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-rw-r--r--src/crepe/Asset.cpp16
-rw-r--r--src/crepe/Asset.h41
-rw-r--r--src/crepe/CMakeLists.txt6
-rw-r--r--src/crepe/Component.h5
-rw-r--r--src/crepe/ComponentManager.cpp34
-rw-r--r--src/crepe/Particle.cpp2
-rw-r--r--src/crepe/Particle.h11
-rw-r--r--src/crepe/api/Animator.cpp13
-rw-r--r--src/crepe/api/Animator.h6
-rw-r--r--src/crepe/api/Asset.cpp54
-rw-r--r--src/crepe/api/Asset.h84
-rw-r--r--src/crepe/api/BehaviorScript.cpp6
-rw-r--r--src/crepe/api/BehaviorScript.h47
-rw-r--r--src/crepe/api/BehaviorScript.hpp14
-rw-r--r--src/crepe/api/Button.cpp11
-rw-r--r--src/crepe/api/Button.h67
-rw-r--r--src/crepe/api/CMakeLists.txt23
-rw-r--r--src/crepe/api/Camera.cpp10
-rw-r--r--src/crepe/api/Camera.h25
-rw-r--r--src/crepe/api/Color.cpp37
-rw-r--r--src/crepe/api/Color.h49
-rw-r--r--src/crepe/api/Config.h37
-rw-r--r--src/crepe/api/Event.h134
-rw-r--r--src/crepe/api/EventHandler.cpp5
-rw-r--r--src/crepe/api/EventHandler.h96
-rw-r--r--src/crepe/api/EventHandler.hpp20
-rw-r--r--src/crepe/api/GameObject.cpp14
-rw-r--r--src/crepe/api/GameObject.h12
-rw-r--r--src/crepe/api/GameObject.hpp2
-rw-r--r--src/crepe/api/IKeyListener.cpp19
-rw-r--r--src/crepe/api/IKeyListener.h50
-rw-r--r--src/crepe/api/IMouseListener.cpp29
-rw-r--r--src/crepe/api/IMouseListener.h73
-rw-r--r--src/crepe/api/KeyCodes.h154
-rw-r--r--src/crepe/api/LoopManager.cpp27
-rw-r--r--src/crepe/api/LoopManager.h59
-rw-r--r--src/crepe/api/LoopManager.hpp12
-rw-r--r--src/crepe/api/LoopTimer.cpp2
-rw-r--r--src/crepe/api/LoopTimer.h4
-rw-r--r--src/crepe/api/ParticleEmitter.h8
-rw-r--r--src/crepe/api/Rigidbody.cpp2
-rw-r--r--src/crepe/api/Rigidbody.h10
-rw-r--r--src/crepe/api/Scene.cpp7
-rw-r--r--src/crepe/api/Scene.h43
-rw-r--r--src/crepe/api/SceneManager.hpp21
-rw-r--r--src/crepe/api/Script.cpp27
-rw-r--r--src/crepe/api/Script.h165
-rw-r--r--src/crepe/api/Script.hpp42
-rw-r--r--src/crepe/api/Sprite.cpp19
-rw-r--r--src/crepe/api/Sprite.h67
-rw-r--r--src/crepe/api/Texture.cpp35
-rw-r--r--src/crepe/api/Texture.h28
-rw-r--r--src/crepe/api/Transform.cpp2
-rw-r--r--src/crepe/api/Transform.h7
-rw-r--r--src/crepe/api/UIObject.cpp8
-rw-r--r--src/crepe/api/UIObject.h25
-rw-r--r--src/crepe/api/Vector2.cpp33
-rw-r--r--src/crepe/api/Vector2.h55
-rw-r--r--src/crepe/api/Vector2.hpp118
-rw-r--r--src/crepe/facade/DB.cpp4
-rw-r--r--src/crepe/facade/DB.h4
-rw-r--r--src/crepe/facade/SDLContext.cpp388
-rw-r--r--src/crepe/facade/SDLContext.h151
-rw-r--r--src/crepe/facade/Sound.cpp2
-rw-r--r--src/crepe/facade/Sound.h2
-rw-r--r--src/crepe/manager/CMakeLists.txt20
-rw-r--r--src/crepe/manager/ComponentManager.cpp63
-rw-r--r--src/crepe/manager/ComponentManager.h (renamed from src/crepe/ComponentManager.h)71
-rw-r--r--src/crepe/manager/ComponentManager.hpp (renamed from src/crepe/ComponentManager.hpp)22
-rw-r--r--src/crepe/manager/EventManager.cpp46
-rw-r--r--src/crepe/manager/EventManager.h161
-rw-r--r--src/crepe/manager/EventManager.hpp36
-rw-r--r--src/crepe/manager/Manager.cpp5
-rw-r--r--src/crepe/manager/Manager.h24
-rw-r--r--src/crepe/manager/Mediator.h33
-rw-r--r--src/crepe/manager/SaveManager.cpp (renamed from src/crepe/api/SaveManager.cpp)4
-rw-r--r--src/crepe/manager/SaveManager.h (renamed from src/crepe/api/SaveManager.h)0
-rw-r--r--src/crepe/manager/SceneManager.cpp (renamed from src/crepe/api/SceneManager.cpp)11
-rw-r--r--src/crepe/manager/SceneManager.h (renamed from src/crepe/api/SceneManager.h)23
-rw-r--r--src/crepe/manager/SceneManager.hpp25
-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
-rw-r--r--src/crepe/types.h23
-rw-r--r--src/crepe/util/CMakeLists.txt2
-rw-r--r--src/crepe/util/Log.h10
-rw-r--r--src/crepe/util/OptionalRef.h58
-rw-r--r--src/crepe/util/OptionalRef.hpp37
-rw-r--r--src/crepe/util/Proxy.h2
-rw-r--r--src/crepe/util/Proxy.hpp6
101 files changed, 3095 insertions, 757 deletions
diff --git a/src/crepe/Asset.cpp b/src/crepe/Asset.cpp
deleted file mode 100644
index 9c41ecb..0000000
--- a/src/crepe/Asset.cpp
+++ /dev/null
@@ -1,16 +0,0 @@
-#include <filesystem>
-
-#include "Asset.h"
-
-using namespace crepe;
-using namespace std;
-
-// FIXME: restore this
-// src(std::filesystem::canonical(src))
-Asset::Asset(const std::string & src) : src(src) {
- this->file = std::ifstream(this->src, std::ios::in | std::ios::binary);
-}
-
-istream & Asset::get_stream() { return this->file; }
-
-const string & Asset::get_canonical() const { return this->src; }
diff --git a/src/crepe/Asset.h b/src/crepe/Asset.h
deleted file mode 100644
index 9051c5e..0000000
--- a/src/crepe/Asset.h
+++ /dev/null
@@ -1,41 +0,0 @@
-#pragma once
-
-#include <fstream>
-#include <iostream>
-#include <string>
-
-namespace crepe {
-
-/**
- * \brief Asset location helper
- *
- * This class is used to locate and canonicalize paths to game asset files, and should *always*
- * be used when retrieving files from disk.
- */
-class Asset {
-public:
- /**
- * \param src Unique identifier to asset
- */
- Asset(const std::string & src);
-
-public:
- /**
- * \brief Get an input stream to the contents of this asset
- * \return Input stream with file contents
- */
- std::istream & get_stream();
- /**
- * \brief Get the canonical path to this asset
- * \return Canonical path to this asset
- */
- const std::string & get_canonical() const;
-
-private:
- //! Canonical path to asset
- const std::string src;
- //! File handle (stream)
- std::ifstream file;
-};
-
-} // namespace crepe
diff --git a/src/crepe/CMakeLists.txt b/src/crepe/CMakeLists.txt
index 3b05742..da9d492 100644
--- a/src/crepe/CMakeLists.txt
+++ b/src/crepe/CMakeLists.txt
@@ -1,15 +1,10 @@
target_sources(crepe PUBLIC
- Asset.cpp
Particle.cpp
- ComponentManager.cpp
Component.cpp
Collider.cpp
)
target_sources(crepe PUBLIC FILE_SET HEADERS FILES
- Asset.h
- ComponentManager.h
- ComponentManager.hpp
Component.h
Collider.h
ValueBroker.h
@@ -18,6 +13,7 @@ target_sources(crepe PUBLIC FILE_SET HEADERS FILES
add_subdirectory(api)
add_subdirectory(facade)
+add_subdirectory(manager)
add_subdirectory(system)
add_subdirectory(util)
diff --git a/src/crepe/Component.h b/src/crepe/Component.h
index 5279fb3..dc17721 100644
--- a/src/crepe/Component.h
+++ b/src/crepe/Component.h
@@ -27,6 +27,11 @@ protected:
//! Only the ComponentManager can create components
friend class ComponentManager;
+ Component(const Component &) = delete;
+ Component(Component &&) = delete;
+ virtual Component & operator=(const Component &) = delete;
+ virtual Component & operator=(Component &&) = delete;
+
public:
virtual ~Component() = default;
diff --git a/src/crepe/ComponentManager.cpp b/src/crepe/ComponentManager.cpp
deleted file mode 100644
index e310577..0000000
--- a/src/crepe/ComponentManager.cpp
+++ /dev/null
@@ -1,34 +0,0 @@
-#include "api/GameObject.h"
-#include "util/Log.h"
-
-#include "ComponentManager.h"
-
-using namespace crepe;
-using namespace std;
-
-ComponentManager::ComponentManager() { dbg_trace(); }
-ComponentManager::~ComponentManager() { dbg_trace(); }
-
-void ComponentManager::delete_all_components_of_id(game_object_id_t id) {
- // Loop through all the types (in the unordered_map<>)
- for (auto & [type, componentArray] : this->components) {
- // Make sure that the id (that we are looking for) is within the boundaries of the vector<>
- if (id < componentArray.size()) {
- // Clear the components at this specific id
- componentArray[id].clear();
- }
- }
-}
-
-void ComponentManager::delete_all_components() {
- this->components.clear();
- this->next_id = 0;
-}
-
-GameObject ComponentManager::new_object(const string & name, const string & tag,
- const Vector2 & position, double rotation,
- double scale) {
- GameObject object{*this, this->next_id, name, tag, position, rotation, scale};
- this->next_id++;
- return object;
-}
diff --git a/src/crepe/Particle.cpp b/src/crepe/Particle.cpp
index 1068cbf..485a0d4 100644
--- a/src/crepe/Particle.cpp
+++ b/src/crepe/Particle.cpp
@@ -2,7 +2,7 @@
using namespace crepe;
-void Particle::reset(uint32_t lifespan, const Vector2 & position, const Vector2 & velocity,
+void Particle::reset(uint32_t lifespan, const vec2 & position, const vec2 & velocity,
double angle) {
// Initialize the particle state
this->time_in_life = 0;
diff --git a/src/crepe/Particle.h b/src/crepe/Particle.h
index 19859fe..d0397c9 100644
--- a/src/crepe/Particle.h
+++ b/src/crepe/Particle.h
@@ -2,7 +2,7 @@
#include <cstdint>
-#include "api/Vector2.h"
+#include "types.h"
namespace crepe {
@@ -18,11 +18,11 @@ class Particle {
public:
//! Position of the particle in 2D space.
- Vector2 position;
+ vec2 position;
//! Velocity vector indicating the speed and direction of the particle.
- Vector2 velocity;
+ vec2 velocity;
//! Accumulated force affecting the particle over time.
- Vector2 force_over_time;
+ vec2 force_over_time;
//! Total lifespan of the particle in milliseconds.
uint32_t lifespan;
//! Active state of the particle; true if it is in use, false otherwise.
@@ -43,8 +43,7 @@ public:
* \param velocity The initial velocity of the particle.
* \param angle The angle of the particle's trajectory or orientation.
*/
- void reset(uint32_t lifespan, const Vector2 & position, const Vector2 & velocity,
- double angle);
+ void reset(uint32_t lifespan, const vec2 & position, const vec2 & velocity, double angle);
/**
* \brief Updates the particle's state.
*
diff --git a/src/crepe/api/Animator.cpp b/src/crepe/api/Animator.cpp
index 464b0fd..45f67f6 100644
--- a/src/crepe/api/Animator.cpp
+++ b/src/crepe/api/Animator.cpp
@@ -14,11 +14,14 @@ Animator::Animator(game_object_id_t id, Sprite & ss, int row, int col, int col_a
col(col) {
dbg_trace();
- animator_rect = spritesheet.sprite_rect;
- animator_rect.h /= col;
- animator_rect.w /= row;
- animator_rect.x = 0;
- animator_rect.y = col_animator * animator_rect.h;
+ this->spritesheet.mask.h /= col;
+ this->spritesheet.mask.w /= row;
+ this->spritesheet.mask.x = 0;
+ this->spritesheet.mask.y = col_animator * this->spritesheet.mask.h;
this->active = false;
+
+ // need to do this for to get the aspect ratio for a single clipping in the spritesheet
+ this->spritesheet.aspect_ratio
+ = static_cast<double>(this->spritesheet.mask.w) / this->spritesheet.mask.h;
}
Animator::~Animator() { dbg_trace(); }
diff --git a/src/crepe/api/Animator.h b/src/crepe/api/Animator.h
index 53f4b91..6c506aa 100644
--- a/src/crepe/api/Animator.h
+++ b/src/crepe/api/Animator.h
@@ -40,10 +40,6 @@ public:
Animator(uint32_t id, Sprite & spritesheet, int row, int col, int col_animate);
~Animator(); // dbg_trace
- Animator(const Animator &) = delete;
- Animator(Animator &&) = delete;
- Animator & operator=(const Animator &) = delete;
- Animator & operator=(Animator &&) = delete;
private:
//! A reference to the Sprite sheet containing the animation frames.
@@ -61,8 +57,6 @@ private:
//! The current row being animated.
int curr_row = 0;
- Rect animator_rect;
-
//TODO: Is this necessary?
//int fps;
diff --git a/src/crepe/api/Asset.cpp b/src/crepe/api/Asset.cpp
new file mode 100644
index 0000000..e148367
--- /dev/null
+++ b/src/crepe/api/Asset.cpp
@@ -0,0 +1,54 @@
+#include <filesystem>
+#include <stdexcept>
+#include <whereami.h>
+
+#include "api/Config.h"
+
+#include "Asset.h"
+
+using namespace crepe;
+using namespace std;
+
+Asset::Asset(const string & src) : src(find_asset(src)) {}
+Asset::Asset(const char * src) : src(find_asset(src)) {}
+
+const string & Asset::get_path() const noexcept { return this->src; }
+
+string Asset::find_asset(const string & src) const {
+ auto & cfg = Config::get_instance();
+ string & root_pattern = cfg.asset.root_pattern;
+
+ // if root_pattern is empty, find_asset must return all paths as-is
+ if (root_pattern.empty()) return src;
+
+ // absolute paths do not need to be resolved, only canonicalized
+ filesystem::path path = src;
+ if (path.is_absolute()) return filesystem::canonical(path);
+
+ // find directory matching root_pattern
+ filesystem::path root = this->whereami();
+ while (1) {
+ if (filesystem::exists(root / root_pattern)) break;
+ if (!root.has_parent_path())
+ throw runtime_error(format("Asset: Cannot find root pattern ({})", root_pattern));
+ root = root.parent_path();
+ }
+
+ // join path to root (base directory) and canonicalize
+ return filesystem::canonical(root / path);
+}
+
+string Asset::whereami() const noexcept {
+ string path;
+ size_t path_length = wai_getExecutablePath(NULL, 0, NULL);
+ path.resize(path_length + 1); // wai writes null byte
+ wai_getExecutablePath(path.data(), path_length, NULL);
+ path.resize(path_length);
+ return path;
+}
+
+bool Asset::operator==(const Asset & other) const noexcept { return this->src == other.src; }
+
+size_t std::hash<const Asset>::operator()(const Asset & asset) const noexcept {
+ return std::hash<string>{}(asset.get_path());
+};
diff --git a/src/crepe/api/Asset.h b/src/crepe/api/Asset.h
new file mode 100644
index 0000000..bfd0ac7
--- /dev/null
+++ b/src/crepe/api/Asset.h
@@ -0,0 +1,84 @@
+#pragma once
+
+#include <string>
+
+namespace crepe {
+
+/**
+ * \brief Asset location helper
+ *
+ * This class is used to locate game asset files, and should *always* be used
+ * instead of reading file paths directly.
+ */
+class Asset {
+public:
+ /**
+ * \param src Unique identifier to asset
+ */
+ Asset(const std::string & src);
+ /**
+ * \param src Unique identifier to asset
+ */
+ Asset(const char * src);
+
+public:
+ /**
+ * \brief Get the path to this asset
+ * \return path to this asset
+ */
+ const std::string & get_path() const noexcept;
+
+ /**
+ * \brief Comparison operator
+ * \param other Possibly different instance of \c Asset to test equality against
+ * \return True if \c this and \c other are equal
+ */
+ bool operator==(const Asset & other) const noexcept;
+
+private:
+ //! path to asset
+ const std::string src;
+
+private:
+ /**
+ * \brief Locate asset path, or throw exception if it cannot be found
+ *
+ * This function resolves asset locations relative to crepe::Config::root_pattern if it is
+ * set and \p src is a relative path. If \p src is an absolute path, it is canonicalized.
+ * This function only returns if the file can be found.
+ *
+ * \param src Arbitrary path to resource file
+ *
+ * \returns \p src if crepe::Config::root_pattern is empty
+ * \returns Canonical path to \p src
+ *
+ * \throws std::runtime_error if root_pattern cannot be found
+ * \throws std::filesystem::filesystem_error if the resolved path does not exist
+ * \throws std::filesystem::filesystem_error if the path cannot be canonicalized
+ */
+ std::string find_asset(const std::string & src) const;
+ /**
+ * \returns The path to the current executable
+ */
+ std::string whereami() const noexcept;
+};
+
+} // namespace crepe
+
+namespace std {
+
+//! Hash helper struct
+template <>
+struct hash<const crepe::Asset> {
+ /**
+ * \brief Hash operator for crepe::Asset
+ *
+ * This function hashes a crepe::Asset instance, allowing it to be used as a key in an \c
+ * std::unordered_map.
+ *
+ * \returns Hash value
+ */
+ size_t operator()(const crepe::Asset & asset) const noexcept;
+};
+
+} // namespace std
diff --git a/src/crepe/api/BehaviorScript.cpp b/src/crepe/api/BehaviorScript.cpp
index 7bbace0..d22afdf 100644
--- a/src/crepe/api/BehaviorScript.cpp
+++ b/src/crepe/api/BehaviorScript.cpp
@@ -4,12 +4,12 @@
using namespace crepe;
-BehaviorScript::BehaviorScript(game_object_id_t id, ComponentManager & mgr)
+BehaviorScript::BehaviorScript(game_object_id_t id, Mediator & mediator)
: Component(id),
- component_manager(mgr) {}
+ mediator(mediator) {}
template <>
BehaviorScript & GameObject::add_component<BehaviorScript>() {
ComponentManager & mgr = this->component_manager;
- return mgr.add_component<BehaviorScript>(this->id, mgr);
+ return mgr.add_component<BehaviorScript>(this->id, mgr.mediator);
}
diff --git a/src/crepe/api/BehaviorScript.h b/src/crepe/api/BehaviorScript.h
index f7d484a..3909b96 100644
--- a/src/crepe/api/BehaviorScript.h
+++ b/src/crepe/api/BehaviorScript.h
@@ -15,13 +15,21 @@ class Script;
/**
* \brief Script component
*
- * This class acts as a (component) wrapper around an instance of (a class
- * derivatived from) \c Script. \c BehaviorScript is the only ECS component
- * that stores member function implementations as data.
