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mirror of https://github.com/Nimac0/SDL_Minigame synced 2026-01-12 12:33:43 +00:00

Merge 4ead20ecb7a9fb760a928480bff6137f8aaaa89e into a8052b4bbbbaa72b5832bdd4e689bdeb14c41edf

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Freezarite 2024-12-01 13:40:34 +00:00 committed by GitHub
commit 2d19ffb512
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GPG Key ID: B5690EEEBB952194
14 changed files with 198 additions and 58 deletions

3
.gitmodules vendored
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@ -20,3 +20,6 @@
[submodule "docs/doxygen-awesome-css"]
path = docs/doxygen-awesome-css
url = https://github.com/jothepro/doxygen-awesome-css.git
[submodule "extern/magic_enum"]
path = extern/magic_enum
url = https://github.com/Neargye/magic_enum.git

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@ -24,6 +24,7 @@ add_subdirectory(extern/SDL_image EXCLUDE_FROM_ALL)
add_subdirectory(extern/SDL_mixer EXCLUDE_FROM_ALL)
add_subdirectory(extern/SDL_ttf EXCLUDE_FROM_ALL)
add_subdirectory(extern/tmxlite/tmxlite EXCLUDE_FROM_ALL)
add_subdirectory(extern/magic_enum EXCLUDE_FROM_ALL)
file(GLOB_RECURSE SOURCES ${ENGINE_SOURCE_DIR}/src/*.cpp)
add_library(${PROJECT_NAME} ${SOURCES})
@ -36,6 +37,7 @@ target_link_libraries(${PROJECT_NAME} PUBLIC # should be private when all SDL fu
SDL2_image::SDL2_image-static
SDL2_mixer::SDL2_mixer-static
SDL2_ttf::SDL2_ttf-static
magic_enum::magic_enum
tmxlite
)

1
extern/magic_enum vendored Submodule

@ -0,0 +1 @@
Subproject commit a72a0536c716fdef4f029fb43e1fd7e7b3d9ac9b

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@ -24,28 +24,24 @@ public:
AssetManager(Manager* manager);
~AssetManager();
void createProjectile(Vector2D pos, Vector2D velocity, int scale, int range, int speed, const char* texturePath, Entity* owner);
void createPowerup(Vector2D pos, std::function<void (Entity*)> pickupFunc, std::string texturePath);
void createProjectile(Vector2D pos, Vector2D velocity, int scale, int range, int speed, Textures textureEnum, Entity* owner);
void createPowerup(Vector2D pos, std::function<void (Entity*)> pickupFunc, Textures texture);
Vector2D calculateSpawnPosition();
PowerupType calculateType();
//texture management
void addTexture(std::string id, const char* path);
// sound management
void addSoundEffect(std::string id, const char* path);
void addMusic(std::string id, const char* path);
SDL_Texture* getTexture(std::string id);
Mix_Chunk* getSound(std::string id);
Mix_Music* getMusic(std::string id);
private:
Manager* man;
std::map<std::string, SDL_Texture*> textures;
std::map<std::string, Mix_Chunk*> soundEffects;
std::map<std::string, Mix_Music*> music;
};

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@ -16,7 +16,7 @@ class Map
public:
/*!
* \brief Loads a .tmx map
* \details Loads a `.tmx` file and extracts all relevant data. Any entities (including tiles) are only spawned once
* \details Loads a `.tmx` file and extracts all relevant data. Any entities (including tiles) are only spawned once
* \param path Path to the `.tmx` map file
* \sa Map::generateTiles()
*/

