From 9432900158e6a31815345fcf0af8d28ae34c6da9 Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Fri, 8 Nov 2024 11:44:21 +0100 Subject: code style --- src/crepe/api/Texture.h | 60 ++++++++++++++++++++++++++++++++++++++++++------- 1 file changed, 52 insertions(+), 8 deletions(-) (limited to 'src/crepe/api/Texture.h') diff --git a/src/crepe/api/Texture.h b/src/crepe/api/Texture.h index 9a86f6f..6d99a93 100644 --- a/src/crepe/api/Texture.h +++ b/src/crepe/api/Texture.h @@ -3,31 +3,75 @@ // FIXME: this header can't be included because this is an API header, and SDL2 // development headers won't be bundled with crepe. Why is this facade in the // API namespace? + #include #include #include "Asset.h" namespace crepe { + +//! Forward declaration of SDLContext class. class SDLContext; -} -namespace crepe { +//! Forward declaration of Animator class. +class Animator; +/** + * \class Texture + * \brief Manages texture loading and properties. + * + * The Texture class is responsible for loading an image from a source + * and providing access to its dimensions. Textures can be used for rendering. + */ class Texture { public: - Texture(const char * src); - Texture(std::unique_ptr res); - ~Texture(); + /** + * \brief Constructs a Texture from a file path. + * \param src Path to the image file to be loaded as a texture. + */ + Texture(const char * src); + + /** + * \brief Constructs a Texture from an Asset resource. + * \param res Unique pointer to an Asset resource containing texture data. + */ + Texture(std::unique_ptr res); + + /** + * \brief Destroys the Texture instance, freeing associated resources. + */ + ~Texture(); + + /** + * \brief Gets the width of the texture. + * \return Width of the texture in pixels. + */ + int get_width() const; + + /** + * \brief Gets the height of the texture. + * \return Height of the texture in pixels. + */ + int get_height() const; private: - void load(std::unique_ptr res); + /** + * \brief Loads the texture from an Asset resource. + * \param res Unique pointer to an Asset resource to load the texture from. + */ + void load(std::unique_ptr res); private: - SDL_Texture * texture = nullptr; + //! The texture of the class from the library + SDL_Texture * texture = nullptr; + + //! Grants SDLContext access to private members. + friend class SDLContext; - friend class crepe::SDLContext; + //! Grants Animator access to private members. + friend class Animator; }; } // namespace crepe -- cgit v1.2.3 From 91a277c69fd5f8ba814adc1006a49c7415ff65be Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Fri, 8 Nov 2024 17:31:25 +0100 Subject: updated to satisfy the code review --- src/crepe/api/Animator.h | 14 ++++++----- src/crepe/api/Camera.h | 26 ++++++-------------- src/crepe/api/Sprite.h | 36 ++++++++++----------------- src/crepe/api/Texture.cpp | 16 +++--------- src/crepe/api/Texture.h | 1 + src/crepe/facade/SDLContext.cpp | 17 +++++++------ src/crepe/facade/SDLContext.h | 49 ++++++++++++------------------------- src/crepe/system/AnimatorSystem.cpp | 2 +- 8 files changed, 60 insertions(+), 101 deletions(-) (limited to 'src/crepe/api/Texture.h') diff --git a/src/crepe/api/Animator.h b/src/crepe/api/Animator.h index ede1610..42ce957 100644 --- a/src/crepe/api/Animator.h +++ b/src/crepe/api/Animator.h @@ -28,11 +28,11 @@ public: /** * \brief Constructs an Animator object that will control animations for a sprite sheet. * - * \param[in] id The unique identifier for the component, typically assigned automatically. - * \param[in] spritesheet A reference to the Sprite object which holds the sprite sheet for animation. - * \param[in] row The maximum number of rows in the sprite sheet. - * \param[in] col The maximum number of columns in the sprite sheet. - * \param[in] col__animate The specific col index of the sprite sheet to animate. This allows selecting which col to animate from multiple col in the sheet. + * \param id The unique identifier for the component, typically assigned automatically. + * \param spritesheet A reference to the Sprite object which holds the sprite sheet for animation. + * \param row The maximum number of rows in the sprite sheet. + * \param col The maximum number of columns in the sprite sheet. + * \param col__animate The specific col index of the sprite sheet to animate. This allows selecting which col to animate from multiple col in the sheet. * * This constructor sets up the Animator with the given parameters, and initializes the animation system. */ @@ -80,8 +80,10 @@ private: //int fps; private: - //! Friend class that can directly access the private members of the Animator. + //! AnimatorSystem adjust the private member parameters of Animator; friend class AnimatorSystem; + + //! SDLContext reads the Animator member var's friend class SDLContext; }; } // namespace crepe diff --git a/src/crepe/api/Camera.h b/src/crepe/api/Camera.h index 7587b44..708a523 100644 --- a/src/crepe/api/Camera.h +++ b/src/crepe/api/Camera.h @@ -2,8 +2,8 @@ #include -#include "Component.h" #include "Color.h" +#include "Component.h" namespace crepe { @@ -31,34 +31,22 @@ public: ~Camera(); public: - /** - * \brief Background color of the camera view. - */ + //! \brief Background color of the camera view. Color bg_color; - /** - * \brief Aspect ratio height for the camera. - */ + //! \brief Aspect ratio height for the camera. double aspect_height; - /** - * \brief Aspect ratio width for the camera. - */ + //! \brief Aspect ratio width for the camera. double aspect_width; - /** - * \brief X-coordinate of the camera position. - */ + //! \brief X-coordinate of the camera position. double x; - /** - * \brief Y-coordinate of the camera position. - */ + //! \brief Y-coordinate of the camera position. double y; - /** - * \brief Zoom level of the camera view. - */ + //! \brief Zoom level of the camera view. double zoom; public: diff --git a/src/crepe/api/Sprite.h b/src/crepe/api/Sprite.h index 51cb860..1db32d7 100644 --- a/src/crepe/api/Sprite.h +++ b/src/crepe/api/Sprite.h @@ -10,13 +10,6 @@ namespace crepe { -/** - * \struct Rect - * \brief Represents a rectangle area for rendering. - * - * Everything within the defined rectangle will be rendered. - * The SDLContext will translate this into the library's rectangle