+ * This class acts as a (component) wrapper around an instance of (a class derivatived from) \c
+ * Script. \c BehaviorScript is the only ECS component that stores member function
+ * implementations as data.
*/
class BehaviorScript : public Component {
protected:
- BehaviorScript(game_object_id_t id, ComponentManager & component_manager);
+ /**
+ * \param id Parent \c GameObject id
+ * \param mediator Mediator reference
+ *
+ * \note Calls to this constructor (should) always pass through \c GameObject::add_component,
+ * which has an exception for this specific component type. This was done so the user does
+ * not have to pass references used within \c Script to each \c BehaviorScript instance.
+ */
+ BehaviorScript(game_object_id_t id, Mediator & mediator);
//! Only ComponentManager is allowed to instantiate BehaviorScript
friend class ComponentManager;
@@ -30,34 +38,33 @@ public:
* \brief Set the concrete script of this component
*
* \tparam T Concrete script type (derived from \c crepe::Script)
+ * \tparam Args Arguments for concrete script constructor
+ *
+ * \param args Arguments for concrete script constructor (forwarded using perfect forwarding)
*
* \returns Reference to BehaviorScript component (`*this`)
*/
- template <class T>
- BehaviorScript & set_script();
+ template <class T, typename... Args>
+ BehaviorScript & set_script(Args &&... args);
protected:
- //! ScriptSystem needs direct access to the script instance
- friend class ScriptSystem;
- //! Flag to indicate if script->init() has been called already
- bool initialized = false;
//! Script instance
std::unique_ptr<Script> script = nullptr;
- //! Reference to component manager
- ComponentManager & component_manager;
- //! Script accesses the component manager directly via its parent
- // (BehaviorScript) reference
- friend class Script;
+ //! ScriptSystem needs direct access to the script instance
+ friend class ScriptSystem;
+
+protected:
+ //! Reference mediator
+ Mediator & mediator;
};
/**
* \brief Add a BehaviorScript component to this game object
*
- * The \c BehaviorScript class is the only exception to the ECS harmony, and
- * requires a reference to the component manager passed to its constructor in
- * order to function normally. This is because the \c BehaviorScript (and \c
- * Script) classes are the only component-related classes that store
- * implemented member functions as data.
+ * The \c BehaviorScript class is the only exception to the ECS harmony, and requires a
+ * reference to the component manager passed to its constructor in order to function normally.
+ * This is because the \c BehaviorScript (and \c Script) classes are the only component-related
+ * classes that store implemented member functions as data.
*/
template <>
BehaviorScript & GameObject::add_component<BehaviorScript>();
diff --git a/src/crepe/api/BehaviorScript.hpp b/src/crepe/api/BehaviorScript.hpp
index eec26da..b9bb1e2 100644
--- a/src/crepe/api/BehaviorScript.hpp
+++ b/src/crepe/api/BehaviorScript.hpp
@@ -9,14 +9,16 @@
namespace crepe {
-template <class T>
-BehaviorScript & BehaviorScript::set_script() {
+template <class T, typename... Args>
+BehaviorScript & BehaviorScript::set_script(Args &&... args) {
dbg_trace();
static_assert(std::is_base_of<Script, T>::value);
- Script * s = new T();
- s->parent_ref = this;
- s->component_manager_ref = &this->component_manager;
- this->script = std::unique_ptr<Script>(s);
+ this->script = std::unique_ptr<Script>(new T(std::forward<Args>(args)...));
+
+ this->script->game_object_id = this->game_object_id;
+ this->script->active = this->active;
+ this->script->mediator = this->mediator;
+
return *this;
}
diff --git a/src/crepe/api/Button.cpp b/src/crepe/api/Button.cpp
new file mode 100644
index 0000000..76f74f0
--- /dev/null
+++ b/src/crepe/api/Button.cpp
@@ -0,0 +1,11 @@
+#include "Button.h"
+
+namespace crepe {
+
+Button::Button(game_object_id_t id, const vec2 & dimensions, const vec2 & offset,
+ const std::function<void()> & on_click, bool is_toggle)
+ : UIObject(id, dimensions, offset),
+ is_toggle(is_toggle),
+ on_click(on_click) {}
+
+} // namespace crepe
diff --git a/src/crepe/api/Button.h b/src/crepe/api/Button.h
new file mode 100644
index 0000000..26e7526
--- /dev/null
+++ b/src/crepe/api/Button.h
@@ -0,0 +1,67 @@
+#pragma once
+
+#include <functional>
+
+#include "UIObject.h"
+
+namespace crepe {
+
+//! Represents a clickable UI button, derived from the UiObject class.
+class Button : public UIObject {
+public:
+ /**
+ * \brief Constructs a Button with the specified game object ID and dimensions.
+ *
+ * \param id The unique ID of the game object associated with this button.
+ * \param dimensions The width and height of the UIObject
+ * \param offset The offset relative this GameObjects Transform
+ * \param is_toggle Optional flag to indicate if the button is a toggle button. Defaults to false.
+ * \param on_click callback function that will be invoked when the button is clicked.
+ */
+ Button(game_object_id_t id, const vec2 & dimensions, const vec2 & offset,
+ const std::function<void()> & on_click, bool is_toggle = false);
+
+ /**
+ * \brief Indicates if the button is a toggle button (can be pressed and released).
+ *
+ * A toggle button allows for a pressed/released state, whereas a regular button
+ * typically only has an on-click state.
+ */
+ bool is_toggle = false;
+ // TODO: create separate toggle button class
+ /**
+ * \brief The callback function to be executed when the button is clicked.
+ *
+ * This function is invoked whenever the button is clicked. It can be set to any
+ * function that matches the signature `void()`.
+ */
+ std::function<void()> on_click = nullptr;
+
+ /**
+ * \brief Callback function to be executed when the mouse enters the button's boundaries.
+ *
+ * This function is triggered when the mouse cursor moves over the button, allowing
+ * custom actions like visual effects, highlighting, or sound effects.
+ */
+ std::function<void()> on_mouse_enter = nullptr;
+
+ /**
+ * \brief Callback function to be executed when the mouse exits the button's boundaries.
+ *
+ * This function is triggered when the mouse cursor moves out of the button's area,
+ * allowing custom actions like resetting visual effects or playing exit-related effects.
+ */
+ std::function<void()> on_mouse_exit = nullptr;
+
+private:
+ //! friend relation for is_pressed and hover variables
+ friend class InputSystem;
+ //! Indicates whether the toggle button is pressed
+ bool is_pressed = false;
+ //! Indicates whether the mouse is currently hovering over the button
+ bool hover = false;
+
+public:
+};
+
+} // namespace crepe
diff --git a/src/crepe/api/CMakeLists.txt b/src/crepe/api/CMakeLists.txt
index f9b370f..ac8f301 100644
--- a/src/crepe/api/CMakeLists.txt
+++ b/src/crepe/api/CMakeLists.txt
@@ -9,16 +9,19 @@ target_sources(crepe PUBLIC
Texture.cpp
AssetManager.cpp
Sprite.cpp
- SaveManager.cpp
Config.cpp
Metadata.cpp
- Scene.cpp
- SceneManager.cpp
- Vector2.cpp
Camera.cpp
Animator.cpp
+ IKeyListener.cpp
+ IMouseListener.cpp
LoopManager.cpp
LoopTimer.cpp
+ Asset.cpp
+ EventHandler.cpp
+ Script.cpp
+ Button.cpp
+ UIObject.cpp
)
target_sources(crepe PUBLIC FILE_SET HEADERS FILES
@@ -32,17 +35,23 @@ target_sources(crepe PUBLIC FILE_SET HEADERS FILES
Rigidbody.h
Sprite.h
Vector2.h
+ Vector2.hpp
Color.h
Texture.h
AssetManager.h
AssetManager.hpp
- SaveManager.h
Scene.h
Metadata.h
- SceneManager.h
- SceneManager.hpp
Camera.h
Animator.h
+ EventHandler.h
+ EventHandler.hpp
+ Event.h
+ IKeyListener.h
+ IMouseListener.h
LoopManager.h
LoopTimer.h
+ Asset.h
+ Button.h
+ UIObject.h
)
diff --git a/src/crepe/api/Camera.cpp b/src/crepe/api/Camera.cpp
index 5835bdd..39d8ab0 100644
--- a/src/crepe/api/Camera.cpp
+++ b/src/crepe/api/Camera.cpp
@@ -1,3 +1,4 @@
+#include "types.h"
#include "util/Log.h"
#include "Camera.h"
@@ -6,9 +7,14 @@
using namespace crepe;
-Camera::Camera(game_object_id_t id, const Color & bg_color)
+Camera::Camera(game_object_id_t id, const Color & bg_color, const ivec2 & screen,
+ const vec2 & viewport_size, const double & zoom, const vec2 & offset)
: Component(id),
- bg_color(bg_color) {
+ bg_color(bg_color),
+ offset(offset),
+ screen(screen),
+ viewport_size(viewport_size),
+ zoom(zoom) {
dbg_trace();
}
diff --git a/src/crepe/api/Camera.h b/src/crepe/api/Camera.h
index e0cda34..2d8fa48 100644
--- a/src/crepe/api/Camera.h
+++ b/src/crepe/api/Camera.h
@@ -2,6 +2,7 @@
#include "Color.h"
#include "Component.h"
+#include "types.h"
namespace crepe {
@@ -20,33 +21,31 @@ public:
* \param id Unique identifier for the camera component.
* \param bg_color Background color for the camera view.
*/
- Camera(game_object_id_t id, const Color & bg_color);
+ Camera(game_object_id_t id, const Color & bg_color, const ivec2 & screen,
+ const vec2 & viewport_size, const double & zoom, const vec2 & offset = {0, 0});
~Camera(); // dbg_trace only
public:
//! Background color of the camera view.
- Color bg_color;
+ const Color bg_color;
- //! Aspect ratio height for the camera.
- double aspect_height = 480;
+ //! offset postion from the game object transform component
+ vec2 offset;
- //! Aspect ratio width for the camera.
- double aspect_width = 640;
+ //! screen the display size in pixels ( output resolution )
+ const ivec2 screen;
- //! X-coordinate of the camera position.
- double x = 0.0;
-
- //! Y-coordinate of the camera position.
- double y = 0.0;
+ //! viewport is the area of the world visible through the camera (in world units)
+ const vec2 viewport_size;
//! Zoom level of the camera view.
- double zoom = 1.0;
+ const double zoom;
public:
/**
* \brief Gets the maximum number of camera instances allowed.
* \return Maximum instance count as an integer.
*/
- virtual int get_instances_max() const { return 10; }
+ virtual int get_instances_max() const { return 1; }
};
} // namespace crepe
diff --git a/src/crepe/api/Color.cpp b/src/crepe/api/Color.cpp
index 9e5f187..29bd77a 100644
--- a/src/crepe/api/Color.cpp
+++ b/src/crepe/api/Color.cpp
@@ -2,32 +2,11 @@
using namespace crepe;
-Color Color::white = Color(255, 255, 255, 0);
-Color Color::red = Color(255, 0, 0, 0);
-Color Color::green = Color(0, 255, 0, 0);
-Color Color::blue = Color(0, 0, 255, 0);
-Color Color::black = Color(0, 0, 0, 0);
-Color Color::cyan = Color(0, 255, 255, 0);
-Color Color::yellow = Color(255, 255, 0, 0);
-Color Color::magenta = Color(255, 0, 255, 0);
-
-Color::Color(uint8_t red, uint8_t green, uint8_t blue, uint8_t alpha) {
- this->a = alpha;
- this->r = red;
- this->g = green;
- this->b = blue;
-};
-
-const Color & Color::get_white() { return Color::white; };
-
-const Color & Color::get_red() { return Color::red; };
-const Color & Color::get_green() { return Color::green; };
-const Color & Color::get_blue() { return Color::blue; };
-
-const Color & Color::get_black() { return Color::black; };
-
-const Color & Color::get_cyan() { return Color::cyan; };
-
-const Color & Color::get_yellow() { return Color::yellow; };
-
-const Color & Color::get_magenta() { return Color::magenta; };
+const Color Color::WHITE{0xff, 0xff, 0xff};
+const Color Color::RED{0xff, 0x00, 0x00};
+const Color Color::GREEN{0x00, 0xff, 0x00};
+const Color Color::BLUE{0x00, 0x00, 0xff};
+const Color Color::BLACK{0x00, 0x00, 0x00};
+const Color Color::CYAN{0x00, 0xff, 0xff};
+const Color Color::YELLOW{0xff, 0xff, 0x00};
+const Color Color::MAGENTA{0xff, 0x00, 0xff};
diff --git a/src/crepe/api/Color.h b/src/crepe/api/Color.h
index aa47bf4..84edb5c 100644
--- a/src/crepe/api/Color.h
+++ b/src/crepe/api/Color.h
@@ -4,41 +4,20 @@
namespace crepe {
-// TODO: make Color a struct w/o constructors/destructors
-class Color {
-
- // FIXME: can't these colors be defined as a `static constexpr const Color`
- // instead?
-
-public:
- Color(uint8_t red, uint8_t green, uint8_t blue, uint8_t alpha);
- static const Color & get_white();
- static const Color & get_red();
- static const Color & get_green();
- static const Color & get_blue();
- static const Color & get_cyan();
- static const Color & get_magenta();
- static const Color & get_yellow();
- static const Color & get_black();
-
-private:
- // TODO: why are these private!?
- uint8_t r;
- uint8_t g;
- uint8_t b;
- uint8_t a;
-
- static Color white;
- static Color red;
- static Color green;
- static Color blue;
- static Color cyan;
- static Color magenta;
- static Color yellow;
- static Color black;
-
-private:
- friend class SDLContext;
+struct Color {
+ uint8_t r = 0x00;
+ uint8_t g = 0x00;
+ uint8_t b = 0x00;
+ uint8_t a = 0xff;
+
+ static const Color WHITE;
+ static const Color RED;
+ static const Color GREEN;
+ static const Color BLUE;
+ static const Color CYAN;
+ static const Color MAGENTA;
+ static const Color YELLOW;
+ static const Color BLACK;
};
} // namespace crepe
diff --git a/src/crepe/api/Config.h b/src/crepe/api/Config.h
index 3ab877a..225e9b9 100644
--- a/src/crepe/api/Config.h
+++ b/src/crepe/api/Config.h
@@ -1,6 +1,8 @@
#pragma once
#include "../util/Log.h"
+#include "types.h"
+#include <string>
namespace crepe {
@@ -11,19 +13,18 @@ namespace crepe {
* modified *before* execution is handed over from the game programmer to the engine (i.e. the
* main loop is started).
*/
-class Config {
+class Config final {
public:
//! Retrieve handle to global Config instance
static Config & get_instance();
private:
Config() = default;
-
- // singleton
- Config(const Config &) = delete;
- Config(Config &&) = delete;
- Config & operator=(const Config &) = delete;
- Config & operator=(Config &&) = delete;
+ ~Config() = default;
+ Config(const Config &) = default;
+ Config(Config &&) = default;
+ Config & operator=(const Config &) = default;
+ Config & operator=(Config &&) = default;
public:
//! Logging-related settings
@@ -62,6 +63,28 @@ public:
*/
double gravity = 1;
} physics;
+
+ //! default window settings
+ struct {
+ //TODO make this constexpr because this will never change
+ ivec2 default_size = {1080, 720};
+ std::string window_title = "Jetpack joyride clone";
+
+ } window_settings;
+
+ //! Asset loading options
+ struct {
+ /**
+ * \brief Pattern to match for Asset base directory
+ *
+ * All non-absolute paths resolved using \c Asset will be made relative to
+ * the first parent directory relative to the calling executable where
+ * appending this pattern results in a path that exists. If this string is
+ * empty, path resolution is disabled, and Asset will return all paths
+ * as-is.
+ */
+ std::string root_pattern = ".crepe-root";
+ } asset;
};
} // namespace crepe
diff --git a/src/crepe/api/Event.h b/src/crepe/api/Event.h
new file mode 100644
index 0000000..6298118
--- /dev/null
+++ b/src/crepe/api/Event.h
@@ -0,0 +1,134 @@
+#pragma once
+// TODO discussing the location of these events
+
+#include <string>
+
+#include "KeyCodes.h"
+
+namespace crepe {
+
+/**
+ * \brief Base class for all event types in the system.
+ */
+class Event {};
+
+/**
+ * \brief Event triggered when a key is pressed.
+ */
+class KeyPressEvent : public Event {
+public:
+ //! false if first time press, true if key is repeated
+ bool repeat = false;
+
+ //! The key that was pressed.
+ Keycode key = Keycode::NONE;
+};
+
+/**
+ * \brief Event triggered when a key is released.
+ */
+class KeyReleaseEvent : public Event {
+public:
+ //! The key that was released.
+ Keycode key = Keycode::NONE;
+};
+
+/**
+ * \brief Event triggered when a mouse button is pressed.
+ */
+class MousePressEvent : public Event {
+public:
+ //! X-coordinate of the mouse position at the time of the event.
+ int mouse_x = 0;
+
+ //! Y-coordinate of the mouse position at the time of the event.
+ int mouse_y = 0;
+
+ //! The mouse button that was pressed.
+ MouseButton button = MouseButton::NONE;
+};
+
+/**
+ * \brief Event triggered when a mouse button is clicked (press and release).
+ */
+class MouseClickEvent : public Event {
+public:
+ //! X-coordinate of the mouse position at the time of the event.
+ int mouse_x = 0;
+
+ //! Y-coordinate of the mouse position at the time of the event.
+ int mouse_y = 0;
+
+ //! The mouse button that was clicked.
+ MouseButton button = MouseButton::NONE;
+};
+
+/**
+ * \brief Event triggered when a mouse button is released.
+ */
+class MouseReleaseEvent : public Event {
+public:
+ //! X-coordinate of the mouse position at the time of the event.
+ int mouse_x = 0;
+
+ //! Y-coordinate of the mouse position at the time of the event.
+ int mouse_y = 0;
+
+ //! The mouse button that was released.
+ MouseButton button = MouseButton::NONE;
+};
+
+/**
+ * \brief Event triggered when the mouse is moved.
+ */
+class MouseMoveEvent : public Event {
+public:
+ //! X-coordinate of the mouse position at the time of the event.
+ int mouse_x = 0;
+
+ //! Y-coordinate of the mouse position at the time of the event.
