From 9aca3626e31a7549f8c436672d4f479bd64c0057 Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Mon, 25 Nov 2024 19:39:11 +0100 Subject: fixed a rezing and camera origin is now middlepoint --- src/crepe/api/Config.h | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src/crepe/api/Config.h') diff --git a/src/crepe/api/Config.h b/src/crepe/api/Config.h index 13eabd1..b6c2ccf 100644 --- a/src/crepe/api/Config.h +++ b/src/crepe/api/Config.h @@ -33,7 +33,7 @@ public: * * Only messages with equal or higher priority than this value will be logged. */ - Log::Level level = Log::Level::INFO; + Log::Level level = Log::Level::DEBUG; /** * \brief Colored log output * -- cgit v1.2.3 From 60a9879f268977d57b460eec830a3f8b5b24e1a2 Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Tue, 26 Nov 2024 10:26:42 +0100 Subject: added window default config settings --- src/crepe/api/Camera.h | 11 +++++------ src/crepe/api/Config.h | 9 +++++++++ src/crepe/facade/SDLContext.cpp | 12 +++++------- src/crepe/facade/SDLContext.h | 4 ++-- src/example/rendering_particle.cpp | 1 + 5 files changed, 22 insertions(+), 15 deletions(-) (limited to 'src/crepe/api/Config.h') diff --git a/src/crepe/api/Camera.h b/src/crepe/api/Camera.h index eea1b28..ec94c44 100644 --- a/src/crepe/api/Camera.h +++ b/src/crepe/api/Camera.h @@ -3,6 +3,7 @@ #include "Color.h" #include "Component.h" +#include "api/Config.h" #include "types.h" namespace crepe { @@ -30,19 +31,17 @@ public: Color bg_color; //! pos The position of the camera in world units - vec2 pos = {0, 0}; + vec2 pos = Config::get_instance().win_set.pos; //! screen the display size in pixels ( output resolution ) - //vec2 screen = {720, 480}; - vec2 screen = {1080, 720}; + vec2 screen = Config::get_instance().win_set.def_size; //! viewport is the area of the world visible through the camera (in world units) - //vec2 viewport = {720, 480}; - vec2 viewport = {2000, 1000}; + vec2 viewport = Config::get_instance().win_set.def_size; //! scale scaling factor from world units to pixel coordinates //! Zoom level of the camera view. - double zoom = 1.0f; + double zoom = Config::get_instance().win_set.zoom; public: /** diff --git a/src/crepe/api/Config.h b/src/crepe/api/Config.h index 671fd02..e1aef7d 100644 --- a/src/crepe/api/Config.h +++ b/src/crepe/api/Config.h @@ -1,6 +1,7 @@ #pragma once #include "../util/Log.h" +#include "types.h" namespace crepe { @@ -62,6 +63,14 @@ public: double gravity = 1; } physics; + //! default window settings + struct { + //TODO make this constexpr because this will never change + vec2 def_size = {1080,720}; + vec2 pos = {0,0}; + float zoom = 1.0f; + } win_set; + //! Asset loading options struct { /** diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index fc59d84..8b29f8a 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -30,14 +30,13 @@ 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())); } SDL_Window * tmp_window = SDL_CreateWindow("Crepe Game Engine", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, - this->viewport.w, this->viewport.h, 0); + this->window.x, this->window.y, 0); if (!tmp_window) { throw runtime_error(format("SDLContext: SDL_Window error: {}", SDL_GetError())); } @@ -123,8 +122,8 @@ SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const vec2 & pos, pixel_width *= img_scale; pixel_height *= img_scale; - int pixel_x = static_cast((pos.x - cam_pos.x + this->viewport.w / 2 - pixel_width / 2)); - int pixel_y = static_cast((pos.y - cam_pos.y + this->viewport.h / 2 - pixel_height / 2)); + int pixel_x = static_cast((pos.x - cam_pos.x + this->window.x / 2 - pixel_width / 2)); + int pixel_y = static_cast((pos.y - cam_pos.y + this->window.y / 2 - pixel_height / 2)); return SDL_Rect{ .x = pixel_x, @@ -167,10 +166,9 @@ void SDLContext::draw(const Sprite & sprite, const Transform & transform, void SDLContext::set_camera(const Camera & cam, vec2 & scale) { // resize window - if (this->viewport.w != (int) cam.screen.x || this->viewport.h != (int) cam.screen.y) { + if ((int)this->window.x != (int) cam.screen.x || (int)this->window.y != (int) cam.screen.y) { SDL_SetWindowSize(this->game_window.get(), (int) cam.screen.x, (int) cam.screen.y); - this->viewport.h = (int)cam.screen.y; - this->viewport.w = (int)cam.screen.x; + this->window = cam.screen; } double screen_aspect = cam.screen.x / cam.screen.y; diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index c9f3299..f72eecb 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -13,6 +13,7 @@ #include "../api/Transform.h" #include "api/Camera.h" +#include "api/Config.h" #include "types.h" namespace crepe { @@ -179,8 +180,7 @@ private: std::unique_ptr> game_renderer; //! viewport for the camera window - //todo change this so that it becomes a vec2 for only width and height - SDL_Rect viewport = {0, 0, 1200, 1200}; + vec2 window = Config::get_instance().win_set.def_size; }; } // namespace crepe diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index 80726bc..54a90b5 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -64,6 +64,7 @@ int main(int argc, char * argv[]) { auto & cam = game_object.add_component(Color::WHITE); cam.pos = {500, 200}; + cam.viewport = {2000,1000}; /* game_object -- cgit v1.2.3 From b4c07db977ab18302a0d953ef22a32a171e688f8 Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Tue, 26 Nov 2024 10:27:14 +0100 Subject: make format --- src/crepe/api/Config.h | 6 +++--- src/crepe/facade/SDLContext.cpp | 24 +++++++++++++----------- src/crepe/facade/SDLContext.h | 3 +-- src/example/rendering_particle.cpp | 4 ++-- 4 files changed, 19 insertions(+), 18 deletions(-) (limited to 'src/crepe/api/Config.h') diff --git a/src/crepe/api/Config.h b/src/crepe/api/Config.h index e1aef7d..6de93f0 100644 --- a/src/crepe/api/Config.h +++ b/src/crepe/api/Config.h @@ -65,9 +65,9 @@ public: //! default window settings struct { - //TODO make this constexpr because this will never change - vec2 def_size = {1080,720}; - vec2 pos = {0,0}; + //TODO make this constexpr because this will never change + vec2 def_size = {1080, 720}; + vec2 pos = {0, 0}; float zoom = 1.0f; } win_set; diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index 8b29f8a..ac6b089 