diff options
Diffstat (limited to 'src/crepe/system')
| -rw-r--r-- | src/crepe/system/AISystem.cpp | 21 | ||||
| -rw-r--r-- | src/crepe/system/CollisionSystem.cpp | 81 | ||||
| -rw-r--r-- | src/crepe/system/CollisionSystem.h | 40 | ||||
| -rw-r--r-- | src/crepe/system/InputSystem.cpp | 36 | ||||
| -rw-r--r-- | src/crepe/system/InputSystem.h | 21 | ||||
| -rw-r--r-- | src/crepe/system/ParticleSystem.cpp | 17 | ||||
| -rw-r--r-- | src/crepe/system/RenderSystem.cpp | 6 | ||||
| -rw-r--r-- | src/crepe/system/ScriptSystem.cpp | 5 | 
8 files changed, 132 insertions, 95 deletions
| diff --git a/src/crepe/system/AISystem.cpp b/src/crepe/system/AISystem.cpp index 0f35010..94445c7 100644 --- a/src/crepe/system/AISystem.cpp +++ b/src/crepe/system/AISystem.cpp @@ -28,7 +28,8 @@ void AISystem::fixed_update() {  			= mgr.get_components_by_id<Rigidbody>(ai.game_object_id);  		if (rigidbodies.empty()) {  			throw std::runtime_error( -				"AI component must be attached to a GameObject with a Rigidbody component"); +				"AI component must be attached to a GameObject with a Rigidbody component" +			);  		}  		Rigidbody & rigidbody = rigidbodies.front().get();  		if (!rigidbody.active) { @@ -110,8 +111,8 @@ bool AISystem::accumulate_force(const AI & ai, vec2 & running_total, vec2 & forc  	return true;  } -vec2 AISystem::seek(const AI & ai, const Rigidbody & rigidbody, -					const Transform & transform) const { +vec2 AISystem::seek(const AI & ai, const Rigidbody & rigidbody, const Transform & transform) +	const {  	// Calculate the desired velocity  	vec2 desired_velocity = ai.seek_target - transform.position;  	desired_velocity.normalize(); @@ -120,12 +121,12 @@ vec2 AISystem::seek(const AI & ai, const Rigidbody & rigidbody,  	return desired_velocity - rigidbody.data.linear_velocity;  } -vec2 AISystem::flee(const AI & ai, const Rigidbody & rigidbody, -					const Transform & transform) const { +vec2 AISystem::flee(const AI & ai, const Rigidbody & rigidbody, const Transform & transform) +	const {  	// Calculate the desired velocity if the entity is within the panic distance  	vec2 desired_velocity = transform.position - ai.flee_target;  	if (desired_velocity.length_squared() > ai.square_flee_panic_distance) { -		return vec2{0, 0}; +		return vec2 {0, 0};  	}  	desired_velocity.normalize();  	desired_velocity *= rigidbody.data.max_linear_velocity; @@ -133,8 +134,8 @@ vec2 AISystem::flee(const AI & ai, const Rigidbody & rigidbody,  	return desired_velocity - rigidbody.data.linear_velocity;  } -vec2 AISystem::arrive(const AI & ai, const Rigidbody & rigidbody, -					  const Transform & transform) const { +vec2 AISystem::arrive(const AI & ai, const Rigidbody & rigidbody, const Transform & transform) +	const {  	// Calculate the desired velocity (taking into account the deceleration rate)  	vec2 to_target = ai.arrive_target - transform.position;  	float distance = to_target.length(); @@ -150,12 +151,12 @@ vec2 AISystem::arrive(const AI & ai, const Rigidbody & rigidbody,  		return desired_velocity - rigidbody.data.linear_velocity;  	} -	return vec2{0, 0}; +	return vec2 {0, 0};  }  vec2 AISystem::path_follow(AI & ai, const Rigidbody & rigidbody, const Transform & transform) {  	if (ai.path.empty()) { -		return vec2{0, 0}; +		return vec2 {0, 0};  	}  	// Get the target node diff --git a/src/crepe/system/CollisionSystem.cpp b/src/crepe/system/CollisionSystem.cpp index 654d4c6..571ac70 100644 --- a/src/crepe/system/CollisionSystem.cpp +++ b/src/crepe/system/CollisionSystem.cpp @@ -50,9 +50,11 @@ void