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-rw-r--r--src/crepe/api/AI.cpp33
-rw-r--r--src/crepe/api/AI.h12
-rw-r--r--src/crepe/api/Animator.cpp10
-rw-r--r--src/crepe/api/Animator.h6
-rw-r--r--src/crepe/api/Asset.cpp2
-rw-r--r--src/crepe/api/AudioSource.h2
-rw-r--r--src/crepe/api/BehaviorScript.cpp4
-rw-r--r--src/crepe/api/BehaviorScript.hpp3
-rw-r--r--src/crepe/api/BoxCollider.cpp5
-rw-r--r--src/crepe/api/BoxCollider.h5
-rw-r--r--src/crepe/api/CMakeLists.txt5
-rw-r--r--src/crepe/api/Camera.cpp7
-rw-r--r--src/crepe/api/Camera.h6
-rw-r--r--src/crepe/api/CircleCollider.cpp5
-rw-r--r--src/crepe/api/CircleCollider.h5
-rw-r--r--src/crepe/api/Color.cpp16
-rw-r--r--src/crepe/api/Engine.cpp67
-rw-r--r--src/crepe/api/Engine.h81
-rw-r--r--src/crepe/api/Engine.hpp12
-rw-r--r--src/crepe/api/Event.h43
-rw-r--r--src/crepe/api/GameObject.cpp23
-rw-r--r--src/crepe/api/GameObject.h27
-rw-r--r--src/crepe/api/GameObject.hpp2
-rw-r--r--src/crepe/api/LoopManager.cpp87
-rw-r--r--src/crepe/api/LoopManager.h123
-rw-r--r--src/crepe/api/LoopManager.hpp48
-rw-r--r--src/crepe/api/ParticleEmitter.cpp19
-rw-r--r--src/crepe/api/ParticleEmitter.h6
-rw-r--r--src/crepe/api/Rigidbody.h44
-rw-r--r--src/crepe/api/Scene.cpp6
-rw-r--r--src/crepe/api/Scene.h9
-rw-r--r--src/crepe/api/Script.cpp37
-rw-r--r--src/crepe/api/Script.h162
-rw-r--r--src/crepe/api/Script.hpp45
-rw-r--r--src/crepe/api/Sprite.cpp2
-rw-r--r--src/crepe/api/Sprite.h10
-rw-r--r--src/crepe/api/Text.cpp8
-rw-r--r--src/crepe/api/Text.h8
-rw-r--r--src/crepe/api/Transform.cpp11
-rw-r--r--src/crepe/api/Transform.h6
-rw-r--r--src/crepe/api/UIObject.h2
-rw-r--r--src/crepe/api/Vector2.h3
-rw-r--r--src/crepe/api/Vector2.hpp5
43 files changed, 583 insertions, 439 deletions
diff --git a/src/crepe/api/AI.cpp b/src/crepe/api/AI.cpp
index 2195249..2fedaf4 100644
--- a/src/crepe/api/AI.cpp
+++ b/src/crepe/api/AI.cpp
@@ -8,8 +8,9 @@ namespace crepe {
AI::AI(game_object_id_t id, float max_force) : Component(id), max_force(max_force) {}
-void AI::make_circle_path(float radius, const vec2 & center, float start_angle,
- bool clockwise) {
+void AI::make_circle_path(
+ float radius, const vec2 & center, float start_angle, bool clockwise
+) {
if (radius <= 0) {
throw std::runtime_error("Radius must be greater than 0");
}
@@ -25,19 +26,25 @@ void AI::make_circle_path(float radius, const vec2 & center, float start_angle,
if (clockwise) {
for (float i = start_angle; i < 2 * M_PI + start_angle; i += step) {
- path.push_back(vec2{static_cast<float>(center.x + radius * cos(i)),
- static_cast<float>(center.y + radius * sin(i))});
+ path.push_back(vec2 {
+ static_cast<float>(center.x + radius * cos(i)),
+ static_cast<float>(center.y + radius * sin(i))
+ });
}
} else {
for (float i = start_angle; i > start_angle - 2 * M_PI; i -= step) {
- path.push_back(vec2{static_cast<float>(center.x + radius * cos(i)),
- static_cast<float>(center.y + radius * sin(i))});
+ path.push_back(vec2 {
+ static_cast<float>(center.x + radius * cos(i)),
+ static_cast<float>(center.y + radius * sin(i))
+ });
}
}
}
-void AI::make_oval_path(float radius_x, float radius_y, const vec2 & center, float start_angle,
- bool clockwise, float rotation) {
+void AI::make_oval_path(
+ float radius_x, float radius_y, const vec2 & center, float start_angle, bool clockwise,
+ float rotation
+) {
if (radius_x <= 0 && radius_y <= 0) {
throw std::runtime_error("Radius must be greater than 0");
}
@@ -73,14 +80,16 @@ void AI::make_oval_path(float radius_x, float radius_y, const vec2 & center, flo
if (clockwise) {
for (float i = start_angle; i < 2 * M_PI + start_angle; i += step) {
- vec2 point = {static_cast<float>(center.x + radius_x * cos(i)),
- static_cast<float>(center.y + radius_y * sin(i))};
+ vec2 point
+ = {static_cast<float>(center.x + radius_x * cos(i)),
+ static_cast<float>(center.y + radius_y * sin(i))};
path.push_back(rotate_point(point, center));
}
} else {
for (float i = start_angle; i > start_angle - 2 * M_PI; i -= step) {
- vec2 point = {static_cast<float>(center.x + radius_x * cos(i)),
- static_cast<float>(center.y + radius_y * sin(i))};
+ vec2 point
+ = {static_cast<float>(center.x + radius_x * cos(i)),
+ static_cast<float>(center.y + radius_y * sin(i))};
path.push_back(rotate_point(point, center));
}
}
diff --git a/src/crepe/api/AI.h b/src/crepe/api/AI.h
index c780a91..bee11b3 100644
--- a/src/crepe/api/AI.h
+++ b/src/crepe/api/AI.h
@@ -70,8 +70,10 @@ public:
* \param start_angle The start angle of the circle (in radians)
* \param clockwise The direction of the circle
*/
- void make_circle_path(float radius, const vec2 & center = {0, 0}, float start_angle = 0,
- bool clockwise = true);
+ void make_circle_path(
+ float radius, const vec2 & center = {0, 0}, float start_angle = 0,
+ bool clockwise = true
+ );
/**
* \brief Make an oval path (for the path following behavior)
*
@@ -84,8 +86,10 @@ public:
* \param clockwise The direction of the oval
* \param rotation The rotation of the oval (in radians)
*/
- void make_oval_path(float radius_x, float radius_y, const vec2 & center = {0, 0},
- float start_angle = 0, bool clockwise = true, float rotation = 0);
+ void make_oval_path(
+ float radius_x, float radius_y, const vec2 & center = {0, 0}, float start_angle = 0,
+ bool clockwise = true, float rotation = 0
+ );
public:
//! The maximum force that can be applied to the entity (higher values will make the entity adjust faster)
diff --git a/src/crepe/api/Animator.cpp b/src/crepe/api/Animator.cpp
index 4ce4bf0..c558d86 100644
--- a/src/crepe/api/Animator.cpp
+++ b/src/crepe/api/Animator.cpp
@@ -1,5 +1,5 @@
-#include "util/Log.h"
+#include "util/dbg.h"
#include "Animator.h"
#include "Component.h"
@@ -7,8 +7,10 @@
using namespace crepe;
-Animator::Animator(game_object_id_t id, Sprite & spritesheet, const ivec2 & single_frame_size,
- const uvec2 & grid_size, const Animator::Data & data)
+Animator::Animator(
+ game_object_id_t id, Sprite & spritesheet, const ivec2 & single_frame_size,
+ const uvec2 & grid_size, const Animator::Data & data
+)
: Component(id),
spritesheet(spritesheet),
grid_size(grid_size),
@@ -52,6 +54,6 @@ void Animator::set_anim(int col) {
void Animator::next_anim() {
Animator::Data & ctx = this->data;
- ctx.row = ctx.row++ % this->grid_size.x;
+ ctx.row = ++ctx.row % this->grid_size.x;
this->spritesheet.mask.x = ctx.row * this->spritesheet.mask.w;
}
diff --git a/src/crepe/api/Animator.h b/src/crepe/api/Animator.h
index 5918800..102894d 100644
--- a/src/crepe/api/Animator.h
+++ b/src/crepe/api/Animator.h
@@ -83,8 +83,10 @@ public:
* This constructor sets up the Animator with the given parameters, and initializes the
* animation system.
