0.899976223f)); + int16x4_t rot1_2 = vdup_n_s16(stbi__f2f(-2.562915447f)); + int16x4_t rot2_0 = vdup_n_s16(stbi__f2f(-1.961570560f)); + int16x4_t rot2_1 = vdup_n_s16(stbi__f2f(-0.390180644f)); + int16x4_t rot3_0 = vdup_n_s16(stbi__f2f(0.298631336f)); + int16x4_t rot3_1 = vdup_n_s16(stbi__f2f(2.053119869f)); + int16x4_t rot3_2 = vdup_n_s16(stbi__f2f(3.072711026f)); + int16x4_t rot3_3 = vdup_n_s16(stbi__f2f(1.501321110f)); + +#define dct_long_mul(out, inq, coeff) \ + int32x4_t out##_l = vmull_s16(vget_low_s16(inq), coeff); \ + int32x4_t out##_h = vmull_s16(vget_high_s16(inq), coeff) + +#define dct_long_mac(out, acc, inq, coeff) \ + int32x4_t out##_l = vmlal_s16(acc##_l, vget_low_s16(inq), coeff); \ + int32x4_t out##_h = vmlal_s16(acc##_h, vget_high_s16(inq), coeff) + +#define dct_widen(out, inq) \ + int32x4_t out##_l = vshll_n_s16(vget_low_s16(inq), 12); \ + int32x4_t out##_h = vshll_n_s16(vget_high_s16(inq), 12) + +// wide add +#define dct_wadd(out, a, b) \ + int32x4_t out##_l = vaddq_s32(a##_l, b##_l); \ + int32x4_t out##_h = vaddq_s32(a##_h, b##_h) + +// wide sub +#define dct_wsub(out, a, b) \ + int32x4_t out##_l = vsubq_s32(a##_l, b##_l); \ + int32x4_t out##_h = vsubq_s32(a##_h, b##_h) + +// butterfly a/b, then shift using "shiftop" by "s" and pack +#define dct_bfly32o(out0, out1, a, b, shiftop, s) \ + { \ + dct_wadd(sum, a, b); \ + dct_wsub(dif, a, b); \ + out0 = vcombine_s16(shiftop(sum_l, s), shiftop(sum_h, s)); \ + out1 = vcombine_s16(shiftop(dif_l, s), shiftop(dif_h, s)); \ + } + +#define dct_pass(shiftop, shift) \ + { \ + /* even part */ \ + int16x8_t sum26 = vaddq_s16(row2, row6); \ + dct_long_mul(p1e, sum26, rot0_0); \ + dct_long_mac(t2e, p1e, row6, rot0_1); \ + dct_long_mac(t3e, p1e, row2, rot0_2); \ + int16x8_t sum04 = vaddq_s16(row0, row4); \ + int16x8_t dif04 = vsubq_s16(row0, row4); \ + dct_widen(t0e, sum04); \ + dct_widen(t1e, dif04); \ + dct_wadd(x0, t0e, t3e); \ + dct_wsub(x3, t0e, t3e); \ + dct_wadd(x1, t1e, t2e); \ + dct_wsub(x2, t1e, t2e); \ + /* odd part */ \ + int16x8_t sum15 = vaddq_s16(row1, row5); \ + int16x8_t sum17 = vaddq_s16(row1, row7); \ + int16x8_t sum35 = vaddq_s16(row3, row5); \ + int16x8_t sum37 = vaddq_s16(row3, row7); \ + int16x8_t sumodd = vaddq_s16(sum17, sum35); \ + dct_long_mul(p5o, sumodd, rot1_0); \ + dct_long_mac(p1o, p5o, sum17, rot1_1); \ + dct_long_mac(p2o, p5o, sum35, rot1_2); \ + dct_long_mul(p3o, sum37, rot2_0); \ + dct_long_mul(p4o, sum15, rot2_1); \ + dct_wadd(sump13o, p1o, p3o); \ + dct_wadd(sump24o, p2o, p4o); \ + dct_wadd(sump23o, p2o, p3o); \ + dct_wadd(sump14o, p1o, p4o); \ + dct_long_mac(x4, sump13o, row7, rot3_0); \ + dct_long_mac(x5, sump24o, row5, rot3_1); \ + dct_long_mac(x6, sump23o, row3, rot3_2); \ + dct_long_mac(x7, sump14o, row1, rot3_3); \ + dct_bfly32o(row0, row7, x0, x7, shiftop, shift); \ + dct_bfly32o(row1, row6, x1, x6, shiftop, shift); \ + dct_bfly32o(row2, row5, x2, x5, shiftop, shift); \ + dct_bfly32o(row3, row4, x3, x4, shiftop, shift); \ + } + + // load + row0 = vld1q_s16(data + 0 * 8); + row1 = vld1q_s16(data + 1 * 8); + row2 = vld1q_s16(data + 2 * 8); + row3 = vld1q_s16(data + 3 * 8); + row4 = vld1q_s16(data + 4 * 8); + row5 = vld1q_s16(data + 5 * 8); + row6 = vld1q_s16(data + 6 * 8); + row7 = vld1q_s16(data + 7 * 8); + + // add DC bias + row0 = vaddq_s16(row0, vsetq_lane_s16(1024, vdupq_n_s16(0), 0)); + + // column pass + dct_pass(vrshrn_n_s32, 10); + + // 16bit 8x8 transpose + { +// these three map to a single VTRN.16, VTRN.32, and VSWP, respectively. +// whether compilers actually get this is another story, sadly. +#define dct_trn16(x, y) \ + { \ + int16x8x2_t t = vtrnq_s16(x, y); \ + x = t.val[0]; \ + y = t.val[1]; \ + } +#define dct_trn32(x, y) \ + { \ + int32x4x2_t t = vtrnq_s32(vreinterpretq_s32_s16(x), vreinterpretq_s32_s16(y)); \ + x = vreinterpretq_s16_s32(t.val[0]); \ + y = vreinterpretq_s16_s32(t.val[1]); \ + } +#define dct_trn64(x, y) \ + { \ + int16x8_t x0 = x; \ + int16x8_t y0 = y; \ + x = vcombine_s16(vget_low_s16(x0), vget_low_s16(y0)); \ + y = vcombine_s16(vget_high_s16(x0), vget_high_s16(y0)); \ + } + + // pass 1 + dct_trn16(row0, row1); // a0b0a2b2a4b4a6b6 + dct_trn16(row2, row3); + dct_trn16(row4, row5); + dct_trn16(row6, row7); + + // pass 2 + dct_trn32(row0, row2); // a0b0c0d0a4b4c4d4 + dct_trn32(row1, row3); + dct_trn32(row4, row6); + dct_trn32(row5, row7); + + // pass 3 + dct_trn64(row0, row4); // a0b0c0d0e0f0g0h0 + dct_trn64(row1, row5); + dct_trn64(row2, row6); + dct_trn64(row3, row7); + +#undef dct_trn16 +#undef dct_trn32 +#undef dct_trn64 + } + + // row pass + // vrshrn_n_s32 only supports shifts up to 16, we need + // 17. so do a non-rounding shift of 16 first then follow + // up with a rounding shift by 1. + dct_pass(vshrn_n_s32, 16); + + { + // pack and round + uint8x8_t p0 = vqrshrun_n_s16(row0, 1); + uint8x8_t p1 = vqrshrun_n_s16(row1, 1); + uint8x8_t p2 = vqrshrun_n_s16(row2, 1); + uint8x8_t p3 = vqrshrun_n_s16(row3, 1); + uint8x8_t p4 = vqrshrun_n_s16(row4, 1); + uint8x8_t p5 = vqrshrun_n_s16(row5, 1); + uint8x8_t p6 = vqrshrun_n_s16(row6, 1); + uint8x8_t p7 = vqrshrun_n_s16(row7, 1); + + // again, these can translate into one instruction, but often don't. +#define dct_trn8_8(x, y) \ + { \ + uint8x8x2_t t = vtrn_u8(x, y); \ + x = t.val[0]; \ + y = t.val[1]; \ + } +#define dct_trn8_16(x, y) \ + { \ + uint16x4x2_t t = vtrn_u16(vreinterpret_u16_u8(x), vreinterpret_u16_u8(y)); \ + x = vreinterpret_u8_u16(t.val[0]); \ + y = vreinterpret_u8_u16(t.val[1]); \ + } +#define dct_trn8_32(x, y) \ + { \ + uint32x2x2_t t = vtrn_u32(vreinterpret_u32_u8(x), vreinterpret_u32_u8(y)); \ + x = vreinterpret_u8_u32(t.val[0]); \ + y = vreinterpret_u8_u32(t.val[1]); \ + } + + // sadly can't use interleaved stores here since we only write + // 8 bytes to each scan line! + + // 8x8 8-bit transpose pass 1 + dct_trn8_8(p0, p1); + dct_trn8_8(p2, p3); + dct_trn8_8(p4, p5); + dct_trn8_8(p6, p7); + + // pass 2 + dct_trn8_16(p0, p2); + dct_trn8_16(p1, p3); + dct_trn8_16(p4, p6); + dct_trn8_16(p5, p7); + + // pass 3 + dct_trn8_32(p0, p4); + dct_trn8_32(p1, p5); + dct_trn8_32(p2, p6); + dct_trn8_32(p3, p7); + + // store + vst1_u8(out, p0); + out += out_stride; + vst1_u8(out, p1); + out += out_stride; + vst1_u8(out, p2); + out += out_stride; + vst1_u8(out, p3); + out += out_stride; + vst1_u8(out, p4); + out += out_stride; + vst1_u8(out, p5); + out += out_stride; + vst1_u8(out, p6); + out += out_stride; + vst1_u8(out, p7); + +#undef dct_trn8_8 +#undef dct_trn8_16 +#undef dct_trn8_32 + } + +#undef dct_long_mul +#undef dct_long_mac +#undef dct_widen +#undef dct_wadd +#undef dct_wsub +#undef dct_bfly32o +#undef dct_pass +} + +#endif // STBI_NEON + +#define STBI__MARKER_none 0xff +// if there's a pending marker from the entropy stream, return that +// otherwise, fetch from the stream and get a marker. if there's no +// marker, return 0xff, which is never a valid marker value +static stbi_uc stbi__get_marker(stbi__jpeg * j) { + stbi_uc x; + if (j->marker != STBI__MARKER_none) { + x = j->marker; + j->marker = STBI__MARKER_none; + return x; + } + x = stbi__get8(j->s); + if (x != 0xff) return STBI__MARKER_none; + while (x == 0xff) x = stbi__get8(j->s); // consume repeated 0xff fill bytes + return x; +} + +// in each scan, we'll have scan_n components, and the order +// of the components is specified by order[] +#define STBI__RESTART(x) ((x) >= 0xd0 && (x) <= 0xd7) + +// after a restart interval, stbi__jpeg_reset the entropy decoder and +// the dc prediction +static void stbi__jpeg_reset(stbi__jpeg * j) { + j->code_bits = 0; + j->code_buffer = 0; + j->nomore = 0; + j->img_comp[0].dc_pred = j->img_comp[1].dc_pred = j->img_comp[2].dc_pred + = j->img_comp[3].dc_pred = 0; + j->marker = STBI__MARKER_none; + j->todo = j->restart_interval ? j->restart_interval : 0x7fffffff; + j->eob_run = 0; + // no more than 1<<31 MCUs if no restart_interal? that's plenty safe, + // since we don't even allow 1<<30 pixels +} + +static int stbi__parse_entropy_coded_data(stbi__jpeg * z) { + stbi__jpeg_reset(z); + if (!z->progressive) { + if (z->scan_n == 1) { + int i, j; + STBI_SIMD_ALIGN(short, data[64]); + int n = z->order[0]; + // non-interleaved data, we just need to process one block at a time, + // in trivial scanline order + // number of blocks to do just depends on how many actual "pixels" this + // component has, independent of interleaved MCU blocking and such + int w = (z->img_comp[n].x + 7) >> 3; + int h = (z->img_comp[n].y + 7) >> 3; + for (j = 0; j < h; ++j) { + for (i = 0; i < w; ++i) { + int ha = z->img_comp[n].ha; + if (!stbi__jpeg_decode_block(z, data, z->huff_dc + z->img_comp[n].hd, + z->huff_ac + ha, z->fast_ac[ha], n, + z->dequant[z->img_comp[n].tq])) + return 0; + z->idct_block_kernel(z->img_comp[n].data + z->img_comp[n].w2 * j * 8 + + i * 8, + z->img_comp[n].w2, data); + // every data block is an MCU, so countdown the restart interval + if (--z->todo <= 0) { + if (z->code_bits < 24) stbi__grow_buffer_unsafe(z); + // if it's NOT a restart, then just bail, so we get corrupt data + // rather than no data + if (!STBI__RESTART(z->marker)) return 1; + stbi__jpeg_reset(z); + } + } + } + return 1; + } else { // interleaved + int i, j, k, x, y; + STBI_SIMD_ALIGN(short, data[64]); + for (j = 0; j < z->img_mcu_y; ++j) { + for (i = 0; i < z->img_mcu_x; ++i) { + // scan an interleaved mcu... process scan_n components in order + for (k = 0; k < z->scan_n; ++k) { + int n = z->order[k]; + // scan out an mcu's worth of this component; that's just determined + // by the basic H and V specified for the component + for (y = 0; y < z->img_comp[n].v; ++y) { + for (x = 0; x < z->img_comp[n].h; ++x) { + int x2 = (i * z->img_comp[n].h + x) * 8; + int y2 = (j * z->img_comp[n].v + y) * 8; + int ha = z->img_comp[n].ha; + if (!stbi__jpeg_decode_block(z, data, + z->huff_dc + z->img_comp[n].hd, + z->huff_ac + ha, z->fast_ac[ha], + n, z->dequant[z->img_comp[n].tq])) + return 0; + z->idct_block_kernel(z->img_comp[n].data + + z->img_comp[n].w2 * y2 + x2, + z->img_comp[n].w2, data); + } + } + } + // after all interleaved components, that's an interleaved MCU, + // so now count down the restart interval + if (--z->todo <= 0) { + if (z->code_bits < 24) stbi__grow_buffer_unsafe(z); + if (!STBI__RESTART(z->marker)) return 1; + stbi__jpeg_reset(z); + } + } + } + return 1; + } + } else { + if (z->scan_n == 1) { + int i, j; + int n = z->order[0]; + // non-interleaved data, we just need to process one block at a time, + // in trivial scanline order + // number of blocks to do just depends on how many actual "pixels" this + // component has, independent of interleaved MCU blocking and such + int w = (z->img_comp[n].x + 7) >> 3; + int h = (z->img_comp[n].y + 7) >> 3; + for (j = 0; j < h; ++j) { + for (i = 0; i < w; ++i) { + short * data + = z->img_comp[n].coeff + 64 * (i + j * z->img_comp[n].coeff_w); + if (z->spec_start == 0) { + if (!stbi__jpeg_decode_block_prog_dc( + z, data, &z->huff_dc[z->img_comp[n].hd], n)) + return 0; + } else { + int ha = z->img_comp[n].ha; + if (!stbi__jpeg_decode_block_prog_ac(z, data, &z->huff_ac[ha], + z->fast_ac[ha])) + return 0; + } + // every data block is an MCU, so countdown the restart interval + if (--z->todo <= 0) { + if (z->code_bits < 24) stbi__grow_buffer_unsafe(z); + if (!STBI__RESTART(z->marker)) return 1; + stbi__jpeg_reset(z); + } + } + } + return 1; + } else { // interleaved + int i, j, k, x, y; + for (j = 0; j < z->img_mcu_y; ++j) { + for (i = 0; i < z->img_mcu_x; ++i) { + // scan an interleaved mcu... process scan_n components in order + for (k = 0; k < z->scan_n; ++k) { + int n = z->order[k]; + // scan out an mcu's worth of this component; that's just determined + // by the basic H and V specified for the component + for (y = 0; y < z->img_comp[n].v; ++y) { + for (x = 0; x < z->img_comp[n].h; ++x) { + int x2 = (i * z->img_comp[n].h + x); + int y2 = (j * z->img_comp[n].v + y); + short * data = z->img_comp[n].coeff + + 64 * (x2 + y2 * z->img_comp[n].coeff_w); + if (!stbi__jpeg_decode_block_prog_dc( + z, data, &z->huff_dc[z->img_comp[n].hd], n)) + return 0; + } + } + } + // after all interleaved components, that's an interleaved MCU, + // so now count down the restart interval + if (--z->todo <= 0) { + if (z->code_bits < 24) stbi__grow_buffer_unsafe(z); + if (!STBI__RESTART(z->marker)) return 1; + stbi__jpeg_reset(z); + } + } + } + return 1; + } + } +} + +static void stbi__jpeg_dequantize(short * data, stbi__uint16 * dequant) { + int i; + for (i = 0; i < 64; ++i) data[i] *= dequant[i]; +} + +static void stbi__jpeg_finish(stbi__jpeg * z) { + if (z->progressive) { + // dequantize and idct the data + int i, j, n; + for (n = 0; n < z->s->img_n; ++n) { + int w = (z->img_comp[n].x + 7) >> 3; + int h = (z->img_comp[n].y + 7) >> 3; + for (j = 0; j < h; ++j) { + for (i = 0; i < w; ++i) { + short * data + = z->img_comp[n].coeff + 64 * (i + j * z->img_comp[n].coeff_w); + stbi__jpeg_dequantize(data, z->dequant[z->img_comp[n].tq]); + z->idct_block_kernel(z->img_comp[n].data + z->img_comp[n].w2 * j * 8 + + i * 8, + z->img_comp[n].w2, data); + } + } + } + } +} + +static int stbi__process_marker(stbi__jpeg * z, int m) { + int L; + switch (m) { + case STBI__MARKER_none: // no marker found + return stbi__err("expected marker", "Corrupt JPEG"); + + case 0xDD: // DRI - specify restart interval + if (stbi__get16be(z->s) != 4) return stbi__err("bad DRI len", "Corrupt JPEG"); + z->restart_interval = stbi__get16be(z->s); + return 1; + + case 0xDB: // DQT - define quantization table + L = stbi__get16be(z->s) - 2; + while (L > 0) { + int q = stbi__get8(z->s); + int p = q >> 4, sixteen = (p != 0); + int t = q & 15, i; + if (p != 0 && p != 1) return stbi__err("bad DQT type", "Corrupt JPEG"); + if (t > 3) return stbi__err("bad DQT table", "Corrupt JPEG"); + + for (i = 0; i < 64; ++i) + z->dequant[t][stbi__jpeg_dezigzag[i]] + = (stbi__uint16) (sixteen ? stbi__get16be(z->s) : stbi__get8(z->s)); + L -= (sixteen ? 129 : 65); + } + return L == 0; + + case 0xC4: // DHT - define huffman table + L = stbi__get16be(z->s) - 2; + while (L > 0) { + stbi_uc * v; + int sizes[16], i, n = 0; + int q = stbi__get8(z->s); + int tc = q >> 4; + int th = q & 15; + if (tc > 1 || th > 3) return stbi__err("bad DHT header", "Corrupt JPEG"); + for (i = 0; i < 16; ++i) { + sizes[i] = stbi__get8(z->s); + n += sizes[i]; + } + if (n > 256) + return stbi__err( + "bad DHT header", + "Corrupt JPEG"); // Loop over i < n would write past end of values! + L -= 17; + if (tc == 0) { + if (!stbi__build_huffman(z->huff_dc + th, sizes)) return 0; + v = z->huff_dc[th].values; + } else { + if (!stbi__build_huffman(z->huff_ac + th, sizes)) return 0; + v = z->huff_ac[th].values; + } + for (i = 0; i < n; ++i) v[i] = stbi__get8(z->s); + if (tc != 0) stbi__build_fast_ac(z->fast_ac[th], z->huff_ac + th); + L -= n; + } + return L == 0; + } + + // check for comment block or APP blocks + if ((m >= 0xE0 && m <= 0xEF) || m == 0xFE) { + L = stbi__get16be(z->s); + if (L < 2) { + if (m == 0xFE) return stbi__err("bad COM len", "Corrupt JPEG"); + else return stbi__err("bad APP len", "Corrupt JPEG"); + } + L -= 2; + + if (m == 0xE0 && L >= 5) { // JFIF APP0 segment + static const unsigned char tag[5] = {'J', 'F', 'I', 'F', '\0'}; + int ok = 1; + int i; + for (i = 0; i < 5; ++i) + if (stbi__get8(z->s) != tag[i]) ok = 0; + L -= 5; + if (ok) z->jfif = 1; + } else if (m == 0xEE && L >= 12) { // Adobe APP14 segment + static const unsigned char tag[6] = {'A', 'd', 'o', 'b', 'e', '\0'}; + int ok = 1; + int i; + for (i = 0; i < 6; ++i) + if (stbi__get8(z->s) != tag[i]) ok = 0; + L -= 6; + if (ok) { + stbi__get8(z->s); // version + stbi__get16be(z->s); // flags0 + stbi__get16be(z->s); // flags1 + z->app14_color_transform = stbi__get8(z->s); // color transform + L -= 6; + } + } + + stbi__skip(z->s, L); + return 1; + } + + return stbi__err("unknown marker", "Corrupt JPEG"); +} + +// after we see SOS +static int stbi__process_scan_header(stbi__jpeg * z) { + int i; + int Ls = stbi__get16be(z->s); + z->scan_n = stbi__get8(z->s); + if (z->scan_n < 1 || z->scan_n > 4 || z->scan_n > (int) z->s->img_n) + return stbi__err("bad SOS component count", "Corrupt JPEG"); + if (Ls != 6 + 2 * z->scan_n) return stbi__err("bad SOS len", "Corrupt JPEG"); + for (i = 0; i < z->scan_n; ++i) { + int id = stbi__get8(z->s), which; + int q = stbi__get8(z->s); + for (which = 0; which < z->s->img_n; ++which) + if (z->img_comp[which].id == id) break; + if (which == z->s->img_n) return 0; // no match + z->img_comp[which].hd = q >> 4; + if (z->img_comp[which].hd > 3) return stbi__err("bad DC huff", "Corrupt JPEG"); + z->img_comp[which].ha = q & 15; + if (z->img_comp[which].ha > 3) return stbi__err("bad AC huff", "Corrupt JPEG"); + z->order[i] = which; + } + + { + int aa; + z->spec_start = stbi__get8(z->s); + z->spec_end = stbi__get8(z->s); // should be 63, but might be 0 + aa = stbi__get8(z->s); + z->succ_high = (aa >> 4); + z->succ_low = (aa & 15); + if (z->progressive) { + if (z->spec_start > 63 || z->spec_end > 63 || z->spec_start > z->spec_end + || z->succ_high > 13 || z->succ_low > 13) + return stbi__err("bad SOS", "Corrupt JPEG"); + } else { + if (z->spec_start != 0) return stbi__err("bad SOS", "Corrupt JPEG"); + if (z->succ_high != 0 || z->succ_low != 0) + return stbi__err("bad SOS", "Corrupt JPEG"); + z->spec_end = 63; + } + } + + return 1; +} + +static int stbi__free_jpeg_components(stbi__jpeg * z, int ncomp, int why) { + int i; + for (i = 0; i < ncomp; ++i) { + if (z->img_comp[i].raw_data) { + STBI_FREE(z->img_comp[i].raw_data); + z->img_comp[i].raw_data = NULL; + z->img_comp[i].data = NULL; + } + if (z->img_comp[i].raw_coeff) { + STBI_FREE(z->img_comp[i].raw_coeff); + z->img_comp[i].raw_coeff = 0; + z->img_comp[i].coeff = 0; + } + if (z->img_comp[i].linebuf) { + STBI_FREE(z->img_comp[i].linebuf); + z->img_comp[i].linebuf = NULL; + } + } + return why; +} + +static int stbi__process_frame_header(stbi__jpeg * z, int scan) { + stbi__context * s = z->s; + int Lf, p, i, q, h_max = 1, v_max = 1, c; + Lf = stbi__get16be(s); + if (Lf < 11) return stbi__err("bad SOF len", "Corrupt JPEG"); // JPEG + p = stbi__get8(s); + if (p != 8) + return stbi__err("only 8-bit", + "JPEG format not supported: 8-bit only"); // JPEG baseline + s->img_y = stbi__get16be(s); + if (s->img_y == 0) + return stbi__err( + "no header height", + "JPEG format not supported: delayed height"); // Legal, but we don't handle it--but neither does IJG + s->img_x = stbi__get16be(s); + if (s->img_x == 0) return stbi__err("0 width", "Corrupt JPEG"); // JPEG requires + if (s->img_y > STBI_MAX_DIMENSIONS) + return stbi__err("too large", "Very large image (corrupt?)"); + if (s->img_x > STBI_MAX_DIMENSIONS) + return stbi__err("too large", "Very large image (corrupt?)"); + c = stbi__get8(s); + if (c != 3 && c != 1 && c != 4) return stbi__err("bad component count", "Corrupt JPEG"); + s->img_n = c; + for (i = 0; i < c; ++i) { + z->img_comp[i].data = NULL; + z->img_comp[i].linebuf = NULL; + } + + if (Lf != 8 + 3 * s->img_n) return stbi__err("bad SOF len", "Corrupt JPEG"); + + z->rgb = 0; + for (i = 0; i < s->img_n; ++i) { + static const unsigned char rgb[3] = {'R', 'G', 'B'}; + z->img_comp[i].id = stbi__get8(s); + if (s->img_n == 3 && z->img_comp[i].id == rgb[i]) ++z->rgb; + q = stbi__get8(s); + z->img_comp[i].h = (q >> 4); + if (!z->img_comp[i].h || z->img_comp[i].h > 4) + return stbi__err("bad H", "Corrupt JPEG"); + z->img_comp[i].v = q & 15; + if (!z->img_comp[i].v || z->img_comp[i].v > 4) + return stbi__err("bad V", "Corrupt JPEG"); + z->img_comp[i].tq = stbi__get8(s); + if (z->img_comp[i].tq > 3) return stbi__err("bad TQ", "Corrupt JPEG"); + } + + if (scan != STBI__SCAN_load) return 1; + + if (!stbi__mad3sizes_valid(s->img_x, s->img_y, s->img_n, 0)) + return stbi__err("too large", "Image too large to decode"); + + for (i = 0; i < s->img_n; ++i) { + if (z->img_comp[i].h > h_max) h_max = z->img_comp[i].h; + if (z->img_comp[i].v > v_max) v_max = z->img_comp[i].v; + } + + // check that plane subsampling factors are integer ratios; our resamplers can't deal with fractional ratios + // and I've never seen a non-corrupted JPEG file actually use them + for (i = 0; i < s->img_n; ++i) { + if (h_max % z->img_comp[i].h != 0) return stbi__err("bad H", "Corrupt JPEG"); + if (v_max % z->img_comp[i].v != 0) return stbi__err("bad V", "Corrupt JPEG"); + } + + // compute interleaved mcu info + z->img_h_max = h_max; + z->img_v_max = v_max; + z->img_mcu_w = h_max * 8; + z->img_mcu_h = v_max * 8; + // these sizes can't be more than 17 bits + z->img_mcu_x = (s->img_x + z->img_mcu_w - 1) / z->img_mcu_w; + z->img_mcu_y = (s->img_y + z->img_mcu_h - 1) / z->img_mcu_h; + + for (i = 0; i < s->img_n; ++i) { + // number of effective pixels (e.g. for non-interleaved MCU) + z->img_comp[i].x = (s->img_x * z->img_comp[i].h + h_max - 1) / h_max; + z->img_comp[i].y = (s->img_y * z->img_comp[i].v + v_max - 1) / v_max; + // to simplify generation, we'll allocate enough memory to decode + // the bogus oversized data from using interleaved MCUs and their + // big blocks (e.g. a 16x16 iMCU on an image of width 33); we won't + // discard the extra data until colorspace conversion + // + // img_mcu_x, img_mcu_y: <=17 bits; comp[i].h and .v are <=4 (checked earlier) + // so these muls can't overflow with 32-bit ints (which we require) + z->img_comp[i].w2 = z->img_mcu_x * z->img_comp[i].h * 8; + z->img_comp[i].h2 = z->img_mcu_y * z->img_comp[i].v * 8; + z->img_comp[i].coeff = 0; + z->img_comp[i].raw_coeff = 0; + z->img_comp[i].linebuf = NULL; + z->img_comp[i].raw_data = stbi__malloc_mad2(z->img_comp[i].w2, z->img_comp[i].h2, 15); + if (z->img_comp[i].raw_data == NULL) + return stbi__free_jpeg_components(z, i + 1, + stbi__err("outofmem", "Out of memory")); + // align blocks for idct using mmx/sse + z->img_comp[i].data = (stbi_uc *) (((size_t) z->img_comp[i].raw_data + 15) & ~15); + if (z->progressive) { + // w2, h2 are multiples of 8 (see above) + z->img_comp[i].coeff_w = z->img_comp[i].w2 / 8; + z->img_comp[i].coeff_h = z->img_comp[i].h2 / 8; + z->img_comp[i].raw_coeff + = stbi__malloc_mad3(z->img_comp[i].w2, z->img_comp[i].h2, sizeof(short), 15); + if (z->img_comp[i].raw_coeff == NULL) + return stbi__free_jpeg_components(z, i + 1, + stbi__err("outofmem", "Out of memory")); + z->img_comp[i].coeff = (short *) (((size_t) z->img_comp[i].raw_coeff + 15) & ~15); + } + } + + return 1; +} + +// use comparisons since in some cases we handle more than one case (e.g. SOF) +#define stbi__DNL(x) ((x) == 0xdc) +#define stbi__SOI(x) ((x) == 0xd8) +#define stbi__EOI(x) ((x) == 0xd9) +#define stbi__SOF(x) ((x) == 0xc0 || (x) == 0xc1 || (x) == 0xc2) +#define stbi__SOS(x) ((x) == 0xda) + +#define stbi__SOF_progressive(x) ((x) == 0xc2) + +static int stbi__decode_jpeg_header(stbi__jpeg * z, int scan) { + int m; + z->jfif = 0; + z->app14_color_transform = -1; // valid values are 0,1,2 + z->marker = STBI__MARKER_none; // initialize cached marker to empty + m = stbi__get_marker(z); + if (!stbi__SOI(m)) return stbi__err("no SOI", "Corrupt JPEG"); + if (scan == STBI__SCAN_type) return 1; + m = stbi__get_marker(z); + while (!stbi__SOF(m)) { + if (!stbi__process_marker(z, m)) return 0; + m = stbi__get_marker(z); + while (m == STBI__MARKER_none) { + // some files have extra padding after their blocks, so ok, we'll scan + if (stbi__at_eof(z->s)) return stbi__err("no SOF", "Corrupt JPEG"); + m = stbi__get_marker(z); + } + } + z->progressive = stbi__SOF_progressive(m); + if (!stbi__process_frame_header(z, scan)) return 0; + return 1; +} + +static stbi_uc stbi__skip_jpeg_junk_at_end(stbi__jpeg * j) { + // some JPEGs have junk at end, skip over it but if we find what looks + // like a valid marker, resume there + while (!stbi__at_eof(j->s)) { + stbi_uc x = stbi__get8(j->s); + while (x == 0xff) { // might be a marker + if (stbi__at_eof(j->s)) return STBI__MARKER_none; + x = stbi__get8(j->s); + if (x != 0x00 && x != 0xff) { + // not a stuffed zero or lead-in to another marker, looks + // like an actual marker, return it + return x; + } + // stuffed zero has x=0 now which ends the loop, meaning we go + // back to regular scan loop. + // repeated 0xff keeps trying to read the next byte of the marker. + } + } + return STBI__MARKER_none; +} + +// decode image to YCbCr format +static int stbi__decode_jpeg_image(stbi__jpeg * j) { + int m; + for (m = 0; m < 4; m++) { + j->img_comp[m].raw_data = NULL; + j->img_comp[m].raw_coeff = NULL; + } + j->restart_interval = 0; + if (!stbi__decode_jpeg_header(j, STBI__SCAN_load)) return 0; + m = stbi__get_marker(j); + while (!stbi__EOI(m)) { + if (stbi__SOS(m)) { + if (!stbi__process_scan_header(j)) return 0; + if (!stbi__parse_entropy_coded_data(j)) return 0; + if (j->marker == STBI__MARKER_none) { + j->marker = stbi__skip_jpeg_junk_at_end(j); + // if we reach eof without hitting a marker, stbi__get_marker() below will fail and we'll eventually return 0 + } + m = stbi__get_marker(j); + if (STBI__RESTART(m)) m = stbi__get_marker(j); + } else if (stbi__DNL(m)) { + int Ld = stbi__get16be(j->s); + stbi__uint32 NL = stbi__get16be(j->s); + if (Ld != 4) return stbi__err("bad DNL len", "Corrupt JPEG"); + if (NL != j->s->img_y) return stbi__err("bad DNL height", "Corrupt JPEG"); + m = stbi__get_marker(j); + } else { + if (!stbi__process_marker(j, m)) return 1; + m = stbi__get_marker(j); + } + } + if (j->progressive) stbi__jpeg_finish(j); + return 1; +} + +// static jfif-centered resampling (across block boundaries) + +typedef stbi_uc * (*resample_row_func)(stbi_uc * out, stbi_uc * in0, stbi_uc * in1, int w, + int hs); + +#define stbi__div4(x) ((stbi_uc) ((x) >> 2)) + +static stbi_uc * resample_row_1(stbi_uc * out, stbi_uc * in_near, stbi_uc * in_far, int w, + int hs) { + STBI_NOTUSED(out); + STBI_NOTUSED(in_far); + STBI_NOTUSED(w); + STBI_NOTUSED(hs); + return in_near; +} + +static stbi_uc * stbi__resample_row_v_2(stbi_uc * out, stbi_uc * in_near, stbi_uc * in_far, + int w, int hs) { + // need to generate two samples vertically for every one in input + int i; + STBI_NOTUSED(hs); + for (i = 0; i < w; ++i) out[i] = stbi__div4(3 * in_near[i] + in_far[i] + 2); + return out; +} + +static stbi_uc * stbi__resample_row_h_2(stbi_uc * out, stbi_uc * in_near, stbi_uc * in_far, + int w, int hs) { + // need to generate two samples horizontally for every one in input + int i; + stbi_uc * input = in_near; + + if (w == 1) { + // if only one sample, can't do any interpolation + out[0] = out[1] = input[0]; + return out; + } + + out[0] = input[0]; + out[1] = stbi__div4(input[0] * 3 + input[1] + 2); + for (i = 1; i < w - 1; ++i) { + int n = 3 * input[i] + 2; + out[i * 2 + 0] = stbi__div4(n + input[i - 1]); + out[i * 2 + 1] = stbi__div4(n + input[i + 1]); + } + out[i * 2 + 0] = stbi__div4(input[w - 2] * 3 + input[w - 1] + 2); + out[i * 2 + 1] = input[w - 1]; + + STBI_NOTUSED(in_far); + STBI_NOTUSED(hs); + + return out; +} + +#define stbi__div16(x) ((stbi_uc) ((x) >> 4)) + +static stbi_uc * stbi__resample_row_hv_2(stbi_uc * out, stbi_uc * in_near, stbi_uc * in_far, + int w, int hs) { + // need to generate 2x2 samples for every one in input + int i, t0, t1; + if (w == 1) { + out[0] = out[1] = stbi__div4(3 * in_near[0] + in_far[0] + 2); + return out; + } + + t1 = 3 * in_near[0] + in_far[0]; + out[0] = stbi__div4(t1 + 2); + for (i = 1; i < w; ++i) { + t0 = t1; + t1 = 3 * in_near[i] + in_far[i]; + out[i * 2 - 1] = stbi__div16(3 * t0 + t1 + 8); + out[i * 2] = stbi__div16(3 * t1 + t0 + 8); + } + out[w * 2 - 1] = stbi__div4(t1 + 2); + + STBI_NOTUSED(hs); + + return out; +} + +#if defined(STBI_SSE2) || defined(STBI_NEON) +static stbi_uc * stbi__resample_row_hv_2_simd(stbi_uc * out, stbi_uc * in_near, + stbi_uc * in_far, int w, int hs) { + // need to generate 2x2 samples for every one in input + int i = 0, t0, t1; + + if (w == 1) { + out[0] = out[1] = stbi__div4(3 * in_near[0] + in_far[0] + 2); + return out; + } + + t1 = 3 * in_near[0] + in_far[0]; + // process groups of 8 pixels for as long as we can. + // note we can't handle the last pixel in a row in this loop + // because we need to handle the filter boundary conditions. + for (; i < ((w - 1) & ~7); i += 8) { +#if defined(STBI_SSE2) + // load and perform the vertical filtering pass + // this uses 3*x + y = 4*x + (y - x) + __m128i zero = _mm_setzero_si128(); + __m128i farb = _mm_loadl_epi64((__m128i *) (in_far + i)); + __m128i nearb = _mm_loadl_epi64((__m128i *) (in_near + i)); + __m128i farw = _mm_unpacklo_epi8(farb, zero); + __m128i nearw = _mm_unpacklo_epi8(nearb, zero); + __m128i diff = _mm_sub_epi16(farw, nearw); + __m128i nears = _mm_slli_epi16(nearw, 2); + __m128i curr = _mm_add_epi16(nears, diff); // current row + + // horizontal filter works the same based on shifted vers of current + // row. "prev" is current row shifted right by 1 pixel; we need to + // insert the previous pixel value (from t1). + // "next" is current row shifted left by 1 pixel, with first pixel + // of next block of 8 pixels added in. + __m128i prv0 = _mm_slli_si128(curr, 2); + __m128i nxt0 = _mm_srli_si128(curr, 2); + __m128i prev = _mm_insert_epi16(prv0, t1, 0); + __m128i next = _mm_insert_epi16(nxt0, 3 * in_near[i + 8] + in_far[i + 8], 7); + + // horizontal filter, polyphase implementation since it's convenient: + // even pixels = 3*cur + prev = cur*4 + (prev - cur) + // odd pixels = 3*cur + next = cur*4 + (next - cur) + // note the shared term. + __m128i bias = _mm_set1_epi16(8); + __m128i curs = _mm_slli_epi16(curr, 2); + __m128i prvd = _mm_sub_epi16(prev, curr); + __m128i nxtd = _mm_sub_epi16(next, curr); + __m128i curb = _mm_add_epi16(curs, bias); + __m128i even = _mm_add_epi16(prvd, curb); + __m128i odd = _mm_add_epi16(nxtd, curb); + + // interleave even and odd pixels, then undo scaling. + __m128i int0 = _mm_unpacklo_epi16(even, odd); + __m128i int1 = _mm_unpackhi_epi16(even, odd); + __m128i de0 = _mm_srli_epi16(int0, 4); + __m128i de1 = _mm_srli_epi16(int1, 4); + + // pack and write output + __m128i outv = _mm_packus_epi16(de0, de1); + _mm_storeu_si128((__m128i *) (out + i * 2), outv); +#elif defined(STBI_NEON) + // load and perform the vertical filtering pass + // this uses 3*x + y = 4*x + (y - x) + uint8x8_t farb = vld1_u8(in_far + i); + uint8x8_t nearb = vld1_u8(in_near + i); + int16x8_t diff = vreinterpretq_s16_u16(vsubl_u8(farb, nearb)); + int16x8_t nears = vreinterpretq_s16_u16(vshll_n_u8(nearb, 2)); + int16x8_t curr = vaddq_s16(nears, diff); // current row + + // horizontal filter works the same based on shifted vers of current + // row. "prev" is current row shifted right by 1 pixel; we need to + // insert the previous pixel value (from t1). + // "next" is current row shifted left by 1 pixel, with first pixel + // of next block of 8 pixels added in. + int16x8_t prv0 = vextq_s16(curr, curr, 7); + int16x8_t nxt0 = vextq_s16(curr, curr, 1); + int16x8_t prev = vsetq_lane_s16(t1, prv0, 0); + int16x8_t next = vsetq_lane_s16(3 * in_near[i + 8] + in_far[i + 8], nxt0, 7); + + // horizontal filter, polyphase implementation since it's convenient: + // even pixels = 3*cur + prev = cur*4 + (prev - cur) + // odd pixels = 3*cur + next = cur*4 + (next - cur) + // note the shared term. + int16x8_t curs = vshlq_n_s16(curr, 2); + int16x8_t prvd = vsubq_s16(prev, curr); + int16x8_t nxtd = vsubq_s16(next, curr); + int16x8_t even = vaddq_s16(curs, prvd); + int16x8_t odd = vaddq_s16(curs, nxtd); + + // undo scaling and round, then store with even/odd phases interleaved + uint8x8x2_t o; + o.val[0] = vqrshrun_n_s16(even, 4); + o.val[1] = vqrshrun_n_s16(odd, 4); + vst2_u8(out + i * 2, o); +#endif + + // "previous" value for next iter + t1 = 3 * in_near[i + 7] + in_far[i + 7]; + } + + t0 = t1; + t1 = 3 * in_near[i] + in_far[i]; + out[i * 2] = stbi__div16(3 * t1 + t0 + 8); + + for (++i; i < w; ++i) { + t0 = t1; + t1 = 3 * in_near[i] + in_far[i]; + out[i * 2 - 1] = stbi__div16(3 * t0 + t1 + 8); + out[i * 2] = stbi__div16(3 * t1 + t0 + 8); + } + out[w * 2 - 1] = stbi__div4(t1 + 2); + + STBI_NOTUSED(hs); + + return out; +} +#endif + +static stbi_uc * stbi__resample_row_generic(stbi_uc * out, stbi_uc * in_near, stbi_uc * in_far, + int w, int hs) { + // resample with nearest-neighbor + int i, j; + STBI_NOTUSED(in_far); + for (i = 0; i < w; ++i) + for (j = 0; j < hs; ++j) out[i * hs + j] = in_near[i]; + return out; +} + +// this is a reduced-precision calculation of YCbCr-to-RGB introduced +// to make sure the code produces the same results in both SIMD and scalar +#define stbi__float2fixed(x) (((int) ((x) * 4096.0f + 0.5f)) << 8) +static void stbi__YCbCr_to_RGB_row(stbi_uc * out, const stbi_uc * y, const stbi_uc * pcb, + const stbi_uc * pcr, int count, int step) { + int i; + for (i = 0; i < count; ++i) { + int y_fixed = (y[i] << 20) + (1 << 19); // rounding + int r, g, b; + int cr = pcr[i] - 128; + int cb = pcb[i] - 128; + r = y_fixed + cr * stbi__float2fixed(1.40200f); + g = y_fixed + (cr * -stbi__float2fixed(0.71414f)) + + ((cb * -stbi__float2fixed(0.34414f)) & 0xffff0000); + b = y_fixed + cb * stbi__float2fixed(1.77200f); + r >>= 20; + g >>= 20; + b >>= 20; + if ((unsigned) r > 255) { + if (r < 0) r = 0; + else r = 255; + } + if ((unsigned) g > 255) { + if (g < 0) g = 0; + else g = 255; + } + if ((unsigned) b > 255) { + if (b < 0) b = 0; + else b = 255; + } + out[0] = (stbi_uc) r; + out[1] = (stbi_uc) g; + out[2] = (stbi_uc) b; + out[3] = 255; + out += step; + } +} + +#if defined(STBI_SSE2) || defined(STBI_NEON) +static void stbi__YCbCr_to_RGB_simd(stbi_uc * out, stbi_uc const * y, stbi_uc const * pcb, + stbi_uc const * pcr, int count, int step) { + int i = 0; + +#ifdef STBI_SSE2 + // step == 3 is pretty ugly on the final interleave, and i'm not convinced + // it's useful in practice (you wouldn't use it for textures, for example). + // so just accelerate step == 4 case. + if (step == 4) { + // this is a fairly straightforward implementation and not super-optimized. + __m128i signflip = _mm_set1_epi8(-0x80); + __m128i cr_const0 = _mm_set1_epi16((short) (1.40200f * 4096.0f + 0.5f)); + __m128i cr_const1 = _mm_set1_epi16(-(short) (0.71414f * 4096.0f + 0.5f)); + __m128i cb_const0 = _mm_set1_epi16(-(short) (0.34414f * 4096.0f + 0.5f)); + __m128i cb_const1 = _mm_set1_epi16((short) (1.77200f * 4096.0f + 0.5f)); + __m128i y_bias = _mm_set1_epi8((char) (unsigned char) 128); + __m128i xw = _mm_set1_epi16(255); // alpha channel + + for (; i + 7 < count; i += 8) { + // load + __m128i y_bytes = _mm_loadl_epi64((__m128i *) (y + i)); + __m128i cr_bytes = _mm_loadl_epi64((__m128i *) (pcr + i)); + __m128i cb_bytes = _mm_loadl_epi64((__m128i *) (pcb + i)); + __m128i cr_biased = _mm_xor_si128(cr_bytes, signflip); // -128 + __m128i cb_biased = _mm_xor_si128(cb_bytes, signflip); // -128 + + // unpack to short (and left-shift cr, cb by 8) + __m128i yw = _mm_unpacklo_epi8(y_bias, y_bytes); + __m128i crw = _mm_unpacklo_epi8(_mm_setzero_si128(), cr_biased); + __m128i cbw = _mm_unpacklo_epi8(_mm_setzero_si128(), cb_biased); + + // color transform + __m128i yws = _mm_srli_epi16(yw, 4); + __m128i cr0 = _mm_mulhi_epi16(cr_const0, crw); + __m128i cb0 = _mm_mulhi_epi16(cb_const0, cbw); + __m128i cb1 = _mm_mulhi_epi16(cbw, cb_const1); + __m128i cr1 = _mm_mulhi_epi16(crw, cr_const1); + __m128i rws = _mm_add_epi16(cr0, yws); + __m128i gwt = _mm_add_epi16(cb0, yws); + __m128i bws = _mm_add_epi16(yws, cb1); + __m128i gws = _mm_add_epi16(gwt, cr1); + + // descale + __m128i rw = _mm_srai_epi16(rws, 4); + __m128i bw = _mm_srai_epi16(bws, 4); + __m128i gw = _mm_srai_epi16(gws, 4); + + // back to byte, set up for transpose + __m128i brb = _mm_packus_epi16(rw, bw); + __m128i gxb = _mm_packus_epi16(gw, xw); + + // transpose to interleave channels + __m128i t0 = _mm_unpacklo_epi8(brb, gxb); + __m128i t1 = _mm_unpackhi_epi8(brb, gxb); + __m128i o0 = _mm_unpacklo_epi16(t0, t1); + __m128i o1 = _mm_unpackhi_epi16(t0, t1); + + // store + _mm_storeu_si128((__m128i *) (out + 0), o0); + _mm_storeu_si128((__m128i *) (out + 16), o1); + out += 32; + } + } +#endif + +#ifdef STBI_NEON + // in this version, step=3 support would be easy to add. but is there demand? + if (step == 4) { + // this is a fairly straightforward implementation and not super-optimized. + uint8x8_t signflip = vdup_n_u8(0x80); + int16x8_t cr_const0 = vdupq_n_s16((short) (1.40200f * 4096.0f + 0.5f)); + int16x8_t cr_const1 = vdupq_n_s16(-(short) (0.71414f * 4096.0f + 0.5f)); + int16x8_t cb_const0 = vdupq_n_s16(-(short) (0.34414f * 4096.0f + 0.5f)); + int16x8_t cb_const1 = vdupq_n_s16((short) (1.77200f * 4096.0f + 0.5f)); + + for (; i + 7 < count; i += 8) { + // load + uint8x8_t y_bytes = vld1_u8(y + i); + uint8x8_t cr_bytes = vld1_u8(pcr + i); + uint8x8_t cb_bytes = vld1_u8(pcb + i); + int8x8_t cr_biased = vreinterpret_s8_u8(vsub_u8(cr_bytes, signflip)); + int8x8_t cb_biased = vreinterpret_s8_u8(vsub_u8(cb_bytes, signflip)); + + // expand to s16 + int16x8_t yws = vreinterpretq_s16_u16(vshll_n_u8(y_bytes, 4)); + int16x8_t crw = vshll_n_s8(cr_biased, 7); + int16x8_t cbw = vshll_n_s8(cb_biased, 7); + + // color transform + int16x8_t cr0 = vqdmulhq_s16(crw, cr_const0); + int16x8_t cb0 = vqdmulhq_s16(cbw, cb_const0); + int16x8_t cr1 = vqdmulhq_s16(crw, cr_const1); + int16x8_t cb1 = vqdmulhq_s16(cbw, cb_const1); + int16x8_t rws = vaddq_s16(yws, cr0); + int16x8_t gws = vaddq_s16(vaddq_s16(yws, cb0), cr1); + int16x8_t bws = vaddq_s16(yws, cb1); + + // undo scaling, round, convert to byte + uint8x8x4_t o; + o.val[0] = vqrshrun_n_s16(rws, 4); + o.val[1] = vqrshrun_n_s16(gws, 4); + o.val[2] = vqrshrun_n_s16(bws, 4); + o.val[3] = vdup_n_u8(255); + + // store, interleaving r/g/b/a + vst4_u8(out, o); + out += 8 * 4; + } + } +#endif + + for (; i < count; ++i) { + int y_fixed = (y[i] << 20) + (1 << 19); // rounding + int r, g, b; + int cr = pcr[i] - 128; + int cb = pcb[i] - 128; + r = y_fixed + cr * stbi__float2fixed(1.40200f); + g = y_fixed + cr * -stbi__float2fixed(0.71414f) + + ((cb * -stbi__float2fixed(0.34414f)) & 0xffff0000); + b = y_fixed + cb * stbi__float2fixed(1.77200f); + r >>= 20; + g >>= 20; + b >>= 20; + if ((unsigned) r > 255) { + if (r < 0) r = 0; + else r = 255; + } + if ((unsigned) g > 255) { + if (g < 0) g = 0; + else g = 255; + } + if ((unsigned) b > 255) { + if (b < 0) b = 0; + else b = 255; + } + out[0] = (stbi_uc) r; + out[1] = (stbi_uc) g; + out[2] = (stbi_uc) b; + out[3] = 255; + out += step; + } +} +#endif + +// set up the kernels +static void stbi__setup_jpeg(stbi__jpeg * j) { + j->idct_block_kernel = stbi__idct_block; + j->YCbCr_to_RGB_kernel = stbi__YCbCr_to_RGB_row; + j->resample_row_hv_2_kernel = stbi__resample_row_hv_2; + +#ifdef STBI_SSE2 + if (stbi__sse2_available()) { + j->idct_block_kernel = stbi__idct_simd; + j->YCbCr_to_RGB_kernel = stbi__YCbCr_to_RGB_simd; + j->resample_row_hv_2_kernel = stbi__resample_row_hv_2_simd; + } +#endif + +#ifdef STBI_NEON + j->idct_block_kernel = stbi__idct_simd; + j->YCbCr_to_RGB_kernel = stbi__YCbCr_to_RGB_simd; + j->resample_row_hv_2_kernel = stbi__resample_row_hv_2_simd; +#endif +} + +// clean up the temporary component buffers +static void stbi__cleanup_jpeg(stbi__jpeg * j) { + stbi__free_jpeg_components(j, j->s->img_n, 0); +} + +typedef struct { + resample_row_func resample; + stbi_uc *line0, *line1; + int hs, vs; // expansion factor in each axis + int w_lores; // horizontal pixels pre-expansion + int ystep; // how far through vertical expansion we are + int ypos; // which pre-expansion row we're on +} stbi__resample; + +// fast 0..255 * 0..255 => 0..255 rounded multiplication +static stbi_uc stbi__blinn_8x8(stbi_uc x, stbi_uc y) { + unsigned int t = x * y + 128; + return (stbi_uc) ((t + (t >> 8)) >> 8); +} + +static stbi_uc * load_jpeg_image(stbi__jpeg * z, int * out_x, int * out_y, int * comp, + int req_comp) { + int n, decode_n, is_rgb; + z->s->img_n = 0; // make stbi__cleanup_jpeg safe + + // validate req_comp + if (req_comp < 0 || req_comp > 4) return stbi__errpuc("bad req_comp", "Internal error"); + + // load a jpeg image from whichever source, but leave in YCbCr format + if (!stbi__decode_jpeg_image(z)) { + stbi__cleanup_jpeg(z); + return NULL; + } + + // determine actual number of components to generate + n = req_comp ? req_comp : z->s->img_n >= 3 ? 3 : 1; + + is_rgb = z->s->img_n == 3 && (z->rgb == 3 || (z->app14_color_transform == 0 && !z->jfif)); + + if (z->s->img_n == 3 && n < 3 && !is_rgb) decode_n = 1; + else decode_n = z->s->img_n; + + // nothing to do if no components requested; check this now to avoid + // accessing uninitialized coutput[0] later + if (decode_n <= 0) { + stbi__cleanup_jpeg(z); + return NULL; + } + + // resample and color-convert + { + int k; + unsigned int i, j; + stbi_uc * output; + stbi_uc * coutput[4] = {NULL, NULL, NULL, NULL}; + + stbi__resample res_comp[4]; + + for (k = 0; k < decode_n; ++k) { + stbi__resample * r = &res_comp[k]; + + // allocate line buffer big enough for upsampling off the edges + // with upsample factor of 4 + z->img_comp[k].linebuf = (stbi_uc *) stbi__malloc(z->s->img_x + 3); + if (!z->img_comp[k].linebuf) { + stbi__cleanup_jpeg(z); + return stbi__errpuc("outofmem", "Out of memory"); + } + + r->hs = z->img_h_max / z->img_comp[k].h; + r->vs = z->img_v_max / z->img_comp[k].v; + r->ystep = r->vs >> 1; + r->w_lores = (z->s->img_x + r->hs - 1) / r->hs; + r->ypos = 0; + r->line0 = r->line1 = z->img_comp[k].data; + + if (r->hs == 1 && r->vs == 1) r->resample = resample_row_1; + else if (r->hs == 1 && r->vs == 2) r->resample = stbi__resample_row_v_2; + else if (r->hs == 2 && r->vs == 1) r->resample = stbi__resample_row_h_2; + else if (r->hs == 2 && r->vs == 2) r->resample = z->resample_row_hv_2_kernel; + else r->resample = stbi__resample_row_generic; + } + + // can't error after this so, this is safe + output = (stbi_uc *) stbi__malloc_mad3(n, z->s->img_x, z->s->img_y, 1); + if (!output) { + stbi__cleanup_jpeg(z); + return stbi__errpuc("outofmem", "Out of memory"); + } + + // now go ahead and resample + for (j = 0; j < z->s->img_y; ++j) { + stbi_uc * out = output + n * z->s->img_x * j; + for (k = 0; k < decode_n; ++k) { + stbi__resample * r = &res_comp[k]; + int y_bot = r->ystep >= (r->vs >> 1); + coutput[k] = r->resample(z->img_comp[k].linebuf, y_bot ? r->line1 : r->line0, + y_bot ? r->line0 : r->line1, r->w_lores, r->hs); + if (++r->ystep >= r->vs) { + r->ystep = 0; + r->line0 = r->line1; + if (++r->ypos < z->img_comp[k].y) r->line1 += z->img_comp[k].w2; + } + } + if (n >= 3) { + stbi_uc * y = coutput[0]; + if (z->s->img_n == 3) { + if (is_rgb) { + for (i = 0; i < z->s->img_x; ++i) { + out[0] = y[i]; + out[1] = coutput[1][i]; + out[2] = coutput[2][i]; + out[3] = 255; + out += n; + } + } else { + z->YCbCr_to_RGB_kernel(out, y, coutput[1], coutput[2], z->s->img_x, n); + } + } else if (z->s->img_n == 4) { + if (z->app14_color_transform == 0) { // CMYK + for (i = 0; i < z->s->img_x; ++i) { + stbi_uc m = coutput[3][i]; + out[0] = stbi__blinn_8x8(coutput[0][i], m); + out[1] = stbi__blinn_8x8(coutput[1][i], m); + out[2] = stbi__blinn_8x8(coutput[2][i], m); + out[3] = 255; + out += n; + } + } else if (z->app14_color_transform == 2) { // YCCK + z->YCbCr_to_RGB_kernel(out, y, coutput[1], coutput[2], z->s->img_x, n); + for (i = 0; i < z->s->img_x; ++i) { + stbi_uc m = coutput[3][i]; + out[0] = stbi__blinn_8x8(255 - out[0], m); + out[1] = stbi__blinn_8x8(255 - out[1], m); + out[2] = stbi__blinn_8x8(255 - out[2], m); + out += n; + } + } else { // YCbCr + alpha? Ignore the fourth channel for now + z->YCbCr_to_RGB_kernel(out, y, coutput[1], coutput[2], z->s->img_x, n); + } + } else + for (i = 0; i < z->s->img_x; ++i) { + out[0] = out[1] = out[2] = y[i]; + out[3] = 255; // not used if n==3 + out += n; + } + } else { + if (is_rgb) { + if (n == 1) + for (i = 0; i < z->s->img_x; ++i) + *out++ + = stbi__compute_y(coutput[0][i], coutput[1][i], coutput[2][i]); + else { + for (i = 0; i < z->s->img_x; ++i, out += 2) { + out[0] + = stbi__compute_y(coutput[0][i], coutput[1][i], coutput[2][i]); + out[1] = 255; + } + } + } else if (z->s->img_n == 4 && z->app14_color_transform == 0) { + for (i = 0; i < z->s->img_x; ++i) { + stbi_uc m = coutput[3][i]; + stbi_uc r = stbi__blinn_8x8(coutput[0][i], m); + stbi_uc g = stbi__blinn_8x8(coutput[1][i], m); + stbi_uc b = stbi__blinn_8x8(coutput[2][i], m); + out[0] = stbi__compute_y(r, g, b); + out[1] = 255; + out += n; + } + } else if (z->s->img_n == 4 && z->app14_color_transform == 2) { + for (i = 0; i < z->s->img_x; ++i) { + out[0] = stbi__blinn_8x8(255 - coutput[0][i], coutput[3][i]); + out[1] = 255; + out += n; + } + } else { + stbi_uc * y = coutput[0]; + if (n == 1) + for (i = 0; i < z->s->img_x; ++i) out[i] = y[i]; + else + for (i = 0; i < z->s->img_x; ++i) { + *out++ = y[i]; + *out++ = 255; + } + } + } + } + stbi__cleanup_jpeg(z); + *out_x = z->s->img_x; + *out_y = z->s->img_y; + if (comp) *comp = z->s->img_n >= 3 ? 