diff options
Diffstat (limited to 'src/crepe/api')
45 files changed, 490 insertions, 413 deletions
diff --git a/src/crepe/api/Animator.cpp b/src/crepe/api/Animator.cpp index 58fee2a..464b0fd 100644 --- a/src/crepe/api/Animator.cpp +++ b/src/crepe/api/Animator.cpp @@ -1,7 +1,5 @@ -#include <cstdint> - -#include "util/log.h" +#include "util/Log.h" #include "Animator.h" #include "Component.h" @@ -9,7 +7,7 @@ using namespace crepe; -Animator::Animator(uint32_t id, Sprite & ss, int row, int col, int col_animator) +Animator::Animator(game_object_id_t id, Sprite & ss, int row, int col, int col_animator) : Component(id), spritesheet(ss), row(row), diff --git a/src/crepe/api/Animator.h b/src/crepe/api/Animator.h index def0240..53f4b91 100644 --- a/src/crepe/api/Animator.h +++ b/src/crepe/api/Animator.h @@ -1,20 +1,19 @@ #pragma once -#include <cstdint> - #include "Component.h" #include "Sprite.h" namespace crepe { + class AnimatorSystem; class SDLContext; /** - * \brief The Animator component is used to animate sprites by managing the movement - * and frame changes within a sprite sheet. + * \brief The Animator component is used to animate sprites by managing the movement and frame + * changes within a sprite sheet. * - * This component allows for controlling sprite animation through rows and columns of a sprite sheet. - * It can be used to play animations, loop them, or stop them. + * This component allows for controlling sprite animation through rows and columns of a sprite + * sheet. It can be used to play animations, loop them, or stop them. */ class Animator : public Component { @@ -28,15 +27,17 @@ 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 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 col_animate The specific col index of the sprite sheet to animate. This allows + * selecting which col to animate from multiple col in the sheet. * - * This constructor sets up the Animator with the given parameters, and initializes the animation system. + * 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(uint32_t id, Sprite & spritesheet, int row, int col, int col_animate); ~Animator(); // dbg_trace Animator(const Animator &) = delete; diff --git a/src/crepe/api/AssetManager.cpp b/src/crepe/api/AssetManager.cpp index b891760..3925758 100644 --- a/src/crepe/api/AssetManager.cpp +++ b/src/crepe/api/AssetManager.cpp @@ -1,4 +1,4 @@ -#include "util/log.h" +#include "util/Log.h" #include "AssetManager.h" diff --git a/src/crepe/api/AssetManager.h b/src/crepe/api/AssetManager.h index 86a9902..fee6780 100644 --- a/src/crepe/api/AssetManager.h +++ b/src/crepe/api/AssetManager.h @@ -8,13 +8,12 @@ namespace crepe { /** - * \brief The AssetManager is responsible for storing and managing assets over - * multiple scenes. + * \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. + * 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 { @@ -44,20 +43,18 @@ 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. + * \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. + * 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); + std::shared_ptr<T> cache(const std::string & file_path, bool reload = false); }; } // namespace crepe diff --git a/src/crepe/api/AssetManager.hpp b/src/crepe/api/AssetManager.hpp index 977b4e1..1c0e978 100644 --- a/src/crepe/api/AssetManager.hpp +++ b/src/crepe/api/AssetManager.hpp @@ -5,16 +5,14 @@ namespace crepe { template <typename asset> -std::shared_ptr<asset> AssetManager::cache(const std::string & file_path, - bool reload) { +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()); + std::shared_ptr<asset> new_asset = std::make_shared<asset>(file_path.c_str()); asset_cache[file_path] = new_asset; diff --git a/src/crepe/api/AudioSource.cpp b/src/crepe/api/AudioSource.cpp deleted file mode 100644 index 63fd0d7..0000000 --- a/src/crepe/api/AudioSource.cpp +++ /dev/null @@ -1,23 +0,0 @@ -#include <memory> - -#include "../facade/Sound.h" - -#include "AudioSource.h" - -using namespace crepe; - -AudioSource::AudioSource(std::unique_ptr<Asset> audio_clip) { - this->sound = std::make_unique<crepe::Sound>(std::move(audio_clip)); -} - -void AudioSource::play() { return this->play(false); } - -void AudioSource::play(bool looping) { - this->sound->set_looping(looping); - this->sound->play(); -} - -void AudioSource::stop() { - this->sound->pause(); - this->sound->rewind(); -} diff --git a/src/crepe/api/AudioSource.h b/src/crepe/api/AudioSource.h deleted file mode 100644 index 1e24ae8..0000000 --- a/src/crepe/api/AudioSource.h +++ /dev/null @@ -1,39 +0,0 @@ -#pragma once - -#include <memory> - -#include "../Asset.h" -#include "../Component.h" - -namespace crepe { - -class Sound; - -//! Audio source component -class AudioSource : public Component { -public: - AudioSource(std::unique_ptr<Asset> audio_clip); - virtual ~AudioSource() = default; - -public: - //! Start or resume this audio source - void play(); - void play(bool looping); - //! Stop this audio source - void stop(); - -public: - //! Sample file location - std::unique_ptr<Asset> audio_clip; - //! TODO: ????? - bool play_on_awake; - //! Repeat the current audio clip during playback - bool loop; - //! Normalized volume (0.0 - 1.0) - float volume; - -private: - std::unique_ptr<Sound> sound; -}; - -} // namespace crepe diff --git