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https://github.com/Nimac0/SDL_Minigame
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a583e2d2f1
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.gitignore
vendored
2
.gitignore
vendored
@ -6,8 +6,6 @@ Makefile
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install_manifest.txt
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install_manifest.txt
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.cache/
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.cache/
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build/
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build/
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cmake-build-debug/
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.idea/
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# Compiled files
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# Compiled files
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*.suo
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*.suo
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@ -1,3 +1,18 @@
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/*!
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* \file Textures.h
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* \brief Forward declaration of the \c Textures enum class.
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*
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* This file contains a forward declaration of the \c Textures enum class, which is used as a base
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* class for texture identifiers in the engine. It allows developers to define their own set of texture
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* types in their own implementation, providing flexibility in texture management within the engine.
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*
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* \details
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* The \c Textures enum class is intended to be implemented by the developer within their own scope.
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* This allows for customized texture entries to be defined based on the specific needs of the project.
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* The base declaration ensures that the enum class can be referenced and used consistently throughout
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* the engine while leaving the details of the texture identifiers up to the implementation.
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*/
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#pragma once
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#pragma once
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enum class Textures;
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enum class Textures;
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@ -8,6 +8,22 @@
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#include <vector>
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#include <vector>
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#include "TextureEnumBase.h"
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#include "TextureEnumBase.h"
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/*!
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* \class TextureManager
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* \brief A manager for loading, caching, and drawing textures.
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*
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* The `TextureManager` class is responsible for handling texture loading, caching,
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* and rendering in the engine. It provides functions to add, load, and draw textures
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* from files, as well as manage sprite sheets.
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*
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* It uses two caches: one for regular textures (`texture_cache`) and one for
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* map tile textures (`mapTile_texture_cache`). This allows for efficient texture reuse
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* and management across different parts of the game.
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*
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* \note Textures are identified by an enum class `Textures` which is user-defined.
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* Developers are expected to define the texture types in their own implementation.
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*/
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class TextureManager
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class TextureManager
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{
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{
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public:
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public:
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@ -21,12 +37,50 @@ class TextureManager
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}
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}
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}
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}
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/*!
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* \brief Adds a single texture to the cache.
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* \param texture The texture identifier.
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* \param filePath The file path to the texture file.
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*
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* This function loads the texture from the specified file and stores it in
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* the `texture_cache`. If loading the texture fails, an exception is thrown.
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*/
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void addSingleTexture(Textures texture, const char* filePath);
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void addSingleTexture(Textures texture, const char* filePath);
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/*!
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* \brief Adds multiple textures to the cache.
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* \param textures A map of texture identifiers and corresponding file paths.
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*
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* This function iterates over the provided map of textures and loads each
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* texture using `addSingleTexture`. It allows developers to add several
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* textures at once.
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*/
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void addTextures(const std::map<Textures, const char*>& textures);
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void addTextures(const std::map<Textures, const char*>& textures);
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/*!
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* \brief Loads a texture from the cache.
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* \param texture The texture identifier.
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* \return A pointer to the `SDL_Texture` if found, or `nullptr` if not found.
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*
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* This function looks up a texture in the `texture_cache` and returns the
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* corresponding `SDL_Texture*`. If the texture is not found, it logs an error
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* message and returns `nullptr`.
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*/
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SDL_Texture* loadTexture(Textures texture);
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SDL_Texture* loadTexture(Textures texture);
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static std::vector<SDL_Rect> splitSpriteSheet(SDL_Texture* spriteSheet, int width, int height, int spritesOnSheet);
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static std::vector<SDL_Rect> splitSpriteSheet(SDL_Texture* spriteSheet, int width, int height, int spritesOnSheet);
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static void draw(SDL_Renderer* renderer, SDL_Texture* texture, SDL_Rect src, SDL_Rect dest, bool flipped = false);
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static void draw(SDL_Renderer* renderer, SDL_Texture* texture, SDL_Rect src, SDL_Rect dest, bool flipped = false);
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/*!
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* \brief Loads a map tile texture from the file system and caches it.
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* \param path The file path to the texture.
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* \return A pointer to the `SDL_Texture` representing the map tile.
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*
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* This function checks if the map tile texture is already cached. If not, it
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* loads the texture from the file system and stores it in the cache.
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*
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* If loading fails, an exception is thrown with a descriptive error message.
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* /todo should not be usable for the developer and only be accessed by the map class
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*/
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SDL_Texture* loadMapTileTexture(const char* path);
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SDL_Texture* loadMapTileTexture(const char* path);
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private:
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private:
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@ -98,8 +98,6 @@ void GameInternal::init(const char* title, int xpos, int ypos, int width, int he
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// loading music
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// loading music
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// assets->addMusic("background_music", "assets/sound/background_music.mp3");
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// assets->addMusic("background_music", "assets/sound/background_music.mp3");
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this->gameInstance = GameFactory::instance().create(this);
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this->gameInstance = GameFactory::instance().create(this);
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this->gameInstance->init();
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this->gameInstance->init();
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}
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}
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@ -4,7 +4,6 @@
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#include <stdexcept>
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#include <stdexcept>
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#include <string>
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#include <string>
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#include <VEGO.h>
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#include <VEGO.h>
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#include <linux/soundcard.h>
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#include "GameInternal.h"
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#include "GameInternal.h"
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