diff options
Diffstat (limited to 'src/doc/feature')
-rw-r--r-- | src/doc/feature/bgm.dox | 22 | ||||
-rw-r--r-- | src/doc/feature/config.dox | 61 | ||||
-rw-r--r-- | src/doc/feature/gameobject.dox | 4 | ||||
-rw-r--r-- | src/doc/feature/proxy.dox | 43 | ||||
-rw-r--r-- | src/doc/feature/savemgr.dox | 80 | ||||
-rw-r--r-- | src/doc/feature/script.dox | 42 | ||||
-rw-r--r-- | src/doc/feature/script_ecs.dox | 57 | ||||
-rw-r--r-- | src/doc/feature/sfx.dox | 24 |
8 files changed, 311 insertions, 22 deletions
diff --git a/src/doc/feature/bgm.dox b/src/doc/feature/bgm.dox new file mode 100644 index 0000000..968abb8 --- /dev/null +++ b/src/doc/feature/bgm.dox @@ -0,0 +1,22 @@ +// vim:ft=doxygen +namespace crepe { +/** + +\defgroup feature_bgm Playing background music +\ingroup feature +\brief Add background music to a scene using the AudioSource component + +This page shows how to implement background music using the AudioSource +effects. + +\see AudioSource + +\par Example + +\note This example assumes you already have a GameObject. If not, read +\"\ref feature_gameobject\" first. + +\todo Merge #60 + +*/ +} diff --git a/src/doc/feature/config.dox b/src/doc/feature/config.dox new file mode 100644 index 0000000..85d6803 --- /dev/null +++ b/src/doc/feature/config.dox @@ -0,0 +1,61 @@ +// vim:ft=doxygen +namespace crepe { +/** + +\defgroup feature_config Engine configuration +\ingroup feature +\brief Configure default values and global options + +Default values and options that apply to the engine globally are read from a +singleton struct named Config. + +\see Config + +\par Example + +Configuration options may be set individually or by assigning a [designated +initializer list][desginit]. All of Config's members have default values and can +safely be omitted from initializer lists. + +[desginit]: https://en.cppreference.com/w/cpp/language/aggregate_initialization#Designated_initializers + +```cpp +#include <crepe/api/Config.h> + +int main() { + auto & config = crepe::Config::get_instance(); + + // Designated initializer list + config = { + // specify options here + }; + + // Reset default options + config = {}; + + // Set specific option + config.log.color = false; +} +``` + +\par Options + +\noop Display config properties in monospace font +\htmlonly +<style> +tr td:first-child { font-family: monospace; } +</style> +\endhtmlonly + +|Option|Description| +|-|-| +|\ref Config::asset::root_pattern ".asset.root_pattern"|\copybrief Config::asset::root_pattern| +|\ref Config::log::color ".log.color"|\copybrief Config::log::color| +|\ref Config::log::level ".log.level"|\copybrief Config::log::level| +|\ref Config::physics::gravity ".physics.gravity"|\copybrief Config::physics::gravity| +|\ref Config::savemgr::location ".savemgr.location"|\copybrief Config::savemgr::location| +|\ref Config::window::size ".window.size"|\copybrief Config::window::size| +|\ref Config::window::title ".window.title"|\copybrief Config::window::title| + +*/ +} diff --git a/src/doc/feature/gameobject.dox b/src/doc/feature/gameobject.dox index c561874..ac3927c 100644 --- a/src/doc/feature/gameobject.dox +++ b/src/doc/feature/gameobject.dox @@ -2,9 +2,9 @@ namespace crepe { /** -\defgroup feature_gameobject GameObjects +\defgroup feature_gameobject Entity basics \ingroup feature -\brief GameObject to create a Scene +\brief Building game entities using a GameObject GameObjects are the fundamental building blocks of a Scene. They represent entities in the game world and can have various components attached to them to define their diff --git a/src/doc/feature/proxy.dox b/src/doc/feature/proxy.dox new file mode 100644 index 0000000..66bbd2f --- /dev/null +++ b/src/doc/feature/proxy.dox @@ -0,0 +1,43 @@ +// vim:ft=doxygen +namespace crepe { +/** + +\defgroup feature_proxy Proxy utility +\ingroup feature +\brief Use ValueBroker as if it were a regular variable + +Proxy provides operators that allow you to use a ValueBroker instance as if it +were a regular variable. Proxy implements a constructor that allows it to be +used as a substitute return type for any function that returns ValueBroker. + +\see ValueBroker +\see Proxy + +\par Example + +```cpp +#include <crepe/util/Proxy.h> +#include <crepe/ValueBroker.h> + +int calculation(int value) { + return 3 * value; +} + +void