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-rw-r--r--src/crepe/system/AnimatorSystem.cpp23
-rw-r--r--src/crepe/system/AnimatorSystem.h3
-rw-r--r--src/crepe/system/CMakeLists.txt2
-rw-r--r--src/crepe/system/InputSystem.cpp187
-rw-r--r--src/crepe/system/InputSystem.h85
-rw-r--r--src/crepe/system/ParticleSystem.cpp30
-rw-r--r--src/crepe/system/ParticleSystem.h2
-rw-r--r--src/crepe/system/PhysicsSystem.cpp12
-rw-r--r--src/crepe/system/RenderSystem.cpp116
-rw-r--r--src/crepe/system/RenderSystem.h64
-rw-r--r--src/crepe/system/ScriptSystem.cpp39
-rw-r--r--src/crepe/system/ScriptSystem.h11
-rw-r--r--src/crepe/system/System.cpp2
-rw-r--r--src/crepe/system/System.h11
14 files changed, 466 insertions, 121 deletions
diff --git a/src/crepe/system/AnimatorSystem.cpp b/src/crepe/system/AnimatorSystem.cpp
index 9d18873..8bb6465 100644
--- a/src/crepe/system/AnimatorSystem.cpp
+++ b/src/crepe/system/AnimatorSystem.cpp
@@ -1,27 +1,24 @@
#include <cstdint>
-#include <functional>
-#include <vector>
-#include "api/Animator.h"
-#include "facade/SDLContext.h"
+#include "../api/Animator.h"
+#include "../facade/SDLContext.h"
+#include "../manager/ComponentManager.h"
#include "AnimatorSystem.h"
-#include "ComponentManager.h"
using namespace crepe;
void AnimatorSystem::update() {
- ComponentManager & mgr = this->component_manager;
+ ComponentManager & mgr = this->mediator.component_manager;
- std::vector<std::reference_wrapper<Animator>> animations
- = mgr.get_components_by_type<Animator>();
+ RefVector<Animator> animations = mgr.get_components_by_type<Animator>();
uint64_t tick = SDLContext::get_instance().get_ticks();
for (Animator & a : animations) {
- if (a.active) {
- a.curr_row = (tick / 100) % a.row;
- a.animator_rect.x = (a.curr_row * a.animator_rect.w) + a.curr_col;
- a.spritesheet.sprite_rect = a.animator_rect;
- }
+ if (!a.active) continue;
+ // (10 frames per second)
+ a.curr_row = (tick / 100) % a.row;
+ a.spritesheet.mask.x = (a.curr_row * a.spritesheet.mask.w) + a.curr_col;
+ a.spritesheet.mask = a.spritesheet.mask;
}
}
diff --git a/src/crepe/system/AnimatorSystem.h b/src/crepe/system/AnimatorSystem.h
index 56cc7b3..f8179a9 100644
--- a/src/crepe/system/AnimatorSystem.h
+++ b/src/crepe/system/AnimatorSystem.h
@@ -21,12 +21,11 @@ public:
/**
* \brief Updates the Animator components.
*
- * This method is called periodically (likely every frame) to update the state of all
+ * This method is called to update the state of all
* Animator components, moving the animations forward and managing their behavior (e.g.,
* looping).
