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mirror of https://github.com/Nimac0/SDL_Minigame synced 2026-01-12 13:43:41 +00:00

Merge branch 'ref/beni' into separation-refactor

This commit is contained in:
Benedikt Galbavy 2024-06-14 00:00:48 +02:00
commit 7ffda89c9d
22 changed files with 211 additions and 123 deletions

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@ -1,76 +1,18 @@
#pragma once #pragma once
#include <SDL.h> class GameInternal;
#include <SDL_image.h>
#include <SDL_mixer.h>
#include <functional>
#include <vector>
#include "Manager.h" // TODO: add managers here
#include "Vector2D.h" class Game {
#include "Entity.h"
typedef std::function<void()> gamefunction;
class AssetManager;
class CollisionHandler;
class TextureManager;
class SoundManager;
class Map;
namespace engine {
extern gamefunction init;
extern gamefunction update;
extern Game* game; // this is a temporary fix to remove artifacts of chicken_game from the engine while the API is not yet finalized
}
class Game
{
public: public:
Game(); virtual ~Game() {}
~Game();
void init(const char* title, int xpos, int ypos, int width, int height, bool fullscreen); virtual void init() = 0;
void selectCharacters(const char* &playerSprite, const char* &enemySprite); virtual void update() = 0;
void handleEvents(); GameInternal* gameInternal; //!< \deprecated
void update();
void render();
void clean();
bool running() const;
/* static */ SDL_Renderer* renderer = nullptr;
/* static */ SDL_Event event;
/* static */ CollisionHandler* collisionHandler;
/* static */ AssetManager* assets;
/* static */ TextureManager* textureManager;
/* static */ SoundManager* soundManager;
// moved globals
Manager manager;
Map* map; // game specific, might not be needed for all types of games
Entity& player1;
Entity& player2;
Entity& wall;
std::vector<Entity*>& tiles;
std::vector<Entity*>& players;
std::vector<Entity*>& projectiles;
std::vector<Entity*>& hearts;
std::vector<Entity*>& powerups;
// end moved globals
void refreshPlayers();
Entity::TeamLabel getWinner() const;
void setWinner(Entity::TeamLabel winningTeam);
private:
int counter = 0;
bool isRunning = false;
SDL_Window* window;
Entity::TeamLabel winner;
}; };
// game factory include to simplify imports in implementation
#include "GameFactory.h"

59
include/GameFactory.h Normal file
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@ -0,0 +1,59 @@
#pragma once
#include <cassert>
#include <iostream>
#include <map>
#include <functional>
#include <string>
#include "Game.h"
class GameInternal;
class GameFactory {
public:
using CreateFunc = std::function<Game*()>;
static GameFactory& instance() {
static GameFactory factory;
return factory;
}
/*Game* get() {
assert(this->gameInstance != nullptr);
return this->gameInstance;
}*/
/*Game* create(GameInternal* gameInternal) {
Game* game = this->gameInstance == nullptr ? this->creator() : this->gameInstance; // TODO: error handling
game->gameInternal = gameInternal;
this->gameInstance = game;
return game;
}*/
void registerClass(const std::string& className, CreateFunc createFunc) {
this->creators[className] = createFunc;
}
Game* create(const std::string& className, GameInternal* gameInternal) {
auto it = this->creators.find(className);
if (it != creators.end()) {
Game* game = it->second();
game->gameInternal = gameInternal;
return game;
}
return nullptr;
}
private:
CreateFunc creator;
std::map<std::string, CreateFunc> creators;
};
/*
#define REGISTER_GAME(className) \
static bool registered_##className = []() { \
GameFactory::instance().registerClass(#className, []() -> Game* { return new className; }); \
return true; \
}();
*/