a/src/crepe/api/BehaviorScript.cpp b/src/crepe/api/BehaviorScript.cpp index e69de29..7bbace0 100644 --- a/src/crepe/api/BehaviorScript.cpp +++ b/src/crepe/api/BehaviorScript.cpp @@ -0,0 +1,15 @@ +#include "BehaviorScript.h" +#include "Component.h" +#include "GameObject.h" + +using namespace crepe; + +BehaviorScript::BehaviorScript(game_object_id_t id, ComponentManager & mgr) + : Component(id), + component_manager(mgr) {} + +template <> +BehaviorScript & GameObject::add_component<BehaviorScript>() { + ComponentManager & mgr = this->component_manager; + return mgr.add_component<BehaviorScript>(this->id, mgr); +} diff --git a/src/crepe/api/BehaviorScript.h b/src/crepe/api/BehaviorScript.h index 6b1fec7..9d85d4c 100644 --- a/src/crepe/api/BehaviorScript.h +++ b/src/crepe/api/BehaviorScript.h @@ -4,29 +4,69 @@ #include "../Component.h" +#include "GameObject.h" + namespace crepe { class ScriptSystem; class ComponentManager; class Script; +/** + * \brief Script component + * + * This class acts as a (component) wrapper around an instance of (a class derivatived from) \c + * Script. \c BehaviorScript is the only ECS component that stores member function + * implementations as data. + */ class BehaviorScript : public Component { protected: - friend class crepe::ComponentManager; - using Component::Component; - -public: - virtual ~BehaviorScript() = default; + /** + * \param id Parent \c GameObject id + * \param component_manager Reference to component manager (passed through to \c Script + * instance) + * + * \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); + //! Only ComponentManager is allowed to instantiate BehaviorScript + friend class ComponentManager; public: + /** + * \brief Set the concrete script of this component + * + * \tparam T Concrete script type (derived from \c crepe::Script) + * + * \returns Reference to BehaviorScript component (`*this`) + */ template <class T> BehaviorScript & set_script(); protected: - friend class crepe::ScriptSystem; + //! Script instance std::unique_ptr<Script> script = nullptr; + //! ScriptSystem needs direct access to the script instance + friend class ScriptSystem; + +protected: + //! Reference to component manager (passed to Script) + ComponentManager & component_manager; }; +/** + * \brief Add a BehaviorScript component to this game object + * + * The \c BehaviorScript class is the only exception to the ECS harmony, and requires a + * reference to the component manager passed to its constructor in order to function normally. + * This is because the \c BehaviorScript (and \c Script) classes are the only component-related + * classes that store implemented member functions as data. + */ +template <> +BehaviorScript & GameObject::add_component<BehaviorScript>(); + } // namespace crepe #include "BehaviorScript.hpp" diff --git a/src/crepe/api/BehaviorScript.hpp b/src/crepe/api/BehaviorScript.hpp index 4751607..d80321d 100644 --- a/src/crepe/api/BehaviorScript.hpp +++ b/src/crepe/api/BehaviorScript.hpp @@ -2,7 +2,7 @@ #include <type_traits> -#include "../util/log.h" +#include "../util/Log.h" #include "BehaviorScript.h" #include "Script.h" @@ -11,10 +11,11 @@ namespace crepe { template <class T> BehaviorScript & BehaviorScript::set_script() { - static_assert(std::is_base_of<Script, T>::value); dbg_trace(); + static_assert(std::is_base_of<Script, T>::value); Script * s = new T(); - s->parent = this; + s->game_object_id = this->game_object_id; + s->component_manager_ref = &this->component_manager; this->script = std::unique_ptr<Script>(s); return *this; } diff --git a/src/crepe/api/CMakeLists.txt b/src/crepe/api/CMakeLists.txt index 85696c4..f9b370f 100644 --- a/src/crepe/api/CMakeLists.txt +++ b/src/crepe/api/CMakeLists.txt @@ -1,7 +1,6 @@ target_sources(crepe PUBLIC # AudioSource.cpp BehaviorScript.cpp - Script.cpp GameObject.cpp Rigidbody.cpp ParticleEmitter.cpp diff --git a/src/crepe/api/Camera.cpp b/src/crepe/api/Camera.cpp index 6355a03..5835bdd 100644 --- a/src/crepe/api/Camera.cpp +++ b/src/crepe/api/Camera.cpp @@ -1,7 +1,4 @@ - -#include <cstdint> - -#include "util/log.h" +#include "util/Log.h" #include "Camera.h" #include "Color.h" @@ -9,7 +6,7 @@ using namespace crepe; -Camera::Camera(uint32_t id, const Color & bg_color) +Camera::Camera(game_object_id_t id, const Color & bg_color) : Component(id), bg_color(bg_color) { dbg_trace(); diff --git a/src/crepe/api/Camera.h b/src/crepe/api/Camera.h index ba3a9ef..e0cda34 100644 --- a/src/crepe/api/Camera.h +++ b/src/crepe/api/Camera.h @@ -1,7 +1,5 @@ #pragma once -#include <cstdint> - #include "Color.h" #include "Component.h" @@ -11,9 +9,8 @@ namespace crepe { * \class Camera * \brief Represents a camera component for rendering in the game. * - * The Camera class defines the view parameters, including background color, - * aspect ratio, position, and zoom level. It controls what part of the game - * world is visible on the screen. + * The Camera class defines the view parameters, including background color, aspect ratio, + * position, and zoom level. It controls what part of the game world is visible on the screen. */ class Camera : public Component { @@ -23,7 +20,7 @@ public: * \param id Unique identifier for the camera component. * \param bg_color Background color for the camera view. */ - Camera(uint32_t id, const Color & bg_color); + Camera(game_object_id_t id, const Color & bg_color); ~Camera(); // dbg_trace only public: diff --git a/src/crepe/api/Config.h b/src/crepe/api/Config.h index 8c9e643..3ab877a 100644 --- a/src/crepe/api/Config.h +++ b/src/crepe/api/Config.h @@ -1,19 +1,24 @@ #pragma once -#include "../util/log.h" +#include "../util/Log.h" namespace crepe { +/** + * \brief Global configuration interface + * + * This class stores engine default settings. Properties on this class are only supposed to be + * modified *before* execution is handed over from the game programmer to the engine (i.e. the + * main loop is started). + */ class Config { -private: - Config() = default; - -public: - ~Config() = default; - public: //! Retrieve handle to global Config instance static Config & get_instance(); + +private: + Config() = default; + // singleton Config(const Config &) = delete; Config(Config &&) = delete; @@ -26,10 +31,9 @@ public: /** * \brief Log level * - * Only messages with equal or higher priority than this value will be - * logged. + * Only messages with equal or higher priority than this value will be logged. */ - LogLevel level = LogLevel::INFO; + Log::Level level = Log::Level::INFO; /** * \brief Colored log output * @@ -43,8 +47,8 @@ public: /** * \brief Save file location * - * This location is used by the constructor of SaveManager, and should be - * set before save manager functionality is attempted to be used. + * This location is used by the constructor of SaveManager, and should be set before save + * manager functionality is attempted to be used. */ std::string location = "save.crepe.db"; } savemgr; diff --git a/src/crepe/api/GameObject.cpp b/src/crepe/api/GameObject.cpp index d252e77..287e81d 100644 --- a/src/crepe/api/GameObject.cpp +++ b/src/crepe/api/GameObject.cpp @@ -1,23 +1,26 @@ #include "api/Transform.h" +#include "BehaviorScript.h" #include "GameObject.h" #include "Metadata.h" using namespace crepe; using namespace std; -GameObject::GameObject(game_object_id_t id, const std::string & name, - const std::string & tag, const Vector2 & position, - double rotation, double scale) - : id(id) { +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) + : id(id), + component_manager(component_manager) { + // Add Transform and Metadata components - ComponentManager & mgr = ComponentManager::get_instance(); + ComponentManager & mgr = this->component_manager; mgr.add_component<Transform>(this->id, position, rotation, scale); mgr.add_component<Metadata>(this->id, name, tag); } void GameObject::set_parent(const GameObject & parent) { - ComponentManager & mgr = ComponentManager::get_instance(); + ComponentManager & mgr = this->component_manager; // Set parent on own Metadata component vector<reference_wrapper<Metadata>> this_metadata diff --git a/src/crepe/api/GameObject.h b/src/crepe/api/GameObject.h index d703730..34ef8bb 100644 --- a/src/crepe/api/GameObject.h +++ b/src/crepe/api/GameObject.h @@ -2,25 +2,26 @@ #include <string> +#include "Vector2.h" #include "types.h" namespace crepe { -class Vector2; +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. + * This class represents a GameObject. The GameObject class is only used as an interface for + * the game programmer. The actual implementation is done in the ComponentManager. */ class GameObject { -public: +private: /** - * This constructor creates a new GameObject. It creates a new - * Transform and Metadata component and adds them to the ComponentManager. + * 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 * \param tag The tag of the GameObject @@ -28,15 +29,19 @@ public: * \param rotation The rotation of the GameObject * \param scale The scale of the GameObject */ - GameObject(game_object_id_t id, const std::string & name, - const std::string & tag, const Vector2 & position, + GameObject(ComponentManager & component_manager, game_object_id_t id, + const std::string & name, const std::string & tag, const Vector2 & position, double rotation, double scale); + //! ComponentManager instances GameObject + friend class ComponentManager; + +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. + * 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 */ @@ -44,8 +49,8 @@ public: /** * \brief Add a component to the GameObject * - * This method adds a component to the GameObject. It forwards the - * arguments to the ComponentManager. + * 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 @@ -58,6 +63,9 @@ public: public: //! The id of the GameObject const game_object_id_t id; + +protected: + ComponentManager & component_manager; }; } // namespace crepe diff --git a/src/crepe/api/GameObject.hpp b/src/crepe/api/GameObject.hpp index bfba7fe..17b17d7 100644 --- a/src/crepe/api/GameObject.hpp +++ b/src/crepe/api/GameObject.hpp @@ -8,7 +8,7 @@ namespace crepe { template <typename T, typename... Args> T & GameObject::add_component(Args &&... args) { - ComponentManager & mgr = ComponentManager::get_instance(); + ComponentManager & mgr = this->component_manager; return mgr.add_component<T>(this->id, std::forward<Args>(args)...); } diff --git a/src/crepe/api/LoopManager.cpp b/src/crepe/api/LoopManager.cpp index 2e9823f..a64366f 100644 --- a/src/crepe/api/LoopManager.cpp +++ b/src/crepe/api/LoopManager.cpp @@ -1,5 +1,9 @@ - #include "../facade/SDLContext.h" + +#include "../system/AnimatorSystem.h" +#include "../system/CollisionSystem.h" +#include "../system/ParticleSystem.h" +#include "../system/PhysicsSystem.h" #include "../system/RenderSystem.h" #include "../system/ScriptSystem.h" @@ -7,11 +11,21 @@ #include "LoopTimer.h" using namespace crepe; +using namespace std; + +LoopManager::LoopManager() { + this->load_system<AnimatorSystem>(); + this->load_system<CollisionSystem>(); + this->load_system<ParticleSystem>(); + this->load_system<PhysicsSystem>(); + this->load_system<RenderSystem>(); + this->load_system<ScriptSystem>(); +} -LoopManager::LoopManager() {} void LoopManager::process_input() { SDLContext::get_instance().handle_events(this->game_running); } + void LoopManager::start() { this->setup(); this->loop(); @@ -48,7 +62,7 @@ void LoopManager::setup() { void LoopManager::render() { if (this->game_running) { - RenderSystem::get_instance().update(); + this->get_system<RenderSystem>().update(); } } diff --git a/src/crepe/api/LoopManager.h b/src/crepe/api/LoopManager.h index 2f03193..f6904be 100644 --- a/src/crepe/api/LoopManager.h +++ b/src/crepe/api/LoopManager.h @@ -2,15 +2,9 @@ #include <memory> -class RenderSystem; -class SDLContext; -class LoopTimer; -class ScriptSystem; -class SoundSystem; -class ParticleSystem; -class PhysicsSystem; -class AnimatorSystem; -class CollisionSystem; +#include "../ComponentManager.h" +#include "../system/System.h" + namespace crepe { class LoopManager { @@ -73,7 +67,35 @@ private: void render(); bool game_running = false; - //#TODO add system instances + +private: + //! Component manager instance + ComponentManager component_manager{}; + +private: + /** + * \brief Collection of System instances + * + * This map holds System instances indexed by the system's class typeid. It is filled in the + * constructor of \c LoopManager using LoopManager::load_system. + */ + std::unordered_map<std::type_index, std::unique_ptr<System>> systems; + /** + * \brief Initialize a system + * \tparam T System type (must be derivative of \c System) + */ + template <class T> + void load_system(); + /** + * \brief Retrieve a reference to ECS system + * \tparam T System type + * \returns Reference to system instance + * \throws std::runtime_error if the System is not initialized + */ + template <class T> + T & get_system(); }; } // namespace crepe + +#include "LoopManager.hpp" diff --git a/src/crepe/api/LoopManager.hpp b/src/crepe/api/LoopManager.hpp new file mode 100644 index 0000000..0b14fdb --- /dev/null +++ b/src/crepe/api/LoopManager.hpp @@ -0,0 +1,40 @@ +#pragma once + +#include <cassert> +#include <format> +#include <memory> + +#include "../system/System.h" + +#include "LoopManager.h" + +namespace crepe { + +template <class T> +T & LoopManager::get_system() { + using namespace std; + static_assert(is_base_of<System, T>::value, + "get_system must recieve a derivative class of System"); + + const type_info & type = typeid(T); + if (!this->systems.contains(type)) + throw runtime_error(format("LoopManager: {} is not initialized", type.name())); + + System * system = this->systems.at(type).get(); + T * concrete_system = dynamic_cast<T *>(system); + assert(concrete_system != nullptr); + + return *concrete_system; +} + +template <class T> +void LoopManager::load_system() { + using namespace std; + 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); +} + +} // namespace crepe diff --git a/src/crepe/api/LoopTimer.cpp b/src/crepe/api/LoopTimer.cpp index 8f09e41..a9800b7 100644 --- a/src/crepe/api/LoopTimer.cpp +++ b/src/crepe/api/LoopTimer.cpp @@ -1,7 +1,7 @@ #include <chrono> #include "../facade/SDLContext.h" -#include "../util/log.h" +#include "../util/Log.h" #include "LoopTimer.h" @@ -24,9 +24,8 @@ void LoopTimer::start() { 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); + 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; @@ -39,17 +38,11 @@ void LoopTimer::update() { double LoopTimer::get_delta_time() const { return this->delta_time.count(); } -double LoopTimer::get_current_time() const { - return this->elapsed_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; -} +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(); -} +double LoopTimer::get_fixed_delta_time() const { return this->fixed_delta_time.count(); } void LoopTimer::set_fps(int fps) { this->fps = fps; @@ -66,13 +59,13 @@ 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); + = 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); + = 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()); } diff --git a/src/crepe/api/LoopTimer.h b/src/crepe/api/LoopTimer.h index 85687be..f277d7b 100644 --- a/src/crepe/api/LoopTimer.h +++ b/src/crepe/api/LoopTimer.h @@ -1,124 +1,123 @@ #pragma once #include <chrono> -#include <cstdint> namespace crepe { class LoopTimer { public: /** - * \brief Get the singleton instance of LoopTimer. - * - * \return A reference to the LoopTimer instance. - */ + * \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. - */ + * \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. - */ + * \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. - */ + * \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. - */ + * \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. - */ + * \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). - */ + * \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. - */ + * \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. - */ + * \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. - */ + * \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. - */ + * \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. - */ + * \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. - */ + * \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. - */ + * \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: @@ -131,11 +130,9 @@ private: //! 