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-rw-r--r--.clang-format3
-rw-r--r--.clang-tidy6
-rw-r--r--.crepe-root0
-rw-r--r--.editorconfig3
-rw-r--r--.gitignore15
-rw-r--r--.gitmodules20
-rw-r--r--.vscode/launch.json28
-rw-r--r--.vscode/settings.json4
-rw-r--r--.vscode/tasks.json38
-rw-r--r--Doxyfile16
-rw-r--r--asset/spritesheet/spritesheet_test.pngbin0 -> 616 bytes
-rw-r--r--asset/texture/ERROR.pngbin0 -> 3581 bytes
-rwxr-xr-xasset/texture/circle.pngbin0 -> 509 bytes
-rw-r--r--asset/texture/img.pngbin0 -> 11476 bytes
-rwxr-xr-xasset/texture/square.pngbin0 -> 162 bytes
-rw-r--r--asset/texture/test_ap43.pngbin0 -> 2394 bytes
-rw-r--r--asset/tiled/demo.tmx21
-rw-r--r--asset/tiled/images/tilemap/license2
-rw-r--r--asset/tiled/images/tilemap/platform.tsx18
-rw-r--r--asset/tiled/images/tilemap/tileset.pngbin0 -> 29737 bytes
-rw-r--r--asset/tiled/images/tilemap/tileset02.pngbin0 -> 6478 bytes
-rw-r--r--asset/tiled/platform.tmx94
-rw-r--r--contributing.md1048
m---------lib/fontconfig0
m---------lib/libdb0
m---------lib/sdl_image0
m---------lib/sdl_ttf0
-rw-r--r--lib/whereami/CMakeLists.txt38
m---------lib/whereami/lib0
-rw-r--r--makefile3
-rw-r--r--mwe/audio/miniaudio/CMakeLists.txt19
-rw-r--r--mwe/audio/miniaudio/main.cpp44
-rw-r--r--mwe/ecs-homemade/inc/ComponentManager.h29
-rw-r--r--mwe/ecs-homemade/inc/ComponentManager.hpp159
-rw-r--r--mwe/ecs-homemade/inc/Components.h33
-rw-r--r--mwe/ecs-homemade/inc/Components.hpp20
-rw-r--r--mwe/ecs-homemade/inc/GameObjectMax.h2
-rw-r--r--mwe/ecs-homemade/inc/GameObjectMax.hpp5
-rw-r--r--mwe/ecs-homemade/src/ComponentManager.cpp3
-rw-r--r--mwe/ecs-homemade/src/Components.cpp16
-rw-r--r--mwe/ecs-homemade/src/GameObjectMax.cpp9
-rw-r--r--mwe/ecs-homemade/src/main.cpp23
-rw-r--r--mwe/ecs-memory-efficient/CMakeLists.txt17
-rw-r--r--mwe/ecs-memory-efficient/inc/ComponentManager.h36
-rw-r--r--mwe/ecs-memory-efficient/inc/ComponentManager.hpp15
-rw-r--r--mwe/ecs-memory-efficient/inc/Components.h33
-rw-r--r--mwe/ecs-memory-efficient/inc/ContiguousContainer.h34
-rw-r--r--mwe/ecs-memory-efficient/inc/ContiguousContainer.hpp84
-rw-r--r--mwe/ecs-memory-efficient/inc/GameObjectMax.h24
-rw-r--r--mwe/ecs-memory-efficient/inc/GameObjectMax.hpp16
-rw-r--r--mwe/ecs-memory-efficient/src/ComponentManager.cpp19
-rw-r--r--mwe/ecs-memory-efficient/src/Components.cpp13
-rw-r--r--mwe/ecs-memory-efficient/src/GameObjectMax.cpp10
-rw-r--r--mwe/ecs-memory-efficient/src/main.cpp59
-rw-r--r--mwe/events/CMakeLists.txt40
-rw-r--r--mwe/events/imgs/demo.bmpbin0 -> 7998698 bytes
-rw-r--r--mwe/events/imgs/demo.jpgbin0 -> 903706 bytes
-rw-r--r--mwe/events/include/customTypes.h35
-rw-r--r--mwe/events/include/event.h167
-rw-r--r--mwe/events/include/eventHandler.h46
-rw-r--r--mwe/events/include/eventManager.h60
-rw-r--r--mwe/events/include/gameObject.h20
-rw-r--r--mwe/events/include/iKeyListener.h20
-rw-r--r--mwe/events/include/iMouseListener.h24
-rw-r--r--mwe/events/include/inputSystem.h23
-rw-r--r--mwe/events/include/keyCodes.h154
-rw-r--r--mwe/events/include/keyListenerTest.h12
-rw-r--r--mwe/events/include/loopManager.h36