anywhere() { + crepe::ValueBroker<int> foo_handle; + crepe::Proxy foo = foo_handle; + + // implicitly calls .set() + foo += 10; + + // implicitly calls .get() + int out = calculation(foo); + + // explicitly cast (also calls .get()) + int casted = int(foo); +} + +``` + +*/ +} diff --git a/src/doc/feature/savemgr.dox b/src/doc/feature/savemgr.dox new file mode 100644 index 0000000..6aeab03 --- /dev/null +++ b/src/doc/feature/savemgr.dox @@ -0,0 +1,80 @@ +// vim:ft=doxygen +namespace crepe { +/** + +\defgroup feature_savemgr Save data +\ingroup feature +\brief Functions to persistently store and retrieve arbitrary values + +The SaveManager may be used to persistently store game state such as player +progress, statistics, achievements, etc. It works like a key-value store, where +the key is a string and the value is an arbitrary type. + +SaveManager implements the following: + +- Storage and retrieval of primitive types and strings. +- Automatic initialization of the database using default values. +- The underlying database format is journaled, which reduces the likelihood of + players losing save data when an unexpected crash occurs while the SaveManager + is writing to disk. + +\see SaveManager + +\par Example + +The SaveManager instance reference may be retrieved by calling \c +get_save_manager(). This function is available--- + +- Within (derivatives of) Script + +- \todo Within (derivatives of) Scene + +- \todo As a public member function of LoopManager + +```cpp +// Retrieve save manager +crepe::SaveManager & save_manager = get_save_manager(); +``` + +SaveManager may be used *explicitly*, using the \ref SaveManager::set "set()", +\ref SaveManager::get "get()" and \ref SaveManager::has "has()" methods: +```cpp +// Check if the key "foo" exists, and initialize it to 3 if it doesn't +if (!save_manager.has("foo")) + save_manager.set<int>("foo", 3); +// Get value of key "foo" +int foo = save_manager.get<int>("foo"); + +// ~~~ arbitrary game code ~~~ +foo += 10; +// ~~~ arbitrary game code ~~~ + +// Save "foo" back to database +save_manager.set<int>("foo", foo); +``` + +Alternatively, SaveManager::get may be called with a default value as second +parameter. This changes its return type to ValueBroker, which acts as a +read/write handle to the specific key requested, and remembers the key and its +value type for you: +```cpp +// Get a read/write handle to the value stored in key "foo", and initialize it +// to 3 if it doesn't exist yet +ValueBroker foo_handle = save_manager.get<int>("foo", 3); +int foo = foo_handle.get(); + +// ~~~ arbitrary game code ~~~ +foo += 10; +// ~~~ arbitrary game code ~~~ + +// Save back to database +foo_handle.set(foo); +``` + +To further simplify game code, the return value of SaveManager::get may be +implicitly cast to Proxy instead of ValueBroker. This allows the database value +to be used as if it were a regular variable. This usage is detailed separately +in \"\ref feature_proxy\". + +*/ +} diff --git a/src/doc/feature/script.dox b/src/doc/feature/script.dox index d25a63b..e3b5508 100644 --- a/src/doc/feature/script.dox +++ b/src/doc/feature/script.dox @@ -2,19 +2,14 @@ namespace crepe { /** -\defgroup feature_script Scripting +\defgroup feature_script Scripting basics \ingroup feature -\brief User-defined scripts for game objects +\brief Create a concrete Script and attach it to a GameObject Scripts can be used to implement game behavior, and allow arbitrary code to run as part of the game loop. Scripts are implemented as derivative classes of -Script, which are added to game objects using the BehaviorScript \ref Component -"component". - -\todo This section is incomplete: -- Utility functions to get components/events/etc inside script -- How to listen for events -- Extensions of script (keylistener) +Script, which are added to \ref GameObject "game objects" using the \ref +BehaviorScript \ref Component "component". \see Script \see BehaviorScript @@ -22,11 +17,14 @@ Script, which are added to game objects using the BehaviorScript \ref Component \par Example -First, define a class that inherits from Script. This class acts as an -interface, and has two functions (\ref Script::init "\c init()" and \ref -Script::update "\c update()"), which may be implemented (they are empty by -default). From now on, this