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-rw-r--r--src/crepe/api/AI.cpp89
-rw-r--r--src/crepe/api/AI.h128
-rw-r--r--src/crepe/api/Animator.cpp53
-rw-r--r--src/crepe/api/Animator.h101
-rw-r--r--src/crepe/api/Asset.cpp20
-rw-r--r--src/crepe/api/Asset.h24
-rw-r--r--src/crepe/api/AssetManager.h62
-rw-r--r--src/crepe/api/AssetManager.hpp22
-rw-r--r--src/crepe/api/AudioSource.cpp15
-rw-r--r--src/crepe/api/AudioSource.h50
-rw-r--r--src/crepe/api/BehaviorScript.cpp6
-rw-r--r--src/crepe/api/BehaviorScript.h16
-rw-r--r--src/crepe/api/BehaviorScript.hpp14
-rw-r--r--src/crepe/api/BoxCollider.cpp10
-rw-r--r--src/crepe/api/BoxCollider.h23
-rw-r--r--src/crepe/api/Button.cpp10
-rw-r--r--src/crepe/api/Button.h57
-rw-r--r--src/crepe/api/CMakeLists.txt33
-rw-r--r--src/crepe/api/Camera.cpp9
-rw-r--r--src/crepe/api/Camera.h51
-rw-r--r--src/crepe/api/CircleCollider.cpp8
-rw-r--r--src/crepe/api/CircleCollider.h17
-rw-r--r--src/crepe/api/Color.cpp37
-rw-r--r--src/crepe/api/Color.h49
-rw-r--r--src/crepe/api/Config.h48
-rw-r--r--src/crepe/api/Event.h162
-rw-r--r--src/crepe/api/EventHandler.cpp5
-rw-r--r--src/crepe/api/EventHandler.h96
-rw-r--r--src/crepe/api/EventHandler.hpp20
-rw-r--r--src/crepe/api/GameObject.cpp14
-rw-r--r--src/crepe/api/GameObject.h24
-rw-r--r--src/crepe/api/GameObject.hpp2
-rw-r--r--src/crepe/api/KeyCodes.h160
-rw-r--r--src/crepe/api/LoopManager.cpp80
-rw-r--r--src/crepe/api/LoopManager.h92
-rw-r--r--src/crepe/api/LoopManager.hpp12
-rw-r--r--src/crepe/api/LoopTimer.cpp79
-rw-r--r--src/crepe/api/LoopTimer.h144
-rw-r--r--src/crepe/api/Metadata.h2
-rw-r--r--src/crepe/api/ParticleEmitter.cpp7
-rw-r--r--src/crepe/api/ParticleEmitter.h59
-rw-r--r--src/crepe/api/ResourceManager.cpp41
-rw-r--r--src/crepe/api/ResourceManager.h69
-rw-r--r--src/crepe/api/Rigidbody.cpp6
-rw-r--r--src/crepe/api/Rigidbody.h150
-rw-r--r--src/crepe/api/SaveManager.cpp173
-rw-r--r--src/crepe/api/SaveManager.h114
-rw-r--r--src/crepe/api/Scene.cpp14
-rw-r--r--src/crepe/api/Scene.h74
-rw-r--r--src/crepe/api/Scene.hpp19
-rw-r--r--src/crepe/api/SceneManager.cpp34
-rw-r--r--src/crepe/api/SceneManager.h45
-rw-r--r--src/crepe/api/SceneManager.hpp21
-rw-r--r--src/crepe/api/Script.cpp40
-rw-r--r--src/crepe/api/Script.h172
-rw-r--r--src/crepe/api/Script.hpp59
-rw-r--r--src/crepe/api/Sprite.cpp18
-rw-r--r--src/crepe/api/Sprite.h124
-rw-r--r--src/crepe/api/Text.cpp12
-rw-r--r--src/crepe/api/Text.h66
-rw-r--r--src/crepe/api/Texture.cpp39
-rw-r--r--src/crepe/api/Texture.h75
-rw-r--r--src/crepe/api/Transform.cpp2
-rw-r--r--src/crepe/api/Transform.h15
-rw-r--r--src/crepe/api/UIObject.cpp8
-rw-r--r--src/crepe/api/UIObject.h25
-rw-r--r--src/crepe/api/Vector2.cpp33
-rw-r--r--src/crepe/api/Vector2.h79
-rw-r--r--src/crepe/api/Vector2.hpp166
69 files changed, 2177 insertions, 1426 deletions
diff --git a/src/crepe/api/AI.cpp b/src/crepe/api/AI.cpp
new file mode 100644
index 0000000..2195249
--- /dev/null
+++ b/src/crepe/api/AI.cpp
@@ -0,0 +1,89 @@
+#include <stdexcept>
+#include <type_traits>
+
+#include "AI.h"
+#include "types.h"
+
+namespace crepe {
+
+AI::AI(game_object_id_t id, float max_force) : Component(id), max_force(max_force) {}
+
+void AI::make_circle_path(float radius, const vec2 & center, float start_angle,
+ bool clockwise) {
+ if (radius <= 0) {
+ throw std::runtime_error("Radius must be greater than 0");
+ }
+
+ // The step size is determined by the radius (step size is in radians)
+ float step = RADIUS_TO_STEP / radius;
+ // Force at least MIN_STEP steps (in case of a small radius)
+ if (step > 2 * M_PI / MIN_STEP) {
+ step = 2 * M_PI / MIN_STEP;
+ }
+ // The path node distance is determined by the step size and the radius
+ this->path_node_distance = radius * step * PATH_NODE_DISTANCE_FACTOR;
+
+ if (clockwise) {
+ for (float i = start_angle; i < 2 * M_PI + start_angle; i += step) {
+ path.push_back(vec2{static_cast<float>(center.x + radius * cos(i)),
+ static_cast<float>(center.y + radius * sin(i))});
+ }
+ } else {
+ for (float i = start_angle; i > start_angle - 2 * M_PI; i -= step) {
+ path.push_back(vec2{static_cast<float>(center.x + radius * cos(i)),
+ static_cast<float>(center.y + radius * sin(i))});
+ }
+ }
+}
+
+void AI::make_oval_path(float radius_x, float radius_y, const vec2 & center, float start_angle,
+ bool clockwise, float rotation) {
+ if (radius_x <= 0 && radius_y <= 0) {
+ throw std::runtime_error("Radius must be greater than 0");
+ }
+
+ float max_radius = std::max(radius_x, radius_y);
+ // The step size is determined by the radius (step size is in radians)
+ float step = RADIUS_TO_STEP / max_radius;
+ // Force at least MIN_STEP steps (in case of a small radius)
+ if (step > 2 * M_PI / MIN_STEP) {
+ step = 2 * M_PI / MIN_STEP;
+ }
+ // The path node distance is determined by the step size and the radius
+ this->path_node_distance = max_radius * step * PATH_NODE_DISTANCE_FACTOR;
+
+ std::function<vec2(vec2, vec2)> rotate_point = [rotation](vec2 point, vec2 center) {
+ float s = sin(rotation);
+ float c = cos(rotation);
+
+ // Translate point back to origin
+ point.x -= center.x;
+ point.y -= center.y;
+
+ // Rotate point
+ float xnew = point.x * c - point.y * s;
+ float ynew = point.x * s + point.y * c;
+
+ // Translate point back
+ point.x = xnew + center.x;
+ point.y = ynew + center.y;
+
+ return point;
+ };
+
+ if (clockwise) {
+ for (float i = start_angle; i < 2 * M_PI + start_angle; i += step) {
+ vec2 point = {static_cast<float>(center.x + radius_x * cos(i)),
+ static_cast<float>(center.y + radius_y * sin(i))};
+ path.push_back(rotate_point(point, center));
+ }
+ } else {
+ for (float i = start_angle; i > start_angle - 2 * M_PI; i -= step) {
+ vec2 point = {static_cast<float>(center.x + radius_x * cos(i)),
+ static_cast<float>(center.y + radius_y * sin(i))};
+ path.push_back(rotate_point(point, center));
+ }
+ }
+}
+
+} // namespace crepe
diff --git a/src/crepe/api/AI.h b/src/crepe/api/AI.h
new file mode 100644
index 0000000..c780a91
--- /dev/null
+++ b/src/crepe/api/AI.h
@@ -0,0 +1,128 @@
+#pragma once
+
+#include "Component.h"
+#include "types.h"
+
+namespace crepe {
+
+/**
+ * \brief The AI component is used to control the movement of an entity using AI.
+ *
+ * The AI component can be used to control the movement of an entity. The AI component can be used
+ * to implement different behaviors such as seeking, fleeing, arriving, and path following.
+ */
+class AI : public Component {
+public:
+ //! The different types of behaviors that can be used
+ enum BehaviorTypeMask {
+ SEEK = 0x00002,
+ FLEE = 0x00004,
+ ARRIVE = 0x00008,
+ PATH_FOLLOW = 0x00010,
+ };
+
+public:
+ /**
+ * \param id The id of the game object
+ * \param max_force The maximum force that can be applied to the entity
+ */
+ AI(game_object_id_t id, float max_force);
+
+ /**
+ * \brief Check if a behavior is on (aka activated)
+ *
+ * \param behavior The behavior to check
+ * \return true if the behavior is on, false otherwise
+ */
+ bool on(BehaviorTypeMask behavior) const { return (flags & behavior); }
+ //! Turn on the seek behavior
+ void seek_on() { flags |= SEEK; }
+ //! Turn off the seek behavior
+ void seek_off() { flags &= ~SEEK; }
+ //! Turn on the flee behavior
+ void flee_on() { flags |= FLEE; }
+ //! Turn off the flee behavior
+ void flee_off() { flags &= ~FLEE; }
+ //! Turn on the arrive behavior
+ void arrive_on() { flags |= ARRIVE; }
+ //! Turn off the arrive behavior
+ void arrive_off() { flags &= ~ARRIVE; }
+ //! Turn on the path follow behavior
+ void path_follow_on() { flags |= PATH_FOLLOW; }
+ //! Turn off the path follow behavior
+ void path_follow_off() { flags &= ~PATH_FOLLOW; }
+
+ /**
+ * \brief Add a path node (for the path following behavior)
+ *
+ * \note The path is not relative to the entity's position (it is an absolute path)
+ *
+ * \param node The path node to add
+ */
+ void add_path_node(const vec2 & node) { path.push_back(node); }
+ /**
+ * \brief Make a circle path (for the path following behavior)
+ *
+ * \note The path is not relative to the entity's position (it is an absolute path)
+ *
+ * \param radius The radius of the circle (in game units)
+ * \param center The center of the circle (in game units)
+ * \param start_angle The start angle of the circle (in radians)
+ * \param clockwise The direction of the circle
+ */
+ void make_circle_path(float radius, const vec2 & center = {0, 0}, float start_angle = 0,
+ bool clockwise = true);
+ /**
+ * \brief Make an oval path (for the path following behavior)
+ *
+ * \note The path is not relative to the entity's position (it is an absolute path)
+ *
+ * \param radius_x The x radius of the oval (in game units)
+ * \param radius_y The y radius of the oval (in game units)
+ * \param center The center of the oval (in game units)
+ * \param start_angle The start angle of the oval (in radians)
+ * \param clockwise The direction of the oval
+ * \param rotation The rotation of the oval (in radians)
+ */
+ void make_oval_path(float radius_x, float radius_y, const vec2 & center = {0, 0},
+ float start_angle = 0, bool clockwise = true, float rotation = 0);
+
+public:
+ //! The maximum force that can be applied to the entity (higher values will make the entity adjust faster)
+ float max_force;
+
+ //! The target to seek at
+ vec2 seek_target;
+ //! The target to arrive at
+ vec2 arrive_target;
+ //! The target to flee from
+ vec2 flee_target;
+ //! The distance at which the entity will start to flee from the target
+ float square_flee_panic_distance = 200.0f * 200.0f;
+ //! The deceleration rate for the arrive behavior (higher values will make the entity decelerate faster (less overshoot))
+ float arrive_deceleration = 40.0f;
+ //! The path to follow (for the path following behavior)
+ std::vector<vec2> path;
+ //! The distance from the path node at which the entity will move to the next node (automatically set by make_circle_path())
+ float path_node_distance = 400.0f;
+ //! Looping behavior for the path
+ bool path_loop = true;
+
+private:
+ //! The flags for the behaviors
+ int flags = 0;
+ //! The current path index
+ size_t path_index = 0;
+
+ //! The AISystem is the only class that should access the flags and path_index variables
+ friend class AISystem;
+
+ //! The minimum amount of steps for the path following behavior
+ static constexpr int MIN_STEP = 16;
+ //! The radius to step size ratio for the path following behavior
+ static constexpr float RADIUS_TO_STEP = 400.0f;
+ //! The path node distance factor for the path following behavior
+ static constexpr float PATH_NODE_DISTANCE_FACTOR = 0.75f;
+};
+
+} // namespace crepe
diff --git a/src/crepe/api/Animator.cpp b/src/crepe/api/Animator.cpp
index 464b0fd..4ce4bf0 100644
--- a/src/crepe/api/Animator.cpp
+++ b/src/crepe/api/Animator.cpp
@@ -7,18 +7,51 @@
using namespace crepe;
-Animator::Animator(game_object_id_t id, Sprite & ss, int row, int col, int col_animator)
+Animator::Animator(game_object_id_t id, Sprite & spritesheet, const ivec2 & single_frame_size,
+ const uvec2 & grid_size, const Animator::Data & data)
: Component(id),
- spritesheet(ss),
- row(row),
- col(col) {
+ spritesheet(spritesheet),
+ grid_size(grid_size),
+ data(data) {
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;
+ this->spritesheet.mask.w = single_frame_size.x;
+ this->spritesheet.mask.h = single_frame_size.y;
+ this->spritesheet.mask.x = 0;
+ this->spritesheet.mask.y = 0;
+
+ this->spritesheet.aspect_ratio
+ = static_cast<float>(single_frame_size.x) / single_frame_size.y;
}
+
Animator::~Animator() { dbg_trace(); }
+
+void Animator::loop() { this->data.looping = true; }
+
+void Animator::play() { this->active = true; }
+
+void Animator::pause() { this->active = false; }
+
+void Animator::stop() {
+ this->active = false;
+ this->data.col = 0;
+ this->data.row = 0;
+}
+void Animator::set_fps(int fps) { this->data.fps = fps; }
+
+void Animator::set_cycle_range(int start, int end) {
+ this->data.cycle_start = start, this->data.cycle_end = end;
+}
+
+void Animator::set_anim(int col) {
+ Animator::Data & ctx = this->data;
+ this->spritesheet.mask.x = ctx.row = 0;
+ ctx.col = col;
+ this->spritesheet.mask.y = ctx.col * this->spritesheet.mask.h;
+}
+
+void Animator::next_anim() {
+ Animator::Data & ctx = this->data;
+ ctx.row = ctx.row++ % this->grid_size.x;
+ this->spritesheet.mask.x = ctx.row * this->spritesheet.mask.w;
+}
diff --git a/src/crepe/api/Animator.h b/src/crepe/api/Animator.h
index 53f4b91..5918800 100644
--- a/src/crepe/api/Animator.h
+++ b/src/crepe/api/Animator.h
@@ -1,5 +1,7 @@
#pragma once
+#include "../types.h"
+
#include "Component.h"
#include "Sprite.h"
@@ -16,62 +18,87 @@ class SDLContext;
* sheet. It can be used to play animations, loop them, or stop them.
*/
class Animator : public Component {
+public:
+ struct Data {
+ //! frames per second for animation
+ unsigned int fps = 1;
+ //! The current col being animated.
+ unsigned int col = 0;
+ //! The current row being animated.
+ unsigned int row = 0;
+ //! should the animation loop
+ bool looping = false;
+ //! starting frame for cycling
+ unsigned int cycle_start = 0;
+ //! end frame for cycling (-1 = use last frame)
+ int cycle_end = -1;
+ };
public:
- //TODO: need to implement this
+ //! Animator will repeat the animation
void loop();
+ //! starts the animation
+ void play();
+ //! pauses the animation
+ void pause();
+ /**
+ * \brief stops the animation
+ *
+ * sets the active on false and resets all the current rows and columns
+ */
void stop();
+ /**
+ * \brief set frames per second
+ *
+ * \param fps frames per second
+ */
+ void set_fps(int fps);
+ /**
+ * \brief set the range in the row
+ *
+ * \param start of row animation
+ * \param end of row animation
+ */
+ void set_cycle_range(int start, int end);
+ /**
+ * \brief select which column to animate from
+ *
+ * \param col animation column
+ */
+ void set_anim(int col);
+ //! will go to the next animaiton of current row
+ void next_anim();
public:
/**
* \brief Constructs an Animator object that will control animations for a sprite sheet.
*
* \param id The unique identifier for the component, typically assigned automatically.
- * \param spritesheet 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.
+ * \param spritesheet the reference to the spritesheet
+ * \param single_frame_size the width and height in pixels of a single frame inside the
+ * spritesheet
+ * \param grid_size the max rows and columns inside the given spritesheet
+ * \param data extra animation data for more control
*
* This constructor sets up the Animator with the given parameters, and initializes the
* animation system.
*/
- Animator(uint32_t id, Sprite & spritesheet, int row, int col, int col_animate);
-
+ Animator(game_object_id_t id, Sprite & spritesheet, const ivec2 & single_frame_size,
+ const uvec2 & grid_size, const Animator::Data & data);
~Animator(); // dbg_trace
- Animator(const Animator &) = delete;
- Animator(Animator &&) = delete;
- Animator & operator=(const Animator &) = delete;
- Animator & operator=(Animator &&) = delete;
+
+public:
+ Animator::Data data;
private:
- //! A reference to the Sprite sheet containing the animation frames.
