Reorganized classes & namespaces. Made sprite a component.
This commit is contained in:
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f255905c73
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33de4a8d1f
@ -3,7 +3,8 @@
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<GameObject name="Level 1 Sword">
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<Transform />
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<SpriteRenderer sprite="sprites/items/Lvl1Sword.sprite" />
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<Sprite src="sprites/items/Lvl1Sword.sprite" />
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<SpriteRenderer />
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<Item name="Level 1 Sword"
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description="Better than nothing."
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level="1" />
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@ -15,7 +16,8 @@
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<GameObject name="Level 2 Sword">
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<Transform />
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<SpriteRenderer sprite="sprites/items/Lvl2Sword.sprite" />
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<Sprite src="sprites/items/Lvl2Sword.sprite" />
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<SpriteRenderer />
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<Item name="Level 2 Sword"
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description="Better than basic sword."
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level="2" />
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@ -17,7 +17,8 @@
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<!-- Player object -->
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<GameObject name="Player">
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<Transform x="120" y="100" />
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<SpriteRenderer sprite="sprites/Player.sprite" />
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<Sprite src="sprites/Player.sprite" />
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<SpriteRenderer />
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<PlayerController />
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</GameObject>
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@ -19,23 +19,23 @@
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</State>
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<State name="Walking right">
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<Frame tileSet="tilesets/PlayerTiles.png" cell="0" w="1" h="2" duration="7" />
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<Frame tileSet="tilesets/PlayerTiles.png" cell="1" w="1" h="2" duration="7" />
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<Frame tileSet="tilesets/PlayerTiles.png" cell="0" w="1" h="2" duration="0.2" />
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<Frame tileSet="tilesets/PlayerTiles.png" cell="1" w="1" h="2" duration="0.2" />
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</State>
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<State name="Walking up">
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<Frame tileSet="tilesets/PlayerTiles.png" cell="2" w="1" h="2" duration="7" />
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<Frame tileSet="tilesets/PlayerTiles.png" cell="3" w="1" h="2" duration="7" />
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<Frame tileSet="tilesets/PlayerTiles.png" cell="2" w="1" h="2" duration="0.2" />
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<Frame tileSet="tilesets/PlayerTiles.png" cell="3" w="1" h="2" duration="0.2" />
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</State>
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<State name="Walking left">
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<Frame tileSet="tilesets/PlayerTiles.png" cell="4" w="1" h="2" duration="7" />
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<Frame tileSet="tilesets/PlayerTiles.png" cell="5" w="1" h="2" duration="7" />
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<Frame tileSet="tilesets/PlayerTiles.png" cell="4" w="1" h="2" duration="0.2" />
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<Frame tileSet="tilesets/PlayerTiles.png" cell="5" w="1" h="2" duration="0.2" />
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</State>
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<State name="Walking down">
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<Frame tileSet="tilesets/PlayerTiles.png" cell="6" w="1" h="2" duration="7" />
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<Frame tileSet="tilesets/PlayerTiles.png" cell="7" w="1" h="2" duration="7" />
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<Frame tileSet="tilesets/PlayerTiles.png" cell="6" w="1" h="2" duration="0.2" />
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<Frame tileSet="tilesets/PlayerTiles.png" cell="7" w="1" h="2" duration="0.2" />
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</State>
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</Sprite>
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@ -5,7 +5,6 @@
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<Frame tileSet="sprites/items/sword.png" cell="0" w="1" h="1" duration="1" />
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</State>
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<State name="Attack">
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<Frame tileSet="sprites/items/sword.png" cell="0" w="1" h="1" duration="10" />
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<Frame tileSet="sprites/items/sword.png" cell="1" w="1" h="1" duration="10" />
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<Frame tileSet="sprites/items/sword.png" cell="1" w="1" h="1" duration="1" />
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</State>
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</Sprite>
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@ -8,10 +8,10 @@
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#ifndef MODEL_GAMESTATE_H_
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#define MODEL_GAMESTATE_H_
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#include <base/GameObject.h>
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#include <base/RenderContext.h>
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#include <model/GameObject.h>
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#include <model/Scene.h>
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#include <model/Configuration.h>
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#include <graphics/RenderContext.h>
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#include <resources/ResourceManager.h>
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#include <memory>
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@ -30,11 +30,11 @@ namespace farmlands {
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model::Configuration* config;
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// Render context
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base::RenderContext renderContext;
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graphics::RenderContext renderContext;
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// Scene
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model::Scene* scene;
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std::vector<base::GameObject*> itemPrefabs;
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std::vector<model::GameObject*> itemPrefabs;
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// Misc
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float elapsedTime;
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@ -1,52 +0,0 @@
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/*
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* RenderContext.h
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*
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* Created on: Nov 30, 2016
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* Author: tibi
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*/
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#ifndef GRAPHICS_RENDERCONTEXT_H_
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#define GRAPHICS_RENDERCONTEXT_H_
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#include <base/Viewport.h>
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#include <SDL2/SDL.h>
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namespace farmlands {
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namespace base {
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class GameObject;
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struct Transform;
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struct Camera;
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class RenderContext
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{
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public:
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float xToWorld(float x);
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float yToWorld(float y);
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float xToScreen(float x);
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float yToScreen(float y);
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bool visible(SDL_Rect& rect);
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inline GameObject* cameraObj() { return m_cameraObj; }
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inline Camera* camera() { return m_camera; }
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inline Transform* cameraTransform() { return m_cameraTransform; }
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void setCamera(GameObject* camera);
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/**
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* Screen properties
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*/
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Viewport viewport;
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float uiScale = 1.0f;
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private:
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Transform* m_cameraTransform;
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Camera* m_camera;
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GameObject* m_cameraObj;
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};
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}
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}
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#endif /* GRAPHICS_RENDERCONTEXT_H_ */
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@ -5,13 +5,13 @@
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* Author: tibi
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*/
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#include <model/Background.h>
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#include <components/Background.h>
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#include <utils/Assert.h>
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#include <iostream>
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namespace farmlands {
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namespace model {
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namespace components {
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Background::Background(size_t layerCount, size_t rowCount, size_t columnCount)
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@ -29,7 +29,7 @@ Background::~Background()
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delete[] m_textures;
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}
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base::Component* Background::clone()
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model::Component* Background::clone()
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{
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Background* clone = new Background(m_layers, m_rows, m_columns);
