From 7ae597ac9268e031927f94dd89c20ab6c034f5de Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Fri, 29 Nov 2024 21:20:48 +0100 Subject: working floating point black bars --- 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 225e9b9..200a3b0 100644 --- a/src/crepe/api/Config.h +++ b/src/crepe/api/Config.h @@ -67,7 +67,7 @@ public: //! default window settings struct { //TODO make this constexpr because this will never change - ivec2 default_size = {1080, 720}; + ivec2 default_size = {1280, 720}; std::string window_title = "Jetpack joyride clone"; } window_settings; -- cgit v1.2.3 From 05e099c03a2242bf5194d06191a0ff667d404817 Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Fri, 6 Dec 2024 19:21:56 +0100 Subject: implemented feedback --- src/crepe/api/Animator.cpp | 30 +++++++++++++++--------------- src/crepe/api/Animator.h | 25 +++++++++++++++---------- src/crepe/api/Camera.cpp | 6 +++--- src/crepe/api/Camera.h | 22 +++++++++++++++++----- src/crepe/api/Config.h | 2 +- src/crepe/api/Sprite.cpp | 4 ++-- src/crepe/api/Sprite.h | 30 +++++++++++++++++++----------- src/crepe/api/Transform.h | 4 ++-- src/crepe/facade/SDLContext.cpp | 21 ++++++++++++--------- src/crepe/facade/SDLContext.h | 32 ++++++++++++++++++++++++++------ src/crepe/manager/Mediator.h | 2 ++ src/crepe/system/AnimatorSystem.cpp | 18 +++++++++--------- src/crepe/system/AnimatorSystem.h | 3 --- src/crepe/system/RenderSystem.cpp | 20 ++++++++++++++------ src/crepe/system/RenderSystem.h | 3 --- 15 files changed, 137 insertions(+), 85 deletions(-) (limited to 'src/crepe/api/Config.h') diff --git a/src/crepe/api/Animator.cpp b/src/crepe/api/Animator.cpp index 8b91859..154135f 100644 --- a/src/crepe/api/Animator.cpp +++ b/src/crepe/api/Animator.cpp @@ -8,18 +8,18 @@ using namespace crepe; Animator::Animator(uint32_t id, Sprite & ss, unsigned int max_row, unsigned int max_col, - const Animator::Data & ctx) + const Animator::Data & data) : Component(id), spritesheet(ss), - row(max_row), - col(max_col), - data(ctx) { + max_rows(max_row), + max_columns(max_col), + data(data) { dbg_trace(); - this->spritesheet.mask.h /= this->col; - this->spritesheet.mask.w /= this->row; - this->spritesheet.mask.x = this->data.curr_row * this->spritesheet.mask.w; - this->spritesheet.mask.y = this->data.curr_col * this->spritesheet.mask.h; + this->spritesheet.mask.h /= this->max_columns; + this->spritesheet.mask.w /= this->max_rows; + this->spritesheet.mask.x = this->data.row * this->spritesheet.mask.w; + this->spritesheet.mask.y = this->data.col * this->spritesheet.mask.h; // need to do this for to get the aspect ratio for a single clipping in the spritesheet this->spritesheet.aspect_ratio @@ -36,8 +36,8 @@ void Animator::pause() { this->active = false; } void Animator::stop() { this->active = false; - this->data.curr_col = 0; - this->data.curr_row = 0; + this->data.col = 0; + this->data.row = 0; } void Animator::set_fps(int fps) { this->data.fps = fps; } @@ -47,13 +47,13 @@ void Animator::set_cycle_range(int start, int end) { void Animator::set_anim(int col) { Animator::Data & ctx = this->data; - this->spritesheet.mask.x = ctx.curr_row = 0; - ctx.curr_col = col; - this->spritesheet.mask.y = ctx.curr_col * this->spritesheet.mask.h; + this->spritesheet.mask.x = ctx.row = 0; + ctx.col = col; + this->spritesheet.mask.y = ctx.col * this->spritesheet.mask.h; } void Animator::next_anim() { Animator::Data & ctx = this->data; - ctx.curr_row = ctx.curr_row++ % this->row; - this->spritesheet.mask.x = ctx.curr_row * this->spritesheet.mask.w; + ctx.row = ctx.row++ % this->max_rows; + this->spritesheet.mask.x = ctx.row * this->spritesheet.mask.w; } diff --git a/src/crepe/api/Animator.h b/src/crepe/api/Animator.h index 2a0a889..23d29f6 100644 --- a/src/crepe/api/Animator.h +++ b/src/crepe/api/Animator.h @@ -1,9 +1,10 @@ #pragma once +#include + #include "Component.h" #include "Sprite.h" #include "types.h" -#include namespace crepe { @@ -25,10 +26,10 @@ public: unsigned int fps = 1; //! The current col being animated. - unsigned int curr_col = 0; + unsigned int col = 0; //! The current row being animated. - unsigned int curr_row = 0; + unsigned int row = 0; //! should the animation loop bool looping = false; @@ -105,26 +106,30 @@ public: * \param ss the reference to the spritesheet * \param max_row maximum of rows inside the given spritesheet * \param max_col maximum of columns inside the given spritesheet - * \param ctx extra animation data for more control + * \param data extra animation data for more control * * This constructor sets up the Animator with the given parameters, and initializes the * animation system. */ Animator(game_object_id_t id, Sprite & ss, unsigned int max_row, unsigned int max_col, - const Animator::Data & ctx); + const Animator::Data & data); ~Animator(); // dbg_trace public: - //! A reference to the Sprite sheet containing. - Sprite & spritesheet; - //! The maximum number of columns in the sprite sheet. - const unsigned int col; + const unsigned int max_columns; //! The maximum number of rows in the sprite sheet. - const unsigned int row; + const unsigned int max_rows; Animator::Data data; + +private: + //! A reference to the Sprite sheet containing. + Sprite & spritesheet; + + // uses the spritesheet + friend AnimatorSystem; }; } // namespace crepe // diff --git a/src/crepe/api/Camera.cpp b/src/crepe/api/Camera.cpp index b042c35..179dc18 100644 --- a/src/crepe/api/Camera.cpp +++ b/src/crepe/api/Camera.cpp @@ -1,17 +1,17 @@ -#include "types.h" #include "util/Log.h" #include "Camera.h" #include "Component.h" +#include "types.h" using namespace crepe; Camera::Camera(game_object_id_t id, const ivec2 & screen, const vec2 & viewport_size, - const Data & ctx) + const Data & data) : Component(id), screen(screen), viewport_size(viewport_size), - data(ctx) { + data(data) { dbg_trace(); } diff --git a/src/crepe/api/Camera.h b/src/crepe/api/Camera.h index 84ca9e1..54d9a73 100644 --- a/src/crepe/api/Camera.h +++ b/src/crepe/api/Camera.h @@ -16,10 +16,20 @@ namespace crepe { class Camera : public Component { public: struct Data { - //! Background color of the camera view. - const Color bg_color = Color::WHITE; + /** + * \bg_color background color of the game + * + * This will make the background the same color as the given value. + */ + const Color bg_color = Color::BLACK; - //! Zoom level of the camera view. + /** + * \zoom Zooming level of the game + * + * zoom = 1 --> no zoom. + * zoom < 1 --> zoom out + * zoom > 1 --> zoom in + */ double zoom = 1; //! offset postion from the game object transform component @@ -30,10 +40,12 @@ public: /** * \brief Constructs a Camera with the specified ID and background color. * \param id Unique identifier for the camera component. - * \param ctx the camera component data + * \param screen is the actual screen size in pixels + * \param viewport_size is the view of the world in game units + * \param data the camera component data */ Camera(game_object_id_t id, const ivec2 & screen, const vec2 & viewport_size, - const Data & ctx); + const Camera::Data & data); ~Camera(); // dbg_trace only public: diff --git a/src/crepe/api/Config.h b/src/crepe/api/Config.h index 200a3b0..f1bca62 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 + //! default screen size in pixels ivec2 default_size = {1280, 720}; std::string window_title = "Jetpack joyride clone"; diff --git a/src/crepe/api/Sprite.cpp b/src/crepe/api/Sprite.cpp index b52a344..cc0e20a 100644 --- a/src/crepe/api/Sprite.cpp +++ b/src/crepe/api/Sprite.cpp @@ -11,10 +11,10 @@ using namespace std; using namespace crepe; -Sprite::Sprite(game_object_id_t id, Texture & texture, const Sprite::Data & ctx) +Sprite::Sprite(game_object_id_t id, Texture & texture, const Sprite::Data & data) : Component(id), texture(std::move(texture)), - data(ctx) { + data(data) { dbg_trace(); diff --git