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-rw-r--r--src/crepe/api/Animator.cpp13
-rw-r--r--src/crepe/api/Animator.h6
-rw-r--r--src/crepe/api/Camera.cpp10
-rw-r--r--src/crepe/api/Camera.h25
-rw-r--r--src/crepe/api/Config.h10
-rw-r--r--src/crepe/api/Sprite.cpp19
-rw-r--r--src/crepe/api/Sprite.h64
-rw-r--r--src/crepe/api/Texture.cpp11
-rw-r--r--src/crepe/api/Texture.h5
-rw-r--r--src/crepe/facade/SDLContext.cpp116
-rw-r--r--src/crepe/facade/SDLContext.h45
-rw-r--r--src/crepe/system/AnimatorSystem.cpp10
-rw-r--r--src/crepe/system/AnimatorSystem.h3
-rw-r--r--src/crepe/system/RenderSystem.cpp45
-rw-r--r--src/crepe/system/RenderSystem.h21
-rw-r--r--src/crepe/types.h2
-rw-r--r--src/example/rendering_particle.cpp27
-rw-r--r--src/test/ParticleTest.cpp5
-rw-r--r--src/test/RenderSystemTest.cpp55
19 files changed, 289 insertions, 203 deletions
diff --git a/src/crepe/api/Animator.cpp b/src/crepe/api/Animator.cpp
index 464b0fd..45f67f6 100644
--- a/src/crepe/api/Animator.cpp
+++ b/src/crepe/api/Animator.cpp
@@ -14,11 +14,14 @@ Animator::Animator(game_object_id_t id, Sprite & ss, int row, int col, int col_a
col(col) {
dbg_trace();
- animator_rect = spritesheet.sprite_rect;
- animator_rect.h /= col;
- animator_rect.w /= row;
- animator_rect.x = 0;
- animator_rect.y = col_animator * animator_rect.h;
+ this->spritesheet.mask.h /= col;
+ this->spritesheet.mask.w /= row;
+ this->spritesheet.mask.x = 0;
+ this->spritesheet.mask.y = col_animator * this->spritesheet.mask.h;
this->active = false;
+
+ // need to do this for to get the aspect ratio for a single clipping in the spritesheet
+ this->spritesheet.aspect_ratio
+ = static_cast<double>(this->spritesheet.mask.w) / this->spritesheet.mask.h;
}
Animator::~Animator() { dbg_trace(); }
diff --git a/src/crepe/api/Animator.h b/src/crepe/api/Animator.h
index 53f4b91..6c506aa 100644
--- a/src/crepe/api/Animator.h
+++ b/src/crepe/api/Animator.h
@@ -40,10 +40,6 @@ public:
Animator(uint32_t id, Sprite & spritesheet, int row, int col, int col_animate);
~Animator(); // dbg_trace
- Animator(const Animator &) = delete;
- Animator(Animator &&) = delete;
- Animator & operator=(const Animator &) = delete;
- Animator & operator=(Animator &&) = delete;
private:
//! A reference to the Sprite sheet containing the animation frames.
@@ -61,8 +57,6 @@ private:
//! The current row being animated.
int curr_row = 0;
- Rect animator_rect;
-
//TODO: Is this necessary?
//int fps;
diff --git a/src/crepe/api/Camera.cpp b/src/crepe/api/Camera.cpp
index 5835bdd..39d8ab0 100644
--- a/src/crepe/api/Camera.cpp
+++ b/src/crepe/api/Camera.cpp
@@ -1,3 +1,4 @@
+#include "types.h"
#include "util/Log.h"
#include "Camera.h"
@@ -6,9 +7,14 @@
using namespace crepe;
-Camera::Camera(game_object_id_t id, const Color & bg_color)
+Camera::Camera(game_object_id_t id, const Color & bg_color, const ivec2 & screen,
+ const vec2 & viewport_size, const double & zoom, const vec2 & offset)
: Component(id),
- bg_color(bg_color) {
+ bg_color(bg_color),
+ offset(offset),
+ screen(screen),
+ viewport_size(viewport_size),
+ zoom(zoom) {
dbg_trace();
}
diff --git a/src/crepe/api/Camera.h b/src/crepe/api/Camera.h
index e0cda34..2d8fa48 100644
--- a/src/crepe/api/Camera.h
+++ b/src/crepe/api/Camera.h
@@ -2,6 +2,7 @@
#include "Color.h"
#include "Component.h"
+#include "types.h"
namespace crepe {
@@ -20,33 +21,31 @@ public:
* \param id Unique identifier for the camera component.
* \param bg_color Background color for the camera view.
*/
- Camera(game_object_id_t id, const Color & bg_color);
+ Camera(game_object_id_t id, const Color & bg_color, const ivec2 & screen,
+ const vec2 & viewport_size, const double & zoom, const vec2 & offset = {0, 0});
~Camera(); // dbg_trace only
public:
//! Background color of the camera view.
- Color bg_color;
+ const Color bg_color;
- //! Aspect ratio height for the camera.
- double aspect_height = 480;
+ //! offset postion from the game object transform component
+ vec2 offset;
- //! Aspect ratio width for the camera.
- double aspect_width = 640;
+ //! screen the display size in pixels ( output resolution )
+ const ivec2 screen;
- //! X-coordinate of the camera position.