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memcpy(clone->m_cells, m_cells, sizeof(Cell) * m_layers * m_rows * m_columns);
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@ -8,21 +8,21 @@
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#ifndef MODEL_BACKGROUND_H_
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#define MODEL_BACKGROUND_H_
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#include <base/Component.h>
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#include <model/Component.h>
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#include <resources/ResourceManager.h>
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namespace farmlands {
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namespace model {
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namespace components {
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typedef int16_t Cell;
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class Background: public base::Component
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class Background: public model::Component
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{
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public:
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Background(size_t layerCount, size_t rowCount, size_t columnCount);
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virtual ~Background();
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virtual base::Component* clone() override;
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virtual model::Component* clone() override;
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virtual void dump(unsigned level) override;
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inline size_t layerCount() const { return m_layers; }
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@ -6,8 +6,8 @@
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*/
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#include <GameState.h>
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#include <base/Camera.h>
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#include <controller/DebugController.h>
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#include <components/basic/Camera.h>
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#include <components/DebugController.h>
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#include <input/Input.h>
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#include <iostream>
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@ -15,7 +15,7 @@
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using namespace farmlands::input;
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namespace farmlands {
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namespace controller {
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namespace components {
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static const float ScaleVelocity = 0.5f;
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static const float ScaleShiftVelocity = 2.0f;
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@ -29,7 +29,7 @@ DebugController::~DebugController()
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{
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}
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base::Component* DebugController::clone()
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model::Component* DebugController::clone()
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{
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return new DebugController();
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}
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@ -8,26 +8,26 @@
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#ifndef CONTROLLER_DEBUGCONTROLLER_H_
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#define CONTROLLER_DEBUGCONTROLLER_H_
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#include <base/Component.h>
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#include <base/Camera.h>
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#include <model/Component.h>
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#include <components/basic/Camera.h>
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namespace farmlands {
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namespace controller {
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namespace components {
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class DebugController: public base::Component
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class DebugController: public model::Component
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{
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public:
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DebugController();
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virtual ~DebugController();
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virtual base::Component* clone() override;
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virtual model::Component* clone() override;
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virtual void dump(unsigned level) override;
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virtual void onInitialize() override;
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virtual void onUpdateLogic() override;
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private:
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base::Camera* m_camera;
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basic::Camera* m_camera;
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};
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} /* namespace controller */
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*/
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#include <GameState.h>
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#include <controller/GuiController.h>
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#include <components/GuiController.h>
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#include <gui/widgets/TextArea.h>
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#include <iostream>
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namespace farmlands {
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namespace controller {
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namespace components {
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GuiController::GuiController()
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: m_canvas()
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@ -23,7 +23,7 @@ GuiController::~GuiController()
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{
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}
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base::Component* GuiController::clone()
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model::Component* GuiController::clone()
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{
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return new GuiController();
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}
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@ -70,7 +70,6 @@ bool GuiController::onEvent(SDL_Event& event)
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void GuiController::onRender()
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{
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// Compute render context
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// Render
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m_canvas.render(m_context);
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}
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@ -8,22 +8,22 @@
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#ifndef CONTROLLER_GUICONTROLLER_H_
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#define CONTROLLER_GUICONTROLLER_H_
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#include <base/Component.h>
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#include <base/RenderContext.h>
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#include <model/Component.h>
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#include <graphics/RenderContext.h>
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#include <gui/layout/Canvas.h>
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#include <SDL2/SDL.h>
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namespace farmlands {
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namespace controller {
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namespace components {
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class GuiController : public base::Component
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class GuiController : public model::Component
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{
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public:
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GuiController();
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virtual ~GuiController();
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virtual base::Component* clone() override;
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virtual model::Component* clone() override;
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virtual void dump(unsigned level) override;
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/**
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@ -35,7 +35,7 @@ namespace controller {
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private:
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gui::layout::Canvas m_canvas;
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base::RenderContext* m_context;
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graphics::RenderContext* m_context;
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};
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} /* namespace controller */
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*/
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#include <GameState.h>
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#include <base/Component.h>
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#include <base/Camera.h>
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#include <components/basic/Camera.h>
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#include <model/Component.h>
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#include <iostream>
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using namespace farmlands::model;
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namespace farmlands {
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namespace base {
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namespace components {
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namespace basic {
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Camera::Camera()
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: scale(1),
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@ -53,4 +56,5 @@ void Camera::dump(unsigned level)
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}
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}
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}
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#ifndef MODEL_CAMERA_H_
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#define MODEL_CAMERA_H_
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#include <base/Component.h>
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#include <model/Component.h>
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namespace farmlands {
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namespace base {
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namespace components {
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namespace basic {
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class Camera : public base::Component
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class Camera : public model::Component
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{