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -17,8 +17,8 @@ #include "../api/Transform.h" #include "../util/Log.h" -#include "types.h" #include "SDLContext.h" +#include "types.h" using namespace crepe; using namespace std; @@ -123,7 +123,8 @@ SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const vec2 & pos, pixel_height *= img_scale; int pixel_x = static_cast((pos.x - cam_pos.x + this->window.x / 2 - pixel_width / 2)); - int pixel_y = static_cast((pos.y - cam_pos.y + this->window.y / 2 - pixel_height / 2)); + int pixel_y + = static_cast((pos.y - cam_pos.y + this->window.y / 2 - pixel_height / 2)); return SDL_Rect{ .x = pixel_x, @@ -133,9 +134,9 @@ SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const vec2 & pos, }; } -void SDLContext::draw_particle(const Sprite & sprite, const vec2 & pos, - const double & angle, const vec2 & cam_pos, - const double & img_scale, const vec2 & cam_scale) { +void SDLContext::draw_particle(const Sprite & sprite, const vec2 & pos, const double & angle, + const vec2 & cam_pos, const double & img_scale, + const vec2 & cam_scale) { SDL_RendererFlip render_flip = (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * sprite.flip.flip_x) @@ -148,8 +149,8 @@ void SDLContext::draw_particle(const Sprite & sprite, const vec2 & pos, &dstrect, angle, NULL, render_flip); } -void SDLContext::draw(const Sprite & sprite, const Transform & transform, - const vec2 & cam_pos, const vec2 & cam_scale) { +void SDLContext::draw(const Sprite & sprite, const Transform & transform, const vec2 & cam_pos, + const vec2 & cam_scale) { SDL_RendererFlip render_flip = (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * sprite.flip.flip_x) @@ -166,19 +167,20 @@ void SDLContext::draw(const Sprite & sprite, const Transform & transform, void SDLContext::set_camera(const Camera & cam, vec2 & scale) { // resize window - if ((int)this->window.x != (int) cam.screen.x || (int)this->window.y != (int) cam.screen.y) { + if ((int) this->window.x != (int) cam.screen.x + || (int) this->window.y != (int) cam.screen.y) { SDL_SetWindowSize(this->game_window.get(), (int) cam.screen.x, (int) cam.screen.y); this->window = cam.screen; } double screen_aspect = cam.screen.x / cam.screen.y; double viewport_aspect = cam.viewport.x / cam.viewport.y; - + // decide scaling factor for world to screen scale = cam.screen / cam.viewport * cam.zoom; SDL_Rect view; - + // calculate black bars if (screen_aspect > viewport_aspect) { // lettorboxing @@ -192,7 +194,7 @@ void SDLContext::set_camera(const Camera & cam, vec2 & scale) { view.x = 0; view.y = static_cast(cam.screen.y - view.h) / 2; } - // set drawing area + // set drawing area SDL_RenderSetViewport(this->game_renderer.get(), &view); SDL_RenderSetLogicalSize(this->game_renderer.get(), cam.viewport.x, cam.viewport.y); diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index f72eecb..542a8bf 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -135,8 +135,7 @@ private: * \param cam_scale camera scalar for world to screen */ void draw_particle(const Sprite & sprite, const vec2 & pos, const double & angle, - const vec2 & cam_pos, const double & img_scale, - const vec2 & cam_scale); + const vec2 & cam_pos, const double & img_scale, const vec2 & cam_scale); //! Clears the screen, preparing for a new frame. void clear_screen(); diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index 54a90b5..c70e1af 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -13,8 +13,8 @@ #include #include #include -#include #include +#include #include #include @@ -64,7 +64,7 @@ int main(int argc, char * argv[]) { auto & cam = game_object.add_component(Color::WHITE); cam.pos = {500, 200}; - cam.viewport = {2000,1000}; + cam.viewport = {2000, 1000}; /* game_object -- cgit v1.2.3 From 368aeba5bcfafe445b3af5748f3798aa75003bf2 Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Wed, 27 Nov 2024 10:35:06 +0100 Subject: implemented feedback on PR40 and made camera sizes ivec2 --- src/crepe/api/Camera.h | 11 ++++----- src/crepe/api/Config.h | 2 +- src/crepe/api/Sprite.cpp | 3 ++- src/crepe/facade/SDLContext.cpp | 49 +++++++++++++++++++------------------- src/crepe/facade/SDLContext.h | 27 ++++++++------------- src/crepe/system/RenderSystem.cpp | 8 +++---- src/crepe/system/RenderSystem.h | 4 +--- src/example/rendering_particle.cpp | 8 +++---- 8 files changed, 51 insertions(+), 61 deletions(-) (limited to 'src/crepe/api/Config.h') diff --git a/src/crepe/api/Camera.h b/src/crepe/api/Camera.h index ec94c44..151e5d9 100644 --- a/src/crepe/api/Camera.h +++ b/src/crepe/api/Camera.h @@ -2,8 +2,6 @@ #include "Color.h" #include "Component.h" - -#include "api/Config.h" #include "types.h" namespace crepe { @@ -31,17 +29,18 @@ public: Color bg_color; //! pos The position of the camera in world units - vec2 pos = Config::get_instance().win_set.pos; + vec2 pos = {0,0}; //! screen the display size in pixels ( output resolution ) - vec2 screen = Config::get_instance().win_set.def_size; + ivec2 screen = {1080,720}; //! viewport is the area of the world visible through the camera (in world units) - vec2 viewport = Config::get_instance().win_set.def_size; + //vec2 viewport = {1000, 2000}; + ivec2 viewport = {500, 1000}; //! scale scaling factor from world units to pixel coordinates //! Zoom level of the camera view. - double zoom = Config::get_instance().win_set.zoom; + double zoom = 1.0f; public: /** diff --git a/src/crepe/api/Config.h b/src/crepe/api/Config.h index 6de93f0..2723461 100644 --- a/src/crepe/api/Config.h +++ b/src/crepe/api/Config.h @@ -66,7 +66,7 @@ public: //! default window settings struct { //TODO make this constexpr because this will never change - vec2 def_size = {1080, 720}; + ivec2 def_size = {1080, 720}; vec2 pos = {0, 0}; float zoom = 1.0f; } win_set; diff --git a/src/crepe/api/Sprite.cpp b/src/crepe/api/Sprite.cpp index c219dd0..27f219c 100644 --- a/src/crepe/api/Sprite.cpp +++ b/src/crepe/api/Sprite.cpp @@ -1,3 +1,4 @@ +#include #include #include "../util/Log.h" @@ -16,7 +17,7 @@ Sprite::Sprite(game_object_id_t id, const shared_ptr image, const Color