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Author SHA1 Message Date
verysecrethero a20ef0504a Revert "Merge remote-tracking branch 'origin/master' into SniperSprint"
This reverts commit 62653cf65d, reversing
changes made to b81bb9eeea.
2016-03-02 16:58:24 +01:00
verysecrethero 4e68f9063b Revert "Merge remote-tracking branch 'origin/master' into SniperSprint"
This reverts commit dbef995627, reversing
changes made to 62653cf65d.
2016-03-02 16:55:56 +01:00
verysecrethero dbef995627 Merge remote-tracking branch 'origin/master' into SniperSprint 2016-03-02 16:50:09 +01:00
verysecrethero 62653cf65d Merge remote-tracking branch 'origin/master' into SniperSprint
# Conflicts:
#	include/Engine/Input/FirstPersonInputController.h
#	src/Game/Game.cpp
2016-03-02 16:47:43 +01:00
329 changed files with 4953 additions and 70331 deletions
+1 -1
Submodule assets updated: 52ea74c5d5...1e7adc749e
+1 -9
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@@ -78,21 +78,13 @@ bool AABBvsTriangles(const AABB& box,
bool& isOnGround,
glm::vec3& outResolutionVector);
//Detects collision, but does not resolve.
bool AABBvsTriangles(const AABB& box,
const RawModel::Vertex* modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix);
//Return true if the boxes are intersecting.
bool AABBVsAABB(const AABB& a, const AABB& b);
//Return true if the boxes are intersecting.
//Also outputs the minimum translation that box [a] would need in order to resolve collision.
bool AABBVsAABB(const AABB& a, const AABB& b, glm::vec3& minimumTranslation);
// Calculates an absolute AABB from an entity AABB component or Model component.
// if takeModelBox is true, the AABB component will be ignored and box is calculated from Model.
// if takeModelBox is false, the AABB component will be prefered, if it exists.
// Calculates an absolute AABB from an entity AABB component
boost::optional<EntityAABB> EntityAbsoluteAABB(EntityWrapper& entity, bool takeModelBox = false);
boost::optional<EntityAABB> AbsoluteAABBExplosionEffect(EntityWrapper& entity);
//Returns the first entity hit by the input ray. entitiesPotentiallyHitSorted needs to be sorted
+2 -3
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@@ -15,16 +15,15 @@ class CollisionSystem : public PureSystem
public:
CollisionSystem(SystemParams params, Octree<EntityAABB>* octree)
: System(params)
, PureSystem("Physics")
, PureSystem("Collidable")
, m_Octree(octree)
{ }
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cPhysics, double dt) override;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override;
private:
Octree<EntityAABB>* m_Octree;
std::vector<EntityAABB> m_OctreeResult;
std::unordered_map<EntityWrapper, glm::vec3> m_PrevPositions;
};
#endif
+1 -15
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@@ -2,8 +2,6 @@
#define ComponentInfo_h__
#include "../Common.h"
#include "Entity.h"
#include <boost/shared_array.hpp>
struct ComponentInfo
{
@@ -22,7 +20,6 @@ struct ComponentInfo
{
std::string Name;
std::string Type;
unsigned char Index;
unsigned int Offset;
unsigned int Stride;
};
@@ -30,20 +27,9 @@ struct ComponentInfo
std::string Name;
std::unordered_map<std::string, Field_t> Fields;
std::vector<std::string> FieldsInOrder;
std::vector<std::string> StringFields;
unsigned int Stride = 0;
boost::shared_array<char> Defaults = nullptr;
std::shared_ptr<char> Defaults = nullptr;
std::shared_ptr<Meta_t> Meta = nullptr;
std::size_t GetHeaderSize() const
{
std::size_t size = 0;
// A component block starts with an entity ID
size += sizeof(EntityID);
return size;
}
};
template<>
+9 -14
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@@ -1,19 +1,19 @@
#ifndef ComponentPool_h__
#define ComponentPool_h__
#include <set>
#include "MemoryPool.h"
#include "ComponentInfo.h"
#include "ComponentWrapper.h"
#include "DirtySet.h"
class ComponentPool;
class ComponentPoolForwardIterator
: public std::iterator<std::forward_iterator_tag, ComponentWrapper>
{
public:
ComponentPoolForwardIterator(ComponentPool* pool);
ComponentPoolForwardIterator(const ComponentInfo& componentInfo, const MemoryPool<char>::iterator begin, const MemoryPool<char>::iterator end)
: m_ComponentInfo(componentInfo)
, m_MemoryPoolIterator(begin)