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public:
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Camera();
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virtual ~Camera();
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virtual base::Component* clone() override;
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virtual model::Component* clone() override;
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virtual void dump(unsigned level) override;
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virtual void onCreate();
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@ -30,5 +31,6 @@ namespace base {
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}
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}
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}
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#endif /* MODEL_CAMERA_H_ */
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@ -5,22 +5,26 @@
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* Author: tibi
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*/
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#include <base/Sprite.h>
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#include <GameState.h>
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#include <components/basic/Sprite.h>
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#include <utils/Assert.h>
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#include <algorithm>
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#include <iostream>
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namespace farmlands {
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namespace base {
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namespace components {
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namespace basic {
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Sprite::Sprite()
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: anchorX(0), anchorY(0),
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name(),
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: name(),
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anchorX(0), anchorY(0),
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animationVelocity(1.0f),
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m_states(),
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m_stateNames(),
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m_currentState(0),
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m_currentFrame(0),
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m_currentFrameTimeLeft(0),
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m_animationVelocity(1)
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m_currentFrameTimeLeft(0)
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{
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}
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@ -28,11 +32,45 @@ Sprite::~Sprite()
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{
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}
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model::Component* Sprite::clone()
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{
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Sprite* clone = new Sprite();
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// Copy public fields
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clone->name = name;
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clone->anchorX = anchorX;
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clone->anchorY = anchorY;
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clone->animationVelocity = animationVelocity;
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// Copy private memberes
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std::copy(m_states.begin(), m_states.end(), std::back_inserter(clone->m_states));
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std::copy(m_stateNames.begin(), m_stateNames.end(), std::inserter(clone->m_stateNames, clone->m_stateNames.end()));
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clone->m_currentState = m_currentState;
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clone->m_currentFrame = m_currentFrame;
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clone->m_currentFrameTimeLeft = m_currentFrameTimeLeft;
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return clone;
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}
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void Sprite::dump(unsigned level)
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{
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for (unsigned i = 0; i < level; i++)
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std::cout<<" ";
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std::cout << " .Component: Sprite ";
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std::cout << "name="<<name<<"\n";
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}
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void Sprite::onPreRender()
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{
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advanceTime(GameState::current().elapsedTime);
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}
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void Sprite::addState(const SpriteState& state)
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{
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Assert(state.frames.size() > 0, "State must have at least one frame!");
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#ifdef BUILD_DEBUG
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uint32_t totalDuration = 0;
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float totalDuration = 0;
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for (auto frame : state.frames)
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totalDuration += frame.duration;
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@ -63,11 +101,23 @@ void Sprite::setState(const std::string& name)
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setState(m_stateNames.at(name));
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}
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SpriteState& Sprite::currentState()
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{
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Assert(m_states.size() > 0, "Sprite must have at least one state!");
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return m_states.at(m_currentState);
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}
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Frame& Sprite::currentFrame()
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{
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Assert(currentState().frames.size() > 0, "State must have at least one frame!");
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return currentState().frames.at(m_currentFrame);
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}
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void Sprite::advanceTime(float fractions)
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{
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Assert(m_states.size() > 0, "Sprite must have at least one state!");
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m_currentFrameTimeLeft -= fractions * m_animationVelocity;
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m_currentFrameTimeLeft -= fractions * animationVelocity;
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while (m_currentFrameTimeLeft <= 0)
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{
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@ -79,22 +129,6 @@ void Sprite::advanceTime(float fractions)
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}
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}
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SpriteState& Sprite::currentState()
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{
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Assert(m_states.size() > 0, "Sprite must have at least one state!");
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return m_states.at(m_currentState);
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}
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void Sprite::setAnimationVelocity(float velocity)
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{
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m_animationVelocity = velocity;
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}
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Frame& Sprite::currentFrame()
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{
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Assert(currentState().frames.size() > 0, "State must have at least one frame!");
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return currentState().frames.at(m_currentFrame);
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}
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} /* namespace model */
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} /* namespace farmlands */
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@ -8,13 +8,15 @@
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#ifndef MODEL_SPRITE_H_
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#define MODEL_SPRITE_H_
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#include <model/Component.h>
|
||||
#include <utils/Exceptions.h>
|
||||
|
||||
#include <vector>
|
||||
#include <unordered_map>
|
||||
|
||||
namespace farmlands {
|
||||
namespace base {
|
||||
namespace components {
|
||||
namespace basic {
|
||||
|
||||
/**
|
||||
* Defines an animation frame
|
||||
@ -24,11 +26,11 @@ namespace base {
|
||||
uint32_t tileSetId;
|
||||
uint32_t tileSetCell;
|
||||
uint32_t width, height;
|
||||
uint32_t duration;
|
||||
float duration;
|
||||
};
|
||||
|
||||
/**
|
||||
* Defines a sprite state (aka an animation).
|
||||
* Defines a sprite state (i.e. an animation).
|
||||
*/
|
||||
struct SpriteState
|
||||
{
|
||||
@ -39,12 +41,17 @@ namespace base {
|
||||
/**
|
||||
* Defines a sprite
|
||||
*/
|
||||
class Sprite
|
||||
class Sprite : public model::Component
|
||||
{
|
||||
public:
|
||||
Sprite();
|
||||
virtual ~Sprite();
|
||||
|
||||
virtual model::Component* clone() override;
|
||||
virtual void dump(unsigned level) override;
|
||||
|
||||
virtual void onPreRender() override;
|
||||
|
||||
/**
|
||||
* Adds a state to the sprite.
|
||||
*/
|
||||
@ -60,35 +67,28 @@ namespace base {
|
||||
*/
|
||||
void setState(const std::string& name);
|
||||
|
||||
/**
|
||||
* Advances the current frame
|
||||
*/
|
||||
void advanceTime(float fractions);
|
||||
|
||||
/**
|
||||
* Sets the animation velocity. Using this property, animation can be slowed or accelerated.
|
||||
*/
|
||||
void setAnimationVelocity(float velocity);
|
||||
|
||||
// Getters
|
||||
SpriteState& currentState();
|
||||
Frame& currentFrame();
|
||||
|
||||
// Public fields
|
||||
float anchorX, anchorY;
|
||||
std::string name;
|
||||
float anchorX, anchorY;
|
||||
float animationVelocity;
|
||||
|
||||
private:
|
||||
void advanceTime(float fractions);
|
||||
|
||||
std::vector<SpriteState> m_states;
|
||||
std::unordered_map<std::string, size_t> m_stateNames;
|
||||
|
||||
size_t m_currentState;
|
||||
size_t m_currentFrame;
|
||||
float m_currentFrameTimeLeft;
|
||||
float m_animationVelocity;
|
||||
};
|
||||
|
||||
} /* namespace model */
|
||||
}
|
||||
} /* namespace components */
|
||||
} /* namespace farmlands */
|
||||
|
||||
#endif /* MODEL_SPRITE_H_ */
|
@ -5,13 +5,14 @@
|
||||
* Author: tibi
|
||||
*/
|
||||
|
||||
#include <base/GameObject.h>
|
||||
#include <base/Transform.h>
|
||||
#include <model/GameObject.h>
|
||||
#include <components/basic/Transform.h>
|
||||
|
||||
#include <iostream>
|
||||
|
||||
namespace farmlands {
|
||||
namespace base {
|
||||
namespace components {
|
||||
namespace basic {
|
||||
|
||||
Transform::Transform()
|
||||
: x(0), y(0),
|
||||
@ -24,7 +25,7 @@ Transform::~Transform()
|
||||
{
|
||||
}
|
||||
|
||||
Component* Transform::clone()