72
include/GameInternal.h Normal file
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@ -0,0 +1,72 @@
#pragma once
#include <SDL.h>
#include <SDL_image.h>
#include <SDL_mixer.h>
#include <functional>
#include <vector>
#include "Manager.h"
#include "Vector2D.h"
#include "Entity.h"
typedef std::function<void()> gamefunction;
class AssetManager;
class CollisionHandler;
class TextureManager;
class SoundManager;
class Map;
class Game;
class GameInternal
{
public:
GameInternal();
~GameInternal();
void init(const char* title, int xpos, int ypos, int width, int height, bool fullscreen);
void selectCharacters(const char* &playerSprite, const char* &enemySprite);
void handleEvents();
void update();
void render();
void clean();
bool running() const;
/* static */ SDL_Renderer* renderer = nullptr;
/* static */ SDL_Event event;
/* static */ CollisionHandler* collisionHandler;
/* static */ AssetManager* assets;
/* static */ TextureManager* textureManager;
/* static */ SoundManager* soundManager;
// moved globals
Manager manager;
Map* map; // game specific, might not be needed for all types of games
Entity& player1;
Entity& player2;
Entity& wall;
std::vector<Entity*>& tiles;
std::vector<Entity*>& players;
std::vector<Entity*>& projectiles;
std::vector<Entity*>& hearts;
std::vector<Entity*>& powerups;
// end moved globals
void refreshPlayers();
Entity::TeamLabel getWinner() const;
void setWinner(Entity::TeamLabel winningTeam);
private:
Game* gameInstance;
int counter = 0;
bool isRunning = false;
SDL_Window* window;
Entity::TeamLabel winner;
};

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@ -0,0 +1,17 @@
#pragma once
#include "GameFactory.h"
namespace vego {
template<typename T>
class GameRegistryHelper {
public:
GameRegistryHelper(const std::string& className) {
static_assert(std::is_base_of<Game, T>::value, "Your class must inherit from Game");
GameFactory::instance().registerClass(
className,
[]() -> Game* { return new T; }
);
};
};
}

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@ -9,11 +9,11 @@
#include "Constants.h" #include "Constants.h"
#include "Entity.h" #include "Entity.h"
class Game; class GameInternal;
class Manager class Manager
{ {
public: public:
Manager(Game* game) : game(game) {}; Manager(GameInternal* game) : game(game) {};
void update(); void update();
void draw(); void draw();
@ -29,10 +29,10 @@ public:
Entity& addEntity(); Entity& addEntity();
Game* getGame() { return this->game; }; GameInternal* getGame() { return this->game; };
private: private:
Game* game; GameInternal* game;
std::vector<std::unique_ptr<Entity>> entities; std::vector<std::unique_ptr<Entity>> entities;
std::array<std::vector<Entity*>, MAX_GROUPS> entitiesByGroup; std::array<std::vector<Entity*>, MAX_GROUPS> entitiesByGroup;
std::array<std::vector<Entity*>, MAX_TEAMS> entitiesByTeam; std::array<std::vector<Entity*>, MAX_TEAMS> entitiesByTeam;

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@ -3,7 +3,7 @@
#include <map> #include <map>
#include <string> #include <string>
class Game; class GameInternal;
class Map class Map
{ {
public: public:
@ -21,6 +21,6 @@ public:
* \return Boolean for success * \return Boolean for success
* *
*/ */
static void loadMap(const char* path, int sizeX, int sizeY, Game* game, const std::map<int, std::pair<std::string, bool>>* textureDict /* backreference */); static void loadMap(const char* path, int sizeX, int sizeY, GameInternal* game, const std::map<int, std::pair<std::string, bool>>* textureDict /* backreference */);
static void addTile(unsigned long id, int x, int y, Game* game, const std::map<int, std::pair<std::string, bool>>* textureDict); static void addTile(unsigned long id, int x, int y, GameInternal* game, const std::map<int, std::pair<std::string, bool>>* textureDict);
}; };

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@ -5,7 +5,7 @@
#include "Entity.h" #include "Entity.h"
class Game; class GameInternal;
class PopupWindow { class PopupWindow {

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@ -13,7 +13,7 @@ enum SoundTypes
THROW_EGG, THROW_EGG,
}; };
class Game; class GameInternal;
class SoundManager class SoundManager
{ {
public: public:
@ -30,6 +30,6 @@ class SoundManager
std::map<const char*, Mix_Chunk*> sound_cache; std::map<const char*, Mix_Chunk*> sound_cache;
Mix_Chunk* loadSound(const char* fileName); Mix_Chunk* loadSound(const char* fileName);
static void playSound(Game* game, SoundTypes sound); static void playSound(GameInternal* game, SoundTypes sound);
private: private:
}; };

