diff options
Diffstat (limited to 'src/crepe/api')
-rw-r--r-- | src/crepe/api/Animator.cpp | 13 | ||||
-rw-r--r-- | src/crepe/api/Animator.h | 6 | ||||
-rw-r--r-- | src/crepe/api/CMakeLists.txt | 1 | ||||
-rw-r--r-- | src/crepe/api/Camera.cpp | 10 | ||||
-rw-r--r-- | src/crepe/api/Camera.h | 25 | ||||
-rw-r--r-- | src/crepe/api/Config.h | 23 | ||||
-rw-r--r-- | src/crepe/api/GameObject.cpp | 6 | ||||
-rw-r--r-- | src/crepe/api/GameObject.h | 9 | ||||
-rw-r--r-- | src/crepe/api/Scene.cpp | 5 | ||||
-rw-r--r-- | src/crepe/api/Scene.h | 23 | ||||
-rw-r--r-- | src/crepe/api/SceneManager.h | 4 | ||||
-rw-r--r-- | src/crepe/api/SceneManager.hpp | 12 | ||||
-rw-r--r-- | src/crepe/api/Sprite.cpp | 19 | ||||
-rw-r--r-- | src/crepe/api/Sprite.h | 64 | ||||
-rw-r--r-- | src/crepe/api/Texture.cpp | 24 | ||||
-rw-r--r-- | src/crepe/api/Texture.h | 17 |
16 files changed, 155 insertions, 106 deletions
diff --git a/src/crepe/api/Animator.cpp b/src/crepe/api/Animator.cpp index 464b0fd..45f67f6 100644 --- a/src/crepe/api/Animator.cpp +++ b/src/crepe/api/Animator.cpp @@ -14,11 +14,14 @@ Animator::Animator(game_object_id_t id, Sprite & ss, int row, int col, int col_a col(col) { dbg_trace(); - animator_rect = spritesheet.sprite_rect; - animator_rect.h /= col; - animator_rect.w /= row; - animator_rect.x = 0; - animator_rect.y = col_animator * animator_rect.h; + this->spritesheet.mask.h /= col; + this->spritesheet.mask.w /= row; + this->spritesheet.mask.x = 0; + this->spritesheet.mask.y = col_animator * this->spritesheet.mask.h; this->active = false; + + // need to do this for to get the aspect ratio for a single clipping in the spritesheet + this->spritesheet.aspect_ratio + = static_cast<double>(this->spritesheet.mask.w) / this->spritesheet.mask.h; } Animator::~Animator() { dbg_trace(); } diff --git a/src/crepe/api/Animator.h b/src/crepe/api/Animator.h index 53f4b91..6c506aa 100644 --- a/src/crepe/api/Animator.h +++ b/src/crepe/api/Animator.h @@ -40,10 +40,6 @@ public: Animator(uint32_t id, Sprite & spritesheet, int row, int col, int col_animate); ~Animator(); // dbg_trace - Animator(const Animator &) = delete; - Animator(Animator &&) = delete; - Animator & operator=(const Animator &) = delete; - Animator & operator=(Animator &&) = delete; private: //! A reference to the Sprite sheet containing the animation frames. @@ -61,8 +57,6 @@ private: //! The current row being animated. int curr_row = 0; - Rect animator_rect; - //TODO: Is this necessary? //int fps; diff --git a/src/crepe/api/CMakeLists.txt b/src/crepe/api/CMakeLists.txt index c3e0b37..50c51ed 100644 --- a/src/crepe/api/CMakeLists.txt +++ b/src/crepe/api/CMakeLists.txt @@ -12,7 +12,6 @@ target_sources(crepe PUBLIC SaveManager.cpp Config.cpp Metadata.cpp - Scene.cpp SceneManager.cpp Camera.cpp Animator.cpp diff --git a/src/crepe/api/Camera.cpp b/src/crepe/api/Camera.cpp index 5835bdd..39d8ab0 100644 --- a/src/crepe/api/Camera.cpp +++ b/src/crepe/api/Camera.cpp @@ -1,3 +1,4 @@ +#include "types.h" #include "util/Log.h" #include "Camera.h" @@ -6,9 +7,14 @@ using namespace crepe; -Camera::Camera(game_object_id_t id, const Color & bg_color) +Camera::Camera(game_object_id_t id, const Color & bg_color, const ivec2 & screen, + const vec2 & viewport_size, const double & zoom, const vec2 & offset) : Component(id), - bg_color(bg_color) { + bg_color(bg_color), + offset(offset), + screen(screen), + viewport_size(viewport_size), + zoom(zoom) { dbg_trace(); } diff --git a/src/crepe/api/Camera.h b/src/crepe/api/Camera.h index e0cda34..2d8fa48 