structure. - */ struct Rect { int w = 0; int h = 0; @@ -24,29 +17,16 @@ struct Rect { int y = 0; }; -/** - * \struct FlipSettings - * \brief Flip settings for the sprite. - * - * Defines the horizontal and vertical flip settings for a sprite, which the - * SDLContext will translate into the corresponding settings for the library. - */ struct FlipSettings { bool flip_x = false; bool flip_y = false; }; -//! Forward declaration of the SDLContext facade. class SDLContext; - -//! Forward declaration of the Animator class. class Animator; - -//! Forward declaration of the AnimatorSystem class. class AnimatorSystem; /** - * \class Sprite * \brief Represents a renderable sprite component. * * A renderable sprite that can be displayed in the game. It includes a texture, @@ -55,6 +35,9 @@ class AnimatorSystem; class Sprite : public Component { public: + + // TODO: Loek comment in github #27 will be looked another time + // about shared_ptr Texture /** * \brief Constructs a Sprite with specified parameters. * \param game_id Unique identifier for the game object this sprite belongs to. @@ -78,23 +61,30 @@ public: //! Flip settings for the sprite FlipSettings flip; //! Layer sorting level of the sprite - uint8_t sorting_in_layer; + uint8_t sorting_in_layer = 0; //! Order within the sorting layer - uint8_t order_in_layer; + uint8_t order_in_layer = 0; public: /** * \brief Gets the maximum number of instances allowed for this sprite. * \return Maximum instance count as an integer. + * + * For now is this number randomly picked. I think it will eventually be 1. */ virtual int get_instances_max() const { return 10; } private: + //! Reads the sprite_rect of sprite friend class SDLContext; + + //! Reads the all the variables plus the sprite_rect friend class Animator; + + //! Reads the all the variables plus the sprite_rect friend class AnimatorSystem; - //! Render area of the sprite + //! Render area of the sprite this will also be adjusted by the AnimatorSystem if an Animator object is present in GameObject Rect sprite_rect; }; diff --git a/src/crepe/api/Texture.cpp b/src/crepe/api/Texture.cpp index 5519e5e..e6c2e05 100644 --- a/src/crepe/api/Texture.cpp +++ b/src/crepe/api/Texture.cpp @@ -32,18 +32,10 @@ void Texture::load(unique_ptr res) { } int Texture::get_width() const{ - if (this->texture) { - return SDLContext::get_instance().get_width(*this); - } - else { - return 0; - } + if (this->texture == nullptr) return 0; + return SDLContext::get_instance().get_width(*this); } int Texture::get_height() const{ - if (this->texture) { - return SDLContext::get_instance().get_height(*this); - } - else { - return 0; - } + if (this->texture == nullptr) return 0; + return SDLContext::get_instance().get_width(*this); } diff --git a/src/crepe/api/Texture.h b/src/crepe/api/Texture.h index 6d99a93..828518d 100644 --- a/src/crepe/api/Texture.h +++ b/src/crepe/api/Texture.h @@ -64,6 +64,7 @@ private: void load(std::unique_ptr res); private: + //TODO make RAII //! The texture of the class from the library SDL_Texture * texture = nullptr; diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index 9a2d15a..cedb7b8 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -7,6 +7,7 @@ #include #include #include +#include #include "../api/Sprite.h" #include "../api/Texture.h" @@ -98,13 +99,15 @@ void SDLContext::handle_events(bool & running) { */ } -void SDLContext::clear_screen() const { SDL_RenderClear(this->game_renderer); } -void SDLContext::present_screen() const { SDL_RenderPresent(this->game_renderer); } +void SDLContext::clear_screen() { SDL_RenderClear(this->game_renderer); } +void SDLContext::present_screen() { + SDL_RenderPresent(this->game_renderer); +} void SDLContext::draw(const Sprite & sprite, const Transform & transform, - const Camera & cam) const { + const Camera & cam) { - static SDL_RendererFlip render_flip + SDL_RendererFlip render_flip = (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * sprite.flip.flip_x) | (SDL_FLIP_VERTICAL * sprite.flip.flip_y)); @@ -147,10 +150,10 @@ void SDLContext::camera(const Camera & cam) { const uint64_t SDLContext::get_ticks() const { return SDL_GetTicks64(); } -SDL_Texture * SDLContext::texture_from_path(const char * path) const { - dbg_trace(); +//TODO: make this RAII +SDL_Texture * SDLContext::texture_from_path(const std::string & path) { - SDL_Surface * tmp = IMG_Load(path); + SDL_Surface * tmp = IMG_Load(path.c_str()); if (!tmp) { std::cerr << "Error surface " << IMG_GetError << std::endl; } diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index 3396697..80b76dd 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -3,18 +3,18 @@ #include #include #include +#include #include "../api/Sprite.h" #include "../api/Transform.h" #include "api/Camera.h" -typedef SDL_Keycode CREPE_KEYCODES; - //FIXME: this needs to be removed const int SCREEN_WIDTH = 640; const int SCREEN_HEIGHT = 480; namespace crepe { +typedef SDL_Keycode CREPE_KEYCODES; class Texture; class LoopManager; @@ -35,29 +35,13 @@ public: */ static SDLContext & get_instance(); - /** - * \brief Deleted copy constructor. - */ SDLContext(const SDLContext &) = delete; - - /** - * \brief Deleted move constructor. - */ SDLContext(SDLContext &&) = delete; - - /** - * \brief Deleted copy assignment operator. - * \return Reference to the SDLContext instance. - */ SDLContext & operator=(const SDLContext &) = delete; - - /** - * \brief Deleted move assignment operator. - * \return Reference to the SDLContext instance. - */ SDLContext & operator=(SDLContext &&) = delete; private: + //! will only use handle_events friend class LoopManager; /** * \brief Handles SDL events such as window close and input. @@ -65,8 +49,8 @@ private: */ void handle_events(bool & running); - private: + //! Will only use get_ticks friend class AnimatorSystem; /** @@ -75,7 +59,6 @@ private: */ const uint64_t get_ticks() const; - private: /** * \brief Constructs an SDLContext instance. @@ -87,13 +70,13 @@ private: * \brief Destroys the SDLContext instance. * Cleans up SDL resources, including the window and renderer. */ - virtual ~SDLContext(); - - + ~SDLContext(); private: - + //! Will use the funtions: texture_from_path, get_width,get_height. friend class Texture; + + //! Will use the funtions: texture_from_path, get_width,get_height. friend class Animator; /** @@ -101,25 +84,24 @@ private: * \param path Path to the image file. * \return Pointer to the created SDL_Texture. */ - SDL_Texture * texture_from_path(const char * path) const; + SDL_Texture * texture_from_path(const std::string & path); /** * \brief Gets the width of a texture. * \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 &) 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 &) const; private: - + //! Will use draw,clear_screen, present_screen, camera. friend class RenderSystem; /** @@ -129,17 +111,17 @@ private: * \param camera Reference to the Camera for view adjustments. */ void draw(const Sprite & sprite, const Transform & transform, - const Camera & camera) const; + const Camera & camera); /** * \brief Clears the screen, preparing for a new frame. */ - void clear_screen() const ; + void clear_screen(); /** * \brief Presents the rendered frame to the screen. */ - void present_screen() const ; + void present_screen(); /** * \brief Sets the current camera for rendering. @@ -148,6 +130,7 @@ private: void camera(const Camera & camera); private: + //TODO: Make this RAII //! sdl window SDL_Window * game_window = nullptr; //! renderer for the crepe engine diff --git a/src/crepe/system/AnimatorSystem.cpp b/src/crepe/system/AnimatorSystem.cpp index 3d6c807..4ea889a 100644 --- a/src/crepe/system/AnimatorSystem.cpp +++ b/src/crepe/system/AnimatorSystem.cpp @@ -3,11 +3,11 @@ #include #include -#include "ComponentManager.h" #include "facade/SDLContext.h" #include "util/log.h" #include "api/Animator.h" +#include "ComponentManager.h" #include "AnimatorSystem.h" using namespace crepe; -- cgit v1.2.3 From ba713ba89127e3b4a24f204f67bccaa9c2972916 Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Fri, 8 Nov 2024 18:04:36 +0100 Subject: Made it RAII --- src/crepe/api/Texture.cpp | 6 ++---- src/crepe/api/Texture.h | 6 ++++-- src/crepe/api/Transform.h | 2 +- src/crepe/facade/SDLContext.cpp | 40 +++++++++++++++++----------------------- src/crepe/facade/SDLContext.h | 17 +++++++++++++---- 5 files changed, 37 insertions(+), 34 deletions(-) (limited to 'src/crepe/api/Texture.h') diff --git a/src/crepe/api/Texture.cpp b/src/crepe/api/Texture.cpp index e6c2e05..1eac655 100644 --- a/src/crepe/api/Texture.cpp +++ b/src/crepe/api/Texture.cpp @@ -21,14 +21,12 @@ Texture::Texture(const char * src) { Texture::~Texture() { dbg_trace(); - if (this->texture != nullptr) { - SDL_DestroyTexture(this->texture); - } + this->texture.reset(); } void Texture::load(unique_ptr res) { SDLContext & ctx = SDLContext::get_instance(); - this->texture = ctx.texture_from_path(res->canonical()); + this->texture.reset(ctx.texture_from_path(res->canonical())); } int Texture::get_width() const{ diff --git a/src/crepe/api/Texture.h b/src/crepe/api/Texture.h index 828518d..0cacfe5 100644 --- a/src/crepe/api/Texture.h +++ b/src/crepe/api/Texture.h @@ -64,9 +64,11 @@ private: void load(std::unique_ptr res); private: - //TODO make RAII + struct TextureDeleter{ + void operator()(SDL_Texture* texture) const { SDL_DestroyTexture(texture);} + }; //! The texture of the class from the library - SDL_Texture * texture = nullptr; + std::unique_ptr texture; //! Grants SDLContext access to private members. friend class SDLContext; diff --git a/src/crepe/api/Transform.h b/src/crepe/api/Transform.h index d7a5b8a..756e45b 100644 --- a/src/crepe/api/Transform.h +++ b/src/crepe/api/Transform.h @@ -32,7 +32,7 @@ public: public: //! Translation (shift) Vector2 position; - //! Rotation, in radians + //! Rotation, in degrees double rotation; //! Multiplication factor double scale; diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index cedb7b8..770e93b 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -34,22 +34,22 @@ SDLContext::SDLContext() { return; } - this->game_window = SDL_CreateWindow( + this->game_window.reset(SDL_CreateWindow( "Crepe Game Engine", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, - this->viewport.w, this->viewport.h, 0); + this->viewport.w, this->viewport.h, 0)); if (!this->game_window) { // FIXME: throw exception std::cerr << "Window could not be created! SDL_Error: " << SDL_GetError() << std::endl; } - this->game_renderer - = SDL_CreateRenderer(this->game_window, -1, SDL_RENDERER_ACCELERATED); + this->game_renderer.reset(SDL_CreateRenderer(this->game_window.get(), -1, + SDL_RENDERER_ACCELERATED)); if (!this->game_renderer) { // FIXME: throw exception std::cerr << "Renderer could not be created! SDL_Error: " << SDL_GetError() << std::endl; - SDL_DestroyWindow(this->game_window); + SDL_DestroyWindow(this->game_window.get()); return; } @@ -64,12 +64,8 @@ SDLContext::SDLContext() { SDLContext::~SDLContext() { dbg_trace(); - if (this->game_renderer != nullptr) - SDL_DestroyRenderer(this->game_renderer); - - if (this->game_window != nullptr) { - SDL_DestroyWindow(this->game_window); - } + this->game_renderer.reset(); + this->game_window.reset(); // TODO: how are we going to ensure that these are called from the same // thread that SDL_Init() was called on? This has caused problems for me @@ -99,9 +95,9 @@ void SDLContext::handle_events(bool & running) { */ } -void SDLContext::clear_screen() { SDL_RenderClear(this->game_renderer); } +void SDLContext::clear_screen() { SDL_RenderClear(this->game_renderer.get()); } void SDLContext::present_screen() { - SDL_RenderPresent(this->game_renderer); + SDL_RenderPresent(this->game_renderer.get()); } void SDLContext::draw(const Sprite & sprite, const Transform & transform, @@ -130,12 +126,10 @@ void SDLContext::draw(const Sprite & sprite, const Transform & transform, .h = static_cast(adjusted_h), }; - double degrees = transform.rotation * 180 / M_PI; - - SDL_RenderCopyEx(this->game_renderer, sprite.sprite_image->texture, - &srcrect, + SDL_RenderCopyEx(this->game_renderer.get(), + sprite.sprite_image->texture.get(), &srcrect, - &dstrect, degrees, NULL, render_flip); + &dstrect, transform.rotation, NULL, render_flip); } void SDLContext::camera(const Camera & cam) { @@ -144,8 +138,8 @@ void SDLContext::camera(const Camera & cam) { this->viewport.x = static_cast(cam.x) - (SCREEN_WIDTH / 2); this->viewport.y = static_cast(cam.y) - (SCREEN_HEIGHT / 