*/
- Animator(game_object_id_t id, Sprite & spritesheet, const ivec2 & single_frame_size,
- const uvec2 & grid_size, const Animator::Data & data);
+ Animator(
+ game_object_id_t id, Sprite & spritesheet, const ivec2 & single_frame_size,
+ const uvec2 & grid_size, const Animator::Data & data
+ );
~Animator(); // dbg_trace
public:
diff --git a/src/crepe/api/Asset.cpp b/src/crepe/api/Asset.cpp
index e148367..bab82e7 100644
--- a/src/crepe/api/Asset.cpp
+++ b/src/crepe/api/Asset.cpp
@@ -50,5 +50,5 @@ string Asset::whereami() const noexcept {
bool Asset::operator==(const Asset & other) const noexcept { return this->src == other.src; }
size_t std::hash<const Asset>::operator()(const Asset & asset) const noexcept {
- return std::hash<string>{}(asset.get_path());
+ return std::hash<string> {}(asset.get_path());
};
diff --git a/src/crepe/api/AudioSource.h b/src/crepe/api/AudioSource.h
index b20e490..eaa56e8 100644
--- a/src/crepe/api/AudioSource.h
+++ b/src/crepe/api/AudioSource.h
@@ -68,7 +68,7 @@ private:
typeof(loop) last_loop = loop;
//! \}
//! This source's voice handle
- SoundHandle voice{};
+ SoundHandle voice {};
};
} // namespace crepe
diff --git a/src/crepe/api/BehaviorScript.cpp b/src/crepe/api/BehaviorScript.cpp
index d22afdf..af7572c 100644
--- a/src/crepe/api/BehaviorScript.cpp
+++ b/src/crepe/api/BehaviorScript.cpp
@@ -10,6 +10,6 @@ BehaviorScript::BehaviorScript(game_object_id_t id, Mediator & mediator)
template <>
BehaviorScript & GameObject::add_component<BehaviorScript>() {
- ComponentManager & mgr = this->component_manager;
- return mgr.add_component<BehaviorScript>(this->id, mgr.mediator);
+ ComponentManager & mgr = this->mediator.component_manager;
+ return mgr.add_component<BehaviorScript>(this->id, this->mediator);
}
diff --git a/src/crepe/api/BehaviorScript.hpp b/src/crepe/api/BehaviorScript.hpp
index b9bb1e2..353d5e2 100644
--- a/src/crepe/api/BehaviorScript.hpp
+++ b/src/crepe/api/BehaviorScript.hpp
@@ -2,8 +2,6 @@
#include <type_traits>
-#include "../util/Log.h"
-
#include "BehaviorScript.h"
#include "Script.h"
@@ -11,7 +9,6 @@ namespace crepe {
template <class T, typename... Args>
BehaviorScript & BehaviorScript::set_script(Args &&... args) {
- dbg_trace();
static_assert(std::is_base_of<Script, T>::value);
this->script = std::unique_ptr<Script>(new T(std::forward<Args>(args)...));
diff --git a/src/crepe/api/BoxCollider.cpp b/src/crepe/api/BoxCollider.cpp
index a893d41..f6b358d 100644
--- a/src/crepe/api/BoxCollider.cpp
+++ b/src/crepe/api/BoxCollider.cpp
@@ -4,7 +4,8 @@
using namespace crepe;
-BoxCollider::BoxCollider(game_object_id_t game_object_id, const vec2 & dimensions,
- const vec2 & offset)
+BoxCollider::BoxCollider(
+ game_object_id_t game_object_id, const vec2 & dimensions, const vec2 & offset
+)
: Collider(game_object_id, offset),
dimensions(dimensions) {}
diff --git a/src/crepe/api/BoxCollider.h b/src/crepe/api/BoxCollider.h
index d643e7f..229b90f 100644
--- a/src/crepe/api/BoxCollider.h
+++ b/src/crepe/api/BoxCollider.h
@@ -13,8 +13,9 @@ namespace crepe {
*/
class BoxCollider : public Collider {
public:
- BoxCollider(game_object_id_t game_object_id, const vec2 & dimensions,
- const vec2 & offset = {0, 0});
+ BoxCollider(
+ game_object_id_t game_object_id, const vec2 & dimensions, const vec2 & offset = {0, 0}
+ );
//! Width and height of the box collider
vec2 dimensions;
diff --git a/src/crepe/api/CMakeLists.txt b/src/crepe/api/CMakeLists.txt
index e8d6f92..2bee3fb 100644
--- a/src/crepe/api/CMakeLists.txt
+++ b/src/crepe/api/CMakeLists.txt
@@ -13,7 +13,7 @@ target_sources(crepe PUBLIC
Animator.cpp
BoxCollider.cpp
CircleCollider.cpp
- LoopManager.cpp
+ Engine.cpp
Asset.cpp
EventHandler.cpp
Script.cpp
@@ -47,7 +47,8 @@ target_sources(crepe PUBLIC FILE_SET HEADERS FILES
EventHandler.h
EventHandler.hpp
Event.h
- LoopManager.h
+ Engine.h
+ Engine.hpp
Asset.h
Button.h
UIObject.h
diff --git a/src/crepe/api/Camera.cpp b/src/crepe/api/Camera.cpp
index 179dc18..b1466b5 100644
--- a/src/crepe/api/Camera.cpp
+++ b/src/crepe/api/Camera.cpp
@@ -1,4 +1,4 @@
-#include "util/Log.h"
+#include "util/dbg.h"
#include "Camera.h"
#include "Component.h"
@@ -6,8 +6,9 @@
using namespace crepe;
-Camera::Camera(game_object_id_t id, const ivec2 & screen, const vec2 & viewport_size,
- const Data & data)
+Camera::Camera(
+ game_object_id_t id, const ivec2 & screen, const vec2 & viewport_size, const Data & data
+)
: Component(id),
screen(screen),
viewport_size(viewport_size),
diff --git a/src/crepe/api/Camera.h b/src/crepe/api/Camera.h
index 54d9a73..3191b04 100644
--- a/src/crepe/api/Camera.h
+++ b/src/crepe/api/Camera.h
@@ -44,8 +44,10 @@ public:
* \param viewport_size is the view of the world in game units
* \param data the camera component data
*/
- Camera(game_object_id_t id, const ivec2 & screen, const vec2 & viewport_size,
- const Camera::Data & data);
+ Camera(
+ game_object_id_t id, const ivec2 & screen, const vec2 & viewport_size,
+ const Camera::Data & data
+ );
~Camera(); // dbg_trace only
public:
diff --git a/src/crepe/api/CircleCollider.cpp b/src/crepe/api/CircleCollider.cpp
index 90ab5e7..e72800c 100644
--- a/src/crepe/api/CircleCollider.cpp
+++ b/src/crepe/api/CircleCollider.cpp
@@ -2,7 +2,8 @@
using namespace crepe;
-CircleCollider::CircleCollider(game_object_id_t game_object_id, float radius,
- const vec2 & offset)
+CircleCollider::CircleCollider(
+ game_object_id_t game_object_id, float radius, const vec2 & offset
+)
: Collider(game_object_id, offset),
radius(radius) {}
diff --git a/src/crepe/api/CircleCollider.h b/src/crepe/api/CircleCollider.h
index 22da836..e6ad4fa 100644
--- a/src/crepe/api/CircleCollider.h
+++ b/src/crepe/api/CircleCollider.h
@@ -13,8 +13,9 @@ namespace crepe {
*/
class CircleCollider : public Collider {
public:
- CircleCollider(game_object_id_t game_object_id, float radius,
- const vec2 & offset = {0, 0});
+ CircleCollider(
+ game_object_id_t game_object_id, float radius, const vec2 & offset = {0, 0}
+ );
//! Radius of the circle collider.
