diff options
38 files changed, 759 insertions, 722 deletions
diff --git a/src/crepe/api/CMakeLists.txt b/src/crepe/api/CMakeLists.txt index 6e062f9..48402ae 100644 --- a/src/crepe/api/CMakeLists.txt +++ b/src/crepe/api/CMakeLists.txt @@ -13,10 +13,7 @@ target_sources(crepe PUBLIC Animator.cpp BoxCollider.cpp CircleCollider.cpp - IKeyListener.cpp - IMouseListener.cpp Engine.cpp - LoopTimer.cpp Asset.cpp EventHandler.cpp Script.cpp @@ -47,11 +44,8 @@ target_sources(crepe PUBLIC FILE_SET HEADERS FILES EventHandler.h EventHandler.hpp Event.h - IKeyListener.h - IMouseListener.h Engine.h Engine.hpp - LoopTimer.h Asset.h Button.h UIObject.h diff --git a/src/crepe/api/Config.h b/src/crepe/api/Config.h index 6472270..ca2d3f1 100644 --- a/src/crepe/api/Config.h +++ b/src/crepe/api/Config.h @@ -53,7 +53,7 @@ struct Config final { * * Gravity value of game. */ - double gravity = 1; + float gravity = 10; } physics; //! default window settings diff --git a/src/crepe/api/Engine.cpp b/src/crepe/api/Engine.cpp index 8ed55fa..7ae89b9 100644 --- a/src/crepe/api/Engine.cpp +++ b/src/crepe/api/Engine.cpp @@ -1,36 +1,60 @@ +#include "../util/Log.h" + #include "Engine.h" using namespace crepe; using namespace std; void Engine::start() { - this->setup(); - this->loop(); + try { + this->setup(); + } catch (const exception & e) { + Log::logf(Log::Level::ERROR, "Uncaught exception in setup: {}\n", e.what()); + return; + } + + 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>(); + } } void Engine::setup() { - LoopTimer & timer = this->loop_timer; this->game_running = true; + this->loop_timer.start(); this->scene_manager.load_next_scene(); - timer.start(); - timer.set_fps(200); + + this->event_manager.subscribe<ShutDownEvent>([this](const ShutDownEvent & event) { + this->game_running = false; + + // propagate to possible user ShutDownEvent listeners + return false; + }); } void Engine::loop() { - LoopTimer & timer = this->loop_timer; + LoopTimerManager & timer = this->loop_timer; SystemManager & systems = this->system_manager; - timer.start(); - while (game_running) { timer.update(); while (timer.get_lag() >= timer.get_fixed_delta_time()) { - systems.fixed_update(); - timer.advance_fixed_update(); + 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(); } - systems.frame_update(); + 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 index 7601015..5421d60 100644 --- a/src/crepe/api/Engine.h +++ b/src/crepe/api/Engine.h @@ -8,8 +8,8 @@ #include "../manager/SaveManager.h" #include "../manager/SceneManager.h" #include "../manager/SystemManager.h" - -#include "LoopTimer.h" +#include "../manager/LoopTimerManager.h" +#include "../manager/EventManager.h" namespace crepe { @@ -54,14 +54,16 @@ private: ComponentManager component_manager{mediator}; //! Scene manager instance SceneManager scene_manager{mediator}; + //! LoopTimerManager instance + LoopTimerManager loop_timer{mediator}; + //! EventManager instance + EventManager event_manager{mediator}; //! Resource manager instance ResourceManager resource_manager{mediator}; //! Save manager instance SaveManager save_manager{mediator}; //! SDLContext instance SDLContext sdl_context{mediator}; - //! LoopTimer instance - LoopTimer loop_timer{mediator}; //! ReplayManager instance ReplayManager replay_manager{mediator}; //! SystemManager diff --git a/src/crepe/api/IKeyListener.cpp b/src/crepe/api/IKeyListener.cpp deleted file mode 100644 index 8642655..0000000 --- a/src/crepe/api/IKeyListener.cpp +++ /dev/null @@ -1,19 +0,0 @@ -#include "IKeyListener.h" - -using namespace crepe; - -// Constructor with specified channel -IKeyListener::IKeyListener(event_channel_t channel) - : event_manager(EventManager::get_instance()) { - this->press_id = event_manager.subscribe<KeyPressEvent>( - [this](const KeyPressEvent & event) { return this->on_key_pressed(event); }, channel); - this->release_id = event_manager.subscribe<KeyReleaseEvent>( - [this](const KeyReleaseEvent & event) { return this->on_key_released(event); }, - channel); -} - -// Destructor, unsubscribe events -IKeyListener::~IKeyListener() { - event_manager.unsubscribe(this->press_id); - event_manager.unsubscribe(this->release_id); -} diff --git a/src/crepe/api/IKeyListener.h b/src/crepe/api/IKeyListener.h deleted file mode 100644 index 180a0a6..0000000 --- a/src/crepe/api/IKeyListener.h +++ /dev/null @@ -1,50 +0,0 @@ -#pragma once - -#include "../manager/EventManager.h" - -#include "Event.h" -#include "EventHandler.h" - -namespace crepe { - -/** - * \class IKeyListener - * \brief Interface for keyboard event handling in the application. - */ -class IKeyListener { -public: - /** - * \brief Constructs an IKeyListener with a specified channel. - * \param channel The channel ID for event handling. - */ - IKeyListener(event_channel_t channel = EventManager::CHANNEL_ALL); - virtual ~IKeyListener(); - IKeyListener(const IKeyListener &) = delete; - IKeyListener & operator=(const IKeyListener &) = delete; - IKeyListener & operator=(IKeyListener &&) = delete; - IKeyListener(IKeyListener &&) = delete; - - /** - * \brief Pure virtual function to handle key press events. - * \param event The key press event to handle. - * \return True if the event was handled, false otherwise. - */ - virtual bool on_key_pressed(const KeyPressEvent & event) = 0; - - /** - * \brief Pure virtual function to handle key release events. - * \param event The key release event to handle. - * \return True if the event was handled, false otherwise. - */ - virtual bool on_key_released(const KeyReleaseEvent & event) = 0; - -private: - //! Key press event id - subscription_t press_id = -1; - //! Key release event id - subscription_t release_id = -1; - //! EventManager reference - EventManager & event_manager; -}; - -} // namespace crepe diff --git a/src/crepe/api/IMouseListener.cpp b/src/crepe/api/IMouseListener.cpp deleted file mode 100644 index 989aeb3..0000000 --- a/src/crepe/api/IMouseListener.cpp +++ /dev/null @@ -1,29 +0,0 @@ -#include "IMouseListener.h" - -using namespace crepe; - -IMouseListener::IMouseListener(event_channel_t channel) - : event_manager(EventManager::get_instance()) { - this->click_id = event_manager.subscribe<MouseClickEvent>( - [this](const MouseClickEvent & event) { return this->on_mouse_clicked(event); }, - channel); - - this->press_id = event_manager.subscribe<MousePressEvent>( - [this](const MousePressEvent & event) { return this->on_mouse_pressed(event); }, - channel); - - this->release_id = event_manager.subscribe<MouseReleaseEvent>( - [this](const MouseReleaseEvent & event) { return this->on_mouse_released(event); }, - channel); - - this->move_id = event_manager.subscribe<MouseMoveEvent>( - [this](const MouseMoveEvent & event) { return this->on_mouse_moved(event); }, channel); -} - -IMouseListener::~IMouseListener() { - // Unsubscribe event handlers - event_manager.unsubscribe(this->click_id); - event_manager.unsubscribe(this->press_id); - event_manager.unsubscribe(this->release_id); - event_manager.unsubscribe(this->move_id); -} diff --git a/src/crepe/api/IMouseListener.h b/src/crepe/api/IMouseListener.h deleted file mode 100644 index e19897d..0000000 --- a/src/crepe/api/IMouseListener.h +++ /dev/null @@ -1,73 +0,0 @@ -#pragma once - -#include "../manager/EventManager.h" - -#include "Event.h" -#include "EventHandler.h" - -namespace crepe { - -/** - * \class IMouseListener - * \brief Interface for mouse event handling in the application. - */ -class IMouseListener { -public: - /** - * \brief Constructs an IMouseListener with a specified channel. - * \param channel The channel ID for event handling. - */ - IMouseListener(event_channel_t channel = EventManager::CHANNEL_ALL); - virtual ~IMouseListener(); - IMouseListener & operator=(const IMouseListener &) = delete; - IMouseListener(const IMouseListener &) = delete; - IMouseListener & operator=(const IMouseListener &&) = delete; - IMouseListener(IMouseListener &&) = delete; - - /** - * \brief Move assignment operator (deleted). - */ - IMouseListener & operator=(IMouseListener &&) = delete; - - /** - * \brief Handles a mouse click event. - * \param event The mouse click event to handle. - * \return True if the event was handled, false otherwise. - */ - virtual bool on_mouse_clicked(const MouseClickEvent & event) = 0; - - /** - * \brief Handles a mouse press event. - * \param event The mouse press event to handle. - * \return True if the event was handled, false otherwise. - */ - virtual bool on_mouse_pressed(const MousePressEvent & event) = 0; - - /** - * \brief Handles a mouse release event. - * \param event The mouse release event to handle. - * \return True if the event was handled, false otherwise. - */ - virtual bool on_mouse_released(const MouseReleaseEvent & event) = 0; - - /** - * \brief Handles a mouse move event. - * \param event The mouse move event to handle. - * \return True if the event was handled, false otherwise. - */ - virtual bool on_mouse_moved(const MouseMoveEvent & event) = 0; - -private: - //! Mouse click event id - subscription_t click_id = -1; - //! Mouse press event id - subscription_t press_id = -1; - //! Mouse release event id - subscription_t release_id = -1; - //! Mouse move event id - subscription_t move_id = -1; - //! EventManager reference - EventManager & event_manager; -}; - -} //namespace crepe diff --git a/src/crepe/api/LoopTimer.cpp b/src/crepe/api/LoopTimer.cpp deleted file mode 100644 index 56e48d3..0000000 --- a/src/crepe/api/LoopTimer.cpp +++ /dev/null @@ -1,79 +0,0 @@ -#include <chrono> - -#include "../util/Log.h" -#include "facade/SDLContext.h" -#include "manager/Manager.h" - -#include "LoopTimer.h" - -using namespace crepe; - -LoopTimer::LoopTimer(Mediator & mediator) : Manager(mediator) { - dbg_trace(); - mediator.timer = *this; -} - -void LoopTimer::start() { - this->last_frame_time = std::chrono::steady_clock::now(); - this->elapsed_time = std::chrono::milliseconds(0); - this->elapsed_fixed_time = std::chrono::milliseconds(0); - this->delta_time = std::chrono::milliseconds(0); -} - -void LoopTimer::update() { - auto current_frame_time = std::chrono::steady_clock::now(); - // Convert to duration in seconds for delta time - this->delta_time = std::chrono::duration_cast<std::chrono::duration<double>>( - current_frame_time - last_frame_time); - - if (this->delta_time > this->maximum_delta_time) { - this->delta_time = this->maximum_delta_time; - } - - this->delta_time *= this->game_scale; - this->elapsed_time += this->delta_time; - this->last_frame_time = current_frame_time; -} - -double LoopTimer::get_delta_time() const { return this->delta_time.count(); } - -double LoopTimer::get_current_time() const { return this->elapsed_time.count(); } - -void LoopTimer::advance_fixed_update() { this->elapsed_fixed_time += this->fixed_delta_time; } - -double LoopTimer::get_fixed_delta_time() const { return this->fixed_delta_time.count(); } - -void LoopTimer::set_fps(int fps) { - this->fps = fps; - // target time per frame in seconds - this->frame_target_time = std::chrono::duration<double>(1.0) / fps; -} - -int LoopTimer::get_fps() const { return this->fps; } - -void LoopTimer::set_game_scale(double value) { this->game_scale = value; } - -double LoopTimer::get_game_scale() const { return this->game_scale; } -void LoopTimer::enforce_frame_rate() { - std::chrono::steady_clock::time_point current_frame_time - = std::chrono::steady_clock::now(); - std::chrono::milliseconds frame_duration - = std::chrono::duration_cast<std::chrono::milliseconds>(current_frame_time - - this->last_frame_time); - - if (frame_duration < this->frame_target_time) { - std::chrono::milliseconds delay_time - = std::chrono::duration_cast<std::chrono::milliseconds>(this->frame_target_time - - frame_duration); - if (delay_time.count() > 0) { - SDLContext & ctx = this->mediator.sdl_context; - ctx.delay(delay_time.count()); - } - } - - this->last_frame_time = current_frame_time; -} - -double LoopTimer::get_lag() const { - return (this->elapsed_time - this->elapsed_fixed_time).count(); -} diff --git a/src/crepe/api/LoopTimer.h b/src/crepe/api/LoopTimer.h deleted file mode 100644 index fb52a10..0000000 --- a/src/crepe/api/LoopTimer.h +++ /dev/null @@ -1,138 +0,0 @@ -#pragma once - -#include "manager/Manager.h" -#include <chrono> - -namespace crepe { - -class LoopTimer : public Manager { -public: - /** - * \brief Get the current delta time for the current frame. - * - * \return Delta time in seconds since the last frame. - */ - double get_delta_time() const; - - /** - * \brief Get the current game time. - * - * \note The current game time may vary from real-world elapsed time. It is the cumulative - * sum of each frame's delta time. - * - * \return Elapsed game time in seconds. - */ - double get_current_time() const; - - /** - * \brief Set the target frames per second (FPS). - * - * \param fps The desired frames rendered per second. - */ - void set_fps(int fps); - - /** - * \brief Get the current frames per second (FPS). - * - * \return Current FPS. - */ - int get_fps() const; - - /** - * \brief Get the current game scale. - * - * \return The current game scale, where 0 = paused, 1 = normal speed, and values > 1 speed - * up the game. - */ - double get_game_scale() const; - - /** - * \brief Set the game scale. - * - * \param game_scale The desired game scale (0 = pause, 1 = normal speed, > 1 = speed up). - */ - void set_game_scale(double game_scale); - -private: - friend class 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 fixed delta time for consistent updates. - * - * Fixed delta time is used for operations that require uniform time steps, such as physics - * calculations. - * - * \return Fixed delta time in seconds. - */ - double get_fixed_delta_time() const; - - /** - * \brief Get the accumulated lag in the game loop. - * - * Lag represents the difference between the target frame time and the actual frame time, - * useful for managing fixed update intervals. - * - * \return Accumulated lag in seconds. - */ - double get_lag() const; - - /** - * \brief Construct a new LoopTimer object. - * - * Private constructor for singleton pattern to restrict instantiation outside the class. - */ - LoopTimer(Mediator & mediator); - - /** - * \brief Update the timer to the current frame. - * - * Calculates and updates the delta time for the current frame and adds it to the cumulative - * game time. - */ - void update(); - - /** - * \brief Advance the game loop by a fixed update interval. - * - * This method progresses the game state by a consistent, fixed time step, allowing for - * stable updates independent of frame rate fluctuations. - */ - void advance_fixed_update(); - -private: - //! Current frames per second - int fps = 50; - //! Current game scale - double game_scale = 1; - //! Maximum delta time in seconds to avoid large jumps - std::chrono::duration<double> maximum_delta_time{0.25}; - //! Delta time for the current frame in seconds - std::chrono::duration<double> delta_time{0.0}; - //! Target time per frame in seconds - std::chrono::duration<double> frame_target_time = std::chrono::duration<double>(1.0) / fps; - //! Fixed delta time for fixed updates in seconds - std::chrono::duration<double> fixed_delta_time = std::chrono::duration<double>(1.0) / 50.0; - //! Total elapsed game time in seconds - std::chrono::duration<double> elapsed_time{0.0}; - //! Total elapsed time for fixed updates in seconds - std::chrono::duration<double> elapsed_fixed_time{0.0}; - //! Time of the last frame - std::chrono::steady_clock::time_point last_frame_time; -}; - -} // namespace crepe diff --git a/src/crepe/api/Rigidbody.h b/src/crepe/api/Rigidbody.h index 40c6bf1..b08c8db 100644 --- a/src/crepe/api/Rigidbody.h +++ b/src/crepe/api/Rigidbody.h @@ -53,7 +53,7 @@ public: */ struct Data { //! objects mass - float mass = 0.0; + float mass = 1; /** * \brief Gravity scale factor. * @@ -79,7 +79,7 @@ public: //! Linear velocity of the object (speed and direction). vec2 linear_velocity; //! Maximum linear velocity of the object. This limits the object's speed. - vec2 max_linear_velocity = {INFINITY, INFINITY}; + float max_linear_velocity = INFINITY; //! Linear velocity coefficient. This scales the object's velocity for adjustment or damping. vec2 linear_velocity_coefficient = {1, 1}; //! \} diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index 1dbd6a5..20bb030 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -2,6 +2,7 @@ #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> @@ -232,15 +233,12 @@ SDL_FRect SDLContext::get_dst_rect(const DestinationRectangleData & ctx) const { 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; - const CameraValues & cam = ctx.cam; - - size *= cam.render_scale * ctx.img_scale * data.scale_offset; - - vec2 screen_pos - = (ctx.pos + data.position_offset - cam.cam_pos + (cam.zoomed_viewport) / 2) - * cam.render_scale - - size / 2 + cam.bar_size; + 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, @@ -269,7 +267,6 @@ void SDLContext::draw(const RenderContext & ctx) { SDL_FRect dstrect = this->get_dst_rect(SDLContext::DestinationRectangleData{ .sprite = ctx.sprite, .texture = ctx.texture, - .cam = ctx.cam, .pos = ctx.pos, .img_scale = ctx.scale, }); @@ -281,10 +278,9 @@ void SDLContext::draw(const RenderContext & ctx) { angle, NULL, render_flip); } -SDLContext::CameraValues SDLContext::set_camera(const Camera & cam) { +void SDLContext::update_camera_view(const Camera & cam, const vec2 & new_pos) { const Camera::Data & cam_data = cam.data; - CameraValues ret_cam; // resize window int w, h; SDL_GetWindowSize(this->game_window.get(), &w, &h); @@ -292,9 +288,10 @@ SDLContext::CameraValues SDLContext::set_camera(const Camera & cam) { SDL_SetWindowSize(this->game_window.get(), cam.screen.x, cam.screen.y); } - vec2 & zoomed_viewport = ret_cam.zoomed_viewport; - vec2 & bar_size = ret_cam.bar_size; - vec2 & render_scale = ret_cam.render_scale; + 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; @@ -336,12 +333,8 @@ SDLContext::CameraValues SDLContext::set_camera(const Camera & cam) { // fill bg color SDL_RenderFillRect(this->game_renderer.get(), &bg); - - return ret_cam; } -uint64_t SDLContext::get_ticks() const { return SDL_GetTicks64(); } - std::unique_ptr<SDL_Texture, std::function<void(SDL_Texture *)>> SDLContext::texture_from_path(const std::string & path) { @@ -372,12 +365,14 @@ ivec2 SDLContext::get_size(const Texture & ctx) { return size; } -void SDLContext::delay(int ms) const { SDL_Delay(ms); } - std::vector<SDLContext::EventData> SDLContext::get_events() { std::vector<SDLContext::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(EventData{ @@ -401,7 +396,7 @@ std::vector<SDLContext::EventData> SDLContext::get_events() { event_list.push_back(EventData{ .event_type = SDLContext::EventType::MOUSEDOWN, .mouse_button = sdl_to_mousebutton(event.button.button), - .mouse_position = {event.button.x, event.button.y}, + .mouse_position = mouse_pos, }); break; case SDL_MOUSEBUTTONUP: { @@ -410,21 +405,21 @@ std::vector<SDLContext::EventData> SDLContext::get_events() { event_list.push_back(EventData{ .event_type = SDLContext::EventType::MOUSEUP, .mouse_button = sdl_to_mousebutton(event.button.button), - .mouse_position = {event.button.x, event.button.y}, + .mouse_position = mouse_pos, }); } break; case SDL_MOUSEMOTION: { event_list.push_back( EventData{.event_type = SDLContext::EventType::MOUSEMOVE, - .mouse_position = {event.motion.x, event.motion.y}, + .mouse_position = mouse_pos, .rel_mouse_move = {event.motion.xrel, event.motion.yrel}}); } break; case SDL_MOUSEWHEEL: { event_list.push_back(EventData{ .event_type = SDLContext::EventType::MOUSEWHEEL, - .mouse_position = {event.motion.x, event.motion.y}, + .mouse_position = mouse_pos, // TODO: why is this needed? .scroll_direction = event.wheel.y < 0 ? -1 : 1, .scroll_delta = event.wheel.preciseY, diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index 46b779f..bcadf87 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -24,7 +24,6 @@ class Texture; class Mediator; /** - * \class SDLContext * \brief Facade for the SDL library * * SDLContext is a singleton that handles the SDL window and renderer, provides methods for @@ -33,7 +32,7 @@ class Mediator; class SDLContext { public: //! data that the camera component cannot hold - struct CameraValues { + struct CameraAuxiliaryData { //! zoomed in viewport in game_units vec2 zoomed_viewport; @@ -64,7 +63,6 @@ public: struct RenderContext { const Sprite & sprite; const Texture & texture; - const CameraValues & cam; const vec2 & pos; const double & angle; const double & scale; @@ -193,18 +191,20 @@ public: void present_screen(); /** - * \brief sets the background of the camera (will be adjusted in future PR) - * \param camera Reference to the Camera object. - * \return camera data the component cannot store + * \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 */ - CameraValues set_camera(const Camera & camera); + void update_camera_view(const Camera & camera, const vec2 & new_pos); public: //! the data needed to construct a sdl dst rectangle struct DestinationRectangleData { const Sprite & sprite; const Texture & texture; - const CameraValues & cam; const vec2 & pos; const double & img_scale; }; @@ -233,6 +233,13 @@ private: //! 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; }; } // namespace crepe diff --git a/src/crepe/manager/CMakeLists.txt b/src/crepe/manager/CMakeLists.txt index aa19f3e..48e444f 100644 --- a/src/crepe/manager/CMakeLists.txt +++ b/src/crepe/manager/CMakeLists.txt @@ -4,6 +4,7 @@ target_sources(crepe PUBLIC Manager.cpp SaveManager.cpp SceneManager.cpp + LoopTimerManager.cpp ResourceManager.cpp ReplayManager.cpp SystemManager.cpp @@ -19,6 +20,7 @@ target_sources(crepe PUBLIC FILE_SET HEADERS FILES SaveManager.h SceneManager.h SceneManager.hpp + LoopTimerManager.h ResourceManager.h ResourceManager.hpp ReplayManager.h diff --git a/src/crepe/manager/EventManager.cpp b/src/crepe/manager/EventManager.cpp index 20f0dd3..6aa49ee 100644 --- a/src/crepe/manager/EventManager.cpp +++ b/src/crepe/manager/EventManager.cpp @@ -3,11 +3,9 @@ using namespace crepe; using namespace std; -EventManager & EventManager::get_instance() { - static EventManager instance; - return instance; +EventManager::EventManager(Mediator & mediator) : Manager(mediator) { + this->mediator.event_manager = *this; } - void EventManager::dispatch_events() { for (auto & event : this->events_queue) { this->handle_event(event.type, event.channel, *event.event.get()); diff --git a/src/crepe/manager/EventManager.h b/src/crepe/manager/EventManager.h index ba5e98b..639e37f 100644 --- a/src/crepe/manager/EventManager.h +++ b/src/crepe/manager/EventManager.h @@ -8,6 +8,8 @@ #include "../api/Event.h" #include "../api/EventHandler.h" +#include "Manager.h" + namespace crepe { //! Event listener