|
||||
model::Component* Transform::clone()
|
||||
{
|
||||
Transform* clone = new Transform();
|
||||
clone->x = x;
|
||||
@ -34,7 +35,7 @@ Component* Transform::clone()
|
||||
return clone;
|
||||
}
|
||||
|
||||
void farmlands::base::Transform::onCreate()
|
||||
void Transform::onCreate()
|
||||
{
|
||||
if (gameObject->parent() != nullptr)
|
||||
m_parent = gameObject->parent()->component<Transform>();
|
||||
@ -72,7 +73,8 @@ void Transform::dump(unsigned level)
|
||||
std::cout << "h="<<h<<"\n";
|
||||
}
|
||||
|
||||
} /* namespace base */
|
||||
}
|
||||
}
|
||||
} /* namespace farmlands */
|
||||
|
||||
|
@ -8,18 +8,19 @@
|
||||
#ifndef BASE_TRANSFORM_H_
|
||||
#define BASE_TRANSFORM_H_
|
||||
|
||||
#include <base/Component.h>
|
||||
#include <model/Component.h>
|
||||
|
||||
namespace farmlands {
|
||||
namespace base {
|
||||
namespace components {
|
||||
namespace basic {
|
||||
|
||||
class Transform: public Component
|
||||
class Transform: public model::Component
|
||||
{
|
||||
public:
|
||||
Transform();
|
||||
virtual ~Transform();
|
||||
|
||||
virtual base::Component* clone() override;
|
||||
virtual model::Component* clone() override;
|
||||
virtual void dump(unsigned level) override;
|
||||
|
||||
virtual void onCreate();
|
||||
@ -40,7 +41,8 @@ namespace base {
|
||||
Transform* m_parent;
|
||||
};
|
||||
|
||||
} /* namespace base */
|
||||
}
|
||||
}
|
||||
} /* namespace farmlands */
|
||||
|
||||
#endif /* BASE_TRANSFORM_H_ */
|
@ -5,12 +5,12 @@
|
||||
* Author: tibi
|
||||
*/
|
||||
|
||||
#include <controller/items/Giftable.h>
|
||||
#include <components/items/Giftable.h>
|
||||
|
||||
#include <iostream>
|
||||
|
||||
namespace farmlands {
|
||||
namespace controller {
|
||||
namespace components {
|
||||
namespace items {
|
||||
|
||||
Giftable::Giftable()
|
||||
@ -21,7 +21,7 @@ Giftable::~Giftable()
|
||||
{
|
||||
}
|
||||
|
||||
base::Component* Giftable::clone()
|
||||
model::Component* Giftable::clone()
|
||||
{
|
||||
return new Giftable();
|
||||
}
|
||||
@ -46,5 +46,5 @@ void Giftable::dump(unsigned level)
|
||||
}
|
||||
|
||||
} /* namespace items */
|
||||
} /* namespace controller */
|
||||
} /* namespace components */
|
||||
} /* namespace farmlands */
|
@ -8,20 +8,20 @@
|
||||
#ifndef CONTROLLER_ITEMS_GIFTABLE_H_
|
||||
#define CONTROLLER_ITEMS_GIFTABLE_H_
|
||||
|
||||
#include <base/Component.h>
|
||||
#include <model/Component.h>
|
||||
#include <model/Direction.h>
|
||||
|
||||
namespace farmlands {
|
||||
namespace controller {
|
||||
namespace components {
|
||||
namespace items {
|
||||
|
||||
class Giftable: public base::Component
|
||||
class Giftable: public model::Component
|
||||
{
|
||||
public:
|
||||
Giftable();
|
||||
virtual ~Giftable();
|
||||
|
||||
virtual base::Component* clone() override;
|
||||
virtual model::Component* clone() override;
|
||||
virtual void dump(unsigned level) override;
|
||||
|
||||
bool canGift(float x, float y, model::Direction d);
|
||||
@ -29,7 +29,7 @@ namespace items {
|
||||
};
|
||||
|
||||
} /* namespace items */
|
||||
} /* namespace controller */
|
||||
} /* namespace components */
|
||||
} /* namespace farmlands */
|
||||
|
||||
#endif /* CONTROLLER_ITEMS_GIFTABLE_H_ */
|
@ -8,19 +8,20 @@
|
||||
#ifndef MODEL_ITEM_H_
|
||||
#define MODEL_ITEM_H_
|
||||
|
||||
#include <base/Component.h>
|
||||
#include <model/Component.h>
|
||||
#include <iostream>
|
||||
|
||||
namespace farmlands {
|
||||
namespace model {
|
||||
namespace components {
|
||||
namespace items {
|
||||
|
||||
class Item: public base::Component
|
||||
class Item: public model::Component
|
||||
{
|
||||
public:
|
||||
Item();
|
||||
virtual ~Item();
|
||||
|
||||
virtual base::Component* clone() override;
|
||||
virtual model::Component* clone() override;
|
||||
virtual void dump(unsigned level) override;
|
||||
|
||||
std::string name;
|
||||
@ -41,7 +42,7 @@ namespace model {
|
||||
{
|
||||
}
|
||||
|
||||
inline base::Component* Item::clone()
|
||||
inline model::Component* Item::clone()
|
||||
{
|
||||
Item* clone = new Item();
|
||||
clone->name = name;
|
||||
@ -59,7 +60,8 @@ namespace model {
|
||||
std::cout << " .Component: Item\n";
|
||||
}
|
||||
|
||||
} /* namespace model */
|
||||
}
|
||||
}
|
||||
} /* namespace farmlands */
|
||||
|
||||
#endif /* MODEL_ITEM_H_ */
|
@ -6,12 +6,12 @@
|
||||
*/
|
||||
|
||||
#include <GameState.h>
|
||||
#include <controller/items/Weapon.h>
|
||||
#include <components/items/Weapon.h>
|
||||
|
||||
#include <iostream>
|
||||
|
||||
namespace farmlands {
|
||||
namespace controller {
|
||||
namespace components {
|
||||
namespace items {
|
||||
|
||||
Weapon::Weapon()
|
||||
@ -19,7 +19,7 @@ Weapon::Weapon()
|
||||
critProbability(0),
|
||||
critDamage(0),
|
||||
attackDuration(1.0f),
|
||||
m_spriteRenderer(nullptr),
|
||||
m_sprite(nullptr),
|
||||
m_attackTimeLeft(0)
|
||||
{
|
||||
}
|
||||
@ -28,7 +28,7 @@ Weapon::~Weapon()
|
||||
{
|
||||
}
|
||||
|
||||
base::Component* Weapon::clone()
|
||||
model::Component* Weapon::clone()
|
||||
{
|
||||
Weapon* clone = new Weapon();
|
||||
clone->damage = damage;
|
||||
@ -41,12 +41,12 @@ base::Component* Weapon::clone()
|
||||
|
||||
void Weapon::onInitialize()
|
||||
{
|
||||
m_spriteRenderer = gameObject->component<graphics::SpriteRenderer>();
|
||||
m_sprite = gameObject->component<basic::Sprite>();
|
||||
}
|
||||
|
||||
void Weapon::onPreRender()
|
||||
{
|
||||
m_spriteRenderer->sprite->setState(m_attackTimeLeft > 0);
|
||||
m_sprite->setState(m_attackTimeLeft > 0);
|
||||
}
|
||||
|
||||
void Weapon::onUpdateLogic()
|
||||
@ -78,6 +78,6 @@ void Weapon::dump(unsigned level)
|
||||
}
|
||||
|
||||
}
|
||||
} /* namespace model */
|
||||
} /* namespace components */
|
||||
} /* namespace farmlands */
|
||||
|
@ -8,21 +8,22 @@
|
||||
#ifndef CONTROLLER_ITEMS_WEAPON_H_
|
||||
#define CONTROLLER_ITEMS_WEAPON_H_
|
||||
|
||||
#include <base/Component.h>
|
||||
#include <components/basic/Sprite.h>
|
||||
#include <graphics/SpriteRenderer.h>
|
||||
#include <model/Component.h>
|
||||
#include <model/Direction.h>
|
||||
|
||||
namespace farmlands {
|
||||
namespace controller {
|
||||
namespace components {
|
||||
namespace items {
|
||||
|
||||
class Weapon: public base::Component
|
||||
class Weapon: public model::Component
|
||||
{
|
||||
public:
|
||||
Weapon();
|
||||
virtual ~Weapon();
|
||||
|
||||
virtual base::Component* clone() override;
|
||||
virtual model::Component* clone() override;
|
||||
virtual void dump(unsigned level) override;
|
||||
|
||||
virtual void onInitialize() override;
|
||||
@ -42,12 +43,12 @@ namespace items {
|
||||
float attackDuration; // In seconds
|
||||
|
||||
private:
|
||||
graphics::SpriteRenderer* m_spriteRenderer;
|
||||
basic::Sprite* m_sprite;
|
||||
float m_attackTimeLeft;
|
||||
};
|
||||
|
||||
}
|
||||
} /* namespace model */
|
||||
} /* namespace components */
|
||||
} /* namespace farmlands */
|
||||
|
||||
#endif /* CONTROLLER_ITEMS_WEAPON_H_ */
|
@ -6,24 +6,24 @@
|
||||
*/
|
||||
|
||||
#include <GameState.h>
|
||||
#include <controller/items/Giftable.h>
|
||||
#include <controller/items/Weapon.h>
|
||||
#include <controller/player/PlayerController.h>
|
||||
#include <components/items/Giftable.h>
|
||||
#include <components/items/Item.h>
|
||||
#include <components/items/Weapon.h>
|
||||
#include <components/player/PlayerController.h>
|
||||
#include <graphics/SpriteRenderer.h>
|
||||
#include <input/Input.h>
|
||||
#include <model/Item.h>
|
||||
#include <utils/Assert.h>
|
||||
|
||||
#include <iostream>
|
||||
|
||||
using namespace farmlands::base;
|
||||
using namespace farmlands::controller::items;
|
||||
using namespace farmlands::components::basic;
|
||||
using namespace farmlands::components::items;
|
||||
using namespace farmlands::graphics;
|
||||
using namespace farmlands::input;
|
||||
using namespace farmlands::model;
|
||||
|
||||
namespace farmlands {
|
||||
namespace controller {
|
||||
namespace components {
|
||||
namespace player {
|
||||
|
||||
static const float PlayerWalkVelocity = 2.0f; // The default velocity of the player when walking (units/sec).
|
||||
@ -53,14 +53,14 @@ PlayerController::~PlayerController()
|
||||
{
|
||||
}
|
||||
|
||||
base::Component* PlayerController::clone()
|
||||
model::Component* PlayerController::clone()
|
||||
{
|
||||
return new PlayerController();
|
||||
}
|
||||
|
||||
void PlayerController::onInitialize()
|
||||
{
|
||||
m_transform = gameObject->component<base::Transform>();
|
||||
m_transform = gameObject->component<components::basic::Transform>();
|
||||
}
|
||||
|
||||
bool PlayerController::onEvent(SDL_Event& event)
|
||||
@ -171,7 +171,7 @@ void PlayerController::onUpdateLogic()
|
||||
void PlayerController::onPreRender()
|
||||
{
|
||||
// Get sprite
|
||||
SpriteRenderer* spriteRenderer = gameObject->component<SpriteRenderer>();
|
||||
Sprite* sprite = gameObject->component<Sprite>();
|
||||
|
||||
// Compute current state
|
||||
std::string stateName = (m_walking) ? "Walking " : "Idle ";
|
||||
@ -185,14 +185,14 @@ void PlayerController::onPreRender()
|
||||
else
|
||||
stateName += "down";
|
||||
|
||||
spriteRenderer->sprite->setState(stateName);
|
||||
sprite->setState(stateName);
|
||||
|
||||
// Set animation velocity
|
||||
float animVelocity = (m_running) ? 1.0f : 0.7f;
|
||||
// if (m_attackTimeLeft)
|
||||
// animVelocity = 0.1f;
|
||||
|
||||
spriteRenderer->sprite->setAnimationVelocity(animVelocity);
|
||||
sprite->animationVelocity = animVelocity;
|
||||
|
||||
// Set weapon
|
||||
if (m_currentItem)
|
||||
@ -203,7 +203,7 @@ void PlayerController::onPreRender()
|
||||
}
|
||||
|
||||
// Set camera
|
||||
base::Transform* cam = GameState::current().renderContext.cameraTransform();
|
||||
components::basic::Transform* cam = GameState::current().renderContext.cameraTransform();
|
||||
cam->x = m_transform->x;
|
||||
cam->y = m_transform->y - 1;
|
||||
}
|
@ -8,23 +8,23 @@
|
||||
#ifndef CONTROLLER_PLAYERCONTROLLER_H_
|
||||
#define CONTROLLER_PLAYERCONTROLLER_H_
|
||||
|
||||
#include <base/Component.h>
|
||||
#include <base/Transform.h>
|
||||
#include <components/basic/Transform.h>
|
||||
#include <model/Component.h>
|
||||
#include <model/Direction.h>
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
|
||||
namespace farmlands {
|
||||
namespace controller {
|
||||
namespace components {
|
||||
namespace player {
|
||||
|
||||
class PlayerController : public base::Component
|
||||
class PlayerController : public model::Component
|
||||
{
|
||||
public:
|
||||
PlayerController();
|
||||
virtual ~PlayerController();
|
||||
|
||||
virtual base::Component* clone() override;
|
||||
virtual model::Component* clone() override;
|
||||
virtual void dump(unsigned level) override;
|
||||
|
||||
virtual void onInitialize() override;
|
||||
@ -41,15 +41,15 @@ namespace player {
|
||||
bool canMove(float x, float y);
|
||||
void attack();
|
||||
|
||||
base::Transform* m_transform;
|
||||
basic::Transform* m_transform;
|
||||
model::Direction m_facingDirection;
|
||||
bool m_walking, m_running;
|
||||
|
||||
base::GameObject* m_currentItem;
|
||||
model::GameObject* m_currentItem;
|
||||
};
|
||||
|
||||
}
|
||||
} /* namespace controller */
|
||||
} /* namespace components */
|
||||
} /* namespace farmlands */
|
||||
|
||||
#endif /* CONTROLLER_PLAYERCONTROLLER_H_ */
|
@ -5,13 +5,9 @@
|
||||
* Author: tibi
|
||||
*/
|
||||
|
||||
#include <base/GameObject.h>
|
||||
#include <base/Camera.h>
|
||||
#include <controller/DebugController.h>
|
||||
#include <model/GameObject.h>
|
||||
#include <controller/FarmlandsGame.h>
|
||||
#include <graphics/backend/SdlRenderer.h>
|
||||
#include <graphics/BackgroundRenderer.h>
|
||||
#include <graphics/SpriteRenderer.h>
|
||||
#include <resources/Resources.h>
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
@ -20,7 +16,6 @@
|
||||
#include <unistd.h>
|
||||
#include <iostream>
|
||||
|
||||
using namespace farmlands::base;
|
||||
using namespace farmlands::graphics;
|
||||
using namespace farmlands::graphics::backend;
|
||||
using namespace farmlands::resources;
|
||||
|
@ -6,7 +6,7 @@
|
||||
*/
|
||||
|
||||
#include <GameState.h>
|
||||
#include <base/GameObject.h>
|
||||
#include <model/GameObject.h>
|
||||
#include <graphics/backend/SdlRenderer.h>
|
||||