float radius;
diff --git a/src/crepe/api/Color.cpp b/src/crepe/api/Color.cpp
index 29bd77a..6858aa8 100644
--- a/src/crepe/api/Color.cpp
+++ b/src/crepe/api/Color.cpp
@@ -2,11 +2,11 @@
using namespace crepe;
-const Color Color::WHITE{0xff, 0xff, 0xff};
-const Color Color::RED{0xff, 0x00, 0x00};
-const Color Color::GREEN{0x00, 0xff, 0x00};
-const Color Color::BLUE{0x00, 0x00, 0xff};
-const Color Color::BLACK{0x00, 0x00, 0x00};
-const Color Color::CYAN{0x00, 0xff, 0xff};
-const Color Color::YELLOW{0xff, 0xff, 0x00};
-const Color Color::MAGENTA{0xff, 0x00, 0xff};
+const Color Color::WHITE {0xff, 0xff, 0xff};
+const Color Color::RED {0xff, 0x00, 0x00};
+const Color Color::GREEN {0x00, 0xff, 0x00};
+const Color Color::BLUE {0x00, 0x00, 0xff};
+const Color Color::BLACK {0x00, 0x00, 0x00};
+const Color Color::CYAN {0x00, 0xff, 0xff};
+const Color Color::YELLOW {0xff, 0xff, 0x00};
+const Color Color::MAGENTA {0xff, 0x00, 0xff};
diff --git a/src/crepe/api/Engine.cpp b/src/crepe/api/Engine.cpp
new file mode 100644
index 0000000..cd9786b
--- /dev/null
+++ b/src/crepe/api/Engine.cpp
@@ -0,0 +1,67 @@
+#include "../util/Log.h"
+
+#include "Engine.h"
+
+using namespace crepe;
+using namespace std;
+
+int Engine::main() noexcept {
+ try {
+ this->setup();
+ } catch (const exception & e) {
+ Log::logf(Log::Level::ERROR, "Uncaught exception in setup: {}\n", e.what());
+ return EXIT_FAILURE;
+ }
+
+ try {
+ this->loop();
+ } catch (const exception & e) {
+ Log::logf(Log::Level::ERROR, "Uncaught exception in main loop: {}\n", e.what());
+ this->event_manager.trigger_event<ShutDownEvent>();
+ }
+
+ return EXIT_SUCCESS;
+}
+
+void Engine::setup() {
+ this->loop_timer.start();
+ this->scene_manager.load_next_scene();
+
+ this->event_manager.subscribe<ShutDownEvent>([this](const ShutDownEvent & event) {
+ this->game_running = false;
+
+ // propagate to possible user ShutDownEvent listeners
+ return false;
+ });
+}
+
+void Engine::loop() {
+ LoopTimerManager & timer = this->loop_timer;
+ SystemManager & systems = this->system_manager;
+
+ while (this->game_running) {
+ timer.update();
+
+ while (timer.get_lag() >= timer.get_fixed_delta_time()) {
+ try {
+ systems.fixed_update();
+ } catch (const exception & e) {
+ Log::logf(
+ Log::Level::WARNING, "Uncaught exception in fixed update function: {}\n",
+ e.what()
+ );
+ }
+ timer.advance_fixed_elapsed_time();
+ }
+
+ try {
+ systems.frame_update();
+ } catch (const exception & e) {
+ Log::logf(
+ Log::Level::WARNING, "Uncaught exception in frame update function: {}\n",
+ e.what()
+ );
+ }
+ timer.enforce_frame_rate();
+ }
+}
diff --git a/src/crepe/api/Engine.h b/src/crepe/api/Engine.h
new file mode 100644
index 0000000..452a856
--- /dev/null
+++ b/src/crepe/api/Engine.h
@@ -0,0 +1,81 @@
+#pragma once
+
+#include "../facade/SDLContext.h"
+#include "../manager/ComponentManager.h"
+#include "../manager/EventManager.h"
+#include "../manager/LoopTimerManager.h"
+#include "../manager/ReplayManager.h"
+#include "../manager/ResourceManager.h"
+#include "../manager/SaveManager.h"
+#include "../manager/SceneManager.h"
+#include "../manager/SystemManager.h"
+
+namespace crepe {
+
+/**
+ * \brief Main game entrypoint
+ *
+ * This class is responsible for managing the game loop, including initialization and updating.
+ */
+class Engine {
+public:
+ /**
+ * \brief Engine entrypoint
+ *
+ * This function is called by the game programmer after registering all scenes
+ *
+ * \returns process exit code
+ */
+ int main() noexcept;
+
+ //! \copydoc SceneManager::add_scene
+ template <typename T>
+ void add_scene();
+
+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();
+
+ //! Game loop condition
+ bool game_running = true;
+
+private:
+ //! Global context
+ Mediator mediator;
+
+ //! SystemManager
+ SystemManager system_manager {mediator};
+
+ //! SDLContext instance
+ SDLContext sdl_context {mediator};
+
+ //! Resource manager instance
+ ResourceManager resource_manager {mediator};
+
+ //! Component manager instance
+ ComponentManager component_manager {mediator};
+ //! Scene manager instance
+ SceneManager scene_manager {mediator};
+ //! LoopTimerManager instance
+ LoopTimerManager loop_timer {mediator};
+ //! EventManager instance
+ EventManager event_manager {mediator};
+ //! Save manager instance
+ SaveManager save_manager {mediator};
+ //! ReplayManager instance
+ ReplayManager replay_manager {mediator};
+};
+
+} // namespace crepe
+
+#include "Engine.hpp"
diff --git a/src/crepe/api/Engine.hpp b/src/crepe/api/Engine.hpp
new file mode 100644
index 0000000..f2fdc0a
--- /dev/null
+++ b/src/crepe/api/Engine.hpp
@@ -0,0 +1,12 @@
+#pragma once
+
+#include "Engine.h"
+
+namespace crepe {
+
+template <class T>
+void Engine::add_scene() {
+ this->scene_manager.add_scene<T>();
+}
+
+} // namespace crepe
diff --git a/src/crepe/api/Event.h b/src/crepe/api/Event.h
index 8e38280..7d4df21 100644
--- a/src/crepe/api/Event.h
+++ b/src/crepe/api/Event.h
@@ -10,15 +10,14 @@
namespace crepe {
/**
- * \brief Base class for all event types in the system.
+ * \brief Base struct for all event types in the system.