*/
void update() override;
- // FIXME: never say "likely" in the documentation lmao
};
} // namespace crepe
diff --git a/src/crepe/system/CMakeLists.txt b/src/crepe/system/CMakeLists.txt
index d658b25..95f6e33 100644
--- a/src/crepe/system/CMakeLists.txt
+++ b/src/crepe/system/CMakeLists.txt
@@ -6,6 +6,7 @@ target_sources(crepe PUBLIC
CollisionSystem.cpp
RenderSystem.cpp
AnimatorSystem.cpp
+ InputSystem.cpp
)
target_sources(crepe PUBLIC FILE_SET HEADERS FILES
@@ -15,4 +16,5 @@ target_sources(crepe PUBLIC FILE_SET HEADERS FILES
CollisionSystem.h
RenderSystem.h
AnimatorSystem.h
+ InputSystem.h
)
diff --git a/src/crepe/system/InputSystem.cpp b/src/crepe/system/InputSystem.cpp
new file mode 100644
index 0000000..7cc8d30
--- /dev/null
+++ b/src/crepe/system/InputSystem.cpp
@@ -0,0 +1,187 @@
+#include "../api/Button.h"
+#include "../manager/ComponentManager.h"
+#include "../manager/EventManager.h"
+
+#include "InputSystem.h"
+
+using namespace crepe;
+
+void InputSystem::update() {
+ ComponentManager & mgr = this->mediator.component_manager;
+ EventManager & event_mgr = this->mediator.event_manager;
+ std::vector<SDLContext::EventData> event_list = SDLContext::get_instance().get_events();
+ RefVector<Button> buttons = mgr.get_components_by_type<Button>();
+ RefVector<Camera> cameras = mgr.get_components_by_type<Camera>();
+ OptionalRef<Camera> curr_cam_ref;
+ // Find the active camera
+ for (Camera & cam : cameras) {
+ if (!cam.active) continue;
+ curr_cam_ref = cam;
+ break;
+ }
+ if (!curr_cam_ref) return;
+ Camera & current_cam = curr_cam_ref;
+ RefVector<Transform> transform_vec
+ = mgr.get_components_by_id<Transform>(current_cam.game_object_id);
+ Transform & cam_transform = transform_vec.front().get();
+ int camera_origin_x
+ = cam_transform.position.x + current_cam.offset.x - (current_cam.viewport_size.x / 2);
+ int camera_origin_y
+ = cam_transform.position.y + current_cam.offset.y - (current_cam.viewport_size.y / 2);
+
+ for (const SDLContext::EventData & event : event_list) {
+ int world_mouse_x = event.mouse_position.x + camera_origin_x;
+ int world_mouse_y = event.mouse_position.y + camera_origin_y;
+ // check if the mouse is within the viewport
+ bool mouse_in_viewport
+ = !(world_mouse_x < camera_origin_x
+ || world_mouse_x > camera_origin_x + current_cam.viewport_size.x
+ || world_mouse_y < camera_origin_y
+ || world_mouse_y > camera_origin_y + current_cam.viewport_size.y);
+
+ switch (event.event_type) {
+ case SDLContext::EventType::KEYDOWN:
+ event_mgr.queue_event<KeyPressEvent>(KeyPressEvent{
+ .repeat = event.key_repeat,
+ .key = event.key,
+ });
+ break;
+ case SDLContext::EventType::KEYUP:
+ event_mgr.queue_event<KeyReleaseEvent>(KeyReleaseEvent{
+ .key = event.key,
+ });
+ break;
+ case SDLContext::EventType::MOUSEDOWN:
+ if (!mouse_in_viewport) {
+ break;
+ }
+ event_mgr.queue_event<MousePressEvent>(MousePressEvent{
+ .mouse_x = world_mouse_x,
+ .mouse_y = world_mouse_y,
+ .button = event.mouse_button,
+ });
+ this->last_mouse_down_position = {world_mouse_x, world_mouse_y};
+ this->last_mouse_button = event.mouse_button;
+ break;
+ case SDLContext::EventType::MOUSEUP: {
+ if (!mouse_in_viewport) {
+ break;
+ }
+ event_mgr.queue_event<MouseReleaseEvent>(MouseReleaseEvent{
+ .mouse_x = world_mouse_x,
+ .mouse_y = world_mouse_y,
+ .button = event.mouse_button,
+ });
+ //check if its a click by checking the last button down
+ int delta_x = world_mouse_x - this->last_mouse_down_position.x;
+ int delta_y = world_mouse_y - this->last_mouse_down_position.y;
+
+ if (this->last_mouse_button == event.mouse_button
+ && std::abs(delta_x) <= click_tolerance
+ && std::abs(delta_y) <= click_tolerance) {
+ event_mgr.queue_event<MouseClickEvent>(MouseClickEvent{
+ .mouse_x = world_mouse_x,
+ .mouse_y = world_mouse_y,
+ .button = event.mouse_button,
+ });
+