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@ -3,7 +3,7 @@
#include "TextureManager.h" #include "TextureManager.h"
#include "SoundManager.h" #include "SoundManager.h"
#include "ProjectileComponent.h" #include "ProjectileComponent.h"
#include "Game.h" #include "GameInternal.h"
#include "TransformComponent.h" #include "TransformComponent.h"
@ -11,7 +11,6 @@
#include "ColliderComponent.h" #include "ColliderComponent.h"
#include "Constants.h" #include "Constants.h"
#include "Entity.h" #include "Entity.h"
#include "Game.h"
#include "Vector2D.h" #include "Vector2D.h"
#include "PowerupComponent.h" #include "PowerupComponent.h"
#include <iostream> #include <iostream>

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@ -2,7 +2,7 @@
#include "CollisionHandler.h" #include "CollisionHandler.h"
#include "Entity.h" #include "Entity.h"
#include "Game.h" #include "GameInternal.h"
#include "TransformComponent.h" #include "TransformComponent.h"
#include <iostream> #include <iostream>

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@ -1,4 +1,4 @@
#include "Game.h" #include "GameInternal.h"
#include <SDL_error.h> #include <SDL_error.h>
@ -14,10 +14,10 @@
#include "TextureManager.h" #include "TextureManager.h"
#include "StatEffectsComponent.h" #include "StatEffectsComponent.h"
#include "Constants.h" #include "Constants.h"
#include "Game.h"
#include "GameFactory.h"
Game* engine::game = nullptr; // will be initialized in constructor GameInternal::GameInternal() :
Game::Game() :
manager(this), manager(this),
tiles(manager.getGroup((size_t)Entity::GroupLabel::MAPTILES)), tiles(manager.getGroup((size_t)Entity::GroupLabel::MAPTILES)),
players(manager.getGroup((size_t)Entity::GroupLabel::PLAYERS)), players(manager.getGroup((size_t)Entity::GroupLabel::PLAYERS)),
@ -27,18 +27,16 @@ Game::Game() :
player1(manager.addEntity()), player1(manager.addEntity()),
player2(manager.addEntity()), player2(manager.addEntity()),
wall(manager.addEntity()) wall(manager.addEntity())
{ {};
engine::game = this;
};
Game::~Game() = default; GameInternal::~GameInternal() = default;
void Game::init(const char* title, int xpos, int ypos, int width, int height, bool fullscreen) void GameInternal::init(const char* title, int xpos, int ypos, int width, int height, bool fullscreen)
{ {
Game::assets = new AssetManager(&manager); GameInternal::assets = new AssetManager(&manager);
Game::textureManager = new TextureManager(&manager); GameInternal::textureManager = new TextureManager(&manager);
Game::soundManager = new SoundManager(); GameInternal::soundManager = new SoundManager();
Game::collisionHandler = new CollisionHandler(manager); // why does this use a referrence, but AssetManager a pointer? GameInternal::collisionHandler = new CollisionHandler(manager); // why does this use a referrence, but AssetManager a pointer?
int flags = 0; int flags = 0;
if (fullscreen) if (fullscreen)
@ -84,7 +82,7 @@ void Game::init(const char* title, int xpos, int ypos, int width, int height, bo
} }
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255); SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
SDL_Texture* backgroundTexture = Game::textureManager->loadTexture("assets/startscreen.png"); SDL_Texture* backgroundTexture = GameInternal::textureManager->loadTexture("assets/startscreen.png");
SDL_RenderClear(renderer); SDL_RenderClear(renderer);
SDL_RenderCopy(renderer, backgroundTexture, NULL, NULL); SDL_RenderCopy(renderer, backgroundTexture, NULL, NULL);
@ -181,10 +179,11 @@ void Game::init(const char* title, int xpos, int ypos, int width, int height, bo
player2.addComponent<StatEffectsComponent>(); player2.addComponent<StatEffectsComponent>();
player2.addGroup((size_t) Entity::GroupLabel::PLAYERS); player2.addGroup((size_t) Entity::GroupLabel::PLAYERS);
engine::init(); this->gameInstance = GameFactory::instance().create("Chickengame", this); //!< \todo Should be specified via a config file
this->gameInstance->init();
} }
void Game::selectCharacters(const char* &playerSprite, const char* &enemySprite) void GameInternal::selectCharacters(const char* &playerSprite, const char* &enemySprite)
{ {
// TODO: move this whereever it makes sense (maybe game as a member) // TODO: move this whereever it makes sense (maybe game as a member)
std::map<int, std::pair<const char*, const char*>> characterSprites; std::map<int, std::pair<const char*, const char*>> characterSprites;
@ -252,7 +251,7 @@ void Game::selectCharacters(const char* &playerSprite, const char* &enemySprite)
} }
} }
SDL_Texture* backgroundTexture = Game::textureManager->loadTexture("assets/characterSelection.png"); SDL_Texture* backgroundTexture = GameInternal::textureManager->loadTexture("assets/characterSelection.png");
SDL_RenderClear(renderer); SDL_RenderClear(renderer);
SDL_RenderCopy(renderer, backgroundTexture, NULL, NULL); SDL_RenderCopy(renderer, backgroundTexture, NULL, NULL);
@ -280,7 +279,7 @@ void Game::selectCharacters(const char* &playerSprite, const char* &enemySprite)
this->isRunning = true; this->isRunning = true;
} }
void Game::handleEvents() void GameInternal::handleEvents()
{ {
SDL_PollEvent(&event); SDL_PollEvent(&event);
@ -294,15 +293,15 @@ void Game::handleEvents()
} }
} }
void Game::update() void GameInternal::update()
{ {
manager.refresh(); manager.refresh();
manager.update(); manager.update();
engine::update(); // TODO: this might have to be split up into two update functions, before and after manager... this->gameInstance->update(); // TODO: this might have to be split up into two update functions, before and after manager...
} }
void Game::render() void GameInternal::render()
{ {
SDL_RenderClear(renderer); SDL_RenderClear(renderer);
for (auto& t : tiles) for (auto& t : tiles)
@ -323,7 +322,7 @@ void Game::render()
SDL_RenderPresent(renderer); SDL_RenderPresent(renderer);
} }
void Game::clean() void GameInternal::clean()
{ {
delete(textureManager); delete(textureManager);
SDL_DestroyRenderer(renderer); SDL_DestroyRenderer(renderer);
@ -332,18 +331,18 @@ void Game::clean()
std::cout << "Game Cleaned!" << std::endl; std::cout << "Game Cleaned!" << std::endl;
} }
bool Game::running() const bool GameInternal::running() const
{ {
return isRunning; return isRunning;
} }
void Game::setWinner(Entity::TeamLabel winningTeam) void GameInternal::setWinner(Entity::TeamLabel winningTeam)
{ {
this->winner = winningTeam; this->winner = winningTeam;
this->isRunning = false; this->isRunning = false;
} }
Entity::TeamLabel Game::getWinner() const Entity::TeamLabel GameInternal::getWinner() const
{ {
return this->winner; return this->winner;
} }

