diff options
m--------- | lib/soloud | 0 | ||||
-rw-r--r-- | readme.md | 2 | ||||
-rw-r--r-- | src/crepe/api/Animator.cpp | 23 | ||||
-rw-r--r-- | src/crepe/api/Animator.h | 76 | ||||
-rw-r--r-- | src/crepe/api/CMakeLists.txt | 4 | ||||
-rw-r--r-- | src/crepe/api/Camera.cpp | 17 | ||||
-rw-r--r-- | src/crepe/api/Camera.h | 55 | ||||
-rw-r--r-- | src/crepe/api/Color.cpp | 3 | ||||
-rw-r--r-- | src/crepe/api/Color.h | 17 | ||||
-rw-r--r-- | src/crepe/api/Sprite.cpp | 7 | ||||
-rw-r--r-- | src/crepe/api/Sprite.h | 76 | ||||
-rw-r--r-- | src/crepe/api/Texture.cpp | 15 | ||||
-rw-r--r-- | src/crepe/api/Texture.h | 54 | ||||
-rw-r--r-- | src/crepe/api/Transform.h | 2 | ||||
-rw-r--r-- | src/crepe/system/AnimatorSystem.cpp | 37 | ||||
-rw-r--r-- | src/crepe/system/AnimatorSystem.h | 44 | ||||
-rw-r--r-- | src/crepe/system/CMakeLists.txt | 2 | ||||
-rw-r--r-- | src/crepe/system/RenderSystem.cpp | 36 | ||||
-rw-r--r-- | src/crepe/system/RenderSystem.h | 49 |
19 files changed, 480 insertions, 39 deletions
diff --git a/lib/soloud b/lib/soloud -Subproject c8e339fdce5c7107bdb3e64bbf707c8fd3449be +Subproject e82fd32c1f62183922f08c14c814a02b58db187 @@ -29,7 +29,7 @@ This project uses the following libraries |`SDL2`|2.30.9| |`SDL2_image`|2.8.2| |`SDL_ttf`|2.22.0| -|`SoLoud`|20200207| +|`SoLoud`|(latest git `master` version)| |Google Test (`GTest`)|1.15.2| |Berkeley DB (`libdb`)|5.3.21| diff --git a/src/crepe/api/Animator.cpp b/src/crepe/api/Animator.cpp new file mode 100644 index 0000000..8b396af --- /dev/null +++ b/src/crepe/api/Animator.cpp @@ -0,0 +1,23 @@ + +#include <cstdint> + +#include "util/log.h" + +#include "Animator.h" +#include "Component.h" +#include "Sprite.h" + +using namespace crepe; + +Animator::Animator(uint32_t id, Sprite & ss, int row, int col, int col_animator) + : Component(id), spritesheet(ss), row(row), col(col) { + dbg_trace(); + + animator_rect = spritesheet.sprite_rect; + animator_rect.h /= col; + animator_rect.w /= row; + animator_rect.x = 0; + animator_rect.y = col_animator * animator_rect.h; + this->active = false; +} +Animator::~Animator() { dbg_trace(); } diff --git a/src/crepe/api/Animator.h b/src/crepe/api/Animator.h new file mode 100644 index 0000000..def0240 --- /dev/null +++ b/src/crepe/api/Animator.h @@ -0,0 +1,76 @@ +#pragma once + +#include <cstdint> + +#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: + //TODO: need to implement this + void loop(); + void stop(); + +public: + /** + * \brief Constructs an Animator object that will control animations for a sprite sheet. + * + * \param id The unique identifier for the component, typically assigned automatically. + * \param spritesheet A reference to the Sprite object which holds the sprite sheet for animation. + * \param row The maximum number of rows in the sprite sheet. + * \param col The maximum number of columns in the sprite sheet. + * \param col__animate The specific col index of the sprite sheet to animate. This allows selecting which col to animate from multiple col in the sheet. + * + * This constructor sets up the Animator with the given parameters, and initializes the animation system. + */ + Animator(uint32_t id, Sprite & spritesheet, int row, int col, + int col_animate); + + ~Animator(); // dbg_trace + Animator(const Animator &) = delete; + Animator(Animator &&) = delete; + Animator & operator=(const Animator &) = delete; + Animator & operator=(Animator &&) = delete; + +private: + //! A reference to the Sprite sheet containing the animation frames. + Sprite & spritesheet; + + //! The maximum number of columns in the sprite sheet. + const int col; + + //! The maximum number of rows in the sprite sheet. + const int row; + + //! The current col being animated. + int curr_col = 0; + + //! The current row being animated. + int curr_row = 0; + + Rect animator_rect; + + //TODO: Is this necessary? + //int fps; + +private: + //! AnimatorSystem adjust the private member parameters of Animator; + friend class AnimatorSystem; + + //! SDLContext reads the Animator member var's + friend class SDLContext; +}; +} // namespace crepe +// diff --git