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-rw-r--r--src/crepe/CMakeLists.txt2
-rw-r--r--src/crepe/Component.h11
-rw-r--r--src/crepe/Resource.cpp6
-rw-r--r--src/crepe/Resource.h26
-rw-r--r--src/crepe/api/AssetManager.cpp17
-rw-r--r--src/crepe/api/AudioSource.cpp20
-rw-r--r--src/crepe/api/AudioSource.h60
-rw-r--r--src/crepe/api/CMakeLists.txt9
-rw-r--r--src/crepe/api/ResourceManager.cpp41
-rw-r--r--src/crepe/api/ResourceManager.h69
-rw-r--r--src/crepe/facade/Sound.cpp28
-rw-r--r--src/crepe/facade/Sound.h17
-rw-r--r--src/crepe/facade/SoundContext.cpp5
-rw-r--r--src/crepe/facade/SoundContext.h6
-rw-r--r--src/crepe/system/AudioSystem.cpp56
-rw-r--r--src/crepe/system/AudioSystem.h21
-rw-r--r--src/crepe/system/CMakeLists.txt2
17 files changed, 342 insertions, 54 deletions
diff --git a/src/crepe/CMakeLists.txt b/src/crepe/CMakeLists.txt
index 7e176e7..df15b8f 100644
--- a/src/crepe/CMakeLists.txt
+++ b/src/crepe/CMakeLists.txt
@@ -3,6 +3,7 @@ target_sources(crepe PUBLIC
ComponentManager.cpp
Component.cpp
Collider.cpp
+ Resource.cpp
)
target_sources(crepe PUBLIC FILE_SET HEADERS FILES
@@ -12,6 +13,7 @@ target_sources(crepe PUBLIC FILE_SET HEADERS FILES
Collider.h
ValueBroker.h
ValueBroker.hpp
+ Resource.h
)
add_subdirectory(api)
diff --git a/src/crepe/Component.h b/src/crepe/Component.h
index 5279fb3..2e4ef7d 100644
--- a/src/crepe/Component.h
+++ b/src/crepe/Component.h
@@ -16,7 +16,12 @@ class Component {
public:
//! Whether the component is active
bool active = true;
- //! The id of the GameObject this component belongs to
+ /**
+ * \brief The id of the GameObject this component belongs to
+ *
+ * \note Only systems are supposed to use this member, but since friend
+ * relations aren't inherited this needs to be public.
+ */
const game_object_id_t game_object_id;
protected:
@@ -24,7 +29,7 @@ protected:
* \param id The id of the GameObject this component belongs to
*/
Component(game_object_id_t id);
- //! Only the ComponentManager can create components
+ //! Only ComponentManager can create components
friend class ComponentManager;
public:
@@ -40,6 +45,8 @@ public:
* \return The maximum number of instances for this component
*/
virtual int get_instances_max() const { return -1; }
+ //! Only ComponentManager needs to know the max instance count
+ friend class ComponentManager;
};
} // namespace crepe
diff --git a/src/crepe/Resource.cpp b/src/crepe/Resource.cpp
new file mode 100644
index 0000000..e254695
--- /dev/null
+++ b/src/crepe/Resource.cpp
@@ -0,0 +1,6 @@
+#include "Resource.h"
+
+using namespace crepe;
+
+Resource::Resource(const Asset & asset) { }
+
diff --git a/src/crepe/Resource.h b/src/crepe/Resource.h
new file mode 100644
index 0000000..a0c8859
--- /dev/null
+++ b/src/crepe/Resource.h
@@ -0,0 +1,26 @@
+#pragma once
+
+namespace crepe {
+
+class ResourceManager;
+class Asset;
+
+/**
+ * Resource is an interface class used to represent a (deserialized) game
+ * resource (e.g. textures, sounds).
+ */
+class Resource {
+public:
+ Resource(const Asset & src);
+ virtual ~Resource() = default;
+
+private:
+ /**
+ * The resource manager uses \c clone to create new instances of the concrete
+ * resource class. This may be used to inherit references to classes that
+ * would otherwise need to be implemented as singletons.