3 : 1; // report original components, not output + return output; + } +} + +static void * stbi__jpeg_load(stbi__context * s, int * x, int * y, int * comp, int req_comp, + stbi__result_info * ri) { + unsigned char * result; + stbi__jpeg * j = (stbi__jpeg *) stbi__malloc(sizeof(stbi__jpeg)); + if (!j) return stbi__errpuc("outofmem", "Out of memory"); + memset(j, 0, sizeof(stbi__jpeg)); + STBI_NOTUSED(ri); + j->s = s; + stbi__setup_jpeg(j); + result = load_jpeg_image(j, x, y, comp, req_comp); + STBI_FREE(j); + return result; +} + +static int stbi__jpeg_test(stbi__context * s) { + int r; + stbi__jpeg * j = (stbi__jpeg *) stbi__malloc(sizeof(stbi__jpeg)); + if (!j) return stbi__err("outofmem", "Out of memory"); + memset(j, 0, sizeof(stbi__jpeg)); + j->s = s; + stbi__setup_jpeg(j); + r = stbi__decode_jpeg_header(j, STBI__SCAN_type); + stbi__rewind(s); + STBI_FREE(j); + return r; +} + +static int stbi__jpeg_info_raw(stbi__jpeg * j, int * x, int * y, int * comp) { + if (!stbi__decode_jpeg_header(j, STBI__SCAN_header)) { + stbi__rewind(j->s); + return 0; + } + if (x) *x = j->s->img_x; + if (y) *y = j->s->img_y; + if (comp) *comp = j->s->img_n >= 3 ? 3 : 1; + return 1; +} + +static int stbi__jpeg_info(stbi__context * s, int * x, int * y, int * comp) { + int result; + stbi__jpeg * j = (stbi__jpeg *) (stbi__malloc(sizeof(stbi__jpeg))); + if (!j) return stbi__err("outofmem", "Out of memory"); + memset(j, 0, sizeof(stbi__jpeg)); + j->s = s; + result = stbi__jpeg_info_raw(j, x, y, comp); + STBI_FREE(j); + return result; +} +#endif + +// public domain zlib decode v0.2 Sean Barrett 2006-11-18 +// simple implementation +// - all input must be provided in an upfront buffer +// - all output is written to a single output buffer (can malloc/realloc) +// performance +// - fast huffman + +#ifndef STBI_NO_ZLIB + +// fast-way is faster to check than jpeg huffman, but slow way is slower +#define STBI__ZFAST_BITS 9 // accelerate all cases in default tables +#define STBI__ZFAST_MASK ((1 << STBI__ZFAST_BITS) - 1) +#define STBI__ZNSYMS 288 // number of symbols in literal/length alphabet + +// zlib-style huffman encoding +// (jpegs packs from left, zlib from right, so can't share code) +typedef struct { + stbi__uint16 fast[1 << STBI__ZFAST_BITS]; + stbi__uint16 firstcode[16]; + int maxcode[17]; + stbi__uint16 firstsymbol[16]; + stbi_uc size[STBI__ZNSYMS]; + stbi__uint16 value[STBI__ZNSYMS]; +} stbi__zhuffman; + +stbi_inline static int stbi__bitreverse16(int n) { + n = ((n & 0xAAAA) >> 1) | ((n & 0x5555) << 1); + n = ((n & 0xCCCC) >> 2) | ((n & 0x3333) << 2); + n = ((n & 0xF0F0) >> 4) | ((n & 0x0F0F) << 4); + n = ((n & 0xFF00) >> 8) | ((n & 0x00FF) << 8); + return n; +} + +stbi_inline static int stbi__bit_reverse(int v, int bits) { + STBI_ASSERT(bits <= 16); + // to bit reverse n bits, reverse 16 and shift + // e.g. 11 bits, bit reverse and shift away 5 + return stbi__bitreverse16(v) >> (16 - bits); +} + +static int stbi__zbuild_huffman(stbi__zhuffman * z, const stbi_uc * sizelist, int num) { + int i, k = 0; + int code, next_code[16], sizes[17]; + + // DEFLATE spec for generating codes + memset(sizes, 0, sizeof(sizes)); + memset(z->fast, 0, sizeof(z->fast)); + for (i = 0; i < num; ++i) ++sizes[sizelist[i]]; + sizes[0] = 0; + for (i = 1; i < 16; ++i) + if (sizes[i] > (1 << i)) return stbi__err("bad sizes", "Corrupt PNG"); + code = 0; + for (i = 1; i < 16; ++i) { + next_code[i] = code; + z->firstcode[i] = (stbi__uint16) code; + z->firstsymbol[i] = (stbi__uint16) k; + code = (code + sizes[i]); + if (sizes[i]) + if (code - 1 >= (1 << i)) return stbi__err("bad codelengths", "Corrupt PNG"); + z->maxcode[i] = code << (16 - i); // preshift for inner loop + code <<= 1; + k += sizes[i]; + } + z->maxcode[16] = 0x10000; // sentinel + for (i = 0; i < num; ++i) { + int s = sizelist[i]; + if (s) { + int c = next_code[s] - z->firstcode[s] + z->firstsymbol[s]; + stbi__uint16 fastv = (stbi__uint16) ((s << 9) | i); + z->size[c] = (stbi_uc) s; + z->value[c] = (stbi__uint16) i; + if (s <= STBI__ZFAST_BITS) { + int j = stbi__bit_reverse(next_code[s], s); + while (j < (1 << STBI__ZFAST_BITS)) { + z->fast[j] = fastv; + j += (1 << s); + } + } + ++next_code[s]; + } + } + return 1; +} + +// zlib-from-memory implementation for PNG reading +// because PNG allows splitting the zlib stream arbitrarily, +// and it's annoying structurally to have PNG call ZLIB call PNG, +// we require PNG read all the IDATs and combine them into a single +// memory buffer + +typedef struct { + stbi_uc *zbuffer, *zbuffer_end; + int num_bits; + int hit_zeof_once; + stbi__uint32 code_buffer; + + char * zout; + char * zout_start; + char * zout_end; + int z_expandable; + + stbi__zhuffman z_length, z_distance; +} stbi__zbuf; + +stbi_inline static int stbi__zeof(stbi__zbuf * z) { return (z->zbuffer >= z->zbuffer_end); } + +stbi_inline static stbi_uc stbi__zget8(stbi__zbuf * z) { + return stbi__zeof(z) ? 0 : *z->zbuffer++; +} + +static void stbi__fill_bits(stbi__zbuf * z) { + do { + if (z->code_buffer >= (1U << z->num_bits)) { + z->zbuffer = z->zbuffer_end; /* treat this as EOF so we fail. */ + return; + } + z->code_buffer |= (unsigned int) stbi__zget8(z) << z->num_bits; + z->num_bits += 8; + } while (z->num_bits <= 24); +} + +stbi_inline static unsigned int stbi__zreceive(stbi__zbuf * z, int n) { + unsigned int k; + if (z->num_bits < n) stbi__fill_bits(z); + k = z->code_buffer & ((1 << n) - 1); + z->code_buffer >>= n; + z->num_bits -= n; + return k; +} + +static int stbi__zhuffman_decode_slowpath(stbi__zbuf * a, stbi__zhuffman * z) { + int b, s, k; + // not resolved by fast table, so compute it the slow way + // use jpeg approach, which requires MSbits at top + k = stbi__bit_reverse(a->code_buffer, 16); + for (s = STBI__ZFAST_BITS + 1;; ++s) + if (k < z->maxcode[s]) break; + if (s >= 16) return -1; // invalid code! + // code size is s, so: + b = (k >> (16 - s)) - z->firstcode[s] + z->firstsymbol[s]; + if (b >= STBI__ZNSYMS) return -1; // some data was corrupt somewhere! + if (z->size[b] != s) return -1; // was originally an assert, but report failure instead. + a->code_buffer >>= s; + a->num_bits -= s; + return z->value[b]; +} + +stbi_inline static int stbi__zhuffman_decode(stbi__zbuf * a, stbi__zhuffman * z) { + int b, s; + if (a->num_bits < 16) { + if (stbi__zeof(a)) { + if (!a->hit_zeof_once) { + // This is the first time we hit eof, insert 16 extra padding btis + // to allow us to keep going; if we actually consume any of them + // though, that is invalid data. This is caught later. + a->hit_zeof_once = 1; + a->num_bits += 16; // add 16 implicit zero bits + } else { + // We already inserted our extra 16 padding bits and are again + // out, this stream is actually prematurely terminated. + return -1; + } + } else { + stbi__fill_bits(a); + } + } + b = z->fast[a->code_buffer & STBI__ZFAST_MASK]; + if (b) { + s = b >> 9; + a->code_buffer >>= s; + a->num_bits -= s; + return b & 511; + } + return stbi__zhuffman_decode_slowpath(a, z); +} + +static int stbi__zexpand(stbi__zbuf * z, char * zout, + int n) // need to make room for n bytes +{ + char * q; + unsigned int cur, limit, old_limit; + z->zout = zout; + if (!z->z_expandable) return stbi__err("output buffer limit", "Corrupt PNG"); + cur = (unsigned int) (z->zout - z->zout_start); + limit = old_limit = (unsigned) (z->zout_end - z->zout_start); + if (UINT_MAX - cur < (unsigned) n) return stbi__err("outofmem", "Out of memory"); + while (cur + n > limit) { + if (limit > UINT_MAX / 2) return stbi__err("outofmem", "Out of memory"); + limit *= 2; + } + q = (char *) STBI_REALLOC_SIZED(z->zout_start, old_limit, limit); + STBI_NOTUSED(old_limit); + if (q == NULL) return stbi__err("outofmem", "Out of memory"); + z->zout_start = q; + z->zout = q + cur; + z->zout_end = q + limit; + return 1; +} + +static const int stbi__zlength_base[31] + = {3, 4, 5, 6, 7, 8, 9, 10, 11, 13, 15, 17, 19, 23, 27, 31, + 35, 43, 51, 59, 67, 83, 99, 115, 131, 163, 195, 227, 258, 0, 0}; + +static const int stbi__zlength_extra[31] = {0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 2, + 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5, 0, 0, 0}; + +static const int stbi__zdist_base[32] + = {1, 2, 3, 4, 5, 7, 9, 13, 17, 25, 33, + 49, 65, 97, 129, 193, 257, 385, 513, 769, 1025, 1537, + 2049, 3073, 4097, 6145, 8193, 12289, 16385, 24577, 0, 0}; + +static const int stbi__zdist_extra[32] = {0, 0, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, + 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 11, 12, 12, 13, 13}; + +static int stbi__parse_huffman_block(stbi__zbuf * a) { + char * zout = a->zout; + for (;;) { + int z = stbi__zhuffman_decode(a, &a->z_length); + if (z < 256) { + if (z < 0) + return stbi__err("bad huffman code", + "Corrupt PNG"); // error in huffman codes + if (zout >= a->zout_end) { + if (!stbi__zexpand(a, zout, 1)) return 0; + zout = a->zout; + } + *zout++ = (char) z; + } else { + stbi_uc * p; + int len, dist; + if (z == 256) { + a->zout = zout; + if (a->hit_zeof_once && a->num_bits < 16) { + // The first time we hit zeof, we inserted 16 extra zero bits into our bit + // buffer so the decoder can just do its speculative decoding. But if we + // actually consumed any of those bits (which is the case when num_bits < 16), + // the stream actually read past the end so it is malformed. + return stbi__err("unexpected end", "Corrupt PNG"); + } + return 1; + } + if (z >= 286) + return stbi__err( + "bad huffman code", + "Corrupt PNG"); // per DEFLATE, length codes 286 and 287 must not appear in compressed data + z -= 257; + len = stbi__zlength_base[z]; + if (stbi__zlength_extra[z]) len += stbi__zreceive(a, stbi__zlength_extra[z]); + z = stbi__zhuffman_decode(a, &a->z_distance); + if (z < 0 || z >= 30) + return stbi__err( + "bad huffman code", + "Corrupt PNG"); // per DEFLATE, distance codes 30 and 31 must not appear in compressed data + dist = stbi__zdist_base[z]; + if (stbi__zdist_extra[z]) dist += stbi__zreceive(a, stbi__zdist_extra[z]); + if (zout - a->zout_start < dist) return stbi__err("bad dist", "Corrupt PNG"); + if (len > a->zout_end - zout) { + if (!stbi__zexpand(a, zout, len)) return 0; + zout = a->zout; + } + p = (stbi_uc *) (zout - dist); + if (dist == 1) { // run of one byte; common in images. + stbi_uc v = *p; + if (len) { + do *zout++ = v; + while (--len); + } + } else { + if (len) { + do *zout++ = *p++; + while (--len); + } + } + } + } +} + +static int stbi__compute_huffman_codes(stbi__zbuf * a) { + static const stbi_uc length_dezigzag[19] + = {16, 17, 18, 0, 8, 7, 9, 6, 10, 5, 11, 4, 12, 3, 13, 2, 14, 1, 15}; + stbi__zhuffman z_codelength; + stbi_uc lencodes[286 + 32 + 137]; //padding for maximum single op + stbi_uc codelength_sizes[19]; + int i, n; + + int hlit = stbi__zreceive(a, 5) + 257; + int hdist = stbi__zreceive(a, 5) + 1; + int hclen = stbi__zreceive(a, 4) + 4; + int ntot = hlit + hdist; + + memset(codelength_sizes, 0, sizeof(codelength_sizes)); + for (i = 0; i < hclen; ++i) { + int s = stbi__zreceive(a, 3); + codelength_sizes[length_dezigzag[i]] = (stbi_uc) s; + } + if (!stbi__zbuild_huffman(&z_codelength, codelength_sizes, 19)) return 0; + + n = 0; + while (n < ntot) { + int c = stbi__zhuffman_decode(a, &z_codelength); + if (c < 0 || c >= 19) return stbi__err("bad codelengths", "Corrupt PNG"); + if (c < 16) lencodes[n++] = (stbi_uc) c; + else { + stbi_uc fill = 0; + if (c == 16) { + c = stbi__zreceive(a, 2) + 3; + if (n == 0) return stbi__err("bad codelengths", "Corrupt PNG"); + fill = lencodes[n - 1]; + } else if (c == 17) { + c = stbi__zreceive(a, 3) + 3; + } else if (c == 18) { + c = stbi__zreceive(a, 7) + 11; + } else { + return stbi__err("bad codelengths", "Corrupt PNG"); + } + if (ntot - n < c) return stbi__err("bad codelengths", "Corrupt PNG"); + memset(lencodes + n, fill, c); + n += c; + } + } + if (n != ntot) return stbi__err("bad codelengths", "Corrupt PNG"); + if (!stbi__zbuild_huffman(&a->z_length, lencodes, hlit)) return 0; + if (!stbi__zbuild_huffman(&a->z_distance, lencodes + hlit, hdist)) return 0; + return 1; +} + +static int stbi__parse_uncompressed_block(stbi__zbuf * a) { + stbi_uc header[4]; + int len, nlen, k; + if (a->num_bits & 7) stbi__zreceive(a, a->num_bits & 7); // discard + // drain the bit-packed data into header + k = 0; + while (a->num_bits > 0) { + header[k++] = (stbi_uc) (a->code_buffer & 255); // suppress MSVC run-time check + a->code_buffer >>= 8; + a->num_bits -= 8; + } + if (a->num_bits < 0) return stbi__err("zlib corrupt", "Corrupt PNG"); + // now fill header the normal way + while (k < 4) header[k++] = stbi__zget8(a); + len = header[1] * 256 + header[0]; + nlen = header[3] * 256 + header[2]; + if (nlen != (len ^ 0xffff)) return stbi__err("zlib corrupt", "Corrupt PNG"); + if (a->zbuffer + len > a->zbuffer_end) return stbi__err("read past buffer", "Corrupt PNG"); + if (a->zout + len > a->zout_end) + if (!stbi__zexpand(a, a->zout, len)) return 0; + memcpy(a->zout, a->zbuffer, len); + a->zbuffer += len; + a->zout += len; + return 1; +} + +static int stbi__parse_zlib_header(stbi__zbuf * a) { + int cmf = stbi__zget8(a); + int cm = cmf & 15; + /* int cinfo = cmf >> 4; */ + int flg = stbi__zget8(a); + if (stbi__zeof(a)) return stbi__err("bad zlib header", "Corrupt PNG"); // zlib spec + if ((cmf * 256 + flg) % 31 != 0) + return stbi__err("bad zlib header", "Corrupt PNG"); // zlib spec + if (flg & 32) + return stbi__err("no preset dict", + "Corrupt PNG"); // preset dictionary not allowed in png + if (cm != 8) + return stbi__err("bad compression", + "Corrupt PNG"); // DEFLATE required for png + // window = 1 << (8 + cinfo)... but who cares, we fully buffer output + return 1; +} + +static const stbi_uc stbi__zdefault_length[STBI__ZNSYMS] + = {8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, + 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, + 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, + 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, + 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 9, + 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, + 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, + 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, + 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 7, 7, 7, 7, 7, + 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 8, 8, 8, 8, 8, 8, 8, 8}; +static const stbi_uc stbi__zdefault_distance[32] + = {5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, + 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5}; +/* +Init algorithm: +{ + int i; // use <= to match clearly with spec + for (i=0; i <= 143; ++i) stbi__zdefault_length[i] = 8; + for ( ; i <= 255; ++i) stbi__zdefault_length[i] = 9; + for ( ; i <= 279; ++i) stbi__zdefault_length[i] = 7; + for ( ; i <= 287; ++i) stbi__zdefault_length[i] = 8; + + for (i=0; i <= 31; ++i) stbi__zdefault_distance[i] = 5; +} +*/ + +static int stbi__parse_zlib(stbi__zbuf * a, int parse_header) { + int final, type; + if (parse_header) + if (!stbi__parse_zlib_header(a)) return 0; + a->num_bits = 0; + a->code_buffer = 0; + a->hit_zeof_once = 0; + do { + final = stbi__zreceive(a, 1); + type = stbi__zreceive(a, 2); + if (type == 0) { + if (!stbi__parse_uncompressed_block(a)) return 0; + } else if (type == 3) { + return 0; + } else { + if (type == 1) { + // use fixed code lengths + if (!stbi__zbuild_huffman(&a->z_length, stbi__zdefault_length, STBI__ZNSYMS)) + return 0; + if (!stbi__zbuild_huffman(&a->z_distance, stbi__zdefault_distance, 32)) + return 0; + } else { + if (!stbi__compute_huffman_codes(a)) return 0; + } + if (!stbi__parse_huffman_block(a)) return 0; + } + } while (!final); + return 1; +} + +static int stbi__do_zlib(stbi__zbuf * a, char * obuf, int olen, int exp, int parse_header) { + a->zout_start = obuf; + a->zout = obuf; + a->zout_end = obuf + olen; + a->z_expandable = exp; + + return stbi__parse_zlib(a, parse_header); +} + +STBIDEF char * stbi_zlib_decode_malloc_guesssize(const char * buffer, int len, + int initial_size, int * outlen) { + stbi__zbuf a; + char * p = (char *) stbi__malloc(initial_size); + if (p == NULL) return NULL; + a.zbuffer = (stbi_uc *) buffer; + a.zbuffer_end = (stbi_uc *) buffer + len; + if (stbi__do_zlib(&a, p, initial_size, 1, 1)) { + if (outlen) *outlen = (int) (a.zout - a.zout_start); + return a.zout_start; + } else { + STBI_FREE(a.zout_start); + return NULL; + } +} + +STBIDEF char * stbi_zlib_decode_malloc(char const * buffer, int len, int * outlen) { + return stbi_zlib_decode_malloc_guesssize(buffer, len, 16384, outlen); +} + +STBIDEF char * stbi_zlib_decode_malloc_guesssize_headerflag(const char * buffer, int len, + int initial_size, int * outlen, + int parse_header) { + stbi__zbuf a; + char * p = (char *) stbi__malloc(initial_size); + if (p == NULL) return NULL; + a.zbuffer = (stbi_uc *) buffer; + a.zbuffer_end = (stbi_uc *) buffer + len; + if (stbi__do_zlib(&a, p, initial_size, 1, parse_header)) { + if (outlen) *outlen = (int) (a.zout - a.zout_start); + return a.zout_start; + } else { + STBI_FREE(a.zout_start); + return NULL; + } +} + +STBIDEF int stbi_zlib_decode_buffer(char * obuffer, int olen, char const * ibuffer, int ilen) { + stbi__zbuf a; + a.zbuffer = (stbi_uc *) ibuffer; + a.zbuffer_end = (stbi_uc *) ibuffer + ilen; + if (stbi__do_zlib(&a, obuffer, olen, 0, 1)) return (int) (a.zout - a.zout_start); + else return -1; +} + +STBIDEF char * stbi_zlib_decode_noheader_malloc(char const * buffer, int len, int * outlen) { + stbi__zbuf a; + char * p = (char *) stbi__malloc(16384); + if (p == NULL) return NULL; + a.zbuffer = (stbi_uc *) buffer; + a.zbuffer_end = (stbi_uc *) buffer + len; + if (stbi__do_zlib(&a, p, 16384, 1, 0)) { + if (outlen) *outlen = (int) (a.zout - a.zout_start); + return a.zout_start; + } else { + STBI_FREE(a.zout_start); + return NULL; + } +} + +STBIDEF int stbi_zlib_decode_noheader_buffer(char * obuffer, int olen, const char * ibuffer, + int ilen) { + stbi__zbuf a; + a.zbuffer = (stbi_uc *) ibuffer; + a.zbuffer_end = (stbi_uc *) ibuffer + ilen; + if (stbi__do_zlib(&a, obuffer, olen, 0, 0)) return (int) (a.zout - a.zout_start); + else return -1; +} +#endif + +// public domain "baseline" PNG decoder v0.10 Sean Barrett 2006-11-18 +// simple implementation +// - only 8-bit samples +// - no CRC checking +// - allocates lots of intermediate memory +// - avoids problem of streaming data between subsystems +// - avoids explicit window management +// performance +// - uses stb_zlib, a PD zlib implementation with fast huffman decoding + +#ifndef STBI_NO_PNG +typedef struct { + stbi__uint32 length; + stbi__uint32 type; +} stbi__pngchunk; + +static stbi__pngchunk stbi__get_chunk_header(stbi__context * s) { + stbi__pngchunk c; + c.length = stbi__get32be(s); + c.type = stbi__get32be(s); + return c; +} + +static int stbi__check_png_header(stbi__context * s) { + static const stbi_uc png_sig[8] = {137, 80, 78, 71, 13, 10, 26, 10}; + int i; + for (i = 0; i < 8; ++i) + if (stbi__get8(s) != png_sig[i]) return stbi__err("bad png sig", "Not a PNG"); + return 1; +} + +typedef struct { + stbi__context * s; + stbi_uc *idata, *expanded, *out; + int depth; +} stbi__png; + +enum { + STBI__F_none = 0, + STBI__F_sub = 1, + STBI__F_up = 2, + STBI__F_avg = 3, + STBI__F_paeth = 4, + // synthetic filter used for first scanline to avoid needing a dummy row of 0s + STBI__F_avg_first +}; + +static stbi_uc first_row_filter[5] = { + STBI__F_none, STBI__F_sub, STBI__F_none, STBI__F_avg_first, + STBI__F_sub // Paeth with b=c=0 turns out to be equivalent to sub +}; + +static int stbi__paeth(int a, int b, int c) { + // This formulation looks very different from the reference in the PNG spec, but is + // actually equivalent and has favorable data dependencies and admits straightforward + // generation of branch-free code, which helps performance significantly. + int thresh = c * 3 - (a + b); + int lo = a < b ? a : b; + int hi = a < b ? b : a; + int t0 = (hi <= thresh) ? lo : c; + int t1 = (thresh <= lo) ? hi : t0; + return t1; +} + +static const stbi_uc stbi__depth_scale_table[9] = {0, 0xff, 0x55, 0, 0x11, 0, 0, 0, 0x01}; + +// adds an extra all-255 alpha channel +// dest == src is legal +// img_n must be 1 or 3 +static void stbi__create_png_alpha_expand8(stbi_uc * dest, stbi_uc * src, stbi__uint32 x, + int img_n) { + int i; + // must process data backwards since we allow dest==src + if (img_n == 1) { + for (i = x - 1; i >= 0; --i) { + dest[i * 2 + 1] = 255; + dest[i * 2 + 0] = src[i]; + } + } else { + STBI_ASSERT(img_n == 3); + for (i = x - 1; i >= 0; --i) { + dest[i * 4 + 3] = 255; + dest[i * 4 + 2] = src[i * 3 + 2]; + dest[i * 4 + 1] = src[i * 3 + 1]; + dest[i * 4 + 0] = src[i * 3 + 0]; + } + } +} + +// create the png data from post-deflated data +static int stbi__create_png_image_raw(stbi__png * a, stbi_uc * raw, stbi__uint32 raw_len, + int out_n, stbi__uint32 x, stbi__uint32 y, int depth, + int color) { + int bytes = (depth == 16 ? 2 : 1); + stbi__context * s = a->s; + stbi__uint32 i, j, stride = x * out_n * bytes; + stbi__uint32 img_len, img_width_bytes; + stbi_uc * filter_buf; + int all_ok = 1; + int k; + int img_n = s->img_n; // copy it into a local for later + + int output_bytes = out_n * bytes; + int filter_bytes = img_n * bytes; + int width = x; + + STBI_ASSERT(out_n == s->img_n || out_n == s->img_n + 1); + a->out = (stbi_uc *) stbi__malloc_mad3(x, y, output_bytes, + 0); // extra bytes to write off the end into + if (!a->out) return stbi__err("outofmem", "Out of memory"); + + // note: error exits here don't need to clean up a->out individually, + // stbi__do_png always does on error. + if (!stbi__mad3sizes_valid(img_n, x, depth, 7)) + return stbi__err("too large", "Corrupt PNG"); + img_width_bytes = (((img_n * x * depth) + 7) >> 3); + if (!stbi__mad2sizes_valid(img_width_bytes, y, img_width_bytes)) + return stbi__err("too large", "Corrupt PNG"); + img_len = (img_width_bytes + 1) * y; + + // we used to check for exact match between raw_len and img_len on non-interlaced PNGs, + // but issue #276 reported a PNG in the wild that had extra data at the end (all zeros), + // so just check for raw_len < img_len always. + if (raw_len < img_len) return stbi__err("not enough pixels", "Corrupt PNG"); + + // Allocate two scan lines worth of filter workspace buffer. + filter_buf = (stbi_uc *) stbi__malloc_mad2(img_width_bytes, 2, 0); + if (!filter_buf) return stbi__err("outofmem", "Out of memory"); + + // Filtering for low-bit-depth images + if (depth < 8) { + filter_bytes = 1; + width = img_width_bytes; + } + + for (j = 0; j < y; ++j) { + // cur/prior filter buffers alternate + stbi_uc * cur = filter_buf + (j & 1) * img_width_bytes; + stbi_uc * prior = filter_buf + (~j & 1) * img_width_bytes; + stbi_uc * dest = a->out + stride * j; + int nk = width * filter_bytes; + int filter = *raw++; + + // check filter type + if (filter > 4) { + all_ok = stbi__err("invalid filter", "Corrupt PNG"); + break; + } + + // if first row, use special filter that doesn't sample previous row + if (j == 0) filter = first_row_filter[filter]; + + // perform actual filtering + switch (filter) { + case STBI__F_none: + memcpy(cur, raw, nk); + break; + case STBI__F_sub: + memcpy(cur, raw, filter_bytes); + for (k = filter_bytes; k < nk; ++k) + cur[k] = STBI__BYTECAST(raw[k] + cur[k - filter_bytes]); + break; + case STBI__F_up: + for (k = 0; k < nk; ++k) cur[k] = STBI__BYTECAST(raw[k] + prior[k]); + break; + case STBI__F_avg: + for (k = 0; k < filter_bytes; ++k) + cur[k] = STBI__BYTECAST(raw[k] + (prior[k] >> 1)); + for (k = filter_bytes; k < nk; ++k) + cur[k] + = STBI__BYTECAST(raw[k] + ((prior[k] + cur[k - filter_bytes]) >> 1)); + break; + case STBI__F_paeth: + for (k = 0; k < filter_bytes; ++k) + cur[k] = STBI__BYTECAST( + raw[k] + prior[k]); // prior[k] == stbi__paeth(0,prior[k],0) + for (k = filter_bytes; k < nk; ++k) + cur[k] = STBI__BYTECAST(raw[k] + + stbi__paeth(cur[k - filter_bytes], prior[k], + prior[k - filter_bytes])); + break; + case STBI__F_avg_first: + memcpy(cur, raw, filter_bytes); + for (k = filter_bytes; k < nk; ++k) + cur[k] = STBI__BYTECAST(raw[k] + (cur[k - filter_bytes] >> 1)); + break; + } + + raw += nk; + + // expand decoded bits in cur to dest, also adding an extra alpha channel if desired + if (depth < 8) { + stbi_uc scale = (color == 0) ? stbi__depth_scale_table[depth] + : 1; // scale grayscale values to 0..255 range + stbi_uc * in = cur; + stbi_uc * out = dest; + stbi_uc inb = 0; + stbi__uint32 nsmp = x * img_n; + + // expand bits to bytes first + if (depth == 4) { + for (i = 0; i < nsmp; ++i) { + if ((i & 1) == 0) inb = *in++; + *out++ = scale * (inb >> 4); + inb <<= 4; + } + } else if (depth == 2) { + for (i = 0; i < nsmp; ++i) { + if ((i & 3) == 0) inb = *in++; + *out++ = scale * (inb >> 6); + inb <<= 2; + } + } else { + STBI_ASSERT(depth == 1); + for (i = 0; i < nsmp; ++i) { + if ((i & 7) == 0) inb = *in++; + *out++ = scale * (inb >> 7); + inb <<= 1; + } + } + + // insert alpha=255 values if desired + if (img_n != out_n) stbi__create_png_alpha_expand8(dest, dest, x, img_n); + } else if (depth == 8) { + if (img_n == out_n) memcpy(dest, cur, x * img_n); + else stbi__create_png_alpha_expand8(dest, cur, x, img_n); + } else if (depth == 16) { + // convert the image data from big-endian to platform-native + stbi__uint16 * dest16 = (stbi__uint16 *) dest; + stbi__uint32 nsmp = x * img_n; + + if (img_n == out_n) { + for (i = 0; i < nsmp; ++i, ++dest16, cur += 2) + *dest16 = (cur[0] << 8) | cur[1]; + } else { + STBI_ASSERT(img_n + 1 == out_n); + if (img_n == 1) { + for (i = 0; i < x; ++i, dest16 += 2, cur += 2) { + dest16[0] = (cur[0] << 8) | cur[1]; + dest16[1] = 0xffff; + } + } else { + STBI_ASSERT(img_n == 3); + for (i = 0; i < x; ++i, dest16 += 4, cur += 6) { + dest16[0] = (cur[0] << 8) | cur[1]; + dest16[1] = (cur[2] << 8) | cur[3]; + dest16[2] = (cur[4] << 8) | cur[5]; + dest16[3] = 0xffff; + } + } + } + } + } + + STBI_FREE(filter_buf); + if (!all_ok) return 0; + + return 1; +} + +static int stbi__create_png_image(stbi__png * a, stbi_uc * image_data, + stbi__uint32 image_data_len, int out_n, int depth, int color, + int interlaced) { + int bytes = (depth == 16 ? 2 : 1); + int out_bytes = out_n * bytes; + stbi_uc * final; + int p; + if (!interlaced) + return stbi__create_png_image_raw(a, image_data, image_data_len, out_n, a->s->img_x, + a->s->img_y, depth, color); + + // de-interlacing + final = (stbi_uc *) stbi__malloc_mad3(a->s->img_x, a->s->img_y, out_bytes, 0); + if (!final) return stbi__err("outofmem", "Out of memory"); + for (p = 0; p < 7; ++p) { + int xorig[] = {0, 4, 0, 2, 0, 1, 0}; + int yorig[] = {0, 0, 4, 0, 2, 0, 1}; + int xspc[] = {8, 8, 4, 4, 2, 2, 1}; + int yspc[] = {8, 8, 8, 4, 4, 2, 2}; + int i, j, x, y; + // pass1_x[4] = 0, pass1_x[5] = 1, pass1_x[12] = 1 + x = (a->s->img_x - xorig[p] + xspc[p] - 1) / xspc[p]; + y = (a->s->img_y - yorig[p] + yspc[p] - 1) / yspc[p]; + if (x && y) { + stbi__uint32 img_len = ((((a->s->img_n * x * depth) + 7) >> 3) + 1) * y; + if (!stbi__create_png_image_raw(a, image_data, image_data_len, out_n, x, y, depth, + color)) { + STBI_FREE(final); + return 0; + } + for (j = 0; j < y; ++j) { + for (i = 0; i < x; ++i) { + int out_y = j * yspc[p] + yorig[p]; + int out_x = i * xspc[p] + xorig[p]; + memcpy(final + out_y * a->s->img_x * out_bytes + out_x * out_bytes, + a->out + (j * x + i) * out_bytes, out_bytes); + } + } + STBI_FREE(a->out); + image_data += img_len; + image_data_len -= img_len; + } + } + a->out = final; + + return 1; +} + +static int stbi__compute_transparency(stbi__png * z, stbi_uc tc[3], int out_n) { + stbi__context * s = z->s; + stbi__uint32 i, pixel_count = s->img_x * s->img_y; + stbi_uc * p = z->out; + + // compute color-based transparency, assuming we've + // already got 255 as the alpha value in the output + STBI_ASSERT(out_n == 2 || out_n == 4); + + if (out_n == 2) { + for (i = 0; i < pixel_count; ++i) { + p[1] = (p[0] == tc[0] ? 0 : 255); + p += 2; + } + } else { + for (i = 0; i < pixel_count; ++i) { + if (p[0] == tc[0] && p[1] == tc[1] && p[2] == tc[2]) p[3] = 0; + p += 4; + } + } + return 1; +} + +static int stbi__compute_transparency16(stbi__png * z, stbi__uint16 tc[3], int out_n) { + stbi__context * s = z->s; + stbi__uint32 i, pixel_count = s->img_x * s->img_y; + stbi__uint16 * p = (stbi__uint16 *) z->out; + + // compute color-based transparency, assuming we've + // already got 65535 as the alpha value in the output + STBI_ASSERT(out_n == 2 || out_n == 4); + + if (out_n == 2) { + for (i = 0; i < pixel_count; ++i) { + p[1] = (p[0] == tc[0] ? 0 : 65535); + p += 2; + } + } else { + for (i = 0; i < pixel_count; ++i) { + if (p[0] == tc[0] && p[1] == tc[1] && p[2] == tc[2]) p[3] = 0; + p += 4; + } + } + return 1; +} + +static int stbi__expand_png_palette(stbi__png * a, stbi_uc * palette, int len, int pal_img_n) { + stbi__uint32 i, pixel_count = a->s->img_x * a->s->img_y; + stbi_uc *p, *temp_out, *orig = a->out; + + p = (stbi_uc *) stbi__malloc_mad2(pixel_count, pal_img_n, 0); + if (p == NULL) return stbi__err("outofmem", "Out of memory"); + + // between here and free(out) below, exitting would leak + temp_out = p; + + if (pal_img_n == 3) { + for (i = 0; i < pixel_count; ++i) { + int n = orig[i] * 4; + p[0] = palette[n]; + p[1] = palette[n + 1]; + p[2] = palette[n + 2]; + p += 3; + } + } else { + for (i = 0; i < pixel_count; ++i) { + int n = orig[i] * 4; + p[0] = palette[n]; + p[1] = palette[n + 1]; + p[2] = palette[n + 2]; + p[3] = palette[n + 3]; + p += 4; + } + } + STBI_FREE(a->out); + a->out = temp_out; + + STBI_NOTUSED(len); + + return 1; +} + +static int stbi__unpremultiply_on_load_global = 0; +static int stbi__de_iphone_flag_global = 0; + +STBIDEF void stbi_set_unpremultiply_on_load(int flag_true_if_should_unpremultiply) { + stbi__unpremultiply_on_load_global = flag_true_if_should_unpremultiply; +} + +STBIDEF void stbi_convert_iphone_png_to_rgb(int flag_true_if_should_convert) { + stbi__de_iphone_flag_global = flag_true_if_should_convert; +} + +#ifndef STBI_THREAD_LOCAL +#define stbi__unpremultiply_on_load stbi__unpremultiply_on_load_global +#define stbi__de_iphone_flag stbi__de_iphone_flag_global +#else +static STBI_THREAD_LOCAL int stbi__unpremultiply_on_load_local, + stbi__unpremultiply_on_load_set; +static STBI_THREAD_LOCAL int stbi__de_iphone_flag_local, stbi__de_iphone_flag_set; + +STBIDEF void stbi_set_unpremultiply_on_load_thread(int flag_true_if_should_unpremultiply) { + stbi__unpremultiply_on_load_local = flag_true_if_should_unpremultiply; + stbi__unpremultiply_on_load_set = 1; +} + +STBIDEF void stbi_convert_iphone_png_to_rgb_thread(int flag_true_if_should_convert) { + stbi__de_iphone_flag_local = flag_true_if_should_convert; + stbi__de_iphone_flag_set = 1; +} + +#define stbi__unpremultiply_on_load \ + (stbi__unpremultiply_on_load_set ? stbi__unpremultiply_on_load_local \ + : stbi__unpremultiply_on_load_global) +#define stbi__de_iphone_flag \ + (stbi__de_iphone_flag_set ? stbi__de_iphone_flag_local : stbi__de_iphone_flag_global) +#endif // STBI_THREAD_LOCAL + +static void stbi__de_iphone(stbi__png * z) { + stbi__context * s = z->s; + stbi__uint32 i, pixel_count = s->img_x * s->img_y; + stbi_uc * p = z->out; + + if (s->img_out_n == 3) { // convert bgr to rgb + for (i = 0; i < pixel_count; ++i) { + stbi_uc t = p[0]; + p[0] = p[2]; + p[2] = t; + p += 3; + } + } else { + STBI_ASSERT(s->img_out_n == 4); + if (stbi__unpremultiply_on_load) { + // convert bgr to rgb and unpremultiply + for (i = 0; i < pixel_count; ++i) { + stbi_uc a = p[3]; + stbi_uc t = p[0]; + if (a) { + stbi_uc half = a / 2; + p[0] = (p[2] * 255 + half) / a; + p[1] = (p[1] * 255 + half) / a; + p[2] = (t * 255 + half) / a; + } else { + p[0] = p[2]; + p[2] = t; + } + p += 4; + } + } else { + // convert bgr to rgb + for (i = 0; i < pixel_count; ++i) { + stbi_uc t = p[0]; + p[0] = p[2]; + p[2] = t; + p += 4; + } + } + } +} + +#define STBI__PNG_TYPE(a, b, c, d) \ + (((unsigned) (a) << 24) + ((unsigned) (b) << 16) + ((unsigned) (c) << 8) + (unsigned) (d)) + +static int stbi__parse_png_file(stbi__png * z, int scan, int req_comp) { + stbi_uc palette[1024], pal_img_n = 0; + stbi_uc has_trans = 0, tc[3] = {0}; + stbi__uint16 tc16[3]; + stbi__uint32 ioff = 0, idata_limit = 0, i, pal_len = 0; + int first = 1, k, interlace = 0, color = 0, is_iphone = 0; + stbi__context * s = z->s; + + z->expanded = NULL; + z->idata = NULL; + z->out = NULL; + + if (!stbi__check_png_header(s)) return 0; + + if (scan == STBI__SCAN_type) return 1; + + for (;;) { + stbi__pngchunk c = stbi__get_chunk_header(s); + switch (c.type) { + case STBI__PNG_TYPE('C', 'g', 'B', 'I'): + is_iphone = 1; + stbi__skip(s, c.length); + break; + case STBI__PNG_TYPE('I', 'H', 'D', 'R'): { + int comp, filter; + if (!first) return stbi__err("multiple IHDR", "Corrupt PNG"); + first = 0; + if (c.length != 13) return stbi__err("bad IHDR len", "Corrupt PNG"); + s->img_x = stbi__get32be(s); + s->img_y = stbi__get32be(s); + if (s->img_y > STBI_MAX_DIMENSIONS) + return stbi__err("too large", "Very large image (corrupt?)"); + if (s->img_x > STBI_MAX_DIMENSIONS) + return stbi__err("too large", "Very large image (corrupt?)"); + z->depth = stbi__get8(s); + if (z->depth != 1 && z->depth != 2 && z->depth != 4 && z->depth != 8 + && z->depth != 16) + return stbi__err("1/2/4/8/16-bit only", + "PNG not supported: 1/2/4/8/16-bit only"); + color = stbi__get8(s); + if (color > 6) return stbi__err("bad ctype", "Corrupt PNG"); + if (color == 3 && z->depth == 16) return stbi__err("bad ctype", "Corrupt PNG"); + if (color == 3) pal_img_n = 3; + else if (color & 1) return stbi__err("bad ctype", "Corrupt PNG"); + comp = stbi__get8(s); + if (comp) return stbi__err("bad comp method", "Corrupt PNG"); + filter = stbi__get8(s); + if (filter) return stbi__err("bad filter method", "Corrupt PNG"); + interlace = stbi__get8(s); + if (interlace > 1) return stbi__err("bad interlace method", "Corrupt PNG"); + if (!s->img_x || !s->img_y) return stbi__err("0-pixel image", "Corrupt PNG"); + if (!pal_img_n) { + s->img_n = (color & 2 ? 3 : 1) + (color & 4 ? 1 : 0); + if ((1 << 30) / s->img_x / s->img_n < s->img_y) + return stbi__err("too large", "Image too large to decode"); + } else { + // if paletted, then pal_n is our final components, and + // img_n is # components to decompress/filter. + s->img_n = 1; + if ((1 << 30) / s->img_x / 4 < s->img_y) + return stbi__err("too large", "Corrupt PNG"); + } + // even with SCAN_header, have to scan to see if we have a tRNS + break; + } + + case STBI__PNG_TYPE('P', 'L', 'T', 'E'): { + if (first) return stbi__err("first not IHDR", "Corrupt PNG"); + if (c.length > 256 * 3) return stbi__err("invalid PLTE", "Corrupt PNG"); + pal_len = c.length / 3; + if (pal_len * 3 != c.length) return stbi__err("invalid PLTE", "Corrupt PNG"); + for (i = 0; i < pal_len; ++i) { + palette[i * 4 + 0] = stbi__get8(s); + palette[i * 4 + 1] = stbi__get8(s); + palette[i * 4 + 2] = stbi__get8(s); + palette[i * 4 + 3] = 255; + } + break; + } + + case STBI__PNG_TYPE('t', 'R', 'N', 'S'): { + if (first) return stbi__err("first not IHDR", "Corrupt PNG"); + if (z->idata) return stbi__err("tRNS after IDAT", "Corrupt PNG"); + if (pal_img_n) { + if (scan == STBI__SCAN_header) { + s->img_n = 4; + return 1; + } + if (pal_len == 0) return stbi__err("tRNS before PLTE", "Corrupt PNG"); + if (c.length > pal_len) return stbi__err("bad tRNS len", "Corrupt PNG"); + pal_img_n = 4; + for (i = 0; i < c.length; ++i) palette[i * 4 + 3] = stbi__get8(s); + } else { + if (!(s->img_n & 1)) return stbi__err("tRNS with alpha", "Corrupt PNG"); + if (c.length != (stbi__uint32) s->img_n * 2) + return stbi__err("bad tRNS len", "Corrupt PNG"); + has_trans = 1; + // non-paletted with tRNS = constant alpha. if header-scanning, we can stop now. + if (scan == STBI__SCAN_header) { + ++s->img_n; + return 1; + } + if (z->depth == 16) { + for (k = 0; k < s->img_n; ++k) + tc16[k] = (stbi__uint16) stbi__get16be(s); // copy the values as-is + } else { + for (k = 0; k < s->img_n; ++k) + tc[k] = (stbi_uc) (stbi__get16be(s) & 255) + * stbi__depth_scale_table + [z->depth]; // non 8-bit images will be larger + } + } + break; + } + + case STBI__PNG_TYPE('I', 'D', 'A', 'T'): { + if (first) return stbi__err("first not IHDR", "Corrupt PNG"); + if (pal_img_n && !pal_len) return stbi__err("no PLTE", "Corrupt PNG"); + if (scan == STBI__SCAN_header) { + // header scan definitely stops at first IDAT + if (pal_img_n) s->img_n = pal_img_n; + return 1; + } + if (c.length > (1u << 30)) + return stbi__err("IDAT size limit", "IDAT section larger than 2^30 bytes"); + if ((int) (ioff + c.length) < (int) ioff) return 0; + if (ioff + c.length > idata_limit) { + stbi__uint32 idata_limit_old = idata_limit; + stbi_uc * p; + if (idata_limit == 0) idata_limit = c.length > 4096 ? c.length : 4096; + while (ioff + c.length > idata_limit) idata_limit *= 2; + STBI_NOTUSED(idata_limit_old); + p = (stbi_uc *) STBI_REALLOC_SIZED(z->idata, idata_limit_old, idata_limit); + if (p == NULL) return stbi__err("outofmem", "Out of memory"); + z->idata = p; + } + if (!stbi__getn(s, z->idata + ioff, c.length)) + return stbi__err("outofdata", "Corrupt PNG"); + ioff += c.length; + break; + } + + case STBI__PNG_TYPE('I', 'E', 'N', 'D'): { + stbi__uint32 raw_len, bpl; + if (first) return stbi__err("first not IHDR", "Corrupt PNG"); + if (scan != STBI__SCAN_load) return 1; + if (z->idata == NULL) return stbi__err("no IDAT", "Corrupt PNG"); + // initial guess for decoded data size to avoid unnecessary reallocs + bpl = (s->img_x * z->depth + 7) / 8; // bytes per line, per component + raw_len = bpl * s->img_y * s->img_n /* pixels */ + + s->img_y /* filter mode per row */; + z->expanded = (stbi_uc *) stbi_zlib_decode_malloc_guesssize_headerflag( + (char *) z->idata, ioff, raw_len, (int *) &raw_len, !is_iphone); + if (z->expanded == NULL) return 0; // zlib should set error + STBI_FREE(z->idata); + z->idata = NULL; + if ((req_comp == s->img_n + 1 && req_comp != 3 && !pal_img_n) || has_trans) + s->img_out_n = s->img_n + 1; + else s->img_out_n = s->img_n; + if (!stbi__create_png_image(z, z->expanded, raw_len, s->img_out_n, z->depth, + color, interlace)) + return 0; + if (has_trans) { + if (z->depth == 16) { + if (!stbi__compute_transparency16(z, tc16, s->img_out_n)) return 0; + } else { + if (!stbi__compute_transparency(z, tc, s->img_out_n)) return 0; + } + } + if (is_iphone && stbi__de_iphone_flag && s->img_out_n > 2) stbi__de_iphone(z); + if (pal_img_n) { + // pal_img_n == 3 or 4 + s->img_n = pal_img_n; // record the actual colors we had + s->img_out_n = pal_img_n; + if (req_comp >= 3) s->img_out_n = req_comp; + if (!stbi__expand_png_palette(z, palette, pal_len, s->img_out_n)) return 0; + } else if (has_trans) { + // non-paletted image with tRNS -> source image has (constant) alpha + ++s->img_n; + } + STBI_FREE(z->expanded); + z->expanded = NULL; + // end of PNG chunk, read and skip CRC + stbi__get32be(s); + return 1; + } + + default: + // if critical, fail + if (first) return stbi__err("first not IHDR", "Corrupt PNG"); + if ((c.type & (1 << 29)) == 0) { +#ifndef STBI_NO_FAILURE_STRINGS + // not threadsafe + static char invalid_chunk[] = "XXXX PNG chunk not known"; + invalid_chunk[0] = STBI__BYTECAST(c.type >> 24); + invalid_chunk[1] = STBI__BYTECAST(c.type >> 16); + invalid_chunk[2] = STBI__BYTECAST(c.type >> 8); + invalid_chunk[3] = STBI__BYTECAST(c.type >> 0); +#endif + return stbi__err(invalid_chunk, + "PNG not supported: unknown PNG chunk type"); + } + stbi__skip(s, c.length); + break; + } + // end of PNG chunk, read and skip CRC + stbi__get32be(s); + } +} + +static void * stbi__do_png(stbi__png * p, int * x, int * y, int * n, int req_comp, + stbi__result_info * ri) { + void * result = NULL; + if (req_comp < 0 || req_comp > 4) return stbi__errpuc("bad req_comp", "Internal error"); + if (stbi__parse_png_file(p, STBI__SCAN_load, req_comp)) { + if (p->depth <= 8) ri->bits_per_channel = 8; + else if (p->depth == 16) ri->bits_per_channel = 16; + else + return stbi__errpuc("bad bits_per_channel", + "PNG not supported: unsupported color depth"); + result = p->out; + p->out = NULL; + if (req_comp && req_comp != p->s->img_out_n) { + if (ri->bits_per_channel == 8) + result = stbi__convert_format((unsigned char *) result, p->s->img_out_n, + req_comp, p->s->img_x, p->s->img_y); + else + result = stbi__convert_format16((stbi__uint16 *) result, p->s->img_out_n, + req_comp, p->s->img_x, p->s->img_y); + p->s->img_out_n = req_comp; + if (result == NULL) return result; + } + *x = p->s->img_x; + *y = p->s->img_y; + if (n) *n = p->s->img_n; + } + STBI_FREE(p->out); + p->out = NULL; + STBI_FREE(p->expanded); + p->expanded = NULL; + STBI_FREE(p->idata); + p->idata = NULL; + + return result; +} + +static void * stbi__png_load(stbi__context * s, int * x, int * y, int * comp, int req_comp, + stbi__result_info * ri) { + stbi__png p; + p.s = s; + return stbi__do_png(&p, x, y, comp, req_comp, ri); +} + +static int stbi__png_test(stbi__context * s) { + int r; + r = stbi__check_png_header(s); + stbi__rewind(s); + return r; +} + +static int stbi__png_info_raw(stbi__png * p, int * x, int * y, int * comp) { + if (!stbi__parse_png_file(p, STBI__SCAN_header, 0)) { + stbi__rewind(p->s); + return 0; + } + if (x) *x = p->s->img_x; + if (y) *y = p->s->img_y; + if (comp) *comp = p->s->img_n; + return 1; +} + +static int stbi__png_info(stbi__context * s, int * x, int * y, int * comp) { + stbi__png p; + p.s = s; + return stbi__png_info_raw(&p, x, y, comp); +} + +static int stbi__png_is16(stbi__context * s) { + stbi__png p; + p.s = s; + if (!stbi__png_info_raw(&p, NULL, NULL, NULL)) return 0; + if (p.depth != 16) { + stbi__rewind(p.s); + return 0; + } + return 1; +} +#endif + +// Microsoft/Windows BMP image + +#ifndef STBI_NO_BMP +static int stbi__bmp_test_raw(stbi__context * s) { + int r; + int sz; + if (stbi__get8(s) != 'B') return 0; + if (stbi__get8(s) != 'M') return 0; + stbi__get32le(s); // discard filesize + stbi__get16le(s); // discard reserved + stbi__get16le(s); // discard reserved + stbi__get32le(s); // discard data offset + sz = stbi__get32le(s); + r = (sz == 12 || sz == 40 || sz == 56 || sz == 108 || sz == 124); + return r; +} + +static int stbi__bmp_test(stbi__context * s) { + int r = stbi__bmp_test_raw(s); + stbi__rewind(s); + return r; +} + +// returns 0..31 for the highest set bit +static int stbi__high_bit(unsigned