a/src/crepe/api/Sprite.h b/src/crepe/api/Sprite.h index 78ed7ad..ea8104c 100644 --- a/src/crepe/api/Sprite.h +++ b/src/crepe/api/Sprite.h @@ -28,8 +28,15 @@ public: bool flip_y = false; }; + //! Sprite data that does not have to be set in the constructor struct Data { - //! Color tint of the sprite + /** + * \color tint of the sprite + * + * the default value is white because of the color multiplier. + * this means that the orginal image will be shown. if color is BLACK for example + * then it turns the image black because of the Color channels being 0. + */ Color color = Color::WHITE; //! Flip settings for the sprite @@ -44,10 +51,10 @@ public: /** * \size width and height of the sprite in game units * - * if height is filled in and not width it will multiply width by aspect_ratio. - * if width is filled in and not height it will multiply height by aspect_ratio. - * if neither is filled it will not show sprite because size will be zero - * if both are filled will it use the width and height without making sure the aspect_ratio + * - if height is filled in and not width it will multiply width by aspect_ratio. + * - if width is filled in and not height it will multiply height by aspect_ratio. + * - if neither is filled it will not show sprite because size will be zero + * - if both are filled will it use the width and height without making sure the aspect_ratio * is correct */ vec2 size; @@ -69,7 +76,7 @@ public: * \param texture asset of the image * \param ctx all the sprite data */ - Sprite(game_object_id_t id, Texture & texture, const Data & ctx); + Sprite(game_object_id_t id, Texture & texture, const Data & data); ~Sprite(); //! Texture used for the sprite @@ -79,11 +86,12 @@ public: private: /** - * \aspect_ratio ratio of the img so that scaling will not become weird - * - * cannot be const because if Animator component is addded then ratio becomes scuffed and - * does it need to be calculated again in the Animator - */ + * \aspect_ratio ratio of the img + * + * - This will multiply one of \c size variable if it is 0. + * - Will be adjusted if \c Animator component is added to an GameObject + * that is why this value cannot be const. + */ float aspect_ratio; //! Reads the mask of sprite diff --git a/src/crepe/api/Transform.h b/src/crepe/api/Transform.h index 34ac70a..3ef0fb5 100644 --- a/src/crepe/api/Transform.h +++ b/src/crepe/api/Transform.h @@ -16,9 +16,9 @@ public: //! Translation (shift) vec2 position = {0, 0}; //! Rotation, in degrees clockwise - double rotation = 0; + float rotation = 0; //! Multiplication factor - double scale = 0; + float scale = 0; protected: /** diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index cf9f7d5..4cc2206 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -15,13 +15,13 @@ #include #include "../api/Camera.h" +#include "../api/Color.h" #include "../api/Config.h" #include "../api/Sprite.h" #include "../api/Texture.h" #include "../util/Log.h" #include "SDLContext.h" -#include "api/Color.h" #include "types.h" using namespace crepe; @@ -230,14 +230,17 @@ SDL_Rect SDLContext::get_src_rect(const Sprite & sprite) const { }; } -SDL_FRect SDLContext::get_dst_rect(const DstRect & ctx) const { +SDL_FRect SDLContext::get_dst_rect(const DestinationRectangleData & ctx) const { const Sprite::Data & data = ctx.sprite.data; - vec2 size = {data.size.x == 0 && data.size.y != 0 ? data.size.y * ctx.sprite.aspect_ratio - : data.size.x, - data.size.y == 0 && data.size.x != 0 ? data.size.x / ctx.sprite.aspect_ratio - : data.size.y}; + vec2 size; + if (data.size.x == 0 && data.size.y != 0) { + size.x = data.size.y * ctx.sprite.aspect_ratio; + } + if (data.size.y == 0 && data.size.x != 0) { + size.y = data.size.x / ctx.sprite.aspect_ratio; + } const CameraValues & cam = ctx.cam; @@ -264,7 +267,7 @@ void SDLContext::draw(const RenderContext & ctx) { | (SDL_FLIP_VERTICAL * data.flip.flip_y)); SDL_Rect srcrect = this->get_src_rect(ctx.sprite); - SDL_FRect dstrect = this->get_dst_rect(SDLContext::DstRect{ + SDL_FRect dstrect = this->get_dst_rect(SDLContext::DestinationRectangleData{ .sprite = ctx.sprite, .cam = ctx.cam, .pos = ctx.pos, @@ -294,8 +297,8 @@ SDLContext::CameraValues SDLContext::set_camera(const Camera & cam) { vec2 & render_scale = ret_cam.render_scale; zoomed_viewport = cam.viewport_size * cam_data.zoom; - double screen_aspect = static_cast(cam.screen.x) / cam.screen.y; - double viewport_aspect = zoomed_viewport.x / zoomed_viewport.y; + float screen_aspect = static_cast(cam.screen.x) / cam.screen.y; + float viewport_aspect = zoomed_viewport.x / zoomed_viewport.y; // calculate black bars if (screen_aspect > viewport_aspect) { diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index dfdaa56..bbe87c3 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -9,11 +9,9 @@ #include #include #include -#include #include "api/Camera.h" #include "api/Color.h" -#include "api/Event.h" #include "api/KeyCodes.h" #include "api/Sprite.h" #include "api/Texture.h" @@ -35,12 +33,33 @@ class SDLContext { public: //! data that the camera component cannot hold struct CameraValues { + + //! zoomed in viewport in game_units vec2 zoomed_viewport; + + /** + * \render_scale scaling factor + * + * depending on the black bars type will the scaling be different. + * - lettorboxing --> scaling on the y-as + * - pillarboxing --> scaling on the x-as + */ vec2 render_scale; + + /** + * \bar_size size of calculated black bars + * + * depending on the black bars type will the size be different + * - lettorboxing --> {0, bar_height} + * - pillarboxing --> {bar_width , 0} + */ vec2 bar_size; + + //! Calculated camera position vec2 cam_pos; }; - + + //! rendering data needed to render on screen struct RenderContext { const Sprite & sprite; const CameraValues & cam; @@ -192,7 +211,8 @@ private: CameraValues set_camera(const Camera & camera); private: - struct DstRect { + //! the data needed to construct a sdl dst rectangle + struct DestinationRectangleData { const Sprite & sprite; const CameraValues & cam; const vec2 & pos; @@ -216,7 +236,7 @@ private: * \param img_scale the image multiplier for increasing img size * \return sdl rectangle to draw a dst image to draw on the screen */ - SDL_FRect get_dst_rect(const DstRect & ctx) const; + SDL_FRect get_dst_rect(const DestinationRectangleData & data) const; /** * \brief Set an additional color value multiplied into render copy operations. * @@ -233,7 +253,7 @@ private: std::unique_ptr> game_renderer; //! black bars rectangle to draw - SDL_FRect black_bars[2]; + SDL_FRect black_bars[2] = {}; }; } // namespace crepe diff --git a/src/crepe/manager/Mediator.h b/src/crepe/manager/Mediator.h index f8517a3..8094d80 100644 --- a/src/crepe/manager/Mediator.h +++ b/src/crepe/manager/Mediator.h @@ -6,6 +6,7 @@ #include "../facade/SDLContext.h" #include "EventManager.h" #include "SaveManager.h" +#include "api/LoopTimer.h" namespace crepe { @@ -30,6 +31,7 @@ struct Mediator { OptionalRef save_manager = SaveManager::get_instance(); OptionalRef event_manager = EventManager::get_instance(); OptionalRef sdl_context = SDLContext::get_instance(); + OptionalRef timer = LoopTimer::get_instance(); }; } // namespace crepe diff --git a/src/crepe/system/AnimatorSystem.cpp b/src/crepe/system/AnimatorSystem.cpp index 9aede7f..549c35d 100644 --- a/src/crepe/system/AnimatorSystem.cpp +++ b/src/crepe/system/AnimatorSystem.cpp @@ -1,8 +1,8 @@ #include "../api/Animator.h" -#include "../facade/SDLContext.h" #include "../manager/ComponentManager.h" +#include "api/LoopTimer.h" #include "AnimatorSystem.h" @@ -10,27 +10,27 @@ using namespace crepe; void AnimatorSystem::update() { ComponentManager & mgr = this->mediator.component_manager; - + LoopTimer & timer = this->mediator.timer; RefVector animations = mgr.get_components_by_type(); - double elapsed_time = this->timer.get_current_time(); + double