+ */
+ friend class ResourceManager;
+};
+
+} // namespace crepe
diff --git a/src/crepe/api/AssetManager.cpp b/src/crepe/api/AssetManager.cpp
deleted file mode 100644
index 3925758..0000000
--- a/src/crepe/api/AssetManager.cpp
+++ /dev/null
@@ -1,17 +0,0 @@
-#include "util/Log.h"
-
-#include "AssetManager.h"
-
-using namespace crepe;
-
-AssetManager & AssetManager::get_instance() {
- static AssetManager instance;
- return instance;
-}
-
-AssetManager::~AssetManager() {
- dbg_trace();
- this->asset_cache.clear();
-}
-
-AssetManager::AssetManager() { dbg_trace(); }
diff --git a/src/crepe/api/AudioSource.cpp b/src/crepe/api/AudioSource.cpp
new file mode 100644
index 0000000..4baac9a
--- /dev/null
+++ b/src/crepe/api/AudioSource.cpp
@@ -0,0 +1,20 @@
+#include "AudioSource.h"
+
+using namespace crepe;
+using namespace std;
+
+AudioSource::AudioSource(game_object_id_t id, const Asset & src) :
+ Component(id),
+ source(src)
+{ }
+
+void AudioSource::play(bool looping) {
+ this->loop = looping;
+ this->playing = true;
+}
+
+void AudioSource::stop() {
+ this->playing = false;
+ this->rewind = true;
+}
+
diff --git a/src/crepe/api/AudioSource.h b/src/crepe/api/AudioSource.h
new file mode 100644
index 0000000..1264790
--- /dev/null
+++ b/src/crepe/api/AudioSource.h
@@ -0,0 +1,60 @@
+#pragma once
+
+#include "../Component.h"
+#include "../types.h"
+
+#include "Asset.h"
+
+namespace crepe {
+
+class AudioSystem;
+
+//! Audio source component
+class AudioSource : public Component {
+ //! AudioSource components are handled by AudioSystem
+ friend class AudioSystem;
+
+protected:
+ AudioSource(game_object_id_t id, const Asset & source);
+ //! Only ComponentManager can create components
+ friend class ComponentManager;
+public:
+ // But std::unique_ptr needs to be able to destoy this component again
+ virtual ~AudioSource() = default;
+
+public:
+ //! Start or resume this audio source
+ void play(bool looping = false);
+ //! Stop this audio source
+ void stop();
+
+public:
+ //! Play when this component becomes active
+ bool play_on_awake = false;
+ //! Repeat the current audio clip during playback
+ bool loop = false;
+ //! Normalized volume (0.0 - 1.0)
+ float volume = 1.0;
+
+private:
+ //! This audio source's clip
+ const Asset source;
+
+ //! If this source is playing audio
+ bool playing = false;
+ //! Rewind the sample location
+ bool rewind = false;
+
+private:
+ //! Value of \c active after last system update
+ bool last_active = false;
+ //! Value of \c playing after last system update
+ bool last_playing = false;
+ //! Value of \c volume after last system update
+ float last_volume = 1.0;
+ //! Value of \c loop after last system update
+ bool last_loop = false;
+};
+
+} // namespace crepe
+
diff --git a/src/crepe/api/CMakeLists.txt b/src/crepe/api/CMakeLists.txt
index 6557656..cca0e8b 100644
--- a/src/crepe/api/CMakeLists.txt
+++ b/src/crepe/api/CMakeLists.txt
@@ -1,5 +1,5 @@
target_sources(crepe PUBLIC
- # AudioSource.cpp
+ AudioSource.cpp
BehaviorScript.cpp
GameObject.cpp
Rigidbody.cpp
@@ -7,7 +7,7 @@ target_sources(crepe PUBLIC
Transform.cpp
Color.cpp
Texture.cpp
- AssetManager.cpp
+ ResourceManager.cpp
Sprite.cpp
SaveManager.cpp
Config.cpp
@@ -23,7 +23,7 @@ target_sources(crepe PUBLIC
)
target_sources(crepe PUBLIC FILE_SET HEADERS FILES
- # AudioSource.h
+ AudioSource.h
BehaviorScript.h
Config.h
Script.h
@@ -35,8 +35,7 @@ target_sources(crepe PUBLIC FILE_SET HEADERS FILES
Vector2.h
Color.h
Texture.h
- AssetManager.h