color(color), flip(flip), sprite_image(image), - aspect_ratio(sprite_image->get_width() / sprite_image->get_height()) { + aspect_ratio(static_cast(sprite_image->get_width()) / sprite_image->get_height()) { dbg_trace(); this->sprite_rect.w = sprite_image->get_width(); diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index 55b0082..fca3de4 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -8,6 +8,7 @@ #include #include #include +#include #include #include @@ -18,6 +19,7 @@ #include "../util/Log.h" #include "SDLContext.h" +#include "api/Config.h" #include "types.h" using namespace crepe; @@ -34,9 +36,11 @@ SDLContext::SDLContext() { if (SDL_Init(SDL_INIT_VIDEO) != 0) { throw runtime_error(format("SDLContext: SDL_Init error: {}", SDL_GetError())); } + + auto & cfg = Config::get_instance().win_set; SDL_Window * tmp_window = SDL_CreateWindow("Crepe Game Engine", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, - this->window.x, this->window.y, 0); + cfg.def_size.x,cfg.def_size.y, 0); if (!tmp_window) { throw runtime_error(format("SDLContext: SDL_Window error: {}", SDL_GetError())); } @@ -106,20 +110,22 @@ SDL_Rect SDLContext::get_src_rect(const Sprite & sprite) const { }; } SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const vec2 & pos, const Camera & cam, - const double & img_scale, const vec2 & cam_scale) const { + const double & img_scale) const { int width, height; - if (sprite.sprite_rect.w > sprite.sprite_rect.h) { - width = static_cast(sprite.width * cam_scale.x); - height = static_cast(width / sprite.aspect_ratio); + if (sprite.width > sprite.height) { + width = sprite.width; + height = static_cast(sprite.width / sprite.aspect_ratio); } else { - height = static_cast(sprite.height * cam_scale.y); - width = static_cast(height * sprite.aspect_ratio); + height = sprite.height; + width = static_cast(sprite.height * sprite.aspect_ratio); } - width *= img_scale; - height *= img_scale; + cout << width << " " << height << " " << " " << sprite.aspect_ratio << endl; + + width *= img_scale * cam.zoom; + height *= img_scale * cam.zoom; return SDL_Rect{ .x = static_cast((pos.x - cam.pos.x + (cam.viewport.x / 2) - width / 2)), @@ -130,22 +136,20 @@ SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const vec2 & pos, const } void SDLContext::draw_particle(const Sprite & sprite, const vec2 & pos, const double & angle, - const double & img_scale, const Camera & cam, - const vec2 & cam_scale) { + const double & img_scale, const Camera & cam) { SDL_RendererFlip render_flip = (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * sprite.flip.flip_x) | (SDL_FLIP_VERTICAL * sprite.flip.flip_y)); SDL_Rect srcrect = this->get_src_rect(sprite); - SDL_Rect dstrect = this->get_dst_rect(sprite, pos, cam , img_scale, cam_scale); + SDL_Rect dstrect = this->get_dst_rect(sprite, pos, cam , img_scale); SDL_RenderCopyEx(this->game_renderer.get(), sprite.sprite_image->texture.get(), &srcrect, &dstrect, angle, NULL, render_flip); } -void SDLContext::draw(const Sprite & sprite, const Transform & transform, const Camera & cam, - const vec2 & cam_scale) { +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) @@ -153,32 +157,29 @@ void SDLContext::draw(const Sprite & sprite, const Transform & transform, const SDL_Rect srcrect = this->get_src_rect(sprite); SDL_Rect dstrect - = this->get_dst_rect(sprite, transform.position, cam, transform.scale, cam_scale); + = this->get_dst_rect(sprite, transform.position, cam, transform.scale); SDL_RenderCopyEx(this->game_renderer.get(), sprite.sprite_image->texture.get(), &srcrect, &dstrect, transform.rotation, NULL, render_flip); } -void SDLContext::set_camera(const Camera & cam, vec2 & scale) { +void SDLContext::set_camera(const Camera & cam) { // resize window - if ((int) this->window.x != (int) cam.screen.x - || (int) this->window.y != (int) cam.screen.y) { - SDL_SetWindowSize(this->game_window.get(), (int) cam.screen.x, (int) cam.screen.y); - this->window = cam.screen; + 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); } double screen_aspect = cam.screen.x / cam.screen.y; double viewport_aspect = cam.viewport.x / cam.viewport.y; - // decide scaling factor for world to screen - scale = cam.screen / cam.viewport * cam.zoom; - SDL_Rect view; - // calculate black bars if (screen_aspect > viewport_aspect) { // lettorboxing + view.h = static_cast(cam.screen.y / cam.zoom); view.w = static_cast(cam.screen.y * viewport_aspect); view.x = static_cast(cam.screen.x - view.w) / 2; view.y = 0; diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index 1a9316e..2e40b6f 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -11,9 +11,8 @@ #include "../api/Sprite.h" #include "../api/Transform.h" -#include "api/Camera.h" +#include "../api/Camera.h" -#include "api/Config.h" #include "types.h" namespace crepe { @@ -101,14 +100,14 @@ 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. @@ -118,11 +117,9 @@ 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 cam_pos position of the current camera in the scene - * \param cam_scale multiplier for the world to screen + * \param cam camera of the current scene */ - void draw(const Sprite & sprite, const Transform & transform, const Camera & cam, - const vec2 & cam_scale); + void draw(const Sprite & sprite, const Transform & transform, const Camera & cam); /** * \brief Draws a particle to the screen using the specified parameters @@ -130,12 +127,11 @@ private: * \param sprite Referenceto the sprite to draw * \param pos particle position in world units * \param angle particle angle in degrees - * \param cam_pos camera position in world units * \param img_scale scalar multiplier to increase image size - * \param cam_scale camera scalar for world to screen + * \param cam camera of the current scene */ void draw_particle(const Sprite & sprite, const vec2 & pos, const double & angle, - const double & img_scale, const Camera & cam, const vec2 & cam_scale); + const double & img_scale, const Camera & cam); //! Clears the screen, preparing for a new frame. void clear_screen(); @@ -147,7 +143,7 @@ private: * \brief sets the background of the camera (will be adjusted in future PR) * \param camera Reference to the Camera object. */ - void set_camera(const Camera & camera, vec2 & scale); + void set_camera(const Camera & camera); private: /** @@ -163,13 +159,12 @@ private: * * \param sprite Reference to the sprite to calculate rectangle * \param pos the pos in world units - * \param cam_pos the camera position in world units + * \param cam the camera of the current scene * \param img_scale the image multiplier for increasing img size - * \param scale the multiplier for world to screen * \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 Camera & cam, - const double & img_scale, const vec2 & cam_scale) const; + const double & img_scale) const; private: //! sdl Window @@ -178,8 +173,6 @@ private: //! renderer for the crepe engine std::unique_ptr> game_renderer; - //! viewport for the camera window - vec2 window = Config::get_instance().win_set.def_size; }; } // namespace crepe diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp index 564fc79..beed9ce 100644 --- a/src/crepe/system/RenderSystem.cpp +++ b/src/crepe/system/RenderSystem.cpp @@ -2,7 +2,6 @@ #include #include #include -#include #include #include @@ -10,7 +9,6 @@ #include "../api/ParticleEmitter.h" #include "../api/Sprite.h" #include "../api/Transform.h" -#include "../api/Vector2.h" #include "../facade/SDLContext.h" #include "RenderSystem.h" @@ -30,7 +28,7 @@ void RenderSystem::update_camera() { for (Camera & cam : cameras) { if (!cam.active) continue; - this->context.set_camera(cam, this->scale); + this->context.set_camera(cam); this->curr_cam_ref = &cam; } } @@ -73,13 +71,13 @@ 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->scale); + *this->curr_cam_ref); } } return rendering_particles; } void RenderSystem::render_normal(const Sprite & sprite, const Transform & tm) { - this->context.draw(sprite, tm, *this->curr_cam_ref, this->scale); + this->context.draw(sprite, tm, *this->curr_cam_ref); } void RenderSystem::render() { diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h index 97222f3..08930b0 100644 --- a/src/crepe/system/RenderSystem.h +++ b/src/crepe/system/RenderSystem.h @@ -77,10 +77,8 @@ private: private: //! Pointer to the current active camera for rendering - Camera * curr_cam_ref = nullptr; // TODO: needs a better solution - - vec2 scale; + Camera * curr_cam_ref = nullptr; SDLContext & context = SDLContext::get_instance(); }; diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index eec2769..680c0ac 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -32,13 +32,13 @@ int main(int argc, char * argv[]) { Color color(255, 255, 255, 255); Sprite & test_sprite = game_object.add_component( - make_shared("asset/spritesheet/spritesheet_test.png"), color, + make_shared("asset/texture/test_ap43.png"), color, FlipSettings{true, true}); test_sprite.order_in_layer = 5; - test_sprite.width = 1000; - test_sprite.height = 500; + test_sprite.width = 259; + test_sprite.height = 195; - game_object.add_component(test_sprite, 4, 1, 0).active = true; + //game_object.add_component(test_sprite, 4, 1, 0).active = true; /* auto & test = game_object.add_component(ParticleEmitter::Data{ -- cgit v1.2.3 From ddb5bde6e5dd4d89faf419630086ece66690d6b5 Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Wed, 27 Nov 2024 19:57:16 +0100 Subject: implemented feedback. biggest changes are teh camera_ref removed --- src/crepe/api/Animator.h | 5 ----- src/crepe/api/Camera.cpp | 8 ++++++-- src/crepe/api/Camera.h | 12 ++++++------ src/crepe/api/Config.h | 4 +--- src/crepe/api/Sprite.cpp | 8 ++++++-- src/crepe/api/Sprite.h | 18 +++++++++++------- src/crepe/api/Vector2.h | 1 + src/crepe/facade/SDLContext.cpp | 3 +-- src/crepe/system/RenderSystem.cpp | 28 ++++++++++++++++------------ src/crepe/system/RenderSystem.h | 13 ++++--------- src/example/rendering_particle.cpp | 8 +++----- 11 files changed, 55 insertions(+), 53 deletions(-) (limited to 'src/crepe/api/Config.h') diff --git a/src/crepe/api/Animator.h b/src/crepe/api/Animator.h index 53f4b91..7a5ef03 100644 --- a/src/crepe/api/Animator.h +++ b/src/crepe/api/Animator.h @@ -40,11 +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. Sprite & spritesheet; diff --git a/src/crepe/api/Camera.cpp b/src/crepe/api/Camera.cpp index 5835bdd..4397ac7 100644 --- a/src/crepe/api/Camera.cpp +++ b/src/crepe/api/Camera.cpp @@ -6,9 +6,13 @@ 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 ivec2 & viewport, const double & zoom) : Component(id), - bg_color(bg_color) { + bg_color(bg_color), + screen(screen), + viewport(viewport), + zoom(zoom) { dbg_trace(); } diff --git a/src/crepe/api/Camera.h b/src/crepe/api/Camera.h index 1505107..2ba37fc 100644 --- a/src/crepe/api/Camera.h +++ b/src/crepe/api/Camera.h @@ -21,12 +21,12 @@ 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 ivec2 & viewport, const double & zoom); ~Camera(); // dbg_trace only public: //! Background color of the camera view. - Color bg_color; + const Color bg_color; //! offset postion from the game object transform component vec2 offset = {0, 0}; @@ -36,19 +36,19 @@ public: vec2 pos = {0, 0}; //! screen the display size in pixels ( output resolution ) - ivec2 screen = {1080, 720}; + const ivec2 screen = {1080, 720}; //! viewport is the area of the world visible through the camera (in world units) - ivec2 viewport = {500, 1000}; + const ivec2 viewport = {500, 1000}; //! Zoom level of the camera view. - double zoom = 1.0f; + const double zoom = 1.0f; 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 2723461..9b43cdf 100644 --- a/src/crepe/api/Config.h +++ b/src/crepe/api/Config.h @@ -66,9 +66,7 @@ public: //! default window settings struct { //TODO make this constexpr because this will never change - ivec2 def_size = {1080, 720}; - vec2 pos = {0, 0}; - float zoom = 1.0f; + const ivec2 def_size = {1080, 720}; } win_set; //! Asset loading options diff --git a/src/crepe/api/Sprite.cpp b/src/crepe/api/Sprite.cpp index 2c2ca65..21c8377 100644 --- a/src/crepe/api/Sprite.cpp +++ b/src/crepe/api/Sprite.cpp @@ -10,16 +10,20 @@ using namespace std; using namespace crepe; Sprite::Sprite(game_object_id_t id, const Texture & image, const Color & color, - const FlipSettings & flip) + const FlipSettings & flip, uint8_t sort_layer, uint8_t order_layer, int height) : Component(id), color(color), flip(flip), sprite_image(image), - aspect_ratio(static_cast(sprite_image.get_width()) / sprite_image.get_height()) { + 