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 { @@ -20,33 +21,31 @@ public: * \param id Unique identifier for the camera component. * \param bg_color Background color for the camera view. */ - Camera(game_object_id_t id, const Color & bg_color); + Camera(game_object_id_t id, const Color & bg_color, const ivec2 & screen, + const vec2 & viewport_size, const double & zoom, const vec2 & offset = {0, 0}); ~Camera(); // dbg_trace only public: //! Background color of the camera view. - Color bg_color; + const Color bg_color; - //! Aspect ratio height for the camera. - double aspect_height = 480; + //! offset postion from the game object transform component + vec2 offset; - //! Aspect ratio width for the camera. - double aspect_width = 640; + //! screen the display size in pixels ( output resolution ) + const ivec2 screen; - //! X-coordinate of the camera position. - double x = 0.0; - - //! Y-coordinate of the camera position. - double y = 0.0; + //! viewport is the area of the world visible through the camera (in world units) + const vec2 viewport_size; //! Zoom level of the camera view. - double zoom = 1.0; + const double zoom; public: /** * \brief Gets the maximum number of camera instances allowed. * \return Maximum instance count as an integer. */ - virtual int get_instances_max() const { return 10; } + virtual int get_instances_max() const { return 1; } }; } // namespace crepe diff --git a/src/crepe/api/Config.h b/src/crepe/api/Config.h index 13eabd1..225e9b9 100644 --- a/src/crepe/api/Config.h +++ b/src/crepe/api/Config.h @@ -1,6 +1,8 @@ #pragma once #include "../util/Log.h" +#include "types.h" +#include <string> namespace crepe { @@ -11,19 +13,18 @@ namespace crepe { * modified *before* execution is handed over from the game programmer to the engine (i.e. the * main loop is started). */ -class Config { +class Config final { public: //! 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; + ~Config() = default; + Config(const Config &) = default; + Config(Config &&) = default; + Config & operator=(const Config &) = default; + Config & operator=(Config &&) = default; public: //! Logging-related settings @@ -63,6 +64,14 @@ public: double gravity = 1; } physics; + //! default window settings + struct { + //TODO make this constexpr because this will never change + ivec2 default_size = {1080, 720}; + std::string window_title = "Jetpack joyride clone"; + + } window_settings; + //! Asset loading options struct { /** diff --git a/src/crepe/api/GameObject.cpp b/src/crepe/api/GameObject.cpp index 3c36a21..9ef4682 100644 --- a/src/crepe/api/GameObject.cpp +++ b/src/crepe/api/GameObject.cpp @@ -30,3 +30,9 @@ void GameObject::set_parent(const GameObject & parent) { 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 fcb8d9a..4cd2bc0 100644 --- a/src/crepe/api/GameObject.h +++ b/src/crepe/api/GameObject.h @@ -58,6 +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/Scene.cpp b/src/crepe/api/Scene.cpp deleted file mode 100644 index 849945e..0000000 --- a/src/crepe/api/Scene.cpp +++ /dev/null @@ -1,5 +0,0 @@ -#include "Scene.h" - -using namespace crepe; - -Scene::Scene(ComponentManager & mgr) : component_manager(mgr) {} diff --git a/src/crepe/api/Scene.h b/src/crepe/api/Scene.h index 869bf6f..f6fdb2a 100644 --- a/src/crepe/api/Scene.h +++ b/src/crepe/api/Scene.h @@ -2,6 +2,8 @@ #include <string> +#include "../util/OptionalRef.h" + namespace crepe { class SceneManager; @@ -15,11 +17,8 @@ class ComponentManager; */ class Scene { protected: - //TODO: Use Loek's custom reference class to set ComponentManger via