+ this->handle_click(event.mouse_button, world_mouse_x, world_mouse_y);
+ }
+ } break;
+ case SDLContext::EventType::MOUSEMOVE:
+ if (!mouse_in_viewport) {
+ break;
+ }
+ event_mgr.queue_event<MouseMoveEvent>(MouseMoveEvent{
+ .mouse_x = world_mouse_x,
+ .mouse_y = world_mouse_y,
+ .delta_x = event.rel_mouse_move.x,
+ .delta_y = event.rel_mouse_move.y,
+ });
+ this->handle_move(event, world_mouse_x, world_mouse_y);
+ break;
+ case SDLContext::EventType::MOUSEWHEEL:
+ event_mgr.queue_event<MouseScrollEvent>(MouseScrollEvent{
+ .mouse_x = world_mouse_x,
+ .mouse_y = world_mouse_y,
+ .scroll_direction = event.scroll_direction,
+ .scroll_delta = event.scroll_delta,
+ });
+ break;
+ case SDLContext::EventType::SHUTDOWN:
+ event_mgr.queue_event<ShutDownEvent>(ShutDownEvent{});
+ break;
+ default:
+ break;
+ }
+ }
+}
+void InputSystem::handle_move(const SDLContext::EventData & event_data,
+ const int world_mouse_x, const int world_mouse_y) {
+ ComponentManager & mgr = this->mediator.component_manager;
+
+ RefVector<Button> buttons = mgr.get_components_by_type<Button>();
+
+ for (Button & button : buttons) {
+ RefVector<Transform> transform_vec
+ = mgr.get_components_by_id<Transform>(button.game_object_id);
+ Transform & transform(transform_vec.front().get());
+
+ bool was_hovering = button.hover;
+ if (button.active
+ && this->is_mouse_inside_button(world_mouse_x, world_mouse_y, button, transform)) {
+ button.hover = true;
+ if (!was_hovering && button.on_mouse_enter) {
+ button.on_mouse_enter();
+ }
+ } else {
+ button.hover = false;
+ // Trigger the on_exit callback if the hover state just changed to false
+ if (was_hovering && button.on_mouse_exit) {
+ button.on_mouse_exit();
+ }
+ }
+ }
+}
+
+void InputSystem::handle_click(const MouseButton & mouse_button, const int world_mouse_x,
+ const int world_mouse_y) {
+ ComponentManager & mgr = this->mediator.component_manager;
+
+ RefVector<Button> buttons = mgr.get_components_by_type<Button>();
+
+ for (Button & button : buttons) {
+ RefVector<Transform> transform_vec
+ = mgr.get_components_by_id<Transform>(button.game_object_id);
+ Transform & transform = transform_vec.front().get();
+
+ if (button.active
+ && this->is_mouse_inside_button(world_mouse_x, world_mouse_y, button, transform)) {
+ this->handle_button_press(button);
+ }
+ }
+}
+
+bool InputSystem::is_mouse_inside_button(const int mouse_x, const int mouse_y,
+ const Button & button, const Transform & transform) {
+ int actual_x = transform.position.x + button.offset.x;
+ int actual_y = transform.position.y + button.offset.y;
+
+ int half_width = button.dimensions.x / 2;
+ int half_height = button.dimensions.y / 2;
+
+ // Check if the mouse is within the button's boundaries
+ return mouse_x >= actual_x - half_width && mouse_x <= actual_x + half_width
+ && mouse_y >= actual_y - half_height && mouse_y <= actual_y + half_height;
+}
+
+void InputSystem::handle_button_press(Button & button) {
+ if (button.is_toggle) {
+ if (!button.is_pressed && button.on_click) {
+ button.on_click();
+ }
+ button.is_pressed = !button.is_pressed;
+ } else if (button.on_click) {
+ button.on_click();
+ }
+}
diff --git a/src/crepe/system/InputSystem.h b/src/crepe/system/InputSystem.h
new file mode 100644
index 0000000..87e86f8
--- /dev/null
+++ b/src/crepe/system/InputSystem.h
@@ -0,0 +1,85 @@
+#pragma once
+
+#include "../facade/SDLContext.h"
+#include "../types.h"
+#include "../util/OptionalRef.h"
+
+#include "System.h"
+
+namespace crepe {
+
+class Camera;
+class Button;
+class Transform;
+
+/**
+ * \brief Handles the processing of input events created by SDLContext
+ *
+ * This system processes events such as mouse clicks, mouse movement, and keyboard
+ * actions. It is responsible for detecting interactions with UI buttons and
+ * passing the corresponding events to the registered listeners.