#include <graphics/BackgroundRenderer.h>
|
||||
#include <resources/ResourceManager.h>
|
||||
@ -16,6 +16,7 @@
|
||||
#include <iostream>
|
||||
#include <cmath>
|
||||
|
||||
using namespace farmlands::components;
|
||||
using namespace farmlands::graphics::backend;
|
||||
using namespace farmlands::resources;
|
||||
|
||||
@ -32,7 +33,7 @@ BackgroundRenderer::~BackgroundRenderer()
|
||||
{
|
||||
}
|
||||
|
||||
base::Component* BackgroundRenderer::clone()
|
||||
model::Component* BackgroundRenderer::clone()
|
||||
{
|
||||
return new BackgroundRenderer();
|
||||
}
|
||||
@ -42,7 +43,7 @@ void BackgroundRenderer::onInitialize()
|
||||
Assert(gameObject != nullptr, "Component not properly initialized!");
|
||||
|
||||
m_context = &GameState::current().renderContext;
|
||||
m_back = gameObject->component<model::Background>();
|
||||
m_back = gameObject->component<Background>();
|
||||
}
|
||||
|
||||
void BackgroundRenderer::onRender()
|
||||
|
@ -8,34 +8,34 @@
|
||||
#ifndef GRAPHICS_BACKGROUNDRENDERER_H_
|
||||
#define GRAPHICS_BACKGROUNDRENDERER_H_
|
||||
|
||||
#include <base/Component.h>
|
||||
#include <base/Camera.h>
|
||||
#include <base/Transform.h>
|
||||
#include <base/RenderContext.h>
|
||||
#include <model/Background.h>
|
||||
#include <model/Component.h>
|
||||
#include <components/Background.h>
|
||||
#include <components/basic/Camera.h>
|
||||
#include <components/basic/Transform.h>
|
||||
#include <graphics/RenderContext.h>
|
||||
|
||||
namespace farmlands {
|
||||
namespace graphics {
|
||||
|
||||
class BackgroundRenderer: public base::Component
|
||||
{
|
||||
public:
|
||||
BackgroundRenderer();
|
||||
virtual ~BackgroundRenderer();
|
||||
class BackgroundRenderer: public model::Component
|
||||
{
|
||||
public:
|
||||
BackgroundRenderer();
|
||||
virtual ~BackgroundRenderer();
|
||||
|
||||
virtual base::Component* clone() override;
|
||||
virtual void dump(unsigned level) override;
|
||||
virtual model::Component* clone() override;
|
||||
virtual void dump(unsigned level) override;
|
||||
|
||||
virtual void onInitialize() override;
|
||||
virtual void onRender() override;
|
||||
virtual void onInitialize() override;
|
||||
virtual void onRender() override;
|
||||
|
||||
private:
|
||||
void getCell(SDL_Texture* texture, uint32_t cell, int* outX, int* outY);
|
||||
private:
|
||||
void getCell(SDL_Texture* texture, uint32_t cell, int* outX, int* outY);
|
||||
|
||||
// Private fields
|
||||
base::RenderContext* m_context;
|
||||
model::Background* m_back;
|
||||
};
|
||||
// Private fields
|
||||
graphics::RenderContext* m_context;
|
||||
components::Background* m_back;
|
||||
};
|
||||
|
||||
} /* namespace graphics */
|
||||
} /* namespace farmlands */
|
||||
|
@ -4,13 +4,17 @@
|
||||
* Created on: Nov 30, 2016
|
||||
* Author: tibi
|
||||
*/
|
||||
#include <base/Camera.h>
|
||||
#include <base/GameObject.h>
|
||||
#include <base/RenderContext.h>
|
||||
#include <base/Transform.h>
|
||||
|
||||
#include <components/basic/Camera.h>
|
||||
#include <components/basic/Transform.h>
|
||||
#include <graphics/RenderContext.h>
|
||||
#include <model/GameObject.h>
|
||||
|
||||
using namespace farmlands::components::basic;
|
||||
using namespace farmlands::model;
|
||||
|
||||
namespace farmlands {
|
||||
namespace base {
|
||||
namespace graphics {
|
||||
|
||||
float RenderContext::xToWorld(float x)
|
||||
{
|
||||
@ -36,7 +40,7 @@ float RenderContext::yToScreen(float y)
|
||||
return (y - m_cameraTransform->y) * cellH + viewport.height / 2;
|
||||
}
|
||||
|
||||
bool farmlands::base::RenderContext::visible(SDL_Rect& rect)
|
||||
bool RenderContext::visible(SDL_Rect& rect)
|
||||
{
|
||||
SDL_Rect screen = { 0, 0, viewport.width, viewport.height };
|
||||
return SDL_HasIntersection(&screen, &rect);
|
54
src/graphics/RenderContext.h
Normal file
54
src/graphics/RenderContext.h
Normal file
@ -0,0 +1,54 @@
|
||||
/*
|
||||
* RenderContext.h
|
||||
*
|
||||
* Created on: Nov 30, 2016
|
||||
* Author: tibi
|
||||
*/
|
||||
|
||||
#ifndef GRAPHICS_RENDERCONTEXT_H_
|
||||
#define GRAPHICS_RENDERCONTEXT_H_
|
||||
|
||||
#include <model/Viewport.h>
|
||||
#include <SDL2/SDL.h>
|
||||
|
||||
namespace farmlands {
|
||||
|
||||
// Forward declarations
|
||||
namespace model { class GameObject; }
|
||||
namespace components { namespace basic { struct Transform; } }
|
||||
namespace components { namespace basic { struct Camera; } }
|
||||
|
||||
namespace graphics {
|
||||
|
||||
class RenderContext
|
||||
{
|
||||
public:
|
||||
float xToWorld(float x);
|
||||
float yToWorld(float y);
|
||||
float xToScreen(float x);
|
||||
float yToScreen(float y);
|
||||
|
||||
bool visible(SDL_Rect& rect);
|
||||
|
||||
inline model::GameObject* cameraObj() { return m_cameraObj; }
|
||||
inline components::basic::Camera* camera() { return m_camera; }
|
||||
inline components::basic::Transform* cameraTransform() { return m_cameraTransform; }
|
||||
|
||||
void setCamera(model::GameObject* camera);
|
||||
|
||||
/**
|
||||
* Screen properties
|
||||
*/
|
||||
model::Viewport viewport;
|
||||
float uiScale = 1.0f;
|
||||
|
||||
private:
|
||||
model::GameObject* m_cameraObj;
|
||||
components::basic::Transform* m_cameraTransform;
|
||||
components::basic::Camera* m_camera;
|
||||
};
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
#endif /* GRAPHICS_RENDERCONTEXT_H_ */
|
@ -6,14 +6,15 @@
|
||||
*/
|
||||
|
||||
#include <GameState.h>
|
||||
#include <base/GameObject.h>
|
||||
#include <base/Camera.h>
|
||||
#include <model/GameObject.h>
|
||||
#include <components/basic/Camera.h>
|
||||
#include <graphics/backend/SdlRenderer.h>
|
||||
#include <graphics/SpriteRenderer.h>
|
||||
#include <utils/Assert.h>
|
||||
|
||||
#include <iostream>
|
||||
|
||||
using namespace farmlands::components::basic;
|
||||
using namespace farmlands::graphics::backend;
|
||||
using namespace farmlands::resources;
|
||||
|
||||
@ -21,31 +22,26 @@ namespace farmlands {
|
||||
namespace graphics {
|
||||
|
||||
SpriteRenderer::SpriteRenderer()
|
||||
: sprite(nullptr),
|
||||
m_transform(nullptr),
|
||||
m_context(nullptr)
|
||||
: m_transform(nullptr),
|
||||
m_context(nullptr),
|
||||
m_sprite(nullptr)
|
||||
{
|
||||
}
|
||||
|
||||
SpriteRenderer::~SpriteRenderer()
|
||||
{
|
||||
delete sprite;
|
||||
}
|
||||
|
||||
base::Component* SpriteRenderer::clone()
|
||||
model::Component* SpriteRenderer::clone()
|
||||
{
|
||||
SpriteRenderer* clone = new SpriteRenderer();
|
||||
clone->sprite = new base::Sprite(*sprite);
|
||||
|
||||
return clone;
|
||||
return new SpriteRenderer();
|
||||
}
|
||||
|
||||
void SpriteRenderer::onInitialize()
|
||||
{
|
||||
Assert(gameObject != nullptr, "Component not properly initialized!");
|
||||
|
||||
m_transform = gameObject->component<base::Transform>();
|
||||
m_context = &GameState::current().renderContext;
|
||||
m_transform = gameObject->component<components::basic::Transform>();
|
||||
m_sprite = gameObject->component<Sprite>();
|
||||
}
|
||||
|
||||
void SpriteRenderer::onRender()
|
||||
@ -53,27 +49,27 @@ void SpriteRenderer::onRender()
|
||||
float posX = m_context->xToScreen(m_transform->globalX());
|
||||
float posY = m_context->yToScreen(m_transform->globalY());
|
||||
|
||||
float w = sprite->currentFrame().width * m_context->viewport.pixelsPerUnitX;
|
||||
float h = sprite->currentFrame().height * m_context->viewport.pixelsPerUnitY;
|
||||
float w = m_sprite->currentFrame().width * m_context->viewport.pixelsPerUnitX;
|
||||
float h = m_sprite->currentFrame().height * m_context->viewport.pixelsPerUnitY;
|
||||
|
||||
// Compute destination rectangle
|
||||
float scale = m_context->camera()->scale;
|
||||
|
||||
SDL_Rect dest;
|
||||
dest.x = posX - sprite->anchorX * w * scale;
|
||||
dest.y = posY - sprite->anchorY * h * scale;
|
||||
dest.x = posX - m_sprite->anchorX * w * scale;
|
||||
dest.y = posY - m_sprite->anchorY * h * scale;
|
||||
dest.w = w * scale;
|
||||
dest.h = h * scale;
|
||||
|
||||
if (m_context->visible(dest))
|
||||
{
|
||||
// Obtain texture
|
||||
int texId = sprite->currentFrame().tileSetId;
|
||||
int texId = m_sprite->currentFrame().tileSetId;
|
||||
SDL_Texture* texture = resources::ResourceManager::instance().texture(texId);
|
||||
|
||||
// Compute source rectangle
|
||||
SDL_Rect src;
|
||||
getCell(texture, sprite->currentFrame().tileSetCell, &src.x, &src.y);
|
||||
getCell(texture, m_sprite->currentFrame().tileSetCell, &src.x, &src.y);
|
||||
src.w = w;
|
||||
src.h = h;
|
||||
|
||||
@ -82,14 +78,6 @@ void SpriteRenderer::onRender()
|
||||
}
|
||||
}
|
||||
|
||||
void SpriteRenderer::onPostRender()
|
||||
{
|
||||
float animFps = GameState::current().config->animationFps;
|
||||
float deltaTime = GameState::current().elapsedTime;
|
||||
|
||||
sprite->advanceTime(animFps * deltaTime);
|
||||
}
|
||||
|
||||
void SpriteRenderer::getCell(SDL_Texture* texture, uint32_t cell, int* outX, int* outY)
|
||||
{
|
||||
int texWidth, texHeight;
|
||||
@ -108,8 +96,7 @@ void SpriteRenderer::dump(unsigned level)
|
||||
for (unsigned i = 0; i < level; i++)
|
||||
std::cout<<" ";
|
||||
|
||||
std::cout << " .Component: SpriteRenderer sprite=";
|
||||
std::cout << sprite->name <<"\n";
|
||||
std::cout << " .Component: SpriteRenderer\n";
|
||||
}
|
||||
|
||||
} /* namespace graphics */
|
||||
|
@ -8,38 +8,35 @@
|
||||
#ifndef GRAPHICS_SPRITERENDERER_H_
|
||||
#define GRAPHICS_SPRITERENDERER_H_
|
||||
|
||||
#include <base/Component.h>
|
||||
#include <base/RenderContext.h>
|
||||
#include <base/Sprite.h>
|
||||
#include <base/Transform.h>
|
||||
#include <model/Component.h>
|
||||
#include <graphics/RenderContext.h>
|
||||
#include <components/basic/Sprite.h>
|
||||
#include <components/basic/Transform.h>
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
|
||||
namespace farmlands {
|
||||
namespace graphics {
|
||||
|
||||
class SpriteRenderer: public base::Component
|
||||
class SpriteRenderer: public model::Component
|
||||
{
|
||||
public:
|
||||
SpriteRenderer();
|
||||
virtual ~SpriteRenderer();
|
||||
|
||||
virtual base::Component* clone() override;
|
||||
virtual model::Component* clone() override;
|
||||
virtual void dump(unsigned level) override;
|
||||
|
||||
virtual void onInitialize() override;
|
||||
virtual void onRender() override;
|
||||
virtual void onPostRender() override;
|
||||
|
||||
// Public fields
|
||||
base::Sprite* sprite;
|
||||
|
||||
private:
|
||||
void getCell(SDL_Texture* texture, uint32_t cell, int* outX, int* outY);
|
||||
|
||||
// Private fields
|
||||
base::Transform* m_transform;
|
||||
base::RenderContext* m_context;
|
||||
graphics::RenderContext* m_context;
|
||||
components::basic::Transform* m_transform;
|
||||
components::basic::Sprite* m_sprite;
|
||||
};
|
||||
|
||||
} /* namespace graphics */
|
||||
|
@ -44,7 +44,7 @@ SdlRenderer::~SdlRenderer()
|
||||
SDL_Quit();
|
||||
}
|
||||
|
||||
bool SdlRenderer::initialize(base::RenderContext* renderContext)
|
||||
bool SdlRenderer::initialize(graphics::RenderContext* renderContext)
|
||||
{
|
||||
if (SDL_Init(SDL_INIT_VIDEO) != 0) {
|
||||
std::cerr << "Failed to initialize SDL!\n";
|
||||
|
@ -8,7 +8,7 @@
|
||||
#ifndef GRAPHICS_SDLRENDERER_H_
|
||||
#define GRAPHICS_SDLRENDERER_H_
|
||||
|
||||
#include <base/RenderContext.h>
|
||||
#include <graphics/RenderContext.h>
|
||||
|
||||
#include <string>
|
||||
|
||||
@ -31,7 +31,7 @@ namespace backend {
|
||||
*
|
||||
* @returns true if successful, false otherwise.
|
||||
*/
|
||||
bool initialize(base::RenderContext* renderContext);
|
||||
bool initialize(graphics::RenderContext* renderContext);
|
||||
|
||||
/**
|
||||
* Performs steps for beginning to render.
|
||||
|
@ -19,7 +19,7 @@ Canvas::~Canvas()
|
||||
{
|
||||
}
|
||||
|
||||
void Canvas::render(base::RenderContext* context)
|
||||
void Canvas::render(graphics::RenderContext* context)
|
||||
{
|
||||
for (auto child : m_children)
|
||||
child->render(context);
|
||||
|
@ -20,7 +20,7 @@ namespace layout {
|
||||
Canvas();
|
||||
virtual ~Canvas();
|
||||
|
||||
virtual void render(base::RenderContext* context) override;
|
||||
virtual void render(graphics::RenderContext* context) override;
|
||||
};
|
||||
|
||||
}
|
||||
|
@ -27,7 +27,7 @@ UIElement::~UIElement()
|
||||
{
|
||||
}
|
||||
|
||||
void UIElement::render(base::RenderContext* context)
|
