mirror of
https://github.com/bailwillharr/engine.git
synced 2024-09-21 04:51:18 +00:00
add objects back
This commit is contained in:
parent
45a8c7be3c
commit
dc2cb22eb8
@ -16,6 +16,9 @@ set(SRC_FILES
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"src/scene_manager.cpp"
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"src/gfx_device_vulkan.cpp"
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"src/scene.cpp"
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"src/object.cpp"
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"src/util/files.cpp"
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)
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@ -32,6 +35,10 @@ set(INCLUDE_FILES
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"include/scene_manager.hpp"
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"include/gfx.hpp"
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"include/gfx_device.hpp"
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"include/scene.hpp"
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"include/object.hpp"
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"include/util/files.hpp"
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)
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@ -4,10 +4,10 @@
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namespace engine {
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class Window;
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class GFXDevice;
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class InputManager;
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class SceneManager;
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class Window; // "window.hpp"
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class GFXDevice; // "gfx_device.hpp"
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class InputManager; // "input_manager.hpp"
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class SceneManager; // "scene_manager.hpp"
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class Application {
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@ -1,7 +1,6 @@
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#pragma once
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#include <cstdint>
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#include <cstddef>
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#include <vector>
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namespace engine::gfx {
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@ -1,16 +1,14 @@
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#pragma once
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#include "engine_api.h"
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#include "gfx.hpp"
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#include <memory>
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struct SDL_Window;
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struct SDL_Window; // <SDL_video.h>
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namespace engine {
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class ENGINE_API GFXDevice {
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class GFXDevice {
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public:
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GFXDevice(const char* appName, const char* appVersion, SDL_Window* window, bool vsync = false);
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@ -11,7 +11,7 @@
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namespace engine {
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class Window;
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class Window; // "window.hpp"
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enum class InputDevice : int {
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MOUSE,
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@ -2,105 +2,79 @@
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#include "engine_api.h"
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#include "log.hpp"
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#include <glm/mat4x4.hpp>
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#include "transform.hpp"
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#include "components/component.hpp"
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#include <glm/gtc/quaternion.hpp>
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#include <list>
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#include <vector>
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#include <string>
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#include <memory>
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#include <stdexcept>
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namespace engine {
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class Window;
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class Input;
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class ResourceManager;
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class SceneRoot;
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class Component;
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/* forward declarations */
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class Scene;
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namespace components {
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class Camera;
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class Renderer;
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class UI;
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class CustomComponent;
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}
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class Component {
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// This object lives until it is deleted by its parent(s) or finally when the "Scene" is destroyed.
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// Therefore it is safe to return raw pointers
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class ENGINE_API Object {
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};
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struct Transform {
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// Scale, rotate (XYZ), translate
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glm::vec3 position{ 0.0f };
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glm::quat rotation{};
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glm::vec3 scale{ 1.0f };
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};
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class Object {
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public:
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Object(std::string name, Object* parent, SceneRoot& root);
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Object(const std::string& name, Object* parent, Scene* scene);
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Object(const Object&) = delete;
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Object& operator=(const Object&) = delete;
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~Object();
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Window& win;
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Input& inp;
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ResourceManager& res;
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/* methods */
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SceneRoot& root;
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std::string getName();
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Object* getParent();
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Object* getChild(std::string name);
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Object* getChild(const std::string& name);
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std::vector<Object*> getChildren();
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Object* createChild(std::string name);
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void deleteChild(std::string name);
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Object* createChild(const std::string& name);
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bool deleteChild(const std::string& name);
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void printTree(int level = 0);
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// Returns the component of type T
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// Returns nullptr if the component is not found.
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template<class T> T* getComponent();
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// returns the component added
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template<class T> T* createComponent();
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template<class T> bool deleteComponent();
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template<class T> void deleteComponent();
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/* public member variables */
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struct CompList {
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std::vector<std::pair<components::Camera*, glm::mat4>> cameras;
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std::vector<std::pair<components::Renderer*, glm::mat4>> renderers;
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std::vector<std::pair<components::UI*, glm::mat4>> uis;
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std::vector<std::pair<components::CustomComponent*, glm::mat4>> customs;
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};
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// Adds to the provided vector all components of this object and of its children recursively.