a/src/crepe/api/CMakeLists.txt b/src/crepe/api/CMakeLists.txt index 3b20142..87cbb09 100644 --- a/src/crepe/api/CMakeLists.txt +++ b/src/crepe/api/CMakeLists.txt @@ -16,6 +16,8 @@ target_sources(crepe PUBLIC Scene.cpp SceneManager.cpp Vector2.cpp + Camera.cpp + Animator.cpp ) target_sources(crepe PUBLIC FILE_SET HEADERS FILES @@ -38,4 +40,6 @@ target_sources(crepe PUBLIC FILE_SET HEADERS FILES Metadata.h SceneManager.h SceneManager.hpp + Camera.h + Animator.h ) diff --git a/src/crepe/api/Camera.cpp b/src/crepe/api/Camera.cpp new file mode 100644 index 0000000..820a6a8 --- /dev/null +++ b/src/crepe/api/Camera.cpp @@ -0,0 +1,17 @@ + +#include <cstdint> + +#include "util/log.h" + +#include "Camera.h" +#include "Color.h" +#include "Component.h" + +using namespace crepe; + +Camera::Camera(uint32_t id, const Color & bg_color) + : Component(id), bg_color(bg_color) { + 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..ba3a9ef --- /dev/null +++ b/src/crepe/api/Camera.h @@ -0,0 +1,55 @@ +#pragma once + +#include <cstdint> + +#include "Color.h" +#include "Component.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: + /** + * \brief Constructs a Camera with the specified ID and background color. + * \param id Unique identifier for the camera component. + * \param bg_color Background color for the camera view. + */ + Camera(uint32_t id, const Color & bg_color); + ~Camera(); // dbg_trace only + +public: + //! Background color of the camera view. + Color bg_color; + + //! Aspect ratio height for the camera. + double aspect_height = 480; + + //! Aspect ratio width for the camera. + double aspect_width = 640; + + //! X-coordinate of the camera position. + double x = 0.0; + + //! Y-coordinate of the camera position. + double y = 0.0; + + //! Zoom level of the camera view. + double zoom = 1.0; + +public: + /** + * \brief Gets the maximum number of camera instances allowed. + * \return Maximum instance count as an integer. + */ + virtual int get_instances_max() const { return 10; } +}; +} // namespace crepe diff --git a/src/crepe/api/Color.cpp b/src/crepe/api/Color.cpp index fc6313d..9e5f187 100644 --- a/src/crepe/api/Color.cpp +++ b/src/crepe/api/Color.cpp @@ -11,8 +11,7 @@ Color Color::cyan = Color(0, 255, 255, 0); Color Color::yellow = Color(255, 255, 0, 0); Color Color::magenta = Color(255, 0, 255, 0); -// FIXME: do we really need double precision for color values? -Color::Color(double red, double green, double blue, double alpha) { +Color::Color(uint8_t red, uint8_t green, uint8_t blue, uint8_t alpha) { this->a = alpha; this->r = red; this->g = green; diff --git a/src/crepe/api/Color.h b/src/crepe/api/Color.h index 6b54888..aa47bf4 100644 --- a/src/crepe/api/Color.h +++ b/src/crepe/api/Color.h @@ -1,14 +1,17 @@ #pragma once +#include <cstdint> + namespace crepe { +// TODO: make Color a struct w/o constructors/destructors class Color { // FIXME: can't these colors be defined as a `static constexpr const Color` // instead? public: - Color(double red, double green, double blue, double alpha); + Color(uint8_t red, uint8_t green, uint8_t blue, uint8_t alpha); static const Color & get_white(); static const Color & get_red(); static const Color & get_green(); @@ -19,10 +22,11 @@ public: static const Color & get_black(); private: - double r; - double g; - double b; - double a; + // TODO: why are these private!? + uint8_t r; + uint8_t g; + uint8_t b; + uint8_t a; static Color white; static Color red; @@ -32,6 +36,9 @@ private: static Color magenta; static Color yellow; static Color black; + +private: + friend class SDLContext; }; } // namespace crepe diff --git a/src/crepe/api/Sprite.cpp b/src/crepe/api/Sprite.cpp index d3465c7..f9cd761 100644 --- a/src/crepe/api/Sprite.cpp +++ b/src/crepe/api/Sprite.cpp @@ -1,7 +1,7 @@ -#include <cstdint> #include <memory> #include "../util/log.h" +#include "facade/SDLContext.h" #include "Component.h" #include "Sprite.h" @@ -10,10 +10,13 @@ using namespace std; using namespace crepe; -Sprite::Sprite(game_object_id_t id, shared_ptr<Texture> image, +Sprite::Sprite(game_object_id_t id, const shared_ptr<Texture> image, const