diff options
Diffstat (limited to 'src/crepe')
71 files changed, 1427 insertions, 997 deletions
diff --git a/src/crepe/Particle.cpp b/src/crepe/Particle.cpp index b340826..27fa97f 100644 --- a/src/crepe/Particle.cpp +++ b/src/crepe/Particle.cpp @@ -2,8 +2,9 @@ using namespace crepe; -void Particle::reset(unsigned int lifespan, const vec2 & position, const vec2 & velocity, - float angle) { +void Particle::reset( + unsigned int lifespan, const vec2 & position, const vec2 & velocity, float angle +) { // Initialize the particle state this->time_in_life = 0; this->lifespan = lifespan; diff --git a/src/crepe/Particle.h b/src/crepe/Particle.h index ee0cd66..c013de5 100644 --- a/src/crepe/Particle.h +++ b/src/crepe/Particle.h @@ -41,8 +41,8 @@ public: * \param velocity The initial velocity of the particle. * \param angle The angle of the particle's trajectory or orientation. */ - void reset(unsigned int lifespan, const vec2 & position, const vec2 & velocity, - float angle); + void + reset(unsigned int lifespan, const vec2 & position, const vec2 & velocity, float angle); /** * \brief Updates the particle's state. * diff --git a/src/crepe/api/AI.cpp b/src/crepe/api/AI.cpp index 2195249..2fedaf4 100644 --- a/src/crepe/api/AI.cpp +++ b/src/crepe/api/AI.cpp @@ -8,8 +8,9 @@ namespace crepe { AI::AI(game_object_id_t id, float max_force) : Component(id), max_force(max_force) {} -void AI::make_circle_path(float radius, const vec2 & center, float start_angle, - bool clockwise) { +void AI::make_circle_path( + float radius, const vec2 & center, float start_angle, bool clockwise +) { if (radius <= 0) { throw std::runtime_error("Radius must be greater than 0"); } @@ -25,19 +26,25 @@ void AI::make_circle_path(float radius, const vec2 & center, float start_angle, if (clockwise) { for (float i = start_angle; i < 2 * M_PI + start_angle; i += step) { - path.push_back(vec2{static_cast<float>(center.x + radius * cos(i)), - static_cast<float>(center.y + radius * sin(i))}); + path.push_back(vec2 { + static_cast<float>(center.x + radius * cos(i)), + static_cast<float>(center.y + radius * sin(i)) + }); } } else { for (float i = start_angle; i > start_angle - 2 * M_PI; i -= step) { - path.push_back(vec2{static_cast<float>(center.x + radius * cos(i)), - static_cast<float>(center.y + radius * sin(i))}); + path.push_back(vec2 { + static_cast<float>(center.x + radius * cos(i)), + static_cast<float>(center.y + radius * sin(i)) + }); } } } -void AI::make_oval_path(float radius_x, float radius_y, const vec2 & center, float start_angle, - bool clockwise, float rotation) { +void AI::make_oval_path( + float radius_x, float radius_y, const vec2 & center, float start_angle, bool clockwise, + float rotation +) { if (radius_x <= 0 && radius_y <= 0) { throw std::runtime_error("Radius must be greater than 0"); } @@ -73,14 +80,16 @@ void AI::make_oval_path(float radius_x, float radius_y, const vec2 & center, flo if (clockwise) { for (float i = start_angle; i < 2 * M_PI + start_angle; i += step) { - vec2 point = {static_cast<float>(center.x + radius_x * cos(i)), - static_cast<float>(center.y + radius_y * sin(i))}; + vec2 point + = {static_cast<float>(center.x + radius_x * cos(i)), + static_cast<float>(center.y + radius_y * sin(i))}; path.push_back(rotate_point(point, center)); } } else { for (float i = start_angle; i > start_angle - 2 * M_PI; i -= step) { - vec2 point = {static_cast<float>(center.x + radius_x * cos(i)), - static_cast<float>(center.y + radius_y * sin(i))}; + vec2 point + = {static_cast<float>(center.x + radius_x * cos(i)), + static_cast<float>(center.y + radius_y * sin(i))}; path.push_back(rotate_point(point, center)); } } diff --git a/src/crepe/api/AI.h b/src/crepe/api/AI.h index c780a91..bee11b3 100644 --- a/src/crepe/api/AI.h +++ b/src/crepe/api/AI.h @@ -70,8 +70,10 @@ public: * \param start_angle The start angle of the circle (in radians) * \param clockwise The direction of the circle */ - void make_circle_path(float radius, const vec2 & center = {0, 0}, float start_angle = 0, - bool clockwise = true); + void make_circle_path( + float radius, const vec2 & center = {0, 0}, float start_angle = 0, + bool clockwise = true + ); /** * \brief Make an oval path (for the path following behavior) * @@ -84,8 +86,10 @@ public: * \param clockwise The direction of the oval * \param rotation The rotation of the oval (in radians) */ - void make_oval_path(float radius_x, float radius_y, const vec2 & center = {0, 0}, - float start_angle = 0, bool clockwise = true, float rotation = 0); + void make_oval_path( + float radius_x, float radius_y, const vec2 & center = {0, 0}, float start_angle = 0, + bool clockwise = true, float rotation = 0 + ); public: //! The maximum force that can be applied to the entity (higher values will make the entity adjust faster) diff --git a/src/crepe/api/Animator.cpp b/src/crepe/api/Animator.cpp index 203cef3..c558d86 100644 --- a/src/crepe/api/Animator.cpp +++ b/src/crepe/api/Animator.cpp @@ -7,8 +7,10 @@ using namespace crepe; -Animator::Animator(game_object_id_t id, Sprite & spritesheet, const ivec2 & single_frame_size, - const uvec2 & grid_size, const Animator::Data & data) +Animator::Animator( + game_object_id_t id, Sprite & spritesheet, const ivec2 & single_frame_size, + const uvec2 & grid_size, const Animator::Data & data +) : Component(id), spritesheet(spritesheet), grid_size(grid_size), @@ -52,6 +54,6 @@ void Animator::set_anim(int col) { void Animator::next_anim() { Animator::Data & ctx = this->data; - ctx.row = ctx.row++ % this->grid_size.x; + ctx.row = ++ctx.row % this->grid_size.x; this->spritesheet.mask.x = ctx.row * this->spritesheet.mask.w; } diff --git a/src/crepe/api/Animator.h b/src/crepe/api/Animator.h index 5918800..95539d3 100644 --- a/src/crepe/api/Animator.h +++ b/src/crepe/api/Animator.h @@ -1,5 +1,6 @@ #pragma once +#include "../manager/LoopTimerManager.h" #include "../types.h" #include "Component.h" @@ -83,8 +84,10 @@ public: * This constructor sets up the Animator with the given parameters, and initializes the * animation system. */ - Animator(game_object_id_t id, Sprite & spritesheet, const ivec2 & single_frame_size, - const uvec2 & grid_size, const Animator::Data & data); + Animator( + game_object_id_t id, Sprite & spritesheet, const ivec2 & single_frame_size, + const uvec2 & grid_size, const Animator::Data & data + ); ~Animator(); // dbg_trace public: @@ -97,6 +100,12 @@ private: //! The maximum number of rows and columns inside the spritesheet const uvec2 grid_size; + // the time elapsed from a frame duration + duration_t elapsed_time = {}; + + // frame counter + unsigned int frame = 0; + //! Uses the spritesheet friend AnimatorSystem; }; diff --git a/src/crepe/api/Asset.cpp b/src/crepe/api/Asset.cpp index e148367..bab82e7 100644 --- a/src/crepe/api/Asset.cpp +++ b/src/crepe/api/Asset.cpp @@ -50,5 +50,5 @@ string Asset::whereami() const noexcept { 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()); + return std::hash<string> {}(asset.get_path()); }; diff --git a/src/crepe/api/AudioSource.h b/src/crepe/api/AudioSource.h index b20e490..eaa56e8 100644 --- a/src/crepe/api/AudioSource.h +++ b/src/crepe/api/AudioSource.h @@ -68,7 +68,7 @@ private: typeof(loop) last_loop = loop; //! \} //! This source's voice handle - SoundHandle voice{}; + SoundHandle voice {}; }; } // namespace crepe diff --git a/src/crepe/api/BoxCollider.cpp b/src/crepe/api/BoxCollider.cpp index a893d41..f6b358d 100644 --- a/src/crepe/api/BoxCollider.cpp +++ b/src/crepe/api/BoxCollider.cpp @@ -4,7 +4,8 @@ using namespace crepe; -BoxCollider::BoxCollider(game_object_id_t game_object_id, const vec2 & dimensions, - const vec2 & offset) +BoxCollider::BoxCollider( + game_object_id_t game_object_id, const vec2 & dimensions, const vec2 & offset +) : Collider(game_object_id, offset), dimensions(dimensions) {} diff --git a/src/crepe/api/BoxCollider.h b/src/crepe/api/BoxCollider.h index d643e7f..229b90f 100644 --- a/src/crepe/api/BoxCollider.h +++ b/src/crepe/api/BoxCollider.h @@ -13,8 +13,9 @@ namespace crepe { */ class BoxCollider : public Collider { public: - BoxCollider(game_object_id_t game_object_id, const vec2 & dimensions, - const vec2 & offset = {0, 0}); + BoxCollider( + game_object_id_t game_object_id, const vec2 & dimensions, const vec2 & offset = {0, 0} + ); //! Width and height of the box collider vec2 dimensions; diff --git a/src/crepe/api/Button.cpp b/src/crepe/api/Button.cpp index 40153c9..8eadd89 100644 --- a/src/crepe/api/Button.cpp +++ b/src/crepe/api/Button.cpp @@ -2,7 +2,10 @@ namespace crepe { -Button::Button(game_object_id_t id, const vec2 & dimensions, const vec2 & offset) - : UIObject(id, dimensions, offset) {} +Button::Button( + game_object_id_t id, const vec2 & dimensions, const Data & data, const vec2 & offset +) + : UIObject(id, dimensions, offset), + data(data) {} } // namespace crepe diff --git a/src/crepe/api/Button.h b/src/crepe/api/Button.h index d42527e..e986c04 100644 --- a/src/crepe/api/Button.h +++ b/src/crepe/api/Button.h @@ -1,8 +1,7 @@ #pragma once -#include <functional> +#include "../types.h" -#include "Event.h" #include "UIObject.h" namespace crepe { @@ -21,14 +20,24 @@ namespace crepe { */ class Button : public UIObject { public: + struct Data { + //! variable indicating if transform is relative to camera(false) or world(true) + bool world_space = false; + }; + +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 data additional data the button has */ - Button(game_object_id_t id, const vec2 & dimensions, const vec2 & offset); + Button( + game_object_id_t id, const vec2 & dimensions, const Data & data, + const vec2 & offset = {0, 0} + ); /** * \brief Get the maximum number of instances for this component * @@ -38,6 +47,9 @@ public: */ virtual int get_instances_max() const { return 1; } +public: + Data data; + private: //! friend relation hover variable friend class InputSystem; diff --git a/src/crepe/api/Camera.cpp b/src/crepe/api/Camera.cpp index 19a3296..b1466b5 100644 --- a/src/crepe/api/Camera.cpp +++ b/src/crepe/api/Camera.cpp @@ -6,8 +6,9 @@ using namespace crepe; -Camera::Camera(game_object_id_t id, const ivec2 & screen, const vec2 & viewport_size, - const Data & data) +Camera::Camera( + game_object_id_t id, const ivec2 & screen, const vec2 & viewport_size, const Data & data +) : Component(id), screen(screen), viewport_size(viewport_size), diff --git a/src/crepe/api/Camera.h b/src/crepe/api/Camera.h index 54d9a73..3191b04 100644 --- a/src/crepe/api/Camera.h +++ b/src/crepe/api/Camera.h @@ -44,8 +44,10 @@ public: * \param viewport_size is the view of the world in game units * \param data the camera component data */ - Camera(game_object_id_t id, const ivec2 & screen, const vec2 & viewport_size, - const Camera::Data & data); + Camera( + game_object_id_t id, const ivec2 & screen, const vec2 & viewport_size, + const Camera::Data & data + ); ~Camera(); // dbg_trace only public: diff --git a/src/crepe/api/CircleCollider.cpp b/src/crepe/api/CircleCollider.cpp index 90ab5e7..e72800c 100644 --- a/src/crepe/api/CircleCollider.cpp +++ b/src/crepe/api/CircleCollider.cpp @@ -2,7 +2,8 @@ using namespace crepe; -CircleCollider::CircleCollider(game_object_id_t game_object_id, float radius, - const vec2 & offset) +CircleCollider::CircleCollider( + game_object_id_t game_object_id, float radius, const vec2 & offset +) : Collider(game_object_id, offset), radius(radius) {} diff --git a/src/crepe/api/CircleCollider.h b/src/crepe/api/CircleCollider.h index 22da836..e6ad4fa 100644 --- a/src/crepe/api/CircleCollider.h +++ b/src/crepe/api/CircleCollider.h @@ -13,8 +13,9 @@ namespace crepe { */ class CircleCollider : public Collider { public: - CircleCollider(game_object_id_t game_object_id, float radius, - const vec2 & offset = {0, 0}); + CircleCollider( + game_object_id_t game_object_id, float radius, const vec2 & offset = {0, 0} + ); //! Radius of the circle collider. float radius; diff --git a/src/crepe/api/Color.cpp b/src/crepe/api/Color.cpp index 29bd77a..d0e3b35 100644 --- a/src/crepe/api/Color.cpp +++ b/src/crepe/api/Color.cpp @@ -2,11 +2,13 @@ using namespace crepe; -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}; +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}; +const Color Color::GREY {0x80, 0x80, 0x80}; +const Color Color::GOLD {249, 205, 91}; diff --git a/src/crepe/api/Color.h b/src/crepe/api/Color.h index 84edb5c..dbfd0ed 100644 --- a/src/crepe/api/Color.h +++ b/src/crepe/api/Color.h @@ -18,6 +18,8 @@ struct Color { static const Color MAGENTA; static const Color YELLOW; static const Color BLACK; + static const Color GREY; + static const Color GOLD; }; } // namespace crepe diff --git a/src/crepe/api/Config.h b/src/crepe/api/Config.h index 6b9e3ca..9c226a3 100644 --- a/src/crepe/api/Config.h +++ b/src/crepe/api/Config.h @@ -85,7 +85,7 @@ struct Config final { * This config option is the font size at which all fonts will be loaded initially. * */ - unsigned int size = 16; + unsigned int size = 500; } font; //! Configuration for click tolerance. struct { diff --git a/src/crepe/api/Engine.cpp b/src/crepe/api/Engine.cpp index 2e9d35a..0bbe51f 100644 --- a/src/crepe/api/Engine.cpp +++ b/src/crepe/api/Engine.cpp @@ -46,17 +46,22 @@ void Engine::loop() { try { systems.fixed_update(); } catch (const exception & e) { - Log::logf(Log::Level::WARNING, - "Uncaught exception in fixed update function: {}\n", e.what()); + Log::logf( + Log::Level::WARNING, "Uncaught exception in fixed update function: {}\n", + e.what() + ); } timer.advance_fixed_elapsed_time(); } try { systems.frame_update(); + this->scene_manager.load_next_scene(); } catch (const exception & e) { - Log::logf(Log::Level::WARNING, "Uncaught exception in frame update function: {}\n", - e.what()); + Log::logf( + Log::Level::WARNING, "Uncaught exception in frame update function: {}\n", + e.what() + ); } timer.enforce_frame_rate(); } diff --git a/src/crepe/api/Engine.h b/src/crepe/api/Engine.h index 700a0cd..452a856 100644 --- a/src/crepe/api/Engine.h +++ b/src/crepe/api/Engine.h @@ -54,26 +54,26 @@ private: Mediator mediator; //! SystemManager - SystemManager system_manager{mediator}; + SystemManager system_manager {mediator}; //! SDLContext instance - SDLContext sdl_context{mediator}; + SDLContext sdl_context {mediator}; //! Resource manager instance - ResourceManager resource_manager{mediator}; + ResourceManager resource_manager {mediator}; //! Component manager instance - ComponentManager component_manager{mediator}; + ComponentManager component_manager {mediator}; //! Scene manager instance - SceneManager scene_manager{mediator}; + SceneManager scene_manager {mediator}; //! LoopTimerManager instance - LoopTimerManager loop_timer{mediator}; + LoopTimerManager loop_timer {mediator}; //! EventManager instance - EventManager event_manager{mediator}; + EventManager event_manager {mediator}; //! Save manager instance - SaveManager save_manager{mediator}; + SaveManager save_manager {mediator}; //! ReplayManager instance - ReplayManager replay_manager{mediator}; + ReplayManager replay_manager {mediator}; }; } // namespace crepe diff --git a/src/crepe/api/Event.h b/src/crepe/api/Event.h index 8e38280..7d4df21 100644 --- a/src/crepe/api/Event.h +++ b/src/crepe/api/Event.h @@ -10,15 +10,14 @@ namespace crepe { /** - * \brief Base class for all event types in the system. + * \brief Base struct for all event types in the system. */ -class Event {}; +struct Event {}; /** * \brief Event triggered when a key is pressed. */ -class KeyPressEvent : public Event { -public: +struct KeyPressEvent : public Event { //! false if first time press, true if key is repeated bool repeat = false; @@ -29,8 +28,7 @@ public: /** * \brief Event triggered when a key is released. */ -class KeyReleaseEvent : public Event { -public: +struct KeyReleaseEvent : public Event { //! The key that was released. Keycode key = Keycode::NONE; }; @@ -38,8 +36,7 @@ public: /** * \brief Event triggered when a mouse button is pressed. */ -class MousePressEvent : public Event { -public: +struct MousePressEvent : public Event { //! mouse position in world coordinates (game units). vec2 mouse_pos = {0, 0}; @@ -50,8 +47,7 @@ public: /** * \brief Event triggered when a mouse button is clicked (press and release). */ -class MouseClickEvent : public Event { -public: +struct MouseClickEvent : public Event { //! mouse position in world coordinates (game units). vec2 mouse_pos = {0, 0}; @@ -62,8 +58,7 @@ public: /** * \brief Event triggered when a mouse button is released. */ -class MouseReleaseEvent : public Event { -public: +struct MouseReleaseEvent : public Event { //! mouse position in world coordinates (game units). vec2 mouse_pos = {0, 0}; @@ -74,8 +69,7 @@ public: /** * \brief Event triggered when the mouse is moved. */ -class MouseMoveEvent : public Event { -public: +struct MouseMoveEvent : public Event { //! mouse position in world coordinates (game units). vec2 mouse_pos = {0, 0}; //! The change in mouse position relative to the last position (in pixels). @@ -85,8 +79,7 @@ public: /** * \brief Event triggered when the mouse is moved. */ -class MouseScrollEvent : public Event { -public: +struct MouseScrollEvent : public Event { //! mouse position in world coordinates (game units) when the scroll happened. vec2 mouse_pos = {0, 0}; //! scroll direction (-1 = down, 1 = up) @@ -98,20 +91,19 @@ public: /** * \brief Event triggered to indicate the application is shutting down. */ -class ShutDownEvent : public Event {}; +struct ShutDownEvent : public Event {}; /** * \brief Event triggered to indicate the window is overlapped by another window. * * When two windows overlap the bottom window gets distorted and that window has to be redrawn. */ -class WindowExposeEvent : public Event {}; +struct WindowExposeEvent : public Event {}; /** * \brief Event triggered to indicate the window is resized. */ -class WindowResizeEvent : public Event { -public: +struct WindowResizeEvent : public Event { //! new window dimensions ivec2 dimensions = {0, 0}; }; @@ -119,8 +111,7 @@ public: /** * \brief Event triggered to indicate the window is moved. */ -class WindowMoveEvent : public Event { -public: +struct WindowMoveEvent : public Event { //! The change in position relative to the last position (in pixels). ivec2 delta_move = {0, 0}; }; @@ -128,12 +119,12 @@ public: /** * \brief Event triggered to indicate the window is minimized. */ -class WindowMinimizeEvent : public Event {}; +struct WindowMinimizeEvent : public Event {}; /** * \brief Event triggered to indicate the window is maximized */ -class WindowMaximizeEvent : public Event {}; +struct WindowMaximizeEvent : public Event {}; /** * \brief Event triggered to indicate the window gained focus @@ -141,7 +132,7 @@ class WindowMaximizeEvent : public Event {}; * This event is triggered when the window receives focus, meaning it becomes the active window * for user interaction. */ -class WindowFocusGainEvent : public Event {}; +struct WindowFocusGainEvent : public Event {}; /** * \brief Event triggered