-rw-r--r--mwe/events/include/mouseListenerTest.h14
-rw-r--r--mwe/events/include/timer.h31
-rw-r--r--mwe/events/include/uiObject.h68
-rw-r--r--mwe/events/include/uiRenderer.h21
-rw-r--r--mwe/events/include/userevent.h0
-rw-r--r--mwe/events/include/window.h27
-rw-r--r--mwe/events/src/event.cpp71
-rw-r--r--mwe/events/src/eventHandler.cpp2
-rw-r--r--mwe/events/src/eventManager.cpp115
-rw-r--r--mwe/events/src/iKeyListener.cpp17
-rw-r--r--mwe/events/src/iMouseListener.cpp23
-rw-r--r--mwe/events/src/inputSystem.cpp91
-rw-r--r--mwe/events/src/keyCodes.cpp139
-rw-r--r--mwe/events/src/keyListenerTest.cpp13
-rw-r--r--mwe/events/src/loopManager.cpp99
-rw-r--r--mwe/events/src/main.cpp86
-rw-r--r--mwe/events/src/mouseListenerTest.cpp25
-rw-r--r--mwe/events/src/timer.cpp52
-rw-r--r--mwe/events/src/uiObject.cpp31
-rw-r--r--mwe/events/src/uiRenderer.cpp104
-rw-r--r--mwe/events/src/window.cpp45
-rw-r--r--mwe/events/versions/delayBased.cpp55
-rw-r--r--mwe/gameloop/include/eventManager.h6
-rw-r--r--mwe/gameloop/include/gameObject.h4
-rw-r--r--mwe/gameloop/include/loopManager.h3
-rw-r--r--mwe/gameloop/include/timer.h2
-rw-r--r--mwe/gameloop/src/gameObject.cpp11
-rw-r--r--mwe/gameloop/src/loopManager.cpp29
-rw-r--r--mwe/gameloop/src/timer.cpp3
-rw-r--r--mwe/gameloop/src/window.cpp5
-rw-r--r--mwe/gameloop/versions/delayBased.cpp3
-rw-r--r--mwe/resource-manager/Audio_asset.cpp8
-rw-r--r--mwe/resource-manager/Audio_asset.h11
-rw-r--r--mwe/resource-manager/CMakeLists.txt40
-rw-r--r--mwe/resource-manager/Image_asset.cpp10
-rw-r--r--mwe/resource-manager/Image_asset.h11
-rw-r--r--mwe/resource-manager/TextureMap.cpp64
-rw-r--r--mwe/resource-manager/TextureMap.h26
-rw-r--r--mwe/resource-manager/Untitled.jpegbin0 -> 6756 bytes
-rw-r--r--mwe/resource-manager/cmake/modules/FindTMXLITE.cmake10
-rw-r--r--mwe/resource-manager/constants.cpp8
-rw-r--r--mwe/resource-manager/constants.h14
-rw-r--r--mwe/resource-manager/img.pngbin0 -> 92742 bytes
-rw-r--r--mwe/resource-manager/main.cpp76
-rw-r--r--mwe/resource-manager/map_asset.cpp7
-rw-r--r--mwe/resource-manager/map_asset.h11
-rw-r--r--mwe/resource-manager/map_layer.cpp95
-rw-r--r--mwe/resource-manager/map_layer.h23
-rw-r--r--mwe/resource-manager/resource.h12
-rw-r--r--mwe/resource-manager/resource_converter.cpp34
-rw-r--r--mwe/resource-manager/resource_converter.h20
-rw-r--r--mwe/resource-manager/resource_fabricator.cpp23
-rw-r--r--mwe/resource-manager/resource_fabricator.h21
-rw-r--r--mwe/resource-manager/resource_manager.cpp35
-rw-r--r--mwe/resource-manager/resource_manager.h46
-rw-r--r--mwe/resource-manager/spritesheet.cpp9
-rw-r--r--mwe/resource-manager/spritesheet.h11
-rw-r--r--mwe/resource-manager/spritesheet_test.pngbin0 -> 616 bytes
-rw-r--r--mwe/resource-manager/stb_image.h8156
-rw-r--r--mwe/resource-manager/test.cpp0
-rw-r--r--mwe/resource-manager/tiledMap.cpp68
-rw-r--r--mwe/resource-manager/tiledMap.h28
-rw-r--r--readme.md72
-rw-r--r--src/CMakeLists.txt16
-rw-r--r--src/crepe/Asset.cpp14
-rw-r--r--src/crepe/Asset.h33
-rw-r--r--src/crepe/CMakeLists.txt28
