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/example/rendering_particle.cpp | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) (limited to 'src/example') diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index 3a12144..5896c81 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -31,12 +31,15 @@ int main(int argc, char * argv[]) { Color color(255, 255, 255, 255); auto img = Texture("asset/texture/test_ap43.png"); + + /* Sprite & test_sprite = game_object.add_component( img, color, Sprite::FlipSettings{true, true}, 1, 1, 500); //game_object.add_component(test_sprite, 4, 1, 0).active = true; game_object.add_component(test_sprite, 1, 1, 0).active = true; + */ /* auto & test = game_object.add_component(ParticleEmitter::Data{ .position = {0, 0}, @@ -59,8 +62,8 @@ int main(int argc, char * argv[]) { }); */ - auto & cam = game_object.add_component(Color::WHITE, ivec2{1080, 720}, - vec2{2000, 2000}, 1.0f); + auto & cam = game_object.add_component(Color::WHITE, ivec2{1600, 900}, + vec2{800,800}, 1.0f); /* game_object -- cgit v1.2.3 From 4159c7187e17d6318e33d8a0c014ba042ae8261b Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Sat, 30 Nov 2024 15:22:17 +0100 Subject: first version of new viewport floats without the use of sdl functions --- src/crepe/api/Sprite.h | 2 +- src/crepe/facade/SDLContext.cpp | 60 +++++++++++++++++++++++--------------- src/crepe/facade/SDLContext.h | 2 +- src/example/rendering_particle.cpp | 9 +++--- 4 files changed, 42 insertions(+), 31 deletions(-) (limited to 'src/example') diff --git a/src/crepe/api/Sprite.h b/src/crepe/api/Sprite.h index 5a7a1d9..7d9c14b 100644 --- a/src/crepe/api/Sprite.h +++ b/src/crepe/api/Sprite.h @@ -71,7 +71,7 @@ public: * cannot be const because if Animator component is addded then ratio becomes scuffed and * does it need to be calculated again in the Animator */ - double aspect_ratio; + float aspect_ratio; private: //! Reads the mask of sprite diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index 56ba61a..0ba1db4 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -108,22 +108,30 @@ SDL_Rect SDLContext::get_src_rect(const Sprite & sprite) const { .h = sprite.mask.h, }; } -SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const vec2 & pos, const Camera & cam, + +vec2 bar_size; +vec2 scale; + +SDL_FRect SDLContext::get_dst_rect(const Sprite & sprite, const vec2 & pos, const Camera & cam, const vec2 & cam_pos, const double & img_scale) const { - double width = sprite.height * sprite.aspect_ratio; - double height = sprite.height; - width *= img_scale * cam.zoom; - height *= img_scale * cam.zoom; + vec2 size = { (sprite.height * sprite.aspect_ratio), sprite.height}; + + size *= scale * img_scale * cam.zoom ; - return SDL_Rect{ - .x - = static_cast(round(pos.x - cam_pos.x + (cam.viewport_size.x / 2) - width / 2)), - .y - = static_cast(round(pos.y - cam_pos.y + (cam.viewport_size.y / 2) - height / 2)), - .w = static_cast(width), - .h = static_cast(height), + vec2 screen_pos = (pos - cam_pos + cam.viewport_size / 2) * scale - size / 2 + bar_size; + + cout << size.x << " " << size.y << endl; + cout << pos.x << " " << pos.y << endl; + cout << scale.x << " " << scale.y << endl; + cout << screen_pos.x << " " << screen_pos.y << endl; + + return SDL_FRect{ + .x = screen_pos.x, + .y = screen_pos.y, + .w = size.x, + .h = size.y, }; } @@ -134,12 +142,12 @@ void SDLContext::draw(const RenderContext & ctx) { | (SDL_FLIP_VERTICAL * ctx.sprite.flip.flip_y)); SDL_Rect srcrect = this->get_src_rect(ctx.sprite); - SDL_Rect dstrect + SDL_FRect dstrect = this->get_dst_rect(ctx.sprite, ctx.pos, ctx.cam, ctx.cam_pos, ctx.scale); cout << dstrect.x << " " << dstrect.y << " " << dstrect.w << " " << dstrect.h << endl; - SDL_RenderCopyEx(this->game_renderer.get(), ctx.sprite.sprite_image.texture.get(), + SDL_RenderCopyExF(this->game_renderer.get(), ctx.sprite.sprite_image.texture.get(), &srcrect, &dstrect, ctx.angle, NULL, render_flip); } @@ -155,7 +163,7 @@ void SDLContext::set_camera(const Camera & cam) { double screen_aspect = static_cast(cam.screen.x) / cam.screen.y; double viewport_aspect = cam.viewport_size.x / cam.viewport_size.y; - cout << screen_aspect << " " << viewport_aspect << endl; + SDL_FRect black_bars[2]; // calculate black bars if (screen_aspect > viewport_aspect) { @@ -164,22 +172,26 @@ void SDLContext::set_camera(const Camera & cam) { float render_scale = cam.screen.y / cam.viewport_size.y; float adj_width = cam.viewport_size.x * render_scale; float bar_width = (cam.screen.x - adj_width) / 2; - black_bars[0] = {0, 0, bar_width, (float)cam.screen.y}; - black_bars[1] = {(cam.screen.x - bar_width), 0, bar_width, (float)cam.screen.y}; - cout << render_scale << " " << adj_width << " " << bar_width << " " << cam.screen.y - << " " << cam.viewport_size.y << endl; + black_bars[0] = {0, 0, bar_width, (float) cam.screen.y}; + black_bars[1] = {(cam.screen.x - bar_width), 0, bar_width, (float) cam.screen.y}; + + bar_size = {bar_width,0}; + scale.x = scale.y = cam.screen.y / cam.viewport_size.y; } else { // letterboxing cout << "letterboxing" << endl; - float render_scale = cam.screen.y / cam.viewport_size.y; - float adj_width = cam.viewport_size.x * render_scale; - float bar_height = (cam.screen.x - adj_width) / 2; + float render_scale = cam.screen.x / cam.viewport_size.x; + float adj_height = cam.viewport_size.y * render_scale; + float bar_height = (cam.screen.y - adj_height) / 2; black_bars[0] = {0, 0, (float) cam.screen.x, bar_height}; black_bars[1] = {0, (cam.screen.y - bar_height), (float) cam.screen.x, bar_height}; - cout << render_scale << " " << adj_width << " " << bar_height << " " << cam.screen.y - << " " << cam.viewport_size.y << endl; + + bar_size = {0,bar_height}; + scale.x = scale.y = render_scale; } + cout << "BARS" << endl; + for (int i = 0; i < 2; ++i) { cout << black_bars[i].x << " " << black_bars[i].y << " " << black_bars[i].w << " " << black_bars[i].h << endl; diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index 6030a6e..ead0c72 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -158,7 +158,7 @@ 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_Rect get_dst_rect(const Sprite & sprite, const vec2 & pos, const Camera & cam, + SDL_FRect get_dst_rect(const Sprite & sprite, const vec2 & pos, const Camera & cam, const vec2 & cam_pos, const double & img_scale) const; private: diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index 5896c81..f5b9ab3 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -32,14 +32,12 @@ int main(int argc, char * argv[]) { auto img = Texture("asset/texture/test_ap43.png"); - /* Sprite & test_sprite = game_object.add_component( - img, color, Sprite::FlipSettings{true, true}, 1, 1, 500); + img, color, Sprite::FlipSettings{true, true}, 1, 1, 3000); //game_object.add_component(test_sprite, 4, 1, 0).active = true; game_object.add_component(test_sprite, 1, 1, 0).active = true; - */ /* auto & test = game_object.add_component(ParticleEmitter::Data{ .position = {0, 0}, @@ -62,8 +60,9 @@ int main(int argc, char * argv[]) { }); */ - auto & cam = game_object.add_component(Color::WHITE, ivec2{1600, 900}, - vec2{800,800}, 1.0f); + auto & cam = game_object.add_component(Color::WHITE, ivec2{1280, 720}, + vec2{8000,6000}, 1.0f); + cam.offset.x = 4000; /* game_object -- cgit v1.2.3 From ad4f8acfb252b8be3a3fbb74ed97b32e498a26a4 Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Sat, 30 Nov 2024 15:43:36 +0100 Subject: zoomed viewport --- src/crepe/facade/SDLContext.cpp | 14 +++++++------- src/example/rendering_particle.cpp | 6 +++--- 2 files changed, 10 insertions(+), 10 deletions(-) (limited to 'src/example') diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index 0ba1db4..6d79c73 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -118,9 +118,9 @@ SDL_FRect SDLContext::get_dst_rect(const Sprite & sprite, const vec2 & pos, cons vec2 size = { (sprite.height * sprite.aspect_ratio), sprite.height}; - size *= scale * img_scale * cam.zoom ; + size *= scale * img_scale; - vec2 screen_pos = (pos - cam_pos + cam.viewport_size / 2) * scale - size / 2 + bar_size; + vec2 screen_pos = (pos - cam_pos + (cam.viewport_size / cam.zoom ) / 2) * scale - size / 2 + bar_size; cout << size.x << " " << size.y << endl; cout << pos.x << " " << pos.y << endl; @@ -161,7 +161,7 @@ void SDLContext::set_camera(const Camera & cam) { } double screen_aspect = static_cast(cam.screen.x) / cam.screen.y; - double viewport_aspect = cam.viewport_size.x / cam.viewport_size.y; + double viewport_aspect = (cam.viewport_size.x / cam.zoom ) / (cam.viewport_size.y / cam.zoom); SDL_FRect black_bars[2]; @@ -169,18 +169,18 @@ void SDLContext::set_camera(const Camera & cam) { if (screen_aspect > viewport_aspect) { // pillarboxing cout << "pillarboxing" << endl; - float render_scale = cam.screen.y / cam.viewport_size.y; - float adj_width = cam.viewport_size.x * render_scale; + float render_scale = cam.screen.y / (cam.viewport_size.y / cam.zoom); + float adj_width = (cam.viewport_size.x / cam.zoom )* render_scale; float bar_width = (cam.screen.x - adj_width) / 2; black_bars[0] = {0, 0, bar_width, (float) cam.screen.y}; black_bars[1] = {(cam.screen.x - bar_width), 0, bar_width, (float) cam.screen.y}; bar_size = {bar_width,0}; - scale.x = scale.y = cam.screen.y / cam.viewport_size.y; + scale.x = scale.y = render_scale; } else { // letterboxing cout << "letterboxing" << endl; - float render_scale = cam.screen.x / cam.viewport_size.x; + float render_scale = cam.screen.x / (cam.viewport_size.x * cam.zoom); float adj_height = cam.viewport_size.y * render_scale; float bar_height = (cam.screen.y - adj_height) / 2; black_bars[0] = {0, 0, (float) cam.screen.x, bar_height}; diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index f5b9ab3..b4bfeb2 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -33,7 +33,7 @@ int main(int argc, char * argv[]) { auto img = Texture("asset/texture/test_ap43.png"); Sprite & test_sprite = game_object.add_component( - img, color, Sprite::FlipSettings{true, true}, 1, 1, 3000); + img, color, Sprite::FlipSettings{true, true}, 1, 1, 300); //game_object.add_component(test_sprite, 4, 1, 0).active = true; game_object.add_component(test_sprite, 1, 1, 0).active = true; @@ -61,8 +61,8 @@ int main(int argc, char * argv[]) { */ auto & cam = game_object.add_component(Color::WHITE, ivec2{1280, 720}, - vec2{8000,6000}, 1.0f); - cam.offset.x = 4000; + vec2{400,300}, 0.5f); + cam.offset.x = 0; /* game_object -- cgit v1.2.3 From 1520cb55ad714583c3903f2988b0fdc38ede9c18 Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Sat, 30 Nov 2024 16:44:47 +0100 Subject: cleaner camera implementation --- src/crepe/facade/SDLContext.cpp | 101 ++++++++++++++++--------------------- src/crepe/facade/SDLContext.h | 26 ++++++++-- src/crepe/system/RenderSystem.cpp | 10 ++-- src/crepe/system/RenderSystem.h | 5 +- src/example/rendering_particle.cpp | 8 +-- 5 files changed, 74 insertions(+), 76 deletions(-) (limited to 'src/example') diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index 6d79c73..1f729b2 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -94,11 +94,13 @@ void SDLContext::handle_events(bool & running) { */ } -void SDLContext::clear_screen() { - SDL_SetRenderDrawColor(this->game_renderer.get(), 255, 255, 255, 255); - SDL_RenderClear(this->game_renderer.get()); +void SDLContext::clear_screen() { SDL_RenderClear(this->game_renderer.get()); } +void SDLContext::present_screen() { + SDL_SetRenderDrawColor(this->game_renderer.get(), 0, 0, 0, 255); + SDL_RenderFillRectF(this->game_renderer.get(), &black_bars[0]); + SDL_RenderFillRectF(this->game_renderer.get(), &black_bars[1]); + SDL_RenderPresent(this->game_renderer.get()); } -void