CollisionSystem::fixed_update() {  		for (BoxCollider & boxcollider : boxcolliders) {  			if (boxcollider.game_object_id != id) continue;  			if (!boxcollider.active) continue; -			all_colliders.push_back({.id = id, -									 .collider = collider_variant{boxcollider}, -									 .info = {transform, rigidbody, metadata}}); +			all_colliders.push_back( +				{.id = id, +				 .collider = collider_variant {boxcollider}, +				 .info = {transform, rigidbody, metadata}} +			);  		}  		// Check if the circlecollider is active and has the same id as the rigidbody.  		RefVector<CircleCollider> circlecolliders @@ -60,9 +62,11 @@ void CollisionSystem::fixed_update() {  		for (CircleCollider & circlecollider : circlecolliders) {  			if (circlecollider.game_object_id != id) continue;  			if (!circlecollider.active) continue; -			all_colliders.push_back({.id = id, -									 .collider = collider_variant{circlecollider}, -									 .info = {transform, rigidbody, metadata}}); +			all_colliders.push_back( +				{.id = id, +				 .collider = collider_variant {circlecollider}, +				 .info = {transform, rigidbody, metadata}} +			);  		}  	} @@ -110,8 +114,9 @@ CollisionSystem::gather_collisions(std::vector<CollisionInternal> & colliders) {  	return collisions_ret;  } -bool CollisionSystem::should_collide(const CollisionInternal & self, -									 const CollisionInternal & other) const { +bool CollisionSystem::should_collide( +	const CollisionInternal & self, const CollisionInternal & other +) const {  	const Rigidbody::Data & self_rigidbody = self.info.rigidbody.data;  	const Rigidbody::Data & other_rigidbody = other.info.rigidbody.data; @@ -133,9 +138,9 @@ bool CollisionSystem::should_collide(const CollisionInternal & self,  	return false;  } -CollisionSystem::CollisionInternalType -CollisionSystem::get_collider_type(const collider_variant & collider1, -								   const collider_variant & collider2) const { +CollisionSystem::CollisionInternalType CollisionSystem::get_collider_type( +	const collider_variant & collider1, const collider_variant & collider2 +) const {  	if (std::holds_alternative<std::reference_wrapper<CircleCollider>>(collider1)) {  		if (std::holds_alternative<std::reference_wrapper<CircleCollider>>(collider2)) {  			return CollisionInternalType::CIRCLE_CIRCLE; @@ -151,8 +156,9 @@ CollisionSystem::get_collider_type(const collider_variant & collider1,  	}  } -bool CollisionSystem::detect_collision(CollisionInternal & self, CollisionInternal & other, -									   const CollisionInternalType & type) { +bool CollisionSystem::detect_collision( +	CollisionInternal & self, CollisionInternal & other, const CollisionInternalType & type +) {  	vec2 resolution;  	switch (type) {  		case CollisionInternalType::BOX_BOX: { @@ -177,10 +183,11 @@ bool CollisionSystem::detect_collision(CollisionInternal & self, CollisionIntern  				= {.collider = std::get<std::reference_wrapper<BoxCollider>>(self.collider),  				   .transform = self.info.transform,  				   .rigidbody = self.info.rigidbody}; -			const CircleColliderInternal CIRCLE2 = { -				.collider = std::get<std::reference_wrapper<CircleCollider>>(other.collider), -				.transform = other.info.transform, -				.rigidbody = other.info.rigidbody}; +			const CircleColliderInternal CIRCLE2 +				= {.collider +				   = std::get<std::reference_wrapper<CircleCollider>>(other.collider), +				   .transform = other.info.transform, +				   .rigidbody = other.info.rigidbody};  			// Get resolution vector from box-circle collision detection  			resolution = this->get_box_circle_detection(BOX1, CIRCLE2);  			