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-rw-r--r--src/crepe/api/AssetManager.cpp17
-rw-r--r--src/crepe/api/AudioSource.cpp20
-rw-r--r--src/crepe/api/AudioSource.h60
-rw-r--r--src/crepe/api/CMakeLists.txt9
-rw-r--r--src/crepe/api/ResourceManager.cpp41
-rw-r--r--src/crepe/api/ResourceManager.h69
6 files changed, 194 insertions, 22 deletions
diff --git a/src/crepe/api/AssetManager.cpp b/src/crepe/api/AssetManager.cpp
deleted file mode 100644
index 3925758..0000000
--- a/src/crepe/api/AssetManager.cpp
+++ /dev/null
@@ -1,17 +0,0 @@
-#include "util/Log.h"
-
-#include "AssetManager.h"
-
-using namespace crepe;
-
-AssetManager & AssetManager::get_instance() {
- static AssetManager instance;
- return instance;
-}
-
-AssetManager::~AssetManager() {
- dbg_trace();
- this->asset_cache.clear();
-}
-
-AssetManager::AssetManager() { dbg_trace(); }
diff --git a/src/crepe/api/AudioSource.cpp b/src/crepe/api/AudioSource.cpp
new file mode 100644
index 0000000..4baac9a
--- /dev/null
+++ b/src/crepe/api/AudioSource.cpp
@@ -0,0 +1,20 @@
+#include "AudioSource.h"
+
+using namespace crepe;
+using namespace std;
+
+AudioSource::AudioSource(game_object_id_t id, const Asset & src) :
+ Component(id),
+ source(src)
+{ }
+
+void AudioSource::play(bool looping) {
+ this->loop = looping;
+ this->playing = true;
+}
+
+void AudioSource::stop() {
+ this->playing = false;
+ this->rewind = true;
+}
+
diff --git a/src/crepe/api/AudioSource.h b/src/crepe/api/AudioSource.h
new file mode 100644
index 0000000..1264790
--- /dev/null
+++ b/src/crepe/api/AudioSource.h
@@ -0,0 +1,60 @@
+#pragma once
+
+#include "../Component.h"
+#include "../types.h"
+
+#include "Asset.h"
+
+namespace crepe {
+
+class AudioSystem;
+
+//! Audio source component
+class AudioSource : public Component {
+ //! AudioSource components are handled by AudioSystem
+ friend class AudioSystem;
+
+protected:
+ AudioSource(game_object_id_t id, const Asset & source);
+ //! Only ComponentManager can create components
+ friend class ComponentManager;
+public:
+ // But std::unique_ptr needs to be able to destoy this component again
+ virtual ~AudioSource() = default;
+
+public:
+ //! Start or resume this audio source
+ void play(bool looping = false);
+ //! Stop this audio source
+ void stop();
+
+public:
+ //! Play when this component becomes active
+ bool play_on_awake = false;
+ //! Repeat the current audio clip during playback
+ bool loop = false;
+ //! Normalized volume (0.0 - 1.0)
+ float volume = 1.0;
+
+private:
+ //! This audio source's clip
+ const Asset source;
+
+ //! If this source is playing audio
+ bool playing = false;
+ //! Rewind the sample location
+ bool rewind = false;
+
+private:
+ //! Value of \c active after last system update
+ bool last_active = false;
+ //! Value of \c playing after last system update
+ bool last_playing = false;
+ //! Value of \c volume after last system update
+ float last_volume = 1.0;
+ //! Value of \c loop after last system update
+ bool last_loop = false;
+};
+
+} // namespace crepe
+
diff --git a/src/crepe/api/CMakeLists.txt b/src/crepe/api/CMakeLists.txt
index 6557656..cca0e8b 100644
--- a/src/crepe/api/CMakeLists.txt
+++ b/src/crepe/api/CMakeLists.txt
@@ -1,5 +1,5 @@
target_sources(crepe PUBLIC
- # AudioSource.cpp
+ AudioSource.cpp
BehaviorScript.cpp
GameObject.cpp
Rigidbody.cpp
@@ -7,7 +7,7 @@ target_sources(crepe PUBLIC
Transform.cpp
Color.cpp
Texture.cpp
- AssetManager.cpp
+ ResourceManager.cpp
Sprite.cpp
SaveManager.cpp
Config.cpp
@@ -23,7 +23,7 @@ target_sources(crepe PUBLIC
)
target_sources(crepe PUBLIC FILE_SET HEADERS FILES
- # AudioSource.h
+ AudioSource.h
BehaviorScript.h
Config.h
Script.h