- double x = 0.0;
-
- //! Y-coordinate of the camera position.
- double y = 0.0;
+ //! viewport is the area of the world visible through the camera (in world units)
+ const vec2 viewport_size;
//! Zoom level of the camera view.
- double zoom = 1.0;
+ const double zoom;
public:
/**
* \brief Gets the maximum number of camera instances allowed.
* \return Maximum instance count as an integer.
*/
- virtual int get_instances_max() const { return 10; }
+ virtual int get_instances_max() const { return 1; }
};
} // namespace crepe
diff --git a/src/crepe/api/Config.h b/src/crepe/api/Config.h
index 0c9d116..225e9b9 100644
--- a/src/crepe/api/Config.h
+++ b/src/crepe/api/Config.h
@@ -1,6 +1,8 @@
#pragma once
#include "../util/Log.h"
+#include "types.h"
+#include <string>
namespace crepe {
@@ -62,6 +64,14 @@ public:
double gravity = 1;
} physics;
+ //! default window settings
+ struct {
+ //TODO make this constexpr because this will never change
+ ivec2 default_size = {1080, 720};
+ std::string window_title = "Jetpack joyride clone";
+
+ } window_settings;
+
//! Asset loading options
struct {
/**
diff --git a/src/crepe/api/Sprite.cpp b/src/crepe/api/Sprite.cpp
index bd2d5cf..8647794 100644
--- a/src/crepe/api/Sprite.cpp
+++ b/src/crepe/api/Sprite.cpp
@@ -1,7 +1,7 @@
-#include <memory>
+#include <cmath>
+#include <utility>
#include "../util/Log.h"
-#include "facade/SDLContext.h"
#include "Component.h"
#include "Sprite.h"
@@ -10,16 +10,21 @@
using namespace std;
using namespace crepe;
-Sprite::Sprite(game_object_id_t id, const shared_ptr<Texture> image, const Color & color,
- const FlipSettings & flip)
+Sprite::Sprite(game_object_id_t id, Texture & image, const Color & color,
+ const FlipSettings & flip, int sort_layer, int order_layer, int height)
: Component(id),
color(color),
flip(flip),
- sprite_image(image) {
+ sprite_image(std::move(image)),
+ sorting_in_layer(sort_layer),
+ order_in_layer(order_layer),
+ height(height) {
+
dbg_trace();
- this->sprite_rect.w = sprite_image->get_width();
- this->sprite_rect.h = sprite_image->get_height();
+ this->mask.w = sprite_image.get_width();
+ this->mask.h = sprite_image.get_height();
+ this->aspect_ratio = static_cast<double>(this->mask.w) / this->mask.h;
}
Sprite::~Sprite() { dbg_trace(); }
diff --git a/src/crepe/api/Sprite.h b/src/crepe/api/Sprite.h
index 74a55d4..a0e90a0 100644
--- a/src/crepe/api/Sprite.h
+++ b/src/crepe/api/Sprite.h
@@ -1,6 +1,6 @@
#pragma once
-#include <memory>
+#include <cstdint>
#include "../Component.h"
@@ -9,18 +9,6 @@
namespace crepe {
-struct Rect {
- int w = 0;
- int h = 0;
- int x = 0;
- int y = 0;
-};
-
-struct FlipSettings {
- bool flip_x = false;
- bool flip_y = false;
-};
-
class SDLContext;
class Animator;
class AnimatorSystem;
@@ -34,6 +22,12 @@ class AnimatorSystem;
class Sprite : public Component {
public:
+ struct FlipSettings {
+ bool flip_x = false;
+ bool flip_y = false;
+ };
+
+public:
// TODO: Loek comment in github #27 will be looked another time
// about shared_ptr Texture
/**
@@ -42,9 +36,12 @@ public:
* \param image Shared pointer to the texture for this sprite.
* \param color Color tint applied to the sprite.
* \param flip Flip settings for horizontal and vertical orientation.
+ * \param order_layer decides the sorting in layer of the sprite.
+ * \param sort_layer decides the order in layer of the sprite.
+ * \param height the height of the image in game units
*/
- Sprite(game_object_id_t id, const std::shared_ptr<Texture> image, const Color & color,
- const FlipSettings & flip);
+ Sprite(game_object_id_t id, Texture & image, const Color & color,
+ const FlipSettings & flip, int sort_layer, int order_layer, int height);
/**
* \brief Destroys the Sprite instance.
@@ -52,38 +49,49 @@ public:
~Sprite();
//! Texture used for the sprite
- const std::shared_ptr<Texture> sprite_image;
+ const Texture sprite_image;
+
//! Color tint of the sprite
Color color;
+
//! Flip settings for the sprite
FlipSettings flip;
+
//! Layer sorting level of the sprite
- uint8_t sorting_in_layer = 0;
+ const int sorting_in_layer;
//! Order within the sorting layer
- uint8_t order_in_layer = 0;
+ const int order_in_layer;
+
+ //! height in world units
+ const int height;
-public:
/**
- * \brief Gets the maximum number of instances allowed for this sprite.
- * \return Maximum instance count as an integer.
+ * \aspect_ratio ratio of the img so that scaling will not become weird
*
- * For now is this number randomly picked. I think it will eventually be 1.