+ int mouse_y = 0;
+
+ // Movement since last event in x
+ int delta_x = 0;
+
+ // Movement since last event in y
+ int delta_y = 0;
+};
+
+/**
+ * \brief Event triggered when the mouse is moved.
+ */
+class MouseScrollEvent : public Event {
+public:
+ //! X-coordinate of the mouse position at the time of the event.
+ int mouse_x = 0;
+
+ //! Y-coordinate of the mouse position at the time of the event.
+ int mouse_y = 0;
+
+ //! scroll direction (-1 = down, 1 = up)
+ int scroll_direction = 0;
+ //! scroll amount in y axis (from and away from the person).
+ float scroll_delta = 0;
+};
+/**
+ * \brief Event triggered during a collision between objects.
+ */
+class CollisionEvent : public Event {};
+
+/**
+ * \brief Event triggered when text is submitted, e.g., from a text input.
+ */
+class TextSubmitEvent : public Event {
+public:
+ //! The submitted text.
+ std::string text = "";
+};
+
+/**
+ * \brief Event triggered to indicate the application is shutting down.
+ */
+class ShutDownEvent : public Event {};
+
+} // namespace crepe
diff --git a/src/crepe/api/EventHandler.cpp b/src/crepe/api/EventHandler.cpp
new file mode 100644
index 0000000..4dc232f
--- /dev/null
+++ b/src/crepe/api/EventHandler.cpp
@@ -0,0 +1,5 @@
+#include "EventHandler.h"
+
+using namespace crepe;
+
+bool IEventHandlerWrapper::exec(const Event & e) { return this->call(e); }
diff --git a/src/crepe/api/EventHandler.h b/src/crepe/api/EventHandler.h
new file mode 100644
index 0000000..7bdd9a3
--- /dev/null
+++ b/src/crepe/api/EventHandler.h
@@ -0,0 +1,96 @@
+#pragma once
+
+#include <functional>
+#include <string>
+
+#include "Event.h"
+
+namespace crepe {
+/**
+ * \brief A type alias for an event handler function.
+ *
+ * The EventHandler is a std::function that takes an EventType reference and returns a boolean value
+ * indicating whether the event is handled.
+ *
+ * \tparam EventType The type of event this handler will handle.
+ *
+ * Returning \c false from an event handler results in the event being propogated to other listeners for the same event type, while returning \c true stops propogation altogether.
+ */
+template <typename EventType>
+using EventHandler = std::function<bool(const EventType & e)>;
+
+/**
+ * \class IEventHandlerWrapper
+ * \brief An abstract base class for event handler wrappers.
+ *
+ * This class provides the interface for handling events. Derived classes must implement the
+ * `call()` method to process events
+ */
+class IEventHandlerWrapper {
+public:
+ /**
+ * \brief Virtual destructor for IEventHandlerWrapper.
+ */
+ virtual ~IEventHandlerWrapper() = default;
+
+ /**
+ * \brief Executes the handler with the given event.
+ *
+ * This method calls the `call()` method of the derived class, passing the event to the handler.
+ *
+ * \param e The event to be processed.
+ * \return A boolean value indicating whether the event is handled.
+ */
+ bool exec(const Event & e);
+
+private:
+ /**
+ * \brief The method responsible for handling the event.
+ *
+ * This method is implemented by derived classes to process the event.
+ *
+ * \param e The event to be processed.
+ * \return A boolean value indicating whether the event is handled.
+ */
+ virtual bool call(const Event & e) = 0;
+};
+
+/**
+ * \class EventHandlerWrapper
+ * \brief A wrapper for event handler functions.
+ *
+ * This class wraps an event handler function of a specific event type. It implements the
+ * `call()` and `get_type()` methods to allow the handler to be executed and its type to be
+ * queried.
+ *
+ * \tparam EventType The type of event this handler will handle.
+ */
+template <typename EventType>
+class EventHandlerWrapper : public IEventHandlerWrapper {
+public:
+ /**
+ * \brief Constructs an EventHandlerWrapper with a given handler.
+ *
+ * The constructor takes an event handler function and stores it in the wrapper.
+ *
+ * \param handler The event handler function.
+ */
+ explicit EventHandlerWrapper(const EventHandler<EventType> & handler);
+
+private:
+ /**
+ * \brief Calls the stored event handler with the event.
+ *
+ * This method casts the event to the appropriate type and calls the handler.
+ *
+ * \param e The event to be handled.
+ * \return A boolean value indicating whether the event is handled.
+ */
+ bool call(const Event & e) override;
+ //! The event handler function.
+ EventHandler<EventType> handler;
+};
+
+} // namespace crepe
+
+#include "EventHandler.hpp"
diff --git a/src/crepe/api/EventHandler.hpp b/src/crepe/api/EventHandler.hpp
new file mode 100644
index 0000000..050e57e
--- /dev/null
+++ b/src/crepe/api/EventHandler.hpp
@@ -0,0 +1,20 @@
+#pragma once
+
+#include <typeindex>
+
+#include "EventHandler.h"
+
+namespace crepe {
+
+// Implementation of EventHandlerWrapper constructor
+template <typename EventType>
+EventHandlerWrapper<EventType>::EventHandlerWrapper(const EventHandler<EventType> & handler)
+ : handler(handler) {}
+
+// Implementation of EventHandlerWrapper::call
+template <typename EventType>
+bool EventHandlerWrapper<EventType>::call(const Event & e) {
+ return this->handler(static_cast<const EventType &>(e));
+}
+
+} //namespace crepe
diff --git a/src/crepe/api/GameObject.cpp b/src/crepe/api/GameObject.cpp
index 287e81d..9ef4682 100644
--- a/src/crepe/api/GameObject.cpp
+++ b/src/crepe/api/GameObject.cpp
@@ -9,7 +9,7 @@ using namespace std;
GameObject::GameObject(ComponentManager & component_manager, game_object_id_t id,
const std::string & name, const std::string & tag,
- const Vector2 & position, double rotation, double scale)
+ const vec2 & position, double rotation, double scale)
: id(id),
component_manager(component_manager) {
@@ -23,12 +23,16 @@ void GameObject::set_parent(const GameObject & parent) {
ComponentManager & mgr = this->component_manager;
// Set parent on own Metadata component
- vector<reference_wrapper<Metadata>> this_metadata
- = mgr.get_components_by_id<Metadata>(this->id);
+ RefVector<Metadata> this_metadata = mgr.get_components_by_id<Metadata>(this->id);
this_metadata.at(0).get().parent = parent.id;
// Add own id to children list of parent's Metadata component
- vector<reference_wrapper<Metadata>> parent_metadata
- = mgr.get_components_by_id<Metadata>(parent.id);
+ RefVector<Metadata> parent_metadata = mgr.get_components_by_id<Metadata>(parent.id);
parent_metadata.at(0).get().children.push_back(this->id);
}
+
+void GameObject::set_persistent(bool persistent) {
+ ComponentManager & mgr = this->component_manager;
+
+ mgr.set_persistent(this->id, persistent);
+}
diff --git a/src/crepe/api/GameObject.h b/src/crepe/api/GameObject.h
index 34ef8bb..4cd2bc0 100644
--- a/src/crepe/api/GameObject.h
+++ b/src/crepe/api/GameObject.h
@@ -2,7 +2,6 @@
#include <string>
-#include "Vector2.h"
#include "types.h"
namespace crepe {
@@ -30,7 +29,7 @@ private:
* \param scale The scale of the GameObject
*/
GameObject(ComponentManager & component_manager, game_object_id_t id,
- const std::string & name, const std::string & tag, const Vector2 & position,
+ const std::string & name, const std::string & tag, const vec2 & position,
double rotation, double scale);
//! ComponentManager instances GameObject
friend class ComponentManager;
@@ -59,6 +58,15 @@ public:
*/
template <typename T, typename... Args>
T & add_component(Args &&... args);
+ /**
+ * \brief Components will not be deleted if this method is called
+ *
+ * This method sets the persistent flag of the GameObject to true. If the persistent
+ * flag is set to true, the GameObject will not be deleted when the scene is changed.
+ *
+ * \param persistent The persistent flag
+ */
+ void set_persistent(bool persistent = true);
public:
//! The id of the GameObject
diff --git a/src/crepe/api/GameObject.hpp b/src/crepe/api/GameObject.hpp
index 17b17d7..a6b45b0 100644
--- a/src/crepe/api/GameObject.hpp
+++ b/src/crepe/api/GameObject.hpp
@@ -1,6 +1,6 @@
#pragma once
-#include "../ComponentManager.h"
+#include "../manager/ComponentManager.h"
#include "GameObject.h"
diff --git a/src/crepe/api/IKeyListener.cpp b/src/crepe/api/IKeyListener.cpp
new file mode 100644
index 0000000..8642655
--- /dev/null
+++ b/src/crepe/api/IKeyListener.cpp
@@ -0,0 +1,19 @@
+#include "IKeyListener.h"
+
+using namespace crepe;
+
+// Constructor with specified channel
+IKeyListener::IKeyListener(event_channel_t channel)
+ : event_manager(EventManager::get_instance()) {
+ this->press_id = event_manager.subscribe<KeyPressEvent>(
+ [this](const KeyPressEvent & event) { return this->on_key_pressed(event); }, channel);
+ this->release_id = event_manager.subscribe<KeyReleaseEvent>(
+ [this](const KeyReleaseEvent & event) { return this->on_key_released(event); },
+ channel);
+}
+
+// Destructor, unsubscribe events
+IKeyListener::~IKeyListener() {
+ event_manager.unsubscribe(this->press_id);
+ event_manager.unsubscribe(this->release_id);
+}
diff --git a/src/crepe/api/IKeyListener.h b/src/crepe/api/IKeyListener.h
new file mode 100644
index 0000000..180a0a6
--- /dev/null
+++ b/src/crepe/api/IKeyListener.h
@@ -0,0 +1,50 @@
+#pragma once
+
+#include "../manager/EventManager.h"
+
+#include "Event.h"
+#include "EventHandler.h"
+
+namespace crepe {
+
+/**
+ * \class IKeyListener
+ * \brief Interface for keyboard event handling in the application.
+ */
+class IKeyListener {
+public:
+ /**
+ * \brief Constructs an IKeyListener with a specified channel.
+ * \param channel The channel ID for event handling.
+ */
+ IKeyListener(event_channel_t channel = EventManager::CHANNEL_ALL);
+ virtual ~IKeyListener();
+ IKeyListener(const IKeyListener &) = delete;
+ IKeyListener & operator=(const IKeyListener &) = delete;
+ IKeyListener & operator=(IKeyListener &&) = delete;
+ IKeyListener(IKeyListener &&) = delete;
+
+ /**
+ * \brief Pure virtual function to handle key press events.
+ * \param event The key press event to handle.
+ * \return True if the event was handled, false otherwise.
+ */
+ virtual bool on_key_pressed(const KeyPressEvent & event) = 0;
+
+ /**
+ * \brief Pure virtual function to handle key release events.
+ * \param event The key release event to handle.
+ * \return True if the event was handled, false otherwise.
+ */
+ virtual bool on_key_released(const KeyReleaseEvent & event) = 0;
+
+private:
+ //! Key press event id
+ subscription_t press_id = -1;
+ //! Key release event id
+ subscription_t release_id = -1;
+ //! EventManager reference
+ EventManager & event_manager;
+};
+
+} // namespace crepe
diff --git a/src/crepe/api/IMouseListener.cpp b/src/crepe/api/IMouseListener.cpp
new file mode 100644
index 0000000..989aeb3
--- /dev/null
+++ b/src/crepe/api/IMouseListener.cpp
@@ -0,0 +1,29 @@
+#include "IMouseListener.h"
+
+using namespace crepe;
+
+IMouseListener::IMouseListener(event_channel_t channel)
+ : event_manager(EventManager::get_instance()) {
+ this->click_id = event_manager.subscribe<MouseClickEvent>(
+ [this](const MouseClickEvent & event) { return this->on_mouse_clicked(event); },
+ channel);
+
+ this->press_id = event_manager.subscribe<MousePressEvent>(
+ [this](const MousePressEvent & event) { return this->on_mouse_pressed(event); },
+ channel);
+
+ this->release_id = event_manager.subscribe<MouseReleaseEvent>(
+ [this](const MouseReleaseEvent & event) { return this->on_mouse_released(event); },
+ channel);
+
+ this->move_id = event_manager.subscribe<MouseMoveEvent>(
+ [this](const MouseMoveEvent & event) { return this->on_mouse_moved(event); }, channel);
+}
+
+IMouseListener::~IMouseListener() {
+ // Unsubscribe event handlers
+ event_manager.unsubscribe(this->click_id);
+ event_manager.unsubscribe(this->press_id);
+ event_manager.unsubscribe(this->release_id);
+ event_manager.unsubscribe(this->move_id);
+}
diff --git a/src/crepe/api/IMouseListener.h b/src/crepe/api/IMouseListener.h
new file mode 100644
index 0000000..e19897d
--- /dev/null
+++ b/src/crepe/api/IMouseListener.h
@@ -0,0 +1,73 @@
+#pragma once
+
+#include "../manager/EventManager.h"
+
+#include "Event.h"
+#include "EventHandler.h"
+
+namespace crepe {
+
+/**
+ * \class IMouseListener
+ * \brief Interface for mouse event handling in the application.
+ */
+class IMouseListener {
+public:
+ /**
+ * \brief Constructs an IMouseListener with a specified channel.
+ * \param channel The channel ID for event handling.
+ */
+ IMouseListener(event_channel_t channel = EventManager::CHANNEL_ALL);
+ virtual ~IMouseListener();
+ IMouseListener & operator=(const IMouseListener &) = delete;
+ IMouseListener(const IMouseListener &) = delete;
+ IMouseListener & operator=(const IMouseListener &&) = delete;
+ IMouseListener(IMouseListener &&) = delete;
+
+ /**
+ * \brief Move assignment operator (deleted).
+ */
+ IMouseListener & operator=(IMouseListener &&) = delete;
+
+ /**
+ * \brief Handles a mouse click event.
+ * \param event The mouse click event to handle.
+ * \return True if the event was handled, false otherwise.
+ */
+ virtual bool on_mouse_clicked(const MouseClickEvent & event) = 0;
+
+ /**
+ * \brief Handles a mouse press event.
+ * \param event The mouse press event to handle.
+ * \return True if the event was handled, false otherwise.
+ */
+ virtual bool on_mouse_pressed(const MousePressEvent & event) = 0;
+
+ /**
+ * \brief Handles a mouse release event.
+ * \param event The mouse release event to handle.
+ * \return True if the event was handled, false otherwise.
+ */
+ virtual bool on_mouse_released(const MouseReleaseEvent & event) = 0;
+
+ /**
+ * \brief Handles a mouse move event.
+ * \param event The mouse move event to handle.
+ * \return True if the event was handled, false otherwise.
+ */
+ virtual bool on_mouse_moved(const MouseMoveEvent & event) = 0;
+
+private:
+ //! Mouse click event id
+ subscription_t click_id = -1;
+ //! Mouse press event id
+ subscription_t press_id = -1;
+ //! Mouse release event id
+ subscription_t release_id = -1;
+ //! Mouse move event id
+ subscription_t move_id = -1;
+ //! EventManager reference
+ EventManager & event_manager;
+};
+
+} //namespace crepe
diff --git a/src/crepe/api/KeyCodes.h b/src/crepe/api/KeyCodes.h
new file mode 100644
index 0000000..fcfc080
--- /dev/null
+++ b/src/crepe/api/KeyCodes.h
@@ -0,0 +1,154 @@
+#pragma once
+namespace crepe {
+//! Enumeration for mouse button inputs, including standard and extended buttons.
+enum class MouseButton {
+ NONE = 0, //!< No mouse button input.
+ LEFT_MOUSE = 1, //!< Left mouse button.
+ RIGHT_MOUSE = 2, //!< Right mouse button.
+ MIDDLE_MOUSE = 3, //!< Middle mouse button (scroll wheel press).
+ X1_MOUSE = 4, //!< First extended mouse button.
+ X2_MOUSE = 5, //!< Second extended mouse button.
+ SCROLL_UP = 6, //!< Scroll wheel upward movement.
+ SCROLL_DOWN = 7, //!< Scroll wheel downward movement.
+};
+
+//! Enumeration for keyboard key inputs, including printable characters, function keys, and keypad keys.
+enum class Keycode {
+ NONE = 0, //!< No key input.
+ SPACE = 32, //!< Spacebar.
+ APOSTROPHE = 39, //!< Apostrophe (').
+ COMMA = 44, //!< Comma (,).
+ MINUS = 45, //!< Minus (-).
+ PERIOD = 46, //!< Period (.).
+ SLASH = 47, //!< Slash (/).
+ D0 = 48, //!< Digit 0.
+ D1 = 49, //!< Digit 1.
+ D2 = 50, //!< Digit 2.
+ D3 = 51, //!< Digit 3.
+ D4 = 52, //!< Digit 4.
+ D5 = 53, //!< Digit 5.
+ D6 = 54, //!< Digit 6.
+ D7 = 55, //!< Digit 7.
+ D8 = 56, //!< Digit 8.
+ D9 = 57, //!< Digit 9.
+ SEMICOLON = 59, //!< Semicolon (;).
+ EQUAL = 61, //!< Equal sign (=).
+ A = 65, //!< Key 'A'.
+ B = 66, //!< Key 'B'.
+ C = 67, //!< Key 'C'.
+ D = 68, //!< Key 'D'.
+ E = 69, //!< Key 'E'.
+ F = 70, //!< Key 'F'.
+ G = 71, //!< Key 'G'.
+ H = 72, //!< Key 'H'.
+ I = 73, //!< Key 'I'.
+ J = 74, //!< Key 'J'.
+ K = 75, //!< Key 'K'.
+ L = 76, //!< Key 'L'.
+ M = 77, //!< Key 'M'.
+ N = 78, //!< Key 'N'.
+ O = 79, //!< Key 'O'.
+ P = 80, //!< Key 'P'.
+ Q = 81, //!< Key 'Q'.
+ R = 82, //!< Key 'R'.
+ S = 83, //!< Key 'S'.
+ T = 84, //!< Key 'T'.
+ U = 85, //!< Key 'U'.
+ V = 86, //!< Key 'V'.
+ W = 87, //!< Key 'W'.
+ X = 88, //!< Key 'X'.
+ Y = 89, //!< Key 'Y'.
+ Z = 90, //!< Key 'Z'.
+ LEFT_BRACKET = 91, //!< Left bracket ([).
+ BACKSLASH = 92, //!< Backslash (\).
+ RIGHT_BRACKET = 93, //!< Right bracket (]).
+ GRAVE_ACCENT = 96, //!< Grave accent (`).
+ WORLD1 = 161, //!< Non-US key #1.
+ WORLD2 = 162, //!< Non-US key #2.
+ ESCAPE = 256, //!< Escape key.
+ ENTER = 257, //!< Enter key.
+ TAB = 258, //!< Tab key.
+ BACKSPACE = 259, //!< Backspace key.