unique ID @@ -22,27 +24,19 @@ typedef size_t subscription_t; typedef size_t event_channel_t; /** - * \class EventManager * \brief Manages event subscriptions, triggers, and queues, enabling decoupled event handling. * * The `EventManager` acts as a centralized event system. It allows for registering callbacks * for specific event types, triggering events synchronously, queueing events for later * processing, and managing subscriptions via unique identifiers. */ -class EventManager { +class EventManager : public Manager { public: static constexpr const event_channel_t CHANNEL_ALL = -1; - /** - * \brief Get the singleton instance of the EventManager. - * - * This method returns the unique instance of the EventManager, creating it if it - * doesn't already exist. Ensures only one instance is active in the program. - * - * \return Reference to the singleton instance of the EventManager. + * \param mediator A reference to a Mediator object used for transfering managers. */ - static EventManager & get_instance(); - + EventManager(Mediator & mediator); /** * \brief Subscribe to a specific event type. * @@ -108,13 +102,6 @@ public: private: /** - * \brief Default constructor for the EventManager. - * - * Constructor is private to enforce the singleton pattern. - */ - EventManager() = default; - - /** * \struct QueueEntry * \brief Represents an entry in the event queue. */ diff --git a/src/crepe/manager/LoopTimerManager.cpp b/src/crepe/manager/LoopTimerManager.cpp new file mode 100644 index 0000000..9819632 --- /dev/null +++ b/src/crepe/manager/LoopTimerManager.cpp @@ -0,0 +1,91 @@ +#include <chrono> +#include <thread> + +#include "../util/Log.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 = 1.0 / duration_cast<seconds>(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..139294d --- /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<double> 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 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 target_fps = 60; + //! Actual frames per second. + unsigned 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/Mediator.h b/src/crepe/manager/Mediator.h index 95ca4b5..842f1de 100644 --- a/src/crepe/manager/Mediator.h +++ b/src/crepe/manager/Mediator.h @@ -2,17 +2,15 @@ #include "../util/OptionalRef.h" -// TODO: remove these singletons: -#include "EventManager.h" - namespace crepe { class ComponentManager; class SceneManager; +class EventManager; +class LoopTimerManager; class SaveManager; class ResourceManager; class SDLContext; -class LoopTimer; class ReplayManager; class SystemManager; @@ -32,10 +30,10 @@ 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<EventManager> event_manager = EventManager::get_instance(); OptionalRef<ResourceManager> resource_manager; - OptionalRef<LoopTimer> timer; OptionalRef<ReplayManager> replay_manager; OptionalRef<SystemManager> system_manager; }; diff --git a/src/crepe/manager/SceneManager.cpp b/src/crepe/manager/SceneManager.cpp index 50a9fbb..d4ca90b 100644 --- a/src/crepe/manager/SceneManager.cpp +++ b/src/crepe/manager/SceneManager.cpp @@ -32,4 +32,7 @@ void SceneManager::load_next_scene() { // Load the new scene scene->load_scene(); + + //clear the next scene + next_scene.clear(); } diff --git a/src/crepe/system/AISystem.cpp b/src/crepe/system/AISystem.cpp index 3c3fd93..0f35010 100644 --- a/src/crepe/system/AISystem.cpp +++ b/src/crepe/system/AISystem.cpp @@ -1,22 +1,22 @@ #include <algorithm> #include <cmath> -#include "api/LoopTimer.h" #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; - LoopTimer & timer = mediator.timer; + LoopTimerManager & loop_timer = mediator.loop_timer; RefVector<AI> ai_components = mgr.get_components_by_type<AI>(); - //TODO: Use fixed loop dt (this is not available at master at the moment) - double dt = timer.get_delta_time(); + float dt = loop_timer.get_scaled_fixed_delta_time().count(); // Loop through all AI components for (AI & ai : ai_components) { @@ -144,7 +144,7 @@ vec2 AISystem::arrive(const AI & ai, const Rigidbody & rigidbody, } float speed = distance / ai.arrive_deceleration; - speed = std::min(speed, rigidbody.data.max_linear_velocity.length()); + speed = std::min(speed, rigidbody.data.max_linear_velocity); vec2 desired_velocity = to_target * (speed / distance); return desired_velocity - rigidbody.data.linear_velocity; diff --git a/src/crepe/system/AnimatorSystem.cpp b/src/crepe/system/AnimatorSystem.cpp index 02647f1..ad4eaa8 100644 --- a/src/crepe/system/AnimatorSystem.cpp +++ b/src/crepe/system/AnimatorSystem.cpp @@ -1,6 +1,6 @@ #include "../api/Animator.h" #include "../manager/ComponentManager.h" -#include "api/LoopTimer.h" +#include "../manager/LoopTimerManager.h" #include "AnimatorSystem.h" @@ -8,10 +8,10 @@ using namespace crepe; void AnimatorSystem::frame_update() { ComponentManager & mgr = this->mediator.component_manager; - LoopTimer & timer = this->mediator.timer; + LoopTimerManager & timer = this->mediator.loop_timer; RefVector<Animator> animations = mgr.get_components_by_type<Animator>(); - double elapsed_time = timer.get_current_time(); + unsigned long long elapsed_time = timer.get_elapsed_time().count(); for (Animator & a : animations) { if (!a.active) continue; diff --git a/src/crepe/system/EventSystem.cpp b/src/crepe/system/EventSystem.cpp index bf2b6bc..5475798 100644 --- a/src/crepe/system/EventSystem.cpp +++ b/src/crepe/system/EventSystem.cpp @@ -1,3 +1,4 @@ +#include "../manager/EventManager.h" #include "EventSystem.h" using namespace crepe; diff --git a/src/crepe/system/PhysicsSystem.cpp b/src/crepe/system/PhysicsSystem.cpp index 714e531..62f8132 100644 --- a/src/crepe/system/PhysicsSystem.cpp +++ b/src/crepe/system/PhysicsSystem.cpp @@ -5,88 +5,94 @@ #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() { - ComponentManager & mgr = this->mediator.component_manager; + const Mediator & mediator = this->mediator; + ComponentManager & mgr = mediator.component_manager; + LoopTimerManager & loop_timer = mediator.loop_timer; RefVector<Rigidbody> rigidbodies = mgr.get_components_by_type<Rigidbody>(); - RefVector<Transform> transforms = mgr.get_components_by_type<Transform>(); + float dt = loop_timer.get_scaled_fixed_delta_time().count(); - double gravity = Config::get_instance().physics.gravity; + float gravity = Config::get_instance().physics.gravity; for (Rigidbody & rigidbody : rigidbodies) { if (!rigidbody.active) continue; + Transform & transform + = mgr.get_components_by_id<Transform>(rigidbody.game_object_id).front().get(); switch (rigidbody.data.body_type) { case Rigidbody::BodyType::DYNAMIC: - for (Transform & transform : transforms) { - if (transform.game_object_id == rigidbody.game_object_id) { + if (transform.game_object_id == rigidbody.game_object_id) { + // Add gravity - // Add gravity - if (rigidbody.data.gravity_scale > 0) { - rigidbody.data.linear_velocity.y - += (rigidbody.data.mass * rigidbody.data.gravity_scale - * gravity); - } - // Add damping - if (rigidbody.data.angular_velocity_coefficient > 0) { - rigidbody.data.angular_velocity - *= rigidbody.data.angular_velocity_coefficient; - } - if (rigidbody.data.linear_velocity_coefficient.x > 0 - && rigidbody.data.linear_velocity_coefficient.y > 0) { - rigidbody.data.linear_velocity - *= rigidbody.data.linear_velocity_coefficient; - } + if (rigidbody.data.mass <= 0) { + throw std::runtime_error("Mass must be greater than 0"); + } - // Max velocity check - if (rigidbody.data.angular_velocity - > rigidbody.data.max_angular_velocity) { - rigidbody.data.angular_velocity - = rigidbody.data.max_angular_velocity; - } else if (rigidbody.data.angular_velocity - < -rigidbody.data.max_angular_velocity) { - rigidbody.data.angular_velocity - = -rigidbody.data.max_angular_velocity; - } + if (gravity <= 0) { + throw std::runtime_error("Config Gravity must be greater than 0"); + } - if (rigidbody.data.linear_velocity.x - > rigidbody.data.max_linear_velocity.x) { - rigidbody.data.linear_velocity.x - = rigidbody.data.max_linear_velocity.x; - } else if (rigidbody.data.linear_velocity.x - < -rigidbody.data.max_linear_velocity.x) { - rigidbody.data.linear_velocity.x - = -rigidbody.data.max_linear_velocity.x; - } + if (rigidbody.data.gravity_scale > 0 && !rigidbody.data.constraints.y) { + rigidbody.data.linear_velocity.y + += (rigidbody.data.mass * rigidbody.data.gravity_scale * gravity + * dt); + } + // Add coefficient rotation + if (rigidbody.data.angular_velocity_coefficient > 0) { + rigidbody.data.angular_velocity + *= std::pow(rigidbody.data.angular_velocity_coefficient, dt); + } - if (rigidbody.data.linear_velocity.y - > rigidbody.data.max_linear_velocity.y) { - rigidbody.data.linear_velocity.y - = rigidbody.data.max_linear_velocity.y; - } else if (rigidbody.data.linear_velocity.y - < -rigidbody.data.max_linear_velocity.y) { - rigidbody.data.linear_velocity.y - = -rigidbody.data.max_linear_velocity.y; - } + // Add coefficient movement horizontal + if (rigidbody.data.linear_velocity_coefficient.x > 0 + && !rigidbody.data.constraints.x) { + rigidbody.data.linear_velocity.x + *= std::pow(rigidbody.data.linear_velocity_coefficient.x, dt); + } - // Move object - if (!rigidbody.data.constraints.rotation) { - transform.rotation += rigidbody.data.angular_velocity; - transform.rotation = std::fmod(transform.rotation, 360.0); - if (transform.rotation < 0) { - transform.rotation += 360.0; - } - } - if (!rigidbody.data.constraints.x) { - transform.position.x += rigidbody.data.linear_velocity.x; - } - if (!rigidbody.data.constraints.y) { - transform.position.y += rigidbody.data.linear_velocity.y; + // Add coefficient movement horizontal + if (rigidbody.data.linear_velocity_coefficient.y > 0 + && !rigidbody.data.constraints.y) { + rigidbody.data.linear_velocity.y + *= std::pow(rigidbody.data.linear_velocity_coefficient.y, dt); + } + + // Max velocity check + if (rigidbody.data.angular_velocity + > rigidbody.data.max_angular_velocity) { + rigidbody.data.angular_velocity = rigidbody.data.max_angular_velocity; + } else if (rigidbody.data.angular_velocity + < -rigidbody.data.max_angular_velocity) { + rigidbody.data.angular_velocity = -rigidbody.data.max_angular_velocity; + } + + // Set max velocity to maximum length + if (rigidbody.data.linear_velocity.length() + > rigidbody.data.max_linear_velocity) { + rigidbody.data.linear_velocity.normalize(); + rigidbody.data.linear_velocity *= rigidbody.data.max_linear_velocity; + } + + // Move object + if (!rigidbody.data.constraints.rotation) { + transform.rotation += rigidbody.data.angular_velocity * dt; + transform.rotation = std::fmod(transform.rotation, 360.0); + if (transform.rotation < 0) { + transform.rotation += 360.0; } } + if (!rigidbody.data.constraints.x) { + transform.position.x += rigidbody.data.linear_velocity.x * dt; + } + if (!rigidbody.data.constraints.y) { + transform.position.y += rigidbody.data.linear_velocity.y * dt; + } } break; case Rigidbody::BodyType::KINEMATIC: diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp index 7e9dfc6..607bbab 100644 --- a/src/crepe/system/RenderSystem.cpp +++ b/src/crepe/system/RenderSystem.cpp @@ -15,6 +15,7 @@ #include "../manager/ResourceManager.h" #include "RenderSystem.h" +#include "types.h" using namespace crepe; using namespace std; @@ -29,7 +30,7 @@ void RenderSystem::present_screen() { ctx.present_screen(); } -SDLContext::CameraValues RenderSystem::update_camera() { +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>(); @@ -40,9 +41,9 @@ SDLContext::CameraValues RenderSystem::update_camera() { if (!cam.active) continue; const Transform & transform = mgr.get_components_by_id<Transform>(cam.game_object_id).front().get(); - SDLContext::CameraValues cam_val = ctx.set_camera(cam); - cam_val.cam_pos = transform.position + cam.data.postion_offset; - return cam_val; + 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"); } @@ -69,8 +70,7 @@ void RenderSystem::frame_update() { this->present_screen(); } -bool RenderSystem::render_particle(const Sprite & sprite, const SDLContext::CameraValues & cam, - const double & scale) { +bool RenderSystem::render_particle(const Sprite & sprite, const double & scale) { ComponentManager & mgr = this->mediator.component_manager; SDLContext & ctx = this->mediator.sdl_context; @@ -93,7 +93,6 @@ bool RenderSystem::render_particle(const Sprite & sprite, const SDLContext::Came ctx.draw(SDLContext::RenderContext{ .sprite = sprite, .texture = res, - .cam = cam, .pos = p.position, .angle = p.angle, .scale = scale, @@ -102,8 +101,7 @@ bool RenderSystem::render_particle(const Sprite & sprite, const SDLContext::Came } return rendering_particles; } -void RenderSystem::render_normal(const Sprite & sprite, const SDLContext::CameraValues & cam, - const Transform & tm) { +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); @@ -111,7 +109,6 @@ void RenderSystem::render_normal(const Sprite & sprite, const SDLContext::Camera ctx.draw(SDLContext::RenderContext{ .sprite = sprite, .texture = res, - .cam = cam, .pos = tm.position, .angle = tm.rotation, .scale = tm.scale, @@ -120,7 +117,7 @@ void RenderSystem::render_normal(const Sprite & sprite, const SDLContext::Camera void RenderSystem::render() { ComponentManager & mgr = this->mediator.component_manager; - const SDLContext::CameraValues & cam = this->update_camera(); + this->update_camera(); RefVector<Sprite> sprites = mgr.get_components_by_type<Sprite>(); RefVector<Sprite> sorted_sprites = this->sort(sprites); @@ -130,10 +127,10 @@ void RenderSystem::render() { const Transform & transform = mgr.get_components_by_id<Transform>(sprite.game_object_id).front().get(); - bool rendered_particles = this->render_particle(sprite, cam, transform.scale); + bool rendered_particles = this->render_particle(sprite, transform.scale); if (rendered_particles) continue; - this->render_normal(sprite, cam, transform); + this->render_normal(sprite, transform); } } diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h index a01923d..1a61f99 100644 --- a/src/crepe/system/RenderSystem.h +++ b/src/crepe/system/RenderSystem.h @@ -2,8 +2,6 @@ #include <cmath> -#include "facade/SDLContext.h" - #include "System.h" #include "types.h" @@ -14,7 +12,6 @@ class Sprite; class Transform; /** - * \class RenderSystem * \brief Manages rendering operations for all game objects. * * RenderSystem is responsible for rendering, clearing and presenting the screen, and @@ -37,7 +34,7 @@ private: void present_screen(); //! Updates the active camera used for rendering. - SDLContext::CameraValues update_camera(); + void update_camera(); //! Renders the whole screen void render(); @@ -52,8 +49,7 @@ private: * constructor is now protected i cannot make tmp inside * \return true if particles have been rendered */ - bool render_particle(const Sprite & sprite, const SDLContext::CameraValues & cam, - const double & scale); + bool render_particle(const Sprite & sprite, const double & scale); /** * \brief renders a sprite with a Transform component on the screen @@ -61,8 +57,7 @@ private: * \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 SDLContext::CameraValues & cam, - const Transform & tm); + void render_normal(const Sprite & sprite, const Transform & tm); /** * \brief sort a vector sprite objects with diff --git