*/
-class Event {};
+struct Event {};
/**
* \brief Event triggered when a key is pressed.
*/
-class KeyPressEvent : public Event {
-public:
+struct KeyPressEvent : public Event {
//! false if first time press, true if key is repeated
bool repeat = false;
@@ -29,8 +28,7 @@ public:
/**
* \brief Event triggered when a key is released.
*/
-class KeyReleaseEvent : public Event {
-public:
+struct KeyReleaseEvent : public Event {
//! The key that was released.
Keycode key = Keycode::NONE;
};
@@ -38,8 +36,7 @@ public:
/**
* \brief Event triggered when a mouse button is pressed.
*/
-class MousePressEvent : public Event {
-public:
+struct MousePressEvent : public Event {
//! mouse position in world coordinates (game units).
vec2 mouse_pos = {0, 0};
@@ -50,8 +47,7 @@ public:
/**
* \brief Event triggered when a mouse button is clicked (press and release).
*/
-class MouseClickEvent : public Event {
-public:
+struct MouseClickEvent : public Event {
//! mouse position in world coordinates (game units).
vec2 mouse_pos = {0, 0};
@@ -62,8 +58,7 @@ public:
/**
* \brief Event triggered when a mouse button is released.
*/
-class MouseReleaseEvent : public Event {
-public:
+struct MouseReleaseEvent : public Event {
//! mouse position in world coordinates (game units).
vec2 mouse_pos = {0, 0};
@@ -74,8 +69,7 @@ public:
/**
* \brief Event triggered when the mouse is moved.
*/
-class MouseMoveEvent : public Event {
-public:
+struct MouseMoveEvent : public Event {
//! mouse position in world coordinates (game units).
vec2 mouse_pos = {0, 0};
//! The change in mouse position relative to the last position (in pixels).
@@ -85,8 +79,7 @@ public:
/**
* \brief Event triggered when the mouse is moved.
*/
-class MouseScrollEvent : public Event {
-public:
+struct MouseScrollEvent : public Event {
//! mouse position in world coordinates (game units) when the scroll happened.
vec2 mouse_pos = {0, 0};
//! scroll direction (-1 = down, 1 = up)
@@ -98,20 +91,19 @@ public:
/**
* \brief Event triggered to indicate the application is shutting down.
*/
-class ShutDownEvent : public Event {};
+struct ShutDownEvent : public Event {};
/**
* \brief Event triggered to indicate the window is overlapped by another window.
*
* When two windows overlap the bottom window gets distorted and that window has to be redrawn.
*/
-class WindowExposeEvent : public Event {};
+struct WindowExposeEvent : public Event {};
/**
* \brief Event triggered to indicate the window is resized.
*/
-class WindowResizeEvent : public Event {
-public:
+struct WindowResizeEvent : public Event {
//! new window dimensions
ivec2 dimensions = {0, 0};
};
@@ -119,8 +111,7 @@ public:
/**
* \brief Event triggered to indicate the window is moved.
*/
-class WindowMoveEvent : public Event {
-public:
+struct WindowMoveEvent : public Event {
//! The change in position relative to the last position (in pixels).
ivec2 delta_move = {0, 0};
};
@@ -128,12 +119,12 @@ public:
/**
* \brief Event triggered to indicate the window is minimized.
*/
-class WindowMinimizeEvent : public Event {};
+struct WindowMinimizeEvent : public Event {};
/**
* \brief Event triggered to indicate the window is maximized
*/
-class WindowMaximizeEvent : public Event {};
+struct WindowMaximizeEvent : public Event {};
/**
* \brief Event triggered to indicate the window gained focus
@@ -141,7 +132,7 @@ class WindowMaximizeEvent : public Event {};
* This event is triggered when the window receives focus, meaning it becomes the active window
* for user interaction.
*/
-class WindowFocusGainEvent : public Event {};
+struct WindowFocusGainEvent : public Event {};
/**
* \brief Event triggered to indicate the window lost focus
@@ -149,6 +140,6 @@ class WindowFocusGainEvent : public Event {};
* This event is triggered when the window loses focus, meaning it is no longer the active window
* for user interaction.
*/
-class WindowFocusLostEvent : public Event {};
+struct WindowFocusLostEvent : public Event {};
} // namespace crepe
diff --git a/src/crepe/api/GameObject.cpp b/src/crepe/api/GameObject.cpp
index 9ef4682..100e210 100644
--- a/src/crepe/api/GameObject.cpp
+++ b/src/crepe/api/GameObject.cpp
@@ -7,20 +7,19 @@
using namespace crepe;
using namespace std;
-GameObject::GameObject(ComponentManager & component_manager, game_object_id_t id,
- const std::string & name, const std::string & tag,
- const vec2 & position, double rotation, double scale)
+GameObject::GameObject(
+ Mediator & mediator, game_object_id_t id, const std::string & name,
+ const std::string & tag, const vec2 & position, double rotation, double scale
+)
: id(id),
- component_manager(component_manager) {
-
- // Add Transform and Metadata components
- ComponentManager & mgr = this->component_manager;
- mgr.add_component<Transform>(this->id, position, rotation, scale);
- mgr.add_component<Metadata>(this->id, name, tag);
-}
+ mediator(mediator),
+ transform(mediator.component_manager->add_component<Transform>(
+ this->id, position, rotation, scale
+ )),
+ metadata(mediator.component_manager->add_component<Metadata>(this->id, name, tag)) {}
void GameObject::set_parent(const GameObject & parent) {
- ComponentManager & mgr = this->component_manager;
+ ComponentManager & mgr = this->mediator.component_manager;
// Set parent on own Metadata component
RefVector<Metadata> this_metadata = mgr.get_components_by_id<Metadata>(this->id);
@@ -32,7 +31,7 @@ void GameObject::set_parent(const GameObject & parent) {
}
void GameObject::set_persistent(bool persistent) {
- ComponentManager & mgr = this->component_manager;
+ ComponentManager & mgr = this->mediator.component_manager;
mgr.set_persistent(this->id, persistent);
}
diff --git a/src/crepe/api/GameObject.h b/src/crepe/api/GameObject.h
index ff80f49..043913a 100644
--- a/src/crepe/api/GameObject.h
+++ b/src/crepe/api/GameObject.h
@@ -6,7 +6,9 @@
namespace crepe {
-class ComponentManager;
+class Mediator;
+class Transform;
+class Metadata;
/**
* \brief Represents a GameObject
@@ -20,7 +22,7 @@ private:
* 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 mediator Reference to mediator
* \param id The id of the GameObject
* \param name The name of the GameObject
* \param tag The tag of the GameObject
@@ -28,13 +30,22 @@ private:
* \param rotation The rotation of the GameObject
* \param scale The scale of the GameObject
*/
- GameObject(ComponentManager & component_manager, game_object_id_t id,
- const std::string & name, const std::string & tag, const vec2 & position,
- double rotation, double scale);
+ GameObject(
+ Mediator & mediator, game_object_id_t id, const std::string & name,
+ const std::string & tag, const vec2 & position, double rotation, double scale
+ );
//! ComponentManager instances GameObject
friend class ComponentManager;
public:
+ //! The id of the GameObject
+ const game_object_id_t id;
+ //! This entity's transform
+ Transform & transform;
+ //! This entity's metadata
+ Metadata & metadata;
+
+public:
/**
* \brief Set the parent of this GameObject
*
@@ -68,12 +79,8 @@ public:
*/
void set_persistent(bool persistent = true);
-public:
- //! The id of the GameObject
- const game_object_id_t id;
-
protected:
- ComponentManager & component_manager;
+ Mediator & mediator;
};