+ * cannot be const because if Animator component is addded then ratio becomes scuffed and
+ * does it need to be calculated again in the Animator
*/
- virtual int get_instances_max() const { return 10; }
+ double aspect_ratio;
private:
- //! Reads the sprite_rect of sprite
+ //! Reads the mask of sprite
friend class SDLContext;
- //! Reads the all the variables plus the sprite_rect
+ //! Reads the all the variables plus the mask
friend class Animator;
- //! Reads the all the variables plus the sprite_rect
+ //! Reads the all the variables plus the mask
friend class AnimatorSystem;
+ struct Rect {
+ int w = 0;
+ int h = 0;
+ int x = 0;
+ int y = 0;
+ };
//! Render area of the sprite this will also be adjusted by the AnimatorSystem if an Animator
- // object is present in GameObject
- Rect sprite_rect;
+ // object is present in GameObject. this is in sprite pixels
+ Rect mask;
};
} // namespace crepe
diff --git a/src/crepe/api/Texture.cpp b/src/crepe/api/Texture.cpp
index 264d7b1..e43bdaa 100644
--- a/src/crepe/api/Texture.cpp
+++ b/src/crepe/api/Texture.cpp
@@ -1,5 +1,3 @@
-#include <SDL2/SDL_render.h>
-
#include "../facade/SDLContext.h"
#include "../util/Log.h"
@@ -19,6 +17,15 @@ Texture::~Texture() {
this->texture.reset();
}
+Texture::Texture(Texture && other) noexcept : texture(std::move(other.texture)) {}
+
+Texture & Texture::operator=(Texture && other) noexcept {
+ if (this != &other) {
+ texture = std::move(other.texture);
+ }
+ return *this;
+}
+
void Texture::load(const Asset & res) {
SDLContext & ctx = SDLContext::get_instance();
this->texture = ctx.texture_from_path(res.get_path());
diff --git a/src/crepe/api/Texture.h b/src/crepe/api/Texture.h
index b4f7d07..7206a66 100644
--- a/src/crepe/api/Texture.h
+++ b/src/crepe/api/Texture.h
@@ -36,6 +36,11 @@ public:
~Texture();
// FIXME: this constructor shouldn't be necessary because this class doesn't manage memory
+ Texture(Texture && other) noexcept;
+ Texture & operator=(Texture && other) noexcept;
+ Texture(const Texture &) = delete;
+ Texture & operator=(const Texture &) = delete;
+
/**
* \brief Gets the width of the texture.
* \return Width of the texture in pixels.
diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp
index b3298a7..9f60285 100644
--- a/src/crepe/facade/SDLContext.cpp
+++ b/src/crepe/facade/SDLContext.cpp
@@ -10,16 +10,15 @@
#include <functional>
#include <memory>
#include <stdexcept>
-#include <string>
#include "../api/Camera.h"
+#include "../api/Config.h"
#include "../api/Sprite.h"
#include "../api/Texture.h"
-#include "../api/Transform.h"
-#include "../api/Vector2.h"
#include "../util/Log.h"
#include "SDLContext.h"
+#include "types.h"
using namespace crepe;
using namespace std;
@@ -31,14 +30,15 @@ SDLContext & SDLContext::get_instance() {
SDLContext::SDLContext() {
dbg_trace();
- // FIXME: read window defaults from config manager
if (SDL_Init(SDL_INIT_VIDEO) != 0) {
throw runtime_error(format("SDLContext: SDL_Init error: {}", SDL_GetError()));
}
+
+ auto & cfg = Config::get_instance().window_settings;
SDL_Window * tmp_window
- = SDL_CreateWindow("Crepe Game Engine", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
- this->viewport.w, this->viewport.h, 0);
+ = SDL_CreateWindow(cfg.window_title.c_str(), SDL_WINDOWPOS_CENTERED,
+ SDL_WINDOWPOS_CENTERED, cfg.default_size.x, cfg.default_size.y, 0);
if (!tmp_window) {
throw runtime_error(format("SDLContext: SDL_Window error: {}", SDL_GetError()));
}
@@ -93,68 +93,96 @@ void SDLContext::handle_events(bool & running) {
*/
}
-void SDLContext::clear_screen() { SDL_RenderClear(this->game_renderer.get()); }
+void SDLContext::clear_screen() {
+ SDL_SetRenderDrawColor(this->game_renderer.get(), 0, 0, 0, 255);
+ SDL_RenderClear(this->game_renderer.get());
+}
void SDLContext::present_screen() { SDL_RenderPresent(this->game_renderer.get()); }
SDL_Rect SDLContext::get_src_rect(const Sprite & sprite) const {
return SDL_Rect{
- .x = sprite.sprite_rect.x,
- .y = sprite.sprite_rect.y,
- .w = sprite.sprite_rect.w,
- .h = sprite.sprite_rect.h,
+ .x = sprite.mask.x,
+ .y = sprite.mask.y,
+ .w = sprite.mask.w,
+ .h = sprite.mask.h,
};
}
-SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const vec2 & pos,
- const double & scale, const Camera & cam) const {
+SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const vec2 & pos, const Camera & cam,
+ const vec2 & cam_pos, const double & img_scale) const {
+
+ int width = sprite.height * sprite.aspect_ratio;
+ int height = sprite.height;
- double adjusted_w = sprite.sprite_rect.w * scale * cam.zoom;
- double adjusted_h = sprite.sprite_rect.h * scale * cam.zoom;