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; + 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; + 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 diff --git a/src/crepe/api/Metadata.h b/src/crepe/api/Metadata.h index c61e006..235d42f 100644 --- a/src/crepe/api/Metadata.h +++ b/src/crepe/api/Metadata.h @@ -10,8 +10,8 @@ namespace crepe { /** * \brief Metadata component * - * This class represents the Metadata component. It stores the name, tag, parent - * and children of a GameObject. + * This class represents the Metadata component. It stores the name, tag, parent and children + * of a GameObject. */ class Metadata : public Component { public: @@ -20,8 +20,7 @@ public: * \param name The name of the GameObject * \param tag The tag of the GameObject */ - Metadata(game_object_id_t id, const std::string & name, - const std::string & tag); + Metadata(game_object_id_t id, const std::string & name, const std::string & tag); /** * \brief Get the maximum number of instances for this component * diff --git a/src/crepe/api/ParticleEmitter.cpp b/src/crepe/api/ParticleEmitter.cpp index 35f960d..90b77a0 100644 --- a/src/crepe/api/ParticleEmitter.cpp +++ b/src/crepe/api/ParticleEmitter.cpp @@ -2,8 +2,7 @@ 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 Data & data) : Component(game_object_id), data(data) { for (size_t i = 0; i < this->data.max_particles; i++) { diff --git a/src/crepe/api/ParticleEmitter.h b/src/crepe/api/ParticleEmitter.h index a9e872f..33112e1 100644 --- a/src/crepe/api/ParticleEmitter.h +++ b/src/crepe/api/ParticleEmitter.h @@ -13,16 +13,16 @@ class Sprite; /** * \brief Data holder for particle emission parameters. * - * The ParticleEmitter class stores configuration data for particle properties, - * defining the characteristics and boundaries of particle emissions. + * The ParticleEmitter class stores configuration data for particle properties, defining the + * characteristics and boundaries of particle emissions. */ class ParticleEmitter : public Component { public: /** * \brief Defines the boundary within which particles are constrained. * - * This structure specifies the boundary's size and offset, as well as the - * behavior of particles upon reaching the boundary limits. + * This structure specifies the boundary's size and offset, as well as the behavior of + * particles upon reaching the boundary limits. */ struct Boundary { //! boundary width (midpoint is emitter location) @@ -38,8 +38,8 @@ public: /** * \brief Holds parameters that control particle emission. * - * Contains settings for the emitter’s position, particle speed, angle, lifespan, - * boundary, and the sprite used for rendering particles. + * Contains settings for the emitter’s position, particle speed, angle, lifespan, boundary, + * and the sprite used for rendering particles. */ struct Data { //! position of the emitter diff --git a/src/crepe/api/Rigidbody.cpp b/src/crepe/api/Rigidbody.cpp index 3bf1c5b..6b87695 100644 --- a/src/crepe/api/Rigidbody.cpp +++ b/src/crepe/api/Rigidbody.cpp @@ -2,8 +2,8 @@ using namespace crepe; -crepe::Rigidbody::Rigidbody(uint32_t game_object_id, const Data & data) - : Component(game_object_id), +crepe::Rigidbody::Rigidbody(game_object_id_t id, const Data & data) + : Component(id), data(data) {} void crepe::Rigidbody::add_force_linear(const Vector2 & force) { diff --git a/src/crepe/api/Rigidbody.h b/src/crepe/api/Rigidbody.h index 68481f4..3e5c7a3 100644 --- a/src/crepe/api/Rigidbody.h +++ b/src/crepe/api/Rigidbody.h @@ -1,7 +1,5 @@ #pragma once -#include <cstdint> - #include "../Component.h" #include "Vector2.h" @@ -11,8 +9,8 @@ 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. + * This class is used by the physics sytem and collision system. It configures how to system + * interact with the gameobject for movement and collisions. */ class Rigidbody : public Component { public: @@ -32,8 +30,8 @@ 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. + * 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 @@ -82,7 +80,7 @@ public: * \param game_object_id id of the gameobject the rigibody is added to. * \param data struct to configure the rigidbody. */ - Rigidbody(uint32_t game_object_id, const Data & data); + Rigidbody(game_object_id_t id, const Data & data); //! struct to hold data of rigidbody Data data; diff --git a/src/crepe/api/SaveManager.cpp b/src/crepe/api/SaveManager.cpp index 43276c5..c5f43ea 100644 --- a/src/crepe/api/SaveManager.cpp +++ b/src/crepe/api/SaveManager.cpp @@ -1,5 +1,5 @@ #include "../facade/DB.h" -#include "../util/log.h" +#include "../util/Log.h" #include "Config.h" #include "SaveManager.h" @@ -139,14 +139,11 @@ ValueBroker<T> SaveManager::get(const string & key, const T & default_value) { } template