Color & color, const FlipSettings & flip) : Component(id), color(color), flip(flip), sprite_image(image) { dbg_trace(); + + this->sprite_rect.w = sprite_image->get_width(); + this->sprite_rect.h = sprite_image->get_height(); } Sprite::~Sprite() { dbg_trace(); } diff --git a/src/crepe/api/Sprite.h b/src/crepe/api/Sprite.h index 00dcb27..deb3f93 100644 --- a/src/crepe/api/Sprite.h +++ b/src/crepe/api/Sprite.h @@ -1,32 +1,88 @@ #pragma once -#include <SDL2/SDL_rect.h> #include <cstdint> #include <memory> -#include "api/Color.h" -#include "api/Texture.h" - +#include "Color.h" #include "Component.h" +#include "Texture.h" namespace crepe { +struct Rect { + int w = 0; + int h = 0; + int x = 0; + int y = 0; +}; + struct FlipSettings { - bool flip_x = true; - bool flip_y = true; + bool flip_x = false; + bool flip_y = false; }; +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: - Sprite(game_object_id_t id, std::shared_ptr<Texture> image, + // TODO: Loek comment in github #27 will be looked another time + // about shared_ptr Texture + /** + * \brief Constructs a Sprite with specified parameters. + * \param game_id Unique identifier for the game object this sprite belongs to. + * \param image Shared pointer to the texture for this sprite. + * \param color Color tint applied to the sprite. + * \param flip Flip settings for horizontal and vertical orientation. + */ + Sprite(game_object_id_t id, const std::shared_ptr<Texture> image, const Color & color, const FlipSettings & flip); + + /** + * \brief Destroys the Sprite instance. + */ ~Sprite(); - std::shared_ptr<Texture> sprite_image; + + //! Texture used for the sprite + const std::shared_ptr<Texture> sprite_image; + //! Color tint of the sprite Color color; + //! Flip settings for the sprite FlipSettings flip; - uint8_t sorting_in_layer; - uint8_t order_in_layer; + //! Layer sorting level of the sprite + uint8_t sorting_in_layer = 0; + //! Order within the sorting layer + uint8_t order_in_layer = 0; + +public: + /** + * \brief Gets the maximum number of instances allowed for this sprite. + * \return Maximum instance count as an integer. + * + * For now is this number randomly picked. I think it will eventually be 1. + */ + virtual int get_instances_max() const { return 10; } + +private: + //! Reads the sprite_rect of sprite + friend class SDLContext; + + //! Reads the all the variables plus the sprite_rect + friend class Animator; + + //! Reads the all the variables plus the sprite_rect + friend class AnimatorSystem; + + //! Render area of the sprite this will also be adjusted by the AnimatorSystem if an Animator object is present in GameObject + Rect sprite_rect; }; } // namespace crepe diff --git a/src/crepe/api/Texture.cpp b/src/crepe/api/Texture.cpp index 8fc5c13..5ebd23d 100644 --- a/src/crepe/api/Texture.cpp +++ b/src/crepe/api/Texture.cpp @@ -21,12 +21,19 @@ Texture::Texture(const char * src) { Texture::~Texture() { dbg_trace(); - if (this->texture != nullptr) { - SDL_DestroyTexture(this->texture); - } + this->texture.reset(); } void Texture::load(unique_ptr<Asset> res) { SDLContext & ctx = SDLContext::get_instance(); - this->texture = ctx.texture_from_path(res->canonical()); + this->texture = std::move(ctx.texture_from_path(res->canonical())); +} + +int Texture::get_width() const { + if (this->texture == nullptr) return 0; + return SDLContext::get_instance().get_width(*this); +} +int Texture::get_height() const { + if (this->texture == nullptr) return 0; + return SDLContext::get_instance().get_width(*this); } diff --git a/src/crepe/api/Texture.h b/src/crepe/api/Texture.h index 9a86f6f..b89bc17 100644 --- a/src/crepe/api/Texture.h +++ b/src/crepe/api/Texture.h @@ -3,31 +3,75 @@ // FIXME: this header can't be included because this is an API header, and SDL2 // development headers won't be bundled with crepe. Why is this facade in the // API namespace? + #include <SDL2/SDL_render.h> +#include <functional> #include <memory> #include "Asset.h" namespace crepe { -class SDLContext; -} -namespace crepe { +class SDLContext; +class Animator; +/** + * \class Texture + * \brief Manages