diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/crepe/api/LoopManager.h | 18 | ||||
-rw-r--r-- | src/crepe/api/LoopManager.hpp | 5 | ||||
-rw-r--r-- | src/crepe/api/Scene.cpp | 4 | ||||
-rw-r--r-- | src/crepe/api/Scene.h | 21 | ||||
-rw-r--r-- | src/crepe/api/SceneManager.cpp | 2 | ||||
-rw-r--r-- | src/crepe/api/SceneManager.h | 14 | ||||
-rw-r--r-- | src/crepe/api/SceneManager.hpp | 6 | ||||
-rw-r--r-- | src/doc/feature/gameobject.dox | 18 | ||||
-rw-r--r-- | src/doc/feature/scene.dox | 67 |
9 files changed, 143 insertions, 12 deletions
diff --git a/src/crepe/api/LoopManager.h b/src/crepe/api/LoopManager.h index f6904be..13e6dac 100644 --- a/src/crepe/api/LoopManager.h +++ b/src/crepe/api/LoopManager.h @@ -4,14 +4,28 @@ #include "../ComponentManager.h" #include "../system/System.h" +#include "api/SceneManager.h" namespace crepe { +/** + * \brief Main game loop manager + * + * This class is responsible for managing the game loop, including initialization and updating. + */ class LoopManager { public: void start(); LoopManager(); + /** + * \brief Add a new concrete scene to the scene manager + * + * \tparam T Type of concrete scene + */ + template <typename T> + void add_scene(); + private: /** * \brief Setup function for one-time initialization. @@ -53,12 +67,14 @@ private: * This function updates physics and game logic based on LoopTimer's fixed_delta_time. */ void fixed_update(); + /** * \brief Set game running variable * * \param running running (false = game shutdown, true = game running) */ void set_running(bool running); + /** * \brief Function for executing render-related systems. * @@ -71,6 +87,8 @@ private: private: //! Component manager instance ComponentManager component_manager{}; + //! Scene manager instance + SceneManager scene_manager{component_manager}; private: /** diff --git a/src/crepe/api/LoopManager.hpp b/src/crepe/api/LoopManager.hpp index 0b14fdb..9cf470b 100644 --- a/src/crepe/api/LoopManager.hpp +++ b/src/crepe/api/LoopManager.hpp @@ -11,6 +11,11 @@ namespace crepe { template <class T> +void LoopManager::add_scene() { + this->scene_manager.add_scene<T>(); +} + +template <class T> T & LoopManager::get_system() { using namespace std; static_assert(is_base_of<System, T>::value, diff --git a/src/crepe/api/Scene.cpp b/src/crepe/api/Scene.cpp index 88aa82d..849945e 100644 --- a/src/crepe/api/Scene.cpp +++ b/src/crepe/api/Scene.cpp @@ -2,6 +2,4 @@ using namespace crepe; -Scene::Scene(ComponentManager & mgr, const std::string & name) - : component_manager(mgr), - name(name) {} +Scene::Scene(ComponentManager & mgr) : component_manager(mgr) {} diff --git a/src/crepe/api/Scene.h b/src/crepe/api/Scene.h index 0e516b6..869bf6f 100644 --- a/src/crepe/api/Scene.h +++ b/src/crepe/api/Scene.h @@ -7,19 +7,36 @@ namespace crepe { class SceneManager; class ComponentManager; +/** + * \brief Represents a Scene + * + * This class represents a Scene. The Scene class is only used as an interface for the game + * programmer. + */ class Scene { protected: - Scene(ComponentManager & mgr, const std::string & name); + //TODO: Use Loek's custom reference class to set ComponentManger via SceneManager instead of via constructor + /** + * \param mgr Reference to the ComponentManager + */ + Scene(ComponentManager & mgr); + //! SceneManager instances Scene friend class SceneManager; public: virtual ~Scene() = default; public: + //! Load the scene virtual void load_scene() = 0; - const std::string name; + /** + * \brief Get the scene's name + * \return The scene's name + */ + virtual std::string get_name() const = 0; protected: + //! Reference to the ComponentManager ComponentManager & component_manager; }; diff --git a/src/crepe/api/SceneManager.cpp b/src/crepe/api/SceneManager.cpp index 7fb5cb0..1f783ad 100644 --- a/src/crepe/api/SceneManager.cpp +++ b/src/crepe/api/SceneManager.cpp @@ -18,7 +18,7 @@ void SceneManager::load_next_scene() { auto it = find_if(this->scenes.begin(), this->scenes.end(), [&next_scene = this->next_scene](unique_ptr<Scene> & scene) { - return scene->name == next_scene; + return scene.get()->get_name() == next_scene; }); // next scene not found diff --git a/src/crepe/api/SceneManager.h b/src/crepe/api/SceneManager.h index e854794..45ba668 100644 --- a/src/crepe/api/SceneManager.h +++ b/src/crepe/api/SceneManager.h @@ -1,7 +1,6 @@ #pragma once #include <memory> -#include <queue> #include <vector> #include "Scene.h" @@ -10,8 +9,15 @@ namespace crepe { class ComponentManager; +/** + * \brief Manages scenes + * + * This class manages scenes. It can add new scenes and load them. It also manages the current scene + * and the next scene. + */ class SceneManager { public: + //! \param mgr