+ INSERT = 260, //!< Insert key.
+ DELETE = 261, //!< Delete key.
+ RIGHT = 262, //!< Right arrow key.
+ LEFT = 263, //!< Left arrow key.
+ DOWN = 264, //!< Down arrow key.
+ UP = 265, //!< Up arrow key.
+ PAGE_UP = 266, //!< Page Up key.
+ PAGE_DOWN = 267, //!< Page Down key.
+ HOME = 268, //!< Home key.
+ END = 269, //!< End key.
+ CAPS_LOCK = 280, //!< Caps Lock key.
+ SCROLL_LOCK = 281, //!< Scroll Lock key.
+ NUM_LOCK = 282, //!< Num Lock key.
+ PRINT_SCREEN = 283, //!< Print Screen key.
+ PAUSE = 284, //!< Pause key.
+ /**
+ * \name Function keys (F1-F25).
+ * \{
+ */
+ F1 = 290,
+ F2 = 291,
+ F3 = 292,
+ F4 = 293,
+ F5 = 294,
+ F6 = 295,
+ F7 = 296,
+ F8 = 297,
+ F9 = 298,
+ F10 = 299,
+ F11 = 300,
+ F12 = 301,
+ F13 = 302,
+ F14 = 303,
+ F15 = 304,
+ F16 = 305,
+ F17 = 306,
+ F18 = 307,
+ F19 = 308,
+ F20 = 309,
+ F21 = 310,
+ F22 = 311,
+ F23 = 312,
+ F24 = 313,
+ F25 = 314,
+ /// \}
+ /**
+ * \name Keypad digits and operators.
+ * \{
+ */
+ KP0 = 320,
+ KP1 = 321,
+ KP2 = 322,
+ KP3 = 323,
+ KP4 = 324,
+ KP5 = 325,
+ KP6 = 326,
+ KP7 = 327,
+ KP8 = 328,
+ KP9 = 329,
+ KP_DECIMAL = 330,
+ KP_DIVIDE = 331,
+ KP_MULTIPLY = 332,
+ KP_SUBTRACT = 333,
+ KP_ADD = 334,
+ KP_ENTER = 335,
+ KP_EQUAL = 336,
+ /// \}
+ /**
+ * \name Modifier keys.
+ * \{
+ */
+ LEFT_SHIFT = 340,
+ LEFT_CONTROL = 341,
+ LEFT_ALT = 342,
+ LEFT_SUPER = 343,
+ RIGHT_SHIFT = 344,
+ RIGHT_CONTROL = 345,
+ RIGHT_ALT = 346,
+ RIGHT_SUPER = 347,
+ /// \}
+ MENU = 348, //!< Menu key.
+};
+} // namespace crepe
diff --git a/src/crepe/api/LoopManager.cpp b/src/crepe/api/LoopManager.cpp
index 6303e2b..8fef0c4 100644
--- a/src/crepe/api/LoopManager.cpp
+++ b/src/crepe/api/LoopManager.cpp
@@ -1,14 +1,12 @@
-#include "../facade/SDLContext.h"
-
#include "../system/AnimatorSystem.h"
#include "../system/CollisionSystem.h"
+#include "../system/InputSystem.h"
#include "../system/ParticleSystem.h"
#include "../system/PhysicsSystem.h"
#include "../system/RenderSystem.h"
#include "../system/ScriptSystem.h"
#include "LoopManager.h"
-#include "LoopTimer.h"
using namespace crepe;
using namespace std;
@@ -20,13 +18,10 @@ LoopManager::LoopManager() {
this->load_system<PhysicsSystem>();
this->load_system<RenderSystem>();
this->load_system<ScriptSystem>();
+ this->load_system<InputSystem>();
}
-ComponentManager & LoopManager::get_component_manager() { return this->component_manager; }
-
-void LoopManager::process_input() {
- SDLContext::get_instance().handle_events(this->game_running);
-}
+void LoopManager::process_input() { this->get_system<InputSystem>().update(); }
void LoopManager::start() {
this->setup();
@@ -37,7 +32,7 @@ void LoopManager::set_running(bool running) { this->game_running = running; }
void LoopManager::fixed_update() {}
void LoopManager::loop() {
- LoopTimer & timer = LoopTimer::get_instance();
+ LoopTimer & timer = this->loop_timer;
timer.start();
while (game_running) {
@@ -57,15 +52,17 @@ void LoopManager::loop() {
}
void LoopManager::setup() {
+ LoopTimer & timer = this->loop_timer;
+
this->game_running = true;
- LoopTimer::get_instance().start();
- LoopTimer::get_instance().set_fps(60);
+ timer.start();
+ timer.set_fps(200);
}
void LoopManager::render() {
- if (this->game_running) {
- this->get_system<RenderSystem>().update();
- }
+ if (!this->game_running) return;
+
+ this->get_system<RenderSystem>().update();
}
-void LoopManager::update() { LoopTimer & timer = LoopTimer::get_instance(); }
+void LoopManager::update() {}
diff --git a/src/crepe/api/LoopManager.h b/src/crepe/api/LoopManager.h
index 288dca2..d8910a0 100644
--- a/src/crepe/api/LoopManager.h
+++ b/src/crepe/api/LoopManager.h
@@ -2,16 +2,33 @@
#include <memory>
-#include "../ComponentManager.h"
+#include "../facade/SDLContext.h"
+#include "../manager/ComponentManager.h"
+#include "../manager/SceneManager.h"
#include "../system/System.h"
+#include "LoopTimer.h"
+
namespace crepe {
+/**
+ * \brief Main game loop manager
+ *
+ * This class is responsible for managing the game loop, including initialization and updating.
+ */
class LoopManager {
public:
void start();
LoopManager();
+ /**
+ * \brief Add a new concrete scene to the scene manager
+ *
+ * \tparam T Type of concrete scene
+ */
+ template <typename T>
+ void add_scene();
+
private:
/**
* \brief Setup function for one-time initialization.
@@ -53,12 +70,14 @@ private:
* This function updates physics and game logic based on LoopTimer's fixed_delta_time.
*/
void fixed_update();
+
/**
* \brief Set game running variable
*
* \param running running (false = game shutdown, true = game running)
*/
void set_running(bool running);
+
/**
* \brief Function for executing render-related systems.
*
@@ -68,18 +87,42 @@ private:
bool game_running = false;
-protected:
- ComponentManager & get_component_manager();
- template <class T>
- T & get_system();
-
private:
- ComponentManager component_manager{};
- std::unordered_map<std::type_index, std::unique_ptr<System>> systems;
+ //! Global context
+ Mediator mediator;
+
+ //! Component manager instance
+ ComponentManager component_manager{mediator};
+ //! Scene manager instance
+ SceneManager scene_manager{mediator};
+
+ //! SDL context \todo no more singletons!
+ SDLContext & sdl_context = SDLContext::get_instance();
+ //! Loop timer \todo no more singletons!
+ LoopTimer & loop_timer = LoopTimer::get_instance();
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 LoopManager using LoopManager::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();
+ /**
+ * \brief Retrieve a reference to ECS system
+ * \tparam T System type
+ * \returns Reference to system instance
+ * \throws std::runtime_error if the System is not initialized
+ */
+ template <class T>
+ T & get_system();
};
} // namespace crepe
diff --git a/src/crepe/api/LoopManager.hpp b/src/crepe/api/LoopManager.hpp
index 0b14fdb..266758a 100644
--- a/src/crepe/api/LoopManager.hpp
+++ b/src/crepe/api/LoopManager.hpp
@@ -11,6 +11,11 @@
namespace crepe {
template <class T>
+void LoopManager::add_scene() {
+ this->scene_manager.add_scene<T>();
+}
+
+template <class T>
T & LoopManager::get_system() {
using namespace std;
static_assert(is_base_of<System, T>::value,
@@ -33,8 +38,11 @@ void LoopManager::load_system() {
static_assert(is_base_of<System, T>::value,
"load_system must recieve a derivative class of System");
- System * system = new T(this->component_manager);
- this->systems[typeid(T)] = unique_ptr<System>(system);
+ const type_info & type = typeid(T);
+ if (this->systems.contains(type))
+ throw runtime_error(format("LoopManager: {} is already initialized", type.name()));
+ System * system = new T(this->mediator);
+ this->systems[type] = unique_ptr<System>(system);
}
} // namespace crepe
diff --git a/src/crepe/api/LoopTimer.cpp b/src/crepe/api/LoopTimer.cpp
index a9800b7..15a0e3a 100644
--- a/src/crepe/api/LoopTimer.cpp
+++ b/src/crepe/api/LoopTimer.cpp
@@ -47,7 +47,7 @@ double LoopTimer::get_fixed_delta_time() const { return this->fixed_delta_time.c
void LoopTimer::set_fps(int fps) {
this->fps = fps;
// target time per frame in seconds
- this->frame_target_time = std::chrono::seconds(1) / fps;
+ this->frame_target_time = std::chrono::duration<double>(1.0) / fps;
}
int LoopTimer::get_fps() const { return this->fps; }
diff --git a/src/crepe/api/LoopTimer.h b/src/crepe/api/LoopTimer.h
index f277d7b..9393439 100644
--- a/src/crepe/api/LoopTimer.h
+++ b/src/crepe/api/LoopTimer.h
@@ -130,9 +130,9 @@ private:
//! Delta time for the current frame in seconds
std::chrono::duration<double> delta_time{0.0};
//! Target time per frame in seconds
- std::chrono::duration<double> frame_target_time = std::chrono::seconds(1) / fps;
+ std::chrono::duration<double> frame_target_time = std::chrono::duration<double>(1.0) / fps;
//! Fixed delta time for fixed updates in seconds
- std::chrono::duration<double> fixed_delta_time = std::chrono::seconds(1) / 50;
+ std::chrono::duration<double> fixed_delta_time = std::chrono::duration<double>(1.0) / 50.0;
//! Total elapsed game time in seconds
std::chrono::duration<double> elapsed_time{0.0};
//! Total elapsed time for fixed updates in seconds
diff --git a/src/crepe/api/ParticleEmitter.h b/src/crepe/api/ParticleEmitter.h
index 33112e1..b83fd61 100644
--- a/src/crepe/api/ParticleEmitter.h
+++ b/src/crepe/api/ParticleEmitter.h
@@ -4,7 +4,7 @@
#include "Component.h"
#include "Particle.h"
-#include "Vector2.h"
+#include "types.h"
namespace crepe {
@@ -30,7 +30,7 @@ public:
//! boundary height (midpoint is emitter location)
double height = 0.0;
//! boundary offset from particle emitter location
- Vector2 offset;
+ vec2 offset;
//! reset on exit or stop velocity and set max postion
bool reset_on_exit = false;
};
@@ -43,7 +43,7 @@ public:
*/
struct Data {
//! position of the emitter
- Vector2 position;
+ vec2 position;
//! maximum number of particles
const unsigned int max_particles = 0;
//! rate of particle emission per update (Lowest value = 0.001 any lower is ignored)
@@ -61,7 +61,7 @@ public:
//! end Lifespan of particle
double end_lifespan = 0.0;
//! force over time (physics)
- Vector2 force_over_time;
+ vec2 force_over_time;
//! particle boundary
Boundary boundary;
//! collection of particles
diff --git a/src/crepe/api/Rigidbody.cpp b/src/crepe/api/Rigidbody.cpp
index 6b87695..576ca45 100644
--- a/src/crepe/api/Rigidbody.cpp
+++ b/src/crepe/api/Rigidbody.cpp
@@ -6,7 +6,7 @@ crepe::Rigidbody::Rigidbody(game_object_id_t id, const Data & data)
: Component(id),
data(data) {}
-void crepe::Rigidbody::add_force_linear(const Vector2 & force) {
+void crepe::Rigidbody::add_force_linear(const vec2 & force) {
this->data.linear_velocity += force;
}
diff --git a/src/crepe/api/Rigidbody.h b/src/crepe/api/Rigidbody.h
index 3e5c7a3..3b0588f 100644
--- a/src/crepe/api/Rigidbody.h
+++ b/src/crepe/api/Rigidbody.h
@@ -2,7 +2,7 @@
#include "../Component.h"
-#include "Vector2.h"
+#include "types.h"
namespace crepe {
@@ -56,11 +56,11 @@ public:
//! Changes if physics apply
BodyType body_type = BodyType::DYNAMIC;
//! linear velocity of object
- Vector2 linear_velocity;
+ vec2 linear_velocity;
//! maximum linear velocity of object
- Vector2 max_linear_velocity;
+ vec2 max_linear_velocity;
//! linear damping of object
- Vector2 linear_damping;
+ vec2 linear_damping;
//! angular velocity of object
double angular_velocity = 0.0;
//! max angular velocity of object
@@ -90,7 +90,7 @@ public:
*
* \param force Vector2 that is added to the linear force.
*/
- void add_force_linear(const Vector2 & force);
+ void add_force_linear(const vec2 & force);
/**
* \brief add a angular force to the Rigidbody.
*
diff --git a/src/crepe/api/Scene.cpp b/src/crepe/api/Scene.cpp
deleted file mode 100644
index 88aa82d..0000000
--- a/src/crepe/api/Scene.cpp
+++ /dev/null
@@ -1,7 +0,0 @@
-#include "Scene.h"
-
-using namespace crepe;
-
-Scene::Scene(ComponentManager & mgr, const std::string & name)
- : component_manager(mgr),
- name(name) {}
diff --git a/src/crepe/api/Scene.h b/src/crepe/api/Scene.h
index 334f306..9f1e8ce 100644
--- a/src/crepe/api/Scene.h
+++ b/src/crepe/api/Scene.h
@@ -2,22 +2,57 @@
#include <string>
+#include "../manager/Mediator.h"
+#include "../util/OptionalRef.h"
+
namespace crepe {
+class SceneManager;
class ComponentManager;
+/**
+ * \brief Represents a Scene
+ *
+ * This class represents a Scene. The Scene class is only used as an interface for the game
+ * programmer.
+ */
class Scene {
+protected:
+ // NOTE: This must be the only constructor on Scene, see "Late references" below
+ Scene() = default;
+ //! SceneManager instances Scene
+ friend class SceneManager;
+
public:
- Scene(ComponentManager & mgr, const std::string & name);
virtual ~Scene() = default;
+public:
+ //! Load the scene
virtual void load_scene() = 0;
+ /**
+ * \brief Get the scene's name
+ * \return The scene's name
+ */
+ virtual std::string get_name() const = 0;
-public:
- const std::string name;
+ // TODO: Late references should ALWAYS be private! This is currently kept as-is so unit tests
+ // keep passing, but this reference should not be directly accessible by the user!!!
protected:
- ComponentManager & component_manager;
+ /**
+ * \name Late references
+ *
+ * These references are set by SceneManager immediately after calling the constructor of Scene.
+ *
+ * \note Scene must have a constructor without arguments so the game programmer doesn't need to
+ * manually add `using Scene::Scene` to their concrete scene class, if they want to add a
+ * constructor with arguments (e.g. for passing references to their own concrete Scene classes).
+ *
+ * \{
+ */
+ //! Mediator reference
+ OptionalRef<Mediator> mediator;
+ //! \}
};
} // namespace crepe
diff --git a/src/crepe/api/SceneManager.hpp b/src/crepe/api/SceneManager.hpp
deleted file mode 100644
index 714f690..0000000
--- a/src/crepe/api/SceneManager.hpp
+++ /dev/null
@@ -1,21 +0,0 @@
-#pragma once
-
-#include "SceneManager.h"
-
-namespace crepe {
-
-template <typename T>
-void SceneManager::add_scene(const std::string & name) {
- using namespace std;
- static_assert(is_base_of<Scene, T>::value, "T must be derived from Scene");
-
- Scene * scene = new T(this->component_manager, name);
- this->scenes.emplace_back(unique_ptr<Scene>(scene));
-
- // The first scene added, is the one that will be loaded at the beginning
- if (next_scene.empty()) {
- next_scene = name;
- }
-}
-
-} // namespace crepe
diff --git a/src/crepe/api/Script.cpp b/src/crepe/api/Script.cpp
new file mode 100644
index 0000000..4091fd4
--- /dev/null
+++ b/src/crepe/api/Script.cpp
@@ -0,0 +1,27 @@
+#include <string>
+
+#include "../manager/SceneManager.h"
+
+#include "Script.h"
+
+using namespace crepe;
+using namespace std;
+
+Script::~Script() {
+ Mediator & mediator = this->mediator;
+ EventManager & mgr = mediator.event_manager;
+ for (auto id : this->listeners) {
+ mgr.unsubscribe(id);
+ }
+}
+
+template <>
+void Script::subscribe(const EventHandler<CollisionEvent> & callback) {
+ this->subscribe_internal(callback, this->game_object_id);
+}
+
+void Script::set_next_scene(const string & name) {
+ Mediator & mediator = this->mediator;
+ SceneManager & mgr = mediator.scene_manager;
+ mgr.set_next_scene(name);
+}
diff --git a/src/crepe/api/Script.h b/src/crepe/api/Script.h
index 12ec7f1..1b339b0 100644
--- a/src/crepe/api/Script.h
+++ b/src/crepe/api/Script.h
@@ -2,6 +2,11 @@
#include <vector>
+#include "../manager/EventManager.h"
+#include "../manager/Mediator.h"
+#include "../types.h"
+#include "../util/OptionalRef.h"
+
namespace crepe {
class ScriptSystem;
@@ -11,72 +16,180 @@ class ComponentManager;
/**
* \brief Script interface
*
- * This class is used as a base class for user-defined scripts that can be
- * added to game objects using the \c BehaviorScript component.
+ * This class is used as a base class for user-defined scripts that can be added to game
+ * objects using the \c BehaviorScript component.
+ *
+ * \info Additional *events* (like Unity's OnDisable and OnEnable) should be implemented as
+ * member or lambda methods in derivative user script classes and registered in \c init().
+ *
+ * \warning Concrete scripts are allowed do create a custom constructor, but the utility
+ * functions should not be called inside the constructor as they rely on late references that
+ * are only available after the constructor returns.
+ *
+ * \see feature_script
*/
class Script {
- //! ScriptSystem calls \c update()
- friend class crepe::ScriptSystem;
-
protected:
/**
- * \brief Script initialization function
+ * \name Interface functions
+ * \{
+ */
+ /**
+ * \brief Script initialization function (empty by default)
*
* This function is called during the ScriptSystem::update() routine *before*
- * Script::update() if it (a) has not yet been called and (b) the \c
- * BehaviorScript component holding this script instance is active.
+ * Script::update() if it (a) has not yet been called and (b) the \c BehaviorScript component
+ * holding this script instance is active.
*/
virtual void init() {}
/**
- * \brief Script update function
+ * \brief Script update function (empty by default)
*
- * This function is called during the ScriptSystem::update() routine if the
- * \c BehaviorScript component holding this script instance is active.
+ * This function is called during the ScriptSystem::update() routine if the \c BehaviorScript
+ * component holding this script instance is active.
