diff options
Diffstat (limited to 'src/crepe/system')
| -rw-r--r-- | src/crepe/system/AnimatorSystem.cpp | 5 | ||||
| -rw-r--r-- | src/crepe/system/ParticleSystem.cpp | 3 | ||||
| -rw-r--r-- | src/crepe/system/PhysicsSystem.cpp | 6 | ||||
| -rw-r--r-- | src/crepe/system/RenderSystem.cpp | 73 | ||||
| -rw-r--r-- | src/crepe/system/RenderSystem.h | 26 | ||||
| -rw-r--r-- | src/crepe/system/ScriptSystem.cpp | 13 | ||||
| -rw-r--r-- | src/crepe/system/ScriptSystem.h | 6 | 
7 files changed, 89 insertions, 43 deletions
| diff --git a/src/crepe/system/AnimatorSystem.cpp b/src/crepe/system/AnimatorSystem.cpp index 9d18873..676e485 100644 --- a/src/crepe/system/AnimatorSystem.cpp +++ b/src/crepe/system/AnimatorSystem.cpp @@ -1,6 +1,4 @@  #include <cstdint> -#include <functional> -#include <vector>  #include "api/Animator.h"  #include "facade/SDLContext.h" @@ -13,8 +11,7 @@ using namespace crepe;  void AnimatorSystem::update() {  	ComponentManager & mgr = this->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) { diff --git a/src/crepe/system/ParticleSystem.cpp b/src/crepe/system/ParticleSystem.cpp index 7316309..fcf7522 100644 --- a/src/crepe/system/ParticleSystem.cpp +++ b/src/crepe/system/ParticleSystem.cpp @@ -14,8 +14,7 @@ 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>(); +	RefVector<ParticleEmitter> emitters = mgr.get_components_by_type<ParticleEmitter>();  	for (ParticleEmitter & emitter : emitters) {  		// Get transform linked to emitter diff --git a/src/crepe/system/PhysicsSystem.cpp b/src/crepe/system/PhysicsSystem.cpp index 4a7dbfb..bcde431 100644 --- a/src/crepe/system/PhysicsSystem.cpp +++ b/src/crepe/system/PhysicsSystem.cpp @@ -12,10 +12,8 @@ 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>(); +	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) { diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp index 96c5f27..8f9467e 100644 --- a/src/crepe/system/RenderSystem.cpp +++ b/src/crepe/system/RenderSystem.cpp @@ -1,12 +1,16 @@  #include <algorithm>  #include <cassert> +#include <cmath>  #include <functional> +#include <iostream>  #include <stdexcept>  #include <vector>  #include "../ComponentManager.h" +#include "../api/ParticleEmitter.h"  #include "../api/Sprite.h"  #include "../api/Transform.h" +#include "../api/Vector2.h"  #include "../facade/SDLContext.h"  #include "RenderSystem.h" @@ -20,12 +24,15 @@ void RenderSystem::present_screen() { this->context.present_screen(); }  void RenderSystem::update_camera() {  	ComponentManager & mgr = this->component_manager; -	std::vector<std::reference_wrapper<Camera>> cameras = mgr.get_components_by_type<Camera>(); +	RefVector<Camera> cameras = mgr.get_components_by_type<Camera>(); + +	if (cameras.size() == 0) throw std::runtime_error("No cameras in current scene");  	if (cameras.size() == 0) throw std::runtime_error("No cameras in current scene");  	for (Camera & cam : cameras) { -		this->context.camera(cam); +		if (!cam.active) continue; +		this->context.set_camera(cam);  		this->curr_cam_ref = &cam;  	}  } @@ -37,29 +44,61 @@ bool sorting_comparison(const Sprite & a, const Sprite & b) {  	return false;  } -std::vector<std::reference_wrapper<Sprite>> -RenderSystem::sort(std::vector<std::reference_wrapper<Sprite>> & objs) { - -	std::vector<std::reference_wrapper<Sprite>> sorted_objs(objs); +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::render_sprites() { +void RenderSystem::update() { +	this->clear_screen(); +	this->update_camera(); +	this->render(); +	this->present_screen(); +} + +bool RenderSystem::render_particle(const Sprite & sprite, const double & scale) { +  	ComponentManager & mgr = this->component_manager; -	vector<reference_wrapper<Sprite>> sprites = mgr.get_components_by_type<Sprite>(); -	vector<reference_wrapper<Sprite>> sorted_sprites = this->sort(sprites); -	for (const Sprite & sprite : sorted_sprites) { -		auto transforms = mgr.get_components_by_id<Transform>(sprite.game_object_id); -		