- double adjusted_x = (pos.x - cam.x) * cam.zoom - adjusted_w / 2;
- double adjusted_y = (pos.y - cam.y) * cam.zoom - adjusted_h / 2;
+ width *= img_scale * cam.zoom;
+ height *= img_scale * cam.zoom;
return SDL_Rect{
- .x = static_cast<int>(adjusted_x),
- .y = static_cast<int>(adjusted_y),
- .w = static_cast<int>(adjusted_w),
- .h = static_cast<int>(adjusted_h),
+ .x = static_cast<int>((pos.x - cam_pos.x + (cam.viewport_size.x / 2) - width / 2)),
+ .y = static_cast<int>((pos.y - cam_pos.y + (cam.viewport_size.y / 2) - height / 2)),
+ .w = width,
+ .h = height,
};
}
-void SDLContext::draw_particle(const Sprite & sprite, const vec2 & pos, const double & angle,
- const double & scale, const Camera & camera) {
+void SDLContext::draw(const RenderContext & ctx) {
SDL_RendererFlip render_flip
- = (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * sprite.flip.flip_x)
- | (SDL_FLIP_VERTICAL * sprite.flip.flip_y));
+ = (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * ctx.sprite.flip.flip_x)
+ | (SDL_FLIP_VERTICAL * ctx.sprite.flip.flip_y));
- SDL_Rect srcrect = this->get_src_rect(sprite);
- SDL_Rect dstrect = this->get_dst_rect(sprite, pos, scale, camera);
+ SDL_Rect srcrect = this->get_src_rect(ctx.sprite);
+ SDL_Rect dstrect
+ = this->get_dst_rect(ctx.sprite, ctx.pos, ctx.cam, ctx.cam_pos, ctx.scale);
- SDL_RenderCopyEx(this->game_renderer.get(), sprite.sprite_image->texture.get(), &srcrect,
- &dstrect, angle, NULL, render_flip);
+ SDL_RenderCopyEx(this->game_renderer.get(), ctx.sprite.sprite_image.texture.get(),
+ &srcrect, &dstrect, ctx.angle, NULL, render_flip);
}
-void SDLContext::draw(const Sprite & sprite, const Transform & transform, const Camera & cam) {
-
- SDL_RendererFlip render_flip
- = (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * sprite.flip.flip_x)
- | (SDL_FLIP_VERTICAL * sprite.flip.flip_y));
+void SDLContext::set_camera(const Camera & cam) {
- SDL_Rect srcrect = this->get_src_rect(sprite);
- SDL_Rect dstrect = this->get_dst_rect(sprite, transform.position, transform.scale, cam);
+ // resize window
+ int w, h;
+ SDL_GetWindowSize(this->game_window.get(), &w, &h);
+ if (w != cam.screen.x || h != cam.screen.y) {
+ SDL_SetWindowSize(this->game_window.get(), cam.screen.x, cam.screen.y);
+ }
- SDL_RenderCopyEx(this->game_renderer.get(), sprite.sprite_image->texture.get(), &srcrect,
- &dstrect, transform.rotation, NULL, render_flip);
-}
+ double screen_aspect = cam.screen.x / cam.screen.y;
+ double viewport_aspect = cam.viewport_size.x / cam.viewport_size.y;
+
+ SDL_Rect view;
+ // calculate black bars
+ if (screen_aspect > viewport_aspect) {
+ // letterboxing
+ view.h = cam.screen.y / cam.zoom;
+ view.w = cam.screen.y * viewport_aspect;
+ view.x = (cam.screen.x - view.w) / 2;
+ view.y = 0;
+ } else {
+ // pillarboxing
+ view.h = cam.screen.x / viewport_aspect;
+ view.w = cam.screen.x / cam.zoom;
+ view.x = 0;
+ view.y = (cam.screen.y - view.h) / 2;
+ }
+ // set drawing area
+ SDL_RenderSetViewport(this->game_renderer.get(), &view);
-void SDLContext::set_camera(const Camera & cam) {
- this->viewport.w = static_cast<int>(cam.aspect_width);
- this->viewport.h = static_cast<int>(cam.aspect_height);
- this->viewport.x = static_cast<int>(cam.x) - (this->viewport.w / 2);
- this->viewport.y = static_cast<int>(cam.y) - (this->viewport.h / 2);
+ SDL_RenderSetLogicalSize(this->game_renderer.get(), static_cast<int>(cam.viewport_size.x),
+ static_cast<int>(cam.viewport_size.y));
+ // set bg color
SDL_SetRenderDrawColor(this->game_renderer.get(), cam.bg_color.r, cam.bg_color.g,
cam.bg_color.b, cam.bg_color.a);
+
+ SDL_Rect bg = {
+ .x = 0,
+ .y = 0,
+ .w = static_cast<int>(cam.viewport_size.x),
+ .h = static_cast<int>(cam.viewport_size.y),
+ };
+ // fill bg color
+ SDL_RenderFillRect(this->game_renderer.get(), &bg);
}
uint64_t SDLContext::get_ticks() const { return SDL_GetTicks64(); }
diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h
index 20e30b3..6030a6e 100644
--- a/src/crepe/facade/SDLContext.h
+++ b/src/crepe/facade/SDLContext.h
@@ -9,9 +9,8 @@
#include <memory>
#include <string>
+#include "../api/Camera.h"
#include "../api/Sprite.h"
-#include "../api/Transform.h"
-#include "api/Camera.h"
#include "types.h"
@@ -29,6 +28,15 @@ typedef SDL_Keycode CREPE_KEYCODES;
* event handling, and rendering to the screen. It is never used directly by the user
*/
class SDLContext {
+public:
+ struct RenderContext {
+ const Sprite & sprite;
+ const Camera & cam;
+ const vec2 & cam_pos;
+ const vec2 & pos;
+ const double & angle;
+ const double & scale;
+ };
public:
/**
@@ -100,14 +108,14 @@ private:
* \param texture Reference to the Texture object.