- AssetManager.hpp
+ ResourceManager.h
SaveManager.h
Scene.h
Metadata.h
diff --git a/src/crepe/api/ResourceManager.cpp b/src/crepe/api/ResourceManager.cpp
new file mode 100644
index 0000000..7877ed9
--- /dev/null
+++ b/src/crepe/api/ResourceManager.cpp
@@ -0,0 +1,41 @@
+#include <stdexcept>
+
+#include "util/Log.h"
+
+#include "ResourceManager.h"
+
+using namespace crepe;
+using namespace std;
+
+ResourceManager & ResourceManager::get_instance() {
+ static ResourceManager instance;
+ return instance;
+}
+
+ResourceManager::~ResourceManager() { dbg_trace(); }
+ResourceManager::ResourceManager() { dbg_trace(); }
+
+void ResourceManager::clear() {
+ this->resources.clear();
+}
+
+template <typename T>
+T & ResourceManager::cache(const Asset & asset) {
+ dbg_trace();
+ static_assert(is_base_of<Resource, T>::value, "cache must recieve a derivative class of Resource");
+
+ if (!this->resources.contains(asset))
+ this->resources[asset] = make_unique<T>(asset);
+
+ Resource * resource = this->resources.at(asset).get();
+ T * concrete_resource = dynamic_cast<T *>(resource);
+
+ if (concrete_resource == nullptr)
+ throw runtime_error(format("ResourceManager: mismatch between requested type and actual type of resource ({})", asset.get_path()));
+
+ return *concrete_resource;
+}
+
+#include "../facade/Sound.h"
+template Sound & ResourceManager::cache(const Asset &);
+
diff --git a/src/crepe/api/ResourceManager.h b/src/crepe/api/ResourceManager.h
new file mode 100644
index 0000000..efdd5c5
--- /dev/null
+++ b/src/crepe/api/ResourceManager.h
@@ -0,0 +1,69 @@
+#pragma once
+
+#include <memory>
+#include <unordered_map>
+
+#include "Asset.h"
+#include "Resource.h"
+
+namespace crepe {
+
+class Sound;
+
+/**
+ * \brief The ResourceManager is responsible for storing and managing assets over
+ * multiple scenes.
+ *
+ * The ResourceManager ensures that assets are loaded once and can be accessed
+ * across different scenes. It caches assets to avoid reloading them every time
+ * a scene is loaded. Assets are retained in memory until the ResourceManager is
+ * destroyed, at which point the cached assets are cleared.
+ */
+class ResourceManager {
+
+private:
+ //! A cache that holds all the assets, accessible by their file path, over multiple scenes.
+ std::unordered_map<const Asset, std::unique_ptr<Resource>> resources;
+
+private:
+ ResourceManager(); // dbg_trace
+ virtual ~ResourceManager(); // dbg_trace
+
+ ResourceManager(const ResourceManager &) = delete;
+ ResourceManager(ResourceManager &&) = delete;
+ ResourceManager & operator=(const ResourceManager &) = delete;
+ ResourceManager & operator=(ResourceManager &&) = delete;
+
+public:
+ /**
+ * \brief Retrieves the singleton instance of the ResourceManager.
+ *
+ * \return A reference to the single instance of the ResourceManager.
+ */
+ static ResourceManager & get_instance();
+
+public:
+ /**
+ * \brief Caches an asset by loading it from the given file path.
+ *
+ * \param file_path The path to the asset file to load.
+ * \param reload If true, the asset will be reloaded from the file, even if
+ * it is already cached.
+ * \tparam T The type of asset to cache (e.g., texture, sound, etc.).
+ *
+ * \return A reference to the resource
+ *
+ * This template function caches the asset at the given file path. If the
+ * asset is already cached, the existing instance will be returned.
+ * Otherwise, the concrete resource will be instantiated and added to the
+ * cache.