this->context.draw(sprite, transforms[0], *this->curr_cam_ref); +	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_particle(sprite, p.position, p.angle, scale, +										*this->curr_cam_ref); +		}  	} +	return rendering_particles; +} +void RenderSystem::render_normal(const Sprite & sprite, const Transform & tm) { +	this->context.draw(sprite, tm, *this->curr_cam_ref);  } -void RenderSystem::update() { -	this->clear_screen(); -	this->update_camera(); -	this->render_sprites(); -	this->present_screen(); +void RenderSystem::render() { + +	ComponentManager & mgr = this->component_manager; +	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, transform.scale); + +		if (rendered_particles) continue; + +		this->render_normal(sprite, transform); +	}  } diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h index 57b9c73..30b41cf 100644 --- a/src/crepe/system/RenderSystem.h +++ b/src/crepe/system/RenderSystem.h @@ -6,6 +6,7 @@  #include "facade/SDLContext.h"  #include "System.h" +#include <cmath>  namespace crepe { @@ -38,8 +39,25 @@ private:  	//! Updates the active camera used for rendering.  	void update_camera(); -	//! Renders all active sprites to the screen. -	void render_sprites(); +	//! 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 +	 * \return true if particles have been rendered +	 */ +	bool render_particle(const Sprite & sprite, const double & scale); + +	/** +	 * \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 Transform & tm);  	/**  	 * \brief sort a vector sprite objects with @@ -47,12 +65,10 @@ private:  	 * \param objs the vector that will do a sorting algorithm on   	 * \return returns a sorted reference vector  	 */ -	std::vector<std::reference_wrapper<Sprite>> -	sort(std::vector<std::reference_wrapper<Sprite>> & objs); +	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. diff --git a/src/crepe/system/ScriptSystem.cpp b/src/crepe/system/ScriptSystem.cpp index c4d724c..c33309c 100644 --- a/src/crepe/system/ScriptSystem.cpp +++ b/src/crepe/system/ScriptSystem.cpp @@ -1,6 +1,4 @@ -#include <forward_list>  #include <functional> -#include <vector>  #include "../ComponentManager.h"  #include "../api/BehaviorScript.h" @@ -14,7 +12,7 @@ using namespace crepe;  void ScriptSystem::update() {  	dbg_trace(); -	forward_list<reference_wrapper<Script>> scripts = this->get_scripts(); +	RefVector<Script> scripts = this->get_scripts();  	for (auto & script_ref : scripts) {  		Script & script = script_ref.get(); @@ -26,18 +24,17 @@ void ScriptSystem::update() {  	}  } -forward_list<reference_wrapper<Script>> ScriptSystem::get_scripts() const { -	forward_list<reference_wrapper<Script>> scripts = {}; +RefVector<Script> ScriptSystem::get_scripts() const { +	RefVector<Script> scripts = {};  	ComponentManager & mgr = this->component_manager; -	vector<reference_wrapper<BehaviorScript>> behavior_scripts -		= mgr.get_components_by_type<BehaviorScript>(); +	RefVector<BehaviorScript> behavior_scripts = mgr.get_components_by_type<BehaviorScript>();  	for (auto behavior_script_ref : behavior_scripts) {  		BehaviorScript & behavior_script = behavior_script_ref.get();  		if (!behavior_script.active) continue;  		Script * script = behavior_script.script.get();  		if (script == nullptr) continue; -		scripts.push_front(*script); +		scripts.push_back(*script);  	}  	return scripts; diff --git a/src/crepe/system/ScriptSystem.h b/src/crepe/system/ScriptSystem.h index deb89cb..32e1fcd 100644 --- a/src/crepe/system/ScriptSystem.h +++ b/src/crepe/system/ScriptSystem.h @@ -1,9 +1,9 @@  #pragma once -#include <forward_list> -  #include "System.h" +#include "../types.h" +  namespace crepe {  class Script; @@ -33,7 +33,7 @@ private:  	 *  	 * \returns List of active \c Script instances  	 */ -	std::forward_list<std::reference_wrapper<Script>> get_scripts() const; +	RefVector<Script> get_scripts() const;  };  } // namespace crepe |