diff options
Diffstat (limited to 'src/crepe/manager')
25 files changed, 2024 insertions, 0 deletions
diff --git a/src/crepe/manager/CMakeLists.txt b/src/crepe/manager/CMakeLists.txt new file mode 100644 index 0000000..48e444f --- /dev/null +++ b/src/crepe/manager/CMakeLists.txt @@ -0,0 +1,30 @@ +target_sources(crepe PUBLIC + ComponentManager.cpp + EventManager.cpp + Manager.cpp + SaveManager.cpp + SceneManager.cpp + LoopTimerManager.cpp + ResourceManager.cpp + ReplayManager.cpp + SystemManager.cpp +) + +target_sources(crepe PUBLIC FILE_SET HEADERS FILES + ComponentManager.h + ComponentManager.hpp + EventManager.h + EventManager.hpp + Manager.h + Mediator.h + SaveManager.h + SceneManager.h + SceneManager.hpp + LoopTimerManager.h + ResourceManager.h + ResourceManager.hpp + ReplayManager.h + SystemManager.h + SystemManager.hpp +) + diff --git a/src/crepe/manager/ComponentManager.cpp b/src/crepe/manager/ComponentManager.cpp new file mode 100644 index 0000000..745ddae --- /dev/null +++ b/src/crepe/manager/ComponentManager.cpp @@ -0,0 +1,99 @@ +#include "../api/GameObject.h" +#include "../api/Metadata.h" +#include "../types.h" +#include "../util/dbg.h" + +#include "ComponentManager.h" + +using namespace crepe; +using namespace std; + +ComponentManager::ComponentManager(Mediator & mediator) : Manager(mediator) { + mediator.component_manager = *this; + dbg_trace(); +} +ComponentManager::~ComponentManager() { dbg_trace(); } + +void ComponentManager::delete_all_components_of_id(game_object_id_t id) { + // Do not delete persistent objects + if (this->persistent[id]) { + return; + } + + // Loop through all the types (in the unordered_map<>) + for (auto & [type, component_array] : this->components) { + // Make sure that the id (that we are looking for) is within the boundaries of the vector<> + if (id < component_array.size()) { + // Clear the components at this specific id + component_array[id].clear(); + } + } +} + +void ComponentManager::delete_all_components() { + // Loop through all the types (in the unordered_map<>) + for (auto & [type, component_array] : this->components) { + // Loop through all the ids (in the vector<>) + for (game_object_id_t id = 0; id < component_array.size(); id++) { + // Do not delete persistent objects + if (!this->persistent[id]) { + // Clear the components at this specific id + component_array[id].clear(); + } + } + } + + this->next_id = 0; +} + +GameObject ComponentManager::new_object(const string & name, const string & tag, + const vec2 & position, double rotation, double scale) { + // Find the first available id (taking persistent objects into account) + while (this->persistent[this->next_id]) { + this->next_id++; + } + + GameObject object{this->mediator, this->next_id, name, tag, position, rotation, scale}; + this->next_id++; + + return object; +} + +void ComponentManager::set_persistent(game_object_id_t id, bool persistent) { + this->persistent[id] = persistent; +} + +set<game_object_id_t> ComponentManager::get_objects_by_name(const string & name) const { + return this->get_objects_by_predicate<Metadata>( + [name](const Metadata & data) { return data.name == name; }); +} + +set<game_object_id_t> ComponentManager::get_objects_by_tag(const string & tag) const { + return this->get_objects_by_predicate<Metadata>( + [tag](const Metadata & data) { return data.tag == tag; }); +} + +ComponentManager::Snapshot ComponentManager::save() { + Snapshot snapshot{}; + for (const auto & [type, by_id_index] : this->components) { + for (game_object_id_t id = 0; id < by_id_index.size(); id++) { + const auto & components = by_id_index[id]; + for (size_t index = 0; index < components.size(); index++) { + const Component & component = *components[index]; + snapshot.components.push_back(SnapshotComponent{ + .type = type, + .id = id, + .index = index, + .component = component.save(), + }); + } + } + } + return snapshot; +} + +void ComponentManager::restore(const Snapshot & snapshot) { + for (const SnapshotComponent & info : snapshot.components) { + this->components[info.type][info.id][info.index]->restore(*info.component); + } +} diff --git a/src/crepe/manager/ComponentManager.h b/src/crepe/manager/ComponentManager.h new file mode 100644 index 0000000..c3a5b4a --- /dev/null +++ b/src/crepe/manager/ComponentManager.h @@ -0,0 +1,252 @@ +#pragma once + +#include <memory> +#include <set> +#include <typeindex> +#include <unordered_map> +#include <vector> + +#include "../Component.h" +#include "../types.h" + +#include "Manager.h" + +namespace crepe { + +class GameObject; + +/** + * \brief Manages all components + * + * This class manages all components. It provides methods to add, delete and get components. + */ +class ComponentManager : public Manager { +public: + ComponentManager(Mediator & mediator); + ~ComponentManager(); // dbg_trace + + /** + * \brief Create a new game object using the component manager + * + * \param name Metadata::name (required) + * \param tag Metadata::tag (optional, empty by default) + * \param position Transform::position (optional, origin by default) + * \param rotation Transform::rotation (optional, 0 by default) + * \param scale Transform::scale (optional, 1 by default) + * + * \returns GameObject interface + * + * \note This method automatically assigns a new entity ID + */ + GameObject new_object(const std::string & name, const std::string & tag = "", + const vec2 & position = {0, 0}, double rotation = 0, + double scale = 1); + +public: + /** + * \brief Add a component to the ComponentManager + * + * This method adds a component to the ComponentManager. The component is created with the + * given arguments and added to the ComponentManager. + * + * \tparam T The type of the component + * \tparam Args The types of the arguments + * \param id The id of the GameObject this component belongs to + * \param args The arguments to create the component + * \return The created component + */ + template <typename T, typename... Args> + T & add_component(game_object_id_t id, Args &&... args); + /** + * \brief Delete all components of a specific type and id + * + * This method deletes all components of a specific type and id. + * + * \tparam T The type of the component + * \param id The id of the GameObject this component belongs to + */ + template <typename T> + void delete_components_by_id(game_object_id_t id); + /** + * \brief Delete all components of a specific type + * + * This method deletes all components of a specific type. + * + * \tparam T The type of the component + */ + template <typename T> + void delete_components(); + /** + * \brief Delete all components of a specific id + * + * This method deletes all components of a specific id. + * + * \param id The id of the GameObject this component belongs to + */ + void delete_all_components_of_id(game_object_id_t id); + /** + * \brief Delete all components + * + * This method deletes all components. + */ + void delete_all_components(); + /** + * \brief Set a GameObject as persistent + * + * This method sets a GameObject as persistent. If a GameObject is persistent, its + * components will not be deleted. + * + * \param id The id of the GameObject to set as persistent + * \param persistent The persistent flag + */ + void set_persistent(game_object_id_t id, bool persistent); + +public: + /** + * \brief Get all components of a specific type and id + * + * This method gets all components of a specific type and id. + * + * \tparam T The type of the component + * \param id The id of the GameObject this component belongs to + * \return A vector of all components of the specific type and id + */ + template <typename T> + RefVector<T> get_components_by_id(game_object_id_t id) const; + /** + * \brief Get all components of a specific type + * + * This method gets all