+ */
+ template <typename T>
+ T & cache(const Asset & asset);
+
+ //! Clear the resource cache
+ void clear();
+};
+
+} // namespace crepe
+
diff --git a/src/crepe/facade/Sound.cpp b/src/crepe/facade/Sound.cpp
index 4d3abf5..b589759 100644
--- a/src/crepe/facade/Sound.cpp
+++ b/src/crepe/facade/Sound.cpp
@@ -1,3 +1,4 @@
+#include "../api/Asset.h"
#include "../util/Log.h"
#include "Sound.h"
@@ -6,20 +7,14 @@
using namespace crepe;
using namespace std;
-Sound::Sound(unique_ptr<Asset> res) {
+Sound::Sound(const Asset & src) : Resource(src) {
+ this->sample.load(src.get_path().c_str());
dbg_trace();
- this->load(std::move(res));
}
-
-Sound::Sound(const char * src) {
- dbg_trace();
- this->load(make_unique<Asset>(src));
-}
-
-void Sound::load(unique_ptr<Asset> res) { this->sample.load(res->get_path().c_str()); }
+Sound::~Sound() { dbg_trace(); }
void Sound::play() {
- SoundContext & ctx = SoundContext::get_instance();
+ SoundContext & ctx = this->context.get();
if (ctx.engine.getPause(this->handle)) {
// resume if paused
ctx.engine.setPause(this->handle, false);
@@ -31,13 +26,13 @@ void Sound::play() {
}
void Sound::pause() {
- SoundContext & ctx = SoundContext::get_instance();
+ SoundContext & ctx = this->context.get();
if (ctx.engine.getPause(this->handle)) return;
ctx.engine.setPause(this->handle, true);
}
void Sound::rewind() {
- SoundContext & ctx = SoundContext::get_instance();
+ SoundContext & ctx = this->context.get();
if (!ctx.engine.isValidVoiceHandle(this->handle)) return;
ctx.engine.seek(this->handle, 0);
}
@@ -45,7 +40,7 @@ void Sound::rewind() {
void Sound::set_volume(float volume) {
this->volume = volume;
- SoundContext & ctx = SoundContext::get_instance();
+ SoundContext & ctx = this->context.get();
if (!ctx.engine.isValidVoiceHandle(this->handle)) return;
ctx.engine.setVolume(this->handle, this->volume);
}
@@ -53,7 +48,12 @@ void Sound::set_volume(float volume) {
void Sound::set_looping(bool looping) {
this->looping = looping;
- SoundContext & ctx = SoundContext::get_instance();
+ SoundContext & ctx = this->context.get();
if (!ctx.engine.isValidVoiceHandle(this->handle)) return;
ctx.engine.setLooping(this->handle, this->looping);
}
+
+void Sound::set_context(SoundContext & ctx) {
+ this->context = ctx;
+}
+
diff --git a/src/crepe/facade/Sound.h b/src/crepe/facade/Sound.h
index 4c68f32..a84aa8c 100644
--- a/src/crepe/facade/Sound.h
+++ b/src/crepe/facade/Sound.h
@@ -1,21 +1,25 @@
#pragma once
-#include <memory>
#include <soloud/soloud.h>
#include <soloud/soloud_wav.h>
-#include "../api/Asset.h"
+#include "../util/OptionalRef.h"
+#include "../Resource.h"
namespace crepe {
+class SoundContext;
+
/**
* \brief Sound resource facade
*
* This class is a wrapper around a \c SoLoud::Wav instance, which holds a
* single sample. It is part of the sound facade.
*/
-class Sound {
+class Sound : public Resource {
public:
+ Sound(const Asset & src);
+ ~Sound(); // dbg_trace
/**
* \brief Pause this sample
*
@@ -67,15 +71,12 @@ public:
bool get_looping() const { return this->looping; }
public:
- Sound(const char * src);
- Sound(std::unique_ptr<Asset> res);
-
-private:
- void load(std::unique_ptr<Asset> res);
+ void set_context(SoundContext & ctx);
private:
SoLoud::Wav sample;
SoLoud::handle handle;
+ OptionalRef<SoundContext> context;
float volume = 1.0f;
bool looping = false;
diff --git a/src/crepe/facade/SoundContext.cpp b/src/crepe/facade/SoundContext.cpp
index deb2b62..b65dfb2 100644
--- a/src/crepe/facade/SoundContext.cpp
+++ b/src/crepe/facade/SoundContext.cpp
@@ -4,11 +4,6 @@
using namespace crepe;
-SoundContext & SoundContext::get_instance() {
- static SoundContext instance;
- return instance;
-}
-
SoundContext::SoundContext() {
dbg_trace();
engine.init();
diff --git a/src/crepe/facade/SoundContext.h b/src/crepe/facade/SoundContext.h
index d703c16..d22ff7a 100644
--- a/src/crepe/facade/SoundContext.h
+++ b/src/crepe/facade/SoundContext.h
@@ -13,18 +13,18 @@ namespace crepe {
* the methods for playing \c Sound instances. It is part of the sound facade.