+ //! A reference to the Sprite sheet containing.
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 maximum number of rows and columns inside the spritesheet
+ const uvec2 grid_size;
- //! 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;
+ //! Uses the spritesheet
+ friend AnimatorSystem;
};
+
} // namespace crepe
-//
diff --git a/src/crepe/api/Asset.cpp b/src/crepe/api/Asset.cpp
index 5271cf7..e148367 100644
--- a/src/crepe/api/Asset.cpp
+++ b/src/crepe/api/Asset.cpp
@@ -2,34 +2,33 @@
#include <stdexcept>
#include <whereami.h>
-#include "Asset.h"
#include "api/Config.h"
+#include "Asset.h"
+
using namespace crepe;
using namespace std;
-Asset::Asset(const string & src) : src(find_asset(src)) { }
-Asset::Asset(const char * src) : src(find_asset(src)) { }
+Asset::Asset(const string & src) : src(find_asset(src)) {}
+Asset::Asset(const char * src) : src(find_asset(src)) {}
const string & Asset::get_path() const noexcept { return this->src; }
string Asset::find_asset(const string & src) const {
auto & cfg = Config::get_instance();
- auto & root_pattern = cfg.asset.root_pattern;
+ string & root_pattern = cfg.asset.root_pattern;
// if root_pattern is empty, find_asset must return all paths as-is
if (root_pattern.empty()) return src;
// absolute paths do not need to be resolved, only canonicalized
filesystem::path path = src;
- if (path.is_absolute())
- return filesystem::canonical(path);
+ if (path.is_absolute()) return filesystem::canonical(path);
// find directory matching root_pattern
filesystem::path root = this->whereami();
while (1) {
- if (filesystem::exists(root / root_pattern))
- break;
+ if (filesystem::exists(root / root_pattern)) break;
if (!root.has_parent_path())
throw runtime_error(format("Asset: Cannot find root pattern ({})", root_pattern));
root = root.parent_path();
@@ -48,11 +47,8 @@ string Asset::whereami() const noexcept {
return path;
}
-bool Asset::operator==(const Asset & other) const noexcept {
- return this->src == other.src;
-}
+bool Asset::operator==(const Asset & other) const noexcept { return this->src == other.src; }
size_t std::hash<const Asset>::operator()(const Asset & asset) const noexcept {
return std::hash<string>{}(asset.get_path());
};
-
diff --git a/src/crepe/api/Asset.h b/src/crepe/api/Asset.h
index 685dd3a..bfd0ac7 100644
--- a/src/crepe/api/Asset.h
+++ b/src/crepe/api/Asset.h
@@ -33,13 +33,29 @@ public:
* \param other Possibly different instance of \c Asset to test equality against
* \return True if \c this and \c other are equal
*/
- bool operator == (const Asset & other) const noexcept;
+ bool operator==(const Asset & other) const noexcept;
private:
//! path to asset
const std::string src;
private:
+ /**
+ * \brief Locate asset path, or throw exception if it cannot be found
+ *
+ * This function resolves asset locations relative to crepe::Config::root_pattern if it is
+ * set and \p src is a relative path. If \p src is an absolute path, it is canonicalized.
+ * This function only returns if the file can be found.
+ *
+ * \param src Arbitrary path to resource file
+ *
+ * \returns \p src if crepe::Config::root_pattern is empty
+ * \returns Canonical path to \p src
+ *
+ * \throws std::runtime_error if root_pattern cannot be found
+ * \throws std::filesystem::filesystem_error if the resolved path does not exist
+ * \throws std::filesystem::filesystem_error if the path cannot be canonicalized
+ */
std::string find_asset(const std::string & src) const;
/**
* \returns The path to the current executable
@@ -52,7 +68,8 @@ private:
namespace std {
//! Hash helper struct
-template<> struct hash<const crepe::Asset> {
+template <>
+struct hash<const crepe::Asset> {
/**
* \brief Hash operator for crepe::Asset
*
@@ -64,5 +81,4 @@ template<> struct hash<const crepe::Asset> {
size_t operator()(const crepe::Asset & asset) const noexcept;
};
-}
-
+} // namespace std
diff --git a/src/crepe/api/AssetManager.h b/src/crepe/api/AssetManager.h
deleted file mode 100644
index fee6780..0000000
--- a/src/crepe/api/AssetManager.h
+++ /dev/null
@@ -1,62 +0,0 @@
-#pragma once
-
-#include <any>
-#include <memory>
-#include <string>
-#include <unordered_map>
-
-namespace crepe {
-
-/**
- * \brief The AssetManager is responsible for storing and managing assets over multiple scenes.
- *
- * The AssetManager ensures that assets are loaded once and can be accessed across different
- * scenes. It caches assets to avoid reloading them every time a scene is loaded. Assets are
- * retained in memory until the AssetManager is destroyed, at which point the cached assets are
- * cleared.
- */
-class AssetManager {
-
-private:
- //! A cache that holds all the assets, accessible by their file path, over multiple scenes.
- std::unordered_map<std::string, std::any> asset_cache;
-
-private:
- AssetManager();
- virtual ~AssetManager();
-
-public:
- AssetManager(const AssetManager &) = delete;
- AssetManager(AssetManager &&) = delete;
- AssetManager & operator=(const AssetManager &) = delete;
- AssetManager & operator=(AssetManager &&) = delete;
-
- /**
- * \brief Retrieves the singleton instance of the AssetManager.
- *
- * \return A reference to the single instance of the AssetManager.
- */
- static AssetManager & get_instance();
-
-public:
- /**
- * \brief Caches an asset by loading it from the given file path.
- *
- * \param file_path The path to the asset file to load.
- * \param reload If true, the asset will be reloaded from the file, even if it is already
- * cached.
- * \tparam T The type of asset to cache (e.g., texture, sound, etc.).
- *
- * \return A shared pointer to the cached asset.
- *
- * This template function caches the asset at the given file path. If the asset is already
- * cached and `reload` is false, the existing cached version will be returned. Otherwise, the
- * asset will be reloaded and added to the cache.
- */
- template <typename T>
- std::shared_ptr<T> cache(const std::string & file_path, bool reload = false);
-};
-
-} // namespace crepe
-
-#include "AssetManager.hpp"
diff --git a/src/crepe/api/AssetManager.hpp b/src/crepe/api/AssetManager.hpp
deleted file mode 100644
index 1c0e978..0000000
--- a/src/crepe/api/AssetManager.hpp
+++ /dev/null
@@ -1,22 +0,0 @@
-#pragma once
-
-#include "AssetManager.h"
-
-namespace crepe {
-
-template <typename asset>
-std::shared_ptr<asset> AssetManager::cache(const std::string & file_path, bool reload) {
- auto it = asset_cache.find(file_path);
-
- if (!reload && it != asset_cache.end()) {
- return std::any_cast<std::shared_ptr<asset>>(it->second);
- }
-
- std::shared_ptr<asset> new_asset = std::make_shared<asset>(file_path.c_str());
-
- asset_cache[file_path] = new_asset;
-
- return new_asset;
-}
-
-} // namespace crepe
diff --git a/src/crepe/api/AudioSource.cpp b/src/crepe/api/AudioSource.cpp
index 4baac9a..7b05cb1 100644
--- a/src/crepe/api/AudioSource.cpp
+++ b/src/crepe/api/AudioSource.cpp
@@ -3,18 +3,13 @@
using namespace crepe;
using namespace std;
-AudioSource::AudioSource(game_object_id_t id, const Asset & src) :
- Component(id),
- source(src)
-{ }
+AudioSource::AudioSource(game_object_id_t id, const Asset & src)
+ : Component(id),
+ source(src) {}
void AudioSource::play(bool looping) {
this->loop = looping;
- this->playing = true;
-}
-
-void AudioSource::stop() {
- this->playing = false;
- this->rewind = true;
+ this->oneshot_play = true;
}
+void AudioSource::stop() { this->oneshot_stop = true; }
diff --git a/src/crepe/api/AudioSource.h b/src/crepe/api/AudioSource.h
index 1264790..b20e490 100644
--- a/src/crepe/api/AudioSource.h
+++ b/src/crepe/api/AudioSource.h
@@ -1,9 +1,11 @@
#pragma once
#include "../Component.h"
+#include "../facade/SoundHandle.h"
#include "../types.h"
#include "Asset.h"
+#include "GameObject.h"
namespace crepe {
@@ -15,15 +17,19 @@ class AudioSource : public Component {
friend class AudioSystem;
protected:
+ /**
+ * \param source Sound sample to load
+ */
AudioSource(game_object_id_t id, const Asset & source);
- //! Only ComponentManager can create components
+ //! Only ComponentManager creates components
friend class ComponentManager;
+
public:
- // But std::unique_ptr needs to be able to destoy this component again
+ // std::unique_ptr needs to be able to destoy this component
virtual ~AudioSource() = default;
public:
- //! Start or resume this audio source
+ //! Start this audio source
void play(bool looping = false);
//! Stop this audio source
void stop();
@@ -40,21 +46,29 @@ private:
//! This audio source's clip
const Asset source;
- //! If this source is playing audio
- bool playing = false;
- //! Rewind the sample location
- bool rewind = false;
-
-private:
- //! Value of \c active after last system update
- bool last_active = false;
- //! Value of \c playing after last system update
- bool last_playing = false;
- //! Value of \c volume after last system update
- float last_volume = 1.0;
- //! Value of \c loop after last system update
- bool last_loop = false;
+ /**
+ * \name One-shot state variables
+ *
+ * These variables trigger function calls when set to true, and are unconditionally reset on
+ * every system update.
+ *
+ * \{
+ */
+ //! Play this sample
+ bool oneshot_play = false;
+ //! Stop this sample
+ bool oneshot_stop = false;
+ //! \}
+ /**
+ * \name State diffing variables
+ * \{
+ */
+ typeof(active) last_active = false;
+ typeof(volume) last_volume = volume;
+ typeof(loop) last_loop = loop;
+ //! \}
+ //! This source's voice handle
+ SoundHandle voice{};
};
} // namespace crepe
-
diff --git a/src/crepe/api/BehaviorScript.cpp b/src/crepe/api/BehaviorScript.cpp
index 7bbace0..d22afdf 100644
--- a/src/crepe/api/BehaviorScript.cpp
+++ b/src/crepe/api/BehaviorScript.cpp
@@ -4,12 +4,12 @@
using namespace crepe;
-BehaviorScript::BehaviorScript(game_object_id_t id, ComponentManager & mgr)
+BehaviorScript::BehaviorScript(game_object_id_t id, Mediator & mediator)
: Component(id),
- component_manager(mgr) {}
+ mediator(mediator) {}
template <>
BehaviorScript & GameObject::add_component<BehaviorScript>() {
ComponentManager & mgr = this->component_manager;
- return mgr.add_component<BehaviorScript>(this->id, mgr);
+ return mgr.add_component<BehaviorScript>(this->id, mgr.mediator);
}
diff --git a/src/crepe/api/BehaviorScript.h b/src/crepe/api/BehaviorScript.h
index 9d85d4c..3909b96 100644
--- a/src/crepe/api/BehaviorScript.h
+++ b/src/crepe/api/BehaviorScript.h
@@ -23,14 +23,13 @@ class BehaviorScript : public Component {
protected:
/**
* \param id Parent \c GameObject id
- * \param component_manager Reference to component manager (passed through to \c Script
- * instance)
+ * \param mediator Mediator reference
*
* \note Calls to this constructor (should) always pass through \c GameObject::add_component,
* which has an exception for this specific component type. This was done so the user does
* not have to pass references used within \c Script to each \c BehaviorScript instance.
*/
- BehaviorScript(game_object_id_t id, ComponentManager & component_manager);
+ BehaviorScript(game_object_id_t id, Mediator & mediator);
//! Only ComponentManager is allowed to instantiate BehaviorScript
friend class ComponentManager;
@@ -39,11 +38,14 @@ public:
* \brief Set the concrete script of this component
*
* \tparam T Concrete script type (derived from \c crepe::Script)
+ * \tparam Args Arguments for concrete script constructor
+ *
+ * \param args Arguments for concrete script constructor (forwarded using perfect forwarding)
*
* \returns Reference to BehaviorScript component (`*this`)
*/
- template <class T>
- BehaviorScript & set_script();
+ template <class T, typename... Args>
+ BehaviorScript & set_script(Args &&... args);
protected:
//! Script instance
@@ -52,8 +54,8 @@ protected:
friend class ScriptSystem;
protected:
- //! Reference to component manager (passed to Script)
- ComponentManager & component_manager;
+ //! Reference mediator
+ Mediator & mediator;
};
/**
diff --git a/src/crepe/api/BehaviorScript.hpp b/src/crepe/api/BehaviorScript.hpp
index d80321d..b9bb1e2 100644
--- a/src/crepe/api/BehaviorScript.hpp
+++ b/src/crepe/api/BehaviorScript.hpp
@@ -9,14 +9,16 @@
namespace crepe {
-template <class T>
-BehaviorScript & BehaviorScript::set_script() {
+template <class T, typename... Args>
+BehaviorScript & BehaviorScript::set_script(Args &&... args) {
dbg_trace();
static_assert(std::is_base_of<Script, T>::value);
- Script * s = new T();
- s->game_object_id = this->game_object_id;
- s->component_manager_ref = &this->component_manager;
- this->script = std::unique_ptr<Script>(s);
+ this->script = std::unique_ptr<Script>(new T(std::forward<Args>(args)...));
+
+ this->script->game_object_id = this->game_object_id;
+ this->script->active = this->active;
+ this->script->mediator = this->mediator;
+
return *this;
}
diff --git a/src/crepe/api/BoxCollider.cpp b/src/crepe/api/BoxCollider.cpp
new file mode 100644
index 0000000..a893d41
--- /dev/null
+++ b/src/crepe/api/BoxCollider.cpp
@@ -0,0 +1,10 @@
+#include "BoxCollider.h"
+
+#include "../Collider.h"
+
+using namespace crepe;
+
+BoxCollider::BoxCollider(game_object_id_t game_object_id, const vec2 & dimensions,
+ const vec2 & offset)
+ : Collider(game_object_id, offset),
+ dimensions(dimensions) {}
diff --git a/src/crepe/api/BoxCollider.h b/src/crepe/api/BoxCollider.h
new file mode 100644
index 0000000..d643e7f
--- /dev/null
+++ b/src/crepe/api/BoxCollider.h
@@ -0,0 +1,23 @@
+#pragma once
+
+#include "../Collider.h"
+#include "Vector2.h"
+#include "types.h"
+
+namespace crepe {
+
+/**
+ * \brief A class representing a box-shaped collider.
+ *
+ * This class is used for collision detection with other colliders (e.g., CircleCollider).
+ */
+class BoxCollider : public Collider {
+public:
+ BoxCollider(game_object_id_t game_object_id, const vec2 & dimensions,
+ const vec2 & offset = {0, 0});
+
+ //! Width and height of the box collider
+ vec2 dimensions;
+};
+
+} // namespace crepe
diff --git a/src/crepe/api/Button.cpp b/src/crepe/api/Button.cpp
new file mode 100644
index 0000000..305922c
--- /dev/null
+++ b/src/crepe/api/Button.cpp
@@ -0,0 +1,10 @@
+#include "Button.h"
+
+namespace crepe {
+
+Button::Button(game_object_id_t id, const vec2 & dimensions, const vec2 & offset,
+ const std::function<void()> & on_click)
+ : UIObject(id, dimensions, offset),
+ on_click(on_click) {}
+
+} // namespace crepe
diff --git a/src/crepe/api/Button.h b/src/crepe/api/Button.h
new file mode 100644
index 0000000..08f5dec
--- /dev/null
+++ b/src/crepe/api/Button.h
@@ -0,0 +1,57 @@
+#pragma once
+
+#include <functional>
+
+#include "UIObject.h"
+
+namespace crepe {
+
+//! Represents a clickable UI button, derived from the UiObject class.
+class Button : public UIObject {
+public:
+ /**
+ * \brief Constructs a Button with the specified game object ID and dimensions.
+ *
+ * \param id The unique ID of the game object associated with this button.
+ * \param dimensions The width and height of the UIObject
+ * \param offset The offset relative this GameObjects Transform
+ * \param on_click callback function that will be invoked when the button is clicked.
+ */
+ Button(game_object_id_t id, const vec2 & dimensions, const vec2 & offset,
+ const std::function<void()> & on_click);
+
+ // TODO: create separate toggle button class
+ /**
+ * \brief The callback function to be executed when the button is clicked.
+ *
+ * This function is invoked whenever the button is clicked. It can be set to any
+ * function that matches the signature `void()`.
+ */
+ std::function<void()> on_click = nullptr;
+
+ /**
+ * \brief Callback function to be executed when the mouse enters the button's boundaries.
+ *
+ * This function is triggered when the mouse cursor moves over the button, allowing
+ * custom actions like visual effects, highlighting, or sound effects.
+ */
+ std::function<void()> on_mouse_enter = nullptr;
+
+ /**
+ * \brief Callback function to be executed when the mouse exits the button's boundaries.
+ *
+ * This function is triggered when the mouse cursor moves out of the button's area,
+ * allowing custom actions like resetting visual effects or playing exit-related effects.
