Move everything into namespace

This commit is contained in:
Bailey Harrison 2022-10-06 11:30:44 +01:00
parent c2ec967a89
commit 81031c9c10
33 changed files with 581 additions and 531 deletions

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@ -11,7 +11,7 @@
#include <glm/glm.hpp>
#include <glm/ext.hpp>
namespace components {
namespace engine::components {
class ENGINE_API Camera : public Component {

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@ -5,7 +5,6 @@
namespace engine {
class Window;
class Input;
}
class Object;
class ResourceManager;
@ -44,3 +43,5 @@ private:
TypeEnum m_type;
};
}

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@ -6,7 +6,7 @@
#include <glm/mat4x4.hpp>
namespace components {
namespace engine::components {
class ENGINE_API CustomComponent : public Component {

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@ -12,7 +12,7 @@
#include <string>
#include <memory>
namespace components {
namespace engine::components {
class ENGINE_API Renderer : public Component {

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@ -9,7 +9,7 @@
#include <glm/mat4x4.hpp>
namespace components {
namespace engine::components {
class ENGINE_API UI : public Component {

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@ -3,7 +3,7 @@
#include <cstdint>
#include <cstddef>
namespace gfx {
namespace engine {
enum class ShaderType {
VERTEX,

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@ -2,7 +2,7 @@
// Keyboard scancodes, taken from SDL_scancode.h
namespace inputs {
namespace engine::inputs {
enum class Key : int {
UNKNOWN = 0,

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@ -1,6 +1,6 @@
#pragma once
namespace inputs {
namespace engine::inputs {
enum class MouseButton : int {
M_LEFT,

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@ -15,7 +15,7 @@
namespace engine {
class Window;
class Input;
}
class ResourceManager;
class SceneRoot;
@ -140,3 +140,5 @@ template<class T> void Object::deleteComponent()
}
throw std::runtime_error("deleteComponent() error: attempt to delete component that is not present.");
}
}

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@ -9,6 +9,8 @@
// Doesn't own resources, only holds weak_ptrs
namespace engine {
class ENGINE_API ResourceManager {
public:
@ -79,3 +81,5 @@ std::shared_ptr<T> ResourceManager::get(const std::string& name)
return create<T>(name);
}
}

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@ -10,7 +10,7 @@
#include <map>
namespace resources {
namespace engine::resources {
class ENGINE_API Font : public Resource {

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@ -20,7 +20,7 @@ struct Vertex {
glm::vec2 uv;
};
namespace resources {
namespace engine::resources {
class ENGINE_API Mesh : public Resource {

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@ -5,6 +5,8 @@
#include <string>
#include <filesystem>
namespace engine {
class ENGINE_API Resource {
public:
@ -22,3 +24,5 @@ private:
const std::string m_type;
};
}

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@ -11,7 +11,7 @@
#include <string>
#include <map>
namespace resources {
namespace engine::resources {
class ENGINE_API Shader : public Resource {
@ -40,7 +40,7 @@ public:
static void invalidate()
{
s_activeProgram = -1;
s_activeProgram = std::numeric_limits<GLuint>::max();
}
private:

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@ -6,7 +6,7 @@
#include <glad/glad.h>
namespace resources {
namespace engine::resources {
class ENGINE_API Texture : public Resource {

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@ -6,6 +6,8 @@
#include <filesystem>
namespace engine {
// Holds everything you would expect to find in a game scene
class ENGINE_API SceneRoot : public Object {
@ -27,3 +29,5 @@ private:
std::vector<int> m_activeCameras{};
};
}

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@ -6,6 +6,8 @@
#include <glm/vec3.hpp>
#include <glm/ext/quaternion_float.hpp>
namespace engine {
struct ENGINE_API Transform {
// Scale, rotate (XYZ), translate
@ -15,3 +17,5 @@ struct ENGINE_API Transform {
glm::vec3 scale{ 1.0f };
};
}

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@ -22,7 +22,7 @@ namespace engine {
class ENGINE_API Window {
public:
Window(const std::string& title);
Window(const std::string& title, bool resizable = true);
Window(const Window&) = delete;
Window& operator=(const Window&) = delete;
~Window();
@ -52,7 +52,7 @@ namespace engine {
// Returns true if the window should remain open
bool isRunning() const;
void setFullscreen(bool fullscreen, bool exclusive = true);
void setFullscreen(bool fullscreen, bool exclusive = false);
void toggleFullscreen();
bool isFullscreen() const;
@ -139,6 +139,8 @@ namespace engine {
std::string m_title;
bool m_resizable;
bool m_fullscreen = false;
bool m_justResized = false;
bool m_keyboardFocus = true;

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@ -13,7 +13,7 @@ static const std::string VIEW_MAT_UNIFORM = "viewMat";
static const std::string PROJ_MAT_UNIFORM = "projMat";
static const std::string WINDOW_SIZE_UNIFORM = "windowSize";
namespace components {
namespace engine::components {
glm::vec4 Camera::s_clearColor{-999.0f, -999.0f, -999.0f, -999.0f};

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@ -4,6 +4,8 @@
#include <iostream>
namespace engine {
int Component::s_next_component_id = 0;
Component::Component(Object* parent, TypeEnum type) :
@ -28,3 +30,5 @@ Component::TypeEnum Component::getType()
{
return m_type;
}
}

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@ -1,6 +1,6 @@
#include "components/custom.hpp"
namespace components {
namespace engine::components {
CustomComponent::CustomComponent(Object* parent) : Component(parent, TypeEnum::CUSTOM)
{

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@ -6,7 +6,7 @@
#include <iostream>
namespace components {
namespace engine::components {
Renderer::Renderer(Object* parent) : Component(parent, TypeEnum::RENDERER)
{