+ */
+class InputSystem : public System {
+public:
+ using System::System;
+
+ /**
+ * \brief Updates the system, processing all input events.
+ * This method processes all events and triggers corresponding actions.
+ */
+ void update() override;
+
+private:
+ //! Stores the last position of the mouse when the button was pressed.
+ ivec2 last_mouse_down_position;
+ // TODO: specify world/hud space and make regular `vec2`
+
+ //! Stores the last mouse button pressed.
+ MouseButton last_mouse_button = MouseButton::NONE;
+
+ //! The maximum allowable distance between mouse down and mouse up to register as a click.
+ const int click_tolerance = 5;
+
+ /**
+ * \brief Handles the mouse click event.
+ * \param mouse_button The mouse button involved in the click.
+ * \param world_mouse_x The X coordinate of the mouse in world space.
+ * \param world_mouse_y The Y coordinate of the mouse in world space.
+ *
+ * This method processes the mouse click event and triggers the corresponding button action.
+ */
+ void handle_click(const MouseButton & mouse_button, const int world_mouse_x,
+ const int world_mouse_y);
+
+ /**
+ * \brief Handles the mouse movement event.
+ * \param event_data The event data containing information about the mouse movement.
+ * \param world_mouse_x The X coordinate of the mouse in world space.
+ * \param world_mouse_y The Y coordinate of the mouse in world space.
+ *
+ * This method processes the mouse movement event and updates the button hover state.
+ */
+ void handle_move(const SDLContext::EventData & event_data, const int world_mouse_x,
+ const int world_mouse_y);
+
+ /**
+ * \brief Checks if the mouse position is inside the bounds of the button.
+ * \param world_mouse_x The X coordinate of the mouse in world space.
+ * \param world_mouse_y The Y coordinate of the mouse in world space.
+ * \param button The button to check.
+ * \param transform The transform component of the button.
+ * \return True if the mouse is inside the button, false otherwise.
+ */
+ bool is_mouse_inside_button(const int world_mouse_x, const int world_mouse_y,
+ const Button & button, const Transform & transform);
+
+ /**
+ * \brief Handles the button press event, calling the on_click callback if necessary.
+ * \param button The button being pressed.
+ *
+ * This method triggers the on_click action for the button when it is pressed.
+ */
+ void handle_button_press(Button & button);
+};
+
+} // namespace crepe
diff --git a/src/crepe/system/ParticleSystem.cpp b/src/crepe/system/ParticleSystem.cpp
index 7316309..b14c52f 100644
--- a/src/crepe/system/ParticleSystem.cpp
+++ b/src/crepe/system/ParticleSystem.cpp
@@ -2,20 +2,18 @@
#include <cstdlib>
#include <ctime>
-#include "api/ParticleEmitter.h"
-#include "api/Transform.h"
-#include "api/Vector2.h"
+#include "../api/ParticleEmitter.h"
+#include "../api/Transform.h"
+#include "../manager/ComponentManager.h"
-#include "ComponentManager.h"
#include "ParticleSystem.h"
using namespace crepe;
void ParticleSystem::update() {
// Get all emitters
- ComponentManager & mgr = this->component_manager;
- std::vector<std::reference_wrapper<ParticleEmitter>> emitters
- = mgr.get_components_by_type<ParticleEmitter>();
+ ComponentManager & mgr = this->mediator.component_manager;
+ RefVector<ParticleEmitter> emitters = mgr.get_components_by_type<ParticleEmitter>();
for (ParticleEmitter & emitter : emitters) {
// Get transform linked to emitter
@@ -43,17 +41,15 @@ void ParticleSystem::update() {
}
void ParticleSystem::emit_particle(ParticleEmitter & emitter, const Transform & transform) {
- constexpr double DEG_TO_RAD = M_PI / 180.0;