to indicate the window lost focus @@ -149,6 +140,6 @@ class WindowFocusGainEvent : public Event {}; * This event is triggered when the window loses focus, meaning it is no longer the active window * for user interaction. */ -class WindowFocusLostEvent : public Event {}; +struct WindowFocusLostEvent : public Event {}; } // namespace crepe diff --git a/src/crepe/api/GameObject.cpp b/src/crepe/api/GameObject.cpp index 9b94cad..100e210 100644 --- a/src/crepe/api/GameObject.cpp +++ b/src/crepe/api/GameObject.cpp @@ -7,13 +7,15 @@ using namespace crepe; using namespace std; -GameObject::GameObject(Mediator & mediator, game_object_id_t id, const std::string & name, - const std::string & tag, const vec2 & position, double rotation, - double scale) +GameObject::GameObject( + Mediator & mediator, game_object_id_t id, const std::string & name, + const std::string & tag, const vec2 & position, double rotation, double scale +) : id(id), mediator(mediator), - transform(mediator.component_manager->add_component<Transform>(this->id, position, - rotation, scale)), + transform(mediator.component_manager->add_component<Transform>( + this->id, position, rotation, scale + )), metadata(mediator.component_manager->add_component<Metadata>(this->id, name, tag)) {} void GameObject::set_parent(const GameObject & parent) { diff --git a/src/crepe/api/GameObject.h b/src/crepe/api/GameObject.h index 572ce3a..043913a 100644 --- a/src/crepe/api/GameObject.h +++ b/src/crepe/api/GameObject.h @@ -30,8 +30,10 @@ private: * \param rotation The rotation of the GameObject * \param scale The scale of the GameObject */ - GameObject(Mediator & mediator, game_object_id_t id, const std::string & name, - const std::string & tag, const vec2 & position, double rotation, double scale); + GameObject( + Mediator & mediator, game_object_id_t id, const std::string & name, + const std::string & tag, const vec2 & position, double rotation, double scale + ); //! ComponentManager instances GameObject friend class ComponentManager; diff --git a/src/crepe/api/ParticleEmitter.cpp b/src/crepe/api/ParticleEmitter.cpp index 9a70334..341c1e2 100644 --- a/src/crepe/api/ParticleEmitter.cpp +++ b/src/crepe/api/ParticleEmitter.cpp @@ -4,8 +4,9 @@ using namespace crepe; using namespace std; -ParticleEmitter::ParticleEmitter(game_object_id_t game_object_id, const Sprite & sprite, - const Data & data) +ParticleEmitter::ParticleEmitter( + game_object_id_t game_object_id, const Sprite & sprite, const Data & data +) : Component(game_object_id), sprite(sprite), data(data) { @@ -15,7 +16,7 @@ ParticleEmitter::ParticleEmitter(game_object_id_t game_object_id, const Sprite & } unique_ptr<Component> ParticleEmitter::save() const { - return unique_ptr<Component>{new ParticleEmitter(*this)}; + return unique_ptr<Component> {new ParticleEmitter(*this)}; } void ParticleEmitter::restore(const Component & snapshot) { diff --git a/src/crepe/api/Rigidbody.h b/src/crepe/api/Rigidbody.h index 6900295..b63d941 100644 --- a/src/crepe/api/Rigidbody.h +++ b/src/crepe/api/Rigidbody.h @@ -2,6 +2,7 @@ #include <cmath> #include <set> +#include <string> #include "../Component.h" @@ -120,26 +121,49 @@ public: * above 0.0. * */ - float elastisity_coefficient = 0.0; + float elasticity_coefficient = 0.0; /** - * \brief Offset of all colliders relative to the object's transform position. + * \brief Enables collision handling for objects colliding with kinematic objects. + * + * Enables collision handling for objects colliding with kinematic objects in the collision system. + * If `kinematic_collision` is true, dynamic objects cannot pass through this kinematic object. + * This ensures that kinematic objects delegate collision handling to the collision system. + */ + bool kinematic_collision = true; + + /** + * \brief Defines the collision layers a GameObject interacts with. * - * The `offset` defines a positional shift applied to all colliders associated with the object, relative to the object's - * transform position. This allows for the colliders to be placed at a different position than the object's actual - * position, without modifying the object's transform itself. + * The `collision_layers` represent the set of layers the GameObject can detect collisions with. + * Each element in this set corresponds to a layer ID. The GameObject will only collide with other + * GameObjects that belong to one these layers. + */ + std::set<int> collision_layers = {0}; + + /** + * \brief Specifies the collision layer of the GameObject. * + * The `collision_layer` indicates the single layer that this GameObject belongs to. + * This determines which layers other objects must match to detect collisions with this object. */ - vec2 offset; + int collision_layer = 0; /** * \brief Defines the collision layers of a GameObject. * - * The `collision_layers` specifies the layers that the GameObject will collide with. - * Each element represents a layer ID, and the GameObject will only detect - * collisions with other GameObjects that belong to these layers. + * The `collision_names` specifies where the GameObject will collide with. + * Each element represents a name from the Metadata of the gameobject. */ - std::set<int> collision_layers = {0}; + std::set<std::string> collision_names; + + /** + * \brief Defines the collision layers of a GameObject. + * + * The `collision_tags` specifies where the GameObject will collide with. + * Each element represents a tag from the Metadata of the gameobject. + */ + std::set<std::string> collision_tags; }; public: diff --git a/src/crepe/api/Scene.cpp b/src/crepe/api/Scene.cpp index ad729d2..84da7e8 100644 --- a/src/crepe/api/Scene.cpp +++ b/src/crepe/api/Scene.cpp @@ -4,8 +4,10 @@ using namespace crepe; SaveManager & Scene::get_save_manager() const { return mediator->save_manager; } -GameObject Scene::new_object(const std::string & name, const std::string & tag, - const vec2 & position, double rotation, double scale) { +GameObject Scene::new_object( + const std::string & name, const std::string & tag, const vec2 & position, double rotation, + double scale +) { // Forward the call to ComponentManager's new_object method return mediator->component_manager->new_object(name, tag, position, rotation, scale); } diff --git a/src/crepe/api/Scene.h b/src/crepe/api/Scene.h index dcca9d4..b50a0fc 100644 --- a/src/crepe/api/Scene.h +++ b/src/crepe/api/Scene.h @@ -60,7 +60,7 @@ private: OptionalRef<Mediator> mediator; //! \} -protected: +public: /** * \brief Retrieve the reference to the SaveManager instance * @@ -69,9 +69,10 @@ protected: SaveManager & get_save_manager() const; //! \copydoc ComponentManager::new_object - GameObject new_object(const std::string & name, const std::string & tag = "", - const vec2 & position = {0, 0}, double rotation = 0, - double scale = 1); + GameObject new_object( + const std::string & name, const std::string & tag = "", const vec2 & position = {0, 0}, + double rotation = 0, double scale = 1 + ); //! \copydoc ResourceManager::set_persistent void set_persistent(const Asset & asset, bool persistent); diff --git a/src/crepe/api/Script.cpp b/src/crepe/api/Script.cpp index 6de6830..06b535f 100644 --- a/src/crepe/api/Script.cpp +++ b/src/crepe/api/Script.cpp @@ -20,6 +20,21 @@ void Script::subscribe(const EventHandler<CollisionEvent> & callback) { this->subscribe_internal(callback, this->game_object_id); } +template <> +void Script::subscribe(const EventHandler<ButtonExitEvent> & callback) { + this->subscribe_internal(callback, this->game_object_id); +} + +template <> +void Script::subscribe(const EventHandler<ButtonPressEvent> & callback) { + this->subscribe_internal(callback, this->game_object_id); +} + +template <> +void Script::subscribe(const EventHandler<ButtonEnterEvent> & callback) { + this->subscribe_internal(callback, this->game_object_id); +} + void Script::set_next_scene(const string & name) { SceneManager & mgr = this->mediator->scene_manager; mgr.set_next_scene(name); @@ -61,4 +76,3 @@ bool Script::get_key_state(Keycode key) const noexcept { return false; } } - diff --git a/src/crepe/api/Script.h b/src/crepe/api/Script.h index 2422cdc..b000d9d 100644 --- a/src/crepe/api/Script.h +++ b/src/crepe/api/Script.h @@ -8,6 +8,7 @@ #include "../manager/Mediator.h" #include "../manager/ReplayManager.h" #include "../system/CollisionSystem.h" +#include "../system/InputSystem.h" #include "../types.h" #include "../util/Log.h" #include "../util/OptionalRef.h" @@ -48,14 +49,23 @@ protected: */ virtual void init() {} /** - * \brief Script update function (empty by default) + * \brief Script fixed update function (empty by default) * * \param delta_time Time since last fixed update * - * This function is called during the ScriptSystem::update() routine if the \c BehaviorScript - * component holding this script instance is active. + * \note This function is called during the ScriptSystem::update() routine if the \c + * BehaviorScript component holding this script instance is active. */ - virtual void update(duration_t delta_time) {} + virtual void fixed_update(duration_t delta_time) {} + /** + * \brief Script frame update function (empty by default) + * + * \param delta_time Time since last frame update + * + * \note This function is called during the ScriptSystem::update() routine if the \c + * BehaviorScript component holding this script instance is active. + */ + virtual void frame_update(duration_t delta_time) {} //! \} //! ScriptSystem calls \c init() and \c update() @@ -119,12 +129,14 @@ protected: void subscribe(const EventHandler<EventType> & callback); //! \copydoc EventManager::trigger_event template <typename EventType> - void trigger_event(const EventType & event = {}, - event_channel_t channel = EventManager::CHANNEL_ALL); + void trigger_event( + const EventType & event = {}, event_channel_t channel = EventManager::CHANNEL_ALL + ); //! \copydoc EventManager::queue_event template <typename EventType> - void queue_event(const EventType & event = {}, - event_channel_t channel = EventManager::CHANNEL_ALL); + void queue_event( + const EventType & event = {}, event_channel_t channel = EventManager::CHANNEL_ALL + ); //! \} /** @@ -169,7 +181,7 @@ protected: OptionalRef<Mediator> & mediator; replay(OptionalRef<Mediator> & mediator) : mediator(mediator) {} friend class Script; - } replay{mediator}; + } replay {mediator}; /** * \brief Utility function to retrieve the keyboard state @@ -261,7 +273,42 @@ void Script::subscribe(const EventHandler<CollisionEvent> & callback); template <> void Script::subscribe(const EventHandler<CollisionEvent> & callback, event_channel_t) = delete; - +/** + * \brief Subscribe to ButtonPressEvent 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 ButtonPressEvent events that apply to the + * current GameObject the parent BehaviorScript is attached to. + */ +template <> +void Script::subscribe(const EventHandler<ButtonPressEvent> & callback); +template <> +void Script::subscribe(const EventHandler<ButtonPressEvent> & callback, event_channel_t) + = delete; +/** + * \brief Subscribe to ButtonExitEvent 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 ButtonExitEvent events that apply to the + * current GameObject the parent BehaviorScript is attached to. + */ +template <> +void Script::subscribe(const EventHandler<ButtonExitEvent> & callback); +template <> +void Script::subscribe(const EventHandler<ButtonExitEvent> & callback, event_channel_t) + = delete; +/** + * \brief Subscribe to ButtonEnterEvent 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 ButtonEnterEvent events that apply to the + * current GameObject the parent BehaviorScript is attached to. + */ +template <> +void Script::subscribe(const EventHandler<ButtonEnterEvent> & callback); +template <> +void Script::subscribe(const EventHandler<ButtonEnterEvent> & 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 4462a41..c7fa6ff 100644 --- a/src/crepe/api/Script.hpp +++ b/src/crepe/api/Script.hpp @@ -14,7 +14,8 @@ T & Script::get_component() const { 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())); + format("Script: no component found with type = {}", typeid(T).name()) + ); return all_components.back().get(); } @@ -35,8 +36,9 @@ void Script::logf(std::format_string<Args...> fmt, Args &&... args) { } template <typename EventType> -void Script::subscribe_internal(const EventHandler<EventType> & callback, - event_channel_t channel) { +void Script::subscribe_internal( + const EventHandler<EventType> & callback, event_channel_t channel +) { EventManager & mgr = this->mediator->event_manager; subscription_t listener = mgr.subscribe<EventType>( [this, callback](const EventType & data) -> bool { @@ -54,7 +56,8 @@ void Script::subscribe_internal(const EventHandler<EventType> & callback, // call user-provided callback return callback(data); }, - channel); + channel + ); this->listeners.push_back(listener); } diff --git a/src/crepe/api/Sprite.cpp b/src/crepe/api/Sprite.cpp index 0107c7b..3c77e2e 100644 --- a/src/crepe/api/Sprite.cpp +++ b/src/crepe/api/Sprite.cpp @@ -19,3 +19,16 @@ Sprite::Sprite(game_object_id_t id, const Asset & texture, const Sprite::Data & } Sprite::~Sprite() { dbg_trace(); } + +unique_ptr<Component> Sprite::save() const { return unique_ptr<Component>(new Sprite(*this)); } + +void Sprite::restore(const Component & snapshot) { + *this = static_cast<const Sprite &>(snapshot); +} + +Sprite & Sprite::operator=(const Sprite & snapshot) { + this->active = snapshot.active; + this->data = snapshot.data; + this->mask = snapshot.mask; + return *this; +} diff --git a/src/crepe/api/Sprite.h b/src/crepe/api/Sprite.h index a2409c2..3565bed 100644 --- a/src/crepe/api/Sprite.h +++ b/src/crepe/api/Sprite.h @@ -42,10 +42,10 @@ public: FlipSettings flip; //! Layer sorting level of the sprite - const int sorting_in_layer = 0; + int sorting_in_layer = 0; //! Order within the sorting layer - const int order_in_layer = 0; + int order_in_layer = 0; /** * \brief width and height of the sprite in game units @@ -66,6 +66,16 @@ public: //! independent sprite offset position vec2 position_offset; + + /** + * \brief gives the user the option to render this in world space or in camera space + * + * - if true will this be rendered in world space this means that the sprite can be + * rendered off the screen + * - if false --> will the sprite be rendered in camera space. this means that the + * coordinates given on the \c Sprite and \c Transform will be inside the camera + */ + bool world_space = true; }; public: @@ -109,6 +119,12 @@ private: //! Render area of the sprite this will also be adjusted by the AnimatorSystem if an Animator // object is present in GameObject. this is in sprite pixels Rect mask; + +protected: + virtual std::unique_ptr<Component> save() const; + Sprite(const Sprite &) = default; + virtual void restore(const Component & snapshot); + virtual Sprite & operator=(const Sprite &); }; } // namespace crepe diff --git a/src/crepe/api/Text.cpp b/src/crepe/api/Text.cpp index 54a4370..e5cc39d 100644 --- a/src/crepe/api/Text.cpp +++ b/src/crepe/api/Text.cpp @@ -1,12 +1,27 @@ -#include "../facade/FontFacade.h" +#include "../types.h" #include "Text.h" using namespace crepe; +using namespace std; -Text::Text(game_object_id_t id, const vec2 & dimensions, const vec2 & offset, - const std::string & font_family, const Data & data, const std::string & text) +Text::Text( + game_object_id_t id, const vec2 & dimensions, const std::string & font_family, + const Data & data, const vec2 & offset, const std::string & text +) : UIObject(id, dimensions, offset), text(text), data(data), font_family(font_family) {} + +unique_ptr<Component> Text::save() const { return unique_ptr<Component>(new Text(*this)); } + +void Text::restore(const Component & snapshot) { *this = static_cast<const Text &>(snapshot); } + +Text & Text::operator=(const Text & snapshot) { + this->active = snapshot.active; + this->data = snapshot.data; + this->text = snapshot.text; + this->font_family = snapshot.font_family; + return *this; +} diff --git a/src/crepe/api/Text.h b/src/crepe/api/Text.h index c30dc80..859490e 100644 --- a/src/crepe/api/Text.h +++ b/src/crepe/api/Text.h @@ -3,7 +3,7 @@ #include <optional> #include <string> -#include "../Component.h" +#include "../types.h" #include "Asset.h" #include "Color.h" @@ -19,22 +19,8 @@ class Text : public UIObject { public: //! Text data that does not have to be set in the constructor struct Data { - /** - * \brief fontsize for text rendering - * - * \note this is not the actual font size that is loaded in. - * - * Since SDL_TTF requires the font size when loading in the font it is not possible to switch the font size. - * The default font size that is loaded is set in the Config. - * Instead this value is used to upscale the font texture which can cause blurring or distorted text when upscaling or downscaling too much. - */ - unsigned int font_size = 16; - - //! Layer sorting level of the text - const int sorting_in_layer = 0; - - //! Order within the sorting text - const int order_in_layer = 0; + //! variable indicating if transform is relative to camera(false) or world(true) + bool world_space = false; //! Label text color. Color text_color = Color::BLACK; @@ -50,8 +36,10 @@ public: * \param data Data struct containing extra text parameters. * \param font Optional font asset that can be passed or left empty. */ - Text(game_object_id_t id, const vec2 & dimensions, const vec2 & offset, - const std::string & font_family, const Data & data, const std::string & text = ""); + Text( + game_object_id_t id, const vec2 & dimensions, const std::string & font_family, + const Data & data, const vec2 & offset = {0, 0}, const std::string & text = "" + ); //! Label text. std::string text = ""; @@ -61,6 +49,12 @@ public: std::optional<Asset> font; //! Data instance Data data; + +protected: + virtual std::unique_ptr<Component> save() const; + Text(const Text &) = default; + virtual void restore(const Component & snapshot); + virtual Text & operator=(const Text &); }; } // namespace crepe diff --git a/src/crepe/api/Transform.cpp b/src/crepe/api/Transform.cpp index fcfce14..b70174c 100644 --- a/src/crepe/api/Transform.cpp +++ b/src/crepe/api/Transform.cpp @@ -14,7 +14,7 @@ Transform::Transform(game_object_id_t id, const vec2 & point, double rotation, d } unique_ptr<Component> Transform::save() const { - return unique_ptr<Component>{new Transform(*this)}; + return unique_ptr<Component> {new Transform(*this)}; } void Transform::restore(const Component & snapshot) { diff --git a/src/crepe/api/UIObject.h b/src/crepe/api/UIObject.h index f7f4fba..0d9b1f7 100644 --- a/src/crepe/api/UIObject.h +++ b/src/crepe/api/UIObject.h @@ -15,7 +15,7 @@ public: * \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); + UIObject(game_object_id_t id, const vec2 & dimensions, const vec2 & offset = {0, 0}); //! Width and height of the UIObject vec2 dimensions; //! Position offset relative to this GameObjects Transform diff --git a/src/crepe/api/Vector2.h