Reference to the ComponentManager SceneManager(ComponentManager & mgr); public: @@ -19,10 +25,9 @@ public: * \brief Add a new concrete scene to the scene manager * * \tparam T Type of concrete scene - * \param name Name of new scene */ template <typename T> - void add_scene(const std::string & name); + void add_scene(); /** * \brief Set the next scene * @@ -35,8 +40,11 @@ public: void load_next_scene(); private: + //! Vector of concrete scenes (added by add_scene()) std::vector<std::unique_ptr<Scene>> scenes; + //! Next scene to load std::string next_scene; + //! Reference to the ComponentManager ComponentManager & component_manager; }; diff --git a/src/crepe/api/SceneManager.hpp b/src/crepe/api/SceneManager.hpp index 714f690..94e5946 100644 --- a/src/crepe/api/SceneManager.hpp +++ b/src/crepe/api/SceneManager.hpp @@ -5,16 +5,16 @@ namespace crepe { template <typename T> -void SceneManager::add_scene(const std::string & name) { +void SceneManager::add_scene() { using namespace std; static_assert(is_base_of<Scene, T>::value, "T must be derived from Scene"); - Scene * scene = new T(this->component_manager, name); + Scene * scene = new T(this->component_manager); this->scenes.emplace_back(unique_ptr<Scene>(scene)); // The first scene added, is the one that will be loaded at the beginning if (next_scene.empty()) { - next_scene = name; + next_scene = scene->get_name(); } } diff --git a/src/doc/feature/gameobject.dox b/src/doc/feature/gameobject.dox new file mode 100644 index 0000000..c561874 --- /dev/null +++ b/src/doc/feature/gameobject.dox @@ -0,0 +1,18 @@ +// vim:ft=doxygen +namespace crepe { +/** + +\defgroup feature_gameobject GameObjects +\ingroup feature +\brief GameObject to create a Scene + +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 +behavior and properties. GameObjects can be created and modified within the +Scene, allowing for a flexible and dynamic game environment. + +\see Component +\see Scene + +*/ +} diff --git a/src/doc/feature/scene.dox b/src/doc/feature/scene.dox new file mode 100644 index 0000000..5f34446 --- /dev/null +++ b/src/doc/feature/scene.dox @@ -0,0 +1,67 @@ +// vim:ft=doxygen +namespace crepe { +/** + +\defgroup feature_scene Scenes +\ingroup feature +\brief User-defined scenes + +Scenes can be used to implement game environments, and allow arbitrary game objects to be organized +as part of the game structure. Scenes are implemented as derivative classes of Scene, which are +added to the game using the SceneManager. Scenes describe the start of a Scene and cannot modify +GameObjects during runtime of a Scene (use \ref feature_script "Scripting" for this purpose). + +\see SceneManager +\see GameObject +\see Script +\see Scene + +\par Example + +This example demonstrates how to define and add scenes to the loop/scene manager in the `crepe` framework. +Each concrete scene should be derived from Scene. In the example below, the concrete scene is named MyScene. +A concrete scene should, at least, implement (override) two methods, namely load_scene() and get_name(). The +scene is build (using GameObjects) in the load_scene() method. GameObjects should be made using the +component_manager::new_object(). In the example below, two GameObjects (named object1 and object2) are added +to MyScene. object1 and object2 do not have any non-default Components attached to them, however, if needed, +this should also be done in load_scene(). Each concrete scene must have a unique name. This unique name is +used to load a new concrete scene (via a Script). The unique name is set using the get_name() method. In the +example below, MyScene's unique name is my_scene. +After setting up one or more concrete scene(s), the concrete scene(s) should be added to the loop/scene manager. +This is done in your main(). Firstly, the LoopManager should be instantiated. Than, all the concrete scene(s) +should be added to the loop/scene manger via loop_mgr::add_scene<>(). The templated argument should define the +concrete scene to be added. + +```cpp +#include <crepe/api/LoopManager.h> +#include <crepe/api/GameObject.h> +#include <crepe/api/Scene.h> +#include <crepe/api/Vector2.h> + +using namespace crepe; + +class MyScene : public Scene { +public: + using Scene::Scene; + + void load_scene() { + auto & mgr = this->component_manager; + GameObject object1 = mgr.new_object("object1", "tag_my_scene", Vector2{0, 0}, 0, 1); + GameObject object2 = mgr.new_object("object2", "tag_my_scene", Vector2{1, 0}, 0, 1); + } + + string get_name() const { return "my_scene"; } +}; + +int main() { + LoopManager loop_mgr; + + // Add the scenes to the loop manager + loop_mgr.add_scene<MyScene>(); + + loop_mgr.start(); +} +``` + +*/ +} |