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->aspect_ratio = static_cast(this->sprite_rect.w) / this->sprite_rect.h; } Sprite::~Sprite() { dbg_trace(); } diff --git a/src/crepe/api/Sprite.h b/src/crepe/api/Sprite.h index 82dc4a7..1c40501 100644 --- a/src/crepe/api/Sprite.h +++ b/src/crepe/api/Sprite.h @@ -1,12 +1,10 @@ #pragma once -#include -#include - #include "../Component.h" #include "Color.h" #include "Texture.h" +#include namespace crepe { @@ -43,9 +41,12 @@ 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 Texture & image, const Color & color, - const FlipSettings & flip); + const FlipSettings & flip, uint8_t sort_layer, uint8_t order_layer, int height); /** * \brief Destroys the Sprite instance. @@ -54,17 +55,20 @@ public: //! Texture used for the sprite 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 uint8_t sorting_in_layer; //! Order within the sorting layer - uint8_t order_in_layer = 0; + const uint8_t order_in_layer; //! height in world units - int height = 0; + const int height; /** * \aspect_ratio ratio of the img so that scaling will not become weird diff --git a/src/crepe/api/Vector2.h b/src/crepe/api/Vector2.h index 0688fac..2b31d90 100644 --- a/src/crepe/api/Vector2.h +++ b/src/crepe/api/Vector2.h @@ -37,6 +37,7 @@ struct Vector2 { //! Divides a scalar value to both components of this vector and updates this vector. Vector2 operator/(const T & other) const; + //! Divides a scalar value to both components of this vector and updates this vector. Vector2 operator/(T other) const; //! Adds another vector to this vector and updates this vector. diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index 4887d35..6c6af55 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -8,7 +8,6 @@ #include #include #include -#include #include #include @@ -16,10 +15,10 @@ #include "../api/Sprite.h" #include "../api/Texture.h" #include "../api/Transform.h" +#include "../api/Config.h" #include "../util/Log.h" #include "SDLContext.h" -#include "api/Config.h" #include "types.h" using namespace crepe; diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp index 9a8c1ba..a1443cd 100644 --- a/src/crepe/system/RenderSystem.cpp +++ b/src/crepe/system/RenderSystem.cpp @@ -10,6 +10,7 @@ #include "../api/Sprite.h" #include "../api/Transform.h" #include "../facade/SDLContext.h" +#include "api/Camera.h" #include "RenderSystem.h" @@ -19,7 +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 cameras = mgr.get_components_by_type(); @@ -31,9 +33,10 @@ void RenderSystem::update_camera() { const Transform & transform = mgr.get_components_by_id(cam.game_object_id).front().get(); this->context.set_camera(cam); - this->curr_cam_ref = &cam; - this->curr_cam_ref->pos = transform.position + this->curr_cam_ref->offset; + 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) { @@ -52,12 +55,12 @@ RefVector RenderSystem::sort(RefVector & 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; @@ -73,19 +76,20 @@ 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_particle(sprite, p.position, p.angle, scale, cam); } } 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(sprite, tm, cam); } void RenderSystem::render() { - ComponentManager & mgr = this->component_manager; + const Camera & cam = this->update_camera(); + RefVector sprites = mgr.get_components_by_type(); RefVector sorted_sprites = this->sort(sprites); @@ -94,10 +98,10 @@ void RenderSystem::render() { const Transform & transform = mgr.get_components_by_id(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 08930b0..264dc4c 100644 --- a/src/crepe/system/RenderSystem.h +++ b/src/crepe/system/RenderSystem.h @@ -36,7 +36,7 @@ private: void present_screen(); //! Updates the active camera used for rendering. - void update_camera(); + const Camera & update_camera(); //! Renders the whole screen void render(); @@ -48,7 +48,7 @@ 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 @@ -56,7 +56,7 @@ 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 @@ -70,17 +70,12 @@ 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 - // TODO: needs a better solution - Camera * curr_cam_ref = nullptr; - SDLContext & context = SDLContext::get_instance(); + }; } // namespace crepe diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index ec71260..6e426cf 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -33,9 +33,7 @@ int main(int argc, char * argv[]) { auto img = Texture("asset/texture/test_ap43.png"); Sprite & test_sprite - = game_object.add_component(img, color, FlipSettings{true, true}); - test_sprite.order_in_layer = 5; - test_sprite.height = 195; + = game_object.add_component(img, color, FlipSettings{true, true}, 1, 1, 500); //game_object.add_component(test_sprite, 4, 1, 0).active = true; game_object.add_component(test_sprite, 1, 1, 0).active = true; @@ -62,8 +60,8 @@ int main(int argc, char * argv[]) { }); */ - auto & cam = game_object.add_component(Color::WHITE); - cam.pos = {0, 0}; + auto & cam = game_object.add_component(Color::WHITE, ivec2{1080, 720}, + ivec2{2000, 2000}, 1.0f); /* game_object -- cgit v1.2.3 From 80836bce1294898f3d115ed363edd6d921aa15d5 Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Thu, 28 Nov 2024 08:21:24 +0100 Subject: adjusted texture and sprite to hold a texture, instead of reference --- src/crepe/api/Config.h | 2 +- src/crepe/api/Sprite.cpp | 5 +++-- src/crepe/api/Sprite.h | 4 ++-- src/crepe/api/Texture.cpp | 11 +++++++++++ src/crepe/api/Texture.h | 5 +++++ 5 files changed, 22 insertions(+), 5 deletions(-) (limited to 'src/crepe/api/Config.h') diff --git a/src/crepe/api/Config.h b/src/crepe/api/Config.h index 9b43cdf..2525120 100644 --- a/src/crepe/api/Config.h +++ b/src/crepe/api/Config.h @@ -33,7 +33,7 @@ public: * * Only messages with equal or higher priority than this value will be logged. */ - Log::Level level = Log::Level::DEBUG; + Log::Level level = Log::Level::INFO; /** * \brief Colored log output * diff --git a/src/crepe/api/Sprite.cpp b/src/crepe/api/Sprite.cpp index 21c8377..65c6cc3 100644 --- a/src/crepe/api/Sprite.cpp +++ b/src/crepe/api/Sprite.cpp @@ -1,4 +1,5 @@ #include +#include #include "../util/Log.h" @@ -9,12 +10,12 @@ using namespace std; using namespace crepe; -Sprite::Sprite(game_object_id_t id, const Texture & image, const Color & color, +Sprite::Sprite(game_object_id_t id, Texture & image, const Color & color, const FlipSettings & flip, uint8_t sort_layer, uint8_t 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) { diff --git a/src/crepe/api/Sprite.h b/src/crepe/api/Sprite.h index c406b91..9d75ab6 100644 --- a/src/crepe/api/Sprite.h +++ b/src/crepe/api/Sprite.h @@ -45,7 +45,7 @@ public: * \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 Texture & image, const Color & color, + Sprite(game_object_id_t id, Texture & image, const Color & color, const FlipSettings & flip, uint8_t sort_layer, uint8_t order_layer, int height); /** @@ -54,7 +54,7 @@ public: ~Sprite(); //! Texture used for the sprite - const Texture & sprite_image; + const Texture sprite_image; //! Color tint of the sprite Color color; diff --git a/src/crepe/api/Texture.cpp b/src/crepe/api/Texture.cpp index eeb86e9..576bdc3 100644 --- a/src/crepe/api/Texture.cpp +++ b/src/crepe/api/Texture.cpp @@ -17,6 +17,17 @@ 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..dc4a6d7 100644 --- a/src/crepe/api/Texture.h +++ b/src/crepe/api/Texture.h @@ -35,6 +35,11 @@ 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. -- cgit v1.2.3 From 5fa57ab2d8f809b8cb6bd72f54567a01f3e63b95 Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Thu, 28 Nov 2024 08:51:20 +0100 Subject: making test work again --- src/crepe/api/Config.h | 2 +- src/crepe/api/Vector2.h | 13 ++++------ src/test/ParticleTest.cpp | 7 +++--- src/test/RenderSystemTest.cpp | 58 +++++++++++++++++++------------------------ 4 files changed, 35 insertions(+), 45 deletions(-) (limited to 'src/crepe/api/Config.h') diff --git a/src/crepe/api/Config.h b/src/crepe/api/Config.h index 2525120..d73e488 100644 --- a/src/crepe/api/Config.h +++ b/src/crepe/api/Config.h @@ -66,7 +66,7 @@ public: //! default window settings struct { //TODO make this constexpr because this will never change - const ivec2 def_size = {1080, 720}; + ivec2 def_size = {1080, 720}; } win_set; //! Asset loading options diff --git a/src/crepe/api/Vector2.h b/src/crepe/api/Vector2.h index 2b31d90..c278c87 100644 --- a/src/crepe/api/Vector2.h +++ b/src/crepe/api/Vector2.h @@ -31,14 +31,8 @@ struct Vector2 { //! Divides this vector by another vector element-wise and returns the result. Vector2 operator/(const Vector2 & other) const; - //! Multiplies this vector by another vector element-wise and updates this vector. - Vector2 & operator*=(const Vector2 & other); - - //! Divides a scalar value to both components of this vector and updates this vector. - Vector2 operator/(const T & other) const; - - //! Divides a scalar value to both components of this vector and updates this vector. - Vector2 operator/(T other) const; + //! Divides this vector by a scalar and returns the result. + Vector2 operator/(T scalar) const; //! Adds another vector to this vector and updates this vector. Vector2 & operator+=(const Vector2 & other); @@ -52,6 +46,9 @@ struct Vector2 { //! Subtracts a scalar value from both components of this vector and updates this vector. Vector2 & operator-=(T other); + //! Multiplies this vector by another vector element-wise and updates this vector. + Vector2 & operator*=(const Vector2 & other); + //! Multiplies this vector by a scalar and updates this vector. Vector2 & operator*=(T other); diff --git a/src/test/ParticleTest.cpp b/src/test/ParticleTest.cpp index 8b81e74..ea3652a 100644 --- a/src/test/ParticleTest.cpp +++ b/src/test/ParticleTest.cpp @@ -1,4 +1,4 @@ -#include "api/Vector2.h" +#include "api/Texture.h" #include #include #include @@ -28,9 +28,10 @@ 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( - make_shared("asset/texture/img.png"), color, - FlipSettings{true, true}); + s1, color, + FlipSettings{true, true}, 1,1,100); game_object.add_component(ParticleEmitter::Data{ .position = {0, 0}, diff --git a/src/test/RenderSystemTest.cpp b/src/test/RenderSystemTest.cpp index f37fb56..2c4f21c 100644 --- a/src/test/RenderSystemTest.cpp +++ b/src/test/RenderSystemTest.cpp @@ -1,4 +1,4 @@ -#include "api/Camera.h" +#include "types.h" #include #include #include @@ -12,6 +12,7 @@ #include #include #include +#include "crepe/api/Camera.h" #include @@ -29,40 +30,30 @@ public: GameObject entity4 = this->mgr.new_object("name"); void SetUp() override { - auto & sprite1 - = entity1.add_component(make_shared("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(s1, Color(0, 0, 0, 0), + 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(make_shared("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(s2, Color(0, 0, 0, 0), + 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(make_shared("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(s3, Color(0, 0, 0, 0), + 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(make_shared("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(s4, Color(0, 0, 0, 0), + 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); } @@ -73,8 +64,9 @@ TEST_F(RenderSystemTest, expected_throws) { // no texture img EXPECT_ANY_THROW({ - entity1.add_component(make_shared("NO_IMAGE"), Color(0, 0, 0, 0), - FlipSettings{false, false}); + auto test = Texture(""); + entity1.add_component(test, Color(0, 0, 0, 0), + FlipSettings{false, false},1,1,100); }); // No camera @@ -121,7 +113,7 @@ TEST_F(RenderSystemTest, sorting_sprites) { } TEST_F(RenderSystemTest, Update) { - entity1.add_component(Color::WHITE); + entity1.add_component(Color::WHITE, ivec2{1080, 720}, ivec2{2000, 2000}, 1.0f); { vector> sprites = this->mgr.get_components_by_type(); ASSERT_EQ(sprites.size(), 4); @@ -149,7 +141,7 @@ TEST_F(RenderSystemTest, Camera) { EXPECT_NE(cameras.size(), 1); } { - entity1.add_component(Color::WHITE); + entity1.add_component(Color::WHITE, ivec2{1080, 720}, ivec2{2000, 2000}, 1.0f); auto cameras = this->mgr.get_components_by_type(); EXPECT_EQ(cameras.size(), 1); } @@ -157,9 +149,9 @@ TEST_F(RenderSystemTest, Camera) { //TODO improve with newer version } TEST_F(RenderSystemTest, Color) { - entity1.add_component(Color::WHITE); + entity1.add_component(Color::WHITE, ivec2{1080, 