SDLContext::present_screen() { SDL_RenderPresent(this->game_renderer.get()); } SDL_Rect SDLContext::get_src_rect(const Sprite & sprite) const { return SDL_Rect{ @@ -109,23 +111,16 @@ SDL_Rect SDLContext::get_src_rect(const Sprite & sprite) const { }; } -vec2 bar_size; -vec2 scale; +SDL_FRect SDLContext::get_dst_rect(const DstRect & ctx) const { -SDL_FRect SDLContext::get_dst_rect(const Sprite & sprite, const vec2 & pos, const Camera & cam, - const vec2 & cam_pos, const double & img_scale) const { + vec2 size = {(ctx.sprite.height * ctx.sprite.aspect_ratio), ctx.sprite.height}; + const CameraValues & cam = ctx.cam; - vec2 size = { (sprite.height * sprite.aspect_ratio), sprite.height}; - - size *= scale * img_scale; + size *= cam.render_scale * ctx.img_scale; - vec2 screen_pos = (pos - cam_pos + (cam.viewport_size / cam.zoom ) / 2) * scale - size / 2 + bar_size; - - cout << size.x << " " << size.y << endl; - cout << pos.x << " " << pos.y << endl; - cout << scale.x << " " << scale.y << endl; - cout << screen_pos.x << " " << screen_pos.y << endl; + vec2 screen_pos = (ctx.pos - cam.cam_pos + (cam.zoomed_viewport) / 2) * cam.render_scale + - size / 2 + cam.bar_size; return SDL_FRect{ .x = screen_pos.x, @@ -142,16 +137,18 @@ void SDLContext::draw(const RenderContext & ctx) { | (SDL_FLIP_VERTICAL * ctx.sprite.flip.flip_y)); SDL_Rect srcrect = this->get_src_rect(ctx.sprite); - SDL_FRect dstrect - = this->get_dst_rect(ctx.sprite, ctx.pos, ctx.cam, ctx.cam_pos, ctx.scale); - - cout << dstrect.x << " " << dstrect.y << " " << dstrect.w << " " << dstrect.h << endl; + SDL_FRect dstrect = this->get_dst_rect(SDLContext::DstRect{ + .sprite = ctx.sprite, + .cam = ctx.cam, + .pos = ctx.pos, + .img_scale = ctx.scale, + }); SDL_RenderCopyExF(this->game_renderer.get(), ctx.sprite.sprite_image.texture.get(), - &srcrect, &dstrect, ctx.angle, NULL, render_flip); + &srcrect, &dstrect, ctx.angle, NULL, render_flip); } -void SDLContext::set_camera(const Camera & cam) { +void SDLContext::set_camera(const Camera & cam, CameraValues & ctx) { // resize window int w, h; @@ -160,62 +157,50 @@ void SDLContext::set_camera(const Camera & cam) { SDL_SetWindowSize(this->game_window.get(), cam.screen.x, cam.screen.y); } - double screen_aspect = static_cast(cam.screen.x) / cam.screen.y; - double viewport_aspect = (cam.viewport_size.x / cam.zoom ) / (cam.viewport_size.y / cam.zoom); + vec2 & zoomed_viewport = ctx.zoomed_viewport; + vec2 & bar_size = ctx.bar_size; + vec2 & render_scale = ctx.render_scale; + zoomed_viewport = cam.viewport_size * cam.zoom; + double screen_aspect = static_cast(cam.screen.x) / cam.screen.y; + double viewport_aspect = zoomed_viewport.x / zoomed_viewport.y; - SDL_FRect black_bars[2]; - // calculate black bars + // calculate black bars if (screen_aspect > viewport_aspect) { // pillarboxing - cout << "pillarboxing" << endl; - float render_scale = cam.screen.y / (cam.viewport_size.y / cam.zoom); - float adj_width = (cam.viewport_size.x / cam.zoom )* render_scale; + float scale = cam.screen.y / zoomed_viewport.y; + float adj_width = zoomed_viewport.x * scale; float bar_width = (cam.screen.x - adj_width) / 2; - black_bars[0] = {0, 0, bar_width, (float) cam.screen.y}; - black_bars[1] = {(cam.screen.x - bar_width), 0, bar_width, (float) cam.screen.y}; + this->black_bars[0] = {0, 0, bar_width, (float) cam.screen.y}; + this->black_bars[1] = {(cam.screen.x - bar_width), 0, bar_width, (float) cam.screen.y}; - bar_size = {bar_width,0}; - scale.x = scale.y = render_scale; + bar_size = {bar_width, 0}; + render_scale.x = render_scale.y = scale; } else { // letterboxing - cout << "letterboxing" << endl; - float render_scale = cam.screen.x / (cam.viewport_size.x * cam.zoom); - float adj_height = cam.viewport_size.y * render_scale; + float scale = cam.screen.x / (cam.viewport_size.x * cam.zoom); + float adj_height = cam.viewport_size.y * scale; float bar_height = (cam.screen.y - adj_height) / 2; - black_bars[0] = {0, 0, (float) cam.screen.x, bar_height}; - black_bars[1] = {0, (cam.screen.y - bar_height), (float) cam.screen.x, bar_height}; - - bar_size = {0,bar_height}; - scale.x = scale.y = render_scale; - } + this->black_bars[0] = {0, 0, (float) cam.screen.x, bar_height}; + this->black_bars[1] + = {0, (cam.screen.y - bar_height), (float) cam.screen.x, bar_height}; - cout << "BARS" << endl; - - for (int i = 0; i < 2; ++i) { - cout << black_bars[i].x << " " << black_bars[i].y << " " << black_bars[i].w << " " - << black_bars[i].h << endl; + bar_size = {0, bar_height}; + render_scale.x = render_scale.y = scale; } - SDL_SetRenderDrawColor(this->game_renderer.get(), 0, 0, 0, 255); - SDL_RenderFillRectF(this->game_renderer.get(), &black_bars[0]); - SDL_RenderFillRectF(this->game_renderer.get(), &black_bars[1]); - - /* - // set bg color SDL_SetRenderDrawColor(this->game_renderer.get(), cam.bg_color.r, cam.bg_color.g, cam.bg_color.b, cam.bg_color.a); SDL_Rect bg = { .x = 0, .y = 0, - .w = (int)cam.viewport_size.x, - .h = (int)cam.viewport_size.y, + .w = cam.screen.x, + .h = cam.screen.y, }; + // fill bg color SDL_RenderFillRect(this->game_renderer.get(), &bg); - - */ } uint64_t SDLContext::get_ticks() const { return SDL_GetTicks64(); } diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index ead0c72..285eee2 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -29,15 +29,23 @@ typedef SDL_Keycode CREPE_KEYCODES; */ class SDLContext { public: + //! data that the camera component cannot hold + struct CameraValues { + vec2 zoomed_viewport; + vec2 render_scale; + vec2 bar_size; + vec2 cam_pos; + }; + struct RenderContext { const Sprite & sprite; - const Camera & cam; - const vec2 & cam_pos; + const CameraValues & cam; const vec2 & pos; const double & angle; const double & scale; }; + public: /** * \brief Gets the singleton instance of SDLContext. @@ -137,9 +145,15 @@ private: * \brief sets the background of the camera (will be adjusted in future PR) * \param camera Reference to the Camera object. */ - void set_camera(const Camera & camera); + void set_camera(const Camera & camera, CameraValues & ctx); private: + struct DstRect { + const Sprite & sprite; + const CameraValues & cam; + const vec2 & pos; + const double & img_scale; + }; /** * \brief calculates the sqaure size of the image * @@ -158,8 +172,7 @@ 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 Sprite & sprite, const vec2 & pos, const Camera & cam, - const vec2 & cam_pos, const double & img_scale) const; + SDL_FRect get_dst_rect(const DstRect & ctx) const; private: //! sdl Window @@ -167,6 +180,9 @@ private: //! renderer for the crepe engine std::unique_ptr> game_renderer; + + //! black bars rectangle to draw + SDL_FRect black_bars[2]; }; } // namespace crepe diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp index c196bb1..944ac86 100644 --- a/src/crepe/system/RenderSystem.cpp +++ b/src/crepe/system/RenderSystem.cpp @@ -32,8 +32,8 @@ const Camera & RenderSystem::update_camera() { if (!cam.active) continue; const Transform & transform = mgr.get_components_by_id(cam.game_object_id).front().get(); - this->context.set_camera(cam); - this->cam_pos = transform.position + cam.offset; + this->context.set_camera(cam, this->cam_ctx); + this->cam_ctx.cam_pos = transform.position + cam.offset; return cam; } throw std::runtime_error("No active cameras in current scene"); @@ -79,8 +79,7 @@ bool RenderSystem::render_particle(const Sprite & sprite, const Camera & cam, this->context.draw(SDLContext::RenderContext{ .sprite = sprite, - .cam = cam, - .cam_pos = this->cam_pos, + .cam = this->cam_ctx, .pos = p.position, .angle = p.angle, .scale = scale, @@ -93,8 +92,7 @@ void RenderSystem::render_normal(const Sprite & sprite, const Camera & cam, const Transform & tm) { this->context.draw(SDLContext::RenderContext{ .sprite = sprite, - .cam = cam, - .cam_pos = this->cam_pos, + .cam = this->cam_ctx, .pos = tm.position, .angle = tm.rotation, .scale = tm.scale, diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h index e70831e..9ff015e 100644 --- a/src/crepe/system/RenderSystem.h +++ b/src/crepe/system/RenderSystem.h @@ -76,9 +76,8 @@ private: private: SDLContext & context = SDLContext::get_instance(); - - //! camera postion in the current scene - vec2 cam_pos; + + SDLContext::CameraValues cam_ctx; }; } // namespace crepe diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index b4bfeb2..9dcaa49 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -33,7 +33,7 @@ int main(int argc, char * argv[]) { auto img = Texture("asset/texture/test_ap43.png"); Sprite & test_sprite = game_object.add_component( - img, color, Sprite::FlipSettings{true, true}, 1, 1, 300); + img, color, Sprite::FlipSettings{true, true}, 1, 1, 1.95); //game_object.add_component(test_sprite, 4, 1, 0).active = true; game_object.add_component(test_sprite, 1, 1, 0).active = true; @@ -60,9 +60,9 @@ int main(int argc, char * argv[]) { }); */ - auto & cam = game_object.add_component(Color::WHITE, ivec2{1280, 720}, - vec2{400,300}, 0.5f); - cam.offset.x = 0; + auto & cam = game_object.add_component(Color::RED, ivec2{1280, 720}, + vec2{2.59,1.95}, 2.0); + cam.offset.x = 1; /* game_object -- cgit v1.2.3 From 6ae0b9038e432869b506cbdfe2779e97d3732d87 Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Sat, 30 Nov 2024 21:02:27 +0100 Subject: improved animator --- src/crepe/api/Animator.cpp | 1 - src/crepe/api/Animator.h | 32 +++++++++++++------ src/crepe/api/LoopManager.cpp | 6 +++- src/crepe/api/Sprite.cpp | 5 +-- src/crepe/api/Sprite.h | 8 ++--- src/crepe/facade/SDLContext.cpp | 6 +++- src/crepe/system/AnimatorSystem.cpp | 26 ++++++++++----- src/crepe/system/AnimatorSystem.h | 7 +++-- src/example/rendering_particle.cpp | 63 +++++++++++++++++++------------------ 9 files changed, 93 insertions(+), 61 deletions(-) (limited to 'src/example') diff --git a/src/crepe/api/Animator.cpp b/src/crepe/api/Animator.cpp index 45f67f6..7fe49ee 100644 --- a/src/crepe/api/Animator.cpp +++ b/src/crepe/api/Animator.cpp @@ -18,7 +18,6 @@ Animator::Animator(game_object_id_t id, Sprite & ss, int row, int col, int col_a this->spritesheet.mask.w /= row; this->spritesheet.mask.x = 0; this->spritesheet.mask.y = col_animator * this->spritesheet.mask.h; - this->active = false; // need to do this for to get the aspect ratio for a single clipping in the spritesheet this->spritesheet.aspect_ratio diff --git a/src/crepe/api/Animator.h b/src/crepe/api/Animator.h index 6c506aa..ede450a 100644 --- a/src/crepe/api/Animator.h +++ b/src/crepe/api/Animator.h @@ -17,11 +17,6 @@ class SDLContext; */ class Animator : public Component { -public: - //TODO: need to implement this - void loop(); - void stop(); - public: /** * \brief Constructs an Animator object that will control animations for a sprite sheet. @@ -57,15 +52,32 @@ private: //! The current row being animated. int curr_row = 0; - //TODO: Is this necessary? - //int fps; + //! should the animation loop + bool looping = false; + + //! starting frame for cycling + int cycle_start = 0; + + //! end frame for cycling (-1 --> use last frame) + int cycle_end = -1; + + //! frames per second for animation + int fps = 1; + + int offset_x = 0; + +public: + void loop() { this->looping = true; } + void play() {this->active = true;} + void pause() {this->active = false;} + void stop() {this->active = false; this->curr_col = 0; this->curr_row = 0;} + void set_fps(int fps) {this->fps = fps;} + void set_cycle_range(int start, int end) {this->cycle_start = start, this->cycle_end = end;} + void set_anim(int col) {this->curr_row = 0; this->curr_col = col; } private: //! 