@@ -35,8 +35,7 @@ target_sources(crepe PUBLIC FILE_SET HEADERS FILES
Vector2.h
Color.h
Texture.h
- AssetManager.h
- AssetManager.hpp
+ ResourceManager.h
SaveManager.h
Scene.h
Metadata.h
diff --git a/src/crepe/api/ResourceManager.cpp b/src/crepe/api/ResourceManager.cpp
new file mode 100644
index 0000000..7877ed9
--- /dev/null
+++ b/src/crepe/api/ResourceManager.cpp
@@ -0,0 +1,41 @@
+#include <stdexcept>
+
+#include "util/Log.h"
+
+#include "ResourceManager.h"
+
+using namespace crepe;
+using namespace std;
+
+ResourceManager & ResourceManager::get_instance() {
+ static ResourceManager instance;
+ return instance;
+}
+
+ResourceManager::~ResourceManager() { dbg_trace(); }
+ResourceManager::ResourceManager() { dbg_trace(); }
+
+void ResourceManager::clear() {
+ this->resources.clear();
+}
+
+template <typename T>
+T & ResourceManager::cache(const Asset & asset) {
+ dbg_trace();
+ static_assert(is_base_of<Resource, T>::value, "cache must recieve a derivative class of Resource");
+
+ if (!this->resources.contains(asset))
+ this->resources[asset] = make_unique<T>(asset);
+
+ Resource * resource = this->resources.at(asset).get();
+ T * concrete_resource = dynamic_cast<T *>(resource);
+
+ if (concrete_resource == nullptr)
+ throw runtime_error(format("ResourceManager: mismatch between requested type and actual type of resource ({})", asset.get_path()));
+
+ return *concrete_resource;
+}
+
+#include "../facade/Sound.h"
+template Sound & ResourceManager::cache(const Asset &);
+
diff --git a/src/crepe/api/ResourceManager.h b/src/crepe/api/ResourceManager.h
new file mode 100644
index 0000000..efdd5c5
--- /dev/null
+++ b/src/crepe/api/ResourceManager.h
@@ -0,0 +1,69 @@
+#pragma once
+
+#include <memory>
+#include <unordered_map>
+
+#include "Asset.h"
+#include "Resource.h"
+
+namespace crepe {
+
+class Sound;
+
+/**
+ * \brief The ResourceManager is responsible for storing and managing assets over
+ * multiple scenes.
+ *
+ * The ResourceManager ensures that assets are loaded once and can be accessed
+ * across different scenes. It caches assets to avoid reloading them every time
+ * a scene is loaded. Assets are retained in memory until the ResourceManager is
+ * destroyed, at which point the cached assets are cleared.
+ */
+class ResourceManager {
+
+private:
+ //! A cache that holds all the assets, accessible by their file path, over multiple scenes.
+ std::unordered_map<const Asset, std::unique_ptr<Resource>> resources;
+
+private:
+ ResourceManager(); // dbg_trace
+ virtual ~ResourceManager(); // dbg_trace
+
+ ResourceManager(const ResourceManager &) = delete;
+ ResourceManager(ResourceManager &&) = delete;
+ ResourceManager & operator=(const ResourceManager &) = delete;
+ ResourceManager & operator=(ResourceManager &&) = delete;
+
+public:
+ /**
+ * \brief Retrieves the singleton instance of the ResourceManager.
+ *
+ * \return A reference to the single instance of the ResourceManager.
+ */
+ static ResourceManager & get_instance();
+
+public:
+ /**
+ * \brief Caches an asset by loading it from the given file path.
+ *
+ * \param file_path The path to the asset file to load.
+ * \param reload If true, the asset will be reloaded from the file, even if
+ * it is already cached.
+ * \tparam T The type of asset to cache (e.g., texture, sound, etc.).
+ *
+ * \return A reference to the resource
+ *
+ * This template function caches the asset at the given file path. If the
+ * asset is already cached, the existing instance will be returned.
+ * Otherwise, the concrete resource will be instantiated and added to the
+ * cache.
+ */
+ template <typename T>
+ T & cache(const Asset & asset);
+
+ //! Clear the resource cache
+ void clear();
+};
+
+} // namespace crepe
+