diff options
Diffstat (limited to 'src/crepe/api')
30 files changed, 870 insertions, 130 deletions
| diff --git a/src/crepe/api/Animator.cpp b/src/crepe/api/Animator.cpp new file mode 100644 index 0000000..58fee2a --- /dev/null +++ b/src/crepe/api/Animator.cpp @@ -0,0 +1,26 @@ + +#include <cstdint> + +#include "util/log.h" + +#include "Animator.h" +#include "Component.h" +#include "Sprite.h" + +using namespace crepe; + +Animator::Animator(uint32_t id, Sprite & ss, int row, int col, int col_animator) +	: Component(id), +	  spritesheet(ss), +	  row(row), +	  col(col) { +	dbg_trace(); + +	animator_rect = spritesheet.sprite_rect; +	animator_rect.h /= col; +	animator_rect.w /= row; +	animator_rect.x = 0; +	animator_rect.y = col_animator * animator_rect.h; +	this->active = false; +} +Animator::~Animator() { dbg_trace(); } diff --git a/src/crepe/api/Animator.h b/src/crepe/api/Animator.h new file mode 100644 index 0000000..def0240 --- /dev/null +++ b/src/crepe/api/Animator.h @@ -0,0 +1,76 @@ +#pragma once + +#include <cstdint> + +#include "Component.h" +#include "Sprite.h" + +namespace crepe { +class AnimatorSystem; +class SDLContext; + +/** + * \brief The Animator component is used to animate sprites by managing the movement + *        and frame changes within a sprite sheet. + * + * This component allows for controlling sprite animation through rows and columns of a sprite sheet. + * It can be used to play animations, loop them, or stop them. + */ +class Animator : public Component { + +public: +	//TODO: need to implement this +	void loop(); +	void stop(); + +public: +	/** +	 * \brief Constructs an Animator object that will control animations for a sprite sheet. +	 * +	 * \param id The unique identifier for the component, typically assigned automatically. +	 * \param spritesheet A reference to the Sprite object which holds the sprite sheet for animation. +	 * \param row The maximum number of rows in the sprite sheet. +	 * \param col The maximum number of columns in the sprite sheet. +	 * \param col__animate The specific col index of the sprite sheet to animate. This allows selecting which col to animate from multiple col in the sheet. +	 * +	 * This constructor sets up the Animator with the given parameters, and initializes the animation system. +	 */ +	Animator(uint32_t id, Sprite & spritesheet, int row, int col, +			 int col_animate); + +	~Animator(); // 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. +	Sprite & spritesheet; + +	//! The maximum number of columns in the sprite sheet. +	const int col; + +	//! The maximum number of rows in the sprite sheet. +	const int row; + +	//! The current col being animated. +	int curr_col = 0; + +	//! The current row being animated. +	int curr_row = 0; + +	Rect animator_rect; + +	//TODO: Is this necessary? +	//int fps; + +private: +	//! AnimatorSystem adjust the private member parameters of Animator; +	friend class AnimatorSystem; + +	//! SDLContext reads the Animator member var's +	friend class SDLContext; +}; +} // namespace crepe +// diff --git a/src/crepe/api/AssetManager.h b/src/crepe/api/AssetManager.h index fefbed9..86a9902 100644 --- a/src/crepe/api/AssetManager.h +++ b/src/crepe/api/AssetManager.h @@ -7,9 +7,19 @@  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: @@ -22,12 +32,32 @@ public:  	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: -	template <typename asset> -	std::shared_ptr<asset> cache(const std::string & file_path, -								 bool reload = false); +	/** +	 * \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 diff --git a/src/crepe/api/AudioSource.h b/src/crepe/api/AudioSource.h index fd2b6f1..5bc70f9 100644 --- a/src/crepe/api/AudioSource.h +++ b/src/crepe/api/AudioSource.h @@ -11,7 +11,7 @@ namespace crepe {  //! Audio source component  class AudioSource : public Component {  public: -	AudioSource(game_object_id_t id, std::unique_ptr<Asset> audio_clip); +	