, m_MemoryPoolEnd(end)
{ }
ComponentPoolForwardIterator(const ComponentPoolForwardIterator& other) = default;
ComponentPoolForwardIterator(ComponentPoolForwardIterator&& other) = default;
@@ -26,7 +26,6 @@ public:
ComponentWrapper operator*() const;
private:
ComponentPool* m_ComponentPool;
const ComponentInfo& m_ComponentInfo;
MemoryPool<char>::iterator m_MemoryPoolIterator;
const MemoryPool<char>::iterator m_MemoryPoolEnd;
@@ -34,7 +33,6 @@ private:
class ComponentPool
{
friend class ComponentPoolForwardIterator;
public:
typedef ComponentPoolForwardIterator iterator;
typedef ptrdiff_t difference_type;
@@ -42,14 +40,12 @@ public:
typedef ComponentWrapper value_type;
typedef ComponentWrapper* pointer;
typedef ComponentWrapper& reference;
typedef std::unordered_map<EntityID, std::set<decltype(ComponentInfo::Field_t::Index)>> DirtySet_t;
ComponentPool(const ::ComponentInfo& ci)
: m_ComponentInfo(ci)
, m_Pool(ci.Meta->Allocation, ci.GetHeaderSize() + ci.Stride)
, m_Pool(ci.Meta->Allocation, sizeof(EntityID) + ci.Stride)
{ }
~ComponentPool();
ComponentPool(const ComponentPool& other);
ComponentPool(const ComponentPool& other) = delete;
ComponentPool(const ComponentPool&& other) = delete;
const ::ComponentInfo& ComponentInfo() const { return m_ComponentInfo; }
@@ -63,8 +59,8 @@ public:
// Delete a component and free its memory
void Delete(ComponentWrapper& wrapper);
iterator begin();
iterator end();
iterator begin() const;
iterator end() const;
size_t size() const;
//Dumps information about what the pool memory looks like right now
@@ -82,7 +78,6 @@ private:
::ComponentInfo m_ComponentInfo;
MemoryPool<char> m_Pool;
std::unordered_map<EntityID, char*> m_EntityToComponent;
DirtySet m_DirtySet;
};
#endif
+25 -91
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@@ -2,58 +2,30 @@
#define ComponentWrapper_h__
#include <boost/shared_array.hpp>
#include <boost/any.hpp>
#include "../Common.h"
#include "Entity.h"
#include "ComponentInfo.h"
#include "DirtySet.h"
#include "Util/Any.h"
struct ComponentWrapper
{
ComponentWrapper(const ComponentInfo& componentInfo, char* data, ::DirtyBitField* dirtyBitField)
ComponentWrapper(const ComponentInfo& componentInfo, char* data)
: Info(componentInfo)
, EntityID(*reinterpret_cast<::EntityID*>(data))
, Data(data + componentInfo.GetHeaderSize())
, DirtyBitField(dirtyBitField)
, Data(data + sizeof(::EntityID))
{ }
const ComponentInfo& Info;
const ::EntityID EntityID;
char* Data;
::DirtyBitField* DirtyBitField = nullptr;
ComponentInfo::EnumType Enum(const char* fieldName, const char* enumKey)
{
return Info.Meta->FieldEnumDefinitions.at(fieldName).at(enumKey);
}
bool Dirty(DirtySetType type, const std::string& fieldName)
{
if (DirtyBitField == nullptr) {
return true;
} else {
auto& field = Info.Fields.at(fieldName);
return DirtyBitField->operator[](type).count(field.Index) == 1;
}
}
void SetDirty(DirtySetType type, const std::string& fieldName, bool dirty = true)
{
if (DirtyBitField == nullptr) {
return;
}
auto& field = Info.Fields.at(fieldName);
if (dirty) {
DirtyBitField->operator[](type).insert(field.Index);
} else {
DirtyBitField->operator[](type).erase(field.Index);
}
}
template <typename T>
T& Field(const std::string& name)
T& Field(std::string name)
{
const ComponentInfo::Field_t& field = Info.Fields.at(name);
if (sizeof(T) > field.Stride) {
@@ -65,82 +37,56 @@ struct ComponentWrapper
}
template <typename T>
void SetField(const std::string& name, const T value) { Field<T>(name) = value; }
void SetField(std::string name, const T value) { Field<T>(name) = value; }
//template <typename T>
//void SetField(std::string name, T& value) { Field<T>(name) = value; }
// Specialization for string literals
template <std::size_t N>
void SetField(const std::string& name, const char(&value)[N]) { Field<std::string>(name) = std::string(value); }
void SetField(std::string name, const char(&value)[N]) { Field<std::string>(name) = std::string(value); }
void Copy(ComponentWrapper& destination)
{
// Copy trivial data
memcpy(destination.Data, Data, Info.Stride);
// Duplicate strings
SolidifyStrings(destination);
}
// When component data has been copied, strings need to be reconstructed or they'll refer to the same data!