* \return Width of the texture as an integer.
*/
- int get_width(const Texture &) const;
+ int get_width(const Texture & texture) const;
/**
* \brief Gets the height of a texture.
* \param texture Reference to the Texture object.
* \return Height of the texture as an integer.
*/
- int get_height(const Texture &) const;
+ int get_height(const Texture & texture) const;
private:
//! Will use draw,clear_screen, present_screen, camera.
@@ -115,14 +123,9 @@ private:
/**
* \brief Draws a sprite to the screen using the specified transform and camera.
- * \param sprite Reference to the Sprite to draw.
- * \param transform Reference to the Transform for positioning.
- * \param camera Reference to the Camera for view adjustments.
+ * \param RenderCtx Reference to rendering data to draw
*/
- void draw(const Sprite & sprite, const Transform & transform, const Camera & camera);
-
- void draw_particle(const Sprite & sprite, const vec2 & pos, const double & angle,
- const double & scale, const Camera & camera);
+ void draw(const RenderContext & ctx);
//! Clears the screen, preparing for a new frame.
void clear_screen();
@@ -144,18 +147,19 @@ private:
* \return sdl rectangle to draw a src image
*/
SDL_Rect get_src_rect(const Sprite & sprite) const;
+
/**
- * \brief calculates the sqaure size of the image for an destination
+ * \brief calculates the sqaure size of the image for destination
*
- * \param sprite Reference to the sprite to calculate the rectangle
- * \param pos the pos in pixel positions
- * \param scale the multiplier to increase of decrease for the specified sprite
- * \param cam Reference to the current camera in the scene to calculate the position based
- * on the camera
+ * \param sprite Reference to the sprite to calculate rectangle
+ * \param pos the pos in world units
+ * \param cam the camera of the current scene
+ * \param cam_pos the current postion of the camera
+ * \param img_scale the image multiplier for increasing img size
* \return sdl rectangle to draw a dst image to draw on the screen
*/
- SDL_Rect get_dst_rect(const Sprite & sprite, const vec2 & pos, const double & scale,
- const Camera & cam) const;
+ SDL_Rect get_dst_rect(const Sprite & sprite, const vec2 & pos, const Camera & cam,
+ const vec2 & cam_pos, const double & img_scale) const;
private:
//! sdl Window
@@ -163,9 +167,6 @@ private:
//! renderer for the crepe engine
std::unique_ptr<SDL_Renderer, std::function<void(SDL_Renderer *)>> game_renderer;
-
- //! viewport for the camera window
- SDL_Rect viewport = {0, 0, 640, 480};
};
} // namespace crepe
diff --git a/src/crepe/system/AnimatorSystem.cpp b/src/crepe/system/AnimatorSystem.cpp
index cdeac57..57ee6e2 100644
--- a/src/crepe/system/AnimatorSystem.cpp
+++ b/src/crepe/system/AnimatorSystem.cpp
@@ -15,10 +15,10 @@ void AnimatorSystem::update() {
uint64_t tick = SDLContext::get_instance().get_ticks();
for (Animator & a : animations) {
- if (a.active) {
- a.curr_row = (tick / 100) % a.row;
- a.animator_rect.x = (a.curr_row * a.animator_rect.w) + a.curr_col;
- a.spritesheet.sprite_rect = a.animator_rect;
- }
+ if (!a.active) continue;
+ // (10 frames per second)
+ a.curr_row = (tick / 100) % a.row;
+ a.spritesheet.mask.x = (a.curr_row * a.spritesheet.mask.w) + a.curr_col;
+ a.spritesheet.mask = a.spritesheet.mask;
}
}
diff --git a/src/crepe/system/AnimatorSystem.h b/src/crepe/system/AnimatorSystem.h
index 56cc7b3..f8179a9 100644
--- a/src/crepe/system/AnimatorSystem.h
+++ b/src/crepe/system/AnimatorSystem.h
@@ -21,12 +21,11 @@ public:
/**
* \brief Updates the Animator components.
*
- * This method is called periodically (likely every frame) to update the state of all
+ * This method is called to update the state of all
* Animator components, moving the animations forward and managing their behavior (e.g.,
* looping).