||||
void UIElement::render(graphics::RenderContext* context)
|
||||
{
|
||||
if (m_backColor.a > 0)
|
||||
{
|
||||
|
@ -10,7 +10,7 @@
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
|
||||
#include <base/RenderContext.h>
|
||||
#include <graphics/RenderContext.h>
|
||||
|
||||
namespace farmlands {
|
||||
namespace gui {
|
||||
@ -22,7 +22,7 @@ namespace primitives {
|
||||
UIElement();
|
||||
virtual ~UIElement();
|
||||
|
||||
virtual void render(base::RenderContext* context);
|
||||
virtual void render(graphics::RenderContext* context);
|
||||
virtual bool handleEvent(SDL_Event& event);
|
||||
|
||||
// Getters & setters
|
||||
|
@ -41,7 +41,7 @@ TextArea::~TextArea()
|
||||
{
|
||||
}
|
||||
|
||||
void TextArea::render(base::RenderContext* context)
|
||||
void TextArea::render(graphics::RenderContext* context)
|
||||
{
|
||||
UIElement::render(context);
|
||||
|
||||
@ -258,7 +258,7 @@ void TextArea::wrapText(TTF_Font* font)
|
||||
m_wrappedText.erase(m_wrappedText.size() - 1);
|
||||
}
|
||||
|
||||
void TextArea::renderLines(base::RenderContext* context, TTF_Font* font)
|
||||
void TextArea::renderLines(graphics::RenderContext* context, TTF_Font* font)
|
||||
{
|
||||
// Clean up old textures
|
||||
for (SDL_Texture* tex : m_renderedLines)
|
||||
|
@ -49,7 +49,7 @@ namespace widgets {
|
||||
TextArea();
|
||||
virtual ~TextArea();
|
||||
|
||||
virtual void render(base::RenderContext* context) override;
|
||||
virtual void render(graphics::RenderContext* context) override;
|
||||
|
||||
// Getters and setters
|
||||
inline std::string text() const { return m_text; }
|
||||
@ -71,7 +71,7 @@ namespace widgets {
|
||||
|
||||
private:
|
||||
void wrapText(TTF_Font* font);
|
||||
void renderLines(base::RenderContext* context, TTF_Font* font);
|
||||
void renderLines(graphics::RenderContext* context, TTF_Font* font);
|
||||
|
||||
std::string m_text;
|
||||
std::string m_wrappedText;
|
||||
|
@ -5,10 +5,10 @@
|
||||
* Author: tibi
|
||||
*/
|
||||
|
||||
#include <base/Component.h>
|
||||
#include <model/Component.h>
|
||||
|
||||
namespace farmlands {
|
||||
namespace base {
|
||||
namespace model {
|
||||
|
||||
Component::Component()
|
||||
: gameObject(nullptr)
|
||||
@ -61,7 +61,7 @@ void Component::onDisable()
|
||||
}
|
||||
|
||||
}
|
||||
/* namespace base */
|
||||
/* namespace model */
|
||||
} /* namespace farmlands */
|
||||
|
||||
|
@ -8,13 +8,13 @@
|
||||
#ifndef COMPONENT_H_
|
||||
#define COMPONENT_H_
|
||||
|
||||
#include <base/ICloneable.h>
|
||||
#include <base/INonAssignable.h>
|
||||
#include <model/ICloneable.h>
|
||||
#include <model/INonAssignable.h>
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
|
||||
namespace farmlands {
|
||||
namespace base {
|
||||
namespace model {
|
||||
|
||||
class GameObject;
|
||||
|
||||
@ -44,7 +44,7 @@ namespace base {
|
||||
};
|
||||
|
||||
}
|
||||
/* namespace base */
|
||||
/* namespace model */
|
||||
} /* namespace farmlands */
|
||||
|
||||
#endif /* COMPONENT_H_ */
|
@ -6,13 +6,13 @@
|
||||
*/
|
||||
|
||||
#include <GameState.h>
|
||||
#include <base/GameObject.h>
|
||||
#include <base/Component.h>
|
||||
#include <model/GameObject.h>
|
||||
#include <model/Component.h>
|
||||
|
||||
#include <iostream>
|
||||
|
||||
namespace farmlands {
|
||||
namespace base {
|
||||
namespace model {
|
||||
|
||||
GameObject::GameObject()
|
||||
: name("unnamed"),
|
||||
@ -87,20 +87,30 @@ void GameObject::addChild(GameObject* obj)
|
||||
obj->m_parent = this;
|
||||
}
|
||||
|
||||
GameObject* GameObject::removeChild(size_t index)
|
||||
GameObject* GameObject::removeChild(GameObject::iterator it)
|
||||
{
|
||||
GameObject* child = m_children.at(index);
|
||||
child->m_parent = nullptr;
|
||||
|
||||
m_children.erase(m_children.begin() + index);
|
||||
|
||||
return child;
|
||||
m_children.erase(it);
|
||||
return *it;
|
||||
}
|
||||
|
||||
void GameObject::destroyChild(size_t index)
|
||||
GameObject* GameObject::removeChild(GameObject* obj)
|
||||
{
|
||||
delete m_children.at(index);
|
||||
m_children.erase(m_children.begin() + index);
|
||||
for (auto it = m_children.begin(); it != m_children.end(); it++)
|
||||
{
|
||||
if (*it == obj)
|
||||
{
|
||||
m_children.erase(it);
|
||||
return *it;
|
||||
}
|
||||
}
|
||||
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
void GameObject::destroyChild(GameObject::iterator it)
|
||||
{
|
||||
delete *it;
|
||||
m_children.erase(it);
|
||||
}
|
||||
|
||||
void GameObject::destroyChild(GameObject* obj)
|
||||
@ -116,14 +126,19 @@ void GameObject::destroyChild(GameObject* obj)
|
||||
}
|
||||
}
|
||||
|
||||
size_t GameObject::childrenCount() const
|
||||
size_t GameObject::childrenSize() const
|
||||
{
|
||||
return m_children.size();
|
||||
}
|
||||
|
||||
GameObject* GameObject::child(size_t index)
|
||||
GameObject::iterator GameObject::childrenBegin()
|
||||
{
|
||||
return m_children.at(index);
|
||||
return m_children.begin();
|
||||
}
|
||||
|
||||
GameObject::iterator GameObject::childrenEnd()
|
||||
{
|
||||
return m_children.end();
|
||||
}
|
||||
|
||||
GameObject* GameObject::parent()
|
||||
@ -286,11 +301,5 @@ void GameObject::dumpTree(unsigned level)
|
||||
child->dumpTree(level + 1);
|
||||
}
|
||||
|
||||
} /* namespace base */
|
||||
} /* namespace model */
|
||||
} /* namespace farmlands */
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
@ -8,8 +8,8 @@
|
||||
#ifndef GAMEOBJECT_H_
|
||||
#define GAMEOBJECT_H_
|
||||
|
||||
#include <base/ICloneable.h>
|
||||
#include <base/INonAssignable.h>
|
||||
#include <model/ICloneable.h>
|
||||
#include <model/INonAssignable.h>
|
||||
#include <utils/Assert.h>
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
@ -19,7 +19,7 @@
|
||||
#include <unordered_map>
|
||||
|
||||
namespace farmlands {
|
||||
namespace base {
|
||||
namespace model {
|
||||
|
||||
class Component;
|
||||
class RenderContext;
|
||||
@ -27,10 +27,11 @@ namespace base {
|
||||
class GameObject : public INonAssignable, public ICloneable<GameObject>
|
||||
{
|
||||
public:
|
||||
typedef std::vector<GameObject*>::iterator iterator;
|
||||
|
||||
// Constructors
|
||||
GameObject();
|
||||
virtual ~GameObject();
|
||||
|
||||
virtual GameObject* clone() override;
|
||||
|
||||
static GameObject* instantiate(GameObject* gameObject, std::string name, GameObject* parent);
|
||||
@ -43,11 +44,15 @@ namespace base {
|
||||
|
||||
// Tree methods
|
||||
void addChild(GameObject* obj);
|
||||
GameObject* removeChild(size_t index);
|
||||
void destroyChild(size_t index);
|
||||
GameObject* removeChild(iterator it);
|
||||
GameObject* removeChild(GameObject* obj);
|
||||
void destroyChild(iterator it);
|
||||
void destroyChild(GameObject* obj);
|
||||
GameObject* child(size_t index);
|
||||
size_t childrenCount() const;
|
||||
|
||||
size_t childrenSize() const;
|
||||
iterator childrenBegin();
|
||||
iterator childrenEnd();
|
||||
|
||||
GameObject* parent();
|
||||
|
||||
// Game object methods
|
||||
@ -132,7 +137,7 @@ namespace base {
|
||||
return m_components.erase(typeIndex);
|
||||
}
|
||||
|
||||
} /* namespace base */
|
||||
} /* namespace model */
|
||||
} /* namespace farmlands */
|
||||
|
||||
#endif /* GAMEOBJECT_H_ */
|
@ -9,7 +9,7 @@
|
||||
#define BASE_ICLONEABLE_H_
|
||||
|
||||
namespace farmlands {
|
||||
namespace base {
|
||||
namespace model {
|
||||
|
||||
template <typename T>
|
||||
class ICloneable
|
@ -9,7 +9,7 @@
|
||||
#define BASE_INONASSIGNABLE_H_
|
||||
|
||||
namespace farmlands {
|
||||
namespace base {
|
||||
namespace model {
|
||||
|
||||
class INonAssignable
|
||||
{
|
@ -8,7 +8,7 @@
|
||||
#ifndef MODEL_SCENE_H_
|
||||
#define MODEL_SCENE_H_
|
||||
|
||||
#include <base/GameObject.h>
|
||||
#include <model/GameObject.h>
|
||||
|
||||
#include <vector>
|
||||
|
||||
@ -18,7 +18,7 @@ namespace model {
|
||||
struct Scene
|
||||
{
|
||||
uint32_t cellWidth = 1, cellHeight = 1;
|
||||
base::GameObject root;
|
||||
model::GameObject root;
|
||||
};
|
||||
|
||||
} /* namespace model */
|
||||
|
@ -9,7 +9,7 @@
|
||||
#define MODEL_VIEWPORT_H_
|
||||
|
||||
namespace farmlands {
|
||||
namespace base {
|
||||
namespace model {
|
||||
|
||||
struct Viewport
|
||||
{
|
@ -8,7 +8,7 @@
|
||||
#ifndef STORAGE_RESOURCEMANAGER_H_
|
||||
#define STORAGE_RESOURCEMANAGER_H_
|
||||
|
||||
#include <base/Sprite.h>
|
||||
#include <components/basic/Sprite.h>
|
||||
|
||||
#include <vector>
|
||||
#include <map>
|
||||
|
@ -8,170 +8,20 @@
|
||||
#include <storage/Parsers.h>
|
||||
#include <resources/Resources.h>
|
||||
|
||||
using namespace farmlands::components;
|
||||
using namespace farmlands::components::basic;
|
||||
using namespace farmlands::components::items;
|
||||
using namespace farmlands::components::player;
|
||||
using namespace farmlands::graphics;
|
||||
using namespace farmlands::model;
|
||||
using namespace farmlands::resources;
|
||||
|
||||
namespace farmlands {
|
||||
namespace storage {
|
||||
|
||||
/****** Base namespace ******/
|
||||
/****** Components ******/
|
||||
|
||||
template <>
|
||||
base::Camera* parse<base::Camera> (boost::property_tree::ptree& root)
|
||||
{
|
||||
if (root.front().first == "Camera")
|
||||
root = root.front().second;
|
||||
|
||||
base::Camera* camera = new base::Camera();
|
||||
camera->scale = root.get<float>("<xmlattr>.scale", 1.0f);
|
||||
camera->mainCamera = root.get<bool>("<xmlattr>.mainCamera", false);
|
||||
return camera;
|
||||
}
|
||||
|
||||
template <>
|
||||
base::Frame* parse<base::Frame> (boost::property_tree::ptree& root)
|
||||
{
|
||||
// Ensure we are on the scene node (property tree seems to add root of its own)
|
||||
if (root.front().first == "Frame")
|
||||
root = root.front().second;
|
||||
|
||||
base::Frame* frame = new base::Frame();
|
||||
|
||||
// Obtine tile set id
|
||||
std::string tileSetPath = root.get<std::string>("<xmlattr>.tileSet");
|
||||
frame->tileSetId = resources::ResourceManager::instance().getId(tileSetPath);
|
||||
|
||||
// Set properties
|
||||
frame->tileSetCell = root.get<int>("<xmlattr>.cell");
|
||||
frame->width = root.get<uint32_t>("<xmlattr>.w", 1u);
|
||||
frame->height = root.get<uint32_t>("<xmlattr>.h", 1u);
|
||||
frame->duration = root.get<uint32_t>("<xmlattr>.duration");
|
||||
|
||||
return frame;
|
||||
}
|
||||
|
||||
template <>
|
||||
base::GameObject* parse<base::GameObject> (boost::property_tree::ptree& root)
|
||||
{
|
||||
// Ensure we are on the scene node (property tree seems to add root of its own)
|
||||
if (root.front().first == "GameObject")
|
||||
root = root.front().second;
|
||||
|
||||
base::GameObject* gameObj = new base::GameObject();
|
||||
gameObj->name = root.get<std::string>("<xmlattr>.name");
|
||||
|
||||
for (auto child : root)
|
||||
{
|
||||
// Base objects
|
||||
if (child.first == "Transform")
|
||||
gameObj->addComponent(parse<base::Transform>(child.second));
|
||||
|
||||
else if (child.first == "Camera")
|
||||
gameObj->addComponent(parse<base::Camera>(child.second));
|
||||
|
||||
// Model
|
||||
else if (child.first == "Background")
|
||||
{
|
||||
std::string path = child.second.get<std::string>("<xmlattr>.src");
|
||||
resources::ResourceId id = resources::ResourceManager::instance().getId(path);
|
||||
gameObj->addComponent(parse<model::Background>(id));
|
||||
}
|
||||
|
||||
else if (child.first == "Item")
|
||||
gameObj->addComponent(parse<model::Item>(child.second));
|
||||
|
||||
// Graphics
|
||||
else if (child.first == "BackgroundRenderer")
|
||||
gameObj->addComponent(parse<graphics::BackgroundRenderer>(child.second));
|
||||
|
||||
else if (child.first == "SpriteRenderer")
|
||||
gameObj->addComponent(parse<graphics::SpriteRenderer>(child.second));
|
||||
|
||||
// Controllers
|
||||
else if (child.first == "DebugController")
|
||||
gameObj->addComponent(parse<controller::DebugController>(child.second));
|
||||
|
||||
else if (child.first == "Giftable")
|
||||
gameObj->addComponent(parse<controller::items::Giftable>(child.second));
|
||||
|
||||
else if (child.first == "Weapon")
|
||||
gameObj->addComponent(parse<controller::items::Weapon>(child.second));
|
||||
|
||||
else if (child.first == "PlayerController")
|
||||
gameObj->addComponent(parse<controller::player::PlayerController>(child.second));
|
||||
|
||||
// !!! Add additional types here !!!