*/
virtual void update() {}
- // NOTE: additional *events* (like unity's OnDisable and OnEnable) should be implemented as
- // member methods in derivative user script classes and registered in init(), otherwise this
- // class will balloon in size with each added event.
+ //! \}
+
+ //! ScriptSystem calls \c init() and \c update()
+ friend class crepe::ScriptSystem;
protected:
/**
- * \brief Get single component of type \c T on this game object (utility)
+ * \name Utility functions
+ * \{
+ */
+
+ /**
+ * \brief Get single component of type \c T on this game object
*
* \tparam T Type of component
*
* \returns Reference to component
*
- * \throws nullptr if this game object does not have a component matching
- * type \c T
+ * \throws std::runtime_error if this game object does not have a component with type \c T
*/
template <typename T>
T & get_component() const;
+ // TODO: make get_component calls for component types that can have more than 1 instance
+ // cause compile-time errors
/**
- * \brief Get all components of type \c T on this game object (utility)
+ * \brief Get all components of type \c T on this game object
*
* \tparam T Type of component
*
* \returns List of component references
*/
template <typename T>
- std::vector<std::reference_wrapper<T>> get_components() const;
+ RefVector<T> get_components() const;
+
+ /**
+ * \brief Log a message using Log::logf
+ *
+ * \tparam Args Log::logf parameters
+ * \param args Log::logf parameters
+ */
+ template <typename... Args>
+ void logf(Args &&... args);
+
+ /**
+ * \brief Subscribe to an event with an explicit channel
+ * \see EventManager::subscribe
+ */
+ template <typename EventType>
+ void subscribe(const EventHandler<EventType> & callback, event_channel_t channel);
+ /**
+ * \brief Subscribe to an event on EventManager::CHANNEL_ALL
+ * \see EventManager::subscribe
+ */
+ template <typename EventType>
+ void subscribe(const EventHandler<EventType> & callback);
+
+ /**
+ * \brief Set the next scene using SceneManager
+ * \see SceneManager::set_next_scene
+ */
+ void set_next_scene(const std::string & name);
+
+ //! \}
+
+private:
+ /**
+ * \brief Internal subscribe function
+ *
+ * This function exists so certain template specializations of Script::subscribe can be
+ * explicitly deleted, and does the following:
+ * - Wrap the user-provided callback in a check that tests if the parent BehaviorScript
+ * component is still active
+ * - Store the subscriber handle returned by the event manager so this listener is
+ * automatically unsubscribed at the end of this Script instance's life
+ *
+ * \tparam EventType concrete Event class
+ * \param callback User-provided callback function
+ * \param channel Event channel (may have been overridden by template specializations)
+ */
+ template <typename EventType>
+ void subscribe_internal(const EventHandler<EventType> & callback, event_channel_t channel);
protected:
- // NOTE: Script must have a constructor without arguments so the game
- // programmer doesn't need to manually add `using Script::Script` to their
- // concrete script class.
+ // NOTE: This must be the only constructor on Script, see "Late references" below
Script() = default;
//! Only \c BehaviorScript instantiates Script
friend class BehaviorScript;
+public:
+ // std::unique_ptr destroys script
+ virtual ~Script();
+
+private:
+ Script(const Script &) = delete;
+ Script(Script &&) = delete;
+ Script & operator=(const Script &) = delete;
+ Script & operator=(Script &&) = delete;
+
private:
- // These references are set by BehaviorScript immediately after calling the
- // constructor of Script.
- BehaviorScript * parent_ref = nullptr;
- ComponentManager * component_manager_ref = nullptr;
+ /**
+ * \name Late references
+ *
+ * These references are set by BehaviorScript immediately after calling the constructor of
+ * Script.
+ *
+ * \note Script must have a constructor without arguments so the game programmer doesn't need
+ * to manually add `using Script::Script` to their concrete script class if they want to
+ * implement a non-default constructor (e.g. for passing references to their own concrete
+ * Script classes).
+ *
+ * \{
+ */
+ //! Game object ID of game object parent BehaviorScript is attached to
+ game_object_id_t game_object_id;
+ //! Reference to parent component
+ OptionalRef<bool> active;
+ //! Mediator reference
+ OptionalRef<Mediator> mediator;
+ //! \}
+
+private:
+ //! Flag to indicate if \c init() has been called already
+ bool initialized = false;
+ //! List of subscribed events
+ std::vector<subscription_t> listeners;
};
+/**
+ * \brief Subscribe to CollisionEvent for the current GameObject
+ *
+ * This is a template specialization for Script::subscribe which automatically sets the event
+ * channel so the callback handler is only called for CollisionEvent events that apply to the
+ * current GameObject the parent BehaviorScript is attached to.
+ */
+template <>
+void Script::subscribe(const EventHandler<CollisionEvent> & callback);
+template <>
+void Script::subscribe(const EventHandler<CollisionEvent> & callback, event_channel_t)
+ = delete;
+
} // namespace crepe
#include "Script.hpp"
diff --git a/src/crepe/api/Script.hpp b/src/crepe/api/Script.hpp
index c4e07e8..45f1ff1 100644
--- a/src/crepe/api/Script.hpp
+++ b/src/crepe/api/Script.hpp
@@ -1,6 +1,6 @@
#pragma once
-#include "../ComponentManager.h"
+#include "../manager/ComponentManager.h"
#include "BehaviorScript.h"
#include "Script.h"
@@ -10,7 +10,7 @@ namespace crepe {
template <typename T>
T & Script::get_component() const {
using namespace std;
- vector<reference_wrapper<T>> all_components = this->get_components<T>();
+ RefVector<T> all_components = this->get_components<T>();
if (all_components.size() < 1)
throw runtime_error(
format("Script: no component found with type = {}", typeid(T).name()));
@@ -19,11 +19,41 @@ T & Script::get_component() const {
}
template <typename T>
-std::vector<std::reference_wrapper<T>> Script::get_components() const {
- auto & parent = *this->parent_ref;
- auto & mgr = *this->component_manager_ref;
+RefVector<T> Script::get_components() const {
+ Mediator & mediator = this->mediator;
+ ComponentManager & mgr = mediator.component_manager;
- return mgr.get_components_by_id<T>(parent.game_object_id);
+ return mgr.get_components_by_id<T>(this->game_object_id);
+}
+
+template <typename... Args>
+void Script::logf(Args &&... args) {
+ Log::logf(std::forward<Args>(args)...);
+}
+
+template <typename EventType>
+void Script::subscribe_internal(const EventHandler<EventType> & callback,
+ event_channel_t channel) {
+ Mediator & mediator = this->mediator;
+ EventManager & mgr = mediator.event_manager;
+ subscription_t listener = mgr.subscribe<EventType>(
+ [this, callback](const EventType & data) -> bool {
+ bool & active = this->active;
+ if (!active) return false;
+ return callback(data);
+ },
+ channel);
+ this->listeners.push_back(listener);
+}
+
+template <typename EventType>
+void Script::subscribe(const EventHandler<EventType> & callback, event_channel_t channel) {
+ this->subscribe_internal(callback, channel);
+}
+
+template <typename EventType>
+void Script::subscribe(const EventHandler<EventType> & callback) {
+ this->subscribe_internal(callback, EventManager::CHANNEL_ALL);
}
} // namespace crepe
diff --git a/src/crepe/api/Sprite.cpp b/src/crepe/api/Sprite.cpp
index bd2d5cf..0a2ad4c 100644
--- a/src/crepe/api/Sprite.cpp
+++ b/src/crepe/api/Sprite.cpp
@@ -1,7 +1,7 @@
-#include <memory>
+#include <cmath>
+#include <utility>
#include "../util/Log.h"
-#include "facade/SDLContext.h"
#include "Component.h"
#include "Sprite.h"
@@ -10,16 +10,21 @@
using namespace std;
using namespace crepe;
-Sprite::Sprite(game_object_id_t id, const shared_ptr<Texture> image, const Color & color,
- const FlipSettings & flip)
+Sprite::Sprite(game_object_id_t id, Texture & image, const Color & color,
+ const FlipSettings & flip, int sort_layer, int order_layer, int height)
: Component(id),
color(color),
flip(flip),
- sprite_image(image) {
+ sprite_image(std::move(image)),
+ sorting_in_layer(sort_layer),
+ order_in_layer(order_layer),
+ height(height) {
+
dbg_trace();
- this->sprite_rect.w = sprite_image->get_width();
- this->sprite_rect.h = sprite_image->get_height();
+ this->mask.w = sprite_image.get_size().x;
+ this->mask.h = sprite_image.get_size().y;
+ this->aspect_ratio = static_cast<double>(this->mask.w) / this->mask.h;
}
Sprite::~Sprite() { dbg_trace(); }
diff --git a/src/crepe/api/Sprite.h b/src/crepe/api/Sprite.h
index 0192793..a0e90a0 100644
--- a/src/crepe/api/Sprite.h
+++ b/src/crepe/api/Sprite.h
@@ -1,25 +1,14 @@
#pragma once
-#include <memory>
+#include <cstdint>
+
+#include "../Component.h"
#include "Color.h"
-#include "Component.h"
#include "Texture.h"
namespace crepe {
-struct Rect {
- int w = 0;
- int h = 0;
- int x = 0;
- int y = 0;
-};
-
-struct FlipSettings {
- bool flip_x = false;
- bool flip_y = false;
-};
-
class SDLContext;
class Animator;
class AnimatorSystem;
@@ -33,6 +22,12 @@ class AnimatorSystem;
class Sprite : public Component {
public:
+ struct FlipSettings {
+ bool flip_x = false;
+ bool flip_y = false;
+ };
+
+public:
// TODO: Loek comment in github #27 will be looked another time
// about shared_ptr Texture
/**
@@ -41,9 +36,12 @@ public:
* \param image Shared pointer to the texture for this sprite.
* \param color Color tint applied to the sprite.
* \param flip Flip settings for horizontal and vertical orientation.
+ * \param order_layer decides the sorting in layer of the sprite.
+ * \param sort_layer decides the order in layer of the sprite.
+ * \param height the height of the image in game units
*/
- Sprite(game_object_id_t id, const std::shared_ptr<Texture> image, const Color & color,
- const FlipSettings & flip);
+ Sprite(game_object_id_t id, Texture & image, const Color & color,
+ const FlipSettings & flip, int sort_layer, int order_layer, int height);
/**
* \brief Destroys the Sprite instance.
@@ -51,38 +49,49 @@ public:
~Sprite();
//! Texture used for the sprite
- const std::shared_ptr<Texture> sprite_image;
+ const Texture sprite_image;
+
//! Color tint of the sprite
Color color;
+
//! Flip settings for the sprite
FlipSettings flip;
+
//! Layer sorting level of the sprite
- uint8_t sorting_in_layer = 0;
+ const int sorting_in_layer;
//! Order within the sorting layer
- uint8_t order_in_layer = 0;
+ const int order_in_layer;
+
+ //! height in world units
+ const int height;
-public:
/**
- * \brief Gets the maximum number of instances allowed for this sprite.
- * \return Maximum instance count as an integer.
+ * \aspect_ratio ratio of the img so that scaling will not become weird
*
- * For now is this number randomly picked. I think it will eventually be 1.
+ * cannot be const because if Animator component is addded then ratio becomes scuffed and
+ * does it need to be calculated again in the Animator
*/
- virtual int get_instances_max() const { return 10; }
+ double aspect_ratio;
private:
- //! Reads the sprite_rect of sprite
+ //! Reads the mask of sprite
friend class SDLContext;
- //! Reads the all the variables plus the sprite_rect
+ //! Reads the all the variables plus the mask
friend class Animator;
- //! Reads the all the variables plus the sprite_rect
+ //! Reads the all the variables plus the mask
friend class AnimatorSystem;
+ struct Rect {
+ int w = 0;
+ int h = 0;
+ int x = 0;
+ int y = 0;
+ };
//! Render area of the sprite this will also be adjusted by the AnimatorSystem if an Animator
- // object is present in GameObject
- Rect sprite_rect;
+ // object is present in GameObject. this is in sprite pixels
+ Rect mask;
};
} // namespace crepe
diff --git a/src/crepe/api/Texture.cpp b/src/crepe/api/Texture.cpp
index de0d0ea..2b56271 100644
--- a/src/crepe/api/Texture.cpp
+++ b/src/crepe/api/Texture.cpp
@@ -1,22 +1,16 @@
-#include <SDL2/SDL_render.h>
-
#include "../facade/SDLContext.h"
#include "../util/Log.h"
#include "Asset.h"
#include "Texture.h"
+#include "types.h"
using namespace crepe;
using namespace std;
-Texture::Texture(unique_ptr<Asset> res) {
- dbg_trace();
- this->load(std::move(res));
-}
-
-Texture::Texture(const char * src) {
+Texture::Texture(const Asset & src) {
dbg_trace();
- this->load(make_unique<Asset>(src));
+ this->load(src);
}
Texture::~Texture() {
@@ -24,16 +18,21 @@ Texture::~Texture() {
this->texture.reset();
}
-void Texture::load(unique_ptr<Asset> res) {
- SDLContext & ctx = SDLContext::get_instance();
- this->texture = std::move(ctx.texture_from_path(res->get_canonical()));
+Texture::Texture(Texture && other) noexcept : texture(std::move(other.texture)) {}
+
+Texture & Texture::operator=(Texture && other) noexcept {
+ if (this != &other) {
+ texture = std::move(other.texture);
+ }
+ return *this;
}
-int Texture::get_width() const {
- if (this->texture == nullptr) return 0;
- return SDLContext::get_instance().get_width(*this);
+void Texture::load(const Asset & res) {
+ SDLContext & ctx = SDLContext::get_instance();
+ this->texture = ctx.texture_from_path(res.get_path());
}
-int Texture::get_height() const {
- if (this->texture == nullptr) return 0;
- return SDLContext::get_instance().get_width(*this);
+
+ivec2 Texture::get_size() const {
+ if (this->texture == nullptr) return {};
+ return SDLContext::get_instance().get_size(*this);
}
diff --git a/src/crepe/api/Texture.h b/src/crepe/api/Texture.h
index 6965223..1817910 100644
--- a/src/crepe/api/Texture.h
+++ b/src/crepe/api/Texture.h
@@ -8,6 +8,7 @@
#include <memory>
#include "Asset.h"
+#include "types.h"
namespace crepe {
@@ -25,16 +26,10 @@ class Texture {
public:
/**
- * \brief Constructs a Texture from a file path.
- * \param src Path to the image file to be loaded as a texture.
- */
- Texture(const char * src);
-
- /**
* \brief Constructs a Texture from an Asset resource.
- * \param res Unique pointer to an Asset resource containing texture data.
+ * \param src Asset with texture data to load.
*/
- Texture(std::unique_ptr<Asset> res);
+ Texture(const Asset & src);
/**
* \brief Destroys the Texture instance, freeing associated resources.
@@ -42,24 +37,23 @@ public:
~Texture();
// FIXME: this constructor shouldn't be necessary because this class doesn't manage memory
- /**
- * \brief Gets the width of the texture.
- * \return Width of the texture in pixels.
- */
- int get_width() const;
+ Texture(Texture && other) noexcept;
+ Texture & operator=(Texture && other) noexcept;
+ Texture(const Texture &) = delete;
+ Texture & operator=(const Texture &) = delete;
/**
- * \brief Gets the height of the texture.
- * \return Height of the texture in pixels.
+ * \brief Gets the width and height of the texture.
+ * \return Width and height of the texture in pixels.
*/
- int get_height() const;
+ ivec2 get_size() const;
private:
/**
* \brief Loads the texture from an Asset resource.
* \param res Unique pointer to an Asset resource to load the texture from.
*/
- void load(std::unique_ptr<Asset> res);
+ void load(const Asset & res);
private:
//! The texture of the class from the library
diff --git a/src/crepe/api/Transform.cpp b/src/crepe/api/Transform.cpp
index cd944bd..a85b792 100644
--- a/src/crepe/api/Transform.cpp
+++ b/src/crepe/api/Transform.cpp
@@ -4,7 +4,7 @@
using namespace crepe;
-Transform::Transform(game_object_id_t id, const Vector2 & point, double rotation, double scale)
+Transform::Transform(game_object_id_t id, const vec2 & point, double rotation, double scale)
: Component(id),
position(point),
rotation(rotation),
diff --git a/src/crepe/api/Transform.h b/src/crepe/api/Transform.h
index 18aa293..6243a93 100644
--- a/src/crepe/api/Transform.h
+++ b/src/crepe/api/Transform.h
@@ -1,8 +1,7 @@
#pragma once
-#include "api/Vector2.h"
-
#include "Component.h"
+#include "types.h"
namespace crepe {
@@ -15,7 +14,7 @@ namespace crepe {
class Transform : public Component {
public:
//! Translation (shift)
- Vector2 position = {0, 0};
+ vec2 position = {0, 0};
//! Rotation, in degrees
double rotation = 0;
//! Multiplication factor
@@ -28,7 +27,7 @@ protected:
* \param rotation The rotation of the GameObject
* \param scale The scale of the GameObject
*/
- Transform(game_object_id_t id, const Vector2 & point, double rotation, double scale);
+ Transform(game_object_id_t id, const vec2 & point, double rotation, double scale);
/**
* There is always exactly one transform component per entity
* \return 1
diff --git a/src/crepe/api/UIObject.cpp b/src/crepe/api/UIObject.cpp
new file mode 100644
index 0000000..d239b89
--- /dev/null
+++ b/src/crepe/api/UIObject.cpp
@@ -0,0 +1,8 @@
+#include "UIObject.h"
+
+using namespace crepe;
+
+UIObject::UIObject(game_object_id_t id, const vec2 & dimensions, const vec2 & offset)
+ : Component(id),
+ dimensions(dimensions),
+ offset(offset) {}
diff --git a/src/crepe/api/UIObject.h b/src/crepe/api/UIObject.h
new file mode 100644
index 0000000..f7f4fba
--- /dev/null
+++ b/src/crepe/api/UIObject.h
@@ -0,0 +1,25 @@
+#pragma once
+
+#include "../Component.h"
+
+namespace crepe {
+
+/**
+ * \brief Represents a UI object in the game, derived from the Component class.
+ */
+class UIObject : public Component {
+public:
+ /**
+ * \brief Constructs a UiObject with the specified game object ID.
+ * \param id The unique ID of the game object associated with this UI object.