elapsed_time = timer.get_current_time(); for (Animator & a : animations) { if (!a.active) continue; Animator::Data & ctx = a.data; - double frame_duration = 1.0f / ctx.fps; + float frame_duration = 1.0f / ctx.fps; - int last_frame = ctx.curr_row; + int last_frame = ctx.row; - int cycle_end = (ctx.cycle_end == -1) ? a.row : ctx.cycle_end; + int cycle_end = (ctx.cycle_end == -1) ? a.max_rows : ctx.cycle_end; int total_frames = cycle_end - ctx.cycle_start; int curr_frame = static_cast(elapsed_time / frame_duration) % total_frames; - ctx.curr_row = ctx.cycle_start + curr_frame; - a.spritesheet.mask.x = ctx.curr_row * a.spritesheet.mask.w; - a.spritesheet.mask.y = (ctx.curr_col * a.spritesheet.mask.h); + ctx.row = ctx.cycle_start + curr_frame; + a.spritesheet.mask.x = ctx.row * a.spritesheet.mask.w; + a.spritesheet.mask.y = (ctx.col * a.spritesheet.mask.h); if (!ctx.looping && curr_frame == ctx.cycle_start && last_frame == total_frames - 1) { a.active = false; diff --git a/src/crepe/system/AnimatorSystem.h b/src/crepe/system/AnimatorSystem.h index e8a5158..1e8cd7d 100644 --- a/src/crepe/system/AnimatorSystem.h +++ b/src/crepe/system/AnimatorSystem.h @@ -1,7 +1,6 @@ #pragma once #include "System.h" -#include "api/LoopTimer.h" namespace crepe { @@ -25,8 +24,6 @@ public: */ void update() override; -private: - LoopTimer & timer = LoopTimer::get_instance(); }; } // namespace crepe diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp index 0ba71ec..241e833 100644 --- a/src/crepe/system/RenderSystem.cpp +++ b/src/crepe/system/RenderSystem.cpp @@ -17,13 +17,19 @@ using namespace crepe; using namespace std; -void RenderSystem::clear_screen() { this->context.clear_screen(); } +void RenderSystem::clear_screen() { + SDLContext & ctx = this->mediator.sdl_context; + ctx.clear_screen(); +} -void RenderSystem::present_screen() { this->context.present_screen(); } +void RenderSystem::present_screen() { + SDLContext & ctx = this->mediator.sdl_context; + ctx.present_screen(); +} SDLContext::CameraValues RenderSystem::update_camera() { ComponentManager & mgr = this->mediator.component_manager; - + SDLContext & ctx = this->mediator.sdl_context; RefVector cameras = mgr.get_components_by_type(); if (cameras.size() == 0) throw std::runtime_error("No cameras in current scene"); @@ -32,7 +38,7 @@ SDLContext::CameraValues RenderSystem::update_camera() { if (!cam.active) continue; const Transform & transform = mgr.get_components_by_id(cam.game_object_id).front().get(); - SDLContext::CameraValues cam_val = this->context.set_camera(cam); + SDLContext::CameraValues cam_val = ctx.set_camera(cam); cam_val.cam_pos = transform.position + cam.data.postion_offset; return cam_val; } @@ -64,6 +70,7 @@ bool RenderSystem::render_particle(const Sprite & sprite, const SDLContext::Came const double & scale) { ComponentManager & mgr = this->mediator.component_manager; + SDLContext & ctx = this->mediator.sdl_context; vector> emitters = mgr.get_components_by_id(sprite.game_object_id); @@ -78,7 +85,7 @@ bool RenderSystem::render_particle(const Sprite & sprite, const SDLContext::Came for (const Particle & p : em.data.particles) { if (!p.active) continue; - this->context.draw(SDLContext::RenderContext{ + ctx.draw(SDLContext::RenderContext{ .sprite = sprite, .cam = cam, .pos = p.position, @@ -91,7 +98,8 @@ bool RenderSystem::render_particle(const Sprite & sprite, const SDLContext::Came } void RenderSystem::render_normal(const Sprite & sprite, const SDLContext::CameraValues & cam, const Transform & tm) { - this->context.draw(SDLContext::RenderContext{ + SDLContext & ctx = this->mediator.sdl_context; + ctx.draw(SDLContext::RenderContext{ .sprite = sprite, .cam = cam, .pos = tm.position, diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h index 91b386f..de76229 100644 --- a/src/crepe/system/RenderSystem.h +++ b/src/crepe/system/RenderSystem.h @@ -77,9 +77,6 @@ private: * \todo Implement a text component and a button component. * \todo Consider adding text input functionality. */ - -private: - SDLContext & context = this->mediator.sdl_context; }; } // namespace crepe -- cgit v1.2.3 From fdb4c99e139a264d4e15e6913a3756fc6cccb2f2 Mon Sep 17 00:00:00 2001 From: Loek Le Blansch Date: Fri, 6 Dec 2024 20:07:24 +0100 Subject: nitpick #59 --- src/crepe/Collider.h | 2 +- src/crepe/Component.h | 2 +- src/crepe/api/Animator.cpp | 6 ++-- src/crepe/api/Animator.h | 58 ++++++++------------------------ src/crepe/api/AssetManager.h | 6 ++-- src/crepe/api/BoxCollider.h | 2 +- src/crepe/api/Button.h | 6 ++-- src/crepe/api/CMakeLists.txt | 4 +-- src/crepe/api/CircleCollider.h | 2 +- src/crepe/api/Config.h | 5 +-- src/crepe/api/EventHandler.h | 34 +++++++++---------- src/crepe/api/GameObject.h | 12 +++---- src/crepe/api/Metadata.h | 2 +- src/crepe/api/Rigidbody.h | 28 ++++++++-------- src/crepe/api/Scene.h | 4 +-- src/crepe/api/Script.h | 2 +- src/crepe/api/Sprite.h | 38 ++++++++++----------- src/crepe/api/Transform.h | 2 +- src/crepe/facade/SDLContext.h | 28 ++++++++-------- src/crepe/facade/Sound.h | 2 +- src/crepe/manager/ComponentManager.h | 30 ++++++++--------- src/crepe/manager/EventManager.h | 28 ++++++++-------- src/crepe/system/CollisionSystem.h | 65 ++++++++++++++++++------------------ src/crepe/system/ParticleSystem.h | 10 +++--- src/crepe/system/PhysicsSystem.h | 4 +-- src/crepe/system/RenderSystem.cpp | 3 +- src/crepe/system/RenderSystem.h | 8 ++--- src/crepe/system/ScriptSystem.h | 2 +- src/test/Profiling.cpp | 25 ++++++++++---- 29 files changed, 200 insertions(+), 220 deletions(-) (limited to 'src/crepe/api/Config.h') diff --git a/src/crepe/Collider.h b/src/crepe/Collider.h index a08a68e..42ccfd4 100644 --- a/src/crepe/Collider.h +++ b/src/crepe/Collider.h @@ -15,7 +15,7 @@ public: * * The `offset` defines the positional shift applied to the collider relative to the position of the rigidbody it is attached to. * This allows the collider to be placed at a different position than the rigidbody. - * + * */ vec2 offset; }; diff --git a/src/crepe/Component.h b/src/crepe/Component.h index dc17721..c30419d 100644 --- a/src/crepe/Component.h +++ b/src/crepe/Component.h @@ -8,7 +8,7 @@ class ComponentManager; /** * \brief Base class for all components - * + * * This class is the base class for all components. It provides a common interface for all * components. */ diff --git a/src/crepe/api/Animator.cpp b/src/crepe/api/Animator.cpp index 154135f..b8a91dc 100644 --- a/src/crepe/api/Animator.cpp +++ b/src/crepe/api/Animator.cpp @@ -7,10 +7,10 @@ using namespace crepe; -Animator::Animator(uint32_t id, Sprite & ss, unsigned int max_row, unsigned int max_col, - const Animator::Data & data) +Animator::Animator(game_object_id_t id, Sprite & spritesheet, unsigned int max_row, + unsigned int max_col, const Animator::Data & data) : Component(id), - spritesheet(ss), + spritesheet(spritesheet), max_rows(max_row), max_columns(max_col), data(data) { diff --git a/src/crepe/api/Animator.h b/src/crepe/api/Animator.h index 23d29f6..7c850b8 100644 --- a/src/crepe/api/Animator.h +++ b/src/crepe/api/Animator.h @@ -1,10 +1,9 @@ #pragma once -#include +#include "../types.h" #include "Component.h" #include "Sprite.h" -#include "types.h" namespace crepe { @@ -21,55 +20,31 @@ class SDLContext; class Animator : public Component { public: struct Data { - //! frames per second for animation unsigned int fps = 1; - //! The current col being animated. unsigned int col = 0; - //! The current row being animated. unsigned int row = 0; - //! should the animation loop bool looping = false; - //! starting frame for cycling unsigned int cycle_start = 0; - - //! end frame for cycling (-1 --> use last frame) + //! end frame for cycling (-1 = use last frame) int cycle_end = -1; - - //! offset in pixels. - // TODO implement - unsigned int white_space = 0; }; public: - /** - * \brief Animator will repeat the animation - * - */ + //! Animator will repeat the animation void loop(); - - /** - * \brief starts the animation - * - */ + //! starts the animation void play(); - /** - * \brief pauses the animation - * - * sets the active false - * - */ + //! pauses the animation void pause(); - /** * \brief stops the animation * * sets the active on false and resets all the current rows and columns - * */ void stop(); /** @@ -81,8 +56,8 @@ public: /** * \brief set the range in the row * - * \param start of row animation - * \param end of row animation + * \param start of row animation + * \param end of row animation */ void set_cycle_range(int start, int end); /** @@ -91,11 +66,7 @@ public: * \param col animation column */ void set_anim(int col); - - /** - * \brief will go to the next animaiton of current row - * - */ + //! will go to the next animaiton of current row void next_anim(); public: @@ -103,7 +74,7 @@ public: * \brief Constructs an Animator object that will control animations for a sprite sheet. * * \param id The unique identifier for the component, typically assigned automatically. - * \param ss the reference to the spritesheet + * \param spritesheet the reference to the spritesheet * \param max_row maximum of rows inside the given spritesheet * \param max_col maximum of columns inside the given spritesheet * \param data extra animation data for more control @@ -111,25 +82,22 @@ public: * This constructor sets up the Animator with the given parameters, and initializes the * animation system. */ - Animator(game_object_id_t id, Sprite & ss, unsigned int max_row, unsigned int max_col, - const Animator::Data & data); + Animator(game_object_id_t id, Sprite & spritesheet, unsigned int max_row, + unsigned int max_col, const Animator::Data & data); ~Animator(); // dbg_trace public: //! The maximum number of columns in the sprite sheet. const unsigned int max_columns; - //! The maximum number of rows in the sprite sheet. const unsigned int max_rows; - Animator::Data data; private: //! A reference to the Sprite sheet containing. Sprite & spritesheet; - - // uses the spritesheet + //! Uses the spritesheet friend AnimatorSystem; }; + } // namespace crepe -// diff --git a/src/crepe/api/AssetManager.h b/src/crepe/api/AssetManager.h index fee6780..3b1cc4b 100644 --- a/src/crepe/api/AssetManager.h +++ b/src/crepe/api/AssetManager.h @@ -9,7 +9,7 @@ namespace crepe { /** * \brief The AssetManager is responsible for storing and managing assets over multiple scenes. - * + * * The AssetManager ensures that assets are loaded once and can be accessed across different * scenes. It caches assets to avoid reloading them every time a scene is loaded. Assets are * retained in memory until the AssetManager is destroyed, at which point the cached assets are @@ -46,9 +46,9 @@ public: * \param reload If true, the asset will be reloaded from the file, even if it is already * cached. * \tparam T The type of asset to cache (e.g., texture, sound, etc.). - * + * * \return A shared pointer to the cached asset. - * + * * This template function caches the asset at the given file path. If the asset is already * cached and `reload` is false, the existing cached version will be returned. Otherwise, the * asset will be reloaded and added to the cache. diff --git a/src/crepe/api/BoxCollider.h b/src/crepe/api/BoxCollider.h index 89e43d8..1ac4d46 100644 --- a/src/crepe/api/BoxCollider.h +++ b/src/crepe/api/BoxCollider.h @@ -8,7 +8,7 @@ namespace crepe { /** * \brief A class representing a box-shaped collider. - * + * * This class is used for collision detection with other colliders (e.g., CircleCollider). */ class BoxCollider : public Collider { diff --git a/src/crepe/api/Button.h b/src/crepe/api/Button.h index 26e7526..61b18d7 100644 --- a/src/crepe/api/Button.h +++ b/src/crepe/api/Button.h @@ -11,7 +11,7 @@ class Button : public UIObject { public: /** * \brief Constructs a Button with the specified game object ID and dimensions. - * + * * \param id The unique ID of the game object associated with this button. * \param dimensions The width and height of the UIObject * \param offset The offset relative this GameObjects Transform @@ -23,7 +23,7 @@ public: /** * \brief Indicates if the button is a toggle button (can be pressed and released). - * + * * A toggle button allows for a pressed/released state, whereas a regular button * typically only has an on-click state. */ @@ -31,7 +31,7 @@ public: // TODO: create separate toggle button class /** * \brief The callback function to be executed when the button is clicked. - * + * * This function is invoked whenever the button is clicked. It can be set to any * function that matches the signature `void()`. */ diff --git a/src/crepe/api/CMakeLists.txt b/src/crepe/api/CMakeLists.txt index b2e3df8..593c4e6 100644 --- a/src/crepe/api/CMakeLists.txt +++ b/src/crepe/api/CMakeLists.txt @@ -39,8 +39,8 @@ target_sources(crepe PUBLIC FILE_SET HEADERS FILES Vector2.h Vector2.hpp Color.h - Texture.h - AssetManager.h + Texture.h + AssetManager.h AssetManager.hpp Scene.h Metadata.h diff --git a/src/crepe/api/CircleCollider.h b/src/crepe/api/CircleCollider.h index ebd1cb2..c7bf66e 100644 --- a/src/crepe/api/CircleCollider.h +++ b/src/crepe/api/CircleCollider.h @@ -8,7 +8,7 @@ namespace crepe { /** * \brief A class representing a circle-shaped collider. - * + * * This class is used for collision detection with other colliders (e.g., BoxCollider). */ class CircleCollider : public Collider { diff --git a/src/crepe/api/Config.h b/src/crepe/api/Config.h index f1bca62..a9745c3 100644 --- a/src/crepe/api/Config.h +++ b/src/crepe/api/Config.h @@ -1,8 +1,10 @@ #pragma once +#include + #include "../util/Log.h" + #include "types.h" -#include namespace crepe { @@ -69,7 +71,6 @@ public: //! default screen size in pixels ivec2 default_size = {1280, 720}; std::string window_title = "Jetpack joyride clone"; - } window_settings; //! Asset loading options diff --git a/src/crepe/api/EventHandler.h b/src/crepe/api/EventHandler.h index 7bdd9a3..7bb501b 100644 --- a/src/crepe/api/EventHandler.h +++ b/src/crepe/api/EventHandler.h @@ -8,12 +8,12 @@ namespace crepe { /** * \brief A type alias for an event handler function. - * - * The EventHandler is a std::function that takes an EventType reference and returns a boolean value + * + * The EventHandler is a std::function that takes an EventType reference and returns a boolean value * indicating whether the event is handled. - * + * * \tparam EventType The type of event this handler will handle. - * + * * Returning \c false from an event handler results in the event being propogated to other listeners for the same event type, while returning \c true stops propogation altogether. */ template @@ -22,7 +22,7 @@ using EventHandler = std::function; /** * \class IEventHandlerWrapper * \brief An abstract base class for event handler wrappers. - * + * * This class provides the interface for handling events. Derived classes must implement the * `call()` method to process events */ @@ -35,9 +35,9 @@ public: /** * \brief Executes the handler with the given event. - * + * * This method calls the `call()` method of the derived class, passing the event to the handler. - * + * * \param e The event to be processed. * \return A boolean value indicating whether the event is handled. */ @@ -46,9 +46,9 @@ public: private: /** * \brief The method responsible for handling the event. - * + * * This method is implemented by derived classes to process the event. - * + * * \param e The event to be processed. * \return A boolean value indicating whether the event is handled. */ @@ -58,11 +58,11 @@ private: /** * \class EventHandlerWrapper * \brief A wrapper for event handler functions. - * - * This class wraps an event handler function of a specific event type. It implements the - * `call()` and `get_type()` methods to allow the handler