AudioSource(game_object_id_t id, const Asset & source);  	virtual ~AudioSource() = default;  public: diff --git a/src/crepe/api/CMakeLists.txt b/src/crepe/api/CMakeLists.txt index 3b20142..85696c4 100644 --- a/src/crepe/api/CMakeLists.txt +++ b/src/crepe/api/CMakeLists.txt @@ -16,6 +16,10 @@ target_sources(crepe PUBLIC  	Scene.cpp  	SceneManager.cpp  	Vector2.cpp +	Camera.cpp +	Animator.cpp +	LoopManager.cpp +	LoopTimer.cpp  )  target_sources(crepe PUBLIC FILE_SET HEADERS FILES @@ -38,4 +42,8 @@ target_sources(crepe PUBLIC FILE_SET HEADERS FILES  	Metadata.h  	SceneManager.h  	SceneManager.hpp +	Camera.h +	Animator.h +	LoopManager.h +	LoopTimer.h  ) diff --git a/src/crepe/api/Camera.cpp b/src/crepe/api/Camera.cpp new file mode 100644 index 0000000..6355a03 --- /dev/null +++ b/src/crepe/api/Camera.cpp @@ -0,0 +1,18 @@ + +#include <cstdint> + +#include "util/log.h" + +#include "Camera.h" +#include "Color.h" +#include "Component.h" + +using namespace crepe; + +Camera::Camera(uint32_t id, const Color & bg_color) +	: Component(id), +	  bg_color(bg_color) { +	dbg_trace(); +} + +Camera::~Camera() { dbg_trace(); } diff --git a/src/crepe/api/Camera.h b/src/crepe/api/Camera.h new file mode 100644 index 0000000..ba3a9ef --- /dev/null +++ b/src/crepe/api/Camera.h @@ -0,0 +1,55 @@ +#pragma once + +#include <cstdint> + +#include "Color.h" +#include "Component.h" + +namespace crepe { + +/** + * \class Camera + * \brief Represents a camera component for rendering in the game. + * + * The Camera class defines the view parameters, including background color,  + * aspect ratio, position, and zoom level. It controls what part of the game  + * world is visible on the screen. + */ +class Camera : public Component { + +public: +	/** +	 * \brief Constructs a Camera with the specified ID and background color. +	 * \param id Unique identifier for the camera component. +	 * \param bg_color Background color for the camera view. +	 */ +	Camera(uint32_t id, const Color & bg_color); +	~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; + +	//! Y-coordinate of the camera position. +	double y = 0.0; + +	//! Zoom level of the camera view. +	double zoom = 1.0; + +public: +	/** +	 * \brief Gets the maximum number of camera instances allowed. +	 * \return Maximum instance count as an integer. +	 */ +	virtual int get_instances_max() const { return 10; } +}; +} // namespace crepe diff --git a/src/crepe/api/CircleCollider.h b/src/crepe/api/CircleCollider.h index caa7e43..e77a592 100644 --- a/src/crepe/api/CircleCollider.h +++ b/src/crepe/api/CircleCollider.h @@ -6,7 +6,8 @@ namespace crepe {  class CircleCollider : public Collider {  public:  	CircleCollider(game_object_id_t game_object_id, int radius) -		: Collider(game_object_id), radius(radius) {} +		: Collider(game_object_id), +		  radius(radius) {}  	int radius;  }; diff --git a/src/crepe/api/Color.cpp b/src/crepe/api/Color.cpp index fc6313d..9e5f187 100644 --- a/src/crepe/api/Color.cpp +++ b/src/crepe/api/Color.cpp @@ -11,8 +11,7 @@ Color Color::cyan = Color(0, 255, 255, 0);  Color Color::yellow = Color(255, 255, 0, 0);  Color Color::magenta = Color(255, 0, 255, 0); -// FIXME: do we really need double precision for color values? -Color::Color(double red, double green, double blue, double alpha) { +Color::Color(uint8_t red, uint8_t green, uint8_t blue, uint8_t alpha) {  	this->a = alpha;  	this->r = red;  	this->g = green; diff --git a/src/crepe/api/Color.h b/src/crepe/api/Color.h index 6b54888..aa47bf4 100644 --- a/src/crepe/api/Color.h +++ b/src/crepe/api/Color.h @@ -1,14 +1,17 @@  #pragma once +#include <cstdint> +  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(double red, double green, double blue, double alpha); +	Color(uint8_t red, uint8_t green, uint8_t blue, uint8_t alpha);  	static const Color & get_white();  	static const Color & get_red();  	static const Color & get_green(); @@ -19,10 +22,11 @@ public:  	static const Color & get_black();  private: -	double r; -	double g; -	double b; -	double a; +	// TODO: why are these private!? +	uint8_t r; +	uint8_t g; +	uint8_t b; +	uint8_t a;  	static Color white;  	static Color red; @@ -32,6 +36,9 @@ private:  	static Color magenta;  	static Color yellow;  	static Color black; + +private: +	friend class SDLContext;  };  } // namespace crepe diff --git a/src/crepe/api/Config.cpp b/src/crepe/api/Config.cpp index d6206da..0100bcc 100644 --- a/src/crepe/api/Config.cpp +++ b/src/crepe/api/Config.cpp @@ -6,4 +6,3 @@ Config & Config::get_instance() {  	static Config instance;  	return instance;  } - diff --git a/src/crepe/api/Config.h b/src/crepe/api/Config.h index 56e3af5..8c9e643 100644 --- a/src/crepe/api/Config.h +++ b/src/crepe/api/Config.h @@ -7,6 +7,7 @@ namespace crepe {  class Config {  private:  	Config() = default; +  public:  	~Config() = default; @@ -16,8 +17,8 @@ public:  	// singleton  	Config(const Config &) = delete;  	Config(Config &&) = delete; -	Config & operator = (const Config &) = delete; -	Config & operator = (Config &&) = delete; +	Config & operator=(const Config &) = delete; +	Config & operator=(Config &&) = delete;  public:  	//! Logging-related settings @@ -60,4 +61,3 @@ public:  };  } // namespace crepe - diff --git a/src/crepe/api/LoopManager.cpp b/src/crepe/api/LoopManager.cpp new file mode 100644 index 0000000..2e9823f --- /dev/null +++ b/src/crepe/api/LoopManager.cpp @@ -0,0 +1,55 @@ + +#include "../facade/SDLContext.h" +#include "../system/RenderSystem.h" +#include "../system/ScriptSystem.h" + +#include "LoopManager.h" +#include "LoopTimer.h" + +using namespace crepe; + +LoopManager::LoopManager() {} +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::loop() { +	LoopTimer & timer = LoopTimer::get_instance(); +	timer.start(); + +	while (game_running) { +		timer.update(); + +		while (timer.get_lag() >= timer.get_fixed_delta_time()) { +			this->process_input(); +			this->fixed_update(); +			timer.advance_fixed_update(); +		} + +		this->update(); +		this->render(); + +		timer.enforce_frame_rate(); +	} +} + +void LoopManager::setup() { +	this->game_running = true; +	LoopTimer::get_instance().start(); +	LoopTimer::get_instance().set_fps(60); +} + +void LoopManager::render() { +	if (this->game_running) { +		RenderSystem::get_instance().update(); +	} +} + +void LoopManager::update() { LoopTimer & timer = LoopTimer::get_instance(); } diff --git a/src/crepe/api/LoopManager.h b/src/crepe/api/LoopManager.h new file mode 100644 index 0000000..2f03193 --- /dev/null +++ b/src/crepe/api/LoopManager.h @@ -0,0 +1,79 @@ +#pragma once + +#include <memory> + +class RenderSystem; +class SDLContext; +class LoopTimer; +class ScriptSystem; +class SoundSystem; +class ParticleSystem; +class PhysicsSystem; +class AnimatorSystem; +class CollisionSystem; +namespace crepe { + +class LoopManager { +public: +	void start(); +	LoopManager(); + +private: +	/** +	 * \brief Setup function for one-time initialization. +	 * +	 * This function initializes necessary components for the game. +	 */ +	void setup(); +	/** +	 * \brief Main game loop function. +	 * +	 * This function runs the main loop, handling game updates and rendering. +	 */ +	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(); + +	/** +	 * \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); +	/** +	 * \brief Function for executing render-related systems. +	 * +	 * Renders the current state of the game to the screen. +	 */ +	void render(); + +	bool game_running = false; +	//#TODO add system instances +}; + +} // namespace crepe diff --git a/src/crepe/api/LoopTimer.cpp b/src/crepe/api/LoopTimer.cpp new file mode 100644 index 0000000..8f09e41 --- /dev/null +++ b/src/crepe/api/LoopTimer.cpp @@ -0,0 +1,86 @@ +#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 new file mode 