int z) { + int n = 0; + if (z == 0) return -1; + if (z >= 0x10000) { + n += 16; + z >>= 16; + } + if (z >= 0x00100) { + n += 8; + z >>= 8; + } + if (z >= 0x00010) { + n += 4; + z >>= 4; + } + if (z >= 0x00004) { + n += 2; + z >>= 2; + } + if (z >= 0x00002) { + n += 1; /* >>= 1;*/ + } + return n; +} + +static int stbi__bitcount(unsigned int a) { + a = (a & 0x55555555) + ((a >> 1) & 0x55555555); // max 2 + a = (a & 0x33333333) + ((a >> 2) & 0x33333333); // max 4 + a = (a + (a >> 4)) & 0x0f0f0f0f; // max 8 per 4, now 8 bits + a = (a + (a >> 8)); // max 16 per 8 bits + a = (a + (a >> 16)); // max 32 per 8 bits + return a & 0xff; +} + +// extract an arbitrarily-aligned N-bit value (N=bits) +// from v, and then make it 8-bits long and fractionally +// extend it to full full range. +static int stbi__shiftsigned(unsigned int v, int shift, int bits) { + static unsigned int mul_table[9] = { + 0, + 0xff /*0b11111111*/, + 0x55 /*0b01010101*/, + 0x49 /*0b01001001*/, + 0x11 /*0b00010001*/, + 0x21 /*0b00100001*/, + 0x41 /*0b01000001*/, + 0x81 /*0b10000001*/, + 0x01 /*0b00000001*/, + }; + static unsigned int shift_table[9] = { + 0, 0, 0, 1, 0, 2, 4, 6, 0, + }; + if (shift < 0) v <<= -shift; + else v >>= shift; + STBI_ASSERT(v < 256); + v >>= (8 - bits); + STBI_ASSERT(bits >= 0 && bits <= 8); + return (int) ((unsigned) v * mul_table[bits]) >> shift_table[bits]; +} + +typedef struct { + int bpp, offset, hsz; + unsigned int mr, mg, mb, ma, all_a; + int extra_read; +} stbi__bmp_data; + +static int stbi__bmp_set_mask_defaults(stbi__bmp_data * info, int compress) { + // BI_BITFIELDS specifies masks explicitly, don't override + if (compress == 3) return 1; + + if (compress == 0) { + if (info->bpp == 16) { + info->mr = 31u << 10; + info->mg = 31u << 5; + info->mb = 31u << 0; + } else if (info->bpp == 32) { + info->mr = 0xffu << 16; + info->mg = 0xffu << 8; + info->mb = 0xffu << 0; + info->ma = 0xffu << 24; + info->all_a + = 0; // if all_a is 0 at end, then we loaded alpha channel but it was all 0 + } else { + // otherwise, use defaults, which is all-0 + info->mr = info->mg = info->mb = info->ma = 0; + } + return 1; + } + return 0; // error +} + +static void * stbi__bmp_parse_header(stbi__context * s, stbi__bmp_data * info) { + int hsz; + if (stbi__get8(s) != 'B' || stbi__get8(s) != 'M') + return stbi__errpuc("not BMP", "Corrupt BMP"); + stbi__get32le(s); // discard filesize + stbi__get16le(s); // discard reserved + stbi__get16le(s); // discard reserved + info->offset = stbi__get32le(s); + info->hsz = hsz = stbi__get32le(s); + info->mr = info->mg = info->mb = info->ma = 0; + info->extra_read = 14; + + if (info->offset < 0) return stbi__errpuc("bad BMP", "bad BMP"); + + if (hsz != 12 && hsz != 40 && hsz != 56 && hsz != 108 && hsz != 124) + return stbi__errpuc("unknown BMP", "BMP type not supported: unknown"); + if (hsz == 12) { + s->img_x = stbi__get16le(s); + s->img_y = stbi__get16le(s); + } else { + s->img_x = stbi__get32le(s); + s->img_y = stbi__get32le(s); + } + if (stbi__get16le(s) != 1) return stbi__errpuc("bad BMP", "bad BMP"); + info->bpp = stbi__get16le(s); + if (hsz != 12) { + int compress = stbi__get32le(s); + if (compress == 1 || compress == 2) + return stbi__errpuc("BMP RLE", "BMP type not supported: RLE"); + if (compress >= 4) + return stbi__errpuc("BMP JPEG/PNG", + "BMP type not supported: unsupported " + "compression"); // this includes PNG/JPEG modes + if (compress == 3 && info->bpp != 16 && info->bpp != 32) + return stbi__errpuc("bad BMP", + "bad BMP"); // bitfields requires 16 or 32 bits/pixel + stbi__get32le(s); // discard sizeof + stbi__get32le(s); // discard hres + stbi__get32le(s); // discard vres + stbi__get32le(s); // discard colorsused + stbi__get32le(s); // discard max important + if (hsz == 40 || hsz == 56) { + if (hsz == 56) { + stbi__get32le(s); + stbi__get32le(s); + stbi__get32le(s); + stbi__get32le(s); + } + if (info->bpp == 16 || info->bpp == 32) { + if (compress == 0) { + stbi__bmp_set_mask_defaults(info, compress); + } else if (compress == 3) { + info->mr = stbi__get32le(s); + info->mg = stbi__get32le(s); + info->mb = stbi__get32le(s); + info->extra_read += 12; + // not documented, but generated by photoshop and handled by mspaint + if (info->mr == info->mg && info->mg == info->mb) { + // ?!?!? + return stbi__errpuc("bad BMP", "bad BMP"); + } + } else return stbi__errpuc("bad BMP", "bad BMP"); + } + } else { + // V4/V5 header + int i; + if (hsz != 108 && hsz != 124) return stbi__errpuc("bad BMP", "bad BMP"); + info->mr = stbi__get32le(s); + info->mg = stbi__get32le(s); + info->mb = stbi__get32le(s); + info->ma = stbi__get32le(s); + if (compress != 3) // override mr/mg/mb unless in BI_BITFIELDS mode, as per docs + stbi__bmp_set_mask_defaults(info, compress); + stbi__get32le(s); // discard color space + for (i = 0; i < 12; ++i) stbi__get32le(s); // discard color space parameters + if (hsz == 124) { + stbi__get32le(s); // discard rendering intent + stbi__get32le(s); // discard offset of profile data + stbi__get32le(s); // discard size of profile data + stbi__get32le(s); // discard reserved + } + } + } + return (void *) 1; +} + +static void * stbi__bmp_load(stbi__context * s, int * x, int * y, int * comp, int req_comp, + stbi__result_info * ri) { + stbi_uc * out; + unsigned int mr = 0, mg = 0, mb = 0, ma = 0, all_a; + stbi_uc pal[256][4]; + int psize = 0, i, j, width; + int flip_vertically, pad, target; + stbi__bmp_data info; + STBI_NOTUSED(ri); + + info.all_a = 255; + if (stbi__bmp_parse_header(s, &info) == NULL) return NULL; // error code already set + + flip_vertically = ((int) s->img_y) > 0; + s->img_y = abs((int) s->img_y); + + if (s->img_y > STBI_MAX_DIMENSIONS) + return stbi__errpuc("too large", "Very large image (corrupt?)"); + if (s->img_x > STBI_MAX_DIMENSIONS) + return stbi__errpuc("too large", "Very large image (corrupt?)"); + + mr = info.mr; + mg = info.mg; + mb = info.mb; + ma = info.ma; + all_a = info.all_a; + + if (info.hsz == 12) { + if (info.bpp < 24) psize = (info.offset - info.extra_read - 24) / 3; + } else { + if (info.bpp < 16) psize = (info.offset - info.extra_read - info.hsz) >> 2; + } + if (psize == 0) { + // accept some number of extra bytes after the header, but if the offset points either to before + // the header ends or implies a large amount of extra data, reject the file as malformed + int bytes_read_so_far + = s->callback_already_read + (int) (s->img_buffer - s->img_buffer_original); + int header_limit = 1024; // max we actually read is below 256 bytes currently. + int extra_data_limit + = 256 + * 4; // what ordinarily goes here is a palette; 256 entries*4 bytes is its max size. + if (bytes_read_so_far <= 0 || bytes_read_so_far > header_limit) { + return stbi__errpuc("bad header", "Corrupt BMP"); + } + // we established that bytes_read_so_far is positive and sensible. + // the first half of this test rejects offsets that are either too small positives, or + // negative, and guarantees that info.offset >= bytes_read_so_far > 0. this in turn + // ensures the number computed in the second half of the test can't overflow. + if (info.offset < bytes_read_so_far + || info.offset - bytes_read_so_far > extra_data_limit) { + return stbi__errpuc("bad offset", "Corrupt BMP"); + } else { + stbi__skip(s, info.offset - bytes_read_so_far); + } + } + + if (info.bpp == 24 && ma == 0xff000000) s->img_n = 3; + else s->img_n = ma ? 4 : 3; + if (req_comp && req_comp >= 3) // we can directly decode 3 or 4 + target = req_comp; + else target = s->img_n; // if they want monochrome, we'll post-convert + + // sanity-check size + if (!stbi__mad3sizes_valid(target, s->img_x, s->img_y, 0)) + return stbi__errpuc("too large", "Corrupt BMP"); + + out = (stbi_uc *) stbi__malloc_mad3(target, s->img_x, s->img_y, 0); + if (!out) return stbi__errpuc("outofmem", "Out of memory"); + if (info.bpp < 16) { + int z = 0; + if (psize == 0 || psize > 256) { + STBI_FREE(out); + return stbi__errpuc("invalid", "Corrupt BMP"); + } + for (i = 0; i < psize; ++i) { + pal[i][2] = stbi__get8(s); + pal[i][1] = stbi__get8(s); + pal[i][0] = stbi__get8(s); + if (info.hsz != 12) stbi__get8(s); + pal[i][3] = 255; + } + stbi__skip(s, info.offset - info.extra_read - info.hsz + - psize * (info.hsz == 12 ? 3 : 4)); + if (info.bpp == 1) width = (s->img_x + 7) >> 3; + else if (info.bpp == 4) width = (s->img_x + 1) >> 1; + else if (info.bpp == 8) width = s->img_x; + else { + STBI_FREE(out); + return stbi__errpuc("bad bpp", "Corrupt BMP"); + } + pad = (-width) & 3; + if (info.bpp == 1) { + for (j = 0; j < (int) s->img_y; ++j) { + int bit_offset = 7, v = stbi__get8(s); + for (i = 0; i < (int) s->img_x; ++i) { + int color = (v >> bit_offset) & 0x1; + out[z++] = pal[color][0]; + out[z++] = pal[color][1]; + out[z++] = pal[color][2]; + if (target == 4) out[z++] = 255; + if (i + 1 == (int) s->img_x) break; + if ((--bit_offset) < 0) { + bit_offset = 7; + v = stbi__get8(s); + } + } + stbi__skip(s, pad); + } + } else { + for (j = 0; j < (int) s->img_y; ++j) { + for (i = 0; i < (int) s->img_x; i += 2) { + int v = stbi__get8(s), v2 = 0; + if (info.bpp == 4) { + v2 = v & 15; + v >>= 4; + } + out[z++] = pal[v][0]; + out[z++] = pal[v][1]; + out[z++] = pal[v][2]; + if (target == 4) out[z++] = 255; + if (i + 1 == (int) s->img_x) break; + v = (info.bpp == 8) ? stbi__get8(s) : v2; + out[z++] = pal[v][0]; + out[z++] = pal[v][1]; + out[z++] = pal[v][2]; + if (target == 4) out[z++] = 255; + } + stbi__skip(s, pad); + } + } + } else { + int rshift = 0, gshift = 0, bshift = 0, ashift = 0, rcount = 0, gcount = 0, bcount = 0, + acount = 0; + int z = 0; + int easy = 0; + stbi__skip(s, info.offset - info.extra_read - info.hsz); + if (info.bpp == 24) width = 3 * s->img_x; + else if (info.bpp == 16) width = 2 * s->img_x; + else /* bpp = 32 and pad = 0 */ width = 0; + pad = (-width) & 3; + if (info.bpp == 24) { + easy = 1; + } else if (info.bpp == 32) { + if (mb == 0xff && mg == 0xff00 && mr == 0x00ff0000 && ma == 0xff000000) easy = 2; + } + if (!easy) { + if (!mr || !mg || !mb) { + STBI_FREE(out); + return stbi__errpuc("bad masks", "Corrupt BMP"); + } + // right shift amt to put high bit in position #7 + rshift = stbi__high_bit(mr) - 7; + rcount = stbi__bitcount(mr); + gshift = stbi__high_bit(mg) - 7; + gcount = stbi__bitcount(mg); + bshift = stbi__high_bit(mb) - 7; + bcount = stbi__bitcount(mb); + ashift = stbi__high_bit(ma) - 7; + acount = stbi__bitcount(ma); + if (rcount > 8 || gcount > 8 || bcount > 8 || acount > 8) { + STBI_FREE(out); + return stbi__errpuc("bad masks", "Corrupt BMP"); + } + } + for (j = 0; j < (int) s->img_y; ++j) { + if (easy) { + for (i = 0; i < (int) s->img_x; ++i) { + unsigned char a; + out[z + 2] = stbi__get8(s); + out[z + 1] = stbi__get8(s); + out[z + 0] = stbi__get8(s); + z += 3; + a = (easy == 2 ? stbi__get8(s) : 255); + all_a |= a; + if (target == 4) out[z++] = a; + } + } else { + int bpp = info.bpp; + for (i = 0; i < (int) s->img_x; ++i) { + stbi__uint32 v + = (bpp == 16 ? (stbi__uint32) stbi__get16le(s) : stbi__get32le(s)); + unsigned int a; + out[z++] = STBI__BYTECAST(stbi__shiftsigned(v & mr, rshift, rcount)); + out[z++] = STBI__BYTECAST(stbi__shiftsigned(v & mg, gshift, gcount)); + out[z++] = STBI__BYTECAST(stbi__shiftsigned(v & mb, bshift, bcount)); + a = (ma ? stbi__shiftsigned(v & ma, ashift, acount) : 255); + all_a |= a; + if (target == 4) out[z++] = STBI__BYTECAST(a); + } + } + stbi__skip(s, pad); + } + } + + // if alpha channel is all 0s, replace with all 255s + if (target == 4 && all_a == 0) + for (i = 4 * s->img_x * s->img_y - 1; i >= 0; i -= 4) out[i] = 255; + + if (flip_vertically) { + stbi_uc t; + for (j = 0; j < (int) s->img_y >> 1; ++j) { + stbi_uc * p1 = out + j * s->img_x * target; + stbi_uc * p2 = out + (s->img_y - 1 - j) * s->img_x * target; + for (i = 0; i < (int) s->img_x * target; ++i) { + t = p1[i]; + p1[i] = p2[i]; + p2[i] = t; + } + } + } + + if (req_comp && req_comp != target) { + out = stbi__convert_format(out, target, req_comp, s->img_x, s->img_y); + if (out == NULL) return out; // stbi__convert_format frees input on failure + } + + *x = s->img_x; + *y = s->img_y; + if (comp) *comp = s->img_n; + return out; +} +#endif + +// Targa Truevision - TGA +// by Jonathan Dummer +#ifndef STBI_NO_TGA +// returns STBI_rgb or whatever, 0 on error +static int stbi__tga_get_comp(int bits_per_pixel, int is_grey, int * is_rgb16) { + // only RGB or RGBA (incl. 16bit) or grey allowed + if (is_rgb16) *is_rgb16 = 0; + switch (bits_per_pixel) { + case 8: + return STBI_grey; + case 16: + if (is_grey) return STBI_grey_alpha; + // fallthrough + case 15: + if (is_rgb16) *is_rgb16 = 1; + return STBI_rgb; + case 24: // fallthrough + case 32: + return bits_per_pixel / 8; + default: + return 0; + } +} + +static int stbi__tga_info(stbi__context * s, int * x, int * y, int * comp) { + int tga_w, tga_h, tga_comp, tga_image_type, tga_bits_per_pixel, tga_colormap_bpp; + int sz, tga_colormap_type; + stbi__get8(s); // discard Offset + tga_colormap_type = stbi__get8(s); // colormap type + if (tga_colormap_type > 1) { + stbi__rewind(s); + return 0; // only RGB or indexed allowed + } + tga_image_type = stbi__get8(s); // image type + if (tga_colormap_type == 1) { // colormapped (paletted) image + if (tga_image_type != 1 && tga_image_type != 9) { + stbi__rewind(s); + return 0; + } + stbi__skip(s, 4); // skip index of first colormap entry and number of entries + sz = stbi__get8(s); // check bits per palette color entry + if ((sz != 8) && (sz != 15) && (sz != 16) && (sz != 24) && (sz != 32)) { + stbi__rewind(s); + return 0; + } + stbi__skip(s, 4); // skip image x and y origin + tga_colormap_bpp = sz; + } else { // "normal" image w/o colormap - only RGB or grey allowed, +/- RLE + if ((tga_image_type != 2) && (tga_image_type != 3) && (tga_image_type != 10) + && (tga_image_type != 11)) { + stbi__rewind(s); + return 0; // only RGB or grey allowed, +/- RLE + } + stbi__skip(s, 9); // skip colormap specification and image x/y origin + tga_colormap_bpp = 0; + } + tga_w = stbi__get16le(s); + if (tga_w < 1) { + stbi__rewind(s); + return 0; // test width + } + tga_h = stbi__get16le(s); + if (tga_h < 1) { + stbi__rewind(s); + return 0; // test height + } + tga_bits_per_pixel = stbi__get8(s); // bits per pixel + stbi__get8(s); // ignore alpha bits + if (tga_colormap_bpp != 0) { + if ((tga_bits_per_pixel != 8) && (tga_bits_per_pixel != 16)) { + // when using a colormap, tga_bits_per_pixel is the size of the indexes + // I don't think anything but 8 or 16bit indexes makes sense + stbi__rewind(s); + return 0; + } + tga_comp = stbi__tga_get_comp(tga_colormap_bpp, 0, NULL); + } else { + tga_comp = stbi__tga_get_comp(tga_bits_per_pixel, + (tga_image_type == 3) || (tga_image_type == 11), NULL); + } + if (!tga_comp) { + stbi__rewind(s); + return 0; + } + if (x) *x = tga_w; + if (y) *y = tga_h; + if (comp) *comp = tga_comp; + return 1; // seems to have passed everything +} + +static int stbi__tga_test(stbi__context * s) { + int res = 0; + int sz, tga_color_type; + stbi__get8(s); // discard Offset + tga_color_type = stbi__get8(s); // color type + if (tga_color_type > 1) goto errorEnd; // only RGB or indexed allowed + sz = stbi__get8(s); // image type + if (tga_color_type == 1) { // colormapped (paletted) image + if (sz != 1 && sz != 9) goto errorEnd; // colortype 1 demands image type 1 or 9 + stbi__skip(s, 4); // skip index of first colormap entry and number of entries + sz = stbi__get8(s); // check bits per palette color entry + if ((sz != 8) && (sz != 15) && (sz != 16) && (sz != 24) && (sz != 32)) goto errorEnd; + stbi__skip(s, 4); // skip image x and y origin + } else { // "normal" image w/o colormap + if ((sz != 2) && (sz != 3) && (sz != 10) && (sz != 11)) + goto errorEnd; // only RGB or grey allowed, +/- RLE + stbi__skip(s, 9); // skip colormap specification and image x/y origin + } + if (stbi__get16le(s) < 1) goto errorEnd; // test width + if (stbi__get16le(s) < 1) goto errorEnd; // test height + sz = stbi__get8(s); // bits per pixel + if ((tga_color_type == 1) && (sz != 8) && (sz != 16)) + goto errorEnd; // for colormapped images, bpp is size of an index + if ((sz != 8) && (sz != 15) && (sz != 16) && (sz != 24) && (sz != 32)) goto errorEnd; + + res = 1; // if we got this far, everything's good and we can return 1 instead of 0 + +errorEnd: + stbi__rewind(s); + return res; +} + +// read 16bit value and convert to 24bit RGB +static void stbi__tga_read_rgb16(stbi__context * s, stbi_uc * out) { + stbi__uint16 px = (stbi__uint16) stbi__get16le(s); + stbi__uint16 fiveBitMask = 31; + // we have 3 channels with 5bits each + int r = (px >> 10) & fiveBitMask; + int g = (px >> 5) & fiveBitMask; + int b = px & fiveBitMask; + // Note that this saves the data in RGB(A) order, so it doesn't need to be swapped later + out[0] = (stbi_uc) ((r * 255) / 31); + out[1] = (stbi_uc) ((g * 255) / 31); + out[2] = (stbi_uc) ((b * 255) / 31); + + // some people claim that the most significant bit might be used for alpha + // (possibly if an alpha-bit is set in the "image descriptor byte") + // but that only made 16bit test images completely translucent.. + // so let's treat all 15 and 16bit TGAs as RGB with no alpha. +} + +static void * stbi__tga_load(stbi__context * s, int * x, int * y, int * comp, int req_comp, + stbi__result_info * ri) { + // read in the TGA header stuff + int tga_offset = stbi__get8(s); + int tga_indexed = stbi__get8(s); + int tga_image_type = stbi__get8(s); + int tga_is_RLE = 0; + int tga_palette_start = stbi__get16le(s); + int tga_palette_len = stbi__get16le(s); + int tga_palette_bits = stbi__get8(s); + int tga_x_origin = stbi__get16le(s); + int tga_y_origin = stbi__get16le(s); + int tga_width = stbi__get16le(s); + int tga_height = stbi__get16le(s); + int tga_bits_per_pixel = stbi__get8(s); + int tga_comp, tga_rgb16 = 0; + int tga_inverted = stbi__get8(s); + // int tga_alpha_bits = tga_inverted & 15; // the 4 lowest bits - unused (useless?) + // image data + unsigned char * tga_data; + unsigned char * tga_palette = NULL; + int i, j; + unsigned char raw_data[4] = {0}; + int RLE_count = 0; + int RLE_repeating = 0; + int read_next_pixel = 1; + STBI_NOTUSED(ri); + STBI_NOTUSED(tga_x_origin); // @TODO + STBI_NOTUSED(tga_y_origin); // @TODO + + if (tga_height > STBI_MAX_DIMENSIONS) + return stbi__errpuc("too large", "Very large image (corrupt?)"); + if (tga_width > STBI_MAX_DIMENSIONS) + return stbi__errpuc("too large", "Very large image (corrupt?)"); + + // do a tiny bit of precessing + if (tga_image_type >= 8) { + tga_image_type -= 8; + tga_is_RLE = 1; + } + tga_inverted = 1 - ((tga_inverted >> 5) & 1); + + // If I'm paletted, then I'll use the number of bits from the palette + if (tga_indexed) tga_comp = stbi__tga_get_comp(tga_palette_bits, 0, &tga_rgb16); + else tga_comp = stbi__tga_get_comp(tga_bits_per_pixel, (tga_image_type == 3), &tga_rgb16); + + if (!tga_comp) // shouldn't really happen, stbi__tga_test() should have ensured basic consistency + return stbi__errpuc("bad format", "Can't find out TGA pixelformat"); + + // tga info + *x = tga_width; + *y = tga_height; + if (comp) *comp = tga_comp; + + if (!stbi__mad3sizes_valid(tga_width, tga_height, tga_comp, 0)) + return stbi__errpuc("too large", "Corrupt TGA"); + + tga_data = (unsigned char *) stbi__malloc_mad3(tga_width, tga_height, tga_comp, 0); + if (!tga_data) return stbi__errpuc("outofmem", "Out of memory"); + + // skip to the data's starting position (offset usually = 0) + stbi__skip(s, tga_offset); + + if (!tga_indexed && !tga_is_RLE && !tga_rgb16) { + for (i = 0; i < tga_height; ++i) { + int row = tga_inverted ? tga_height - i - 1 : i; + stbi_uc * tga_row = tga_data + row * tga_width * tga_comp; + stbi__getn(s, tga_row, tga_width * tga_comp); + } + } else { + // do I need to load a palette? + if (tga_indexed) { + if (tga_palette_len == 0) { /* you have to have at least one entry! */ + STBI_FREE(tga_data); + return stbi__errpuc("bad palette", "Corrupt TGA"); + } + + // any data to skip? (offset usually = 0) + stbi__skip(s, tga_palette_start); + // load the palette + tga_palette = (unsigned char *) stbi__malloc_mad2(tga_palette_len, tga_comp, 0); + if (!tga_palette) { + STBI_FREE(tga_data); + return stbi__errpuc("outofmem", "Out of memory"); + } + if (tga_rgb16) { + stbi_uc * pal_entry = tga_palette; + STBI_ASSERT(tga_comp == STBI_rgb); + for (i = 0; i < tga_palette_len; ++i) { + stbi__tga_read_rgb16(s, pal_entry); + pal_entry += tga_comp; + } + } else if (!stbi__getn(s, tga_palette, tga_palette_len * tga_comp)) { + STBI_FREE(tga_data); + STBI_FREE(tga_palette); + return stbi__errpuc("bad palette", "Corrupt TGA"); + } + } + // load the data + for (i = 0; i < tga_width * tga_height; ++i) { + // if I'm in RLE mode, do I need to get a RLE stbi__pngchunk? + if (tga_is_RLE) { + if (RLE_count == 0) { + // yep, get the next byte as a RLE command + int RLE_cmd = stbi__get8(s); + RLE_count = 1 + (RLE_cmd & 127); + RLE_repeating = RLE_cmd >> 7; + read_next_pixel = 1; + } else if (!RLE_repeating) { + read_next_pixel = 1; + } + } else { + read_next_pixel = 1; + } + // OK, if I need to read a pixel, do it now + if (read_next_pixel) { + // load however much data we did have + if (tga_indexed) { + // read in index, then perform the lookup + int pal_idx = (tga_bits_per_pixel == 8) ? stbi__get8(s) : stbi__get16le(s); + if (pal_idx >= tga_palette_len) { + // invalid index + pal_idx = 0; + } + pal_idx *= tga_comp; + for (j = 0; j < tga_comp; ++j) { + raw_data[j] = tga_palette[pal_idx + j]; + } + } else if (tga_rgb16) { + STBI_ASSERT(tga_comp == STBI_rgb); + stbi__tga_read_rgb16(s, raw_data); + } else { + // read in the data raw + for (j = 0; j < tga_comp; ++j) { + raw_data[j] = stbi__get8(s); + } + } + // clear the reading flag for the next pixel + read_next_pixel = 0; + } // end of reading a pixel + + // copy data + for (j = 0; j < tga_comp; ++j) tga_data[i * tga_comp + j] = raw_data[j]; + + // in case we're in RLE mode, keep counting down + --RLE_count; + } + // do I need to invert the image? + if (tga_inverted) { + for (j = 0; j * 2 < tga_height; ++j) { + int index1 = j * tga_width * tga_comp; + int index2 = (tga_height - 1 - j) * tga_width * tga_comp; + for (i = tga_width * tga_comp; i > 0; --i) { + unsigned char temp = tga_data[index1]; + tga_data[index1] = tga_data[index2]; + tga_data[index2] = temp; + ++index1; + ++index2; + } + } + } + // clear my palette, if I had one + if (tga_palette != NULL) { + STBI_FREE(tga_palette); + } + } + + // swap RGB - if the source data was RGB16, it already is in the right order + if (tga_comp >= 3 && !tga_rgb16) { + unsigned char * tga_pixel = tga_data; + for (i = 0; i < tga_width * tga_height; ++i) { + unsigned char temp = tga_pixel[0]; + tga_pixel[0] = tga_pixel[2]; + tga_pixel[2] = temp; + tga_pixel += tga_comp; + } + } + + // convert to target component count + if (req_comp && req_comp != tga_comp) + tga_data = stbi__convert_format(tga_data, tga_comp, req_comp, tga_width, tga_height); + + // the things I do to get rid of an error message, and yet keep + // Microsoft's C compilers happy... [8^( + tga_palette_start = tga_palette_len = tga_palette_bits = tga_x_origin = tga_y_origin = 0; + STBI_NOTUSED(tga_palette_start); + // OK, done + return tga_data; +} +#endif + +// ************************************************************************************************* +// Photoshop PSD loader -- PD by Thatcher Ulrich, integration by Nicolas Schulz, tweaked by STB + +#ifndef STBI_NO_PSD +static int stbi__psd_test(stbi__context * s) { + int r = (stbi__get32be(s) == 0x38425053); + stbi__rewind(s); + return r; +} + +static int stbi__psd_decode_rle(stbi__context * s, stbi_uc * p, int pixelCount) { + int count, nleft, len; + + count = 0; + while ((nleft = pixelCount - count) > 0) { + len = stbi__get8(s); + if (len == 128) { + // No-op. + } else if (len < 128) { + // Copy next len+1 bytes literally. + len++; + if (len > nleft) return 0; // corrupt data + count += len; + while (len) { + *p = stbi__get8(s); + p += 4; + len--; + } + } else if (len > 128) { + stbi_uc val; + // Next -len+1 bytes in the dest are replicated from next source byte. + // (Interpret len as a negative 8-bit int.) + len = 257 - len; + if (len > nleft) return 0; // corrupt data + val = stbi__get8(s); + count += len; + while (len) { + *p = val; + p += 4; + len--; + } + } + } + + return 1; +} + +static void * stbi__psd_load(stbi__context * s, int * x, int * y, int * comp, int req_comp, + stbi__result_info * ri, int bpc) { + int pixelCount; + int channelCount, compression; + int channel, i; + int bitdepth; + int w, h; + stbi_uc * out; + STBI_NOTUSED(ri); + + // Check identifier + if (stbi__get32be(s) != 0x38425053) // "8BPS" + return stbi__errpuc("not PSD", "Corrupt PSD image"); + + // Check file type version. + if (stbi__get16be(s) != 1) + return stbi__errpuc("wrong version", "Unsupported version of PSD image"); + + // Skip 6 reserved bytes. + stbi__skip(s, 6); + + // Read the number of channels (R, G, B, A, etc). + channelCount = stbi__get16be(s); + if (channelCount < 0 || channelCount > 16) + return stbi__errpuc("wrong channel count", + "Unsupported number of channels in PSD image"); + + // Read the rows and columns of the image. + h = stbi__get32be(s); + w = stbi__get32be(s); + + if (h > STBI_MAX_DIMENSIONS) + return stbi__errpuc("too large", "Very large image (corrupt?)"); + if (w > STBI_MAX_DIMENSIONS) + return stbi__errpuc("too large", "Very large image (corrupt?)"); + + // Make sure the depth is 8 bits. + bitdepth = stbi__get16be(s); + if (bitdepth != 8 && bitdepth != 16) + return stbi__errpuc("unsupported bit depth", "PSD bit depth is not 8 or 16 bit"); + + // Make sure the color mode is RGB. + // Valid options are: + // 0: Bitmap + // 1: Grayscale + // 2: Indexed color + // 3: RGB color + // 4: CMYK color + // 7: Multichannel + // 8: Duotone + // 9: Lab color + if (stbi__get16be(s) != 3) + return stbi__errpuc("wrong color format", "PSD is not in RGB color format"); + + // Skip the Mode Data. (It's the palette for indexed color; other info for other modes.) + stbi__skip(s, stbi__get32be(s)); + + // Skip the image resources. (resolution, pen tool paths, etc) + stbi__skip(s, stbi__get32be(s)); + + // Skip the reserved data. + stbi__skip(s, stbi__get32be(s)); + + // Find out if the data is compressed. + // Known values: + // 0: no compression + // 1: RLE compressed + compression = stbi__get16be(s); + if (compression > 1) + return stbi__errpuc("bad compression", "PSD has an unknown compression format"); + + // Check size + if (!stbi__mad3sizes_valid(4, w, h, 0)) return stbi__errpuc("too large", "Corrupt PSD"); + + // Create the destination image. + + if (!compression && bitdepth == 16 && bpc == 16) { + out = (stbi_uc *) stbi__malloc_mad3(8, w, h, 0); + ri->bits_per_channel = 16; + } else out = (stbi_uc *) stbi__malloc(4 * w * h); + + if (!out) return stbi__errpuc("outofmem", "Out of memory"); + pixelCount = w * h; + + // Initialize the data to zero. + //memset( out, 0, pixelCount * 4 ); + + // Finally, the image data. + if (compression) { + // RLE as used by .PSD and .TIFF + // Loop until you get the number of unpacked bytes you are expecting: + // Read the next source byte into n. + // If n is between 0 and 127 inclusive, copy the next n+1 bytes literally. + // Else if n is between -127 and -1 inclusive, copy the next byte -n+1 times. + // Else if n is 128, noop. + // Endloop + + // The RLE-compressed data is preceded by a 2-byte data count for each row in the data, + // which we're going to just skip. + stbi__skip(s, h * channelCount * 2); + + // Read the RLE data by channel. + for (channel = 0; channel < 4; channel++) { + stbi_uc * p; + + p = out + channel; + if (channel >= channelCount) { + // Fill this channel with default data. + for (i = 0; i < pixelCount; i++, p += 4) *p = (channel == 3 ? 255 : 0); + } else { + // Read the RLE data. + if (!stbi__psd_decode_rle(s, p, pixelCount)) { + STBI_FREE(out); + return stbi__errpuc("corrupt", "bad RLE data"); + } + } + } + + } else { + // We're at the raw image data. It's each channel in order (Red, Green, Blue, Alpha, ...) + // where each channel consists of an 8-bit (or 16-bit) value for each pixel in the image. + + // Read the data by channel. + for (channel = 0; channel < 4; channel++) { + if (channel >= channelCount) { + // Fill this channel with default data. + if (bitdepth == 16 && bpc == 16) { + stbi__uint16 * q = ((stbi__uint16 *) out) + channel; + stbi__uint16 val = channel == 3 ? 65535 : 0; + for (i = 0; i < pixelCount; i++, q += 4) *q = val; + } else { + stbi_uc * p = out + channel; + stbi_uc val = channel == 3 ? 255 : 0; + for (i = 0; i < pixelCount; i++, p += 4) *p = val; + } + } else { + if (ri->bits_per_channel == 16) { // output bpc + stbi__uint16 * q = ((stbi__uint16 *) out) + channel; + for (i = 0; i < pixelCount; i++, q += 4) + *q = (stbi__uint16) stbi__get16be(s); + } else { + stbi_uc * p = out + channel; + if (bitdepth == 16) { // input bpc + for (i = 0; i < pixelCount; i++, p += 4) + *p = (stbi_uc) (stbi__get16be(s) >> 8); + } else { + for (i = 0; i < pixelCount; i++, p += 4) *p = stbi__get8(s); + } + } + } + } + } + + // remove weird white matte from PSD + if (channelCount >= 4) { + if (ri->bits_per_channel == 16) { + for (i = 0; i < w * h; ++i) { + stbi__uint16 * pixel = (stbi__uint16 *) out + 4 * i; + if (pixel[3] != 0 && pixel[3] != 65535) { + float a = pixel[3] / 65535.0f; + float ra = 1.0f / a; + float inv_a = 65535.0f * (1 - ra); + pixel[0] = (stbi__uint16) (pixel[0] * ra + inv_a); + pixel[1] = (stbi__uint16) (pixel[1] * ra + inv_a); + pixel[2] = (stbi__uint16) (pixel[2] * ra + inv_a); + } + } + } else { + for (i = 0; i < w * h; ++i) { + unsigned char * pixel = out + 4 * i; + if (pixel[3] != 0 && pixel[3] != 255) { + float a = pixel[3] / 255.0f; + float ra = 1.0f / a; + float inv_a = 255.0f * (1 - ra); + pixel[0] = (unsigned char) (pixel[0] * ra + inv_a); + pixel[1] = (unsigned char) (pixel[1] * ra + inv_a); + pixel[2] = (unsigned char) (pixel[2] * ra + inv_a); + } + } + } + } + + // convert to desired output format + if (req_comp && req_comp != 4) { + if (ri->bits_per_channel == 16) + out = (stbi_uc *) stbi__convert_format16((stbi__uint16 *) out, 4, req_comp, w, h); + else out = stbi__convert_format(out, 4, req_comp, w, h); + if (out == NULL) return out; // stbi__convert_format frees input on failure + } + + if (comp) *comp = 4; + *y = h; + *x = w; + + return out; +} +#endif + +// ************************************************************************************************* +// Softimage PIC loader +// by Tom Seddon +// +// See http://softimage.wiki.softimage.com/index.php/INFO:_PIC_file_format +// See http://ozviz.wasp.uwa.edu.au/~pbourke/dataformats/softimagepic/ + +#ifndef STBI_NO_PIC +static int stbi__pic_is4(stbi__context * s, const char * str) { + int i; + for (i = 0; i < 4; ++i) + if (stbi__get8(s) != (stbi_uc) str[i]) return 0; + + return 1; +} + +static int stbi__pic_test_core(stbi__context * s) { + int i; + + if (!stbi__pic_is4(s, "\x53\x80\xF6\x34")) return 0; + + for (i = 0; i < 84; ++i) stbi__get8(s); + + if (!stbi__pic_is4(s, "PICT")) return 0; + + return 1; +} + +typedef struct { + stbi_uc size, type, channel; +} stbi__pic_packet; + +static stbi_uc * stbi__readval(stbi__context * s, int channel, stbi_uc * dest) { + int mask = 0x80, i; + + for (i = 0; i < 4; ++i, mask >>= 1) { + if (channel & mask) { + if (stbi__at_eof(s)) return stbi__errpuc("bad file", "PIC file too short"); + dest[i] = stbi__get8(s); + } + } + + return dest; +} + +static void stbi__copyval(int channel, stbi_uc * dest, const stbi_uc * src) { + int mask = 0x80, i; + + for (i = 0; i < 4; ++i, mask >>= 1) + if (channel & mask) dest[i] = src[i]; +} + +static stbi_uc * stbi__pic_load_core(stbi__context * s, int width, int height, int * comp, + stbi_uc * result) { + int act_comp = 0, num_packets = 0, y, chained; + stbi__pic_packet packets[10]; + + // this will (should...) cater for even some bizarre stuff like having data + // for the same channel in multiple packets. + do { + stbi__pic_packet * packet; + + if (num_packets == sizeof(packets) / sizeof(packets[0])) + return stbi__errpuc("bad format", "too many packets"); + + packet = &packets[num_packets++]; + + chained = stbi__get8(s); + packet->size = stbi__get8(s); + packet->type = stbi__get8(s); + packet->channel = stbi__get8(s); + + act_comp |= packet->channel; + + if (stbi__at_eof(s)) + return stbi__errpuc("bad file", "file too short (reading packets)"); + if (packet->size != 8) return stbi__errpuc("bad format", "packet isn't 8bpp"); + } while (chained); + + *comp = (act_comp & 0x10 ? 4 : 3); // has alpha channel? + + for (y = 0; y < height; ++y) { + int packet_idx; + + for (packet_idx = 0; packet_idx < num_packets; ++packet_idx) { + stbi__pic_packet * packet = &packets[packet_idx]; + stbi_uc * dest = result + y * width * 4; + + switch (packet->type) { + default: + return stbi__errpuc("bad format", "packet has bad compression type"); + + case 0: { //uncompressed + int x; + + for (x = 0; x < width; ++x, dest += 4) + if (!stbi__readval(s, packet->channel, dest)) return 0; + break; + } + + case 1: //Pure RLE + { + int left = width, i; + + while (left > 0) { + stbi_uc count, value[4]; + + count = stbi__get8(s); + if (stbi__at_eof(s)) + return stbi__errpuc("bad file", + "file too short (pure read count)"); + + if (count > left) count = (stbi_uc) left; + + if (!stbi__readval(s, packet->channel, value)) return 0; + + for (i = 0; i < count; ++i, dest += 4) + stbi__copyval(packet->channel, dest, value); + left -= count; + } + } break; + + case 2: { //Mixed RLE + int left = width; + while (left > 0) { + int count = stbi__get8(s), i; + if (stbi__at_eof(s)) + return stbi__errpuc("bad file", + "file too short (mixed read count)"); + + if (count >= 128) { // Repeated + stbi_uc value[4]; + + if (count == 128) count = stbi__get16be(s); + else count -= 127; + if (count > left) + return stbi__errpuc("bad file", "scanline overrun"); + + if (!stbi__readval(s, packet->channel, value)) return 0; + + for (i = 0; i < count; ++i, dest += 4) + stbi__copyval(packet->channel, dest, value); + } else { // Raw + ++count; + if (count > left) + return stbi__errpuc("bad file", "scanline overrun"); + + for (i = 0; i < count; ++i, dest += 4) + if (!stbi__readval(s, packet->channel, dest)) return 0; + } + left -= count; + } + break; + } + } + } + } + + return result; +} + +static void * stbi__pic_load(stbi__context * s, int * px, int * py, int * comp, int req_comp, + stbi__result_info * ri) { + stbi_uc * result; + int i, x, y, internal_comp; + STBI_NOTUSED(ri); + + if (!comp) comp = &internal_comp; + + for (i = 0; i < 92; ++i) stbi__get8(s); + + x = stbi__get16be(s); + y = stbi__get16be(s); + + if (y > STBI_MAX_DIMENSIONS) + return stbi__errpuc("too large", "Very large image (corrupt?)"); + if (x > STBI_MAX_DIMENSIONS) + return stbi__errpuc("too large", "Very large image (corrupt?)"); + + if (stbi__at_eof(s)) return stbi__errpuc("bad file", "file too short (pic header)"); + if (!stbi__mad3sizes_valid(x, y, 4, 0)) + return stbi__errpuc("too large", "PIC image too large to decode"); + + stbi__get32be(s); //skip `ratio' + stbi__get16be(s); //skip `fields' + stbi__get16be(s); //skip `pad' + + // intermediate buffer is RGBA + result = (stbi_uc *) stbi__malloc_mad3(x, y, 4, 0); + if (!result) return stbi__errpuc("outofmem", "Out of memory"); + memset(result, 0xff, x * y * 4); + + if (!stbi__pic_load_core(s, x, y, comp, result)) { + STBI_FREE(result); + result = 0; + } + *px = x; + *py = y; + if (req_comp == 0) req_comp = *comp; + result = stbi__convert_format(result, 4, req_comp, x, y); + + return result; +} + +static int stbi__pic_test(stbi__context * s) { + int r = stbi__pic_test_core(s); + stbi__rewind(s); + return r; +} +#endif + +// ************************************************************************************************* +// GIF loader -- public domain by Jean-Marc Lienher -- simplified/shrunk by stb + +#ifndef STBI_NO_GIF +typedef struct { + stbi__int16 prefix; + stbi_uc first; + stbi_uc suffix; +} stbi__gif_lzw; + +typedef struct { + int w, h; + stbi_uc * out; // output buffer (always 4 components) + stbi_uc * background; // The current "background" as far as a gif is concerned + stbi_uc * history; + int flags, bgindex, ratio, transparent, eflags; + stbi_uc pal[256][4]; + stbi_uc lpal[256][4]; + stbi__gif_lzw codes[8192]; + stbi_uc * color_table; + int parse, step; + int lflags; + int start_x, start_y; + int max_x, max_y; + int cur_x, cur_y; + int line_size; + int delay; +} stbi__gif; + +static int stbi__gif_test_raw(stbi__context * s) { + int sz; + if (stbi__get8(s) != 'G' || stbi__get8(s) != 'I' || stbi__get8(s) != 'F' + || stbi__get8(s) != '8') + return 0; + sz = stbi__get8(s); + if (sz != '9' && sz != '7') return 0; + if (stbi__get8(s) != 'a') return 0; + return 1; +} + +static int stbi__gif_test(stbi__context * s) { + int r = stbi__gif_test_raw(s); + stbi__rewind(s); + return r; +} + +static void stbi__gif_parse_colortable(stbi__context * s, stbi_uc pal[256][4], int num_entries, + int transp) { + int i; + for (i = 0; i < num_entries; ++i) { + pal[i][2] = stbi__get8(s); + pal[i][1] = stbi__get8(s); + pal[i][0] = stbi__get8(s); + pal[i][3] = transp == i ? 0 : 255; + } +} + +static int stbi__gif_header(stbi__context * s, stbi__gif * g, int * comp, int is_info) { + stbi_uc version; + if (stbi__get8(s) != 'G' || stbi__get8(s) != 'I' || stbi__get8(s) != 'F' + || stbi__get8(s) != '8') + return stbi__err("not GIF", "Corrupt GIF"); + + version = stbi__get8(s); + if (version != '7' && version != '9') return stbi__err("not GIF", "Corrupt GIF"); + if (stbi__get8(s) != 'a') return stbi__err("not GIF", "Corrupt GIF"); + + stbi__g_failure_reason = ""; + g->w = stbi__get16le(s); + g->h = stbi__get16le(s); + g->flags = stbi__get8(s); + g->bgindex = stbi__get8(s); + g->ratio = stbi__get8(s); + g->transparent = -1; + + if (g->w > STBI_MAX_DIMENSIONS) + return stbi__err("too large", "Very large image (corrupt?)"); + if (g->h > STBI_MAX_DIMENSIONS) + return stbi__err("too large", "Very large image (corrupt?)"); + + if (comp != 0) + *comp = 4; // can't actually tell whether it's 3 or 4 until we parse the comments + + if (is_info) return 1; + + if (g->flags & 0x80) stbi__gif_parse_colortable(s, g->pal, 2 << (g->flags & 7), -1); + + return 1; +} + +static int stbi__gif_info_raw(stbi__context * s, int * x, int * y, int * comp) { + stbi__gif * g = (stbi__gif *) stbi__malloc(sizeof(stbi__gif)); + if (!g) return stbi__err("outofmem", "Out of memory"); + if (!stbi__gif_header(s, g, comp, 1)) { + STBI_FREE(g); + stbi__rewind(s); + return 0; + } + if (x) *x = g->w; + if (y) *y = g->h; + STBI_FREE(g); + return 1; +} + +static void stbi__out_gif_code(stbi__gif * g, stbi__uint16 code) { + stbi_uc *p, *c; + int idx; + + // recurse to decode the prefixes, since the linked-list is backwards, + // and working backwards through an interleaved image would be nasty + if (g->codes[code].prefix >= 0) stbi__out_gif_code(g, g->codes[code].prefix); + + if (g->cur_y >= g->max_y) return; + + idx = g->cur_x + g->cur_y; + p = &g->out[idx]; + g->history[idx / 4] = 1; + + c = &g->color_table[g->codes[code].suffix * 4]; + if (c[3] > 128) { // don't render transparent pixels; + p[0] = c[2]; + p[1] = c[1]; + p[2] = c[0]; + p[3] = c[3]; + } + g->cur_x += 4; + + if (g->cur_x >= g->max_x) { + g->cur_x = g->start_x; + g->cur_y += g->step; + + while (g->cur_y >= g->max_y && g->parse > 0) { + g->step = (1 << g->parse) * g->line_size; + g->cur_y = g->start_y + (g->step >> 1); + --g->parse; + } + } +} + +static stbi_uc * stbi__process_gif_raster(stbi__context * s, stbi__gif * g) { + stbi_uc lzw_cs; + stbi__int32 len, init_code; + stbi__uint32 first; + stbi__int32 codesize, codemask, avail, oldcode, bits, valid_bits, clear; + stbi__gif_lzw * p; + + lzw_cs = stbi__get8(s); + if (lzw_cs > 12) return NULL; + clear = 1 << lzw_cs; + first = 1; + codesize = lzw_cs + 1; + codemask = (1 << codesize) - 1; + bits = 0; + valid_bits = 0; + for (init_code = 0; init_code < clear; init_code++) { + g->codes[init_code].prefix = -1; + g->codes[init_code].first = (stbi_uc) init_code; + g->codes[init_code].suffix = (stbi_uc) init_code; + } + + // support no starting clear code + avail = clear + 2; + oldcode = -1; + + len = 0; + for (;;) { + if (valid_bits < codesize) { + if (len == 0) { + len = stbi__get8(s); // start new block + if (len == 0) return g->out; + } + --len; + bits |= (stbi__int32) stbi__get8(s) << valid_bits; + valid_bits += 8; + } else { + stbi__int32 code = bits & codemask; + bits >>= codesize; + valid_bits -= codesize; + // @OPTIMIZE: is there some way we can accelerate the non-clear path? + if (code == clear) { // clear code + codesize = lzw_cs + 1; + codemask = (1 << codesize) - 1; + avail = clear + 2; + oldcode = -1; + first = 0; + } else if (code == clear + 1) { // end of stream code + stbi__skip(s, len); + while ((len = stbi__get8(s)) > 0) stbi__skip(s, len); + return g->out; + } else if (code <= avail) { + if (first) { + return stbi__errpuc("no clear code", "Corrupt GIF"); + } + + if (oldcode >= 0) { + p = &g->codes[avail++]; + if (avail > 8192) { + return stbi__errpuc("too many codes", "Corrupt GIF"); + } + + p->prefix = (stbi__int16) oldcode; + p->first = g->codes[oldcode].first; + p->suffix = (code == avail) ? p->first : g->codes[code].first; + } else if (code == avail) + return stbi__errpuc("illegal code in raster", "Corrupt GIF"); + + stbi__out_gif_code(g, (stbi__uint16) code); + + if ((avail & codemask) == 0 && avail <= 0x0FFF) { + codesize++; + codemask = (1 << codesize) - 1; + } + + oldcode = code; + } else { + return stbi__errpuc("illegal code in raster", "Corrupt GIF"); + } + } + } +} + +// this function is designed to support animated gifs, although stb_image doesn't support it +// two back is the image from two frames ago, used for a very specific disposal format +static stbi_uc * stbi__gif_load_next(stbi__context * s, stbi__gif * g, int * comp, + int req_comp, stbi_uc * two_back) { + int dispose; + int first_frame; + int pi; + int pcount; + STBI_NOTUSED(req_comp); + + // on first frame, any non-written pixels get the background colour (non-transparent) + first_frame = 0; + if (g->out == 0) { + if (!stbi__gif_header(s, g, comp, 0)) + return 0; // stbi__g_failure_reason set by stbi__gif_header + if (!stbi__mad3sizes_valid(4, g->w, g->h, 0)) + return stbi__errpuc("too large", "GIF image is too large"); + pcount = g->w * g->h; + g->out = (stbi_uc *) stbi__malloc(4 * pcount); + g->background = (stbi_uc *) stbi__malloc(4 * pcount); + g->history = (stbi_uc *) stbi__malloc(pcount); + if (!g->out || !g->background || !g->history) + return stbi__errpuc("outofmem", "Out of memory"); + + // image is treated as "transparent" at the start - ie, nothing overwrites the current background; + // background colour is only used for pixels that are not rendered first frame, after that "background" + // color refers to the color that was there the previous frame. + memset(g->out, 0x00, 4 * pcount); + memset(g->background, 0x00, + 4 * pcount); // state of the background (starts transparent) + memset(g->history, 0x00, + pcount); // pixels that were affected previous frame + first_frame = 1; + } else { + // second frame - how do we dispose of the previous one? + dispose = (g->eflags & 0x1C) >> 2; + pcount = g->w * g->h; + + if ((dispose == 3) && (two_back == 0)) { + dispose + = 2; // if I don't have an image to revert back to, default to the old background + } + + if (dispose == 3) { // use previous graphic + for (pi = 0; pi < pcount; ++pi) { + if (g->history[pi]) { + memcpy(&g->out[pi * 4], &two_back[pi * 4], 4); + } + } + } else if (dispose == 2) { + // restore what was changed last frame to background before that frame; + for (pi = 0; pi < pcount; ++pi) { + if (g->history[pi]) { + memcpy(&g->out[pi * 4], &g->background[pi * 4], 4); + } + } + } else { + // This is a non-disposal case eithe way, so just + // leave the pixels as is, and they will become the new background + // 1: do not dispose + // 0: not specified. + } + + // background is what out is after the undoing of the previou frame; + memcpy(g->background, g->out, 4 * g->w * g->h); + } + + // clear my history; + memset(g->history, 0x00, + g->w * g->h); // pixels that were affected previous frame + + for (;;) { + int tag = stbi__get8(s); + switch (tag) { + case 0x2C: /* Image Descriptor */ + { + stbi__int32 x, y, w, h; + stbi_uc * o; + + x = stbi__get16le(s); + y = stbi__get16le(s); + w = stbi__get16le(s); + h = stbi__get16le(s); + if (((x + w) > (g->w)) || ((y + h) > (g->h))) + return stbi__errpuc("bad Image Descriptor", "Corrupt GIF"); + + g->line_size = g->w * 4; + g->start_x = x * 4; + g->start_y = y * g->line_size; + g->max_x = g->start_x + w * 4; + g->max_y = g->start_y + h * g->line_size; + g->cur_x = g->start_x; + g->cur_y = g->start_y; + + // if the width of the specified rectangle is 0, that means + // we may not see *any* pixels or the image is malformed; + // to make sure this is caught, move the current y down to + // max_y (which is what out_gif_code checks). + if (w == 0) g->cur_y = g->max_y; + + g->lflags = stbi__get8(s); + + if (g->lflags & 0x40) { + g->step = 8 * g->line_size; // first interlaced spacing + g->parse = 3; + } else { + g->step = g->line_size; + g->parse = 0; + } + + if (g->lflags & 0x80) { + stbi__gif_parse_colortable(s, g->lpal, 2 << (g->lflags & 7), + g->eflags & 0x01 ? g->transparent : -1); + g->color_table = (stbi_uc *) g->lpal; + } else if (g->flags & 0x80) { + g->color_table = (stbi_uc *) g->pal; + } else return stbi__errpuc("missing color table", "Corrupt GIF"); + + o = stbi__process_gif_raster(s, g); + if (!o) return NULL; + + // if this was the first frame, + pcount = g->w * g->h; + if (first_frame && (g->bgindex > 0)) { + // if first frame, any pixel not drawn to gets the background color + for (pi = 0; pi < pcount; ++pi) { + if (g->history[pi] == 0) { + g->pal[g->bgindex][3] + = 255; // just in case it was made transparent, undo that; It will be reset next frame if need be; + memcpy(&g->out[pi * 4], &g->pal[g->bgindex], 4); + } + } + } + + return o; + } + + case 0x21: // Comment Extension. + { + int len; + int ext = stbi__get8(s); + if (ext == 0xF9) { // Graphic Control Extension. + len = stbi__get8(s); + if (len == 4) { + g->eflags = stbi__get8(s); + g->delay = 10 + * stbi__get16le( + s); // delay - 1/100th of a second, saving as 1/1000ths. + + // unset old transparent + if (g->transparent >= 0) { + g->pal[g->transparent][3] = 255; + } + if (g->eflags & 0x01) { + g->transparent = stbi__get8(s); + if (g->transparent >= 0) { + g->pal[g->transparent][3] = 0; + } + } else { + // don't need transparent + stbi__skip(s, 1); + g->transparent = -1; + } + } else { + stbi__skip(s, len); + break; + } + } + while ((len = stbi__get8(s)) != 0) { + stbi__skip(s, len); + } + break; + } + + case 0x3B: // gif stream termination code + return (stbi_uc *) s; // using '1' causes warning on some compilers + + default: + return stbi__errpuc("unknown code", "Corrupt GIF"); + } + } +} + +static void * stbi__load_gif_main_outofmem(stbi__gif * g, stbi_uc * out, int ** delays) { + STBI_FREE(g->out); + STBI_FREE(g->history); + STBI_FREE(g->background); + + if (out) STBI_FREE(out); + if (delays && *delays) STBI_FREE(*delays); + return stbi__errpuc("outofmem", "Out of memory"); +} + +static void * stbi__load_gif_main(stbi__context * s, int ** delays, int * x, int * y, int * z, + int * comp, int req_comp) { + if (stbi__gif_test(s)) { + int layers = 0; + stbi_uc * u = 0; + stbi_uc * out = 0; + stbi_uc * two_back = 0; + stbi__gif g; + int stride; + int out_size = 0; + int delays_size = 0; + + STBI_NOTUSED(out_size); + STBI_NOTUSED(delays_size); + + memset(&g, 0, sizeof(g)); + if (delays) { + *delays = 0; + } + + do { + u = stbi__gif_load_next(s, &g, comp, req_comp, two_back); + if (u == (stbi_uc *) s) u = 0; // end of animated gif marker + + if (u) { + *x = g.w; + *y = g.h; + ++layers; + stride = g.w * g.h * 4; + + if (out) { + void * tmp + = (stbi_uc *) STBI_REALLOC_SIZED(out, out_size, layers * stride); + if (!tmp) return stbi__load_gif_main_outofmem(&g, out, delays); + else { + out = (stbi_uc *) tmp; + out_size = layers * stride; + } + + if (delays) { + int * new_delays = (int *) STBI_REALLOC_SIZED(*delays, delays_size, + sizeof(int) * layers); + if (!new_delays) return stbi__load_gif_main_outofmem(&g, out, delays); + *delays = new_delays; + delays_size = layers * sizeof(int); + } + } else { + out = (stbi_uc *) stbi__malloc(layers * stride); + if (!out) return stbi__load_gif_main_outofmem(&g, out, delays); + out_size = layers * stride; + if (delays) { + *delays = (int *) stbi__malloc(layers * sizeof(int)); + if (!