2); - SDL_SetRenderDrawColor(this->game_renderer, cam.bg_color.r, cam.bg_color.g, - cam.bg_color.b, cam.bg_color.a); + SDL_SetRenderDrawColor(this->game_renderer.get(), cam.bg_color.r, + cam.bg_color.g, cam.bg_color.b, cam.bg_color.a); } const uint64_t SDLContext::get_ticks() const { return SDL_GetTicks64(); } @@ -158,7 +152,7 @@ SDL_Texture * SDLContext::texture_from_path(const std::string & path) { std::cerr << "Error surface " << IMG_GetError << std::endl; } SDL_Texture * created_texture - = SDL_CreateTextureFromSurface(this->game_renderer, tmp); + = SDL_CreateTextureFromSurface(this->game_renderer.get(), tmp); if (!created_texture) { std::cerr << "Error could not create texture " << IMG_GetError @@ -170,11 +164,11 @@ SDL_Texture * SDLContext::texture_from_path(const std::string & path) { } int SDLContext::get_width(const Texture & ctx) const { int w; - SDL_QueryTexture(ctx.texture, NULL, NULL, &w, NULL); + SDL_QueryTexture(ctx.texture.get(), NULL, NULL, &w, NULL); return w; } int SDLContext::get_height(const Texture & ctx) const { int h; - SDL_QueryTexture(ctx.texture, NULL, NULL, NULL, &h); + SDL_QueryTexture(ctx.texture.get(), NULL, NULL, NULL, &h); return h; } diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index 80b76dd..0a8dbcf 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -3,6 +3,7 @@ #include #include #include +#include #include #include "../api/Sprite.h" @@ -130,11 +131,19 @@ private: void camera(const Camera & camera); private: - //TODO: Make this RAII - //! sdl window - SDL_Window * game_window = nullptr; + struct WindowDeleter { + void operator()(SDL_Window * window) { SDL_DestroyWindow(window); } + }; + + struct RendererDeleter { + void operator()(SDL_Renderer * renderer) { SDL_DestroyRenderer(renderer); } + }; + + //! sdl Window + std::unique_ptr game_window; + //! renderer for the crepe engine - SDL_Renderer * game_renderer = nullptr; + std::unique_ptr game_renderer; //! viewport for the camera window SDL_Rect viewport = {0, 0, 640, 480}; -- cgit v1.2.3 From ac8a58a2a16118ea4c40fcc533c3420edde45122 Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Fri, 8 Nov 2024 19:12:37 +0100 Subject: fixed all the RAII --- src/crepe/api/Animator.h | 14 +----------- src/crepe/api/Texture.cpp | 2 +- src/crepe/api/Texture.h | 9 ++------ src/crepe/facade/SDLContext.cpp | 48 +++++++++++++++++++++++++---------------- src/crepe/facade/SDLContext.h | 17 ++++++--------- 5 files changed, 40 insertions(+), 50 deletions(-) (limited to 'src/crepe/api/Texture.h') diff --git a/src/crepe/api/Animator.h b/src/crepe/api/Animator.h index 42ce957..ae0a896 100644 --- a/src/crepe/api/Animator.h +++ b/src/crepe/api/Animator.h @@ -39,23 +39,11 @@ public: Animator(uint32_t id, Sprite & spritesheet, int row, int col, int col_animate); - /** - * \brief Destroys the Animator object and cleans up any resources. - * - * This destructor will handle any necessary cleanup when the Animator component is no longer needed. - */ - ~Animator(); - //! Deleted copy constructor to prevent copying of the Animator instance. + ~Animator(); Animator(const Animator &) = delete; - - //! Deleted move constructor to prevent moving of the Animator instance. Animator(Animator &&) = delete; - - //! Deleted copy assignment operator to prevent copying the Animator instance. Animator & operator=(const Animator &) = delete; - - //! Deleted move assignment operator to prevent moving the Animator instance. Animator & operator=(Animator &&) = delete; private: diff --git a/src/crepe/api/Texture.cpp b/src/crepe/api/Texture.cpp index 1eac655..c31f704 100644 --- a/src/crepe/api/Texture.cpp +++ b/src/crepe/api/Texture.cpp @@ -26,7 +26,7 @@ Texture::~Texture() { void Texture::load(unique_ptr res) { SDLContext & ctx = SDLContext::get_instance(); - this->texture.reset(ctx.texture_from_path(res->canonical())); + this->texture = std::move(ctx.texture_from_path(res->canonical())); } int Texture::get_width() const{ diff --git a/src/crepe/api/Texture.h b/src/crepe/api/Texture.h index 0cacfe5..9bda5fe 100644 --- a/src/crepe/api/Texture.h +++ b/src/crepe/api/Texture.h @@ -5,16 +5,14 @@ // API namespace? #include +#include #include #include "Asset.h" namespace crepe { -//! Forward declaration of SDLContext class. class SDLContext; - -//! Forward declaration of Animator class. class Animator; /** @@ -64,11 +62,8 @@ private: void load(std::unique_ptr res); private: - struct TextureDeleter{ - void operator()(SDL_Texture* texture) const { SDL_DestroyTexture(texture);} - }; //! The texture of the class from the library - std::unique_ptr texture; + std::unique_ptr> texture; //! Grants SDLContext access to private members. friend class SDLContext; diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index 770e93b..5b9ca71 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -6,13 +6,17 @@ #include #include #include +#include #include +#include #include +#include #include "../api/Sprite.h" #include "../api/Texture.h" #include "../api/Transform.h" #include "../util/log.h" +#include "Exception.h" #include "SDLContext.h" @@ -33,19 +37,21 @@ SDLContext::SDLContext() { << std::endl; return; } - - this->game_window.reset(SDL_CreateWindow( + SDL_Window * tmp_window = SDL_CreateWindow( "Crepe Game Engine", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, - this->viewport.w, this->viewport.h, 0)); - if (!this->game_window) { + this->viewport.w, this->viewport.h, 0); + if (!tmp_window) { // FIXME: throw exception std::cerr << "Window could not be created! SDL_Error: " << SDL_GetError() << std::endl; + return; } + this->game_window = {tmp_window, [](SDL_Window* window) { SDL_DestroyWindow(window); }}; - this->game_renderer.reset(SDL_CreateRenderer(this->game_window.get(), -1, - SDL_RENDERER_ACCELERATED)); - if (!this->game_renderer) { + + SDL_Renderer* tmp_renderer = SDL_CreateRenderer(this->game_window.get(), -1, + SDL_RENDERER_ACCELERATED); + if (!tmp_renderer) { // FIXME: throw exception std::cerr << "Renderer could not be created! SDL_Error: " << SDL_GetError() << std::endl; @@ -53,6 +59,8 @@ SDLContext::SDLContext() { return; } + this->game_renderer = {tmp_renderer, [](SDL_Renderer* renderer) { SDL_DestroyRenderer(renderer); }}; + int img_flags = IMG_INIT_PNG; if (!