diff options
-rw-r--r-- | src/crepe/api/Animator.cpp | 23 | ||||
-rw-r--r-- | src/crepe/api/Animator.h | 78 | ||||
-rw-r--r-- | src/crepe/api/CMakeLists.txt | 4 | ||||
-rw-r--r-- | src/crepe/api/Camera.cpp | 18 | ||||
-rw-r--r-- | src/crepe/api/Camera.h | 59 | ||||
-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 | 9 | ||||
-rw-r--r-- | src/crepe/api/Sprite.h | 79 | ||||
-rw-r--r-- | src/crepe/api/Texture.cpp | 15 | ||||
-rw-r--r-- | src/crepe/api/Texture.h | 60 | ||||
-rw-r--r-- | src/crepe/api/Transform.h | 2 | ||||
-rw-r--r-- | src/crepe/facade/SDLContext.cpp | 193 | ||||
-rw-r--r-- | src/crepe/facade/SDLContext.h | 119 | ||||
-rw-r--r-- | src/crepe/system/AnimatorSystem.cpp | 38 | ||||
-rw-r--r-- | src/crepe/system/AnimatorSystem.h | 58 | ||||
-rw-r--r-- | src/crepe/system/CMakeLists.txt | 2 | ||||
-rw-r--r-- | src/crepe/system/RenderSystem.cpp | 35 | ||||
-rw-r--r-- | src/crepe/system/RenderSystem.h | 71 |
19 files changed, 743 insertions, 140 deletions
diff --git a/src/crepe/api/Animator.cpp b/src/crepe/api/Animator.cpp new file mode 100644 index 0000000..4b4d4be --- /dev/null +++ b/src/crepe/api/Animator.cpp @@ -0,0 +1,23 @@ + +#include <cstdint> + +#include "util/log.h" + +#include "Component.h" +#include "Sprite.h" +#include "Animator.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..ae0a896 --- /dev/null +++ b/src/crepe/api/Animator.h @@ -0,0 +1,78 @@ +#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(); + 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..dbbfb32 --- /dev/null +++ b/src/crepe/api/Camera.cpp @@ -0,0 +1,18 @@ + +#include <cstdint> + +#include "util/log.h" + +#include "Component.h" +#include "Color.h" +#include "Camera.h" + +using namespace crepe; + +Camera::Camera(uint32_t id, const Color & color) + : Component(id), bg_color(color), aspect_width(640), aspect_height(480), + zoom(1), x(0), y(0) { + 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..708a523 --- /dev/null +++ b/src/crepe/api/Camera.h @@ -0,0 +1,59 @@ +#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); + + /** + * \brief Destroys the Camera instance. + */ + ~Camera(); + +public: + //! \brief Background color of the camera view. + Color bg_color; + + //! \brief Aspect ratio height for the camera. + double aspect_height; + + //! \brief Aspect ratio width for the camera. + double aspect_width; + + //! \brief X-coordinate of the camera position. + double x; + + //! \brief Y-coordinate of the camera position. + double y; + + //! \brief Zoom level of the camera view. + double zoom; + +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..4ebe3a3 100644 --- a/src/crepe/api/Color.h +++ b/src/crepe/api/Color.h @@ -1,6 +1,8 @@ #pragma once -namespace crepe { +#include <cstdint> + +namespace crepe{ class Color { @@ -8,7 +10,7 @@ class 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 +21,10 @@ public: static const Color & get_black(); private: - double r; - double g; - double b; - double a; + uint8_t r; + uint8_t g; + uint8_t b; + uint8_t a; static Color white; static Color red; @@ -32,6 +34,9 @@ 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..db96c32 100644 --- a/src/crepe/api/Sprite.cpp +++ b/src/crepe/api/Sprite.cpp @@ -1,19 +1,22 @@ -#include <cstdint> #include <memory> +#include "facade/SDLContext.h" #include "../util/log.h" #include "Component.h" -#include "Sprite.h" #include "Texture.h" +#include "Sprite.h" 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..1db32d7 100644 --- a/src/crepe/api/Sprite.h +++ b/src/crepe/api/Sprite.h @@ -1,32 +1,91 @@ #pragma once -#include <SDL2/SDL_rect.h> #include <cstdint> #include <memory> -#include "api/Color.h" -#include "api/Texture.h" - +#include "Color.h" +#include "Texture.h" #include "Component.