From 07adbf48e0781cd8c95983c1871a84b6160ee5bf Mon Sep 17 00:00:00 2001
From: Loek Le Blansch <loek@pipeframe.xyz>
Date: Thu, 14 Nov 2024 13:57:13 +0100
Subject: implement asset + more WIP audio system

---
 src/example/asset_manager.cpp  | 22 +++++++++++-----------
 src/example/audio_internal.cpp | 16 ++++++++++++----
 src/example/particles.cpp      |  5 +++--
 src/example/rendering.cpp      |  6 +++---
 4 files changed, 29 insertions(+), 20 deletions(-)

(limited to 'src/example')

diff --git a/src/example/asset_manager.cpp b/src/example/asset_manager.cpp
index cf64f89..a2ca8c3 100644
--- a/src/example/asset_manager.cpp
+++ b/src/example/asset_manager.cpp
@@ -8,7 +8,7 @@ int main() {
 
 	// this needs to be called before the asset manager otherwise the destructor
 	// of sdl is not in the right order
-	{ Texture test("../asset/texture/img.png"); }
+	{ Texture test("asset/texture/img.png"); }
 	// FIXME: make it so the issue described by the above comment is not possible
 	// (i.e. the order in which internal classes are instantiated should not
 	// impact the way the engine works).
@@ -18,20 +18,20 @@ int main() {
 	{
 		// TODO: [design] the Sound class can't be directly included by the user as
 		// it includes SoLoud headers.
-		auto bgm = mgr.cache<Sound>("../mwe/audio/bgm.ogg");
-		auto sfx1 = mgr.cache<Sound>("../mwe/audio/sfx1.wav");
-		auto sfx2 = mgr.cache<Sound>("../mwe/audio/sfx2.wav");
+		auto bgm = mgr.cache<Sound>("mwe/audio/bgm.ogg");
+		auto sfx1 = mgr.cache<Sound>("mwe/audio/sfx1.wav");
+		auto sfx2 = mgr.cache<Sound>("mwe/audio/sfx2.wav");
 
-		auto img = mgr.cache<Texture>("../asset/texture/img.png");
-		auto img1 = mgr.cache<Texture>("../asset/texture/second.png");
+		auto img = mgr.cache<Texture>("asset/texture/img.png");
+		auto img1 = mgr.cache<Texture>("asset/texture/second.png");
 	}
 
 	{
-		auto bgm = mgr.cache<Sound>("../mwe/audio/bgm.ogg");
-		auto sfx1 = mgr.cache<Sound>("../mwe/audio/sfx1.wav");
-		auto sfx2 = mgr.cache<Sound>("../mwe/audio/sfx2.wav");
+		auto bgm = mgr.cache<Sound>("mwe/audio/bgm.ogg");
+		auto sfx1 = mgr.cache<Sound>("mwe/audio/sfx1.wav");
+		auto sfx2 = mgr.cache<Sound>("mwe/audio/sfx2.wav");
 
-		auto img = mgr.cache<Texture>("../asset/texture/img.png");
-		auto img1 = mgr.cache<Texture>("../asset/texture/second.png");
+		auto img = mgr.cache<Texture>("asset/texture/img.png");
+		auto img1 = mgr.cache<Texture>("asset/texture/second.png");
 	}
 }
diff --git a/src/example/audio_internal.cpp b/src/example/audio_internal.cpp
index ff55a59..9b60e6b 100644
--- a/src/example/audio_internal.cpp
+++ b/src/example/audio_internal.cpp
@@ -4,7 +4,9 @@
  */
 
 #include <crepe/api/Config.h>
+#include <crepe/facade/SoundContext.h>
 #include <crepe/facade/Sound.h>
+#include <crepe/Asset.h>
 #include <crepe/util/Log.h>
 
 #include <thread>
@@ -24,12 +26,18 @@ int _ = []() {
 }();
 
 int main() {
+	SoundContext ctx{};
+	Sound sound{ctx};
 	// Load a background track (Ogg Vorbis)
-	auto bgm = Sound("../mwe/audio/bgm.ogg");
+	auto _bgm = sound.clone(Asset{"mwe/audio/bgm.ogg"});
+	Sound & bgm = *dynamic_cast<Sound *>(_bgm.get());
 	// Load three short samples (WAV)
-	auto sfx1 = Sound("../mwe/audio/sfx1.wav");
-	auto sfx2 = Sound("../mwe/audio/sfx2.wav");
-	auto sfx3 = Sound("../mwe/audio/sfx3.wav");
+	auto _sfx1 = sound.clone(Asset{"mwe/audio/sfx1.wav"});
+	Sound & sfx1 = *dynamic_cast<Sound *>(_sfx1.get());
+	auto _sfx2 = sound.clone(Asset{"mwe/audio/sfx2.wav"});
+	Sound & sfx2 = *dynamic_cast<Sound *>(_sfx2.get());
+	auto _sfx3 = sound.clone(Asset{"mwe/audio/sfx3.wav"});
+	Sound & sfx3 = *dynamic_cast<Sound *>(_sfx3.get());
 
 	// Start the background track
 	bgm.play();
diff --git a/src/example/particles.cpp b/src/example/particles.cpp
index 6eab046..b65671a 100644
--- a/src/example/particles.cpp
+++ b/src/example/particles.cpp
@@ -14,10 +14,11 @@ using namespace crepe;
 using namespace std;
 
 int main(int argc, char * argv[]) {
-	GameObject game_object(0, "", "", Vector2{0, 0}, 0, 0);
+	ComponentManager mgr;
+	GameObject game_object = mgr.new_object("", "", Vector2{0, 0}, 0, 0);
 	Color color(0, 0, 0, 0);
 	Sprite test_sprite = game_object.add_component<Sprite>(
-		make_shared<Texture>("../asset/texture/img.png"), color,
+		make_shared<Texture>("asset/texture/img.png"), color,
 		FlipSettings{true, true});
 	game_object.add_component<ParticleEmitter>(ParticleEmitter::Data{
 		.position = {0, 0},
diff --git a/src/example/rendering.cpp b/src/example/rendering.cpp
index abd11b1..2157bdc 100644
--- a/src/example/rendering.cpp
+++ b/src/example/rendering.cpp
@@ -31,21 +31,21 @@ int main() {
 	{
 		Color color(0, 0, 0, 0);
 		obj.add_component<Sprite>(
-			make_shared<Texture>("../asset/texture/img.png"), color,
+			make_shared<Texture>("asset/texture/img.png"), color,
 			FlipSettings{false, false});
 		obj.add_component<Camera>(Color::get_red());
 	}
 	{
 		Color color(0, 0, 0, 0);
 		obj1.add_component<Sprite>(
-			make_shared<Texture>("../asset/texture/second.png"), color,
+			make_shared<Texture>("asset/texture/second.png"), color,
 			FlipSettings{true, true});
 	}
 
 	/*
 	{
 		Color color(0, 0, 0, 0);
-		auto img = mgr.cache<Texture>("../asset/texture/second.png");
+		auto img = mgr.cache<Texture>("asset/texture/second.png");
 		obj2.add_component<Sprite>(img, color, FlipSettings{true, true});
 	}
 	*/
-- 
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