+ constexpr float DEG_TO_RAD = M_PI / 180.0;
- Vector2 initial_position = emitter.data.position + transform.position;
- double random_angle
- = generate_random_angle(emitter.data.min_angle, emitter.data.max_angle);
+ vec2 initial_position = emitter.data.position + transform.position;
+ float random_angle = generate_random_angle(emitter.data.min_angle, emitter.data.max_angle);
- double random_speed
- = generate_random_speed(emitter.data.min_speed, emitter.data.max_speed);
- double angle_radians = random_angle * DEG_TO_RAD;
+ float random_speed = generate_random_speed(emitter.data.min_speed, emitter.data.max_speed);
+ float angle_radians = random_angle * DEG_TO_RAD;
- Vector2 velocity
+ vec2 velocity
= {random_speed * std::cos(angle_radians), random_speed * std::sin(angle_radians)};
for (Particle & particle : emitter.data.particles) {
@@ -78,7 +74,7 @@ int ParticleSystem::calculate_update(int count, double emission) const {
}
void ParticleSystem::check_bounds(ParticleEmitter & emitter, const Transform & transform) {
- Vector2 offset = emitter.data.boundary.offset + transform.position + emitter.data.position;
+ vec2 offset = emitter.data.boundary.offset + transform.position + emitter.data.position;
double half_width = emitter.data.boundary.width / 2.0;
double half_height = emitter.data.boundary.height / 2.0;
@@ -88,7 +84,7 @@ void ParticleSystem::check_bounds(ParticleEmitter & emitter, const Transform & t
const double BOTTOM = offset.y + half_height;
for (Particle & particle : emitter.data.particles) {
- const Vector2 & position = particle.position;
+ const vec2 & position = particle.position;
bool within_bounds = (position.x >= LEFT && position.x <= RIGHT && position.y >= TOP
&& position.y <= BOTTOM);
diff --git a/src/crepe/system/ParticleSystem.h b/src/crepe/system/ParticleSystem.h
index 0a2dde1..c647284 100644
--- a/src/crepe/system/ParticleSystem.h
+++ b/src/crepe/system/ParticleSystem.h
@@ -4,8 +4,6 @@
#include "System.h"
-#include "System.h"
-
namespace crepe {
class ParticleEmitter;
diff --git a/src/crepe/system/PhysicsSystem.cpp b/src/crepe/system/PhysicsSystem.cpp
index 4a7dbfb..bebcf3d 100644
--- a/src/crepe/system/PhysicsSystem.cpp
+++ b/src/crepe/system/PhysicsSystem.cpp
@@ -1,21 +1,19 @@
#include <cmath>
-#include "../ComponentManager.h"
#include "../api/Config.h"
#include "../api/Rigidbody.h"
#include "../api/Transform.h"
#include "../api/Vector2.h"
+#include "../manager/ComponentManager.h"
#include "PhysicsSystem.h"
using namespace crepe;
void PhysicsSystem::update() {
- ComponentManager & mgr = this->component_manager;
- std::vector<std::reference_wrapper<Rigidbody>> rigidbodies
- = mgr.get_components_by_type<Rigidbody>();
- std::vector<std::reference_wrapper<Transform>> transforms
- = mgr.get_components_by_type<Transform>();
+ ComponentManager & mgr = this->mediator.component_manager;
+ RefVector<Rigidbody> rigidbodies = mgr.get_components_by_type<Rigidbody>();
+ RefVector<Transform> transforms = mgr.get_components_by_type<Transform>();
double gravity = Config::get_instance().physics.gravity;
for (Rigidbody & rigidbody : rigidbodies) {
@@ -36,7 +34,7 @@ void PhysicsSystem::update() {
if (rigidbody.data.angular_damping != 0) {
rigidbody.data.angular_velocity *= rigidbody.data.angular_damping;
}
- if (rigidbody.data.linear_damping != Vector2{0, 0}) {
+ if (rigidbody.data.linear_damping != vec2{0, 0}) {
rigidbody.data.linear_velocity *= rigidbody.data.linear_damping;
}
diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp
index fa3d0de..92dba43 100644
--- a/src/crepe/system/RenderSystem.cpp
+++ b/src/crepe/system/RenderSystem.cpp
@@ -1,44 +1,122 @@