(IMG_Init(img_flags) & img_flags)) { // FIXME: throw exception @@ -144,23 +152,27 @@ void SDLContext::camera(const Camera & cam) { const uint64_t SDLContext::get_ticks() const { return SDL_GetTicks64(); } -//TODO: make this RAII -SDL_Texture * SDLContext::texture_from_path(const std::string & path) { +std::unique_ptr> SDLContext::texture_from_path(const std::string & path) { SDL_Surface * tmp = IMG_Load(path.c_str()); - if (!tmp) { - std::cerr << "Error surface " << IMG_GetError << std::endl; + if (tmp == nullptr) { + throw Exception("surface cannot be load from %s", path.c_str()); } - SDL_Texture * created_texture - = SDL_CreateTextureFromSurface(this->game_renderer.get(), tmp); - if (!created_texture) { - std::cerr << "Error could not create texture " << IMG_GetError - << std::endl; + std::unique_ptr> img_surface; + img_surface = {tmp, [](SDL_Surface * surface) { SDL_FreeSurface(surface); }}; + + SDL_Texture * tmp_texture = SDL_CreateTextureFromSurface( + this->game_renderer.get(), img_surface.get()); + + if ( tmp_texture == nullptr) { + throw Exception("Texture cannot be load from %s", path.c_str()); } - SDL_FreeSurface(tmp); - return created_texture; + std::unique_ptr> img_texture; + img_texture = {tmp_texture, [](SDL_Texture * texture) { SDL_DestroyTexture(texture); }}; + + return img_texture; } int SDLContext::get_width(const Texture & ctx) const { int w; diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index 0a8dbcf..93166f2 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -3,6 +3,7 @@ #include #include #include +#include #include #include @@ -15,6 +16,8 @@ const int SCREEN_WIDTH = 640; const int SCREEN_HEIGHT = 480; namespace crepe { + +//TODO: Wouter will fix this. cause user cannot this at the moment typedef SDL_Keycode CREPE_KEYCODES; class Texture; @@ -85,8 +88,7 @@ private: * \param path Path to the image file. * \return Pointer to the created SDL_Texture. */ - SDL_Texture * texture_from_path(const std::string & path); - + std::unique_ptr> texture_from_path(const std::string & path); /** * \brief Gets the width of a texture. * \param texture Reference to the Texture object. @@ -131,19 +133,12 @@ private: void camera(const Camera & camera); private: - struct WindowDeleter { - void operator()(SDL_Window * window) { SDL_DestroyWindow(window); } - }; - - struct RendererDeleter { - void operator()(SDL_Renderer * renderer) { SDL_DestroyRenderer(renderer); } - }; //! sdl Window - std::unique_ptr game_window; + std::unique_ptr> game_window; //! renderer for the crepe engine - std::unique_ptr game_renderer; + std::unique_ptr> game_renderer; //! viewport for the camera window SDL_Rect viewport = {0, 0, 640, 480}; -- cgit v1.2.3 From 506de66aaecc9b82415dde46058b848e46bc7258 Mon Sep 17 00:00:00 2001 From: Loek Le Blansch Date: Fri, 8 Nov 2024 20:21:36 +0100 Subject: nitpicks (merge #27) --- src/crepe/api/Animator.cpp | 4 +- src/crepe/api/Animator.h | 6 +-- src/crepe/api/Camera.cpp | 9 ++-- src/crepe/api/Camera.h | 42 ++++++++-------- src/crepe/api/Color.h | 4 +- src/crepe/api/Sprite.cpp | 4 +- src/crepe/api/Sprite.h | 17 +++---- src/crepe/api/Texture.cpp | 4 +- src/crepe/api/Texture.h | 76 ++++++++++++++--------------- src/crepe/facade/SDLContext.cpp | 33 ++++++++----- src/crepe/facade/SDLContext.h | 95 ++++++++++++++++++------------------- src/crepe/system/AnimatorSystem.cpp | 13 +++-- src/crepe/system/AnimatorSystem.h | 22 ++------- src/crepe/system/RenderSystem.cpp | 9 ++-- src/crepe/system/RenderSystem.h | 80 +++++++++++++------------------ 15 files changed, 195 insertions(+), 223 deletions(-) (limited to 'src/crepe/api/Texture.h') diff --git a/src/crepe/api/Animator.cpp b/src/crepe/api/Animator.cpp index 4b4d4be..8b396af 100644 --- a/src/crepe/api/Animator.cpp +++ b/src/crepe/api/Animator.cpp @@ -3,14 +3,14 @@ #include "util/log.h" +#include "Animator.h" #include "Component.h" #include "Sprite.h" -#include "Animator.h" using namespace crepe; Animator::Animator(uint32_t id, Sprite & ss, int row, int col, int col_animator) - : Component(id), spritesheet(ss), row(row), col(col){ + : Component(id), spritesheet(ss), row(row), col(col) { dbg_trace(); animator_rect = spritesheet.sprite_rect; diff --git a/src/crepe/api/Animator.h b/src/crepe/api/Animator.h index ae0a896..def0240 100644 --- a/src/crepe/api/Animator.h +++ b/src/crepe/api/Animator.h @@ -9,7 +9,6 @@ namespace crepe { class AnimatorSystem; class SDLContext; - /** * \brief The Animator component is used to animate sprites by managing the movement * and frame changes within a sprite sheet. @@ -39,8 +38,7 @@ public: Animator(uint32_t id, Sprite & spritesheet, int row, int col, int col_animate); - - ~Animator(); + ~Animator(); // dbg_trace Animator(const Animator &) = delete; Animator(Animator &&) = delete; Animator & operator=(const Animator &) = delete; @@ -71,7 +69,7 @@ private: //! AnimatorSystem adjust the private member parameters of Animator; friend class AnimatorSystem; - //! SDLContext reads the Animator member var's + //! SDLContext reads the Animator member var's friend class SDLContext; }; } // namespace crepe diff --git a/src/crepe/api/Camera.cpp b/src/crepe/api/Camera.cpp index dbbfb32..820a6a8 100644 --- a/src/crepe/api/Camera.cpp +++ b/src/crepe/api/Camera.cpp @@ -3,15 +3,14 @@ #include "util/log.h" -#include "Component.h" -#include "Color.h" #include "Camera.h" +#include "Color.h" +#include "Component.h" using namespace crepe; -Camera::Camera(uint32_t id, const Color & color) - : Component(id), bg_color(color), aspect_width(640), aspect_height(480), - zoom(1), x(0), y(0) { +Camera::Camera(uint32_t id, const Color & bg_color) + : Component(id), bg_color(bg_color) { dbg_trace(); } diff --git a/src/crepe/api/Camera.h b/src/crepe/api/Camera.h index 708a523..ba3a9ef 100644 --- a/src/crepe/api/Camera.h +++ b/src/crepe/api/Camera.h @@ -19,41 +19,37 @@ class Camera : public Component { public: /** - * \brief Constructs a Camera with the specified ID and background color. - * \param id Unique identifier for the camera component. - * \param bg_color Background color for the camera view. - */ + * \brief Constructs a Camera with the specified ID and background color. + * \param id Unique identifier for the camera component. + * \param bg_color Background color for the camera view. + */ Camera(uint32_t id, const Color & bg_color); - - /** - * \brief Destroys the Camera instance. - */ - ~Camera(); + ~Camera(); // dbg_trace only public: - //! \brief Background color of the camera view. + //! Background color of the camera view. Color bg_color; - //! \brief Aspect ratio height for the camera. - double aspect_height; + //! Aspect ratio height for the camera. + double aspect_height = 480; - //! \brief Aspect ratio width for the camera. - double aspect_width; + //! Aspect ratio width for the camera. + double aspect_width = 640; - //! \brief X-coordinate of the camera position. - double x; + //! X-coordinate of the camera position. + double x = 0.0; - //! \brief Y-coordinate of the camera position. - double y; + //! Y-coordinate of the camera position. + double y = 0.0; - //! \brief Zoom level of the camera view. - double zoom; + //! Zoom level of the camera view. + double zoom = 1.0; public: /** - * \brief Gets the maximum number of camera instances allowed. - * \return Maximum instance count as an integer. - */ + * \brief Gets the maximum number of camera instances allowed. + * \return Maximum instance count as an integer. + */ virtual int get_instances_max() const { return 10; } }; } // namespace crepe diff --git a/src/crepe/api/Color.h b/src/crepe/api/Color.h index 4ebe3a3..aa47bf4 100644 --- a/src/crepe/api/Color.h +++ b/src/crepe/api/Color.h @@ -2,8 +2,9 @@ #include -namespace crepe{ +namespace crepe { +// TODO: make Color a struct w/o constructors/destructors class Color { // FIXME: can't these colors be defined as a `static constexpr const Color` @@ -21,6 +22,7 @@ public: static const Color & get_black(); private: + // TODO: why are these private!? uint8_t r; uint8_t g; uint8_t b; diff --git a/src/crepe/api/Sprite.cpp b/src/crepe/api/Sprite.cpp index db96c32..f9cd761 100644 --- a/src/crepe/api/Sprite.cpp +++ b/src/crepe/api/Sprite.cpp @@ -1,11 +1,11 @@ #include -#include "facade/SDLContext.h" #include "../util/log.h" +#include "facade/SDLContext.h" #include "Component.h" -#include "Texture.h" #include "Sprite.h" +#include "Texture.h" using namespace std; using namespace crepe; diff --git a/src/crepe/api/Sprite.h b/src/crepe/api/Sprite.h index 1db32d7..deb3f93 100644 --- a/src/crepe/api/Sprite.h +++ b/src/crepe/api/Sprite.h @@ -4,22 +4,21 @@ #include #include "Color.h" -#include "Texture.h" #include "Component.h" - +#include "Texture.h" namespace crepe { struct Rect { int w = 0; - int h = 0; - int x = 0; - int y = 0; + int h = 0; + int x = 0; + int y = 0; }; struct FlipSettings { - bool flip_x = false; - bool flip_y = false; + bool flip_x = false; + bool flip_y = false; }; class SDLContext; @@ -35,7 +34,6 @@ class AnimatorSystem; class Sprite : public Component { public: - // TODO: Loek comment in github #27 will be looked another time // about shared_ptr Texture /** @@ -53,10 +51,9 @@ public: */ ~Sprite(); - //! Texture used for the sprite const std::shared_ptr sprite_image; - //! Color tint of the sprite + //! Color tint of the sprite Color color; //! Flip settings for the sprite FlipSettings flip; diff --git a/src/crepe/api/Texture.cpp b/src/crepe/api/Texture.cpp index c31f704..5ebd23d 100644 --- a/src/crepe/api/Texture.cpp +++ b/src/crepe/api/Texture.cpp @@ -29,11 +29,11 @@ void Texture::load(unique_ptr res) { this->texture = std::move(ctx.texture_from_path(res->canonical())); } -int Texture::get_width() const{ +int Texture::get_width() const { if (this->texture == nullptr) return 0; return SDLContext::get_instance().get_width(*this); } -int Texture::get_height() const{ +int Texture::get_height() const { if (this->texture == nullptr) return 0; return SDLContext::get_instance().get_width(*this); } diff --git a/src/crepe/api/Texture.h b/src/crepe/api/Texture.h index 9bda5fe..b89bc17 100644 --- a/src/crepe/api/Texture.h +++ b/src/crepe/api/Texture.h @@ -25,51 +25,53 @@ class Animator; class Texture { public: - /** - * \brief Constructs a Texture from a file path. - * \param src Path to the image file to be loaded as a texture. - */ - Texture(const char * src); - - /** - * \brief Constructs a Texture from an Asset resource. - * \param res Unique pointer to an Asset resource containing texture data. - */ - Texture(std::unique_ptr res); - - /** - * \brief Destroys the Texture instance, freeing associated resources. - */ - ~Texture(); - - /** - * \brief Gets the width of the texture. - * \return Width of the texture in pixels. - */ - int get_width() const; - - /** - * \brief Gets the height of the texture. - * \return Height of the texture in pixels. - */ - int get_height() const; + /** + * \brief Constructs a Texture from a file path. + * \param src Path to the image file to be loaded as a texture. + */ + Texture(const char * src); + + /** + * \brief Constructs a Texture from an Asset resource. + * \param res Unique pointer to an Asset resource containing texture data. + */ + Texture(std::unique_ptr res); + + /** + * \brief Destroys the Texture instance, freeing associated resources. + */ + ~Texture(); + // FIXME: this constructor shouldn't be necessary because this class doesn't + // manage memory + + /** + * \brief Gets the width of the texture. + * \return Width of the texture in pixels. + */ + int get_width() const; + + /** + * \brief Gets the height of the texture. + * \return Height of the texture in pixels. + */ + int get_height() const; private: - /** - * \brief Loads the texture from an Asset resource. - * \param res Unique pointer to an Asset resource to load the texture from. - */ - void load(std::unique_ptr res); + /** + * \brief Loads the texture from an Asset resource. + * \param res Unique pointer to an Asset resource to load the texture from. + */ + void load(std::unique_ptr res); private: //! The texture of the class from the library std::unique_ptr> texture; - //! Grants SDLContext access to private members. - friend class SDLContext; + //! Grants SDLContext access to private members. + friend class SDLContext; - //! Grants Animator access to private members. - friend class Animator; + //! Grants Animator access to private members. + friend class Animator; }; } // namespace crepe diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index 5b9ca71..c4c96e2 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -46,11 +46,11 @@ SDLContext::SDLContext() { << SDL_GetError() << std::endl; return; } - this->game_window = {tmp_window, [](SDL_Window* window) { SDL_DestroyWindow(window); }}; + this->game_window + = {tmp_window, [](SDL_Window * window) { SDL_DestroyWindow(window); }}; - - SDL_Renderer* tmp_renderer = SDL_CreateRenderer(this->game_window.get(), -1, - SDL_RENDERER_ACCELERATED); + SDL_Renderer * tmp_renderer = SDL_CreateRenderer( + this->game_window.get(), -1, SDL_RENDERER_ACCELERATED); if (!tmp_renderer) { // FIXME: throw exception std::cerr << "Renderer could not be created! SDL_Error: " @@ -59,7 +59,9 @@ SDLContext::SDLContext() { return; } - this->game_renderer = {tmp_renderer, [](SDL_Renderer* renderer) { SDL_DestroyRenderer(renderer); }}; + this->game_renderer = {tmp_renderer, [](SDL_Renderer * renderer) { + SDL_DestroyRenderer(renderer); + }}; int img_flags = IMG_INIT_PNG; if (!