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..c31f704 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..9bda5fe 100644 --- a/src/crepe/api/Texture.h +++ b/src/crepe/api/Texture.h @@ -3,31 +3,73 @@ // 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: - Texture(const char * src); - Texture(std::unique_ptr<Asset> res); - ~Texture(); + /** + * \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(); + + /** + * \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: - void load(std::unique_ptr<Asset> res); + /** + * \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/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index 8da93e9..5b9ca71 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -1,16 +1,22 @@ #include <SDL2/SDL.h> #include <SDL2/SDL_image.h> +#include <SDL2/SDL_rect.h> #include <SDL2/SDL_render.h> #include <SDL2/SDL_surface.h> #include <SDL2/SDL_video.h> #include <cmath> #include <cstddef> +#include <functional> #include <iostream> +#include <memory> +#include <string> +#include <utility> #include "../api/Sprite.h" #include "../api/Texture.h" #include "../api/Transform.h" #include "../util/log.h" +#include "Exception.h" #include "SDLContext.h" @@ -21,34 +27,6 @@ SDLContext & SDLContext::get_instance() { return instance; } -void SDLContext::handle_events(bool & running) { - SDL_Event event; - while (SDL_PollEvent(&event)) { - if (event.type == SDL_QUIT) { - running = false; - } - } -} - -SDLContext::~SDLContext() { - dbg_trace(); - - if (this->game_renderer != nullptr) - SDL_DestroyRenderer(this->game_renderer); - - if (this->game_window != nullptr) { - SDL_DestroyWindow(this->game_window); - } - - // TODO: how are we going to ensure that these are called from the same - // thread that SDL_Init() was called on? This has caused problems for me - // before. - IMG_Quit(); - SDL_Quit(); -} - -void SDLContext::clear_screen() { SDL_RenderClear(this->game_renderer); } - SDLContext::SDLContext() { dbg_trace(); // FIXME: read window defaults from config manager @@ -59,26 +37,30 @@ SDLContext::SDLContext() { << std::endl; return; } - - this->game_window = SDL_CreateWindow( + SDL_Window * tmp_window = SDL_CreateWindow( "Crepe Game Engine", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, - 1920, 1080, SDL_WINDOW_SHOWN); - if (!this->game_window) { + this->viewport.w, this->viewport.h, 0); + if (!tmp_window) { // FIXME: throw exception std::cerr << "Window could not be created! SDL_Error: " << SDL_GetError() << std::endl; + return; } + this->game_window = {tmp_window, [](SDL_Window* window) { SDL_DestroyWindow(window); }}; - this->game_renderer - = SDL_CreateRenderer(this->game_window, -1, SDL_RENDERER_ACCELERATED); - if (!this->game_renderer) { + + SDL_Renderer* tmp_renderer = SDL_CreateRenderer(this->game_window.get(), -1, + SDL_RENDERER_ACCELERATED); + if (!tmp_renderer) { // FIXME: throw exception std::cerr << "Renderer could not be created! SDL_Error: " << SDL_GetError() << std::endl; - SDL_DestroyWindow(this->game_window); + SDL_DestroyWindow(this->game_window.get()); return; } + this->game_renderer = {tmp_renderer, [](SDL_Renderer* renderer) { SDL_DestroyRenderer(renderer); }}; + int img_flags = IMG_INIT_PNG; if (!(IMG_Init(img_flags) & img_flags)) { // FIXME: throw exception @@ -87,71 +69,118 @@ SDLContext::SDLContext() { } } -void SDLContext::present_screen() { SDL_RenderPresent(this->game_renderer); } +SDLContext::~SDLContext() { + dbg_trace(); -void SDLContext::draw(const Sprite & sprite, const Transform & transform) { + this->game_renderer.reset(); + this->game_window.reset(); - static SDL_RendererFlip render_flip + // TODO: how are we going to ensure that these are called from the same + // thread that SDL_Init() was called on? This has caused problems for me + // before. + IMG_Quit(); + SDL_Quit(); +} + +void SDLContext::handle_events(bool & running) { + //TODO: wouter i need events + /* + SDL_Event event; + SDL_PollEvent(&event); + switch (event.type) { + case SDL_QUIT: + running = false; + break; + case SDL_KEYDOWN: + triggerEvent(KeyPressedEvent(getCustomKey(event.key.keysym.sym))); + break; + case SDL_MOUSEBUTTONDOWN: + int x, y; + SDL_GetMouseState(&x, &y); + triggerEvent(MousePressedEvent(x, y)); + break; + } + */ +} + +void SDLContext::clear_screen() { SDL_RenderClear(this->game_renderer.get()); } +void SDLContext::present_screen() { + SDL_RenderPresent(this->game_renderer.get()); +} + +void SDLContext::draw(const Sprite & sprite, const Transform & transform, + const Camera & cam) { + + SDL_RendererFlip render_flip = (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * sprite.flip.flip_x) | (SDL_FLIP_VERTICAL * sprite.flip.flip_y)); - int w, h; - SDL_QueryTexture(sprite.sprite_image->texture, NULL, NULL, &w, &h); - // needs maybe camera for position + double adjusted_x = (transform.position.x - cam.x) * cam.zoom; + double adjusted_y = (transform.position.y - cam.y) * cam.zoom; + double adjusted_w = sprite.sprite_rect.w * transform.scale * cam.zoom; + double adjusted_h = sprite.sprite_rect.h * transform.scale * cam.zoom; + + SDL_Rect srcrect = { + .x = sprite.sprite_rect.x, + .y = sprite.sprite_rect.y, + .w = sprite.sprite_rect.w, + .h = sprite.sprite_rect.h, + }; + SDL_Rect dstrect = { - .x = static_cast<int>(transform.position.x), - .y = static_cast<int>(transform.position.y), - .w = static_cast<int>(w * transform.scale), - .h = static_cast<int>(h * transform.scale), + .x = static_cast<int>(adjusted_x), + .y = static_cast<int>(adjusted_y), + .w = static_cast<int>(adjusted_w), + .h = static_cast<int>(adjusted_h), }; - double degrees = transform.rotation * 180 / M_PI; - SDL_RenderCopyEx(this->game_renderer, sprite.sprite_image->texture, NULL, - &dstrect, degrees, NULL, render_flip); + SDL_RenderCopyEx(this->game_renderer.get(), + sprite.sprite_image->texture.get(), &srcrect, + + &dstrect, transform.rotation, NULL, render_flip); } -/* -SDL_Texture * SDLContext::setTextureFromPath(const char * path, SDL_Rect & clip, - const int row, const int col) { - dbg_trace(); +void SDLContext::camera(const Camera & cam) { + this->viewport.w = static_cast<int>(cam.aspect_width); + this->viewport.h = static_cast<int>(cam.aspect_height); + this->viewport.x = static_cast<int>(cam.x) - (SCREEN_WIDTH / 2); + this->viewport.y = static_cast<int>(cam.y) - (SCREEN_HEIGHT / 2); - SDL_Surface * tmp = IMG_Load(path); - if (!tmp) { - std::cerr << "Error surface " << IMG_GetError << std::endl; - } + SDL_SetRenderDrawColor(this->game_renderer.get(), cam.bg_color.r, + cam.bg_color.g, cam.bg_color.b, cam.bg_color.a); +} - clip. - w = tmp->w / col; - clip.h = tmp->h / row; +const uint64_t SDLContext::get_ticks() const { return SDL_GetTicks64(); } - SDL_Texture * CreatedTexture - = SDL_CreateTextureFromSurface(this->game_renderer, tmp); +std::unique_ptr<SDL_Texture, std::function<void(SDL_Texture *)>> SDLContext::texture_from_path(const std::string & path) { - if (!CreatedTexture) { - std::cerr << "Error could not create texture " << IMG_GetError - << std::endl; + SDL_Surface * tmp = IMG_Load(path.c_str()); + if (tmp == nullptr) { + throw Exception("surface cannot be load from %s", path.c_str()); } - SDL_FreeSurface(tmp); - return CreatedTexture; -} -*/ + std::unique_ptr<SDL_Surface, std::function<void(SDL_Surface *)>> img_surface; + img_surface = {tmp, [](SDL_Surface * surface) { SDL_FreeSurface(surface); }}; -SDL_Texture * SDLContext::texture_from_path(const char * path) { - dbg_trace(); + SDL_Texture * tmp_texture = SDL_CreateTextureFromSurface( + this->game_renderer.get(), img_surface.get()); - SDL_Surface * tmp = IMG_Load(path); - if (!tmp) { - std::cerr << "Error surface " << IMG_GetError << std::endl; + if ( tmp_texture == nullptr) { + throw Exception("Texture cannot be load from %s", path.c_str()); } - SDL_Texture * created_texture - = SDL_CreateTextureFromSurface(this->game_renderer, tmp); - if (!created_texture) { - std::cerr << "Error could not create texture " << IMG_GetError - << std::endl; - } - SDL_FreeSurface(tmp); + std::unique_ptr<SDL_Texture, std::function<void(SDL_Texture *)>> img_texture; + img_texture = {tmp_texture, [](SDL_Texture * texture) { SDL_DestroyTexture(texture); }}; - return created_texture; + return img_texture; +} +int SDLContext::get_width(const Texture & ctx) const { + int w; + SDL_QueryTexture(ctx.texture.get(), NULL, NULL, &w, NULL); + return w; +} +int SDLContext::get_height(const Texture & ctx) const { + int h; + SDL_QueryTexture(ctx.texture.get(), NULL, NULL, NULL, &h); + return h; } diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index f1ba8a6..93166f2 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -1,48 +1,147 @@ #pragma once +#include <SDL2/SDL_keycode.h> #include <SDL2/SDL_render.h> #include <SDL2/SDL_video.h> +#include <functional> +#include <memory> +#include <string> #include "../api/Sprite.h" #include "../api/Transform.h" -#include "../system/RenderSystem.h" +#include "api/Camera.h" + +//FIXME: this needs to be removed +const int SCREEN_WIDTH = 640; +const int SCREEN_HEIGHT = 480; namespace crepe { +//TODO: Wouter will fix this. cause user cannot this at the moment +typedef SDL_Keycode CREPE_KEYCODES; + class Texture; +class LoopManager; + +/** + * \class SDLContext + * \brief Facade for the SDL library + * + * SDLContext is a singleton that handles the SDL window and renderer, provides methods + * for event handling, and rendering to the screen. It is never used directly by the user + */ class SDLContext { public: - // singleton + /** + * \brief Gets the singleton instance of SDLContext. + * \return Reference to the SDLContext instance. + */ static SDLContext & get_instance(); + SDLContext(const SDLContext &) = delete; SDLContext(SDLContext &&) = delete; SDLContext & operator=(const SDLContext &) = delete; SDLContext & operator=(SDLContext &&) = delete; - //TODO decide events wouter? - private: + //! will only use handle_events + friend class LoopManager; + /** + * \brief Handles SDL events such as window close and input. + * \param running Reference to a boolean flag that controls the main loop. + */ void handle_events(bool & running); private: + //! Will only use get_ticks + friend class AnimatorSystem; + + /** + * \brief Gets the current SDL ticks since the program started. + * \return Current ticks in milliseconds as a constant uint64_t. + */ + const uint64_t get_ticks() const; + +private: + /** + * \brief Constructs an SDLContext instance. + * Initializes SDL, creates a window and renderer. + */ SDLContext(); - virtual ~SDLContext(); + + /** + * \brief Destroys the SDLContext instance. + * Cleans up SDL resources, including the window and renderer. + */ + ~SDLContext(); private: + //! Will use the funtions: texture_from_path, get_width,get_height. friend class Texture; - SDL_Texture * texture_from_path(const char *); - //SDL_Texture* setTextureFromPath(const char*, SDL_Rect& clip, const int row, const int col); + + //! Will use the funtions: texture_from_path, get_width,get_height. + friend class Animator; + + /** + * \brief Loads a texture from a file path. + * \param path Path to the image file. + * \return Pointer to the created SDL_Texture. + */ + std::unique_ptr<SDL_Texture, std::function<void(SDL_Texture *)>> texture_from_path(const std::string & path); + /** + * \brief Gets the width of a texture. + * \param texture Reference to the Texture object. + * \return Width of the texture as an integer. + */ + int get_width(const Texture &) const; + + /** + * \brief Gets the height of a texture. + * \param texture Reference to the Texture object. + * \return Height of the texture as an integer. + */ + int get_height(const Texture &) const; private: + //! Will use draw,clear_screen, present_screen, camera. friend class RenderSystem; - void draw(const Sprite &, const Transform &); + + /** + * \brief Draws a sprite to the screen using the specified