+ */
+ std::function<void()> on_mouse_exit = nullptr;
+
+private:
+ //! friend relation for is_pressed and hover variables
+ friend class InputSystem;
+ //! Indicates whether the mouse is currently hovering over the button
+ bool hover = false;
+
+public:
+};
+
+} // namespace crepe
diff --git a/src/crepe/api/CMakeLists.txt b/src/crepe/api/CMakeLists.txt
index cca0e8b..e8d6f92 100644
--- a/src/crepe/api/CMakeLists.txt
+++ b/src/crepe/api/CMakeLists.txt
@@ -6,20 +6,22 @@ target_sources(crepe PUBLIC
ParticleEmitter.cpp
Transform.cpp
Color.cpp
- Texture.cpp
- ResourceManager.cpp
Sprite.cpp
- SaveManager.cpp
Config.cpp
Metadata.cpp
- Scene.cpp
- SceneManager.cpp
- Vector2.cpp
Camera.cpp
Animator.cpp
+ BoxCollider.cpp
+ CircleCollider.cpp
LoopManager.cpp
- LoopTimer.cpp
Asset.cpp
+ EventHandler.cpp
+ Script.cpp
+ Button.cpp
+ UIObject.cpp
+ AI.cpp
+ Text.cpp
+ Scene.cpp
)
target_sources(crepe PUBLIC FILE_SET HEADERS FILES
@@ -33,17 +35,22 @@ target_sources(crepe PUBLIC FILE_SET HEADERS FILES
Rigidbody.h
Sprite.h
Vector2.h
+ Vector2.hpp
Color.h
- Texture.h
- ResourceManager.h
- SaveManager.h
Scene.h
+ Scene.hpp
Metadata.h
- SceneManager.h
- SceneManager.hpp
Camera.h
Animator.h
+ BoxCollider.h
+ CircleCollider.h
+ EventHandler.h
+ EventHandler.hpp
+ Event.h
LoopManager.h
- LoopTimer.h
Asset.h
+ Button.h
+ UIObject.h
+ AI.h
+ Text.h
)
diff --git a/src/crepe/api/Camera.cpp b/src/crepe/api/Camera.cpp
index 5835bdd..179dc18 100644
--- a/src/crepe/api/Camera.cpp
+++ b/src/crepe/api/Camera.cpp
@@ -1,14 +1,17 @@
#include "util/Log.h"
#include "Camera.h"
-#include "Color.h"
#include "Component.h"
+#include "types.h"
using namespace crepe;
-Camera::Camera(game_object_id_t id, const Color & bg_color)
+Camera::Camera(game_object_id_t id, const ivec2 & screen, const vec2 & viewport_size,
+ const Data & data)
: Component(id),
- bg_color(bg_color) {
+ screen(screen),
+ viewport_size(viewport_size),
+ data(data) {
dbg_trace();
}
diff --git a/src/crepe/api/Camera.h b/src/crepe/api/Camera.h
index e0cda34..54d9a73 100644
--- a/src/crepe/api/Camera.h
+++ b/src/crepe/api/Camera.h
@@ -2,6 +2,7 @@
#include "Color.h"
#include "Component.h"
+#include "types.h"
namespace crepe {
@@ -13,40 +14,54 @@ namespace crepe {
* position, and zoom level. It controls what part of the game world is visible on the screen.
*/
class Camera : public Component {
+public:
+ struct Data {
+ /**
+ * \bg_color background color of the game
+ *
+ * This will make the background the same color as the given value.
+ */
+ const Color bg_color = Color::BLACK;
+
+ /**
+ * \zoom Zooming level of the game
+ *
+ * zoom = 1 --> no zoom.
+ * zoom < 1 --> zoom out
+ * zoom > 1 --> zoom in
+ */
+ double zoom = 1;
+
+ //! offset postion from the game object transform component
+ vec2 postion_offset;
+ };
public:
/**
* \brief Constructs a Camera with the specified ID and background color.
* \param id Unique identifier for the camera component.
- * \param bg_color Background color for the camera view.
+ * \param screen is the actual screen size in pixels
+ * \param viewport_size is the view of the world in game units
+ * \param data the camera component data
*/
- Camera(game_object_id_t id, const Color & bg_color);
+ Camera(game_object_id_t id, const ivec2 & screen, const vec2 & viewport_size,
+ const Camera::Data & data);
~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;
+ Camera::Data data;
- //! Y-coordinate of the camera position.
- double y = 0.0;
+ //! screen the display size in pixels ( output resolution )
+ const ivec2 screen;
- //! Zoom level of the camera view.
- double zoom = 1.0;
+ //! viewport is the area of the world visible through the camera (in world units)
+ const vec2 viewport_size;
public:
/**
* \brief Gets the maximum number of camera instances allowed.
* \return Maximum instance count as an integer.
*/
- virtual int get_instances_max() const { return 10; }
+ virtual int get_instances_max() const { return 1; }
};
} // namespace crepe
diff --git a/src/crepe/api/CircleCollider.cpp b/src/crepe/api/CircleCollider.cpp
new file mode 100644
index 0000000..90ab5e7
--- /dev/null
+++ b/src/crepe/api/CircleCollider.cpp
@@ -0,0 +1,8 @@
+#include "CircleCollider.h"
+
+using namespace crepe;
+
+CircleCollider::CircleCollider(game_object_id_t game_object_id, float radius,
+ const vec2 & offset)
+ : Collider(game_object_id, offset),
+ radius(radius) {}
diff --git a/src/crepe/api/CircleCollider.h b/src/crepe/api/CircleCollider.h
index e77a592..22da836 100644
--- a/src/crepe/api/CircleCollider.h
+++ b/src/crepe/api/CircleCollider.h
@@ -1,14 +1,23 @@
#pragma once
+
+#include "Vector2.h"
+
#include "../Collider.h"
namespace crepe {
+/**
+ * \brief A class representing a circle-shaped collider.
+ *
+ * This class is used for collision detection with other colliders (e.g., BoxCollider).
+ */
class CircleCollider : public Collider {
public:
- CircleCollider(game_object_id_t game_object_id, int radius)
- : Collider(game_object_id),
- radius(radius) {}
- int radius;
+ CircleCollider(game_object_id_t game_object_id, float radius,
+ const vec2 & offset = {0, 0});
+
+ //! Radius of the circle collider.
+ float radius;
};
} // namespace crepe
diff --git a/src/crepe/api/Color.cpp b/src/crepe/api/Color.cpp
index 9e5f187..29bd77a 100644
--- a/src/crepe/api/Color.cpp
+++ b/src/crepe/api/Color.cpp
@@ -2,32 +2,11 @@
using namespace crepe;
-Color Color::white = Color(255, 255, 255, 0);
-Color Color::red = Color(255, 0, 0, 0);
-Color Color::green = Color(0, 255, 0, 0);
-Color Color::blue = Color(0, 0, 255, 0);
-Color Color::black = Color(0, 0, 0, 0);
-Color Color::cyan = Color(0, 255, 255, 0);
-Color Color::yellow = Color(255, 255, 0, 0);
-Color Color::magenta = Color(255, 0, 255, 0);
-
-Color::Color(uint8_t red, uint8_t green, uint8_t blue, uint8_t alpha) {
- this->a = alpha;
- this->r = red;
- this->g = green;
- this->b = blue;
-};
-
-const Color & Color::get_white() { return Color::white; };
-
-const Color & Color::get_red() { return Color::red; };
-const Color & Color::get_green() { return Color::green; };
-const Color & Color::get_blue() { return Color::blue; };
-
-const Color & Color::get_black() { return Color::black; };
-
-const Color & Color::get_cyan() { return Color::cyan; };
-
-const Color & Color::get_yellow() { return Color::yellow; };
-
-const Color & Color::get_magenta() { return Color::magenta; };
+const Color Color::WHITE{0xff, 0xff, 0xff};
+const Color Color::RED{0xff, 0x00, 0x00};
+const Color Color::GREEN{0x00, 0xff, 0x00};
+const Color Color::BLUE{0x00, 0x00, 0xff};
+const Color Color::BLACK{0x00, 0x00, 0x00};
+const Color Color::CYAN{0x00, 0xff, 0xff};
+const Color Color::YELLOW{0xff, 0xff, 0x00};
+const Color Color::MAGENTA{0xff, 0x00, 0xff};
diff --git a/src/crepe/api/Color.h b/src/crepe/api/Color.h
index aa47bf4..84edb5c 100644
--- a/src/crepe/api/Color.h
+++ b/src/crepe/api/Color.h
@@ -4,41 +4,20 @@
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(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();
- static const Color & get_blue();
- static const Color & get_cyan();
- static const Color & get_magenta();
- static const Color & get_yellow();
- static const Color & get_black();
-
-private:
- // TODO: why are these private!?
- uint8_t r;
- uint8_t g;
- uint8_t b;
- uint8_t a;
-
- static Color white;
- static Color red;
- static Color green;
- static Color blue;
- static Color cyan;
- static Color magenta;
- static Color yellow;
- static Color black;
-
-private:
- friend class SDLContext;
+struct Color {
+ uint8_t r = 0x00;
+ uint8_t g = 0x00;
+ uint8_t b = 0x00;
+ uint8_t a = 0xff;
+
+ static const Color WHITE;
+ static const Color RED;
+ static const Color GREEN;
+ static const Color BLUE;
+ static const Color CYAN;
+ static const Color MAGENTA;
+ static const Color YELLOW;
+ static const Color BLACK;
};
} // namespace crepe
diff --git a/src/crepe/api/Config.h b/src/crepe/api/Config.h
index 13eabd1..6b9e3ca 100644
--- a/src/crepe/api/Config.h
+++ b/src/crepe/api/Config.h
@@ -1,7 +1,11 @@
#pragma once
+#include <string>
+
#include "../util/Log.h"
+#include "types.h"
+
namespace crepe {
/**
@@ -11,21 +15,10 @@ namespace crepe {
* modified *before* execution is handed over from the game programmer to the engine (i.e. the
* main loop is started).
*/
-class Config {
-public:
+struct Config final {
//! Retrieve handle to global Config instance
static Config & get_instance();
-private:
- Config() = default;
-
- // singleton
- Config(const Config &) = delete;
- Config(Config &&) = delete;
- Config & operator=(const Config &) = delete;
- Config & operator=(Config &&) = delete;
-
-public:
//! Logging-related settings
struct {
/**
@@ -60,9 +53,16 @@ public:
*
* Gravity value of game.
*/
- double gravity = 1;
+ float gravity = 10;
} physics;
+ //! default window settings
+ struct {
+ //! default screen size in pixels
+ ivec2 default_size = {1280, 720};
+ std::string window_title = "Jetpack joyride clone";
+ } window_settings;
+
//! Asset loading options
struct {
/**
@@ -76,6 +76,28 @@ public:
*/
std::string root_pattern = ".crepe-root";
} asset;
+ //! Default font options
+ struct {
+ /**
+ * \brief Default font size
+ *
+ * Using the SDL_ttf library the font size needs to be set when loading the font.
+ * This config option is the font size at which all fonts will be loaded initially.
+ *
+ */
+ unsigned int size = 16;
+ } font;
+ //! Configuration for click tolerance.
+ struct {
+ //! The maximum number of pixels the mouse can move between MouseDown and MouseUp events to be considered a click.
+ int click_tolerance = 5;
+ } input;
+
+ //! Audio system settings
+ struct {
+ //! Max amount of simultanious voices
+ unsigned int voices = 32;
+ } audio;
};
} // namespace crepe
diff --git a/src/crepe/api/Event.h b/src/crepe/api/Event.h
new file mode 100644
index 0000000..73bf461
--- /dev/null
+++ b/src/crepe/api/Event.h
@@ -0,0 +1,162 @@
+#pragma once
+// TODO discussing the location of these events
+
+#include <string>
+
+#include "api/KeyCodes.h"
+#include "types.h"
+
+namespace crepe {
+
+/**
+ * \brief Base class for all event types in the system.
+ */
+class Event {};
+
+/**
+ * \brief Event triggered when a key is pressed.
+ */
+class KeyPressEvent : public Event {
+public:
+ //! false if first time press, true if key is repeated
+ bool repeat = false;
+
+ //! The key that was pressed.
+ Keycode key = Keycode::NONE;
+};
+
+/**
+ * \brief Event triggered when a key is released.
+ */
+class KeyReleaseEvent : public Event {
+public:
+ //! The key that was released.
+ Keycode key = Keycode::NONE;
+};
+
+/**
+ * \brief Event triggered when a mouse button is pressed.
+ */
+class MousePressEvent : public Event {
+public:
+ //! mouse position in world coordinates (game units).
+ vec2 mouse_pos = {0, 0};
+
+ //! The mouse button that was pressed.
+ MouseButton button = MouseButton::NONE;
+};
+
+/**
+ * \brief Event triggered when a mouse button is clicked (press and release).
+ */
+class MouseClickEvent : public Event {
+public:
+ //! mouse position in world coordinates (game units).
+ vec2 mouse_pos = {0, 0};
+
+ //! The mouse button that was clicked.
+ MouseButton button = MouseButton::NONE;
+};
+
+/**
+ * \brief Event triggered when a mouse button is released.
+ */
+class MouseReleaseEvent : public Event {
+public:
+ //! mouse position in world coordinates (game units).
+ vec2 mouse_pos = {0, 0};
+
+ //! The mouse button that was released.
+ MouseButton button = MouseButton::NONE;
+};
+
+/**
+ * \brief Event triggered when the mouse is moved.
+ */
+class MouseMoveEvent : public Event {
+public:
+ //! mouse position in world coordinates (game units).
+ vec2 mouse_pos = {0, 0};
+ //! The change in mouse position relative to the last position (in pixels).
+ ivec2 mouse_delta = {0, 0};
+};
+
+/**
+ * \brief Event triggered when the mouse is moved.
+ */
+class MouseScrollEvent : public Event {
+public:
+ //! mouse position in world coordinates (game units) when the scroll happened.
+ vec2 mouse_pos = {0, 0};
+ //! scroll direction (-1 = down, 1 = up)
+ int scroll_direction = 0;
+ //! scroll amount in y axis (from and away from the person).
+ float scroll_delta = 0;
+};
+
+/**
+ * \brief Event triggered when text is submitted, e.g., from a text input.
+ */
+class TextSubmitEvent : public Event {
+public:
+ //! The submitted text.
+ std::string text = "";
+};
+
+/**
+ * \brief Event triggered to indicate the application is shutting down.
+ */
+class ShutDownEvent : public Event {};
+
+/**
+ * \brief Event triggered to indicate the window is overlapped by another window.
+ *
+ * When two windows overlap the bottom window gets distorted and that window has to be redrawn.
+ */
+class WindowExposeEvent : public Event {};
+
+/**
+ * \brief Event triggered to indicate the window is resized.
+ */
+class WindowResizeEvent : public Event {
+public:
+ //! new window dimensions
+ ivec2 dimensions = {0, 0};
+};
+
+/**
+ * \brief Event triggered to indicate the window is moved.
+ */
+class WindowMoveEvent : public Event {
+public:
+ //! The change in position relative to the last position (in pixels).
+ ivec2 delta_move = {0, 0};
+};
+
+/**
+ * \brief Event triggered to indicate the window is minimized.
+ */
+class WindowMinimizeEvent : public Event {};
+
+/**
+ * \brief Event triggered to indicate the window is maximized
+ */
+class WindowMaximizeEvent : public Event {};
+
+/**
+ * \brief Event triggered to indicate the window gained focus
+ *
+ * This event is triggered when the window receives focus, meaning it becomes the active window
+ * for user interaction.
+ */
+class WindowFocusGainEvent : public Event {};
+
+/**
+ * \brief Event triggered to indicate the window lost focus
+ *
+ * This event is triggered when the window loses focus, meaning it is no longer the active window
+ * for user interaction.
+ */
+class WindowFocusLostEvent : public Event {};
+
+} // namespace crepe
diff --git a/src/crepe/api/EventHandler.cpp b/src/crepe/api/EventHandler.cpp
new file mode 100644
index 0000000..4dc232f
--- /dev/null
+++ b/src/crepe/api/EventHandler.cpp
@@ -0,0 +1,5 @@
+#include "EventHandler.h"
+
+using namespace crepe;
+
+bool IEventHandlerWrapper::exec(const Event & e) { return this->call(e); }
diff --git a/src/crepe/api/EventHandler.h b/src/crepe/api/EventHandler.h
new file mode 100644
index 0000000..7bb501b
--- /dev/null
+++ b/src/crepe/api/EventHandler.h
@@ -0,0 +1,96 @@
+#pragma once
+
+#include <functional>
+#include <string>
+
+#include "Event.h"
+
+namespace crepe {
+/**
+ * \brief A type alias for an event handler function.
+ *
+ * The EventHandler is a std::function that takes an EventType reference and returns a boolean value
+ * indicating whether the event is handled.
+ *
+ * \tparam EventType The type of event this handler will handle.
+ *
+ * Returning \c false from an event handler results in the event being propogated to other listeners for the same event type, while returning \c true stops propogation altogether.
+ */
+template <typename EventType>
+using EventHandler = std::function<bool(const EventType & e)>;
+
+/**
+ * \class IEventHandlerWrapper
+ * \brief An abstract base class for event handler wrappers.
+ *
+ * This class provides the interface for handling events. Derived classes must implement the
+ * `call()` method to process events
+ */
+class IEventHandlerWrapper {
+public:
+ /**
+ * \brief Virtual destructor for IEventHandlerWrapper.
+ */
+ virtual ~IEventHandlerWrapper() = default;
+
+ /**
+ * \brief Executes the handler with the given event.
+ *
+ * This method calls the `call()` method of the derived class, passing the event to the handler.
+ *
+ * \param e The event to be processed.
+ * \return A boolean value indicating whether the event is handled.
+ */
+ bool exec(const Event & e);
+
+private:
+ /**
+ * \brief The method responsible for handling the event.
+ *
+ * This method is implemented by derived classes to process the event.
+ *
+ * \param e The event to be processed.
+ * \return A boolean value indicating whether the event is handled.
+ */
+ virtual bool call(const Event & e) = 0;
+};
+
+/**
+ * \class EventHandlerWrapper
+ * \brief A wrapper for event handler functions.