} // namespace crepe
diff --git a/src/crepe/api/GameObject.hpp b/src/crepe/api/GameObject.hpp
index a6b45b0..69f7d73 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 = this->component_manager;
+ ComponentManager & mgr = this->mediator.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
deleted file mode 100644
index 7a78019..0000000
--- a/src/crepe/api/LoopManager.cpp
+++ /dev/null
@@ -1,87 +0,0 @@
-#include "../facade/SDLContext.h"
-#include "../manager/EventManager.h"
-#include "../manager/LoopTimerManager.h"
-#include "../system/AISystem.h"
-#include "../system/AnimatorSystem.h"
-#include "../system/AudioSystem.h"
-#include "../system/CollisionSystem.h"
-#include "../system/InputSystem.h"
-#include "../system/ParticleSystem.h"
-#include "../system/PhysicsSystem.h"
-#include "../system/RenderSystem.h"
-#include "../system/ScriptSystem.h"
-#include "../util/Log.h"
-
-#include "LoopManager.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>();
- this->load_system<InputSystem>();
- this->event_manager.subscribe<ShutDownEvent>(
- [this](const ShutDownEvent & event) { return this->on_shutdown(event); });
- this->load_system<AudioSystem>();
- this->load_system<AISystem>();
-}
-void LoopManager::start() {
- this->setup();
- this->loop();
-}
-
-void LoopManager::setup() {
- this->game_running = true;
- this->loop_timer.start();
- this->scene_manager.load_next_scene();
-}
-
-void LoopManager::loop() {
- try {
- while (game_running) {
- this->loop_timer.update();
-
- while (this->loop_timer.get_lag() >= this->loop_timer.get_fixed_delta_time()) {
- this->fixed_update();
- this->loop_timer.advance_fixed_elapsed_time();
- }
-
- this->frame_update();
- this->loop_timer.enforce_frame_rate();
- }
- } catch (const exception & e) {
- Log::logf(Log::Level::ERROR, "Exception caught in main loop: {}", e.what());
- this->event_manager.trigger_event<ShutDownEvent>(ShutDownEvent{});
- }
-}
-
-// will be called at a fixed interval
-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();
- this->get_system<AudioSystem>().update();
-}
-
-// will be called every frame
-void LoopManager::frame_update() {
- this->scene_manager.load_next_scene();
- this->get_system<AnimatorSystem>().update();
- //render
- this->get_system<RenderSystem>().update();
-}
-
-bool LoopManager::on_shutdown(const ShutDownEvent & e) {
- this->game_running = false;
- // propagate to possible user ShutDownEvent listeners
- return false;
-}
diff --git a/src/crepe/api/LoopManager.h b/src/crepe/api/LoopManager.h
deleted file mode 100644
index 124cd3a..0000000
--- a/src/crepe/api/LoopManager.h
+++ /dev/null
@@ -1,123 +0,0 @@
-#pragma once
-
-#include <memory>
-
-#include "../facade/SDLContext.h"
-#include "../manager/ComponentManager.h"
-#include "../manager/EventManager.h"
-#include "../manager/LoopTimerManager.h"
-#include "../manager/Mediator.h"
-#include "../manager/ResourceManager.h"
-#include "../manager/SaveManager.h"
-#include "../manager/SceneManager.h"
-#include "../system/System.h"
-
-namespace crepe {
-/**
- * \brief Main game loop manager
- *
- * This class is responsible for managing the game loop, including initialization and updating.
- */
-class LoopManager {
-public:
- LoopManager();
- /**
- * \brief Start the gameloop
- *
- * This is the start of the engine where the setup is called and then the loop keeps running until the game stops running.
- * The Game programmer needs to call this function to run the game. This should be done after creating and adding all scenes.
- */
- void start();
-
- /**
- * \brief Add a new concrete scene to the scene manager
- *
- * \tparam T Type of concrete scene
- */
- template <typename T>
- void add_scene();
-
-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 Per-frame update.
- *
- * Updates the game state based on the elapsed time since the last frame.
- */
- virtual void frame_update();
-
- /**
- * \brief Fixed update executed at a fixed rate.
- *
- * This function updates physics and game logic based on LoopTimer's fixed_delta_time.
- */
- virtual void fixed_update();
-
- //! Indicates whether the game is running.
- bool game_running = false;
-
-private:
- //! Global context
- Mediator mediator;
- /**
- * \brief Collection of System instances
- *
- * This map holds System instances indexed by the system's class typeid. It is filled in the
- * constructor of LoopManager using LoopManager::load_system.
- */
- std::unordered_map<std::type_index, std::unique_ptr<System>> systems;
-
- //! SDLContext instance
- SDLContext sdl_context{mediator};
- //! Resource manager instance
- ResourceManager resource_manager{mediator};
-
- //! Component manager instance
- ComponentManager component_manager{mediator};
- //! Scene manager instance
- SceneManager scene_manager{mediator};
- //! LoopTimerManager instance
- LoopTimerManager loop_timer{mediator};
- //! EventManager instance
- EventManager event_manager{mediator};
- //! Save manager instance
- SaveManager save_manager{mediator};
-
-private:
- /**
- * \brief Callback function for ShutDownEvent
- *
- * This function sets the game_running variable to false, stopping the gameloop and therefor quitting the game.
- */
- bool on_shutdown(const ShutDownEvent & e);
- /**
- * \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
deleted file mode 100644
index 266758a..0000000
--- a/src/crepe/api/LoopManager.hpp
+++ /dev/null
@@ -1,48 +0,0 @@
-#pragma once
-
-#include <cassert>
-#include <format>
-#include <memory>
-
-#include "../system/System.h"
-
-#include "LoopManager.h"
-
-namespace crepe {
-
-template <class T>
-void LoopManager::add_scene() {
- this->scene_manager.add_scene<T>();
-}
-
-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");
-
- const type_info & type = typeid(T);
- if (this->systems.contains(type))
- throw runtime_error(format("LoopManager: {} is already initialized", type.name()));
- System * system = new T(this->mediator);
- this->systems[type] = unique_ptr<System>(system);
-}
-
-} // namespace crepe
diff --git a/src/crepe/api/ParticleEmitter.cpp b/src/crepe/api/ParticleEmitter.cpp
index 4f54bbd..341c1e2 100644
--- a/src/crepe/api/ParticleEmitter.cpp
+++ b/src/crepe/api/ParticleEmitter.cpp
@@ -2,9 +2,11 @@
#include "api/Sprite.h"
using namespace crepe;
+using namespace std;
-ParticleEmitter::ParticleEmitter(game_object_id_t game_object_id, const Sprite & sprite,
- 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) {
@@ -12,3 +14,16 @@ ParticleEmitter::ParticleEmitter(game_object_id_t game_object_id, const Sprite &
this->particles.emplace_back();
}
}
+
+unique_ptr<Component> ParticleEmitter::save() const {
+ return unique_ptr<Component> {new ParticleEmitter(*this)};
+}
+
+void ParticleEmitter::restore(const Component & snapshot) {
+ *this = static_cast<const ParticleEmitter &>(snapshot);
+}
+
+ParticleEmitter & ParticleEmitter::operator=(const ParticleEmitter & other) {
+ this->particles = other.particles;
+ return *this;
+}
diff --git a/src/crepe/api/ParticleEmitter.h b/src/crepe/api/ParticleEmitter.h
index 8ac2e72..1edd2b5 100644
--- a/src/crepe/api/ParticleEmitter.h
+++ b/src/crepe/api/ParticleEmitter.h
@@ -84,6 +84,12 @@ public:
//! Configuration data for particle emission settings.