100644 index 0000000..85687be --- /dev/null +++ b/src/crepe/api/LoopTimer.h @@ -0,0 +1,147 @@ +#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. +     */ +	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.cpp b/src/crepe/api/Metadata.cpp index 76f11d7..d421de5 100644 --- a/src/crepe/api/Metadata.cpp +++ b/src/crepe/api/Metadata.cpp @@ -4,4 +4,6 @@ using namespace crepe;  using namespace std;  Metadata::Metadata(game_object_id_t id, const string & name, const string & tag) -	: Component(id), name(name), tag(tag) {} +	: Component(id), +	  name(name), +	  tag(tag) {} diff --git a/src/crepe/api/ParticleEmitter.cpp b/src/crepe/api/ParticleEmitter.cpp index 3b2e2f2..35f960d 100644 --- a/src/crepe/api/ParticleEmitter.cpp +++ b/src/crepe/api/ParticleEmitter.cpp @@ -1,36 +1,12 @@ -#include <ctime> -#include <iostream> - -#include "Particle.h"  #include "ParticleEmitter.h"  using namespace crepe; -ParticleEmitter::ParticleEmitter(game_object_id_t id, uint32_t max_particles, -								 uint32_t emission_rate, uint32_t speed, -								 uint32_t speed_offset, uint32_t angle, -								 uint32_t angleOffset, float begin_lifespan, -								 float end_lifespan) -	: Component(id), max_particles(max_particles), emission_rate(emission_rate), -	  speed(speed), speed_offset(speed_offset), position{0, 0}, -	  begin_lifespan(begin_lifespan), end_lifespan(end_lifespan) { -	std::srand( -		static_cast<uint32_t>(std::time(nullptr))); // initialize random seed -	std::cout << "Create emitter" << std::endl; -	// FIXME: Why do these expressions start with `360 +`, only to be `% 360`'d -	// right after? This does not make any sense to me. -	min_angle = (360 + angle - (angleOffset % 360)) % 360; -	max_angle = (360 + angle + (angleOffset % 360)) % 360; -	position.x = 400; // FIXME: what are these magic values? -	position.y = 400; -	for (size_t i = 0; i < max_particles; i++) { -		this->particles.emplace_back(); -	} -} - -ParticleEmitter::~ParticleEmitter() { -	std::vector<Particle>::iterator it = this->particles.begin(); -	while (it != this->particles.end()) { -		it = this->particles.erase(it); +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++) { +		this->data.particles.emplace_back();  	}  } diff --git a/src/crepe/api/ParticleEmitter.h b/src/crepe/api/ParticleEmitter.h index 5939723..a9e872f 100644 --- a/src/crepe/api/ParticleEmitter.h +++ b/src/crepe/api/ParticleEmitter.h @@ -1,42 +1,85 @@  #pragma once -#include <cstdint>  #include <vector>  #include "Component.h"  #include "Particle.h" +#include "Vector2.h"  namespace crepe { +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. + */  class ParticleEmitter : public Component {  public: -	ParticleEmitter(game_object_id_t id, uint32_t max_particles, -					uint32_t emission_rate, uint32_t speed, -					uint32_t speed_offset, uint32_t angle, uint32_t angleOffset, -					float begin_lifespan, float end_lifespan); -	~ParticleEmitter(); - -	//! position of the emitter -	Position position; -	//! maximum number of particles -	uint32_t max_particles; -	//! rate of particle emission -	uint32_t emission_rate; -	//! base speed of the particles -	uint32_t speed; -	//! offset for random speed variation -	uint32_t speed_offset; -	//! min angle of particle emission -	uint32_t min_angle; -	//! max angle of particle emission -	uint32_t max_angle; -	//! begin Lifespan of particle (only visual) -	float begin_lifespan; -	//! begin Lifespan of particle -	float end_lifespan; - -	//! collection of particles -	std::vector<Particle> particles; +	/** +	 * \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. +	 */ +	struct Boundary { +		//! boundary width (midpoint is emitter location) +		double width = 0.0; +		//! boundary height (midpoint is emitter location) +		double height = 0.0; +		//! boundary offset from particle emitter location +		Vector2 offset; +		//! reset on exit or stop velocity and set max postion +		bool reset_on_exit = false; +	}; + +	/** +	 * \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. +	 */ +	struct Data { +		//! position of the emitter +		Vector2 position; +		//! 