+ * \param dimensions width and height of the UIObject
+ * \param offset Offset relative to the GameObject Transform
+ */
+ UIObject(game_object_id_t id, const vec2 & dimensions, const vec2 & offset);
+ //! Width and height of the UIObject
+ vec2 dimensions;
+ //! Position offset relative to this GameObjects Transform
+ vec2 offset;
+};
+
+} // namespace crepe
diff --git a/src/crepe/api/Vector2.cpp b/src/crepe/api/Vector2.cpp
deleted file mode 100644
index 30b968e..0000000
--- a/src/crepe/api/Vector2.cpp
+++ /dev/null
@@ -1,33 +0,0 @@
-#include "Vector2.h"
-
-using namespace crepe;
-
-Vector2 Vector2::operator-(const Vector2 & other) const { return {x - other.x, y - other.y}; }
-
-Vector2 Vector2::operator+(const Vector2 & other) const { return {x + other.x, y + other.y}; }
-
-Vector2 Vector2::operator*(double scalar) const { return {x * scalar, y * scalar}; }
-
-Vector2 & Vector2::operator*=(const Vector2 & other) {
- x *= other.x;
- y *= other.y;
- return *this;
-}
-
-Vector2 & Vector2::operator+=(const Vector2 & other) {
- x += other.x;
- y += other.y;
- return *this;
-}
-
-Vector2 & Vector2::operator+=(double other) {
- x += other;
- y += other;
- return *this;
-}
-
-Vector2 Vector2::operator-() const { return {-x, -y}; }
-
-bool Vector2::operator==(const Vector2 & other) const { return x == other.x && y == other.y; }
-
-bool Vector2::operator!=(const Vector2 & other) const { return !(*this == other); }
diff --git a/src/crepe/api/Vector2.h b/src/crepe/api/Vector2.h
index 2fb6136..c278c87 100644
--- a/src/crepe/api/Vector2.h
+++ b/src/crepe/api/Vector2.h
@@ -3,38 +3,71 @@
namespace crepe {
//! 2D vector
+template <class T>
struct Vector2 {
//! X component of the vector
- double x = 0;
+ T x = 0;
//! Y component of the vector
- double y = 0;
+ T y = 0;
//! Subtracts another vector from this vector and returns the result.
- Vector2 operator-(const Vector2 & other) const;
+ Vector2 operator-(const Vector2<T> & other) const;
+
+ //! Subtracts a scalar value from both components of this vector and returns the result.
+ Vector2 operator-(T scalar) const;
//! Adds another vector to this vector and returns the result.
- Vector2 operator+(const Vector2 & other) const;
+ Vector2 operator+(const Vector2<T> & other) const;
+
+ //! Adds a scalar value to both components of this vector and returns the result.
+ Vector2 operator+(T scalar) const;
+
+ //! Multiplies this vector by another vector element-wise and returns the result.
+ Vector2 operator*(const Vector2<T> & other) const;
//! Multiplies this vector by a scalar and returns the result.
- Vector2 operator*(double scalar) const;
+ Vector2 operator*(T scalar) const;
- //! Multiplies this vector by another vector element-wise and updates this vector.
- Vector2 & operator*=(const Vector2 & other);
+ //! Divides this vector by another vector element-wise and returns the result.
+ Vector2 operator/(const Vector2<T> & other) const;
+
+ //! Divides this vector by a scalar and returns the result.
+ Vector2 operator/(T scalar) const;
//! Adds another vector to this vector and updates this vector.
- Vector2 & operator+=(const Vector2 & other);
+ Vector2 & operator+=(const Vector2<T> & other);
//! Adds a scalar value to both components of this vector and updates this vector.
- Vector2 & operator+=(double other);
+ Vector2 & operator+=(T other);
+
+ //! Subtracts another vector from this vector and updates this vector.
+ Vector2 & operator-=(const Vector2<T> & other);
+
+ //! Subtracts a scalar value from both components of this vector and updates this vector.
+ Vector2 & operator-=(T other);
+
+ //! Multiplies this vector by another vector element-wise and updates this vector.
+ Vector2 & operator*=(const Vector2<T> & other);
+
+ //! Multiplies this vector by a scalar and updates this vector.
+ Vector2 & operator*=(T other);
+
+ //! Divides this vector by another vector element-wise and updates this vector.
+ Vector2 & operator/=(const Vector2<T> & other);
+
+ //! Divides this vector by a scalar and updates this vector.
+ Vector2 & operator/=(T other);
//! Returns the negation of this vector.
Vector2 operator-() const;
//! Checks if this vector is equal to another vector.
- bool operator==(const Vector2 & other) const;
+ bool operator==(const Vector2<T> & other) const;
//! Checks if this vector is not equal to another vector.
- bool operator!=(const Vector2 & other) const;
+ bool operator!=(const Vector2<T> & other) const;
};
} // namespace crepe
+
+#include "Vector2.hpp"
diff --git a/src/crepe/api/Vector2.hpp b/src/crepe/api/Vector2.hpp
new file mode 100644
index 0000000..cad15f8
--- /dev/null
+++ b/src/crepe/api/Vector2.hpp
@@ -0,0 +1,118 @@
+#pragma once
+
+#include "Vector2.h"
+
+namespace crepe {
+
+template <class T>
+Vector2<T> Vector2<T>::operator-(const Vector2<T> & other) const {
+ return {x - other.x, y - other.y};
+}
+
+template <class T>
+Vector2<T> Vector2<T>::operator-(T scalar) const {
+ return {x - scalar, y - scalar};
+}
+
+template <class T>
+Vector2<T> Vector2<T>::operator+(const Vector2<T> & other) const {
+ return {x + other.x, y + other.y};
+}
+
+template <class T>
+Vector2<T> Vector2<T>::operator+(T scalar) const {
+ return {x + scalar, y + scalar};
+}
+
+template <class T>
+Vector2<T> Vector2<T>::operator*(const Vector2<T> & other) const {
+ return {x * other.x, y * other.y};
+}
+
+template <class T>
+Vector2<T> Vector2<T>::operator*(T scalar) const {
+ return {x * scalar, y * scalar};
+}
+
+template <class T>
+Vector2<T> Vector2<T>::operator/(const Vector2<T> & other) const {
+ return {x / other.x, y / other.y};
+}
+
+template <class T>
+Vector2<T> Vector2<T>::operator/(T scalar) const {
+ return {x / scalar, y / scalar};
+}
+
+template <class T>
+Vector2<T> & Vector2<T>::operator+=(const Vector2<T> & other) {
+ x += other.x;
+ y += other.y;
+ return *this;
+}
+
+template <class T>
+Vector2<T> & Vector2<T>::operator+=(T other) {
+ x += other;
+ y += other;
+ return *this;
+}
+
+template <class T>
+Vector2<T> & Vector2<T>::operator-=(const Vector2<T> & other) {
+ x -= other.x;
+ y -= other.y;
+ return *this;
+}
+
+template <class T>
+Vector2<T> & Vector2<T>::operator-=(T other) {
+ x -= other;
+ y -= other;
+ return *this;
+}
+
+template <class T>
+Vector2<T> & Vector2<T>::operator*=(const Vector2<T> & other) {
+ x *= other.x;
+ y *= other.y;
+ return *this;
+}
+
+template <class T>
+Vector2<T> & Vector2<T>::operator*=(T other) {
+ x *= other;
+ y *= other;
+ return *this;
+}
+
+template <class T>
+Vector2<T> & Vector2<T>::operator/=(const Vector2<T> & other) {
+ x /= other.x;
+ y /= other.y;
+ return *this;
+}
+
+template <class T>
+Vector2<T> & Vector2<T>::operator/=(T other) {
+ x /= other;
+ y /= other;
+ return *this;
+}
+
+template <class T>
+Vector2<T> Vector2<T>::operator-() const {
+ return {-x, -y};
+}
+
+template <class T>
+bool Vector2<T>::operator==(const Vector2<T> & other) const {
+ return x == other.x && y == other.y;
+}
+
+template <class T>
+bool Vector2<T>::operator!=(const Vector2<T> & other) const {
+ return !(*this == other);
+}
+
+} // namespace crepe
diff --git a/src/crepe/facade/DB.cpp b/src/crepe/facade/DB.cpp
index d5d19dc..95cf606 100644
--- a/src/crepe/facade/DB.cpp
+++ b/src/crepe/facade/DB.cpp
@@ -18,8 +18,8 @@ DB::DB(const string & path) {
this->db = {db, [](libdb::DB * db) { db->close(db, 0); }};
// load or create database file
- ret = this->db->open(this->db.get(), NULL, path.c_str(), NULL, libdb::DB_BTREE, DB_CREATE,
- 0);
+ const char * file = path.empty() ? NULL : path.c_str();
+ ret = this->db->open(this->db.get(), NULL, file, NULL, libdb::DB_BTREE, DB_CREATE, 0);
if (ret != 0) throw runtime_error(format("db->open: {}", libdb::db_strerror(ret)));
// create cursor
diff --git a/src/crepe/facade/DB.h b/src/crepe/facade/DB.h
index 629b0eb..115c0f1 100644
--- a/src/crepe/facade/DB.h
+++ b/src/crepe/facade/DB.h
@@ -22,8 +22,10 @@ class DB {
public:
/**
* \param path The path of the database (created if nonexistant)
+ *
+ * \note If \p path is empty, the database is entirely in-memory
*/
- DB(const std::string & path);
+ DB(const std::string & path = "");
virtual ~DB() = default;
public:
diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp
index 83e91f8..ad9f1f0 100644
--- a/src/crepe/facade/SDLContext.cpp
+++ b/src/crepe/facade/SDLContext.cpp
@@ -1,22 +1,30 @@
#include <SDL2/SDL.h>
+#include <SDL2/SDL_blendmode.h>
#include <SDL2/SDL_image.h>
+#include <SDL2/SDL_keycode.h>
#include <SDL2/SDL_rect.h>
#include <SDL2/SDL_render.h>
#include <SDL2/SDL_surface.h>
#include <SDL2/SDL_video.h>
+#include <array>
#include <cmath>
#include <cstddef>
+#include <cstdint>
#include <functional>
#include <iostream>
#include <memory>
-#include <string>
+#include <stdexcept>
+#include "../api/Camera.h"
+#include "../api/Config.h"
#include "../api/Sprite.h"
#include "../api/Texture.h"
-#include "../api/Transform.h"
+#include "../manager/EventManager.h"
#include "../util/Log.h"
#include "SDLContext.h"
+#include "api/Color.h"
+#include "types.h"
using namespace crepe;
using namespace std;
@@ -28,31 +36,25 @@ SDLContext & SDLContext::get_instance() {
SDLContext::SDLContext() {
dbg_trace();
- // FIXME: read window defaults from config manager
- if (SDL_Init(SDL_INIT_VIDEO) < 0) {
- // FIXME: throw exception
- std::cerr << "SDL could not initialize! SDL_Error: " << SDL_GetError() << std::endl;
- return;
+ if (SDL_Init(SDL_INIT_VIDEO) != 0) {
+ throw runtime_error(format("SDLContext: SDL_Init error: {}", SDL_GetError()));
}
+
+ auto & cfg = Config::get_instance().window_settings;
SDL_Window * tmp_window
- = SDL_CreateWindow("Crepe Game Engine", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
- this->viewport.w, this->viewport.h, 0);
+ = SDL_CreateWindow(cfg.window_title.c_str(), SDL_WINDOWPOS_CENTERED,
+ SDL_WINDOWPOS_CENTERED, cfg.default_size.x, cfg.default_size.y, 0);
if (!tmp_window) {
- // FIXME: throw exception
- std::cerr << "Window could not be created! SDL_Error: " << SDL_GetError() << std::endl;
- return;
+ throw runtime_error(format("SDLContext: SDL_Window error: {}", SDL_GetError()));
}
this->game_window = {tmp_window, [](SDL_Window * window) { SDL_DestroyWindow(window); }};
SDL_Renderer * tmp_renderer
= SDL_CreateRenderer(this->game_window.get(), -1, SDL_RENDERER_ACCELERATED);
if (!tmp_renderer) {
- // FIXME: throw exception
- std::cerr << "Renderer could not be created! SDL_Error: " << SDL_GetError()
- << std::endl;
- SDL_DestroyWindow(this->game_window.get());
- return;
+ throw runtime_error(
+ format("SDLContext: SDL_CreateRenderer error: {}", SDL_GetError()));
}
this->game_renderer
@@ -60,9 +62,7 @@ SDLContext::SDLContext() {
int img_flags = IMG_INIT_PNG;
if (!(IMG_Init(img_flags) & img_flags)) {
- // FIXME: throw exception
- std::cout << "SDL_image could not initialize! SDL_image Error: " << IMG_GetError()
- << std::endl;
+ throw runtime_error("SDLContext: SDL_image could not initialize!");
}
}
@@ -79,67 +79,233 @@ SDLContext::~SDLContext() {
SDL_Quit();
}
-void SDLContext::handle_events(bool & running) {
- //TODO: wouter i need events
- /*
- SDL_Event event;
- SDL_PollEvent(&event);
- switch (event.type) {
- case SDL_QUIT:
- running = false;
- break;
- case SDL_KEYDOWN:
- triggerEvent(KeyPressedEvent(getCustomKey(event.key.keysym.sym)));
- break;
- case SDL_MOUSEBUTTONDOWN:
- int x, y;
- SDL_GetMouseState(&x, &y);
- triggerEvent(MousePressedEvent(x, y));
- break;
+Keycode SDLContext::sdl_to_keycode(SDL_Keycode sdl_key) {
+ static const std::array<Keycode, SDL_NUM_SCANCODES> LOOKUP_TABLE = [] {
+ std::array<Keycode, SDL_NUM_SCANCODES> table{};
+ table.fill(Keycode::NONE);
+
+ table[SDL_SCANCODE_SPACE] = Keycode::SPACE;
+ table[SDL_SCANCODE_APOSTROPHE] = Keycode::APOSTROPHE;
+ table[SDL_SCANCODE_COMMA] = Keycode::COMMA;
+ table[SDL_SCANCODE_MINUS] = Keycode::MINUS;
+ table[SDL_SCANCODE_PERIOD] = Keycode::PERIOD;
+ table[SDL_SCANCODE_SLASH] = Keycode::SLASH;
+ table[SDL_SCANCODE_0] = Keycode::D0;
+ table[SDL_SCANCODE_1] = Keycode::D1;
+ table[SDL_SCANCODE_2] = Keycode::D2;
+ table[SDL_SCANCODE_3] = Keycode::D3;
+ table[SDL_SCANCODE_4] = Keycode::D4;
+ table[SDL_SCANCODE_5] = Keycode::D5;
+ table[SDL_SCANCODE_6] = Keycode::D6;
+ table[SDL_SCANCODE_7] = Keycode::D7;
+ table[SDL_SCANCODE_8] = Keycode::D8;
+ table[SDL_SCANCODE_9] = Keycode::D9;
+ table[SDL_SCANCODE_SEMICOLON] = Keycode::SEMICOLON;
+ table[SDL_SCANCODE_EQUALS] = Keycode::EQUAL;
+ table[SDL_SCANCODE_A] = Keycode::A;
+ table[SDL_SCANCODE_B] = Keycode::B;
+ table[SDL_SCANCODE_C] = Keycode::C;
+ table[SDL_SCANCODE_D] = Keycode::D;
+ table[SDL_SCANCODE_E] = Keycode::E;
+ table[SDL_SCANCODE_F] = Keycode::F;
+ table[SDL_SCANCODE_G] = Keycode::G;
+ table[SDL_SCANCODE_H] = Keycode::H;
+ table[SDL_SCANCODE_I] = Keycode::I;
+ table[SDL_SCANCODE_J] = Keycode::J;
+ table[SDL_SCANCODE_K] = Keycode::K;
+ table[SDL_SCANCODE_L] = Keycode::L;
+ table[SDL_SCANCODE_M] = Keycode::M;
+ table[SDL_SCANCODE_N] = Keycode::N;
+ table[SDL_SCANCODE_O] = Keycode::O;
+ table[SDL_SCANCODE_P] = Keycode::P;
+ table[SDL_SCANCODE_Q] = Keycode::Q;
+ table[SDL_SCANCODE_R] = Keycode::R;
+ table[SDL_SCANCODE_S] = Keycode::S;
+ table[SDL_SCANCODE_T] = Keycode::T;
+ table[SDL_SCANCODE_U] = Keycode::U;
+ table[SDL_SCANCODE_V] = Keycode::V;
+ table[SDL_SCANCODE_W] = Keycode::W;
+ table[SDL_SCANCODE_X] = Keycode::X;
+ table[SDL_SCANCODE_Y] = Keycode::Y;
+ table[SDL_SCANCODE_Z] = Keycode::Z;
+ table[SDL_SCANCODE_LEFTBRACKET] = Keycode::LEFT_BRACKET;
+ table[SDL_SCANCODE_BACKSLASH] = Keycode::BACKSLASH;
+ table[SDL_SCANCODE_RIGHTBRACKET] = Keycode::RIGHT_BRACKET;
+ table[SDL_SCANCODE_GRAVE] = Keycode::GRAVE_ACCENT;
+ table[SDL_SCANCODE_ESCAPE] = Keycode::ESCAPE;
+ table[SDL_SCANCODE_RETURN] = Keycode::ENTER;
+ table[SDL_SCANCODE_TAB] = Keycode::TAB;
+ table[SDL_SCANCODE_BACKSPACE] = Keycode::BACKSPACE;
+ table[SDL_SCANCODE_INSERT] = Keycode::INSERT;
+ table[SDL_SCANCODE_DELETE] = Keycode::DELETE;
+ table[SDL_SCANCODE_RIGHT] = Keycode::RIGHT;
+ table[SDL_SCANCODE_LEFT] = Keycode::LEFT;
+ table[SDL_SCANCODE_DOWN] = Keycode::DOWN;
+ table[SDL_SCANCODE_UP] = Keycode::UP;
+ table[SDL_SCANCODE_PAGEUP] = Keycode::PAGE_UP;
+ table[SDL_SCANCODE_PAGEDOWN] = Keycode::PAGE_DOWN;
+ table[SDL_SCANCODE_HOME] = Keycode::HOME;
+ table[SDL_SCANCODE_END] = Keycode::END;
+ table[SDL_SCANCODE_CAPSLOCK] = Keycode::CAPS_LOCK;
+ table[SDL_SCANCODE_SCROLLLOCK] = Keycode::SCROLL_LOCK;
+ table[SDL_SCANCODE_NUMLOCKCLEAR] = Keycode::NUM_LOCK;
+ table[SDL_SCANCODE_PRINTSCREEN] = Keycode::PRINT_SCREEN;
+ table[SDL_SCANCODE_PAUSE] = Keycode::PAUSE;
+ table[SDL_SCANCODE_F1] = Keycode::F1;
+ table[SDL_SCANCODE_F2] = Keycode::F2;
+ table[SDL_SCANCODE_F3] = Keycode::F3;
+ table[SDL_SCANCODE_F4] = Keycode::F4;
+ table[SDL_SCANCODE_F5] = Keycode::F5;
+ table[SDL_SCANCODE_F6] = Keycode::F6;
+ table[SDL_SCANCODE_F7] = Keycode::F7;
+ table[SDL_SCANCODE_F8] = Keycode::F8;
+ table[SDL_SCANCODE_F9] = Keycode::F9;
+ table[SDL_SCANCODE_F10] = Keycode::F10;
+ table[SDL_SCANCODE_F11] = Keycode::F11;
+ table[SDL_SCANCODE_F12] = Keycode::F12;
+ table[SDL_SCANCODE_KP_0] = Keycode::KP0;
+ table[SDL_SCANCODE_KP_1] = Keycode::KP1;
+ table[SDL_SCANCODE_KP_2] = Keycode::KP2;