(IMG_Init(img_flags) & img_flags)) { @@ -150,27 +152,32 @@ void SDLContext::camera(const Camera & cam) { cam.bg_color.g, cam.bg_color.b, cam.bg_color.a); } -const uint64_t SDLContext::get_ticks() const { return SDL_GetTicks64(); } +uint64_t SDLContext::get_ticks() const { return SDL_GetTicks64(); } -std::unique_ptr> SDLContext::texture_from_path(const std::string & path) { +std::unique_ptr> +SDLContext::texture_from_path(const std::string & path) { SDL_Surface * tmp = IMG_Load(path.c_str()); - if (tmp == nullptr) { + if (tmp == nullptr) { throw Exception("surface cannot be load from %s", path.c_str()); } - std::unique_ptr> img_surface; - img_surface = {tmp, [](SDL_Surface * surface) { SDL_FreeSurface(surface); }}; + std::unique_ptr> + img_surface; + img_surface + = {tmp, [](SDL_Surface * surface) { SDL_FreeSurface(surface); }}; SDL_Texture * tmp_texture = SDL_CreateTextureFromSurface( this->game_renderer.get(), img_surface.get()); - if ( tmp_texture == nullptr) { + if (tmp_texture == nullptr) { throw Exception("Texture cannot be load from %s", path.c_str()); } - std::unique_ptr> img_texture; - img_texture = {tmp_texture, [](SDL_Texture * texture) { SDL_DestroyTexture(texture); }}; + std::unique_ptr> + img_texture; + img_texture = {tmp_texture, + [](SDL_Texture * texture) { SDL_DestroyTexture(texture); }}; return img_texture; } diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index 93166f2..e358c21 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -11,13 +11,15 @@ #include "../api/Transform.h" #include "api/Camera.h" -//FIXME: this needs to be removed +// FIXME: this needs to be removed const int SCREEN_WIDTH = 640; const int SCREEN_HEIGHT = 480; namespace crepe { -//TODO: Wouter will fix this. cause user cannot this at the moment +// 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. typedef SDL_Keycode CREPE_KEYCODES; class Texture; @@ -34,9 +36,9 @@ class SDLContext { public: /** - * \brief Gets the singleton instance of SDLContext. - * \return Reference to the SDLContext instance. - */ + * \brief Gets the singleton instance of SDLContext. + * \return Reference to the SDLContext instance. + */ static SDLContext & get_instance(); SDLContext(const SDLContext &) = delete; @@ -48,9 +50,9 @@ private: //! will only use handle_events friend class LoopManager; /** - * \brief Handles SDL events such as window close and input. - * \param running Reference to a boolean flag that controls the main loop. - */ + * \brief Handles SDL events such as window close and input. + * \param running Reference to a boolean flag that controls the main loop. + */ void handle_events(bool & running); private: @@ -58,22 +60,22 @@ private: friend class AnimatorSystem; /** - * \brief Gets the current SDL ticks since the program started. - * \return Current ticks in milliseconds as a constant uint64_t. - */ - const uint64_t get_ticks() const; + * \brief Gets the current SDL ticks since the program started. + * \return Current ticks in milliseconds as a constant uint64_t. + */ + uint64_t get_ticks() const; private: /** - * \brief Constructs an SDLContext instance. - * Initializes SDL, creates a window and renderer. - */ + * \brief Constructs an SDLContext instance. + * Initializes SDL, creates a window and renderer. + */ SDLContext(); /** - * \brief Destroys the SDLContext instance. - * Cleans up SDL resources, including the window and renderer. - */ + * \brief Destroys the SDLContext instance. + * Cleans up SDL resources, including the window and renderer. + */ ~SDLContext(); private: @@ -84,23 +86,24 @@ private: friend class Animator; /** - * \brief Loads a texture from a file path. - * \param path Path to the image file. - * \return Pointer to the created SDL_Texture. - */ - std::unique_ptr> texture_from_path(const std::string & path); + * \brief Loads a texture from a file path. + * \param path Path to the image file. + * \return Pointer to the created SDL_Texture. + */ + std::unique_ptr> + texture_from_path(const std::string & path); /** - * \brief Gets the width of a texture. - * \param texture Reference to the Texture object. - * \return Width of the texture as an integer. - */ + * \brief Gets the width of a texture. + * \param texture Reference to the Texture object. + * \return Width of the texture as an integer. + */ int get_width(const Texture &) const; /** - * \brief Gets the height of a texture. - * \param texture Reference to the Texture object. - * \return Height of the texture as an integer. - */ + * \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; private: @@ -108,37 +111,33 @@ private: friend class RenderSystem; /** - * \brief Draws a sprite to the screen using the specified transform and camera. - * \param sprite Reference to the Sprite to draw. - * \param transform Reference to the Transform for positioning. - * \param camera Reference to the Camera for view adjustments. - */ + * \brief Draws a sprite to the screen using the specified transform and camera. + * \param sprite Reference to the Sprite to draw. + * \param transform Reference to the Transform for positioning. + * \param camera Reference to the Camera for view adjustments. + */ void draw(const Sprite & sprite, const Transform & transform, const Camera & camera); - /** - * \brief Clears the screen, preparing for a new frame. - */ + //! Clears the screen, preparing for a