static void SolidifyStrings(ComponentWrapper& component)
{
for (auto& name : component.Info.StringFields) {
std::size_t offset = component.Info.Fields.at(name).Offset;
std::string value = *reinterpret_cast<const std::string*>(component.Data + offset);
new (component.Data + offset) std::string(value);
}
}
// This needs to be called to properly free component data, because strings.
static void Destroy(ComponentInfo info, char* data)
{
// Call std::string destructors
for (auto& name : info.StringFields) {
std::size_t offset = info.Fields.at(name).Offset;
auto field = reinterpret_cast<std::string*>(data + offset);
field->~basic_string();
}
memcpy(destination.Data, this->Data, Info.Stride);
}
struct SubscriptProxy
{
friend struct ComponentWrapper;
private:
SubscriptProxy(ComponentWrapper* component, std::string fieldName)
SubscriptProxy(ComponentWrapper* component, std::string propertyName)
: m_Component(component)
, m_FieldName(fieldName)
, m_PropertyName(propertyName)
{ }
ComponentWrapper* m_Component;
std::string m_FieldName;
std::string m_PropertyName;
public:
// Return the integer value of an enum type key for this field
ComponentInfo::EnumType Enum(const char* enumKey) { return m_Component->Enum(m_FieldName.c_str(), enumKey); }
bool Dirty(DirtySetType type) { return m_Component->Dirty(type, m_FieldName); }
void SetDirty(DirtySetType type, bool dirty = true) { m_Component->SetDirty(type, m_FieldName, dirty); }
ComponentInfo::EnumType Enum(const char* enumKey) { return m_Component->Enum(m_PropertyName.c_str(), enumKey); }
template <typename T>
operator T&() { return m_Component->Field<T>(m_FieldName); }
operator T&() { return m_Component->Field<T>(m_PropertyName); }
template <typename T>
void operator=(const T val) { m_Component->SetField<T>(m_FieldName, val); }
void operator=(const T val) { m_Component->SetField<T>(m_PropertyName, val); }
// TODO: Pass by reference and rvalue (universal reference?)
//template <typename T>
//void operator=(T& val) { m_Component->SetField<T>(m_PropertyName, val); }
// Specialization for string literals
template <std::size_t N>
void operator=(const char(&val)[N]) { m_Component->SetField<N>(m_FieldName, val); }
void operator=(const char(&val)[N]) { m_Component->SetField<N>(m_PropertyName, val); }
};
SubscriptProxy operator[](const std::string& propertyName) { return SubscriptProxy(this, propertyName); }
SubscriptProxy operator[](std::string propertyName) { return SubscriptProxy(this, propertyName); }
};
// A component wrapper that "owns" its data through a shared pointer
struct SharedComponentWrapper : ComponentWrapper
{
SharedComponentWrapper(const ComponentInfo& componentInfo, boost::shared_array<char> data)
: ComponentWrapper(componentInfo, data.get(), nullptr)
: ComponentWrapper(componentInfo, data.get())
, m_DataReference(data)
{ }
@@ -156,38 +102,26 @@ public:
ComponentWrapperFactory(std::string componentTypeName, unsigned int allocation = 0)
{
m_ComponentInfo.Name = componentTypeName;
m_ComponentInfo.Meta = std::make_shared<ComponentInfo::Meta_t>();
m_ComponentInfo.Meta->Allocation = allocation;
}
template <typename T>
void AddProperty(std::string fieldName, T defaultValue)
{
auto& field = m_ComponentInfo.Fields[fieldName];
field.Name = fieldName;
field.Type = typeid(T).name();
field.Offset = m_ComponentInfo.Stride;
field.Stride = sizeof(T);
m_ComponentInfo.FieldsInOrder.push_back(field.Name);
if (field.Type == typeid(std::string).name()) {