a/src/example/AITest.cpp b/src/example/AITest.cpp index f4efc9f..93ba500 100644 --- a/src/example/AITest.cpp +++ b/src/example/AITest.cpp @@ -8,7 +8,6 @@ #include <crepe/api/Scene.h> #include <crepe/api/Script.h> #include <crepe/api/Sprite.h> -#include <crepe/api/Texture.h> #include <crepe/manager/Mediator.h> #include <crepe/types.h> @@ -47,14 +46,19 @@ public: GameObject game_object1 = mgr.new_object("", "", vec2{0, 0}, 0, 1); GameObject game_object2 = mgr.new_object("", "", vec2{0, 0}, 0, 1); - Texture img = Texture("asset/texture/test_ap43.png"); - game_object1.add_component<Sprite>(img, Sprite::Data{ - .color = Color::MAGENTA, - .flip = Sprite::FlipSettings{false, false}, - .sorting_in_layer = 1, - .order_in_layer = 1, - .size = {0, 195}, - }); + 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(); @@ -63,7 +67,7 @@ public: 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, 40}, + .max_linear_velocity = 40, }); game_object1.add_component<BehaviorScript>().set_script<Script1>(); diff --git a/src/example/game.cpp b/src/example/game.cpp index 4239c15..5361f3a 100644 --- a/src/example/game.cpp +++ b/src/example/game.cpp @@ -2,6 +2,7 @@ #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> @@ -11,7 +12,6 @@ #include <crepe/api/Rigidbody.h> #include <crepe/api/Script.h> #include <crepe/api/Sprite.h> -#include <crepe/api/Texture.h> #include <crepe/api/Transform.h> #include <crepe/api/Vector2.h> @@ -66,6 +66,11 @@ class MyScript1 : public Script { //add collider switch break; } + case Keycode::Q: { + Rigidbody & rg = this->get_component<Rigidbody>(); + rg.data.angular_velocity = 1; + break; + } default: break; } @@ -184,15 +189,18 @@ public: world.add_component<BoxCollider>(vec2{screen_size_width / 2 + world_collider / 2, 0}, vec2{world_collider, world_collider}); // right world.add_component<Camera>( - Color::WHITE, ivec2{static_cast<int>(screen_size_width), static_cast<int>(screen_size_height)}, - vec2{screen_size_width, screen_size_height}, 1.0f); + vec2{screen_size_width, screen_size_height}, + Camera::Data{ + .bg_color = Color::WHITE, + .zoom = 1, + }); GameObject game_object1 = mgr.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 = 0, + .gravity_scale = 1, .body_type = Rigidbody::BodyType::DYNAMIC, .linear_velocity = {0, 0}, .constraints = {0, 0, 0}, @@ -203,15 +211,20 @@ public: // add box with boxcollider game_object1.add_component<BoxCollider>(vec2{0, 0}, vec2{20, 20}); game_object1.add_component<BehaviorScript>().set_script<MyScript1>(); - auto img1 = Texture("asset/texture/square.png"); - game_object1.add_component<Sprite>(img1, color, Sprite::FlipSettings{false, false}, 1, - 1, 20); + + 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>(vec2{0, 0}, 10).active = false; - auto img2 = Texture("asset/texture/circle.png"); + Asset img2{"asset/texture/circle.png"}; game_object1 - .add_component<Sprite>(img2, color, Sprite::FlipSettings{false, false}, 1, 1, 20) + .add_component<Sprite>(img2, + Sprite::Data{ + .size = {20, 20}, + }) .active = false; @@ -230,15 +243,19 @@ public: // add box with boxcollider game_object2.add_component<BoxCollider>(vec2{0, 0}, vec2{20, 20}); game_object2.add_component<BehaviorScript>().set_script<MyScript2>(); - auto img3 = Texture("asset/texture/square.png"); - game_object2.add_component<Sprite>(img3, color, Sprite::FlipSettings{false, false}, 1, - 1, 20); + + game_object2.add_component<Sprite>(img1, Sprite::Data{ + .size = {20, 20}, + }); //add circle with cirlcecollider deactiveated game_object2.add_component<CircleCollider>(vec2{0, 0}, 10).active = false; - auto img4 = Texture("asset/texture/circle.png"); + game_object2 - .add_component<Sprite>(img4, color, Sprite::FlipSettings{false, false}, 1, 1, 20) + .add_component<Sprite>(img2, + Sprite::Data{ + .size = {20, 20}, + }) .active = false; } diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index bd4ef95..13e625f 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -1,6 +1,7 @@ #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> @@ -66,10 +67,21 @@ public: //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{1280, 720}, vec2{400, 400}, + 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"; }; diff --git a/src/test/CMakeLists.txt b/src/test/CMakeLists.txt index 28a4f8b..ea92d96 100644 --- a/src/test/CMakeLists.txt +++ b/src/test/CMakeLists.txt @@ -15,6 +15,8 @@ target_sources(test_main PUBLIC ValueBrokerTest.cpp DBTest.cpp Vector2Test.cpp + # LoopManagerTest.cpp + LoopTimerTest.cpp InputTest.cpp ScriptEventTest.cpp ScriptSceneTest.cpp diff --git a/src/test/CollisionTest.cpp b/src/test/CollisionTest.cpp index 0607128..e80e207 100644 --- a/src/test/CollisionTest.cpp +++ b/src/test/CollisionTest.cpp @@ -50,6 +50,7 @@ public: class CollisionTest : public Test { public: Mediator m; + EventManager event_mgr{m}; ComponentManager mgr{m}; CollisionSystem collision_sys{m}; ScriptSystem script_sys{m}; diff --git a/src/test/EventTest.cpp b/src/test/EventTest.cpp index 4a4872d..82272b5 100644 --- a/src/test/EventTest.cpp +++ b/src/test/EventTest.cpp @@ -1,56 +1,41 @@ -#include <gmock/gmock.h> -#include <gtest/gtest.h> - #include <crepe/api/Event.h> -#include <crepe/api/IKeyListener.h> -#include <crepe/api/IMouseListener.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 - EventManager::get_instance().clear(); + event_mgr.clear(); } void TearDown() override { // Ensure cleanup after each test - EventManager::get_instance().clear(); + event_mgr.clear(); } }; -class MockKeyListener : public IKeyListener { -public: - MOCK_METHOD(bool, on_key_pressed, (const KeyPressEvent & event), (override)); - MOCK_METHOD(bool, on_key_released, (const KeyReleaseEvent & event), (override)); -}; - -class MockMouseListener : public IMouseListener { -public: - MOCK_METHOD(bool, on_mouse_clicked, (const MouseClickEvent & event), (override)); - MOCK_METHOD(bool, on_mouse_pressed, (const MousePressEvent & event), (override)); - MOCK_METHOD(bool, on_mouse_released, (const MouseReleaseEvent & event), (override)); - MOCK_METHOD(bool, on_mouse_moved, (const MouseMoveEvent & event), (override)); -}; - TEST_F(EventManagerTest, EventSubscription) { EventHandler<KeyPressEvent> key_handler = [](const KeyPressEvent & e) { return true; }; // Subscribe to KeyPressEvent - EventManager::get_instance().subscribe<KeyPressEvent>(key_handler, 1); + event_mgr.subscribe<KeyPressEvent>(key_handler, 1); // Verify subscription (not directly verifiable; test by triggering event) - EventManager::get_instance().trigger_event<KeyPressEvent>( + event_mgr.trigger_event<KeyPressEvent>( KeyPressEvent{ .repeat = true, .key = Keycode::A, }, 1); - EventManager::get_instance().trigger_event<KeyPressEvent>( + event_mgr.trigger_event<KeyPressEvent>( KeyPressEvent{ .repeat = true, .key = Keycode::A, @@ -68,13 +53,11 @@ TEST_F(EventManagerTest, EventManagerTest_trigger_all_channels) { EXPECT_EQ(e.button, MouseButton::LEFT_MOUSE); return false; }; - EventManager::get_instance().subscribe<MouseClickEvent>(mouse_handler, - EventManager::CHANNEL_ALL); + event_mgr.subscribe<MouseClickEvent>(mouse_handler, EventManager::CHANNEL_ALL); MouseClickEvent click_event{ .mouse_x = 100, .mouse_y = 200, .button = MouseButton::LEFT_MOUSE}; - EventManager::get_instance().trigger_event<MouseClickEvent>(click_event, - EventManager::CHANNEL_ALL); + event_mgr.trigger_event<MouseClickEvent>(click_event, EventManager::CHANNEL_ALL); EXPECT_TRUE(triggered); } @@ -88,19 +71,17 @@ TEST_F(EventManagerTest, EventManagerTest_trigger_one_channel) { EXPECT_EQ(e.button, MouseButton::LEFT_MOUSE); return