*delays) return stbi__load_gif_main_outofmem(&g, out, delays); + delays_size = layers * sizeof(int); + } + } + memcpy(out + ((layers - 1) * stride), u, stride); + if (layers >= 2) { + two_back = out - 2 * stride; + } + + if (delays) { + (*delays)[layers - 1U] = g.delay; + } + } + } while (u != 0); + + // free temp buffer; + STBI_FREE(g.out); + STBI_FREE(g.history); + STBI_FREE(g.background); + + // do the final conversion after loading everything; + if (req_comp && req_comp != 4) + out = stbi__convert_format(out, 4, req_comp, layers * g.w, g.h); + + *z = layers; + return out; + } else { + return stbi__errpuc("not GIF", "Image was not as a gif type."); + } +} + +static void * stbi__gif_load(stbi__context * s, int * x, int * y, int * comp, int req_comp, + stbi__result_info * ri) { + stbi_uc * u = 0; + stbi__gif g; + memset(&g, 0, sizeof(g)); + STBI_NOTUSED(ri); + + u = stbi__gif_load_next(s, &g, comp, req_comp, 0); + if (u == (stbi_uc *) s) u = 0; // end of animated gif marker + if (u) { + *x = g.w; + *y = g.h; + + // moved conversion to after successful load so that the same + // can be done for multiple frames. + if (req_comp && req_comp != 4) u = stbi__convert_format(u, 4, req_comp, g.w, g.h); + } else if (g.out) { + // if there was an error and we allocated an image buffer, free it! + STBI_FREE(g.out); + } + + // free buffers needed for multiple frame loading; + STBI_FREE(g.history); + STBI_FREE(g.background); + + return u; +} + +static int stbi__gif_info(stbi__context * s, int * x, int * y, int * comp) { + return stbi__gif_info_raw(s, x, y, comp); +} +#endif + +// ************************************************************************************************* +// Radiance RGBE HDR loader +// originally by Nicolas Schulz +#ifndef STBI_NO_HDR +static int stbi__hdr_test_core(stbi__context * s, const char * signature) { + int i; + for (i = 0; signature[i]; ++i) + if (stbi__get8(s) != signature[i]) return 0; + stbi__rewind(s); + return 1; +} + +static int stbi__hdr_test(stbi__context * s) { + int r = stbi__hdr_test_core(s, "#?RADIANCE\n"); + stbi__rewind(s); + if (!r) { + r = stbi__hdr_test_core(s, "#?RGBE\n"); + stbi__rewind(s); + } + return r; +} + +#define STBI__HDR_BUFLEN 1024 +static char * stbi__hdr_gettoken(stbi__context * z, char * buffer) { + int len = 0; + char c = '\0'; + + c = (char) stbi__get8(z); + + while (!stbi__at_eof(z) && c != '\n') { + buffer[len++] = c; + if (len == STBI__HDR_BUFLEN - 1) { + // flush to end of line + while (!stbi__at_eof(z) && stbi__get8(z) != '\n'); + break; + } + c = (char) stbi__get8(z); + } + + buffer[len] = 0; + return buffer; +} + +static void stbi__hdr_convert(float * output, stbi_uc * input, int req_comp) { + if (input[3] != 0) { + float f1; + // Exponent + f1 = (float) ldexp(1.0f, input[3] - (int) (128 + 8)); + if (req_comp <= 2) output[0] = (input[0] + input[1] + input[2]) * f1 / 3; + else { + output[0] = input[0] * f1; + output[1] = input[1] * f1; + output[2] = input[2] * f1; + } + if (req_comp == 2) output[1] = 1; + if (req_comp == 4) output[3] = 1; + } else { + switch (req_comp) { + case 4: + output[3] = 1; /* fallthrough */ + case 3: + output[0] = output[1] = output[2] = 0; + break; + case 2: + output[1] = 1; /* fallthrough */ + case 1: + output[0] = 0; + break; + } + } +} + +static float * stbi__hdr_load(stbi__context * s, int * x, int * y, int * comp, int req_comp, + stbi__result_info * ri) { + char buffer[STBI__HDR_BUFLEN]; + char * token; + int valid = 0; + int width, height; + stbi_uc * scanline; + float * hdr_data; + int len; + unsigned char count, value; + int i, j, k, c1, c2, z; + const char * headerToken; + STBI_NOTUSED(ri); + + // Check identifier + headerToken = stbi__hdr_gettoken(s, buffer); + if (strcmp(headerToken, "#?RADIANCE") != 0 && strcmp(headerToken, "#?RGBE") != 0) + return stbi__errpf("not HDR", "Corrupt HDR image"); + + // Parse header + for (;;) { + token = stbi__hdr_gettoken(s, buffer); + if (token[0] == 0) break; + if (strcmp(token, "FORMAT=32-bit_rle_rgbe") == 0) valid = 1; + } + + if (!valid) return stbi__errpf("unsupported format", "Unsupported HDR format"); + + // Parse width and height + // can't use sscanf() if we're not using stdio! + token = stbi__hdr_gettoken(s, buffer); + if (strncmp(token, "-Y ", 3)) + return stbi__errpf("unsupported data layout", "Unsupported HDR format"); + token += 3; + height = (int) strtol(token, &token, 10); + while (*token == ' ') ++token; + if (strncmp(token, "+X ", 3)) + return stbi__errpf("unsupported data layout", "Unsupported HDR format"); + token += 3; + width = (int) strtol(token, NULL, 10); + + if (height > STBI_MAX_DIMENSIONS) + return stbi__errpf("too large", "Very large image (corrupt?)"); + if (width > STBI_MAX_DIMENSIONS) + return stbi__errpf("too large", "Very large image (corrupt?)"); + + *x = width; + *y = height; + + if (comp) *comp = 3; + if (req_comp == 0) req_comp = 3; + + if (!stbi__mad4sizes_valid(width, height, req_comp, sizeof(float), 0)) + return stbi__errpf("too large", "HDR image is too large"); + + // Read data + hdr_data = (float *) stbi__malloc_mad4(width, height, req_comp, sizeof(float), 0); + if (!hdr_data) return stbi__errpf("outofmem", "Out of memory"); + + // Load image data + // image data is stored as some number of sca + if (width < 8 || width >= 32768) { + // Read flat data + for (j = 0; j < height; ++j) { + for (i = 0; i < width; ++i) { + stbi_uc rgbe[4]; + main_decode_loop: + stbi__getn(s, rgbe, 4); + stbi__hdr_convert(hdr_data + j * width * req_comp + i * req_comp, rgbe, + req_comp); + } + } + } else { + // Read RLE-encoded data + scanline = NULL; + + for (j = 0; j < height; ++j) { + c1 = stbi__get8(s); + c2 = stbi__get8(s); + len = stbi__get8(s); + if (c1 != 2 || c2 != 2 || (len & 0x80)) { + // not run-length encoded, so we have to actually use THIS data as a decoded + // pixel (note this can't be a valid pixel--one of RGB must be >= 128) + stbi_uc rgbe[4]; + rgbe[0] = (stbi_uc) c1; + rgbe[1] = (stbi_uc) c2; + rgbe[2] = (stbi_uc) len; + rgbe[3] = (stbi_uc) stbi__get8(s); + stbi__hdr_convert(hdr_data, rgbe, req_comp); + i = 1; + j = 0; + STBI_FREE(scanline); + goto main_decode_loop; // yes, this makes no sense + } + len <<= 8; + len |= stbi__get8(s); + if (len != width) { + STBI_FREE(hdr_data); + STBI_FREE(scanline); + return stbi__errpf("invalid decoded scanline length", "corrupt HDR"); + } + if (scanline == NULL) { + scanline = (stbi_uc *) stbi__malloc_mad2(width, 4, 0); + if (!scanline) { + STBI_FREE(hdr_data); + return stbi__errpf("outofmem", "Out of memory"); + } + } + + for (k = 0; k < 4; ++k) { + int nleft; + i = 0; + while ((nleft = width - i) > 0) { + count = stbi__get8(s); + if (count > 128) { + // Run + value = stbi__get8(s); + count -= 128; + if ((count == 0) || (count > nleft)) { + STBI_FREE(hdr_data); + STBI_FREE(scanline); + return stbi__errpf("corrupt", "bad RLE data in HDR"); + } + for (z = 0; z < count; ++z) scanline[i++ * 4 + k] = value; + } else { + // Dump + if ((count == 0) || (count > nleft)) { + STBI_FREE(hdr_data); + STBI_FREE(scanline); + return stbi__errpf("corrupt", "bad RLE data in HDR"); + } + for (z = 0; z < count; ++z) scanline[i++ * 4 + k] = stbi__get8(s); + } + } + } + for (i = 0; i < width; ++i) + stbi__hdr_convert(hdr_data + (j * width + i) * req_comp, scanline + i * 4, + req_comp); + } + if (scanline) STBI_FREE(scanline); + } + + return hdr_data; +} + +static int stbi__hdr_info(stbi__context * s, int * x, int * y, int * comp) { + char buffer[STBI__HDR_BUFLEN]; + char * token; + int valid = 0; + int dummy; + + if (!x) x = &dummy; + if (!y) y = &dummy; + if (!comp) comp = &dummy; + + if (stbi__hdr_test(s) == 0) { + stbi__rewind(s); + return 0; + } + + for (;;) { + token = stbi__hdr_gettoken(s, buffer); + if (token[0] == 0) break; + if (strcmp(token, "FORMAT=32-bit_rle_rgbe") == 0) valid = 1; + } + + if (!valid) { + stbi__rewind(s); + return 0; + } + token = stbi__hdr_gettoken(s, buffer); + if (strncmp(token, "-Y ", 3)) { + stbi__rewind(s); + return 0; + } + token += 3; + *y = (int) strtol(token, &token, 10); + while (*token == ' ') ++token; + if (strncmp(token, "+X ", 3)) { + stbi__rewind(s); + return 0; + } + token += 3; + *x = (int) strtol(token, NULL, 10); + *comp = 3; + return 1; +} +#endif // STBI_NO_HDR + +#ifndef STBI_NO_BMP +static int stbi__bmp_info(stbi__context * s, int * x, int * y, int * comp) { + void * p; + stbi__bmp_data info; + + info.all_a = 255; + p = stbi__bmp_parse_header(s, &info); + if (p == NULL) { + stbi__rewind(s); + return 0; + } + if (x) *x = s->img_x; + if (y) *y = s->img_y; + if (comp) { + if (info.bpp == 24 && info.ma == 0xff000000) *comp = 3; + else *comp = info.ma ? 4 : 3; + } + return 1; +} +#endif + +#ifndef STBI_NO_PSD +static int stbi__psd_info(stbi__context * s, int * x, int * y, int * comp) { + int channelCount, dummy, depth; + if (!x) x = &dummy; + if (!y) y = &dummy; + if (!comp) comp = &dummy; + if (stbi__get32be(s) != 0x38425053) { + stbi__rewind(s); + return 0; + } + if (stbi__get16be(s) != 1) { + stbi__rewind(s); + return 0; + } + stbi__skip(s, 6); + channelCount = stbi__get16be(s); + if (channelCount < 0 || channelCount > 16) { + stbi__rewind(s); + return 0; + } + *y = stbi__get32be(s); + *x = stbi__get32be(s); + depth = stbi__get16be(s); + if (depth != 8 && depth != 16) { + stbi__rewind(s); + return 0; + } + if (stbi__get16be(s) != 3) { + stbi__rewind(s); + return 0; + } + *comp = 4; + return 1; +} + +static int stbi__psd_is16(stbi__context * s) { + int channelCount, depth; + if (stbi__get32be(s) != 0x38425053) { + stbi__rewind(s); + return 0; + } + if (stbi__get16be(s) != 1) { + stbi__rewind(s); + return 0; + } + stbi__skip(s, 6); + channelCount = stbi__get16be(s); + if (channelCount < 0 || channelCount > 16) { + stbi__rewind(s); + return 0; + } + STBI_NOTUSED(stbi__get32be(s)); + STBI_NOTUSED(stbi__get32be(s)); + depth = stbi__get16be(s); + if (depth != 16) { + stbi__rewind(s); + return 0; + } + return 1; +} +#endif + +#ifndef STBI_NO_PIC +static int stbi__pic_info(stbi__context * s, int * x, int * y, int * comp) { + int act_comp = 0, num_packets = 0, chained, dummy; + stbi__pic_packet packets[10]; + + if (!x) x = &dummy; + if (!y) y = &dummy; + if (!comp) comp = &dummy; + + if (!stbi__pic_is4(s, "\x53\x80\xF6\x34")) { + stbi__rewind(s); + return 0; + } + + stbi__skip(s, 88); + + *x = stbi__get16be(s); + *y = stbi__get16be(s); + if (stbi__at_eof(s)) { + stbi__rewind(s); + return 0; + } + if ((*x) != 0 && (1 << 28) / (*x) < (*y)) { + stbi__rewind(s); + return 0; + } + + stbi__skip(s, 8); + + do { + stbi__pic_packet * packet; + + if (num_packets == sizeof(packets) / sizeof(packets[0])) return 0; + + packet = &packets[num_packets++]; + chained = stbi__get8(s); + packet->size = stbi__get8(s); + packet->type = stbi__get8(s); + packet->channel = stbi__get8(s); + act_comp |= packet->channel; + + if (stbi__at_eof(s)) { + stbi__rewind(s); + return 0; + } + if (packet->size != 8) { + stbi__rewind(s); + return 0; + } + } while (chained); + + *comp = (act_comp & 0x10 ? 4 : 3); + + return 1; +} +#endif + +// ************************************************************************************************* +// Portable Gray Map and Portable Pixel Map loader +// by Ken Miller +// +// PGM: http://netpbm.sourceforge.net/doc/pgm.html +// PPM: http://netpbm.sourceforge.net/doc/ppm.html +// +// Known limitations: +// Does not support comments in the header section +// Does not support ASCII image data (formats P2 and P3) + +#ifndef STBI_NO_PNM + +static int stbi__pnm_test(stbi__context * s) { + char p, t; + p = (char) stbi__get8(s); + t = (char) stbi__get8(s); + if (p != 'P' || (t != '5' && t != '6')) { + stbi__rewind(s); + return 0; + } + return 1; +} + +static void * stbi__pnm_load(stbi__context * s, int * x, int * y, int * comp, int req_comp, + stbi__result_info * ri) { + stbi_uc * out; + STBI_NOTUSED(ri); + + ri->bits_per_channel + = stbi__pnm_info(s, (int *) &s->img_x, (int *) &s->img_y, (int *) &s->img_n); + if (ri->bits_per_channel == 0) return 0; + + if (s->img_y > STBI_MAX_DIMENSIONS) + return stbi__errpuc("too large", "Very large image (corrupt?)"); + if (s->img_x > STBI_MAX_DIMENSIONS) + return stbi__errpuc("too large", "Very large image (corrupt?)"); + + *x = s->img_x; + *y = s->img_y; + if (comp) *comp = s->img_n; + + if (!stbi__mad4sizes_valid(s->img_n, s->img_x, s->img_y, ri->bits_per_channel / 8, 0)) + return stbi__errpuc("too large", "PNM too large"); + + out = (stbi_uc *) stbi__malloc_mad4(s->img_n, s->img_x, s->img_y, ri->bits_per_channel / 8, + 0); + if (!out) return stbi__errpuc("outofmem", "Out of memory"); + if (!stbi__getn(s, out, s->img_n * s->img_x * s->img_y * (ri->bits_per_channel / 8))) { + STBI_FREE(out); + return stbi__errpuc("bad PNM", "PNM file truncated"); + } + + if (req_comp && req_comp != s->img_n) { + if (ri->bits_per_channel == 16) { + out = (stbi_uc *) stbi__convert_format16((stbi__uint16 *) out, s->img_n, req_comp, + s->img_x, s->img_y); + } else { + out = stbi__convert_format(out, s->img_n, req_comp, s->img_x, s->img_y); + } + if (out == NULL) return out; // stbi__convert_format frees input on failure + } + return out; +} + +static int stbi__pnm_isspace(char c) { + return c == ' ' || c == '\t' || c == '\n' || c == '\v' || c == '\f' || c == '\r'; +} + +static void stbi__pnm_skip_whitespace(stbi__context * s, char * c) { + for (;;) { + while (!stbi__at_eof(s) && stbi__pnm_isspace(*c)) *c = (char) stbi__get8(s); + + if (stbi__at_eof(s) || *c != '#') break; + + while (!stbi__at_eof(s) && *c != '\n' && *c != '\r') *c = (char) stbi__get8(s); + } +} + +static int stbi__pnm_isdigit(char c) { return c >= '0' && c <= '9'; } + +static int stbi__pnm_getinteger(stbi__context * s, char * c) { + int value = 0; + + while (!stbi__at_eof(s) && stbi__pnm_isdigit(*c)) { + value = value * 10 + (*c - '0'); + *c = (char) stbi__get8(s); + if ((value > 214748364) || (value == 214748364 && *c > '7')) + return stbi__err("integer parse overflow", + "Parsing an integer in the PPM header overflowed a 32-bit int"); + } + + return value; +} + +static int stbi__pnm_info(stbi__context * s, int * x, int * y, int * comp) { + int maxv, dummy; + char c, p, t; + + if (!x) x = &dummy; + if (!y) y = &dummy; + if (!comp) comp = &dummy; + + stbi__rewind(s); + + // Get identifier + p = (char) stbi__get8(s); + t = (char) stbi__get8(s); + if (p != 'P' || (t != '5' && t != '6')) { + stbi__rewind(s); + return 0; + } + + *comp = (t == '6') ? 3 : 1; // '5' is 1-component .pgm; '6' is 3-component .ppm + + c = (char) stbi__get8(s); + stbi__pnm_skip_whitespace(s, &c); + + *x = stbi__pnm_getinteger(s, &c); // read width + if (*x == 0) + return stbi__err("invalid width", "PPM image header had zero or overflowing width"); + stbi__pnm_skip_whitespace(s, &c); + + *y = stbi__pnm_getinteger(s, &c); // read height + if (*y == 0) + return stbi__err("invalid width", "PPM image header had zero or overflowing width"); + stbi__pnm_skip_whitespace(s, &c); + + maxv = stbi__pnm_getinteger(s, &c); // read max value + if (maxv > 65535) + return stbi__err("max value > 65535", + "PPM image supports only 8-bit and 16-bit images"); + else if (maxv > 255) return 16; + else return 8; +} + +static int stbi__pnm_is16(stbi__context * s) { + if (stbi__pnm_info(s, NULL, NULL, NULL) == 16) return 1; + return 0; +} +#endif + +static int stbi__info_main(stbi__context * s, int * x, int * y, int * comp) { +#ifndef STBI_NO_JPEG + if (stbi__jpeg_info(s, x, y, comp)) return 1; +#endif + +#ifndef STBI_NO_PNG + if (stbi__png_info(s, x, y, comp)) return 1; +#endif + +#ifndef STBI_NO_GIF + if (stbi__gif_info(s, x, y, comp)) return 1; +#endif + +#ifndef STBI_NO_BMP + if (stbi__bmp_info(s, x, y, comp)) return 1; +#endif + +#ifndef STBI_NO_PSD + if (stbi__psd_info(s, x, y, comp)) return 1; +#endif + +#ifndef STBI_NO_PIC + if (stbi__pic_info(s, x, y, comp)) return 1; +#endif + +#ifndef STBI_NO_PNM + if (stbi__pnm_info(s, x, y, comp)) return 1; +#endif + +#ifndef STBI_NO_HDR + if (stbi__hdr_info(s, x, y, comp)) return 1; +#endif + +// test tga last because it's a crappy test! +#ifndef STBI_NO_TGA + if (stbi__tga_info(s, x, y, comp)) return 1; +#endif + return stbi__err("unknown image type", "Image not of any known type, or corrupt"); +} + +static int stbi__is_16_main(stbi__context * s) { +#ifndef STBI_NO_PNG + if (stbi__png_is16(s)) return 1; +#endif + +#ifndef STBI_NO_PSD + if (stbi__psd_is16(s)) return 1; +#endif + +#ifndef STBI_NO_PNM + if (stbi__pnm_is16(s)) return 1; +#endif + return 0; +} + +#ifndef STBI_NO_STDIO +STBIDEF int stbi_info(char const * filename, int * x, int * y, int * comp) { + FILE * f = stbi__fopen(filename, "rb"); + int result; + if (!f) return stbi__err("can't fopen", "Unable to open file"); + result = stbi_info_from_file(f, x, y, comp); + fclose(f); + return result; +} + +STBIDEF int stbi_info_from_file(FILE * f, int * x, int * y, int * comp) { + int r; + stbi__context s; + long pos = ftell(f); + stbi__start_file(&s, f); + r = stbi__info_main(&s, x, y, comp); + fseek(f, pos, SEEK_SET); + return r; +} + +STBIDEF int stbi_is_16_bit(char const * filename) { + FILE * f = stbi__fopen(filename, "rb"); + int result; + if (!f) return stbi__err("can't fopen", "Unable to open file"); + result = stbi_is_16_bit_from_file(f); + fclose(f); + return result; +} + +STBIDEF int stbi_is_16_bit_from_file(FILE * f) { + int r; + stbi__context s; + long pos = ftell(f); + stbi__start_file(&s, f); + r = stbi__is_16_main(&s); + fseek(f, pos, SEEK_SET); + return r; +} +#endif // !STBI_NO_STDIO + +STBIDEF int stbi_info_from_memory(stbi_uc const * buffer, int len, int * x, int * y, + int * comp) { + stbi__context s; + stbi__start_mem(&s, buffer, len); + return stbi__info_main(&s, x, y, comp); +} + +STBIDEF int stbi_info_from_callbacks(stbi_io_callbacks const * c, void * user, int * x, + int * y, int * comp) { + stbi__context s; + stbi__start_callbacks(&s, (stbi_io_callbacks *) c, user); + return stbi__info_main(&s, x, y, comp); +} + +STBIDEF int stbi_is_16_bit_from_memory(stbi_uc const * buffer, int len) { + stbi__context s; + stbi__start_mem(&s, buffer, len); + return stbi__is_16_main(&s); +} + +STBIDEF int stbi_is_16_bit_from_callbacks(stbi_io_callbacks const * c, void * user) { + stbi__context s; + stbi__start_callbacks(&s, (stbi_io_callbacks *) c, user); + return stbi__is_16_main(&s); +} + +#endif // STB_IMAGE_IMPLEMENTATION + +/* + revision history: + 2.20 (2019-02-07) support utf8 filenames in Windows; fix warnings and platform ifdefs + 2.19 (2018-02-11) fix warning + 2.18 (2018-01-30) fix warnings + 2.17 (2018-01-29) change sbti__shiftsigned to avoid clang -O2 bug + 1-bit BMP + *_is_16_bit api + avoid warnings + 2.16 (2017-07-23) all functions have 16-bit variants; + STBI_NO_STDIO works again; + compilation fixes; + fix rounding in unpremultiply; + optimize vertical flip; + disable raw_len validation; + documentation fixes + 2.15 (2017-03-18) fix png-1,2,4 bug; now all Imagenet JPGs decode; + warning fixes; disable run-time SSE detection on gcc; + uniform handling of optional "return" values; + thread-safe initialization of zlib tables + 2.14 (2017-03-03) remove deprecated STBI_JPEG_OLD; fixes for Imagenet JPGs + 2.13 (2016-11-29) add 16-bit API, only supported for PNG right now + 2.12 (2016-04-02) fix typo in 2.11 PSD fix that caused crashes + 2.11 (2016-04-02) allocate large structures on the stack + remove white matting for transparent PSD + fix reported channel count for PNG & BMP + re-enable SSE2 in non-gcc 64-bit + support RGB-formatted JPEG + read 16-bit PNGs (only as 8-bit) + 2.10 (2016-01-22) avoid warning introduced in 2.09 by STBI_REALLOC_SIZED + 2.09 (2016-01-16) allow comments in PNM files + 16-bit-per-pixel TGA (not bit-per-component) + info() for TGA could break due to .hdr handling + info() for BMP to shares code instead of sloppy parse + can use STBI_REALLOC_SIZED if allocator doesn't support realloc + code cleanup + 2.08 (2015-09-13) fix to 2.07 cleanup, reading RGB PSD as RGBA + 2.07 (2015-09-13) fix compiler warnings + partial animated GIF support + limited 16-bpc PSD support + #ifdef unused functions + bug with < 92 byte PIC,PNM,HDR,TGA + 2.06 (2015-04-19) fix bug where PSD returns wrong '*comp' value + 2.05 (2015-04-19) fix bug in progressive JPEG handling, fix warning + 2.04 (2015-04-15) try to re-enable SIMD on MinGW 64-bit + 2.03 (2015-04-12) extra corruption checking (mmozeiko) + stbi_set_flip_vertically_on_load (nguillemot) + fix NEON support; fix mingw support + 2.02 (2015-01-19) fix incorrect assert, fix warning + 2.01 (2015-01-17) fix various warnings; suppress SIMD on gcc 32-bit without -msse2 + 2.00b (2014-12-25) fix STBI_MALLOC in progressive JPEG + 2.00 (2014-12-25) optimize JPG, including x86 SSE2 & NEON SIMD (ryg) + progressive JPEG (stb) + PGM/PPM support (Ken Miller) + STBI_MALLOC,STBI_REALLOC,STBI_FREE + GIF bugfix -- seemingly never worked + STBI_NO_*, STBI_ONLY_* + 1.48 (2014-12-14) fix incorrectly-named assert() + 1.47 (2014-12-14) 1/2/4-bit PNG support, both direct and paletted (Omar Cornut & stb) + optimize PNG (ryg) + fix bug in interlaced PNG with user-specified channel count (stb) + 1.46 (2014-08-26) + fix broken tRNS chunk (colorkey-style transparency) in non-paletted PNG + 1.45 (2014-08-16) + fix MSVC-ARM internal compiler error by wrapping malloc + 1.44 (2014-08-07) + various warning fixes from Ronny Chevalier + 1.43 (2014-07-15) + fix MSVC-only compiler problem in code changed in 1.42 + 1.42 (2014-07-09) + don't define _CRT_SECURE_NO_WARNINGS (affects user code) + fixes to stbi__cleanup_jpeg path + added STBI_ASSERT to avoid requiring assert.h + 1.41 (2014-06-25) + fix search&replace from 1.36 that messed up comments/error messages + 1.40 (2014-06-22) + fix gcc struct-initialization warning + 1.39 (2014-06-15) + fix to TGA optimization when req_comp != number of components in TGA; + fix to GIF loading because BMP wasn't rewinding (whoops, no GIFs in my test suite) + add support for BMP version 5 (more ignored fields) + 1.38 (2014-06-06) + suppress MSVC warnings on integer casts truncating values + fix accidental rename of 'skip' field of I/O + 1.37 (2014-06-04) + remove duplicate typedef + 1.36 (2014-06-03) + convert to header file single-file library + if de-iphone isn't set, load iphone images color-swapped instead of returning NULL + 1.35 (2014-05-27) + various warnings + fix broken STBI_SIMD path + fix bug where stbi_load_from_file no longer left file pointer in correct place + fix broken non-easy path for 32-bit BMP (possibly never used) + TGA optimization by Arseny Kapoulkine + 1.34 (unknown) + use STBI_NOTUSED in stbi__resample_row_generic(), fix one more leak in tga failure case + 1.33 (2011-07-14) + make stbi_is_hdr work in STBI_NO_HDR (as specified), minor compiler-friendly improvements + 1.32 (2011-07-13) + support for "info" function for all supported filetypes (SpartanJ) + 1.31 (2011-06-20) + a few more leak fixes, bug in PNG handling (SpartanJ) + 1.30 (2011-06-11) + added ability to load files via callbacks to accomidate custom input streams (Ben Wenger) + removed deprecated format-specific test/load functions + removed support for installable file formats (stbi_loader) -- would have been broken for IO callbacks anyway + error cases in bmp and tga give messages and don't leak (Raymond Barbiero, grisha) + fix inefficiency in decoding 32-bit BMP (David Woo) + 1.29 (2010-08-16) + various warning fixes from Aurelien Pocheville + 1.28 (2010-08-01) + fix bug in GIF palette transparency (SpartanJ) + 1.27 (2010-08-01) + cast-to-stbi_uc to fix warnings + 1.26 (2010-07-24) + fix bug in file buffering for PNG reported by SpartanJ + 1.25 (2010-07-17) + refix trans_data warning (Won Chun) + 1.24 (2010-07-12) + perf improvements reading from files on platforms with lock-heavy fgetc() + minor perf improvements for jpeg + deprecated type-specific functions so we'll get feedback if they're needed + attempt to fix trans_data warning (Won Chun) + 1.23 fixed bug in iPhone support + 1.22 (2010-07-10) + removed image *writing* support + stbi_info support from Jetro Lauha + GIF support from Jean-Marc Lienher + iPhone PNG-extensions from James Brown + warning-fixes from Nicolas Schulz and Janez Zemva (i.stbi__err. Janez (U+017D)emva) + 1.21 fix use of 'stbi_uc' in header (reported by jon blow) + 1.20 added support for Softimage PIC, by Tom Seddon + 1.19 bug in interlaced PNG corruption check (found by ryg) + 1.18 (2008-08-02) + fix a threading bug (local mutable static) + 1.17 support interlaced PNG + 1.16 major bugfix - stbi__convert_format converted one too many pixels + 1.15 initialize some fields for thread safety + 1.14 fix threadsafe conversion bug + header-file-only version (#define STBI_HEADER_FILE_ONLY before including) + 1.13 threadsafe + 1.12 const qualifiers in the API + 1.11 Support installable IDCT, colorspace conversion routines + 1.10 Fixes for 64-bit (don't use "unsigned long") + optimized upsampling by Fabian "ryg" Giesen + 1.09 Fix format-conversion for PSD code (bad global variables!) + 1.08 Thatcher Ulrich's PSD code integrated by Nicolas Schulz + 1.07 attempt to fix C++ warning/errors again + 1.06 attempt to fix C++ warning/errors again + 1.05 fix TGA loading to return correct *comp and use good luminance calc + 1.04 default float alpha is 1, not 255; use 'void *' for stbi_image_free + 1.03 bugfixes to STBI_NO_STDIO, STBI_NO_HDR + 1.02 support for (subset of) HDR files, float interface for preferred access to them + 1.01 fix bug: possible bug in handling right-side up bmps... not sure + fix bug: the stbi__bmp_load() and stbi__tga_load() functions didn't work at all + 1.00 interface to zlib that skips zlib header + 0.99 correct handling of alpha in palette + 0.98 TGA loader by lonesock; dynamically add loaders (untested) + 0.97 jpeg errors on too large a file; also catch another malloc failure + 0.96 fix detection of invalid v value - particleman@mollyrocket forum + 0.95 during header scan, seek to markers in case of padding + 0.94 STBI_NO_STDIO to disable stdio usage; rename all #defines the same + 0.93 handle jpegtran output; verbose errors + 0.92 read 4,8,16,24,32-bit BMP files of several formats + 0.91 output 24-bit Windows 3.0 BMP files + 0.90 fix a few more warnings; bump version number to approach 1.0 + 0.61 bugfixes due to Marc LeBlanc, Christopher Lloyd + 0.60 fix compiling as c++ + 0.59 fix warnings: merge Dave Moore's -Wall fixes + 0.58 fix bug: zlib uncompressed mode len/nlen was wrong endian + 0.57 fix bug: jpg last huffman symbol before marker was >9 bits but less than 16 available + 0.56 fix bug: zlib uncompressed mode len vs. nlen + 0.55 fix bug: restart_interval not initialized to 0 + 0.54 allow NULL for 'int *comp' + 0.53 fix bug in png 3->4; speedup png decoding + 0.52 png handles req_comp=3,4 directly; minor cleanup; jpeg comments + 0.51 obey req_comp requests, 1-component jpegs return as 1-component, + on 'test' only check type, not whether we support this variant + 0.50 (2006-11-19) + first released version +*/ + +/* +------------------------------------------------------------------------------ +This software is available under 2 licenses -- choose whichever you prefer. +------------------------------------------------------------------------------ +ALTERNATIVE A - MIT License +Copyright (c) 2017 Sean Barrett +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies +of the Software, and to permit persons to whom the Software is furnished to do +so, subject to the following conditions: +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +------------------------------------------------------------------------------ +ALTERNATIVE B - Public Domain (www.unlicense.org) +This is free and unencumbered software released into the public domain. +Anyone is free to copy, modify, publish, use, compile, sell, or distribute this +software, either in source code form or as a compiled binary, for any purpose, +commercial or non-commercial, and by any means. +In jurisdictions that recognize copyright laws, the author or authors of this +software dedicate any and all copyright interest in the software to the public +domain. We make this dedication for the benefit of the public at large and to +the detriment of our heirs and successors. We intend this dedication to be an +overt act of relinquishment in perpetuity of all present and future rights to +this software under copyright law. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN +ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. +------------------------------------------------------------------------------ +*/ diff --git a/mwe/resource-manager/test.cpp b/mwe/resource-manager/test.cpp new file mode 100644 index 0000000..e69de29 --- /dev/null +++ b/mwe/resource-manager/test.cpp diff --git a/mwe/resource-manager/tiledMap.cpp b/mwe/resource-manager/tiledMap.cpp new file mode 100644 index 0000000..85fc30e --- /dev/null +++ b/mwe/resource-manager/tiledMap.cpp @@ -0,0 +1,68 @@ + + +#include "tiledMap.h" +#include "TextureMap.h" +#include "map_layer.h" +#include <SDL_render.h> +#include <cassert> +#include <iostream> +#include <ostream> +#include <string> +#include <tmxlite/Layer.hpp> +#include <tmxlite/Map.hpp> + +TiledMap::TiledMap(const std::string & content) { + if (m_TmxMap.loadFromString(content, "../../asset/tiled/")) { + std::cout << "Map loaded correctly " << std::endl; + } +} + +TiledMap::~TiledMap() { + for (const auto & r : m_MapTextures) { + delete r; + } + m_MapTextures.clear(); + + for (const auto & m : m_RenderLayers) { + delete m; + } + m_RenderLayers.clear(); +} + +void TiledMap::SetRenderer(SDL_Renderer & renderer) { + this->m_Renderer = &renderer; + this->SetMapTextures(); + this->SetMapLayers(); +} + +void TiledMap::draw() const { + for (const auto & l : m_RenderLayers) { + l->draw(m_Renderer); + } +} + +void TiledMap::SetMapTextures() { + const auto & tileSets = m_TmxMap.getTilesets(); + assert(~tileSets.empty()); + + std::cout << "Processing SetMapTextures " << std::endl; + + for (const auto & ts : tileSets) { + m_MapTextures.emplace_back(new TextureMap); + if (!m_MapTextures.back()->loadFromFile(ts.getImagePath(), m_Renderer)) { + std::cerr << "Failed opening " << ts.getImagePath() << "\n"; + } + } +} + +void TiledMap::SetMapLayers() { + const auto & mapLayers = m_TmxMap.getLayers(); + + std::cout << "Processing SetMapLayers " << std::endl; + for (auto i = 0u; i < mapLayers.size(); ++i) { + if (mapLayers[i]->getType() == tmx::Layer::Type::Tile) { + m_RenderLayers.emplace_back(new MapLayer); + m_RenderLayers.back()->create(this->m_TmxMap, i, this->m_MapTextures); + } + } +} diff --git a/mwe/resource-manager/tiledMap.h b/mwe/resource-manager/tiledMap.h new file mode 100644 index 0000000..dc31705 --- /dev/null +++ b/mwe/resource-manager/tiledMap.h @@ -0,0 +1,28 @@ + + +#include "TextureMap.h" +#include "map_layer.h" +#include <string> +#include <tmxlite/Map.hpp> +#include <vector> + +class TiledMap { + +public: + TiledMap(const std::string &); + ~TiledMap(); + + void SetRenderer(SDL_Renderer &); + void draw() const; + +private: + void SetMapTextures(); + void SetMapLayers(); + +private: + tmx::Map m_TmxMap; + std::vector<TextureMap *> m_MapTextures; + std::vector<MapLayer *> m_RenderLayers; + + SDL_Renderer * m_Renderer; +}; @@ -5,10 +5,10 @@ This repository contains: |folder|content| |-|-| |`lib/`|third-party libraries as git submodules| -|`mwe/`|minimal working examples and proof-of-concepts| +|`mwe/`|minimal working examples and standalone proof-of-concepts (isolated from the engine)| |`src/crepe/`|game engine source code| |`src/test/`|unit tests| -|`src/example/`|standalone examples using game engine| +|`src/example/`|standalone examples or proof-of-concepts using game engine internals| ## Compilation @@ -16,31 +16,67 @@ This repository uses CMake (the makefile in the root of this repository is for running auxiliary tasks only). See [src/readme.md](src/readme.md) for detailed building instructions. -## Installing libraries +## Code style -The expected library (source) versions are included in this repository as git -submodules. Follow these steps for manually building one of the required -libraries from source: +Please read [contributing.md](./contributing.md). -1. Ensure the git submodules are initialized: - ``` - $ git submodule update --init --recursive --depth 1 - ``` -2. `cd` into the library source folder: +## Libraries + +This project uses the following libraries + +|Name|Version| +|-|-:| +|`SDL2`|2.30.9| +|`SDL2_image`|2.8.2| +|`SDL_ttf`|2.22.0| +|`SoLoud`|(latest git `master` version)| +|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 +> are using Linux or MinGW. Make sure your entire distribution is up-to-date if +> you are not using a rolling release distribution. + +The sources for all of the above libraries are also included in this repository +as git submodules, which may be used if your distro's package manager does not +provide (recent enough versions of) them. To build any of the libraries +manually, make sure the submodules are initialized by running: + +``` +$ git submodule update --init --recursive --depth 1 +``` + +Then, follow these steps for each library you want to install: + +> [!IMPORTANT] +> A dollar sign prompt (`$`) indicates commands to be run as a regular user, +> while a hashtag (`#`) is used to denote commands that must be run with +> privileges (e.g. as root or using `sudo`). + +1. Change into the library folder (run **one** of these): ``` $ cd lib/googletest - or $ cd lib/sdl2 - or $ cd lib/soloud/contrib + $ cd lib/sdl_image + $ cd lib/sdl_ttf + $ cd lib/whereami ``` -3. Configure the build, run the build and install: +2. Use CMake to configure the build, run the build and install (run **all** of + these): ``` $ cmake -B build -G Ninja - $ ninja -C build - # ninja -C build install + $ cmake --build build + # cmake --install build ``` +## Tooling + +- TODO + ## Documentation API documentation is done using Doxygen. To generate the docs, run @@ -48,7 +84,3 @@ API documentation is done using Doxygen. To generate the docs, run $ make doxygen ``` -## Code style - -Please read [contributing.md](./contributing.md). - diff --git a/src/CMakeLists.txt b/src/CMakeLists.txt index 09c60bd..696856c 100644 --- a/src/CMakeLists.txt +++ b/src/CMakeLists.txt @@ -8,8 +8,13 @@ set(CMAKE_BUILD_TYPE Debug) 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) @@ -20,7 +25,12 @@ target_include_directories(crepe target_link_libraries(crepe PRIVATE soloud - PRIVATE SDL2 + PUBLIC SDL2 + PUBLIC SDL2_ttf + PUBLIC SDL2_image + PUBLIC ${BERKELEY_DB} + PUBLIC whereami + PUBLIC ${FONTCONFIG_LIB} ) add_subdirectory(crepe) @@ -33,7 +43,7 @@ install( ) target_link_libraries(test_main - PRIVATE gtest_main + PRIVATE gtest + PRIVATE gmock PUBLIC crepe ) - diff --git a/src/crepe/Asset.cpp b/src/crepe/Asset.cpp deleted file mode 100644 index 15ddc27..0000000 --- a/src/crepe/Asset.cpp +++ /dev/null @@ -1,14 +0,0 @@ -#include <filesystem> - -#include "Asset.h" - -using namespace crepe; - -Asset::Asset(const std::string & src) { - this->src = std::filesystem::canonical(src); - this->file = std::ifstream(this->src, std::ios::in | std::ios::binary); -} - -const std::istream & Asset::read() { return this->file; } - -const char * Asset::canonical() { return this->src.c_str(); } diff --git a/src/crepe/Asset.h b/src/crepe/Asset.h deleted file mode 100644 index 0cb5834..0000000 --- a/src/crepe/Asset.h +++ /dev/null @@ -1,33 +0,0 @@ -#pragma once - -#include <fstream> -#include <iostream> -#include <string> - -namespace crepe { - -/** - * \brief Asset location helper - * - * This class is used to locate and canonicalize paths to game asset files, and - * should *always* be used when retrieving files from disk. - */ -class Asset { -public: - /** - * \param src Unique identifier to asset - */ - Asset(const std::string & src); - -public: - //! Get an input stream to the contents of this resource - const std::istream & read(); - //! Get the canonical path to this resource - const char * canonical(); - -private: - std::string src; - std::ifstream file; -}; - -} // namespace crepe diff --git a/src/crepe/CMakeLists.txt b/src/crepe/CMakeLists.txt index d85aef0..6cbb9fe 100644 --- a/src/crepe/CMakeLists.txt +++ b/src/crepe/CMakeLists.txt @@ -1,33 +1,21 @@ target_sources(crepe PUBLIC - Asset.cpp - Sound.cpp - SoundContext.cpp - ComponentManager.cpp + Particle.cpp Component.cpp - GameObject.cpp Collider.cpp - Rigidbody.cpp - Sprite.cpp - ScriptSystem.cpp - Script.cpp + Resource.cpp ) target_sources(crepe PUBLIC FILE_SET HEADERS FILES - Asset.h - Sound.h - SoundContext.h - ComponentManager.h - ComponentManager.hpp Component.h - GameObject.h - GameObject.hpp Collider.h - Rigidbody.h - Sprite.h - System.h - ScriptSystem.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 3f12afd..77e11c8 100644 --- a/src/crepe/Collider.cpp +++ b/src/crepe/Collider.cpp @@ -2,4 +2,4 @@ using namespace crepe; -Collider::Collider(int size) : size(size) {} +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 120da05..