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@ -4,7 +4,7 @@
#include "resource_manager.hpp"
#include "resources/texture.hpp"
namespace components {
namespace engine::components {
UI::UI(Object* parent) : Component(parent, TypeEnum::UI)
{

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@ -7,7 +7,7 @@ namespace engine {
Application::Application(const char* appName, const char* appVersion)
{
m_win = std::make_unique<Window>(appName);
m_win = std::make_unique<Window>(appName, true);
m_gfx = std::make_unique<GFXDevice>(appName, appVersion, m_win->getHandle());
}
@ -34,12 +34,7 @@ namespace engine {
}
if (m_win->getKeyPress(inputs::Key::F11)) {
if (m_win->isFullscreen()) {
m_win->setFullscreen(false);
}
else {
m_win->setFullscreen(true, false); // borderless window
}
m_win->toggleFullscreen();
}
if (m_win->getKeyPress(inputs::Key::ESCAPE)) {
m_win->setCloseFlag();

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@ -7,6 +7,8 @@
#include <log.hpp>
namespace engine {
int Object::s_object_count = 0;
Object::Object(std::string name, Object* parent, SceneRoot& root, struct GameIO things)
@ -78,7 +80,8 @@ void Object::printTree(int level)
for (int i = 0; i < level; i++) {
if (i + 1 == level) {
buf += "\\_______";
} else {
}
else {
buf += " ";
}
}
@ -131,3 +134,5 @@ void Object::getAllSubComponents(struct CompList& compList, glm::mat4 parentTran
child->getAllSubComponents(compList, newTransform);
}
}
}

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@ -8,6 +8,8 @@
#include "log.hpp"
namespace engine {
ResourceManager::ResourceManager()
{
#ifdef _MSC_VER
@ -21,7 +23,8 @@ ResourceManager::ResourceManager()
if (std::filesystem::is_directory(cwd / "res")) {
m_resourcesPath = cwd / "res";
} else {
}
else {
m_resourcesPath = cwd.parent_path() / "share" / "sdltest";
}
@ -73,3 +76,5 @@ std::filesystem::path ResourceManager::getFilePath(const std::string& name)
{
return m_resourcesPath / name;
}
}

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@ -3,7 +3,7 @@
#include <ft2build.h>
#include FT_FREETYPE_H
namespace resources {
namespace engine::resources {
Font::Font(const std::filesystem::path& resPath) : Resource(resPath, "font")
{

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@ -1,6 +1,6 @@
#include "resources/mesh.hpp"
namespace resources {
namespace engine::resources {
struct MeshFileHeader {
unsigned int vertex_count;

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@ -2,6 +2,8 @@
#include <log.hpp>
namespace engine {
Resource::Resource(const std::filesystem::path& resPath, const std::string& type) : m_resourcePath(resPath), m_type(type)
{
if (m_type != "mesh")
@ -18,3 +20,5 @@ std::string Resource::getType()
{
return m_type;
}
}

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@ -50,7 +50,7 @@ static GLuint compile(const char *path, GLenum type)
} return handle;
}
namespace resources {
namespace engine::resources {
// I've got to do this because of GL's stupid state machine
GLuint Shader::s_activeProgram = 0;

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@ -7,7 +7,7 @@
#include <vector>
namespace resources {
namespace engine::resources {
// -1 means invalid / no bind
GLuint Texture::s_binded_texture = -1;
@ -28,7 +28,7 @@ static bool readPNG(const std::string& path, std::vector<uint8_t>& texbuf, int *
return false;
}
const size_t size = x * y * n;
const size_t size = (size_t)x * (size_t)y * (size_t)n;
texbuf.resize(size);
memcpy(texbuf.data(), data, size);

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@ -14,6 +14,8 @@
#include "log.hpp"
namespace engine {
SceneRoot::SceneRoot(struct GameIO things) : Object("root", nullptr, *this, things)
{
}
@ -88,3 +90,5 @@ void SceneRoot::deactivateCam(int id)
}
}
}
}

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@ -9,7 +9,7 @@ const uint64_t BILLION = 1000000000;
namespace engine {
Window::Window(const std::string& title) : m_title(title)
Window::Window(const std::string& title, bool resizable) : m_title(title), m_resizable(resizable)
{
// init SDL
@ -26,13 +26,23 @@ namespace engine {
m_lastFrameStamp = m_startTime - 1;
m_avgFpsStart = m_startTime;
Uint32 windowFlags = SDL_WINDOW_SHOWN;
#ifdef ENGINE_BUILD_VULKAN
windowFlags |= SDL_WINDOW_VULKAN;
#endif
if (m_resizable) {
windowFlags |= SDL_WINDOW_RESIZABLE;
}
// create the window
m_handle = SDL_CreateWindow(
m_title.c_str(),
SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
static_cast<int>(m_winSize.x),
static_cast<int>(m_winSize.y),
SDL_WINDOW_VULKAN | SDL_WINDOW_SHOWN);
windowFlags);
if (m_handle == NULL) {
SDL_Quit();
throw std::runtime_error("Unable to create window: " + std::string(SDL_GetError()));
@ -278,6 +288,7 @@ namespace engine {
void Window::setFullscreen(bool fullscreen, bool exclusive)
{
if (m_resizable) {
if (SDL_SetWindowFullscreen(m_handle, fullscreen ? (exclusive ? SDL_WINDOW_FULLSCREEN : SDL_WINDOW_FULLSCREEN_DESKTOP) : 0) != 0) {
throw std::runtime_error("Unable to set window to fullscreen/windowed");
}
@ -288,6 +299,7 @@ namespace engine {
onResize(width, height);
}
}
}
void Window::toggleFullscreen()
{