to be executed and its type to be + * + * This class wraps an event handler function of a specific event type. It implements the + * `call()` and `get_type()` methods to allow the handler to be executed and its type to be * queried. - * + * * \tparam EventType The type of event this handler will handle. */ template @@ -70,9 +70,9 @@ class EventHandlerWrapper : public IEventHandlerWrapper { public: /** * \brief Constructs an EventHandlerWrapper with a given handler. - * + * * The constructor takes an event handler function and stores it in the wrapper. - * + * * \param handler The event handler function. */ explicit EventHandlerWrapper(const EventHandler & handler); @@ -80,9 +80,9 @@ public: private: /** * \brief Calls the stored event handler with the event. - * + * * This method casts the event to the appropriate type and calls the handler. - * + * * \param e The event to be handled. * \return A boolean value indicating whether the event is handled. */ diff --git a/src/crepe/api/GameObject.h b/src/crepe/api/GameObject.h index 4cd2bc0..ff80f49 100644 --- a/src/crepe/api/GameObject.h +++ b/src/crepe/api/GameObject.h @@ -10,7 +10,7 @@ class ComponentManager; /** * \brief Represents a GameObject - * + * * This class represents a GameObject. The GameObject class is only used as an interface for * the game programmer. The actual implementation is done in the ComponentManager. */ @@ -19,7 +19,7 @@ private: /** * This constructor creates a new GameObject. It creates a new Transform and Metadata * component and adds them to the ComponentManager. - * + * * \param component_manager Reference to component_manager * \param id The id of the GameObject * \param name The name of the GameObject @@ -37,20 +37,20 @@ private: public: /** * \brief Set the parent of this GameObject - * + * * This method sets the parent of this GameObject. It sets the parent in the Metadata * component of this GameObject and adds this GameObject to the children list of the parent * GameObject. - * + * * \param parent The parent GameObject */ void set_parent(const GameObject & parent); /** * \brief Add a component to the GameObject - * + * * This method adds a component to the GameObject. It forwards the arguments to the * ComponentManager. - * + * * \tparam T The type of the component * \tparam Args The types of the arguments * \param args The arguments to create the component diff --git a/src/crepe/api/Metadata.h b/src/crepe/api/Metadata.h index 235d42f..f404703 100644 --- a/src/crepe/api/Metadata.h +++ b/src/crepe/api/Metadata.h @@ -9,7 +9,7 @@ namespace crepe { /** * \brief Metadata component - * + * * This class represents the Metadata component. It stores the name, tag, parent and children * of a GameObject. */ diff --git a/src/crepe/api/Rigidbody.h b/src/crepe/api/Rigidbody.h index 8265ba5..40c6bf1 100644 --- a/src/crepe/api/Rigidbody.h +++ b/src/crepe/api/Rigidbody.h @@ -11,7 +11,7 @@ namespace crepe { /** * \brief Rigidbody class - * + * * This class is used by the physics sytem and collision system. It configures how to system * interact with the gameobject for movement and collisions. */ @@ -19,7 +19,7 @@ class Rigidbody : public Component { public: /** * \brief BodyType enum - * + * * This enum provides three bodytypes the physics sytem and collision system use. */ enum class BodyType { @@ -32,7 +32,7 @@ public: }; /** * \brief PhysicsConstraints to constrain movement - * + * * This struct configures the movement constraint for this object. If a constraint is enabled * the systems will not move the object. */ @@ -46,9 +46,9 @@ public: }; public: - /** + /** * \brief struct for Rigidbody data - * + * * This struct holds the data for the Rigidbody. */ struct Data { @@ -59,7 +59,7 @@ public: * * The `gravity_scale` controls how much gravity affects the object. It is a multiplier applied to the default * gravity force, allowing for fine-grained control over how the object responds to gravity. - * + * */ float gravity_scale = 0; @@ -108,7 +108,7 @@ public: * The `PhysicsConstraints` struct defines the constraints that restrict an object's movement * in certain directions or prevent rotation. These constraints effect only the physics system * to prevent the object from moving or rotating in specified ways. - * + * */ PhysicsConstraints constraints; @@ -128,7 +128,7 @@ public: * The `offset` defines a positional shift applied to all colliders associated with the object, relative to the object's * transform position. This allows for the colliders to be placed at a different position than the object's actual * position, without modifying the object's transform itself. - * + * */ vec2 offset; @@ -136,14 +136,14 @@ public: * \brief Defines the collision layers of a GameObject. * * The `collision_layers` specifies the layers that the GameObject will collide with. - * Each element represents a layer ID, and the GameObject will only detect + * Each element represents a layer ID, and the GameObject will only detect * collisions with other GameObjects that belong to these layers. */ std::set collision_layers; }; public: - /** + /** * \param game_object_id id of the gameobject the rigibody is added to. * \param data struct to configure the rigidbody. */ @@ -152,15 +152,15 @@ public: Data data; public: - /** + /** * \brief add a linear force to the Rigidbody. - * + * * \param force Vector2 that is added to the linear force. */ void add_force_linear(const vec2 & force); - /** + /** * \brief add a angular force to the Rigidbody. - * + * * \param force Vector2 that is added to the angular force. */ void add_force_angular(float force); diff --git a/src/crepe/api/Scene.h b/src/crepe/api/Scene.h index 9f1e8ce..ba9bb76 100644 --- a/src/crepe/api/Scene.h +++ b/src/crepe/api/Scene.h @@ -12,7 +12,7 @@ class ComponentManager; /** * \brief Represents a Scene - * + * * This class represents a Scene. The Scene class is only used as an interface for the game * programmer. */ @@ -41,7 +41,7 @@ public: protected: /** * \name Late references - * + * * These references are set by SceneManager immediately after calling the constructor of Scene. * * \note Scene must have a constructor without arguments so the game programmer doesn't need to diff --git a/src/crepe/api/Script.h b/src/crepe/api/Script.h index d1be1dc..d99ab0e 100644 --- a/src/crepe/api/Script.h +++ b/src/crepe/api/Script.h @@ -20,7 +20,7 @@ class ComponentManager; * This class is used as a base class for user-defined scripts that can be added to game * objects using the \c BehaviorScript component. * - * \info Additional *events* (like Unity's OnDisable and OnEnable) should be implemented as + * \note Additional *events* (like Unity's OnDisable and OnEnable) should be implemented as * member or lambda methods in derivative user script classes and registered in \c init(). * * \warning Concrete scripts are allowed do create a custom constructor, but the utility diff --git a/src/crepe/api/Sprite.h b/src/crepe/api/Sprite.h index ea8104c..dbf41e4 100644 --- a/src/crepe/api/Sprite.h +++ b/src/crepe/api/Sprite.h @@ -31,11 +31,10 @@ public: //! Sprite data that does not have to be set in the constructor struct Data { /** - * \color tint of the sprite + * \brief Sprite tint (multiplied) * - * the default value is white because of the color multiplier. - * this means that the orginal image will be shown. if color is BLACK for example - * then it turns the image black because of the Color channels being 0. + * The sprite texture's pixels are multiplied by this color before being displayed + * (including alpha channel for transparency). */ Color color = Color::WHITE; @@ -49,15 +48,15 @@ public: const int order_in_layer = 0; /** - * \size width and height of the sprite in game units - * - * - if height is filled in and not width it will multiply width by aspect_ratio. - * - if width is filled in and not height it will