b/src/crepe/api/Vector2.h index bf9d124..52e1bb6 100644 --- a/src/crepe/api/Vector2.h +++ b/src/crepe/api/Vector2.h @@ -90,6 +90,9 @@ struct Vector2 { //! Returns the perpendicular vector to this vector. Vector2 perpendicular() const; + + //! Checks if both components of the vector are NaN. + bool is_nan() const; }; } // namespace crepe diff --git a/src/crepe/api/Vector2.hpp b/src/crepe/api/Vector2.hpp index ff53cb0..e195760 100644 --- a/src/crepe/api/Vector2.hpp +++ b/src/crepe/api/Vector2.hpp @@ -163,4 +163,9 @@ Vector2<T> Vector2<T>::perpendicular() const { return {-y, x}; } +template <class T> +bool Vector2<T>::is_nan() const { + return std::isnan(x) && std::isnan(y); +} + } // namespace crepe diff --git a/src/crepe/facade/FontFacade.cpp b/src/crepe/facade/FontFacade.cpp index 87f95ab..e284f5a 100644 --- a/src/crepe/facade/FontFacade.cpp +++ b/src/crepe/facade/FontFacade.cpp @@ -20,8 +20,9 @@ Asset FontFacade::get_font_asset(const string & font_family) { = FcNameParse(reinterpret_cast<const FcChar8 *>(font_family.c_str())); if (raw_pattern == NULL) throw runtime_error("Failed to create font pattern."); - unique_ptr<FcPattern, function<void(FcPattern *)>> pattern{ - raw_pattern, [](FcPattern * p) { FcPatternDestroy(p); }}; + unique_ptr<FcPattern, function<void(FcPattern *)>> pattern { + raw_pattern, [](FcPattern * p) { FcPatternDestroy(p); } + }; FcConfig * config = FcConfigGetCurrent(); if (config == NULL) throw runtime_error("Failed to get current Fontconfig configuration."); diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index 9486ccd..6c93fb2 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -1,5 +1,6 @@ #include <SDL2/SDL.h> #include <SDL2/SDL_blendmode.h> +#include <SDL2/SDL_hints.h> #include <SDL2/SDL_image.h> #include <SDL2/SDL_keycode.h> #include <SDL2/SDL_pixels.h> @@ -11,7 +12,6 @@ #include <array> #include <cmath> #include <cstddef> -#include <cstdint> #include <functional> #include <memory> #include <stdexcept> @@ -21,7 +21,11 @@ #include "../api/Config.h" #include "../api/Sprite.h" #include "../util/dbg.h" +#include "api/Text.h" +#include "api/Transform.h" +#include "facade/Font.h" #include "manager/Mediator.h" +#include "util/AbsolutePosition.h" #include "SDLContext.h" #include "Texture.h" @@ -32,17 +36,15 @@ using namespace std; SDLContext::SDLContext(Mediator & mediator) { dbg_trace(); - if (TTF_Init() == -1) { - throw runtime_error(format("SDL_ttf initialization failed: {}", TTF_GetError())); - } 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(cfg.window_title.c_str(), SDL_WINDOWPOS_CENTERED, - SDL_WINDOWPOS_CENTERED, cfg.default_size.x, cfg.default_size.y, 0); + SDL_Window * tmp_window = 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) { throw runtime_error(format("SDLContext: SDL_Window error: {}", SDL_GetError())); } @@ -51,8 +53,8 @@ SDLContext::SDLContext(Mediator & mediator) { SDL_Renderer * tmp_renderer = SDL_CreateRenderer(this->game_window.get(), -1, SDL_RENDERER_ACCELERATED); if (!tmp_renderer) { - throw runtime_error( - format("SDLContext: SDL_CreateRenderer error: {}", SDL_GetError())); + throw runtime_error(format("SDLContext: SDL_CreateRenderer error: {}", SDL_GetError()) + ); } this->game_renderer @@ -63,6 +65,10 @@ SDLContext::SDLContext(Mediator & mediator) { throw runtime_error("SDLContext: SDL_image could not initialize!"); } + if (TTF_Init() == -1) { + throw runtime_error(format("SDL_ttf initialization failed: {}", TTF_GetError())); + } + mediator.sdl_context = *this; } @@ -75,8 +81,8 @@ SDLContext::~SDLContext() { // TODO: how are we going to ensure that these are called from the same // thread that SDL_Init() was called on? This has caused problems for me // before. - IMG_Quit(); TTF_Quit(); + IMG_Quit(); SDL_Quit(); } @@ -101,7 +107,7 @@ const keyboard_state_t & SDLContext::get_keyboard_state() { MouseButton SDLContext::sdl_to_mousebutton(Uint8 sdl_button) { static const std::array<MouseButton, 5> MOUSE_BUTTON_LOOKUP_TABLE = [] { - std::array<MouseButton, 5> table{}; + std::array<MouseButton, 5> table {}; table.fill(MouseButton::NONE); table[SDL_BUTTON_LEFT] = MouseButton::LEFT_MOUSE; @@ -137,6 +143,8 @@ SDL_FRect SDLContext::get_dst_rect(const DestinationRectangleData & ctx) const { = (ctx.sprite.aspect_ratio == 0) ? ctx.texture.get_ratio() : ctx.sprite.aspect_ratio; vec2 size = data.size; + vec2 screen_pos = ctx.pos; + if (data.size.x == 0 && data.size.y != 0) { size.x = data.size.y * aspect_ratio; } @@ -145,12 +153,17 @@ SDL_FRect SDLContext::get_dst_rect(const DestinationRectangleData & ctx) const { } size *= cam_aux_data.render_scale * ctx.img_scale * data.scale_offset; - vec2 screen_pos = (ctx.pos + data.position_offset - cam_aux_data.cam_pos - + (cam_aux_data.zoomed_viewport) / 2) - * cam_aux_data.render_scale - - size / 2 + cam_aux_data.bar_size; + if (ctx.sprite.data.world_space) { + screen_pos = (screen_pos - cam_aux_data.cam_pos + cam_aux_data.zoomed_viewport / 2) + * cam_aux_data.render_scale + - size / 2 + cam_aux_data.bar_size; + } else { + screen_pos + = (screen_pos + cam_aux_data.zoomed_viewport / 2) * cam_aux_data.render_scale + - size / 2 + cam_aux_data.bar_size; + } - return SDL_FRect{ + return SDL_FRect { .x = screen_pos.x, .y = screen_pos.y, .w = size.x, @@ -159,6 +172,7 @@ SDL_FRect SDLContext::get_dst_rect(const DestinationRectangleData & ctx) const { } void SDLContext::draw(const RenderContext & ctx) { + SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "2"); const Sprite::Data & data = ctx.sprite.data; SDL_RendererFlip render_flip = (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * data.flip.flip_x) @@ -174,7 +188,7 @@ void SDLContext::draw(const RenderContext & ctx) { srcrect_ptr = &srcrect; } - SDL_FRect dstrect = this->get_dst_rect(SDLContext::DestinationRectangleData{ + SDL_FRect dstrect = this->get_dst_rect(SDLContext::DestinationRectangleData { .sprite = ctx.sprite, .texture = ctx.texture, .pos = ctx.pos, @@ -184,8 +198,65 @@ void SDLContext::draw(const RenderContext & ctx) { double angle = ctx.angle + data.angle_offset; this->set_color_texture(ctx.texture, ctx.sprite.data.color); - SDL_RenderCopyExF(this->game_renderer.get(), ctx.texture.get_img(), srcrect_ptr, &dstrect, - angle, NULL, render_flip); + SDL_RenderCopyExF( + this->game_renderer.get(), ctx.texture.get_img(), srcrect_ptr, &dstrect, angle, NULL, + render_flip + ); +} + +void SDLContext::draw_text(const RenderText & data) { + SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "0"); + + const Text & text = data.text; + const Font & font = data.font; + vec2 absoluut_pos = AbsolutePosition::get_position(data.transform, data.text.offset); + std::unique_ptr<SDL_Surface, std::function<void(SDL_Surface *)>> font_surface; + std::unique_ptr<SDL_Texture, std::function<void(SDL_Texture *)>> font_texture; + + SDL_Color color { + .r = text.data.text_color.r, + .g = text.data.text_color.g, + .b = text.data.text_color.b, + .a = text.data.text_color.a, + }; + SDL_Surface * tmp_font_surface + = TTF_RenderText_Solid(font.get_font(), text.text.c_str(), color); + if (tmp_font_surface == NULL) { + throw runtime_error(format("draw_text: font surface error: {}", SDL_GetError())); + } + font_surface = {tmp_font_surface, [](SDL_Surface * surface) { SDL_FreeSurface(surface); }}; + + SDL_Texture * tmp_font_texture + = SDL_CreateTextureFromSurface(this->game_renderer.get(), font_surface.get()); + if (tmp_font_texture == NULL) { + throw runtime_error(format("draw_text: font texture error: {}", SDL_GetError())); + } + font_texture + = {tmp_font_texture, [](SDL_Texture * texture) { SDL_DestroyTexture(texture); }}; + + vec2 size = text.dimensions * cam_aux_data.render_scale * data.transform.scale; + vec2 screen_pos = absoluut_pos; + if (text.data.world_space) { + screen_pos = (screen_pos - cam_aux_data.cam_pos + (cam_aux_data.zoomed_viewport) / 2) + * cam_aux_data.render_scale + - size / 2 + cam_aux_data.bar_size; + } else { + screen_pos + = (screen_pos + (cam_aux_data.zoomed_viewport) / 2) * cam_aux_data.render_scale + - size / 2 + cam_aux_data.bar_size; + } + + SDL_FRect dstrect { + .x = screen_pos.x, + .y = screen_pos.y, + .w = size.x, + .h = size.y, + }; + + SDL_RenderCopyExF( + this->game_renderer.get(), font_texture.get(), NULL, &dstrect, data.transform.rotation, + NULL, SDL_FLIP_NONE + ); } void SDLContext::update_camera_view(const Camera & cam, const vec2 & new_pos) { @@ -231,8 +302,10 @@ void SDLContext::update_camera_view(const Camera & cam, const vec2 & new_pos) { render_scale.x = render_scale.y = scale; } - SDL_SetRenderDrawColor(this->game_renderer.get(), cam_data.bg_color.r, cam_data.bg_color.g, - cam_data.bg_color.b, cam_data.bg_color.a); + SDL_SetRenderDrawColor( + this->game_renderer.get(), cam_data.bg_color.r, cam_data.bg_color.g, + cam_data.bg_color.b, cam_data.bg_color.a + ); SDL_Rect bg = { .x = 0, @@ -367,11 +440,12 @@ std::vector<EventData> SDLContext::get_events() { return event_list; } -void SDLContext::handle_window_event(const SDL_WindowEvent & window_event, - std::vector<EventData> & event_list) { +void SDLContext::handle_window_event( + const SDL_WindowEvent & window_event, std::vector<EventData> & event_list +) { switch (window_event.event) { case SDL_WINDOWEVENT_EXPOSED: - event_list.push_back(EventData{EventType::WINDOW_EXPOSE}); + event_list.push_back(EventData {EventType::WINDOW_EXPOSE}); break; case SDL_WINDOWEVENT_RESIZED: event_list.push_back(EventData{ @@ -395,16 +469,16 @@ void SDLContext::handle_window_event(const SDL_WindowEvent & window_event, break; case SDL_WINDOWEVENT_MINIMIZED: - event_list.push_back(EventData{EventType::WINDOW_MINIMIZE}); + event_list.push_back(EventData {EventType::WINDOW_MINIMIZE}); break; case SDL_WINDOWEVENT_MAXIMIZED: - event_list.push_back(EventData{EventType::WINDOW_MAXIMIZE}); + event_list.push_back(EventData {EventType::WINDOW_MAXIMIZE}); break; case SDL_WINDOWEVENT_FOCUS_GAINED: - event_list.push_back(EventData{EventType::WINDOW_FOCUS_GAIN}); + event_list.push_back(EventData {EventType::WINDOW_FOCUS_GAIN}); break; case SDL_WINDOWEVENT_FOCUS_LOST: - event_list.push_back(EventData{EventType::WINDOW_FOCUS_LOST}); + event_list.push_back(EventData {EventType::WINDOW_FOCUS_LOST}); break; } } diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index b687f87..bc118f9 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -12,18 +12,21 @@ #include <unordered_map> #include "../types.h" +#include "EventData.h" #include "api/Camera.h" #include "api/Color.h" #include "api/KeyCodes.h" #include "api/Sprite.h" #include "api/Transform.h" -#include "types.h" #include "EventData.h" #include "FontFacade.h" +#include "types.h" namespace crepe { class Texture; +class Text; +class Font; class Mediator; /** @@ -71,12 +74,11 @@ public: const double & scale; }; -public: - /** - * \brief Gets the singleton instance of SDLContext. - * \return Reference to the SDLContext instance. - */ - static SDLContext & get_instance(); + struct RenderText { + const Text & text; + const Font & font; + const Transform & transform; + }; public: SDLContext(const SDLContext &) = delete; @@ -114,8 +116,9 @@ public: * This method checks if any window events are triggered and adds them to the event_list. * */ - void handle_window_event(const SDL_WindowEvent & window_event, - std::vector<EventData> & event_list); + void handle_window_event( + const SDL_WindowEvent & window_event, std::vector<EventData> & event_list + ); /** * \brief Converts an SDL scan code to the custom Keycode type. * @@ -186,6 +189,13 @@ public: */ void draw(const RenderContext & ctx); + /** + * \brief draws a text to the screen + * + * \param data Reference to the rendering data needed to draw + */ + void draw_text(const RenderText & data); + //! Clears the screen, preparing for a new frame. void clear_screen(); @@ -245,7 +255,7 @@ private: private: //! instance of the font_facade - FontFacade font_facade{}; + FontFacade font_facade {}; public: /** diff --git a/src/crepe/facade/Texture.cpp b/src/crepe/facade/Texture.cpp index 9a10f9b..06caa54 100644 --- a/src/crepe/facade/Texture.cpp +++ b/src/crepe/facade/Texture.cpp @@ -1,7 +1,8 @@ -#include "../util/dbg.h" +#include "../Resource.h" +#include "../facade/SDLContext.h" #include "../manager/Mediator.h" #include "../types.h" -#include "../Resource.h" +#include "../util/dbg.h" #include "SDLContext.h" #include "Texture.h" @@ -27,4 +28,3 @@ const ivec2 & Texture::get_size() const noexcept { return this->size; } const float & Texture::get_ratio() const noexcept { return this->aspect_ratio; } SDL_Texture * Texture::get_img() const noexcept { return this->texture.get(); } - diff --git a/src/crepe/manager/ComponentManager.cpp b/src/crepe/manager/ComponentManager.cpp index 745ddae..245419d 100644 --- a/src/crepe/manager/ComponentManager.cpp +++ b/src/crepe/manager/ComponentManager.cpp @@ -46,14 +46,16 @@ void ComponentManager::delete_all_components() { this->next_id = 0; } -GameObject ComponentManager::new_object(const string & name, const string & tag, - const vec2 & position, double rotation, double scale) { +GameObject ComponentManager::new_object( + const string & name, const string & tag, const vec2 & position, double rotation, + double scale +) { // Find the first available id (taking persistent objects into account) while (this->persistent[this->next_id]) { this->next_id++; } - GameObject object{this->mediator, this->next_id, name, tag, position, rotation, scale}; + GameObject object {this->mediator, this->next_id, name, tag, position, rotation, scale}; this->next_id++; return object; @@ -64,23 +66,25 @@ void ComponentManager::set_persistent(game_object_id_t id, bool persistent) { } set<game_object_id_t> ComponentManager::get_objects_by_name(const string & name) const { - return this->get_objects_by_predicate<Metadata>( - [name](const Metadata & data) { return data.name == name; }); + return this->get_objects_by_predicate<Metadata>([name](const Metadata & data) { + return data.name == name; + }); } set<game_object_id_t> ComponentManager::get_objects_by_tag(const string & tag) const { - return this->get_objects_by_predicate<Metadata>( - [tag](const Metadata & data) { return data.tag == tag; }); + return this->get_objects_by_predicate<Metadata>([tag](const Metadata & data) { + return data.tag == tag; + }); } ComponentManager::Snapshot ComponentManager::save() { - Snapshot snapshot{}; + Snapshot snapshot {}; for (const auto & [type, by_id_index] : this->components) { for (game_object_id_t id = 0; id < by_id_index.size(); id++) { const auto & components = by_id_index[id]; for (size_t index = 0; index < components.size(); index++) { const Component & component = *components[index]; - snapshot.components.push_back(SnapshotComponent{ + snapshot.components.push_back(SnapshotComponent { .type = type, .id = id, .index = index, diff --git a/src/crepe/manager/ComponentManager.h b/src/crepe/manager/ComponentManager.h index c3a5b4a..2eb1f7e 100644 --- a/src/crepe/manager/ComponentManager.h +++ b/src/crepe/manager/ComponentManager.h @@ -38,9 +38,10 @@ public: * * \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); + GameObject new_object( + const std::string & name, const std::string & tag = "", const vec2 & position = {0, 0}, + double rotation = 0, double scale = 1 + ); public: /** diff --git a/src/crepe/manager/ComponentManager.hpp b/src/crepe/manager/ComponentManager.hpp index 9e70865..6d32edb 100644 --- a/src/crepe/manager/ComponentManager.hpp +++ b/src/crepe/manager/ComponentManager.hpp @@ -11,8 +11,10 @@ template <class T, typename... Args> T & ComponentManager::add_component(game_object_id_t id, Args &&... args) { using namespace std; - static_assert(is_base_of<Component, T>::value, - "add_component must recieve a derivative class of Component"); + static_assert( + is_base_of<Component, T>::value, + "add_component must recieve a derivative class of Component" + ); // Determine the type of T (this is used as the key of the unordered_map<>) type_index type = typeid(T); @@ -40,8 +42,8 @@ T & ComponentManager::add_component(game_object_id_t id, Args &&... args) { // Check if the vector size is not greater than get_instances_max int max_instances = instance->get_instances_max(); if (max_instances != -1 && components[type][id].size() >= max_instances) { - throw std::runtime_error( - "Exceeded maximum number of instances for this component type"); + throw std::runtime_error("Exceeded maximum number of instances for this component type" + ); } // store its unique_ptr in the vector<> @@ -95,8 +97,10 @@ template <typename T> RefVector<T> ComponentManager::get_components_by_id(game_object_id_t id) const { using namespace std; - static_assert(is_base_of<Component, T>::value, - "get_components_by_id must recieve a derivative class of Component"); + static_assert( + is_base_of<Component, T>::value, + "get_components_by_id must recieve a derivative class of Component" + ); type_index type = typeid(T); if (!this->components.contains(type)) return {}; @@ -170,8 +174,8 @@ ComponentManager::get_objects_by_predicate(const std::function<bool(const T &)> } template <typename T> -RefVector<T> -ComponentManager::get_components_by_ids(const std::set<game_object_id_t> & ids) const { +RefVector<T> ComponentManager::get_components_by_ids(const std::set<game_object_id_t> & ids +) const { using namespace std; RefVector<T> out = {}; diff --git a/src/crepe/manager/EventManager.h b/src/crepe/manager/EventManager.h index 639e37f..5766a0c 100644 --- a/src/crepe/manager/EventManager.h +++ b/src/crepe/manager/EventManager.h @@ -49,8 +49,8 @@ public: * \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); + subscription_t + subscribe(const EventHandler<EventType> & callback, event_channel_t channel = CHANNEL_ALL); /** * \brief Unsubscribe a previously registered callback. @@ -106,7 +106,7 @@ private: * \brief Represents an entry in the event queue. */ struct QueueEntry { - std::unique_ptr<Event> event; ///< The event instance. + std::unique_ptr<Event, std::function<void(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. }; diff --git a/src/crepe/manager/EventManager.hpp b/src/crepe/manager/EventManager.hpp index a5f4556..1f44943 100644 --- a/src/crepe/manager/EventManager.hpp +++ b/src/crepe/manager/EventManager.hpp @@ -5,24 +5,31 @@ namespace crepe { template <typename EventType> -subscription_t EventManager::subscribe(const EventHandler<EventType> & callback, - event_channel_t channel) { +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}); + 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"); + 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), + // unique_ptr w/ custom destructor implementation is used because the base Event interface + // can't be polymorphic (= have default virtual destructor) + .event = { + new EventType(event), + [](Event * ev) { delete static_cast<EventType *>(ev); }, + }, .channel = channel, .type = typeid(EventType), }); diff --git a/src/crepe/manager/LoopTimerManager.cpp b/src/crepe/manager/LoopTimerManager.cpp index e78f92f..b4cd07f 100644 --- a/src/crepe/manager/LoopTimerManager.cpp +++ b/src/crepe/manager/LoopTimerManager.cpp @@ -17,9 +17,9 @@ LoopTimerManager::LoopTimerManager(Mediator & mediator) : Manager(mediator) { void LoopTimerManager::start() { this->last_frame_time = std::chrono::steady_clock::now(); - this->elapsed_time = elapsed_time_t{0}; - this->elapsed_fixed_time = elapsed_time_t{0}; - this->delta_time = duration_t{0}; + this->elapsed_time = elapsed_time_t {0}; + this->elapsed_fixed_time = elapsed_time_t {0}; + this->delta_time = duration_t {0}; } void LoopTimerManager::update() { diff --git a/src/crepe/manager/LoopTimerManager.h b/src/crepe/manager/LoopTimerManager.h index 2f1e6b6..279d6b2 100644 --- a/src/crepe/manager/LoopTimerManager.h +++ b/src/crepe/manager/LoopTimerManager.h @@ -157,17 +157,17 @@ private: //! Time scale for speeding up or slowing down the game (0 = pause, < 1 = slow down, 1 = normal speed, > 1 = speed up). float time_scale = 1; //! Maximum delta time in seconds to avoid large jumps. - duration_t maximum_delta_time{0.25}; + duration_t maximum_delta_time {0.25}; //! Delta time for the current frame in seconds. - duration_t delta_time{0.0}; + duration_t delta_time {0.0}; //! Target time per frame in seconds - duration_t frame_target_time{1.0 / target_fps}; + duration_t frame_target_time {1.0 / target_fps}; //! Fixed delta time for fixed updates in seconds. - duration_t fixed_delta_time{1.0 / 50.0}; + duration_t fixed_delta_time {1.0 / 50.0}; //! Total elapsed game time in microseconds. - elapsed_time_t elapsed_time{0}; + elapsed_time_t elapsed_time {0}; //! Total elapsed time for fixed updates in microseconds. - elapsed_time_t elapsed_fixed_time{0}; + elapsed_time_t elapsed_fixed_time {0}; typedef std::chrono::steady_clock::time_point time_point_t; //! Time of the last frame. diff --git a/src/crepe/manager/ResourceManager.hpp b/src/crepe/manager/ResourceManager.hpp index cf5c949..4ca6be0 100644 --- a/src/crepe/manager/ResourceManager.hpp +++ b/src/crepe/manager/ResourceManager.hpp @@ -9,17 +9,20 @@ namespace crepe { template <typename T> T & ResourceManager::get(const Asset & asset) { using namespace std; - static_assert(is_base_of<Resource, T>::value, - "cache must recieve a derivative class of Resource"); + static_assert( + is_base_of<Resource, T>::value, "cache must recieve a derivative class of Resource" + ); CacheEntry & entry = this->get_entry(asset); if (entry.resource == nullptr) entry.resource = make_unique<T>(asset, this->mediator); T * concrete_resource = dynamic_cast<T *>(entry.resource.get()); if (concrete_resource == nullptr) - throw runtime_error(format("ResourceManager: mismatch between requested type and " - "actual type of resource ({})", - asset.get_path())); + throw runtime_error(format( + "ResourceManager: mismatch between requested type and " + "actual type of resource ({})", + asset.get_path() + )); return *concrete_resource; } diff --git a/src/crepe/manager/SceneManager.cpp b/src/crepe/manager/SceneManager.cpp index d4ca90b..e6f92db 100644 --- a/src/crepe/manager/SceneManager.cpp +++ b/src/crepe/manager/SceneManager.cpp @@ -17,10 +17,12 @@ void SceneManager::load_next_scene() { // next scene not set if (this->next_scene.empty()) return; - auto it = find_if(this->scenes.begin(), this->scenes.end(), - [&next_scene = this->next_scene](unique_ptr<Scene> & scene) { - return scene.get()->get_name() == next_scene; - }); + auto it = find_if( + this->scenes.begin(), this->scenes.end(), + [&next_scene = this->next_scene](unique_ptr<Scene> & scene) { + return scene.get()->get_name() == next_scene; + } + ); // next scene not found if (it == this->scenes.end()) return; diff --git a/src/crepe/manager/SystemManager.cpp b/src/crepe/manager/SystemManager.cpp index 5ada30f..eabc022 100644 --- a/src/crepe/manager/SystemManager.cpp +++ b/src/crepe/manager/SystemManager.cpp @@ -19,12 +19,12 @@ SystemManager::SystemManager(Mediator & mediator) : Manager(mediator) { this->load_system<InputSystem>(); this->load_system<EventSystem>(); this->load_system<ScriptSystem>(); + this->load_system<ParticleSystem>(); this->load_system<AISystem>(); this->load_system<PhysicsSystem>(); this->load_system<CollisionSystem>(); this->load_system<AudioSystem>(); this->load_system<AnimatorSystem>(); - this->load_system<ParticleSystem>(); this->load_system<RenderSystem>(); this->load_system<ReplaySystem>(); @@ -32,16 +32,16 @@ SystemManager::SystemManager(Mediator & mediator) : Manager(mediator) { } void SystemManager::fixed_update() { - for (auto & [type, system] : this->systems) { - if (!system->active) continue; - system->fixed_update(); + for (System & system : this->system_order) { + if (!system.active) continue; + system.fixed_update(); } } void SystemManager::frame_update() { - for (auto & [type, system] : this->systems) { - if (!system->active) continue; - system->frame_update(); + for (System & system : this->system_order) { + if (!system.active) continue; + system.frame_update(); } } diff --git a/src/crepe/manager/SystemManager.h b/src/crepe/manager/SystemManager.h index 50acf77..614d90c 100644 --- a/src/crepe/manager/SystemManager.h +++ b/src/crepe/manager/SystemManager.h @@ -3,6 +3,7 @@ #include <memory> #include <typeindex> #include <unordered_map> +#include <vector> #include "../system/System.h" @@ -43,6 +44,13 @@ private: */ std::unordered_map<std::type_index, std::unique_ptr<System>> systems; /** + * \brief Collection of System instances + * + * This map holds System instances indexed by the system's class typeid. It is filled in the + * constructor of \c SystemManager using SystemManager::load_system. + */ + std::vector<std::reference_wrapper<System>> system_order; + /** * \brief Initialize a system * \tparam T System type (must be derivative of \c System) */ diff --git a/src/crepe/manager/SystemManager.hpp b/src/crepe/manager/SystemManager.hpp index 3d26e4c..addd274 100644 --- a/src/crepe/manager/SystemManager.hpp +++ b/src/crepe/manager/SystemManager.hpp @@ -11,8 +11,9 @@ namespace crepe { template <class T> T & SystemManager::get_system() { using namespace std; - static_assert(is_base_of<System, T>::value, - "get_system must recieve a derivative class of System"); + static_assert( + is_base_of<System, T>::value, "get_system must recieve a derivative class of System" + ); const type_info & type = typeid(T); if (!this->systems.contains(type)) @@ -28,14 +29,16 @@ T & SystemManager::get_system() { template <class T> void SystemManager::load_system() { using namespace std; - static_assert(is_base_of<System, T>::value, - "load_system must recieve a derivative class of System"); + static_assert( + is_base_of<System, T>::value, "load_system must recieve a derivative class of System" + ); const type_info & type = typeid(T); if (this->systems.contains(type)) throw runtime_error(format("SystemManager: {} is already initialized", type.name())); System * system = new T(this->mediator); this->systems[type] = unique_ptr<System>(system); + this->system_order.push_back(*this->systems[type]); } } // namespace crepe diff --git a/src/crepe/system/AISystem.cpp b/src/crepe/system/AISystem.cpp index 0f35010..94445c7 100644 --- a/src/crepe/system/AISystem.cpp +++ b/src/crepe/system/AISystem.cpp @@ -28,7 +28,8 @@ void AISystem::fixed_update() { = mgr.get_components_by_id<Rigidbody>(ai.game_object_id); if (rigidbodies.empty()) { throw std::runtime_error( - "AI component must be attached to a GameObject with a Rigidbody component"); + "AI component must be attached to a GameObject with a Rigidbody component" + ); } Rigidbody & rigidbody = rigidbodies.front().get(); if (!rigidbody.active) { @@ -110,8 +111,8 @@ bool AISystem::accumulate_force(const AI & ai, vec2 & running_total, vec2 & forc return true; } -vec2 AISystem::seek(const AI & ai, const Rigidbody & rigidbody, - const Transform & transform) const { +vec2 AISystem::seek(const AI & ai, const Rigidbody & rigidbody, const Transform & transform) + const { // Calculate the desired velocity vec2 desired_velocity = ai.seek_target - transform.position; desired_velocity.normalize(); @@ -120,12 +121,12 @@ vec2 AISystem::seek(const AI & ai, const Rigidbody & rigidbody, return desired_velocity - rigidbody.data.linear_velocity; } -vec2 AISystem::flee(const AI & ai, const Rigidbody & rigidbody, - const Transform & transform) const { +vec2 AISystem::flee(const AI & ai, const Rigidbody & rigidbody, const Transform & transform) + const { // Calculate the desired velocity if the entity is within the panic distance vec2 desired_velocity = transform.position - ai.flee_target; if (desired_velocity.length_squared() > ai.square_flee_panic_distance) { - return vec2{0, 0}; + return vec2 {0, 0}; } desired_velocity.normalize(); desired_velocity *= rigidbody.data.max_linear_velocity; @@ -133,8 +134,8 @@ vec2 AISystem::flee(const AI & ai, const Rigidbody & rigidbody, return desired_velocity - rigidbody.data.linear_velocity; } -vec2 AISystem::arrive(const AI & ai, const Rigidbody & rigidbody, - const Transform & transform) const { +vec2 AISystem::arrive(const AI & ai, const Rigidbody & rigidbody, const Transform & transform) + const { // Calculate the desired velocity (taking into account the deceleration rate) vec2 to_target = ai.arrive_target - transform.position; float distance = to_target.length(); @@ -150,12 +151,12 @@ vec2 AISystem::arrive(const AI & ai, const Rigidbody & rigidbody, return desired_velocity - rigidbody.data.linear_velocity; } - return vec2{0, 0}; + return vec2 {0, 0}; } vec2 AISystem::path_follow(AI & ai, const Rigidbody & rigidbody, const Transform & transform) { if (ai.path.empty()) { - return vec2{0, 0}; + return vec2 {0, 0}; } // Get the target node diff --git a/src/crepe/system/AnimatorSystem.cpp b/src/crepe/system/AnimatorSystem.cpp index e5ab2fa..143d5d6 100644 --- a/src/crepe/system/AnimatorSystem.cpp +++ b/src/crepe/system/AnimatorSystem.cpp @@ -1,7 +1,8 @@ +#include <chrono> + #include "../api/Animator.h" #include "../manager/ComponentManager.h" #include "../manager/LoopTimerManager.h" -#include <chrono> #include "AnimatorSystem.h" @@ -13,28 +14,31 @@ void AnimatorSystem::frame_update() { LoopTimerManager & timer = this->mediator.loop_timer; RefVector<Animator> animations = mgr.get_components_by_type<Animator>(); - float elapsed_time = duration_cast<duration<float>>(timer.get_elapsed_time()).count(); + duration_t elapsed_time = timer.get_delta_time(); for (Animator & a : animations) { if (!a.active) continue; if (a.data.fps == 0) continue; Animator::Data & ctx = a.data; - float frame_duration = 1.0f / ctx.fps; - int last_frame = ctx.row; + a.elapsed_time += elapsed_time; + duration_t frame_duration = 1000ms / ctx.fps; int cycle_end = (ctx.cycle_end == -1) ? a.grid_size.x : ctx.cycle_end; - int total_frames = cycle_end - ctx.cycle_start; - - int curr_frame = static_cast<int>(elapsed_time / frame_duration) % total_frames; + if (a.elapsed_time >= frame_duration) { + a.elapsed_time = 0ms; + a.frame++; + if (a.frame == cycle_end) { + a.frame = ctx.cycle_start; + if (!ctx.looping) { + a.active = false; + continue; + } + } + } - ctx.row = ctx.cycle_start + curr_frame; + ctx.row = ctx.cycle_start + a.frame; a.spritesheet.mask.x = ctx.row * a.spritesheet.mask.w; - a.spritesheet.mask.y = (ctx.col * a.spritesheet.mask.h); - - if (!ctx.looping && curr_frame == ctx.cycle_start && last_frame == total_frames - 1) { - a.active = false; - } } } diff --git a/src/crepe/system/AudioSystem.cpp b/src/crepe/system/AudioSystem.cpp index d4e8b9f..3c2232f 100644 --- a/src/crepe/system/AudioSystem.cpp +++ b/src/crepe/system/AudioSystem.cpp @@ -36,6 +36,8 @@ void AudioSystem::diff_update(AudioSource & component, Sound & resource) { if (component.oneshot_play) { component.voice = context.play(resource); + context.set_loop(component.voice, component.loop); + context.set_volume(component.voice, component.volume); component.oneshot_play = false; } if (component.oneshot_stop) { diff --git a/src/crepe/system/CollisionSystem.cpp b/src/crepe/system/CollisionSystem.cpp index 9d88d9f..571ac70 100644 --- a/src/crepe/system/CollisionSystem.cpp +++ b/src/crepe/system/CollisionSystem.cpp @@ -1,6 +1,7 @@ #include <algorithm> #include <cmath> #include <cstddef> +#include <emmintrin.h> #include <functional> #include <optional> #include <utility> @@ -15,13 +16,23 @@ #include "api/Rigidbody.h" #include "api/Transform.h" #include "api/Vector2.h" +#include "util/AbsolutePosition.h" +#include "util/OptionalRef.h" -#include "Collider.h" #include "CollisionSystem.h" #include "types.h" -#include "util/OptionalRef.h" using namespace crepe; +using enum Rigidbody::BodyType; + +CollisionSystem::CollisionInfo CollisionSystem::CollisionInfo::operator-() const { + return { + .self = this->other, + .other = this->self, + .resolution = -this->resolution, + .resolution_direction = this->resolution_direction, + }; +} void CollisionSystem::fixed_update() { std::vector<CollisionInternal> all_colliders; @@ -33,15 +44,17 @@ void CollisionSystem::fixed_update() { if (!rigidbody.active) continue; id = rigidbody.game_object_id; Transform & transform = mgr.get_components_by_id<Transform>(id).front().get(); + Metadata & metadata = mgr.get_components_by_id<Metadata>(id).front().get(); // Check if the boxcollider is active and has the same id as the rigidbody. RefVector<BoxCollider> boxcolliders = mgr.get_components_by_type<BoxCollider>(); for (BoxCollider & boxcollider : boxcolliders) { if (boxcollider.game_object_id != id) continue; if (!boxcollider.active) continue; - all_colliders.push_back({.id = id, - .collider = collider_variant{boxcollider}, - .transform = transform, - .rigidbody = rigidbody}); + all_colliders.push_back( + {.id = id, + .collider = collider_variant {boxcollider}, + .info = {transform, rigidbody, metadata}} + ); } // Check if the circlecollider is active and has the same id as the rigidbody. RefVector<CircleCollider> circlecolliders @@ -49,312 +62,461 @@ void CollisionSystem::fixed_update() { for (CircleCollider & circlecollider : circlecolliders) { if (circlecollider.game_object_id != id) continue; if (!circlecollider.active) continue; - all_colliders.push_back({.id = id, - .collider = collider_variant{circlecollider}, - .transform = transform, - .rigidbody = rigidbody}); + all_colliders.push_back( + {.id = id, + .collider = collider_variant {circlecollider}, + .info = {transform, rigidbody, metadata}} + ); } } - // Check between all colliders if there is a collision + // Check between all colliders if there is a collision (collision handling) std::vector<std::pair<CollisionInternal, CollisionInternal>> collided = this->gather_collisions(all_colliders); - // For both objects call the collision handler + // For the object convert the info and call the collision handler if needed for (auto & collision_pair : collided) { - this->collision_handler_request(collision_pair.first, collision_pair.second); - this->collision_handler_request(collision_pair.second, collision_pair.first); + // Convert internal struct to external struct + CollisionInfo info + = this->get_collision_info(collision_pair.first, collision_pair.second); + // Determine if and/or what collison handler is needed. + this->determine_collision_handler(info); } } -void CollisionSystem::collision_handler_request(CollisionInternal & this_data, - CollisionInternal & other_data) { +// Below is for collision detection +std::vector<std::pair<CollisionSystem::CollisionInternal, CollisionSystem::CollisionInternal>> +CollisionSystem::gather_collisions(std::vector<CollisionInternal> & colliders) { - CollisionInternalType type - = this->get_collider_type(this_data.collider, other_data.collider); - std::pair<vec2, CollisionSystem::Direction> resolution_data - = this->collision_handler(this_data, other_data, type); - ComponentManager & mgr = this->mediator.component_manager; - OptionalRef<Metadata> this_metadata - = mgr.get_components_by_id<Metadata>(this_data.id).front().get(); - OptionalRef<Metadata> other_metadata - = mgr.get_components_by_id<Metadata>(other_data.id).front().get(); - OptionalRef<Collider> this_collider; - OptionalRef<Collider> other_collider; - switch (type) { - case CollisionInternalType::BOX_BOX: { - this_collider = std::get<std::reference_wrapper<BoxCollider>>(this_data.collider); - other_collider - = std::get<std::reference_wrapper<BoxCollider>>(other_data.collider); - break; - } - case CollisionInternalType::BOX_CIRCLE: { - this_collider = std::get<std::reference_wrapper<BoxCollider>>(this_data.collider); - other_collider - = std::get<std::reference_wrapper<CircleCollider>>(other_data.collider); - break; - } - case CollisionInternalType::CIRCLE_BOX: { - this_collider - = std::get<std::reference_wrapper<CircleCollider>>(this_data.collider); - other_collider - = std::get<std::reference_wrapper<BoxCollider>>(other_data.collider); - break; - } - case CollisionInternalType::CIRCLE_CIRCLE: { - this_collider - = std::get<std::reference_wrapper<CircleCollider>>(this_data.collider); - other_collider - = std::get<std::reference_wrapper<CircleCollider>>(other_data.collider); - break; + // TODO: + // If no colliders skip + // Check if colliders has rigidbody if not skip + + // TODO: + // If amount is higer than lets say 16 for now use quadtree otwerwise skip + // Quadtree code + // Quadtree is placed over the input vector + + // Return data of collided colliders which are variants + std::vector<std::pair<CollisionInternal, CollisionInternal>> collisions_ret; + //using visit to visit the variant to access the active and id. + for (size_t i = 0; i < colliders.size(); ++i) { + for (size_t j = i + 1; j < colliders.size(); ++j) { + if (colliders[i].id == colliders[j].id) continue; + if (!should_collide(colliders[i], colliders[j])) continue; + CollisionInternalType type + = get_collider_type(colliders[i].collider, colliders[j].collider); + if (!detect_collision(colliders[i], colliders[j], type)) continue; + //fet + collisions_ret.emplace_back(colliders[i], colliders[j]); } } + return collisions_ret; +} - // collision info - crepe::CollisionSystem::CollisionInfo collision_info{ - .this_collider = this_collider, - .this_transform = this_data.transform, - .this_rigidbody = this_data.rigidbody, - .this_metadata = this_metadata, - .other_collider = other_collider, - .other_transform = other_data.transform, - .other_rigidbody = other_data.rigidbody, - .other_metadata = other_metadata, - .resolution = resolution_data.first, - .resolution_direction = resolution_data.second, - }; +bool CollisionSystem::should_collide( + const CollisionInternal & self, const CollisionInternal & other +) const { + + const Rigidbody::Data & self_rigidbody = self.info.rigidbody.data; + const Rigidbody::Data & other_rigidbody = other.info.rigidbody.data; + const Metadata & self_metadata = self.info.metadata; + const Metadata & other_metadata = other.info.metadata; + + // Check collision layers + if (self_rigidbody.collision_layers.contains(other_rigidbody.collision_layer)) return true; + if (other_rigidbody.collision_layers.contains(self_rigidbody.collision_layer)) return