new frame. void clear_screen(); - /** - * \brief Presents the rendered frame to the screen. - */ + //! Presents the rendered frame to the screen. void present_screen(); /** - * \brief Sets the current camera for rendering. - * \param camera Reference to the Camera object. - */ + * \brief Sets the current camera for rendering. + * \param camera Reference to the Camera object. + */ void camera(const Camera & camera); private: - //! sdl Window - std::unique_ptr> game_window; + std::unique_ptr> game_window; //! renderer for the crepe engine - std::unique_ptr> game_renderer; + std::unique_ptr> + game_renderer; //! viewport for the camera window SDL_Rect viewport = {0, 0, 640, 480}; diff --git a/src/crepe/system/AnimatorSystem.cpp b/src/crepe/system/AnimatorSystem.cpp index 4ea889a..bf45362 100644 --- a/src/crepe/system/AnimatorSystem.cpp +++ b/src/crepe/system/AnimatorSystem.cpp @@ -3,17 +3,16 @@ #include #include +#include "api/Animator.h" #include "facade/SDLContext.h" #include "util/log.h" -#include "api/Animator.h" -#include "ComponentManager.h" #include "AnimatorSystem.h" +#include "ComponentManager.h" using namespace crepe; AnimatorSystem::AnimatorSystem() { dbg_trace(); } - AnimatorSystem::~AnimatorSystem() { dbg_trace(); } AnimatorSystem & AnimatorSystem::get_instance() { @@ -22,12 +21,13 @@ AnimatorSystem & AnimatorSystem::get_instance() { } void AnimatorSystem::update() { - ComponentManager& mgr = ComponentManager::get_instance(); + ComponentManager & mgr = ComponentManager::get_instance(); - std::vector> animations = mgr.get_components_by_type(); + std::vector> animations + = mgr.get_components_by_type(); uint64_t tick = SDLContext::get_instance().get_ticks(); - for(Animator& a : animations){ + for (Animator & a : animations) { if (a.active) { a.curr_row = (tick / 100) % a.row; a.animator_rect.x = (a.curr_row * a.animator_rect.w) + a.curr_col; @@ -35,4 +35,3 @@ void AnimatorSystem::update() { } } } - diff --git a/src/crepe/system/AnimatorSystem.h b/src/crepe/system/AnimatorSystem.h index c377ce9..969e9d1 100644 --- a/src/crepe/system/AnimatorSystem.h +++ b/src/crepe/system/AnimatorSystem.h @@ -2,9 +2,7 @@ #include "System.h" - - -//TODO: +//TODO: // control if flip works with animation system namespace crepe { @@ -38,21 +36,9 @@ public: void update() override; private: - /** - * \brief Private constructor for the AnimatorSystem. - * - * The constructor is private to enforce the singleton pattern, ensuring that only - * one instance of this system can exist. - */ - AnimatorSystem(); - - /** - * \brief Private destructor for the AnimatorSystem. - * - * The destructor cleans up any resources used by the AnimatorSystem. It is private - * to maintain the singleton pattern and prevent direct deletion. - */ - ~AnimatorSystem(); + // private because singleton + AnimatorSystem(); // dbg_trace + ~AnimatorSystem(); // dbg_trace }; } // namespace crepe diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp index 849d810..10211a3 100644 --- a/src/crepe/system/RenderSystem.cpp +++ b/src/crepe/system/RenderSystem.cpp @@ -20,7 +20,9 @@ RenderSystem & RenderSystem::get_instance() { return instance; } -void RenderSystem::clear_screen() const { SDLContext::get_instance().clear_screen(); } +void RenderSystem::clear_screen() const { + SDLContext::get_instance().clear_screen(); +} void RenderSystem::present_screen() const { SDLContext::get_instance().present_screen(); @@ -45,8 +47,9 @@ void RenderSystem::render_sprites() const { SDLContext & render = SDLContext::get_instance(); for (const Sprite & sprite : sprites) { - auto transforms = mgr.get_components_by_id(sprite.game_object_id); - render.draw(sprite, transforms[0] , *curr_cam); + auto transforms + = mgr.get_components_by_id(sprite.game_object_id); + render.draw(sprite, transforms[0], *curr_cam); } } diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h index ec80a0e..70db21a 100644 --- a/src/crepe/system/RenderSystem.h +++ b/src/crepe/system/RenderSystem.h @@ -4,7 +4,6 @@ #include "System.h" - namespace crepe { /** @@ -18,63 +17,48 @@ namespace crepe { class RenderSystem : public System { public: - /** - * \brief Gets the singleton instance of RenderSystem. - * \return Reference to the RenderSystem instance. - */ - static RenderSystem & get_instance(); + /** + * \brief Gets the singleton instance of RenderSystem. + * \return Reference to the RenderSystem instance. + */ + static RenderSystem & get_instance(); - /** - * \brief Updates the RenderSystem for the current frame. - * This method is called to perform all rendering operations for the current game frame. - */ - void update() override; + /** + * \brief Updates the RenderSystem for the current frame. + * This method is called to perform all rendering operations for the current game frame. + */ + void update() override; private: - /** - * \brief Constructs a RenderSystem instance. - * Private constructor to enforce singleton pattern. - */ - RenderSystem(); - - /** - * \brief Destroys the RenderSystem instance. - */ - ~RenderSystem(); + // Private constructor to enforce singleton pattern. + RenderSystem(); + ~RenderSystem(); - /** - * \brief Clears the screen in preparation for rendering. - */ - void clear_screen() const; + //! Clears the screen in preparation for rendering. + void clear_screen() const; - /** - * \brief Presents the rendered frame to the display. - */ - void present_screen() const; + //! Presents the rendered frame to the display. + void present_screen() const; - /** - * \brief Updates the active camera used for rendering. - */ - void update_camera(); + //! Updates the active camera used for rendering. + void update_camera(); - /** - * \brief Renders all active sprites to the screen. - */ - void render_sprites() const; + //! Renders all active sprites to the screen. + void render_sprites() const; - /** - * \todo Include color handling for sprites. - * \todo Implement particle emitter rendering with 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. - */ + /** + * \todo Include color handling for sprites. + * \todo Implement particle emitter rendering with 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; + Camera * curr_cam = nullptr; + // TODO: needs a better solution }; } // namespace crepe -- cgit v1.2.3