field.Type = "string";
m_ComponentInfo.StringFields.push_back(field.Name);
}
m_DefaultValues.push_back(defaultValue);
m_ComponentInfo.Fields[fieldName].Type = typeid(T).name();
m_ComponentInfo.Fields[fieldName].Offset = m_ComponentInfo.Stride;
m_ComponentInfo.Fields[fieldName].Stride = sizeof(T);
m_ComponentInfo.Stride += sizeof(T);
m_DefaultValues.push_back(std::make_pair(field, defaultValue));
}
ComponentInfo& Finalize()
{
m_ComponentInfo.Defaults = boost::shared_array<char>(new char[m_ComponentInfo.Stride]);
m_ComponentInfo.Defaults = std::shared_ptr<char>(new char[m_ComponentInfo.Stride]);
std::size_t offset = 0;
for (auto& pair : m_DefaultValues) {
if (pair.first.Type == "string") {
new (m_ComponentInfo.Defaults.get() + offset) std::string(*reinterpret_cast<std::string*>(pair.second.Data.get()));
} else {
memcpy(m_ComponentInfo.Defaults.get() + offset, pair.second.Data.get(), pair.second.Size);
}
offset += pair.second.Size;
for (auto& val : m_DefaultValues) {
memcpy(m_ComponentInfo.Defaults.get() + offset, val.Data.get(), val.Size);
offset += val.Size;
}
return m_ComponentInfo;
@@ -197,7 +131,7 @@ public:
private:
ComponentInfo m_ComponentInfo;
std::vector<std::pair<ComponentInfo::Field_t, Any>> m_DefaultValues;
std::vector<Any> m_DefaultValues;
};
#endif
-16
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@@ -1,16 +0,0 @@
#ifndef DirtySet_h__
#define DirtySet_h__
#include <set>
#include "ComponentInfo.h"
enum class DirtySetType
{
Transform,
Network
};
typedef std::unordered_map<DirtySetType, std::set<decltype(ComponentInfo::Field_t::Index)>> DirtyBitField;
typedef std::unordered_map<EntityID, DirtyBitField> DirtySet;
#endif
+1 -3
View File
@@ -12,9 +12,7 @@ namespace Events
struct Captured : Event
{
int TeamNumberThatCapturedCapturePoint;
EntityID CapturePointTakenID;
EntityWrapper BlueTeamNextCapturePoint;
EntityWrapper RedTeamNextCapturePoint;
EntityID CapturePointID;
};
}
+2 -3
View File
@@ -10,9 +10,8 @@ namespace Events
struct PlayerDeath : Event
{
//KilledBy,KilledByWhat is optional for now. It might be used later in the playerlog-system
EntityWrapper Player = EntityWrapper::Invalid;
EntityWrapper Killer = EntityWrapper::Invalid;
std::string KilledByWhat = "";
EntityWrapper Player;
std::string KilledByWhat;
};
}
+153 -10
View File
@@ -1,21 +1,164 @@
#ifndef EntityFile_h__
#define EntityFile_h__
#include "World.h"
#include "EntityXMLFile.h"
#include "EntityXMLFilePreprocessor.h"
#include "EntityXMLFileParser.h"
#include "EntityWrapper.h"
#include <stack>
#include <boost/lexical_cast.hpp>
#include <xercesc/util/XercesDefs.hpp>
#include <xercesc/util/PlatformUtils.hpp>
#include <xercesc/sax2/SAX2XMLReader.hpp>
#include <xercesc/sax2/XMLReaderFactory.hpp>
#include <xercesc/sax2/DefaultHandler.hpp>
#include <xercesc/sax2/Attributes.hpp>
#include <xercesc/util/XMLString.hpp>
#include <xercesc/util/XMLChar.hpp>
#include <xercesc/sax2/DefaultHandler.hpp>
#include <xercesc/framework/XMLDocumentHandler.hpp>
#include <xercesc/framework/psvi/XSElementDeclaration.hpp>
#include <xercesc/framework/psvi/XSComplexTypeDefinition.hpp>
#include <xercesc/framework/psvi/XSParticle.hpp>
#include <xercesc/framework/psvi/XSModelGroup.hpp>
#include <xercesc/framework/psvi/XSAnnotation.hpp>
#include <xercesc/framework/psvi/XSValue.hpp>
#include <xercesc/framework/XMLGrammarPoolImpl.hpp>
#include <xercesc/dom/DOM.hpp>
#include <xercesc/dom/DOMLSInput.hpp>
