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-rw-r--r--src/crepe/api/CMakeLists.txt2
-rw-r--r--src/crepe/api/Config.h11
-rw-r--r--src/crepe/api/LoopManager.cpp1
-rw-r--r--src/crepe/api/LoopManager.h4
-rw-r--r--src/crepe/api/ParticleEmitter.cpp7
-rw-r--r--src/crepe/api/ParticleEmitter.h53
-rw-r--r--src/crepe/api/Script.cpp2
-rw-r--r--src/crepe/api/Script.h2
-rw-r--r--src/crepe/api/Text.cpp12
-rw-r--r--src/crepe/api/Text.h66
10 files changed, 134 insertions, 26 deletions
diff --git a/src/crepe/api/CMakeLists.txt b/src/crepe/api/CMakeLists.txt
index 8f84f06..e8d6f92 100644
--- a/src/crepe/api/CMakeLists.txt
+++ b/src/crepe/api/CMakeLists.txt
@@ -20,6 +20,7 @@ target_sources(crepe PUBLIC
Button.cpp
UIObject.cpp
AI.cpp
+ Text.cpp
Scene.cpp
)
@@ -51,4 +52,5 @@ target_sources(crepe PUBLIC FILE_SET HEADERS FILES
Button.h
UIObject.h
AI.h
+ Text.h
)
diff --git a/src/crepe/api/Config.h b/src/crepe/api/Config.h
index ed1cf38..6b9e3ca 100644
--- a/src/crepe/api/Config.h
+++ b/src/crepe/api/Config.h
@@ -76,6 +76,17 @@ struct Config final {
*/
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.
diff --git a/src/crepe/api/LoopManager.cpp b/src/crepe/api/LoopManager.cpp
index b5e5ff7..7a78019 100644
--- a/src/crepe/api/LoopManager.cpp
+++ b/src/crepe/api/LoopManager.cpp
@@ -65,6 +65,7 @@ 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();
diff --git a/src/crepe/api/LoopManager.h b/src/crepe/api/LoopManager.h
index 40e6b38..1d23cbf 100644
--- a/src/crepe/api/LoopManager.h
+++ b/src/crepe/api/LoopManager.h
@@ -72,6 +72,8 @@ private:
//! Global context
Mediator mediator;
+ //! SDLContext instance
+ SDLContext sdl_context{mediator};
//! Component manager instance
ComponentManager component_manager{mediator};
//! Scene manager instance
@@ -84,8 +86,6 @@ private:
ResourceManager resource_manager{mediator};
//! Save manager instance
SaveManager save_manager{mediator};
- //! SDLContext instance
- SDLContext sdl_context{mediator};
private:
/**
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 b83fd61..8ac2e72 100644
--- a/src/crepe/api/ParticleEmitter.h
+++ b/src/crepe/api/ParticleEmitter.h
@@ -1,7 +1,11 @@
#pragma once
+#include <cmath>
#include <vector>
+#include "system/ParticleSystem.h"
+#include "system/RenderSystem.h"
+
#include "Component.h"
#include "Particle.h"
#include "types.h"
@@ -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
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
- vec2 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)
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/Script.cpp b/src/crepe/api/Script.cpp
index d4eaae9..583c04f 100644
--- a/src/crepe/api/Script.cpp
+++ b/src/crepe/api/Script.cpp
@@ -31,7 +31,7 @@ const keyboard_state_t & Script::get_keyboard_state() const {
return sdl_context.get_keyboard_state();
}
-bool Script::get_key_state(Keycode key) const {
+bool Script::get_key_state(Keycode key) const noexcept {
try {
return this->get_keyboard_state().at(key);
} catch (...) {
diff --git a/src/crepe/api/Script.h b/src/crepe/api/Script.h
index b5d3dd2..65306cd 100644
--- a/src/crepe/api/Script.h
+++ b/src/crepe/api/Script.h
@@ -150,7 +150,7 @@ protected:
* \return Keycode state (true if pressed, false if not pressed).
*
*/
- bool get_key_state(Keycode key) const;
+ bool get_key_state(Keycode key) const noexcept;
//! \}
private:
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