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// Ignores 'Transform'
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void getAllSubComponents(struct CompList& compList, glm::mat4 t);
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const std::string name;
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Object* const parent;
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Scene* const scene;
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Transform transform;
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private:
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static int s_object_count;
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int m_id = s_object_count;
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std::string m_name;
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static int s_next_id;
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int m_id = s_next_id;
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// If nullptr, this is the root object
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std::list<std::unique_ptr<Object>> m_children{};
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std::list<std::unique_ptr<Component>> m_components{};
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// If nullptr, this is the root object
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Object* const m_parent;
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struct GameIO m_gameIO;
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};
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// implementation of template functions
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/* implementation of template functions */
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template<class T> T* Object::getComponent()
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{
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if (std::is_base_of<Component, T>::value == false) {
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throw std::runtime_error("getComponent() error: specified type is not a subclass of 'Component'");
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}
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for (const auto& component : m_components) {
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T* derived = dynamic_cast<T*>(component.get());
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if (derived != nullptr) {
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@ -113,27 +87,26 @@ namespace engine {
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template <class T> T* Object::createComponent()
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{
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if (std::is_base_of<Component, T>::value == false) {
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throw std::runtime_error("addComponent() error: specified type is not a subclass of 'Component'");
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ERROR("Object::createComponent(): attempt to create a component with a non-component class");
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return nullptr;
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}
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if (getComponent<T>() != nullptr) {
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throw std::runtime_error("addComponent() error: attempt to add component of a type already present");
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ERROR("Object::createComponent(): attempt to create a component that already exists on an object");
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return nullptr;
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}
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m_components.emplace_back(std::make_unique<T>(this));
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return dynamic_cast<T*>(m_components.back().get());
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}
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template<class T> void Object::deleteComponent()
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template<class T> bool Object::deleteComponent()
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{
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if (std::is_base_of<Component, T>::value == false) {
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throw std::runtime_error("deleteComponent() error: specified type is not a subclass of 'Component'");
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}
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for (auto itr = m_components.begin(); itr != m_components.end(); ++itr) {
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if (dynamic_cast<T*>((*itr).get()) != nullptr) {
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m_components.erase(itr);
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return;
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return true;
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}
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}
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throw std::runtime_error("deleteComponent() error: attempt to delete component that is not present.");
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return false;
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}
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}
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19
include/scene.hpp
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19
include/scene.hpp
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@ -0,0 +1,19 @@
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#pragma once
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#include "object.hpp"
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namespace engine {
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class Scene : public Object {
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public:
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Scene();
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Scene(const Scene&) = delete;
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Scene& operator=(const Scene&) = delete;
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~Scene() = delete;
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private:
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};
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}
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#pragma once
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#include <list>
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#include <memory>
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namespace engine {
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class Scene; // "scene.hpp"
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class SceneManager {
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public:
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@ -11,6 +16,8 @@ namespace engine {
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SceneManager& operator=(const SceneManager&) = delete;
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private:
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std::list<std::unique_ptr<Scene>> m_scenes;
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std::list<std::unique_ptr<Scene>>::iterator m_activeScene{};
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};
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@ -12,8 +12,6 @@
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#include <array>
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#include <string>
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ENGINE_API extern const uint64_t BILLION;
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namespace engine {
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class ENGINE_API Window {
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// The implementation of the graphics layer using Vulkan 1.3.