false; }; - EventManager::get_instance().subscribe<MouseClickEvent>(mouse_handler, test_channel); + event_mgr.subscribe<MouseClickEvent>(mouse_handler, test_channel); MouseClickEvent click_event{ .mouse_x = 100, .mouse_y = 200, .button = MouseButton::LEFT_MOUSE}; - EventManager::get_instance().trigger_event<MouseClickEvent>(click_event, - EventManager::CHANNEL_ALL); + event_mgr.trigger_event<MouseClickEvent>(click_event, EventManager::CHANNEL_ALL); EXPECT_FALSE(triggered); - EventManager::get_instance().trigger_event<MouseClickEvent>(click_event, test_channel); + event_mgr.trigger_event<MouseClickEvent>(click_event, test_channel); } TEST_F(EventManagerTest, EventManagerTest_callback_propagation) { - EventManager & event_manager = EventManager::get_instance(); // Flags to track handler calls bool triggered_true = false; @@ -126,11 +107,11 @@ TEST_F(EventManagerTest, EventManagerTest_callback_propagation) { // Test event MouseClickEvent click_event{ .mouse_x = 100, .mouse_y = 200, .button = MouseButton::LEFT_MOUSE}; - event_manager.subscribe<MouseClickEvent>(mouse_handler_true, EventManager::CHANNEL_ALL); - event_manager.subscribe<MouseClickEvent>(mouse_handler_false, EventManager::CHANNEL_ALL); + event_mgr.subscribe<MouseClickEvent>(mouse_handler_true, EventManager::CHANNEL_ALL); + event_mgr.subscribe<MouseClickEvent>(mouse_handler_false, EventManager::CHANNEL_ALL); // Trigger event - event_manager.trigger_event<MouseClickEvent>(click_event, EventManager::CHANNEL_ALL); + event_mgr.trigger_event<MouseClickEvent>(click_event, EventManager::CHANNEL_ALL); // Check that only the true handler was triggered EXPECT_TRUE(triggered_true); @@ -139,12 +120,12 @@ TEST_F(EventManagerTest, EventManagerTest_callback_propagation) { // Reset and clear triggered_true = false; triggered_false = false; - event_manager.clear(); - event_manager.subscribe<MouseClickEvent>(mouse_handler_false, EventManager::CHANNEL_ALL); - event_manager.subscribe<MouseClickEvent>(mouse_handler_true, EventManager::CHANNEL_ALL); + event_mgr.clear(); + event_mgr.subscribe<MouseClickEvent>(mouse_handler_false, EventManager::CHANNEL_ALL); + event_mgr.subscribe<MouseClickEvent>(mouse_handler_true, EventManager::CHANNEL_ALL); // Trigger event again - event_manager.trigger_event<MouseClickEvent>(click_event, EventManager::CHANNEL_ALL); + event_mgr.trigger_event<MouseClickEvent>(click_event, EventManager::CHANNEL_ALL); // Check that both handlers were triggered EXPECT_TRUE(triggered_true); @@ -152,47 +133,37 @@ TEST_F(EventManagerTest, EventManagerTest_callback_propagation) { } TEST_F(EventManagerTest, EventManagerTest_queue_dispatch) { - EventManager & event_manager = EventManager::get_instance(); bool triggered1 = false; bool triggered2 = false; int test_channel = 1; - - // Adjusted to use KeyPressEvent with repeat as the first variable - EventHandler<KeyPressEvent> key_handler1 = [&](const KeyPressEvent & e) { + EventHandler<MouseClickEvent> mouse_handler1 = [&](const MouseClickEvent & e) { triggered1 = true; - EXPECT_EQ(e.repeat, false); // Expecting repeat to be false - EXPECT_EQ(e.key, Keycode::A); // Adjust expected key code + EXPECT_EQ(e.mouse_x, 100); + EXPECT_EQ(e.mouse_y, 200); + EXPECT_EQ(e.button, MouseButton::LEFT_MOUSE); return false; // Allows propagation }; - - EventHandler<KeyPressEvent> key_handler2 = [&](const KeyPressEvent & e) { + EventHandler<MouseClickEvent> mouse_handler2 = [&](const MouseClickEvent & e) { triggered2 = true; - EXPECT_EQ(e.repeat, false); // Expecting repeat to be false - EXPECT_EQ(e.key, Keycode::A); // Adjust expected key code + EXPECT_EQ(e.mouse_x, 100); + EXPECT_EQ(e.mouse_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); - // Subscribe handlers to KeyPressEvent - event_manager.subscribe<KeyPressEvent>(key_handler1); - event_manager.subscribe<KeyPressEvent>(key_handler2, test_channel); - - // Queue a KeyPressEvent instead of KeyDownEvent - event_manager.queue_event<KeyPressEvent>(KeyPressEvent{ - .repeat = false, .key = Keycode::A}); // Adjust event with repeat flag first - - event_manager.queue_event<KeyPressEvent>( - KeyPressEvent{.repeat = false, - .key = Keycode::A}, // Adjust event for second subscription + event_mgr.queue_event<MouseClickEvent>( + MouseClickEvent{.mouse_x = 100, .mouse_y = 200, .button = MouseButton::LEFT_MOUSE}); + event_mgr.queue_event<MouseClickEvent>( + MouseClickEvent{.mouse_x = 100, .mouse_y = 200, .button = MouseButton::LEFT_MOUSE}, test_channel); - - event_manager.dispatch_events(); - + event_mgr.dispatch_events(); EXPECT_TRUE(triggered1); EXPECT_TRUE(triggered2); } TEST_F(EventManagerTest, EventManagerTest_unsubscribe) { - EventManager & event_manager = EventManager::get_instance(); // Flags to track if handlers are triggered bool triggered1 = false; @@ -215,15 +186,15 @@ TEST_F(EventManagerTest, EventManagerTest_unsubscribe) { return false; // Allows propagation }; // Subscribe handlers - subscription_t handler1_id = event_manager.subscribe<MouseClickEvent>(mouse_handler1); - subscription_t handler2_id = event_manager.subscribe<MouseClickEvent>(mouse_handler2); + subscription_t handler1_id = event_mgr.subscribe<MouseClickEvent>(mouse_handler1); + subscription_t handler2_id = event_mgr.subscribe<MouseClickEvent>(mouse_handler2); // Queue events - event_manager.queue_event<MouseClickEvent>( + event_mgr.queue_event<MouseClickEvent>( MouseClickEvent{.mouse_x = 100, .mouse_y = 200, .button = MouseButton::LEFT_MOUSE}); // Dispatch events - both handlers should be triggered - event_manager.dispatch_events(); + event_mgr.dispatch_events(); EXPECT_TRUE(triggered1); // Handler 1 should be triggered EXPECT_TRUE(triggered2); // Handler 2 should be triggered @@ -232,14 +203,14 @@ TEST_F(EventManagerTest, EventManagerTest_unsubscribe) { triggered2 = false; // Unsubscribe handler1 - event_manager.unsubscribe(handler1_id); + event_mgr.unsubscribe(handler1_id); // Queue the same event again - event_manager.queue_event<MouseClickEvent>( + event_mgr.queue_event<MouseClickEvent>( MouseClickEvent{.mouse_x = 100, .mouse_y = 200, .button = MouseButton::LEFT_MOUSE}); // Dispatch events - only handler 2 should be triggered, handler 1 should NOT - event_manager.dispatch_events(); + event_mgr.dispatch_events(); EXPECT_FALSE(triggered1); // Handler 1 should NOT be triggered EXPECT_TRUE(triggered2); // Handler 2 should be triggered @@ -247,14 +218,14 @@ TEST_F(EventManagerTest, EventManagerTest_unsubscribe) { triggered2 = false; // Unsubscribe handler2 - event_manager.unsubscribe(handler2_id); + event_mgr.unsubscribe(handler2_id); // Queue the event again - event_manager.queue_event<MouseClickEvent>( + event_mgr.queue_event<MouseClickEvent>( MouseClickEvent{.mouse_x = 100, .mouse_y = 200, .button = MouseButton::LEFT_MOUSE}); // Dispatch events - no handler should be triggered - event_manager.dispatch_events(); + event_mgr.dispatch_events(); EXPECT_FALSE(triggered1); // Handler 1 should NOT be triggered EXPECT_FALSE(triggered2); // Handler 2 should NOT be triggered } diff --git a/src/test/InputTest.cpp b/src/test/InputTest.cpp index 770d9b4..41142ba 100644 --- a/src/test/InputTest.cpp +++ b/src/test/InputTest.cpp @@ -1,3 +1,4 @@ +#include "system/RenderSystem.h" #include <gtest/gtest.h> #define protected public #define private public @@ -27,15 +28,20 @@ public: SDLContext sdl_context{mediator}; InputSystem input_system{mediator}; - - EventManager & event_manager = EventManager::get_instance(); + RenderSystem render{mediator}; + EventManager event_manager{mediator}; //GameObject camera; protected: void SetUp() override { - mediator.event_manager = event_manager; - mediator.component_manager = mgr; - event_manager.clear(); + 