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/LoopManager.cpp b/src/crepe/api/LoopManager.cpp index 7edf4d1..88ca704 100644 --- a/src/crepe/api/LoopManager.cpp +++ b/src/crepe/api/LoopManager.cpp @@ -58,6 +58,7 @@ void LoopManager::setup() { this->game_running = true; LoopTimer::get_instance().start(); LoopTimer::get_instance().set_fps(200); + this->scene_manager.load_next_scene(); } void LoopManager::render() { @@ -66,4 +67,7 @@ void LoopManager::render() { } } -void LoopManager::update() { LoopTimer & timer = LoopTimer::get_instance(); } +void LoopManager::update() { + LoopTimer & timer = LoopTimer::get_instance(); + this->get_system().update(); +} diff --git a/src/crepe/api/Sprite.cpp b/src/crepe/api/Sprite.cpp index 1d57b53..29e415f 100644 --- a/src/crepe/api/Sprite.cpp +++ b/src/crepe/api/Sprite.cpp @@ -6,19 +6,20 @@ #include "Component.h" #include "Sprite.h" #include "Texture.h" +#include "types.h" using namespace std; using namespace crepe; Sprite::Sprite(game_object_id_t id, Texture & image, const Color & color, - const FlipSettings & flip, int sort_layer, int order_layer, float height) + const FlipSettings & flip, int sort_layer, int order_layer, const vec2 & size) : Component(id), color(color), flip(flip), sprite_image(std::move(image)), sorting_in_layer(sort_layer), order_in_layer(order_layer), - height(height) { + size(size) { dbg_trace(); diff --git a/src/crepe/api/Sprite.h b/src/crepe/api/Sprite.h index 7d9c14b..f04f70c 100644 --- a/src/crepe/api/Sprite.h +++ b/src/crepe/api/Sprite.h @@ -1,11 +1,10 @@ #pragma once -#include - #include "../Component.h" #include "Color.h" #include "Texture.h" +#include "types.h" namespace crepe { @@ -41,7 +40,7 @@ public: * \param height the height of the image in game units */ Sprite(game_object_id_t id, Texture & image, const Color & color, - const FlipSettings & flip, int sort_layer, int order_layer, float height); + const FlipSettings & flip, int sort_layer, int order_layer, const vec2 & size); /** * \brief Destroys the Sprite instance. @@ -62,8 +61,7 @@ public: //! Order within the sorting layer const int order_in_layer; - //! height in world units - const float height; + vec2 size; /** * \aspect_ratio ratio of the img so that scaling will not become weird diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index 1f729b2..f0a21d5 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -113,7 +113,11 @@ SDL_Rect SDLContext::get_src_rect(const Sprite & sprite) const { SDL_FRect SDLContext::get_dst_rect(const DstRect & ctx) const { - vec2 size = {(ctx.sprite.height * ctx.sprite.aspect_ratio), ctx.sprite.height}; + + vec2 size = { + ctx.sprite.size.x == 0 && ctx.sprite.size.y != 0 ? ctx.sprite.size.y * ctx.sprite.aspect_ratio : ctx.sprite.size.x, + ctx.sprite.size.y == 0 && ctx.sprite.size.x != 0 ? ctx.sprite.size.x / ctx.sprite.aspect_ratio : ctx.sprite.size.y + }; const CameraValues & cam = ctx.cam; diff --git a/src/crepe/system/AnimatorSystem.cpp b/src/crepe/system/AnimatorSystem.cpp index 4c40940..6a84150 100644 --- a/src/crepe/system/AnimatorSystem.cpp +++ b/src/crepe/system/AnimatorSystem.cpp @@ -1,7 +1,6 @@ -#include + #include "api/Animator.h" -#include "facade/SDLContext.h" #include "AnimatorSystem.h" #include "ComponentManager.h" @@ -13,12 +12,25 @@ void AnimatorSystem::update() { RefVector animations = mgr.get_components_by_type(); - uint64_t tick = SDLContext::get_instance().get_ticks(); + double elapsed_time = this->timer.get_current_time(); + for (Animator & a : animations) { if (!a.active) continue; - // (10 frames per second) - a.curr_row = (tick / 100) % a.row; - a.spritesheet.mask.x = (a.curr_row * a.spritesheet.mask.w) + a.curr_col; - a.spritesheet.mask = a.spritesheet.mask; + + double frame_duration = 1.0f / a.fps; + + int cycle_end = (a.cycle_end == -1) ? a.row : cycle_end; + int total_frames = cycle_end - a.cycle_start; + + + int curr_frame = static_cast(elapsed_time / frame_duration) % total_frames; + + a.curr_row = a.cycle_start + curr_frame; + a.spritesheet.mask.x = std::clamp((a.curr_row * a.spritesheet.mask.w - a.offset_x), 0, a.spritesheet.mask.w); + a.spritesheet.mask.y = (a.curr_col * a.spritesheet.mask.h); + + if (!a.looping && curr_frame == total_frames) { + a.active = false; + } } } diff --git a/src/crepe/system/AnimatorSystem.h b/src/crepe/system/AnimatorSystem.h index f8179a9..e8a5158 100644 --- a/src/crepe/system/AnimatorSystem.h +++ b/src/crepe/system/AnimatorSystem.h @@ -1,9 +1,7 @@ #pragma once #include "System.h" - -//TODO: -// control if flip works with animation system +#include "api/LoopTimer.h" namespace crepe { @@ -26,6 +24,9 @@ public: * looping). */ void update() override; + +private: + LoopTimer & timer = LoopTimer::get_instance(); }; } // namespace crepe diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index 9dcaa49..026c9ce 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -1,5 +1,7 @@ #include "api/Animator.h" #include "api/Camera.h" +#include "api/LoopManager.h" +#include "api/LoopTimer.h" #include "system/AnimatorSystem.h" #include "system/ParticleSystem.h" #include @@ -16,29 +18,10 @@ #include #include -#include - using namespace crepe; using namespace std; -int main(int argc, char * argv[]) { - ComponentManager mgr; - GameObject game_object = mgr.new_object("", "", vec2{0, 0}, 0, 1); - RenderSystem sys{mgr}; - ParticleSystem psys{mgr}; - AnimatorSystem asys{mgr}; - - Color color(255, 255, 255, 255); - - auto img = Texture("asset/texture/test_ap43.png"); - - Sprite & test_sprite = game_object.add_component( - img, color, Sprite::FlipSettings{true, true}, 1, 1, 1.95); - - //game_object.add_component(test_sprite, 4, 1, 0).active = true; - game_object.add_component(test_sprite, 1, 1, 0).active = true; - - /* +/* auto & test = game_object.add_component(ParticleEmitter::Data{ .position = {0, 0}, .max_particles = 10, @@ -60,9 +43,35 @@ int main(int argc, char * argv[]) { }); */ - auto & cam = game_object.add_component(Color::RED, ivec2{1280, 720}, - vec2{2.59,1.95}, 2.0); - cam.offset.x = 1; +class TestScene : public Scene { +public: + using Scene::Scene; + + void load_scene() { + ComponentManager & mgr = this->component_manager; + GameObject game_object = mgr.new_object("", "", vec2{0, 0}, 0, 1); + + Color color(255, 255, 255, 255); + + auto img = Texture("asset/spritesheet/spritesheet_test.png"); + + Sprite & test_sprite = game_object.add_component( + img, color, Sprite::FlipSettings{true, true}, 1, 1, vec2{1, 1}); + + //game_object.add_component(test_sprite, 4, 1, 0).active = true; + game_object.add_component(test_sprite, 4, 1, 0).active = true; + + auto & cam = game_object.add_component(Color::RED, ivec2{1280, 720}, + vec2{2.59, 1.95}, 2.0); + } + + string get_name() const { return "TestScene"; }; +}; + +int main(int argc, char * argv[]) { + LoopManager engine; + engine.add_scene(); + engine.start(); /* game_object @@ -73,13 +82,5 @@ int main(int argc, char * argv[]) { = 6; */ - auto start = std::chrono::steady_clock::now(); - while (std::chrono::steady_clock::now() - start < std::chrono::seconds(5)) { - psys.update(); - asys.update(); - sys.update(); - SDL_Delay(10); - } - return 0; } -- cgit v1.2.3 From 135af8b0e0eaf8a5a5b7e1a42bfb20bb14ec97e5 Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Mon, 2 Dec 2024 18:51:47 +0100 Subject: tmp commit --- src/crepe/api/Animator.h | 2 +- src/crepe/api/Sprite.h | 4 ++-- src/crepe/system/AnimatorSystem.cpp | 9 +++++---- src/example/rendering_particle.cpp | 11 +++++------ 4 files changed, 13 insertions(+), 13 deletions(-) (limited to 'src/example') diff --git a/src/crepe/api/Animator.h b/src/crepe/api/Animator.h index 188f193..511d6ef 100644 --- a/src/crepe/api/Animator.h +++ b/src/crepe/api/Animator.h @@ -89,7 +89,7 @@ public: ~Animator(); // dbg_trace -private: +public: //! A reference to the Sprite sheet containing. Sprite & spritesheet; diff --git a/src/crepe/api/Sprite.h b/src/crepe/api/Sprite.h index 96b57e1..354f663 100644 --- a/src/crepe/api/Sprite.h +++ b/src/crepe/api/Sprite.h @@ -74,10 +74,10 @@ public: vec2 size; //! independent sprite angle. rotating clockwise direction in degrees - double angle_offset; + double angle_offset = 0; //! independent sprite scale multiplier - double scale; + double scale = 1; /** * \aspect_ratio ratio of the img so that scaling will not become weird diff --git a/src/crepe/system/AnimatorSystem.cpp b/src/crepe/system/AnimatorSystem.cpp index ee00728..1650b3d 100644 --- a/src/crepe/system/AnimatorSystem.cpp +++ b/src/crepe/system/AnimatorSystem.cpp @@ -4,6 +4,7 @@ #include "AnimatorSystem.h" #include "ComponentManager.h" +#include using namespace crepe; @@ -25,11 +26,11 @@ void AnimatorSystem::update() { int curr_frame = static_cast(elapsed_time / frame_duration) % total_frames; a.curr_row = a.cycle_start + curr_frame; - a.spritesheet.mask.x = std::clamp((a.curr_row * a.spritesheet.mask.w - a.offset_x), 0, - a.spritesheet.mask.w); + a.spritesheet.mask.x = a.curr_row * a.spritesheet.mask.w; a.spritesheet.mask.y = (a.curr_col * a.spritesheet.mask.h); - - if (!a.looping && curr_frame == total_frames) { + + std::cout << curr_frame << " " << total_frames << std::endl; + if (!a.looping && curr_frame == 0) { a.active = false; } } diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index 026c9ce..5a50d27 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -53,16 +53,15 @@ public: Color color(255, 255, 255, 255); - auto img = Texture("asset/spritesheet/spritesheet_test.png"); + auto img = Texture("asset/spritesheet/pokemon_spritesheet.png"); Sprite & test_sprite = game_object.add_component( - img, color, Sprite::FlipSettings{true, true}, 1, 1, vec2{1, 1}); + img, color, Sprite::FlipSettings{false, false}, 1, 1, vec2{100, 100}); - //game_object.add_component(test_sprite, 4, 1, 0).active = true; - game_object.add_component(test_sprite, 4, 1, 0).active = true; + auto & anim = game_object.add_component(test_sprite, 4, 4, 0); - auto & cam = game_object.add_component(Color::RED, ivec2{1280, 720}, - vec2{2.59, 1.95}, 2.0); + auto & cam = game_object.add_component(Color::, ivec2{720, 1280}, + vec2{400, 400}, 1.0); } string get_name() const { return "TestScene"; }; -- cgit v1.2.3 From a84ca09e97d466643f022acfffcf4c6a77f42052 Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Mon, 2 Dec 2024 20:02:14 +0100 Subject: making struct constructors --- src/crepe/api/Animator.cpp | 34 ++++++------- src/crepe/api/Animator.h | 66 +++++++++++++------------ src/crepe/api/Camera.cpp | 11 +---- src/crepe/api/Camera.h | 37 +++++++------- src/crepe/api/Sprite.cpp | 17 +++---- src/crepe/api/Sprite.h | 98 +++++++++++++++++-------------------- src/crepe/facade/SDLContext.cpp | 25 +++++----- src/crepe/system/AnimatorSystem.cpp | 17 ++++--- src/crepe/system/RenderSystem.cpp | 5 +- src/example/rendering_particle.cpp | 19 +++++-- 10 files changed, 166 insertions(+), 163 deletions(-) (limited to 'src/example') diff --git a/src/crepe/api/Animator.cpp b/src/crepe/api/Animator.cpp index 0b7e86d..ce824e6 100644 --- a/src/crepe/api/Animator.cpp +++ b/src/crepe/api/Animator.cpp @@ -7,37 +7,37 @@ using namespace crepe; -Animator::Animator(game_object_id_t id, Sprite & ss, int row, int col, int col_animator) +Animator::Animator(game_object_id_t id, const Animator::Data & ctx) : Component(id), - spritesheet(ss), - row(row), - col(col) { + data(ctx) +{ dbg_trace(); - this->spritesheet.mask.h /= col; - this->spritesheet.mask.w /= row; - this->spritesheet.mask.x = 0; - this->spritesheet.mask.y = col_animator * this->spritesheet.mask.h; + this->data.spritesheet.mask.h /= this->data.col; + this->data.spritesheet.mask.w /= this->data.row; + this->data.spritesheet.mask.x = 0; + this->data.spritesheet.mask.y = this->data.col * this->data.spritesheet.mask.h; // need to do this for to get the aspect ratio for a single clipping in the spritesheet - this->spritesheet.aspect_ratio - = static_cast(this->spritesheet.mask.w) / this->spritesheet.mask.h; + Sprite & ss = this->data.spritesheet; + ss.data.aspect_ratio + = static_cast(this->data.spritesheet.mask.w) / this->data.spritesheet.mask.h; } Animator::~Animator() { dbg_trace(); } -void Animator::loop() { this->looping = true; } +void Animator::loop() { this->data.looping = true; } void Animator::play() { this->active = true; } void Animator::pause() { this->active = false; } void Animator::stop() { this->active = false; - this->curr_col = 0; - this->curr_row = 0; + this->data.curr_col = 0; + this->data.curr_row = 0; } -void Animator::set_fps(int fps) { this->fps = fps; } +void Animator::set_fps(int fps) { this->data.fps = fps; } void Animator::set_cycle_range(int start, int end) { - this->cycle_start = start, this->cycle_end = end; + this->data.cycle_start = start, this->data.cycle_end = end; } void Animator::set_anim(int col) { - this->curr_row = 0; - this->curr_col = col; + this->data.curr_row = 0; + this->data.curr_col = col; } diff --git a/src/crepe/api/Animator.h b/src/crepe/api/Animator.h index 511d6ef..194a9cf 100644 --- a/src/crepe/api/Animator.h +++ b/src/crepe/api/Animator.h @@ -16,6 +16,39 @@ class SDLContext; * sheet. It can be used to play animations, loop them, or stop them. */ class Animator : public Component { +public: + struct Data { + //! A reference to the Sprite sheet containing. + Sprite & spritesheet; + + //! The maximum number of columns in the sprite sheet. + const int col; + + //! The maximum number of rows in the sprite sheet. + const int row; + + //! frames per second for animation + int fps; + + //! The current col being animated. + int curr_col; + + //! The current row being animated. + int curr_row = 0; + + //! should the animation loop + bool looping = false; + + //! starting frame for cycling + int cycle_start = 0; + + //! end frame for cycling (-1 --> use last frame) + int cycle_end = -1; + + + //! offset in pixels. + int offset_x = 0; + }; public: /** @@ -85,40 +118,11 @@ public: * This constructor sets up the Animator with the given parameters, and initializes the * animation system. */ - Animator(uint32_t id, Sprite & spritesheet, int row, int col, int col_animate); - + Animator(uint32_t id, const Animator::Data & ctx); ~Animator(); // dbg_trace public: - //! A reference to the Sprite sheet containing. - Sprite & spritesheet; - - //! The maximum number of columns in the sprite sheet. - const int col; - - //! The maximum number of rows in the sprite sheet. - const int row; - - //! The current col being animated. - int curr_col = 0; - - //! The current row being animated. - int curr_row = 0; - - //! should the animation loop - bool looping = false; - - //! starting frame for cycling - int cycle_start = 0; - - //! end frame for cycling (-1 --> use last frame) - int cycle_end = -1; - - //! frames per second for animation - int fps = 1; - - //! offset in pixels. - int offset_x = 0; + Animator::Data data; private: //! AnimatorSystem adjust the private member parameters of Animator; diff --git a/src/crepe/api/Camera.cpp b/src/crepe/api/Camera.cpp index 39d8ab0..27bcb35 100644 --- a/src/crepe/api/Camera.cpp +++ b/src/crepe/api/Camera.cpp @@ -2,19 +2,12 @@ #include "util/Log.h" #include "Camera.h" -#include "Color.h" #include "Component.h" using namespace crepe; -Camera::Camera(game_object_id_t id, const Color & bg_color, const ivec2 & screen, - const vec2 & viewport_size, const double & zoom, const vec2 & offset) - : Component(id), - bg_color(bg_color), - offset(offset), - screen(screen), - viewport_size(viewport_size), - zoom(zoom) { +Camera::Camera(game_object_id_t id, const Data & ctx) : Component(id), data(ctx) { + dbg_trace(); } diff --git a/src/crepe/api/Camera.h b/src/crepe/api/Camera.h index 2d8fa48..e466d36 100644 --- a/src/crepe/api/Camera.h +++ b/src/crepe/api/Camera.h @@ -14,32 +14,35 @@ namespace crepe { * position, and zoom level. It controls what part of the game world is visible on the screen. */ class Camera : public Component { +public: + struct Data { + //! Background color of the camera view. + const Color bg_color; + + //! screen the display size in pixels ( output resolution ) + const ivec2 screen; + + //! viewport is the area of the world visible through the camera (in world units) + const vec2 viewport_size; + + //! Zoom level of the camera view. + double zoom; + + //! offset postion from the game object transform component + vec2 offset; + }; 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. + * \param ctx the camera component data */ - Camera(game_object_id_t id, const Color & bg_color, const ivec2 & screen, - const vec2 & viewport_size, const double & zoom, const vec2 & offset = {0, 0}); + Camera(game_object_id_t id, const Data & ctx); ~Camera(); // dbg_trace only public: - //! Background color of the camera view. - const Color bg_color; - - //! offset postion from the game object transform component - vec2 offset; - - //! screen the display size in pixels ( output resolution ) - const ivec2 screen; - - //! viewport is the area of the world visible through the camera (in world units) - const vec2 viewport_size; - - //! Zoom level of the camera view. - const double zoom; + Camera::Data data; public: /** diff --git a/src/crepe/api/Sprite.cpp b/src/crepe/api/Sprite.cpp index 29e415f..fe495a1 100644 --- a/src/crepe/api/Sprite.cpp +++ b/src/crepe/api/Sprite.cpp @@ -11,21 +11,16 @@ using namespace std; using namespace crepe; -Sprite::Sprite(game_object_id_t id, Texture & image, const Color & color, - const FlipSettings & flip, int sort_layer, int order_layer, const vec2 & size) +Sprite::Sprite(game_object_id_t id, Texture & texture, const Sprite::Data & ctx) : Component(id), - color(color), - flip(flip), - sprite_image(std::move(image)), - sorting_in_layer(sort_layer), - order_in_layer(order_layer), - size(size) { + texture(std::move(texture)), + data(ctx) { dbg_trace(); - this->mask.w = sprite_image.get_width(); - this->mask.h = sprite_image.get_height(); - this->aspect_ratio = static_cast(this->mask.w) / this->mask.h; + this->mask.w = this->texture.get_width(); + this->mask.h = this->texture.get_height(); + this->data.aspect_ratio = static_cast(this->mask.w) / this->mask.h; } Sprite::~Sprite() { dbg_trace(); } diff --git a/src/crepe/api/Sprite.h b/src/crepe/api/Sprite.h index 354f663..aef6a8d 100644 --- a/src/crepe/api/Sprite.h +++ b/src/crepe/api/Sprite.h @@ -19,73 +19,67 @@ class AnimatorSystem; * flip settings, and is managed in layers with defined sorting orders. */ class Sprite : public Component { - public: struct FlipSettings { bool flip_x = false; bool flip_y = false; }; + struct Data { + //! Color tint of the sprite + Color color; + + //! Flip settings for the sprite + FlipSettings flip; + + //! Layer sorting level of the sprite + const int sorting_in_layer; + + //! Order within the sorting layer + const int order_in_layer; + + /** + * \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; + + //! independent sprite angle. rotating clockwise direction in degrees + double angle_offset = 0; + + //! independent sprite scale multiplier + double scale = 1; + + /** + * \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 + */ + float aspect_ratio; + }; + 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. - * \param image Shared pointer to the texture for this sprite. - * \param color Color tint applied to the sprite. - * \param flip Flip settings for horizontal and vertical orientation. - * \param order_layer decides the sorting in layer of the sprite. - * \param sort_layer decides the order in layer of the sprite. - * \param height the height of the image in game units - */ - Sprite(game_object_id_t id, Texture & image, const Color & color, - const FlipSettings & flip, int sort_layer, int order_layer, const vec2 & size); - - /** - * \brief Destroys the Sprite instance. + * \param texture asset of the image + * \param ctx all the sprite data */ + //TODO: texture is outside the Sprite::Data because of the deleted copy constructer. eventually + // texture will go into data when it becomes asset + Sprite(game_object_id_t id, Texture & texture, const Data & ctx); ~Sprite(); //! Texture used for the sprite - const Texture sprite_image; - - //! Color tint of the sprite - Color color; - - //! Flip settings for the sprite - FlipSettings flip; - - //! Layer sorting level of the sprite - const int sorting_in_layer; + const Texture texture; - //! Order within the sorting layer - const int order_in_layer; - - /** - * \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; - - //! independent sprite angle. rotating clockwise direction in degrees - double angle_offset = 0; - - //! independent sprite scale multiplier - double scale = 1; - - /** - * \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 - */ - float aspect_ratio; + Data data; private: //! Reads the mask of sprite diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index bba26a3..ab3fa45 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -112,17 +112,15 @@ SDL_Rect SDLContext::get_src_rect(const Sprite & sprite) const { SDL_FRect SDLContext::get_dst_rect(const DstRect & ctx) const { - // this might not work all the time because of float checking zero -_- - vec2 size = {ctx.sprite.size.x == 0 && ctx.sprite.size.y != 0 - ? ctx.sprite.size.y * ctx.sprite.aspect_ratio - : ctx.sprite.size.x, - ctx.sprite.size.y == 0 && ctx.sprite.size.x != 0 - ? ctx.sprite.size.x / ctx.sprite.aspect_ratio - : ctx.sprite.size.y}; + const Sprite::Data & data = ctx.sprite.data; + + vec2 size = { + data.size.x == 0 && data.size.y != 0 ? data.size.y * data.aspect_ratio : data.size.x, + data.size.y == 0 && data.size.x != 0 ? data.size.x / data.aspect_ratio : data.size.y}; const CameraValues & cam = ctx.cam; - size *= cam.render_scale * ctx.img_scale * ctx.sprite.scale; + size *= cam.render_scale * ctx.img_scale * data.scale; vec2 screen_pos = (ctx.pos - cam.cam_pos + (cam.zoomed_viewport) / 2) * cam.render_scale - size / 2 + cam.bar_size; @@ -137,9 +135,10 @@ SDL_FRect SDLContext::get_dst_rect(const DstRect & ctx) const { void SDLContext::draw(const RenderContext & ctx) { + const Sprite::Data & data = ctx.sprite.data; SDL_RendererFlip render_flip - = (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * ctx.sprite.flip.flip_x) - | (SDL_FLIP_VERTICAL * ctx.sprite.flip.flip_y)); + = (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * data.flip.flip_x) + | (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{ @@ -149,10 +148,10 @@ void SDLContext::draw(const RenderContext & ctx) { .img_scale = ctx.scale, }); - double angle = ctx.angle + ctx.sprite.angle_offset; + double angle = ctx.angle + data.angle_offset; - SDL_RenderCopyExF(this->game_renderer.get(), ctx.sprite.sprite_image.texture.get(), - &srcrect, &dstrect, angle, NULL, render_flip); + SDL_RenderCopyExF(this->game_renderer.get(), ctx.sprite.texture.texture.get(), &srcrect, + &dstrect, angle, NULL, render_flip); } void SDLContext::set_camera(const Camera & cam, CameraValues & ctx) { diff --git a/src/crepe/system/AnimatorSystem.cpp b/src/crepe/system/AnimatorSystem.cpp index 1650b3d..b1f23d1 100644 --- a/src/crepe/system/AnimatorSystem.cpp +++ b/src/crepe/system/AnimatorSystem.cpp @@ -17,20 +17,21 @@ void AnimatorSystem::update() { for (Animator & a : animations) { if (!a.active) continue; + + Animator::Data & ctx = a.data; + double frame_duration = 1.0f / ctx.fps; - double frame_duration = 1.0f / a.fps; - - int cycle_end = (a.cycle_end == -1) ? a.row : cycle_end; - int total_frames = cycle_end - a.cycle_start; + int cycle_end = (ctx.cycle_end == -1) ? ctx.row : cycle_end; + int total_frames = cycle_end - ctx.cycle_start; int curr_frame = static_cast(elapsed_time / frame_duration) % total_frames; - a.curr_row = a.cycle_start + curr_frame; - a.spritesheet.mask.x = a.curr_row * a.spritesheet.mask.w; - a.spritesheet.mask.y = (a.curr_col * a.spritesheet.mask.h); + ctx.curr_row = ctx.cycle_start + curr_frame; + ctx.spritesheet.mask.x = ctx.curr_row * ctx.spritesheet.mask.w; + ctx.spritesheet.mask.y = (ctx.curr_col * ctx.spritesheet.mask.h); std::cout << curr_frame << " " << total_frames << std::endl; - if (!a.looping && curr_frame == 0) { + if (!ctx.looping && curr_frame == 0) { a.active = false; } } diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp index 944ac86..08f254f 100644 --- a/src/crepe/system/RenderSystem.cpp +++ b/src/crepe/system/RenderSystem.cpp @@ -40,8 +40,9 @@ const Camera & RenderSystem::update_camera() { } bool sorting_comparison(const Sprite & a, const Sprite & b) { - if (a.sorting_in_layer < b.sorting_in_layer) return true; - if (a.sorting_in_layer == b.sorting_in_layer) return a.order_in_layer < b.order_in_layer; + if (a.data.sorting_in_layer < b.data.sorting_in_layer) return true; + if (a.data.sorting_in_layer == b.data.sorting_in_layer) + return a.data.order_in_layer < b.data.order_in_layer; return false; } diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index 5a50d27..4fd4071 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -56,11 +56,24 @@ public: auto img = Texture("asset/spritesheet/pokemon_spritesheet.png"); Sprite & test_sprite = game_object.add_component( - img, color, Sprite::FlipSettings{false, false}, 1, 1, vec2{100, 100}); + img, Sprite::Data{ + .color = color, + .flip = Sprite::FlipSettings{false, false}, + .sorting_in_layer = 2, + .order_in_layer = 2, + .size = {0, 100}, + .angle_offset = 0, + .scale = 1, + }); - auto & anim = game_object.add_component(test_sprite, 4, 4, 0); + auto & anim = game_object.add_component(Animator::Data{ + .spritesheet = test_sprite, + .col = 4, + .row = 4, + .fps = 10, + }); - auto & cam = game_object.add_component(Color::, ivec2{720, 1280}, + auto & cam = game_object.add_component(Color::WHITE, ivec2{720, 1280}, vec2{400, 400}, 1.0); } -- cgit v1.2.3 From 0a1739de21e5ab270cb45efb6fc0aed092d81227 Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Mon, 2 Dec 2024 21:00:54 +0100 Subject: added all the contructor strutcts for animator,sprite and camera --- src/crepe/api/Animator.cpp | 15 +++++++++++++-- src/crepe/api/Animator.h | 8 ++------ src/crepe/api/Camera.cpp | 1 - src/crepe/facade/SDLContext.cpp | 35 ++++++++++++++++++----------------- src/crepe/facade/SDLContext.h | 2 +- src/crepe/system/AnimatorSystem.cpp | 6 ++---- src/crepe/system/RenderSystem.cpp | 2 +- src/example/rendering_particle.cpp | 14 +++++++++++--- 8 files changed, 48 insertions(+), 35 deletions(-) (limited to 'src/example') diff --git a/src/crepe/api/Animator.cpp b/src/crepe/api/Animator.cpp index ce824e6..1234967 100644 --- a/src/crepe/api/Animator.cpp +++ b/src/crepe/api/Animator.cpp @@ -9,8 +9,7 @@ using namespace crepe; Animator::Animator(game_object_id_t id, const Animator::Data & ctx) : Component(id), - data(ctx) -{ + data(ctx) { dbg_trace(); this->data.spritesheet.mask.h /= this->data.col; @@ -23,21 +22,33 @@ Animator::Animator(game_object_id_t id, const Animator::Data & ctx) ss.data.aspect_ratio = static_cast(this->data.spritesheet.mask.w) / this->data.spritesheet.mask.h; } + Animator::~Animator() { dbg_trace(); } void Animator::loop() { this->data.looping = true; } + void Animator::play() { this->active = true; } + void Animator::pause() { this->active = false; } + void Animator::stop() { this->active = false; this->data.curr_col = 0; this->data.curr_row = 0; } void Animator::set_fps(int fps) { this->data.fps = fps; } + void Animator::set_cycle_range(int start, int end) { this->data.cycle_start = start, this->data.cycle_end = end; } + void Animator::set_anim(int col) { this->data.curr_row = 0; this->data.curr_col = col; } + +void Animator::next_anim() { + Animator::Data & ctx = this->data; + ctx.curr_row = ctx.curr_row++ % ctx.row; + ctx.spritesheet.mask.x = ctx.curr_row * ctx.spritesheet.mask.w; +} diff --git a/src/crepe/api/Animator.h b/src/crepe/api/Animator.h index 194a9cf..36bc9f4 100644 --- a/src/crepe/api/Animator.h +++ b/src/crepe/api/Animator.h @@ -47,6 +47,7 @@ public: //! offset in pixels. + // TODO implement int offset_x = 0; }; @@ -108,12 +109,7 @@ 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 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. + * \param ctx animator data * * This constructor sets up the Animator with the given parameters, and initializes the * animation system. diff --git a/src/crepe/api/Camera.cpp b/src/crepe/api/Camera.cpp index 27bcb35..ff41710 100644 --- a/src/crepe/api/Camera.cpp +++ b/src/crepe/api/Camera.cpp @@ -7,7 +7,6 @@ using namespace crepe; Camera::Camera(game_object_id_t id, const Data & ctx) : Component(id), data(ctx) { - dbg_trace(); } diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index ab3fa45..32461f2 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -156,53 +156,54 @@ void SDLContext::draw(const RenderContext & ctx) { void SDLContext::set_camera(const Camera & cam, CameraValues & ctx) { + const Camera::Data & cam_data = cam.data; // resize window int w, h; SDL_GetWindowSize(this->game_window.get(), &w, &h); - if (w != cam.screen.x || h != cam.screen.y) { - SDL_SetWindowSize(this->game_window.get(), cam.screen.x, cam.screen.y); + if (w != cam_data.screen.x || h != cam_data.screen.y) { + SDL_SetWindowSize(this->game_window.get(), cam_data.screen.x, cam_data.screen.y); } vec2 & zoomed_viewport = ctx.zoomed_viewport; vec2 & bar_size = ctx.bar_size; vec2 & render_scale = ctx.render_scale; - zoomed_viewport = cam.viewport_size * cam.zoom; - double screen_aspect = static_cast(cam.screen.x) / cam.screen.y; + zoomed_viewport = cam_data.viewport_size * cam_data.zoom; + double screen_aspect = static_cast(cam_data.screen.x) / cam_data.screen.y; double viewport_aspect = zoomed_viewport.x / zoomed_viewport.y; // calculate black bars if (screen_aspect > viewport_aspect) { // pillarboxing - float scale = cam.screen.y / zoomed_viewport.y; + float scale = cam_data.screen.y / zoomed_viewport.y; float adj_width = zoomed_viewport.x * scale; - float bar_width = (cam.screen.x - adj_width) / 2; - this->black_bars[0] = {0, 0, bar_width, (float) cam.screen.y}; - this->black_bars[1] = {(cam.screen.x - bar_width), 0, bar_width, (float) cam.screen.y}; + float bar_width = (cam_data.screen.x - adj_width) / 2; + this->black_bars[0] = {0, 0, bar_width, (float) cam_data.screen.y}; + this->black_bars[1] = {(cam_data.screen.x - bar_width), 0, bar_width, (float) cam_data.screen.y}; bar_size = {bar_width, 0}; render_scale.x = render_scale.y = scale; } else { // letterboxing - float scale = cam.screen.x / (cam.viewport_size.x * cam.zoom); - float adj_height = cam.viewport_size.y * scale; - float bar_height = (cam.screen.y - adj_height) / 2; - this->black_bars[0] = {0, 0, (float) cam.screen.x, bar_height}; + float scale = cam_data.screen.x / (cam_data.viewport_size.x * cam_data.zoom); + float adj_height = cam_data.viewport_size.y * scale; + float bar_height = (cam_data.screen.y - adj_height) / 2; + this->black_bars[0] = {0, 0, (float) cam_data.screen.x, bar_height}; this->black_bars[1] - = {0, (cam.screen.y - bar_height), (float) cam.screen.x, bar_height}; + = {0, (cam_data.screen.y - bar_height), (float) cam_data.screen.x, bar_height}; bar_size = {0, bar_height}; render_scale.x = render_scale.y = scale; } - SDL_SetRenderDrawColor(this->game_renderer.get(), cam.bg_color.r, cam.bg_color.g, - cam.bg_color.b, cam.bg_color.a); + SDL_SetRenderDrawColor(this->game_renderer.get(), cam_data.bg_color.r, cam_data.bg_color.g, + cam_data.bg_color.b, cam_data.bg_color.a); SDL_Rect bg = { .x = 0, .y = 0, - .w = cam.screen.x, - .h = cam.screen.y, + .w = cam_data.screen.x, + .h = cam_data.screen.y, }; // fill bg color diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index 0a6fce6..a0d1da8 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -128,7 +128,7 @@ private: /** * \brief Draws a sprite to the screen using the specified transform and camera. - * \param RenderCtx Reference to rendering data to draw + * \param RenderContext Reference to rendering data to draw */ void draw(const RenderContext & ctx); diff --git a/src/crepe/system/AnimatorSystem.cpp b/src/crepe/system/AnimatorSystem.cpp index b1f23d1..ff8d2ce 100644 --- a/src/crepe/system/AnimatorSystem.cpp +++ b/src/crepe/system/AnimatorSystem.cpp @@ -4,7 +4,6 @@ #include "AnimatorSystem.h" #include "ComponentManager.h" -#include using namespace crepe; @@ -21,7 +20,7 @@ void AnimatorSystem::update() { Animator::Data & ctx = a.data; double frame_duration = 1.0f / ctx.fps; - int cycle_end = (ctx.cycle_end == -1) ? ctx.row : cycle_end; + int cycle_end = (ctx.cycle_end == -1) ? ctx.row : ctx.cycle_end; int total_frames = cycle_end - ctx.cycle_start; int curr_frame = static_cast(elapsed_time / frame_duration) % total_frames; @@ -30,8 +29,7 @@ void AnimatorSystem::update() { ctx.spritesheet.mask.x = ctx.curr_row * ctx.spritesheet.mask.w; ctx.spritesheet.mask.y = (ctx.curr_col * ctx.spritesheet.mask.h); - std::cout << curr_frame << " " << total_frames << std::endl; - if (!ctx.looping && curr_frame == 0) { + if (!ctx.looping && curr_frame == total_frames - 1) { a.active = false; } } diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp index 08f254f..1bf5f65 100644 --- a/src/crepe/system/RenderSystem.cpp +++ b/src/crepe/system/RenderSystem.cpp @@ -33,7 +33,7 @@ const Camera & RenderSystem::update_camera() { const Transform & transform = mgr.get_components_by_id(cam.game_object_id).front().get(); this->context.set_camera(cam, this->cam_ctx); - this->cam_ctx.cam_pos = transform.position + cam.offset; + this->cam_ctx.cam_pos = transform.position + cam.data.offset; return cam; } throw std::runtime_error("No active cameras in current scene"); diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index 4fd4071..f84eb94 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -70,11 +70,19 @@ public: .spritesheet = test_sprite, .col = 4, .row = 4, - .fps = 10, + .fps = 1, + .looping = true, + .cycle_start = 1, + .cycle_end = 3, }); + anim.set_anim(2); - auto & cam = game_object.add_component(Color::WHITE, ivec2{720, 1280}, - vec2{400, 400}, 1.0); + auto & cam = game_object.add_component(Camera::Data{ + .bg_color = Color::WHITE, + .screen = ivec2{720, 1280}, + .viewport_size = vec2{400, 400}, + .zoom = 1.0, + }); } string get_name() const { return "TestScene"; }; -- cgit v1.2.3 From 683ae28b81a66f18bbadbe7ae70eb8ddd952c293 Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Tue, 3 Dec 2024 10:40:37 +0100 Subject: fixed the one cycle aimatorsystem where it did not do the last frame_for the full duration --- src/crepe/system/AnimatorSystem.cpp | 4 +++- src/example/rendering_particle.cpp | 6 ++---- 2 files changed, 5 insertions(+), 5 deletions(-) (limited to 'src/example') diff --git a/src/crepe/system/AnimatorSystem.cpp b/src/crepe/system/AnimatorSystem.cpp index 9cf8ba5..e9cdd4c 100644 --- a/src/crepe/system/AnimatorSystem.cpp +++ b/src/crepe/system/AnimatorSystem.cpp @@ -20,6 +20,8 @@ void AnimatorSystem::update() { Animator::Data & ctx = a.data; double frame_duration = 1.0f / ctx.fps; + int last_frame = ctx.curr_row; + int cycle_end = (ctx.cycle_end == -1) ? ctx.row : ctx.cycle_end; int total_frames = cycle_end - ctx.cycle_start; @@ -29,7 +31,7 @@ void AnimatorSystem::update() { ctx.spritesheet.mask.x = ctx.curr_row * ctx.spritesheet.mask.w; ctx.spritesheet.mask.y = (ctx.curr_col * ctx.spritesheet.mask.h); - if (!ctx.looping && curr_frame == total_frames - 1) { + if (!ctx.looping && curr_frame == ctx.cycle_start && last_frame == total_frames - 1) { a.active = false; } } diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index f84eb94..e18c7b7 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -71,15 +71,13 @@ public: .col = 4, .row = 4, .fps = 1, - .looping = true, - .cycle_start = 1, - .cycle_end = 3, + .looping = false, }); anim.set_anim(2); auto & cam = game_object.add_component(Camera::Data{ .bg_color = Color::WHITE, - .screen = ivec2{720, 1280}, + .screen = ivec2{1280, 720}, .viewport_size = vec2{400, 400}, .zoom = 1.0, }); -- cgit v1.2.3 From a11824956b478e356fa684c9d88b980aa22cb19a Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Wed, 4 Dec 2024 10:56:53 +0100 Subject: implemented feedback, cameraValues need better name? --- src/crepe/api/Animator.cpp | 29 ++++++++++++---------- src/crepe/api/Animator.h | 22 +++++++++-------- src/crepe/api/Camera.cpp | 7 +++++- src/crepe/api/Camera.h | 19 ++++++++------- src/crepe/api/Sprite.cpp | 2 +- src/crepe/api/Sprite.h | 25 ++++++++++--------- src/crepe/facade/SDLContext.cpp | 48 ++++++++++++++++++++----------------- src/crepe/facade/SDLContext.h | 2 +- src/crepe/system/AnimatorSystem.cpp | 6 ++--- src/crepe/system/RenderSystem.cpp | 19 +++++++-------- src/crepe/system/RenderSystem.h | 8 +++---- src/example/rendering_particle.cpp | 14 +++-------- 12 files changed, 103 insertions(+), 98 deletions(-) (limited to 'src/example') diff --git a/src/crepe/api/Animator.cpp b/src/crepe/api/Animator.cpp index 1234967..dc99fd4 100644 --- a/src/crepe/api/Animator.cpp +++ b/src/crepe/api/Animator.cpp @@ -7,20 +7,23 @@ using namespace crepe; -Animator::Animator(game_object_id_t id, const Animator::Data & ctx) +Animator::Animator(uint32_t id, Sprite & ss, int max_row, int max_col, + const Animator::Data & ctx) : Component(id), + spritesheet(ss), + row(max_row), + col(max_col), data(ctx) { dbg_trace(); - this->data.spritesheet.mask.h /= this->data.col; - this->data.spritesheet.mask.w /= this->data.row; - this->data.spritesheet.mask.x = 0; - this->data.spritesheet.mask.y = this->data.col * this->data.spritesheet.mask.h; + 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; // need to do this for to get the aspect ratio for a single clipping in the spritesheet - Sprite & ss = this->data.spritesheet; - ss.data.aspect_ratio - = static_cast(this->data.spritesheet.mask.w) / this->data.spritesheet.mask.h; + this->spritesheet.aspect_ratio + = static_cast(this->spritesheet.mask.w) / this->spritesheet.mask.h; } Animator::~Animator() { dbg_trace(); } @@ -43,12 +46,14 @@ void Animator::set_cycle_range(int start, int end) { } void Animator::set_anim(int col) { - this->data.curr_row = 0; - this->data.curr_col = 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; } void Animator::next_anim() { Animator::Data & ctx = this->data; - ctx.curr_row = ctx.curr_row++ % ctx.row; - ctx.spritesheet.mask.x = ctx.curr_row * ctx.spritesheet.mask.w; + ctx.curr_row = ctx.curr_row++ % this->row; + this->spritesheet.mask.x = ctx.curr_row * this->spritesheet.mask.w; } diff --git a/src/crepe/api/Animator.h b/src/crepe/api/Animator.h index 74abd5e..1fe2b6f 100644 --- a/src/crepe/api/Animator.h +++ b/src/crepe/api/Animator.h @@ -18,20 +18,13 @@ class SDLContext; class Animator : public Component { public: struct Data { - //! A reference to the Sprite sheet containing. - Sprite & spritesheet; - //! The maximum number of columns in the sprite sheet. - const int col; - - //! The maximum number of rows in the sprite sheet. - const int row; //! frames per second for animation - int fps; + int fps = 1; //! The current col being animated. - int curr_col; + int curr_col = 0; //! The current row being animated. int curr_row = 0; @@ -113,10 +106,19 @@ public: * This constructor sets up the Animator with the given parameters, and initializes the * animation system. */ - Animator(uint32_t id, const Animator::Data & ctx); + Animator(uint32_t id, Sprite & ss, int max_row, int max_col, const Animator::Data & ctx); ~Animator(); // dbg_trace public: + //! A reference to the Sprite sheet containing. + Sprite & spritesheet; + + //! The maximum number of columns in the sprite sheet. + const int col; + + //! The maximum number of rows in the sprite sheet. + const int row; + Animator::Data data; private: diff --git a/src/crepe/api/Camera.cpp b/src/crepe/api/Camera.cpp index ff41710..b042c35 100644 --- a/src/crepe/api/Camera.cpp +++ b/src/crepe/api/Camera.cpp @@ -6,7 +6,12 @@ using namespace crepe; -Camera::Camera(game_object_id_t id, const Data & ctx) : Component(id), data(ctx) { +Camera::Camera(game_object_id_t id, const ivec2 & screen, const vec2 & viewport_size, + const Data & ctx) + : Component(id), + screen(screen), + viewport_size(viewport_size), + data(ctx) { dbg_trace(); } diff --git a/src/crepe/api/Camera.h b/src/crepe/api/Camera.h index e466d36..f626379 100644 --- a/src/crepe/api/Camera.h +++ b/src/crepe/api/Camera.h @@ -17,16 +17,10 @@ class Camera : public Component { public: struct Data { //! Background color of the camera view. - const Color bg_color; - - //! screen the display size in pixels ( output resolution ) - const ivec2 screen; - - //! viewport is the area of the world visible through the camera (in world units) - const vec2 viewport_size; + const Color bg_color = Color::WHITE; //! Zoom level of the camera view. - double zoom; + double zoom = 1; //! offset postion from the game object transform component vec2 offset; @@ -38,12 +32,19 @@ public: * \param id Unique identifier for the camera component. * \param ctx the camera component data */ - Camera(game_object_id_t id, const Data & ctx); + Camera(game_object_id_t id, const ivec2 & screen, const vec2 & viewport_size, + const Data & ctx); ~Camera(); // dbg_trace only public: Camera::Data data; + //! screen the display size in pixels ( output resolution ) + const ivec2 screen; + + //! viewport is the area of the world visible through the camera (in world units) + const vec2 viewport_size; + public: /** * \brief Gets the maximum number of camera instances allowed. diff --git a/src/crepe/api/Sprite.cpp b/src/crepe/api/Sprite.cpp index fe495a1..3a1acac 100644 --- a/src/crepe/api/Sprite.cpp +++ b/src/crepe/api/Sprite.cpp @@ -20,7 +20,7 @@ Sprite::Sprite(game_object_id_t id, Texture & texture, const Sprite::Data & ctx) this->mask.w = this->texture.get_width(); this->mask.h = this->texture.get_height(); - this->data.aspect_ratio = static_cast(this->mask.w) / this->mask.h; + this->aspect_ratio = static_cast(this->mask.w) / this->mask.h; } Sprite::~Sprite() { dbg_trace(); } diff --git a/src/crepe/api/Sprite.h b/src/crepe/api/Sprite.h index aef6a8d..d82ae8d 100644 --- a/src/crepe/api/Sprite.h +++ b/src/crepe/api/Sprite.h @@ -27,16 +27,16 @@ public: struct Data { //! Color tint of the sprite - Color color; + Color color = Color::WHITE; //! Flip settings for the sprite FlipSettings flip; //! Layer sorting level of the sprite - const int sorting_in_layer; + const int sorting_in_layer = 0; //! Order within the sorting layer - const int order_in_layer; + const int order_in_layer = 0; /** * \size width and height of the sprite in game units @@ -53,15 +53,8 @@ public: double angle_offset = 0; //! independent sprite scale multiplier - double scale = 1; + double scale_offset = 1; - /** - * \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 - */ - float aspect_ratio; }; public: @@ -71,8 +64,6 @@ public: * \param texture asset of the image * \param ctx all the sprite data */ - //TODO: texture is outside the Sprite::Data because of the deleted copy constructer. eventually - // texture will go into data when it becomes asset Sprite(game_object_id_t id, Texture & texture, const Data & ctx); ~Sprite(); @@ -82,6 +73,14 @@ public: Data data; 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 + */ + float aspect_ratio; + //! Reads the mask of sprite friend class SDLContext; diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index 391aa78..d3a15d9 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -115,12 +115,12 @@ SDL_FRect SDLContext::get_dst_rect(const DstRect & ctx) const { const Sprite::Data & data = ctx.sprite.data; vec2 size = { - data.size.x == 0 && data.size.y != 0 ? data.size.y * data.aspect_ratio : data.size.x, - data.size.y == 0 && data.size.x != 0 ? data.size.x / data.aspect_ratio : data.size.y}; + 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}; const CameraValues & cam = ctx.cam; - size *= cam.render_scale * ctx.img_scale * data.scale; + size *= cam.render_scale * ctx.img_scale * data.scale_offset; vec2 screen_pos = (ctx.pos - cam.cam_pos + (cam.zoomed_viewport) / 2) * cam.render_scale - size / 2 + cam.bar_size; @@ -154,44 +154,45 @@ void SDLContext::draw(const RenderContext & ctx) { &dstrect, angle, NULL, render_flip); } -void SDLContext::set_camera(const Camera & cam, CameraValues & ctx) { +SDLContext::CameraValues SDLContext::set_camera(const Camera & cam) { const Camera::Data & cam_data = cam.data; + CameraValues ret_cam; // resize window int w, h; SDL_GetWindowSize(this->game_window.get(), &w, &h); - if (w != cam_data.screen.x || h != cam_data.screen.y) { - SDL_SetWindowSize(this->game_window.get(), cam_data.screen.x, cam_data.screen.y); + if (w != cam.screen.x || h != cam.screen.y) { + SDL_SetWindowSize(this->game_window.get(), cam.screen.x, cam.screen.y); } - vec2 & zoomed_viewport = ctx.zoomed_viewport; - vec2 & bar_size = ctx.bar_size; - vec2 & render_scale = ctx.render_scale; + vec2 & zoomed_viewport = ret_cam.zoomed_viewport; + vec2 & bar_size = ret_cam.bar_size; + vec2 & render_scale = ret_cam.render_scale; - zoomed_viewport = cam_data.viewport_size * cam_data.zoom; - double screen_aspect = static_cast(cam_data.screen.x) / cam_data.screen.y; + 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; // calculate black bars if (screen_aspect > viewport_aspect) { // pillarboxing - float scale = cam_data.screen.y / zoomed_viewport.y; + float scale = cam.screen.y / zoomed_viewport.y; float adj_width = zoomed_viewport.x * scale; - float bar_width = (cam_data.screen.x - adj_width) / 2; - this->black_bars[0] = {0, 0, bar_width, (float) cam_data.screen.y}; + float bar_width = (cam.screen.x - adj_width) / 2; + this->black_bars[0] = {0, 0, bar_width, (float) cam.screen.y}; this->black_bars[1] - = {(cam_data.screen.x - bar_width), 0, bar_width, (float) cam_data.screen.y}; + = {(cam.screen.x - bar_width), 0, bar_width, (float) cam.screen.y}; bar_size = {bar_width, 0}; render_scale.x = render_scale.y = scale; } else { // letterboxing - float scale = cam_data.screen.x / (cam_data.viewport_size.x * cam_data.zoom); - float adj_height = cam_data.viewport_size.y * scale; - float bar_height = (cam_data.screen.y - adj_height) / 2; - this->black_bars[0] = {0, 0, (float) cam_data.screen.x, bar_height}; + float scale = cam.screen.x / (cam.viewport_size.x * cam_data.zoom); + float adj_height = cam.viewport_size.y * scale; + float bar_height = (cam.screen.y - adj_height) / 2; + this->black_bars[0] = {0, 0, (float) cam.screen.x, bar_height}; this->black_bars[1] - = {0, (cam_data.screen.y - bar_height), (float) cam_data.screen.x, bar_height}; + = {0, (cam.screen.y - bar_height), (float) cam.screen.x, bar_height}; bar_size = {0, bar_height}; render_scale.x = render_scale.y = scale; @@ -203,12 +204,15 @@ void SDLContext::set_camera(const Camera & cam, CameraValues & ctx) { SDL_Rect bg = { .x = 0, .y = 0, - .w = cam_data.screen.x, - .h = cam_data.screen.y, + .w = cam.screen.x, + .h = cam.screen.y, }; // fill bg color SDL_RenderFillRect(this->game_renderer.get(), &bg); + + + return ret_cam; } uint64_t SDLContext::get_ticks() const { return SDL_GetTicks64(); } diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index a0d1da8..d662bee 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -142,7 +142,7 @@ private: * \brief sets the background of the camera (will be adjusted in future PR) * \param camera Reference to the Camera object. */ - void set_camera(const Camera & camera, CameraValues & ctx); + CameraValues