+ *
+ * This class wraps an event handler function of a specific event type. It implements the
+ * `call()` and `get_type()` methods to allow the handler to be executed and its type to be
+ * queried.
+ *
+ * \tparam EventType The type of event this handler will handle.
+ */
+template <typename EventType>
+class EventHandlerWrapper : public IEventHandlerWrapper {
+public:
+ /**
+ * \brief Constructs an EventHandlerWrapper with a given handler.
+ *
+ * The constructor takes an event handler function and stores it in the wrapper.
+ *
+ * \param handler The event handler function.
+ */
+ explicit EventHandlerWrapper(const EventHandler<EventType> & handler);
+
+private:
+ /**
+ * \brief Calls the stored event handler with the event.
+ *
+ * This method casts the event to the appropriate type and calls the handler.
+ *
+ * \param e The event to be handled.
+ * \return A boolean value indicating whether the event is handled.
+ */
+ bool call(const Event & e) override;
+ //! The event handler function.
+ EventHandler<EventType> handler;
+};
+
+} // namespace crepe
+
+#include "EventHandler.hpp"
diff --git a/src/crepe/api/EventHandler.hpp b/src/crepe/api/EventHandler.hpp
new file mode 100644
index 0000000..050e57e
--- /dev/null
+++ b/src/crepe/api/EventHandler.hpp
@@ -0,0 +1,20 @@
+#pragma once
+
+#include <typeindex>
+
+#include "EventHandler.h"
+
+namespace crepe {
+
+// Implementation of EventHandlerWrapper constructor
+template <typename EventType>
+EventHandlerWrapper<EventType>::EventHandlerWrapper(const EventHandler<EventType> & handler)
+ : handler(handler) {}
+
+// Implementation of EventHandlerWrapper::call
+template <typename EventType>
+bool EventHandlerWrapper<EventType>::call(const Event & e) {
+ return this->handler(static_cast<const EventType &>(e));
+}
+
+} //namespace crepe
diff --git a/src/crepe/api/GameObject.cpp b/src/crepe/api/GameObject.cpp
index 287e81d..9ef4682 100644
--- a/src/crepe/api/GameObject.cpp
+++ b/src/crepe/api/GameObject.cpp
@@ -9,7 +9,7 @@ using namespace std;
GameObject::GameObject(ComponentManager & component_manager, game_object_id_t id,
const std::string & name, const std::string & tag,
- const Vector2 & position, double rotation, double scale)
+ const vec2 & position, double rotation, double scale)
: id(id),
component_manager(component_manager) {
@@ -23,12 +23,16 @@ void GameObject::set_parent(const GameObject & parent) {
ComponentManager & mgr = this->component_manager;
// Set parent on own Metadata component
- vector<reference_wrapper<Metadata>> this_metadata
- = mgr.get_components_by_id<Metadata>(this->id);
+ RefVector<Metadata> this_metadata = mgr.get_components_by_id<Metadata>(this->id);
this_metadata.at(0).get().parent = parent.id;
// Add own id to children list of parent's Metadata component
- vector<reference_wrapper<Metadata>> parent_metadata
- = mgr.get_components_by_id<Metadata>(parent.id);
+ RefVector<Metadata> parent_metadata = mgr.get_components_by_id<Metadata>(parent.id);
parent_metadata.at(0).get().children.push_back(this->id);
}
+
+void GameObject::set_persistent(bool persistent) {
+ ComponentManager & mgr = this->component_manager;
+
+ mgr.set_persistent(this->id, persistent);
+}
diff --git a/src/crepe/api/GameObject.h b/src/crepe/api/GameObject.h
index 34ef8bb..ff80f49 100644
--- a/src/crepe/api/GameObject.h
+++ b/src/crepe/api/GameObject.h
@@ -2,7 +2,6 @@
#include <string>
-#include "Vector2.h"
#include "types.h"
namespace crepe {
@@ -11,7 +10,7 @@ class ComponentManager;
/**
* \brief Represents a GameObject
- *
+ *
* This class represents a GameObject. The GameObject class is only used as an interface for
* the game programmer. The actual implementation is done in the ComponentManager.
*/
@@ -20,7 +19,7 @@ private:
/**
* This constructor creates a new GameObject. It creates a new Transform and Metadata
* component and adds them to the ComponentManager.
- *
+ *
* \param component_manager Reference to component_manager
* \param id The id of the GameObject
* \param name The name of the GameObject
@@ -30,7 +29,7 @@ private:
* \param scale The scale of the GameObject
*/
GameObject(ComponentManager & component_manager, game_object_id_t id,
- const std::string & name, const std::string & tag, const Vector2 & position,
+ const std::string & name, const std::string & tag, const vec2 & position,
double rotation, double scale);
//! ComponentManager instances GameObject
friend class ComponentManager;
@@ -38,20 +37,20 @@ private:
public:
/**
* \brief Set the parent of this GameObject
- *
+ *
* This method sets the parent of this GameObject. It sets the parent in the Metadata
* component of this GameObject and adds this GameObject to the children list of the parent
* GameObject.
- *
+ *
* \param parent The parent GameObject
*/
void set_parent(const GameObject & parent);
/**
* \brief Add a component to the GameObject
- *
+ *
* This method adds a component to the GameObject. It forwards the arguments to the
* ComponentManager.
- *
+ *
* \tparam T The type of the component
* \tparam Args The types of the arguments
* \param args The arguments to create the component
@@ -59,6 +58,15 @@ public:
*/
template <typename T, typename... Args>
T & add_component(Args &&... args);
+ /**
+ * \brief Components will not be deleted if this method is called
+ *
+ * This method sets the persistent flag of the GameObject to true. If the persistent
+ * flag is set to true, the GameObject will not be deleted when the scene is changed.
+ *
+ * \param persistent The persistent flag
+ */
+ void set_persistent(bool persistent = true);
public:
//! The id of the GameObject
diff --git a/src/crepe/api/GameObject.hpp b/src/crepe/api/GameObject.hpp
index 17b17d7..a6b45b0 100644
--- a/src/crepe/api/GameObject.hpp
+++ b/src/crepe/api/GameObject.hpp
@@ -1,6 +1,6 @@
#pragma once
-#include "../ComponentManager.h"
+#include "../manager/ComponentManager.h"
#include "GameObject.h"
diff --git a/src/crepe/api/KeyCodes.h b/src/crepe/api/KeyCodes.h
new file mode 100644
index 0000000..1b9573a
--- /dev/null
+++ b/src/crepe/api/KeyCodes.h
@@ -0,0 +1,160 @@
+#pragma once
+
+#include <unordered_map>
+
+namespace crepe {
+
+//! Enumeration for mouse button inputs, including standard and extended buttons.
+enum class MouseButton {
+ NONE = 0, //!< No mouse button input.
+ LEFT_MOUSE = 1, //!< Left mouse button.
+ RIGHT_MOUSE = 2, //!< Right mouse button.
+ MIDDLE_MOUSE = 3, //!< Middle mouse button (scroll wheel press).
+ X1_MOUSE = 4, //!< First extended mouse button.
+ X2_MOUSE = 5, //!< Second extended mouse button.
+ SCROLL_UP = 6, //!< Scroll wheel upward movement.
+ SCROLL_DOWN = 7, //!< Scroll wheel downward movement.
+};
+
+//! Enumeration for keyboard key inputs, including printable characters, function keys, and keypad keys.
+enum class Keycode {
+ NONE = 0, //!< No key input.
+ SPACE = 32, //!< Spacebar.
+ APOSTROPHE = 39, //!< Apostrophe (').
+ COMMA = 44, //!< Comma (,).
+ MINUS = 45, //!< Minus (-).
+ PERIOD = 46, //!< Period (.).
+ SLASH = 47, //!< Slash (/).
+ D0 = 48, //!< Digit 0.
+ D1 = 49, //!< Digit 1.
+ D2 = 50, //!< Digit 2.
+ D3 = 51, //!< Digit 3.
+ D4 = 52, //!< Digit 4.
+ D5 = 53, //!< Digit 5.
+ D6 = 54, //!< Digit 6.
+ D7 = 55, //!< Digit 7.
+ D8 = 56, //!< Digit 8.
+ D9 = 57, //!< Digit 9.
+ SEMICOLON = 59, //!< Semicolon (;).
+ EQUAL = 61, //!< Equal sign (=).
+ A = 65, //!< Key 'A'.
+ B = 66, //!< Key 'B'.
+ C = 67, //!< Key 'C'.
+ D = 68, //!< Key 'D'.
+ E = 69, //!< Key 'E'.
+ F = 70, //!< Key 'F'.
+ G = 71, //!< Key 'G'.
+ H = 72, //!< Key 'H'.
+ I = 73, //!< Key 'I'.
+ J = 74, //!< Key 'J'.
+ K = 75, //!< Key 'K'.
+ L = 76, //!< Key 'L'.
+ M = 77, //!< Key 'M'.
+ N = 78, //!< Key 'N'.
+ O = 79, //!< Key 'O'.
+ P = 80, //!< Key 'P'.
+ Q = 81, //!< Key 'Q'.
+ R = 82, //!< Key 'R'.
+ S = 83, //!< Key 'S'.
+ T = 84, //!< Key 'T'.
+ U = 85, //!< Key 'U'.
+ V = 86, //!< Key 'V'.
+ W = 87, //!< Key 'W'.
+ X = 88, //!< Key 'X'.
+ Y = 89, //!< Key 'Y'.
+ Z = 90, //!< Key 'Z'.
+ LEFT_BRACKET = 91, //!< Left bracket ([).
+ BACKSLASH = 92, //!< Backslash (\).
+ RIGHT_BRACKET = 93, //!< Right bracket (]).
+ GRAVE_ACCENT = 96, //!< Grave accent (`).
+ WORLD1 = 161, //!< Non-US key #1.
+ WORLD2 = 162, //!< Non-US key #2.
+ ESCAPE = 256, //!< Escape key.
+ ENTER = 257, //!< Enter key.
+ TAB = 258, //!< Tab key.
+ BACKSPACE = 259, //!< Backspace key.
+ INSERT = 260, //!< Insert key.
+ DELETE = 261, //!< Delete key.
+ RIGHT = 262, //!< Right arrow key.
+ LEFT = 263, //!< Left arrow key.
+ DOWN = 264, //!< Down arrow key.
+ UP = 265, //!< Up arrow key.
+ PAGE_UP = 266, //!< Page Up key.
+ PAGE_DOWN = 267, //!< Page Down key.
+ HOME = 268, //!< Home key.
+ END = 269, //!< End key.
+ CAPS_LOCK = 280, //!< Caps Lock key.
+ SCROLL_LOCK = 281, //!< Scroll Lock key.
+ NUM_LOCK = 282, //!< Num Lock key.
+ PRINT_SCREEN = 283, //!< Print Screen key.
+ PAUSE = 284, //!< Pause key.
+ /**
+ * \name Function keys (F1-F25).
+ * \{
+ */
+ F1 = 290,
+ F2 = 291,
+ F3 = 292,
+ F4 = 293,
+ F5 = 294,
+ F6 = 295,
+ F7 = 296,
+ F8 = 297,
+ F9 = 298,
+ F10 = 299,
+ F11 = 300,
+ F12 = 301,
+ F13 = 302,
+ F14 = 303,
+ F15 = 304,
+ F16 = 305,
+ F17 = 306,
+ F18 = 307,
+ F19 = 308,
+ F20 = 309,
+ F21 = 310,
+ F22 = 311,
+ F23 = 312,
+ F24 = 313,
+ F25 = 314,
+ /// \}
+ /**
+ * \name Keypad digits and operators.
+ * \{
+ */
+ KP0 = 320,
+ KP1 = 321,
+ KP2 = 322,
+ KP3 = 323,
+ KP4 = 324,
+ KP5 = 325,
+ KP6 = 326,
+ KP7 = 327,
+ KP8 = 328,
+ KP9 = 329,
+ KP_DECIMAL = 330,
+ KP_DIVIDE = 331,
+ KP_MULTIPLY = 332,
+ KP_SUBTRACT = 333,
+ KP_ADD = 334,
+ KP_ENTER = 335,
+ KP_EQUAL = 336,
+ /// \}
+ /**
+ * \name Modifier keys.
+ * \{
+ */
+ LEFT_SHIFT = 340,
+ LEFT_CONTROL = 341,
+ LEFT_ALT = 342,
+ LEFT_SUPER = 343,
+ RIGHT_SHIFT = 344,
+ RIGHT_CONTROL = 345,
+ RIGHT_ALT = 346,
+ RIGHT_SUPER = 347,
+ /// \}
+ MENU = 348, //!< Menu key.
+};
+//! Typedef for keyboard state.
+typedef std::unordered_map<Keycode, bool> keyboard_state_t;
+} // namespace crepe
diff --git a/src/crepe/api/LoopManager.cpp b/src/crepe/api/LoopManager.cpp
index a64366f..7a78019 100644
--- a/src/crepe/api/LoopManager.cpp
+++ b/src/crepe/api/LoopManager.cpp
@@ -1,14 +1,18 @@
#include "../facade/SDLContext.h"
-
+#include "../manager/EventManager.h"
+#include "../manager/LoopTimerManager.h"
+#include "../system/AISystem.h"
#include "../system/AnimatorSystem.h"
+#include "../system/AudioSystem.h"
#include "../system/CollisionSystem.h"
+#include "../system/InputSystem.h"
#include "../system/ParticleSystem.h"
#include "../system/PhysicsSystem.h"
#include "../system/RenderSystem.h"
#include "../system/ScriptSystem.h"
+#include "../util/Log.h"
#include "LoopManager.h"
-#include "LoopTimer.h"
using namespace crepe;
using namespace std;
@@ -20,50 +24,64 @@ LoopManager::LoopManager() {
this->load_system<PhysicsSystem>();
this->load_system<RenderSystem>();
this->load_system<ScriptSystem>();
+ this->load_system<InputSystem>();
+ this->event_manager.subscribe<ShutDownEvent>(
+ [this](const ShutDownEvent & event) { return this->on_shutdown(event); });
+ this->load_system<AudioSystem>();
+ this->load_system<AISystem>();
}
-
-void LoopManager::process_input() {
- SDLContext::get_instance().handle_events(this->game_running);
-}
-
void LoopManager::start() {
this->setup();
this->loop();
}
-void LoopManager::set_running(bool running) { this->game_running = running; }
-void LoopManager::fixed_update() {}
+void LoopManager::setup() {
+ this->game_running = true;
+ this->loop_timer.start();
+ this->scene_manager.load_next_scene();
+}
void LoopManager::loop() {
- LoopTimer & timer = LoopTimer::get_instance();
- timer.start();
+ try {
+ while (game_running) {
+ this->loop_timer.update();
- while (game_running) {
- timer.update();
+ while (this->loop_timer.get_lag() >= this->loop_timer.get_fixed_delta_time()) {
+ this->fixed_update();
+ this->loop_timer.advance_fixed_elapsed_time();
+ }
- while (timer.get_lag() >= timer.get_fixed_delta_time()) {
- this->process_input();
- this->fixed_update();
- timer.advance_fixed_update();
+ this->frame_update();
+ this->loop_timer.enforce_frame_rate();
}
-
- this->update();
- this->render();
-
- timer.enforce_frame_rate();
+ } catch (const exception & e) {
+ Log::logf(Log::Level::ERROR, "Exception caught in main loop: {}", e.what());
+ this->event_manager.trigger_event<ShutDownEvent>(ShutDownEvent{});
}
}
-void LoopManager::setup() {
- this->game_running = true;
- LoopTimer::get_instance().start();
- LoopTimer::get_instance().set_fps(60);
+// will be called at a fixed interval
+void LoopManager::fixed_update() {
+ this->get_system<InputSystem>().update();
+ this->event_manager.dispatch_events();
+ this->get_system<ScriptSystem>().update();
+ this->get_system<ParticleSystem>().update();
+ this->get_system<AISystem>().update();
+ this->get_system<PhysicsSystem>().update();
+ this->get_system<CollisionSystem>().update();
+ this->get_system<AudioSystem>().update();
}
-void LoopManager::render() {
- if (this->game_running) {
- this->get_system<RenderSystem>().update();
- }
+// will be called every frame
+void LoopManager::frame_update() {
+ this->scene_manager.load_next_scene();
+ this->get_system<AnimatorSystem>().update();
+ //render
+ this->get_system<RenderSystem>().update();
}
-void LoopManager::update() { LoopTimer & timer = LoopTimer::get_instance(); }
+bool LoopManager::on_shutdown(const ShutDownEvent & e) {
+ this->game_running = false;
+ // propagate to possible user ShutDownEvent listeners
+ return false;
+}
diff --git a/src/crepe/api/LoopManager.h b/src/crepe/api/LoopManager.h
index f6904be..124cd3a 100644
--- a/src/crepe/api/LoopManager.h
+++ b/src/crepe/api/LoopManager.h
@@ -2,15 +2,40 @@
#include <memory>
-#include "../ComponentManager.h"
+#include "../facade/SDLContext.h"
+#include "../manager/ComponentManager.h"
+#include "../manager/EventManager.h"
+#include "../manager/LoopTimerManager.h"
+#include "../manager/Mediator.h"
+#include "../manager/ResourceManager.h"
+#include "../manager/SaveManager.h"
+#include "../manager/SceneManager.h"
#include "../system/System.h"
namespace crepe {
-
+/**
+ * \brief Main game loop manager
+ *
+ * This class is responsible for managing the game loop, including initialization and updating.
+ */
class LoopManager {
public:
- void start();
LoopManager();
+ /**
+ * \brief Start the gameloop
+ *
+ * This is the start of the engine where the setup is called and then the loop keeps running until the game stops running.
+ * The Game programmer needs to call this function to run the game. This should be done after creating and adding all scenes.