components of a specific type. + * + * \tparam T The type of the component + * \return A vector of all components of the specific type + */ + template <typename T> + RefVector<T> get_components_by_type() const; + /** + * \brief Get all components of a specific type on a GameObject with name \c name + * + * \tparam T The type of the component + * \param name Metadata::name for the same game_object_id as the returned components + * \return Components matching criteria + */ + template <typename T> + RefVector<T> get_components_by_name(const std::string & name) const; + /** + * \brief Get all components of a specific type on a GameObject with tag \c tag + * + * \tparam T The type of the component + * \param name Metadata::tag for the same game_object_id as the returned components + * \return Components matching criteria + */ + template <typename T> + RefVector<T> get_components_by_tag(const std::string & tag) const; + + //! Snapshot of single component (including path in \c components) + struct SnapshotComponent { + //! \c components path + std::type_index type; + //! \c components path + game_object_id_t id; + //! \c components path + size_t index; + //! Actual component snapshot + std::unique_ptr<Component> component; + }; + //! Snapshot of the entire component manager state + struct Snapshot { + //! All components + std::vector<SnapshotComponent> components; + // TODO: some kind of hash code that ensures components exist in all the same places as + // this snapshot + }; + /** + * \name ReplayManager (Memento) functions + * \{ + */ + /** + * \brief Save a snapshot of the component manager state + * \returns Deep copy of the component manager's internal state + */ + Snapshot save(); + /** + * \brief Restore component manager from a snapshot + * \param snapshot Snapshot to restore from (as returned by \c save()) + */ + void restore(const Snapshot & snapshot); + //! \} + +private: + /** + * \brief Get object IDs by predicate function + * + * This function calls the predicate function \c pred for all components matching type \c T, + * and adds their parent game_object_id to a \c std::set if the predicate returns true. + * + * \tparam T The type of the component to check the predicate against + * \param pred Predicate function + * + * \note The predicate function may be called for multiple components with the same \c + * game_object_id. In this case, the ID is added if *any* call returns \c true. + * + * \returns game_object_id for all components where the predicate returned true + */ + template <typename T> + std::set<game_object_id_t> + get_objects_by_predicate(const std::function<bool(const T &)> & pred) const; + + /** + * \brief Get components of type \c T for multiple game object IDs + * + * \tparam T The type of the components to return + * \param ids The object IDs + * + * \return All components matching type \c T and one of the IDs in \c ids + */ + template <typename T> + RefVector<T> get_components_by_ids(const std::set<game_object_id_t> & ids) const; + + /** + * \brief Get object IDs for objects with name \c name + * + * \param name Object name to match + * \returns Object IDs where Metadata::name is equal to \c name + */ + std::set<game_object_id_t> get_objects_by_name(const std::string & name) const; + /** + * \brief Get object IDs for objects with tag \c tag + * + * \param tag Object tag to match + * \returns Object IDs where Metadata::tag is equal to \c tag + */ + std::set<game_object_id_t> get_objects_by_tag(const std::string & tag) const; + +private: + //! By Component \c std::type_index (readability helper type) + template <typename T> + using by_type = std::unordered_map<std::type_index, T>; + //! By \c game_object_id index (readability helper type) + template <typename T> + using by_id_index = std::vector<T>; + /** + * \brief The components + * + * This unordered_map stores all components. The key is the type of the component and the + * value is a vector of vectors of unique pointers to the components. + * + * Every component type has its own vector of vectors of unique pointers to the components. + * The first vector is for the ids of the GameObjects and the second vector is for the + * components (because a GameObject might have multiple components). + */ + by_type<by_id_index<std::vector<std::unique_ptr<Component>>>> components; + + //! Persistent flag for each GameObject + std::unordered_map<game_object_id_t, bool> persistent; + + //! ID of next GameObject allocated by \c ComponentManager::new_object + game_object_id_t next_id = 0; +}; + +} // namespace crepe + +#include "ComponentManager.hpp" diff --git a/src/crepe/manager/ComponentManager.hpp b/src/crepe/manager/ComponentManager.hpp new file mode 100644 index 0000000..9e70865 --- /dev/null +++ b/src/crepe/manager/ComponentManager.hpp @@ -0,0 +1,196 @@ +#pragma once + +#include <type_traits> + +#include "ComponentManager.h" +#include "types.h" + +namespace crepe { + +template <class T, typename... Args> +T & ComponentManager::add_component(game_object_id_t id, Args &&... args) { + using namespace std; + + static_assert(is_base_of<Component, T>::value, + "add_component must recieve a derivative class of Component"); + + // Determine the type of T (this is used as the key of the unordered_map<>) + type_index type = typeid(T); + + // Check if this component type is already in the unordered_map<> + if (this->components.find(type) == this->components.end()) { + //If not, create a new (empty) vector<> of vector<unique_ptr<Component>> + this->components[type] = vector<vector<unique_ptr<Component>>>(); + } + + // Resize the vector<> if the id is greater than the current size + if (id >= this->components[type].size()) { + // Initialize new slots to nullptr (resize does automatically init to nullptr) + this->components[type].resize(id + 1); + } + + // Create a new component of type T (arguments directly forwarded). The + // constructor must be called by ComponentManager. + T * instance_ptr = new T(id, forward<Args>(args)...); + if (instance_ptr == nullptr) throw std::bad_alloc(); + + T & instance_ref = *instance_ptr; + unique_ptr<T> instance = unique_ptr<T>(instance_ptr); + + // Check if the vector size is not greater than get_instances_max + int max_instances = instance->get_instances_max(); + if (max_instances != -1 && components[type][id].size() >= max_instances) { + throw std::runtime_error( + "Exceeded maximum number of instances for this component type"); + } + + // store its unique_ptr in the vector<> + this->components[type][id].push_back(std::move(instance)); + + return instance_ref; +} + +template <typename T> +void ComponentManager::delete_components_by_id(game_object_id_t id) { + using namespace std; + + // Do not delete persistent objects + if (this->persistent[id]) { + return; + } + + // Determine the type of T (this is used as the key of the unordered_map<>) + type_index type = typeid(T); + + // Find the type (in the unordered_map<>) + if (this->components.find(type) != this->components.end()) { + // Get the correct vector<> + vector<vector<unique_ptr<Component>>> & component_array = this->components[type]; + + // Make sure that the id (that we are looking for) is within the boundaries of the vector<> + if (id < component_array.size()) { + // Clear the whole vector<> of this specific type and id + component_array[id].clear(); + } + } +} + +template <typename T> +void ComponentManager::delete_components() { + // Determine the type of T (this is used as the key of the unordered_map<>) + std::type_index type = typeid(T); + + if (this->components.find(type) == this->components.end()) return; + + // Loop through the whole vector<> of this specific type + for (game_object_id_t i = 0; i < this->components[type].size(); ++i) { + // Do not delete persistent objects + if (!this->persistent[i]) { + this->components[type][i].clear(); + } + } +} + +template <typename T> +RefVector<T> ComponentManager::get_components_by_id(game_object_id_t id) const { + using namespace std; + + static_assert(is_base_of<Component, T>::value, + "get_components_by_id must recieve a derivative class of Component"); + + type_index type = typeid(T); + if (!this->components.contains(type)) return {}; + + const by_id_index<vector<unique_ptr<Component>>> & components_by_id + = this->components.at(type); + if (id >= components_by_id.size()) return {}; + + RefVector<T> out = {}; + const vector<unique_ptr<Component>> & components = components_by_id.at(id); + for (auto & component_ptr : components) { + if (component_ptr == nullptr) continue; + Component & component = *component_ptr.get(); + out.push_back(static_cast<T &>(component)); + } + + return out; +} + +template <typename T> +RefVector<T> ComponentManager::get_components_by_type() const { + using namespace std; + + // Determine the type of T (this is used as the key of the unordered_map<>) + type_index type = typeid(T); + + // Create an empty vector<> + RefVector<T> component_vector; + + // Find the type (in the unordered_map<>) + if (this->components.find(type) == this->components.end()) return component_vector; + + // Get the correct vector<> + const vector<vector<unique_ptr<Component>>> & component_array = this->components.at(type); + + // Loop through the whole vector<> + for (const vector<unique_ptr<Component>> & component : component_array) { + // Loop trough the whole vector<> + for (const unique_ptr<Component> & component_ptr : component) { + // Cast the unique_ptr to a raw pointer + T * casted_component = static_cast<T *>(component_ptr.get()); + + // Ensure that the cast was successful + if (casted_component == nullptr) continue; + + // Add the dereferenced raw pointer to the vector<> + component_vector.emplace_back(ref(*casted_component)); + } + } + + // Return the vector<> + return component_vector; +} + +template <typename T> +std::set<game_object_id_t> +ComponentManager::get_objects_by_predicate(const std::function<bool(const T &)> & pred) const { + using namespace std; + + set<game_object_id_t> objects = {}; + RefVector<T> components = this->get_components_by_type<T>(); + + for (const T & component : components) { + game_object_id_t id = dynamic_cast<const Component &>(component).game_object_id; + if (objects.contains(id)) continue; + if (!pred(component)) continue; + objects.insert(id); + } + + return objects; +} + +template <typename T> +RefVector<T> +ComponentManager::get_components_by_ids(const std::set<game_object_id_t> & ids) const { + using namespace std; + + RefVector<T> out = {}; + for (game_object_id_t id : ids) { + RefVector<T> components = get_components_by_id<T>(id); + out.insert(out.end(), components.begin(), components.end()); + } + + return out; +} + +template <typename T> +RefVector<T> ComponentManager::get_components_by_name(const std::string & name) const { + return this->get_components_by_ids<T>(this->get_objects_by_name(name)); +} + +template <typename T> +RefVector<T> ComponentManager::get_components_by_tag(const std::string & tag) const { + return this->get_components_by_ids<T>(this->get_objects_by_tag(tag)); +} + +} // namespace crepe diff --git a/src/crepe/manager/EventManager.cpp b/src/crepe/manager/EventManager.cpp new file mode 100644 index 0000000..6aa49ee --- /dev/null +++ b/src/crepe/manager/EventManager.cpp @@ -0,0 +1,44 @@ +#include "EventManager.h" + +using namespace crepe; +using namespace std; + +EventManager::EventManager(Mediator & mediator) : Manager(mediator) { + this->mediator.event_manager = *this; +} +void EventManager::dispatch_events() { + for (auto & event : this->events_queue) { + this->handle_event(event.type, event.channel, *event.event.get()); + } + this->events_queue.clear(); +} + +void EventManager::handle_event(type_index type, event_channel_t channel, const Event & data) { + auto handlers_it = this->subscribers.find(type); + if (handlers_it == this->subscribers.end()) return; + + vector<CallbackEntry> & handlers = handlers_it->second; + for (auto & handler : handlers) { + bool check_channel = handler.channel != CHANNEL_ALL || channel != CHANNEL_ALL; + if (check_channel && handler.channel != channel) continue; + + bool handled = handler.callback->exec(data); + if (handled) return; + } +} + +void EventManager::clear() { + this->subscribers.clear(); + this->events_queue.clear(); +} + +void EventManager::unsubscribe(subscription_t id) { + for (auto & [event_type, handlers] : this->subscribers) { + for (auto it = handlers.begin(); it != handlers.end(); it++) { + // find listener with subscription id + if ((*it).id != id) continue; + it = handlers.erase(it); + return; + } + } +} diff --git a/src/crepe/manager/EventManager.h b/src/crepe/manager/EventManager.h new file mode 100644 index 0000000..639e37f --- /dev/null +++ b/src/crepe/manager/EventManager.h @@ -0,0 +1,148 @@ +#pragma once + +#include <memory> +#include <typeindex> +#include <unordered_map> +#include <vector> + +#include "../api/Event.h" +#include "../api/EventHandler.h" + +#include "Manager.h" + +namespace crepe { + +//! Event listener unique ID +typedef size_t subscription_t; + +/** + * \brief Event channel + * + * Events can be sent to a specific channel, which prevents listeners on other channels from + * being called. The default channel is EventManager::CHANNEL_ALL, which calls all listeners. + */ +typedef size_t event_channel_t; + +/** + * \brief Manages event subscriptions, triggers, and queues, enabling decoupled event handling. + * + * The `EventManager` acts as a centralized event system. It allows for registering callbacks + * for specific event types, triggering events synchronously, queueing events for later + * processing, and managing subscriptions via unique identifiers. + */ +class EventManager : public Manager { +public: + static constexpr const event_channel_t CHANNEL_ALL = -1; + /** + * \param mediator A reference to a Mediator object used for transfering managers. + */ + EventManager(Mediator & mediator); + /** + * \brief Subscribe to a specific event type. + * + * Registers a callback for a given event type and optional channel. Each callback + * is assigned a unique subscription ID that can be used for later unsubscription. + * + * \tparam EventType The type of the event to subscribe to. + * \param callback The callback function to be invoked when the event is triggered. + * \param channel The channel number to subscribe to (default is CHANNEL_ALL, which listens to all channels). + * \return A unique subscription ID associated with the registered callback. + */ + template <typename EventType> + subscription_t subscribe(const EventHandler<EventType> & callback, + event_channel_t channel = CHANNEL_ALL); + + /** + * \brief Unsubscribe a previously registered callback. + * + * Removes a callback from the subscription list based on its unique subscription ID. + * + * \param event_id The unique subscription ID of the callback to remove. + */ + void unsubscribe(subscription_t event_id); + + /** + * \brief Trigger an event immediately. + * + * Synchronously invokes all registered callbacks for the given event type on the specified channel. + * + * \tparam EventType The type of the event to trigger. + * \param event The event instance to pass to the callbacks. + * \param channel The channel to trigger the event on (default is CHANNEL_ALL, which triggers on all channels). + */ + template <typename EventType> + void trigger_event(const EventType & event = {}, event_channel_t channel = CHANNEL_ALL); + + /** + * \brief Queue an event for later processing. + * + * Adds an event to the event queue to be processed during the next call to `dispatch_events`. + * + * \tparam EventType The type of the event to queue. + * \param event The event instance to queue. + * \param channel The channel to associate with the event (default is CHANNEL_ALL). + */ + template <typename EventType> + void queue_event(const EventType & event = {}, event_channel_t channel = CHANNEL_ALL); + + /** + * \brief Process all queued events. + * + * Iterates through the event queue and triggers callbacks for each queued event. + * Events are removed from the queue once processed. + */ + void dispatch_events(); + + /** + * \brief Clear all subscriptions. + * + * Removes all registered event handlers and clears the subscription list. + */ + void clear(); + +private: + /** + * \struct QueueEntry + * \brief Represents an entry in the event queue. + */ + struct QueueEntry { + std::unique_ptr<Event> event; ///< The event instance. + event_channel_t channel = CHANNEL_ALL; ///< The channel associated with the event. + std::type_index type; ///< The type of the event. + }; + + /** + * \brief Internal event handler + * + * This function processes a single event, and is used to process events both during + * EventManager::dispatch_events and inside EventManager::trigger_event + * + * \param type \c typeid of concrete Event class + * \param channel Event channel + * \param data Event data + */ + void handle_event(std::type_index type, event_channel_t channel, const Event & data); + + /** + * \struct CallbackEntry + * \brief Represents a registered event handler callback. + */ + struct CallbackEntry { + std::unique_ptr<IEventHandlerWrapper> callback; ///< The callback function wrapper. + event_channel_t channel = CHANNEL_ALL; ///< The channel this callback listens to. + subscription_t id = -1; ///< Unique subscription ID. + }; + + //! The queue of events to be processed during dispatch. + std::vector<QueueEntry> events_queue; + + //! A map of event type to registered callbacks. + std::unordered_map<std::type_index, std::vector<CallbackEntry>> subscribers; + + //! Counter to generate unique subscription IDs. + subscription_t subscription_counter = 0; +}; + +} // namespace crepe + +#include "EventManager.hpp" diff --git a/src/crepe/manager/EventManager.hpp b/src/crepe/manager/EventManager.hpp new file mode 100644 index 0000000..a5f4556 --- /dev/null +++ b/src/crepe/manager/EventManager.hpp @@ -0,0 +1,36 @@ +#pragma once + +#include "EventManager.h" + +namespace crepe { + +template <typename EventType> +subscription_t EventManager::subscribe(const EventHandler<EventType> & callback, + event_channel_t channel) { + subscription_counter++; + std::type_index event_type = typeid(EventType); + std::unique_ptr<EventHandlerWrapper<EventType>> handler + = std::make_unique<EventHandlerWrapper<EventType>>(callback); + std::vector<CallbackEntry> & handlers = this->subscribers[event_type]; + handlers.emplace_back(CallbackEntry{ + .callback = std::move(handler), .channel = channel, .id = subscription_counter}); + return subscription_counter; +} + +template <typename EventType> +void EventManager::queue_event(const EventType & event, event_channel_t channel) { + static_assert(std::is_base_of<Event, EventType>::value, + "EventType must derive from Event"); + this->events_queue.push_back(QueueEntry{ + .event = std::make_unique<EventType>(event), + .channel = channel, + .type = typeid(EventType), + }); +} + +template <typename EventType> +void EventManager::trigger_event(const EventType & event, event_channel_t channel) { + this->handle_event(typeid(EventType), channel, event); +} + +} // namespace crepe diff --git a/src/crepe/manager/LoopTimerManager.cpp b/src/crepe/manager/LoopTimerManager.cpp new file mode 100644 index 0000000..e78f92f --- /dev/null +++ b/src/crepe/manager/LoopTimerManager.cpp @@ -0,0 +1,91 @@ +#include <chrono> +#include <thread> + +#include "../util/dbg.h" + +#include "LoopTimerManager.h" + +using namespace crepe; +using namespace std::chrono; +using namespace std::chrono_literals; + +LoopTimerManager::LoopTimerManager(Mediator & mediator) : Manager(mediator) { + this->mediator.loop_timer = *this; + dbg_trace(); +} + +void LoopTimerManager::start() { + this->last_frame_time = std::chrono::steady_clock::now(); + + this->elapsed_time = elapsed_time_t{0}; + this->elapsed_fixed_time = elapsed_time_t{0}; + this->delta_time = duration_t{0}; +} + +void LoopTimerManager::update() { + time_point_t current_frame_time = std::chrono::steady_clock::now(); + // Convert to duration in seconds for delta time + this->delta_time = current_frame_time - last_frame_time; + + if (this->delta_time > this->maximum_delta_time) { + this->delta_time = this->maximum_delta_time; + } + if (this->delta_time > 0s) { + this->actual_fps = static_cast<unsigned>(1.0 / this->delta_time.count()); + } else { + this->actual_fps = 0; + } + this->elapsed_time += duration_cast<elapsed_time_t>(this->delta_time); + this->last_frame_time = current_frame_time; +} + +duration_t LoopTimerManager::get_delta_time() const { + return this->delta_time * this->time_scale; +} + +elapsed_time_t LoopTimerManager::get_elapsed_time() const { return this->elapsed_time; } + +void LoopTimerManager::advance_fixed_elapsed_time() { + this->elapsed_fixed_time + += std::chrono::duration_cast<elapsed_time_t>(this->fixed_delta_time); +} + +void LoopTimerManager::set_target_framerate(unsigned fps) { + this->target_fps = fps; + //check if fps is lower or equals 0 + if (fps <= 0) return; + // target time per frame in seconds + this->frame_target_time = duration_t(1s) / this->target_fps; +} + +unsigned LoopTimerManager::get_fps() const { return this->actual_fps; } + +void LoopTimerManager::set_time_scale(double value) { this->time_scale = value; } + +float LoopTimerManager::get_time_scale() const { return this->time_scale; } + +void LoopTimerManager::enforce_frame_rate() { + time_point_t current_frame_time = std::chrono::steady_clock::now(); + duration_t frame_duration = current_frame_time - this->last_frame_time; + // Check if frame duration is less than the target frame time + if (frame_duration < this->frame_target_time) { + duration_t delay_time = this->frame_target_time - frame_duration; + if (delay_time > 0s) { + std::this_thread::sleep_for(delay_time); + } + } +} + +duration_t LoopTimerManager::get_lag() const { + return this->elapsed_time - this->elapsed_fixed_time; +} + +duration_t LoopTimerManager::get_scaled_fixed_delta_time() const { + return this->fixed_delta_time * this->time_scale; +} + +void LoopTimerManager::set_fixed_delta_time(float seconds) { + this->fixed_delta_time = duration_t(seconds); +} + +duration_t LoopTimerManager::get_fixed_delta_time() const { return this->fixed_delta_time; } diff --git a/src/crepe/manager/LoopTimerManager.h b/src/crepe/manager/LoopTimerManager.h new file mode 100644 index 0000000..2f1e6b6 --- /dev/null +++ b/src/crepe/manager/LoopTimerManager.h @@ -0,0 +1,177 @@ +#pragma once + +#include <chrono> + +#include "Manager.h" + +namespace crepe { + +class Engine; + +typedef std::chrono::duration<float> duration_t; +typedef std::chrono::duration<unsigned long long, std::micro> elapsed_time_t; + +/** + * \brief Manages timing and frame rate for the game loop. + * + * The LoopTimerManager class is responsible for calculating and managing timing functions + * such as delta time, frames per second (FPS), fixed time steps, and time scaling. It ensures + * consistent frame updates and supports game loop operations, such as handling fixed updates + * for physics and other time-sensitive operations. + */ +class LoopTimerManager : public Manager { +public: + /** + * \param mediator A reference to a Mediator object used for transfering managers. + */ + LoopTimerManager(Mediator & mediator); + /** + * \brief Get the current delta time for the current