*/
void update() override;
- // FIXME: never say "likely" in the documentation lmao
};
} // namespace crepe
diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp
index 6c65e10..ea60a95 100644
--- a/src/crepe/system/RenderSystem.cpp
+++ b/src/crepe/system/RenderSystem.cpp
@@ -6,10 +6,10 @@
#include <vector>
#include "../manager/ComponentManager.h"
+#include "../api/Camera.h"
#include "../api/ParticleEmitter.h"
#include "../api/Sprite.h"
#include "../api/Transform.h"
-#include "../api/Vector2.h"
#include "../facade/SDLContext.h"
#include "RenderSystem.h"
@@ -20,7 +20,8 @@ using namespace std;
void RenderSystem::clear_screen() { this->context.clear_screen(); }
void RenderSystem::present_screen() { this->context.present_screen(); }
-void RenderSystem::update_camera() {
+
+const Camera & RenderSystem::update_camera() {
ComponentManager & mgr = this->component_manager;
RefVector<Camera> cameras = mgr.get_components_by_type<Camera>();
@@ -29,9 +30,13 @@ void RenderSystem::update_camera() {
for (Camera & cam : cameras) {
if (!cam.active) continue;
+ const Transform & transform
+ = mgr.get_components_by_id<Transform>(cam.game_object_id).front().get();
this->context.set_camera(cam);
- this->curr_cam_ref = &cam;
+ this->cam_pos = transform.position + cam.offset;
+ return cam;
}
+ throw std::runtime_error("No active cameras in current scene");
}
bool sorting_comparison(const Sprite & a, const Sprite & b) {
@@ -50,12 +55,12 @@ RefVector<Sprite> RenderSystem::sort(RefVector<Sprite> & objs) const {
void RenderSystem::update() {
this->clear_screen();
- this->update_camera();
this->render();
this->present_screen();
}
-bool RenderSystem::render_particle(const Sprite & sprite, const double & scale) {
+bool RenderSystem::render_particle(const Sprite & sprite, const Camera & cam,
+ const double & scale) {
ComponentManager & mgr = this->component_manager;
@@ -71,19 +76,35 @@ bool RenderSystem::render_particle(const Sprite & sprite, const double & scale)
for (const Particle & p : em.data.particles) {
if (!p.active) continue;
- this->context.draw_particle(sprite, p.position, p.angle, scale,
- *this->curr_cam_ref);
+
+ this->context.draw(SDLContext::RenderContext{
+ .sprite = sprite,
+ .cam = cam,
+ .cam_pos = this->cam_pos,
+ .pos = p.position,
+ .angle = p.angle,
+ .scale = scale,
+ });
}
}
return rendering_particles;
}
-void RenderSystem::render_normal(const Sprite & sprite, const Transform & tm) {
- this->context.draw(sprite, tm, *this->curr_cam_ref);
+void RenderSystem::render_normal(const Sprite & sprite, const Camera & cam,
+ const Transform & tm) {
+ this->context.draw(SDLContext::RenderContext{
+ .sprite = sprite,
+ .cam = cam,
+ .cam_pos = this->cam_pos,
+ .pos = tm.position,
+ .angle = tm.rotation,
+ .scale = tm.scale,
+ });
}
void RenderSystem::render() {
-
ComponentManager & mgr = this->component_manager;
+ const Camera & cam = this->update_camera();
+
RefVector<Sprite> sprites = mgr.get_components_by_type<Sprite>();
RefVector<Sprite> sorted_sprites = this->sort(sprites);
@@ -92,10 +113,10 @@ void RenderSystem::render() {
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, cam, transform.scale);
if (rendered_particles) continue;
- this->render_normal(sprite, transform);
+ this->render_normal(sprite, cam, transform);
}
}
diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h
index 30b41cf..e70831e 100644
--- a/src/crepe/system/RenderSystem.h
+++ b/src/crepe/system/RenderSystem.h
@@ -1,17 +1,17 @@
#pragma once
-#include <functional>
-#include <vector>
+#include <cmath>
#include "facade/SDLContext.h"
#include "System.h"
-#include <cmath>
+#include "types.h"
namespace crepe {
class Camera;
class Sprite;
+class Transform;
/**
* \class RenderSystem
@@ -37,7 +37,7 @@ private:
void present_screen();
//! Updates the active camera used for rendering.
- void update_camera();
+ const Camera & update_camera();
//! Renders the whole screen
void render();
@@ -49,7 +49,7 @@ private:
* \param tm the Transform component for scale
* \return true if particles have been rendered
*/
- bool render_particle(const Sprite & sprite, const double & scale);
+ bool render_particle(const Sprite & sprite, const Camera & cam, const double & scale);
/**
* \brief renders a sprite with a Transform component on the screen
@@ -57,7 +57,7 @@ private:
* \param sprite the sprite component that holds all the data
* \param tm the Transform component that holds the position,rotation and scale
*/
- void render_normal(const Sprite & sprite, const Transform & tm);
+ void render_normal(const Sprite & sprite, const Camera & cam, const Transform & tm);
/**
* \brief sort a vector sprite objects with
@@ -71,17 +71,14 @@ private:
* \todo Include color handling for sprites.
* \todo Add text rendering using SDL_ttf for text components.
* \todo Implement a text component and a button component.
- * \todo Ensure each sprite is checked for active status before rendering.
- * \todo Sort all layers by order before rendering.
* \todo Consider adding text input functionality.