Data data;
+protected:
+ virtual std::unique_ptr<Component> save() const;
+ ParticleEmitter(const ParticleEmitter &) = default;
+ virtual void restore(const Component & snapshot);
+ virtual ParticleEmitter & operator=(const ParticleEmitter &);
+
private:
//! Only ParticleSystem can move and read particles
friend ParticleSystem;
diff --git a/src/crepe/api/Rigidbody.h b/src/crepe/api/Rigidbody.h
index 6900295..b63d941 100644
--- a/src/crepe/api/Rigidbody.h
+++ b/src/crepe/api/Rigidbody.h
@@ -2,6 +2,7 @@
#include <cmath>
#include <set>
+#include <string>
#include "../Component.h"
@@ -120,26 +121,49 @@ public:
* above 0.0.
*
*/
- float elastisity_coefficient = 0.0;
+ float elasticity_coefficient = 0.0;
/**
- * \brief Offset of all colliders relative to the object's transform position.
+ * \brief Enables collision handling for objects colliding with kinematic objects.
+ *
+ * Enables collision handling for objects colliding with kinematic objects in the collision system.
+ * If `kinematic_collision` is true, dynamic objects cannot pass through this kinematic object.
+ * This ensures that kinematic objects delegate collision handling to the collision system.
+ */
+ bool kinematic_collision = true;
+
+ /**
+ * \brief Defines the collision layers a GameObject interacts with.
*
- * The `offset` defines a positional shift applied to all colliders associated with the object, relative to the object's
- * transform position. This allows for the colliders to be placed at a different position than the object's actual
- * position, without modifying the object's transform itself.
+ * The `collision_layers` represent the set of layers the GameObject can detect collisions with.
+ * Each element in this set corresponds to a layer ID. The GameObject will only collide with other
+ * GameObjects that belong to one these layers.
+ */
+ std::set<int> collision_layers = {0};
+
+ /**
+ * \brief Specifies the collision layer of the GameObject.
*
+ * The `collision_layer` indicates the single layer that this GameObject belongs to.
+ * This determines which layers other objects must match to detect collisions with this object.
*/
- vec2 offset;
+ int collision_layer = 0;
/**
* \brief Defines the collision layers of a GameObject.
*
- * The `collision_layers` specifies the layers that the GameObject will collide with.
- * Each element represents a layer ID, and the GameObject will only detect
- * collisions with other GameObjects that belong to these layers.
+ * The `collision_names` specifies where the GameObject will collide with.
+ * Each element represents a name from the Metadata of the gameobject.
*/
- std::set<int> collision_layers = {0};
+ std::set<std::string> collision_names;
+
+ /**
+ * \brief Defines the collision layers of a GameObject.
+ *
+ * The `collision_tags` specifies where the GameObject will collide with.
+ * Each element represents a tag from the Metadata of the gameobject.
+ */
+ std::set<std::string> collision_tags;
};
public:
diff --git a/src/crepe/api/Scene.cpp b/src/crepe/api/Scene.cpp
index ad729d2..84da7e8 100644
--- a/src/crepe/api/Scene.cpp
+++ b/src/crepe/api/Scene.cpp
@@ -4,8 +4,10 @@ using namespace crepe;
SaveManager & Scene::get_save_manager() const { return mediator->save_manager; }
-GameObject Scene::new_object(const std::string & name, const std::string & tag,
- const vec2 & position, double rotation, double scale) {
+GameObject Scene::new_object(
+ const std::string & name, const std::string & tag, const vec2 & position, double rotation,
+ double scale
+) {
// Forward the call to ComponentManager's new_object method
return mediator->component_manager->new_object(name, tag, position, rotation, scale);
}
diff --git a/src/crepe/api/Scene.h b/src/crepe/api/Scene.h
index dcca9d4..b50a0fc 100644
--- a/src/crepe/api/Scene.h
+++ b/src/crepe/api/Scene.h
@@ -60,7 +60,7 @@ private:
OptionalRef<Mediator> mediator;
//! \}
-protected:
+public:
/**
* \brief Retrieve the reference to the SaveManager instance
*
@@ -69,9 +69,10 @@ protected:
SaveManager & get_save_manager() const;
//! \copydoc ComponentManager::new_object
- GameObject new_object(const std::string & name, const std::string & tag = "",
- const vec2 & position = {0, 0}, double rotation = 0,
- double scale = 1);
+ GameObject new_object(
+ const std::string & name, const std::string & tag = "", const vec2 & position = {0, 0},
+ double rotation = 0, double scale = 1
+ );
//! \copydoc ResourceManager::set_persistent
void set_persistent(const Asset & asset, bool persistent);
diff --git a/src/crepe/api/Script.cpp b/src/crepe/api/Script.cpp
index 85016f5..06b535f 100644
--- a/src/crepe/api/Script.cpp
+++ b/src/crepe/api/Script.cpp
@@ -2,6 +2,7 @@
#include "../facade/SDLContext.h"
#include "../manager/SceneManager.h"
+
#include "Script.h"
using namespace crepe;
@@ -19,6 +20,21 @@ void Script::subscribe(const EventHandler<CollisionEvent> & callback) {
this->subscribe_internal(callback, this->game_object_id);
}
+template <>
+void Script::subscribe(const EventHandler<ButtonExitEvent> & callback) {
+ this->subscribe_internal(callback, this->game_object_id);
+}
+
+template <>
+void Script::subscribe(const EventHandler<ButtonPressEvent> & callback) {
+ this->subscribe_internal(callback, this->game_object_id);
+}
+
+template <>
+void Script::subscribe(const EventHandler<ButtonEnterEvent> & callback) {
+ this->subscribe_internal(callback, this->game_object_id);
+}
+
void Script::set_next_scene(const string & name) {
SceneManager & mgr = this->mediator->scene_manager;
mgr.set_next_scene(name);
@@ -28,6 +44,26 @@ SaveManager & Script::get_save_manager() const { return this->mediator->save_man
LoopTimerManager & Script::get_loop_timer() const { return this->mediator->loop_timer; }
+void Script::replay::record_start() {
+ ReplayManager & mgr = this->mediator->replay_manager;
+ return mgr.record_start();
+}
+
+recording_t Script::replay::record_end() {
+ ReplayManager & mgr = this->mediator->replay_manager;
+ return mgr.record_end();
+}
+
+void Script::replay::play(recording_t recording) {
+ ReplayManager & mgr = this->mediator->replay_manager;
+ return mgr.play(recording);
+}
+
+void Script::replay::release(recording_t recording) {
+ ReplayManager & mgr = this->mediator->replay_manager;
+ return mgr.release(recording);
+}
+
const keyboard_state_t & Script::get_keyboard_state() const {
SDLContext & sdl_context = this->mediator->sdl_context;
return sdl_context.get_keyboard_state();
@@ -40,4 +76,3 @@ bool Script::get_key_state(Keycode key) const noexcept {
return false;
}
}
-
diff --git a/src/crepe/api/Script.h b/src/crepe/api/Script.h
index a87af4e..b000d9d 100644
--- a/src/crepe/api/Script.h
+++ b/src/crepe/api/Script.h
@@ -6,8 +6,11 @@
#include "../manager/EventManager.h"
#include "../manager/LoopTimerManager.h"
#include "../manager/Mediator.h"
+#include "../manager/ReplayManager.h"
#include "../system/CollisionSystem.h"
+#include "../system/InputSystem.h"
#include "../types.h"
+#include "../util/Log.h"
#include "../util/OptionalRef.h"
namespace crepe {
@@ -46,14 +49,23 @@ protected:
*/
virtual void init() {}
/**
- * \brief Script update function (empty by default)
+ * \brief Script fixed update function (empty by default)
*
* \param delta_time Time since last fixed update
*
- * This function is called during the ScriptSystem::update() routine if the \c BehaviorScript
- * component holding this script instance is active.