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@ -2,7 +2,7 @@
#include "SDL_error.h" #include "SDL_error.h"
#include "TextureManager.h" #include "TextureManager.h"
#include "Game.h" #include "GameInternal.h"
GameObject::GameObject(const char* texturesheet, int x, int y) GameObject::GameObject(const char* texturesheet, int x, int y)
{ {

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@ -2,7 +2,7 @@
#include "Direction.h" #include "Direction.h"
#include "Entity.h" #include "Entity.h"
#include "Game.h" #include "GameInternal.h"
#include <cstdio> #include <cstdio>
void HealthComponent::init() void HealthComponent::init()

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@ -6,11 +6,11 @@
#include <utility> #include <utility>
#include "Constants.h" #include "Constants.h"
#include "Game.h" #include "GameInternal.h"
#include "SDL_error.h" #include "SDL_error.h"
#include "TileComponent.h" #include "TileComponent.h"
void Map::loadMap(const char* path, int sizeX, int sizeY, Game* game, const std::map<int, std::pair<std::string, bool>>* textureDict /* backreference */) void Map::loadMap(const char* path, int sizeX, int sizeY, GameInternal* game, const std::map<int, std::pair<std::string, bool>>* textureDict /* backreference */)
{ {
std::string tileIDstr; std::string tileIDstr;
char singleChar = 0; char singleChar = 0;
@ -56,7 +56,7 @@ void Map::loadMap(const char* path, int sizeX, int sizeY, Game* game, const std:
mapFile.close(); mapFile.close();
} }
void Map::addTile(unsigned long id, int x, int y, Game* game, const std::map<int, std::pair<std::string, bool>>* textureDict) // tile entity void Map::addTile(unsigned long id, int x, int y, GameInternal* game, const std::map<int, std::pair<std::string, bool>>* textureDict) // tile entity
{ {
auto& tile(game->manager.addEntity()); auto& tile(game->manager.addEntity());
tile.addComponent<TileComponent>(x, y, TILE_SIZE, TILE_SIZE, id, textureDict); tile.addComponent<TileComponent>(x, y, TILE_SIZE, TILE_SIZE, id, textureDict);