-rw-r--r--src/crepe/Collider.cpp2
-rw-r--r--src/crepe/Collider.h13
-rw-r--r--src/crepe/Component.cpp13
-rw-r--r--src/crepe/Component.h71
-rw-r--r--src/crepe/ComponentManager.cpp34
-rw-r--r--src/crepe/ComponentManager.h63
-rw-r--r--src/crepe/ComponentManager.hpp142
-rw-r--r--src/crepe/GameObject.cpp7
-rw-r--r--src/crepe/GameObject.h24
-rw-r--r--src/crepe/GameObject.hpp15
-rw-r--r--src/crepe/Particle.cpp34
-rw-r--r--src/crepe/Particle.h63
-rw-r--r--src/crepe/Position.h10
-rw-r--r--src/crepe/Resource.cpp6
-rw-r--r--src/crepe/Resource.h30
-rw-r--r--src/crepe/Rigidbody.cpp6
-rw-r--r--src/crepe/Rigidbody.h16
-rw-r--r--src/crepe/Script.cpp7
-rw-r--r--src/crepe/Script.h16
-rw-r--r--src/crepe/ScriptSystem.cpp22
-rw-r--r--src/crepe/ScriptSystem.h18
-rw-r--r--src/crepe/Sound.cpp60
-rw-r--r--src/crepe/Sound.h82
-rw-r--r--src/crepe/SoundContext.cpp20
-rw-r--r--src/crepe/SoundContext.h26
-rw-r--r--src/crepe/Sprite.cpp8
-rw-r--r--src/crepe/Sprite.h16
-rw-r--r--src/crepe/System.h23
-rw-r--r--src/crepe/ValueBroker.h41
-rw-r--r--src/crepe/ValueBroker.hpp22
-rw-r--r--src/crepe/api/AI.cpp89
-rw-r--r--src/crepe/api/AI.h128
-rw-r--r--src/crepe/api/Animator.cpp57
-rw-r--r--src/crepe/api/Animator.h104
-rw-r--r--src/crepe/api/Asset.cpp54
-rw-r--r--src/crepe/api/Asset.h84
-rw-r--r--src/crepe/api/AudioSource.cpp23
-rw-r--r--src/crepe/api/AudioSource.h69
-rw-r--r--src/crepe/api/BehaviorScript.cpp17
-rw-r--r--src/crepe/api/BehaviorScript.h70
-rw-r--r--src/crepe/api/BehaviorScript.hpp22
-rw-r--r--src/crepe/api/BoxCollider.cpp10
-rw-r--r--src/crepe/api/BoxCollider.h23
-rw-r--r--src/crepe/api/Button.cpp8
-rw-r--r--src/crepe/api/Button.h48
-rw-r--r--src/crepe/api/CMakeLists.txt53
-rw-r--r--src/crepe/api/Camera.cpp18
-rw-r--r--src/crepe/api/Camera.h67
-rw-r--r--src/crepe/api/CircleCollider.cpp8
-rw-r--r--src/crepe/api/CircleCollider.h23
-rw-r--r--src/crepe/api/Color.cpp12
-rw-r--r--src/crepe/api/Color.h23
-rw-r--r--src/crepe/api/Config.cpp8
-rw-r--r--src/crepe/api/Config.h103
-rw-r--r--src/crepe/api/Engine.cpp63
-rw-r--r--src/crepe/api/Engine.h81
-rw-r--r--src/crepe/api/Engine.hpp12
-rw-r--r--src/crepe/api/Event.h154
-rw-r--r--src/crepe/api/EventHandler.cpp5
-rw-r--r--src/crepe/api/EventHandler.h96
-rw-r--r--src/crepe/api/EventHandler.hpp20
-rw-r--r--src/crepe/api/GameObject.cpp35
-rw-r--r--src/crepe/api/GameObject.h86
-rw-r--r--src/crepe/api/GameObject.hpp15
-rw-r--r--src/crepe/api/KeyCodes.h160
-rw-r--r--src/crepe/api/Metadata.cpp9
-rw-r--r--src/crepe/api/Metadata.h42
-rw-r--r--src/crepe/api/ParticleEmitter.cpp28
-rw-r--r--src/crepe/api/ParticleEmitter.h104
-rw-r--r--src/crepe/api/Rigidbody.cpp13
-rw-r--r--src/crepe/api/Rigidbody.h178
-rw-r--r--src/crepe/api/Scene.cpp15
-rw-r--r--src/crepe/api/Scene.h94
-rw-r--r--src/crepe/api/Scene.hpp19
-rw-r--r--src/crepe/api/Script.cpp63
-rw-r--r--src/crepe/api/Script.h276
-rw-r--r--src/crepe/api/Script.hpp105
-rw-r--r--src/crepe/api/Sprite.cpp21
-rw-r--r--src/crepe/api/Sprite.h114
-rw-r--r--src/crepe/api/Text.cpp12
-rw-r--r--src/crepe/api/Text.h66
-rw-r--r--src/crepe/api/Transform.cpp22
-rw-r--r--src/crepe/api/Transform.h46