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(int size); + 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 737f30a..ae76e65 100644 --- a/src/crepe/Component.cpp +++ b/src/crepe/Component.cpp @@ -1,4 +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 00b2164..52e06d5 100644 --- a/src/crepe/Component.h +++ b/src/crepe/Component.h @@ -1,16 +1,79 @@ #pragma once +#include <memory> + +#include "types.h" + namespace crepe { +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. + */ class Component { +public: + //! Whether the component is active + bool active = true; + /** + * \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: - Component() = default; + /** + * \param id The id of the GameObject this component belongs to + */ + Component(game_object_id_t id); + //! Only ComponentManager can create components + friend class ComponentManager; + + // components are never moved + Component(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; - // TODO: shouldn't this constructor be deleted because this class will never - // directly be instantiated? - bool active = true; +public: + /** + * \brief Get the maximum number of instances for this component + * + * This method returns -1 by default, which means that there is no limit for the number of + * instances. Concrete components can override this method to set a limit. + * + * \return The maximum number of instances for this component + */ + virtual int get_instances_max() const { return -1; } }; } // namespace crepe diff --git a/src/crepe/ComponentManager.cpp b/src/crepe/ComponentManager.cpp deleted file mode 100644 index 8aa9d4e..0000000 --- a/src/crepe/ComponentManager.cpp +++ /dev/null @@ -1,34 +0,0 @@ -#include "util/log.h" -#include "ComponentManager.h" - -using namespace crepe; - -ComponentManager & ComponentManager::get_instance() { - static ComponentManager instance; - return instance; -} - -void ComponentManager::delete_all_components_of_id(uint32_t id) { - // Loop through all the types (in the unordered_map<>) - for (auto & [type, componentArray] : 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() { - // Clear the whole unordered_map<> - this->components.clear(); -} - -ComponentManager::ComponentManager() { - dbg_trace(); -} - -ComponentManager::~ComponentManager() { - dbg_trace(); -} - diff --git a/src/crepe/ComponentManager.h b/src/crepe/ComponentManager.h deleted file mode 100644 index eab9b45..0000000 --- a/src/crepe/ComponentManager.h +++ /dev/null @@ -1,63 +0,0 @@ -#pragma once - -#include <cstdint> -#include <memory> -#include <typeindex> -#include <unordered_map> -#include <utility> -#include <vector> - -#include "Component.h" - -namespace crepe { - -class ComponentManager { -public: - // Singleton - static ComponentManager & get_instance(); - ComponentManager(const ComponentManager &) = delete; - ComponentManager(ComponentManager &&) = delete; - ComponentManager & operator=(const ComponentManager &) = delete; - ComponentManager & operator=(ComponentManager &&) = delete; - -public: - //! Add a component of a specific type - template <typename T, typename... Args> - void add_component(uint32_t id, Args &&... args); - //! Deletes all components of a specific type and id - template <typename T> - void delete_components_by_id(uint32_t id); - //! Deletes all components of a specific type - template <typename T> - void delete_components(); - //! Deletes all components of a specific id - void delete_all_components_of_id(uint32_t id); - //! Deletes all components - void delete_all_components(); - - //! Get a vector<> of all components at specific type and id - template <typename T> - std::vector<std::reference_wrapper<T>> - get_components_by_id(uint32_t id) const; - //! Get a vector<> of all components of a specific type - template <typename T> - std::vector<std::reference_wrapper<T>> get_components_by_type() const; - -private: - ComponentManager(); - virtual ~ComponentManager(); - - /* - * The std::unordered_map<std::type_index, std::vector<std::vector<std::unique_ptr<Component>>>> below might seem a bit strange, let me explain this structure: - * The std::unordered_map<> has a key and value. The key is a std::type_index and the value is a std::vector. So, a new std::vector will be created for each new std::type_index. - * The first std::vector<> stores another vector<>. This first vector<> is to bind the entity's id to a component. - * The second std::vector<> stores unique_ptrs. Each component can be gathered via an unique_ptr. This second vector<> allows multiple components of the same std::type_index for one entity (id). - */ - std::unordered_map<std::type_index, - std::vector<std::vector<std::unique_ptr<Component>>>> - components; -}; - -} // namespace crepe - -#include "ComponentManager.hpp" diff --git a/src/crepe/ComponentManager.hpp b/src/crepe/ComponentManager.hpp deleted file mode 100644 index 8fc1cba..0000000 --- a/src/crepe/ComponentManager.hpp +++ /dev/null @@ -1,142 +0,0 @@ -#pragma once - -#include <type_traits> - -#include "ComponentManager.h" - -namespace crepe { - -template <class T, typename... Args> -void ComponentManager::add_component(uint32_t id, Args &&... args) { - using namespace std; - - static_assert(is_base_of<Component, T>::value, "add_component must recieve a derivative class of Component"); - - // Determine the type of T (this is used as the key of the unordered_map<>) - type_index type = typeid(T); - - // Check if this component type is already in the unordered_map<> - if (components.find(type) == components.end()) { - //If not, create a new (empty) vector<> of vector<unique_ptr<Component>> - components[type] = vector<vector<unique_ptr<Component>>>(); - } - - // Resize the vector<> if the id is greater than the current size - if (id >= components[type].size()) { - // Initialize new slots to nullptr (resize does automatically init to nullptr) - components[type].resize(id + 1); - } - - // Create a new component of type T (arguments directly forwarded). The - // constructor must be called by ComponentManager. - T * instance = new T(forward<Args>(args)...); - // store its unique_ptr in the vector<> - components[type][id].push_back(unique_ptr<T>(instance)); -} - -template <typename T> -void ComponentManager::delete_components_by_id(uint32_t id) { - using namespace std; - - // Determine the type of T (this is used as the key of the unordered_map<>) - type_index type = typeid(T); - - // Find the type (in the unordered_map<>) - if (components.find(type) != components.end()) { - // Get the correct vector<> - vector<vector<unique_ptr<Component>>> & component_array - = components[type]; - - // Make sure that the id (that we are looking for) is within the boundaries of the vector<> - if (id < component_array.size()) { - // Clear the whole vector<> of this specific type and id - component_array[id].clear(); - } - } -} - -template <typename T> -void ComponentManager::delete_components() { - // Determine the type of T (this is used as the key of the unordered_map<>) - std::type_index type = typeid(T); - - if (components.find(type) == components.end()) return; - - components[type].clear(); -} - -template <typename T> -std::vector<std::reference_wrapper<T>> -ComponentManager::get_components_by_id(uint32_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<> - vector<reference_wrapper<T>> component_vector; - - if (components.find(type) == components.end()) return component_vector; - - // Get the correct vector<> - const vector<vector<unique_ptr<Component>>> & component_array = 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; - - // Add the dereferenced raw pointer to the vector<> - component_vector.push_back(*casted_component); - } - - return component_vector; -} - -template <typename T> -std::vector<std::reference_wrapper<T>> -ComponentManager::get_components_by_type() const { - using namespace std; - - // Determine the type of T (this is used as the key of the unordered_map<>) - type_index type = typeid(T); - - // Create an empty vector<> - vector<reference_wrapper<T>> component_vector; - // Set the id to 0 (the id will also be stored in the returned vector<>) - // uint32_t id = 0; - - // Find the type (in the unordered_map<>) - if (components.find(type) == components.end()) return component_vector; - - // Get the correct vector<> - const vector<vector<unique_ptr<Component>>> & component_array = components.at(type); - - // Loop through the whole vector<> - for (const vector<unique_ptr<Component>> & component : component_array) { - // Loop trough the whole vector<> - for (const unique_ptr<Component> & component_ptr : component) { - // Cast the unique_ptr to a raw pointer - T * casted_component = static_cast<T *>(component_ptr.get()); - - // Ensure that the cast was successful - if (casted_component == nullptr) continue; - - // Pair the dereferenced raw pointer and the id and add it to the vector<> - component_vector.emplace_back(ref(*casted_component)); - } - - // Increase the id (the id will also be stored in the returned vector<>) - //++id; - } - - // Return the vector<> - return component_vector; -} - -} // namespace crepe diff --git a/src/crepe/GameObject.cpp b/src/crepe/GameObject.cpp deleted file mode 100644 index de3beb6..0000000 --- a/src/crepe/GameObject.cpp +++ /dev/null @@ -1,7 +0,0 @@ -#include "GameObject.h" - -using namespace crepe; - -GameObject::GameObject(uint32_t id, std::string name, std::string tag, - int layer) - : id(id), name(name), tag(tag), active(true), layer(layer) {} diff --git a/src/crepe/GameObject.h b/src/crepe/GameObject.h deleted file mode 100644 index 3588d9a..0000000 --- a/src/crepe/GameObject.h +++ /dev/null @@ -1,24 +0,0 @@ -#pragma once - -#include <cstdint> -#include <string> - -namespace crepe { - -class GameObject { -public: - GameObject(uint32_t id, std::string name, std::string tag, int layer); - - template <typename T, typename... Args> - void add_component(Args &&... args); - - uint32_t id; - std::string name; - std::string tag; - bool active; - int layer; -}; - -} // namespace crepe - -#include "GameObject.hpp" diff --git a/src/crepe/GameObject.hpp b/src/crepe/GameObject.hpp deleted file mode 100644 index 5966fbf..0000000 --- a/src/crepe/GameObject.hpp +++ /dev/null @@ -1,15 +0,0 @@ -#pragma once - -#include "GameObject.h" - -#include "ComponentManager.h" - -namespace crepe { - -template <typename T, typename... Args> -void GameObject::add_component(Args &&... args) { - auto & mgr = ComponentManager::get_instance(); - mgr.add_component<T>(id, std::forward<Args>(args)...); -} - -} // namespace crepe diff --git a/src/crepe/Particle.cpp b/src/crepe/Particle.cpp new file mode 100644 index 0000000..b340826 --- /dev/null +++ b/src/crepe/Particle.cpp @@ -0,0 +1,34 @@ +#include "Particle.h" + +using namespace crepe; + +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; + this->position = position; + this->velocity = velocity; + this->angle = angle; + this->active = true; + // Reset force accumulation + this->force_over_time = {0, 0}; +} + +void Particle::update(double dt) { + // Deactivate particle if it has exceeded its 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 * dt; + this->position += velocity * dt; +} + +void Particle::stop_movement() { + // Reset velocity to halt movement + this->velocity = {0, 0}; +} diff --git a/src/crepe/Particle.h b/src/crepe/Particle.h new file mode 100644 index 0000000..ee0cd66 --- /dev/null +++ b/src/crepe/Particle.h @@ -0,0 +1,63 @@ +#pragma once + +#include <cstdint> + +#include "types.h" + +namespace crepe { + +/** + * \brief Represents a particle in the particle emitter. + * + * This class stores information about a single particle, including its position, velocity, + * lifespan, and other properties. Particles can be updated over time to simulate movement and + * can also be reset or stopped. + */ +class Particle { +public: + //! Position of the particle in 2D space. + vec2 position; + //! Velocity vector indicating the speed and direction of the particle. + vec2 velocity; + //! Accumulated force affecting the particle over time. + vec2 force_over_time; + //! Total lifespan of the particle in milliseconds. + 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. + float time_in_life = 0; + //! The angle at which the particle is oriented or moving. + float angle = 0; + + /** + * \brief Resets the particle with new properties. + * + * This method initializes the particle with a specific lifespan, position, velocity, and + * angle, marking it as active and resetting its life counter. + * + * \param lifespan The lifespan of the particle in amount of updates. + * \param position The starting position of the particle. + * \param velocity The initial velocity of the particle. + * \param angle The angle of the particle's trajectory or orientation. + */ + void reset(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(double dt); + /** + * \brief Stops the particle's movement. + * + * Sets the particle's velocity to zero, effectively halting any further + * movement. + */ + void stop_movement(); +}; + +} // namespace crepe diff --git a/src/crepe/Position.h b/src/crepe/Position.h new file mode 100644 index 0000000..f84b63d --- /dev/null +++ b/src/crepe/Position.h @@ -0,0 +1,10 @@ +#pragma once + +namespace crepe { + +struct Position { + float x = 0.0; + float y = 0.0; +}; + +} // namespace crepe 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/Rigidbody.cpp b/src/crepe/Rigidbody.cpp deleted file mode 100644 index 495d908..0000000 --- a/src/crepe/Rigidbody.cpp +++ /dev/null @@ -1,6 +0,0 @@ -#include "Rigidbody.h" - -using namespace crepe; - -Rigidbody::Rigidbody(int mass, int gravityScale, int bodyType) - : mass(mass), gravity_scale(gravityScale), body_type(bodyType) {} diff --git a/src/crepe/Rigidbody.h b/src/crepe/Rigidbody.h deleted file mode 100644 index 63a8877..0000000 --- a/src/crepe/Rigidbody.h +++ /dev/null @@ -1,16 +0,0 @@ -#pragma once - -#include "Component.h" - -namespace crepe { - -class Rigidbody : public Component { -public: - Rigidbody(int mass, int gravityScale, int bodyType); - - int mass; - int gravity_scale; - int body_type; -}; - -} // namespace crepe diff --git a/src/crepe/Script.cpp b/src/crepe/Script.cpp deleted file mode 100644 index 42e3666..0000000 --- a/src/crepe/Script.cpp +++ /dev/null @@ -1,7 +0,0 @@ -#include "Script.h" - -using namespace crepe; - -void Script::init() { } -void Script::update() { } - diff --git a/src/crepe/Script.h b/src/crepe/Script.h deleted file mode 100644 index ba4073a..0000000 --- a/src/crepe/Script.h +++ /dev/null @@ -1,16 +0,0 @@ -#pragma once - -namespace crepe { - -class Script { -protected: - virtual void init(); - virtual void update(); - // NOTE: additional *events* (like unity's OnDisable and OnEnable) should be - // implemented as member methods in derivative user script classes and - // registered in init(), otherwise this class will balloon in size with each - // added event. -}; - -} - diff --git a/src/crepe/ScriptSystem.cpp b/src/crepe/ScriptSystem.cpp deleted file mode 100644 index e301c71..0000000 --- a/src/crepe/ScriptSystem.cpp +++ /dev/null @@ -1,22 +0,0 @@ -#include "util/log.h" - -#include "ScriptSystem.h" - -using namespace crepe; - -ScriptSystem::ScriptSystem() { - dbg_trace(); -} -ScriptSystem::~ScriptSystem() { - dbg_trace(); -} - -ScriptSystem & ScriptSystem::get_instance() { - static ScriptSystem instance; - return instance; -} - -void ScriptSystem::update() { - dbg_trace(); -} - diff --git a/src/crepe/ScriptSystem.h b/src/crepe/ScriptSystem.h deleted file mode 100644 index e1ed290..0000000 --- a/src/crepe/ScriptSystem.h +++ /dev/null @@ -1,18 +0,0 @@ -#pragma once - -#include "System.h" - -namespace crepe { - -class ScriptSystem : public System { -public: - static ScriptSystem & get_instance(); - virtual void update(); - -private: - ScriptSystem(); - ~ScriptSystem(); -}; - -} - diff --git a/src/crepe/Sound.cpp b/src/crepe/Sound.cpp deleted file mode 100644 index 64fa281..0000000 --- a/src/crepe/Sound.cpp +++ /dev/null @@ -1,60 +0,0 @@ -#include "util/log.h" - -#include "Sound.h" -#include "SoundContext.h" - -using namespace crepe; - -Sound::Sound(std::unique_ptr<Asset> res) { - dbg_trace(); - this->load(std::move(res)); -} - -Sound::Sound(const char * src) { - dbg_trace(); - this->load(std::make_unique<Asset>(src)); -} - -void Sound::load(std::unique_ptr<Asset> res) { - this->sample.load(res->canonical()); -} - -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); -} diff --git a/src/crepe/Sound.h b/src/crepe/Sound.h deleted file mode 100644 index b7cfbb8..0000000 --- a/src/crepe/Sound.h +++ /dev/null @@ -1,82 +0,0 @@ -#pragma once - -#include <soloud/soloud.h> -#include <soloud/soloud_wav.h> - -#include <memory> - -#include "Asset.h" - -namespace crepe { - -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; } - -public: - Sound(const char * src); - Sound(std::unique_ptr<Asset> res); - -private: - void load(std::unique_ptr<Asset> res); - -private: - SoLoud::Wav sample; - SoLoud::handle handle; - - float volume = 1.0f; - bool looping = false; -}; - -} // namespace crepe diff --git a/src/crepe/SoundContext.cpp b/src/crepe/SoundContext.cpp deleted file mode 100644 index 72047d2..0000000 --- a/src/crepe/SoundContext.cpp +++ /dev/null @@ -1,20 +0,0 @@ -#include "util/log.h" - -#include "SoundContext.h" - -using namespace crepe; - -SoundContext & SoundContext::get_instance() { - static SoundContext instance; - return instance; -} - -SoundContext::SoundContext() { - dbg_trace(); - engine.init(); -} - -SoundContext::~SoundContext() { - dbg_trace(); - engine.deinit(); -} diff --git a/src/crepe/SoundContext.h b/src/crepe/SoundContext.h deleted file mode 100644 index d3123d2..0000000 --- a/src/crepe/SoundContext.h +++ /dev/null @@ -1,26 +0,0 @@ -#pragma once - -#include <soloud/soloud.h> - -#include "Sound.h" - -namespace crepe { - -class SoundContext { -private: - SoundContext(); - virtual ~SoundContext(); - - // singleton - static SoundContext & get_instance(); - SoundContext(const SoundContext &) = delete; - SoundContext(SoundContext &&) = delete; - SoundContext & operator=(const SoundContext &) = delete; - SoundContext & operator=(SoundContext &&) = delete; - -private: - SoLoud::Soloud engine; - friend class Sound; -}; - -} // namespace crepe diff --git a/src/crepe/Sprite.cpp b/src/crepe/Sprite.cpp deleted file mode 100644 index a5a5e68..0000000 --- a/src/crepe/Sprite.cpp +++ /dev/null @@ -1,8 +0,0 @@ -#include <string> - -#include "Sprite.h" - -using namespace crepe; -using namespace std; - -Sprite::Sprite(string path) : path(path) {} diff --git a/src/crepe/Sprite.h b/src/crepe/Sprite.h deleted file mode 100644 index 143e702..0000000 --- a/src/crepe/Sprite.h +++ /dev/null @@ -1,16 +0,0 @@ -#pragma once - -#include <string> - -#include "Component.h" - -namespace crepe { - -class Sprite : public Component { -public: - Sprite(std::string path); - - std::string path; -}; - -} // namespace crepe diff --git a/src/crepe/System.h b/src/crepe/System.h deleted file mode 100644 index 3fe3d66..0000000 --- a/src/crepe/System.h +++ /dev/null @@ -1,23 +0,0 @@ -#pragma once - -namespace crepe { - -class System { -public: - static System & get_instance(); - virtual void update() = 0; - -protected: - System() { }; - virtual ~System() { }; - -private: - // singleton - System(const System &) = delete; - System(System &&) = delete; - System & operator=(const System &) = delete; - System & operator=(System &&) = delete; -}; - -} - diff --git a/src/crepe/ValueBroker.h b/src/crepe/ValueBroker.h new file mode 100644 index 0000000..673b660 --- /dev/null +++ b/src/crepe/ValueBroker.h @@ -0,0 +1,41 @@ +#pragma once + +#include <functional> + +namespace crepe { + +/** + * \brief Give reference to value through custom set/get functions + * + * This class can be used to abstract direct access to any arbitrary value through a custom get + * and set function passed to its constructor. Consumers of this type may want to wrap it in a + * \c Proxy so it behaves like a regular variable. + * + * \tparam T Type of the underlying variable + */ +template <typename T> +class ValueBroker { +public: + //! Set the value + virtual void set(const T &); + //! Retrieve the value + virtual const T & get(); + + typedef std::function<void(const T & target)> setter_t; + typedef std::function<const T &()> getter_t; + +private: + setter_t setter; + getter_t getter; + +public: + /** + * \param setter Function that sets the variable + * \param getter Function that retrieves the variable + */ + ValueBroker(const setter_t & setter, const getter_t & getter); +}; + +} // namespace crepe + +#include "ValueBroker.hpp" diff --git a/src/crepe/ValueBroker.hpp b/src/crepe/ValueBroker.hpp new file mode 100644 index 0000000..5c3bed9 --- /dev/null +++ b/src/crepe/ValueBroker.hpp @@ -0,0 +1,22 @@ +#pragma once + +#include "ValueBroker.h" + +namespace crepe { + +template <typename T> +ValueBroker<T>::ValueBroker(const setter_t & setter, const getter_t & getter) + : setter(setter), + getter(getter) {} + +template <typename T> +const T & ValueBroker<T>::get() { + return this->getter(); +} + +template <typename T> +void ValueBroker<T>::set(const T & value) { + this->setter(value); +} + +} // 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 new file mode 100644 index 0000000..203cef3 --- /dev/null +++ b/src/crepe/api/Animator.cpp @@ -0,0 +1,57 @@ + +#include "util/dbg.h" + +#include "Animator.h" +#include "Component.h" +#include "Sprite.h" + +using namespace crepe; + +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(spritesheet), + grid_size(grid_size), + data(data) { + dbg_trace(); + + 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 new file mode 100644 index 0000000..5918800 --- /dev/null +++ b/src/crepe/api/Animator.h @@ -0,0 +1,104 @@ +#pragma once + +#include "../types.h" + +#include "Component.h" +#include "Sprite.h" + +namespace crepe { + +class AnimatorSystem; +class SDLContext; + +/** + * \brief The Animator component is used to animate sprites by managing the movement and frame + * changes within a sprite sheet. + * + * This component allows for controlling sprite animation through rows and columns of a sprite + * sheet. It can be used to play animations, loop them, or stop them. + */ +class Animator : public Component { +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: + //! 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 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(game_object_id_t id, Sprite & spritesheet, const ivec2 & single_frame_size, + const uvec2 & grid_size, const Animator::Data & data); + ~Animator(); // dbg_trace + +public: + Animator::Data data; + +private: + //! A reference to the Sprite sheet containing. + Sprite & spritesheet; + + //! The maximum number of rows and columns inside the spritesheet + const uvec2 grid_size; + + //! Uses the spritesheet + friend AnimatorSystem; +}; + +} // namespace crepe diff --git a/src/crepe/api/Asset.cpp b/src/crepe/api/Asset.cpp new file mode 100644 index 0000000..e148367 --- /dev/null +++ b/src/crepe/api/Asset.cpp @@ -0,0 +1,54 @@ +#include <filesystem> +#include <stdexcept> +#include <whereami.h> + +#include "api/Config.h" + +#include "Asset.h" + +using namespace crepe; +using namespace std; + +Asset::Asset(const string & src) : src(find_asset(src)) {} +Asset::Asset(const char * src) : src(find_asset(src)) {} + +const string & Asset::get_path() const noexcept { return this->src; } + +string Asset::find_asset(const string & src) const { + auto & cfg = Config::get_instance(); + string & root_pattern = cfg.asset.root_pattern; + + // if root_pattern is empty, find_asset must return all paths as-is + if (root_pattern.empty()) return src; + + // absolute paths do not need to be resolved, only canonicalized + filesystem::path path = src; + if (path.is_absolute()) return filesystem::canonical(path); + + // find directory matching root_pattern + filesystem::path root = this->whereami(); + while (1) { + if (filesystem::exists(root / root_pattern)) break; + if (!root.has_parent_path()) + throw runtime_error(format("Asset: Cannot find root pattern ({})", root_pattern)); + root = root.parent_path(); + } + + // join path to root (base directory) and canonicalize + return filesystem::canonical(root / path); +} + +string Asset::whereami() const noexcept { + string path; + size_t path_length = wai_getExecutablePath(NULL, 0, NULL); + path.resize(path_length + 1); // wai writes null byte + wai_getExecutablePath(path.data(), path_length, NULL); + path.resize(path_length); + return path; +} + +bool Asset::operator==(const Asset & other) const noexcept { return this->src == other.src; } + +size_t std::hash<const Asset>::operator()(const Asset & asset) const noexcept { + return std::hash<string>{}(asset.get_path()); +}; diff --git a/src/crepe/api/Asset.h b/src/crepe/api/Asset.h new file mode 100644 index 0000000..bfd0ac7 --- /dev/null +++ b/src/crepe/api/Asset.h @@ -0,0 +1,84 @@ +#pragma once + +#include <string> + +namespace crepe { + +/** + * \brief Asset location helper + * + * This class is used to locate game asset files, and should *always* be used + * instead of reading file paths directly. + */ +class Asset { +public: + /** + * \param src Unique identifier to asset + */ + Asset(const std::string & src); + /** + * \param src Unique identifier to asset + */ + Asset(const char * src); + +public: + /** + * \brief Get the path to this asset + * \return path to this asset + */ + const std::string & get_path() const noexcept; + + /** + * \brief Comparison operator + * \param other Possibly different instance of \c Asset to test equality against + * \return True if \c this and \c other are equal + */ + bool operator==(const Asset & other) const noexcept; + +private: + //! path to asset + const std::string src; + +private: + /** + * \brief Locate asset path, or throw exception if it cannot be found + * + * This function resolves asset locations relative to crepe::Config::root_pattern if it is + * set and \p src is a relative path. If \p src is an absolute path, it is canonicalized. + * This function only returns if the file can be found. + * + * \param src Arbitrary path to resource file + * + * \returns \p src if crepe::Config::root_pattern is empty + * \returns Canonical path to \p src + * + * \throws std::runtime_error if root_pattern cannot be found + * \throws std::filesystem::filesystem_error if the resolved path does not exist + * \throws std::filesystem::filesystem_error if the path cannot be canonicalized + */ + std::string find_asset(const std::string & src) const; + /** + * \returns The path to the current executable + */ + std::string whereami() const noexcept; +}; + +} // namespace crepe + +namespace std { + +//! Hash helper struct +template <> +struct hash<const crepe::Asset> { + /** + * \brief Hash operator for crepe::Asset + * + * This function hashes a crepe::Asset instance, allowing it to be used as a key in an \c + * std::unordered_map. + * + * \returns Hash value + */ + size_t operator()(const crepe::Asset & asset) const noexcept; +}; + +} // namespace std diff --git a/src/crepe/api/AudioSource.cpp b/src/crepe/api/AudioSource.cpp index b512d27..7b05cb1 100644 --- a/src/crepe/api/AudioSource.cpp +++ b/src/crepe/api/AudioSource.cpp @@ -1,22 +1,15 @@ #include "AudioSource.h" -#include "../Sound.h" -#include <memory> +using namespace crepe; +using namespace std; -using namespace crepe::api; - -AudioSource::AudioSource(std::unique_ptr<Asset> audio_clip) { - this->sound = std::make_unique<crepe::Sound>(std::move(audio_clip)); -} - -void AudioSource::play() { return this->play(false); } +AudioSource::AudioSource(game_object_id_t id, const Asset & src) + : Component(id), + source(src) {} void AudioSource::play(bool looping) { - this->sound->set_looping(looping); - this->sound->play(); + this->loop = looping; + this->oneshot_play = true; } -void AudioSource::stop() { - this->sound->pause(); - this->sound->rewind(); -} +void AudioSource::stop() { this->oneshot_stop = true; } diff --git a/src/crepe/api/AudioSource.h b/src/crepe/api/AudioSource.h index 2d26cda..b20e490 100644 --- a/src/crepe/api/AudioSource.h +++ b/src/crepe/api/AudioSource.h @@ -1,41 +1,74 @@ #pragma once -#include <memory> +#include "../Component.h" +#include "../facade/SoundHandle.h" +#include "../types.h" #include "Asset.h" -#include "Component.h" +#include "GameObject.h" namespace crepe { -class Sound; -} -namespace crepe::api { +class AudioSystem; //! Audio source component -class AudioSource : 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: - AudioSource(std::unique_ptr<Asset> audio_clip); + // std::unique_ptr needs to be able to destoy this component virtual ~AudioSource() = default; public: - //! Start or resume this audio source - void play(); - void play(bool looping); + //! Start this audio source + void play(bool looping = false); //! Stop this audio source void stop(); public: - //! Sample file location - std::unique_ptr<Asset> audio_clip; - //! TODO: ????? - bool play_on_awake; + //! Play when this component becomes active + bool play_on_awake = false; //! Repeat the current audio clip during playback - bool loop; + bool loop = false; //! Normalized volume (0.0 - 1.0) - float volume; + float volume = 1.0; private: - std::unique_ptr<crepe::Sound> sound; + //! 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::api +} // namespace crepe diff --git a/src/crepe/api/BehaviorScript.cpp b/src/crepe/api/BehaviorScript.cpp index 2dd933e..af7572c 100644 --- a/src/crepe/api/BehaviorScript.cpp +++ b/src/crepe/api/BehaviorScript.cpp @@ -1,10 +1,15 @@ -#include "../util/log.h" - #include "BehaviorScript.h" +#include "Component.h" +#include "GameObject.h" -using namespace crepe::api; +using namespace crepe; -BehaviorScript::BehaviorScript() { - dbg_trace(); -} +BehaviorScript::BehaviorScript(game_object_id_t id, Mediator & mediator) + : Component(id), + mediator(mediator) {} +template <> +BehaviorScript & GameObject::add_component<BehaviorScript>() { + 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 ba60a8c..3909b96 100644 --- a/src/crepe/api/BehaviorScript.h +++ b/src/crepe/api/BehaviorScript.h @@ -1,20 +1,74 @@ #pragma once -#include "../Script.h" +#include <memory> + #include "../Component.h" -namespace crepe::api { +#include "GameObject.h" + +namespace crepe { -class BehaviorScript : public Script, public Component { +class ScriptSystem; +class ComponentManager; +class Script; + +/** + * \brief Script component + * + * This class acts as a (component) wrapper around an instance of (a class derivatived from) \c + * Script. \c BehaviorScript is the only ECS component that stores member function + * implementations as data. + */ +class BehaviorScript : public Component { protected: - // only allow ComponentManager to instantiate scripts + /** + * \param id Parent \c GameObject id + * \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, Mediator & mediator); + //! Only ComponentManager is allowed to instantiate BehaviorScript friend class ComponentManager; - BehaviorScript(); + public: - // but allow uniqe_ptr to call the destructor (THIS IS VERY IMPORTANT) - virtual ~BehaviorScript() = default; + /** + * \brief Set the concrete script of this component + * + * \tparam T Concrete script type (derived from \c crepe::Script) + * \tparam Args Arguments for concrete script constructor + * + * \param args Arguments for concrete script constructor (forwarded using perfect forwarding) + * + * \returns Reference to BehaviorScript component (`*this`) + */ + template <class T, typename... Args> + BehaviorScript & set_script(Args &&... args); +protected: + //! Script instance + std::unique_ptr<Script> script = nullptr; + //! ScriptSystem needs direct access to the script instance + friend class ScriptSystem; + +protected: + //! Reference mediator + Mediator & mediator; }; -} +/** + * \brief Add a BehaviorScript component to this game object + * + * The \c BehaviorScript class is the only exception to the ECS harmony, and requires a + * reference to the component manager passed to its constructor in order to function normally. + * This is because the \c BehaviorScript (and \c Script) classes are the only component-related + * classes that store implemented member functions as data. + */ +template <> +BehaviorScript & GameObject::add_component<BehaviorScript>(); + +} // namespace crepe +#include "BehaviorScript.hpp" diff --git a/src/crepe/api/BehaviorScript.hpp b/src/crepe/api/BehaviorScript.hpp new file mode 100644 index 0000000..353d5e2 --- /dev/null +++ b/src/crepe/api/BehaviorScript.hpp @@ -0,0 +1,22 @@ +#pragma once + +#include <type_traits> + +#include "BehaviorScript.h" +#include "Script.h" + +namespace crepe { + +template <class T, typename... Args> +BehaviorScript & BehaviorScript::set_script(Args &&... args) { + static_assert(std::is_base_of<Script, T>::value); + this->script = std::unique_ptr<Script>(new T(std::forward<Args>(args)...)); + + this->script->game_object_id = this->game_object_id; + this->script->active = this->active; + this->script->mediator = this->mediator; + + return *this; +} + +} // namespace crepe 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 86623de..2bee3fb 100644 --- a/src/crepe/api/CMakeLists.txt +++ b/src/crepe/api/CMakeLists.txt @@ -1,10 +1,57 @@ target_sources(crepe PUBLIC - # AudioSource.cpp + AudioSource.cpp BehaviorScript.cpp + GameObject.cpp + Rigidbody.cpp + ParticleEmitter.cpp + Transform.cpp + Color.cpp + Sprite.cpp + Config.cpp + Metadata.cpp + Camera.cpp + Animator.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 + Script.hpp + GameObject.h + GameObject.hpp + Rigidbody.h + Sprite.h + Vector2.h + Vector2.hpp + Color.h + Scene.h + Scene.hpp + Metadata.h + Camera.h + Animator.h + BoxCollider.h + CircleCollider.h + EventHandler.h + EventHandler.hpp + Event.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 new file mode 100644 index 0000000..19a3296 --- /dev/null +++ b/src/crepe/api/Camera.cpp @@ -0,0 +1,18 @@ +#include "util/dbg.h" + +#include "Camera.h" +#include "Component.h" +#include "types.h" + +using namespace crepe; + +Camera::Camera(game_object_id_t id, const ivec2 & screen, const vec2 & viewport_size, + const Data & data) + : Component(id), + screen(screen), + viewport_size(viewport_size), + data(data) { + dbg_trace(); +} + +Camera::~Camera() { dbg_trace(); } diff --git a/src/crepe/api/Camera.h b/src/crepe/api/Camera.h new file mode 100644 index 0000000..54d9a73 --- /dev/null +++ b/src/crepe/api/Camera.h @@ -0,0 +1,67 @@ +#pragma once + +#include "Color.h" +#include "Component.h" +#include "types.h" + +namespace crepe { + +/** + * \class Camera + * \brief Represents a camera component for rendering in the game. + * + * The Camera class defines the view parameters, including background color, aspect ratio, + * position, and zoom level. It controls what part of the game world is visible on the screen. + */ +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 screen is the actual screen size in pixels + * \param viewport_size is the view of the world in game units + * \param data the camera component data + */ + Camera(game_object_id_t id, const ivec2 & screen, const vec2 & viewport_size, + const Camera::Data & data); + ~Camera(); // dbg_trace only + +public: + Camera::Data data; + + //! screen the display size in pixels ( output resolution ) + const ivec2 screen; + + //! 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 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 new file mode 100644 index 0000000..22da836 --- /dev/null +++ b/src/crepe/api/CircleCollider.h @@ -0,0 +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, float radius, + const vec2 & offset = {0, 0}); + + //! Radius of the circle collider. + float radius; +}; + +} // namespace crepe diff --git a/src/crepe/api/Color.cpp b/src/crepe/api/Color.cpp new file mode 100644 index 0000000..29bd77a --- /dev/null +++ b/src/crepe/api/Color.cpp @@ -0,0 +1,12 @@ +#include "Color.h" + +using namespace crepe; + +const Color Color::WHITE{0xff, 0xff, 0xff}; +const Color Color::RED{0xff, 0x00, 0x00}; +const Color Color::GREEN{0x00, 0xff, 0x00}; +const Color Color::BLUE{0x00, 0x00, 0xff}; +const Color Color::BLACK{0x00, 0x00, 0x00}; +const Color Color::CYAN{0x00, 0xff, 0xff}; +const Color Color::YELLOW{0xff, 0xff, 0x00}; +const Color Color::MAGENTA{0xff, 0x00, 0xff}; diff --git a/src/crepe/api/Color.h b/src/crepe/api/Color.h new file mode 100644 index 0000000..84edb5c --- /dev/null +++ b/src/crepe/api/Color.h @@ -0,0 +1,23 @@ +#pragma once + +#include <cstdint> + +namespace crepe { + +struct Color { + uint8_t r = 0x00; + uint8_t g = 0x00; + uint8_t b = 0x00; + uint8_t a = 0xff; + + static const Color WHITE; + static const Color RED; + static const Color GREEN; + static const Color BLUE; + static const Color CYAN; + static const Color MAGENTA; + static const Color YELLOW; + static const Color BLACK; +}; + +} // namespace crepe diff --git a/src/crepe/api/Config.cpp b/src/crepe/api/Config.cpp new file mode 100644 index 0000000..0100bcc --- /dev/null +++ b/src/crepe/api/Config.cpp @@ -0,0 +1,8 @@ +#include "Config.h" + +using namespace crepe; + +Config & Config::get_instance() { + static Config instance; + return instance; +} diff --git a/src/crepe/api/Config.h b/src/crepe/api/Config.h new file mode 100644 index 0000000..6b9e3ca --- /dev/null +++ b/src/crepe/api/Config.h @@ -0,0 +1,103 @@ +#pragma once + +#include <string> + +#include "../util/Log.h" + +#include "types.h" + +namespace crepe { + +/** + * \brief Global configuration interface + * + * This class stores engine default settings. Properties on this class are only supposed to be + * modified *before* execution is handed over from the game programmer to the engine (i.e. the + * main loop is started). + */ +struct Config final { + //! Retrieve handle to global Config instance + static Config & get_instance(); + + //! Logging-related settings + struct { + /** + * \brief Log level + * + * Only messages with equal or higher priority than this value will be logged. + */ + Log::Level level = Log::Level::INFO; + /** + * \brief Colored log output + * + * Enables log coloring using ANSI escape codes. + */ + bool color = true; + } log; + + //! Save manager + struct { + /** + * \brief Save file location + * + * This location is used by the constructor of SaveManager, and should be set before save + * manager functionality is attempted to be used. + */ + std::string location = "save.crepe.db"; + } savemgr; + + //! physics-related settings + struct { + /** + * \brief gravity value of physics system + * + * Gravity value of game. + */ + 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 { + /** + * \brief Pattern to match for Asset base directory + * + * All non-absolute paths resolved using \c Asset will be made relative to + * the first parent directory relative to the calling executable where + * appending this pattern results in a path that exists. If this string is + * empty, path resolution is disabled, and Asset will return all paths + * as-is. + */ + 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 new file mode 100644 index 0000000..8e38280 --- /dev/null +++ b/src/crepe/api/Event.h @@ -0,0 +1,154 @@ +#pragma once +// TODO discussing the location of these events + +#include <string> + +#include "types.h" + +#include "KeyCodes.h" + +namespace crepe { + +/** + * \brief Base class for all event types in the system. + */ +class Event {}; + +/** + * \brief Event triggered when a key is pressed. + */ +class KeyPressEvent : public Event { +public: + //! false if first time press, true if key is repeated + bool repeat = false; + + //! The key that was pressed. + Keycode key = Keycode::NONE; +}; + +/** + * \brief Event triggered when a key is released. + */ +class KeyReleaseEvent : public Event { +public: + //! The key that was released. + Keycode key = Keycode::NONE; +}; + +/** + * \brief Event triggered when a mouse button is pressed. + */ +class MousePressEvent : public Event { +public: + //! mouse position in world coordinates (game units). + vec2 mouse_pos = {0, 0}; + + //! The mouse button that was pressed. + MouseButton button = MouseButton::NONE; +}; + +/** + * \brief Event triggered when a mouse button is clicked (press and release). + */ +class MouseClickEvent : public Event { +public: + //! mouse position in world coordinates (game units). + vec2 mouse_pos = {0, 0}; + + //! The mouse button that was clicked. + MouseButton button = MouseButton::NONE; +}; + +/** + * \brief Event triggered when a mouse button is released. + */ +class MouseReleaseEvent : public Event { +public: + //! mouse position in world coordinates (game units). + vec2 mouse_pos = {0, 0}; + + //! The mouse button that was released. + MouseButton button = MouseButton::NONE; +}; + +/** + * \brief Event triggered when the mouse is moved. + */ +class MouseMoveEvent : public Event { +public: + //! 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}; +}; + +/** + * \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 to indicate the application is shutting down. + */ +class ShutDownEvent : public Event {}; + +/** + * \brief Event triggered to indicate the window is overlapped by another window. + * + * When two windows overlap the bottom window gets distorted and that window has to be redrawn. + */ +class WindowExposeEvent : public Event {}; + +/** + * \brief Event triggered to indicate the window is resized. + */ +class WindowResizeEvent : public Event { +public: + //! new window dimensions + ivec2 dimensions = {0, 0}; +}; + +/** + * \brief Event triggered to indicate the window is moved. + */ +class WindowMoveEvent : public Event { +public: + //! The change in position relative to the last position (in pixels). + ivec2 delta_move = {0, 0}; +}; + +/** + * \brief Event triggered to indicate the window is minimized. + */ +class WindowMinimizeEvent : public Event {}; + +/** + * \brief Event triggered to indicate the window is maximized + */ +class WindowMaximizeEvent : public Event {}; + +/** + * \brief Event triggered to indicate the window gained focus + * + * This event is triggered when the window receives focus, meaning it becomes the active window + * for user interaction. + */ +class WindowFocusGainEvent : public Event {}; + +/** + * \brief Event triggered to indicate the window lost focus + * + * This event is triggered when the window loses focus, meaning it is no longer the active window + * for user interaction. + */ +class WindowFocusLostEvent : public Event {}; + +} // namespace crepe diff --git a/src/crepe/api/EventHandler.cpp b/src/crepe/api/EventHandler.cpp new file mode 100644 index 0000000..4dc232f --- /dev/null +++ b/src/crepe/api/EventHandler.cpp @@ -0,0 +1,5 @@ +#include "EventHandler.h" + +using namespace crepe; + +bool IEventHandlerWrapper::exec(const Event & e) { return this->call(e); } diff --git a/src/crepe/api/EventHandler.h b/src/crepe/api/EventHandler.h new file mode 100644 index 0000000..7bb501b --- /dev/null +++ b/src/crepe/api/EventHandler.h @@ -0,0 +1,96 @@ +#pragma once + +#include <functional> +#include <string> + +#include "Event.h" + +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 + * 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> +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. + */ + 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. + */ + 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. + */ + 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 + * 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. + */ + 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. + */ + bool call(const Event & e) override; + //! The event handler function. + EventHandler<EventType> handler; +}; + +} // namespace crepe + +#include "EventHandler.hpp" diff --git a/src/crepe/api/EventHandler.hpp b/src/crepe/api/EventHandler.hpp new file mode 100644 index 0000000..050e57e --- /dev/null +++ b/src/crepe/api/EventHandler.hpp @@ -0,0 +1,20 @@ +#pragma once + +#include <typeindex> + +#include "EventHandler.h" + +namespace crepe { + +// Implementation of EventHandlerWrapper constructor +template <typename EventType> +EventHandlerWrapper<EventType>::EventHandlerWrapper(const EventHandler<EventType> & handler) + : handler(handler) {} + +// Implementation of EventHandlerWrapper::call +template <typename EventType> +bool EventHandlerWrapper<EventType>::call(const Event & e) { + return this->handler(static_cast<const EventType &>(e)); +} + +} //namespace crepe diff --git a/src/crepe/api/GameObject.cpp b/src/crepe/api/GameObject.cpp new file mode 100644 index 0000000..9b94cad --- /dev/null +++ b/src/crepe/api/GameObject.cpp @@ -0,0 +1,35 @@ +#include "api/Transform.h" + +#include "BehaviorScript.h" +#include "GameObject.h" +#include "Metadata.h" + +using namespace crepe; +using namespace std; + +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), + 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->mediator.component_manager; + + // Set parent on own Metadata component + RefVector<Metadata> this_metadata = mgr.get_components_by_id<Metadata>(this->id); + this_metadata.at(0).get().parent = parent.id; + + // Add own id to children list of parent's Metadata component + 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 new file mode 100644 index 0000000..572ce3a --- /dev/null +++ b/src/crepe/api/GameObject.h @@ -0,0 +1,86 @@ +#pragma once + +#include <string> + +#include "types.h" + +namespace crepe { + +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. + */ +class GameObject { +private: + /** + * This constructor creates a new GameObject. It creates a new Transform and Metadata + * component and adds them to the ComponentManager. + * + * \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 + * \param position The position of the GameObject + * \param rotation The rotation of the GameObject + * \param scale The scale of the GameObject + */ + 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 + * \return The created component + */ + template <typename T, typename... Args> + T & add_component(Args &&... args); + /** + * \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: + Mediator & mediator; +}; + +} // namespace crepe + +#include "GameObject.hpp" diff --git a/src/crepe/api/GameObject.hpp b/src/crepe/api/GameObject.hpp new file mode 100644 index 0000000..69f7d73 --- /dev/null +++ b/src/crepe/api/GameObject.hpp @@ -0,0 +1,15 @@ +#pragma once + +#include "../manager/ComponentManager.h" + +#include "GameObject.h" + +namespace crepe { + +template <typename T, typename... Args> +T & GameObject::add_component(Args &&... args) { + ComponentManager & mgr = this->mediator.component_manager; + return mgr.add_component<T>(this->id, std::forward<Args>(args)...); +} + +} // namespace crepe diff --git a/src/crepe/api/KeyCodes.h b/src/crepe/api/KeyCodes.h new file mode 100644 index 0000000..1b9573a --- /dev/null +++ b/src/crepe/api/KeyCodes.h @@ -0,0 +1,160 @@ +#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. + LEFT_MOUSE = 1, //!