set_camera(const Camera & camera); private: struct DstRect { diff --git a/src/crepe/system/AnimatorSystem.cpp b/src/crepe/system/AnimatorSystem.cpp index e9cdd4c..a2ae529 100644 --- a/src/crepe/system/AnimatorSystem.cpp +++ b/src/crepe/system/AnimatorSystem.cpp @@ -22,14 +22,14 @@ void AnimatorSystem::update() { int last_frame = ctx.curr_row; - int cycle_end = (ctx.cycle_end == -1) ? ctx.row : ctx.cycle_end; + int cycle_end = (ctx.cycle_end == -1) ? a.row : 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; - ctx.spritesheet.mask.x = ctx.curr_row * ctx.spritesheet.mask.w; - ctx.spritesheet.mask.y = (ctx.curr_col * ctx.spritesheet.mask.h); + a.spritesheet.mask.x = ctx.curr_row * a.spritesheet.mask.w; + a.spritesheet.mask.y = (ctx.curr_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/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp index 1bf5f65..b5db45a 100644 --- a/src/crepe/system/RenderSystem.cpp +++ b/src/crepe/system/RenderSystem.cpp @@ -21,7 +21,7 @@ void RenderSystem::clear_screen() { this->context.clear_screen(); } void RenderSystem::present_screen() { this->context.present_screen(); } -const Camera & RenderSystem::update_camera() { +SDLContext::CameraValues RenderSystem::update_camera() { ComponentManager & mgr = this->component_manager; RefVector cameras = mgr.get_components_by_type(); @@ -32,9 +32,9 @@ const Camera & RenderSystem::update_camera() { if (!cam.active) continue; const Transform & transform = mgr.get_components_by_id(cam.game_object_id).front().get(); - this->context.set_camera(cam, this->cam_ctx); - this->cam_ctx.cam_pos = transform.position + cam.data.offset; - return cam; + SDLContext::CameraValues cam_val = this->context.set_camera(cam); + cam_val.cam_pos = transform.position + cam.data.offset; + return cam_val; } throw std::runtime_error("No active cameras in current scene"); } @@ -60,7 +60,7 @@ void RenderSystem::update() { this->present_screen(); } -bool RenderSystem::render_particle(const Sprite & sprite, const Camera & cam, +bool RenderSystem::render_particle(const Sprite & sprite, const SDLContext::CameraValues & cam, const double & scale) { ComponentManager & mgr = this->component_manager; @@ -80,7 +80,7 @@ bool RenderSystem::render_particle(const Sprite & sprite, const Camera & cam, this->context.draw(SDLContext::RenderContext{ .sprite = sprite, - .cam = this->cam_ctx, + .cam = cam, .pos = p.position, .angle = p.angle, .scale = scale, @@ -89,11 +89,10 @@ bool RenderSystem::render_particle(const Sprite & sprite, const Camera & cam, } return rendering_particles; } -void RenderSystem::render_normal(const Sprite & sprite, const Camera & cam, - const Transform & tm) { +void RenderSystem::render_normal(const Sprite & sprite, const SDLContext::CameraValues & cam, const Transform & tm) { this->context.draw(SDLContext::RenderContext{ .sprite = sprite, - .cam = this->cam_ctx, + .cam = cam, .pos = tm.position, .angle = tm.rotation, .scale = tm.scale, @@ -102,7 +101,7 @@ void RenderSystem::render_normal(const Sprite & sprite, const Camera & cam, void RenderSystem::render() { ComponentManager & mgr = this->component_manager; - const Camera & cam = this->update_camera(); + const SDLContext::CameraValues & cam = this->update_camera(); RefVector sprites = mgr.get_components_by_type(); RefVector sorted_sprites = this->sort(sprites); diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h index 249f3b8..e779047 100644 --- a/src/crepe/system/RenderSystem.h +++ b/src/crepe/system/RenderSystem.h @@ -37,7 +37,7 @@ private: void present_screen(); //! Updates the active camera used for rendering. - const Camera & update_camera(); + SDLContext::CameraValues update_camera(); //! Renders the whole screen void render(); @@ -49,7 +49,7 @@ private: * \param tm the Transform component for scale * \return true if particles have been rendered */ - bool render_particle(const Sprite & sprite, const Camera & cam, const double & scale); + bool render_particle(const Sprite & sprite, const SDLContext::CameraValues & cam, const double & scale); /** * \brief renders a sprite with a Transform component on the screen @@ -57,7 +57,7 @@ private: * \param sprite the sprite component that holds all the data * \param tm the Transform component that holds the position,rotation and scale */ - void render_normal(const Sprite & sprite, const Camera & cam, const Transform & tm); + void render_normal(const Sprite & sprite, const SDLContext::CameraValues & cam, const Transform & tm); /** * \brief sort a vector sprite objects with @@ -76,8 +76,6 @@ private: private: SDLContext & context = SDLContext::get_instance(); - - SDLContext::CameraValues cam_ctx; }; } // namespace crepe diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index e18c7b7..2e2552d 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -45,8 +45,6 @@ using namespace std; class TestScene : public Scene { public: - using Scene::Scene; - void load_scene() { ComponentManager & mgr = this->component_manager; GameObject game_object = mgr.new_object("", "", vec2{0, 0}, 0, 1); @@ -63,23 +61,17 @@ public: .order_in_layer = 2, .size = {0, 100}, .angle_offset = 0, - .scale = 1, }); - auto & anim = game_object.add_component(Animator::Data{ - .spritesheet = test_sprite, - .col = 4, - .row = 4, + auto & anim = game_object.add_component(test_sprite, 4, 4, Animator::Data{ .fps = 1, .looping = false, }); anim.set_anim(2); + anim.active = false; - auto & cam = game_object.add_component(Camera::Data{ + auto & cam = game_object.add_component(ivec2{1280,720}, vec2{400,400},Camera::Data{ .bg_color = Color::WHITE, - .screen = ivec2{1280, 720}, - .viewport_size = vec2{400, 400}, - .zoom = 1.0, }); } -- cgit v1.2.3 From 9cde6875186b335c75eafa6402f0957cd4252c76 Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Wed, 4 Dec 2024 10:57:20 +0100 Subject: make format --- src/crepe/api/Animator.h | 1 - src/crepe/api/Sprite.h | 1 - src/crepe/facade/SDLContext.cpp | 11 +++++------ src/crepe/system/RenderSystem.cpp | 3 ++- src/crepe/system/RenderSystem.h | 6 ++++-- src/example/rendering_particle.cpp | 16 +++++++++------- 6 files changed, 20 insertions(+), 18 deletions(-) (limited to 'src/example') diff --git a/src/crepe/api/Animator.h b/src/crepe/api/Animator.h index 1fe2b6f..dab6697 100644 --- a/src/crepe/api/Animator.h +++ b/src/crepe/api/Animator.h @@ -19,7 +19,6 @@ class Animator : public Component { public: struct Data { - //! frames per second for animation int fps = 1; diff --git a/src/crepe/api/Sprite.h b/src/crepe/api/Sprite.h index d82ae8d..a1230db 100644 --- a/src/crepe/api/Sprite.h +++ b/src/crepe/api/Sprite.h @@ -54,7 +54,6 @@ public: //! independent sprite scale multiplier double scale_offset = 1; - }; public: diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index d3a15d9..86969ed 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -114,9 +114,10 @@ SDL_FRect SDLContext::get_dst_rect(const DstRect & 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 = {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}; const CameraValues & cam = ctx.cam; @@ -180,8 +181,7 @@ SDLContext::CameraValues SDLContext::set_camera(const Camera & cam) { float adj_width = zoomed_viewport.x * scale; float bar_width = (cam.screen.x - adj_width) / 2; this->black_bars[0] = {0, 0, bar_width, (float) cam.screen.y}; - this->black_bars[1] - = {(cam.screen.x - bar_width), 0, bar_width, (float) cam.screen.y}; + this->black_bars[1] = {(cam.screen.x - bar_width), 0, bar_width, (float) cam.screen.y}; bar_size = {bar_width, 0}; render_scale.x = render_scale.y = scale; @@ -211,7 +211,6 @@ SDLContext::CameraValues SDLContext::set_camera(const Camera & cam) { // fill bg color SDL_RenderFillRect(this->game_renderer.get(), &bg); - return ret_cam; } diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp index b5db45a..4c618d8 100644 --- a/src/crepe/system/RenderSystem.cpp +++ b/src/crepe/system/RenderSystem.cpp @@ -89,7 +89,8 @@ bool RenderSystem::render_particle(const Sprite & sprite, const SDLContext::Came } return rendering_particles; } -void RenderSystem::render_normal(const Sprite & sprite, const SDLContext::CameraValues & cam, const Transform & tm) { +void RenderSystem::render_normal(const Sprite & sprite, const SDLContext::CameraValues & cam, + const Transform & tm) { this->context.draw(SDLContext::RenderContext{ .sprite = sprite, .cam = cam, diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h index e779047..9c306c5 100644 --- a/src/crepe/system/RenderSystem.h +++ b/src/crepe/system/RenderSystem.h @@ -49,7 +49,8 @@ private: * \param tm the Transform component for scale * \return true if particles have been rendered */ - bool render_particle(const Sprite & sprite, const SDLContext::CameraValues & cam, const double & scale); + bool render_particle(const Sprite & sprite, const SDLContext::CameraValues & cam, + const double & scale); /** * \brief renders a sprite with a Transform component on the screen @@ -57,7 +58,8 @@ private: * \param sprite the sprite component that holds all the data * \param tm the Transform component that holds the position,rotation and scale */ - void render_normal(const Sprite & sprite, const SDLContext::CameraValues & cam, const Transform & tm); + void render_normal(const Sprite & sprite, const SDLContext::CameraValues & cam, + const Transform & tm); /** * \brief sort a vector sprite objects with diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index 2e2552d..07e43a1 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -63,16 +63,18 @@ public: .angle_offset = 0, }); - auto & anim = game_object.add_component(test_sprite, 4, 4, Animator::Data{ - .fps = 1, - .looping = false, - }); + auto & anim = game_object.add_component(test_sprite, 4, 4, + Animator::Data{ + .fps = 1, + .looping = false, + }); anim.set_anim(2); anim.active = false; - auto & cam = game_object.add_component(ivec2{1280,720}, vec2{400,400},Camera::Data{ - .bg_color = Color::WHITE, - }); + auto & cam = game_object.add_component(ivec2{1280, 720}, vec2{400, 400}, + Camera::Data{ + .bg_color = Color::WHITE, + }); } string get_name() const { return "TestScene"; }; -- cgit v1.2.3 From 0c1cd46d22d9006ab46442c92bc7bd8858079ea8 Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Fri, 6 Dec 2024 11:13:01 +0100 Subject: merged master --- src/crepe/facade/SDLContext.cpp | 4 +--- src/crepe/system/InputSystem.cpp | 4 ++-- src/doc/feature/animator_creation.dox | 0 src/example/rendering_particle.cpp | 28 +++++++--------------------- 4 files changed, 10 insertions(+), 26 deletions(-) create mode 100644 src/doc/feature/animator_creation.dox (limited to 'src/example') diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index 72b4e42..0097070 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -11,7 +11,6 @@ #include #include #include -#include #include #include @@ -19,7 +18,6 @@ #include "../api/Config.h" #include "../api/Sprite.h" #include "../api/Texture.h" -#include "../manager/EventManager.h" #include "../util/Log.h" #include "SDLContext.h" @@ -273,7 +271,7 @@ void SDLContext::draw(const RenderContext & ctx) { double angle = ctx.angle + data.angle_offset; - this->set_color_texture(ctx.sprite.sprite_image, ctx.sprite.color); + this->set_color_texture(ctx.sprite.texture, ctx.sprite.data.color); SDL_RenderCopyExF(this->game_renderer.get(), ctx.sprite.texture.texture.get(), &srcrect, &dstrect, angle, NULL, render_flip); } diff --git a/src/crepe/system/InputSystem.cpp b/src/crepe/system/InputSystem.cpp index 7cc8d30..56a40b7 100644 --- a/src/crepe/system/InputSystem.cpp +++ b/src/crepe/system/InputSystem.cpp @@ -25,9 +25,9 @@ void InputSystem::update() { = mgr.get_components_by_id(current_cam.game_object_id); Transform & cam_transform = transform_vec.front().get(); int camera_origin_x - = cam_transform.position.x + current_cam.offset.x - (current_cam.viewport_size.x / 2); + = cam_transform.position.x + current_cam.data.offset.x - (current_cam.viewport_size.x / 2); int camera_origin_y - = cam_transform.position.y + current_cam.offset.y - (current_cam.viewport_size.y / 2); + = cam_transform.position.y + current_cam.data.offset.y - (current_cam.viewport_size.y / 2); for (const SDLContext::EventData & event : event_list) { int world_mouse_x = event.mouse_position.x + camera_origin_x; diff --git a/src/doc/feature/animator_creation.dox b/src/doc/feature/animator_creation.dox new file mode 100644 index 0000000..e69de29 diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index 07e43a1..9d6b537 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -1,21 +1,16 @@ -#include "api/Animator.h" -#include "api/Camera.h" -#include "api/LoopManager.h" -#include "api/LoopTimer.h" -#include "system/AnimatorSystem.h" -#include "system/ParticleSystem.h" -#include -#include - #include +#include +#include #include #include +#include #include #include #include #include #include -#include +#include +#include #include using namespace crepe; @@ -46,7 +41,8 @@ using namespace std; class TestScene : public Scene { public: void load_scene() { - ComponentManager & mgr = this->component_manager; + Mediator & mediator = this->mediator; + ComponentManager & mgr = mediator.component_manager; GameObject game_object = mgr.new_object("", "", vec2{0, 0}, 0, 1); Color color(255, 255, 255, 255); @@ -84,15 +80,5 @@ int main(int argc, char * argv[]) { LoopManager engine; engine.add_scene(); engine.start(); - - /* - game_object - .add_component(make_shared("asset/texture/img.png"), color, - .add_component(make_shared("asset/texture/img.png"), color, - FlipSettings{false, false}) - .order_in_layer - = 6; - */ - return 0; } -- cgit v1.2.3 From 7ec1fcfcff0c01d204ccbf1bac9919ba610b8606 Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Fri, 6 Dec 2024 15:42:25 +0100 Subject: implemented final max feedback --- src/crepe/api/Animator.cpp | 2 +- src/crepe/api/Animator.h | 26 ++++++++++++++------------ src/crepe/api/Camera.h | 2 +- src/crepe/api/Sprite.h | 12 +++++++++--- src/crepe/facade/SDLContext.cpp | 2 +- src/crepe/manager/Mediator.h | 2 ++ src/crepe/system/InputSystem.cpp | 4 ++-- src/crepe/system/RenderSystem.cpp | 2 +- src/crepe/system/RenderSystem.h | 3 +-- src/example/rendering_particle.cpp | 1 + 10 files changed, 33 insertions(+), 23 deletions(-) (limited to 'src/example') diff --git a/src/crepe/api/Animator.cpp b/src/crepe/api/Animator.cpp index dc99fd4..8b91859 100644 --- a/src/crepe/api/Animator.cpp +++ b/src/crepe/api/Animator.cpp @@ -7,7 +7,7 @@ using namespace crepe; -Animator::Animator(uint32_t id, Sprite & ss, int max_row, int max_col, +Animator::Animator(uint32_t id, Sprite & ss, unsigned int max_row, unsigned int max_col, const Animator::Data & ctx) : Component(id), spritesheet(ss), diff --git a/src/crepe/api/Animator.h b/src/crepe/api/Animator.h index dab6697..e0399a8 100644 --- a/src/crepe/api/Animator.h +++ b/src/crepe/api/Animator.h @@ -2,6 +2,8 @@ #include "Component.h" #include "Sprite.h" +#include "types.h" +#include namespace crepe { @@ -20,26 +22,26 @@ public: struct Data { //! frames per second for animation - int fps = 1; + unsigned int fps = 1; //! The current col being animated. - int curr_col = 0; + unsigned int curr_col = 0; //! The current row being animated. - int curr_row = 0; + unsigned int curr_row = 0; //! should the animation loop bool looping = false; //! starting frame for cycling - int cycle_start = 0; + unsigned int cycle_start = 0; //! end frame for cycling (-1 --> use last frame) int cycle_end = -1; //! offset in pixels. // TODO implement - int offset_x = 0; + unsigned int white_space = 0; }; public: @@ -100,12 +102,15 @@ 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 ctx animator data + * \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 * * This constructor sets up the Animator with the given parameters, and initializes the * animation system. */ - Animator(uint32_t id, Sprite & ss, int max_row, int max_col, const Animator::Data & ctx); + Animator(game_object_id_t id, Sprite & ss, unsigned int max_row, unsigned int max_col, const Animator::Data & ctx); ~Animator(); // dbg_trace public: @@ -113,16 +118,13 @@ public: Sprite & spritesheet; //! The maximum number of columns in the sprite sheet. - const int col; + const unsigned int col; //! The maximum number of rows in the sprite sheet. - const int row; + const unsigned int row; Animator::Data data; -private: - //! AnimatorSystem adjust the private member parameters of Animator; - friend class AnimatorSystem; }; } // namespace crepe // diff --git a/src/crepe/api/Camera.h b/src/crepe/api/Camera.h index f626379..84ca9e1 100644 --- a/src/crepe/api/Camera.h +++ b/src/crepe/api/Camera.h @@ -23,7 +23,7 @@ public: double zoom = 1; //! offset postion from the game object transform component - vec2 offset; + vec2 postion_offset; }; public: diff --git a/src/crepe/api/Sprite.h b/src/crepe/api/Sprite.h index a1230db..0ccc296 100644 --- a/src/crepe/api/Sprite.h +++ b/src/crepe/api/Sprite.h @@ -20,11 +20,14 @@ class AnimatorSystem; */ class Sprite : public Component { public: + //! settings to flip the image struct FlipSettings { + //! horizantal flip bool flip_x = false; + //! vertical flip bool flip_y = false; }; - + struct Data { //! Color tint of the sprite Color color = Color::WHITE; @@ -50,10 +53,13 @@ public: vec2 size; //! independent sprite angle. rotating clockwise direction in degrees - double angle_offset = 0; + float angle_offset = 0; //! independent sprite scale multiplier - double scale_offset = 1; + float scale_offset = 1; + + //! independent sprite offset position + vec2 position_offset; }; public: diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index 0097070..9533b8a 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -243,7 +243,7 @@ SDL_FRect SDLContext::get_dst_rect(const DstRect & ctx) const { size *= cam.render_scale * ctx.img_scale * data.scale_offset; - vec2 screen_pos = (ctx.pos - cam.cam_pos + (cam.zoomed_viewport) / 2) * cam.render_scale + vec2 screen_pos = (ctx.pos + data.position_offset - cam.cam_pos + (cam.zoomed_viewport) / 2) * cam.render_scale - size / 2 + cam.bar_size; return SDL_FRect{ diff --git a/src/crepe/manager/Mediator.h b/src/crepe/manager/Mediator.h index 71bd1c9..5b53bcc 100644 --- a/src/crepe/manager/Mediator.h +++ b/src/crepe/manager/Mediator.h @@ -5,6 +5,7 @@ // TODO: remove these singletons: #include "EventManager.h" #include "SaveManager.h" +#include "../facade/SDLContext.h" namespace crepe { @@ -28,6 +29,7 @@ struct Mediator { OptionalRef scene_manager; OptionalRef save_manager = SaveManager::get_instance(); OptionalRef event_manager = EventManager::get_instance(); + OptionalRef sdl_context = SDLContext::get_instance(); }; } // namespace crepe diff --git a/src/crepe/system/InputSystem.cpp b/src/crepe/system/InputSystem.cpp index 20da644..aaa8bdf 100644 --- a/src/crepe/system/InputSystem.cpp +++ b/src/crepe/system/InputSystem.cpp @@ -24,9 +24,9 @@ void InputSystem::update() { RefVector transform_vec = mgr.get_components_by_id(current_cam.game_object_id); Transform & cam_transform = transform_vec.front().get(); - int camera_origin_x = cam_transform.position.x + current_cam.data.offset.x + int camera_origin_x = cam_transform.position.x + current_cam.data.postion_offset.x - (current_cam.viewport_size.x / 2); - int camera_origin_y = cam_transform.position.y + current_cam.data.offset.y + int camera_origin_y = cam_transform.position.y + current_cam.data.postion_offset.y - (current_cam.viewport_size.y / 2); for (const SDLContext::EventData & event : event_list) { diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp index 111ad7d..0ba71ec 100644 --- a/src/crepe/system/RenderSystem.cpp +++ b/src/crepe/system/RenderSystem.cpp @@ -33,7 +33,7 @@ SDLContext::CameraValues RenderSystem::update_camera() { const Transform & transform = mgr.get_components_by_id(cam.game_object_id).front().get(); SDLContext::CameraValues cam_val = this->context.set_camera(cam); - cam_val.cam_pos = transform.position + cam.data.offset; + cam_val.cam_pos = transform.position + cam.data.postion_offset; return cam_val; } throw std::runtime_error("No active cameras in current scene"); diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h index eaf1213..91b386f 100644 --- a/src/crepe/system/RenderSystem.h +++ b/src/crepe/system/RenderSystem.h @@ -79,8 +79,7 @@ private: */ private: - // FIXME: retrieve sdlcontext via mediator after #PR57 - SDLContext & context = SDLContext::get_instance(); + SDLContext & context = this->mediator.sdl_context; }; } // namespace crepe diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index 9d6b537..145bc5e 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -57,6 +57,7 @@ public: .order_in_layer = 2, .size = {0, 100}, .angle_offset = 0, + .position_offset = {100,0}, }); auto & anim = game_object.add_component(test_sprite, 4, 4, -- cgit v1.2.3 From 83ee80ea439fc6a9042307a25b214b3efcf28d91 Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Fri, 6 Dec 2024 15:42:52 +0100 Subject: make format --- src/crepe/api/Animator.h | 4 ++-- src/crepe/api/Sprite.h | 4 ++-- src/crepe/facade/SDLContext.cpp | 6 ++++-- src/crepe/manager/Mediator.h | 2 +- src/example/rendering_particle.cpp | 2 +- 5 files changed, 10 insertions(+), 8 deletions(-) (limited to 'src/example') diff --git a/src/crepe/api/Animator.h b/src/crepe/api/Animator.h index e0399a8..2a0a889 100644 --- a/src/crepe/api/Animator.h +++ b/src/crepe/api/Animator.h @@ -110,7 +110,8 @@ 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 & ctx); + Animator(game_object_id_t id, Sprite & ss, unsigned int max_row, unsigned int max_col, + const Animator::Data & ctx); ~Animator(); // dbg_trace public: @@ -124,7 +125,6 @@ public: const unsigned int row; Animator::Data data; - }; } // namespace crepe // diff --git a/src/crepe/api/Sprite.h b/src/crepe/api/Sprite.h index 0ccc296..78ed7ad 100644 --- a/src/crepe/api/Sprite.h +++ b/src/crepe/api/Sprite.h @@ -27,7 +27,7 @@ public: //! vertical flip bool flip_y = false; }; - + struct Data { //! Color tint of the sprite Color color = Color::WHITE; @@ -58,7 +58,7 @@ public: //! independent sprite scale multiplier float scale_offset = 1; - //! independent sprite offset position + //! independent sprite offset position vec2 position_offset; }; diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index 9533b8a..cf9f7d5 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -243,8 +243,10 @@ SDL_FRect SDLContext::get_dst_rect(const DstRect & ctx) const { size *= cam.render_scale * ctx.img_scale * data.scale_offset; - vec2 screen_pos = (ctx.pos + data.position_offset - cam.cam_pos + (cam.zoomed_viewport) / 2) * cam.render_scale - - size / 2 + cam.bar_size; + vec2 screen_pos + = (ctx.pos + data.position_offset - cam.cam_pos + (cam.zoomed_viewport) / 2) + * cam.render_scale + - size / 2 + cam.bar_size; return SDL_FRect{ .x = screen_pos.x, diff --git a/src/crepe/manager/Mediator.h b/src/crepe/manager/Mediator.h index 5b53bcc..f8517a3 100644 --- a/src/crepe/manager/Mediator.h +++ b/src/crepe/manager/Mediator.h @@ -3,9 +3,9 @@ #include "../util/OptionalRef.h" // TODO: remove these singletons: +#include "../facade/SDLContext.h" #include "EventManager.h" #include "SaveManager.h" -#include "../facade/SDLContext.h" namespace crepe { diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index 145bc5e..29d475d 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -57,7 +57,7 @@ public: .order_in_layer = 2, .size = {0, 100}, .angle_offset = 0, - .position_offset = {100,0}, + .position_offset = {100, 0}, }); auto & anim = game_object.add_component(test_sprite, 4, 4, -- cgit v1.2.3