-rw-r--r--src/crepe/api/UIObject.cpp8
-rw-r--r--src/crepe/api/UIObject.h25
-rw-r--r--src/crepe/api/Vector2.h97
-rw-r--r--src/crepe/api/Vector2.hpp166
-rw-r--r--src/crepe/facade/CMakeLists.txt20
-rw-r--r--src/crepe/facade/DB.cpp61
-rw-r--r--src/crepe/facade/DB.h75
-rw-r--r--src/crepe/facade/EventData.h54
-rw-r--r--src/crepe/facade/Font.cpp21
-rw-r--r--src/crepe/facade/Font.h42
-rw-r--r--src/crepe/facade/FontFacade.cpp43
-rw-r--r--src/crepe/facade/FontFacade.h34
-rw-r--r--src/crepe/facade/SDLContext.cpp419
-rw-r--r--src/crepe/facade/SDLContext.h365
-rw-r--r--src/crepe/facade/Sound.cpp13
-rw-r--r--src/crepe/facade/Sound.h31
-rw-r--r--src/crepe/facade/SoundContext.cpp36
-rw-r--r--src/crepe/facade/SoundContext.h81
-rw-r--r--src/crepe/facade/SoundHandle.h12
-rw-r--r--src/crepe/facade/Texture.cpp29
-rw-r--r--src/crepe/facade/Texture.h69
-rw-r--r--src/crepe/manager/CMakeLists.txt30
-rw-r--r--src/crepe/manager/ComponentManager.cpp99
-rw-r--r--src/crepe/manager/ComponentManager.h252
-rw-r--r--src/crepe/manager/ComponentManager.hpp196
-rw-r--r--src/crepe/manager/EventManager.cpp44
-rw-r--r--src/crepe/manager/EventManager.h148
-rw-r--r--src/crepe/manager/EventManager.hpp36
-rw-r--r--src/crepe/manager/LoopTimerManager.cpp91
-rw-r--r--src/crepe/manager/LoopTimerManager.h177
-rw-r--r--src/crepe/manager/Manager.cpp5
-rw-r--r--src/crepe/manager/Manager.h24
-rw-r--r--src/crepe/manager/Mediator.h41
-rw-r--r--src/crepe/manager/ReplayManager.cpp70
-rw-r--r--src/crepe/manager/ReplayManager.h96
-rw-r--r--src/crepe/manager/ResourceManager.cpp30
-rw-r--r--src/crepe/manager/ResourceManager.h78
-rw-r--r--src/crepe/manager/ResourceManager.hpp27
-rw-r--r--src/crepe/manager/SaveManager.cpp169
-rw-r--r--src/crepe/manager/SaveManager.h104
-rw-r--r--src/crepe/manager/SceneManager.cpp38
-rw-r--r--src/crepe/manager/SceneManager.h52
-rw-r--r--src/crepe/manager/SceneManager.hpp25
-rw-r--r--src/crepe/manager/SystemManager.cpp66
-rw-r--r--src/crepe/manager/SystemManager.h85
-rw-r--r--src/crepe/manager/SystemManager.hpp41
-rw-r--r--src/crepe/system/AISystem.cpp186
-rw-r--r--src/crepe/system/AISystem.h81
-rw-r--r--src/crepe/system/AnimatorSystem.cpp40
-rw-r--r--src/crepe/system/AnimatorSystem.h28
-rw-r--r--src/crepe/system/AudioSystem.cpp62
-rw-r--r--src/crepe/system/AudioSystem.h51
-rw-r--r--src/crepe/system/CMakeLists.txt28
-rw-r--r--src/crepe/system/CollisionSystem.cpp575
-rw-r--r--src/crepe/system/CollisionSystem.h311
-rw-r--r--src/crepe/system/EventSystem.cpp9
-rw-r--r--src/crepe/system/EventSystem.h21
-rw-r--r--src/crepe/system/InputSystem.cpp209
-rw-r--r--src/crepe/system/InputSystem.h132
-rw-r--r--src/crepe/system/ParticleSystem.cpp121
-rw-r--r--src/crepe/system/ParticleSystem.h62
-rw-r--r--src/crepe/system/PhysicsSystem.cpp106
-rw-r--r--src/crepe/system/PhysicsSystem.h24
-rw-r--r--src/crepe/system/RenderSystem.cpp160
-rw-r--r--src/crepe/system/RenderSystem.h83
-rw-r--r--src/crepe/system/ReplaySystem.cpp54
-rw-r--r--src/crepe/system/ReplaySystem.h44
-rw-r--r--src/crepe/system/ScriptSystem.cpp40
-rw-r--r--src/crepe/system/ScriptSystem.h37