+ * \note This function is called during the ScriptSystem::update() routine if the \c
+ * BehaviorScript component holding this script instance is active.
*/
- virtual void update(duration_t delta_time) {}
+ virtual void fixed_update(duration_t delta_time) {}
+ /**
+ * \brief Script frame update function (empty by default)
+ *
+ * \param delta_time Time since last frame update
+ *
+ * \note This function is called during the ScriptSystem::update() routine if the \c
+ * BehaviorScript component holding this script instance is active.
+ */
+ virtual void frame_update(duration_t delta_time) {}
//! \}
//! ScriptSystem calls \c init() and \c update()
@@ -61,93 +73,121 @@ protected:
protected:
/**
- * \name Utility functions
+ * \name Component query functions
+ * \see ComponentManager
* \{
*/
-
/**
* \brief Get single component of type \c T on this game object
- *
* \tparam T Type of component
- *
* \returns Reference to component
- *
* \throws std::runtime_error if this game object does not have a component with type \c T
*/
template <typename T>
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
- *
* \tparam T Type of component
- *
* \returns List of component references
*/
template <typename T>
RefVector<T> get_components() const;
-
- /**
- * \copydoc ComponentManager::get_components_by_id
- * \see ComponentManager::get_components_by_id
- */
+ //! \copydoc ComponentManager::get_components_by_id
template <typename T>
RefVector<T> get_components_by_id(game_object_id_t id) const;
- /**
- * \copydoc ComponentManager::get_components_by_name
- * \see ComponentManager::get_components_by_name
- */
+ //! \copydoc ComponentManager::get_components_by_name
template <typename T>
RefVector<T> get_components_by_name(const std::string & name) const;
- /**
- * \copydoc ComponentManager::get_components_by_tag
- * \see ComponentManager::get_components_by_tag
- */
+ //! \copydoc ComponentManager::get_components_by_tag
template <typename T>
RefVector<T> get_components_by_tag(const std::string & tag) const;
+ //! \}
/**
- * \brief Log a message using Log::logf
- *
- * \tparam Args Log::logf parameters
- * \param args Log::logf parameters
+ * \name Logging functions
+ * \see Log
+ * \{
*/
- template <typename... Args>
- void logf(Args &&... args);
+ //! \copydoc Log::logf
+ template <class... Args>
+ void logf(const Log::Level & level, std::format_string<Args...> fmt, Args &&... args);
+ //! \copydoc Log::logf
+ template <class... Args>
+ void logf(std::format_string<Args...> fmt, Args &&... args);
+ // \}
/**
- * \brief Subscribe to an event with an explicit channel
- * \see EventManager::subscribe
+ * \name Event manager functions
+ * \see EventManager
+ * \{
*/
+ //! \copydoc EventManager::subscribe
template <typename EventType>
void subscribe(const EventHandler<EventType> & callback, event_channel_t channel);
- /**
- * \brief Subscribe to an event on EventManager::CHANNEL_ALL
- * \see EventManager::subscribe
- */
+ //! \copydoc EventManager::subscribe
template <typename EventType>
void subscribe(const EventHandler<EventType> & callback);
+ //! \copydoc EventManager::trigger_event
+ template <typename EventType>
+ void trigger_event(
+ const EventType & event = {}, event_channel_t channel = EventManager::CHANNEL_ALL
+ );
+ //! \copydoc EventManager::queue_event
+ template <typename EventType>
+ void queue_event(
+ const EventType & event = {}, event_channel_t channel = EventManager::CHANNEL_ALL
+ );
+ //! \}
/**
- * \brief Set the next scene using SceneManager
- * \see SceneManager::set_next_scene
+ * \name Scene-related functions
+ * \see SceneManager
+ * \{
*/
+ //! \copydoc SceneManager::set_next_scene
void set_next_scene(const std::string & name);
+ //! \}
+ /**
+ * \name Save data management functions
+ * \see SaveManager
+ * \{
+ */
//! Retrieve SaveManager reference
SaveManager & get_save_manager() const;
+ //! \}
+ /**
+ * \name Timing functions
+ * \see LoopTimerManager
+ * \{
+ */
//! Retrieve LoopTimerManager reference
LoopTimerManager & get_loop_timer() const;
+ //! \}
+
+ //! Replay management functions
+ struct replay { // NOLINT
+ //! \copydoc ReplayManager::record_start
+ void record_start();
+ //! \copydoc ReplayManager::record_end
+ recording_t record_end();
+ //! \copydoc ReplayManager::play
+ void play(recording_t);
+ //! \copydoc ReplayManager::release
+ void release(recording_t);
+
+ private:
+ OptionalRef<Mediator> & mediator;
+ replay(OptionalRef<Mediator> & mediator) : mediator(mediator) {}
+ friend class Script;
+ } replay {mediator};
/**
* \brief Utility function to retrieve the keyboard state
* \see SDLContext::get_keyboard_state
*
* \return current keyboard state map with Keycode as key and bool as value(true = pressed, false = not pressed)
- *
*/
const keyboard_state_t & get_keyboard_state() const;
/**
@@ -155,7 +195,6 @@ protected:
* \see SDLContext::get_keyboard_state
*
* \return Keycode state (true if pressed, false if not pressed).
- *
*/
bool get_key_state(Keycode key) const noexcept;
@@ -234,7 +273,42 @@ void Script::subscribe(const EventHandler<CollisionEvent> & callback);
template <>
void Script::subscribe(const EventHandler<CollisionEvent> & callback, event_channel_t)
= delete;
-
+/**
+ * \brief Subscribe to ButtonPressEvent for the current GameObject
+ *
+ * This is a template specialization for Script::subscribe which automatically sets the event
+ * channel so the callback handler is only called for ButtonPressEvent events that apply to the
+ * current GameObject the parent BehaviorScript is attached to.
+ */
+template <>
+void Script::subscribe(const EventHandler<ButtonPressEvent> & callback);
+template <>
+void Script::subscribe(const EventHandler<ButtonPressEvent> & callback, event_channel_t)
+ = delete;
+/**
+ * \brief Subscribe to ButtonExitEvent for the current GameObject
+ *
+ * This is a template specialization for Script::subscribe which automatically sets the event
+ * channel so the callback handler is only called for ButtonExitEvent events that apply to the
+ * current GameObject the parent BehaviorScript is attached to.
+ */
+template <>
+void Script::subscribe(const EventHandler<ButtonExitEvent> & callback);
+template <>
+void Script::subscribe(const EventHandler<ButtonExitEvent> & callback, event_channel_t)
+ = delete;
+/**
+ * \brief Subscribe to ButtonEnterEvent for the current GameObject
+ *
+ * This is a template specialization for Script::subscribe which automatically sets the event
+ * channel so the callback handler is only called for ButtonEnterEvent events that apply to the
+ * current GameObject the parent BehaviorScript is attached to.