SceneManager instead of via constructor - /** - * \param mgr Reference to the ComponentManager - */ - Scene(ComponentManager & mgr); + // NOTE: This must be the only constructor on Scene, see "Late references" below + Scene() = default; //! SceneManager instances Scene friend class SceneManager; @@ -36,8 +35,20 @@ public: virtual std::string get_name() const = 0; protected: + /** + * \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). + * + * \{ + */ //! Reference to the ComponentManager - ComponentManager & component_manager; + OptionalRef<ComponentManager> component_manager; + //! \} }; } // namespace crepe diff --git a/src/crepe/api/SceneManager.h b/src/crepe/api/SceneManager.h index 45ba668..f6f62cd 100644 --- a/src/crepe/api/SceneManager.h +++ b/src/crepe/api/SceneManager.h @@ -26,8 +26,8 @@ public: * * \tparam T Type of concrete scene */ - template <typename T> - void add_scene(); + template <typename T, typename... Args> + void add_scene(Args &&... args); /** * \brief Set the next scene * diff --git a/src/crepe/api/SceneManager.hpp b/src/crepe/api/SceneManager.hpp index 94e5946..5c8e417 100644 --- a/src/crepe/api/SceneManager.hpp +++ b/src/crepe/api/SceneManager.hpp @@ -4,13 +4,17 @@ namespace crepe { -template <typename T> -void SceneManager::add_scene() { +template <typename T, typename... Args> +void SceneManager::add_scene(Args &&... args) { using namespace std; static_assert(is_base_of<Scene, T>::value, "T must be derived from Scene"); - Scene * scene = new T(this->component_manager); - this->scenes.emplace_back(unique_ptr<Scene>(scene)); + Scene * scene = new T(std::forward<Args>(args)...); + unique_ptr<Scene> unique_scene(scene); + + unique_scene->component_manager = this->component_manager; + + this->scenes.emplace_back(std::move(unique_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/Sprite.cpp b/src/crepe/api/Sprite.cpp index bd2d5cf..8647794 100644 --- a/src/crepe/api/Sprite.cpp +++ b/src/crepe/api/Sprite.cpp @@ -1,7 +1,7 @@ -#include <memory> +#include <cmath> +#include <utility> #include "../util/Log.h" -#include "facade/SDLContext.h" #include "Component.h" #include "Sprite.h" @@ -10,16 +10,21 @@ 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, Texture & image, const Color & color, + const FlipSettings & flip, int sort_layer, int order_layer, int height) : Component(id), color(color), flip(flip), - sprite_image(image) { + sprite_image(std::move(image)), + sorting_in_layer(sort_layer), + order_in_layer(order_layer), + height(height) { + dbg_trace(); - this->sprite_rect.w = sprite_image->get_width(); - this->sprite_rect.h = sprite_image->get_height(); + this->mask.w = sprite_image.get_width(); + this->mask.h = sprite_image.get_height(); + this->aspect_ratio = static_cast<double>(this->mask.w) / this->mask.h; } Sprite::~Sprite() { dbg_trace(); } diff --git a/src/crepe/api/Sprite.h b/src/crepe/api/Sprite.h index 74a55d4..a0e90a0 100644 --- a/src/crepe/api/Sprite.h +++ b/src/crepe/api/Sprite.h @@ -1,6 +1,6 @@ #pragma once -#include <memory> +#include <cstdint> #include "../Component.h" @@ -9,18 +9,6 @@ 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; @@ -34,6 +22,12 @@ class AnimatorSystem; class Sprite : public Component { public: + struct FlipSettings { + bool flip_x = false; + bool flip_y = false; + }; + +public: // TODO: Loek comment in github #27 will be looked another time // about shared_ptr Texture /** @@ -42,9 +36,12 @@ public: * \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. + * \param order_layer decides the sorting in layer of the