+ */
+ void start();
+
+ /**
+ * \brief Add a new concrete scene to the scene manager
+ *
+ * \tparam T Type of concrete scene
+ */
+ template <typename T>
+ void add_scene();
private:
/**
@@ -27,59 +52,56 @@ private:
void loop();
/**
- * \brief Function for handling input-related system calls.
- *
- * Processes user inputs from keyboard and mouse.
- */
- void process_input();
-
- /**
* \brief Per-frame update.
*
* Updates the game state based on the elapsed time since the last frame.
*/
- void update();
-
- /**
- * \brief Late update which is called after update().
- *
- * This function can be used for final adjustments before rendering.
- */
- void late_update();
+ virtual void frame_update();
/**
* \brief Fixed update executed at a fixed rate.
*
* This function updates physics and game logic based on LoopTimer's fixed_delta_time.
*/
- void fixed_update();
- /**
- * \brief Set game running variable
- *
- * \param running running (false = game shutdown, true = game running)
- */
- void set_running(bool running);
+ virtual void fixed_update();
+
+ //! Indicates whether the game is running.
+ bool game_running = false;
+
+private:
+ //! Global context
+ Mediator mediator;
/**
- * \brief Function for executing render-related systems.
+ * \brief Collection of System instances
*
- * Renders the current state of the game to the screen.
+ * This map holds System instances indexed by the system's class typeid. It is filled in the
+ * constructor of LoopManager using LoopManager::load_system.
*/
- void render();
+ std::unordered_map<std::type_index, std::unique_ptr<System>> systems;
- bool game_running = false;
+ //! SDLContext instance
+ SDLContext sdl_context{mediator};
+ //! Resource manager instance
+ ResourceManager resource_manager{mediator};
-private:
//! Component manager instance
- ComponentManager component_manager{};
+ ComponentManager component_manager{mediator};
+ //! Scene manager instance
+ SceneManager scene_manager{mediator};
+ //! LoopTimerManager instance
+ LoopTimerManager loop_timer{mediator};
+ //! EventManager instance
+ EventManager event_manager{mediator};
+ //! Save manager instance
+ SaveManager save_manager{mediator};
private:
/**
- * \brief Collection of System instances
+ * \brief Callback function for ShutDownEvent
*
- * This map holds System instances indexed by the system's class typeid. It is filled in the
- * constructor of \c LoopManager using LoopManager::load_system.
+ * This function sets the game_running variable to false, stopping the gameloop and therefor quitting the game.
*/
- std::unordered_map<std::type_index, std::unique_ptr<System>> systems;
+ bool on_shutdown(const ShutDownEvent & e);
/**
* \brief Initialize a system
* \tparam T System type (must be derivative of \c System)
diff --git a/src/crepe/api/LoopManager.hpp b/src/crepe/api/LoopManager.hpp
index 0b14fdb..266758a 100644
--- a/src/crepe/api/LoopManager.hpp
+++ b/src/crepe/api/LoopManager.hpp
@@ -11,6 +11,11 @@
namespace crepe {
template <class T>
+void LoopManager::add_scene() {
+ this->scene_manager.add_scene<T>();
+}
+
+template <class T>
T & LoopManager::get_system() {
using namespace std;
static_assert(is_base_of<System, T>::value,
@@ -33,8 +38,11 @@ void LoopManager::load_system() {
static_assert(is_base_of<System, T>::value,
"load_system must recieve a derivative class of System");
- System * system = new T(this->component_manager);
- this->systems[typeid(T)] = unique_ptr<System>(system);
+ const type_info & type = typeid(T);
+ if (this->systems.contains(type))
+ throw runtime_error(format("LoopManager: {} is already initialized", type.name()));
+ System * system = new T(this->mediator);
+ this->systems[type] = unique_ptr<System>(system);
}
} // namespace crepe
diff --git a/src/crepe/api/LoopTimer.cpp b/src/crepe/api/LoopTimer.cpp
deleted file mode 100644
index a9800b7..0000000
--- a/src/crepe/api/LoopTimer.cpp
+++ /dev/null
@@ -1,79 +0,0 @@
-#include <chrono>
-
-#include "../facade/SDLContext.h"
-#include "../util/Log.h"
-
-#include "LoopTimer.h"
-
-using namespace crepe;
-
-LoopTimer::LoopTimer() { dbg_trace(); }
-
-LoopTimer & LoopTimer::get_instance() {
- static LoopTimer instance;
- return instance;
-}
-
-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::seconds(1) / 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::get_instance().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 f277d7b..0000000
--- a/src/crepe/api/LoopTimer.h
+++ /dev/null
@@ -1,144 +0,0 @@
-#pragma once
-
-#include <chrono>
-
-namespace crepe {
-
-class LoopTimer {
-public:
- /**
- * \brief Get the singleton instance of LoopTimer.
- *
- * \return A reference to the LoopTimer instance.
- */
- static LoopTimer & get_instance();
-
- /**
- * \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 LoopManager;
-
- /**
- * \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();
-
- /**
- * \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::seconds(1) / fps;
- //! Fixed delta time for fixed updates in seconds
- std::chrono::duration<double> fixed_delta_time = std::chrono::seconds(1) / 50;
- //! 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/Metadata.h b/src/crepe/api/Metadata.h
index 235d42f..f404703 100644
--- a/src/crepe/api/Metadata.h
+++ b/src/crepe/api/Metadata.h
@@ -9,7 +9,7 @@ namespace crepe {
/**
* \brief Metadata component
- *
+ *
* This class represents the Metadata component. It stores the name, tag, parent and children
* of a GameObject.
*/
diff --git a/src/crepe/api/ParticleEmitter.cpp b/src/crepe/api/ParticleEmitter.cpp
index 90b77a0..4f54bbd 100644
--- a/src/crepe/api/ParticleEmitter.cpp
+++ b/src/crepe/api/ParticleEmitter.cpp
@@ -1,11 +1,14 @@
#include "ParticleEmitter.h"
+#include "api/Sprite.h"
using namespace crepe;
-ParticleEmitter::ParticleEmitter(game_object_id_t game_object_id, const Data & data)
+ParticleEmitter::ParticleEmitter(game_object_id_t game_object_id, const Sprite & sprite,
+ const Data & data)
: Component(game_object_id),
+ sprite(sprite),
data(data) {
for (size_t i = 0; i < this->data.max_particles; i++) {
- this->data.particles.emplace_back();
+ this->particles.emplace_back();
}
}
diff --git a/src/crepe/api/ParticleEmitter.h b/src/crepe/api/ParticleEmitter.h
index 33112e1..8ac2e72 100644
--- a/src/crepe/api/ParticleEmitter.h
+++ b/src/crepe/api/ParticleEmitter.h
@@ -1,10 +1,14 @@
#pragma once
+#include <cmath>
#include <vector>
+#include "system/ParticleSystem.h"
+#include "system/RenderSystem.h"
+
#include "Component.h"
#include "Particle.h"
-#include "Vector2.h"
+#include "types.h"
namespace crepe {
@@ -26,15 +30,18 @@ public:
*/
struct Boundary {
//! boundary width (midpoint is emitter location)
- double width = 0.0;
+ float width = INFINITY;
//! boundary height (midpoint is emitter location)
- double height = 0.0;
+ float height = INFINITY;
//! boundary offset from particle emitter location
- Vector2 offset;
+ vec2 offset;
//! reset on exit or stop velocity and set max postion
bool reset_on_exit = false;
};
+ //! sprite reference of displayed sprite
+ const Sprite & sprite;
+
/**
* \brief Holds parameters that control particle emission.
*
@@ -42,32 +49,28 @@ public:
* and the sprite used for rendering particles.
*/
struct Data {
- //! position of the emitter
- Vector2 position;
+ //! offset of the emitter relative to transform
+ vec2 offset;
//! maximum number of particles
- const unsigned int max_particles = 0;
- //! rate of particle emission per update (Lowest value = 0.001 any lower is ignored)
- double emission_rate = 0;
+ const unsigned int max_particles = 256;
+ //! rate of particle emission per second
+ float emission_rate = 50;
//! min speed of the particles
- double min_speed = 0;
+ float min_speed = 100;
//! min speed of the particles
- double max_speed = 0;
+ float max_speed = 100;
//! min angle of particle emission
- double min_angle = 0;
+ float min_angle = 0;
//! max angle of particle emission
- double max_angle = 0;
- //! begin Lifespan of particle (only visual)
- double begin_lifespan = 0.0;
- //! end Lifespan of particle
- double end_lifespan = 0.0;
+ float max_angle = 0;
+ //! begin Lifespan of particle in seconds (only visual)
+ float begin_lifespan = 0.0;
+ //! end Lifespan of particle in seconds
+ float end_lifespan = 10.0;
//! force over time (physics)
- Vector2 force_over_time;
+ vec2 force_over_time;
//! particle boundary
Boundary boundary;
- //! collection of particles
- std::vector<Particle> particles;
- //! sprite reference
- const Sprite & sprite;
};
public:
@@ -75,11 +78,21 @@ public:
* \param game_object_id Identifier for the game object using this emitter.
* \param data Configuration data defining particle properties.
*/
- ParticleEmitter(game_object_id_t game_object_id, const Data & data);
+ ParticleEmitter(game_object_id_t game_object_id, const Sprite & sprite, const Data & data);
public:
//! Configuration data for particle emission settings.
Data data;
+
+private:
+ //! Only ParticleSystem can move and read particles
+ friend ParticleSystem;
+ //! Only RenderSystem can read particles
+ friend RenderSystem;
+ //! Saves time left over from last update event.
+ float spawn_accumulator = 0;
+ //! collection of particles
+ std::vector<Particle> particles;
};
} // namespace crepe
diff --git a/src/crepe/api/ResourceManager.cpp b/src/crepe/api/ResourceManager.cpp
deleted file mode 100644
index 7877ed9..0000000
--- a/src/crepe/api/ResourceManager.cpp
+++ /dev/null
@@ -1,41 +0,0 @@
-#include <stdexcept>
-
-#include "util/Log.h"
-
-#include "ResourceManager.h"
-
-using namespace crepe;
-using namespace std;
-
-ResourceManager & ResourceManager::get_instance() {
- static ResourceManager instance;
- return instance;
-}
-
-ResourceManager::~ResourceManager() { dbg_trace(); }
-ResourceManager::ResourceManager() { dbg_trace(); }
-
-void ResourceManager::clear() {
- this->resources.clear();
-}
-
-template <typename T>
-T & ResourceManager::cache(const Asset & asset) {
- dbg_trace();
- static_assert(is_base_of<Resource, T>::value, "cache must recieve a derivative class of Resource");
-
- if (!this->resources.contains(asset))
- this->resources[asset] = make_unique<T>(asset);
-
- Resource * resource = this->resources.at(asset).get();
- T * concrete_resource = dynamic_cast<T *>(resource);
-
- if (concrete_resource == nullptr)
- throw runtime_error(format("ResourceManager: mismatch between requested type and actual type of resource ({})", asset.get_path()));
-
- return *concrete_resource;
-}
-
-#include "../facade/Sound.h"
-template Sound & ResourceManager::cache(const Asset &);
-
diff --git a/src/crepe/api/ResourceManager.h b/src/crepe/api/ResourceManager.h
deleted file mode 100644
index efdd5c5..0000000
--- a/src/crepe/api/ResourceManager.h
+++ /dev/null
@@ -1,69 +0,0 @@
-#pragma once
-
-#include <memory>
-#include <unordered_map>
-
-#include "Asset.h"
-#include "Resource.h"
-
-namespace crepe {
-
-class Sound;
-
-/**
- * \brief The ResourceManager is responsible for storing and managing assets over
- * multiple scenes.
- *
- * The ResourceManager ensures that assets are loaded once and can be accessed
- * across different scenes. It caches assets to avoid reloading them every time
- * a scene is loaded. Assets are retained in memory until the ResourceManager is
- * destroyed, at which point the cached assets are cleared.
- */
-class ResourceManager {
-
-private:
- //! A cache that holds all the assets, accessible by their file path, over multiple scenes.
- std::unordered_map<const Asset, std::unique_ptr<Resource>> resources;
-
-private:
- ResourceManager(); // dbg_trace
- virtual ~ResourceManager(); // dbg_trace
-
- ResourceManager(const ResourceManager &) = delete;
- ResourceManager(ResourceManager &&) = delete;
- ResourceManager & operator=(const ResourceManager &) = delete;
- ResourceManager & operator=(ResourceManager &&) = delete;
-
-public:
- /**
- * \brief Retrieves the singleton instance of the ResourceManager.
- *
- * \return A reference to the single instance of the ResourceManager.
- */
- static ResourceManager & get_instance();
-
-public:
- /**
- * \brief Caches an asset by loading it from the given file path.
- *
- * \param file_path The path to the asset file to load.
- * \param reload If true, the asset will be reloaded from the file, even if
- * it is already cached.
- * \tparam T The type of asset to cache (e.g., texture, sound, etc.).
- *
- * \return A reference to the resource
- *
- * This template function caches the asset at the given file path. If the
- * asset is already cached, the existing instance will be returned.
- * Otherwise, the concrete resource will be instantiated and added to the
- * cache.
- */
- template <typename T>
- T & cache(const Asset & asset);
-
- //! Clear the resource cache
- void clear();
-};
-
-} // namespace crepe
-
diff --git a/src/crepe/api/Rigidbody.cpp b/src/crepe/api/Rigidbody.cpp
index 6b87695..8213afb 100644
--- a/src/crepe/api/Rigidbody.cpp
+++ b/src/crepe/api/Rigidbody.cpp
@@ -6,10 +6,8 @@ crepe::Rigidbody::Rigidbody(game_object_id_t id, const Data & data)
: Component(id),
data(data) {}
-void crepe::Rigidbody::add_force_linear(const Vector2 & force) {
+void crepe::Rigidbody::add_force_linear(const vec2 & force) {
this->data.linear_velocity += force;
}
-void crepe::Rigidbody::add_force_angular(double force) {
- this->data.angular_velocity += force;
-}
+void crepe::Rigidbody::add_force_angular(float force) { this->data.angular_velocity += force; }
diff --git a/src/crepe/api/Rigidbody.h b/src/crepe/api/Rigidbody.h
index 3e5c7a3..6900295 100644
--- a/src/crepe/api/Rigidbody.h
+++ b/src/crepe/api/Rigidbody.h
@@ -1,14 +1,17 @@
#pragma once
+#include <cmath>
+#include <set>
+
#include "../Component.h"
-#include "Vector2.h"
+#include "types.h"
namespace crepe {
/**
* \brief Rigidbody class
- *
+ *
* This class is used by the physics sytem and collision system. It configures how to system
* interact with the gameobject for movement and collisions.
*/
@@ -16,7 +19,7 @@ class Rigidbody : public Component {
public:
/**
* \brief BodyType enum
- *
+ *
* This enum provides three bodytypes the physics sytem and collision system use.
*/
enum class BodyType {
@@ -29,54 +32,118 @@ public:
};
/**
* \brief PhysicsConstraints to constrain movement
- *
+ *
* This struct configures the movement constraint for this object. If a constraint is enabled
* the systems will not move the object.
*/
struct PhysicsConstraints {
- //! X constraint
+ //! Prevent movement along X axis
bool x = false;
- //! Y constraint
+ //! Prevent movement along Y axis
bool y = false;
- //! rotation constraint
+ //! Prevent rotation
bool rotation = false;
};
public:
- /**
+ /**
* \brief struct for Rigidbody data
- *
+ *
* This struct holds the data for the Rigidbody.
*/
struct Data {
//! objects mass
- double mass = 0.0;
- //! gravtiy scale
- double gravity_scale = 0.0;
- //! Changes if physics apply
+ float mass = 1;
+ /**
+ * \brief Gravity scale factor.
+ *
+ * The `gravity_scale` controls how much gravity affects the object. It is a multiplier applied to the default
+ * gravity force, allowing for fine-grained control over how the object responds to gravity.
+ *
+ */
+ float gravity_scale = 0;
+
+ //! Defines the type of the physics body, which determines how the physics system interacts with the object.
BodyType body_type = BodyType::DYNAMIC;
- //! linear velocity of object
- Vector2 linear_velocity;
- //! maximum linear velocity of object
- Vector2 max_linear_velocity;
- //! linear damping of object
- Vector2 linear_damping;
- //! angular velocity of object
- double angular_velocity = 0.0;
- //! max angular velocity of object
- double max_angular_velocity = 0.0;
- //! angular damping of object
- double angular_damping = 0.0;
- //! movements constraints of object
+
+ /**
+ * \name Linear (positional) motion
+ *
+ * These variables define the linear motion (movement along the position) of an object.
+ * The linear velocity is applied to the object's position in each update of the PhysicsSystem.
+ * The motion is affected by the object's linear velocity, its maximum velocity, and a coefficient
+ * that can scale the velocity over time.
+ *
+ * \{
+ */
+ //! Linear velocity of the object (speed and direction).
+ vec2 linear_velocity;
+ //! Maximum linear velocity of the object. This limits the object's speed.
+ float max_linear_velocity = INFINITY;
+ //! Linear velocity coefficient. This scales the object's velocity for adjustment or damping.
+ vec2 linear_velocity_coefficient = {1, 1};
+ //! \}
+
+ /**
+ * \name Angular (rotational) motion
+ *
+ * These variables define the angular motion (rotation) of an object.
+ * The angular velocity determines how quickly the object rotates, while the maximum angular velocity
+ * sets a limit on the rotation speed. The angular velocity coefficient applies damping or scaling
+ * to the angular velocity, which can be used to simulate friction or other effects that slow down rotation.
+ *
+ * \{
+ */
+ //! Angular velocity of the object, representing the rate of rotation (in degrees).