+#include <algorithm>
+#include <cassert>
+#include <cmath>
#include <functional>
+#include <stdexcept>
#include <vector>
-#include "../ComponentManager.h"
+#include "../api/Camera.h"
+#include "../api/ParticleEmitter.h"
#include "../api/Sprite.h"
#include "../api/Transform.h"
#include "../facade/SDLContext.h"
-#include "../util/Log.h"
+#include "../manager/ComponentManager.h"
#include "RenderSystem.h"
using namespace crepe;
+using namespace std;
-void RenderSystem::clear_screen() const { SDLContext::get_instance().clear_screen(); }
+void RenderSystem::clear_screen() { this->context.clear_screen(); }
-void RenderSystem::present_screen() const { SDLContext::get_instance().present_screen(); }
-void RenderSystem::update_camera() {
- ComponentManager & mgr = this->component_manager;
+void RenderSystem::present_screen() { this->context.present_screen(); }
- std::vector<std::reference_wrapper<Camera>> cameras = mgr.get_components_by_type<Camera>();
+const Camera & RenderSystem::update_camera() {
+ ComponentManager & mgr = this->mediator.component_manager;
+
+ RefVector<Camera> cameras = mgr.get_components_by_type<Camera>();
+
+ if (cameras.size() == 0) throw std::runtime_error("No cameras in current scene");
for (Camera & cam : cameras) {
- SDLContext::get_instance().camera(cam);
- this->curr_cam = &cam;
+ if (!cam.active) continue;
+ const Transform & transform
+ = mgr.get_components_by_id<Transform>(cam.game_object_id).front().get();
+ this->context.set_camera(cam);
+ this->cam_pos = transform.position + cam.offset;
+ return cam;
}
+ throw std::runtime_error("No active cameras in current scene");
}
-void RenderSystem::render_sprites() const {
- ComponentManager & mgr = this->component_manager;
- std::vector<std::reference_wrapper<Sprite>> sprites = mgr.get_components_by_type<Sprite>();
+bool sorting_comparison(const Sprite & a, const Sprite & b) {
+ if (a.sorting_in_layer < b.sorting_in_layer) return true;
+ if (a.sorting_in_layer == b.sorting_in_layer) return a.order_in_layer < b.order_in_layer;
- SDLContext & render = SDLContext::get_instance();
- for (const Sprite & sprite : sprites) {
- auto transforms = mgr.get_components_by_id<Transform>(sprite.game_object_id);
- render.draw(sprite, transforms[0], *curr_cam);
- }
+ return false;
+}
+
+RefVector<Sprite> RenderSystem::sort(RefVector<Sprite> & objs) const {
+ RefVector<Sprite> sorted_objs(objs);
+ std::sort(sorted_objs.begin(), sorted_objs.end(), sorting_comparison);
+
+ return sorted_objs;
}
void RenderSystem::update() {
this->clear_screen();
- this->update_camera();
- this->render_sprites();
+ this->render();
this->present_screen();
}
+
+bool RenderSystem::render_particle(const Sprite & sprite, const Camera & cam,
+ const double & scale) {
+
+ ComponentManager & mgr = this->mediator.component_manager;
+
+ vector<reference_wrapper<ParticleEmitter>> emitters
+ = mgr.get_components_by_id<ParticleEmitter>(sprite.game_object_id);
+
+ bool rendering_particles = false;
+
+ for (const ParticleEmitter & em : emitters) {
+ if (&em.data.sprite != &sprite) continue;
+ rendering_particles = true;
+ if (!em.active) continue;
+
+ for (const Particle & p : em.data.particles) {
+ if (!p.active) continue;
+
+ this->context.draw(SDLContext::RenderContext{
+ .sprite = sprite,
+ .cam = cam,
+ .cam_pos = this->cam_pos,
+ .pos = p.position,
+ .angle = p.angle,
+ .scale = scale,
+ });
+ }
+ }
+ return rendering_particles;
+}
+void RenderSystem::render_normal(const Sprite & sprite, const Camera & cam,
+ const Transform & tm) {
+ this->context.draw(SDLContext::RenderContext{
+ .sprite = sprite,
+ .cam = cam,
+ .cam_pos = this->cam_pos,