+ */
+template <>
+void Script::subscribe(const EventHandler<ButtonEnterEvent> & callback);
+template <>
+void Script::subscribe(const EventHandler<ButtonEnterEvent> & callback, event_channel_t)
+ = delete;
} // namespace crepe
#include "Script.hpp"
diff --git a/src/crepe/api/Script.hpp b/src/crepe/api/Script.hpp
index 225a51c..c7fa6ff 100644
--- a/src/crepe/api/Script.hpp
+++ b/src/crepe/api/Script.hpp
@@ -1,6 +1,7 @@
#pragma once
#include "../manager/ComponentManager.h"
+#include "../manager/ReplayManager.h"
#include "BehaviorScript.h"
#include "Script.h"
@@ -13,7 +14,8 @@ T & Script::get_component() const {
RefVector<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()));
+ format("Script: no component found with type = {}", typeid(T).name())
+ );
return all_components.back().get();
}
@@ -23,22 +25,39 @@ RefVector<T> Script::get_components() const {
return this->get_components_by_id<T>(this->game_object_id);
}
-template <typename... Args>
-void Script::logf(Args &&... args) {
- Log::logf(std::forward<Args>(args)...);
+template <class... Args>
+void Script::logf(const Log::Level & level, std::format_string<Args...> fmt, Args &&... args) {
+ Log::logf(level, fmt, std::forward<Args>(args)...);
+}
+
+template <class... Args>
+void Script::logf(std::format_string<Args...> fmt, Args &&... args) {
+ Log::logf(fmt, std::forward<Args>(args)...);
}
template <typename EventType>
-void Script::subscribe_internal(const EventHandler<EventType> & callback,
- event_channel_t channel) {
+void Script::subscribe_internal(
+ const EventHandler<EventType> & callback, event_channel_t channel
+) {
EventManager & mgr = this->mediator->event_manager;
subscription_t listener = mgr.subscribe<EventType>(
[this, callback](const EventType & data) -> bool {
+ // check if (parent) BehaviorScript component is active
bool & active = this->active;
if (!active) return false;
+
+ // check if replay manager is playing (if initialized)
+ try {
+ ReplayManager & replay = this->mediator->replay_manager;
+ if (replay.get_state() == ReplayManager::PLAYING) return false;
+ } catch (const std::runtime_error &) {
+ }
+
+ // call user-provided callback
return callback(data);
},
- channel);
+ channel
+ );
this->listeners.push_back(listener);
}
@@ -52,6 +71,18 @@ void Script::subscribe(const EventHandler<EventType> & callback) {
this->subscribe_internal(callback, EventManager::CHANNEL_ALL);
}
+template <typename EventType>
+void Script::trigger_event(const EventType & event, event_channel_t channel) {
+ EventManager & mgr = this->mediator->event_manager;
+ mgr.trigger_event(event, channel);
+}
+
+template <typename EventType>
+void Script::queue_event(const EventType & event, event_channel_t channel) {
+ EventManager & mgr = this->mediator->event_manager;
+ mgr.queue_event(event, channel);
+}
+
template <typename T>
RefVector<T> Script::get_components_by_id(game_object_id_t id) const {
Mediator & mediator = this->mediator;
diff --git a/src/crepe/api/Sprite.cpp b/src/crepe/api/Sprite.cpp
index ba684ba..0107c7b 100644
--- a/src/crepe/api/Sprite.cpp
+++ b/src/crepe/api/Sprite.cpp
@@ -1,6 +1,6 @@
#include <cmath>
-#include "../util/Log.h"
+#include "../util/dbg.h"
#include "api/Asset.h"
#include "Component.h"
diff --git a/src/crepe/api/Sprite.h b/src/crepe/api/Sprite.h
index a2409c2..a3fc319 100644
--- a/src/crepe/api/Sprite.h
+++ b/src/crepe/api/Sprite.h
@@ -66,6 +66,16 @@ public:
//! independent sprite offset position
vec2 position_offset;
+
+ /**
+ * \brief gives the user the option to render this in world space or in camera space
+ *
+ * - if true will this be rendered in world space this means that the sprite can be
+ * rendered off the screen
+ * - if false --> will the sprite be rendered in camera space. this means that the
+ * coordinates given on the \c Sprite and \c Transform will be inside the camera
+ */
+ bool world_space = true;
};
public:
diff --git a/src/crepe/api/Text.cpp b/src/crepe/api/Text.cpp
index 54a4370..b24f0ac 100644
--- a/src/crepe/api/Text.cpp
+++ b/src/crepe/api/Text.cpp
@@ -1,11 +1,11 @@
-#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)
+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),
diff --git a/src/crepe/api/Text.h b/src/crepe/api/Text.h
index c30dc80..0289b85 100644
--- a/src/crepe/api/Text.h
+++ b/src/crepe/api/Text.h
@@ -3,8 +3,6 @@
#include <optional>
#include <string>
-#include "../Component.h"
-
#include "Asset.h"
#include "Color.h"
#include "UIObject.h"
@@ -50,8 +48,10 @@ public:
* \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 = "");
+ 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 = "";
diff --git a/src/crepe/api/Transform.cpp b/src/crepe/api/Transform.cpp
index a85b792..b70174c 100644
--- a/src/crepe/api/Transform.cpp
+++ b/src/crepe/api/Transform.cpp
@@ -1,8 +1,9 @@
-#include "../util/Log.h"
+#include "../util/dbg.h"
#include "Transform.h"
using namespace crepe;
+using namespace std;
Transform::Transform(game_object_id_t id, const vec2 & point, double rotation, double scale)
: Component(id),
@@ -11,3 +12,11 @@ Transform::Transform(game_object_id_t id, const vec2 & point, double rotation, d
scale(scale) {
dbg_trace();
}
+
+unique_ptr<Component> Transform::save() const {
+ return unique_ptr<Component> {new Transform(*this)};
+}
+
+void Transform::restore(const Component & snapshot) {
+ *this = static_cast<const Transform &>(snapshot);
+}
diff --git a/src/crepe/api/Transform.h b/src/crepe/api/Transform.h
index 7ee6d65..a6f3486 100644
--- a/src/crepe/api/Transform.h
+++ b/src/crepe/api/Transform.h
@@ -35,6 +35,12 @@ protected:
virtual int get_instances_max() const { return 1; }
//! ComponentManager instantiates all components
friend class ComponentManager;
+
+protected:
+ virtual std::unique_ptr<Component> save() const;
+ Transform(const Transform &) = default;
+ virtual void restore(const Component & snapshot);
+ virtual Transform & operator=(const Transform &) = default;
};
} // namespace crepe
diff --git a/src/crepe/api/UIObject.h b/src/crepe/api/UIObject.h
index f7f4fba..f1318ab 100644
--- a/src/crepe/api/UIObject.h
+++ b/src/crepe/api/UIObject.h
@@ -20,6 +20,8 @@ public:
vec2 dimensions;
//! Position offset relative to this GameObjects Transform
vec2 offset;
+ //! variable indicating if transform is relative to camera(false) or world(true)
+ bool world_space = false;
};
} // namespace crepe
diff --git a/src/crepe/api/Vector2.h b/src/crepe/api/Vector2.h
index bf9d124..52e1bb6 100644
--- a/src/crepe/api/Vector2.h
+++ b/src/crepe/api/Vector2.h
@@ -90,6 +90,9 @@ struct Vector2 {
//! Returns the perpendicular vector to this vector.
Vector2 perpendicular() const;
+
+ //! Checks if both components of the vector are NaN.
+ bool is_nan() const;
};
} // namespace crepe
diff --git a/src/crepe/api/Vector2.hpp b/src/crepe/api/Vector2.hpp
index ff53cb0..e195760 100644
--- a/src/crepe/api/Vector2.hpp
+++ b/src/crepe/api/Vector2.hpp
@@ -163,4 +163,9 @@ Vector2<T> Vector2<T>::perpendicular() const {
return {-y, x};
}
+template <class T>
+bool Vector2<T>::is_nan() const {
+ return std::isnan(x) && std::isnan(y);
+}
+
} // namespace crepe