+ float angular_velocity = 0;
+ //! Maximum angular velocity of the object. This limits the maximum rate of rotation.
+ float max_angular_velocity = INFINITY;
+ //! Angular velocity coefficient. This scales the object's angular velocity, typically used for damping.
+ float angular_velocity_coefficient = 1;
+ //! \}
+
+ /**
+ * \brief Movement constraints for an object.
+ *
+ * The `PhysicsConstraints` struct defines the constraints that restrict an object's movement
+ * in certain directions or prevent rotation. These constraints effect only the physics system
+ * to prevent the object from moving or rotating in specified ways.
+ *
+ */
PhysicsConstraints constraints;
- //! if gravity applies
- bool use_gravity = true;
- //! if object bounces
- bool bounce = false;
+
+ /**
+ * \brief Elasticity factor of the material (bounce factor).
+ *
+ * The `elasticity_coefficient` controls how much of the object's velocity is retained after a collision.
+ * It represents the material's ability to bounce or recover velocity upon impact. The coefficient is a value
+ * above 0.0.
+ *
+ */
+ float elastisity_coefficient = 0.0;
+
+ /**
+ * \brief Offset of all colliders relative to the object's transform position.
+ *
+ * The `offset` defines a positional shift applied to all colliders associated with the object, relative to the object's
+ * transform position. This allows for the colliders to be placed at a different position than the object's actual
+ * position, without modifying the object's transform itself.
+ *
+ */
+ vec2 offset;
+
+ /**
+ * \brief Defines the collision layers of a GameObject.
+ *
+ * The `collision_layers` specifies the layers that the GameObject will collide with.
+ * Each element represents a layer ID, and the GameObject will only detect
+ * collisions with other GameObjects that belong to these layers.
+ */
+ std::set<int> collision_layers = {0};
};
public:
- /**
+ /**
* \param game_object_id id of the gameobject the rigibody is added to.
* \param data struct to configure the rigidbody.
*/
@@ -85,18 +152,27 @@ public:
Data data;
public:
- /**
+ /**
* \brief add a linear force to the Rigidbody.
- *
+ *
* \param force Vector2 that is added to the linear force.
*/
- void add_force_linear(const Vector2 & force);
- /**
+ void add_force_linear(const vec2 & force);
+ /**
* \brief add a angular force to the Rigidbody.
- *
+ *
* \param force Vector2 that is added to the angular force.
*/
- void add_force_angular(double force);
+ void add_force_angular(float force);
+
+protected:
+ /**
+ * Ensures there is at most one Rigidbody component per entity.
+ * \return Always returns 1, indicating this constraint.
+ */
+ virtual int get_instances_max() const { return 1; }
+ //! ComponentManager instantiates all components
+ friend class ComponentManager;
};
} // namespace crepe
diff --git a/src/crepe/api/SaveManager.cpp b/src/crepe/api/SaveManager.cpp
deleted file mode 100644
index c5f43ea..0000000
--- a/src/crepe/api/SaveManager.cpp
+++ /dev/null
@@ -1,173 +0,0 @@
-#include "../facade/DB.h"
-#include "../util/Log.h"
-
-#include "Config.h"
-#include "SaveManager.h"
-#include "ValueBroker.h"
-
-using namespace std;
-using namespace crepe;
-
-template <>
-string SaveManager::serialize(const string & value) const noexcept {
- return value;
-}
-template <typename T>
-string SaveManager::serialize(const T & value) const noexcept {
- return to_string(value);
-}
-template string SaveManager::serialize(const uint8_t &) const noexcept;
-template string SaveManager::serialize(const int8_t &) const noexcept;
-template string SaveManager::serialize(const uint16_t &) const noexcept;
-template string SaveManager::serialize(const int16_t &) const noexcept;
-template string SaveManager::serialize(const uint32_t &) const noexcept;
-template string SaveManager::serialize(const int32_t &) const noexcept;
-template string SaveManager::serialize(const uint64_t &) const noexcept;
-template string SaveManager::serialize(const int64_t &) const noexcept;
-template string SaveManager::serialize(const float &) const noexcept;
-template string SaveManager::serialize(const double &) const noexcept;
-
-template <>
-uint64_t SaveManager::deserialize(const string & value) const noexcept {
- try {
- return stoul(value);
- } catch (std::invalid_argument &) {
- return 0;
- }
-}
-template <>
-int64_t SaveManager::deserialize(const string & value) const noexcept {
- try {
- return stol(value);
- } catch (std::invalid_argument &) {
- return 0;
- }
-}
-template <>
-float SaveManager::deserialize(const string & value) const noexcept {
- try {
- return stof(value);
- } catch (std::invalid_argument &) {
- return 0;
- }
- return stof(value);
-}
-template <>
-double SaveManager::deserialize(const string & value) const noexcept {
- try {
- return stod(value);
- } catch (std::invalid_argument &) {
- return 0;
- }
-}
-template <>
-string SaveManager::deserialize(const string & value) const noexcept {
- return value;
-}
-
-template <>
-uint8_t SaveManager::deserialize(const string & value) const noexcept {
- return deserialize<uint64_t>(value);
-}
-template <>
-int8_t SaveManager::deserialize(const string & value) const noexcept {
- return deserialize<int64_t>(value);
-}
-template <>
-uint16_t SaveManager::deserialize(const string & value) const noexcept {
- return deserialize<uint64_t>(value);
-}
-template <>
-int16_t SaveManager::deserialize(const string & value) const noexcept {
- return deserialize<int64_t>(value);
-}
-template <>
-uint32_t SaveManager::deserialize(const string & value) const noexcept {
- return deserialize<uint64_t>(value);
-}
-template <>
-int32_t SaveManager::deserialize(const string & value) const noexcept {
- return deserialize<int64_t>(value);
-}
-
-SaveManager::SaveManager() { dbg_trace(); }
-
-SaveManager & SaveManager::get_instance() {
- dbg_trace();
- static SaveManager instance;
- return instance;
-}
-
-DB & SaveManager::get_db() {
- Config & cfg = Config::get_instance();
- // TODO: make this path relative to XDG_DATA_HOME on Linux and whatever the
- // default equivalent is on Windows using some third party library
- static DB db(cfg.savemgr.location);
- return db;
-}
-
-bool SaveManager::has(const string & key) {
- DB & db = this->get_db();
- return db.has(key);
-}
-
-template <>
-void SaveManager::set(const string & key, const string & value) {
- DB & db = this->get_db();
- db.set(key, value);
-}
-template <typename T>
-void SaveManager::set(const string & key, const T & value) {
- DB & db = this->get_db();
- db.set(key, std::to_string(value));
-}
-template void SaveManager::set(const string &, const uint8_t &);
-template void SaveManager::set(const string &, const int8_t &);
-template void SaveManager::set(const string &, const uint16_t &);
-template void SaveManager::set(const string &, const int16_t &);
-template void SaveManager::set(const string &, const uint32_t &);
-template void SaveManager::set(const string &, const int32_t &);
-template void SaveManager::set(const string &, const uint64_t &);
-template void SaveManager::set(const string &, const int64_t &);
-template void SaveManager::set(const string &, const float &);
-template void SaveManager::set(const string &, const double &);
-
-template <typename T>
-ValueBroker<T> SaveManager::get(const string & key, const T & default_value) {
- if (!this->has(key)) this->set<T>(key, default_value);
- return this->get<T>(key);
-}
-template ValueBroker<uint8_t> SaveManager::get(const string &, const uint8_t &);
-template ValueBroker<int8_t> SaveManager::get(const string &, const int8_t &);
-template ValueBroker<uint16_t> SaveManager::get(const string &, const uint16_t &);
-template ValueBroker<int16_t> SaveManager::get(const string &, const int16_t &);
-template ValueBroker<uint32_t> SaveManager::get(const string &, const uint32_t &);
-template ValueBroker<int32_t> SaveManager::get(const string &, const int32_t &);
-template ValueBroker<uint64_t> SaveManager::get(const string &, const uint64_t &);
-template ValueBroker<int64_t> SaveManager::get(const string &, const int64_t &);
-template ValueBroker<float> SaveManager::get(const string &, const float &);
-template ValueBroker<double> SaveManager::get(const string &, const double &);
-template ValueBroker<string> SaveManager::get(const string &, const string &);
-
-template <typename T>
-ValueBroker<T> SaveManager::get(const string & key) {
- T value;
- return {
- [this, key](const T & target) { this->set<T>(key, target); },
- [this, key, value]() mutable -> const T & {
- value = this->deserialize<T>(this->get_db().get(key));
- return value;
- },
- };
-}
-template ValueBroker<uint8_t> SaveManager::get(const string &);
-template ValueBroker<int8_t> SaveManager::get(const string &);
-template ValueBroker<uint16_t> SaveManager::get(const string &);
-template ValueBroker<int16_t> SaveManager::get(const string &);
-template ValueBroker<uint32_t> SaveManager::get(const string &);
-template ValueBroker<int32_t> SaveManager::get(const string &);
-template ValueBroker<uint64_t> SaveManager::get(const string &);
-template ValueBroker<int64_t> SaveManager::get(const string &);
-template ValueBroker<float> SaveManager::get(const string &);
-template ValueBroker<double> SaveManager::get(const string &);
-template ValueBroker<string> SaveManager::get(const string &);
diff --git a/src/crepe/api/SaveManager.h b/src/crepe/api/SaveManager.h
deleted file mode 100644
index 3d8c852..0000000
--- a/src/crepe/api/SaveManager.h
+++ /dev/null
@@ -1,114 +0,0 @@
-#pragma once
-
-#include <memory>
-
-#include "../ValueBroker.h"
-
-namespace crepe {
-
-class DB;
-
-/**
- * \brief Save data manager
- *
- * This class provides access to a simple key-value store that stores
- * - integers (8-64 bit, signed or unsigned)
- * - real numbers (float or double)
- * - string (std::string)
- *
- * The underlying database is a key-value store.
- */
-class SaveManager {
-public:
- /**
- * \brief Get a read/write reference to a value and initialize it if it does not yet exist
- *
- * \param key The value key
- * \param default_value Value to initialize \c key with if it does not already exist in the
- * database
- *
- * \return Read/write reference to the value
- */
- template <typename T>
- ValueBroker<T> get(const std::string & key, const T & default_value);
-
- /**
- * \brief Get a read/write reference to a value
- *
- * \param key The value key
- *
- * \return Read/write reference to the value
- *
- * \note Attempting to read this value before it is initialized (i.e. set) will result in an
- * exception
- */
- template <typename T>
- ValueBroker<T> get(const std::string & key);
-
- /**
- * \brief Set a value directly
- *
- * \param key The value key
- * \param value The value to store
- */
- template <typename T>
- void set(const std::string & key, const T & value);
-
- /**
- * \brief Check if the save file has a value for this \c key
- *
- * \param key The value key
- *
- * \returns True if the key exists, or false if it does not
- */
- bool has(const std::string & key);
-
-private:
- SaveManager();
- virtual ~SaveManager() = default;
-
-private:
- /**
- * \brief Serialize an arbitrary value to STL string
- *
- * \tparam T Type of arbitrary value
- *
- * \returns String representation of value
- */
- template <typename T>
- std::string serialize(const T &) const noexcept;
-
- /**
- * \brief Deserialize an STL string back to type \c T
- *
- * \tparam T Type of value
- * \param value Serialized value
- *
- * \returns Deserialized value
- */
- template <typename T>
- T deserialize(const std::string & value) const noexcept;
-
-public:
- // singleton
- static SaveManager & get_instance();
- SaveManager(const SaveManager &) = delete;
- SaveManager(SaveManager &&) = delete;
- SaveManager & operator=(const SaveManager &) = delete;
- SaveManager & operator=(SaveManager &&) = delete;
-
-private:
- /**
- * \brief Create an instance of DB and return its reference
- *
- * \returns DB instance
- *
- * This function exists because DB is a facade class, which can't directly be used in the API
- * without workarounds
- *
- * TODO: better solution
- */
- static DB & get_db();
-};
-
-} // namespace crepe
diff --git a/src/crepe/api/Scene.cpp b/src/crepe/api/Scene.cpp
index 88aa82d..ad729d2 100644
--- a/src/crepe/api/Scene.cpp
+++ b/src/crepe/api/Scene.cpp
@@ -2,6 +2,14 @@
using namespace crepe;
-Scene::Scene(ComponentManager & mgr, const std::string & name)
- : component_manager(mgr),
- name(name) {}
+SaveManager & Scene::get_save_manager() const { return mediator->save_manager; }
+
+GameObject Scene::new_object(const std::string & name, const std::string & tag,
+ const vec2 & position, double rotation, double scale) {
+ // Forward the call to ComponentManager's new_object method
+ return mediator->component_manager->new_object(name, tag, position, rotation, scale);
+}
+
+void Scene::set_persistent(const Asset & asset, bool persistent) {
+ mediator->resource_manager->set_persistent(asset, persistent);
+}
diff --git a/src/crepe/api/Scene.h b/src/crepe/api/Scene.h
index 0e516b6..dcca9d4 100644
--- a/src/crepe/api/Scene.h
+++ b/src/crepe/api/Scene.h
@@ -2,25 +2,93 @@
#include <string>
+#include "../manager/ComponentManager.h"
+#include "../manager/Mediator.h"
+#include "../manager/ResourceManager.h"
+#include "../util/Log.h"
+#include "../util/OptionalRef.h"
+
+#include "GameObject.h"
+
namespace crepe {
class SceneManager;
class ComponentManager;
+class Asset;
+/**
+ * \brief Represents a Scene
+ *
+ * This class represents a Scene. The Scene class is only used as an interface for the game
+ * programmer.
+ */
class Scene {
protected:
- Scene(ComponentManager & mgr, const std::string & name);
+ // NOTE: This must be the only constructor on Scene, see "Late references" below
+ Scene() = default;
+ //! SceneManager instances Scene
friend class SceneManager;
public:
virtual ~Scene() = default;
public:
+ //! Load the scene
virtual void load_scene() = 0;
- const std::string name;
+ /**
+ * \brief Get the scene's name
+ * \return The scene's name
+ */
+ virtual std::string get_name() const = 0;
+
+ // TODO: Late references should ALWAYS be private! This is currently kept as-is so unit tests
+ // keep passing, but this reference should not be directly accessible by the user!!!
+
+private:
+ /**
+ * \name Late references
+ *
+ * These references are set by SceneManager immediately after calling the constructor of Scene.
+ *
+ * \note Scene must have a constructor without arguments so the game programmer doesn't need to
+ * manually add `using Scene::Scene` to their concrete scene class, if they want to add a
+ * constructor with arguments (e.g. for passing references to their own concrete Scene classes).
+ *
+ * \{
+ */
+ //! Mediator reference
+ OptionalRef<Mediator> mediator;
+ //! \}
protected:
- ComponentManager & component_manager;
+ /**
+ * \brief Retrieve the reference to the SaveManager instance
+ *
+ * \returns A reference to the SaveManager instance held by the Mediator.