+ .pos = tm.position,
+ .angle = tm.rotation,
+ .scale = tm.scale,
+ });
+}
+
+void RenderSystem::render() {
+ ComponentManager & mgr = this->mediator.component_manager;
+ const Camera & cam = this->update_camera();
+
+ RefVector<Sprite> sprites = mgr.get_components_by_type<Sprite>();
+ RefVector<Sprite> sorted_sprites = this->sort(sprites);
+
+ for (const Sprite & sprite : sorted_sprites) {
+ if (!sprite.active) continue;
+ const Transform & transform
+ = mgr.get_components_by_id<Transform>(sprite.game_object_id).front().get();
+
+ bool rendered_particles = this->render_particle(sprite, cam, transform.scale);
+
+ if (rendered_particles) continue;
+
+ this->render_normal(sprite, cam, transform);
+ }
+}
diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h
index 87ec494..096d058 100644
--- a/src/crepe/system/RenderSystem.h
+++ b/src/crepe/system/RenderSystem.h
@@ -1,18 +1,24 @@
#pragma once
-#include "api/Camera.h"
+#include <cmath>
+
+#include "facade/SDLContext.h"
#include "System.h"
+#include "types.h"
namespace crepe {
+class Camera;
+class Sprite;
+class Transform;
+
/**
* \class RenderSystem
* \brief Manages rendering operations for all game objects.
*
- * RenderSystem is responsible for rendering sprites, clearing and presenting the screen, and
- * managing the active camera. It functions as a singleton, providing centralized rendering
- * services for the application.
+ * RenderSystem is responsible for rendering, clearing and presenting the screen, and
+ * managing the active camera.
*/
class RenderSystem : public System {
public:
@@ -25,31 +31,57 @@ public:
private:
//! Clears the screen in preparation for rendering.
- void clear_screen() const;
+ void clear_screen();
//! Presents the rendered frame to the display.
- void present_screen() const;
+ void present_screen();
//! Updates the active camera used for rendering.
- void update_camera();
+ const Camera & update_camera();
+
+ //! Renders the whole screen
+ void render();
+
+ /**
+ * \brief Renders all the particles on the screen from a given sprite.
+ *
+ * \param sprite renders the particles with given texture
+ * \param tm the Transform component for scale. This is not a const reference because each
+ * particle has a position and rotation that needs to overwrite the transform position and
+ * rotation without overwriting the current transform. and because the transform
+ * constructor is now protected i cannot make tmp inside
+ * \return true if particles have been rendered
+ */
+ bool render_particle(const Sprite & sprite, const Camera & cam, const double & scale);
- //! Renders all active sprites to the screen.
- void render_sprites() const;
+ /**
+ * \brief renders a sprite with a Transform component on the screen
+ *
+ * \param sprite the sprite component that holds all the data
+ * \param tm the Transform component that holds the position,rotation and scale
+ */
+ void render_normal(const Sprite & sprite, const Camera & cam, const Transform & tm);
+
+ /**
+ * \brief sort a vector sprite objects with
+ *
+ * \param objs the vector that will do a sorting algorithm on
+ * \return returns a sorted reference vector
+ */
+ RefVector<Sprite> sort(RefVector<Sprite> & objs) const;
/**
- * \todo Include color handling for sprites.
- * \todo Implement particle emitter rendering with sprites.
* \todo Add text rendering using SDL_ttf for text components.
* \todo Implement a text component and a button component.
- * \todo Ensure each sprite is checked for active status before rendering.
- * \todo Sort all layers by order before rendering.
* \todo Consider adding text input functionality.