ValueBroker<uint8_t> SaveManager::get(const string &, const uint8_t &); template ValueBroker<int8_t> SaveManager::get(const string &, const int8_t &); -template ValueBroker<uint16_t> SaveManager::get(const string &, - const uint16_t &); +template ValueBroker<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<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<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 &); diff --git a/src/crepe/api/SaveManager.h b/src/crepe/api/SaveManager.h index 4be85fb..3d8c852 100644 --- a/src/crepe/api/SaveManager.h +++ b/src/crepe/api/SaveManager.h @@ -24,7 +24,8 @@ 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 + * \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 */ @@ -38,8 +39,8 @@ public: * * \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 + * \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); @@ -102,8 +103,8 @@ private: * * \returns DB instance * - * This function exists because DB is a facade class, which can't directly be - * used in the API without workarounds + * This function exists because DB is a facade class, which can't directly be used in the API + * without workarounds * * TODO: better solution */ diff --git a/src/crepe/api/Scene.cpp b/src/crepe/api/Scene.cpp index 933edf4..88aa82d 100644 --- a/src/crepe/api/Scene.cpp +++ b/src/crepe/api/Scene.cpp @@ -2,4 +2,6 @@ using namespace crepe; -Scene::Scene(const std::string & name) : name(name) {} +Scene::Scene(ComponentManager & mgr, const std::string & name) + : component_manager(mgr), + name(name) {} diff --git a/src/crepe/api/Scene.h b/src/crepe/api/Scene.h index f8bcc3d..0e516b6 100644 --- a/src/crepe/api/Scene.h +++ b/src/crepe/api/Scene.h @@ -4,14 +4,23 @@ namespace crepe { +class SceneManager; +class ComponentManager; + class Scene { +protected: + Scene(ComponentManager & mgr, const std::string & name); + friend class SceneManager; + public: - Scene(const std::string & name); virtual ~Scene() = default; - virtual void load_scene() = 0; public: - std::string name; + virtual void load_scene() = 0; + const std::string name; + +protected: + ComponentManager & component_manager; }; } // namespace crepe diff --git a/src/crepe/api/SceneManager.cpp b/src/crepe/api/SceneManager.cpp index dfed6ee..7fb5cb0 100644 --- a/src/crepe/api/SceneManager.cpp +++ b/src/crepe/api/SceneManager.cpp @@ -8,10 +8,7 @@ using namespace crepe; using namespace std; -SceneManager & SceneManager::get_instance() { - static SceneManager instance; - return instance; -} +SceneManager::SceneManager(ComponentManager & mgr) : component_manager(mgr) {} void SceneManager::set_next_scene(const string & name) { next_scene = name; } @@ -19,18 +16,17 @@ 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; - }); + 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 = ComponentManager::get_instance(); + ComponentManager & mgr = this->component_manager; mgr.delete_all_components(); // Load the new scene diff --git a/src/crepe/api/SceneManager.h b/src/crepe/api/SceneManager.h index 1e0e670..e854794 100644 --- a/src/crepe/api/SceneManager.h +++ b/src/crepe/api/SceneManager.h @@ -8,14 +8,11 @@ namespace crepe { +class ComponentManager; + class SceneManager { public: - // Singleton - static SceneManager & get_instance(); - SceneManager(const SceneManager &) = delete; - SceneManager(SceneManager &&) = delete; - SceneManager & operator=(const SceneManager &) = delete; - SceneManager & operator=(SceneManager &&) = delete; + SceneManager(ComponentManager & mgr); public: /** @@ -38,11 +35,9 @@ public: void load_next_scene(); private: - SceneManager() = default; - -private: std::vector<std::unique_ptr<Scene>> scenes; std::string next_scene; + ComponentManager & component_manager; }; } // namespace crepe diff --git a/src/crepe/api/SceneManager.hpp b/src/crepe/api/SceneManager.hpp index 8bad7b2..714f690 100644 --- a/src/crepe/api/SceneManager.hpp +++ b/src/crepe/api/SceneManager.hpp @@ -1,13 +1,16 @@ +#pragma once + #include "SceneManager.h" namespace crepe { template <typename T> void SceneManager::add_scene(const std::string & name) { - static_assert(std::is_base_of<Scene, T>::value, - "T must be derived from Scene"); + using namespace std; + static_assert(is_base_of<Scene, T>::value, "T must be derived from Scene"); - scenes.emplace_back(make_unique<T>(name)); + 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()) { diff --git a/src/crepe/api/Script.cpp b/src/crepe/api/Script.cpp deleted file mode 100644 index 390cec7..0000000 --- a/src/crepe/api/Script.cpp +++ /dev/null @@ -1,3 +0,0 @@ -#include "Script.h" - -using namespace crepe; diff --git a/src/crepe/api/Script.h b/src/crepe/api/Script.h index 49e625f..2b70379 100644 --- a/src/crepe/api/Script.h +++ b/src/crepe/api/Script.h @@ -2,35 +2,85 @@ #include <vector> -namespace crepe { -class ScriptSystem; -} +#include "../types.h" namespace crepe { +class ScriptSystem; class BehaviorScript; +class ComponentManager; +/** + * \brief Script interface + * + * This class is used as a base class for user-defined scripts that can be added to game + * objects using the \c BehaviorScript component. + * + * \note Additional *events* (like Unity's OnDisable and OnEnable) should be implemented as + * member or lambda methods in derivative user script classes and registered in \c init(). + */ class Script { - friend class crepe::ScriptSystem; - protected: + /** + * \brief Script initialization function + * + * This function is called during the ScriptSystem::update() routine *before* + * Script::update() if it (a) has not yet been called and (b) the \c BehaviorScript component + * holding this script instance is active. + */ virtual void init() {} + /** + * \brief Script update function + * + * This function is called during the ScriptSystem::update() routine if the \c BehaviorScript + * component holding this script instance is active. + */ virtual void update() {} - // NOTE: additional *events* (like unity's OnDisable and OnEnable) should be - // implemented as member methods in derivative user script classes and - // registered in init(), otherwise this class will balloon in size with each - // added event. + //! 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) + * + * \tparam T Type of component + * + * \returns Reference to component + * + * \throws nullptr if this game object does not have a component matching type \c T + */ template <typename T> - T & get_component(); + T & get_component() const; + // TODO: make get_component calls for component types that can have more than 1 instance + // cause compile-time errors + /** + * \brief Get all components of type \c T on this game object (utility) + * + * \tparam T Type of component + * + * \returns List of component references + */ template <typename T> - std::vector<std::reference_wrapper<T>> get_components(); + std::vector<std::reference_wrapper<T>> get_components() const; + +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. + Script() = default; + //! Only \c BehaviorScript instantiates Script + friend class BehaviorScript; + +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 private: - friend class crepe::BehaviorScript; - BehaviorScript * parent = nullptr; + //! Flag to indicate if \c init() has been called already + bool initialized = false; }; } // namespace crepe diff --git a/src/crepe/api/Script.hpp b/src/crepe/api/Script.hpp index d96c0e8..a064a90 100644 --- a/src/crepe/api/Script.hpp +++ b/src/crepe/api/Script.hpp @@ -8,18 +8,21 @@ namespace crepe { template <typename T> -T & Script::get_component() { - std::vector<std::reference_wrapper<T>> all_components - = this->get_components<T>(); - if (all_components.size() < 1) throw nullptr; // TODO +T & Script::get_component() const { + using namespace std; + vector<reference_wrapper<T>> all_components = this->get_components<T>(); + if (all_components.size() < 1) + throw runtime_error( + format("Script: no component found with type = {}", typeid(T).name())); return all_components.back().get(); } template <typename T> -std::vector<std::reference_wrapper<T>> Script::get_components() { - ComponentManager & mgr = ComponentManager::get_instance(); - return mgr.get_components_by_id<T>(this->parent->game_object_id); +std::vector<std::reference_wrapper<T>> Script::get_components() const { + auto & mgr = *this->component_manager_ref; + + return mgr.get_components_by_id<T>(this->game_object_id); } } // namespace crepe diff --git a/src/crepe/api/Sprite.cpp b/src/crepe/api/Sprite.cpp index 6f0433f..bd2d5cf 100644 --- a/src/crepe/api/Sprite.cpp +++ b/src/crepe/api/Sprite.cpp @@ -1,6 +1,6 @@ #include <memory> -#include "../util/log.h" +#include "../util/Log.h" #include "facade/SDLContext.h" #include "Component.h" @@ -10,8 +10,8 @@ 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 shared_ptr<Texture> image, const Color & color, + const FlipSettings & flip) : Component(id), color(color), flip(flip), diff --git a/src/crepe/api/Sprite.h b/src/crepe/api/Sprite.h index deb3f93..0192793 100644 --- a/src/crepe/api/Sprite.h +++ b/src/crepe/api/Sprite.h @@ -1,6 +1,5 @@ #pragma once -#include <cstdint> #include <memory> #include "Color.h" @@ -28,8 +27,8 @@ class AnimatorSystem; /** * \brief Represents a renderable sprite component. * - * A renderable sprite that can be displayed in the game. It includes a texture, - * color, and flip settings, and is managed in layers with defined sorting orders. + * A renderable sprite that can be displayed in the game. It includes a texture, color, and + * flip settings, and is managed in layers with defined sorting orders. */ class Sprite : public Component { @@ -43,8 +42,8 @@ public: * \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); + Sprite(game_object_id_t id, const std::shared_ptr<Texture> image, const Color & color, + const FlipSettings & flip); /** * \brief Destroys the Sprite instance. @@ -81,7 +80,8 @@ private: //! Reads the all the variables plus the sprite_rect friend class AnimatorSystem; - //! Render area of the sprite this will also be adjusted by the AnimatorSystem if an Animator object is present in GameObject + //! Render area of the sprite this will also be adjusted by the AnimatorSystem if an Animator + // object is present in GameObject Rect sprite_rect; }; diff --git a/src/crepe/api/Texture.cpp b/src/crepe/api/Texture.cpp index 8ce65c2..734a5bb 100644 --- a/src/crepe/api/Texture.cpp +++ b/src/crepe/api/Texture.cpp @@ -1,7 +1,7 @@ #include <SDL2/SDL_render.h> #include "../facade/SDLContext.h" -#include "../util/log.h" +#include "../util/Log.h" #include "Asset.h" #include "Texture.h" @@ -26,7 +26,7 @@ Texture::~Texture() { void