720}, ivec2{2000, 2000}, 1.0f); auto & sprite = this->mgr.get_components_by_id(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); -- cgit v1.2.3 From 9d9c4fc4565f0ef0fc81c8baeef804389f07afc2 Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Thu, 28 Nov 2024 12:53:15 +0100 Subject: implemented loek feedback --- src/crepe/api/Animator.cpp | 12 ++++++------ src/crepe/api/Camera.cpp | 4 ++-- src/crepe/api/Camera.h | 4 ++-- src/crepe/api/Color.cpp | 2 +- src/crepe/api/Config.h | 7 +++++-- src/crepe/api/Sprite.cpp | 8 ++++---- src/crepe/api/Sprite.h | 14 +++++++------- src/crepe/facade/SDLContext.cpp | 32 ++++++++++++++++---------------- src/crepe/facade/SDLContext.h | 19 ++++++++++--------- src/crepe/system/AnimatorSystem.cpp | 4 ++-- src/crepe/system/RenderSystem.cpp | 11 ++++------- src/example/rendering_particle.cpp | 2 +- src/test/RenderSystemTest.cpp | 6 +++--- 13 files changed, 63 insertions(+), 62 deletions(-) (limited to 'src/crepe/api/Config.h') diff --git a/src/crepe/api/Animator.cpp b/src/crepe/api/Animator.cpp index 2b21c6c..0fdab0e 100644 --- a/src/crepe/api/Animator.cpp +++ b/src/crepe/api/Animator.cpp @@ -14,14 +14,14 @@ Animator::Animator(game_object_id_t id, Sprite & ss, int row, int col, int col_a col(col) { dbg_trace(); - this->spritesheet.sprite_rect.h /= col; - this->spritesheet.sprite_rect.w /= row; - this->spritesheet.sprite_rect.x = 0; - this->spritesheet.sprite_rect.y = col_animator * this->spritesheet.sprite_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(this->spritesheet.sprite_rect.w) - / this->spritesheet.sprite_rect.h; + this->spritesheet.aspect_ratio = static_cast(this->spritesheet.mask.w) + / this->spritesheet.mask.h; } Animator::~Animator() { dbg_trace(); } diff --git a/src/crepe/api/Camera.cpp b/src/crepe/api/Camera.cpp index 0831f45..39d8ab0 100644 --- a/src/crepe/api/Camera.cpp +++ b/src/crepe/api/Camera.cpp @@ -8,12 +8,12 @@ using namespace crepe; Camera::Camera(game_object_id_t id, const Color & bg_color, const ivec2 & screen, - const ivec2 & viewport, const double & zoom, const vec2 & offset) + const vec2 & viewport_size, const double & zoom, const vec2 & offset) : Component(id), bg_color(bg_color), offset(offset), screen(screen), - viewport(viewport), + viewport_size(viewport_size), zoom(zoom) { dbg_trace(); } diff --git a/src/crepe/api/Camera.h b/src/crepe/api/Camera.h index 3682222..2d8fa48 100644 --- a/src/crepe/api/Camera.h +++ b/src/crepe/api/Camera.h @@ -22,7 +22,7 @@ public: * \param bg_color Background color for the camera view. */ Camera(game_object_id_t id, const Color & bg_color, const ivec2 & screen, - const ivec2 & viewport, const double & zoom, const vec2 & offset = {0, 0}); + const vec2 & viewport_size, const double & zoom, const vec2 & offset = {0, 0}); ~Camera(); // dbg_trace only public: @@ -36,7 +36,7 @@ public: const ivec2 screen; //! viewport is the area of the world visible through the camera (in world units) - const ivec2 viewport; + const vec2 viewport_size; //! Zoom level of the camera view. const double zoom; diff --git a/src/crepe/api/Color.cpp b/src/crepe/api/Color.cpp index dc7c15f..29bd77a 100644 --- a/src/crepe/api/Color.cpp +++ b/src/crepe/api/Color.cpp @@ -2,7 +2,7 @@ using namespace crepe; -const Color Color::WHITE{0xff, 0xff, 0xff, 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}; diff --git a/src/crepe/api/Config.h b/src/crepe/api/Config.h index d73e488..225e9b9 100644 --- a/src/crepe/api/Config.h +++ b/src/crepe/api/Config.h @@ -2,6 +2,7 @@ #include "../util/Log.h" #include "types.h" +#include namespace crepe { @@ -66,8 +67,10 @@ public: //! default window settings struct { //TODO make this constexpr because this will never change - ivec2 def_size = {1080, 720}; - } win_set; + 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 65c6cc3..8647794 100644 --- a/src/crepe/api/Sprite.cpp +++ b/src/crepe/api/Sprite.cpp @@ -11,7 +11,7 @@ using namespace std; using namespace crepe; Sprite::Sprite(game_object_id_t id, Texture & image, const Color & color, - const FlipSettings & flip, uint8_t sort_layer, uint8_t order_layer, int height) + const FlipSettings & flip, int sort_layer, int order_layer, int height) : Component(id), color(color), flip(flip), @@ -22,9 +22,9 @@ Sprite::Sprite(game_object_id_t id, Texture & image, const Color & color, dbg_trace(); - this->sprite_rect.w = sprite_image.get_width(); - this->sprite_rect.h = sprite_image.get_height(); - this->aspect_ratio = static_cast(this->sprite_rect.w) / this->sprite_rect.h; + this->mask.w = sprite_image.get_width(); + this->mask.h = sprite_image.get_height(); + this->aspect_ratio = static_cast(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 e40ce24..a0e90a0 100644 --- a/src/crepe/api/Sprite.h +++ b/src/crepe/api/Sprite.h @@ -41,7 +41,7 @@ public: * \param height the height of the image in game units */ Sprite(game_object_id_t id, Texture & image, const Color & color, - const FlipSettings & flip, uint8_t sort_layer, uint8_t order_layer, int height); + const FlipSettings & flip, int sort_layer, int order_layer, int height); /** * \brief Destroys the Sprite instance. @@ -58,9 +58,9 @@ public: FlipSettings flip; //! Layer sorting level of the sprite - const uint8_t sorting_in_layer; + const int sorting_in_layer; //! Order within the sorting layer - const uint8_t order_in_layer; + const int order_in_layer; //! height in world units const int height; @@ -74,13 +74,13 @@ public: 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 { @@ -91,7 +91,7 @@ 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 sprite_rect; + Rect mask; }; } // namespace crepe diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index 7317a77..9f60285 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -15,7 +15,6 @@ #include "../api/Config.h" #include "../api/Sprite.h" #include "../api/Texture.h" -#include "../api/Transform.h" #include "../util/Log.h" #include "SDLContext.h" @@ -36,10 +35,10 @@ SDLContext::SDLContext() { throw runtime_error(format("SDLContext: SDL_Init error: {}", SDL_GetError())); } - auto & cfg = Config::get_instance().win_set; + auto & cfg = Config::get_instance().window_settings; SDL_Window * tmp_window - = SDL_CreateWindow("Crepe