*/
class SoundContext {
-private:
- // singleton
+public:
SoundContext();
virtual ~SoundContext();
+
SoundContext(const SoundContext &) = delete;
SoundContext(SoundContext &&) = delete;
SoundContext & operator=(const SoundContext &) = delete;
SoundContext & operator=(SoundContext &&) = delete;
private:
- static SoundContext & get_instance();
SoLoud::Soloud engine;
+ //! Sound directly calls methods on \c engine
friend class Sound;
};
diff --git a/src/crepe/system/AudioSystem.cpp b/src/crepe/system/AudioSystem.cpp
new file mode 100644
index 0000000..c8dae9d
--- /dev/null
+++ b/src/crepe/system/AudioSystem.cpp
@@ -0,0 +1,56 @@
+#include "AudioSystem.h"
+#include "ComponentManager.h"
+
+#include "../api/AudioSource.h"
+
+using namespace crepe;
+using namespace std;
+
+void AudioSystem::update() {
+ ComponentManager & mgr = this->component_manager;
+ vector<reference_wrapper<AudioSource>> components = mgr.get_components_by_type<AudioSource>();
+
+ for (auto component_ref : components) {
+ AudioSource & component = component_ref.get();
+ if (!component.active) continue;
+
+ /**
+ * How this is supposed to work:
+ * - Get an instance of Sound for this resource/component combo (Sound
+ * instance is supposed to be unique per component, even if they use the
+ * same underlying asset).
+ * OR
+ * - Use the same instance of Sound if this is what the cache returns
+ * (= what the game programmer's wishes to do).
+ *
+ * NOT supposed to happen but still the case:
+ * - Below function call causes assets to be cached unintentionally
+ * - Cached assets are deleted at the end of a scene (i think?)
+ * - I'm not sure if the ResourceManager is even supposed to have a public
+ * `.clear()` method since the control over resource lifetime is
+ * explicitly handed over to the game programmer by using ResourceManager
+ * to cache/uncache. I believe the proper methods are supposed to be:
+ *
+ * - get() get a reference to resource (used here)
+ * - clear() clears NON-cached assets
+ * - cache() marks asset as "do not delete at end of scene"
+ * - uncache() undoes the above
+ *
+ * I think somewhere in the above function calls a unique identifier for
+ * the Asset/GameObject should be given to make sure the unique instance
+ * shit works as intended. The resource manager is also used for things
+ * other than sounds.
+ *
+ * Also need to check:
+ * - Is it an issue if there are multiple AudioSource components playing
+ * the same sample (= identical Asset), while they are all triggered
+ * using the same underlying instance of Sound (esp. w/
+ * play/pause/retrigger behavior).
+ */
+ Sound & sound = this->resman.cache<Sound>(component.source);
+ sound.set_context(this->context);
+
+ // TODO: lots of state diffing
+ }
+}
+
diff --git a/src/crepe/system/AudioSystem.h b/src/crepe/system/AudioSystem.h
new file mode 100644
index 0000000..d0b4f9a
--- /dev/null
+++ b/src/crepe/system/AudioSystem.h
@@ -0,0 +1,21 @@
+#pragma once
+
+#include "../facade/SoundContext.h"
+#include "../api/ResourceManager.h"
+
+#include "System.h"
+
+namespace crepe {
+
+class AudioSystem : public System {
+public:
+ using System::System;
+ void update() override;
+
+private:
+ SoundContext context {};
+ ResourceManager & resman = ResourceManager::get_instance();
+};
+
+} // namespace crepe
+
diff --git a/src/crepe/system/CMakeLists.txt b/src/crepe/system/CMakeLists.txt
index d658b25..f507b90 100644
--- a/src/crepe/system/CMakeLists.txt
+++ b/src/crepe/system/CMakeLists.txt
@@ -5,6 +5,7 @@ target_sources(crepe PUBLIC
PhysicsSystem.cpp
CollisionSystem.cpp
RenderSystem.cpp
+ AudioSystem.cpp
AnimatorSystem.cpp
)
@@ -14,5 +15,6 @@ target_sources(crepe PUBLIC FILE_SET HEADERS FILES
PhysicsSystem.h
CollisionSystem.h
RenderSystem.h
+ AudioSystem.h
AnimatorSystem.h
)