Texture::load(unique_ptr<Asset> res) { SDLContext & ctx = SDLContext::get_instance(); - this->texture = std::move(ctx.texture_from_path(res->canonical())); + this->texture = std::move(ctx.texture_from_path(res->get_canonical())); } int Texture::get_width() const { diff --git a/src/crepe/api/Texture.h b/src/crepe/api/Texture.h index b89bc17..6965223 100644 --- a/src/crepe/api/Texture.h +++ b/src/crepe/api/Texture.h @@ -1,8 +1,7 @@ #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? +// 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> @@ -19,8 +18,8 @@ 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. + * 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 { @@ -41,8 +40,7 @@ public: * \brief Destroys the Texture instance, freeing associated resources. */ ~Texture(); - // FIXME: this constructor shouldn't be necessary because this class doesn't - // manage memory + // FIXME: this constructor shouldn't be necessary because this class doesn't manage memory /** * \brief Gets the width of the texture. diff --git a/src/crepe/api/Transform.cpp b/src/crepe/api/Transform.cpp index e401120..cd944bd 100644 --- a/src/crepe/api/Transform.cpp +++ b/src/crepe/api/Transform.cpp @@ -1,11 +1,10 @@ -#include "util/log.h" +#include "../util/Log.h" #include "Transform.h" 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 Vector2 & 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 756e45b..18aa293 100644 --- a/src/crepe/api/Transform.h +++ b/src/crepe/api/Transform.h @@ -9,33 +9,33 @@ namespace crepe { /** * \brief Transform component * - * This class represents the Transform component. It stores the position, - * rotation and scale of a GameObject. + * 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; + //! Multiplication factor + double scale = 0; + +protected: /** * \param id The id of the GameObject this component belongs to * \param point The position of the GameObject * \param rotation The rotation of the GameObject * \param scale The scale of the GameObject */ - Transform(game_object_id_t id, const Vector2 & point, double rotation, - double scale); + Transform(game_object_id_t id, const Vector2 & point, double rotation, double scale); /** - * \brief Get the maximum number of instances for this component - * - * \return The maximum number of instances for this component + * There is always exactly one transform component per entity + * \return 1 */ virtual int get_instances_max() const { return 1; } - -public: - //! Translation (shift) - Vector2 position; - //! Rotation, in degrees - double rotation; - //! Multiplication factor - double scale; + //! ComponentManager instantiates all components + friend class ComponentManager; }; } // namespace crepe diff --git a/src/crepe/api/Vector2.cpp b/src/crepe/api/Vector2.cpp index 09b3fa3..30b968e 100644 --- a/src/crepe/api/Vector2.cpp +++ b/src/crepe/api/Vector2.cpp @@ -1,57 +1,33 @@ #include "Vector2.h" -namespace crepe { +using namespace crepe; -// Constructor with initial values -Vector2::Vector2(double x, double y) : x(x), y(y) {} +Vector2 Vector2::operator-(const Vector2 & other) const { return {x - other.x, y - other.y}; } -// Subtracts another vector from this vector and returns the result. -Vector2 Vector2::operator-(const Vector2 & other) const { - return {x - other.x, y - other.y}; -} - -// Adds another vector to this vector and returns the result. -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}; } -// Multiplies this vector by a scalar and returns the result. -Vector2 Vector2::operator*(double scalar) const { - return {x * scalar, y * scalar}; -} +Vector2 Vector2::operator*(double scalar) const { return {x * scalar, y * scalar}; } -// Multiplies this vector by another vector element-wise and updates this vector. Vector2 & Vector2::operator*=(const Vector2 & other) { x *= other.x; y *= other.y; return *this; } -// Adds another vector to this vector and updates this vector. Vector2 & Vector2::operator+=(const Vector2 & other) { x += other.x; y += other.y; return *this; } -// Adds a scalar value to both components of this vector and updates this vector. Vector2 & Vector2::operator+=(double other) { x += other; y += other; return *this; } -// Returns the negation of this vector. Vector2 Vector2::operator-() const { return {-x, -y}; } -// Checks if this vector is equal to another vector. -bool Vector2::operator==(const Vector2 & other) const { - return x == other.x && y == other.y; -} - -// Checks if this vector is not equal to another vector. -bool Vector2::operator!=(const Vector2 & other) const { - return !(*this == other); -} +bool Vector2::operator==(const Vector2 & other) const { return x == other.x && y == other.y; } -} // namespace crepe +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 5a57484..2fb6136 100644 --- a/src/crepe/api/Vector2.h +++ b/src/crepe/api/Vector2.h @@ -2,19 +2,12 @@ namespace crepe { -//! Vector2 class -class Vector2 { -public: +//! 2D vector +struct Vector2 { //! X component of the vector - double x; + double x = 0; //! Y component of the vector - double y; - - //! Default constructor - Vector2() = default; - - //! Constructor with initial values - Vector2(double x, double y); + double y = 0; //! Subtracts another vector from this vector and returns the result. Vector2 operator-(const Vector2 & other) const; |