-rw-r--r--src/crepe/system/System.cpp5
-rw-r--r--src/crepe/system/System.h32
-rw-r--r--src/crepe/types.h30
-rw-r--r--src/crepe/util/CMakeLists.txt12
-rw-r--r--src/crepe/util/Log.cpp38
-rw-r--r--src/crepe/util/Log.h63
-rw-r--r--src/crepe/util/Log.hpp17
-rw-r--r--src/crepe/util/LogColor.cpp46
-rw-r--r--src/crepe/util/LogColor.h80
-rw-r--r--src/crepe/util/OptionalRef.h66
-rw-r--r--src/crepe/util/OptionalRef.hpp44
-rw-r--r--src/crepe/util/Proxy.h34
-rw-r--r--src/crepe/util/Proxy.hpp27
-rw-r--r--src/crepe/util/color.h41
-rw-r--r--src/crepe/util/dbg.h18
-rw-r--r--src/crepe/util/log.cpp50
-rw-r--r--src/crepe/util/log.h36
-rw-r--r--src/doc/feature/animator_creation.dox0
-rw-r--r--src/doc/feature/gameobject.dox18
-rw-r--r--src/doc/feature/proxy.dox43
-rw-r--r--src/doc/feature/savemgr.dox80
-rw-r--r--src/doc/feature/scene.dox72
-rw-r--r--src/doc/feature/script.dox62
-rw-r--r--src/doc/features.dox28
-rw-r--r--src/doc/index.dox17
-rw-r--r--src/doc/installing.dox9
-rw-r--r--src/doc/internal/component.dox41
-rw-r--r--src/doc/internal/resource.dox12
-rw-r--r--src/doc/internal/style.dox9
-rw-r--r--src/doc/internal/system.dox26
-rw-r--r--src/doc/internals.dox10
-rw-r--r--src/doc/layout.xml255
-rw-r--r--src/doc/style.css6
-rw-r--r--src/example/AITest.cpp90
-rw-r--r--src/example/CMakeLists.txt15
-rw-r--r--src/example/FontExample.cpp55
-rw-r--r--src/example/audio_internal.cpp45
-rw-r--r--src/example/button.cpp41
-rw-r--r--src/example/components_internal.cpp60
-rw-r--r--src/example/game.cpp292
-rw-r--r--src/example/loadfont.cpp49
-rw-r--r--src/example/rendering_particle.cpp73
-rw-r--r--src/example/replay.cpp84
-rw-r--r--src/example/script.cpp33
-rw-r--r--src/makefile7
-rw-r--r--src/readme.md11
-rw-r--r--src/test/AssetTest.cpp21
-rw-r--r--src/test/AudioTest.cpp161
-rw-r--r--src/test/CMakeLists.txt29
-rw-r--r--src/test/CollisionTest.cpp392
-rw-r--r--src/test/DBTest.cpp37
-rw-r--r--src/test/ECSTest.cpp482
-rw-r--r--src/test/EventTest.cpp228
-rw-r--r--src/test/InputTest.cpp279
-rw-r--r--src/test/LoopManagerTest.cpp78
-rw-r--r--src/test/LoopTimerTest.cpp97
-rw-r--r--src/test/OptionalRefTest.cpp42
-rw-r--r--src/test/ParticleTest.cpp212
-rw-r--r--src/test/PhysicsTest.cpp132
-rw-r--r--src/test/Profiling.cpp251
-rw-r--r--src/test/RenderSystemTest.cpp186
-rw-r--r--src/test/ReplayManagerTest.cpp38
-rw-r--r--src/test/ResourceManagerTest.cpp84
-rw-r--r--src/test/SaveManagerTest.cpp51
-rw-r--r--src/test/SceneManagerTest.cpp160
-rw-r--r--src/test/ScriptECSTest.cpp41
-rw-r--r--src/test/ScriptEventTest.cpp50
-rw-r--r--src/test/ScriptSaveManagerTest.cpp35
-rw-r--r--src/test/ScriptSceneTest.cpp30
-rw-r--r--src/test/ScriptTest.cpp95
-rw-r--r--src/test/ScriptTest.h40
-rw-r--r--src/test/ValueBrokerTest.cpp63
-rw-r--r--src/test/Vector2Test.cpp532
-rw-r--r--src/test/audio.cpp10
-rw-r--r--src/test/dummy.cpp3
-rw-r--r--src/test/main.cpp29
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
diff --git a/.gitignore b/.gitignore
index ec69436..8bfb819 100644
--- a/.gitignore
+++ b/.gitignore
@@ -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."