+ */
+ SaveManager & get_save_manager() const;
+
+ //! \copydoc ComponentManager::new_object
+ GameObject new_object(const std::string & name, const std::string & tag = "",
+ const vec2 & position = {0, 0}, double rotation = 0,
+ double scale = 1);
+
+ //! \copydoc ResourceManager::set_persistent
+ void set_persistent(const Asset & asset, bool persistent);
+ /**
+ * \name Logging functions
+ * \see Log
+ * \{
+ */
+ //! \copydoc Log::logf
+ template <class... Args>
+ void logf(const Log::Level & level, std::format_string<Args...> fmt, Args &&... args);
+ //! \copydoc Log::logf
+ template <class... Args>
+ void logf(std::format_string<Args...> fmt, Args &&... args);
+ //! \}
};
} // namespace crepe
+
+#include "Scene.hpp"
diff --git a/src/crepe/api/Scene.hpp b/src/crepe/api/Scene.hpp
new file mode 100644
index 0000000..14635df
--- /dev/null
+++ b/src/crepe/api/Scene.hpp
@@ -0,0 +1,19 @@
+#pragma once
+
+#include "../util/Log.h"
+
+#include "Scene.h"
+
+namespace crepe {
+
+template <class... Args>
+void Scene::logf(const Log::Level & level, std::format_string<Args...> fmt, Args &&... args) {
+ Log::logf(level, fmt, std::forward<Args>(args)...);
+}
+
+template <class... Args>
+void Scene::logf(std::format_string<Args...> fmt, Args &&... args) {
+ Log::logf(fmt, std::forward<Args>(args)...);
+}
+
+} // namespace crepe
diff --git a/src/crepe/api/SceneManager.cpp b/src/crepe/api/SceneManager.cpp
deleted file mode 100644
index 7fb5cb0..0000000
--- a/src/crepe/api/SceneManager.cpp
+++ /dev/null
@@ -1,34 +0,0 @@
-#include <algorithm>
-#include <memory>
-
-#include "../ComponentManager.h"
-
-#include "SceneManager.h"
-
-using namespace crepe;
-using namespace std;
-
-SceneManager::SceneManager(ComponentManager & mgr) : component_manager(mgr) {}
-
-void SceneManager::set_next_scene(const string & name) { next_scene = name; }
-
-void SceneManager::load_next_scene() {
- // next scene not set
- if (this->next_scene.empty()) return;
-
- auto it = find_if(this->scenes.begin(), this->scenes.end(),
- [&next_scene = this->next_scene](unique_ptr<Scene> & scene) {
- return scene->name == next_scene;
- });
-
- // next scene not found
- if (it == this->scenes.end()) return;
- unique_ptr<Scene> & scene = *it;
-
- // Delete all components of the current scene
- ComponentManager & mgr = this->component_manager;
- mgr.delete_all_components();
-
- // Load the new scene
- scene->load_scene();
-}
diff --git a/src/crepe/api/SceneManager.h b/src/crepe/api/SceneManager.h
deleted file mode 100644
index e854794..0000000
--- a/src/crepe/api/SceneManager.h
+++ /dev/null
@@ -1,45 +0,0 @@
-#pragma once
-
-#include <memory>
-#include <queue>
-#include <vector>
-
-#include "Scene.h"
-
-namespace crepe {
-
-class ComponentManager;
-
-class SceneManager {
-public:
- SceneManager(ComponentManager & mgr);
-
-public:
- /**
- * \brief Add a new concrete scene to the scene manager
- *
- * \tparam T Type of concrete scene
- * \param name Name of new scene
- */
- template <typename T>
- void add_scene(const std::string & name);
- /**
- * \brief Set the next scene
- *
- * This scene will be loaded at the end of the frame
- *
- * \param name Name of the next scene
- */
- void set_next_scene(const std::string & name);
- //! Load a new scene (if there is one)
- void load_next_scene();
-
-private:
- std::vector<std::unique_ptr<Scene>> scenes;
- std::string next_scene;
- ComponentManager & component_manager;
-};
-
-} // namespace crepe
-
-#include "SceneManager.hpp"
diff --git a/src/crepe/api/SceneManager.hpp b/src/crepe/api/SceneManager.hpp
deleted file mode 100644
index 714f690..0000000
--- a/src/crepe/api/SceneManager.hpp
+++ /dev/null
@@ -1,21 +0,0 @@
-#pragma once
-
-#include "SceneManager.h"
-
-namespace crepe {
-
-template <typename T>
-void SceneManager::add_scene(const std::string & name) {
- using namespace std;
- static_assert(is_base_of<Scene, T>::value, "T must be derived from Scene");
-
- Scene * scene = new T(this->component_manager, name);
- this->scenes.emplace_back(unique_ptr<Scene>(scene));
-
- // The first scene added, is the one that will be loaded at the beginning
- if (next_scene.empty()) {
- next_scene = name;
- }
-}
-
-} // namespace crepe
diff --git a/src/crepe/api/Script.cpp b/src/crepe/api/Script.cpp
new file mode 100644
index 0000000..583c04f
--- /dev/null
+++ b/src/crepe/api/Script.cpp
@@ -0,0 +1,40 @@
+#include <string>
+
+#include "../facade/SDLContext.h"
+#include "../manager/SceneManager.h"
+#include "Script.h"
+
+using namespace crepe;
+using namespace std;
+
+Script::~Script() {
+ EventManager & mgr = this->mediator->event_manager;
+ for (auto id : this->listeners) {
+ mgr.unsubscribe(id);
+ }
+}
+
+template <>
+void Script::subscribe(const EventHandler<CollisionEvent> & callback) {
+ this->subscribe_internal(callback, this->game_object_id);
+}
+
+void Script::set_next_scene(const string & name) {
+ SceneManager & mgr = this->mediator->scene_manager;
+ mgr.set_next_scene(name);
+}
+
+SaveManager & Script::get_save_manager() const { return this->mediator->save_manager; }
+
+const keyboard_state_t & Script::get_keyboard_state() const {
+ SDLContext & sdl_context = this->mediator->sdl_context;
+ return sdl_context.get_keyboard_state();
+}
+
+bool Script::get_key_state(Keycode key) const noexcept {
+ try {
+ return this->get_keyboard_state().at(key);
+ } catch (...) {
+ return false;
+ }
+}
diff --git a/src/crepe/api/Script.h b/src/crepe/api/Script.h
index 2b70379..65306cd 100644
--- a/src/crepe/api/Script.h
+++ b/src/crepe/api/Script.h
@@ -2,7 +2,12 @@
#include <vector>
+#include "../api/KeyCodes.h"
+#include "../manager/EventManager.h"
+#include "../manager/Mediator.h"
+#include "../system/CollisionSystem.h"
#include "../types.h"
+#include "../util/OptionalRef.h"
namespace crepe {
@@ -18,11 +23,21 @@ class ComponentManager;
*
* \note Additional *events* (like Unity's OnDisable and OnEnable) should be implemented as
* member or lambda methods in derivative user script classes and registered in \c init().
+ *
+ * \warning Concrete scripts are allowed do create a custom constructor, but the utility
+ * functions should not be called inside the constructor as they rely on late references that
+ * are only available after the constructor returns.
+ *
+ * \see feature_script
*/
class Script {
protected:
/**
- * \brief Script initialization function
+ * \name Interface functions
+ * \{
+ */
+ /**
+ * \brief Script initialization function (empty by default)
*
* This function is called during the ScriptSystem::update() routine *before*
* Script::update() if it (a) has not yet been called and (b) the \c BehaviorScript component
@@ -30,24 +45,31 @@ protected:
*/
virtual void init() {}
/**
- * \brief Script update function
+ * \brief Script update function (empty by default)
*
* This function is called during the ScriptSystem::update() routine if the \c BehaviorScript
* component holding this script instance is active.
*/
virtual void update() {}
+ //! \}
+
//! ScriptSystem calls \c init() and \c update()
friend class crepe::ScriptSystem;
protected:
/**
- * \brief Get single component of type \c T on this game object (utility)
+ * \name Utility functions
+ * \{
+ */
+
+ /**
+ * \brief Get single component of type \c T on this game object
*
* \tparam T Type of component
*
* \returns Reference to component
*
- * \throws nullptr if this game object does not have a component matching type \c T
+ * \throws std::runtime_error if this game object does not have a component with type \c T
*/
template <typename T>
T & get_component() const;
@@ -55,34 +77,158 @@ protected:
// cause compile-time errors
/**
- * \brief Get all components of type \c T on this game object (utility)
+ * \brief Get all components of type \c T on this game object
*
* \tparam T Type of component
*
* \returns List of component references
*/
template <typename T>
- std::vector<std::reference_wrapper<T>> get_components() const;
+ RefVector<T> get_components() const;
+
+ /**
+ * \copydoc ComponentManager::get_components_by_id
+ * \see ComponentManager::get_components_by_id
+ */
+ template <typename T>
+ RefVector<T> get_components_by_id(game_object_id_t id) const;
+ /**
+ * \copydoc ComponentManager::get_components_by_name
+ * \see ComponentManager::get_components_by_name
+ */
+ template <typename T>
+ RefVector<T> get_components_by_name(const std::string & name) const;
+ /**
+ * \copydoc ComponentManager::get_components_by_tag
+ * \see ComponentManager::get_components_by_tag
+ */
+ template <typename T>
+ RefVector<T> get_components_by_tag(const std::string & tag) const;
+
+ /**
+ * \brief Log a message using Log::logf
+ *
+ * \tparam Args Log::logf parameters
+ * \param args Log::logf parameters
+ */
+ template <typename... Args>
+ void logf(Args &&... args);
+
+ /**
+ * \brief Subscribe to an event with an explicit channel
+ * \see EventManager::subscribe
+ */
+ template <typename EventType>
+ void subscribe(const EventHandler<EventType> & callback, event_channel_t channel);
+ /**
+ * \brief Subscribe to an event on EventManager::CHANNEL_ALL
+ * \see EventManager::subscribe
+ */
+ template <typename EventType>
+ void subscribe(const EventHandler<EventType> & callback);
+
+ /**
+ * \brief Set the next scene using SceneManager
+ * \see SceneManager::set_next_scene
+ */
+ void set_next_scene(const std::string & name);
+
+ //! Retrieve SaveManager reference
+ SaveManager & get_save_manager() const;
+ /**
+ * \brief Utility function to retrieve the keyboard state
+ * \see SDLContext::get_keyboard_state
+ *
+ * \return current keyboard state map with Keycode as key and bool as value(true = pressed, false = not pressed)
+ *
+ */
+ const keyboard_state_t & get_keyboard_state() const;
+ /**
+ * \brief Utility function to retrieve a single key state.
+ * \see SDLContext::get_keyboard_state
+ *
+ * \return Keycode state (true if pressed, false if not pressed).
+ *
+ */
+ bool get_key_state(Keycode key) const noexcept;
+ //! \}
+
+private:
+ /**
+ * \brief Internal subscribe function
+ *
+ * This function exists so certain template specializations of Script::subscribe can be
+ * explicitly deleted, and does the following:
+ * - Wrap the user-provided callback in a check that tests if the parent BehaviorScript
+ * component is still active
+ * - Store the subscriber handle returned by the event manager so this listener is
+ * automatically unsubscribed at the end of this Script instance's life
+ *
+ * \tparam EventType concrete Event class
+ * \param callback User-provided callback function
+ * \param channel Event channel (may have been overridden by template specializations)
+ */
+ template <typename EventType>
+ void subscribe_internal(const EventHandler<EventType> & callback, event_channel_t channel);
protected:
- // NOTE: Script must have a constructor without arguments so the game programmer doesn't need
- // to manually add `using Script::Script` to their concrete script class.
+ // NOTE: This must be the only constructor on Script, see "Late references" below
Script() = default;
//! Only \c BehaviorScript instantiates Script
friend class BehaviorScript;
+public:
+ // std::unique_ptr destroys script
+ virtual ~Script();
+
private:
- // These references are set by BehaviorScript immediately after calling the constructor of
- // Script.
- game_object_id_t game_object_id = -1;
- ComponentManager * component_manager_ref = nullptr;
- // TODO: use OptionalRef instead of pointer
+ Script(const Script &) = delete;
+ Script(Script &&) = delete;
+ Script & operator=(const Script &) = delete;
+ Script & operator=(Script &&) = delete;
+
+private:
+ /**
+ * \name Late references
+ *
+ * These references are set by BehaviorScript immediately after calling the constructor of
+ * Script.
+ *
+ * \note Script must have a constructor without arguments so the game programmer doesn't need
+ * to manually add `using Script::Script` to their concrete script class if they want to
+ * implement a non-default constructor (e.g. for passing references to their own concrete
+ * Script classes).
+ *
+ * \{
+ */
+ //! Game object ID of game object parent BehaviorScript is attached to
+ game_object_id_t game_object_id;
+ //! Reference to parent component
+ OptionalRef<bool> active;
+ //! Mediator reference
+ OptionalRef<Mediator> mediator;
+ //! \}
private:
//! Flag to indicate if \c init() has been called already
bool initialized = false;
+ //! List of subscribed events
+ std::vector<subscription_t> listeners;
};
+/**
+ * \brief Subscribe to CollisionEvent for the current GameObject
+ *
+ * This is a template specialization for Script::subscribe which automatically sets the event
+ * channel so the callback handler is only called for CollisionEvent events that apply to the
+ * current GameObject the parent BehaviorScript is attached to.
+ */
+template <>
+void Script::subscribe(const EventHandler<CollisionEvent> & callback);
+template <>
+void Script::subscribe(const EventHandler<CollisionEvent> & callback, event_channel_t)
+ = delete;
+
} // namespace crepe
#include "Script.hpp"
diff --git a/src/crepe/api/Script.hpp b/src/crepe/api/Script.hpp
index a064a90..225a51c 100644
--- a/src/crepe/api/Script.hpp
+++ b/src/crepe/api/Script.hpp
@@ -1,6 +1,6 @@
#pragma once
-#include "../ComponentManager.h"
+#include "../manager/ComponentManager.h"
#include "BehaviorScript.h"
#include "Script.h"
@@ -10,7 +10,7 @@ namespace crepe {
template <typename T>
T & Script::get_component() const {
using namespace std;
- vector<reference_wrapper<T>> all_components = this->get_components<T>();
+ RefVector<T> all_components = this->get_components<T>();
if (all_components.size() < 1)
throw runtime_error(
format("Script: no component found with type = {}", typeid(T).name()));
@@ -19,10 +19,59 @@ T & Script::get_component() const {
}
template <typename T>
-std::vector<std::reference_wrapper<T>> Script::get_components() const {
- auto & mgr = *this->component_manager_ref;
+RefVector<T> Script::get_components() const {
+ return this->get_components_by_id<T>(this->game_object_id);
+}
+
+template <typename... Args>
+void Script::logf(Args &&... args) {
+ Log::logf(std::forward<Args>(args)...);
+}
+
+template <typename EventType>
+void Script::subscribe_internal(const EventHandler<EventType> & callback,
+ event_channel_t channel) {
+ EventManager & mgr = this->mediator->event_manager;
+ subscription_t listener = mgr.subscribe<EventType>(
+ [this, callback](const EventType & data) -> bool {
+ bool & active = this->active;
+ if (!active) return false;
+ return callback(data);
+ },
+ channel);
+ this->listeners.push_back(listener);
+}
+
+template <typename EventType>
+void Script::subscribe(const EventHandler<EventType> & callback, event_channel_t channel) {
+ this->subscribe_internal(callback, channel);
+}
+
+template <typename EventType>
+void Script::subscribe(const EventHandler<EventType> & callback) {
+ this->subscribe_internal(callback, EventManager::CHANNEL_ALL);
+}
+
+template <typename T>
+RefVector<T> Script::get_components_by_id(game_object_id_t id) const {
+ Mediator & mediator = this->mediator;
+ ComponentManager & mgr = mediator.component_manager;
+
+ return mgr.get_components_by_id<T>(id);
+}
+template <typename T>
+RefVector<T> Script::get_components_by_name(const std::string & name) const {
+ Mediator & mediator = this->mediator;
+ ComponentManager & mgr = mediator.component_manager;
+
+ return mgr.get_components_by_name<T>(name);
+}
+template <typename T>
+RefVector<T> Script::get_components_by_tag(const std::string & tag) const {
+ Mediator & mediator = this->mediator;
+ ComponentManager & mgr = mediator.component_manager;
- return mgr.get_components_by_id<T>(this->game_object_id);
+ return mgr.get_components_by_tag<T>(tag);
}
} // namespace crepe
diff --git a/src/crepe/api/Sprite.cpp b/src/crepe/api/Sprite.cpp
index bd2d5cf..ba684ba 100644
--- a/src/crepe/api/Sprite.cpp
+++ b/src/crepe/api/Sprite.cpp
@@ -1,25 +1,21 @@
-#include <memory>
+#include <cmath>
#include "../util/Log.h"
-#include "facade/SDLContext.h"
+#include "api/Asset.h"
#include "Component.h"
#include "Sprite.h"
-#include "Texture.h"
+#include "types.h"
using namespace std;
using namespace crepe;
-Sprite::Sprite(game_object_id_t id, const shared_ptr<Texture> image, const Color & color,
- const FlipSettings & flip)
+Sprite::Sprite(game_object_id_t id, const Asset & texture, const Sprite::Data & data)
: Component(id),
- color(color),
- flip(flip),
- sprite_image(image) {
- dbg_trace();
+ source(texture),
+ data(data) {
- this->sprite_rect.w = sprite_image->get_width();
- this->sprite_rect.h = sprite_image->get_height();
+ dbg_trace();
}
Sprite::~Sprite() { dbg_trace(); }
diff --git a/src/crepe/api/Sprite.h b/src/crepe/api/Sprite.h
index 0192793..a2409c2 100644
--- a/src/crepe/api/Sprite.h
+++ b/src/crepe/api/Sprite.h
@@ -1,25 +1,13 @@
#pragma once
-#include <memory>
+#include "../Component.h"
+#include "api/Asset.h"
#include "Color.h"
-#include "Component.h"
-#include "Texture.h"
+#include "types.h"
namespace crepe {
-struct Rect {
- int w = 0;
- int h = 0;
- int x = 0;
- int y = 0;
-};
-
-struct FlipSettings {
- bool flip_x = false;
- bool flip_y = false;
-};
-
class SDLContext;
class Animator;
class AnimatorSystem;
@@ -31,58 +19,96 @@ class AnimatorSystem;
* flip settings, and is managed in layers with defined sorting orders.
*/
class Sprite : public Component {
+public:
+ //! settings to flip the image
+ struct FlipSettings {
+ //! horizantal flip
+ bool flip_x = false;
+ //! vertical flip
+ bool flip_y = false;
+ };
+
+ //! Sprite data that does not have to be set in the constructor
+ struct Data {
+ /**
+ * \brief Sprite tint (multiplied)
+ *
+ * The sprite texture's pixels are multiplied by this color before being displayed
+ * (including alpha channel for transparency).
+ */
+ Color color = Color::WHITE;
+
+ //! Flip settings for the sprite
+ FlipSettings flip;
+
+ //! Layer sorting level of the sprite
+ const int sorting_in_layer = 0;
+
+ //! Order within the sorting layer
+ const int order_in_layer = 0;
+
+ /**
+ * \brief width and height of the sprite in game units
+ *
+ * - if exclusively width is specified, the height is calculated using the texture's aspect
+ * ratio
+ * - if exclusively height is specified, the width is calculated using the texture's aspect
+ * ratio
+ * - if both are specified the texture is streched to fit the specified size
+ */
+ vec2 size = {0, 0};
+
+ //! independent sprite angle. rotating clockwise direction in degrees
+ float angle_offset = 0;
+
+ //! independent sprite scale multiplier
+ float scale_offset = 1;
+
+ //! independent sprite offset position
+ vec2 position_offset;
+ };
public:
- // 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.
+ * \param texture asset of the image
+ * \param ctx all the sprite data
*/
+ Sprite(game_object_id_t id, const Asset & texture, const Data & data);
~Sprite();
//! Texture used for the sprite
- const std::shared_ptr<Texture> sprite_image;
- //! Color tint of the sprite
- Color color;
- //! Flip settings for the sprite
- FlipSettings flip;
- //! Layer sorting level of the sprite
- uint8_t sorting_in_layer = 0;
- //! Order within the sorting layer
- uint8_t order_in_layer = 0;
+ const Asset source;
-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; }
+ Data data;
private:
- //! Reads the sprite_rect of sprite
+ //! Reads the mask of sprite
friend class SDLContext;
- //! Reads the all the variables plus the sprite_rect
+ //! Reads the all the variables plus the mask
friend class Animator;
- //! Reads the all the variables plus the sprite_rect
+ //! Reads the all the variables plus the mask
friend class AnimatorSystem;
+ /**
+ * \aspect_ratio the ratio of the sprite image
+ *
+ * - this value will only be set by the \c Animator component for the ratio of the Animation
+ * - if \c Animator component is not added it will not use this ratio (because 0) and will use aspect_ratio of the Asset.