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 simulate_mouse_click(int mouse_x, int mouse_y, Uint8 mouse_button) { @@ -60,10 +66,6 @@ protected: }; TEST_F(InputTest, MouseDown) { - GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1); - auto & camera = obj.add_component<Camera>( - ivec2{0, 0}, vec2{500, 500}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f}); - camera.active = true; bool mouse_triggered = false; EventHandler<MousePressEvent> on_mouse_down = [&](const MousePressEvent & event) { mouse_triggered = true; @@ -90,10 +92,6 @@ TEST_F(InputTest, MouseDown) { } TEST_F(InputTest, MouseUp) { - GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1); - auto & camera = obj.add_component<Camera>( - ivec2{0, 0}, vec2{500, 500}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f}); - camera.active = true; bool function_triggered = false; EventHandler<MouseReleaseEvent> on_mouse_release = [&](const MouseReleaseEvent & e) { function_triggered = true; @@ -118,10 +116,6 @@ TEST_F(InputTest, MouseUp) { } TEST_F(InputTest, MouseMove) { - GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1); - auto & camera = obj.add_component<Camera>( - ivec2{0, 0}, vec2{500, 500}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f}); - camera.active = true; bool function_triggered = false; EventHandler<MouseMoveEvent> on_mouse_move = [&](const MouseMoveEvent & e) { function_triggered = true; @@ -148,10 +142,6 @@ TEST_F(InputTest, MouseMove) { } TEST_F(InputTest, KeyDown) { - GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1); - auto & camera = obj.add_component<Camera>( - ivec2{0, 0}, vec2{500, 500}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f}); - camera.active = true; bool function_triggered = false; // Define event handler for KeyPressEvent @@ -179,10 +169,6 @@ TEST_F(InputTest, KeyDown) { } TEST_F(InputTest, KeyUp) { - GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1); - auto & camera = obj.add_component<Camera>( - ivec2{0, 0}, vec2{500, 500}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f}); - camera.active = true; bool function_triggered = false; EventHandler<KeyReleaseEvent> on_key_release = [&](const KeyReleaseEvent & event) { function_triggered = true; @@ -203,10 +189,6 @@ TEST_F(InputTest, KeyUp) { } TEST_F(InputTest, MouseClick) { - GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1); - auto & camera = obj.add_component<Camera>( - ivec2{0, 0}, vec2{500, 500}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f}); - camera.active = true; bool on_click_triggered = false; EventHandler<MouseClickEvent> on_mouse_click = [&](const MouseClickEvent & event) { on_click_triggered = true; @@ -224,10 +206,6 @@ TEST_F(InputTest, MouseClick) { } TEST_F(InputTest, testButtonClick) { - GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1); - auto & camera = obj.add_component<Camera>( - ivec2{0, 0}, vec2{500, 500}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f}); - camera.active = true; GameObject button_obj = mgr.new_object("body", "person", vec2{0, 0}, 0, 1); bool button_clicked = false; std::function<void()> on_click = [&]() { button_clicked = true; }; @@ -251,10 +229,6 @@ TEST_F(InputTest, testButtonClick) { } TEST_F(InputTest, testButtonHover) { - GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1); - auto & camera = obj.add_component<Camera>( - ivec2{0, 0}, vec2{500, 500}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f}); - camera.active = true; GameObject button_obj = mgr.new_object("body", "person", vec2{0, 0}, 0, 1); bool button_clicked = false; std::function<void()> on_click = [&]() { button_clicked = true; }; 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..d76bf45 --- /dev/null +++ b/src/test/LoopTimerTest.cpp @@ -0,0 +1,81 @@ +#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, 1); +} + +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); +} diff --git a/src/test/PhysicsTest.cpp b/src/test/PhysicsTest.cpp index 7bd7626..79ed0b8 100644 --- a/src/test/PhysicsTest.cpp +++ b/src/test/PhysicsTest.cpp @@ -3,6 +3,8 @@ #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> @@ -16,6 +18,7 @@ class PhysicsTest : public ::testing::Test { public: ComponentManager component_manager{m}; PhysicsSystem system{m}; + LoopTimerManager loop_timer{m}; void SetUp() override { ComponentManager & mgr = this->component_manager; @@ -27,7 +30,7 @@ public: .mass = 1, .gravity_scale = 1, .body_type = Rigidbody::BodyType::DYNAMIC, - .max_linear_velocity = vec2{10, 10}, + .max_linear_velocity = 10, .max_angular_velocity = 10, .constraints = {0, 0}, }); @@ -55,39 +58,40 @@ TEST_F(PhysicsTest, gravity) { EXPECT_EQ(transform.position.y, 0); system.fixed_update(); - EXPECT_EQ(transform.position.y, 1); + EXPECT_NEAR(transform.position.y, 0.0004, 0.0001); system.fixed_update(); - EXPECT_EQ(transform.position.y, 3); + 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_EQ(rigidbody.data.linear_velocity.y, 10); - EXPECT_EQ(rigidbody.data.linear_velocity.x, 10); + 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_EQ(rigidbody.data.linear_velocity.y, -10); - EXPECT_EQ(rigidbody.data.linear_velocity.x, -10); + EXPECT_NEAR(rigidbody.data.linear_velocity.y, -7.07, 0.01); + EXPECT_NEAR(rigidbody.data.linear_velocity.x, -7.07, 0.01); EXPECT_EQ(rigidbody.data.angular_velocity, -10); } TEST_F(PhysicsTest, movement) { - Config::get_instance().physics.gravity = 0; ComponentManager & mgr = this->component_manager; vector<reference_wrapper<Rigidbody>> rigidbodies = mgr.get_components_by_id<Rigidbody>(0); Rigidbody & rigidbody = rigidbodies.front().get(); + rigidbody.data.gravity_scale = 0; vector<reference_wrapper<Transform>> transforms = mgr.get_components_by_id<Transform>(0); const Transform & transform = transforms.front().get(); ASSERT_FALSE(rigidbodies.empty()); @@ -96,31 +100,33 @@ TEST_F(PhysicsTest, movement) { rigidbody.add_force_linear({1, 1}); rigidbody.add_force_angular(1); system.fixed_update(); - EXPECT_EQ(transform.position.x, 1); - EXPECT_EQ(transform.position.y, 1); - EXPECT_EQ(transform.rotation, 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 = {1, 1, 1}; - EXPECT_EQ(transform.position.x, 1); - EXPECT_EQ(transform.position.y, 1); - EXPECT_EQ(transform.rotation, 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_EQ(rigidbody.data.linear_velocity.x, 0.5); - EXPECT_EQ(rigidbody.data.linear_velocity.y, 0.5); - EXPECT_EQ(rigidbody.data.angular_velocity, 0.5); + EXPECT_NEAR(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_EQ(transform.rotation, 1); + EXPECT_NEAR(transform.rotation, 7.24, 0.01); rigidbody.data.angular_velocity = -360; system.fixed_update(); - EXPECT_EQ(transform.rotation, 1); + 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 index 2c6deba..eccfd89 100644 --- a/src/test/Profiling.cpp +++ b/src/test/Profiling.cpp @@ -17,6 +17,7 @@ #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> diff --git a/src/test/ScriptTest.h b/src/test/ScriptTest.h index 309e016..31fa7c9 100644 --- a/src/test/ScriptTest.h +++ b/src/test/ScriptTest.h @@ -6,8 +6,8 @@ #include <crepe/api/BehaviorScript.h> #include <crepe/api/Script.h> #include <crepe/manager/ComponentManager.h> +#include <crepe/manager/EventManager.h> #include <crepe/system/ScriptSystem.h> - class ScriptTest : public testing::Test { protected: crepe::Mediator mediator; @@ -16,6 +16,7 @@ protected: public: crepe::ComponentManager component_manager{mediator}; crepe::ScriptSystem system{mediator}; + crepe::EventManager event_mgr{mediator}; crepe::GameObject entity = component_manager.new_object(OBJ_NAME); class MyScript : public crepe::Script { |