*/
private:
- //! Pointer to the current active camera for rendering
- Camera * curr_cam = nullptr;
- // TODO: needs a better solution
+ // FIXME: retrieve sdlcontext via mediator after #PR57
+ SDLContext & context = SDLContext::get_instance();
+
+ //! camera postion in the current scene
+ vec2 cam_pos;
};
} // namespace crepe
diff --git a/src/crepe/system/ScriptSystem.cpp b/src/crepe/system/ScriptSystem.cpp
index f4a826b..d6b2ca1 100644
--- a/src/crepe/system/ScriptSystem.cpp
+++ b/src/crepe/system/ScriptSystem.cpp
@@ -1,10 +1,6 @@
-#include <forward_list>
-#include <functional>
-#include <vector>
-
-#include "../ComponentManager.h"
#include "../api/BehaviorScript.h"
#include "../api/Script.h"
+#include "../manager/ComponentManager.h"
#include "ScriptSystem.h"
@@ -14,32 +10,19 @@ using namespace crepe;
void ScriptSystem::update() {
dbg_trace();
- forward_list<reference_wrapper<Script>> scripts = this->get_scripts();
-
- for (auto & script_ref : scripts) {
- Script & script = script_ref.get();
- BehaviorScript & component = *script.parent_ref;
- if (!component.initialized) {
- script.init();
- component.initialized = true;
- }
- script.update();
- }
-}
-
-forward_list<reference_wrapper<Script>> ScriptSystem::get_scripts() const {
- forward_list<reference_wrapper<Script>> scripts = {};
- ComponentManager & mgr = this->component_manager;
- vector<reference_wrapper<BehaviorScript>> behavior_scripts
- = mgr.get_components_by_type<BehaviorScript>();
+ ComponentManager & mgr = this->mediator.component_manager;
+ RefVector<BehaviorScript> behavior_scripts = mgr.get_components_by_type<BehaviorScript>();
- for (auto behavior_script_ref : behavior_scripts) {
- BehaviorScript & behavior_script = behavior_script_ref.get();
+ for (BehaviorScript & behavior_script : behavior_scripts) {
if (!behavior_script.active) continue;
+
Script * script = behavior_script.script.get();
if (script == nullptr) continue;
- scripts.push_front(*script);
- }
- return scripts;
+ if (!script->initialized) {
+ script->init();
+ script->initialized = true;
+ }
+ script->update();
+ }
}
diff --git a/src/crepe/system/ScriptSystem.h b/src/crepe/system/ScriptSystem.h
index deb89cb..936e9ca 100644
--- a/src/crepe/system/ScriptSystem.h
+++ b/src/crepe/system/ScriptSystem.h
@@ -1,7 +1,5 @@
#pragma once
-#include <forward_list>
-
#include "System.h"
namespace crepe {
@@ -25,15 +23,6 @@ public:
* the \c BehaviorScript instance.
*/
void update() override;
-
-private:
- /**
- * \brief Aggregate all active \c BehaviorScript components and return a list
- * of references to their \c Script instances (utility)
- *
- * \returns List of active \c Script instances
- */
- std::forward_list<std::reference_wrapper<Script>> get_scripts() const;
};
} // namespace crepe
diff --git a/src/crepe/system/System.cpp b/src/crepe/system/System.cpp
index 937a423..f68549b 100644
--- a/src/crepe/system/System.cpp
+++ b/src/crepe/system/System.cpp
@@ -4,4 +4,4 @@
using namespace crepe;
-System::System(ComponentManager & mgr) : component_manager(mgr) { dbg_trace(); }
+System::System(const Mediator & mediator) : mediator(mediator) { dbg_trace(); }
diff --git a/src/crepe/system/System.h b/src/crepe/system/System.h
index 28ea20e..063dfbf 100644
--- a/src/crepe/system/System.h
+++ b/src/crepe/system/System.h
@@ -1,5 +1,7 @@
#pragma once
+#include "../manager/Mediator.h"
+
namespace crepe {
class ComponentManager;
@@ -7,9 +9,8 @@ class ComponentManager;
/**
* \brief Base ECS system class
*
- * This class is used as the base for all system classes. Classes derived from
- * System must implement the System::update() method and copy Script::Script
- * with the `using`-syntax.
+ * This class is used as the base for all system classes. Classes derived from System must
+ * implement the System::update() method and copy Script::Script with the `using`-syntax.
*/
class System {
public:
@@ -19,11 +20,11 @@ public:
virtual void update() = 0;
public:
- System(ComponentManager &);
+ System(const Mediator & m);
virtual ~System() = default;
protected:
- ComponentManager & component_manager;
+ const Mediator & mediator;
};
} // namespace crepe