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; +		//! min speed of the particles +		double min_speed = 0; +		//! min speed of the particles +		double max_speed = 0; +		//! min angle of particle emission +		double 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; +		//! force over time (physics) +		Vector2 force_over_time; +		//! particle boundary +		Boundary boundary; +		//! collection of particles +		std::vector<Particle> particles; +		//! sprite reference +		const Sprite & sprite; +	}; + +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); + +public: +	//! Configuration data for particle emission settings. +	Data data;  };  } // namespace crepe diff --git a/src/crepe/api/Rigidbody.cpp b/src/crepe/api/Rigidbody.cpp index cbf1325..3bf1c5b 100644 --- a/src/crepe/api/Rigidbody.cpp +++ b/src/crepe/api/Rigidbody.cpp @@ -3,7 +3,8 @@  using namespace crepe;  crepe::Rigidbody::Rigidbody(uint32_t game_object_id, const Data & data) -	: Component(game_object_id), data(data) {} +	: Component(game_object_id), +	  data(data) {}  void crepe::Rigidbody::add_force_linear(const Vector2 & force) {  	this->data.linear_velocity += force; diff --git a/src/crepe/api/SaveManager.cpp b/src/crepe/api/SaveManager.cpp index 23587e4..43276c5 100644 --- a/src/crepe/api/SaveManager.cpp +++ b/src/crepe/api/SaveManager.cpp @@ -2,8 +2,8 @@  #include "../util/log.h"  #include "Config.h" -#include "ValueBroker.h"  #include "SaveManager.h" +#include "ValueBroker.h"  using namespace std;  using namespace crepe; @@ -65,17 +65,33 @@ 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(); +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; @@ -118,17 +134,19 @@ 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); +	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<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 &); @@ -138,8 +156,8 @@ 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 & { +		[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;  		}, @@ -156,4 +174,3 @@ 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 index 3073656..4be85fb 100644 --- a/src/crepe/api/SaveManager.h +++ b/src/crepe/api/SaveManager.h @@ -93,8 +93,8 @@ public:  	static SaveManager & get_instance();  	SaveManager(const SaveManager &) = delete;  	SaveManager(SaveManager &&) = delete; -	SaveManager & operator = (const SaveManager &) = delete; -	SaveManager & operator = (SaveManager &&) = delete; +	SaveManager & operator=(const SaveManager &) = delete; +	SaveManager & operator=(SaveManager &&) = delete;  private:  	/** @@ -110,5 +110,4 @@ private:  	static DB & get_db();  }; -} - +} // namespace crepe diff --git a/src/crepe/api/Sprite.cpp b/src/crepe/api/Sprite.cpp index d3465c7..6f0433f 100644 --- a/src/crepe/api/Sprite.cpp +++ b/src/crepe/api/Sprite.cpp @@ -1,7 +1,7 @@ -#include <cstdint>  #include <memory>  #include "../util/log.h" +#include "facade/SDLContext.h"  #include "Component.h"  #include "Sprite.h" @@ -10,10 +10,16 @@  using namespace std;  using namespace crepe; -Sprite::Sprite(game_object_id_t id, shared_ptr<Texture> image, +Sprite::Sprite(game_object_id_t id, const shared_ptr<Texture> image,  			   const Color & color, const FlipSettings & flip) -	: Component(id), color(color), flip(flip), sprite_image(image) { +	: Component(id), +	  color(color), +	  flip(flip), +	  sprite_image(image) {  	dbg_trace(); + +	this->sprite_rect.w = sprite_image->get_width(); +	this->sprite_rect.h = sprite_image->get_height();  }  Sprite::~Sprite() { dbg_trace(); } diff --git a/src/crepe/api/Sprite.h b/src/crepe/api/Sprite.h index 00dcb27..deb3f93 100644 --- a/src/crepe/api/Sprite.h +++ b/src/crepe/api/Sprite.h @@ -1,32 +1,88 @@  #pragma once -#include <SDL2/SDL_rect.h>  #include <cstdint>  #include <memory> -#include "api/Color.h" -#include "api/Texture.h" - +#include "Color.h"  #include "Component.h" +#include "Texture.h"  namespace crepe { +struct Rect { +	int w = 0; +	int h = 0; +	int x = 0; +	int y = 0; +}; +  struct FlipSettings { -	bool flip_x = true; -	bool flip_y = true; +	bool flip_x = false; +	bool flip_y = false;  }; +class SDLContext; +class Animator; +class AnimatorSystem; + +/** + * \brief Represents a renderable sprite component. + * + * A renderable sprite that can be displayed in the game. It includes a texture, + * color, and flip settings, and is managed in layers with defined sorting orders. + */  class Sprite : public Component {  public: -	Sprite(game_object_id_t id, std::shared_ptr<Texture> image, +	// TODO: Loek comment in github #27 will be looked another time +	// about shared_ptr Texture +	/** +	 * \brief Constructs a Sprite with specified parameters. +	 * \param game_id Unique identifier for the game object this sprite belongs to. +	 * \param image Shared pointer to the texture for this sprite. +	 * \param color Color tint applied to the sprite. +	 * \param flip Flip settings for horizontal and vertical orientation. +	 */ +	Sprite(game_object_id_t id, const std::shared_ptr<Texture> image,  		   const Color & color, const FlipSettings & flip); + +	/** +	 * \brief Destroys the Sprite instance. +	 */  	~Sprite(); -	std::shared_ptr<Texture> sprite_image; + +	//! Texture used for the sprite +	const std::shared_ptr<Texture> sprite_image; +	//! Color tint of the sprite  	Color color; +	//! Flip settings for the sprite  	FlipSettings flip; -	uint8_t sorting_in_layer; -	uint8_t order_in_layer; +	//! Layer sorting level of the sprite +	uint8_t sorting_in_layer = 0; +	//! Order within the sorting layer +	uint8_t order_in_layer = 0; + +public: +	/** +	 * \brief Gets the maximum number of instances allowed for this sprite. +	 * \return Maximum instance count as an integer. +	 * +	 * For now is this number randomly picked. I think it will eventually be 1.  +	 */ +	virtual int get_instances_max() const { return 10; } + +private: +	//! Reads the sprite_rect of sprite +	friend class SDLContext; + +	//! Reads the all the variables plus the  sprite_rect +	friend class Animator; + +	//! Reads the all the variables plus the  sprite_rect +	friend class AnimatorSystem; + +	//! Render area of the sprite this will also be adjusted by the AnimatorSystem if an Animator object is present in GameObject +	Rect sprite_rect;  };  } // namespace crepe diff --git a/src/crepe/api/Texture.cpp b/src/crepe/api/Texture.cpp index 8fc5c13..5ebd23d 100644 --- a/src/crepe/api/Texture.cpp +++ b/src/crepe/api/Texture.cpp @@ -21,12 +21,19 @@ Texture::Texture(const char * src) {  Texture::~Texture() {  	dbg_trace(); -	if (this->texture != nullptr) { -		SDL_DestroyTexture(this->texture); -	} +	this->texture.reset();  }  void Texture::load(unique_ptr<Asset> res) {  	SDLContext & ctx = SDLContext::get_instance(); -	this->texture = ctx.texture_from_path(res->canonical()); +	this->texture = std::move(ctx.texture_from_path(res->canonical())); +} + +int Texture::get_width() const { +	if (this->texture == nullptr) return 0; +	return SDLContext::get_instance().get_width(*this); +} +int Texture::get_height() const { +	if (this->texture == nullptr) return 0; +	return SDLContext::get_instance().get_width(*this);  } diff --git a/src/crepe/api/Texture.h b/src/crepe/api/Texture.h index 9a86f6f..b89bc17 100644 --- a/src/crepe/api/Texture.h +++ b/src/crepe/api/Texture.h @@ -3,31 +3,75 @@  // FIXME: this header can't be included because this is an API header, and SDL2  // development headers won't be bundled with crepe. Why is this facade in the  // API namespace? +  #include <SDL2/SDL_render.h> +#include <functional>  #include <memory>  #include "Asset.h"  namespace crepe { -class SDLContext; -} -namespace