- }
- ]
-}
diff --git a/Doxyfile b/Doxyfile
index 8ba90fc..07c86d1 100644
--- a/Doxyfile
+++ b/Doxyfile
@@ -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
new file mode 100644
index 0000000..d68a72a
--- /dev/null
+++ b/asset/spritesheet/spritesheet_test.png
Binary files differ
diff --git a/asset/texture/ERROR.png b/asset/texture/ERROR.png
new file mode 100644
index 0000000..2af3548
--- /dev/null
+++ b/asset/texture/ERROR.png
Binary files differ
diff --git a/asset/texture/circle.png b/asset/texture/circle.png
new file mode 100755
index 0000000..0a92ac7
--- /dev/null
+++ b/asset/texture/circle.png
Binary files differ
diff --git a/asset/texture/img.png b/asset/texture/img.png
new file mode 100644
index 0000000..649a3f1
--- /dev/null
+++ b/asset/texture/img.png
Binary files differ
diff --git a/asset/texture/square.png b/asset/texture/square.png
new file mode 100755
index 0000000..d07ec98
--- /dev/null
+++ b/asset/texture/square.png
Binary files differ
diff --git a/asset/texture/test_ap43.png b/asset/texture/test_ap43.png
new file mode 100644
index 0000000..e758ed7
--- /dev/null
+++ b/asset/texture/test_ap43.png
Binary files differ
diff --git a/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
new file mode 100644
index 0000000..f13825d
--- /dev/null
+++ b/asset/tiled/images/tilemap/tileset.png
Binary files differ
diff --git a/asset/tiled/images/tilemap/tileset02.png b/asset/tiled/images/tilemap/tileset02.png
new file mode 100644
index 0000000..9f594e4
--- /dev/null
+++ b/asset/tiled/images/tilemap/tileset02.png
Binary files differ
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>&lt;stdexcept&gt;</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
diff --git a/makefile b/makefile
index dd7c587..c46e8a5 100644
--- a/makefile
+++ b/makefile
@@ -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
new file mode 100644
index 0000000..65354fe
--- /dev/null
+++ b/mwe/events/imgs/demo.bmp
Binary files differ
diff --git a/mwe/events/imgs/demo.jpg b/mwe/events/imgs/demo.jpg
new file mode 100644
index 0000000..f534e1b
--- /dev/null
+++ b/mwe/events/imgs/demo.jpg
Binary files differ
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
new file mode 100644
index 0000000..aa4d289
--- /dev/null
+++ b/mwe/resource-manager/Untitled.jpeg
Binary files differ
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
new file mode 100644
index 0000000..43b1eca
--- /dev/null
+++ b/mwe/resource-manager/img.png
Binary files differ
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
new file mode 100644
index 0000000..d68a72a
--- /dev/null
+++ b/mwe/resource-manager/spritesheet_test.png
Binary files differ
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;
+};
diff --git a/readme.md b/readme.md
index 24bb66f..373c682 100644
--- a/readme.md
+++ b/readme.md
@@ -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 version="1.0">
+ <navindex>
+ <tab type="mainpage" visible="yes" title="Intro"/>
+ <tab type="user" url="@ref install" title="Installation"/>
+ <tab type="user" url="@ref feature" title="Features"/>
+ <tab type="user" url="@ref internal" title="Internals"/>
+ <tab type="pages" visible="no" title="" intro=""/>
+ <tab type="topics" visible="no" title="" intro=""/>
+ <tab type="modules" visible="no" title="" intro="">
+ <tab type="modulelist" visible="yes" title="" intro=""/>
+ <tab type="modulemembers" visible="yes" title="" intro=""/>
+ </tab>
+ <tab type="namespaces" visible="yes" title="">
+ <tab type="namespacelist" visible="yes" title="" intro=""/>
+ <tab type="namespacemembers" visible="yes" title="" intro=""/>
+ </tab>
+ <tab type="concepts" visible="no" title="">
+ </tab>
+ <tab type="interfaces" visible="no" title="">
+ <tab type="interfacelist" visible="yes" title="" intro=""/>
+ <tab type="interfaceindex" visible="$ALPHABETICAL_INDEX" title=""/>
+ <tab type="interfacehierarchy" visible="yes" title="" intro=""/>
+ </tab>
+ <tab type="classes" visible="yes" title="">
+ <tab type="classlist" visible="yes" title="" intro=""/>
+ <tab type="classindex" visible="$ALPHABETICAL_INDEX" title=""/>
+ <tab type="hierarchy" visible="yes" title="" intro=""/>
+ <tab type="classmembers" visible="yes" title="" intro=""/>
+ </tab>
+ <tab type="structs" visible="no" title="">
+ <tab type="structlist" visible="yes" title="" intro=""/>
+ <tab type="structindex" visible="$ALPHABETICAL_INDEX" title=""/>
+ </tab>
+ <tab type="exceptions" visible="no" title="">
+ <tab type="exceptionlist" visible="yes" title="" intro=""/>