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@ -5,6 +5,7 @@
#include <memory>
#include <string>
#include "Textures.h"
#include "AnimationHandler.h"
#include "Component.h"
#include "Direction.h"
@ -24,7 +25,7 @@ private:
SDL_Texture* texture;
SDL_Rect srcRect, destRect;
const char* texturePath;
Textures textureEnum;
bool animated = false;
uint8_t frames = 0;
@ -34,18 +35,24 @@ private:
int textureXOffset;
int textureYOffset;
//might be a better solution as this variable is only used for the loading of the tmx map
//TODO: improve this in the future
const char* path; //empty string if texture has a texture enum value, otherwise the path of the texture
public:
SpriteComponent(const char* path, int zIndex);
SpriteComponent(Textures texture, int zIndex);
SpriteComponent(Textures texture, int xOffset, int yOffset, int zIndex);
SpriteComponent(const char* path, int xOffset, int yOffset, int zIndex);
SpriteComponent(
const char* path,
Textures texture,
bool isAnimated,
std::map<std::string, std::unique_ptr<Animation>>* animationList,
std::string defaultAnimation,
int zIndex);
~SpriteComponent();
void setTexture(const char* path);
void setTexture(Textures texture);
void setMapTileTexture(const char* path);
void init() override;
void update() override;

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@ -6,6 +6,19 @@
#include <memory>
#include <string>
#include <vector>
#include "Textures.h"
/*!
* \class TextureManager
* \brief A manager for loading, caching, and drawing textures.
*
* The `TextureManager` class is responsible for handling texture loading, caching,
* and rendering in the engine. It provides functions to add, load, and draw textures
* from files, as well as manage sprite sheets.
*
* \sa \ref Textures "Textures" are used to identify textures within the engine.
* It is expected that they are implemented within the games scope.
*/
class TextureManager
{
@ -15,13 +28,59 @@ class TextureManager
for (auto& it : this->texture_cache) {
SDL_DestroyTexture(it.second);
}
for (auto& it : this->mapTile_texture_cache) {
SDL_DestroyTexture(it.second);
}
}
std::map<std::string, SDL_Texture*> texture_cache;
/*!
* \brief Adds a single texture to the cache.
* \param texture The texture identifier.
* \param filePath The file path to the texture file.
*
* This function loads the texture from the specified file and stores it in
* a cache. If loading the texture fails, an exception is thrown.
*/
void addSingleTexture(Textures texture, const char* filePath);
SDL_Texture* loadTexture(const char* fileName);
/*!
* \brief Adds multiple textures to the cache.
* \param textures A map of texture identifiers and corresponding file paths.
*
* This function iterates over the provided map of textures and loads each
* texture using `addSingleTexture`. It allows for several
* textures to be added at once.
*/
void addTextures(const std::map<Textures, const char*>& textures);
/*!
* \brief Loads a texture from the cache.
* \param texture The texture identifier.
* \return A pointer to the `SDL_Texture` if found, or `nullptr` if not found.
*
* This function looks up a texture within the cache and returns the
* corresponding `SDL_Texture*`. If the texture is not found, it logs an error
* message and returns `nullptr`.
*/
SDL_Texture* loadTexture(Textures texture);
static std::vector<SDL_Rect> splitSpriteSheet(SDL_Texture* spriteSheet, int width, int height, int spritesOnSheet);
static void draw(SDL_Renderer* renderer, SDL_Texture* texture, SDL_Rect src, SDL_Rect dest, bool flipped = false);
/*!
* \brief Loads a map tile texture from the file system and caches it.
* \param path The file path to the texture.
* \return `SDL_Texture*` representing the map tile.
*
* This function checks if the map tile texture is already cached. If not, it
* loads the texture from the file system and stores it in the cache.
*
* If loading fails, an exception is thrown with a descriptive error message.
* /todo should not be usable for the developer and only be accessed by the map class
*/
SDL_Texture* loadMapTileTexture(const char* path);
private:
Manager* manager;
std::map<Textures, SDL_Texture*> texture_cache;
std::map<std::string, SDL_Texture*> mapTile_texture_cache;
};

14
include/Textures.h Normal file
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@ -0,0 +1,14 @@
#pragma once
/*!
* \class Textures
* \brief Forward declaration of the \c Textures enum class.
*
* The \c Textures enum class is intended to be implemented within the game scope.
* This allows for customized texture entries to be defined based on the specific needs of the project.
* The base declaration ensures that the enum class can be referenced and used consistently throughout
* the engine while leaving the details of the texture identifiers up to the implementation.
* \sa \ref TextureManager "TextureManager" for how the enum is used.
*/
enum class Textures;