texture loading and properties. + * + * The Texture class is responsible for loading an image from a source + * and providing access to its dimensions. Textures can be used for rendering. + */ class Texture { public: + /** + * \brief Constructs a Texture from a file path. + * \param src Path to the image file to be loaded as a texture. + */ Texture(const char * src); + + /** + * \brief Constructs a Texture from an Asset resource. + * \param res Unique pointer to an Asset resource containing texture data. + */ Texture(std::unique_ptr<Asset> res); + + /** + * \brief Destroys the Texture instance, freeing associated resources. + */ ~Texture(); + // FIXME: this constructor shouldn't be necessary because this class doesn't + // manage memory + + /** + * \brief Gets the width of the texture. + * \return Width of the texture in pixels. + */ + int get_width() const; + + /** + * \brief Gets the height of the texture. + * \return Height of the texture in pixels. + */ + int get_height() const; private: + /** + * \brief Loads the texture from an Asset resource. + * \param res Unique pointer to an Asset resource to load the texture from. + */ void load(std::unique_ptr<Asset> res); private: - SDL_Texture * texture = nullptr; + //! The texture of the class from the library + std::unique_ptr<SDL_Texture, std::function<void(SDL_Texture *)>> texture; + + //! Grants SDLContext access to private members. + friend class SDLContext; - friend class crepe::SDLContext; + //! Grants Animator access to private members. + friend class Animator; }; } // namespace crepe diff --git a/src/crepe/api/Transform.h b/src/crepe/api/Transform.h index d7a5b8a..756e45b 100644 --- a/src/crepe/api/Transform.h +++ b/src/crepe/api/Transform.h @@ -32,7 +32,7 @@ public: public: //! Translation (shift) Vector2 position; - //! Rotation, in radians + //! Rotation, in degrees double rotation; //! Multiplication factor double scale; diff --git a/src/crepe/system/AnimatorSystem.cpp b/src/crepe/system/AnimatorSystem.cpp new file mode 100644 index 0000000..bf45362 --- /dev/null +++ b/src/crepe/system/AnimatorSystem.cpp @@ -0,0 +1,37 @@ + +#include <cstdint> +#include <functional> +#include <vector> + +#include "api/Animator.h" +#include "facade/SDLContext.h" +#include "util/log.h" + +#include "AnimatorSystem.h" +#include "ComponentManager.h" + +using namespace crepe; + +AnimatorSystem::AnimatorSystem() { dbg_trace(); } +AnimatorSystem::~AnimatorSystem() { dbg_trace(); } + +AnimatorSystem & AnimatorSystem::get_instance() { + static AnimatorSystem instance; + return instance; +} + +void AnimatorSystem::update() { + ComponentManager & mgr = ComponentManager::get_instance(); + + std::vector<std::reference_wrapper<Animator>> animations + = mgr.get_components_by_type<Animator>(); + + uint64_t tick = SDLContext::get_instance().get_ticks(); + for (Animator & a : animations) { + if (a.active) { + a.curr_row = (tick / 100) % a.row; + a.animator_rect.x = (a.curr_row * a.animator_rect.w) + a.curr_col; + a.spritesheet.sprite_rect = a.animator_rect; + } + } +} diff --git a/src/crepe/system/AnimatorSystem.h b/src/crepe/system/AnimatorSystem.h new file mode 100644 index 0000000..969e9d1 --- /dev/null +++ b/src/crepe/system/AnimatorSystem.h @@ -0,0 +1,44 @@ +#pragma once + +#include "System.h" + +//TODO: +// control if flip works with animation system + +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: + /** + * \brief Retrieves the singleton instance of the AnimatorSystem. + * + * \return A reference to the single instance of the AnimatorSystem. + * + * This method ensures that there is only one instance of the AnimatorSystem, following the + * singleton design pattern. It can be used to access the system globally. + */ + static AnimatorSystem & get_instance(); + + /** + * \brief Updates the Animator components. + * + * This method is called periodically (likely every frame) to update the state of all + * Animator components, moving the animations forward and managing their behavior (e.g., looping). + */ + void update() override; + +private: + // private because singleton + AnimatorSystem(); // dbg_trace + ~AnimatorSystem(); // dbg_trace +}; + +} // namespace crepe diff --git a/src/crepe/system/CMakeLists.txt b/src/crepe/system/CMakeLists.txt index ff6f66f..4c18b87 100644 --- a/src/crepe/system/CMakeLists.txt +++ b/src/crepe/system/CMakeLists.txt @@ -4,6 +4,7 @@ target_sources(crepe PUBLIC PhysicsSystem.cpp CollisionSystem.cpp RenderSystem.cpp + AnimatorSystem.cpp ) target_sources(crepe PUBLIC FILE_SET HEADERS FILES @@ -12,4 +13,5 @@ target_sources(crepe PUBLIC FILE_SET HEADERS FILES PhysicsSystem.h CollisionSystem.h RenderSystem.h + AnimatorSystem.h ) diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp index 5a07cc2..10211a3 100644 --- a/src/crepe/system/RenderSystem.cpp +++ b/src/crepe/system/RenderSystem.cpp @@ -20,7 +20,25 @@ RenderSystem & RenderSystem::get_instance() { return instance; } -void RenderSystem::update() { +void RenderSystem::clear_screen() const { + SDLContext::get_instance().clear_screen(); +} + +void RenderSystem::present_screen() const { + SDLContext::get_instance().present_screen(); +} +void RenderSystem::update_camera() { + ComponentManager & mgr = ComponentManager::get_instance(); + + std::vector<std::reference_wrapper<Camera>> cameras + = mgr.get_components_by_type<Camera>(); + + for (Camera & cam : cameras) { + SDLContext::get_instance().camera(cam); + this->curr_cam = &cam; + } +} +void RenderSystem::render_sprites() const { ComponentManager & mgr = ComponentManager::get_instance(); @@ -28,14 +46,16 @@ void RenderSystem::update() { = mgr.get_components_by_type<Sprite>(); SDLContext & render = SDLContext::get_instance(); - render.clear_screen(); - for (const Sprite & sprite : sprites) { - std::vector<std::reference_wrapper<Transform>> transforms + auto transforms = mgr.get_components_by_id<Transform>(sprite.game_object_id); - for (const Transform & transform : transforms) { - render.draw(sprite, transform); - } + render.draw(sprite, transforms[0], *curr_cam); } - render.present_screen(); +} + +void RenderSystem::update() { + this->clear_screen(); + this->update_camera(); + this->render_sprites(); + this->present_screen(); } diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h index 4b910a4..70db21a 100644 --- a/src/crepe/system/RenderSystem.h +++ b/src/crepe/system/RenderSystem.h @@ -1,17 +1,64 @@ #pragma once +#include "api/Camera.h" + #include "System.h" namespace crepe { +/** + * \class RenderSystem + * \brief Manages rendering operations for all game objects. + * + * RenderSystem is responsible for rendering sprites, clearing and presenting the screen, + * and managing the active camera. It functions as a singleton, providing centralized + * rendering services for the application. + */ class RenderSystem : public System { public: + /** + * \brief Gets the singleton instance of RenderSystem. + * \return Reference to the RenderSystem instance. + */ static RenderSystem & get_instance(); - void update(); + + /** + * \brief Updates the RenderSystem for the current frame. + * This method is called to perform all rendering operations for the current game frame. + */ + void update() override; private: + // Private constructor to enforce singleton pattern. RenderSystem(); ~RenderSystem(); + + //! Clears the screen in preparation for rendering. + void clear_screen() const; + + //! Presents the rendered frame to the display. + void present_screen() const; + + //! Updates the active camera used for rendering. + void update_camera(); + + //! Renders all active sprites to the screen. + void render_sprites() const; + + /** + * \todo Include color handling for sprites. + * \todo Implement particle emitter rendering with sprites. + * \todo Add text rendering using SDL_ttf for text components. + * \todo Implement a text component and a button component. + * \todo Ensure each sprite is checked for active status before rendering. + * \todo Sort all layers by order before rendering. + * \todo Consider adding text input functionality. + */ + +private: + //! Pointer to the current active camera for rendering + Camera * curr_cam = nullptr; + // TODO: needs a better solution }; } // namespace crepe |