+ table[SDL_SCANCODE_KP_3] = Keycode::KP3;
+ table[SDL_SCANCODE_KP_4] = Keycode::KP4;
+ table[SDL_SCANCODE_KP_5] = Keycode::KP5;
+ table[SDL_SCANCODE_KP_6] = Keycode::KP6;
+ table[SDL_SCANCODE_KP_7] = Keycode::KP7;
+ table[SDL_SCANCODE_KP_8] = Keycode::KP8;
+ table[SDL_SCANCODE_KP_9] = Keycode::KP9;
+ table[SDL_SCANCODE_LSHIFT] = Keycode::LEFT_SHIFT;
+ table[SDL_SCANCODE_LCTRL] = Keycode::LEFT_CONTROL;
+ table[SDL_SCANCODE_LALT] = Keycode::LEFT_ALT;
+ table[SDL_SCANCODE_LGUI] = Keycode::LEFT_SUPER;
+ table[SDL_SCANCODE_RSHIFT] = Keycode::RIGHT_SHIFT;
+ table[SDL_SCANCODE_RCTRL] = Keycode::RIGHT_CONTROL;
+ table[SDL_SCANCODE_RALT] = Keycode::RIGHT_ALT;
+ table[SDL_SCANCODE_RGUI] = Keycode::RIGHT_SUPER;
+ table[SDL_SCANCODE_MENU] = Keycode::MENU;
+
+ return table;
+ }();
+
+ if (sdl_key < 0 || sdl_key >= SDL_NUM_SCANCODES) {
+ return Keycode::NONE;
}
- */
+
+ return LOOKUP_TABLE[sdl_key];
}
-void SDLContext::clear_screen() { SDL_RenderClear(this->game_renderer.get()); }
-void SDLContext::present_screen() { SDL_RenderPresent(this->game_renderer.get()); }
+MouseButton SDLContext::sdl_to_mousebutton(Uint8 sdl_button) {
+ static const std::array<MouseButton, 5> MOUSE_BUTTON_LOOKUP_TABLE = [] {
+ std::array<MouseButton, 5> table{};
+ table.fill(MouseButton::NONE);
-void SDLContext::draw(const Sprite & sprite, const Transform & transform, const Camera & cam) {
+ table[SDL_BUTTON_LEFT] = MouseButton::LEFT_MOUSE;
+ table[SDL_BUTTON_RIGHT] = MouseButton::RIGHT_MOUSE;
+ table[SDL_BUTTON_MIDDLE] = MouseButton::MIDDLE_MOUSE;
+ table[SDL_BUTTON_X1] = MouseButton::X1_MOUSE;
+ table[SDL_BUTTON_X2] = MouseButton::X2_MOUSE;
- SDL_RendererFlip render_flip
- = (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * sprite.flip.flip_x)
- | (SDL_FLIP_VERTICAL * sprite.flip.flip_y));
-
- double adjusted_x = (transform.position.x - cam.x) * cam.zoom;
- double adjusted_y = (transform.position.y - cam.y) * cam.zoom;
- double adjusted_w = sprite.sprite_rect.w * transform.scale * cam.zoom;
- double adjusted_h = sprite.sprite_rect.h * transform.scale * cam.zoom;
-
- SDL_Rect srcrect = {
- .x = sprite.sprite_rect.x,
- .y = sprite.sprite_rect.y,
- .w = sprite.sprite_rect.w,
- .h = sprite.sprite_rect.h,
+ return table;
+ }();
+
+ if (sdl_button >= MOUSE_BUTTON_LOOKUP_TABLE.size()) {
+ // Return NONE for invalid or unmapped button
+ return MouseButton::NONE;
+ }
+
+ return MOUSE_BUTTON_LOOKUP_TABLE[sdl_button];
+}
+
+void SDLContext::clear_screen() {
+ SDL_SetRenderDrawColor(this->game_renderer.get(), 0, 0, 0, 255);
+ SDL_RenderClear(this->game_renderer.get());
+}
+void SDLContext::present_screen() { SDL_RenderPresent(this->game_renderer.get()); }
+
+SDL_Rect SDLContext::get_src_rect(const Sprite & sprite) const {
+ return SDL_Rect{
+ .x = sprite.mask.x,
+ .y = sprite.mask.y,
+ .w = sprite.mask.w,
+ .h = sprite.mask.h,
};
+}
+SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const vec2 & pos, const Camera & cam,
+ const vec2 & cam_pos, const double & img_scale) const {
- SDL_Rect dstrect = {
- .x = static_cast<int>(adjusted_x),
- .y = static_cast<int>(adjusted_y),
- .w = static_cast<int>(adjusted_w),
- .h = static_cast<int>(adjusted_h),
+ int width = sprite.height * sprite.aspect_ratio;
+ int height = sprite.height;
+
+ width *= img_scale * cam.zoom;
+ height *= img_scale * cam.zoom;
+
+ return SDL_Rect{
+ .x = static_cast<int>((pos.x - cam_pos.x + (cam.viewport_size.x / 2) - width / 2)),
+ .y = static_cast<int>((pos.y - cam_pos.y + (cam.viewport_size.y / 2) - height / 2)),
+ .w = width,
+ .h = height,
};
+}
- SDL_RenderCopyEx(this->game_renderer.get(), sprite.sprite_image->texture.get(), &srcrect,
- &dstrect, transform.rotation, NULL, render_flip);
+void SDLContext::draw(const RenderContext & ctx) {
+
+ SDL_RendererFlip render_flip
+ = (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * ctx.sprite.flip.flip_x)
+ | (SDL_FLIP_VERTICAL * ctx.sprite.flip.flip_y));
+
+ SDL_Rect srcrect = this->get_src_rect(ctx.sprite);
+ SDL_Rect dstrect
+ = this->get_dst_rect(ctx.sprite, ctx.pos, ctx.cam, ctx.cam_pos, ctx.scale);
+
+ this->set_color_texture(ctx.sprite.sprite_image, ctx.sprite.color);
+ SDL_RenderCopyEx(this->game_renderer.get(), ctx.sprite.sprite_image.texture.get(),
+ &srcrect, &dstrect, ctx.angle, NULL, render_flip);
}
-void SDLContext::camera(const Camera & cam) {
- this->viewport.w = static_cast<int>(cam.aspect_width);
- this->viewport.h = static_cast<int>(cam.aspect_height);
- this->viewport.x = static_cast<int>(cam.x) - (SCREEN_WIDTH / 2);
- this->viewport.y = static_cast<int>(cam.y) - (SCREEN_HEIGHT / 2);
+void SDLContext::set_camera(const Camera & cam) {
+
+ // resize window
+ int w, h;
+ SDL_GetWindowSize(this->game_window.get(), &w, &h);
+ if (w != cam.screen.x || h != cam.screen.y) {
+ SDL_SetWindowSize(this->game_window.get(), cam.screen.x, cam.screen.y);
+ }
+
+ double screen_aspect = cam.screen.x / cam.screen.y;
+ double viewport_aspect = cam.viewport_size.x / cam.viewport_size.y;
+ SDL_Rect view;
+ // calculate black bars
+ if (screen_aspect > viewport_aspect) {
+ // letterboxing
+ view.h = cam.screen.y / cam.zoom;
+ view.w = cam.screen.y * viewport_aspect;
+ view.x = (cam.screen.x - view.w) / 2;
+ view.y = 0;
+ } else {
+ // pillarboxing
+ view.h = cam.screen.x / viewport_aspect;
+ view.w = cam.screen.x / cam.zoom;
+ view.x = 0;
+ view.y = (cam.screen.y - view.h) / 2;
+ }
+ // set drawing area
+ SDL_RenderSetViewport(this->game_renderer.get(), &view);
+
+ SDL_RenderSetLogicalSize(this->game_renderer.get(), static_cast<int>(cam.viewport_size.x),
+ static_cast<int>(cam.viewport_size.y));
+
+ // set bg color
SDL_SetRenderDrawColor(this->game_renderer.get(), cam.bg_color.r, cam.bg_color.g,
cam.bg_color.b, cam.bg_color.a);
+
+ SDL_Rect bg = {
+ .x = 0,
+ .y = 0,
+ .w = static_cast<int>(cam.viewport_size.x),
+ .h = static_cast<int>(cam.viewport_size.y),
+ };
+ // fill bg color
+ SDL_RenderFillRect(this->game_renderer.get(), &bg);
}
uint64_t SDLContext::get_ticks() const { return SDL_GetTicks64(); }
@@ -148,9 +314,8 @@ std::unique_ptr<SDL_Texture, std::function<void(SDL_Texture *)>>
SDLContext::texture_from_path(const std::string & path) {
SDL_Surface * tmp = IMG_Load(path.c_str());
- if (tmp == nullptr) {
- tmp = IMG_Load("../asset/texture/ERROR.png");
- }
+ if (tmp == nullptr)
+ throw runtime_error(format("SDLContext: IMG_Load error: {}", SDL_GetError()));
std::unique_ptr<SDL_Surface, std::function<void(SDL_Surface *)>> img_surface;
img_surface = {tmp, [](SDL_Surface * surface) { SDL_FreeSurface(surface); }};
@@ -159,22 +324,85 @@ SDLContext::texture_from_path(const std::string & path) {
= SDL_CreateTextureFromSurface(this->game_renderer.get(), img_surface.get());
if (tmp_texture == nullptr) {
- throw runtime_error(format("Texture cannot be load from {}", path));
+ throw runtime_error(format("SDLContext: Texture cannot be load from {}", path));
}
std::unique_ptr<SDL_Texture, std::function<void(SDL_Texture *)>> img_texture;
img_texture = {tmp_texture, [](SDL_Texture * texture) { SDL_DestroyTexture(texture); }};
+ SDL_SetTextureBlendMode(img_texture.get(), SDL_BLENDMODE_BLEND);
return img_texture;
}
-int SDLContext::get_width(const Texture & ctx) const {
- int w;
- SDL_QueryTexture(ctx.texture.get(), NULL, NULL, &w, NULL);
- return w;
-}
-int SDLContext::get_height(const Texture & ctx) const {
- int h;
- SDL_QueryTexture(ctx.texture.get(), NULL, NULL, NULL, &h);
- return h;
+
+ivec2 SDLContext::get_size(const Texture & ctx) {
+ ivec2 size;
+ SDL_QueryTexture(ctx.texture.get(), NULL, NULL, &size.x, &size.y);
+ return size;
}
+
void SDLContext::delay(int ms) const { SDL_Delay(ms); }
+
+std::vector<SDLContext::EventData> SDLContext::get_events() {
+ std::vector<SDLContext::EventData> event_list;
+ SDL_Event event;
+ while (SDL_PollEvent(&event)) {
+ switch (event.type) {
+ case SDL_QUIT:
+ event_list.push_back(EventData{
+ .event_type = SDLContext::EventType::SHUTDOWN,
+ });
+ break;
+ case SDL_KEYDOWN:
+ event_list.push_back(EventData{
+ .event_type = SDLContext::EventType::KEYDOWN,
+ .key = sdl_to_keycode(event.key.keysym.scancode),
+ .key_repeat = (event.key.repeat != 0),
+ });
+ break;
+ case SDL_KEYUP:
+ event_list.push_back(EventData{
+ .event_type = SDLContext::EventType::KEYUP,
+ .key = sdl_to_keycode(event.key.keysym.scancode),
+ });
+ break;
+ case SDL_MOUSEBUTTONDOWN:
+ event_list.push_back(EventData{
+ .event_type = SDLContext::EventType::MOUSEDOWN,
+ .mouse_button = sdl_to_mousebutton(event.button.button),
+ .mouse_position = {event.button.x, event.button.y},
+ });
+ break;
+ case SDL_MOUSEBUTTONUP: {
+ int x, y;
+ SDL_GetMouseState(&x, &y);
+ event_list.push_back(EventData{
+ .event_type = SDLContext::EventType::MOUSEUP,
+ .mouse_button = sdl_to_mousebutton(event.button.button),
+ .mouse_position = {event.button.x, event.button.y},
+ });
+ } break;
+
+ case SDL_MOUSEMOTION: {
+ event_list.push_back(
+ EventData{.event_type = SDLContext::EventType::MOUSEMOVE,
+ .mouse_position = {event.motion.x, event.motion.y},
+ .rel_mouse_move = {event.motion.xrel, event.motion.yrel}});
+ } break;
+
+ case SDL_MOUSEWHEEL: {
+ event_list.push_back(EventData{
+ .event_type = SDLContext::EventType::MOUSEWHEEL,
+ .mouse_position = {event.motion.x, event.motion.y},
+ // TODO: why is this needed?
+ .scroll_direction = event.wheel.y < 0 ? -1 : 1,
+ .scroll_delta = event.wheel.preciseY,
+ });
+ } break;
+ }
+ }
+ return event_list;
+}
+void SDLContext::set_color_texture(const Texture & texture, const Color & color) {
+ SDL_SetTextureColorMod(texture.texture.get(), color.r, color.g, color.b);
+ SDL_SetTextureAlphaMod(texture.texture.get(), color.a);
+}
diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h
index 007092b..a2b34c1 100644
--- a/src/crepe/facade/SDLContext.h
+++ b/src/crepe/facade/SDLContext.h
@@ -1,29 +1,29 @@
#pragma once
+#include <SDL2/SDL.h>
#include <SDL2/SDL_keycode.h>
+#include <SDL2/SDL_rect.h>
#include <SDL2/SDL_render.h>
#include <SDL2/SDL_video.h>
+#include <cmath>
#include <functional>
#include <memory>
#include <string>
+#include <utility>
-#include "../api/Sprite.h"
-#include "../api/Transform.h"
#include "api/Camera.h"
-
-// FIXME: this needs to be removed
-const int SCREEN_WIDTH = 640;
-const int SCREEN_HEIGHT = 480;
+#include "api/Color.h"
+#include "api/Event.h"
+#include "api/KeyCodes.h"
+#include "api/Sprite.h"
+#include "api/Texture.h"
+#include "api/Transform.h"
+#include "types.h"
namespace crepe {
-// TODO: SDL_Keycode is defined in a header not distributed with crepe, which means this
-// typedef is unusable when crepe is packaged. Wouter will fix this later.
-typedef SDL_Keycode CREPE_KEYCODES;
-
-class Texture;
class LoopManager;
-
+class InputSystem;
/**
* \class SDLContext
* \brief Facade for the SDL library
@@ -32,8 +32,40 @@ class LoopManager;
* event handling, and rendering to the screen. It is never used directly by the user
*/
class SDLContext {
+public:
+ struct RenderContext {
+ const Sprite & sprite;
+ const Camera & cam;
+ const vec2 & cam_pos;
+ const vec2 & pos;
+ const double & angle;
+ const double & scale;
+ };
public:
+ //! EventType enum for passing eventType
+ enum EventType {
+ NONE = 0,
+ MOUSEDOWN,
+ MOUSEUP,
+ MOUSEMOVE,
+ MOUSEWHEEL,
+ KEYUP,
+ KEYDOWN,
+ SHUTDOWN,
+
+ };
+ //! EventData struct for passing event data from facade
+ struct EventData {
+ SDLContext::EventType event_type = SDLContext::EventType::NONE;
+ Keycode key = Keycode::NONE;
+ bool key_repeat = false;
+ MouseButton mouse_button = MouseButton::NONE;
+ ivec2 mouse_position = {-1, -1};
+ int scroll_direction = -1;
+ float scroll_delta = INFINITY;
+ ivec2 rel_mouse_move = {-1, -1};
+ };
/**
* \brief Gets the singleton instance of SDLContext.
* \return Reference to the SDLContext instance.
@@ -46,13 +78,40 @@ public:
SDLContext & operator=(SDLContext &&) = delete;
private:
- //! will only use handle_events
- friend class LoopManager;
+ //! will only use get_events
+ friend class InputSystem;
/**
- * \brief Handles SDL events such as window close and input.
- * \param running Reference to a boolean flag that controls the main loop.
+ * \brief Retrieves a list of all events from the SDL context.
+ *
+ * This method retrieves all the events from the SDL context that are currently
+ * available. It is primarily used by the InputSystem to process various
+ * input events such as mouse clicks, mouse movements, and keyboard presses.
+ *
+ * \return Events that occurred since last call to `get_events()`
*/
- void handle_events(bool & running);
+ std::vector<SDLContext::EventData> get_events();
+
+ /**
+ * \brief Converts an SDL key code to the custom Keycode type.
+ *
+ * This method maps an SDL key code to the corresponding `Keycode` enum value,
+ * which is used internally by the system to identify the keys.
+ *
+ * \param sdl_key The SDL key code to convert.
+ * \return The corresponding `Keycode` value or `Keycode::NONE` if the key is unrecognized.
+ */
+ Keycode sdl_to_keycode(SDL_Keycode sdl_key);
+
+ /**
+ * \brief Converts an SDL mouse button code to the custom MouseButton type.
+ *
+ * This method maps an SDL mouse button code to the corresponding `MouseButton`
+ * enum value, which is used internally by the system to identify mouse buttons.
+ *
+ * \param sdl_button The SDL mouse button code to convert.
+ * \return The corresponding `MouseButton` value or `MouseButton::NONE` if the key is unrecognized
+ */
+ MouseButton sdl_to_mousebutton(Uint8 sdl_button);
private:
//! Will only use get_ticks
@@ -91,9 +150,6 @@ private:
//! Will use the funtions: texture_from_path, get_width,get_height.
friend class Texture;
- //! Will use the funtions: texture_from_path, get_width,get_height.
- friend class Animator;
-
/**
* \brief Loads a texture from a file path.
* \param path Path to the image file.
@@ -102,18 +158,11 @@ private:
std::unique_ptr<SDL_Texture, std::function<void(SDL_Texture *)>>
texture_from_path(const std::string & path);
/**
- * \brief Gets the width of a texture.
+ * \brief Gets the size of a texture.
* \param texture Reference to the Texture object.
- * \return Width of the texture as an integer.
+ * \return Width and height of the texture as an integer.
*/
- int get_width(const Texture &) const;
-
- /**
- * \brief Gets the height of a texture.
- * \param texture Reference to the Texture object.
- * \return Height of the texture as an integer.
- */
- int get_height(const Texture &) const;
+ ivec2 get_size(const Texture & ctx);
private:
//! Will use draw,clear_screen, present_screen, camera.
@@ -121,11 +170,9 @@ private:
/**
* \brief Draws a sprite to the screen using the specified transform and camera.
- * \param sprite Reference to the Sprite to draw.
- * \param transform Reference to the Transform for positioning.
- * \param camera Reference to the Camera for view adjustments.
+ * \param RenderCtx Reference to rendering data to draw
*/
- void draw(const Sprite & sprite, const Transform & transform, const Camera & camera);
+ void draw(const RenderContext & ctx);
//! Clears the screen, preparing for a new frame.
void clear_screen();
@@ -134,10 +181,39 @@ private:
void present_screen();
/**
- * \brief Sets the current camera for rendering.