|
||||
}
|
||||
|
||||
return gameObj;
|
||||
}
|
||||
|
||||
template <>
|
||||
base::Sprite* parse<base::Sprite> (boost::property_tree::ptree& root)
|
||||
{
|
||||
// Ensure we are on the scene node (property tree seems to add root of its own)
|
||||
if (root.front().first == "Sprite")
|
||||
root = root.front().second;
|
||||
|
||||
base::Sprite* sprite = new base::Sprite();
|
||||
sprite->anchorX = root.get<float>("<xmlattr>.anchorX");
|
||||
sprite->anchorY = root.get<float>("<xmlattr>.anchorY");
|
||||
|
||||
for (auto child : root)
|
||||
{
|
||||
if (child.first == "State")
|
||||
{
|
||||
base::SpriteState* state = parse<base::SpriteState>(child.second);
|
||||
sprite->addState(*state);
|
||||
delete state;
|
||||
}
|
||||
}
|
||||
|
||||
return sprite;
|
||||
}
|
||||
|
||||
template <>
|
||||
base::SpriteState* parse<base::SpriteState> (boost::property_tree::ptree& root)
|
||||
{
|
||||
// Ensure we are on the scene node (property tree seems to add root of its own)
|
||||
if (root.front().first == "SpriteState")
|
||||
root = root.front().second;
|
||||
|
||||
base::SpriteState* spriteState = new base::SpriteState();
|
||||
spriteState->name = root.get<std::string>("<xmlattr>.name");
|
||||
|
||||
for (auto child : root)
|
||||
{
|
||||
if (child.first == "Frame")
|
||||
{
|
||||
base::Frame* frame = parse<base::Frame>(child.second);
|
||||
spriteState->frames.push_back(*frame);
|
||||
delete frame;
|
||||
}
|
||||
}
|
||||
|
||||
return spriteState;
|
||||
}
|
||||
|
||||
template <>
|
||||
base::Transform* parse<base::Transform> (boost::property_tree::ptree& root)
|
||||
{
|
||||
// Ensure we are on the scene node (property tree seems to add root of its own)
|
||||
if (root.front().first == "Transform")
|
||||
root = root.front().second;
|
||||
|
||||
base::Transform* transform = new base::Transform();
|
||||
transform->x = root.get<float>("<xmlattr>.x", 0.0f);
|
||||
transform->y = root.get<float>("<xmlattr>.y", 0.0f);
|
||||
transform->w = root.get<float>("<xmlattr>.w", 0.0f);
|
||||
transform->h = root.get<float>("<xmlattr>.h", 0.0f);
|
||||
|
||||
return transform;
|
||||
}
|
||||
|
||||
|
||||
/****** Model namespace ******/
|
||||
|
||||
void parseBackgroundCells(resources::ResourceId cellsResource, model::Background* back, size_t layer)
|
||||
void parseBackgroundCells(resources::ResourceId cellsResource, Background* back, size_t layer)
|
||||
{
|
||||
Assert(RInfo[cellsResource].type == ResourceType::BackgroundLayer, "Resource must be a level layer.");
|
||||
|
||||
@ -195,7 +45,7 @@ void parseBackgroundCells(resources::ResourceId cellsResource, model::Background
|
||||
char* nextNum = strtok(buffer, ",;");
|
||||
for (size_t col = 0; col < back->columnCount() && nextNum != NULL; col++)
|
||||
{
|
||||
model::Cell cell = (model::Cell)strtol(nextNum, NULL, 10);
|
||||
Cell cell = (Cell) strtol(nextNum, NULL, 10);
|
||||
back->setCell(layer, row, col, cell);
|
||||
|
||||
nextNum = strtok(NULL, ",;");
|
||||
@ -206,19 +56,27 @@ void parseBackgroundCells(resources::ResourceId cellsResource, model::Background
|
||||
}
|
||||
|
||||
template <>
|
||||
model::Background* parse<model::Background> (boost::property_tree::ptree& root)
|
||||
Background* parse<Background> (boost::property_tree::ptree& root)
|
||||
{
|
||||
// Ensure we are on the scene node (property tree seems to add root of its own)
|
||||
if (root.front().first == "Background")
|
||||
root = root.front().second;
|
||||
|
||||
// This object can be declared in another file
|
||||
std::string src = root.get<std::string>("<xmlattr>.src", "");
|
||||
if (!src.empty())
|
||||
{
|
||||
ResourceId id = ResourceManager::instance().getId(src);
|
||||
return parse<Background>(id);
|
||||
}
|
||||
|
||||
// Read sizes
|
||||
uint32_t layers = root.count("Layer");
|
||||
uint32_t rows = root.get<uint32_t>("<xmlattr>.rows");
|
||||
uint32_t cols = root.get<uint32_t>("<xmlattr>.columns");
|
||||
|
||||
// Create background object
|
||||
model::Background* back = new model::Background(layers, rows, cols);
|
||||
Background* back = new Background(layers, rows, cols);
|
||||
|
||||
// Read layers
|
||||
size_t layerNum = 0;
|
||||
@ -245,91 +103,144 @@ model::Background* parse<model::Background> (boost::property_tree::ptree& root)
|
||||
}
|
||||
|
||||
template <>
|
||||
model::Configuration* parse<model::Configuration> (boost::property_tree::ptree& root)
|
||||
Camera* parse<Camera> (boost::property_tree::ptree& root)
|
||||
{
|
||||
// Ensure we are on the scene node (property tree seems to add root of its own)
|
||||
if (root.front().first == "Configuration")
|
||||
if (root.front().first == "Camera")
|
||||
root = root.front().second;
|
||||
|
||||
model::Configuration* config = new model::Configuration();
|
||||
config->animationFps = root.get<float>("animationFps");
|
||||
|
||||
return config;
|
||||
Camera* camera = new Camera();
|
||||
camera->scale = root.get<float>("<xmlattr>.scale", 1.0f);
|
||||
camera->mainCamera = root.get<bool>("<xmlattr>.mainCamera", false);
|
||||
return camera;
|
||||
}
|
||||
|
||||
template <>
|
||||
model::Item* parse<model::Item> (boost::property_tree::ptree& root)
|
||||
Frame* parse<Frame> (boost::property_tree::ptree& root)
|
||||
{
|
||||
// Ensure we are on the scene node (property tree seems to add root of its own)
|
||||
if (root.front().first == "Item")
|
||||
if (root.front().first == "Frame")
|
||||
root = root.front().second;
|
||||
|
||||
// Parse
|
||||
model::Item* item = new model::Item();
|
||||
item->name = root.get<std::string>("<xmlattr>.name");
|
||||
item->description = root.get<std::string>("<xmlattr>.description");
|
||||
item->level = root.get<uint8_t>("<xmlattr>.level");
|
||||
return item;
|
||||
Frame* frame = new Frame();
|
||||
|
||||
// Obtine tile set id
|
||||
std::string tileSetPath = root.get<std::string>("<xmlattr>.tileSet");
|
||||
frame->tileSetId = resources::ResourceManager::instance().getId(tileSetPath);
|
||||
|
||||
// Set properties
|
||||
frame->tileSetCell = root.get<int>("<xmlattr>.cell");
|
||||
frame->width = root.get<uint32_t>("<xmlattr>.w", 1u);
|
||||
frame->height = root.get<uint32_t>("<xmlattr>.h", 1u);
|
||||
frame->duration = root.get<float>("<xmlattr>.duration");
|
||||
|
||||
return frame;
|
||||
}
|
||||
|
||||
template <>
|
||||
model::Scene* parse<model::Scene> (boost::property_tree::ptree& root)
|
||||
Sprite* parse<Sprite> (boost::property_tree::ptree& root)
|
||||
{
|
||||
// Ensure we are on the scene node (property tree seems to add root of its own)
|
||||
if (root.front().first == "Scene")
|
||||
if (root.front().first == "Sprite")
|
||||
root = root.front().second;
|
||||
|
||||
model::Scene* scene = new model::Scene();
|
||||
scene->cellWidth = root.get<uint32_t>("<xmlattr>.cellWidth");
|
||||
scene->cellHeight = root.get<uint32_t>("<xmlattr>.cellHeight");
|
||||
// This object can be declared in another file
|
||||
std::string src = root.get<std::string>("<xmlattr>.src", "");
|
||||
if (!src.empty())
|
||||
{
|
||||
ResourceId id = ResourceManager::instance().getId(src);
|
||||
return parse<Sprite>(id);
|
||||
}
|
||||
|
||||
// Parse sprite
|
||||
Sprite* sprite = new Sprite();
|
||||
sprite->anchorX = root.get<float>("<xmlattr>.anchorX");
|
||||
sprite->anchorY = root.get<float>("<xmlattr>.anchorY");
|
||||
sprite->animationVelocity = root.get<float>("<xmlattr>.animationVelocity", 1.0f);
|
||||
|
||||
for (auto child : root)
|
||||
{
|
||||
if (child.first == "GameObject")
|
||||
if (child.first == "State")
|
||||
{
|
||||
base::GameObject* obj = parse<base::GameObject>(child.second);
|
||||
scene->root.addChild(obj);
|
||||
SpriteState* state = parse<SpriteState>(child.second);
|
||||
sprite->addState(*state);
|
||||
delete state;
|
||||
}
|
||||
}
|
||||
|
||||
return scene;
|
||||
return sprite;
|
||||
}
|
||||
|
||||
template <>
|
||||
SpriteState* parse<SpriteState> (boost::property_tree::ptree& root)
|
||||
{
|
||||
// Ensure we are on the scene node (property tree seems to add root of its own)
|
||||
if (root.front().first == "SpriteState")
|
||||
root = root.front().second;
|
||||
|
||||
/****** Controller namespace ******/
|
||||
SpriteState* spriteState = new SpriteState();
|
||||
spriteState->name = root.get<std::string>("<xmlattr>.name");
|
||||
|
||||
for (auto child : root)
|
||||
{
|
||||
if (child.first == "Frame")
|
||||
{
|
||||
Frame* frame = parse<Frame>(child.second);
|
||||
spriteState->frames.push_back(*frame);
|
||||
delete frame;
|
||||
}
|
||||
}
|
||||
|
||||
return spriteState;
|
||||
}
|
||||
|
||||
template <>
|
||||
controller::DebugController* parse<controller::DebugController> (boost::property_tree::ptree& root)
|
||||
Transform* parse<components::basic::Transform> (boost::property_tree::ptree& root)
|
||||
{
|
||||
// Ensure we are on the scene node (property tree seems to add root of its own)
|
||||
if (root.front().first == "Transform")
|
||||
root = root.front().second;
|
||||
|
||||
Transform* transform = new Transform();
|
||||
transform->x = root.get<float>("<xmlattr>.x", 0.0f);
|
||||
transform->y = root.get<float>("<xmlattr>.y", 0.0f);
|
||||
transform->w = root.get<float>("<xmlattr>.w", 0.0f);
|
||||
transform->h = root.get<float>("<xmlattr>.h", 0.0f);
|
||||
|
||||
return transform;
|
||||
}
|
||||
|
||||
template <>
|
||||
DebugController* parse<DebugController> (boost::property_tree::ptree& root)
|
||||
{
|
||||
// Ensure we are on the scene node (property tree seems to add root of its own)
|
||||
if (root.front().first == "DebugController")
|
||||
root = root.front().second;
|
||||
|
||||
controller::DebugController* controller = new controller::DebugController();
|
||||
DebugController* controller = new DebugController();
|
||||
return controller;
|
||||
}
|
||||
|
||||
template <>
|
||||
controller::items::Giftable* parse<controller::items::Giftable> (boost::property_tree::ptree& root)
|
||||
Giftable* parse<items::Giftable> (boost::property_tree::ptree& root)
|
||||
{
|
||||
// Ensure we are on the scene node (property tree seems to add root of its own)
|
||||
if (root.front().first == "Giftable")
|
||||
root = root.front().second;
|
||||
|
||||
// Parse
|
||||
return new controller::items::Giftable();
|
||||
return new Giftable();
|
||||
}
|
||||
|
||||
|
||||
template <>
|
||||
controller::items::Weapon* parse<controller::items::Weapon> (boost::property_tree::ptree& root)
|
||||
Weapon* parse<items::Weapon> (boost::property_tree::ptree& root)
|
||||
{
|
||||
// Ensure we are on the scene node (property tree seems to add root of its own)
|
||||
if (root.front().first == "Weapon")
|
||||
root = root.front().second;
|
||||
|
||||
// Parse
|
||||