true; + + // Check names + if (self_rigidbody.collision_names.contains(other_metadata.name)) return true; + if (other_rigidbody.collision_names.contains(self_metadata.name)) return true; + + // Check tags + if (self_rigidbody.collision_tags.contains(other_metadata.tag)) return true; + if (other_rigidbody.collision_tags.contains(self_metadata.tag)) return true; - // Determine if static needs to be called - this->determine_collision_handler(collision_info); + return false; } -std::pair<vec2, CollisionSystem::Direction> -CollisionSystem::collision_handler(CollisionInternal & data1, CollisionInternal & data2, - CollisionInternalType type) { +CollisionSystem::CollisionInternalType CollisionSystem::get_collider_type( + const collider_variant & collider1, const collider_variant & collider2 +) const { + if (std::holds_alternative<std::reference_wrapper<CircleCollider>>(collider1)) { + if (std::holds_alternative<std::reference_wrapper<CircleCollider>>(collider2)) { + return CollisionInternalType::CIRCLE_CIRCLE; + } else { + return CollisionInternalType::CIRCLE_BOX; + } + } else { + if (std::holds_alternative<std::reference_wrapper<CircleCollider>>(collider2)) { + return CollisionInternalType::BOX_CIRCLE; + } else { + return CollisionInternalType::BOX_BOX; + } + } +} + +bool CollisionSystem::detect_collision( + CollisionInternal & self, CollisionInternal & other, const CollisionInternalType & type +) { vec2 resolution; switch (type) { case CollisionInternalType::BOX_BOX: { - const BoxCollider & collider1 - = std::get<std::reference_wrapper<BoxCollider>>(data1.collider); - const BoxCollider & collider2 - = std::get<std::reference_wrapper<BoxCollider>>(data2.collider); - vec2 collider_pos1 = this->get_current_position(collider1.offset, data1.transform, - data1.rigidbody); - vec2 collider_pos2 = this->get_current_position(collider2.offset, data2.transform, - data2.rigidbody); - resolution = this->get_box_box_resolution(collider1, collider2, collider_pos1, - collider_pos2); + // Box-Box collision detection + const BoxColliderInternal BOX1 + = {.collider = std::get<std::reference_wrapper<BoxCollider>>(self.collider), + .transform = self.info.transform, + .rigidbody = self.info.rigidbody}; + const BoxColliderInternal BOX2 + = {.collider = std::get<std::reference_wrapper<BoxCollider>>(other.collider), + .transform = other.info.transform, + .rigidbody = other.info.rigidbody}; + // Get resolution vector from box-box collision detection + resolution = this->get_box_box_detection(BOX1, BOX2); + // If no collision (NaN values), return false + if (resolution.is_nan()) return false; break; } case CollisionInternalType::BOX_CIRCLE: { - const BoxCollider & collider1 - = std::get<std::reference_wrapper<BoxCollider>>(data1.collider); - const CircleCollider & collider2 - = std::get<std::reference_wrapper<CircleCollider>>(data2.collider); - vec2 collider_pos1 = this->get_current_position(collider1.offset, data1.transform, - data1.rigidbody); - vec2 collider_pos2 = this->get_current_position(collider2.offset, data2.transform, - data2.rigidbody); - resolution = -this->get_circle_box_resolution(collider2, collider1, collider_pos2, - collider_pos1); + // Box-Circle collision detection + const BoxColliderInternal BOX1 + = {.collider = std::get<std::reference_wrapper<BoxCollider>>(self.collider), + .transform = self.info.transform, + .rigidbody = self.info.rigidbody}; + const CircleColliderInternal CIRCLE2 + = {.collider + = std::get<std::reference_wrapper<CircleCollider>>(other.collider), + .transform = other.info.transform, + .rigidbody = other.info.rigidbody}; + // Get resolution vector from box-circle collision detection + resolution = this->get_box_circle_detection(BOX1, CIRCLE2); + // If no collision (NaN values), return false + if (resolution.is_nan()) return false; + // Invert the resolution vector for proper collision response + resolution = -resolution; break; } case CollisionInternalType::CIRCLE_CIRCLE: { - const CircleCollider & collider1 - = std::get<std::reference_wrapper<CircleCollider>>(data1.collider); - const CircleCollider & collider2 - = std::get<std::reference_wrapper<CircleCollider>>(data2.collider); - vec2 collider_pos1 = this->get_current_position(collider1.offset, data1.transform, - data1.rigidbody); - vec2 collider_pos2 = this->get_current_position(collider2.offset, data2.transform, - data2.rigidbody); - resolution = this->get_circle_circle_resolution(collider1, collider2, - collider_pos1, collider_pos2); + // Circle-Circle collision detection + const CircleColliderInternal CIRCLE1 + = {.collider = std::get<std::reference_wrapper<CircleCollider>>(self.collider), + .transform = self.info.transform, + .rigidbody = self.info.rigidbody}; + const CircleColliderInternal CIRCLE2 + = {.collider + = std::get<std::reference_wrapper<CircleCollider>>(other.collider), + .transform = other.info.transform, + .rigidbody = other.info.rigidbody}; + // Get resolution vector from circle-circle collision detection + resolution = this->get_circle_circle_detection(CIRCLE1, CIRCLE2); + // If no collision (NaN values), return false + if (resolution.is_nan()) return false; break; } case CollisionInternalType::CIRCLE_BOX: { - const CircleCollider & collider1 - = std::get<std::reference_wrapper<CircleCollider>>(data1.collider); - const BoxCollider & collider2 - = std::get<std::reference_wrapper<BoxCollider>>(data2.collider); - vec2 collider_pos1 = this->get_current_position(collider1.offset, data1.transform, - data1.rigidbody); - vec2 collider_pos2 = this->get_current_position(collider2.offset, data2.transform, - data2.rigidbody); - resolution = this->get_circle_box_resolution(collider1, collider2, collider_pos1, - collider_pos2); + // Circle-Box collision detection + const CircleColliderInternal CIRCLE1 + = {.collider = std::get<std::reference_wrapper<CircleCollider>>(self.collider), + .transform = self.info.transform, + .rigidbody = self.info.rigidbody}; + const BoxColliderInternal BOX2 + = {.collider = std::get<std::reference_wrapper<BoxCollider>>(other.collider), + .transform = other.info.transform, + .rigidbody = other.info.rigidbody}; + // Get resolution vector from box-circle collision detection (order swapped) + resolution = this->get_box_circle_detection(BOX2, CIRCLE1); + // If no collision (NaN values), return false + if (resolution.is_nan()) return false; break; } + case CollisionInternalType::NONE: + // No collision detection needed if the type is NONE + return false; + break; } + // Store the calculated resolution vector for the 'self' collider + self.resolution = resolution; + // Calculate the resolution direction based on the rigidbody data + self.resolution_direction + = this->resolution_correction(self.resolution, self.info.rigidbody.data); + // For the 'other' collider, the resolution is the opposite direction of 'self' + other.resolution = -self.resolution; + other.resolution_direction = self.resolution_direction; + + // Return true if a collision was detected and resolution was calculated + return true; +} - Direction resolution_direction = Direction::NONE; - if (resolution.x != 0 && resolution.y != 0) { - resolution_direction = Direction::BOTH; - } else if (resolution.x != 0) { - resolution_direction = Direction::X_DIRECTION; - //checks if the other velocity has a value and if this object moved - if (data1.rigidbody.data.linear_velocity.x != 0 - && data1.rigidbody.data.linear_velocity.y != 0) - resolution.y = -data1.rigidbody.data.linear_velocity.y - * (resolution.x / data1.rigidbody.data.linear_velocity.x); - } else if (resolution.y != 0) { - resolution_direction = Direction::Y_DIRECTION; - //checks if the other velocity has a value and if this object moved - if (data1.rigidbody.data.linear_velocity.x != 0 - && data1.rigidbody.data.linear_velocity.y != 0) - resolution.x = -data1.rigidbody.data.linear_velocity.x - * (resolution.y / data1.rigidbody.data.linear_velocity.y); - } +vec2 CollisionSystem::get_box_box_detection( + const BoxColliderInternal & box1, const BoxColliderInternal & box2 +) const { + vec2 resolution {NAN, NAN}; + // Get current positions of colliders + vec2 pos1 = AbsolutePosition::get_position(box1.transform, box1.collider.offset); + vec2 pos2 = AbsolutePosition::get_position(box2.transform, box2.collider.offset); - return std::make_pair(resolution, resolution_direction); -} + // Scale dimensions + vec2 scaled_box1 = box1.collider.dimensions * box1.transform.scale; + vec2 scaled_box2 = box2.collider.dimensions * box2.transform.scale; + vec2 delta = pos2 - pos1; -vec2 CollisionSystem::get_box_box_resolution(const BoxCollider & box_collider1, - const BoxCollider & box_collider2, - const vec2 & final_position1, - const vec2 & final_position2) const { - vec2 resolution; // Default resolution vector - vec2 delta = final_position2 - final_position1; - - // Compute half-dimensions of the boxes - float half_width1 = box_collider1.dimensions.x / 2.0; - float half_height1 = box_collider1.dimensions.y / 2.0; - float half_width2 = box_collider2.dimensions.x / 2.0; - float half_height2 = box_collider2.dimensions.y / 2.0; - - // Calculate overlaps along X and Y axes - float overlap_x = (half_width1 + half_width2) - std::abs(delta.x); - float overlap_y = (half_height1 + half_height2) - std::abs(delta.y); - - // Check if there is a collision should always be true - if (overlap_x > 0 && overlap_y > 0) { - // Determine the direction of resolution - if (overlap_x < overlap_y) { - // Resolve along the X-axis (smallest overlap) - resolution.x = (delta.x > 0) ? -overlap_x : overlap_x; - } else if (overlap_y < overlap_x) { - // Resolve along the Y-axis (smallest overlap) - resolution.y = (delta.y > 0) ? -overlap_y : overlap_y; - } else { - // Equal overlap, resolve both directions with preference - resolution.x = (delta.x > 0) ? -overlap_x : overlap_x; - resolution.y = (delta.y > 0) ? -overlap_y : overlap_y; + // Calculate half-extents (half width and half height) + float half_width1 = scaled_box1.x / 2.0; + float half_height1 = scaled_box1.y / 2.0; + float half_width2 = scaled_box2.x / 2.0; + float half_height2 = scaled_box2.y / 2.0; + + if (pos1.x + half_width1 > pos2.x - half_width2 + && pos1.x - half_width1 < pos2.x + half_width2 + && pos1.y + half_height1 > pos2.y - half_height2 + && pos1.y - half_height1 < pos2.y + half_height2) { + resolution = {0, 0}; + float overlap_x = (half_width1 + half_width2) - std::abs(delta.x); + float overlap_y = (half_height1 + half_height2) - std::abs(delta.y); + if (overlap_x > 0 && overlap_y > 0) { + // Determine the direction of resolution + if (overlap_x < overlap_y) { + // Resolve along the X-axis (smallest overlap) + resolution.x = (delta.x > 0) ? -overlap_x : overlap_x; + } else if (overlap_y < overlap_x) { + // Resolve along the Y-axis (smallest overlap) + resolution.y = (delta.y > 0) ? -overlap_y : overlap_y; + } else { + // Equal overlap, resolve both directions with preference + resolution.x = (delta.x > 0) ? -overlap_x : overlap_x; + resolution.y = (delta.y > 0) ? -overlap_y : overlap_y; + } } } - return resolution; } -vec2 CollisionSystem::get_circle_circle_resolution(const CircleCollider & circle_collider1, - const CircleCollider & circle_collider2, - const vec2 & final_position1, - const vec2 & final_position2) const { - vec2 delta = final_position2 - final_position1; +vec2 CollisionSystem::get_box_circle_detection( + const BoxColliderInternal & box, const CircleColliderInternal & circle +) const { + /// Get current positions of colliders + vec2 box_pos = AbsolutePosition::get_position(box.transform, box.collider.offset); + vec2 circle_pos = AbsolutePosition::get_position(circle.transform, circle.collider.offset); - // Compute the distance between the two circle centers - float distance = std::sqrt(delta.x * delta.x + delta.y * delta.y); + // Scale dimensions + vec2 scaled_box = box.collider.dimensions * box.transform.scale; + float scaled_circle_radius = circle.collider.radius * circle.transform.scale; - // Compute the combined radii of the two circles - float combined_radius = circle_collider1.radius + circle_collider2.radius; + // Calculate box half-extents + float half_width = scaled_box.x / 2.0f; + float half_height = scaled_box.y / 2.0f; - // Compute the penetration depth - float penetration_depth = combined_radius - distance; + // Find the closest point on the box to the circle's center + float closest_x + = std::max(box_pos.x - half_width, std::min(circle_pos.x, box_pos.x + half_width)); + float closest_y + = std::max(box_pos.y - half_height, std::min(circle_pos.y, box_pos.y + half_height)); - // Normalize the delta vector to get the collision direction - vec2 collision_normal = delta / distance; + float distance_x = circle_pos.x - closest_x; + float distance_y = circle_pos.y - closest_y; + float distance_squared = distance_x * distance_x + distance_y * distance_y; + if (distance_squared < scaled_circle_radius * scaled_circle_radius) { + vec2 delta = circle_pos - box_pos; - // Compute the resolution vector - vec2 resolution = -collision_normal * penetration_depth; + // Clamp circle center to the nearest point on the box + vec2 closest_point; + closest_point.x = std::clamp(delta.x, -half_width, half_width); + closest_point.y = std::clamp(delta.y, -half_height, half_height); - return resolution; + // Find the vector from the circle center to the closest point + vec2 closest_delta = delta - closest_point; + + float distance + = std::sqrt(closest_delta.x * closest_delta.x + closest_delta.y * closest_delta.y); + vec2 collision_normal = closest_delta / distance; + + // Compute penetration depth + float penetration_depth = scaled_circle_radius - distance; + + // Compute the resolution vector + return vec2 {collision_normal * penetration_depth}; + } + // No collision + return vec2 {NAN, NAN}; } -vec2 CollisionSystem::get_circle_box_resolution(const CircleCollider & circle_collider, - const BoxCollider & box_collider, - const vec2 & circle_position, - const vec2 & box_position) const { - vec2 delta = circle_position - box_position; +vec2 CollisionSystem::get_circle_circle_detection( + const CircleColliderInternal & circle1, const CircleColliderInternal & circle2 +) const { + // Get current positions of colliders + vec2 final_position1 + = AbsolutePosition::get_position(circle1.transform, circle1.collider.offset); + vec2 final_position2 + = AbsolutePosition::get_position(circle2.transform, circle2.collider.offset); - // Compute half-dimensions of the box - float half_width = box_collider.dimensions.x / 2.0f; - float half_height = box_collider.dimensions.y / 2.0f; + // Scale dimensions + float scaled_circle1 = circle1.collider.radius * circle1.transform.scale; + float scaled_circle2 = circle2.collider.radius * circle2.transform.scale; - // Clamp circle center to the nearest point on the box - vec2 closest_point; - closest_point.x = std::clamp(delta.x, -half_width, half_width); - closest_point.y = std::clamp(delta.y, -half_height, half_height); + float distance_x = final_position1.x - final_position2.x; + float distance_y = final_position1.y - final_position2.y; + float distance_squared = distance_x * distance_x + distance_y * distance_y; + + // Calculate the sum of the radii + float radius_sum = scaled_circle1 + scaled_circle2; - // Find the vector from the circle center to the closest point - vec2 closest_delta = delta - closest_point; + // Check for collision (distance squared must be less than the square of the radius sum) + if (distance_squared < radius_sum * radius_sum) { + vec2 delta = final_position2 - final_position1; - // Normalize the delta to get the collision direction - float distance - = std::sqrt(closest_delta.x * closest_delta.x + closest_delta.y * closest_delta.y); - vec2 collision_normal = closest_delta / distance; + // Compute the distance between the two circle centers + float distance = std::sqrt(delta.x * delta.x + delta.y * delta.y); - // Compute penetration depth - float penetration_depth = circle_collider.radius - distance; + // Compute the combined radii of the two circles + float combined_radius = scaled_circle1 + scaled_circle2; - // Compute the resolution vector - vec2 resolution = collision_normal * penetration_depth; + // Compute the penetration depth + float penetration_depth = combined_radius - distance; - return resolution; + // Normalize the delta vector to get the collision direction + vec2 collision_normal = delta / distance; + + // Compute the resolution vector + vec2 resolution = -collision_normal * penetration_depth; + + return resolution; + } + // No collision + return vec2 {NAN, NAN}; + ; +} + +CollisionSystem::Direction +CollisionSystem::resolution_correction(vec2 & resolution, const Rigidbody::Data & rigidbody) { + + // Calculate the other value to move back correctly + // If only X or Y has a value determine what is should be to move back. + Direction resolution_direction = Direction::NONE; + // If both are not zero a perfect corner has been hit + if (resolution.x != 0 && resolution.y != 0) { + resolution_direction = Direction::BOTH; + // If x is not zero a horizontal action was latest action. + } else if (resolution.x != 0) { + resolution_direction = Direction::X_DIRECTION; + // If both are 0 resolution y should not be changed (y_velocity can be 0 by kinematic object movement) + if (rigidbody.linear_velocity.x != 0 && rigidbody.linear_velocity.y != 0) + resolution.y + = -rigidbody.linear_velocity.y * (resolution.x / rigidbody.linear_velocity.x); + } else if (resolution.y != 0) { + resolution_direction = Direction::Y_DIRECTION; + // If both are 0 resolution x should not be changed (x_velocity can be 0 by kinematic object movement) + if (rigidbody.linear_velocity.x != 0 && rigidbody.linear_velocity.y != 0) + resolution.x + = -rigidbody.linear_velocity.x * (resolution.y / rigidbody.linear_velocity.y); + } + + return resolution_direction; } -void CollisionSystem::determine_collision_handler(CollisionInfo & info) { - // Check rigidbody type for static - if (info.this_rigidbody.data.body_type == Rigidbody::BodyType::STATIC) return; - // If second body is static perform the static collision handler in this system - if (info.other_rigidbody.data.body_type == Rigidbody::BodyType::STATIC) { - this->static_collision_handler(info); +CollisionSystem::CollisionInfo CollisionSystem::get_collision_info( + const CollisionInternal & in_self, const CollisionInternal & in_other +) const { + + crepe::CollisionSystem::ColliderInfo self { + .transform = in_self.info.transform, + .rigidbody = in_self.info.rigidbody, + .metadata = in_self.info.metadata, }; - // Call collision event for user - CollisionEvent data(info); - EventManager & emgr = this->mediator.event_manager; - emgr.trigger_event<CollisionEvent>(data, info.this_collider.game_object_id); + + crepe::CollisionSystem::ColliderInfo other { + .transform = in_other.info.transform, + .rigidbody = in_other.info.rigidbody, + .metadata = in_other.info.metadata, + }; + + struct CollisionInfo collision_info { + .self = self, .other = other, .resolution = in_self.resolution, + .resolution_direction = in_self.resolution_direction, + }; + return collision_info; } -void CollisionSystem::static_collision_handler(CollisionInfo & info) { +void CollisionSystem::determine_collision_handler(const CollisionInfo & info) { + Rigidbody::BodyType self_type = info.self.rigidbody.data.body_type; + Rigidbody::BodyType other_type = info.other.rigidbody.data.body_type; + bool self_kinematic = info.self.rigidbody.data.kinematic_collision; + bool other_kinematic = info.other.rigidbody.data.kinematic_collision; + // Inverted collision info + CollisionInfo inverted = -info; + // If both objects are static skip handle call collision script + if (self_type == STATIC && other_type == STATIC) return; + + // First body is not dynamic + if (self_type != DYNAMIC) { + bool static_collision = self_type == STATIC && other_type == DYNAMIC; + bool kinematic_collision + = self_type == KINEMATIC && other_type == DYNAMIC && self_kinematic; + + // Handle collision + if (static_collision || kinematic_collision) this->static_collision_handler(inverted); + // Call scripts + this->call_collision_events(inverted); + return; + } + + // Second body is not dynamic + if (other_type != DYNAMIC) { + bool static_collision = other_type == STATIC; + bool kinematic_collision = other_type == KINEMATIC && other_kinematic; + // Handle collision + if (static_collision || kinematic_collision) this->static_collision_handler(info); + // Call scripts + this->call_collision_events(info); + return; + } + + // Dynamic + // Handle collision + this->dynamic_collision_handler(info); + // Call scripts + this->call_collision_events(info); +} + +void CollisionSystem::static_collision_handler(const CollisionInfo & info) { + + vec2 & transform_pos = info.self.transform.position; + float elasticity = info.self.rigidbody.data.elasticity_coefficient; + vec2 & rigidbody_vel = info.self.rigidbody.data.linear_velocity; + // Move object back using calculate move back value - info.this_transform.position += info.resolution; + transform_pos += info.resolution; switch (info.resolution_direction) { case Direction::BOTH: //bounce - if (info.this_rigidbody.data.elastisity_coefficient > 0) { - info.this_rigidbody.data.linear_velocity - = -info.this_rigidbody.data.linear_velocity - * info.this_rigidbody.data.elastisity_coefficient; + if (elasticity > 0) { + rigidbody_vel = -rigidbody_vel * elasticity; } //stop movement else { - info.this_rigidbody.data.linear_velocity = {0, 0}; + rigidbody_vel = {0, 0}; } break; case Direction::Y_DIRECTION: // Bounce - if (info.this_rigidbody.data.elastisity_coefficient > 0) { - info.this_rigidbody.data.linear_velocity.y - = -info.this_rigidbody.data.linear_velocity.y - * info.this_rigidbody.data.elastisity_coefficient; + if (elasticity > 0) { + rigidbody_vel.y = -rigidbody_vel.y * elasticity; } // Stop movement else { - info.this_rigidbody.data.linear_velocity.y = 0; - info.this_transform.position.x -= info.resolution.x; + rigidbody_vel.y = 0; + transform_pos.x -= info.resolution.x; } break; case Direction::X_DIRECTION: // Bounce - if (info.this_rigidbody.data.elastisity_coefficient > 0) { - info.this_rigidbody.data.linear_velocity.x - = -info.this_rigidbody.data.linear_velocity.x - * info.this_rigidbody.data.elastisity_coefficient; + if (elasticity > 0) { + rigidbody_vel.x = -rigidbody_vel.x * elasticity; } // Stop movement else { - info.this_rigidbody.data.linear_velocity.x = 0; - info.this_transform.position.y -= info.resolution.y; + rigidbody_vel.x = 0; + transform_pos.y -= info.resolution.y; } break; case Direction::NONE: @@ -363,213 +525,80 @@ void CollisionSystem::static_collision_handler(CollisionInfo & info) { } } -std::vector<std::pair<CollisionSystem::CollisionInternal, CollisionSystem::CollisionInternal>> -CollisionSystem::gather_collisions(std::vector<CollisionInternal> & colliders) { +void CollisionSystem::dynamic_collision_handler(const CollisionInfo & info) { - // TODO: - // If no colliders skip - // Check if colliders has rigidbody if not skip + vec2 & self_transform_pos = info.self.transform.position; + vec2 & other_transform_pos = info.other.transform.position; + float self_elasticity = info.self.rigidbody.data.elasticity_coefficient; + float other_elasticity = info.other.rigidbody.data.elasticity_coefficient; + vec2 & self_rigidbody_vel = info.self.rigidbody.data.linear_velocity; + vec2 & other_rigidbody_vel = info.other.rigidbody.data.linear_velocity; - // TODO: - // If amount is higer than lets say 16 for now use quadtree otwerwise skip - // Quadtree code - // Quadtree is placed over the input vector + self_transform_pos += info.resolution / 2; + other_transform_pos += -(info.resolution / 2); - // Return data of collided colliders which are variants - std::vector<std::pair<CollisionInternal, CollisionInternal>> collisions_ret; - //using visit to visit the variant to access the active and id. - for (size_t i = 0; i < colliders.size(); ++i) { - for (size_t j = i + 1; j < colliders.size(); ++j) { - if (colliders[i].id == colliders[j].id) continue; - if (!have_common_layer(colliders[i].rigidbody.data.collision_layers, - colliders[j].rigidbody.data.collision_layers)) - continue; - CollisionInternalType type - = get_collider_type(colliders[i].collider, colliders[j].collider); - if (!get_collision( - { - .collider = colliders[i].collider, - .transform = colliders[i].transform, - .rigidbody = colliders[i].rigidbody, - }, - { - .collider = colliders[j].collider, - .transform = colliders[j].transform, - .rigidbody = colliders[j].rigidbody, - }, - type)) - continue; - collisions_ret.emplace_back(colliders[i], colliders[j]); - } - } - - return collisions_ret; -} - -bool CollisionSystem::have_common_layer(const std::set<int> & layers1, - const std::set<int> & layers2) { + switch (info.resolution_direction) { + case Direction::BOTH: + if (self_elasticity > 0) { + self_rigidbody_vel = -self_rigidbody_vel * self_elasticity; + } else { + self_rigidbody_vel = {0, 0}; + } - // Check if any number is equal in the layers - for (int num : layers1) { - if (layers2.contains(num)) { - // Common layer found - return true; + if (other_elasticity > 0) { + other_rigidbody_vel = -other_rigidbody_vel * other_elasticity; + } else { + other_rigidbody_vel = {0, 0}; + } break; - } - } - // No common layer found - return false; -} + case Direction::Y_DIRECTION: + if (self_elasticity > 0) { + self_rigidbody_vel.y = -self_rigidbody_vel.y * self_elasticity; + } + // Stop movement + else { + self_rigidbody_vel.y = 0; + self_transform_pos.x -= info.resolution.x; + } -CollisionSystem::CollisionInternalType -CollisionSystem::get_collider_type(const collider_variant & collider1, - const collider_variant & collider2) const { - if (std::holds_alternative<std::reference_wrapper<CircleCollider>>(collider1)) { - if (std::holds_alternative<std::reference_wrapper<CircleCollider>>(collider2)) { - return CollisionInternalType::CIRCLE_CIRCLE; - } else { - return CollisionInternalType::CIRCLE_BOX; - } - } else { - if (std::holds_alternative<std::reference_wrapper<CircleCollider>>(collider2)) { - return CollisionInternalType::BOX_CIRCLE; - } else { - return CollisionInternalType::BOX_BOX; - } - } -} + if (other_elasticity > 0) { + other_rigidbody_vel.y = -other_rigidbody_vel.y * other_elasticity; + } + // Stop movement + else { + other_rigidbody_vel.y = 0; + other_transform_pos.x -= info.resolution.x; + } + break; + case Direction::X_DIRECTION: + if (self_elasticity > 0) { + self_rigidbody_vel.x = -self_rigidbody_vel.x * self_elasticity; + } + // Stop movement + else { + self_rigidbody_vel.x = 0; + self_transform_pos.y -= info.resolution.y; + } -bool CollisionSystem::get_collision(const CollisionInternal & first_info, - const CollisionInternal & second_info, - CollisionInternalType type) const { - switch (type) { - case CollisionInternalType::BOX_BOX: { - const BoxCollider & box_collider1 - = std::get<std::reference_wrapper<BoxCollider>>(first_info.collider); - const BoxCollider & box_collider2 - = std::get<std::reference_wrapper<BoxCollider>>(second_info.collider); - return this->get_box_box_collision(box_collider1, box_collider2, - first_info.transform, second_info.transform, - second_info.rigidbody, second_info.rigidbody); - } - case CollisionInternalType::BOX_CIRCLE: { - const BoxCollider & box_collider - = std::get<std::reference_wrapper<BoxCollider>>(first_info.collider); - const CircleCollider & circle_collider - = std::get<std::reference_wrapper<CircleCollider>>(second_info.collider); - return this->get_box_circle_collision( - box_collider, circle_collider, first_info.transform, second_info.transform, - second_info.rigidbody, second_info.rigidbody); - } - case CollisionInternalType::CIRCLE_CIRCLE: { - const CircleCollider & circle_collider1 - = std::get<std::reference_wrapper<CircleCollider>>(first_info.collider); - const CircleCollider & circle_collider2 - = std::get<std::reference_wrapper<CircleCollider>>(second_info.collider); - return this->get_circle_circle_collision( - circle_collider1, circle_collider2, first_info.transform, - second_info.transform, second_info.rigidbody, second_info.rigidbody); - } - case CollisionInternalType::CIRCLE_BOX: { - const CircleCollider & circle_collider - = std::get<std::reference_wrapper<CircleCollider>>(first_info.collider); - const BoxCollider & box_collider - = std::get<std::reference_wrapper<BoxCollider>>(second_info.collider); - return this->get_box_circle_collision( - box_collider, circle_collider, first_info.transform, second_info.transform, - second_info.rigidbody, second_info.rigidbody); - } + if (other_elasticity > 0) { + other_rigidbody_vel.x = -other_rigidbody_vel.x * other_elasticity; + } + // Stop movement + else { + other_rigidbody_vel.x = 0; + other_transform_pos.y -= info.resolution.y; + } + break; + case Direction::NONE: + // Not possible + break; } - return false; } -bool CollisionSystem::get_box_box_collision(const BoxCollider & box1, const BoxCollider & box2, - const Transform & transform1, - const Transform & transform2, - const Rigidbody & rigidbody1, - const Rigidbody & rigidbody2) const { - // Get current positions of colliders - vec2 final_position1 = this->get_current_position(box1.offset, transform1, rigidbody1); - vec2 final_position2 = this->get_current_position(box2.offset, transform2, rigidbody2); - - // Calculate half-extents (half width and half height) - float half_width1 = box1.dimensions.x / 2.0; - float half_height1 = box1.dimensions.y / 2.0; - float half_width2 = box2.dimensions.x / 2.0; - float half_height2 = box2.dimensions.y / 2.0; - - // Check if the boxes overlap along the X and Y axes - return (final_position1.x + half_width1 > final_position2.x - half_width2 - && final_position1.x - half_width1 < final_position2.x + half_width2 - && final_position1.y + half_height1 > final_position2.y - half_height2 - && final_position1.y - half_height1 < final_position2.y + half_height2); -} - -bool CollisionSystem::get_box_circle_collision(const BoxCollider & box1, - const CircleCollider & circle2, - const Transform & transform1, - const Transform & transform2, - const Rigidbody & rigidbody1, - const Rigidbody & rigidbody2) const { - // Get current positions of colliders - vec2 final_position1 = this->get_current_position(box1.offset, transform1, rigidbody1); - vec2 final_position2 = this->get_current_position(circle2.offset, transform2, rigidbody2); - - // Calculate box half-extents - float half_width = box1.dimensions.x / 2.0; - float half_height = box1.dimensions.y / 2.0; - - // Find the closest point on the box to the circle's center - float closest_x = std::max(final_position1.x - half_width, - std::min(final_position2.x, final_position1.x + half_width)); - float closest_y = std::max(final_position1.y - half_height, - std::min(final_position2.y, final_position1.y + half_height)); - - // Calculate the distance squared between the circle's center and the closest point on the box - float distance_x = final_position2.x - closest_x; - float distance_y = final_position2.y - closest_y; - float distance_squared = distance_x * distance_x + distance_y * distance_y; - - // Compare distance squared with the square of the circle's radius - return distance_squared < circle2.radius * circle2.radius; -} - -bool CollisionSystem::get_circle_circle_collision(const CircleCollider & circle1, - const CircleCollider & circle2, - const Transform & transform1, - const Transform & transform2, - const Rigidbody & rigidbody1, - const Rigidbody & rigidbody2) const { - // Get current positions of colliders - vec2 final_position1 = this->get_current_position(circle1.offset, transform1, rigidbody1); - vec2 final_position2 = this->get_current_position(circle2.offset, transform2, rigidbody2); - - float distance_x = final_position1.x - final_position2.x; - float distance_y = final_position1.y - final_position2.y; - float distance_squared = distance_x * distance_x + distance_y * distance_y; - - // Calculate the sum of the radii - float radius_sum = circle1.radius + circle2.radius; - - // Check if the distance between the centers is less than or equal to the sum of the radii - return distance_squared < radius_sum * radius_sum; -} - -vec2 CollisionSystem::get_current_position(const vec2 & collider_offset, - const Transform & transform, - const Rigidbody & rigidbody) const { - // Get the rotation in radians - float radians1 = transform.rotation * (M_PI / 180.0); - - // Calculate total offset with scale - vec2 total_offset = (rigidbody.data.offset + collider_offset) * transform.scale; - - // Rotate - float rotated_total_offset_x1 - = total_offset.x * cos(radians1) - total_offset.y * sin(radians1); - float rotated_total_offset_y1 - = total_offset.x * sin(radians1) + total_offset.y * cos(radians1); - - // Final positions considering scaling and rotation - return (transform.position + vec2(rotated_total_offset_x1, rotated_total_offset_y1)); +void CollisionSystem::call_collision_events(const CollisionInfo & info) { + CollisionEvent data(info); + CollisionEvent data_inverted(-info); + EventManager & emgr = this->mediator.event_manager; + emgr.trigger_event<CollisionEvent>(data, info.self.transform.game_object_id); + emgr.trigger_event<CollisionEvent>(data_inverted, info.other.transform.game_object_id); } diff --git a/src/crepe/system/CollisionSystem.h b/src/crepe/system/CollisionSystem.h index 48a8f86..ff2d35f 100644 --- a/src/crepe/system/CollisionSystem.h +++ b/src/crepe/system/CollisionSystem.h @@ -23,33 +23,6 @@ public: using System::System; private: - //! A variant type that can hold either a BoxCollider or a CircleCollider. - using collider_variant = std::variant<std::reference_wrapper<BoxCollider>, - std::reference_wrapper<CircleCollider>>; - - //! Enum representing the types of collider pairs for collision detection. - enum class CollisionInternalType { - BOX_BOX, - CIRCLE_CIRCLE, - BOX_CIRCLE, - CIRCLE_BOX, - }; - - /** - * \brief A structure to store the collision data of a single collider. - * - * This structure all components and id that are for needed within this system when calculating or handeling collisions. - * The transform and rigidbody are mostly needed for location and rotation. - * In rigidbody additional info is written about what the body of the object is, - * and how it should respond on a collision. - */ - struct CollisionInternal { - game_object_id_t id = 0; - collider_variant collider; - Transform & transform; - Rigidbody & rigidbody; - }; - //! Enum representing movement directions during collision resolution. enum class Direction { //! No movement required. @@ -59,30 +32,74 @@ private: //! Movement in the Y direction. Y_DIRECTION, //! Movement in both X and Y directions. - BOTH + BOTH, }; public: + //! Structure representing components of the collider + struct ColliderInfo { + Transform & transform; + Rigidbody & rigidbody; + Metadata & metadata; + }; + /** * \brief Structure representing detailed collision information between two colliders. * * Includes information about the colliding objects and the resolution data for handling the collision. */ struct CollisionInfo { - Collider & this_collider; - Transform & this_transform; - Rigidbody & this_rigidbody; - Metadata & this_metadata; - Collider & other_collider; - Transform & other_transform; - Rigidbody & other_rigidbody; - Metadata & other_metadata; + ColliderInfo self; + ColliderInfo other; //! The resolution vector for the collision. vec2 resolution; //! The direction of movement for resolving the collision. Direction resolution_direction = Direction::NONE; + CollisionInfo operator-() const; }; +private: + //! A variant type that can hold either a BoxCollider or a CircleCollider. + using collider_variant = std::variant< + std::reference_wrapper<BoxCollider>, std::reference_wrapper<CircleCollider>>; + + //! Enum representing the types of collider pairs for collision detection. + enum class CollisionInternalType { + BOX_BOX, + CIRCLE_CIRCLE, + BOX_CIRCLE, + CIRCLE_BOX, + NONE, + }; + + /** + * \brief A structure to store the collision data of a single collider. + * + * This structure all components and id that are for needed within this system when calculating or handling collisions. + * The transform and rigidbody are mostly needed for location and rotation. + * In rigidbody additional info is written about what the body of the object is, + * and how it should respond on a collision. + */ + struct CollisionInternal { + game_object_id_t id = 0; + collider_variant collider; + ColliderInfo info; + vec2 resolution; + Direction resolution_direction = Direction::NONE; + }; + + //! Structure of a collider with additional components + template <typename ColliderType> + struct ColliderInternal { + ColliderType & collider; + Transform & transform; + Rigidbody & rigidbody; + }; + //! Predefined BoxColliderInternal. (System is only made for this type) + using BoxColliderInternal = ColliderInternal<BoxCollider>; + //! Predefined CircleColliderInternal. (System is only made for this type) + using CircleColliderInternal = ColliderInternal<CircleCollider>; + public: //! Updates the collision system by checking for collisions between colliders and handling them. void fixed_update() override; @@ -97,117 +114,94 @@ private: * \param collider2 Second collider variant (BoxCollider or CircleCollider). * \return The combined type of the two colliders. */ - CollisionInternalType get_collider_type(const collider_variant & collider1, - const collider_variant & collider2) const; - - /** - * \brief Calculates the current position of a collider. - * - * Combines the Collider offset, Transform position, and Rigidbody offset to compute the position of the collider. - * - * \param collider_offset The offset of the collider. - * \param transform The Transform of the associated game object. - * \param rigidbody The Rigidbody of the associated game object. - * \return The calculated position of the collider. - */ - vec2 get_current_position(const vec2 & collider_offset, const Transform & transform, - const Rigidbody & rigidbody) const; + CollisionInternalType get_collider_type( + const collider_variant & collider1, const collider_variant & collider2 + ) const; private: /** - * \brief Handles collision resolution between two colliders. + * \brief Converts internal collision data into user-accessible collision information. * - * Processes collision data and adjusts objects to resolve collisions and/or calls the user oncollision script function. + * This function processes collision data from two colliding entities and packages it + * into a structured format that is accessible for further use, + * such as resolving collisions and triggering user-defined collision scripts. * * \param data1 Collision data for the first collider. * \param data2 Collision data for the second collider. */ - void collision_handler_request(CollisionInternal & data1, CollisionInternal & data2); + CollisionInfo + get_collision_info(const CollisionInternal & data1, const CollisionInternal & data2) const; /** - * \brief Resolves collision between two colliders and calculates the movement required. + * \brief Corrects the collision resolution vector and determines its direction. * - * Determines the displacement and direction needed to separate colliders based on their types. + * This function adjusts the provided resolution vector based on the + * rigidbody's linear velocity to ensure consistent collision correction. If the resolution + * vector has only one non-zero component (either x or y), the missing component is computed + * based on the rigidbody's velocity. If both components are non-zero, it indicates a corner + * collision. The function also identifies the direction of the resolution and returns it. * - * \param data1 Collision data for the first collider. - * \param data2 Collision data for the second collider. - * \param type The type of collider pair. - * \return A pair containing the resolution vector and direction for the first collider. + * \param resolution resolution vector that needs to be corrected + * \param rigidbody rigidbody data used to correct resolution + * \return A Direction indicating the resolution direction */ - std::pair<vec2, Direction> collision_handler(CollisionInternal & data1, - CollisionInternal & data2, - CollisionInternalType type); + Direction resolution_correction(vec2 & resolution, const Rigidbody::Data & rigidbody); /** - * \brief Calculates the resolution vector for two BoxColliders. + * \brief Determines the appropriate collision handler for a given collision event. * - * Computes the displacement required to separate two overlapping BoxColliders. + * This function identifies the correct collision resolution process based on the body types + * of the colliders involved in the collision. It delegates + * collision handling to specific handlers and calls collision event scripts + * as needed. * - * \param box_collider1 The first BoxCollider. - * \param box_collider2 The second BoxCollider. - * \param position1 The position of the first BoxCollider. - * \param position2 The position of the second BoxCollider. - * \return The resolution vector for the collision. + * \param info Collision information containing data about both colliders. */ - vec2 get_box_box_resolution(const BoxCollider & box_collider1, - const BoxCollider & box_collider2, const vec2 & position1, - const vec2 & position2) const; + void determine_collision_handler(const CollisionInfo & info); /** - * \brief Calculates the resolution vector for two CircleCollider. + * \brief Calls both collision script * - * Computes the displacement required to separate two overlapping CircleCollider. + * Calls both collision script to let user add additonal handling or handle full collision. * - * \param circle_collider1 The first CircleCollider. - * \param circle_collider2 The second CircleCollider. - * \param final_position1 The position of the first CircleCollider. - * \param final_position2 The position of the second CircleCollider. - * \return The resolution vector for the collision. + * \param info Collision information containing data about both colliders. */ - vec2 get_circle_circle_resolution(const CircleCollider & circle_collider1, - const CircleCollider & circle_collider2, - const vec2 & final_position1, - const vec2 & final_position2) const; + void call_collision_events(const CollisionInfo & info); /** - * \brief Calculates the resolution vector for two CircleCollider. - * - * Computes the displacement required to separate two overlapping CircleCollider. + * \brief Handles collisions involving static objects. * - * \param circle_collider The first CircleCollider. - * \param box_collider The second CircleCollider. - * \param circle_position The position of the CircleCollider. - * \param box_position The position of the BoxCollider. - * \return The resolution vector for the collision. - */ - vec2 get_circle_box_resolution(const CircleCollider & circle_collider, - const BoxCollider & box_collider, - const vec2 & circle_position, - const vec2 & box_position) const; - - /** - * \brief Determines the appropriate collision handler for a collision. + * This function resolves collisions between static and dynamic objects by adjusting + * the position of the static object and modifying the velocity of the dynamic object + * if elasticity is enabled. The position of the static object is corrected + * based on the collision resolution, and the dynamic object's velocity is adjusted + * accordingly to reflect the collision response. * - * Decides the correct resolution process based on the dynamic or static nature of the colliders involved. + * The handling includes stopping movement, applying bouncing based on the elasticity + * coefficient, and adjusting the position of the dynamic object if needed. * * \param info Collision information containing data about both colliders. */ - void determine_collision_handler(CollisionInfo & info); + void static_collision_handler(const CollisionInfo & info); /** - * \brief Handles collisions involving static objects. + * \brief Handles collisions involving dynamic objects. * - * Resolves collisions by adjusting positions and modifying velocities if bounce is enabled. + * Resolves collisions between two dynamic objects by adjusting their positions and modifying + * their velocities based on the collision resolution. If elasticity is enabled, + * the velocity of both objects is reversed and scaled by the respective elasticity coefficient. + * The positions of the objects are adjusted based on the collision resolution. * * \param info Collision information containing data about both colliders. */ - void static_collision_handler(CollisionInfo & info); + void dynamic_collision_handler(const CollisionInfo & info); private: /** * \brief Checks for collisions between colliders. * - * Identifies collisions and generates pairs of colliding objects for further processing. + * This function checks all active colliders and identifies pairs of colliding objects. + * For each identified collision, the appropriate collision data is returned as pairs for further processing. * * \param colliders A collection of all active colliders. * \return A list of collision pairs with their associated data. @@ -216,86 +210,84 @@ private: gather_collisions(std::vector<CollisionInternal> & colliders); /** - * \brief Checks if two collision layers have at least one common layer. + * \brief Checks if the settings allow collision * - * This function checks if there is any overlapping layer between the two inputs. - * It compares each layer from the first input to see - * if it exists in the second input. If at least one common layer is found, - * the function returns true, indicating that the two colliders share a common - * collision layer. + * This function checks if there is any collison layer where each object is located in. + * After checking the layers it checks the names and at last the tags. + * if in all three sets nothing is found collision can not happen. * - * \param layers1 all collision layers for the first collider. - * \param layers2 all collision layers for the second collider. - * \return Returns true if there is at least one common layer, false otherwise. + * \param this_rigidbody Rigidbody of first object + * \param other_rigidbody Rigidbody of second collider + * \param this_metadata Rigidbody of first object + * \param other_metadata Rigidbody of second object + * \return Returns true if there is at least one comparison found. */ - - bool have_common_layer(const std::set<int> & layers1, const std::set<int> & layers2); + bool should_collide( + const CollisionInternal & self, + const CollisionInternal & other + ) const; //done /** * \brief Checks for collision between two colliders. * - * Calls the appropriate collision detection function based on the collider types. + * This function determines whether two colliders are colliding based on their types. + * It calls the appropriate collision detection function based on the collider pair type and stores the collision resolution data. + * If a collision is detected, it returns true, otherwise false. * * \param first_info Collision data for the first collider. * \param second_info Collision data for the second collider. * \param type The type of collider pair. * \return True if a collision is detected, otherwise false. */ - bool get_collision(const CollisionInternal & first_info, - const CollisionInternal & second_info, - CollisionInternalType type) const; + bool detect_collision( + CollisionInternal & first_info, CollisionInternal & second_info, + const CollisionInternalType & type + ); /** * \brief Detects collisions between two BoxColliders. * - * \param box1 The first BoxCollider. - * \param box2 The second BoxCollider. - * \param transform1 Transform of the first object. - * \param transform2 Transform of the second object. - * \param rigidbody1 Rigidbody of the first object. - * \param rigidbody2 Rigidbody of the second object. - * \return True if a collision is detected, otherwise false. + * This function checks whether two `BoxCollider` are colliding based on their positions and scaled dimensions. + * If a collision is detected, it calculates the overlap along the X and Y axes and returns the resolution vector. + * If no collision is detected, it returns a vector with NaN values. + + * \param box1 Information about the first BoxCollider. + * \param box2 Information about the second BoxCollider. + * \return If colliding, returns the resolution vector; otherwise, returns {NaN, NaN}. */ - bool get_box_box_collision(const BoxCollider & box1, const BoxCollider & box2, - const Transform & transform1, const Transform & transform2, - const Rigidbody & rigidbody1, - const Rigidbody & rigidbody2) const; + vec2 get_box_box_detection( + const BoxColliderInternal & box1, const BoxColliderInternal & box2 + ) const; /** * \brief Check collision for box on circle collider * - * \param box1 The BoxCollider - * \param circle2 The CircleCollider - * \param transform1 Transform of the first object. - * \param transform2 Transform of the second object. - * \param rigidbody1 Rigidbody of the first object. - * \param rigidbody2 Rigidbody of the second object. - * \return True if a collision is detected, otherwise false. + * This function detects if a collision occurs between a rectangular box and a circular collider. + * If a collision is detected, the function calculates the resolution vector to resolve the collision. + * If no collision is detected, it returns a vector with NaN values + * + * \param box1 Information about the BoxCollider. + * \param circle2 Information about the circleCollider. + * \return If colliding, returns the resolution vector; otherwise, returns {NaN, NaN}. */ - bool get_box_circle_collision(const BoxCollider & box1, const CircleCollider & circle2, - const Transform & transform1, const Transform & transform2, - const Rigidbody & rigidbody1, - const Rigidbody & rigidbody2) const; + vec2 get_box_circle_detection( + const BoxColliderInternal & box1, const CircleColliderInternal & circle2 + ) const; /** * \brief Check collision for circle on circle collider * - * \param circle1 First CircleCollider - * \param circle2 Second CircleCollider - * \param transform1 Transform of the first object. - * \param transform2 Transform of the second object. - * \param rigidbody1 Rigidbody of the first object. - * \param rigidbody2 Rigidbody of the second object. - * \return True if a collision is detected, otherwise false. + * This function detects if a collision occurs between two circular colliders. + * If a collision is detected, it calculates the resolution vector to resolve the collision. + * If no collision is detected, it returns a vector with NaN values. * - * \return status of collision + * \param circle1 Information about the first circleCollider. + * \param circle2 Information about the second circleCollider. + * \return If colliding, returns the resolution vector; otherwise, returns {NaN, NaN}. */ - bool get_circle_circle_collision(const CircleCollider & circle1, - const CircleCollider & circle2, - const Transform & transform1, - const Transform & transform2, - const Rigidbody & rigidbody1, - const Rigidbody & rigidbody2) const; + vec2 get_circle_circle_detection( + const CircleColliderInternal & circle1, const CircleColliderInternal & circle2 + ) const; }; /** diff --git a/src/crepe/system/InputSystem.cpp b/src/crepe/system/InputSystem.cpp index d209282..be7eda6 100644 --- a/src/crepe/system/InputSystem.cpp +++ b/src/crepe/system/InputSystem.cpp @@ -1,8 +1,8 @@ #include "../api/Button.h" +#include "../api/Config.h" #include "../facade/SDLContext.h" #include "../manager/ComponentManager.h" #include "../manager/EventManager.h" -#include "util/Log.h" #include "InputSystem.h" @@ -12,7 +12,7 @@ void InputSystem::fixed_update() { ComponentManager & mgr = this->mediator.component_manager; SDLContext & context = this->mediator.sdl_context; std::vector<EventData> event_list = context.get_events(); - RefVector<Camera> cameras = mgr.get_components_by_type<Camera>(); + const RefVector<Camera> cameras = mgr.get_components_by_type<Camera>(); OptionalRef<Camera> curr_cam_ref; // Find the active camera @@ -24,9 +24,8 @@ void InputSystem::fixed_update() { 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(); + const Transform & cam_transform + = mgr.get_components_by_id<Transform>(current_cam.game_object_id).front(); vec2 camera_origin = cam_transform.position + current_cam.data.postion_offset - (current_cam.viewport_size / 2); @@ -45,12 +44,13 @@ void InputSystem::fixed_update() { } } -void InputSystem::handle_mouse_event(const EventData & event, const vec2 & camera_origin, - const Camera & current_cam) { +void InputSystem::handle_mouse_event( + const EventData & event, const vec2 & camera_origin, const Camera & current_cam +) { EventManager & event_mgr = this->mediator.event_manager; vec2 adjusted_mouse; adjusted_mouse.x = event.data.mouse_data.mouse_position.x + camera_origin.x; - adjusted_mouse.x = event.data.mouse_data.mouse_position.y + camera_origin.y; + adjusted_mouse.y = event.data.mouse_data.mouse_position.y + camera_origin.y; // Check if the mouse is within the viewport if ((adjusted_mouse.x < camera_origin.x || adjusted_mouse.x > camera_origin.x + current_cam.viewport_size.x @@ -83,7 +83,9 @@ void InputSystem::handle_mouse_event(const EventData & event, const vec2 & camer .mouse_pos = adjusted_mouse, .button = event.data.mouse_data.mouse_button, }); - this->handle_click(event.data.mouse_data.mouse_button, adjusted_mouse); + this->handle_click( + event.data.mouse_data.mouse_button, adjusted_mouse, current_cam + ); } break; } @@ -93,7 +95,7 @@ void InputSystem::handle_mouse_event(const EventData & event, const vec2 & camer .mouse_pos = adjusted_mouse, .mouse_delta = event.data.mouse_data.rel_mouse_move, }); - this->handle_move(event, adjusted_mouse); + this->handle_move(event, adjusted_mouse, current_cam); break; case EventType::MOUSE_WHEEL: @@ -115,7 +117,8 @@ void InputSystem::handle_non_mouse_event(const EventData & event) { case EventType::KEY_DOWN: event_mgr.queue_event<KeyPressEvent>( - {.repeat = event.data.key_data.key_repeat, .key = event.data.key_data.key}); + {.repeat = event.data.key_data.key_repeat, .key = event.data.key_data.key} + ); break; case EventType::KEY_UP: event_mgr.queue_event<KeyReleaseEvent>({.key = event.data.key_data.key}); @@ -128,11 +131,13 @@ void InputSystem::handle_non_mouse_event(const EventData & event) { break; case EventType::WINDOW_RESIZE: event_mgr.queue_event<WindowResizeEvent>( - WindowResizeEvent{.dimensions = event.data.window_data.resize_dimension}); + WindowResizeEvent {.dimensions = event.data.window_data.resize_dimension} + ); break; case EventType::WINDOW_MOVE: event_mgr.queue_event<WindowMoveEvent>( - {.delta_move = event.data.window_data.move_delta}); + {.delta_move = event.data.window_data.move_delta} + ); break; case EventType::WINDOW_MINIMIZE: event_mgr.queue_event<WindowMinimizeEvent>({}); @@ -151,59 +156,70 @@ void InputSystem::handle_non_mouse_event(const EventData & event) { } } -void InputSystem::handle_move(const EventData & event_data, const vec2 & mouse_pos) { +void InputSystem::handle_move( + const EventData & event_data, const vec2 & mouse_pos, const Camera & current_cam +) { ComponentManager & mgr = this->mediator.component_manager; EventManager & event_mgr = this->mediator.event_manager; - RefVector<Button> buttons = mgr.get_components_by_type<Button>(); + const RefVector<Button> buttons = mgr.get_components_by_type<Button>(); for (Button & button : buttons) { if (!button.active) continue; - Metadata & metadata - = mgr.get_components_by_id<Metadata>(button.game_object_id).front(); - Transform & transform + + const Transform & transform = mgr.get_components_by_id<Transform>(button.game_object_id).front(); + const Transform & cam_transform + = mgr.get_components_by_id<Transform>(current_cam.game_object_id).front(); + const Metadata & metadata + = mgr.get_components_by_id<Metadata>(button.game_object_id).front(); bool was_hovering = button.hover; - if (this->is_mouse_inside_button(mouse_pos, button, transform)) { + + if (this->is_mouse_inside_button(mouse_pos, button, transform, cam_transform)) { button.hover = true; if (!was_hovering) { - event_mgr.trigger_event<ButtonEnterEvent>(metadata); + event_mgr.trigger_event<ButtonEnterEvent>(metadata, metadata.game_object_id); } } else { button.hover = false; if (was_hovering) { - event_mgr.trigger_event<ButtonExitEvent>(metadata); + event_mgr.trigger_event<ButtonExitEvent>(metadata, metadata.game_object_id); } } } } -void InputSystem::handle_click(const MouseButton & mouse_button, const vec2 & mouse_pos) { +void InputSystem::handle_click( + const MouseButton & mouse_button, const vec2 & mouse_pos, const Camera & current_cam +) { ComponentManager & mgr = this->mediator.component_manager; EventManager & event_mgr = this->mediator.event_manager; - RefVector<Button> buttons = mgr.get_components_by_type<Button>(); - + const RefVector<Button> buttons = mgr.get_components_by_type<Button>(); + const Transform & cam_transform + = mgr.get_components_by_id<Transform>(current_cam.game_object_id).front(); for (Button & button : buttons) { if (!button.active) continue; - Metadata & metadata + const Metadata & metadata = mgr.get_components_by_id<Metadata>(button.game_object_id).front(); - Transform & transform + const Transform & transform = mgr.get_components_by_id<Transform>(button.game_object_id).front(); - - if (this->is_mouse_inside_button(mouse_pos, button, transform)) { - event_mgr.trigger_event<ButtonPressEvent>(metadata); + if (this->is_mouse_inside_button(mouse_pos, button, transform, cam_transform)) { + event_mgr.trigger_event<ButtonPressEvent>(metadata, metadata.game_object_id); } } } -bool InputSystem::is_mouse_inside_button(const vec2 & mouse_pos, 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; +bool InputSystem::is_mouse_inside_button( + const vec2 & mouse_pos, const Button & button, const Transform & transform, + const Transform & cam_transform +) { + vec2 actual_pos = transform.position + button.offset; + if (!button.data.world_space) { + actual_pos += cam_transform.position; + } + vec2 half_dimensions = button.dimensions * transform.scale / 2; - // Check if the mouse is within the button's boundaries - return mouse_pos.x >= actual_x - half_width && mouse_pos.x <= actual_x + half_width - && mouse_pos.y >= actual_y - half_height && mouse_pos.y <= actual_y + half_height; + return mouse_pos.x >= actual_pos.x - half_dimensions.x + && mouse_pos.x <= actual_pos.x + half_dimensions.x + && mouse_pos.y >= actual_pos.y - half_dimensions.y + && mouse_pos.y <= actual_pos.y + half_dimensions.y; } diff --git a/src/crepe/system/InputSystem.h b/src/crepe/system/InputSystem.h index 0f1bfa1..be62367 100644 --- a/src/crepe/system/InputSystem.h +++ b/src/crepe/system/InputSystem.h @@ -1,12 +1,9 @@ #pragma once -#include "../api/Config.h" -#include "../facade/EventData.h" - #include "../api/Event.h" #include "../api/Metadata.h" +#include "../facade/EventData.h" #include "../types.h" -#include "../util/OptionalRef.h" #include "System.h" @@ -23,7 +20,7 @@ public: /** * \param metadata Metadata of the button pressed */ - ButtonPressEvent(const Metadata & metadata) : metadata(metadata){}; + ButtonPressEvent(const Metadata & metadata) : metadata(metadata) {}; }; //! Event triggered when the mouse enters a button class ButtonEnterEvent : public Event { @@ -33,7 +30,7 @@ public: /** * \param metadata Metadata of the button pressed */ - ButtonEnterEvent(const Metadata & metadata) : metadata(metadata){}; + ButtonEnterEvent(const Metadata & metadata) : metadata(metadata) {}; }; //! Event triggered when the mouse leaves a button class ButtonExitEvent : public Event { @@ -43,7 +40,7 @@ public: /** * \param metadata Metadata of the button pressed */ - ButtonExitEvent(const Metadata & metadata) : metadata(metadata){}; + ButtonExitEvent(const Metadata & metadata) : metadata(metadata) {}; }; /** @@ -79,8 +76,9 @@ private: * This method processes mouse events, adjusts the mouse position to world coordinates, * and triggers the appropriate mouse-specific event handling logic. */ - void handle_mouse_event(const EventData & event, const vec2 & camera_origin, - const Camera & current_cam); + void handle_mouse_event( + const EventData & event, const vec2 & camera_origin, const Camera & current_cam + ); /** * \brief Handles non-mouse-related events. * \param event The event data for the non-mouse event. @@ -94,20 +92,26 @@ private: * \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. + * \param current_cam The current active camera. * * This method processes the mouse click event and triggers the corresponding button action. */ - void handle_click(const MouseButton & mouse_button, const vec2 & mouse_pos); + void handle_click( + const MouseButton & mouse_button, const vec2 & mouse_pos, const Camera & current_cam + ); /** * \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. + * \param current_cam The current active camera. * * This method processes the mouse movement event and updates the button hover state. */ - void handle_move(const EventData & event_data, const vec2 & mouse_pos); + void handle_move( + const EventData & event_data, const vec2 & mouse_pos, const Camera & current_cam + ); /** * \brief Checks if the mouse position is inside the bounds of the button. @@ -115,10 +119,13 @@ private: * \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. + * \param cam_transform the transform of the current active camera * \return True if the mouse is inside the button, false otherwise. */ - bool is_mouse_inside_button(const vec2 & mouse_pos, const Button & button, - const Transform & transform); + bool is_mouse_inside_button( + const vec2 & mouse_pos, const Button & button, const Transform & transform, + const Transform & cam_transform + ); /** * \brief Handles the button press event, calling the on_click callback if necessary. diff --git a/src/crepe/system/ParticleSystem.cpp b/src/crepe/system/ParticleSystem.cpp index bbc7366..f026390 100644 --- a/src/crepe/system/ParticleSystem.cpp +++ b/src/crepe/system/ParticleSystem.cpp @@ -7,6 +7,7 @@ #include "../api/Transform.h" #include "../manager/ComponentManager.h" #include "../manager/LoopTimerManager.h" +#include "util/AbsolutePosition.h" #include "ParticleSystem.h" @@ -48,9 +49,11 @@ void ParticleSystem::fixed_update() { void ParticleSystem::emit_particle(ParticleEmitter & emitter, const Transform & transform) { constexpr float DEG_TO_RAD = M_PI / 180.0; - vec2 initial_position = emitter.data.offset + transform.position; - float random_angle - = this->generate_random_angle(emitter.data.min_angle, emitter.data.max_angle); + vec2 initial_position = AbsolutePosition::get_position(transform, emitter.data.offset); + float random_angle = this->generate_random_angle( + emitter.data.min_angle + transform.rotation, + emitter.data.max_angle + transform.rotation + ); float random_speed = this->generate_random_speed(emitter.data.min_speed, emitter.data.max_speed); @@ -61,8 +64,9 @@ void ParticleSystem::emit_particle(ParticleEmitter & emitter, const Transform & for (Particle & particle : emitter.particles) { if (!particle.active) { - particle.reset(emitter.data.end_lifespan, initial_position, velocity, - random_angle); + particle.reset( + emitter.data.end_lifespan, initial_position, velocity, random_angle + ); break; } } @@ -80,8 +84,9 @@ void ParticleSystem::check_bounds(ParticleEmitter & emitter, const Transform & t for (Particle & particle : emitter.particles) { const vec2 & position = particle.position; - bool within_bounds = (position.x >= left && position.x <= right && position.y >= top - && position.y <= bottom); + bool within_bounds + = (position.x >= left && position.x <= right && position.y >= top + && position.y <= bottom); //if not within bounds do a reset or stop velocity if (!within_bounds) { if (emitter.data.boundary.reset_on_exit) { diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp index 33218f6..30bb422 100644 --- a/src/crepe/system/RenderSystem.cpp +++ b/src/crepe/system/RenderSystem.cpp @@ -16,6 +16,9 @@ #include "../facade/Texture.h" #include "../manager/ComponentManager.h" #include "../manager/ResourceManager.h" +#include "api/Text.h" +#include "facade/Font.h" +#include "util/AbsolutePosition.h" #include "RenderSystem.h" #include "types.h" @@ -70,11 +73,34 @@ RefVector<Sprite> RenderSystem::sort(RefVector<Sprite> & objs) const { void RenderSystem::frame_update() { this->clear_screen(); this->render(); + this->render_text(); this->present_screen(); } -bool RenderSystem::render_particle(const Sprite & sprite, const double & scale) { +void RenderSystem::render_text() { + SDLContext & ctx = this->mediator.sdl_context; + ComponentManager & mgr = this->mediator.component_manager; + ResourceManager & resource_manager = this->mediator.resource_manager; + + RefVector<Text> texts = mgr.get_components_by_type<Text>(); + + for (Text & text : texts) { + if (!text.active) continue; + if (!text.font.has_value()) + text.font.emplace(ctx.get_font_from_name(text.font_family)); + + const Font & font = resource_manager.get<Font>(text.font.value()); + const auto & transform + = mgr.get_components_by_id<Transform>(text.game_object_id).front().get(); + ctx.draw_text(SDLContext::RenderText { + .text = text, + .font = font, + .transform = transform, + }); + } +} +bool RenderSystem::render_particle(const Sprite & sprite, const Transform & transform) { ComponentManager & mgr = this->mediator.component_manager; SDLContext & ctx = this->mediator.sdl_context; ResourceManager & resource_manager = this->mediator.resource_manager; @@ -92,29 +118,30 @@ bool RenderSystem::render_particle(const Sprite & sprite, const double & scale) for (const Particle & p : em.particles) { if (!p.active) continue; + if (p.time_in_life < em.data.begin_lifespan) continue; - ctx.draw(SDLContext::RenderContext{ + ctx.draw(SDLContext::RenderContext { .sprite = sprite, .texture = res, .pos = p.position, - .angle = p.angle, - .scale = scale, + .angle = p.angle + transform.rotation, + .scale = transform.scale, }); } } return rendering_particles; } -void RenderSystem::render_normal(const Sprite & sprite, const Transform & tm) { +void RenderSystem::render_normal(const Sprite & sprite, const Transform & transform) { SDLContext & ctx = this->mediator.sdl_context; ResourceManager & resource_manager = this->mediator.resource_manager; const Texture & res = resource_manager.get<Texture>(sprite.source); - - ctx.draw(SDLContext::RenderContext{ + vec2 pos = AbsolutePosition::get_position(transform, sprite.data.position_offset); + ctx.draw(SDLContext::RenderContext { .sprite = sprite, .texture = res, - .pos = tm.position, - .angle = tm.rotation, - .scale = tm.scale, + .pos = pos, + .angle = transform.rotation, + .scale = transform.scale, }); } @@ -126,35 +153,16 @@ void RenderSystem::render() { ResourceManager & resource_manager = this->mediator.resource_manager; RefVector<Sprite> sorted_sprites = this->sort(sprites); RefVector<Text> text_components = mgr.get_components_by_type<Text>(); - for (Text & text : text_components) { - const Transform & transform - = mgr.get_components_by_id<Transform>(text.game_object_id).front().get(); - this->render_text(text, transform); - } + for (const Sprite & sprite : sorted_sprites) { if (!sprite.active) continue; const Transform & transform = mgr.get_components_by_id<Transform>(sprite.game_object_id).front().get(); - bool rendered_particles = this->render_particle(sprite, transform.scale); + bool rendered_particles = this->render_particle(sprite, transform); if (rendered_particles) continue; this->render_normal(sprite, transform); } } -void RenderSystem::render_text(Text & text, const Transform & tm) { - SDLContext & ctx = this->mediator.sdl_context; - - if (!text.font.has_value()) { - text.font.emplace(ctx.get_font_from_name(text.font_family)); - } - - ResourceManager & resource_manager = this->mediator.resource_manager; - - if (!text.font.has_value()) { - return; - } - const Asset & font_asset = text.font.value(); - const Font & res = resource_manager.get<Font>(font_asset); -} diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h index 656ad5b..627a743 100644 --- a/src/crepe/system/RenderSystem.h +++ b/src/crepe/system/RenderSystem.h @@ -36,34 +36,28 @@ private: //! Updates the active camera used for rendering. void update_camera(); - //! Renders the whole screen + //! Renders all the sprites and particles void render(); + //! Renders all Text components + void render_text(); + +private: /** * \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 + * \param transform the component that holds the position, rotation, and scale. * \return true if particles have been rendered */ - bool render_particle(const Sprite & sprite, const double & scale); - /** - * \brief Renders all Text components - * - * \param text The text component to be rendered. - * \param tm the Transform component that holds the position,rotation and scale - */ - void render_text(Text & text, const Transform & tm); + bool render_particle(const Sprite & sprite, const Transform & transform); /** * \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 + * \param transform the Transform component that holds the position,rotation and scale */ - void render_normal(const Sprite & sprite, const Transform & tm); + void render_normal(const Sprite & sprite, const Transform & transform); /** * \brief sort a vector sprite objects with @@ -72,12 +66,6 @@ private: * \return returns a sorted reference vector */ RefVector<Sprite> sort(RefVector<Sprite> & objs) const; - - /** - * \todo Add text rendering using SDL_ttf for text components. - * \todo Implement a text component and a button component. - * \todo Consider adding text input functionality. - */ }; } // namespace crepe diff --git a/src/crepe/system/ScriptSystem.cpp b/src/crepe/system/ScriptSystem.cpp index 746285f..ed0c7cc 100644 --- a/src/crepe/system/ScriptSystem.cpp +++ b/src/crepe/system/ScriptSystem.cpp @@ -1,7 +1,6 @@ #include "../api/BehaviorScript.h" #include "../api/Script.h" #include "../manager/ComponentManager.h" -#include "../util/dbg.h" #include "ScriptSystem.h" @@ -9,10 +8,21 @@ using namespace std; using namespace crepe; void ScriptSystem::fixed_update() { - dbg_trace(); + LoopTimerManager & timer = this->mediator.loop_timer; + duration_t delta_time = timer.get_scaled_fixed_delta_time(); + this->update(&Script::fixed_update, delta_time); +} - ComponentManager & mgr = this->mediator.component_manager; +void ScriptSystem::frame_update() { LoopTimerManager & timer = this->mediator.loop_timer; + duration_t delta_time = timer.get_delta_time(); + this->update(&Script::frame_update, delta_time); +} + +void ScriptSystem::update( + void (Script::*update_function)(duration_t), const duration_t & delta_time +) { + ComponentManager & mgr = this->mediator.component_manager; RefVector<BehaviorScript> behavior_scripts = mgr.get_components_by_type<BehaviorScript>(); for (BehaviorScript & behavior_script : behavior_scripts) { @@ -26,7 +36,6 @@ void ScriptSystem::fixed_update() { script->initialized = true; } - duration_t delta_time = timer.get_scaled_fixed_delta_time(); - script->update(delta_time); + (*script.*update_function)(delta_time); } } diff --git a/src/crepe/system/ScriptSystem.h b/src/crepe/system/ScriptSystem.h index 612c2ae..257b615 100644 --- a/src/crepe/system/ScriptSystem.h +++ b/src/crepe/system/ScriptSystem.h @@ -1,5 +1,7 @@ #pragma once +#include "../manager/LoopTimerManager.h" + #include "System.h" namespace crepe { @@ -9,20 +11,27 @@ class Script; /** * \brief Script system * - * The script system is responsible for all \c BehaviorScript components, and - * calls the methods on classes derived from \c Script. + * The script system is responsible for all \c BehaviorScript components, and calls the methods + * on classes derived from \c Script. */ class ScriptSystem : public System { public: using System::System; + +public: + //! Call Script::fixed_update() on all active \c BehaviorScript instances + void fixed_update() override; + //! Call Script::frame_update() on all active \c BehaviorScript instances + void frame_update() override; + +private: /** - * \brief Call Script::update() on all active \c BehaviorScript instances + * \brief Call Script `*_update` member function on all active \c BehaviorScript instances * - * This routine updates all scripts sequentially using the Script::update() - * method. It also calls Script::init() if this has not been done before on - * the \c BehaviorScript instance. + * \note This routine also calls Script::init() if this has not been done before on the \c + * BehaviorScript instance. */ - void fixed_update() override; + void update(void (Script::*update_function)(duration_t), const duration_t & delta_time); }; } // namespace crepe diff --git a/src/crepe/util/AbsolutePosition.cpp b/src/crepe/util/AbsolutePosition.cpp new file mode 100644 index 0000000..29ade23 --- /dev/null +++ b/src/crepe/util/AbsolutePosition.cpp @@ -0,0 +1,20 @@ +#include "AbsolutePosition.h" + +using namespace crepe; + +vec2 AbsolutePosition::get_position(const Transform & transform, const vec2 & offset) { + // Get the rotation in radians + float radians1 = transform.rotation * (M_PI / 180.0); + + // Calculate total offset with scale + vec2 total_offset = offset * transform.scale; + + // Rotate + float rotated_total_offset_x1 + = total_offset.x * cos(radians1) - total_offset.y * sin(radians1); + float rotated_total_offset_y1 + = total_offset.x * sin(radians1) + total_offset.y * cos(radians1); + + // Final positions considering scaling and rotation + return (transform.position + vec2(rotated_total_offset_x1, rotated_total_offset_y1)); +} diff --git a/src/crepe/util/AbsolutePosition.h b/src/crepe/util/AbsolutePosition.h new file mode 100644 index 0000000..857c1ac --- /dev/null +++ b/src/crepe/util/AbsolutePosition.h @@ -0,0 +1,29 @@ +#pragma once + +#include "api/Transform.h" + +#include "types.h" + +namespace crepe { + +/** + * \brief A class for calculating the absolute position of an object. + * + * This class provides a utility function to get the position of an object in the world space, + * taking into account the transform and any additional offset. + */ +class AbsolutePosition { +public: + /** + * \brief Get the absolute position of an object. + * + * This function calculates the absolute position by combining the transform position with an optional offset. + * + * \param transform The transform of the object, which contains its position, rotation, and scale. + * \param offset The offset to apply to the object's position (in local space). + * \return The absolute position of the object as a 2D vector. + */ + static vec2 get_position(const Transform & transform, const vec2 & offset); +}; + +} // namespace crepe diff --git a/src/crepe/util/CMakeLists.txt b/src/crepe/util/CMakeLists.txt index 94ed906..33160a7 100644 --- a/src/crepe/util/CMakeLists.txt +++ b/src/crepe/util/CMakeLists.txt @@ -1,6 +1,7 @@ target_sources(crepe PUBLIC LogColor.cpp Log.cpp + AbsolutePosition.cpp ) target_sources(crepe PUBLIC FILE_SET HEADERS FILES @@ -11,5 +12,6 @@ target_sources(crepe PUBLIC FILE_SET HEADERS FILES Proxy.hpp OptionalRef.h OptionalRef.hpp + AbsolutePosition.h ) diff --git a/src/crepe/util/dbg.h b/src/crepe/util/dbg.h index c7283ee..e448070 100644 --- a/src/crepe/util/dbg.h +++ b/src/crepe/util/dbg.h @@ -5,10 +5,13 @@ // utility macros #define _crepe_logf_here(level, fmt, ...) \ - crepe::Log::logf(level, "{}" fmt, \ - crepe::LogColor().fg_white(false).str(std::format( \ - "{} ({}:{})", __PRETTY_FUNCTION__, __FILE_NAME__, __LINE__)), \ - __VA_ARGS__) + crepe::Log::logf( \ + level, "{}" fmt, \ + crepe::LogColor().fg_white(false).str( \ + std::format("{} ({}:{})", __PRETTY_FUNCTION__, __FILE_NAME__, __LINE__) \ + ), \ + __VA_ARGS__ \ + ) // very illegal global function-style macros // NOLINTBEGIN |