+ <tab type="exceptionindex" visible="$ALPHABETICAL_INDEX" title=""/>
+ <tab type="exceptionhierarchy" visible="yes" title="" intro=""/>
+ </tab>
+ <tab type="files" visible="no" title="">
+ <tab type="filelist" visible="yes" title="" intro=""/>
+ <tab type="globals" visible="yes" title="" intro=""/>
+ </tab>
+ <tab type="examples" visible="no" title="" intro=""/>
+ </navindex>
+ <class>
+ <briefdescription visible="yes"/>
+ <detaileddescription title=""/>
+ <includes visible="$SHOW_HEADERFILE"/>
+ <inheritancegraph visible="yes"/>
+ <collaborationgraph visible="yes"/>
+ <memberdecl>
+ <nestedclasses visible="yes" title=""/>
+ <publictypes title=""/>
+ <services title=""/>
+ <interfaces title=""/>
+ <publicslots title=""/>
+ <signals title=""/>
+ <publicattributes title=""/>
+ <publicstaticattributes title=""/>
+ <publicmethods title=""/>
+ <publicstaticmethods title=""/>
+ <protectedtypes title=""/>
+ <protectedslots title=""/>
+ <protectedmethods title=""/>
+ <protectedstaticmethods title=""/>
+ <protectedattributes title=""/>
+ <protectedstaticattributes title=""/>
+ <packagetypes title=""/>
+ <packagemethods title=""/>
+ <packagestaticmethods title=""/>
+ <packageattributes title=""/>
+ <packagestaticattributes title=""/>
+ <properties title=""/>
+ <events title=""/>
+ <privatetypes title=""/>
+ <privateslots title=""/>
+ <privatemethods title=""/>
+ <privatestaticmethods title=""/>
+ <privateattributes title=""/>
+ <privatestaticattributes title=""/>
+ <friends title=""/>
+ <related title="" subtitle=""/>
+ <membergroups visible="yes"/>
+ </memberdecl>
+ <memberdef>
+ <inlineclasses title=""/>
+ <typedefs title=""/>
+ <enums title=""/>
+ <services title=""/>
+ <interfaces title=""/>
+ <constructors title=""/>
+ <functions title=""/>
+ <related title=""/>
+ <variables title=""/>
+ <properties title=""/>
+ <events title=""/>
+ </memberdef>
+ <allmemberslink visible="yes"/>
+ <usedfiles visible="$SHOW_USED_FILES"/>
+ <authorsection visible="yes"/>
+ </class>
+ <namespace>
+ <briefdescription visible="yes"/>
+ <detaileddescription title=""/>
+ <memberdecl>
+ <nestednamespaces visible="yes" title=""/>
+ <constantgroups visible="yes" title=""/>
+ <interfaces visible="yes" title=""/>
+ <classes visible="no" title=""/>
+ <concepts visible="yes" title=""/>
+ <structs visible="yes" title=""/>
+ <exceptions visible="yes" title=""/>
+ <typedefs title=""/>
+ <sequences title=""/>
+ <dictionaries title=""/>
+ <enums title=""/>
+ <functions title=""/>
+ <variables title=""/>
+ <properties title=""/>
+ <membergroups visible="yes"/>
+ </memberdecl>
+ <memberdef>
+ <inlineclasses title=""/>
+ <typedefs title=""/>
+ <sequences title=""/>
+ <dictionaries title=""/>
+ <enums title=""/>
+ <functions title=""/>
+ <variables title=""/>
+ <properties title=""/>
+ </memberdef>
+ <authorsection visible="yes"/>
+ </namespace>
+ <concept>
+ <briefdescription visible="yes"/>
+ <includes visible="$SHOW_HEADERFILE"/>
+ <definition visible="yes" title=""/>
+ <detaileddescription title=""/>
+ <authorsection visible="yes"/>
+ </concept>
+ <file>
+ <briefdescription visible="yes"/>
+ <includes visible="$SHOW_INCLUDE_FILES"/>
+ <includegraph visible="yes"/>
+ <includedbygraph visible="yes"/>
+ <sourcelink visible="yes"/>
+ <memberdecl>
+ <interfaces visible="yes" title=""/>
+ <classes visible="yes" title=""/>
+ <structs visible="yes" title=""/>
+ <exceptions visible="yes" title=""/>
+ <namespaces visible="yes" title=""/>
+ <concepts visible="yes" title=""/>
+ <constantgroups visible="yes" title=""/>
+ <defines title=""/>
+ <typedefs title=""/>
+ <sequences title=""/>
+ <dictionaries title=""/>
+ <enums title=""/>
+ <functions title=""/>
+ <variables title=""/>
+ <properties title=""/>
+ <membergroups visible="yes"/>
+ </memberdecl>
+ <detaileddescription title=""/>
+ <memberdef>
+ <inlineclasses title=""/>
+ <defines title=""/>
+ <typedefs title=""/>
+ <sequences title=""/>
+ <dictionaries title=""/>
+ <enums title=""/>
+ <functions title=""/>
+ <variables title=""/>
+ <properties title=""/>
+ </memberdef>
+ <authorsection/>
+ </file>
+ <group>
+ <detaileddescription title=""/>
+ <groupgraph visible="yes"/>
+ <memberdecl>
+ <nestedgroups visible="yes" title=""/>
+ <modules visible="yes" title=""/>
+ <dirs visible="yes" title=""/>
+ <files visible="yes" title=""/>
+ <namespaces visible="yes" title=""/>
+ <concepts visible="yes" title=""/>
+ <classes visible="yes" title=""/>
+ <defines title=""/>
+ <typedefs title=""/>