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// This uses SDL specific code
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//#undef ENGINE_BUILD_VULKAN
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#ifdef ENGINE_BUILD_VULKAN
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@ -355,7 +354,7 @@ namespace engine {
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return surface;
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}
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// returns the index of the queue supporting the requested flags
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// returns the queue supporting the requested flags
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static Queue getQueueSupporting(const std::vector<Queue> queues, QueueFlags flags)
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{
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uint32_t bitmask = static_cast<uint32_t>(flags);
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m_enabledDevices.fill(true);
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}
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InputManager::~InputManager()
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{
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}
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InputManager::~InputManager() {}
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// private methods
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/* private methods */
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float InputManager::getDeviceAxis(enum InputDevice device, int axis) const
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{
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@ -114,7 +112,6 @@ namespace engine {
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// OVERLOADS:
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// Add a mouse input
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void InputManager::addInputButton(const std::string& name, inputs::MouseButton button)
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{
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addInputButton(name, InputDevice::MOUSE, static_cast<int>(button));
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@ -179,7 +176,6 @@ namespace engine {
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}
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}
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return 0.0f; // instead of throwing an exception, just return nothing
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// throw std::runtime_error("Unable to find mapping in input table");
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}
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bool InputManager::getButton(const std::string& buttonName) const
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#include "object.hpp"
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#include "components/camera.hpp"
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#include "components/mesh_renderer.hpp"
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#include "components/text_ui_renderer.hpp"
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#include "components/custom.hpp"
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#include <log.hpp>
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#include <glm/gtc/quaternion.hpp>
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#include "log.hpp"
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namespace engine {
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int Object::s_object_count = 0;
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int Object::s_next_id = 1000;
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Object::Object(std::string name, Object* parent, SceneRoot& root, struct GameIO things)
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: m_name(name), m_parent(parent), root(root),
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m_gameIO(things),
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win(*things.win),
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inp(*things.input),
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res(*things.resMan)
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Object::Object(const std::string& name, Object* parent, Scene* scene)
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: name(name), parent(parent), scene(scene)
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{
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s_object_count++;
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s_next_id++;
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}
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Object::~Object()
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{
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}
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Object::~Object() {}
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std::string Object::getName()
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{
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return m_name;
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}
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Object* Object::getParent()
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{
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return m_parent;
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}
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Object* Object::getChild(std::string name)
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Object* Object::getChild(const std::string& name)
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{
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for (const auto& child : m_children) {
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if (name == child->getName()) {
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if (name == child->name) {
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return child.get();
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}
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}
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@ -56,24 +33,25 @@ namespace engine {
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return newVector;
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}
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Object* Object::createChild(std::string name)
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Object* Object::createChild(const std::string& name)
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{
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if (getChild(name) != nullptr) {
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throw std::runtime_error("Attempt to create child object with existing name");
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ERROR("Attempt to create child object with existing name");
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return nullptr;
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}
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m_children.emplace_back(std::make_unique<Object>(name, this, root, m_gameIO));
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m_children.emplace_back(std::make_unique<Object>(name, this, scene));
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return m_children.back().get();
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}
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void Object::deleteChild(std::string name)
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bool Object::deleteChild(const std::string& name)
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{
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for (auto itr = m_children.begin(); itr != m_children.end(); ++itr) {
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if ((*itr)->getName() == name) {
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if ((*itr)->name == name) {
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m_children.erase(itr);
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return;
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return true;
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}
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}
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throw std::runtime_error("Unable to delete child '" + name + "' as it does not exist");
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return false;
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}
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void Object::printTree(int level)
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@ -87,17 +65,16 @@ namespace engine {
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buf += " ";
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}
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}
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buf += m_name;
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INFO(buf);
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buf += name;
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INFO("{}", buf);
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for (const auto& child : this->getChildren()) {
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child->printTree(level + 1);
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}
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}
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/*
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void Object::getAllSubComponents(struct CompList& compList, glm::mat4 parentTransform)
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{
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using namespace components;
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glm::mat4 objTransform{ 1.0f };
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auto t = transform;
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@ -136,5 +113,6 @@ namespace engine {
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child->getAllSubComponents(compList, newTransform);
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}
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}
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*/
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}
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11
src/scene.cpp
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11
src/scene.cpp
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#include "scene.hpp"
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namespace engine {
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Scene::Scene()
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: Object("root", nullptr, this)
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{
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}
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}
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namespace engine {
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class Scene {};
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SceneManager::SceneManager()
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{
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m_scenes.emplace_back(std::make_unique<Scene>());
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m_activeScene = m_scenes.begin();
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}
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SceneManager::~SceneManager()
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{
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}
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SceneManager::~SceneManager() {}
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}
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#include <iostream>
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#include <stdexcept>
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const uint64_t BILLION = 1000000000;
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static const uint64_t BILLION = 1000000000;
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namespace engine {
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Window::Window(const std::string& title, bool resizable, bool fullscreen) : m_title(title), m_resizable(resizable), m_fullscreen(fullscreen)
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Window::Window(const std::string& title, bool resizable, bool fullscreen)
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: m_title(title), m_resizable(resizable), m_fullscreen(fullscreen)
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{
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// init SDL
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@ -62,7 +63,7 @@ namespace engine {
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const int WINDOWED_MIN_HEIGHT = 480;
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SDL_SetWindowMinimumSize(m_handle, WINDOWED_MIN_WIDTH, WINDOWED_MIN_HEIGHT);
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// onResize(m_winSize.x, m_winSize.y);
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// onResize(m_winSize.x, m_winSize.y);
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}
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