multiply height by aspect_ratio. - * - if neither is filled it will not show sprite because size will be zero - * - if both are filled will it use the width and height without making sure the aspect_ratio - * is correct - */ - vec2 size; + * \brief width and height of the sprite in game units + * + * - if exclusively width is specified, the height is calculated using the texture's aspect + * ratio + * - if exclusively height is specified, the width is calculated using the texture's aspect + * ratio + * - if both are specified the texture is streched to fit the specified size + */ + vec2 size = {0, 0}; //! independent sprite angle. rotating clockwise direction in degrees float angle_offset = 0; @@ -71,7 +70,6 @@ public: public: /** - * \brief Constructs a Sprite with specified parameters. * \param game_id Unique identifier for the game object this sprite belongs to. * \param texture asset of the image * \param ctx all the sprite data @@ -86,12 +84,12 @@ public: private: /** - * \aspect_ratio ratio of the img - * - * - This will multiply one of \c size variable if it is 0. - * - Will be adjusted if \c Animator component is added to an GameObject - * that is why this value cannot be const. - */ + * \brief ratio of the img + * + * - This will multiply one of \c size variable if it is 0. + * - Will be adjusted if \c Animator component is added to an GameObject that is why this + * value cannot be const. + */ float aspect_ratio; //! Reads the mask of sprite diff --git a/src/crepe/api/Transform.h b/src/crepe/api/Transform.h index 3ef0fb5..7ee6d65 100644 --- a/src/crepe/api/Transform.h +++ b/src/crepe/api/Transform.h @@ -7,7 +7,7 @@ namespace crepe { /** * \brief Transform component - * + * * This class represents the Transform component. It stores the position, rotation and scale of * a GameObject. */ diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index 81a8a34..e232511 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -25,7 +25,7 @@ class InputSystem; /** * \class SDLContext * \brief Facade for the SDL library - * + * * SDLContext is a singleton that handles the SDL window and renderer, provides methods for * event handling, and rendering to the screen. It is never used directly by the user */ @@ -38,16 +38,16 @@ public: vec2 zoomed_viewport; /** - * \render_scale scaling factor + * \brief scaling factor * * depending on the black bars type will the scaling be different. - * - lettorboxing --> scaling on the y-as - * - pillarboxing --> scaling on the x-as + * - letterboxing --> scaling on the y-as + * - pillarboxing --> scaling on the x-as */ vec2 render_scale; /** - * \bar_size size of calculated black bars + * \brief size of calculated black bars * * depending on the black bars type will the size be different * - lettorboxing --> {0, bar_height} @@ -108,21 +108,21 @@ private: friend class InputSystem; /** * \brief Retrieves a list of all events from the SDL context. - * + * * This method retrieves all the events from the SDL context that are currently * available. It is primarily used by the InputSystem to process various * input events such as mouse clicks, mouse movements, and keyboard presses. - * + * * \return Events that occurred since last call to `get_events()` */ std::vector get_events(); /** * \brief Converts an SDL key code to the custom Keycode type. - * + * * This method maps an SDL key code to the corresponding `Keycode` enum value, * which is used internally by the system to identify the keys. - * + * * \param sdl_key The SDL key code to convert. * \return The corresponding `Keycode` value or `Keycode::NONE` if the key is unrecognized. */ @@ -130,10 +130,10 @@ private: /** * \brief Converts an SDL mouse button code to the custom MouseButton type. - * - * This method maps an SDL mouse button code to the corresponding `MouseButton` + * + * This method maps an SDL mouse button code to the corresponding `MouseButton` * enum value, which is used internally by the system to identify mouse buttons. - * + * * \param sdl_button The SDL mouse button code to convert. * \return The corresponding `MouseButton` value or `MouseButton::NONE` if the key is unrecognized */ @@ -233,14 +233,14 @@ private: * \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 + * \param img_scale the image multiplier for increasing img size * \return sdl rectangle to draw a dst image to draw on the screen */ SDL_FRect get_dst_rect(const DestinationRectangleData & data) const; /** * \brief Set an additional color value multiplied into render copy operations. * - * \param texture the given texture to adjust + * \param texture the given texture to adjust * \param color the color data for the texture */ void set_color_texture(const Texture & texture, const Color & color); diff --git a/src/crepe/facade/Sound.h b/src/crepe/facade/Sound.h index 4c68f32..ee43d94 100644 --- a/src/crepe/facade/Sound.h +++ b/src/crepe/facade/Sound.h @@ -35,7 +35,7 @@ public: void play(); /** * \brief Reset playhead position - * + * * Resets the playhead position so that calling \c play() after this function makes it play * from the start of the sample. If the sound is not paused before calling this function, * this function will stop playback. diff --git a/src/crepe/manager/ComponentManager.h b/src/crepe/manager/ComponentManager.h index ad37586..44429d9 100644 --- a/src/crepe/manager/ComponentManager.h +++ b/src/crepe/manager/ComponentManager.h @@ -16,7 +16,7 @@ class GameObject; /** * \brief Manages all components - * + * * This class manages all components. It provides methods to add, delete and get components. */ class ComponentManager : public Manager { @@ -56,10 +56,10 @@ protected: friend class GameObject; /** * \brief Add a component to the ComponentManager - * + * * This method adds a component to the ComponentManager. The component is created with the * given arguments and added to the ComponentManager. - * + * * \tparam T The type of the component * \tparam Args The types of the arguments * \param id The id of the GameObject this component belongs to @@ -70,9 +70,9 @@ protected: T & add_component(game_object_id_t id, Args &&... args); /** * \brief Delete all components of a specific type and id - * + * * This method deletes all components of a specific type and id. - * + * * \tparam T The type of the component * \param id The id of the GameObject this component belongs to */ @@ -80,24 +80,24 @@ protected: void delete_components_by_id(game_object_id_t id); /** * \brief Delete all components of a specific type - * + * * This method deletes all components of a specific type. - * + * * \tparam T The type of the component */ template void delete_components(); /** * \brief Delete all components of a specific id - * + * * This method deletes all components of a specific id. - * + * * \param id The id of the GameObject this component belongs to */ void delete_all_components_of_id(game_object_id_t id); /** * \brief Delete all components - * + * * This method deletes all components. */ void delete_all_components(); @@ -115,9 +115,9 @@ protected: public: /** * \brief Get all components of a specific type and id - * + * * This method gets all components of a specific type and id. - * + * * \tparam T The type of the component * \param id The id of the GameObject this component belongs to * \return A vector of all components of the specific type and id @@ -126,9 +126,9 @@ public: RefVector get_components_by_id(game_object_id_t id) const; /** * \brief Get all components of a specific type - * + * * This method gets all components of a specific type. - * + * * \tparam T The type of the component * \return A vector of all components of the specific type */ @@ -138,7 +138,7 @@ public: private: /** * \brief The components - * + * * This unordered_map stores all components. The key is the type of the component and the * value is a vector of vectors of unique