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@ -4,7 +4,7 @@
#include "Entity.h" #include "Entity.h"
#include "PopupWindow.h" #include "PopupWindow.h"
#include "TextureManager.h" #include "TextureManager.h"
#include "Game.h" #include "GameInternal.h"
PopupWindow::PopupWindow(const char* title, const std::string &message) : PopupWindow::PopupWindow(const char* title, const std::string &message) :
continueGame(false), interacted(false) { continueGame(false), interacted(false) {

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@ -1,5 +1,5 @@
#include "PowerupComponent.h" #include "PowerupComponent.h"
#include "Game.h" #include "GameInternal.h"
#include "CollisionHandler.h" #include "CollisionHandler.h"
#include "Entity.h" #include "Entity.h"
#include "HealthComponent.h" #include "HealthComponent.h"

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@ -4,7 +4,7 @@
#include "SoundManager.h" #include "SoundManager.h"
#include "TransformComponent.h" #include "TransformComponent.h"
#include "Entity.h" #include "Entity.h"
#include "Game.h" #include "GameInternal.h"
#include "HealthComponent.h" #include "HealthComponent.h"
#include "Vector2D.h" #include "Vector2D.h"
#include <cassert> #include <cassert>

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@ -4,7 +4,7 @@
#include <string> #include <string>
#include <iostream> #include <iostream>
#include "Game.h" #include "GameInternal.h"
#include "AssetManager.h" #include "AssetManager.h"
Mix_Chunk* SoundManager::loadSound(const char* fileName) Mix_Chunk* SoundManager::loadSound(const char* fileName)
@ -27,7 +27,7 @@ Mix_Chunk* SoundManager::loadSound(const char* fileName)
return sound; return sound;
} }
void SoundManager::playSound(Game* game, SoundTypes sound) void SoundManager::playSound(GameInternal* game, SoundTypes sound)
{ {
switch (sound) switch (sound)
{ {

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@ -9,7 +9,7 @@
#include "TextureManager.h" #include "TextureManager.h"
#include "Entity.h" #include "Entity.h"
#include "TransformComponent.h" #include "TransformComponent.h"
#include "Game.h" #include "GameInternal.h"
#include "Manager.h" #include "Manager.h"
SpriteComponent::SpriteComponent(const char* path) SpriteComponent::SpriteComponent(const char* path)

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@ -4,7 +4,7 @@
#include <stdexcept> #include <stdexcept>
#include <string> #include <string>
#include "Game.h" #include "GameInternal.h"
SDL_Texture* TextureManager::loadTexture(const char* fileName) SDL_Texture* TextureManager::loadTexture(const char* fileName)
{ {

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@ -4,7 +4,7 @@
#include "ColliderComponent.h" #include "ColliderComponent.h"
#include "Constants.h" #include "Constants.h"
#include "Entity.h" #include "Entity.h"
#include "Game.h" #include "GameInternal.h"
#include "Vector2D.h" #include "Vector2D.h"
#include <cstdio> #include <cstdio>
#include <initializer_list> #include <initializer_list>

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@ -2,11 +2,11 @@
#include <ctime> #include <ctime>
#include "Entity.h" #include "Entity.h"
#include "Game.h" #include "GameInternal.h"
#include "Constants.h" #include "Constants.h"
#include "PopupWindow.h" #include "PopupWindow.h"
Game* game = nullptr; GameInternal* game = nullptr;
int main(int argc, char* argv[]) int main(int argc, char* argv[])
{ {
@ -18,7 +18,7 @@ int main(int argc, char* argv[])
Uint32 frameStart; Uint32 frameStart;
int frameTime; int frameTime;
game = new Game(); game = new GameInternal();
game->init("No_Name_Chicken_Game", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, SCREEN_SIZE_WIDTH, SCREEN_SIZE_HEIGHT, false); game->init("No_Name_Chicken_Game", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, SCREEN_SIZE_WIDTH, SCREEN_SIZE_HEIGHT, false);
while (game->running()) { while (game->running()) {