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@ -3,8 +3,10 @@
#include <SDL.h>
#include <string>
#include <map>
#include <magic_enum/magic_enum.hpp>
#include "Component.h"
#include "Textures.h"
class SpriteComponent;
class TransformComponent;
@ -17,17 +19,27 @@ public:
SDL_Rect tileRect;
int tileID;
const char* path;
Textures texture;
TileComponent() = default;
TileComponent(int x, int y, int w, int h, int id, const std::map<int, std::pair<std::string, bool>>* textureDict);
TileComponent(int x, int y, int w, int h, int id, const std::map<int, std::pair<Textures, bool>>* textureDict);
~TileComponent() = default;
void init() override;
bool hasCollision(){return this->collision;}
std::string getName(){return this->tileName;}
bool hasCollision() {
return this->collision;
}
std::string getName() {
#ifdef TEXTURE_ENUM_DEFINED
return std::string(magic_enum::enum_name(this->texture));
#else
return "Undefined Enum";
#endif
}
private:
bool collision;
std::string tileName;
};

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@ -15,14 +15,12 @@
#include "PowerupComponent.h"
#include <iostream>
#include "Textures.h"
AssetManager::AssetManager(Manager* manager) : man(manager) {}
AssetManager::~AssetManager() {}
void AssetManager::addTexture(std::string id, const char* path) {
textures.emplace(id, this->man->getGame()->textureManager->loadTexture(path));
}
void AssetManager::addSoundEffect(std::string id, const char* path)
{
soundEffects.emplace(id, this->man->getGame()->soundManager->loadSound(path));
@ -33,9 +31,6 @@ void AssetManager::addMusic(std::string id, const char* path)
music.emplace(id, this->man->getGame()->soundManager->loadMusic(path));
}
SDL_Texture* AssetManager::getTexture(std::string id) {
return textures.at(id);
}
Mix_Chunk* AssetManager::getSound(std::string id) {
return soundEffects.at(id);
@ -46,23 +41,23 @@ Mix_Music* AssetManager::getMusic(std::string id)
return music.at(id);
}
void AssetManager::createProjectile(Vector2D pos, Vector2D velocity, int scale, int range, int speed, const char* texturePath, Entity* owner) {
void AssetManager::createProjectile(Vector2D pos, Vector2D velocity, int scale, int range, int speed, Textures textureEnum, Entity* owner) {
auto& projectile(man->addEntity());
projectile.addComponent<TransformComponent>(pos.x, pos.y, 32, 32, scale); //32x32 is standard size for objects
projectile.addComponent<SpriteComponent>(texturePath, 4);
projectile.addComponent<SpriteComponent>(textureEnum, 4);
projectile.addComponent<ProjectileComponent>(range, speed, velocity, owner);
projectile.addComponent<ColliderComponent>("projectile", 0.6f);
projectile.addGroup((size_t)Entity::GroupLabel::PROJECTILE);
}
void AssetManager::createPowerup(Vector2D pos, std::function<void (Entity*)> pickupFunc, std::string texturePath) {
void AssetManager::createPowerup(Vector2D pos, std::function<void (Entity*)> pickupFunc, Textures texture) {
auto& powerups(man->addEntity());
powerups.addComponent<TransformComponent>(pos.x, pos.y, 32, 32, 1); //32x32 is standard size for objects
try {
powerups.addComponent<SpriteComponent>(texturePath.c_str(), 3);
powerups.addComponent<SpriteComponent>(texture, 3);
}
catch (std::runtime_error e) {
std::cout << e.what() << std::endl;