pointers to the components. * diff --git a/src/crepe/manager/EventManager.h b/src/crepe/manager/EventManager.h index d634f54..ba5e98b 100644 --- a/src/crepe/manager/EventManager.h +++ b/src/crepe/manager/EventManager.h @@ -24,7 +24,7 @@ typedef size_t event_channel_t; /** * \class EventManager * \brief Manages event subscriptions, triggers, and queues, enabling decoupled event handling. - * + * * The `EventManager` acts as a centralized event system. It allows for registering callbacks * for specific event types, triggering events synchronously, queueing events for later * processing, and managing subscriptions via unique identifiers. @@ -35,20 +35,20 @@ public: /** * \brief Get the singleton instance of the EventManager. - * + * * This method returns the unique instance of the EventManager, creating it if it * doesn't already exist. Ensures only one instance is active in the program. - * + * * \return Reference to the singleton instance of the EventManager. */ static EventManager & get_instance(); /** * \brief Subscribe to a specific event type. - * + * * Registers a callback for a given event type and optional channel. Each callback * is assigned a unique subscription ID that can be used for later unsubscription. - * + * * \tparam EventType The type of the event to subscribe to. * \param callback The callback function to be invoked when the event is triggered. * \param channel The channel number to subscribe to (default is CHANNEL_ALL, which listens to all channels). @@ -60,18 +60,18 @@ public: /** * \brief Unsubscribe a previously registered callback. - * + * * Removes a callback from the subscription list based on its unique subscription ID. - * + * * \param event_id The unique subscription ID of the callback to remove. */ void unsubscribe(subscription_t event_id); /** * \brief Trigger an event immediately. - * + * * Synchronously invokes all registered callbacks for the given event type on the specified channel. - * + * * \tparam EventType The type of the event to trigger. * \param event The event instance to pass to the callbacks. * \param channel The channel to trigger the event on (default is CHANNEL_ALL, which triggers on all channels). @@ -81,9 +81,9 @@ public: /** * \brief Queue an event for later processing. - * + * * Adds an event to the event queue to be processed during the next call to `dispatch_events`. - * + * * \tparam EventType The type of the event to queue. * \param event The event instance to queue. * \param channel The channel to associate with the event (default is CHANNEL_ALL). @@ -93,7 +93,7 @@ public: /** * \brief Process all queued events. - * + * * Iterates through the event queue and triggers callbacks for each queued event. * Events are removed from the queue once processed. */ @@ -101,7 +101,7 @@ public: /** * \brief Clear all subscriptions. - * + * * Removes all registered event handlers and clears the subscription list. */ void clear(); @@ -109,7 +109,7 @@ public: private: /** * \brief Default constructor for the EventManager. - * + * * Constructor is private to enforce the singleton pattern. */ EventManager() = default; diff --git a/src/crepe/system/CollisionSystem.h b/src/crepe/system/CollisionSystem.h index 7e893c8..5b136c6 100644 --- a/src/crepe/system/CollisionSystem.h +++ b/src/crepe/system/CollisionSystem.h @@ -37,7 +37,7 @@ private: /** * \brief A structure to store the collision data of a single collider. - * + * * This structure all components and id that are for needed within this system when calculating or handeling collisions. * The transform and rigidbody are mostly needed for location and rotation. * In rigidbody additional info is written about what the body of the object is, @@ -65,7 +65,7 @@ private: public: /** * \brief Structure representing detailed collision information between two colliders. - * + * * Includes information about the colliding objects and the resolution data for handling the collision. */ struct CollisionInfo { @@ -90,9 +90,9 @@ public: private: /** * \brief Determines the type of collider pair from two colliders. - * + * * Uses std::holds_alternative to identify the types of the provided colliders. - * + * * \param collider1 First collider variant (BoxCollider or CircleCollider). * \param collider2 Second collider variant (BoxCollider or CircleCollider). * \return The combined type of the two colliders. @@ -102,9 +102,9 @@ private: /** * \brief Calculates the current position of a collider. - * + * * Combines the Collider offset, Transform position, and Rigidbody offset to compute the position of the collider. - * + * * \param collider_offset The offset of the collider. * \param transform The Transform of the associated game object. * \param rigidbody The Rigidbody of the associated game object. @@ -116,9 +116,9 @@ private: private: /** * \brief Handles collision resolution between two colliders. - * + * * Processes collision data and adjusts objects to resolve collisions and/or calls the user oncollision script function. - * + * * \param data1 Collision data for the first collider. * \param data2 Collision data for the second collider. */ @@ -126,9 +126,9 @@ private: /** * \brief Resolves collision between two colliders and calculates the movement required. - * + * * Determines the displacement and direction needed to separate colliders based on their types. - * + * * \param data1 Collision data for the first collider. * \param data2 Collision data for the second collider. * \param type The type of collider pair. @@ -140,9 +140,9 @@ private: /** * \brief Calculates the resolution vector for two BoxColliders. - * + * * Computes the displacement required to separate two overlapping BoxColliders. - * + * * \param box_collider1 The first BoxCollider. * \param box_collider2 The second BoxCollider. * \param position1 The position of the first BoxCollider. @@ -155,13 +155,13 @@ private: /** * \brief Calculates the resolution vector for two CircleCollider. - * + * * Computes the displacement required to separate two overlapping CircleCollider. - * + * * \param circle_collider1 The first CircleCollider. * \param circle_collider2 The second CircleCollider. - * \param position1 The position of the first CircleCollider. - * \param position2 The position of the second CircleCollider. + * \param final_position1 The position of the first CircleCollider. + * \param final_position2 The position of the second CircleCollider. * \return The resolution vector for the collision. */ vec2 get_circle_circle_resolution(const CircleCollider & circle_collider1, @@ -171,14 +171,13 @@ private: /** * \brief Calculates the resolution vector for two CircleCollider. - * + * * Computes the displacement required to separate two overlapping CircleCollider. - * + * * \param circle_collider The first CircleCollider. * \param box_collider The second CircleCollider. * \param circle_position The position of the CircleCollider. * \param box_position The position of the BoxCollider. - * \param inverse Inverted true if box circle collision, false if circle box collision (inverts the direction). * \return The resolution vector for the collision. */ vec2 get_circle_box_resolution(const CircleCollider & circle_collider, @@ -188,18 +187,18 @@ private: /** * \brief Determines the appropriate collision handler for a collision. - * + * * Decides the correct resolution process based on the dynamic or static nature of the colliders involved. - * + * * \param info Collision information containing data about both colliders. */ void determine_collision_handler(CollisionInfo & info); /** * \brief Handles collisions involving static objects. - * + * * Resolves collisions by adjusting positions and modifying velocities if bounce is enabled. - * + * * \param info Collision information containing data about both colliders. */ void static_collision_handler(CollisionInfo & info); @@ -207,9 +206,9 @@ private: private: /** * \brief Checks for collisions between colliders. - * + * * Identifies collisions and generates pairs of colliding objects for further processing. - * + * * \param colliders A collection of all active colliders. * \return A list of collision pairs with their associated data. */ @@ -218,13 +217,13 @@ private: /** * \brief Checks if two collision layers have at least one common layer. - * + * * This function checks if there is any overlapping layer between the two inputs. - * It compares each layer from the first input to see - * if it exists in the second input. If at least one common layer is found, - * the function returns true, indicating that the two colliders share a common + * It compares each layer from the first input to see + * if it exists in the second input. If at least one common layer is found, + * the function returns true, indicating that the two colliders share a common * collision layer. - * + * * \param layers1 all collision layers for the first collider. * \param layers2 all collision layers for the second collider. * \return Returns true if there is at least one common layer, false otherwise. @@ -234,9 +233,9 @@ private: /** * \brief Checks for collision between two colliders. - * + * * Calls the appropriate collision detection function based on the collider types. - * + * * \param first_info Collision data for the first collider. * \param second_info Collision data for the second collider. * \param type The type of collider pair. @@ -248,7 +247,7 @@ private: /** * \brief Detects collisions between two BoxColliders. - * + * * \param box1 The first BoxCollider. * \param box2 The second BoxCollider. * \param transform1 Transform of the first object. diff --git a/src/crepe/system/ParticleSystem.h b/src/crepe/system/ParticleSystem.h index c647284..068f01c 100644 --- a/src/crepe/system/ParticleSystem.h +++ b/src/crepe/system/ParticleSystem.h @@ -25,7 +25,7 @@ public: private: /** * \brief Emits a particle from the specified emitter based on its emission properties. - * + * * \param emitter Reference to the ParticleEmitter. * \param transform Const reference to the Transform component associated with the emitter. */ @@ -34,7 +34,7 @@ private: /** * \brief Calculates the number of times particles should be emitted based on emission rate * and update count. - * + * * \param count Current update count. * \param emission Emission rate. * \return The number of particles to emit. @@ -44,7 +44,7 @@ private: /** * \brief Checks whether particles are within the emitter’s boundary, resets or stops * particles if they exit. - * + * * \param emitter Reference to the ParticleEmitter. * \param transform Const reference to the Transform component associated with the emitter. */ @@ -52,7 +52,7 @@ private: /** * \brief Generates a random angle for particle emission within the specified range. - * + * * \param min_angle Minimum emission angle in degrees. * \param max_angle Maximum emission angle in degrees. * \return Random angle in degrees. @@ -61,7 +61,7 @@ private: /** * \brief Generates a random speed for particle emission within the specified range. - * + * * \param min_speed Minimum emission speed. * \param max_speed Maximum emission speed. * \return Random speed. diff --git a/src/crepe/system/PhysicsSystem.h b/src/crepe/system/PhysicsSystem.h index 227ab69..26152a5 100644 --- a/src/crepe/system/PhysicsSystem.h +++ b/src/crepe/system/PhysicsSystem.h @@ -6,7 +6,7 @@ namespace crepe { /** * \brief System that controls all physics - * + * * This class is a physics system that uses a rigidbody and transform to add physics to a game * object. */ @@ -15,7 +15,7 @@ public: using System::System; /** * \brief updates the physics system. - * + * * It calculates new velocties and changes the postion in the transform. */ void update() override; diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp index 830d380..26f2c85 100644 --- a/src/crepe/system/RenderSystem.cpp +++ b/src/crepe/system/RenderSystem.cpp @@ -46,7 +46,8 @@ SDLContext::CameraValues RenderSystem::update_camera() { } bool sorting_comparison(const Sprite & a, const Sprite & b) { - if (a.data.sorting_in_layer != b.data.sorting_in_layer) return a.data.sorting_in_layer < b.data.sorting_in_layer; + if (a.data.sorting_in_layer != b.data.sorting_in_layer) + return a.data.sorting_in_layer < b.data.sorting_in_layer; if (a.data.order_in_layer != b.data.order_in_layer) return a.data.order_in_layer < b.data.order_in_layer; diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h index de76229..e270a6b 100644 --- a/src/crepe/system/RenderSystem.h +++ b/src/crepe/system/RenderSystem.h @@ -18,7 +18,7 @@ class Transform; * \brief Manages rendering operations for all game objects. * * RenderSystem is responsible for rendering, clearing and presenting the screen, and - * managing the active camera. + * managing the active camera. */ class RenderSystem : public System { public: @@ -56,10 +56,10 @@ private: const double & scale); /** - * \brief renders a sprite with a Transform component on the screen + * \brief renders a sprite with a Transform component on the screen * * \param sprite the sprite component that holds all the data - * \param tm the Transform component that holds the position,rotation and scale + * \param tm the Transform component that holds the position,rotation and scale */ void render_normal(const Sprite & sprite, const SDLContext::CameraValues & cam, const Transform & tm); @@ -67,7 +67,7 @@ private: /** * \brief sort a vector sprite objects with * - * \param objs the vector that will do a sorting algorithm on + * \param objs the vector that will do a sorting algorithm on * \return returns a sorted reference vector */ RefVector sort(RefVector & objs) const; diff --git a/src/crepe/system/ScriptSystem.h b/src/crepe/system/ScriptSystem.h index 936e9ca..3db1b1e 100644 --- a/src/crepe/system/ScriptSystem.h +++ b/src/crepe/system/ScriptSystem.h @@ -8,7 +8,7 @@ class Script; /** * \brief Script system - * + * * The script system is responsible for all \c BehaviorScript components, and * calls the methods on classes derived from \c Script. */ diff --git a/src/test/Profiling.cpp b/src/test/Profiling.cpp index bd99614..c753bca 100644 --- a/src/test/Profiling.cpp +++ b/src/test/Profiling.cpp @@ -70,8 +70,11 @@ public: void SetUp() override { GameObject do_not_use = mgr.new_object("DO_NOT_USE", "", {0, 0}); - do_not_use.add_component(Color::WHITE, ivec2{1080, 720}, vec2{2000, 2000}, - 1.0f); + do_not_use.add_component(ivec2{1080, 720}, vec2{2000, 2000}, + Camera::Data{ + .bg_color = Color::WHITE, + .zoom = 1.0f, + }); // initialize systems here: //calls init script_sys.update(); @@ -164,10 +167,15 @@ TEST_F(DISABLED_ProfilingTest, Profiling_2) { gameobject.add_component(vec2{0, 0}, vec2{1, 1}); gameobject.add_component().set_script(); - Color color(0, 0, 0, 0); auto img = Texture("asset/texture/square.png"); Sprite & test_sprite = gameobject.add_component( - img, color, Sprite::FlipSettings{false, false}, 1, 1, 500); + img, Sprite::Data{ + .color = {0, 0, 0, 0}, + .flip = {.flip_x = false, .flip_y = false}, + .sorting_in_layer = 1, + .order_in_layer = 1, + .size = {.y = 500}, + }); } this->game_object_count++; @@ -197,10 +205,15 @@ TEST_F(DISABLED_ProfilingTest, Profiling_3) { }); gameobject.add_component(vec2{0, 0}, vec2{1, 1}); gameobject.add_component().set_script(); - Color color(0, 0, 0, 0); auto img = Texture("asset/texture/square.png"); Sprite & test_sprite = gameobject.add_component( - img, color, Sprite::FlipSettings{false, false}, 1, 1, 500); + img, Sprite::Data{ + .color = {0, 0, 0, 0}, + .flip = {.flip_x = false, .flip_y = false}, + .sorting_in_layer = 1, + .order_in_layer = 1, + .size = {.y = 500}, + }); auto & test = gameobject.add_component(ParticleEmitter::Data{ .max_particles = 10, .emission_rate = 100, -- cgit v1.2.3