// If no collision (NaN values), return false @@ -195,10 +202,11 @@ bool CollisionSystem::detect_collision(CollisionInternal & self, CollisionIntern  				= {.collider = std::get<std::reference_wrapper<CircleCollider>>(self.collider),  				   .transform = self.info.transform,  				   .rigidbody = self.info.rigidbody}; -			const CircleColliderInternal CIRCLE2 = { -				.collider = std::get<std::reference_wrapper<CircleCollider>>(other.collider), -				.transform = other.info.transform, -				.rigidbody = other.info.rigidbody}; +			const CircleColliderInternal CIRCLE2 +				= {.collider +				   = std::get<std::reference_wrapper<CircleCollider>>(other.collider), +				   .transform = other.info.transform, +				   .rigidbody = other.info.rigidbody};  			// Get resolution vector from circle-circle collision detection  			resolution = this->get_circle_circle_detection(CIRCLE1, CIRCLE2);  			// If no collision (NaN values), return false @@ -239,9 +247,10 @@ bool CollisionSystem::detect_collision(CollisionInternal & self, CollisionIntern  	return true;  } -vec2 CollisionSystem::get_box_box_detection(const BoxColliderInternal & box1, -											const BoxColliderInternal & box2) const { -	vec2 resolution{NAN, NAN}; +vec2 CollisionSystem::get_box_box_detection( +	const BoxColliderInternal & box1, const BoxColliderInternal & box2 +) const { +	vec2 resolution {NAN, NAN};  	// Get current positions of colliders  	vec2 pos1 = AbsolutePosition::get_position(box1.transform, box1.collider.offset);  	vec2 pos2 = AbsolutePosition::get_position(box2.transform, box2.collider.offset); @@ -282,8 +291,9 @@ vec2 CollisionSystem::get_box_box_detection(const BoxColliderInternal & box1,  	return resolution;  } -vec2 CollisionSystem::get_box_circle_detection(const BoxColliderInternal & box, -											   const CircleColliderInternal & circle) const { +vec2 CollisionSystem::get_box_circle_detection( +	const BoxColliderInternal & box, const CircleColliderInternal & circle +) const {  	/// Get current positions of colliders  	vec2 box_pos = AbsolutePosition::get_position(box.transform, box.collider.offset);  	vec2 circle_pos = AbsolutePosition::get_position(circle.transform, circle.collider.offset); @@ -324,14 +334,15 @@ vec2 CollisionSystem::get_box_circle_detection(const BoxColliderInternal & box,  		float penetration_depth = scaled_circle_radius - distance;  		// Compute the resolution vector -		return vec2{collision_normal * penetration_depth}; +		return vec2 {collision_normal * penetration_depth};  	}  	// No collision -	return vec2{NAN, NAN}; +	return vec2 {NAN, NAN};  }  vec2 CollisionSystem::get_circle_circle_detection( -	const CircleColliderInternal & circle1, const CircleColliderInternal & circle2) const { +	const CircleColliderInternal & circle1, const CircleColliderInternal & circle2 +) const {  	// Get current positions of colliders  	vec2 final_position1  		= AbsolutePosition::get_position(circle1.transform, circle1.collider.offset); @@ -371,7 +382,7 @@ vec2 CollisionSystem::get_circle_circle_detection(  		return resolution;  	}  	// No collision -	return vec2{NAN, NAN}; +	return vec2 {NAN, NAN};  	;  } @@ -402,17 +413,17 @@ CollisionSystem::resolution_correction(vec2 & resolution, const Rigidbody::Data  	return resolution_direction;  } -CollisionSystem::CollisionInfo -CollisionSystem::get_collision_info(const CollisionInternal & in_self, -									const CollisionInternal & in_other) const { +CollisionSystem::CollisionInfo CollisionSystem::get_collision_info( +	const CollisionInternal & in_self, const CollisionInternal & in_other +) const { -	crepe::CollisionSystem::ColliderInfo self{ +	crepe::CollisionSystem::ColliderInfo self {  		.transform = in_self.info.transform,  		.rigidbody = in_self.info.rigidbody,  		.metadata = in_self.info.metadata,  	}; -	crepe::CollisionSystem::ColliderInfo other{ +	crepe::CollisionSystem::ColliderInfo other {  		.transform = in_other.info.transform,  		.rigidbody = in_other.info.rigidbody,  		.metadata = in_other.info.metadata, diff --git a/src/crepe/system/CollisionSystem.h b/src/crepe/system/CollisionSystem.h index 3fb9723..ff2d35f 100644 --- a/src/crepe/system/CollisionSystem.h +++ b/src/crepe/system/CollisionSystem.h @@ -60,8 +60,8 @@ public:  private:  	//! A variant type that can hold either a BoxCollider or a CircleCollider. -	using collider_variant = std::variant<std::reference_wrapper<BoxCollider>, -										  std::reference_wrapper<CircleCollider>>; +	using collider_variant = std::variant< +		std::reference_wrapper<BoxCollider>, std::reference_wrapper<CircleCollider>>;  	//! Enum representing the types of collider pairs for collision detection.  	enum class CollisionInternalType { @@ -114,8 +114,9 @@ private:  		* \param collider2 Second collider variant (BoxCollider or CircleCollider).  		* \return The combined type of the two colliders.  		*/ -	CollisionInternalType get_collider_type(const collider_variant & collider1, -											const collider_variant & collider2) const; +	CollisionInternalType get_collider_type( +		const collider_variant & collider1, const collider_variant & collider2 +	) const;  private:  	/** @@ -128,8 +129,8 @@ private:  		* \param data1 Collision data for the first collider.  		* \param data2 Collision data for the second collider.  		*/ -	CollisionInfo get_collision_info(const CollisionInternal & data1, -									 const CollisionInternal & data2) const; +	CollisionInfo +	get_collision_info(const CollisionInternal & data1, const CollisionInternal & data2) const;  	/**  		* \brief Corrects the collision resolution vector and determines its direction. @@ -221,8 +222,10 @@ private:  	 * \param other_metadata Rigidbody of second object  	 * \return Returns true if there is at least one comparison found.  	 */ -	bool should_collide(const CollisionInternal & self, -						const CollisionInternal & other) const; //done +	bool should_collide( +		const CollisionInternal & self, +		const CollisionInternal & other +	) const; //done  	/**  		* \brief Checks for collision between two colliders. @@ -236,8 +239,10 @@ private:  		* \param type The type of collider pair.  		* \return True if a collision is detected, otherwise false.  		*/ -	bool detect_collision(CollisionInternal & first_info, CollisionInternal & second_info, -						  const CollisionInternalType & type); +	bool detect_collision( +		CollisionInternal & first_info, CollisionInternal & second_info, +		const CollisionInternalType & type +	);  	/**  		* \brief Detects collisions between two BoxColliders. @@ -250,8 +255,9 @@ private:  		* \param box2 Information about the second BoxCollider.  		* \return If colliding, returns the resolution vector; otherwise, returns {NaN, NaN}.  		*/ -	vec2 get_box_box_detection(const BoxColliderInternal & box1, -							   const BoxColliderInternal & box2) const; +	vec2 get_box_box_detection( +		const BoxColliderInternal & box1, const BoxColliderInternal & box2 +	) const;  	/**  	 * \brief Check collision for box on circle collider @@ -264,8 +270,9 @@ private:  	 * \param circle2 Information about the circleCollider.  	 * \return If colliding, returns the resolution vector; otherwise, returns {NaN, NaN}.  	 */ -	vec2 get_box_circle_detection(const BoxColliderInternal & box1, -								  const CircleColliderInternal & circle2) const; +	vec2 get_box_circle_detection( +		const BoxColliderInternal & box1, const CircleColliderInternal & circle2 +	) const;  	/**  	 * \brief Check collision for circle on circle collider @@ -278,8 +285,9 @@ private:  	 * \param circle2 Information about the second circleCollider.  	 * \return If colliding, returns the resolution vector; otherwise, returns {NaN, NaN}.  	 */ -	vec2 get_circle_circle_detection(const CircleColliderInternal & circle1, -									 const CircleColliderInternal & circle2) const; +	vec2 get_circle_circle_detection( +		const CircleColliderInternal & circle1, const CircleColliderInternal & circle2 +	) const;  };  /** diff --git a/src/crepe/system/InputSystem.cpp b/src/crepe/system/InputSystem.cpp index 8e9f763..b4a0633 100644 --- a/src/crepe/system/InputSystem.cpp +++ b/src/crepe/system/InputSystem.cpp @@ -44,8 +44,9 @@ void InputSystem::fixed_update() {  	}  } -void InputSystem::handle_mouse_event(const EventData & event, const vec2 & camera_origin, -									 const Camera & current_cam) { +void InputSystem::handle_mouse_event( +	const EventData & event, const vec2 & camera_origin, const Camera & current_cam +) {  	EventManager & event_mgr = this->mediator.event_manager;  	vec2 adjusted_mouse;  	adjusted_mouse.x = event.data.mouse_data.mouse_position.x + camera_origin.x; @@ -82,8 +83,9 @@ void InputSystem::handle_mouse_event(const EventData & event, const vec2 & camer  					.mouse_pos = adjusted_mouse,  					.button = event.data.mouse_data.mouse_button,  				}); -				this->handle_click(event.data.mouse_data.mouse_button, adjusted_mouse, -								   current_cam); +				this->handle_click( +					event.data.mouse_data.mouse_button, adjusted_mouse, current_cam +				);  			}  			break;  		} @@ -115,7 +117,8 @@ void InputSystem::handle_non_mouse_event(const EventData & event) {  		case EventType::KEY_DOWN:  			event_mgr.queue_event<KeyPressEvent>( -				{.repeat = event.data.key_data.key_repeat, .key = event.data.key_data.key}); +				{.repeat = event.data.key_data.key_repeat, .key = event.data.key_data.key} +			);  			break;  		case EventType::KEY_UP:  			event_mgr.queue_event<KeyReleaseEvent>({.key = event.data.key_data.key}); @@ -128,11 +131,13 @@ void InputSystem::handle_non_mouse_event(const EventData & event) {  			break;  		case EventType::WINDOW_RESIZE:  			event_mgr.queue_event<WindowResizeEvent>( -				WindowResizeEvent{.dimensions = event.data.window_data.resize_dimension}); +				WindowResizeEvent {.dimensions = event.data.window_data.resize_dimension} +			);  			break;  		case EventType::WINDOW_MOVE:  			event_mgr.queue_event<WindowMoveEvent>( -				{.delta_move = event.data.window_data.move_delta}); +				{.delta_move = event.data.window_data.move_delta} +			);  			break;  		case EventType::WINDOW_MINIMIZE:  			event_mgr.queue_event<WindowMinimizeEvent>({}); @@ -151,8 +156,9 @@ void InputSystem::handle_non_mouse_event(const EventData & event) {  	}  } -void InputSystem::handle_move(const EventData & event_data, const vec2 & mouse_pos, -							  const Camera & current_cam) { +void InputSystem::handle_move( +	const EventData & event_data, const vec2 & mouse_pos, const Camera & current_cam +) {  	ComponentManager & mgr = this->mediator.component_manager;  	EventManager & event_mgr = this->mediator.event_manager;  	const RefVector<Button> buttons = mgr.get_components_by_type<Button>(); @@ -182,8 +188,9 @@ void InputSystem::handle_move(const EventData & event_data, const vec2 & mouse_p  	}  } -void InputSystem::handle_click(const MouseButton & mouse_button, const vec2 & mouse_pos, -							   const Camera & current_cam) { +void InputSystem::handle_click( +	const MouseButton & mouse_button, const vec2 & mouse_pos, const Camera & current_cam +) {  	ComponentManager & mgr = this->mediator.component_manager;  	EventManager & event_mgr = this->mediator.event_manager;  	const RefVector<Button> buttons = mgr.get_components_by_type<Button>(); @@ -201,9 +208,10 @@ void InputSystem::handle_click(const MouseButton & mouse_button, const vec2 & mo  	}  } -bool InputSystem::is_mouse_inside_button(const vec2 & mouse_pos, const Button & button, -										 const Transform & transform, -										 const Transform & cam_transform) { +bool InputSystem::is_mouse_inside_button( +	const vec2 & mouse_pos, const Button & button, const Transform & transform, +	const Transform & cam_transform +) {  	vec2 actual_pos = transform.position + button.offset;  	if (!button.world_space) {  		actual_pos += cam_transform.position; diff --git a/src/crepe/system/InputSystem.h b/src/crepe/system/InputSystem.h index 45b238b..37311cc 100644 --- a/src/crepe/system/InputSystem.h +++ b/src/crepe/system/InputSystem.h @@ -79,8 +79,9 @@ private:  	 * This method processes mouse events, adjusts the mouse position to world coordinates,  	 * and triggers the appropriate mouse-specific event handling logic.  	 */ -	void handle_mouse_event(const EventData & event, const vec2 & camera_origin, -							const Camera & current_cam); +	void handle_mouse_event( +		const EventData & event, const vec2 & camera_origin, const Camera & current_cam +	);  	/**  	 * \brief Handles non-mouse-related events.  	 * \param event The event data for the non-mouse event. @@ -98,8 +99,9 @@ private:  	*  	* This method processes the mouse click event and triggers the corresponding button action.  	*/ -	void handle_click(const MouseButton & mouse_button, const vec2 & mouse_pos, -					  const Camera & current_cam); +	void handle_click( +		const MouseButton & mouse_button, const vec2 & mouse_pos, const Camera & current_cam +	);  	/**  	* \brief Handles the mouse movement event. @@ -110,8 +112,9 @@ private:  	*  	* This method processes the mouse movement event and updates the button hover state.  	*/ -	void handle_move(const EventData & event_data, const vec2 & mouse_pos, -					 const Camera & current_cam); +	void handle_move( +		const EventData & event_data, const vec2 & mouse_pos, const Camera & current_cam +	);  	/**  	* \brief Checks if the mouse position is inside the bounds of the button. @@ -122,8 +125,10 @@ private:  	* \param cam_transform the transform of the current active camera  	* \return True if the mouse is inside the button, false otherwise.  	*/ -	bool is_mouse_inside_button(const vec2 & mouse_pos, const Button & button, -								const Transform & transform, const Transform & cam_transform); +	bool is_mouse_inside_button( +		const vec2 & mouse_pos, const Button & button, const Transform & transform, +		const Transform & cam_transform +	);  	/**  	* \brief Handles the button press event, calling the on_click callback if necessary. diff --git a/src/crepe/system/ParticleSystem.cpp b/src/crepe/system/ParticleSystem.cpp index 5e575e4..f026390 100644 --- a/src/crepe/system/ParticleSystem.cpp +++ b/src/crepe/system/ParticleSystem.cpp @@ -50,9 +50,10 @@ void ParticleSystem::emit_particle(ParticleEmitter & emitter, const