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@ -39,7 +39,7 @@ template<> std::optional<bool> Map::getLayerProperty(const std::vector<tmx::Prop
return std::nullopt;
}
template<> std::optional<int> Map::getLayerProperty(const std::vector<tmx::Property>& properties, std::string propertyName)
template<> std::optional<int> Map::getLayerProperty(const std::vector<tmx::Property>& properties, std::string propertyName)
{
auto zIndexIterator = std::ranges::find_if(properties, [propertyName](const tmx::Property& property) {
return property.getName().compare(propertyName) == 0;
@ -104,7 +104,7 @@ void Map::loadTileLayer(const tmx::TileLayer& layer)
tmx::Vector2i textureSize;
SDL_QueryTexture(
VEGO_Game().textureManager->loadTexture(texturePath),
VEGO_Game().textureManager->loadMapTileTexture(texturePath),
nullptr,
nullptr,
&(textureSize.x),
@ -170,6 +170,7 @@ void Map::addTile(float x, float y, const tmx::Vector2u& mapTileSize, int u, int
tile.addComponent<TransformComponent>(x, y, mapTileSize.x, mapTileSize.y, 1);
tile.addComponent<SpriteComponent>(texturePath.c_str(), v, u, zIndex); // why does uv need to be reversed?
//TODO: also implement updated map stuff for this
if (hasCollision) {
// tag currently does not have a clear purposes, TODO: figure out appropriate tag name
@ -178,7 +179,7 @@ void Map::addTile(float x, float y, const tmx::Vector2u& mapTileSize, int u, int
}
}
void Map::generateTiles()
void Map::generateTiles()
{
std::ranges::for_each(this->tileConstructors, [](auto& function) {
function();

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@ -3,6 +3,7 @@
#include <SDL_timer.h>
#include <cstring>
#include <memory>
#include <magic_enum/magic_enum.hpp>
#include "AnimationHandler.h"
#include "Direction.h"
@ -15,18 +16,25 @@
#include "Manager.h"
#include "VEGO.h"
SpriteComponent::SpriteComponent(const char* path, int zIndex) : RenderObject(zIndex, VEGO_Game().renderManager), textureXOffset(0), textureYOffset(0)
SpriteComponent::SpriteComponent(Textures texture, int zIndex) : RenderObject(zIndex, VEGO_Game().renderManager), textureXOffset(0), textureYOffset(0)
{
this->texturePath = path;
this->textureEnum = texture;
this->path = "";
}
SpriteComponent::SpriteComponent(const char* path, int xOffset, int yOffset, int zIndex) : RenderObject(zIndex, VEGO_Game().renderManager), textureXOffset(xOffset), textureYOffset(yOffset)
SpriteComponent::SpriteComponent(Textures texture, int xOffset, int yOffset, int zIndex) : RenderObject(zIndex, VEGO_Game().renderManager), textureXOffset(xOffset), textureYOffset(yOffset)
{
this->texturePath = path;
this->textureEnum = texture;
this->path = "";
}
SpriteComponent::SpriteComponent(const char* path, int xOffset, int yOffset, int zIndex) : RenderObject(zIndex, VEGO_Game().renderManager), textureXOffset(xOffset), textureYOffset(yOffset) {
this->path = path;
}
SpriteComponent::SpriteComponent(
const char* path,
Textures texture,
bool isAnimated,
std::map<std::string, std::unique_ptr<Animation>>* animationMap,
std::string defaultAnimation,
@ -38,19 +46,26 @@ SpriteComponent::SpriteComponent(
playAnimation(defaultAnimation);
this->texturePath = path;
this->textureEnum = texture;
this->path = "";
}
SpriteComponent::~SpriteComponent() {}
void SpriteComponent::setTexture(const char* path)
void SpriteComponent::setTexture(Textures texture)
{
this->texture = VEGO_Game().textureManager->loadTexture(path);
this->texture = VEGO_Game().textureManager->loadTexture(texture);
}
void SpriteComponent::init()
{
setTexture(this->texturePath);
if (this->path == "") {
setTexture(this->textureEnum);
}
else {
setMapTileTexture(this->path);
}
this->transform = &entity->getComponent<TransformComponent>();
@ -92,4 +107,8 @@ void SpriteComponent::playAnimation(std::string type)
void SpriteComponent::setDirection(Direction direction)
{
this->flipped = direction == Direction::RIGHT;
}
}
void SpriteComponent::setMapTileTexture(const char *path) {
this->texture = VEGO_Game().textureManager->loadMapTileTexture(path);
}