*/
private:
- //! Pointer to the current active camera for rendering
- Camera * curr_cam_ref = nullptr;
- // TODO: needs a better solution
-
SDLContext & context = SDLContext::get_instance();
+
+ //! camera postion in the current scene
+ vec2 cam_pos;
};
} // namespace crepe
diff --git a/src/crepe/types.h b/src/crepe/types.h
index 17f1619..69cc526 100644
--- a/src/crepe/types.h
+++ b/src/crepe/types.h
@@ -27,4 +27,4 @@ typedef Vector2<float> vec2;
//! Default Vector2<double> type
typedef Vector2<double> dvec2;
-} // namespace crepe
+}; // namespace crepe
diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp
index b38e860..3a12144 100644
--- a/src/example/rendering_particle.cpp
+++ b/src/example/rendering_particle.cpp
@@ -1,6 +1,7 @@
+#include "api/Animator.h"
#include "api/Camera.h"
+#include "system/AnimatorSystem.h"
#include "system/ParticleSystem.h"
-#include "types.h"
#include <SDL2/SDL_timer.h>
#include <crepe/ComponentManager.h>
@@ -12,28 +13,31 @@
#include <crepe/api/Sprite.h>
#include <crepe/api/Texture.h>
#include <crepe/api/Transform.h>
-#include <crepe/api/Vector2.h>
#include <crepe/system/RenderSystem.h>
+#include <crepe/types.h>
#include <chrono>
-#include <iostream>
-#include <memory>
using namespace crepe;
using namespace std;
int main(int argc, char * argv[]) {
ComponentManager mgr;
- GameObject game_object = mgr.new_object("", "", vec2{0, 0}, 0, 0.1);
+ GameObject game_object = mgr.new_object("", "", vec2{0, 0}, 0, 1);
RenderSystem sys{mgr};
ParticleSystem psys{mgr};
+ AnimatorSystem asys{mgr};
Color color(255, 255, 255, 255);
+ auto img = Texture("asset/texture/test_ap43.png");
Sprite & test_sprite = game_object.add_component<Sprite>(
- make_shared<Texture>("asset/texture/img.png"), color, FlipSettings{false, false});
- test_sprite.order_in_layer = 5;
+ img, color, Sprite::FlipSettings{true, true}, 1, 1, 500);
+ //game_object.add_component<Animator>(test_sprite, 4, 1, 0).active = true;
+ game_object.add_component<Animator>(test_sprite, 1, 1, 0).active = true;
+
+ /*
auto & test = game_object.add_component<ParticleEmitter>(ParticleEmitter::Data{
.position = {0, 0},
.max_particles = 10,
@@ -53,17 +57,24 @@ int main(int argc, char * argv[]) {
},
.sprite = test_sprite,
});
- game_object.add_component<Camera>(Color::WHITE);
+ */
+
+ auto & cam = game_object.add_component<Camera>(Color::WHITE, ivec2{1080, 720},
+ vec2{2000, 2000}, 1.0f);
+ /*
game_object
.add_component<Sprite>(make_shared<Texture>("asset/texture/img.png"), color,
+ .add_component<Sprite>(make_shared<Texture>("asset/texture/img.png"), color,
FlipSettings{false, false})
.order_in_layer
= 6;
+ */
auto start = std::chrono::steady_clock::now();
while (std::chrono::steady_clock::now() - start < std::chrono::seconds(5)) {
psys.update();
+ asys.update();
sys.update();
SDL_Delay(10);
}
diff --git a/src/test/ParticleTest.cpp b/src/test/ParticleTest.cpp
index cf43e35..4e9fa4e 100644
--- a/src/test/ParticleTest.cpp
+++ b/src/test/ParticleTest.cpp
@@ -5,6 +5,7 @@
#include <crepe/api/ParticleEmitter.h>
#include <crepe/api/Rigidbody.h>
#include <crepe/api/Sprite.h>
+#include <crepe/api/Texture.h>
#include <crepe/api/Transform.h>
#include <crepe/system/ParticleSystem.h>
#include <gtest/gtest.h>
@@ -28,9 +29,9 @@ public:
GameObject game_object = mgr.new_object("", "", vec2{0, 0}, 0, 0);
Color color(0, 0, 0, 0);
+ auto s1 = Texture("asset/texture/img.png");
Sprite & test_sprite = game_object.add_component<Sprite>(
- make_shared<Texture>("asset/texture/img.png"), color,
- FlipSettings{true, true});
+ s1, color, Sprite::FlipSettings{true, true}, 1, 1, 100);
game_object.add_component<ParticleEmitter>(ParticleEmitter::Data{
.position = {0, 0},
diff --git a/src/test/RenderSystemTest.cpp b/src/test/RenderSystemTest.cpp
index f479443..3528e46 100644
--- a/src/test/RenderSystemTest.cpp
+++ b/src/test/RenderSystemTest.cpp
@@ -30,40 +30,30 @@ public:
GameObject entity4 = this->mgr.new_object("name");
void SetUp() override {
- auto & sprite1
- = entity1.add_component<Sprite>(make_shared<Texture>("asset/texture/img.png"),
- Color(0, 0, 0, 0), FlipSettings{false, false});
- ASSERT_NE(sprite1.sprite_image.get(), nullptr);
- sprite1.order_in_layer = 5;
- sprite1.sorting_in_layer = 5;
+ auto s1 = Texture("asset/texture/img.png");
+ auto s2 = Texture("asset/texture/img.png");
+ auto s3 = Texture("asset/texture/img.png");
+ auto s4 = Texture("asset/texture/img.png");
+ auto & sprite1 = entity1.add_component<Sprite>(
+ s1, Color(0, 0, 0, 0), Sprite::FlipSettings{false, false}, 5, 5, 100);
+ ASSERT_NE(sprite1.sprite_image.texture.get(), nullptr);
EXPECT_EQ(sprite1.order_in_layer, 5);
EXPECT_EQ(sprite1.sorting_in_layer, 5);
- auto & sprite2
- = entity2.add_component<Sprite>(make_shared<Texture>("asset/texture/img.png"),
- Color(0, 0, 0, 0), FlipSettings{false, false});
- ASSERT_NE(sprite2.sprite_image.get(), nullptr);
- sprite2.sorting_in_layer = 2;
- sprite2.order_in_layer = 1;
-
+ auto & sprite2 = entity2.add_component<Sprite>(
+ s2, Color(0, 0, 0, 0), Sprite::FlipSettings{false, false}, 2, 1, 100);
+ ASSERT_NE(sprite2.sprite_image.texture.get(), nullptr);
EXPECT_EQ(sprite2.sorting_in_layer, 2);
EXPECT_EQ(sprite2.order_in_layer, 1);
- auto & sprite3
- = entity3.add_component<Sprite>(make_shared<Texture>("asset/texture/img.png"),
- Color(0, 0, 0, 0), FlipSettings{false, false});
- ASSERT_NE(sprite3.sprite_image.get(), nullptr);
- sprite3.sorting_in_layer = 1;
- sprite3.order_in_layer = 2;
-
+ auto & sprite3 = entity3.add_component<Sprite>(
+ s3, Color(0, 0, 0, 0), Sprite::FlipSettings{false, false}, 1, 2, 100);
+ ASSERT_NE(sprite3.sprite_image.texture.get(), nullptr);
EXPECT_EQ(sprite3.sorting_in_layer, 1);
EXPECT_EQ(sprite3.order_in_layer, 2);
- auto & sprite4
- = entity4.add_component<Sprite>(make_shared<Texture>("asset/texture/img.png"),
- Color(0, 0, 0, 0), FlipSettings{false, false});
- ASSERT_NE(sprite4.sprite_image.get(), nullptr);
- sprite4.sorting_in_layer = 1;
- sprite4.order_in_layer = 1;
+ auto & sprite4 = entity4.add_component<Sprite>(
+ s4, Color(0, 0, 0, 0), Sprite::FlipSettings{false, false}, 1, 1, 100);
+ ASSERT_NE(sprite4.sprite_image.texture.get(), nullptr);
EXPECT_EQ(sprite4.sorting_in_layer, 1);
EXPECT_EQ(sprite4.order_in_layer, 1);
}
@@ -74,8 +64,9 @@ TEST_F(RenderSystemTest, expected_throws) {
// no texture img
EXPECT_ANY_THROW({
- entity1.add_component<Sprite>(make_shared<Texture>("NO_IMAGE"), Color(0, 0, 0, 0),
- FlipSettings{false, false});
+ auto test = Texture("");
+ entity1.add_component<Sprite>(test, Color(0, 0, 0, 0),
+ Sprite::FlipSettings{false, false}, 1, 1, 100);
});
// No camera
@@ -122,7 +113,7 @@ TEST_F(RenderSystemTest, sorting_sprites) {
}
TEST_F(RenderSystemTest, Update) {
- entity1.add_component<Camera>(Color::WHITE);
+ entity1.add_component<Camera>(Color::WHITE, ivec2{1080, 720}, vec2{2000, 2000}, 1.0f);
{
vector<reference_wrapper<Sprite>> sprites = this->mgr.get_components_by_type<Sprite>();
ASSERT_EQ(sprites.size(), 4);
@@ -150,7 +141,7 @@ TEST_F(RenderSystemTest, Camera) {
EXPECT_NE(cameras.size(), 1);
}
{
- entity1.add_component<Camera>(Color::WHITE);
+ entity1.add_component<Camera>(Color::WHITE, ivec2{1080, 720}, vec2{2000, 2000}, 1.0f);
auto cameras = this->mgr.get_components_by_type<Camera>();
EXPECT_EQ(cameras.size(), 1);
}
@@ -158,9 +149,9 @@ TEST_F(RenderSystemTest, Camera) {
//TODO improve with newer version
}
TEST_F(RenderSystemTest, Color) {
- entity1.add_component<Camera>(Color::WHITE);
+ entity1.add_component<Camera>(Color::WHITE, ivec2{1080, 720}, vec2{2000, 2000}, 1.0f);
auto & sprite = this->mgr.get_components_by_id<Sprite>(entity1.id).front().get();
- ASSERT_NE(sprite.sprite_image.get(), nullptr);
+ ASSERT_NE(sprite.sprite_image.texture.get(), nullptr);
sprite.color = Color::GREEN;
EXPECT_EQ(sprite.color.r, Color::GREEN.r);