Transform &  	constexpr float DEG_TO_RAD = M_PI / 180.0;  	vec2 initial_position = AbsolutePosition::get_position(transform, emitter.data.offset); -	float random_angle -		= this->generate_random_angle(emitter.data.min_angle + transform.rotation, -									  emitter.data.max_angle + transform.rotation); +	float random_angle = this->generate_random_angle( +		emitter.data.min_angle + transform.rotation, +		emitter.data.max_angle + transform.rotation +	);  	float random_speed  		= this->generate_random_speed(emitter.data.min_speed, emitter.data.max_speed); @@ -63,8 +64,9 @@ void ParticleSystem::emit_particle(ParticleEmitter & emitter, const Transform &  	for (Particle & particle : emitter.particles) {  		if (!particle.active) { -			particle.reset(emitter.data.end_lifespan, initial_position, velocity, -						   random_angle); +			particle.reset( +				emitter.data.end_lifespan, initial_position, velocity, random_angle +			);  			break;  		}  	} @@ -82,8 +84,9 @@ void ParticleSystem::check_bounds(ParticleEmitter & emitter, const Transform & t  	for (Particle & particle : emitter.particles) {  		const vec2 & position = particle.position; -		bool within_bounds = (position.x >= left && position.x <= right && position.y >= top -							  && position.y <= bottom); +		bool within_bounds +			= (position.x >= left && position.x <= right && position.y >= top +			   && position.y <= bottom);  		//if not within bounds do a reset or stop velocity  		if (!within_bounds) {  			if (emitter.data.boundary.reset_on_exit) { diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp index 698301e..30bb422 100644 --- a/src/crepe/system/RenderSystem.cpp +++ b/src/crepe/system/RenderSystem.cpp @@ -92,7 +92,7 @@ void RenderSystem::render_text() {  		const Font & font = resource_manager.get<Font>(text.font.value());  		const auto & transform  			= mgr.get_components_by_id<Transform>(text.game_object_id).front().get(); -		ctx.draw_text(SDLContext::RenderText{ +		ctx.draw_text(SDLContext::RenderText {  			.text = text,  			.font = font,  			.transform = transform, @@ -120,7 +120,7 @@ bool RenderSystem::render_particle(const Sprite & sprite, const Transform & tran  			if (!p.active) continue;  			if (p.time_in_life < em.data.begin_lifespan) continue; -			ctx.draw(SDLContext::RenderContext{ +			ctx.draw(SDLContext::RenderContext {  				.sprite = sprite,  				.texture = res,  				.pos = p.position, @@ -136,7 +136,7 @@ void RenderSystem::render_normal(const Sprite & sprite, const Transform & transf  	ResourceManager & resource_manager = this->mediator.resource_manager;  	const Texture & res = resource_manager.get<Texture>(sprite.source);  	vec2 pos = AbsolutePosition::get_position(transform, sprite.data.position_offset); -	ctx.draw(SDLContext::RenderContext{ +	ctx.draw(SDLContext::RenderContext {  		.sprite = sprite,  		.texture = res,  		.pos = pos, diff --git a/src/crepe/system/ScriptSystem.cpp b/src/crepe/system/ScriptSystem.cpp index 93b4853..ed0c7cc 100644 --- a/src/crepe/system/ScriptSystem.cpp +++ b/src/crepe/system/ScriptSystem.cpp @@ -19,8 +19,9 @@ void ScriptSystem::frame_update() {  	this->update(&Script::frame_update, delta_time);  } -void ScriptSystem::update(void (Script::*update_function)(duration_t), -						  const duration_t & delta_time) { +void ScriptSystem::update( +	void (Script::*update_function)(duration_t), const duration_t & delta_time +) {  	ComponentManager & mgr = this->mediator.component_manager;  	RefVector<BehaviorScript> behavior_scripts = mgr.get_components_by_type<BehaviorScript>(); |