controller::items::Weapon* weapon = new controller::items::Weapon();
|
||||
Weapon* weapon = new Weapon();
|
||||
weapon->damage = root.get<float>("<xmlattr>.damage");
|
||||
weapon->critProbability = root.get<float>("<xmlattr>.critProbability");
|
||||
weapon->critDamage = root.get<float>("<xmlattr>.critDamage");
|
||||
@ -338,18 +249,18 @@ controller::items::Weapon* parse<controller::items::Weapon> (boost::property_tre
|
||||
}
|
||||
|
||||
template <>
|
||||
controller::player::PlayerController* parse<controller::player::PlayerController> (boost::property_tree::ptree& root)
|
||||
PlayerController* parse<PlayerController> (boost::property_tree::ptree& root)
|
||||
{
|
||||
// Ensure we are on the scene node (property tree seems to add root of its own)
|
||||
if (root.front().first == "PlayerController")
|
||||
root = root.front().second;
|
||||
|
||||
controller::player::PlayerController* controller = new controller::player::PlayerController();
|
||||
PlayerController* controller = new PlayerController();
|
||||
return controller;
|
||||
}
|
||||
|
||||
|
||||
/****** Graphics namespace ******/
|
||||
/****** Graphics ******/
|
||||
|
||||
template <>
|
||||
graphics::BackgroundRenderer* parse<graphics::BackgroundRenderer> (boost::property_tree::ptree& root)
|
||||
@ -370,15 +281,127 @@ graphics::SpriteRenderer* parse<graphics::SpriteRenderer> (boost::property_tree:
|
||||
root = root.front().second;
|
||||
|
||||
graphics::SpriteRenderer* renderer = new graphics::SpriteRenderer();
|
||||
|
||||
// Load sprite
|
||||
std::string spritePath = root.get<std::string>("<xmlattr>.sprite");
|
||||
resources::ResourceId spriteId = resources::ResourceManager::instance().getId(spritePath);
|
||||
renderer->sprite = parse<base::Sprite>(spriteId);
|
||||
|
||||
return renderer;
|
||||
}
|
||||
|
||||
|
||||
/****** Model ******/
|
||||
|
||||
template <>
|
||||
GameObject* parse<GameObject> (boost::property_tree::ptree& root)
|
||||
{
|
||||
// Ensure we are on the scene node (property tree seems to add root of its own)
|
||||
if (root.front().first == "GameObject")
|
||||
root = root.front().second;
|
||||
|
||||
GameObject* gameObj = new GameObject();
|
||||
gameObj->name = root.get<std::string>("<xmlattr>.name");
|
||||
|
||||
for (auto child : root)
|
||||
{
|
||||
// Components::basic
|
||||
if (child.first == "Camera")
|
||||
gameObj->addComponent(parse<Camera>(child.second));
|
||||
|
||||
else if (child.first == "Sprite")
|
||||
gameObj->addComponent(parse<Sprite>(child.second));
|
||||
|
||||
else if (child.first == "Transform")
|
||||
gameObj->addComponent(parse<Transform>(child.second));
|
||||
|
||||
// Components::items
|
||||
else if (child.first == "Giftable")
|
||||
gameObj->addComponent(parse<Giftable>(child.second));
|
||||
|
||||
else if (child.first == "Item")
|
||||
gameObj->addComponent(parse<Item>(child.second));
|
||||
|
||||
else if (child.first == "Weapon")
|
||||
gameObj->addComponent(parse<Weapon>(child.second));
|
||||
|
||||
// Components::player
|
||||
else if (child.first == "PlayerController")
|
||||
gameObj->addComponent(parse<PlayerController>(child.second));
|
||||
|
||||
// Components
|
||||
else if (child.first == "Background")
|
||||
gameObj->addComponent(parse<Background>(child.second));
|
||||
|
||||
else if (child.first == "DebugController")
|
||||
gameObj->addComponent(parse<DebugController>(child.second));
|
||||
|
||||
// Graphics
|
||||
else if (child.first == "BackgroundRenderer")
|
||||
gameObj->addComponent(parse<BackgroundRenderer>(child.second));
|
||||
|
||||
else if (child.first == "SpriteRenderer")
|
||||
gameObj->addComponent(parse<SpriteRenderer>(child.second));
|
||||
|
||||
// !!! Add additional types here !!!
|
||||
}
|
||||
|
||||
return gameObj;
|
||||
}
|
||||
|
||||
template <>
|
||||
Configuration* parse<Configuration> (boost::property_tree::ptree& root)
|
||||
{
|
||||
// Ensure we are on the scene node (property tree seems to add root of its own)
|
||||
if (root.front().first == "Configuration")
|
||||
root = root.front().second;
|
||||
|
||||
Configuration* config = new Configuration();
|
||||
config->animationFps = root.get<float>("animationFps");
|
||||
|
||||
return config;
|
||||
}
|
||||
|
||||
template <>
|
||||
Item* parse<Item> (boost::property_tree::ptree& root)
|
||||
{
|
||||
// Ensure we are on the scene node (property tree seems to add root of its own)
|
||||
if (root.front().first == "Item")
|
||||
root = root.front().second;
|
||||
|
||||
// Parse
|
||||
Item* item = new Item();
|
||||
item->name = root.get<std::string>("<xmlattr>.name");
|
||||
item->description = root.get<std::string>("<xmlattr>.description");
|
||||
item->level = root.get<uint8_t>("<xmlattr>.level");
|
||||
return item;
|
||||
}
|
||||
|
||||
template <>
|
||||
Scene* parse<Scene> (boost::property_tree::ptree& root)
|
||||
{
|
||||
// Ensure we are on the scene node (property tree seems to add root of its own)
|
||||
if (root.front().first == "Scene")
|
||||
root = root.front().second;
|
||||
|
||||
Scene* scene = new Scene();
|
||||
scene->cellWidth = root.get<uint32_t>("<xmlattr>.cellWidth");
|
||||
scene->cellHeight = root.get<uint32_t>("<xmlattr>.cellHeight");
|
||||
|
||||
for (auto child : root)
|
||||
{
|
||||
if (child.first == "GameObject")
|
||||
{
|
||||
GameObject* obj = parse<GameObject>(child.second);
|
||||
scene->root.addChild(obj);
|
||||
}
|
||||
}
|
||||
|
||||
return scene;
|
||||
}
|
||||
|
||||
|
||||
/****** Controller namespace ******/
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -8,80 +8,65 @@
|
||||
#ifndef STORAGE_PARSERS_PARSERS_H_
|
||||
#define STORAGE_PARSERS_PARSERS_H_
|
||||
|
||||
#include <base/Camera.h>
|
||||
#include <base/GameObject.h>
|
||||
#include <base/Sprite.h>
|
||||
#include <base/Transform.h>
|
||||
#include <controller/DebugController.h>
|
||||
#include <controller/items/Giftable.h>
|
||||
#include <controller/items/Weapon.h>
|
||||
#include <controller/player/PlayerController.h>
|
||||
#include <components/Background.h>
|
||||
#include <components/basic/Camera.h>
|
||||
#include <components/basic/Sprite.h>
|
||||
#include <components/basic/Transform.h>
|
||||
#include <components/DebugController.h>
|
||||
#include <components/items/Giftable.h>
|
||||
#include <components/items/Item.h>
|
||||
#include <components/items/Weapon.h>
|
||||
#include <components/player/PlayerController.h>
|
||||
|
||||
#include <graphics/BackgroundRenderer.h>
|
||||
#include <graphics/SpriteRenderer.h>
|
||||
|
||||
#include <model/GameObject.h>
|
||||
#include <model/Configuration.h>
|
||||
#include <model/Item.h>
|
||||
#include <model/Scene.h>
|
||||
|
||||
#include <storage/Parse.h>
|
||||
|
||||
namespace farmlands {
|
||||
namespace storage {
|
||||
|
||||
/****** Base namespace ******/
|
||||
/****** Components ******/
|
||||
|
||||
template <>
|
||||
base::Camera* parse<base::Camera> (boost::property_tree::ptree& root);
|
||||
components::Background* parse<components::Background> (boost::property_tree::ptree& root);
|
||||
|
||||
template <>
|
||||
base::Frame* parse<base::Frame> (boost::property_tree::ptree& root);
|
||||
components::basic::Camera* parse<components::basic::Camera> (boost::property_tree::ptree& root);
|
||||
|
||||
template <>
|
||||
base::GameObject* parse<base::GameObject> (boost::property_tree::ptree& root);
|
||||
components::basic::Frame* parse<components::basic::Frame> (boost::property_tree::ptree& root);
|
||||
|
||||
template <>
|
||||
base::Sprite* parse<base::Sprite> (boost::property_tree::ptree& root);
|
||||
components::basic::Sprite* parse<components::basic::Sprite> (boost::property_tree::ptree& root);
|
||||
|
||||
template <>
|
||||
base::SpriteState* parse<base::SpriteState> (boost::property_tree::ptree& root);
|
||||
components::basic::SpriteState* parse<components::basic::SpriteState> (boost::property_tree::ptree& root);
|
||||
|
||||
template <>
|
||||
base::Transform* parse<base::Transform> (boost::property_tree::ptree& root);
|
||||
|
||||
|
||||
/****** Model namespace ******/
|
||||
components::basic::Transform* parse<components::basic::Transform> (boost::property_tree::ptree& root);
|
||||
|
||||
template <>
|
||||
model::Background* parse<model::Background> (boost::property_tree::ptree& root);
|
||||
components::DebugController* parse<components::DebugController> (boost::property_tree::ptree& root);
|
||||
|
||||
template <>
|
||||
model::Configuration* parse<model::Configuration> (boost::property_tree::ptree& root);
|
||||
components::items::Giftable* parse<components::items::Giftable> (boost::property_tree::ptree& root);
|
||||
|
||||
template <>
|
||||
model::Item* parse<model::Item> (boost::property_tree::ptree& root);
|
||||
components::items::Item* parse<components::items::Item> (boost::property_tree::ptree& root);
|
||||
|
||||
template <>
|
||||
model::Scene* parse<model::Scene> (boost::property_tree::ptree& root);
|
||||
|
||||
|
||||
/****** Controller namespace ******/
|
||||
components::items::Weapon* parse<components::items::Weapon> (boost::property_tree::ptree& root);
|
||||
|
||||
template <>
|
||||
controller::DebugController* parse<controller::DebugController> (boost::property_tree::ptree& root);
|
||||
|
||||
template <>
|
||||
controller::items::Giftable* parse<controller::items::Giftable> (boost::property_tree::ptree& root);
|
||||
|
||||
template <>
|
||||
controller::items::Weapon* parse<controller::items::Weapon> (boost::property_tree::ptree& root);
|
||||
|
||||
template <>
|
||||
controller::DebugController* parse<controller::DebugController> (boost::property_tree::ptree& root);
|
||||
components::player::PlayerController* parse<components::player::PlayerController> (boost::property_tree::ptree& root);
|
||||
|
||||
|
||||
template <>
|
||||
controller::player::PlayerController* parse<controller::player::PlayerController> (boost::property_tree::ptree& root);
|
||||
|
||||
|
||||
/****** Graphics namespace ******/
|
||||
/****** Graphics ******/
|
||||
|
||||
template <>
|
||||
graphics::BackgroundRenderer* parse<graphics::BackgroundRenderer> (boost::property_tree::ptree& root);
|
||||
@ -90,6 +75,18 @@ namespace storage {
|
||||
graphics::SpriteRenderer* parse<graphics::SpriteRenderer> (boost::property_tree::ptree& root);
|
||||
|
||||
|
||||
/****** Model ******/
|
||||
|
||||
template <>
|
||||
model::GameObject* parse<model::GameObject> (boost::property_tree::ptree& root);
|
||||
|
||||
|
||||
template <>
|
||||
model::Configuration* parse<model::Configuration> (boost::property_tree::ptree& root);
|
||||
|
||||
template <>
|
||||
model::Scene* parse<model::Scene> (boost::property_tree::ptree& root);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user