< Left mouse button. + RIGHT_MOUSE = 2, //!< Right mouse button. + MIDDLE_MOUSE = 3, //!< Middle mouse button (scroll wheel press). + X1_MOUSE = 4, //!< First extended mouse button. + X2_MOUSE = 5, //!< Second extended mouse button. + SCROLL_UP = 6, //!< Scroll wheel upward movement. + SCROLL_DOWN = 7, //!< Scroll wheel downward movement. +}; + +//! Enumeration for keyboard key inputs, including printable characters, function keys, and keypad keys. +enum class Keycode { + NONE = 0, //!< No key input. + SPACE = 32, //!< Spacebar. + APOSTROPHE = 39, //!< Apostrophe ('). + COMMA = 44, //!< Comma (,). + MINUS = 45, //!< Minus (-). + PERIOD = 46, //!< Period (.). + SLASH = 47, //!< Slash (/). + D0 = 48, //!< Digit 0. + D1 = 49, //!< Digit 1. + D2 = 50, //!< Digit 2. + D3 = 51, //!< Digit 3. + D4 = 52, //!< Digit 4. + D5 = 53, //!< Digit 5. + D6 = 54, //!< Digit 6. + D7 = 55, //!< Digit 7. + D8 = 56, //!< Digit 8. + D9 = 57, //!< Digit 9. + SEMICOLON = 59, //!< Semicolon (;). + EQUAL = 61, //!< Equal sign (=). + A = 65, //!< Key 'A'. + B = 66, //!< Key 'B'. + C = 67, //!< Key 'C'. + D = 68, //!< Key 'D'. + E = 69, //!< Key 'E'. + F = 70, //!< Key 'F'. + G = 71, //!< Key 'G'. + H = 72, //!< Key 'H'. + I = 73, //!< Key 'I'. + J = 74, //!< Key 'J'. + K = 75, //!< Key 'K'. + L = 76, //!< Key 'L'. + M = 77, //!< Key 'M'. + N = 78, //!< Key 'N'. + O = 79, //!< Key 'O'. + P = 80, //!< Key 'P'. + Q = 81, //!< Key 'Q'. + R = 82, //!< Key 'R'. + S = 83, //!< Key 'S'. + T = 84, //!< Key 'T'. + U = 85, //!< Key 'U'. + V = 86, //!< Key 'V'. + W = 87, //!< Key 'W'. + X = 88, //!< Key 'X'. + Y = 89, //!< Key 'Y'. + Z = 90, //!< Key 'Z'. + LEFT_BRACKET = 91, //!< Left bracket ([). + BACKSLASH = 92, //!< Backslash (\). + RIGHT_BRACKET = 93, //!< Right bracket (]). + GRAVE_ACCENT = 96, //!< Grave accent (`). + WORLD1 = 161, //!< Non-US key #1. + WORLD2 = 162, //!< Non-US key #2. + ESCAPE = 256, //!< Escape key. + ENTER = 257, //!< Enter key. + TAB = 258, //!< Tab key. + BACKSPACE = 259, //!< Backspace key. + INSERT = 260, //!< Insert key. + DELETE = 261, //!< Delete key. + RIGHT = 262, //!< Right arrow key. + LEFT = 263, //!< Left arrow key. + DOWN = 264, //!< Down arrow key. + UP = 265, //!< Up arrow key. + PAGE_UP = 266, //!< Page Up key. + PAGE_DOWN = 267, //!< Page Down key. + HOME = 268, //!< Home key. + END = 269, //!< End key. + CAPS_LOCK = 280, //!< Caps Lock key. + SCROLL_LOCK = 281, //!< Scroll Lock key. + NUM_LOCK = 282, //!< Num Lock key. + PRINT_SCREEN = 283, //!< Print Screen key. + PAUSE = 284, //!< Pause key. + /** + * \name Function keys (F1-F25). + * \{ + */ + F1 = 290, + F2 = 291, + F3 = 292, + F4 = 293, + F5 = 294, + F6 = 295, + F7 = 296, + F8 = 297, + F9 = 298, + F10 = 299, + F11 = 300, + F12 = 301, + F13 = 302, + F14 = 303, + F15 = 304, + F16 = 305, + F17 = 306, + F18 = 307, + F19 = 308, + F20 = 309, + F21 = 310, + F22 = 311, + F23 = 312, + F24 = 313, + F25 = 314, + /// \} + /** + * \name Keypad digits and operators. + * \{ + */ + KP0 = 320, + KP1 = 321, + KP2 = 322, + KP3 = 323, + KP4 = 324, + KP5 = 325, + KP6 = 326, + KP7 = 327, + KP8 = 328, + KP9 = 329, + KP_DECIMAL = 330, + KP_DIVIDE = 331, + KP_MULTIPLY = 332, + KP_SUBTRACT = 333, + KP_ADD = 334, + KP_ENTER = 335, + KP_EQUAL = 336, + /// \} + /** + * \name Modifier keys. + * \{ + */ + LEFT_SHIFT = 340, + LEFT_CONTROL = 341, + LEFT_ALT = 342, + LEFT_SUPER = 343, + RIGHT_SHIFT = 344, + RIGHT_CONTROL = 345, + RIGHT_ALT = 346, + RIGHT_SUPER = 347, + /// \} + 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/Metadata.cpp b/src/crepe/api/Metadata.cpp new file mode 100644 index 0000000..d421de5 --- /dev/null +++ b/src/crepe/api/Metadata.cpp @@ -0,0 +1,9 @@ +#include "Metadata.h" + +using namespace crepe; +using namespace std; + +Metadata::Metadata(game_object_id_t id, const string & name, const string & tag) + : Component(id), + name(name), + tag(tag) {} diff --git a/src/crepe/api/Metadata.h b/src/crepe/api/Metadata.h new file mode 100644 index 0000000..f404703 --- /dev/null +++ b/src/crepe/api/Metadata.h @@ -0,0 +1,42 @@ +#pragma once + +#include <string> +#include <vector> + +#include "../Component.h" + +namespace crepe { + +/** + * \brief Metadata component + * + * This class represents the Metadata component. It stores the name, tag, parent and children + * of a GameObject. + */ +class Metadata : public Component { +public: + /** + * \param game_object_id The id of the GameObject this component belongs to + * \param name The name of the GameObject + * \param tag The tag of the GameObject + */ + Metadata(game_object_id_t id, const std::string & name, const std::string & tag); + /** + * \brief Get the maximum number of instances for this component + * + * \return The maximum number of instances for this component + */ + virtual int get_instances_max() const { return 1; } + +public: + //! The name of the GameObject + const std::string name; + //! The tag of the GameObject + const std::string tag; + //! The id of the parent GameObject (-1 if no parent) + game_object_id_t parent = -1; + //! The ids of the children GameObjects + std::vector<game_object_id_t> children; +}; + +} // namespace crepe diff --git a/src/crepe/api/ParticleEmitter.cpp b/src/crepe/api/ParticleEmitter.cpp new file mode 100644 index 0000000..9a70334 --- /dev/null +++ b/src/crepe/api/ParticleEmitter.cpp @@ -0,0 +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 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->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 new file mode 100644 index 0000000..1edd2b5 --- /dev/null +++ b/src/crepe/api/ParticleEmitter.h @@ -0,0 +1,104 @@ +#pragma once + +#include <cmath> +#include <vector> + +#include "system/ParticleSystem.h" +#include "system/RenderSystem.h" + +#include "Component.h" +#include "Particle.h" +#include "types.h" + +namespace crepe { + +class Sprite; + +/** + * \brief Data holder for particle emission parameters. + * + * The ParticleEmitter class stores configuration data for particle properties, defining the + * characteristics and boundaries of particle emissions. + */ +class ParticleEmitter : public Component { +public: + /** + * \brief Defines the boundary within which particles are constrained. + * + * This structure specifies the boundary's size and offset, as well as the behavior of + * particles upon reaching the boundary limits. + */ + struct Boundary { + //! boundary width (midpoint is emitter location) + float width = INFINITY; + //! boundary height (midpoint is emitter location) + float height = INFINITY; + //! boundary offset from particle emitter location + vec2 offset; + //! reset on exit or stop velocity and set max postion + bool reset_on_exit = false; + }; + + //! sprite reference of displayed sprite + const Sprite & sprite; + + /** + * \brief Holds parameters that control particle emission. + * + * Contains settings for the emitter’s position, particle speed, angle, lifespan, boundary, + * and the sprite used for rendering particles. + */ + struct Data { + //! offset of the emitter relative to transform + vec2 offset; + //! maximum number of particles + const unsigned int max_particles = 256; + //! rate of particle emission per second + float emission_rate = 50; + //! min speed of the particles + float min_speed = 100; + //! min speed of the particles + float max_speed = 100; + //! min angle of particle emission + float min_angle = 0; + //! max angle of particle emission + float max_angle = 0; + //! begin Lifespan of particle in seconds (only visual) + float begin_lifespan = 0.0; + //! end Lifespan of particle in seconds + float end_lifespan = 10.0; + //! force over time (physics) + vec2 force_over_time; + //! particle boundary + Boundary boundary; + }; + +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 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 new file mode 100644 index 0000000..8213afb --- /dev/null +++ b/src/crepe/api/Rigidbody.cpp @@ -0,0 +1,13 @@ +#include "Rigidbody.h" + +using namespace crepe; + +crepe::Rigidbody::Rigidbody(game_object_id_t id, const Data & data) + : Component(id), + data(data) {} + +void crepe::Rigidbody::add_force_linear(const vec2 & force) { + this->data.linear_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 new file mode 100644 index 0000000..6900295 --- /dev/null +++ b/src/crepe/api/Rigidbody.h @@ -0,0 +1,178 @@ +#pragma once + +#include <cmath> +#include <set> + +#include "../Component.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. + */ +class Rigidbody : public Component { +public: + /** + * \brief BodyType enum + * + * This enum provides three bodytypes the physics sytem and collision system use. + */ + enum class BodyType { + //! Does not move (e.g. walls, ground ...) + STATIC, + //! Moves and responds to forces (e.g. player, physics objects ...) + DYNAMIC, + //! Moves but does not respond to forces (e.g. moving platforms ...) + KINEMATIC, + }; + /** + * \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 { + //! Prevent movement along X axis + bool x = false; + //! Prevent movement along Y axis + bool y = false; + //! Prevent rotation + bool rotation = false; + }; + +public: + /** + * \brief struct for Rigidbody data + * + * This struct holds the data for the Rigidbody. + */ + struct Data { + //! objects mass + 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; + + /** + * \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; + + /** + * \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. + */ + Rigidbody(game_object_id_t id, const Data & data); + //! struct to hold data of rigidbody + 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 vec2 & force); + /** + * \brief add a angular force to the Rigidbody. + * + * \param force Vector2 that is added to the angular 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 new file mode 100644 index 0000000..ad729d2 --- /dev/null +++ b/src/crepe/api/Scene.cpp @@ -0,0 +1,15 @@ +#include "Scene.h" + +using namespace crepe; + +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 new file mode 100644 index 0000000..dcca9d4 --- /dev/null +++ b/src/crepe/api/Scene.h @@ -0,0 +1,94 @@ +#pragma once + +#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: + // NOTE: This must be the only constructor on Scene, see "Late references" below + Scene() = default; + //! SceneManager instances Scene + friend class SceneManager; + +public: + virtual ~Scene() = default; + +public: + //! Load the scene + virtual void load_scene() = 0; + /** + * \brief Get the scene's name + * \return The scene's name + */ + 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: + /** + * \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 new file mode 100644 index 0000000..b147252 --- /dev/null +++ b/src/crepe/api/Script.cpp @@ -0,0 +1,63 @@ +#include <string> + +#include "../facade/SDLContext.h" +#include "../manager/SceneManager.h" + +#include "Script.h" + +using namespace crepe; +using namespace std; + +Script::~Script() { + EventManager & mgr = this->mediator->event_manager; + for (auto id : this->listeners) { + mgr.unsubscribe(id); + } +} + +template <> +void Script::subscribe(const EventHandler<CollisionEvent> & callback) { + 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 new file mode 100644 index 0000000..5f68928 --- /dev/null +++ b/src/crepe/api/Script.h @@ -0,0 +1,276 @@ +#pragma once + +#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" + +namespace crepe { + +class ScriptSystem; +class BehaviorScript; +class ComponentManager; + +/** + * \brief Script interface + * + * This class is used as a base class for user-defined scripts that can be added to game + * objects using the \c BehaviorScript component. + * + * \note Additional *events* (like Unity's OnDisable and OnEnable) should be implemented as + * member or lambda methods in derivative user script classes and registered in \c init(). + * + * \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 { +protected: + /** + * \name Interface functions + * \{ + */ + /** + * \brief Script initialization function (empty by default) + * + * This function is called during the ScriptSystem::update() routine *before* + * Script::update() if it (a) has not yet been called and (b) the \c BehaviorScript component + * holding this script instance is active. + */ + virtual void init() {} + /** + * \brief Script 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) + * + * \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 frame_update(duration_t delta_time) {} + //! \} + + //! ScriptSystem calls \c init() and \c update() + friend class crepe::ScriptSystem; + +protected: + /** + * \name Component query functions + * \see ComponentManager + * \{ + */ + /** + * \brief Get single component of type \c T on this game object + * \tparam T Type of component + * \returns Reference to component + * \throws std::runtime_error if this game object does not have a component with type \c T + */ + template <typename T> + T & get_component() const; + /** + * \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; + //! \} + + /** + * \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); + // \} + + /** + * \name Event manager functions + * \see EventManager + * \{ + */ + //! \copydoc EventManager::subscribe + template <typename EventType> + void subscribe(const EventHandler<EventType> & callback, event_channel_t channel); + //! \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 + * + * This function exists so certain template specializations of Script::subscribe can be + * explicitly deleted, and does the following: + * - Wrap the user-provided callback in a check that tests if the parent BehaviorScript + * component is still active + * - Store the subscriber handle returned by the event manager so this listener is + * automatically unsubscribed at the end of this Script instance's life + * + * \tparam EventType concrete Event class + * \param callback User-provided callback function + * \param channel Event channel (may have been overridden by template specializations) + */ + template <typename EventType> + void subscribe_internal(const EventHandler<EventType> & callback, event_channel_t channel); + +protected: + // NOTE: This must be the only constructor on Script, see "Late references" below + Script() = default; + //! Only \c BehaviorScript instantiates Script + friend class BehaviorScript; + +public: + // std::unique_ptr destroys script + virtual ~Script(); + +private: + Script(const Script &) = delete; + Script(Script &&) = delete; + Script & operator=(const Script &) = delete; + Script & operator=(Script &&) = delete; + +private: + /** + * \name Late references + * + * These references are set by BehaviorScript immediately after calling the constructor of + * Script. + * + * \note Script must have a constructor without arguments so the game programmer doesn't need + * to manually add `using Script::Script` to their concrete script class if they want to + * implement a non-default constructor (e.g. for passing references to their own concrete + * Script classes). + * + * \{ + */ + //! Game object ID of game object parent BehaviorScript is attached to + game_object_id_t game_object_id; + //! Reference to parent component + OptionalRef<bool> active; + //! Mediator reference + OptionalRef<Mediator> mediator; + //! \} + +private: + //! Flag to indicate if \c init() has been called already + bool initialized = false; + //! List of subscribed events + std::vector<subscription_t> listeners; +}; + +/** + * \brief Subscribe to CollisionEvent for the current GameObject + * + * This is a template specialization for Script::subscribe which automatically sets the event + * channel so the callback handler is only called for CollisionEvent events that apply to the + * current GameObject the parent BehaviorScript is attached to. + */ +template <> +void Script::subscribe(const EventHandler<CollisionEvent> & callback); +template <> +void Script::subscribe(const EventHandler<CollisionEvent> & callback, event_channel_t) + = delete; + +} // namespace crepe + +#include "Script.hpp" diff --git a/src/crepe/api/Script.hpp b/src/crepe/api/Script.hpp new file mode 100644 index 0000000..4462a41 --- /dev/null +++ b/src/crepe/api/Script.hpp @@ -0,0 +1,105 @@ +#pragma once + +#include "../manager/ComponentManager.h" +#include "../manager/ReplayManager.h" + +#include "BehaviorScript.h" +#include "Script.h" + +namespace crepe { + +template <typename T> +T & Script::get_component() const { + using namespace std; + RefVector<T> all_components = this->get_components<T>(); + if (all_components.size() < 1) + throw runtime_error( + format("Script: no component found with type = {}", typeid(T).name())); + + return all_components.back().get(); +} + +template <typename T> +RefVector<T> Script::get_components() const { + return this->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 <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->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); + this->listeners.push_back(listener); +} + +template <typename EventType> +void Script::subscribe(const EventHandler<EventType> & callback, event_channel_t channel) { + this->subscribe_internal(callback, channel); +} + +template <typename EventType> +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 new file mode 100644 index 0000000..0107c7b --- /dev/null +++ b/src/crepe/api/Sprite.cpp @@ -0,0 +1,21 @@ +#include <cmath> + +#include "../util/dbg.h" +#include "api/Asset.h" + +#include "Component.h" +#include "Sprite.h" +#include "types.h" + +using namespace std; +using namespace crepe; + +Sprite::Sprite(game_object_id_t id, const Asset & texture, const Sprite::Data & data) + : Component(id), + source(texture), + data(data) { + + dbg_trace(); +} + +Sprite::~Sprite() { dbg_trace(); } diff --git a/src/crepe/api/Sprite.h b/src/crepe/api/Sprite.h new file mode 100644 index 0000000..a2409c2 --- /dev/null +++ b/src/crepe/api/Sprite.h @@ -0,0 +1,114 @@ +#pragma once + +#include "../Component.h" +#include "api/Asset.h" + +#include "Color.h" +#include "types.h" + +namespace crepe { + +class SDLContext; +class Animator; +class AnimatorSystem; + +/** + * \brief Represents a renderable sprite component. + * + * A renderable sprite that can be displayed in the game. It includes a texture, color, and + * flip settings, and is managed in layers with defined sorting orders. + */ +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: + /** + * \param game_id Unique identifier for the game object this sprite belongs to. + * \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 Asset source; + + Data data; + +private: + //! Reads the mask of sprite + friend class SDLContext; + + //! Reads the all the variables plus the mask + friend class Animator; + + //! 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. 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/Transform.cpp b/src/crepe/api/Transform.cpp new file mode 100644 index 0000000..fcfce14 --- /dev/null +++ b/src/crepe/api/Transform.cpp @@ -0,0 +1,22 @@ +#include "../util/dbg.h" + +#include "Transform.h" + +using namespace crepe; +using namespace std; + +Transform::Transform(game_object_id_t id, const vec2 & point, double rotation, double scale) + : Component(id), + 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 new file mode 100644 index 0000000..a6f3486 --- /dev/null +++ b/src/crepe/api/Transform.h @@ -0,0 +1,46 @@ +#pragma once + +#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) + vec2 position = {0, 0}; + //! Rotation, in degrees clockwise + float rotation = 0; + //! Multiplication factor + float scale = 0; + +protected: + /** + * \param id The id of the GameObject this component belongs to + * \param point The position of the GameObject + * \param rotation The rotation of the GameObject + * \param scale The scale of the GameObject + */ + Transform(game_object_id_t id, const vec2 & point, double rotation, double scale); + /** + * There is always exactly one transform component per entity + * \return 1 + */ + 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.h b/src/crepe/api/Vector2.h new file mode 100644 index 0000000..bf9d124 --- /dev/null +++ b/src/crepe/api/Vector2.h @@ -0,0 +1,97 @@ +#pragma once + +namespace crepe { + +//! 2D vector +template <class T> +struct Vector2 { + //! X component of the vector + T x = 0; + //! Y component of the vector + T y = 0; + + //! Subtracts another vector from this vector and returns the result. + 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<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*(T scalar) const; + + //! 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<T> & other); + + //! Adds a scalar value to both components of this vector and updates this vector. + 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<T> & other) const; + + //! Checks if this vector is not equal to another vector. + 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 new file mode 100644 index 0000000..243ae46 --- /dev/null +++ b/src/crepe/facade/CMakeLists.txt @@ -0,0 +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 new file mode 100644 index 0000000..7a3e473 --- /dev/null +++ b/src/crepe/facade/DB.cpp @@ -0,0 +1,61 @@ +#include <cstring> + +#include "util/dbg.h" + +#include "DB.h" + +using namespace std; +using namespace crepe; + +DB::DB(const string & path) { + dbg_trace(); + int ret; + + // init database struct + libdb::DB * db; + if ((ret = libdb::db_create(&db, NULL, 0)) != 0) + throw runtime_error(format("db_create: {}", libdb::db_strerror(ret))); + this->db = {db, [](libdb::DB * db) { db->close(db, 0); }}; + + // load or create database file + 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))); +} + +libdb::DBT DB::to_thing(const string & thing) const noexcept { + libdb::DBT thang; + memset(&thang, 0, sizeof(libdb::DBT)); + thang.data = (void *) thing.data(); + thang.size = thing.size(); + return thang; +} + +string DB::get(const string & key) { + libdb::DBT db_key = this->to_thing(key); + libdb::DBT db_val; + memset(&db_val, 0, sizeof(libdb::DBT)); + + 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("db->get: {}", libdb::db_strerror(ret)); + if (ret == DB_NOTFOUND) throw out_of_range(err); + else throw runtime_error(err); +} + +void DB::set(const string & key, const string & value) { + libdb::DBT db_key = this->to_thing(key); + libdb::DBT db_val = this->to_thing(value); + int ret = this->db->put(this->db.get(), NULL, &db_key, &db_val, 0); + if (ret != 0) throw runtime_error(format("db->get: {}", libdb::db_strerror(ret))); +} + +bool DB::has(const std::string & key) { + try { + this->get(key); + } catch (std::out_of_range &) { + return false; + } + return true; +} diff --git a/src/crepe/facade/DB.h b/src/crepe/facade/DB.h new file mode 100644 index 0000000..84cdf19 --- /dev/null +++ b/src/crepe/facade/DB.h @@ -0,0 +1,75 @@ +#pragma once + +#include <functional> +#include <memory> +#include <string> + +namespace libdb { +extern "C" { +#include <db.h> +} +} // namespace libdb + +namespace crepe { + +/** + * \brief Berkeley DB facade + * + * Berkeley DB is a simple key-value database that stores arbitrary data as both key and value. + * This facade uses STL strings as keys/values. + */ +class DB { +public: + /** + * \param path The path of the database (created if nonexistant) + * + * \note If \p path is empty, the database is entirely in-memory + */ + DB(const std::string & path = ""); + virtual ~DB() = default; + +public: + /** + * \brief Get a value from the database, or throw an exception + * + * \param key The value key + * + * \return The value + * + * \throws std::out_of_range if value is not found in DB + * \throws std::runtime_error if other error occurs + */ + std::string get(const std::string & key); + /** + * \brief Set (create or overwrite) a value in the database + * + * \param key The value key + * \param value The value to store + * + * \throws std::runtime_error if an error occurs + */ + void set(const std::string & key, const std::string & value); + /** + * \brief Check if a key exists in the database + * + * \param key The value key + * + * \returns True if the key exists, or false if it does not + */ + bool has(const std::string & key); + +private: + //! RAII wrapper around \c DB struct + std::unique_ptr<libdb::DB, std::function<void(libdb::DB *)>> db; + +private: + /** + * \brief Convert an STL string to DBT (data base thang) + * + * \param thing Input data + * \return \c DBT with the same data as input \c thing + */ + libdb::DBT to_thing(const std::string & thing) const noexcept; +}; + +} // namespace crepe 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 new file mode 100644 index 0000000..9486ccd --- /dev/null +++ b/src/crepe/facade/SDLContext.cpp @@ -0,0 +1,419 @@ +#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 "../api/Camera.h" +#include "../api/Color.h" +#include "../api/Config.h" +#include "../api/Sprite.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(Mediator & mediator) { + dbg_trace(); + 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(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())); + } + this->game_window = {tmp_window, [](SDL_Window * window) { SDL_DestroyWindow(window); }}; + + SDL_Renderer * tmp_renderer + = SDL_CreateRenderer(this->game_window.get(), -1, SDL_RENDERER_ACCELERATED); + if (!tmp_renderer) { + throw runtime_error( + format("SDLContext: SDL_CreateRenderer error: {}", SDL_GetError())); + } + + this->game_renderer + = {tmp_renderer, [](SDL_Renderer * renderer) { SDL_DestroyRenderer(renderer); }}; + + int img_flags = IMG_INIT_PNG; + if (!(IMG_Init(img_flags) & img_flags)) { + throw runtime_error("SDLContext: SDL_image could not initialize!"); + } + + mediator.sdl_context = *this; +} + +SDLContext::~SDLContext() { + dbg_trace(); + + this->game_renderer.reset(); + this->game_window.reset(); + + // TODO: how are we going to ensure that these are called from the same + // thread that SDL_Init() was called on? This has caused problems for me + // before. + IMG_Quit(); + TTF_Quit(); + SDL_Quit(); +} + +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_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_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(const RenderContext & ctx) { + const Sprite::Data & data = ctx.sprite.data; + SDL_RendererFlip render_flip + = (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_FRect dstrect = this->get_dst_rect(SDLContext::DestinationRectangleData{ + .sprite = ctx.sprite, + .texture = ctx.texture, + .pos = ctx.pos, + .img_scale = ctx.scale, + }); + + 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::update_camera_view(const Camera & cam, const vec2 & new_pos) { + + 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); + } + + 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_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); + + SDL_Rect bg = { + .x = 0, + .y = 0, + .w = cam.screen.x, + .h = cam.screen.y, + }; + + // fill bg color + SDL_RenderFillRect(this->game_renderer.get(), &bg); +} + +std::unique_ptr<SDL_Texture, std::function<void(SDL_Texture *)>> +SDLContext::texture_from_path(const std::string & path) { + + SDL_Surface * tmp = IMG_Load(path.c_str()); + if (tmp == nullptr) + throw runtime_error(format("SDLContext: IMG_Load error: {}", SDL_GetError())); + + std::unique_ptr<SDL_Surface, std::function<void(SDL_Surface *)>> img_surface; + img_surface = {tmp, [](SDL_Surface * surface) { SDL_FreeSurface(surface); }}; + + SDL_Texture * tmp_texture + = SDL_CreateTextureFromSurface(this->game_renderer.get(), img_surface.get()); + + if (tmp_texture == nullptr) { + throw runtime_error(format("SDLContext: Texture cannot be load from {}", path)); + } + + std::unique_ptr<SDL_Texture, std::function<void(SDL_Texture *)>> img_texture; + img_texture = {tmp_texture, [](SDL_Texture * texture) { SDL_DestroyTexture(texture); }}; + + SDL_SetTextureBlendMode(img_texture.get(), SDL_BLENDMODE_BLEND); + return img_texture; +} + +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; +} + +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); +} diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h new file mode 100644 index 0000000..b687f87 --- /dev/null +++ b/src/crepe/facade/SDLContext.h @@ -0,0 +1,365 @@ +#pragma once + +#include <SDL2/SDL.h> +#include <SDL2/SDL_keycode.h> +#include <SDL2/SDL_rect.h> +#include <SDL2/SDL_render.h> +#include <SDL2/SDL_video.h> +#include <cmath> +#include <functional> +#include <memory> +#include <string> +#include <unordered_map> + +#include "../types.h" +#include "api/Camera.h" +#include "api/Color.h" +#include "api/KeyCodes.h" +#include "api/Sprite.h" +#include "api/Transform.h" +#include "types.h" + +#include "EventData.h" +#include "FontFacade.h" + +namespace crepe { +class Texture; +class Mediator; + +/** + * \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: + /** + * \brief Gets the singleton instance of SDLContext. + * \return Reference to the SDLContext instance. + */ + static SDLContext & get_instance(); + +public: + SDLContext(const SDLContext &) = delete; + SDLContext(SDLContext &&) = delete; + SDLContext & operator=(const SDLContext &) = delete; + SDLContext & operator=(SDLContext &&) = delete; + +public: + /** + * \brief Constructs an SDLContext instance. + * Initializes SDL, creates a window and renderer. + */ + SDLContext(Mediator & mediator); + + /** + * \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. + */ + uint64_t get_ticks() const; + /** + * \brief Pauses the execution for a specified duration. + * + * This function uses SDL's delay function to halt the program execution for a given number + * of milliseconds, allowing for frame rate control or other timing-related functionality. + * + * \param ms Duration of the delay in milliseconds. + */ + void delay(int ms) const; + +public: + /** + * \brief Loads a texture from a file path. + * \param path Path to the image file. + * \return Pointer to the created SDL_Texture. + */ + std::unique_ptr<SDL_Texture, std::function<void(SDL_Texture *)>> + texture_from_path(const std::string & path); + /** + * \brief Gets the size of a texture. + * \param texture Reference to the Texture object. + * \return Width and height of the texture as an integer in pixels. + */ + ivec2 get_size(const Texture & ctx); + +public: + /** + * \brief Draws a sprite to the screen using the specified transform and camera. + * \param RenderContext Reference to rendering data to draw + */ + void draw(const RenderContext & ctx); + + //! Clears the screen, preparing for a new frame. + void clear_screen(); + + //! Presents the rendered frame to the screen. + void present_screen(); + + /** + * \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 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; + }; + + /** + * \brief calculates the sqaure size of the image for destination + * + * \param data needed to calculate a destination rectangle + * \return sdl rectangle to draw a dst image to draw on the screen + */ + SDL_FRect get_dst_rect(const DestinationRectangleData & data) const; + /** + * \brief Set an additional color value multiplied into render copy operations. + * + * \param texture the given texture to adjust + * \param color the color data for the texture + */ + void set_color_texture(const Texture & texture, const Color & color); + +private: + //! sdl Window + std::unique_ptr<SDL_Window, std::function<void(SDL_Window *)>> game_window; + + //! renderer for the crepe engine + std::unique_ptr<SDL_Renderer, std::function<void(SDL_Renderer *)>> game_renderer; + + //! 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 new file mode 100644 index 0000000..b1e6463 --- /dev/null +++ b/src/crepe/facade/Sound.cpp @@ -0,0 +1,13 @@ +#include "../api/Asset.h" +#include "../util/dbg.h" + +#include "Sound.h" + +using namespace crepe; +using namespace std; + +Sound::Sound(const Asset & src, Mediator & mediator) : Resource(src, mediator) { + this->sample.load(src.get_path().c_str()); + dbg_trace(); +} +Sound::~Sound() { dbg_trace(); } diff --git a/src/crepe/facade/Sound.h b/src/crepe/facade/Sound.h new file mode 100644 index 0000000..4a5d692 --- /dev/null +++ b/src/crepe/facade/Sound.h @@ -0,0 +1,31 @@ +#pragma once + +#include <soloud/soloud.h> +#include <soloud/soloud_wav.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. + */ +class Sound : public Resource { +public: + Sound(const Asset & src, Mediator & mediator); + ~Sound(); // dbg_trace + +private: + //! Deserialized resource (soloud) + SoLoud::Wav sample; + //! SoundContext uses \c sample + friend class SoundContext; +}; + +} // namespace crepe diff --git a/src/crepe/facade/SoundContext.cpp b/src/crepe/facade/SoundContext.cpp new file mode 100644 index 0000000..5091e07 --- /dev/null +++ b/src/crepe/facade/SoundContext.cpp @@ -0,0 +1,36 @@ +#include "../util/dbg.h" + +#include "SoundContext.h" + +using namespace crepe; + +SoundContext::SoundContext() { + dbg_trace(); + this->engine.init(); + this->engine.setMaxActiveVoiceCount(this->config.audio.voices); +} + +SoundContext::~SoundContext() { + dbg_trace(); + 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 new file mode 100644 index 0000000..d986c59 --- /dev/null +++ b/src/crepe/facade/SoundContext.h @@ -0,0 +1,81 @@ +#pragma once + +#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. + */ +class SoundContext { +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: + //! Abstracted class + SoLoud::Soloud engine; + + //! 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/manager/ComponentManager.hpp b/src/crepe/manager/ComponentManager.hpp new file mode 100644 index 0000000..9e70865 --- /dev/null +++ b/src/crepe/manager/ComponentManager.hpp @@ -0,0 +1,196 @@ +#pragma once + +#include <type_traits> + +#include "ComponentManager.h" +#include "types.h" + +namespace crepe { + +template <class T, typename... Args> +T & ComponentManager::add_component(game_object_id_t id, Args &&... args) { + using namespace std; + + static_assert(is_base_of<Component, T>::value, + "add_component must recieve a derivative class of Component"); + + // Determine the type of T (this is used as the key of the unordered_map<>) + type_index type = typeid(T); + + // Check if this component type is already in the unordered_map<> + if (this->components.find(type) == this->components.end()) { + //If not, create a new (empty) vector<> of vector<unique_ptr<Component>> + this->components[type] = vector<vector<unique_ptr<Component>>>(); + } + + // Resize the vector<> if the id is greater than the current size + if (id >= this->components[type].size()) { + // Initialize new slots to nullptr (resize does automatically init to nullptr) + this->components[type].resize(id + 1); + } + + // Create a new component of type T (arguments directly forwarded). The + // constructor must be called by ComponentManager. + T * instance_ptr = new T(id, forward<Args>(args)...); + if (instance_ptr == nullptr) throw std::bad_alloc(); + + T & instance_ref = *instance_ptr; + unique_ptr<T> instance = unique_ptr<T>(instance_ptr); + + // Check if the vector size is not greater than get_instances_max + int max_instances = instance->get_instances_max(); + if (max_instances != -1 && components[type][id].size() >= max_instances) { + throw std::runtime_error( + "Exceeded maximum number of instances for this component type"); + } + + // store its unique_ptr in the vector<> + this->components[type][id].push_back(std::move(instance)); + + return instance_ref; +} + +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); + + // Find the type (in the unordered_map<>) + if (this->components.find(type) != this->components.end()) { + // Get the correct vector<> + vector<vector<unique_ptr<Component>>> & component_array = this->components[type]; + + // Make sure that the id (that we are looking for) is within the boundaries of the vector<> + if (id < component_array.size()) { + // Clear the whole vector<> of this specific type and id + component_array[id].clear(); + } + } +} + +template <typename T> +void ComponentManager::delete_components() { + // Determine the type of T (this is used as the key of the unordered_map<>) + std::type_index type = typeid(T); + + if (this->components.find(type) == this->components.end()) return; + + // 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; + + static_assert(is_base_of<Component, T>::value, + "get_components_by_id must recieve a derivative class of 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 out; +} + +template <typename T> +RefVector<T> ComponentManager::get_components_by_type() const { + using namespace std; + + // Determine the type of T (this is used as the key of the unordered_map<>) + type_index type = typeid(T); + + // Create an empty vector<> + RefVector<T> component_vector; + + // Find the type (in the unordered_map<>) + 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); + + // Loop through the whole vector<> + for (const vector<unique_ptr<Component>> & component : component_array) { + // Loop trough the whole vector<> + for (const unique_ptr<Component> & component_ptr : component) { + // Cast the unique_ptr to a raw pointer + T * casted_component = static_cast<T *>(component_ptr.get()); + + // Ensure that the cast was successful + if (casted_component == nullptr) continue; + + // Add the dereferenced raw pointer to the vector<> + component_vector.emplace_back(ref(*casted_component)); + } + } + + // Return the vector<> + 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/manager/EventManager.cpp b/src/crepe/manager/EventManager.cpp new file mode 100644 index 0000000..6aa49ee --- /dev/null +++ b/src/crepe/manager/EventManager.cpp @@ -0,0 +1,44 @@ +#include "EventManager.h" + +using namespace crepe; +using namespace std; + +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()); + } + this->events_queue.clear(); +} + +void EventManager::handle_event(type_index type, event_channel_t channel, const Event & data) { + auto handlers_it = this->subscribers.find(type); + if (handlers_it == this->subscribers.end()) return; + + vector<CallbackEntry> & handlers = handlers_it->second; + for (auto & handler : handlers) { + bool check_channel = handler.channel != CHANNEL_ALL || channel != CHANNEL_ALL; + if (check_channel && handler.channel != channel) continue; + + bool handled = handler.callback->exec(data); + if (handled) return; + } +} + +void EventManager::clear() { + this->subscribers.clear(); + this->events_queue.clear(); +} + +void EventManager::unsubscribe(subscription_t id) { + for (auto & [event_type, handlers] : this->subscribers) { + for (auto it = handlers.begin(); it != handlers.end(); it++) { + // find listener with subscription id + if ((*it).id != id) continue; + it = handlers.erase(it); + return; + } + } +} diff --git a/src/crepe/manager/EventManager.h b/src/crepe/manager/EventManager.h new file mode 100644 index 0000000..639e37f --- /dev/null +++ b/src/crepe/manager/EventManager.h @@ -0,0 +1,148 @@ +#pragma once + +#include <memory> +#include <typeindex> +#include <unordered_map> +#include <vector> + +#include "../api/Event.h" +#include "../api/EventHandler.h" + +#include "Manager.h" + +namespace crepe { + +//! Event listener unique ID +typedef size_t subscription_t; + +/** + * \brief Event channel + * + * Events can be sent to a specific channel, which prevents listeners on other channels from + * being called. The default channel is EventManager::CHANNEL_ALL, which calls all listeners. + */ +typedef size_t event_channel_t; + +/** + * \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 : public Manager { +public: + static constexpr const event_channel_t CHANNEL_ALL = -1; + /** + * \param mediator A reference to a Mediator object used for transfering managers. + */ + 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). + * \return A unique subscription ID associated with the registered callback. + */ + template <typename EventType> + subscription_t subscribe(const EventHandler<EventType> & callback, + event_channel_t channel = CHANNEL_ALL); + + /** + * \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). + */ + template <typename EventType> + void trigger_event(const EventType & event = {}, event_channel_t channel = CHANNEL_ALL); + + /** + * \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). + */ + template <typename EventType> + void queue_event(const EventType & event = {}, event_channel_t channel = CHANNEL_ALL); + + /** + * \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. + */ + void dispatch_events(); + + /** + * \brief Clear all subscriptions. + * + * Removes all registered event handlers and clears the subscription list. + */ + void clear(); + +private: + /** + * \struct QueueEntry + * \brief Represents an entry in the event queue. + */ + struct QueueEntry { + std::unique_ptr<Event> event; ///< The event instance. + event_channel_t channel = CHANNEL_ALL; ///< The channel associated with the event. + std::type_index type; ///< The type of the event. + }; + + /** + * \brief Internal event handler + * + * This function processes a single event, and is used to process events both during + * EventManager::dispatch_events and inside EventManager::trigger_event + * + * \param type \c typeid of concrete Event class + * \param channel Event channel + * \param data Event data + */ + void handle_event(std::type_index type, event_channel_t channel, const Event & data); + + /** + * \struct CallbackEntry + * \brief Represents a registered event handler callback. + */ + struct CallbackEntry { + std::unique_ptr<IEventHandlerWrapper> callback; ///< The callback function wrapper. + event_channel_t channel = CHANNEL_ALL; ///< The channel this callback listens to. + subscription_t id = -1; ///< Unique subscription ID. + }; + + //! The queue of events to be processed during dispatch. + std::vector<QueueEntry> events_queue; + + //! A map of event type to registered callbacks. + std::unordered_map<std::type_index, std::vector<CallbackEntry>> subscribers; + + //! Counter to generate unique subscription IDs. + subscription_t subscription_counter = 0; +}; + +} // namespace crepe + +#include "EventManager.hpp" diff --git a/src/crepe/manager/EventManager.hpp b/src/crepe/manager/EventManager.hpp new file mode 100644 index 0000000..a5f4556 --- /dev/null +++ b/src/crepe/manager/EventManager.hpp @@ -0,0 +1,36 @@ +#pragma once + +#include "EventManager.h" + +namespace crepe { + +template <typename EventType> +subscription_t EventManager::subscribe(const EventHandler<EventType> & callback, + event_channel_t channel) { + subscription_counter++; + std::type_index event_type = typeid(EventType); + std::unique_ptr<EventHandlerWrapper<EventType>> handler + = std::make_unique<EventHandlerWrapper<EventType>>(callback); + std::vector<CallbackEntry> & handlers = this->subscribers[event_type]; + handlers.emplace_back(CallbackEntry{ + .callback = std::move(handler), .channel = channel, .id = subscription_counter}); + return subscription_counter; +} + +template <typename EventType> +void EventManager::queue_event(const EventType & event, event_channel_t channel) { + static_assert(std::is_base_of<Event, EventType>::value, + "EventType must derive from Event"); + this->events_queue.push_back(QueueEntry{ + .event = std::make_unique<EventType>(event), + .channel = channel, + .type = typeid(EventType), + }); +} + +template <typename EventType> +void EventManager::trigger_event(const EventType & event, event_channel_t channel) { + this->handle_event(typeid(EventType), channel, event); +} + +} // namespace crepe 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/manager/SaveManager.cpp b/src/crepe/manager/SaveManager.cpp new file mode 100644 index 0000000..f313ed2 --- /dev/null +++ b/src/crepe/manager/SaveManager.cpp @@ -0,0 +1,169 @@ +#include "../ValueBroker.h" +#include "../api/Config.h" +#include "../facade/DB.h" + +#include "SaveManager.