Game Engine", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, - cfg.def_size.x, cfg.def_size.y, 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())); } @@ -102,10 +101,10 @@ 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 Camera & cam, @@ -118,14 +117,14 @@ SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const vec2 & pos, const height *= img_scale * cam.zoom; return SDL_Rect{ - .x = static_cast((pos.x - cam_pos.x + (cam.viewport.x / 2) - width / 2)), - .y = static_cast((pos.y - cam_pos.y + (cam.viewport.y / 2) - height / 2)), + .x = static_cast((pos.x - cam_pos.x + (cam.viewport_size.x / 2) - width / 2)), + .y = static_cast((pos.y - cam_pos.y + (cam.viewport_size.y / 2) - height / 2)), .w = width, .h = height, }; } -void SDLContext::draw(const RenderCtx & ctx) { +void SDLContext::draw(const RenderContext & ctx) { SDL_RendererFlip render_flip = (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * ctx.sprite.flip.flip_x) @@ -149,12 +148,12 @@ void SDLContext::set_camera(const Camera & cam) { } double screen_aspect = cam.screen.x / cam.screen.y; - double viewport_aspect = cam.viewport.x / cam.viewport.y; + double viewport_aspect = cam.viewport_size.x / cam.viewport_size.y; SDL_Rect view; // calculate black bars if (screen_aspect > viewport_aspect) { - // lettorboxing + // letterboxing view.h = cam.screen.y / cam.zoom; view.w = cam.screen.y * viewport_aspect; view.x = (cam.screen.x - view.w) / 2; @@ -169,7 +168,8 @@ void SDLContext::set_camera(const Camera & cam) { // set drawing area SDL_RenderSetViewport(this->game_renderer.get(), &view); - SDL_RenderSetLogicalSize(this->game_renderer.get(), cam.viewport.x, cam.viewport.y); + SDL_RenderSetLogicalSize(this->game_renderer.get(), static_cast(cam.viewport_size.x), + static_cast(cam.viewport_size.y)); // set bg color SDL_SetRenderDrawColor(this->game_renderer.get(), cam.bg_color.r, cam.bg_color.g, @@ -178,8 +178,8 @@ void SDLContext::set_camera(const Camera & cam) { SDL_Rect bg = { .x = 0, .y = 0, - .w = cam.viewport.x, - .h = cam.viewport.y, + .w = static_cast(cam.viewport_size.x), + .h = static_cast(cam.viewport_size.y), }; // fill bg color SDL_RenderFillRect(this->game_renderer.get(), &bg); diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index 5f141be..8b38111 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -16,14 +16,6 @@ namespace crepe { -struct RenderCtx { - const Sprite & sprite; - const Camera & cam; - const vec2 & cam_pos; - const vec2 & pos; - const double & angle; - const double & scale; -}; // TODO: SDL_Keycode is defined in a header not distributed with crepe, which means this // typedef is unusable when crepe is packaged. Wouter will fix this later. @@ -37,6 +29,15 @@ 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: /** @@ -125,7 +126,7 @@ private: * \brief Draws a sprite to the screen using the specified transform and camera. * \param RenderCtx Reference to rendering data to draw */ - void draw(const RenderCtx & ctx); + void draw(const RenderContext & ctx); //! Clears the screen, preparing for a new frame. void clear_screen(); diff --git a/src/crepe/system/AnimatorSystem.cpp b/src/crepe/system/AnimatorSystem.cpp index e5b277f..4c40940 100644 --- a/src/crepe/system/AnimatorSystem.cpp +++ b/src/crepe/system/AnimatorSystem.cpp @@ -18,7 +18,7 @@ void AnimatorSystem::update() { if (!a.active) continue; // (10 frames per second) a.curr_row = (tick / 100) % a.row; - a.spritesheet.sprite_rect.x = (a.curr_row * a.spritesheet.sprite_rect.w) + a.curr_col; - a.spritesheet.sprite_rect = a.spritesheet.sprite_rect; + 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/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp index 8895f02..c196bb1 100644 --- a/src/crepe/system/RenderSystem.cpp +++ b/src/crepe/system/RenderSystem.cpp @@ -77,31 +77,28 @@ bool RenderSystem::render_particle(const Sprite & sprite, const Camera & cam, for (const Particle & p : em.data.particles) { if (!p.active) continue; - RenderCtx ctx{ + this->context.draw(SDLContext::RenderContext{ .sprite = sprite, .cam = cam, .cam_pos = this->cam_pos, .pos = p.position, .angle = p.angle, .scale = scale, - }; - this->context.draw(ctx); + }); } } return rendering_particles; } void RenderSystem::render_normal(const Sprite & sprite, const Camera & cam, const Transform & tm) { - - RenderCtx ctx{ + this->context.draw(SDLContext::RenderContext{ .sprite = sprite, .cam = cam, .cam_pos = this->cam_pos, .pos = tm.position, .angle = tm.rotation, .scale = tm.scale, - }; - this->context.draw(ctx); + }); } void RenderSystem::render() { diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index 8fdbb58..3a12144 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -60,7 +60,7 @@ int main(int argc, char * argv[]) { */ auto & cam = game_object.add_component(Color::WHITE, ivec2{1080, 720}, - ivec2{2000, 2000}, 1.0f); + vec2{2000, 2000}, 1.0f); /* game_object diff --git a/src/test/RenderSystemTest.cpp b/src/test/RenderSystemTest.cpp index e0bd953..bb5b81a 100644 --- a/src/test/RenderSystemTest.cpp +++ b/src/test/RenderSystemTest.cpp @@ -113,7 +113,7 @@ TEST_F(RenderSystemTest, sorting_sprites) { } TEST_F(RenderSystemTest, Update) { - entity1.add_component(Color::WHITE, ivec2{1080, 720}, ivec2{2000, 2000}, 1.0f); + entity1.add_component(Color::WHITE, ivec2{1080, 720}, vec2{2000, 2000}, 1.0f); { vector> sprites = this->mgr.get_components_by_type(); ASSERT_EQ(sprites.size(), 4); @@ -141,7 +141,7 @@ TEST_F(RenderSystemTest, Camera) { EXPECT_NE(cameras.size(), 1); } { - entity1.add_component(Color::WHITE, ivec2{1080, 720}, ivec2{2000, 2000}, 1.0f); + entity1.add_component(Color::WHITE, ivec2{1080, 720}, vec2{2000, 2000}, 1.0f); auto cameras = this->mgr.get_components_by_type(); EXPECT_EQ(cameras.size(), 1); } @@ -149,7 +149,7 @@ TEST_F(RenderSystemTest, Camera) { //TODO improve with newer version } TEST_F(RenderSystemTest, Color) { - entity1.add_component(Color::WHITE, ivec2{1080, 720}, ivec2{2000, 2000}, 1.0f); + entity1.add_component(Color::WHITE, ivec2{1080, 720}, vec2{2000, 2000}, 1.0f); auto & sprite = this->mgr.get_components_by_id(entity1.id).front().get(); ASSERT_NE(sprite.sprite_image.texture.get(), nullptr); -- cgit v1.2.3