crepe { +class SDLContext; +class Animator; +/** + * \class Texture + * \brief Manages texture loading and properties. + * + * The Texture class is responsible for loading an image from a source + * and providing access to its dimensions. Textures can be used for rendering. + */  class Texture {  public: +	/** +	 * \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: -	SDL_Texture * texture = nullptr; +	//! The texture of the class from the library +	std::unique_ptr<SDL_Texture, std::function<void(SDL_Texture *)>> texture; + +	//! Grants SDLContext access to private members. +	friend class SDLContext; -	friend class crepe::SDLContext; +	//! Grants Animator access to private members. +	friend class Animator;  };  } // namespace crepe diff --git a/src/crepe/api/Transform.cpp b/src/crepe/api/Transform.cpp index a244bc5..e401120 100644 --- a/src/crepe/api/Transform.cpp +++ b/src/crepe/api/Transform.cpp @@ -6,6 +6,9 @@ using namespace crepe;  Transform::Transform(game_object_id_t id, const Vector2 & point,  					 double rotation, double scale) -	: Component(id), position(point), rotation(rotation), scale(scale) { +	: Component(id), +	  position(point), +	  rotation(rotation), +	  scale(scale) {  	dbg_trace();  } diff --git a/src/crepe/api/Transform.h b/src/crepe/api/Transform.h index d7a5b8a..756e45b 100644 --- a/src/crepe/api/Transform.h +++ b/src/crepe/api/Transform.h @@ -32,7 +32,7 @@ public:  public:  	//! Translation (shift)  	Vector2 position; -	//! Rotation, in radians +	//! Rotation, in degrees  	double rotation;  	//! Multiplication factor  	double scale; diff --git a/src/crepe/api/Vector2.cpp b/src/crepe/api/Vector2.cpp index 09bb59b..09b3fa3 100644 --- a/src/crepe/api/Vector2.cpp +++ b/src/crepe/api/Vector2.cpp @@ -3,7 +3,7 @@  namespace crepe {  // Constructor with initial values -Vector2::Vector2(float x, float y) : x(x), y(y) {} +Vector2::Vector2(double x, double y) : x(x), y(y) {}  // Subtracts another vector from this vector and returns the result.  Vector2 Vector2::operator-(const Vector2 & other) const { @@ -16,7 +16,7 @@ Vector2 Vector2::operator+(const Vector2 & other) const {  }  // Multiplies this vector by a scalar and returns the result. -Vector2 Vector2::operator*(float scalar) const { +Vector2 Vector2::operator*(double scalar) const {  	return {x * scalar, y * scalar};  } @@ -35,7 +35,7 @@ Vector2 & Vector2::operator+=(const Vector2 & other) {  }  // Adds a scalar value to both components of this vector and updates this vector. -Vector2 & Vector2::operator+=(float other) { +Vector2 & Vector2::operator+=(double other) {  	x += other;  	y += other;  	return *this; diff --git a/src/crepe/api/Vector2.h b/src/crepe/api/Vector2.h index 741951b..5a57484 100644 --- a/src/crepe/api/Vector2.h +++ b/src/crepe/api/Vector2.h @@ -6,15 +6,15 @@ namespace crepe {  class Vector2 {  public:  	//! X component of the vector -	float x; +	double x;  	//! Y component of the vector -	float y; +	double y;  	//! Default constructor  	Vector2() = default;  	//! Constructor with initial values -	Vector2(float x, float y); +	Vector2(double x, double y);  	//! Subtracts another vector from this vector and returns the result.  	Vector2 operator-(const Vector2 & other) const; @@ -23,7 +23,7 @@ public:  	Vector2 operator+(const Vector2 & other) const;  	//! Multiplies this vector by a scalar and returns the result. -	Vector2 operator*(float scalar) const; +	Vector2 operator*(double scalar) const;  	//! Multiplies this vector by another vector element-wise and updates this vector.  	Vector2 & operator*=(const Vector2 & other); @@ -32,7 +32,7 @@ public:  	Vector2 & operator+=(const Vector2 & other);  	//! Adds a scalar value to both components of this vector and updates this vector. -	Vector2 & operator+=(float other); +	Vector2 & operator+=(double other);  	//! Returns the negation of this vector.  	Vector2 operator-() const; |