+ * \brief sets the background of the camera (will be adjusted in future PR)
* \param camera Reference to the Camera object.
*/
- void camera(const Camera & camera);
+ void set_camera(const Camera & camera);
+
+private:
+ /**
+ * \brief calculates the sqaure size of the image
+ *
+ * \param sprite Reference to the sprite to calculate the rectangle
+ * \return sdl rectangle to draw a src image
+ */
+ SDL_Rect get_src_rect(const Sprite & sprite) const;
+
+ /**
+ * \brief calculates the sqaure size of the image for destination
+ *
+ * \param sprite Reference to the sprite to calculate rectangle
+ * \param pos the pos in world units
+ * \param cam the camera of the current scene
+ * \param cam_pos the current postion of the camera
+ * \param img_scale the image multiplier for increasing img size
+ * \return sdl rectangle to draw a dst image to draw on the screen
+ */
+ SDL_Rect get_dst_rect(const Sprite & sprite, const vec2 & pos, const Camera & cam,
+ const vec2 & cam_pos, const double & img_scale) const;
+ /**
+ * \brief Set an additional color value multiplied into render copy operations.
+ *
+ * \param texture the given texture to adjust
+ * \param color the color data for the texture
+ */
+ void set_color_texture(const Texture & texture, const Color & color);
private:
//! sdl Window
@@ -145,9 +221,6 @@ private:
//! renderer for the crepe engine
std::unique_ptr<SDL_Renderer, std::function<void(SDL_Renderer *)>> game_renderer;
-
- //! viewport for the camera window
- SDL_Rect viewport = {0, 0, 640, 480};
};
} // namespace crepe
diff --git a/src/crepe/facade/Sound.cpp b/src/crepe/facade/Sound.cpp
index 7aa89a9..4d3abf5 100644
--- a/src/crepe/facade/Sound.cpp
+++ b/src/crepe/facade/Sound.cpp
@@ -16,7 +16,7 @@ Sound::Sound(const char * src) {
this->load(make_unique<Asset>(src));
}
-void Sound::load(unique_ptr<Asset> res) { this->sample.load(res->get_canonical().c_str()); }
+void Sound::load(unique_ptr<Asset> res) { this->sample.load(res->get_path().c_str()); }
void Sound::play() {
SoundContext & ctx = SoundContext::get_instance();
diff --git a/src/crepe/facade/Sound.h b/src/crepe/facade/Sound.h
index 32b6478..4c68f32 100644
--- a/src/crepe/facade/Sound.h
+++ b/src/crepe/facade/Sound.h
@@ -4,7 +4,7 @@
#include <soloud/soloud.h>
#include <soloud/soloud_wav.h>
-#include "../Asset.h"
+#include "../api/Asset.h"
namespace crepe {
diff --git a/src/crepe/manager/CMakeLists.txt b/src/crepe/manager/CMakeLists.txt
new file mode 100644
index 0000000..517b8a2
--- /dev/null
+++ b/src/crepe/manager/CMakeLists.txt
@@ -0,0 +1,20 @@
+target_sources(crepe PUBLIC
+ ComponentManager.cpp
+ EventManager.cpp
+ Manager.cpp
+ SaveManager.cpp
+ SceneManager.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
+)
+
diff --git a/src/crepe/manager/ComponentManager.cpp b/src/crepe/manager/ComponentManager.cpp
new file mode 100644
index 0000000..80cf8b4
--- /dev/null
+++ b/src/crepe/manager/ComponentManager.cpp
@@ -0,0 +1,63 @@
+#include "../api/GameObject.h"
+#include "../types.h"
+#include "../util/Log.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, 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;
+}
diff --git a/src/crepe/ComponentManager.h b/src/crepe/manager/ComponentManager.h
index 99d45d9..ad37586 100644
--- a/src/crepe/ComponentManager.h
+++ b/src/crepe/manager/ComponentManager.h
@@ -1,14 +1,14 @@
#pragma once
-#include <forward_list>
#include <memory>
#include <typeindex>
#include <unordered_map>
#include <vector>
-#include "api/Vector2.h"
+#include "../Component.h"
+#include "../types.h"
-#include "Component.h"
+#include "Manager.h"
namespace crepe {
@@ -19,13 +19,42 @@ class GameObject;
*
* This class manages all components. It provides methods to add, delete and get components.
*/
-class ComponentManager {
+class ComponentManager : public Manager {
+ // TODO: This relation should be removed! I (loek) believe that the scene manager should
+ // create/destroy components because the GameObject's are stored in concrete Scene classes,
+ // which will in turn call GameObject's destructor, which will in turn call
+ // ComponentManager::delete_components_by_id or something. This is a pretty major change, so
+ // here is a comment and temporary fix instead :tada:
+ friend class SceneManager;
+
public:
- ComponentManager(); // dbg_trace
+ 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);
+
protected:
/**
+ * GameObject is used as an interface to add/remove components, and the game programmer is
+ * supposed to use it instead of interfacing with the component manager directly.
+ */
+ friend class GameObject;
+ /**
* \brief Add a component to the ComponentManager
*
* This method adds a component to the ComponentManager. The component is created with the
@@ -39,11 +68,6 @@ protected:
*/
template <typename T, typename... Args>
T & add_component(game_object_id_t id, Args &&... args);
- //! GameObject is used as an interface to add components instead of the
- // component manager directly
- friend class GameObject;
-
-public:
/**
* \brief Delete all components of a specific type and id
*
@@ -78,6 +102,18 @@ public:
*/
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.
@@ -87,7 +123,7 @@ public:
* \return A vector of all components of the specific type and id
*/
template <typename T>
- std::vector<std::reference_wrapper<T>> get_components_by_id(game_object_id_t id) const;
+ RefVector<T> get_components_by_id(game_object_id_t id) const;
/**
* \brief Get all components of a specific type
*
@@ -97,12 +133,7 @@ public:
* \return A vector of all components of the specific type
*/
template <typename T>
- std::vector<std::reference_wrapper<T>> get_components_by_type() const;
-
- // TODO: doxygen
- GameObject new_object(const std::string & name, const std::string & tag = "",
- const Vector2 & position = {0, 0}, double rotation = 0,
- double scale = 0);
+ RefVector<T> get_components_by_type() const;
private:
/**
@@ -118,9 +149,11 @@ private:
std::unordered_map<std::type_index, std::vector<std::vector<std::unique_ptr<Component>>>>
components;
- //! ID of next GameObject
+ //! 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;
- std::forward_list<std::unique_ptr<GameObject>> objects;
};
} // namespace crepe
diff --git a/src/crepe/ComponentManager.hpp b/src/crepe/manager/ComponentManager.hpp
index be99cac..ffb38ec 100644
--- a/src/crepe/ComponentManager.hpp
+++ b/src/crepe/manager/ComponentManager.hpp
@@ -54,6 +54,11 @@ 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);
@@ -77,19 +82,24 @@ void ComponentManager::delete_components() {
if (this->components.find(type) == this->components.end()) return;
- this->components[type].clear();
+ // 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>
-std::vector<std::reference_wrapper<T>>
-ComponentManager::get_components_by_id(game_object_id_t id) const {
+RefVector<T> ComponentManager::get_components_by_id(game_object_id_t id) 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<>
- vector<reference_wrapper<T>> component_vector;
+ RefVector<T> component_vector;
if (this->components.find(type) == this->components.end()) return component_vector;
@@ -114,14 +124,14 @@ ComponentManager::get_components_by_id(game_object_id_t id) const {
}
template <typename T>
-std::vector<std::reference_wrapper<T>> ComponentManager::get_components_by_type() const {
+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<>
- vector<reference_wrapper<T>> component_vector;
+ RefVector<T> component_vector;
// Find the type (in the unordered_map<>)
if (this->components.find(type) == this->components.end()) return component_vector;
diff --git a/src/crepe/manager/EventManager.cpp b/src/crepe/manager/EventManager.cpp
new file mode 100644
index 0000000..20f0dd3
--- /dev/null
+++ b/src/crepe/manager/EventManager.cpp
@@ -0,0 +1,46 @@
+#include "EventManager.h"
+
+using namespace crepe;
+using namespace std;
+
+EventManager & EventManager::get_instance() {
+ static EventManager instance;
+ return instance;
+}
+
+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..d634f54
--- /dev/null
+++ b/src/crepe/manager/EventManager.h
@@ -0,0 +1,161 @@
+#pragma once
+
+#include <memory>
+#include <typeindex>
+#include <unordered_map>
+#include <vector>
+
+#include "../api/Event.h"
+#include "../api/EventHandler.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;
+
+/**
+ * \class EventManager
+ * \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:
+ static constexpr const event_channel_t CHANNEL_ALL = -1;
+
+ /**
+ * \brief Get the singleton instance of the EventManager.
+ *
+ * This method returns the unique instance of the EventManager, creating it if it
+ * doesn't already exist. Ensures only one instance is active in the program.
+ *
+ * \return Reference to the singleton instance of the EventManager.
+ */
+ static EventManager & get_instance();
+
+ /**
+ * \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:
+ /**
+ * \brief Default constructor for the EventManager.
+ *
+ * Constructor is private to enforce the singleton pattern.
+ */
+ EventManager() = default;
+
+ /**
+ * \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/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..71bd1c9
--- /dev/null
+++ b/src/crepe/manager/Mediator.h
@@ -0,0 +1,33 @@
+#pragma once
+
+#include "../util/OptionalRef.h"
+
+// TODO: remove these singletons:
+#include "EventManager.h"
+#include "SaveManager.h"
+
+namespace crepe {
+
+class ComponentManager;
+class SceneManager;
+
+/**
+ * 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<ComponentManager> component_manager;
+ OptionalRef<SceneManager> scene_manager;
+ OptionalRef<SaveManager> save_manager = SaveManager::get_instance();
+ OptionalRef<EventManager> event_manager = EventManager::get_instance();
+};
+
+} // namespace crepe
diff --git a/src/crepe/api/SaveManager.cpp b/src/crepe/manager/SaveManager.cpp
index c5f43ea..d4ed1c1 100644
--- a/src/crepe/api/SaveManager.cpp
+++ b/src/crepe/manager/SaveManager.cpp
@@ -1,9 +1,9 @@
+#include "../ValueBroker.h"
+#include "../api/Config.h"
#include "../facade/DB.h"
#include "../util/Log.h"
-#include "Config.h"
#include "SaveManager.h"
-#include "ValueBroker.h"
using namespace std;
using namespace crepe;
diff --git a/src/crepe/api/SaveManager.h b/src/crepe/manager/SaveManager.h
index 3d8c852..3d8c852 100644
--- a/src/crepe/api/SaveManager.h
+++ b/src/crepe/manager/SaveManager.h
diff --git a/src/crepe/api/SceneManager.cpp b/src/crepe/manager/SceneManager.cpp
index 7fb5cb0..50a9fbb 100644
--- a/src/crepe/api/SceneManager.cpp
+++ b/src/crepe/manager/SceneManager.cpp
@@ -1,14 +1,15 @@
#include <algorithm>
#include <memory>
-#include "../ComponentManager.h"
-
+#include "ComponentManager.h"
#include "SceneManager.h"
using namespace crepe;
using namespace std;
-SceneManager::SceneManager(ComponentManager & mgr) : component_manager(mgr) {}
+SceneManager::SceneManager(Mediator & mediator) : Manager(mediator) {
+ mediator.scene_manager = *this;
+}
void SceneManager::set_next_scene(const string & name) { next_scene = name; }
@@ -18,7 +19,7 @@ void SceneManager::load_next_scene() {
auto it = find_if(this->scenes.begin(), this->scenes.end(),
[&next_scene = this->next_scene](unique_ptr<Scene> & scene) {
- return scene->name == next_scene;
+ return scene.get()->get_name() == next_scene;
});
// next scene not found
@@ -26,7 +27,7 @@ void SceneManager::load_next_scene() {
unique_ptr<Scene> & scene = *it;
// Delete all components of the current scene
- ComponentManager & mgr = this->component_manager;
+ ComponentManager & mgr = this->mediator.component_manager;
mgr.delete_all_components();
// Load the new scene
diff --git a/src/crepe/api/SceneManager.h b/src/crepe/manager/SceneManager.h
index e854794..e0955c2 100644
--- a/src/crepe/api/SceneManager.h
+++ b/src/crepe/manager/SceneManager.h
@@ -1,28 +1,34 @@
#pragma once
#include <memory>
-#include <queue>
#include <vector>
-#include "Scene.h"
+#include "../api/Scene.h"
+
+#include "Manager.h"
namespace crepe {
class ComponentManager;
-class SceneManager {
+/**
+ * \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(ComponentManager & mgr);
+ SceneManager(Mediator & mediator);
public:
/**
* \brief Add a new concrete scene to the scene manager
*
* \tparam T Type of concrete scene
- * \param name Name of new scene
*/
- template <typename T>
- void add_scene(const std::string & name);
+ template <typename T, typename... Args>
+ void add_scene(Args &&... args);
/**
* \brief Set the next scene
*
@@ -35,9 +41,10 @@ public:
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;
- ComponentManager & component_manager;
};
} // namespace crepe
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/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
diff --git a/src/crepe/types.h b/src/crepe/types.h
index 0d459e8..69cc526 100644
--- a/src/crepe/types.h
+++ b/src/crepe/types.h
@@ -1,9 +1,30 @@
#pragma once
+#include "api/Vector2.h"
+
#include <cstdint>
+#include <functional>
+#include <vector>
namespace crepe {
+//! GameObject ID
typedef uint32_t game_object_id_t;
-}
+//! vector of reference_wrapper
+template <typename T>
+using RefVector = std::vector<std::reference_wrapper<T>>;
+
+//! Default Vector2<int> type
+typedef Vector2<int> ivec2;
+
+//! Default Vector2<unsigned int> type
+typedef Vector2<unsigned int> uvec2;
+
+//! Default Vector2<float> type
+typedef Vector2<float> vec2;
+
+//! Default Vector2<double> type
+typedef Vector2<double> dvec2;
+
+}; // namespace crepe
diff --git a/src/crepe/util/CMakeLists.txt b/src/crepe/util/CMakeLists.txt
index 4be738a..94ed906 100644
--- a/src/crepe/util/CMakeLists.txt
+++ b/src/crepe/util/CMakeLists.txt
@@ -9,5 +9,7 @@ target_sources(crepe PUBLIC FILE_SET HEADERS FILES
Log.hpp
Proxy.h
Proxy.hpp
+ OptionalRef.h
+ OptionalRef.hpp
)
diff --git a/src/crepe/util/Log.h b/src/crepe/util/Log.h
index d55b11e..fc0bb3a 100644
--- a/src/crepe/util/Log.h
+++ b/src/crepe/util/Log.h
@@ -34,11 +34,11 @@ class Log {
public:
//! Log message severity
enum Level {
- TRACE, //< Include (internal) function calls
- DEBUG, //< Include dbg_logf output
- INFO, //< General-purpose messages
- WARNING, //< Non-fatal errors
- ERROR, //< Fatal errors
+ TRACE, //!< Include (internal) function calls
+ DEBUG, //!< Include dbg_logf output
+ INFO, //!< General-purpose messages
+ WARNING, //!< Non-fatal errors
+ ERROR, //!< Fatal errors
};
/**
diff --git a/src/crepe/util/OptionalRef.h b/src/crepe/util/OptionalRef.h
new file mode 100644
index 0000000..3201667
--- /dev/null
+++ b/src/crepe/util/OptionalRef.h
@@ -0,0 +1,58 @@
+#pragma once
+
+namespace crepe {
+
+/**
+ * \brief Optional reference utility
+ *
+ * This class doesn't need to know the full definition of \c T to be used.
+ *
+ * \tparam T Value type
+ */
+template <typename T>
+class OptionalRef {
+public:
+ //! Initialize empty (nonexistant) reference
+ OptionalRef() = default;
+ //! Initialize reference with value
+ OptionalRef(T & ref);
+ /**
+ * \brief Assign new reference
+ *
+ * \param ref Reference to assign
+ *
+ * \return Reference to this (required for operator)
+ */
+ OptionalRef<T> & operator=(T & ref);
+ /**
+ * \brief Retrieve this reference
+ *
+ * \returns Internal reference if it is set
+ *
+ * \throws std::runtime_error if this function is called while the reference it not set
+ */
+ operator T &() const;
+ /**
+ * \brief Check if this reference is not empty
+ *
+ * \returns `true` if reference is set, or `false` if it is not
+ */
+ explicit operator bool() const noexcept;
+
+ /**
+ * \brief Make this reference empty
+ */
+ void clear() noexcept;
+
+private:
+ /**
+ * \brief Reference to the value of type \c T
+ *
+ * \note This raw pointer is *not* managed, and only used as a reference!
+ */
+ T * ref = nullptr;
+};
+
+} // namespace crepe
+
+#include "OptionalRef.hpp"
diff --git a/src/crepe/util/OptionalRef.hpp b/src/crepe/util/OptionalRef.hpp
new file mode 100644
index 0000000..4608c9e
--- /dev/null
+++ b/src/crepe/util/OptionalRef.hpp
@@ -0,0 +1,37 @@
+#pragma once
+
+#include <stdexcept>
+
+#include "OptionalRef.h"
+
+namespace crepe {
+
+template <typename T>
+OptionalRef<T>::OptionalRef(T & ref) {
+ this->ref = &ref;
+}
+
+template <typename T>
+OptionalRef<T>::operator T &() const {
+ if (this->ref == nullptr)
+ throw std::runtime_error("OptionalRef: attempt to dereference nullptr");
+ return *this->ref;
+}
+
+template <typename T>
+OptionalRef<T> & OptionalRef<T>::operator=(T & ref) {
+ this->ref = &ref;
+ return *this;
+}
+
+template <typename T>
+OptionalRef<T>::operator bool() const noexcept {
+ return this->ref != nullptr;
+}
+
+template <typename T>
+void OptionalRef<T>::clear() noexcept {
+ this->ref = nullptr;
+}
+
+} // namespace crepe
diff --git a/src/crepe/util/Proxy.h b/src/crepe/util/Proxy.h
index b34f7c6..789144a 100644
--- a/src/crepe/util/Proxy.h
+++ b/src/crepe/util/Proxy.h
@@ -16,6 +16,8 @@ template <typename T>
class Proxy {
public:
//! Set operator
+ Proxy & operator=(Proxy &);
+ //! Set operator
Proxy & operator=(const T &);
//! Get operator
operator const T &();
diff --git a/src/crepe/util/Proxy.hpp b/src/crepe/util/Proxy.hpp
index b9923db..ef2b69f 100644
--- a/src/crepe/util/Proxy.hpp
+++ b/src/crepe/util/Proxy.hpp
@@ -14,6 +14,12 @@ Proxy<T> & Proxy<T>::operator=(const T & val) {
}
template <typename T>
+Proxy<T> & Proxy<T>::operator=(Proxy & proxy) {
+ this->broker.set(T(proxy));
+ return *this;
+}
+
+template <typename T>
Proxy<T>::operator const T &() {
return this->broker.get();
}