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; +} +template <typename T> +string SaveManager::serialize(const T & value) const noexcept { + return to_string(value); +} +template string SaveManager::serialize(const uint8_t &) const noexcept; +template string SaveManager::serialize(const int8_t &) const noexcept; +template string SaveManager::serialize(const uint16_t &) const noexcept; +template string SaveManager::serialize(const int16_t &) const noexcept; +template string SaveManager::serialize(const uint32_t &) const noexcept; +template string SaveManager::serialize(const int32_t &) const noexcept; +template string SaveManager::serialize(const uint64_t &) const noexcept; +template string SaveManager::serialize(const int64_t &) const noexcept; +template string SaveManager::serialize(const float &) const noexcept; +template string SaveManager::serialize(const double &) const noexcept; + +template <> +uint64_t SaveManager::deserialize(const string & value) const noexcept { + try { + return stoul(value); + } catch (std::invalid_argument &) { + return 0; + } +} +template <> +int64_t SaveManager::deserialize(const string & value) const noexcept { + try { + return stol(value); + } catch (std::invalid_argument &) { + return 0; + } +} +template <> +float SaveManager::deserialize(const string & value) const noexcept { + try { + return stof(value); + } catch (std::invalid_argument &) { + return 0; + } + return stof(value); +} +template <> +double SaveManager::deserialize(const string & value) const noexcept { + try { + return stod(value); + } catch (std::invalid_argument &) { + return 0; + } +} +template <> +string SaveManager::deserialize(const string & value) const noexcept { + return value; +} + +template <> +uint8_t SaveManager::deserialize(const string & value) const noexcept { + return deserialize<uint64_t>(value); +} +template <> +int8_t SaveManager::deserialize(const string & value) const noexcept { + return deserialize<int64_t>(value); +} +template <> +uint16_t SaveManager::deserialize(const string & value) const noexcept { + return deserialize<uint64_t>(value); +} +template <> +int16_t SaveManager::deserialize(const string & value) const noexcept { + return deserialize<int64_t>(value); +} +template <> +uint32_t SaveManager::deserialize(const string & value) const noexcept { + return deserialize<uint64_t>(value); +} +template <> +int32_t SaveManager::deserialize(const string & value) const noexcept { + return deserialize<int64_t>(value); +} + +bool SaveManager::has(const string & key) { + DB & db = this->get_db(); + return db.has(key); +} + +template <> +void SaveManager::set(const string & key, const string & value) { + DB & db = this->get_db(); + db.set(key, value); +} +template <typename T> +void SaveManager::set(const string & key, const T & value) { + DB & db = this->get_db(); + db.set(key, std::to_string(value)); +} +template void SaveManager::set(const string &, const uint8_t &); +template void SaveManager::set(const string &, const int8_t &); +template void SaveManager::set(const string &, const uint16_t &); +template void SaveManager::set(const string &, const int16_t &); +template void SaveManager::set(const string &, const uint32_t &); +template void SaveManager::set(const string &, const int32_t &); +template void SaveManager::set(const string &, const uint64_t &); +template void SaveManager::set(const string &, const int64_t &); +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); + 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 &); +template ValueBroker<uint16_t> SaveManager::get(const string &, const uint16_t &); +template ValueBroker<int16_t> SaveManager::get(const string &, const int16_t &); +template ValueBroker<uint32_t> SaveManager::get(const string &, const uint32_t &); +template ValueBroker<int32_t> SaveManager::get(const string &, const int32_t &); +template ValueBroker<uint64_t> SaveManager::get(const string &, const uint64_t &); +template ValueBroker<int64_t> SaveManager::get(const string &, const int64_t &); +template ValueBroker<float> SaveManager::get(const string &, const float &); +template ValueBroker<double> SaveManager::get(const string &, const double &); +template ValueBroker<string> SaveManager::get(const string &, const string &); diff --git a/src/crepe/manager/SaveManager.h b/src/crepe/manager/SaveManager.h new file mode 100644 index 0000000..1e34bc0 --- /dev/null +++ b/src/crepe/manager/SaveManager.h @@ -0,0 +1,104 @@ +#pragma once + +#include <functional> +#include <memory> + +#include "../ValueBroker.h" + +#include "Manager.h" + +namespace crepe { + +class DB; + +/** + * \brief Save data manager + * + * This class provides access to a simple key-value store that stores + * - integers (8-64 bit, signed or unsigned) + * - real numbers (float or double) + * - string (std::string) + * + * The underlying database is a key-value store. + */ +class SaveManager : public Manager { +public: + /** + * \brief Get a read/write reference to a value and initialize it if it does not yet exist + * + * \param key The value key + * \param default_value Value to initialize \c key with if it does not already exist in the + * database + * + * \return Read/write reference to the value + */ + template <typename T> + ValueBroker<T> get(const std::string & key, const T & default_value); + + /** + * \brief Get a value directly + * + * \param key The value key + * + * \return The value + * + * \note Attempting to read this value before it is initialized (i.e. set) will result in an + * exception + */ + template <typename T> + T get(const std::string & key); + + /** + * \brief Set a value directly + * + * \param key The value key + * \param value The value to store + */ + template <typename T> + void set(const std::string & key, const T & value); + + /** + * \brief Check if the save file has a value for this \c key + * + * \param key The value key + * + * \returns True if the key exists, or false if it does not + */ + bool has(const std::string & key); + +public: + SaveManager(Mediator & mediator); + virtual ~SaveManager() = default; + +private: + /** + * \brief Serialize an arbitrary value to STL string + * + * \tparam T Type of arbitrary value + * + * \returns String representation of value + */ + template <typename T> + std::string serialize(const T &) const noexcept; + + /** + * \brief Deserialize an STL string back to type \c T + * + * \tparam T Type of value + * \param value Serialized value + * + * \returns Deserialized value + */ + template <typename T> + T deserialize(const std::string & value) const noexcept; + +protected: + //! Create or return DB + virtual DB & get_db(); + +private: + //! Database + std::unique_ptr<void, std::function<void(void *)>> db = nullptr; +}; + +} // namespace crepe diff --git a/src/crepe/manager/SceneManager.cpp b/src/crepe/manager/SceneManager.cpp new file mode 100644 index 0000000..d4ca90b --- /dev/null +++ b/src/crepe/manager/SceneManager.cpp @@ -0,0 +1,38 @@ +#include <algorithm> +#include <memory> + +#include "ComponentManager.h" +#include "SceneManager.h" + +using namespace crepe; +using namespace std; + +SceneManager::SceneManager(Mediator & mediator) : Manager(mediator) { + mediator.scene_manager = *this; +} + +void SceneManager::set_next_scene(const string & name) { next_scene = name; } + +void SceneManager::load_next_scene() { + // next scene not set + if (this->next_scene.empty()) return; + + auto it = find_if(this->scenes.begin(), this->scenes.end(), + [&next_scene = this->next_scene](unique_ptr<Scene> & scene) { + return scene.get()->get_name() == next_scene; + }); + + // next scene not found + if (it == this->scenes.end()) return; + unique_ptr<Scene> & scene = *it; + + // Delete all components of the current scene + ComponentManager & mgr = 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/manager/SceneManager.h b/src/crepe/manager/SceneManager.h new file mode 100644 index 0000000..e0955c2 --- /dev/null +++ b/src/crepe/manager/SceneManager.h @@ -0,0 +1,52 @@ +#pragma once + +#include <memory> +#include <vector> + +#include "../api/Scene.h" + +#include "Manager.h" + +namespace crepe { + +class ComponentManager; + +/** + * \brief Manages scenes + * + * This class manages scenes. It can add new scenes and load them. It also manages the current scene + * and the next scene. + */ +class SceneManager : public Manager { +public: + SceneManager(Mediator & mediator); + +public: + /** + * \brief Add a new concrete scene to the scene manager + * + * \tparam T Type of concrete scene + */ + template <typename T, typename... Args> + void add_scene(Args &&... args); + /** + * \brief Set the next scene + * + * This scene will be loaded at the end of the frame + * + * \param name Name of the next scene + */ + void set_next_scene(const std::string & name); + //! Load a new scene (if there is one) + void load_next_scene(); + +private: + //! Vector of concrete scenes (added by add_scene()) + std::vector<std::unique_ptr<Scene>> scenes; + //! Next scene to load + std::string next_scene; +}; + +} // namespace crepe + +#include "SceneManager.hpp" diff --git a/src/crepe/manager/SceneManager.hpp b/src/crepe/manager/SceneManager.hpp new file mode 100644 index 0000000..dff4e51 --- /dev/null +++ b/src/crepe/manager/SceneManager.hpp @@ -0,0 +1,25 @@ +#pragma once + +#include "SceneManager.h" + +namespace crepe { + +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(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()) { + next_scene = scene->get_name(); + } +} + +} // namespace crepe 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/manager/SystemManager.hpp b/src/crepe/manager/SystemManager.hpp new file mode 100644 index 0000000..3d26e4c --- /dev/null +++ b/src/crepe/manager/SystemManager.hpp @@ -0,0 +1,41 @@ +#pragma once + +#include <cassert> +#include <format> +#include <memory> + +#include "SystemManager.h" + +namespace crepe { + +template <class T> +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("SystemManager: {} is not initialized", type.name())); + + System * system = this->systems.at(type).get(); + T * concrete_system = dynamic_cast<T *>(system); + assert(concrete_system != nullptr); + + return *concrete_system; +} + +template <class T> +void SystemManager::load_system() { + using namespace std; + static_assert(is_base_of<System, T>::value, + "load_system must recieve a derivative class of System"); + + const type_info & type = typeid(T); + if (this->systems.contains(type)) + throw runtime_error(format("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 new file mode 100644 index 0000000..e5ab2fa --- /dev/null +++ b/src/crepe/system/AnimatorSystem.cpp @@ -0,0 +1,40 @@ +#include "../api/Animator.h" +#include "../manager/ComponentManager.h" +#include "../manager/LoopTimerManager.h" +#include <chrono> + +#include "AnimatorSystem.h" + +using namespace crepe; +using namespace std::chrono; + +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>(); + + float elapsed_time = duration_cast<duration<float>>(timer.get_elapsed_time()).count(); + + for (Animator & a : animations) { + 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 new file mode 100644 index 0000000..092e131 --- /dev/null +++ b/src/crepe/system/AnimatorSystem.h @@ -0,0 +1,28 @@ +#pragma once + +#include "System.h" + +namespace crepe { + +/** + * \brief The AnimatorSystem is responsible for managing and updating all Animator components. + * + * This system is responsible for controlling the behavior of the animations for all entities + * that have the Animator component attached. It updates the animations by controlling their + * frame changes, looping behavior, and overall animation state. + */ +class AnimatorSystem : public System { + +public: + using System::System; + /** + * \brief Updates the Animator components. + * + * This method is called to update the state of all + * Animator components, moving the animations forward and managing their behavior (e.g., + * looping). + */ + 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 new file mode 100644 index 0000000..52369d0 --- /dev/null +++ b/src/crepe/system/CMakeLists.txt @@ -0,0 +1,28 @@ +target_sources(crepe PUBLIC + System.cpp + ParticleSystem.cpp + ScriptSystem.cpp + 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 + System.h + ScriptSystem.h + 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 new file mode 100644 index 0000000..9d88d9f --- /dev/null +++ b/src/crepe/system/CollisionSystem.cpp @@ -0,0 +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::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 new file mode 100644 index 0000000..48a8f86 --- /dev/null +++ b/src/crepe/system/CollisionSystem.h @@ -0,0 +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; + +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 new file mode 100644 index 0000000..bbc7366 --- /dev/null +++ b/src/crepe/system/ParticleSystem.cpp @@ -0,0 +1,121 @@ +#include <chrono> +#include <cmath> +#include <cstdlib> +#include <ctime> + +#include "../api/ParticleEmitter.h" +#include "../api/Transform.h" +#include "../manager/ComponentManager.h" +#include "../manager/LoopTimerManager.h" + +#include "ParticleSystem.h" + +using namespace crepe; + +void ParticleSystem::fixed_update() { + // Get all emitters + 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) { + // Get transform linked to emitter + const Transform & transform + = mgr.get_components_by_id<Transform>(emitter.game_object_id).front().get(); + + // Emit particles based on emission_rate + 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.particles) { + if (particle.active) { + particle.update(dt); + } + } + + // Check if within boundary + this->check_bounds(emitter, transform); + } +} + +void ParticleSystem::emit_particle(ParticleEmitter & emitter, const Transform & transform) { + constexpr float DEG_TO_RAD = M_PI / 180.0; + + vec2 initial_position = emitter.data.offset + transform.position; + float random_angle + = this->generate_random_angle(emitter.data.min_angle, emitter.data.max_angle); + + float random_speed + = this->generate_random_speed(emitter.data.min_speed, emitter.data.max_speed); + float angle_radians = random_angle * DEG_TO_RAD; + + vec2 velocity + = {random_speed * std::cos(angle_radians), random_speed * std::sin(angle_radians)}; + + for (Particle & particle : emitter.particles) { + if (!particle.active) { + particle.reset(emitter.data.end_lifespan, initial_position, velocity, + random_angle); + break; + } + } +} + +void ParticleSystem::check_bounds(ParticleEmitter & emitter, const Transform & transform) { + 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; + } + } + } +} + +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<float>(std::rand() % static_cast<int>(max_angle - min_angle)); + } else { + 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; + } +} + +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<float>(std::rand() % static_cast<int>(max_speed - min_speed)); + } +} diff --git a/src/crepe/system/ParticleSystem.h b/src/crepe/system/ParticleSystem.h new file mode 100644 index 0000000..4296ff3 --- /dev/null +++ b/src/crepe/system/ParticleSystem.h @@ -0,0 +1,62 @@ +#pragma once + +#include <cstdint> + +#include "System.h" + +namespace crepe { + +class ParticleEmitter; +class Transform; + +/** + * \brief ParticleSystem class responsible for managing particle emission, updates, and bounds + * checking. + */ +class ParticleSystem : public System { +public: + using System::System; + /** + * \brief Updates all particle emitters by emitting particles, updating particle states, and + * checking bounds. + */ + 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 Checks whether particles are within the emitter’s boundary, resets or stops + * particles if they exit. + * + * \param emitter Reference to the ParticleEmitter. + * \param transform Const reference to the Transform component associated with the emitter. + */ + void check_bounds(ParticleEmitter & emitter, const Transform & transform); + + /** + * \brief Generates a random angle for particle emission within the specified range. + * + * \param min_angle Minimum emission angle in degrees. + * \param max_angle Maximum emission angle in degrees. + * \return Random angle in degrees. + */ + 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. + */ + 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 new file mode 100644 index 0000000..62f8132 --- /dev/null +++ b/src/crepe/system/PhysicsSystem.cpp @@ -0,0 +1,106 @@ +#include <cmath> + +#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::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>(); + float dt = loop_timer.get_scaled_fixed_delta_time().count(); + + 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: + if (transform.game_object_id == rigidbody.game_object_id) { + // Add gravity + + if (rigidbody.data.mass <= 0) { + throw std::runtime_error("Mass must be greater than 0"); + } + + if (gravity <= 0) { + throw std::runtime_error("Config Gravity must be greater than 0"); + } + + 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); + } + + // 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); + } + + // 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: + break; //(scripts) + case Rigidbody::BodyType::STATIC: + break; //(unmoveable objects) + default: + break; + } + } +} diff --git a/src/crepe/system/PhysicsSystem.h b/src/crepe/system/PhysicsSystem.h new file mode 100644 index 0000000..5ed624f --- /dev/null +++ b/src/crepe/system/PhysicsSystem.h @@ -0,0 +1,24 @@ +#pragma once + +#include "System.h" + +namespace crepe { + +/** + * \brief System that controls all physics + * + * This class is a physics system that uses a rigidbody and transform to add physics to a game + * object. + */ +class PhysicsSystem : public System { +public: + using System::System; + /** + * \brief updates the physics system. + * + * It calculates new velocties and changes the postion in the transform. + */ + void fixed_update() override; +}; + +} // namespace crepe diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp new file mode 100644 index 0000000..33218f6 --- /dev/null +++ b/src/crepe/system/RenderSystem.cpp @@ -0,0 +1,160 @@ +#include <algorithm> +#include <cassert> +#include <cmath> +#include <functional> +#include <optional> +#include <stdexcept> +#include <vector> + +#include "../api/Camera.h" +#include "../api/ParticleEmitter.h" +#include "../api/Sprite.h" +#include "../api/Text.h" +#include "../api/Transform.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() { + SDLContext & ctx = this->mediator.sdl_context; + ctx.clear_screen(); +} + +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; + 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.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; +} + +RefVector<Sprite> RenderSystem::sort(RefVector<Sprite> & objs) const { + RefVector<Sprite> sorted_objs(objs); + std::sort(sorted_objs.begin(), sorted_objs.end(), sorting_comparison); + + return sorted_objs; +} + +void RenderSystem::frame_update() { + this->clear_screen(); + this->render(); + this->present_screen(); +} + +bool RenderSystem::render_particle(const Sprite & sprite, const double & scale) { + + 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); + + bool rendering_particles = false; + + for (const ParticleEmitter & em : emitters) { + if (&em.sprite != &sprite) continue; + rendering_particles = true; + if (!em.active) continue; + + for (const Particle & p : em.particles) { + if (!p.active) continue; + + 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) { + 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(); + + 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 + = mgr.get_components_by_id<Transform>(sprite.game_object_id).front().get(); + + bool rendered_particles = this->render_particle(sprite, transform.scale); + + if (rendered_particles) continue; + + 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 new file mode 100644 index 0000000..656ad5b --- /dev/null +++ b/src/crepe/system/RenderSystem.h @@ -0,0 +1,83 @@ +#pragma once + +#include <cmath> + +#include "System.h" +#include "types.h" + +namespace crepe { + +class Camera; +class Sprite; +class Transform; +class Text; +/** + * \brief Manages rendering operations for all game objects. + * + * RenderSystem is responsible for rendering, clearing and presenting the screen, and + * managing the active camera. + */ +class RenderSystem : public System { +public: + using System::System; + /** + * \brief Updates the RenderSystem for the current frame. + * This method is called to perform all rendering operations for the current game frame. + */ + void frame_update() override; + +private: + //! Clears the screen in preparation for rendering. + void clear_screen(); + + //! Presents the rendered frame to the display. + void present_screen(); + + //! Updates the active camera used for rendering. + void update_camera(); + + //! Renders the whole screen + void render(); + + /** + * \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. 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 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 + */ + 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 + * \return returns a sorted reference vector + */ + RefVector<Sprite> sort(RefVector<Sprite> & objs) const; + + /** + * \todo Add text rendering using SDL_ttf for text components. + * \todo Implement a text component and a button component. + * \todo Consider adding text input functionality. + */ +}; + +} // 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 new file mode 100644 index 0000000..93b4853 --- /dev/null +++ b/src/crepe/system/ScriptSystem.cpp @@ -0,0 +1,40 @@ +#include "../api/BehaviorScript.h" +#include "../api/Script.h" +#include "../manager/ComponentManager.h" + +#include "ScriptSystem.h" + +using namespace std; +using namespace crepe; + +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); +} + +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) { + if (!behavior_script.active) continue; + + Script * script = behavior_script.script.get(); + if (script == nullptr) continue; + + if (!script->initialized) { + script->init(); + script->initialized = true; + } + + (*script.*update_function)(delta_time); + } +} diff --git a/src/crepe/system/ScriptSystem.h b/src/crepe/system/ScriptSystem.h new file mode 100644 index 0000000..257b615 --- /dev/null +++ b/src/crepe/system/ScriptSystem.h @@ -0,0 +1,37 @@ +#pragma once + +#include "../manager/LoopTimerManager.h" + +#include "System.h" + +namespace crepe { + +class Script; + +/** + * \brief Script system + * + * The script system is responsible for all \c BehaviorScript components, and calls the methods + * on classes derived from \c Script. + */ +class ScriptSystem : public System { +public: + 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` member function on all active \c BehaviorScript instances + * + * \note This routine also calls Script::init() if this has not been done before on the \c + * BehaviorScript instance. + */ + 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 new file mode 100644 index 0000000..ecc740d --- /dev/null +++ b/src/crepe/system/System.cpp @@ -0,0 +1,5 @@ +#include "System.h" + +using namespace crepe; + +System::System(const Mediator & mediator) : mediator(mediator) {} diff --git a/src/crepe/system/System.h b/src/crepe/system/System.h new file mode 100644 index 0000000..e2ce7eb --- /dev/null +++ b/src/crepe/system/System.h @@ -0,0 +1,32 @@ +#pragma once + +#include "../manager/Mediator.h" + +namespace crepe { + +class ComponentManager; + +/** + * \brief Base ECS system class + * + * This class is used as the base for all system classes. Classes derived from System must + * implement the System::update() method and copy Script::Script with the `using`-syntax. + */ +class System { +public: + //! Code that runs in the fixed loop + virtual void fixed_update() {}; + //! Code that runs in the frame loop + virtual void frame_update() {}; + //! Indicates that the update functions of this system should be run + bool active = true; + +public: + System(const Mediator & m); + virtual ~System() = default; + +protected: + const Mediator & mediator; +}; + +} // namespace crepe diff --git a/src/crepe/types.h b/src/crepe/types.h new file mode 100644 index 0000000..69cc526 --- /dev/null +++ b/src/crepe/types.h @@ -0,0 +1,30 @@ +#pragma once + +#include "api/Vector2.h" + +#include <cstdint> +#include <functional> +#include <vector> + +namespace crepe { + +//! GameObject ID +typedef uint32_t game_object_id_t; + +//! vector of reference_wrapper +template <typename T> +using RefVector = std::vector<std::reference_wrapper<T>>; + +//! 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/CMakeLists.txt b/src/crepe/util/CMakeLists.txt index 100f028..94ed906 100644 --- a/src/crepe/util/CMakeLists.txt +++ b/src/crepe/util/CMakeLists.txt @@ -1,9 +1,15 @@ target_sources(crepe PUBLIC - log.cpp + LogColor.cpp + Log.cpp ) target_sources(crepe PUBLIC FILE_SET HEADERS FILES - color.h - log.h + LogColor.h + Log.h + Log.hpp + Proxy.h + Proxy.hpp + OptionalRef.h + OptionalRef.hpp ) diff --git a/src/crepe/util/Log.cpp b/src/crepe/util/Log.cpp new file mode 100644 index 0000000..ce25a1d --- /dev/null +++ b/src/crepe/util/Log.cpp @@ -0,0 +1,38 @@ +#include <iostream> +#include <string> + +#include "../api/Config.h" + +#include "Log.h" +#include "LogColor.h" + +using namespace crepe; +using namespace std; + +string Log::prefix(const Level & level) { + switch (level) { + case Level::TRACE: + return LogColor().fg_white().str("[TRACE]") + " "; + case Level::DEBUG: + return LogColor().fg_magenta().str("[DEBUG]") + " "; + case Level::INFO: + return LogColor().fg_blue().str("[INFO]") + " "; + case Level::WARNING: + return LogColor().fg_yellow().str("[WARN]") + " "; + case Level::ERROR: + return LogColor().fg_red().str("[ERROR]") + " "; + } + return ""; +} + +void Log::log(const Level & level, const string & msg) { + auto & cfg = Config::get_instance(); + if (level < cfg.log.level) return; + + string out = Log::prefix(level) + msg; + if (!out.ends_with("\n")) out += "\n"; + + // TODO: also log to file or smth + cout.write(out.data(), out.size()); + cout.flush(); +} diff --git a/src/crepe/util/Log.h b/src/crepe/util/Log.h new file mode 100644 index 0000000..b43fe30 --- /dev/null +++ b/src/crepe/util/Log.h @@ -0,0 +1,63 @@ +#pragma once + +#include <format> + +namespace crepe { + +/** + * \brief Logging utility + * + * This class is used to output log messages to the console and/or log files. + */ +class Log { +public: + //! Log message severity + enum Level { + TRACE, //!< Include (internal) function calls + DEBUG, //!< Include dbg_logf output + INFO, //!< General-purpose messages + WARNING, //!< Non-fatal errors + ERROR, //!< Fatal errors + }; + + /** + * \brief Log a formatted message + * + * \param level Message severity + * \param msg Formatted message + */ + static void log(const Level & level, const std::string & msg); + + /** + * \brief Format a message and log it + * + * \param level Message severity + * \param fmt Message format + * \param args Format arguments + */ + template <class... Args> + static void logf(const Level & level, std::format_string<Args...> fmt, Args &&... args); + + /** + * \brief Format a message and log it (with default severity \c INFO) + * + * \param fmt Message format + * \param args Format arguments + */ + template <class... Args> + static void logf(std::format_string<Args...> fmt, Args &&... args); + +private: + /** + * \brief Output a message prefix depending on the log level + * + * \param level Message severity + * + * \return Colored message severity prefix string + */ + static std::string prefix(const Level & level); +}; + +} // namespace crepe + +#include "Log.hpp" diff --git a/src/crepe/util/Log.hpp b/src/crepe/util/Log.hpp new file mode 100644 index 0000000..c2156cd --- /dev/null +++ b/src/crepe/util/Log.hpp @@ -0,0 +1,17 @@ +#pragma once + +#include "Log.h" + +namespace crepe { + +template <class... Args> +void Log::logf(std::format_string<Args...> fmt, Args &&... args) { + Log::logf(Level::INFO, fmt, std::forward<Args>(args)...); +} + +template <class... Args> +void Log::logf(const Level & level, std::format_string<Args...> fmt, Args &&... args) { + Log::log(level, std::format(fmt, std::forward<Args>(args)...)); +} + +} // namespace crepe diff --git a/src/crepe/util/LogColor.cpp b/src/crepe/util/LogColor.cpp new file mode 100644 index 0000000..5411898 --- /dev/null +++ b/src/crepe/util/LogColor.cpp @@ -0,0 +1,46 @@ +#include <cstdarg> + +#include "../api/Config.h" + +#include "LogColor.h" + +using namespace crepe; +using namespace std; + +static constexpr const char * RESET_CODE = "\e[0m"; + +const string LogColor::str(const string & content) const { + auto & cfg = Config::get_instance(); + string out = content; + if (cfg.log.color) out = this->code + out; + if (content.size() == 0) return out; + if (cfg.log.color) out = out + RESET_CODE; + return out; +} + +LogColor & LogColor::add_code(unsigned int code) { + this->code += format("\e[{}m", code); + return *this; +} + +LogColor & LogColor::reset() { + this->code = RESET_CODE; + return *this; +} + +LogColor & LogColor::fg_black(bool bright) { return this->add_code(bright ? 90 : 30); } +LogColor & LogColor::fg_red(bool bright) { return this->add_code(bright ? 91 : 31); } +LogColor & LogColor::fg_green(bool bright) { return this->add_code(bright ? 92 : 32); } +LogColor & LogColor::fg_yellow(bool bright) { return this->add_code(bright ? 93 : 33); } +LogColor & LogColor::fg_blue(bool bright) { return this->add_code(bright ? 94 : 34); } +LogColor & LogColor::fg_magenta(bool bright) { return this->add_code(bright ? 95 : 35); } +LogColor & LogColor::fg_cyan(bool bright) { return this->add_code(bright ? 96 : 36); } +LogColor & LogColor::fg_white(bool bright) { return this->add_code(bright ? 97 : 37); } +LogColor & LogColor::bg_black(bool bright) { return this->add_code(bright ? 100 : 40); } +LogColor & LogColor::bg_red(bool bright) { return this->add_code(bright ? 101 : 41); } +LogColor & LogColor::bg_green(bool bright) { return this->add_code(bright ? 102 : 42); } +LogColor & LogColor::bg_yellow(bool bright) { return this->add_code(bright ? 103 : 43); } +LogColor & LogColor::bg_blue(bool bright) { return this->add_code(bright ? 104 : 44); } +LogColor & LogColor::bg_magenta(bool bright) { return this->add_code(bright ? 105 : 45); } +LogColor & LogColor::bg_cyan(bool bright) { return this->add_code(bright ? 106 : 46); } +LogColor & LogColor::bg_white(bool bright) { return this->add_code(bright ? 107 : 47); } diff --git a/src/crepe/util/LogColor.h b/src/crepe/util/LogColor.h new file mode 100644 index 0000000..132fb94 --- /dev/null +++ b/src/crepe/util/LogColor.h @@ -0,0 +1,80 @@ +#pragma once + +#include <string> + +namespace crepe { + +/** + * \brief Utility class for coloring text using ANSI escape codes + * + * \note Most methods in this class return a reference to \c this, which may be + * used to chain multiple display attributes. + */ +class LogColor { +public: + /** + * \brief Get color code as STL string + * + * \param content If given, color this string and append a color reset escape sequence. + * + * \returns Color escape sequence + */ + const std::string str(const std::string & content = "") const; + +public: + //! Reset color to default foreground and background color + LogColor & reset(); + +public: + /** + * \name Foreground colors + * + * These functions set the foreground (text) color. The \c bright parameter + * makes the color brighter, or bold on some terminals. + * \{ + */ + LogColor & fg_black(bool bright = false); + LogColor & fg_red(bool bright = false); + LogColor & fg_green(bool bright = false); + LogColor & fg_yellow(bool bright = false); + LogColor & fg_blue(bool bright = false); + LogColor & fg_magenta(bool bright = false); + LogColor & fg_cyan(bool bright = false); + LogColor & fg_white(bool bright = false); + /// \} + +public: + /** + * \name Background colors + * + * These functions set the background color. The \c bright parameter makes + * the color brighter. + * \{ + */ + LogColor & bg_black(bool bright = false); + LogColor & bg_red(bool bright = false); + LogColor & bg_green(bool bright = false); + LogColor & bg_yellow(bool bright = false); + LogColor & bg_blue(bool bright = false); + LogColor & bg_magenta(bool bright = false); + LogColor & bg_cyan(bool bright = false); + LogColor & bg_white(bool bright = false); + /// \} + +private: + /** + * \brief Append SGR escape sequence to \c this->code + * + * \param code SGR attribute number + * + * See <https://en.wikipedia.org/wiki/ANSI_escape_code> for magic number + * reference. + */ + LogColor & add_code(unsigned int code); + +private: + //! Color escape sequence + std::string code = ""; +}; + +} // namespace crepe diff --git a/src/crepe/util/OptionalRef.h b/src/crepe/util/OptionalRef.h new file mode 100644 index 0000000..1b2cb3f --- /dev/null +++ b/src/crepe/util/OptionalRef.h @@ -0,0 +1,66 @@ +#pragma once + +namespace crepe { + +/** + * \brief Optional reference utility + * + * This class doesn't need to know the full definition of \c T to be used. + * + * \tparam T Value type + */ +template <typename T> +class OptionalRef { +public: + //! Initialize empty (nonexistant) reference + OptionalRef() = default; + //! Initialize reference with value + OptionalRef(T & ref); + /** + * \brief Assign new reference + * + * \param ref Reference to assign + * + * \return Reference to this (required for operator) + */ + OptionalRef<T> & operator=(T & ref); + /** + * \brief Retrieve this reference (cast) + * + * \returns Internal reference if it is set + * + * \throws std::runtime_error if this function is called while the reference it not set + */ + 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 + */ + explicit operator bool() const noexcept; + + /** + * \brief Make this reference empty + */ + void clear() noexcept; + +private: + /** + * \brief Reference to the value of type \c T + * + * \note This raw pointer is *not* managed, and only used as a reference! + */ + T * ref = nullptr; +}; + +} // namespace crepe + +#include "OptionalRef.hpp" diff --git a/src/crepe/util/OptionalRef.hpp b/src/crepe/util/OptionalRef.hpp new file mode 100644 index 0000000..5e36b3a --- /dev/null +++ b/src/crepe/util/OptionalRef.hpp @@ -0,0 +1,44 @@ +#pragma once + +#include <stdexcept> + +#include "OptionalRef.h" + +namespace crepe { + +template <typename T> +OptionalRef<T>::OptionalRef(T & ref) { + this->ref = &ref; +} + +template <typename T> +OptionalRef<T>::operator T &() const { + if (this->ref == nullptr) + throw std::runtime_error("OptionalRef: attempt to dereference nullptr"); + return *this->ref; +} + +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; +} + +template <typename T> +OptionalRef<T>::operator bool() const noexcept { + return this->ref != nullptr; +} + +template <typename T> +void OptionalRef<T>::clear() noexcept { + this->ref = nullptr; +} + +} // namespace crepe diff --git a/src/crepe/util/Proxy.h b/src/crepe/util/Proxy.h new file mode 100644 index 0000000..789144a --- /dev/null +++ b/src/crepe/util/Proxy.h @@ -0,0 +1,34 @@ +#pragma once + +#include "ValueBroker.h" + +namespace crepe { + +/** + * \brief Utility wrapper for \c ValueBroker + * + * This class can be used to to wrap a ValueBroker instance so it behaves like a regular + * variable. + * + * \tparam T Type of the underlying variable + */ +template <typename T> +class Proxy { +public: + //! Set operator + Proxy & operator=(Proxy &); + //! Set operator + Proxy & operator=(const T &); + //! Get operator + operator const T &(); + +public: + Proxy(ValueBroker<T>); + +private: + ValueBroker<T> broker; +}; + +} // namespace crepe + +#include "Proxy.hpp" diff --git a/src/crepe/util/Proxy.hpp b/src/crepe/util/Proxy.hpp new file mode 100644 index 0000000..ef2b69f --- /dev/null +++ b/src/crepe/util/Proxy.hpp @@ -0,0 +1,27 @@ +#pragma once + +#include "Proxy.h" + +namespace crepe { + +template <typename T> +Proxy<T>::Proxy(ValueBroker<T> broker) : broker(broker) {} + +template <typename T> +Proxy<T> & Proxy<T>::operator=(const T & val) { + this->broker.set(val); + return *this; +} + +template <typename T> +Proxy<T> & Proxy<T>::operator=(Proxy & proxy) { + this->broker.set(T(proxy)); + return *this; +} + +template <typename T> +Proxy<T>::operator const T &() { + return this->broker.get(); +} + +} // namespace crepe diff --git a/src/crepe/util/color.h b/src/crepe/util/color.h deleted file mode 100644 index 066c9d3..0000000 --- a/src/crepe/util/color.h +++ /dev/null @@ -1,41 +0,0 @@ -#pragma once - -namespace crepe::util::color { - -constexpr const char * RESET = "\e[0m"; - -constexpr const char * FG_BLACK = "\e[30m"; -constexpr const char * FG_RED = "\e[31m"; -constexpr const char * FG_GREEN = "\e[32m"; -constexpr const char * FG_YELLOW = "\e[33m"; -constexpr const char * FG_BLUE = "\e[34m"; -constexpr const char * FG_MAGENTA = "\e[35m"; -constexpr const char * FG_CYAN = "\e[36m"; -constexpr const char * FG_WHITE = "\e[37m"; -constexpr const char * BG_BLACK = "\e[40m"; -constexpr const char * BG_RED = "\e[41m"; -constexpr const char * BG_GREEN = "\e[42m"; -constexpr const char * BG_YELLOW = "\e[43m"; -constexpr const char * BG_BLUE = "\e[44m"; -constexpr const char * BG_MAGENTA = "\e[45m"; -constexpr const char * BG_CYAN = "\e[46m"; -constexpr const char * BG_WHITE = "\e[47m"; - -constexpr const char * FG_BLACK_BRIGHT = "\e[90m"; -constexpr const char * FG_RED_BRIGHT = "\e[91m"; -constexpr const char * FG_GREEN_BRIGHT = "\e[92m"; -constexpr const char * FG_YELLOW_BRIGHT = "\e[93m"; -constexpr const char * FG_BLUE_BRIGHT = "\e[94m"; -constexpr const char * FG_MAGENTA_BRIGHT = "\e[95m"; -constexpr const char * FG_CYAN_BRIGHT = "\e[96m"; -constexpr const char * FG_WHITE_BRIGHT = "\e[97m"; -constexpr const char * BG_BLACK_BRIGHT = "\e[100m"; -constexpr const char * BG_RED_BRIGHT = "\e[101m"; -constexpr const char * BG_GREEN_BRIGHT = "\e[102m"; -constexpr const char * BG_YELLOW_BRIGHT = "\e[103m"; -constexpr const char * BG_BLUE_BRIGHT = "\e[104m"; -constexpr const char * BG_MAGENTA_BRIGHT = "\e[105m"; -constexpr const char * BG_CYAN_BRIGHT = "\e[106m"; -constexpr const char * BG_WHITE_BRIGHT = "\e[107m"; - -} // namespace crepe::util::color 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/crepe/util/log.cpp b/src/crepe/util/log.cpp deleted file mode 100644 index f91d52c..0000000 --- a/src/crepe/util/log.cpp +++ /dev/null @@ -1,50 +0,0 @@ -#include <cstdarg> -#include <cstdio> -#include <cstdlib> -#include <string> - -#include "log.h" - -using namespace crepe::util; - -static const char * const LOG_PREFIX[] = { - [log_level::DEBUG] = "[DBG] ", - [log_level::INFO] = "[INFO] ", - [log_level::WARNING] = "[WARN] ", - [log_level::ERROR] = "[ERR] ", -}; - -static void va_logf(enum log_level level, va_list args, const std::string fmt) { - va_list args_copy; - va_copy(args_copy, args); - - // prepend log level and ensure newline - std::string format_fixed = LOG_PREFIX[level] + fmt; - if (!format_fixed.ends_with("\n")) format_fixed += "\n"; - - size_t sz = vsnprintf(NULL, 0, format_fixed.c_str(), args_copy) + 1; - char * msg = (char *) malloc(sz); - va_end(args_copy); - - vsnprintf(msg, sz, format_fixed.c_str(), args); - - // TODO: also log to file or smth - printf("%s", msg); - fflush(stdout); - - free(msg); -} - -void crepe::util::logf(const char * fmt, ...) { - va_list args; - va_start(args, fmt); - va_logf(crepe::util::log_level::DEBUG, args, fmt); - va_end(args); -} - -void crepe::util::logf(log_level level, const char * fmt, ...) { - va_list args; - va_start(args, fmt); - va_logf(level, args, fmt); - va_end(args); -} diff --git a/src/crepe/util/log.h b/src/crepe/util/log.h deleted file mode 100644 index fa5f633..0000000 --- a/src/crepe/util/log.h +++ /dev/null @@ -1,36 +0,0 @@ -#pragma once - -// allow user to disable debug macros -#ifndef CREPE_DISABLE_MACROS - -#include "color.h" - -// utility macros -#define _crepe_logf_here(fmt, ...) \ - crepe::util::logf(util::log_level::DEBUG, "%s%s (%s:%d)" fmt "\n", \ - crepe::util::color::FG_WHITE, __PRETTY_FUNCTION__, \ - __FILE_NAME__, __LINE__, crepe::util::color::RESET, \ - __VA_ARGS__) - -// very illegal global function-style macros -// NOLINTBEGIN -#define dbg_logf(fmt, ...) _crepe_logf_here(": " fmt, __VA_ARGS__) -#define dbg_log(str) _crepe_logf_here("%s: " str, "") -#define dbg_trace() _crepe_logf_here("%s", "") -// NOLINTEND - -#endif - -namespace crepe::util { - -enum log_level { - DEBUG, - INFO, - WARNING, - ERROR, -}; - -void logf(const char * fmt, ...); -void logf(enum log_level level, const char * fmt, ...); - -} // namespace crepe::util 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/gameobject.dox b/src/doc/feature/gameobject.dox new file mode 100644 index 0000000..c561874 --- /dev/null +++ b/src/doc/feature/gameobject.dox @@ -0,0 +1,18 @@ +// vim:ft=doxygen +namespace crepe { +/** + +\defgroup feature_gameobject GameObjects +\ingroup feature +\brief GameObject to create a Scene + +GameObjects are the fundamental building blocks of a Scene. They represent entities +in the game world and can have various components attached to them to define their +behavior and properties. GameObjects can be created and modified within the +Scene, allowing for a flexible and dynamic game environment. + +\see Component +\see Scene + +*/ +} 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 new file mode 100644 index 0000000..4124e37 --- /dev/null +++ b/src/doc/feature/scene.dox @@ -0,0 +1,72 @@ +// vim:ft=doxygen +namespace crepe { +/** + +\defgroup feature_scene Scenes +\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 for this purpose). + +\see SceneManager +\see GameObject +\see Script +\see Scene + +\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. + +```cpp +#include <crepe/api/LoopManager.h> +#include <crepe/api/GameObject.h> +#include <crepe/api/Scene.h> +#include <crepe/types.h> + +using namespace crepe; + +class MyScene : public Scene { +public: + void load_scene() { + 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"; } +}; + +int main() { + LoopManager loop_mgr; + + // Add the scenes to the loop manager + loop_mgr.add_scene<MyScene>(); + + loop_mgr.start(); +} +``` + +*/ +} diff --git a/src/doc/feature/script.dox b/src/doc/feature/script.dox new file mode 100644 index 0000000..d25a63b --- /dev/null +++ b/src/doc/feature/script.dox @@ -0,0 +1,62 @@ +// vim:ft=doxygen +namespace crepe { +/** + +\defgroup feature_script Scripting +\ingroup feature +\brief User-defined scripts for game objects + +Scripts can be used to implement game behavior, and allow arbitrary code to run +as part of the game loop. Scripts are implemented as derivative classes of +Script, which are added to game objects using the BehaviorScript \ref Component +"component". + +\todo This section is incomplete: +- Utility functions to get components/events/etc inside script +- How to listen for events +- Extensions of script (keylistener) + +\see Script +\see BehaviorScript +\see GameObject + +\par Example + +First, define a class that inherits from Script. This class acts as an +interface, and has two functions (\ref Script::init "\c init()" and \ref +Script::update "\c update()"), which may be implemented (they are empty by +default). From now on, this derivative class will be referred to as a *concrete +script*. + +```cpp +#include <crepe/api/Script.h> +#include <crepe/api/BehaviorScript.h> + +class MyScript : public crepe::Script { + void init() { + // called once + } + void update() { + // called on fixed update + } +}; +``` + +Concrete scripts can be instantiated and attached to \ref GameObject +"game objects" using the BehaviorScript \ref Component "component". + +```cpp +using namespace crepe; +GameObject obj = component_manager.new_object("name"); + +// create BehaviorScript instance +BehaviorScript & behavior_script = obj.add_component<BehaviorScript>(); +// attach (and instantiate) MyScript to behavior_script +behavior_script.set_script<MyScript>(); + +// the above can also be done in a single call for convenience: +obj.add_component<BehaviorScript>().set_script<MyScript>(); +``` + +*/ +} diff --git a/src/doc/features.dox b/src/doc/features.dox new file mode 100644 index 0000000..21a040a --- /dev/null +++ b/src/doc/features.dox @@ -0,0 +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 new file mode 100644 index 0000000..7796f34 --- /dev/null +++ b/src/doc/index.dox @@ -0,0 +1,17 @@ +// vim:ft=doxygen +/** + +\mainpage crêpe game engine + +Welcome to the documentation for the crêpe game engine. + +\see feature + +*/ + +/** + +\namespace crepe +\brief Engine namespace + +*/ diff --git a/src/doc/installing.dox b/src/doc/installing.dox new file mode 100644 index 0000000..48b27d7 --- /dev/null +++ b/src/doc/installing.dox @@ -0,0 +1,9 @@ +// vim:ft=doxygen +/** + +\defgroup install Installation +\brief Engine installation instructions + +\todo This entire page + +*/ 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 new file mode 100644 index 0000000..6336655 --- /dev/null +++ b/src/doc/layout.xml @@ -0,0 +1,255 @@ +<?xml version="1.0" encoding="UTF-8"?