transform and camera. + * \param sprite Reference to the Sprite to draw. + * \param transform Reference to the Transform for positioning. + * \param camera Reference to the Camera for view adjustments. + */ + void draw(const Sprite & sprite, const Transform & transform, + const Camera & camera); + + /** + * \brief Clears the screen, preparing for a new frame. + */ void clear_screen(); + + /** + * \brief Presents the rendered frame to the screen. + */ void present_screen(); + /** + * \brief Sets the current camera for rendering. + * \param camera Reference to the Camera object. + */ + void camera(const Camera & camera); + private: - SDL_Window * game_window = nullptr; - SDL_Renderer * game_renderer = nullptr; + + //! sdl Window + std::unique_ptr<SDL_Window, std::function<void(SDL_Window*) >> game_window; + + //! renderer for the crepe engine + std::unique_ptr<SDL_Renderer, std::function<void(SDL_Renderer*)>> game_renderer; + + //! viewport for the camera window + SDL_Rect viewport = {0, 0, 640, 480}; }; } // namespace crepe diff --git a/src/crepe/system/AnimatorSystem.cpp b/src/crepe/system/AnimatorSystem.cpp new file mode 100644 index 0000000..4ea889a --- /dev/null +++ b/src/crepe/system/AnimatorSystem.cpp @@ -0,0 +1,38 @@ + +#include <cstdint> +#include <functional> +#include <vector> + +#include "facade/SDLContext.h" +#include "util/log.h" +#include "api/Animator.h" + +#include "ComponentManager.h" +#include "AnimatorSystem.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..c377ce9 --- /dev/null +++ b/src/crepe/system/AnimatorSystem.h @@ -0,0 +1,58 @@ +#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: + /** + * \brief Private constructor for the AnimatorSystem. + * + * The constructor is private to enforce the singleton pattern, ensuring that only + * one instance of this system can exist. + */ + AnimatorSystem(); + + /** + * \brief Private destructor for the AnimatorSystem. + * + * The destructor cleans up any resources used by the AnimatorSystem. It is private + * to maintain the singleton pattern and prevent direct deletion. + */ + ~AnimatorSystem(); +}; + +} // 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..849d810 100644 --- a/src/crepe/system/RenderSystem.cpp +++ b/src/crepe/system/RenderSystem.cpp @@ -20,7 +20,23 @@ 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 +44,15 @@ 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 - = mgr.get_components_by_id<Transform>(sprite.game_object_id); - for (const Transform & transform : transforms) { - render.draw(sprite, transform); - } + auto transforms = mgr.get_components_by_id<Transform>(sprite.game_object_id); + 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..ec80a0e 100644 --- a/src/crepe/system/RenderSystem.h +++ b/src/crepe/system/RenderSystem.h @@ -1,17 +1,80 @@ #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: - static RenderSystem & get_instance(); - void update(); + /** + * \brief Gets the singleton instance of RenderSystem. + * \return Reference to the RenderSystem instance. + */ + static RenderSystem & get_instance(); + + /** + * \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: + /** + * \brief Constructs a RenderSystem instance. + * Private constructor to enforce singleton pattern. + */ + RenderSystem(); + + /** + * \brief Destroys the RenderSystem instance. + */ + ~RenderSystem(); + + /** + * \brief Clears the screen in preparation for rendering. + */ + void clear_screen() const; + + /** + * \brief Presents the rendered frame to the display. + */ + void present_screen() const; + + /** + * \brief Updates the active camera used for rendering. + */ + void update_camera(); + + /** + * \brief 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: - RenderSystem(); - ~RenderSystem(); + //! Pointer to the current active camera for rendering + // \todo needs a better solution + Camera * curr_cam; }; } // namespace crepe |