+ <sequences title=""/>
+ <dictionaries title=""/>
+ <enums title=""/>
+ <enumvalues title=""/>
+ <functions title=""/>
+ <variables title=""/>
+ <signals title=""/>
+ <publicslots title=""/>
+ <protectedslots title=""/>
+ <privateslots title=""/>
+ <events title=""/>
+ <properties title=""/>
+ <friends title=""/>
+ <membergroups visible="yes"/>
+ </memberdecl>
+ <memberdef>
+ <pagedocs/>
+ <inlineclasses title=""/>
+ <defines title=""/>
+ <typedefs title=""/>
+ <sequences title=""/>
+ <dictionaries title=""/>
+ <enums title=""/>
+ <enumvalues title=""/>
+ <functions title=""/>
+ <variables title=""/>
+ <signals title=""/>
+ <publicslots title=""/>
+ <protectedslots title=""/>
+ <privateslots title=""/>
+ <events title=""/>
+ <properties title=""/>
+ <friends title=""/>
+ </memberdef>
+ <authorsection visible="yes"/>
+ </group>
+ <module>
+ <briefdescription visible="yes"/>
+ <exportedmodules visible="yes"/>
+ <memberdecl>
+ <concepts visible="yes" title=""/>
+ <classes visible="yes" title=""/>
+ <enums title=""/>
+ <typedefs title=""/>
+ <functions title=""/>
+ <variables title=""/>
+ <membergroups title=""/>
+ </memberdecl>
+ <detaileddescription title=""/>
+ <memberdecl>
+ <files visible="yes"/>
+ </memberdecl>
+ </module>
+ <directory>
+ <briefdescription visible="yes"/>
+ <directorygraph visible="yes"/>
+ <memberdecl>
+ <dirs visible="yes"/>
+ <files visible="yes"/>
+ </memberdecl>
+ <detaileddescription title=""/>
+ </directory>
+</doxygenlayout>
diff --git a/src/doc/style.css b/src/doc/style.css
new file mode 100644
index 0000000..c12240c
--- /dev/null
+++ b/src/doc/style.css
@@ -0,0 +1,6 @@
+#titlearea,
+address,
+a[href="namespaces.html"]
+{ display: none; }
+
+h2.groupheader { margin-top: revert; }
diff --git a/src/example/AITest.cpp b/src/example/AITest.cpp
new file mode 100644
index 0000000..93ba500
--- /dev/null
+++ b/src/example/AITest.cpp
@@ -0,0 +1,90 @@
+#include <crepe/api/AI.h>
+#include <crepe/api/BehaviorScript.h>
+#include <crepe/api/Camera.h>
+#include <crepe/api/Color.h>
+#include <crepe/api/GameObject.h>
+#include <crepe/api/LoopManager.h>
+#include <crepe/api/Rigidbody.h>
+#include <crepe/api/Scene.h>
+#include <crepe/api/Script.h>
+#include <crepe/api/Sprite.h>
+#include <crepe/manager/Mediator.h>
+#include <crepe/types.h>
+
+using namespace crepe;
+using namespace std;
+
+class Script1 : public Script {
+ bool shutdown(const ShutDownEvent & event) {
+ // Very dirty way of shutting down the game
+ throw "ShutDownEvent";
+ return true;
+ }
+
+ bool mousemove(const MouseMoveEvent & event) {
+ /*RefVector<AI> aivec = this->get_components<AI>();
+ AI & ai = aivec.front().get();
+ ai.flee_target
+ = vec2{static_cast<float>(event.mouse_x), static_cast<float>(event.mouse_y)};*/
+ return true;
+ }
+
+ void init() {
+ subscribe<ShutDownEvent>(
+ [this](const ShutDownEvent & ev) -> bool { return this->shutdown(ev); });
+ subscribe<MouseMoveEvent>(
+ [this](const MouseMoveEvent & ev) -> bool { return this->mousemove(ev); });
+ }
+};
+
+class Scene1 : public Scene {
+public:
+ void load_scene() override {
+ Mediator & mediator = this->mediator;
+ ComponentManager & mgr = mediator.component_manager;
+
+ GameObject game_object1 = mgr.new_object("", "", vec2{0, 0}, 0, 1);
+ GameObject game_object2 = mgr.new_object("", "", vec2{0, 0}, 0, 1);
+
+ Asset img{"asset/texture/test_ap43.png"};
+
+ Sprite & test_sprite = game_object1.add_component<Sprite>(
+ img, Sprite::Data{
+ .color = Color::MAGENTA,
+ .flip = Sprite::FlipSettings{false, false},
+ .sorting_in_layer = 2,
+ .order_in_layer = 2,
+ .size = {0, 100},
+ .angle_offset = 0,
+ .position_offset = {0, 0},
+ });
+
+ AI & ai = game_object1.add_component<AI>(3000);
+ // ai.arrive_on();
+ // ai.flee_on();
+ ai.path_follow_on();
+ ai.make_oval_path(500, 1000, {0, -1000}, 1.5708, true);
+ ai.make_oval_path(1000, 500, {0, 500}, 4.7124, false);
+ game_object1.add_component<Rigidbody>(Rigidbody::Data{
+ .mass = 0.1f,
+ .max_linear_velocity = 40,
+ });
+ game_object1.add_component<BehaviorScript>().set_script<Script1>();
+
+ game_object2.add_component<Camera>(ivec2{1080, 720}, vec2{5000, 5000},
+ Camera::Data{
+ .bg_color = Color::WHITE,
+ .zoom = 1,
+ });
+ }
+
+ string get_name() const override { return "Scene1"; }
+};
+
+int main() {
+ LoopManager engine;
+ engine.add_scene<Scene1>();
+ engine.start();
+
+ return 0;
+}
diff --git a/src/example/CMakeLists.txt b/src/example/CMakeLists.txt
index 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();
+}