+ */
+ float aspect_ratio = 0;
+
+ struct Rect {
+ int w = 0;
+ int h = 0;
+ int x = 0;
+ int y = 0;
+ };
//! Render area of the sprite this will also be adjusted by the AnimatorSystem if an Animator
- // object is present in GameObject
- Rect sprite_rect;
+ // object is present in GameObject. this is in sprite pixels
+ Rect mask;
};
} // namespace crepe
diff --git a/src/crepe/api/Text.cpp b/src/crepe/api/Text.cpp
new file mode 100644
index 0000000..54a4370
--- /dev/null
+++ b/src/crepe/api/Text.cpp
@@ -0,0 +1,12 @@
+#include "../facade/FontFacade.h"
+
+#include "Text.h"
+
+using namespace crepe;
+
+Text::Text(game_object_id_t id, const vec2 & dimensions, const vec2 & offset,
+ const std::string & font_family, const Data & data, const std::string & text)
+ : UIObject(id, dimensions, offset),
+ text(text),
+ data(data),
+ font_family(font_family) {}
diff --git a/src/crepe/api/Text.h b/src/crepe/api/Text.h
new file mode 100644
index 0000000..c30dc80
--- /dev/null
+++ b/src/crepe/api/Text.h
@@ -0,0 +1,66 @@
+#pragma once
+
+#include <optional>
+#include <string>
+
+#include "../Component.h"
+
+#include "Asset.h"
+#include "Color.h"
+#include "UIObject.h"
+
+namespace crepe {
+/**
+ * \brief Text UIObject component for displaying text
+ *
+ * This class can be used to display text on screen. By setting the font_family to a font already stored on the current device it will automatically be loaded in.
+ */
+class Text : public UIObject {
+public:
+ //! Text data that does not have to be set in the constructor
+ struct Data {
+ /**
+ * \brief fontsize for text rendering
+ *
+ * \note this is not the actual font size that is loaded in.
+ *
+ * Since SDL_TTF requires the font size when loading in the font it is not possible to switch the font size.
+ * The default font size that is loaded is set in the Config.
+ * Instead this value is used to upscale the font texture which can cause blurring or distorted text when upscaling or downscaling too much.
+ */
+ unsigned int font_size = 16;
+
+ //! Layer sorting level of the text
+ const int sorting_in_layer = 0;
+
+ //! Order within the sorting text
+ const int order_in_layer = 0;
+
+ //! Label text color.
+ Color text_color = Color::BLACK;
+ };
+
+public:
+ /**
+ *
+ * \param dimensions Width and height of the UIObject.
+ * \param offset Offset of the UIObject relative to its transform
+ * \param text The text to be displayed.
+ * \param font_family The font style name to be displayed.
+ * \param data Data struct containing extra text parameters.
+ * \param font Optional font asset that can be passed or left empty.
+ */
+ Text(game_object_id_t id, const vec2 & dimensions, const vec2 & offset,
+ const std::string & font_family, const Data & data, const std::string & text = "");
+
+ //! Label text.
+ std::string text = "";
+ //! font family name
+ std::string font_family = "";
+ //! Font asset variable if this is not set, it will use the font_family to create an asset.
+ std::optional<Asset> font;
+ //! Data instance
+ Data data;
+};
+
+} // namespace crepe
diff --git a/src/crepe/api/Texture.cpp b/src/crepe/api/Texture.cpp
deleted file mode 100644
index 6a1e4d8..0000000
--- a/src/crepe/api/Texture.cpp
+++ /dev/null
@@ -1,39 +0,0 @@
-#include <SDL2/SDL_render.h>
-
-#include "../facade/SDLContext.h"
-#include "../util/Log.h"
-
-#include "Asset.h"
-#include "Texture.h"
-
-using namespace crepe;
-using namespace std;
-
-Texture::Texture(unique_ptr<Asset> res) {
- dbg_trace();
- this->load(std::move(res));
-}
-
-Texture::Texture(const char * src) {
- dbg_trace();
- this->load(make_unique<Asset>(src));
-}
-
-Texture::~Texture() {
- dbg_trace();
- this->texture.reset();
-}
-
-void Texture::load(unique_ptr<Asset> res) {
- SDLContext & ctx = SDLContext::get_instance();
- this->texture = std::move(ctx.texture_from_path(res->get_path()));
-}
-
-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
deleted file mode 100644
index 6965223..0000000
--- a/src/crepe/api/Texture.h
+++ /dev/null
@@ -1,75 +0,0 @@
-#pragma once
-
-// 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;
-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:
- //! 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;
-
- //! Grants Animator access to private members.
- friend class Animator;
-};
-
-} // namespace crepe
diff --git a/src/crepe/api/Transform.cpp b/src/crepe/api/Transform.cpp
index cd944bd..a85b792 100644
--- a/src/crepe/api/Transform.cpp
+++ b/src/crepe/api/Transform.cpp
@@ -4,7 +4,7 @@
using namespace crepe;
-Transform::Transform(game_object_id_t id, const Vector2 & point, double rotation, double scale)
+Transform::Transform(game_object_id_t id, const vec2 & point, double rotation, double scale)
: Component(id),
position(point),
rotation(rotation),
diff --git a/src/crepe/api/Transform.h b/src/crepe/api/Transform.h
index 18aa293..7ee6d65 100644
--- a/src/crepe/api/Transform.h
+++ b/src/crepe/api/Transform.h
@@ -1,25 +1,24 @@
#pragma once
-#include "api/Vector2.h"
-
#include "Component.h"
+#include "types.h"
namespace crepe {
/**
* \brief Transform component
- *
+ *
* This class represents the Transform component. It stores the position, rotation and scale of
* a GameObject.
*/
class Transform : public Component {
public:
//! Translation (shift)
- Vector2 position = {0, 0};
- //! Rotation, in degrees
- double rotation = 0;
+ vec2 position = {0, 0};
+ //! Rotation, in degrees clockwise
+ float rotation = 0;
//! Multiplication factor
- double scale = 0;
+ float scale = 0;
protected:
/**
@@ -28,7 +27,7 @@ protected:
* \param rotation The rotation of the GameObject
* \param scale The scale of the GameObject
*/
- Transform(game_object_id_t id, const Vector2 & point, double rotation, double scale);
+ Transform(game_object_id_t id, const vec2 & point, double rotation, double scale);
/**
* There is always exactly one transform component per entity
* \return 1
diff --git a/src/crepe/api/UIObject.cpp b/src/crepe/api/UIObject.cpp
new file mode 100644
index 0000000..d239b89
--- /dev/null
+++ b/src/crepe/api/UIObject.cpp
@@ -0,0 +1,8 @@
+#include "UIObject.h"
+
+using namespace crepe;
+
+UIObject::UIObject(game_object_id_t id, const vec2 & dimensions, const vec2 & offset)
+ : Component(id),
+ dimensions(dimensions),
+ offset(offset) {}
diff --git a/src/crepe/api/UIObject.h b/src/crepe/api/UIObject.h
new file mode 100644
index 0000000..f7f4fba
--- /dev/null
+++ b/src/crepe/api/UIObject.h
@@ -0,0 +1,25 @@
+#pragma once
+
+#include "../Component.h"
+
+namespace crepe {
+
+/**
+ * \brief Represents a UI object in the game, derived from the Component class.
+ */
+class UIObject : public Component {
+public:
+ /**
+ * \brief Constructs a UiObject with the specified game object ID.
+ * \param id The unique ID of the game object associated with this UI object.
+ * \param dimensions width and height of the UIObject
+ * \param offset Offset relative to the GameObject Transform
+ */
+ UIObject(game_object_id_t id, const vec2 & dimensions, const vec2 & offset);
+ //! Width and height of the UIObject
+ vec2 dimensions;
+ //! Position offset relative to this GameObjects Transform
+ vec2 offset;
+};
+
+} // namespace crepe
diff --git a/src/crepe/api/Vector2.cpp b/src/crepe/api/Vector2.cpp
deleted file mode 100644
index 30b968e..0000000
--- a/src/crepe/api/Vector2.cpp
+++ /dev/null
@@ -1,33 +0,0 @@
-#include "Vector2.h"
-
-using namespace crepe;
-
-Vector2 Vector2::operator-(const Vector2 & other) const { return {x - other.x, y - other.y}; }
-
-Vector2 Vector2::operator+(const Vector2 & other) const { return {x + other.x, y + other.y}; }
-
-Vector2 Vector2::operator*(double scalar) const { return {x * scalar, y * scalar}; }
-
-Vector2 & Vector2::operator*=(const Vector2 & other) {
- x *= other.x;
- y *= other.y;
- return *this;
-}
-
-Vector2 & Vector2::operator+=(const Vector2 & other) {
- x += other.x;
- y += other.y;
- return *this;
-}
-
-Vector2 & Vector2::operator+=(double other) {
- x += other;
- y += other;
- return *this;
-}
-
-Vector2 Vector2::operator-() const { return {-x, -y}; }
-
-bool Vector2::operator==(const Vector2 & other) const { return x == other.x && y == other.y; }
-
-bool Vector2::operator!=(const Vector2 & other) const { return !(*this == other); }
diff --git a/src/crepe/api/Vector2.h b/src/crepe/api/Vector2.h
index 2fb6136..bf9d124 100644
--- a/src/crepe/api/Vector2.h
+++ b/src/crepe/api/Vector2.h
@@ -3,38 +3,95 @@
namespace crepe {
//! 2D vector
+template <class T>
struct Vector2 {
//! X component of the vector
- double x = 0;
+ T x = 0;
//! Y component of the vector
- double y = 0;
+ T y = 0;
//! Subtracts another vector from this vector and returns the result.
- Vector2 operator-(const Vector2 & other) const;
+ Vector2 operator-(const Vector2<T> & other) const;
+
+ //! Subtracts a scalar value from both components of this vector and returns the result.
+ Vector2 operator-(T scalar) const;
//! Adds another vector to this vector and returns the result.
- Vector2 operator+(const Vector2 & other) const;
+ Vector2 operator+(const Vector2<T> & other) const;
+
+ //! Adds a scalar value to both components of this vector and returns the result.
+ Vector2 operator+(T scalar) const;
+
+ //! Multiplies this vector by another vector element-wise and returns the result.
+ Vector2 operator*(const Vector2<T> & other) const;
//! Multiplies this vector by a scalar and returns the result.
- Vector2 operator*(double scalar) const;
+ Vector2 operator*(T scalar) const;
- //! Multiplies this vector by another vector element-wise and updates this vector.
- Vector2 & operator*=(const Vector2 & other);
+ //! Divides this vector by another vector element-wise and returns the result.
+ Vector2 operator/(const Vector2<T> & other) const;
+
+ //! Divides this vector by a scalar and returns the result.
+ Vector2 operator/(T scalar) const;
//! Adds another vector to this vector and updates this vector.
- Vector2 & operator+=(const Vector2 & other);
+ Vector2 & operator+=(const Vector2<T> & other);
//! Adds a scalar value to both components of this vector and updates this vector.
- Vector2 & operator+=(double other);
+ Vector2 & operator+=(T other);
+
+ //! Subtracts another vector from this vector and updates this vector.
+ Vector2 & operator-=(const Vector2<T> & other);
+
+ //! Subtracts a scalar value from both components of this vector and updates this vector.
+ Vector2 & operator-=(T other);
+
+ //! Multiplies this vector by another vector element-wise and updates this vector.
+ Vector2 & operator*=(const Vector2<T> & other);
+
+ //! Multiplies this vector by a scalar and updates this vector.
+ Vector2 & operator*=(T other);
+
+ //! Divides this vector by another vector element-wise and updates this vector.
+ Vector2 & operator/=(const Vector2<T> & other);
+
+ //! Divides this vector by a scalar and updates this vector.
+ Vector2 & operator/=(T other);
//! Returns the negation of this vector.
Vector2 operator-() const;
//! Checks if this vector is equal to another vector.
- bool operator==(const Vector2 & other) const;
+ bool operator==(const Vector2<T> & other) const;
//! Checks if this vector is not equal to another vector.
- bool operator!=(const Vector2 & other) const;
+ bool operator!=(const Vector2<T> & other) const;
+
+ //! Truncates the vector to a maximum length.
+ void truncate(T max);
+
+ //! Normalizes the vector (resulting in vector with a length of 1).
+ void normalize();
+
+ //! Returns the length of the vector.
+ T length() const;
+
+ //! Returns the squared length of the vector.
+ T length_squared() const;
+
+ //! Returns the dot product (inwendig product) of this vector and another vector.
+ T dot(const Vector2<T> & other) const;
+
+ //! Returns the distance between this vector and another vector.
+ T distance(const Vector2<T> & other) const;
+
+ //! Returns the squared distance between this vector and another vector.
+ T distance_squared(const Vector2<T> & other) const;
+
+ //! Returns the perpendicular vector to this vector.
+ Vector2 perpendicular() const;
};
} // namespace crepe
+
+#include "Vector2.hpp"
diff --git a/src/crepe/api/Vector2.hpp b/src/crepe/api/Vector2.hpp
new file mode 100644
index 0000000..ff53cb0
--- /dev/null
+++ b/src/crepe/api/Vector2.hpp
@@ -0,0 +1,166 @@
+#pragma once
+
+#include <cmath>
+
+#include "Vector2.h"
+
+namespace crepe {
+
+template <class T>
+Vector2<T> Vector2<T>::operator-(const Vector2<T> & other) const {
+ return {x - other.x, y - other.y};
+}
+
+template <class T>
+Vector2<T> Vector2<T>::operator-(T scalar) const {
+ return {x - scalar, y - scalar};
+}
+
+template <class T>
+Vector2<T> Vector2<T>::operator+(const Vector2<T> & other) const {
+ return {x + other.x, y + other.y};
+}
+
+template <class T>
+Vector2<T> Vector2<T>::operator+(T scalar) const {
+ return {x + scalar, y + scalar};
+}
+
+template <class T>
+Vector2<T> Vector2<T>::operator*(const Vector2<T> & other) const {
+ return {x * other.x, y * other.y};
+}
+
+template <class T>
+Vector2<T> Vector2<T>::operator*(T scalar) const {
+ return {x * scalar, y * scalar};
+}
+
+template <class T>
+Vector2<T> Vector2<T>::operator/(const Vector2<T> & other) const {
+ return {x / other.x, y / other.y};
+}
+
+template <class T>
+Vector2<T> Vector2<T>::operator/(T scalar) const {
+ return {x / scalar, y / scalar};
+}
+
+template <class T>
+Vector2<T> & Vector2<T>::operator+=(const Vector2<T> & other) {
+ x += other.x;
+ y += other.y;
+ return *this;
+}
+
+template <class T>
+Vector2<T> & Vector2<T>::operator+=(T other) {
+ x += other;
+ y += other;
+ return *this;
+}
+
+template <class T>
+Vector2<T> & Vector2<T>::operator-=(const Vector2<T> & other) {
+ x -= other.x;
+ y -= other.y;
+ return *this;
+}
+
+template <class T>
+Vector2<T> & Vector2<T>::operator-=(T other) {
+ x -= other;
+ y -= other;
+ return *this;
+}
+
+template <class T>
+Vector2<T> & Vector2<T>::operator*=(const Vector2<T> & other) {
+ x *= other.x;
+ y *= other.y;
+ return *this;
+}
+
+template <class T>
+Vector2<T> & Vector2<T>::operator*=(T other) {
+ x *= other;
+ y *= other;
+ return *this;
+}
+
+template <class T>
+Vector2<T> & Vector2<T>::operator/=(const Vector2<T> & other) {
+ x /= other.x;
+ y /= other.y;
+ return *this;
+}
+
+template <class T>
+Vector2<T> & Vector2<T>::operator/=(T other) {
+ x /= other;
+ y /= other;
+ return *this;
+}
+
+template <class T>
+Vector2<T> Vector2<T>::operator-() const {
+ return {-x, -y};
+}
+
+template <class T>
+bool Vector2<T>::operator==(const Vector2<T> & other) const {
+ return x == other.x && y == other.y;
+}
+
+template <class T>
+bool Vector2<T>::operator!=(const Vector2<T> & other) const {
+ return !(*this == other);
+}
+
+template <class T>
+void Vector2<T>::truncate(T max) {
+ if (length() > max) {
+ normalize();
+ *this *= max;
+ }
+}
+
+template <class T>
+void Vector2<T>::normalize() {
+ T len = length();
+ if (len > 0) {
+ *this /= len;
+ }
+}
+
+template <class T>
+T Vector2<T>::length() const {
+ return std::sqrt(x * x + y * y);
+}
+
+template <class T>
+T Vector2<T>::length_squared() const {
+ return x * x + y * y;
+}
+
+template <class T>
+T Vector2<T>::dot(const Vector2<T> & other) const {
+ return x * other.x + y * other.y;
+}
+
+template <class T>
+T Vector2<T>::distance(const Vector2<T> & other) const {
+ return (*this - other).length();
+}
+
+template <class T>
+T Vector2<T>::distance_squared(const Vector2<T> & other) const {
+ return (*this - other).length_squared();
+}
+
+template <class T>
+Vector2<T> Vector2<T>::perpendicular() const {
+ return {-y, x};
+}
+
+} // namespace crepe