> +<doxygenlayout 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/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 6df4ce7..f9da7ce 100644 --- a/src/example/CMakeLists.txt +++ b/src/example/CMakeLists.txt @@ -1,3 +1,6 @@ +# all examples +add_custom_target(examples) + # add_example(target_name [SOURCES...]) function(add_example target_name) # if SOURCES is not specified @@ -10,9 +13,13 @@ function(add_example target_name) add_executable(${target_name} EXCLUDE_FROM_ALL ${sources}) target_link_libraries(${target_name} PUBLIC crepe) + add_dependencies(examples ${target_name}) endfunction() -add_example(audio_internal) -add_example(components_internal) -add_example(script) - +add_example(rendering_particle) +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/audio_internal.cpp b/src/example/audio_internal.cpp deleted file mode 100644 index 1199e2d..0000000 --- a/src/example/audio_internal.cpp +++ /dev/null @@ -1,45 +0,0 @@ -/** \file - * - * Standalone example for usage of the internal \c Sound class. - */ - -#include <crepe/Sound.h> -#include <crepe/util/log.h> - -#include <chrono> -#include <thread> - -using namespace crepe; -using namespace std; -using namespace std::chrono_literals; -using std::make_unique; - -int main() { - dbg_trace(); - - auto bgm = Sound("../mwe/audio/bgm.ogg"); - auto sfx1 = Sound("../mwe/audio/sfx1.wav"); - auto sfx2 = Sound("../mwe/audio/sfx2.wav"); - auto sfx3 = Sound("../mwe/audio/sfx3.wav"); - - bgm.play(); - - // play each sample sequentially - this_thread::sleep_for(500ms); - sfx1.play(); - this_thread::sleep_for(500ms); - sfx2.play(); - bgm.pause(); - this_thread::sleep_for(500ms); - sfx3.play(); - bgm.play(); - this_thread::sleep_for(500ms); - - // play all samples simultaniously - sfx1.play(); - sfx2.play(); - sfx3.play(); - this_thread::sleep_for(1000ms); - - return 0; -} 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/components_internal.cpp b/src/example/components_internal.cpp deleted file mode 100644 index 54ce295..0000000 --- a/src/example/components_internal.cpp +++ /dev/null @@ -1,60 +0,0 @@ -/** \file - * - * Standalone example for usage of the internal ECS - */ - -#include <cassert> -#include <chrono> - -#include <crepe/Collider.h> -#include <crepe/Component.h> -#include <crepe/ComponentManager.h> -#include <crepe/GameObject.h> -#include <crepe/Rigidbody.h> -#include <crepe/Sprite.h> -#include <crepe/util/log.h> - -using namespace crepe; -using namespace std; - -#define OBJ_COUNT 100000 - -int main() { - dbg_trace(); - - auto & mgr = ComponentManager::get_instance(); - - auto start_adding = chrono::high_resolution_clock::now(); - - GameObject * game_object[OBJ_COUNT]; - - for (int i = 0; i < OBJ_COUNT; ++i) { - game_object[i] = new GameObject(i, "Name", "Tag", 0); - - game_object[i]->add_component<Sprite>("test"); - game_object[i]->add_component<Rigidbody>(0, 0, i); - game_object[i]->add_component<Collider>(i); - } - - auto stop_adding = chrono::high_resolution_clock::now(); - - auto sprites = mgr.get_components_by_type<Sprite>(); - for (auto sprite : sprites) { - assert(sprite.get().path == "test"); - } - - auto stop_looping = chrono::high_resolution_clock::now(); - - for (int i = 0; i < OBJ_COUNT; ++i) { - delete game_object[i]; - } - - auto add_time = chrono::duration_cast<chrono::microseconds>(stop_adding - - start_adding); - auto loop_time = chrono::duration_cast<chrono::microseconds>(stop_looping - - stop_adding); - printf("add time: %ldus\n", add_time.count()); - printf("loop time: %ldus\n", loop_time.count()); - - 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/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 new file mode 100644 index 0000000..add43f4 --- /dev/null +++ b/src/example/rendering_particle.cpp @@ -0,0 +1,73 @@ +#include "api/Asset.h" +#include <crepe/Component.h> +#include <crepe/api/Animator.h> +#include <crepe/api/Button.h> +#include <crepe/api/Camera.h> +#include <crepe/api/Color.h> +#include <crepe/api/GameObject.h> +#include <crepe/api/LoopManager.hpp> +#include <crepe/api/ParticleEmitter.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/Sprite.h> +#include <crepe/api/Transform.h> +#include <crepe/manager/ComponentManager.h> +#include <crepe/manager/Mediator.h> +#include <crepe/types.h> +#include <iostream> + +using namespace crepe; +using namespace std; + +class TestScene : public Scene { +public: + void load_scene() { + + cout << "TestScene" << endl; + Mediator & mediator = this->mediator; + ComponentManager & mgr = mediator.component_manager; + GameObject game_object = mgr.new_object("", "", vec2{0, 0}, 0, 1); + + Color color(255, 255, 255, 255); + + Asset img{"asset/spritesheet/spritesheet_test.png"}; + + Sprite & test_sprite = game_object.add_component<Sprite>( + img, Sprite::Data{ + .color = color, + .flip = Sprite::FlipSettings{false, false}, + .sorting_in_layer = 2, + .order_in_layer = 2, + .size = {0, 100}, + .angle_offset = 0, + .position_offset = {0, 0}, + }); + + //auto & anim = game_object.add_component<Animator>(test_sprite,ivec2{32, 64}, uvec2{4,1}, Animator::Data{}); + //anim.set_anim(0); + + auto & cam = game_object.add_component<Camera>(ivec2{720, 1280}, vec2{400, 400}, + Camera::Data{ + .bg_color = Color::WHITE, + }); + + function<void()> on_click = [&]() { cout << "button clicked" << std::endl; }; + function<void()> on_enter = [&]() { cout << "enter" << std::endl; }; + function<void()> on_exit = [&]() { cout << "exit" << std::endl; }; + + auto & button + = game_object.add_component<Button>(vec2{200, 200}, vec2{0, 0}, on_click, false); + button.on_mouse_enter = on_enter; + button.on_mouse_exit = on_exit; + button.is_toggle = true; + button.active = true; + } + + string get_name() const { return "TestScene"; }; +}; + +int main(int argc, char * argv[]) { + LoopManager engine; + engine.add_scene<TestScene>(); + engine.start(); + return 0; +} diff --git a/src/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/script.cpp b/src/example/script.cpp deleted file mode 100644 index 28605c7..0000000 --- a/src/example/script.cpp +++ /dev/null @@ -1,33 +0,0 @@ -/** \file - * - * Standalone example for usage of the script component and system - */ - -#include <crepe/util/log.h> -#include <crepe/ScriptSystem.h> -#include <crepe/ComponentManager.h> -#include <crepe/GameObject.h> - -#include <crepe/api/BehaviorScript.h> - -using namespace crepe; -using namespace std; - -class MyScript : public api::BehaviorScript { - void update() { - dbg_trace(); - } -}; - -int main() { - dbg_trace(); - - auto obj = GameObject(0, "name", "tag", 0); - obj.add_component<MyScript>(); - - auto & sys = ScriptSystem::get_instance(); - sys.update(); // -> MyScript::update - - return 0; -} - diff --git a/src/makefile b/src/makefile index c1ef601..a0e8f02 100644 --- a/src/makefile +++ b/src/makefile @@ -1,6 +1,9 @@ .PHONY: FORCE -FMT += $(shell git ls-files '*.c' '*.cpp' '*.h' '*.hpp') format: FORCE - clang-tidy -p build/compile_commands.json --fix-errors $(FMT) + $(MAKE) -C .. $@ + +LINT := $(shell git ls-files '*.c' '*.cpp' '*.h' '*.hpp') +lint: FORCE + clang-tidy -p build/compile_commands.json --fix-errors $(LINT) diff --git a/src/readme.md b/src/readme.md index a4a71e7..15fa6f3 100644 --- a/src/readme.md +++ b/src/readme.md @@ -8,26 +8,27 @@ Examples (using Ninja): ``` $ cmake -B build -G Ninja -$ ninja -C build +$ cmake --build build ``` Unit tests can be built by explicitly specifying the target `test_main` when running the build command: ``` -$ ninja -C build test_main +$ cmake --build build --target test_main ``` -Each source file in the example/ folder corresponds to a CMake target as well: +Each source file in the example/ folder corresponds to a CMake target as well +(all examples can be built at once by specifying the `examples` target): ``` -$ ninja -C build audio_internal components_internal +$ cmake --build build --target audio_internal script ``` For installing crêpe system-wide after building (install must be run with elevated privileges): ``` -# ninja -C build install +# cmake --install build ``` diff --git a/src/test/AssetTest.cpp b/src/test/AssetTest.cpp new file mode 100644 index 0000000..93fd6a9 --- /dev/null +++ b/src/test/AssetTest.cpp @@ -0,0 +1,21 @@ +#include <gtest/gtest.h> + +#include <crepe/api/Asset.h> +#include <crepe/api/Config.h> + +using namespace std; +using namespace crepe; +using namespace testing; + +TEST(AssetTest, Existant) { ASSERT_NO_THROW(Asset{"asset/texture/img.png"}); } + +TEST(AssetTest, Nonexistant) { ASSERT_ANY_THROW(Asset{"asset/nonexistant"}); } + +TEST(AssetTest, Rootless) { + Config & cfg = Config::get_instance(); + cfg.asset.root_pattern.clear(); + + string arbitrary = "\\/this is / /../passed through as-is"; + Asset asset{arbitrary}; + ASSERT_EQ(arbitrary, asset.get_path()); +} 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 0d316d6..ea92d96 100644 --- a/src/test/CMakeLists.txt +++ b/src/test/CMakeLists.txt @@ -1,5 +1,28 @@ target_sources(test_main PUBLIC - dummy.cpp - # audio.cpp + main.cpp + CollisionTest.cpp + PhysicsTest.cpp + ScriptTest.cpp + ParticleTest.cpp + AudioTest.cpp + AssetTest.cpp + ResourceManagerTest.cpp + OptionalRefTest.cpp + RenderSystemTest.cpp + EventTest.cpp + ECSTest.cpp + 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 new file mode 100644 index 0000000..7f2c339 --- /dev/null +++ b/src/test/DBTest.cpp @@ -0,0 +1,37 @@ +#include <gtest/gtest.h> + +#include <crepe/facade/DB.h> + +using namespace std; +using namespace crepe; +using namespace testing; + +class DBTest : public Test { +public: + DB db; +}; + +TEST_F(DBTest, ReadWrite) { + db.set("foo", "bar"); + EXPECT_EQ(db.get("foo"), "bar"); +} + +TEST_F(DBTest, Nonexistant) { + EXPECT_THROW(db.get("foo"), std::out_of_range); + db.set("foo", "bar"); + EXPECT_NO_THROW(db.get("foo")); +} + +TEST_F(DBTest, Has) { + EXPECT_EQ(db.has("foo"), false); + 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 new file mode 100644 index 0000000..8f86a91 --- /dev/null +++ b/src/test/ECSTest.cpp @@ -0,0 +1,482 @@ +#include <gtest/gtest.h> + +#define protected public +#define private public + +#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{m}; + + class TestComponent : public Component { + using Component::Component; + }; +}; + +TEST_F(ECSTest, createGameObject) { + 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>(); + + EXPECT_EQ(metadata.size(), 1); + EXPECT_EQ(transform.size(), 1); + + EXPECT_EQ(metadata[0].get().name, "body"); + EXPECT_EQ(metadata[0].get().tag, "person"); + 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); + EXPECT_EQ(transform[0].get().rotation, 0); + EXPECT_EQ(transform[0].get().scale, 1); +} + +TEST_F(ECSTest, deleteAllGameObjects) { + 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(); + + 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(), 0); + EXPECT_EQ(transform.size(), 0); + + 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>(); + + 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, "body2"); + EXPECT_EQ(metadata[0].get().tag, "person2"); + EXPECT_EQ(metadata[0].get().parent, -1); + EXPECT_EQ(metadata[0].get().children.size(), 0); + + EXPECT_EQ(transform[0].get().game_object_id, 0); + EXPECT_EQ(transform[0].get().position.x, 1); + EXPECT_EQ(transform[0].get().position.y, 0); + EXPECT_EQ(transform[0].get().rotation, 5); + EXPECT_EQ(transform[0].get().scale, 1); +} + +TEST_F(ECSTest, deleteGameObject) { + 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); + + 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(), 1); + EXPECT_EQ(transform.size(), 1); + + EXPECT_EQ(metadata[0].get().game_object_id, 1); + EXPECT_EQ(metadata[0].get().name, "body"); + EXPECT_EQ(metadata[0].get().tag, "person"); + 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); + EXPECT_EQ(transform[0].get().rotation, 0); + EXPECT_EQ(transform[0].get().scale, 1); +} + +TEST_F(ECSTest, manyGameObjects) { + for (int i = 0; i < 5000; i++) { + GameObject obj = mgr.new_object("body", "person", vec2{0, 0}, 0, i); + } + + 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(), 5000); + EXPECT_EQ(transform.size(), 5000); + for (int i = 0; i < 5000; i++) { + EXPECT_EQ(metadata[i].get().game_object_id, i); + EXPECT_EQ(metadata[i].get().name, "body"); + 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, i); + } + + mgr.delete_components<Metadata>(); + + metadata = mgr.get_components_by_type<Metadata>(); + transform = mgr.get_components_by_type<Transform>(); + + EXPECT_EQ(metadata.size(), 0); + EXPECT_EQ(transform.size(), 5000); + + for (int i = 0; i < 10000 - 5000; i++) { + string tag = "person" + to_string(i); + GameObject obj = mgr.new_object("body", tag, vec2{0, 0}, i, 0); + } + + metadata = mgr.get_components_by_type<Metadata>(); + transform = mgr.get_components_by_type<Transform>(); + + 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", 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); + + 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, "body"); + EXPECT_EQ(metadata[0].get().tag, "person"); + 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); + EXPECT_EQ(transform[0].get().rotation, 0); + EXPECT_EQ(transform[0].get().scale, 1); +} + +TEST_F(ECSTest, tooMuchComponents) { + try { + 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", vec2{0, 0}, 0, 1); + obj1.add_component<Metadata>("body", "person"); + } catch (const exception & e) { + EXPECT_EQ(e.what(), + string("Exceeded maximum number of instances for this component type")); + } + + vector<reference_wrapper<Metadata>> metadata = mgr.get_components_by_type<Metadata>(); + + EXPECT_EQ(metadata.size(), 2); + EXPECT_EQ(metadata[0].get().name, "body"); + EXPECT_EQ(metadata[1].get().name, "body"); +} + +TEST_F(ECSTest, partentChild) { + { + 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); + left_foot.set_parent(left_leg); + right_leg.set_parent(body); + left_leg.set_parent(body); + } + + // Get the Metadata and Transform components of each GameObject + vector<reference_wrapper<Metadata>> metadata = mgr.get_components_by_type<Metadata>(); + + // Check IDs + EXPECT_EQ(metadata[0].get().game_object_id, 0); + EXPECT_EQ(metadata[1].get().game_object_id, 1); + EXPECT_EQ(metadata[2].get().game_object_id, 2); + EXPECT_EQ(metadata[3].get().game_object_id, 3); + EXPECT_EQ(metadata[4].get().game_object_id, 4); + + // Check the parent-child relationships + EXPECT_EQ(metadata[0].get().name, "body"); + EXPECT_EQ(metadata[1].get().name, "rightLeg"); + EXPECT_EQ(metadata[2].get().name, "leftLeg"); + EXPECT_EQ(metadata[3].get().name, "rightFoot"); + EXPECT_EQ(metadata[4].get().name, "leftFoot"); + + EXPECT_EQ(metadata[0].get().parent, -1); + EXPECT_EQ(metadata[1].get().parent, 0); + EXPECT_EQ(metadata[2].get().parent, 0); + EXPECT_EQ(metadata[3].get().parent, 1); + EXPECT_EQ(metadata[4].get().parent, 2); + + EXPECT_EQ(metadata[0].get().children.size(), 2); + EXPECT_EQ(metadata[1].get().children.size(), 1); + EXPECT_EQ(metadata[2].get().children.size(), 1); + EXPECT_EQ(metadata[3].get().children.size(), 0); + EXPECT_EQ(metadata[4].get().children.size(), 0); + + EXPECT_EQ(metadata[0].get().children[0], 1); + EXPECT_EQ(metadata[0].get().children[1], 2); + 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 new file mode 100644 index 0000000..f8be3fe --- /dev/null +++ b/src/test/EventTest.cpp @@ -0,0 +1,228 @@ +#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; +using namespace std::chrono_literals; +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 + event_mgr.clear(); + } + + void TearDown() override { + // Ensure cleanup after each test + event_mgr.clear(); + } +}; +TEST_F(EventManagerTest, EventSubscription) { + EventHandler<KeyPressEvent> key_handler = [](const KeyPressEvent & e) { return true; }; + + // Subscribe to KeyPressEvent + event_mgr.subscribe<KeyPressEvent>(key_handler, 1); + + // Verify subscription (not directly verifiable; test by triggering event) + + event_mgr.trigger_event<KeyPressEvent>( + KeyPressEvent{ + .repeat = true, + .key = Keycode::A, + }, + 1); + event_mgr.trigger_event<KeyPressEvent>( + KeyPressEvent{ + .repeat = true, + .key = Keycode::A, + + }, + EventManager::CHANNEL_ALL); +} +TEST_F(EventManagerTest, EventManagerTest_trigger_all_channels) { + bool triggered = false; + + EventHandler<MouseClickEvent> mouse_handler = [&](const MouseClickEvent & e) { + triggered = true; + EXPECT_EQ(e.mouse_pos.x, 100); + EXPECT_EQ(e.mouse_pos.y, 200); + EXPECT_EQ(e.button, MouseButton::LEFT_MOUSE); + return false; + }; + event_mgr.subscribe<MouseClickEvent>(mouse_handler, EventManager::CHANNEL_ALL); + + MouseClickEvent click_event{.mouse_pos = {100, 200}, .button = MouseButton::LEFT_MOUSE}; + event_mgr.trigger_event<MouseClickEvent>(click_event, EventManager::CHANNEL_ALL); + + EXPECT_TRUE(triggered); +} +TEST_F(EventManagerTest, EventManagerTest_trigger_one_channel) { + bool triggered = false; + int test_channel = 1; + EventHandler<MouseClickEvent> mouse_handler = [&](const MouseClickEvent & e) { + triggered = true; + EXPECT_EQ(e.mouse_pos.x, 100); + EXPECT_EQ(e.mouse_pos.y, 200); + EXPECT_EQ(e.button, MouseButton::LEFT_MOUSE); + return false; + }; + event_mgr.subscribe<MouseClickEvent>(mouse_handler, test_channel); + + MouseClickEvent click_event{.mouse_pos = {100, 200}, .button = MouseButton::LEFT_MOUSE}; + event_mgr.trigger_event<MouseClickEvent>(click_event, EventManager::CHANNEL_ALL); + + EXPECT_FALSE(triggered); + event_mgr.trigger_event<MouseClickEvent>(click_event, test_channel); +} + +TEST_F(EventManagerTest, EventManagerTest_callback_propagation) { + + // Flags to track handler calls + bool triggered_true = false; + bool triggered_false = false; + + // Handlers + EventHandler<MouseClickEvent> mouse_handler_true = [&](const MouseClickEvent & e) { + triggered_true = true; + 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_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_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_mgr.trigger_event<MouseClickEvent>(click_event, EventManager::CHANNEL_ALL); + + // Check that only the true handler was triggered + EXPECT_TRUE(triggered_true); + EXPECT_FALSE(triggered_false); + + // Reset and clear + triggered_true = false; + triggered_false = false; + 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_mgr.trigger_event<MouseClickEvent>(click_event, EventManager::CHANNEL_ALL); + + // Check that both handlers were triggered + EXPECT_TRUE(triggered_true); + EXPECT_TRUE(triggered_false); +} + +TEST_F(EventManagerTest, EventManagerTest_queue_dispatch) { + bool triggered1 = false; + bool triggered2 = false; + int test_channel = 1; + EventHandler<MouseClickEvent> mouse_handler1 = [&](const MouseClickEvent & e) { + triggered1 = true; + 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_pos.x, 100); + EXPECT_EQ(e.mouse_pos.y, 200); + EXPECT_EQ(e.button, MouseButton::LEFT_MOUSE); + return false; // Allows propagation + }; + event_mgr.subscribe<MouseClickEvent>(mouse_handler1); + event_mgr.subscribe<MouseClickEvent>(mouse_handler2, test_channel); + + 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_mgr.dispatch_events(); + EXPECT_TRUE(triggered1); + EXPECT_TRUE(triggered2); +} + +TEST_F(EventManagerTest, EventManagerTest_unsubscribe) { + + // Flags to track if handlers are triggered + bool triggered1 = false; + bool triggered2 = false; + + // Define EventHandlers + EventHandler<MouseClickEvent> mouse_handler1 = [&](const MouseClickEvent & e) { + triggered1 = true; + 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_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_mgr.subscribe<MouseClickEvent>(mouse_handler1); + subscription_t handler2_id = event_mgr.subscribe<MouseClickEvent>(mouse_handler2); + + // Queue events + event_mgr.queue_event<MouseClickEvent>( + MouseClickEvent{.mouse_pos = {100, 200}, .button = MouseButton::LEFT_MOUSE}); + + // Dispatch events - both handlers should be triggered + event_mgr.dispatch_events(); + EXPECT_TRUE(triggered1); // Handler 1 should be triggered + EXPECT_TRUE(triggered2); // Handler 2 should be triggered + + // Reset flags + triggered1 = false; + triggered2 = false; + + // Unsubscribe handler1 + event_mgr.unsubscribe(handler1_id); + + // Queue the same event again + 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_mgr.dispatch_events(); + EXPECT_FALSE(triggered1); // Handler 1 should NOT be triggered + EXPECT_TRUE(triggered2); // Handler 2 should be triggered + + // Reset flags + triggered2 = false; + + // Unsubscribe handler2 + event_mgr.unsubscribe(handler2_id); + + // Queue the event again + event_mgr.queue_event<MouseClickEvent>( + MouseClickEvent{.mouse_pos = {100, 200}, .button = MouseButton::LEFT_MOUSE}); + + // Dispatch events - no handler should be triggered + 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/OptionalRefTest.cpp b/src/test/OptionalRefTest.cpp new file mode 100644 index 0000000..83f7b23 --- /dev/null +++ b/src/test/OptionalRefTest.cpp @@ -0,0 +1,42 @@ +#include <gtest/gtest.h> + +#include <crepe/util/OptionalRef.h> + +using namespace std; +using namespace crepe; +using namespace testing; + +TEST(OptionalRefTest, Normal) { + string value = "foo"; + OptionalRef<string> ref = value; + + EXPECT_TRUE(ref); + ASSERT_NO_THROW({ + string & value_ref = ref; + EXPECT_EQ(value_ref, value); + }); + + ref.clear(); + EXPECT_FALSE(ref); + ASSERT_THROW({ string & value_ref = ref; }, runtime_error); +} + +TEST(OptionalRefTest, Empty) { + string value = "foo"; + OptionalRef<string> ref; + + EXPECT_FALSE(ref); + ASSERT_THROW({ string & value_ref = ref; }, runtime_error); +} + +TEST(OptionalRefTest, Chain) { + string value = "foo"; + OptionalRef<string> ref1 = value; + OptionalRef<string> ref2 = ref1; + + EXPECT_TRUE(ref2); + string & value_ref = ref2; + EXPECT_EQ(value_ref, value); + value_ref = "bar"; + EXPECT_EQ(value_ref, value); +} diff --git a/src/test/ParticleTest.cpp b/src/test/ParticleTest.cpp new file mode 100644 index 0000000..7a731a3 --- /dev/null +++ b/src/test/ParticleTest.cpp @@ -0,0 +1,212 @@ +#include "api/Asset.h" +#include <crepe/api/Config.h> +#include <crepe/api/GameObject.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/Sprite.h> +#include <crepe/api/Transform.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{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("", "", 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>( + s1, Sprite::Data{ + .color = color, + .flip = Sprite::FlipSettings{true, true}, + .size = {10, 10}, + }); + + 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(); + transform.position.x = 0.0; + transform.position.y = 0.0; + transform.rotation = 0.0; + std::vector<std::reference_wrapper<ParticleEmitter>> rigidbodies + = mgr.get_components_by_id<ParticleEmitter>(0); + ParticleEmitter & emitter = rigidbodies.front().get(); + emitter.data.offset = {0, 0}; + emitter.data.emission_rate = 0; + emitter.data.min_speed = 0; + emitter.data.max_speed = 0; + emitter.data.min_angle = 0; + emitter.data.max_angle = 0; + emitter.data.begin_lifespan = 0; + emitter.data.end_lifespan = 0; + emitter.data.force_over_time = vec2{0, 0}; + emitter.data.boundary = {0, 0, vec2{0, 0}, false}; + for (auto & particle : emitter.particles) { + particle.active = false; + } + } +}; + +TEST_F(ParticlesTest, spawnParticle) { + Config::get_instance().physics.gravity = 1; + ComponentManager & mgr = this->component_manager; + ParticleEmitter & emitter = mgr.get_components_by_id<ParticleEmitter>(0).front().get(); + emitter.data.end_lifespan = 5; + emitter.data.boundary.height = 100; + emitter.data.boundary.width = 100; + emitter.data.max_speed = 0.1; + emitter.data.max_angle = 0.1; + emitter.data.max_speed = 10; + emitter.data.max_angle = 10; + particle_system.fixed_update(); + //check if nothing happend + EXPECT_EQ(emitter.particles[0].active, false); + emitter.data.emission_rate = 50; + //check particle spawnes + 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.particles) { + // Check velocity range + EXPECT_GE(particle.velocity.x, emitter.data.min_speed); + // Speed should be greater than or equal to min_speed + EXPECT_LE(particle.velocity.x, emitter.data.max_speed); + // Speed should be less than or equal to max_speed + EXPECT_GE(particle.velocity.y, emitter.data.min_speed); + // Speed should be greater than or equal to min_speed + EXPECT_LE(particle.velocity.y, emitter.data.max_speed); + // Speed should be less than or equal to max_speed + + // Check angle range + EXPECT_GE(particle.angle, emitter.data.min_angle); + // Angle should be greater than or equal to min_angle + EXPECT_LE(particle.angle, emitter.data.max_angle); + // Angle should be less than or equal to max_angle + } +} + +TEST_F(ParticlesTest, moveParticleHorizontal) { + Config::get_instance().physics.gravity = 1; + ComponentManager & mgr = this->component_manager; + ParticleEmitter & emitter = mgr.get_components_by_id<ParticleEmitter>(0).front().get(); + emitter.data.end_lifespan = 100; + emitter.data.boundary.height = 100; + emitter.data.boundary.width = 100; + emitter.data.min_speed = 50; + emitter.data.max_speed = 50; + emitter.data.max_angle = 0; + emitter.data.emission_rate = 50; + for (int a = 1; a < emitter.data.boundary.width / 2; a++) { + particle_system.fixed_update(); + EXPECT_EQ(emitter.particles[0].position.x, a); + } +} + +TEST_F(ParticlesTest, moveParticleVertical) { + Config::get_instance().physics.gravity = 1; + ComponentManager & mgr = this->component_manager; + ParticleEmitter & emitter = mgr.get_components_by_id<ParticleEmitter>(0).front().get(); + emitter.data.end_lifespan = 100; + emitter.data.boundary.height = 100; + emitter.data.boundary.width = 100; + emitter.data.min_speed = 50; + emitter.data.max_speed = 50; + emitter.data.min_angle = 90; + emitter.data.max_angle = 90; + emitter.data.emission_rate = 50; + for (int a = 1; a < emitter.data.boundary.width / 2; a++) { + particle_system.fixed_update(); + EXPECT_EQ(emitter.particles[0].position.y, a); + } +} + +TEST_F(ParticlesTest, boundaryParticleReset) { + Config::get_instance().physics.gravity = 1; + ComponentManager & mgr = this->component_manager; + ParticleEmitter & emitter = mgr.get_components_by_id<ParticleEmitter>(0).front().get(); + emitter.data.end_lifespan = 100; + emitter.data.boundary.height = 10; + emitter.data.boundary.width = 10; + emitter.data.boundary.reset_on_exit = true; + emitter.data.min_speed = 1; + emitter.data.max_speed = 1; + emitter.data.min_angle = 90; + emitter.data.max_angle = 90; + emitter.data.emission_rate = 1; + for (int a = 0; a < emitter.data.boundary.width / 2 + 1; a++) { + particle_system.fixed_update(); + } + EXPECT_EQ(emitter.particles[0].active, false); +} + +TEST_F(ParticlesTest, boundaryParticleStop) { + Config::get_instance().physics.gravity = 1; + ComponentManager & mgr = this->component_manager; + ParticleEmitter & emitter = mgr.get_components_by_id<ParticleEmitter>(0).front().get(); + emitter.data.end_lifespan = 100; + emitter.data.boundary.height = 10; + emitter.data.boundary.width = 10; + emitter.data.boundary.reset_on_exit = false; + emitter.data.min_speed = 1; + emitter.data.max_speed = 1; + emitter.data.min_angle = 90; + emitter.data.max_angle = 90; + emitter.data.emission_rate = 1; + for (int a = 0; a < emitter.data.boundary.width / 2 + 1; a++) { + particle_system.fixed_update(); + } + const double TOLERANCE = 0.01; + 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.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 new file mode 100644 index 0000000..79ed0b8 --- /dev/null +++ b/src/test/PhysicsTest.cpp @@ -0,0 +1,132 @@ +#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> + +using namespace std; +using namespace std::chrono_literals; +using namespace crepe; + +class PhysicsTest : public ::testing::Test { + Mediator m; + +public: + 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("", "", vec2{0, 0}, 0, 0); + entity.add_component<Rigidbody>(Rigidbody::Data{ + .mass = 1, + .gravity_scale = 1, + .body_type = Rigidbody::BodyType::DYNAMIC, + .max_linear_velocity = 10, + .max_angular_velocity = 10, + .constraints = {0, 0}, + }); + } + transforms = mgr.get_components_by_id<Transform>(0); + Transform & transform = transforms.front().get(); + transform.position.x = 0.0; + transform.position.y = 0.0; + transform.rotation = 0.0; + vector<reference_wrapper<Rigidbody>> rigidbodies + = mgr.get_components_by_id<Rigidbody>(0); + Rigidbody & rigidbody = rigidbodies.front().get(); + rigidbody.data.angular_velocity = 0; + rigidbody.data.linear_velocity.x = 0; + rigidbody.data.linear_velocity.y = 0; + } +}; + +TEST_F(PhysicsTest, gravity) { + Config::get_instance().physics.gravity = 1; + ComponentManager & mgr = this->component_manager; + vector<reference_wrapper<Transform>> transforms = mgr.get_components_by_id<Transform>(0); + const Transform & transform = transforms.front().get(); + ASSERT_FALSE(transforms.empty()); + EXPECT_EQ(transform.position.y, 0); + + system.fixed_update(); + EXPECT_NEAR(transform.position.y, 0.0004, 0.0001); + + 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.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.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) { + 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()); + ASSERT_FALSE(transforms.empty()); + + rigidbody.add_force_linear({1, 1}); + rigidbody.add_force_angular(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_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_velocity_coefficient = 0; + rigidbody.data.max_angular_velocity = 1000; + rigidbody.data.angular_velocity = 360; + system.fixed_update(); + EXPECT_NEAR(transform.rotation, 7.24, 0.01); + + rigidbody.data.angular_velocity = -360; + 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 new file mode 100644 index 0000000..689a6d4 --- /dev/null +++ b/src/test/RenderSystemTest.cpp @@ -0,0 +1,186 @@ +#include "api/Asset.h" +#include "facade/SDLContext.h" +#include "manager/ResourceManager.h" +#include "types.h" +#include <functional> +#include <gtest/gtest.h> +#include <memory> +#include <vector> + +#define private public +#define protected public + +#include <crepe/api/Camera.h> +#include <crepe/api/Color.h> +#include <crepe/api/GameObject.h> +#include <crepe/api/Sprite.h> +#include <crepe/manager/ComponentManager.h> + +#include <crepe/system/RenderSystem.h> + +using namespace std; +using namespace crepe; +using namespace testing; + +class RenderSystemTest : public Test { + Mediator m; + +public: + 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>(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>(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>(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>(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, NoCamera) { + // No camera + EXPECT_ANY_THROW({ this->sys.frame_update(); }); +} + +TEST_F(RenderSystemTest, make_sprites) {} + +TEST_F(RenderSystemTest, sorting_sprites) { + vector<reference_wrapper<Sprite>> sprites = this->mgr.get_components_by_type<Sprite>(); + ASSERT_EQ(sprites.size(), 4); + + vector<reference_wrapper<Sprite>> sorted_sprites = this->sys.sort(sprites); + ASSERT_EQ(sorted_sprites.size(), 4); + + // Expected order after sorting: + // 1. sorting_in_layer: 1, order_in_layer: 1 (entity4) + // 2. sorting_in_layer: 1, order_in_layer: 2 (entity3) + // 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().data.sorting_in_layer, 1); + EXPECT_EQ(sorted_sprites[0].get().data.order_in_layer, 1); + + 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().data.sorting_in_layer, 2); + EXPECT_EQ(sorted_sprites[2].get().data.order_in_layer, 1); + + 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.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.data.sorting_in_layer, curr.data.sorting_in_layer); + } + } +} + +TEST_F(RenderSystemTest, Update) { + 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); + + EXPECT_EQ(sprites[0].get().game_object_id, 0); + EXPECT_EQ(sprites[1].get().game_object_id, 1); + EXPECT_EQ(sprites[2].get().game_object_id, 2); + EXPECT_EQ(sprites[3].get().game_object_id, 3); + } + this->sys.frame_update(); + { + vector<reference_wrapper<Sprite>> sprites = this->mgr.get_components_by_type<Sprite>(); + ASSERT_EQ(sprites.size(), 4); + + EXPECT_EQ(sprites[0].get().game_object_id, 0); + EXPECT_EQ(sprites[1].get().game_object_id, 1); + EXPECT_EQ(sprites[2].get().game_object_id, 2); + EXPECT_EQ(sprites[3].get().game_object_id, 3); + } +} + +TEST_F(RenderSystemTest, Camera) { + { + auto cameras = this->mgr.get_components_by_type<Camera>(); + EXPECT_NE(cameras.size(), 1); + } + { + entity1.add_component<Camera>(ivec2{100, 100}, vec2{100, 100}, + Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f}); + + auto cameras = this->mgr.get_components_by_type<Camera>(); + EXPECT_EQ(cameras.size(), 1); + } + + //TODO improve with newer version +} +TEST_F(RenderSystemTest, Color) { + entity1.add_component<Camera>(ivec2{100, 100}, vec2{100, 100}, + Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f}); + + auto & sprite = this->mgr.get_components_by_id<Sprite>(entity1.id).front().get(); + //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 new file mode 100644 index 0000000..480e07a --- /dev/null +++ b/src/test/SceneManagerTest.cpp @@ -0,0 +1,160 @@ +#include <gtest/gtest.h> + +#include <crepe/api/GameObject.h> +#include <crepe/api/Metadata.h> +#include <crepe/api/Scene.h> +#include <crepe/api/Transform.h> +#include <crepe/api/Vector2.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: + void load_scene() { + 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"; } +}; + +class ConcreteScene2 : public Scene { +public: + void load_scene() { + 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{m}; + SceneManager scene_mgr{m}; +}; + +TEST_F(SceneManagerTest, loadScene) { + scene_mgr.add_scene<ConcreteScene1>(); + scene_mgr.add_scene<ConcreteScene2>(); + + 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(), 3); + EXPECT_EQ(transform.size(), 3); + + EXPECT_EQ(metadata[0].get().game_object_id, 0); + EXPECT_EQ(metadata[0].get().name, "scene_1"); + EXPECT_EQ(metadata[0].get().tag, "tag_scene_1"); + 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); + + EXPECT_EQ(metadata[1].get().game_object_id, 1); + EXPECT_EQ(metadata[1].get().name, "scene_1"); + EXPECT_EQ(metadata[1].get().tag, "tag_scene_1"); + EXPECT_EQ(metadata[1].get().parent, -1); + EXPECT_EQ(metadata[1].get().children.size(), 0); + EXPECT_EQ(transform[1].get().position.x, 1); + EXPECT_EQ(transform[1].get().position.y, 0); + + EXPECT_EQ(metadata[2].get().game_object_id, 2); + EXPECT_EQ(metadata[2].get().name, "scene_1"); + EXPECT_EQ(metadata[2].get().tag, "tag_scene_1"); + EXPECT_EQ(metadata[2].get().parent, -1); + EXPECT_EQ(metadata[2].get().children.size(), 0); + EXPECT_EQ(transform[2].get().position.x, 2); + EXPECT_EQ(transform[2].get().position.y, 0); + + scene_mgr.set_next_scene("scene2"); + scene_mgr.load_next_scene(); + + metadata = component_mgr.get_components_by_type<Metadata>(); + transform = component_mgr.get_components_by_type<Transform>(); + + EXPECT_EQ(metadata.size(), 4); + EXPECT_EQ(transform.size(), 4); + + EXPECT_EQ(metadata[0].get().game_object_id, 0); + EXPECT_EQ(metadata[0].get().name, "scene_2"); + EXPECT_EQ(metadata[0].get().tag, "tag_scene_2"); + 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); + + EXPECT_EQ(metadata[1].get().game_object_id, 1); + EXPECT_EQ(metadata[1].get().name, "scene_2"); + EXPECT_EQ(metadata[1].get().tag, "tag_scene_2"); + EXPECT_EQ(metadata[1].get().parent, -1); + EXPECT_EQ(metadata[1].get().children.size(), 0); + EXPECT_EQ(transform[1].get().position.x, 0); + EXPECT_EQ(transform[1].get().position.y, 1); + + EXPECT_EQ(metadata[2].get().game_object_id, 2); + EXPECT_EQ(metadata[2].get().name, "scene_2"); + EXPECT_EQ(metadata[2].get().tag, "tag_scene_2"); + EXPECT_EQ(metadata[2].get().parent, -1); + EXPECT_EQ(metadata[2].get().children.size(), 0); + EXPECT_EQ(transform[2].get().position.x, 0); + EXPECT_EQ(transform[2].get().position.y, 2); + + EXPECT_EQ(metadata[3].get().game_object_id, 3); + EXPECT_EQ(metadata[3].get().name, "scene_2"); + EXPECT_EQ(metadata[3].get().tag, "tag_scene_2"); + EXPECT_EQ(metadata[3].get().parent, -1); + EXPECT_EQ(metadata[3].get().children.size(), 0); + 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 new file mode 100644 index 0000000..40aa25c --- /dev/null +++ b/src/test/ScriptTest.cpp @@ -0,0 +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 "ScriptTest.h" + +using namespace std; +using namespace crepe; +using namespace testing; + +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_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; + + { + 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; + + { + 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, SaveManager) { + MyScript & script = this->script; + + EXPECT_EQ(&script.get_save_manager(), &this->save_manager); +} + +TEST_F(ScriptTest, LoopTimerManager) { + MyScript & script = this->script; + + EXPECT_EQ(&script.get_loop_timer(), &this->loop_timer); +} diff --git a/src/test/ScriptTest.h b/src/test/ScriptTest.h 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/ValueBrokerTest.cpp b/src/test/ValueBrokerTest.cpp new file mode 100644 index 0000000..e6bb058 --- /dev/null +++ b/src/test/ValueBrokerTest.cpp @@ -0,0 +1,63 @@ +#include <gtest/gtest.h> + +#include <crepe/ValueBroker.h> +#include <crepe/util/Proxy.h> + +using namespace std; +using namespace crepe; +using namespace testing; + +class ValueBrokerTest : public Test { +public: + int read_count = 0; + int write_count = 0; + int value = 0; + + ValueBroker<int> broker{ + [this](const int & target) -> void { + this->write_count++; + this->value = target; + }, + [this]() -> const int & { + this->read_count++; + return this->value; + }, + }; + Proxy<int> proxy{broker}; + + void SetUp() override { + ASSERT_EQ(read_count, 0); + ASSERT_EQ(write_count, 0); + } +}; + +TEST_F(ValueBrokerTest, BrokerWrite) { + broker.set(0); + EXPECT_EQ(read_count, 0); + EXPECT_EQ(write_count, 1); +} + +TEST_F(ValueBrokerTest, BrokerRead) { + broker.get(); + EXPECT_EQ(read_count, 1); + EXPECT_EQ(write_count, 0); +} + +TEST_F(ValueBrokerTest, ProxyWrite) { + proxy = 0; + EXPECT_EQ(read_count, 0); + EXPECT_EQ(write_count, 1); +} + +void dummy(int) {} +TEST_F(ValueBrokerTest, ProxyRead) { + dummy(proxy); + EXPECT_EQ(read_count, 1); + EXPECT_EQ(write_count, 0); +} + +TEST_F(ValueBrokerTest, ProxyReadWrite) { + proxy = proxy; + ASSERT_EQ(read_count, 1); + ASSERT_EQ(write_count, 1); +} 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/audio.cpp b/src/test/audio.cpp deleted file mode 100644 index d6ff689..0000000 --- a/src/test/audio.cpp +++ /dev/null @@ -1,10 +0,0 @@ -#include <gtest/gtest.h> - -using namespace std; -using namespace std::chrono_literals; - -// using namespace crepe; - -// TODO: mock internal audio class - -TEST(audio, play) { ASSERT_TRUE(true); } diff --git a/src/test/dummy.cpp b/src/test/dummy.cpp deleted file mode 100644 index a00a9c6..0000000 --- a/src/test/dummy.cpp +++ /dev/null @@ -1,3 +0,0 @@ -#include <gtest/gtest.h> - -TEST(dummy, foo) { ASSERT_TRUE(1); } diff --git a/src/test/main.cpp b/src/test/main.cpp new file mode 100644 index 0000000..0e1bc75 --- /dev/null +++ b/src/test/main.cpp @@ -0,0 +1,29 @@ +#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); + + UnitTest & ut = *UnitTest::GetInstance(); + ut.listeners().Append(new GlobalConfigReset); + + return RUN_ALL_TESTS(); +} |