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@ -3,24 +3,56 @@
#include <memory>
#include <stdexcept>
#include <string>
#include <VEGO.h>
#include "GameInternal.h"
SDL_Texture* TextureManager::loadTexture(const char* fileName)
{
auto it = this->texture_cache.find(fileName);
if (it != this->texture_cache.end()) {
return it->second;
void TextureManager::addSingleTexture(Textures texture, const char* filePath) {
auto sdlTexture = IMG_LoadTexture(VEGO_Game().renderer, filePath);
if (sdlTexture == nullptr)
throw std::runtime_error(std::string("Couldn't load texture '") + filePath + "'");
this->texture_cache.emplace(texture, sdlTexture);
std::cout << "Loaded texture at " << filePath << std::endl;
}
void TextureManager::addTextures(const std::map<Textures, const char*> &textures) {
for (auto texture : textures) {
addSingleTexture(texture.first, texture.second);
}
auto texture = IMG_LoadTexture(this->manager->getGame()->renderer, fileName);
if (texture == NULL) throw std::runtime_error(std::string("Couldn't load texture '") + fileName + "'");
this->texture_cache.emplace(std::string(fileName), texture);
printf("Loaded texture at '%s'\n", fileName);
return texture;
}
SDL_Texture* TextureManager::loadTexture(Textures texture) {
auto it = this->texture_cache.find(texture);
if (it != this->texture_cache.end())
return it->second;
std::cout << "ERROR: Couldn't load texture!" << std::endl;
return nullptr;
}
void TextureManager::draw(SDL_Renderer* renderer, SDL_Texture* texture, SDL_Rect src, SDL_Rect dest, bool flipped)
{
SDL_RendererFlip flip = flipped ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE;
SDL_RenderCopyEx(renderer, texture, &src, &dest, 0, NULL, flip);
}
}
SDL_Texture* TextureManager::loadMapTileTexture(const char *path) {
//returns tile if it exists already
if(mapTile_texture_cache.contains(std::string(path)))
return mapTile_texture_cache.find(std::string(path))->second;
auto newTexture = IMG_LoadTexture(VEGO_Game().renderer, path);
if (newTexture == nullptr)
throw std::runtime_error(std::string("Couldn't load texture '") + path + "'");
this->mapTile_texture_cache.emplace(std::string(path), newTexture);
return newTexture;
}

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@ -5,9 +5,9 @@
#include "Entity.h"
#include "TransformComponent.h"
#include "SpriteComponent.h"
#include "TileComponent.h"
TileComponent::TileComponent(int x, int y, int w, int h, int id, const std::map<int, std::pair<std::string, bool>>* textureDict)
TileComponent::TileComponent(int x, int y, int w, int h, int id, const std::map<int, std::pair<Textures, bool>>* textureDict)
{
this->tileRect.x = x;
this->tileRect.y = y;
@ -22,8 +22,7 @@ TileComponent::TileComponent(int x, int y, int w, int h, int id, const std::map<
}
this->collision = it->second.second;
this->tileName = it->second.first;
this->path = it->second.first.data();
this->texture = it->second.first;
}
void TileComponent::init()
@ -31,7 +30,7 @@ void TileComponent::init()
this->entity->addComponent<TransformComponent>(this->tileRect.x, this->tileRect.y, this->tileRect.w, this->tileRect.h, 1);
this->transform = &entity->getComponent<TransformComponent>();
this->entity->addComponent<SpriteComponent>(this->path, 0);
this->entity->addComponent<SpriteComponent>(this->texture, 0);
this->sprite = &entity->getComponent<SpriteComponent>();
}