sprite. + * \param sort_layer decides the order in layer of the sprite. + * \param height the height of the image in game units */ - Sprite(game_object_id_t id, const std::shared_ptr<Texture> image, const Color & color, - const FlipSettings & flip); + Sprite(game_object_id_t id, Texture & image, const Color & color, + const FlipSettings & flip, int sort_layer, int order_layer, int height); /** * \brief Destroys the Sprite instance. @@ -52,38 +49,49 @@ public: ~Sprite(); //! Texture used for the sprite - const std::shared_ptr<Texture> sprite_image; + const 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; + const int sorting_in_layer; //! Order within the sorting layer - uint8_t order_in_layer = 0; + const int order_in_layer; + + //! height in world units + const int height; -public: /** - * \brief Gets the maximum number of instances allowed for this sprite. - * \return Maximum instance count as an integer. + * \aspect_ratio ratio of the img so that scaling will not become weird * - * For now is this number randomly picked. I think it will eventually be 1. + * cannot be const because if Animator component is addded then ratio becomes scuffed and + * does it need to be calculated again in the Animator */ - virtual int get_instances_max() const { return 10; } + double aspect_ratio; 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; + 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/Texture.cpp b/src/crepe/api/Texture.cpp index 9be9421..e43bdaa 100644 --- a/src/crepe/api/Texture.cpp +++ b/src/crepe/api/Texture.cpp @@ -1,5 +1,3 @@ -#include <SDL2/SDL_render.h> - #include "../facade/SDLContext.h" #include "../util/Log.h" @@ -9,14 +7,9 @@ using namespace crepe; using namespace std; -Texture::Texture(unique_ptr<Asset> res) { - dbg_trace(); - this->load(std::move(res)); -} - -Texture::Texture(const char * src) { +Texture::Texture(const Asset & src) { dbg_trace(); - this->load(make_unique<Asset>(src)); + this->load(src); } Texture::~Texture() { @@ -24,9 +17,18 @@ Texture::~Texture() { this->texture.reset(); } -void Texture::load(unique_ptr<Asset> res) { +Texture::Texture(Texture && other) noexcept : texture(std::move(other.texture)) {} + +Texture & Texture::operator=(Texture && other) noexcept { + if (this != &other) { + texture = std::move(other.texture); + } + return *this; +} + +void Texture::load(const Asset & res) { SDLContext & ctx = SDLContext::get_instance(); - this->texture = std::move(ctx.texture_from_path(res->get_path())); + this->texture = ctx.texture_from_path(res.get_path()); } int Texture::get_width() const { diff --git a/src/crepe/api/Texture.h b/src/crepe/api/Texture.h index 6965223..7206a66 100644 --- a/src/crepe/api/Texture.h +++ b/src/crepe/api/Texture.h @@ -25,16 +25,10 @@ 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. + * \param src Asset with texture data to load. */ - Texture(std::unique_ptr<Asset> res); + Texture(const Asset & src); /** * \brief Destroys the Texture instance, freeing associated resources. @@ -42,6 +36,11 @@ public: ~Texture(); // FIXME: this constructor shouldn't be necessary because this class doesn't manage memory + Texture(Texture && other) noexcept; + Texture & operator=(Texture && other) noexcept; + Texture(const Texture &) = delete; + Texture & operator=(const Texture &) = delete; + /** * \brief Gets the width of the texture. * \return Width of the texture in pixels. @@ -59,7 +58,7 @@ 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); + void load(const Asset & res); private: //! The texture of the class from the library |