derivative class will be referred to as a *concrete -script*. +\note This example assumes you already have a GameObject. If not, read +\"\ref feature_gameobject\" first. + +First, define a class (anywhere) that inherits from Script. The Script class +acts as an interface, and has two functions (\ref Script::init "\c init()" and +\ref Script::update "\c update()"), which *may* be implemented (they are empty +by default). From now on, this derivative class will be referred to as a +*concrete script*. ```cpp #include <crepe/api/Script.h> @@ -42,19 +40,23 @@ class MyScript : public crepe::Script { }; ``` -Concrete scripts can be instantiated and attached to \ref GameObject -"game objects" using the BehaviorScript \ref Component "component". +After defining a concrete script, it can be instantiated and attached to \ref +feature_gameobject "game objects" during \ref feature_scene +"scene initialization" using a BehaviorScript component: ```cpp using namespace crepe; -GameObject obj = component_manager.new_object("name"); +GameObject obj; -// create BehaviorScript instance +// Create a BehaviorScript component to hold MyScript BehaviorScript & behavior_script = obj.add_component<BehaviorScript>(); -// attach (and instantiate) MyScript to behavior_script + +// Instantiate (and attach) MyScript to behavior_script behavior_script.set_script<MyScript>(); +``` -// the above can also be done in a single call for convenience: +The above can also be done in a single call for convenience: +```cpp obj.add_component<BehaviorScript>().set_script<MyScript>(); ``` diff --git a/src/doc/feature/script_ecs.dox b/src/doc/feature/script_ecs.dox new file mode 100644 index 0000000..bbe1abc --- /dev/null +++ b/src/doc/feature/script_ecs.dox @@ -0,0 +1,57 @@ +// vim:ft=doxygen +namespace crepe { +/** + +\defgroup feature_script_ecs Using ECS inside Script +\ingroup feature +\brief Query the component manager inside a concrete Script + +Script provides several methods to request references to components during +runtime. These methods may be used in cases where it is either not practical or +impossible to manually pass the references required to implement a certain +behavior. + +\see Script +\see ComponentManager + +\par Example + +\note This example assumes you already have a concrete Script. If not, read +\"\ref feature_script\" first. + +The component manager can be queried for components inside Script using the +following methods: + +- For requesting components on the same GameObject as this Script instance: + - Script::get_component(): \copybrief Script::get_component + - Script::get_components(): \copybrief Script::get_components +- For requesting components in the current Scene: + - Script::get_components_by_id(): \copybrief Script::get_components_by_id + - Script::get_components_by_name(): \copybrief Script::get_components_by_name + - Script::get_components_by_tag(): \copybrief Script::get_components_by_tag + +```cpp +#include <crepe/util/Log.h> +#include <crepe/api/Script.h> +#include <crepe/api/Metadata.h> + +using namespace crepe; + +class MyScript : public Script { + void show_self() { + Metadata & own_metadata = get_component<Metadata>(); + Log::logf("My name is {}", own_metadata.name); + } + + void list_enemies() { + RefVector<Metadata> enemies = get_components_by_tag<Metadata>("enemy"); + Log::logf("There are {} enemies:", enemies.size()); + for (const Metadata & enemy : enemies) { + Log::logf("- {}", enemy.name); + } + } +}; +``` + +*/ +} diff --git a/src/doc/feature/sfx.dox b/src/doc/feature/sfx.dox new file mode 100644 index 0000000..2a5c9cc --- /dev/null +++ b/src/doc/feature/sfx.dox @@ -0,0 +1,24 @@ +// vim:ft=doxygen +namespace crepe { +/** + +\defgroup feature_sfx Playing sound effects +\ingroup feature +\brief Fire a sound effect using the AudioSource component + +This page shows how to implement one-shot sound effects using the AudioSource +component's 'fire and forget'-style API. + +\see AudioSource + +\par Example + +\note This example assumes you already have a GameObject to attach the +AudioSource component to, and uses a Script to control the AudioSource instance. +Separate pages describing these features in more detail can be found at \"\ref +feature_gameobject\" and \"\ref feature_script\" respectively. + +\todo Merge #60 + +*/ +} |