frame. + * + * This value represents the estimated frame duration of the current frame. + * This value can be used in the frame_update to convert pixel based values to time based values. + * + * \return Delta time in seconds since the last frame. + */ + duration_t get_delta_time() const; + + /** + * \brief Get the current elapsed time (total time passed ) + * + * \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. + */ + elapsed_time_t get_elapsed_time() const; + + /** + * \brief Set the target frames per second (FPS). + * + * \param fps The desired frames rendered per second. + */ + void set_target_framerate(unsigned fps); + + /** + * \brief Get the current frames per second (FPS). + * + * \return Current FPS. + */ + unsigned int get_fps() const; + + /** + * \brief Get the current time scale. + * + * \return The current time scale, where (0 = pause, < 1 = slow down, 1 = normal speed, > 1 = speed up). + * up the game. + */ + float get_time_scale() const; + + /** + * \brief Set the time scale. + * + * time_scale is a value that changes the delta time that can be retrieved using get_delta_time function. + * + * \param time_scale The desired time scale (0 = pause, < 1 = slow down, 1 = normal speed, > 1 = speed up). + */ + void set_time_scale(double time_scale); + + /** + * \brief Get the fixed delta time in seconds without scaling by the time scale. + * + * This value is used in the LoopManager to determine how many times + * the fixed_update should be called within a given interval. + * + * \return The unscaled fixed delta time in seconds. + */ + duration_t get_fixed_delta_time() const; + + /** + * \brief Set the fixed_delta_time in seconds. + * + * \param seconds fixed_delta_time in seconds. + * + * The fixed_delta_time value is used to determine how many times per second the fixed_update and process_input functions are called. + * + */ + void set_fixed_delta_time(float seconds); + + /** + * \brief Retrieves the scaled fixed delta time in seconds. + * + * The scaled fixed delta time is the timing value used within the `fixed_update` function. + * It is adjusted by the time_scale to account for any changes in the simulation's + * speed. + * + * \return The fixed delta time, scaled by the current time scale, in seconds. + */ + duration_t get_scaled_fixed_delta_time() const; + +private: + //! Friend relation to use start,enforce_frame_rate,get_lag,update,advance_fixed_update. + friend class Engine; + /** + * \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 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. + */ + duration_t get_lag() const; + + /** + * \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 Progress the elapsed fixed time by the fixed delta time interval. + * + * This method advances the game's fixed update loop by adding the fixed_delta_time + * to elapsed_fixed_time, ensuring the fixed update catches up with the elapsed time. + */ + void advance_fixed_elapsed_time(); + +private: + //! Target frames per second. + unsigned int target_fps = 60; + //! Actual frames per second. + unsigned int actual_fps = 0; + //! Time scale for speeding up or slowing down the game (0 = pause, < 1 = slow down, 1 = normal speed, > 1 = speed up). + float time_scale = 1; + //! Maximum delta time in seconds to avoid large jumps. + duration_t maximum_delta_time{0.25}; + //! Delta time for the current frame in seconds. + duration_t delta_time{0.0}; + //! Target time per frame in seconds + duration_t frame_target_time{1.0 / target_fps}; + //! Fixed delta time for fixed updates in seconds. + duration_t fixed_delta_time{1.0 / 50.0}; + //! Total elapsed game time in microseconds. + elapsed_time_t elapsed_time{0}; + //! Total elapsed time for fixed updates in microseconds. + elapsed_time_t elapsed_fixed_time{0}; + + typedef std::chrono::steady_clock::time_point time_point_t; + //! Time of the last frame. + time_point_t last_frame_time; +}; + +} // namespace crepe diff --git a/src/crepe/manager/Manager.cpp b/src/crepe/manager/Manager.cpp new file mode 100644 index 0000000..1182785 --- /dev/null +++ b/src/crepe/manager/Manager.cpp @@ -0,0 +1,5 @@ +#include "Manager.h" + +using namespace crepe; + +Manager::Manager(Mediator & mediator) : mediator(mediator) {} diff --git a/src/crepe/manager/Manager.h b/src/crepe/manager/Manager.h new file mode 100644 index 0000000..84d80fe --- /dev/null +++ b/src/crepe/manager/Manager.h @@ -0,0 +1,24 @@ +#pragma once + +#include "Mediator.h" + +namespace crepe { + +/** + * \brief Base manager class + * + * Managers are used for various tasks that fall outside the ECS system category. All managers + * are required to register themselves to the mediator passed to the constructor, and this + * mutable reference is saved for convenience, even though not all managers use the mediator + * directly. + */ +class Manager { +public: + Manager(Mediator & mediator); + virtual ~Manager() = default; + +protected: + Mediator & mediator; +}; + +} // namespace crepe diff --git a/src/crepe/manager/Mediator.h b/src/crepe/manager/Mediator.h new file mode 100644 index 0000000..842f1de --- /dev/null +++ b/src/crepe/manager/Mediator.h @@ -0,0 +1,41 @@ +#pragma once + +#include "../util/OptionalRef.h" + +namespace crepe { + +class ComponentManager; +class SceneManager; +class EventManager; +class LoopTimerManager; +class SaveManager; +class ResourceManager; +class SDLContext; +class ReplayManager; +class SystemManager; + +/** + * Struct to pass references to classes that would otherwise need to be singletons down to + * other classes within the engine hierarchy. Made to prevent constant changes to subclasses to + * pass specific references through dependency injection. All references on this struct + * *should* be explicitly checked for availability as this struct does not guarantee anything. + * + * \note Dereferencing members of this struct should be deferred. If you are a user of this + * class, keep a reference to this mediator instead of just picking references from it when you + * receive an instance. + * + * \warning This class should never be directly accessible from the API + */ +struct Mediator { + OptionalRef<SDLContext> sdl_context; + OptionalRef<ComponentManager> component_manager; + OptionalRef<SceneManager> scene_manager; + OptionalRef<EventManager> event_manager; + OptionalRef<LoopTimerManager> loop_timer; + OptionalRef<SaveManager> save_manager; + OptionalRef<ResourceManager> resource_manager; + OptionalRef<ReplayManager> replay_manager; + OptionalRef<SystemManager> system_manager; +}; + +} // namespace crepe diff --git a/src/crepe/manager/ReplayManager.cpp b/src/crepe/manager/ReplayManager.cpp new file mode 100644 index 0000000..090a94e --- /dev/null +++ b/src/crepe/manager/ReplayManager.cpp @@ -0,0 +1,70 @@ +#include <format> + +#include "Manager.h" +#include "ReplayManager.h" + +using namespace crepe; +using namespace std; + +ReplayManager::ReplayManager(Mediator & mediator) : Manager(mediator) { + mediator.replay_manager = *this; +} + +void ReplayManager::record_start() { + if (this->state == RECORDING) this->release(this->id); + this->id++; + this->memory[this->id] = make_unique<Recording>(); + this->recording = *this->memory.at(this->id); + this->state = RECORDING; +} + +recording_t ReplayManager::record_end() { + this->state = IDLE; + return this->id; +} + +void ReplayManager::play(recording_t handle) { + if (!this->memory.contains(handle)) + throw out_of_range(format("ReplayManager: no recording for handle {}", handle)); + this->recording = *this->memory.at(handle); + this->recording->frame = 0; + this->state = PLAYING; +} + +void ReplayManager::release(recording_t handle) { + if (!this->memory.contains(handle)) return; + this->memory.erase(handle); +} + +void ReplayManager::frame_record() { + if (this->state != RECORDING) + throw runtime_error("ReplayManager: frame_step called while not playing"); + + ComponentManager & components = this->mediator.component_manager; + Recording & recording = this->recording; + + recording.frames.push_back(components.save()); + recording.frame++; +} + +bool ReplayManager::frame_step() { + if (this->state != PLAYING) + throw runtime_error("ReplayManager: frame_step called while not playing"); + + ComponentManager & components = this->mediator.component_manager; + Recording & recording = this->recording; + + ComponentManager::Snapshot & frame = recording.frames.at(recording.frame); + + components.restore(frame); + recording.frame++; + + if (recording.frame < recording.frames.size()) return false; + // end of recording + recording.frame = 0; + this->state = IDLE; + this->recording.clear(); + return true; +} + +ReplayManager::State ReplayManager::get_state() const { return this->state; } diff --git a/src/crepe/manager/ReplayManager.h b/src/crepe/manager/ReplayManager.h new file mode 100644 index 0000000..f06a58b --- /dev/null +++ b/src/crepe/manager/ReplayManager.h @@ -0,0 +1,96 @@ +#pragma once + +#include <unordered_map> + +#include "../util/OptionalRef.h" + +#include "ComponentManager.h" +#include "Manager.h" + +namespace crepe { + +//! Handle to recording held by ReplayManager +typedef size_t recording_t; + +/** + * \brief Replay manager + * + * The replay manager is responsible for creating, storing and restoring ComponentManager + * snapshots. Sequential snapshots can be recorded and replayed in combination with + * ReplaySystem. + */ +class ReplayManager : public Manager { + // TODO: Delete recordings at end of scene + +public: + ReplayManager(Mediator & mediator); + +public: + //! Start a new recording + void record_start(); + /** + * \brief End the latest recording started by \c record_start() + * \returns Handle to recording + */ + recording_t record_end(); + /** + * \brief Play a recording + * \param handle Handle to recording (as returned by \c record_end()) + */ + void play(recording_t handle); + /** + * \brief Delete a recording from memory + * \param handle Handle to recording (as returned by \c record_end()) + */ + void release(recording_t handle); + +public: + //! Internal state + enum State { + IDLE, //!< Not doing anything + RECORDING, //!< Currently recording + PLAYING, //!< Currently playing back a recording + }; + //! Get current internal state + State get_state() const; + +public: + /** + * \brief Record a single frame to the current recording + * + * This function is called by ReplaySystem after the game programmer has called \c + * record_start() + */ + void frame_record(); + /** + * \brief Play the next frame of the current recording + * + * \returns `true` if the recording is finished playing + * \returns `false` if there are more frames + * + * This function also automatically resets the internal state from PLAYING to IDLE at the end + * of a recording. + */ + bool frame_step(); + +private: + /** + * \brief Recording data + */ + struct Recording { + //! Current frame being shown + size_t frame = 0; + //! All frames in recording + std::vector<ComponentManager::Snapshot> frames; + }; + //! Internal state + State state = IDLE; + //! Current recording handle + recording_t id = -1; + //! Current recording data + OptionalRef<Recording> recording; + //! Recording storage + std::unordered_map<recording_t, std::unique_ptr<Recording>> memory; +}; + +} // namespace crepe diff --git a/src/crepe/manager/ResourceManager.cpp b/src/crepe/manager/ResourceManager.cpp new file mode 100644 index 0000000..5713183 --- /dev/null +++ b/src/crepe/manager/ResourceManager.cpp @@ -0,0 +1,30 @@ +#include "util/dbg.h" + +#include "ResourceManager.h" + +using namespace crepe; +using namespace std; + +ResourceManager::ResourceManager(Mediator & mediator) : Manager(mediator) { + dbg_trace(); + mediator.resource_manager = *this; +} +ResourceManager::~ResourceManager() { dbg_trace(); } + +void ResourceManager::clear() { + std::erase_if(this->resources, [](const pair<const Asset, CacheEntry> & pair) { + const CacheEntry & entry = pair.second; + return entry.persistent == false; + }); +} + +void ResourceManager::clear_all() { this->resources.clear(); } + +void ResourceManager::set_persistent(const Asset & asset, bool persistent) { + this->get_entry(asset).persistent = persistent; +} + +ResourceManager::CacheEntry & ResourceManager::get_entry(const Asset & asset) { + if (!this->resources.contains(asset)) this->resources[asset] = {}; + return this->resources.at(asset); +} diff --git a/src/crepe/manager/ResourceManager.h b/src/crepe/manager/ResourceManager.h new file mode 100644 index 0000000..84b275d --- /dev/null +++ b/src/crepe/manager/ResourceManager.h @@ -0,0 +1,78 @@ +#pragma once + +#include <memory> +#include <unordered_map> + +#include "../Resource.h" +#include "../api/Asset.h" + +#include "Manager.h" + +namespace crepe { + +/** + * \brief Owner of concrete Resource instances + * + * ResourceManager caches concrete Resource instances per Asset. Concrete resources are + * destroyed at the end of scenes by default, unless the game programmer marks them as + * persistent. + */ +class ResourceManager : public Manager { +public: + ResourceManager(Mediator & mediator); + virtual ~ResourceManager(); // dbg_trace + +private: + //! Cache entry + struct CacheEntry { + //! Concrete resource instance + std::unique_ptr<Resource> resource = nullptr; + //! Prevent ResourceManager::clear from removing this entry + bool persistent = false; + }; + //! Internal cache + std::unordered_map<const Asset, CacheEntry> resources; + /** + * \brief Ensure a cache entry exists for this asset and return a mutable reference to it + * + * \param asset Asset the concrete resource is instantiated from + * + * \returns Mutable reference to cache entry + */ + CacheEntry & get_entry(const Asset & asset); + +public: + /** + * \brief Mark a resource as persistent (i.e. used across multiple scenes) + * + * \param asset Asset the concrete resource is instantiated from + * \param persistent Whether this resource is persistent (true=keep, false=destroy) + */ + void set_persistent(const Asset & asset, bool persistent); + + /** + * \brief Retrieve reference to concrete Resource by Asset + * + * \param asset Asset the concrete resource is instantiated from + * \tparam Resource Concrete derivative of Resource + * + * This class instantiates the concrete resource if it is not yet stored in the internal + * cache, or returns a reference to the cached resource if it already exists. + * + * \returns Reference to concrete resource + * + * \throws std::runtime_error if the \c Resource parameter does not match with the actual + * type of the resource stored in the cache for this Asset + */ + template <typename Resource> + Resource & get(const Asset & asset); + + //! Clear non-persistent resources from cache + void clear(); + //! Clear all resources from cache regardless of persistence + void clear_all(); +}; + +} // namespace crepe + +#include "ResourceManager.hpp" diff --git a/src/crepe/manager/ResourceManager.hpp b/src/crepe/manager/ResourceManager.hpp new file mode 100644 index 0000000..cf5c949 --- /dev/null +++ b/src/crepe/manager/ResourceManager.hpp @@ -0,0 +1,27 @@ +#pragma once + +#include <format> + +#include "ResourceManager.h" + +namespace crepe { + +template <typename T> +T & ResourceManager::get(const Asset & asset) { + using namespace std; + static_assert(is_base_of<Resource, T>::value, + "cache must recieve a derivative class of Resource"); + + CacheEntry & entry = this->get_entry(asset); + if (entry.resource == nullptr) entry.resource = make_unique<T>(asset, this->mediator); + + T * concrete_resource = dynamic_cast<T *>(entry.resource.get()); + if (concrete_resource == nullptr) + throw runtime_error(format("ResourceManager: mismatch between requested type and " + "actual type of resource ({})", + asset.get_path())); + + return *concrete_resource; +} + +} // namespace crepe diff --git a/src/crepe/manager/SaveManager.cpp b/src/crepe/manager/SaveManager.cpp new file mode 100644 index 0000000..f313ed2 --- /dev/null +++ b/src/crepe/manager/SaveManager.cpp @@ -0,0 +1,169 @@ +#include "../ValueBroker.h" +#include "../api/Config.h" +#include "../facade/DB.h" + +#include "SaveManager.h" + +using namespace std; +using namespace crepe; + +SaveManager::SaveManager(Mediator & mediator) : Manager(mediator) { + mediator.save_manager = *this; +} + +DB & SaveManager::get_db() { + if (this->db == nullptr) { + Config & cfg = Config::get_instance(); + this->db + = {new DB(cfg.savemgr.location), [](void * db) { delete static_cast<DB *>(db); }}; + } + return *static_cast<DB *>(this->db.get()); +} + +template <> +string SaveManager::serialize(const string & value) const noexcept { + return value; +} +template <typename T> +string SaveManager::serialize(const T & value) const noexcept { + return to_string(value); +} +template string SaveManager::serialize(const uint8_t &) const noexcept; +template string SaveManager::serialize(const int8_t &) const noexcept; +template string SaveManager::serialize(const uint16_t &) const noexcept; +template string SaveManager::serialize(const int16_t &) const noexcept; +template string SaveManager::serialize(const uint32_t &) const noexcept; +template string SaveManager::serialize(const int32_t &) const noexcept; +template string SaveManager::serialize(const uint64_t &) const noexcept; +template string SaveManager::serialize(const int64_t &) const noexcept; +template string SaveManager::serialize(const float &) const noexcept; +template string SaveManager::serialize(const double &) const noexcept; + +template <> +uint64_t SaveManager::deserialize(const string & value) const noexcept { + try { + return stoul(value); + } catch (std::invalid_argument &) { + return 0; + } +} +template <> +int64_t SaveManager::deserialize(const string & value) const noexcept { + try { + return stol(value); + } catch (std::invalid_argument &) { + return 0; + } +} +template <> +float SaveManager::deserialize(const string & value) const noexcept { + try { + return stof(value); + } catch (std::invalid_argument &) { + return 0; + } + return stof(value); +} +template <> +double SaveManager::deserialize(const string & value) const noexcept { + try { + return stod(value); + } catch (std::invalid_argument &) { + return 0; + } +} +template <> +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); +} + +bool SaveManager::has(const string & key) { + DB & db = this->get_db(); + return db.has(key); +} + +template <> +void SaveManager::set(const string & key, const string & value) { + DB & db = this->get_db(); + db.set(key, value); +} +template <typename T> +void SaveManager::set(const string & key, const T & value) { + DB & db = this->get_db(); + db.set(key, std::to_string(value)); +} +template void SaveManager::set(const string &, const uint8_t &); +template void SaveManager::set(const string &, const int8_t &); +template void SaveManager::set(const string &, const uint16_t &); +template void SaveManager::set(const string &, const int16_t &); +template void SaveManager::set(const string &, const uint32_t &); +template void SaveManager::set(const string &, const int32_t &); +template void SaveManager::set(const string &, const uint64_t &); +template void SaveManager::set(const string &, const int64_t &); +template void SaveManager::set(const string &, const float &); +template void SaveManager::set(const string &, const double &); + +template <typename T> +T SaveManager::get(const string & key) { + return this->deserialize<T>(this->get_db().get(key)); +} +template uint8_t SaveManager::get(const string &); +template int8_t SaveManager::get(const string &); +template uint16_t SaveManager::get(const string &); +template int16_t SaveManager::get(const string &); +template uint32_t SaveManager::get(const string &); +template int32_t SaveManager::get(const string &); +template uint64_t SaveManager::get(const string &); +template int64_t SaveManager::get(const string &); +template float SaveManager::get(const string &); +template double SaveManager::get(const string &); +template string SaveManager::get(const string &); + +template <typename T> +ValueBroker<T> SaveManager::get(const string & key, const T & default_value) { + if (!this->has(key)) this->set<T>(key, default_value); + T value; + return { + [this, key](const T & target) { this->set<T>(key, target); }, + [this, key, value]() mutable -> const T & { + value = this->get<T>(key); + return value; + }, + }; +} +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<int16_t> SaveManager::get(const string &, const int16_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<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 &); +template ValueBroker<string> SaveManager::get(const string &, const string &); diff --git a/src/crepe/manager/SaveManager.h b/src/crepe/manager/SaveManager.h new file mode 100644 index 0000000..1e34bc0 --- /dev/null +++ b/src/crepe/manager/SaveManager.h @@ -0,0 +1,104 @@ +#pragma once + +#include <functional> +#include <memory> + +#include "../ValueBroker.h" + +#include "Manager.h" + +namespace crepe { + +class DB; + +/** + * \brief Save data manager + * + * This class provides access to a simple key-value store that stores + * - integers (8-64 bit, signed or unsigned) + * - real numbers (float or double) + * - string (std::string) + * + * The underlying database is a key-value store. + */ +class SaveManager : public Manager { +public: + /** + * \brief Get a read/write reference to a value and initialize it if it does not yet exist + * + * \param key The value key + * \param default_value Value to initialize \c key with if it does not already exist in the + * database + * + * \return Read/write reference to the value + */ + template <typename T> + ValueBroker<T> get(const std::string & key, const T & default_value); + + /** + * \brief Get a value directly + * + * \param key The value key + * + * \return The value + * + * \note Attempting to read this value before it is initialized (i.e. set) will result in an + * exception + */ + template <typename T> + T get(const std::string & key); + + /** + * \brief Set a value directly + * + * \param key The value key + * \param value The value to store + */ + template <typename T> + void set(const std::string & key, const T & value); + + /** + * \brief Check if the save file has a value for this \c key + * + * \param key The value key + * + * \returns True if the key exists, or false if it does not + */ + bool has(const std::string & key); + +public: + SaveManager(Mediator & mediator); + virtual ~SaveManager() = default; + +private: + /** + * \brief Serialize an arbitrary value to STL string + * + * \tparam T Type of arbitrary value + * + * \returns String representation of value + */ + template <typename T> + std::string serialize(const T &) const noexcept; + + /** + * \brief Deserialize an STL string back to type \c T + * + * \tparam T Type of value + * \param value Serialized value + * + * \returns Deserialized value + */ + template <typename T> + T deserialize(const std::string & value) const noexcept; + +protected: + //! Create or return DB + virtual DB & get_db(); + +private: + //! Database + std::unique_ptr<void, std::function<void(void *)>> db = nullptr; +}; + +} // namespace crepe diff --git a/src/crepe/manager/SceneManager.cpp b/src/crepe/manager/SceneManager.cpp new file mode 100644 index 0000000..d4ca90b --- /dev/null +++ b/src/crepe/manager/SceneManager.cpp @@ -0,0 +1,38 @@ +#include <algorithm> +#include <memory> + +#include "ComponentManager.h" +#include "SceneManager.h" + +using namespace crepe; +using namespace std; + +SceneManager::SceneManager(Mediator & mediator) : Manager(mediator) { + mediator.scene_manager = *this; +} + +void SceneManager::set_next_scene(const string & name) { next_scene = name; } + +void SceneManager::load_next_scene() { + // next scene not set + if (this->next_scene.empty()) return; + + auto it = find_if(this->scenes.begin(), this->scenes.end(), + [&next_scene = this->next_scene](unique_ptr<Scene> & scene) { + return scene.get()->get_name() == next_scene; + }); + + // next scene not found + if (it == this->scenes.end()) return; + unique_ptr<Scene> & scene = *it; + + // Delete all components of the current scene + ComponentManager & mgr = this->mediator.component_manager; + mgr.delete_all_components(); + + // Load the new scene + scene->load_scene(); + + //clear the next scene + next_scene.clear(); +} diff --git a/src/crepe/manager/SceneManager.h b/src/crepe/manager/SceneManager.h new file mode 100644 index 0000000..e0955c2 --- /dev/null +++ b/src/crepe/manager/SceneManager.h @@ -0,0 +1,52 @@ +#pragma once + +#include <memory> +#include <vector> + +#include "../api/Scene.h" + +#include "Manager.h" + +namespace crepe { + +class ComponentManager; + +/** + * \brief Manages scenes + * + * This class manages scenes. It can add new scenes and load them. It also manages the current scene + * and the next scene. + */ +class SceneManager : public Manager { +public: + SceneManager(Mediator & mediator); + +public: + /** + * \brief Add a new concrete scene to the scene manager + * + * \tparam T Type of concrete scene + */ + template <typename T, typename... Args> + void add_scene(Args &&... args); + /** + * \brief Set the next scene + * + * This scene will be loaded at the end of the frame + * + * \param name Name of the next scene + */ + void set_next_scene(const std::string & name); + //! Load a new scene (if there is one) + void load_next_scene(); + +private: + //! Vector of concrete scenes (added by add_scene()) + std::vector<std::unique_ptr<Scene>> scenes; + //! Next scene to load + std::string next_scene; +}; + +} // namespace crepe + +#include "SceneManager.hpp" diff --git a/src/crepe/manager/SceneManager.hpp b/src/crepe/manager/SceneManager.hpp new file mode 100644 index 0000000..dff4e51 --- /dev/null +++ b/src/crepe/manager/SceneManager.hpp @@ -0,0 +1,25 @@ +#pragma once + +#include "SceneManager.h" + +namespace crepe { + +template <typename T, typename... Args> +void SceneManager::add_scene(Args &&... args) { + using namespace std; + static_assert(is_base_of<Scene, T>::value, "T must be derived from Scene"); + + Scene * scene = new T(std::forward<Args>(args)...); + unique_ptr<Scene> unique_scene(scene); + + unique_scene->mediator = this->mediator; + + this->scenes.emplace_back(std::move(unique_scene)); + + // The first scene added, is the one that will be loaded at the beginning + if (next_scene.empty()) { + next_scene = scene->get_name(); + } +} + +} // namespace crepe diff --git a/src/crepe/manager/SystemManager.cpp b/src/crepe/manager/SystemManager.cpp new file mode 100644 index 0000000..5ada30f --- /dev/null +++ b/src/crepe/manager/SystemManager.cpp @@ -0,0 +1,66 @@ +#include "../system/AISystem.h" +#include "../system/AnimatorSystem.h" +#include "../system/AudioSystem.h" +#include "../system/CollisionSystem.h" +#include "../system/EventSystem.h" +#include "../system/InputSystem.h" +#include "../system/ParticleSystem.h" +#include "../system/PhysicsSystem.h" +#include "../system/RenderSystem.h" +#include "../system/ReplaySystem.h" +#include "../system/ScriptSystem.h" + +#include "SystemManager.h" + +using namespace crepe; +using namespace std; + +SystemManager::SystemManager(Mediator & mediator) : Manager(mediator) { + this->load_system<InputSystem>(); + this->load_system<EventSystem>(); + this->load_system<ScriptSystem>(); + this->load_system<AISystem>(); + this->load_system<PhysicsSystem>(); + this->load_system<CollisionSystem>(); + this->load_system<AudioSystem>(); + this->load_system<AnimatorSystem>(); + this->load_system<ParticleSystem>(); + this->load_system<RenderSystem>(); + this->load_system<ReplaySystem>(); + + this->mediator.system_manager = *this; +} + +void SystemManager::fixed_update() { + for (auto & [type, system] : this->systems) { + if (!system->active) continue; + system->fixed_update(); + } +} + +void SystemManager::frame_update() { + for (auto & [type, system] : this->systems) { + if (!system->active) continue; + system->frame_update(); + } +} + +SystemManager::Snapshot SystemManager::save() { + Snapshot snapshot; + for (auto & [type, system] : this->systems) { + snapshot[type] = system->active; + } + return snapshot; +} + +void SystemManager::restore(const Snapshot & snapshot) { + for (auto & [type, active] : snapshot) { + this->systems[type]->active = active; + } +} + +void SystemManager::disable_all() { + for (auto & [type, system] : this->systems) { + system->active = false; + } +} diff --git a/src/crepe/manager/SystemManager.h b/src/crepe/manager/SystemManager.h new file mode 100644 index 0000000..50acf77 --- /dev/null +++ b/src/crepe/manager/SystemManager.h @@ -0,0 +1,85 @@ +#pragma once + +#include <memory> +#include <typeindex> +#include <unordered_map> + +#include "../system/System.h" + +#include "Manager.h" + +namespace crepe { + +/** + * \brief Collection of all systems + * + * This manager aggregates all systems and provides utility functions to retrieve references to + * and update systems. + */ +class SystemManager : public Manager { +public: + SystemManager(Mediator &); + + /** + * \brief Per-frame update. + * + * Updates the game state based on the elapsed time since the last frame. + */ + 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. + */ + void fixed_update(); + +private: + /** + * \brief Collection of System instances + * + * This map holds System instances indexed by the system's class typeid. It is filled in the + * constructor of \c SystemManager using SystemManager::load_system. + */ + std::unordered_map<std::type_index, std::unique_ptr<System>> systems; + /** + * \brief Initialize a system + * \tparam T System type (must be derivative of \c System) + */ + template <class T> + void load_system(); + +public: + /** + * \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(); + +public: + /** + * \brief SystemManager snapshot + * + * The SystemManager snapshot only stores which systems are active + */ + typedef std::unordered_map<std::type_index, bool> Snapshot; + /** + * \brief Save a snapshot of the systems' state + * \returns Copy of each system's active property + */ + Snapshot save(); + /** + * \brief Restore system active state from a snapshot + * \param snapshot Snapshot to restore from (as returned by \c save()) + */ + void restore(const Snapshot & snapshot); + //! Disable all systems + void disable_all(); +}; + +} // namespace crepe + +#include "SystemManager.hpp" diff --git a/src/crepe/manager/SystemManager.hpp b/src/crepe/manager/SystemManager.hpp new file mode 100644 index 0000000..3d26e4c --- /dev/null +++ b/src/crepe/manager/SystemManager.hpp @@ -0,0 +1,41 @@ +#pragma once + +#include <cassert> +#include <format> +#include <memory> + +#include "SystemManager.h" + +namespace crepe { + +template <class T> +T & SystemManager::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("SystemManager: {} 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 SystemManager::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("SystemManager: {} is already initialized", type.name())); + System * system = new T(this->mediator); + this->systems[type] = unique_ptr<System>(system); +} + +} // namespace crepe |