#include <xercesc/dom/DOMElement.hpp>
class EntityFile : private World, public Resource
#include "../GLM.h"
#include "Util/XercesString.h"
#include "ResourceManager.h"
#include "Entity.h"
#include "ComponentInfo.h"
class EntityFileHandler
{
friend class EntityFileSAXHandler;
public:
EntityFile(std::string path);
EntityWrapper MergeInto(World* other);
// @param EntityID The entity found
// @param EntityID The parent of the entity
typedef std::function<void(EntityID, EntityID, const std::string&)> OnStartEntityCallback;
void SetStartEntityCallback(OnStartEntityCallback c) { m_OnStartEntityCallback = c; }
// @param EntityID The entity the component corresponds to
// @param std::string Type name of the component
typedef std::function<void(EntityID, const std::string&)> OnStartComponentCallback;
void SetStartComponentCallback(OnStartComponentCallback c) { m_OnStartComponentCallback = c; }
// @param EntityID Entity
// @param std::string Component name
// @param std::string Field name
// @param std::map<std::string, std::string> Field attribute names and values
typedef std::function<void(EntityID, const std::string&, const std::string&, const std::map<std::string, std::string>&)> OnStartFieldCallback;
void SetStartFieldCallback(OnStartFieldCallback c) { m_OnStartFieldCallback = c; }
// @param EntityID Entity
// @param std::string Component name
// @param std::string Field name
// @param char* Field data
typedef std::function<void(EntityID, const std::string&, const std::string&, const char*)> OnStartFieldDataCallback;
void SetStartFieldDataCallback(OnStartFieldDataCallback c) { m_OnStartFieldDataCallback = c; }
private:
EntityID m_RootEntity = EntityID_Invalid;
OnStartEntityCallback m_OnStartEntityCallback = nullptr;
OnStartComponentCallback m_OnStartComponentCallback = nullptr;
OnStartFieldCallback m_OnStartFieldCallback = nullptr;
OnStartFieldDataCallback m_OnStartFieldDataCallback = nullptr;
};
class EntityFileSAXHandler : public xercesc::DefaultHandler
{
public:
enum class State
{
Unknown,
Entity,
Component,
ComponentField
};
EntityFileSAXHandler(const EntityFileHandler* handler, xercesc::SAX2XMLReader* reader);
void startElement(const XMLCh* const _uri, const XMLCh* const _localName, const XMLCh* const _qname, const xercesc::Attributes& attrs) override;
void characters(const XMLCh* const chars, const XMLSize_t length) override;
void endElement(const XMLCh* const _uri, const XMLCh* const _localName, const XMLCh* const _qname) override;
void warning(const xercesc::SAXParseException& e);
void error(const xercesc::SAXParseException& e);
void fatalError(const xercesc::SAXParseException& e);
private:
const EntityFileHandler* m_Handler;
xercesc::XMLGrammarPool* m_GrammarPool;
xercesc::SAX2XMLReader* m_Reader;
//State m_CurrentScope = State::Unknown;
std::stack<State> m_StateStack;
unsigned int m_NextEntityID = 0;
std::stack<EntityID> m_EntityStack;
std::string m_CurrentComponent;
std::string m_CurrentField;
std::map<std::string, std::string> m_CurrentAttributes;
void onStartEntity(const xercesc::Attributes& attrs);
void onEndEntity();
void onStartEntityRef(const xercesc::Attributes& attrs);
void onStartComponent(const std::string& name);
void onEndComponent(const std::string& name);
void onStartComponentField(const std::string& field, const xercesc::Attributes& attrs);
void onEndComponentField(const std::string& field);
void onFieldData(char* data);
};
class EntityFileXMLErrorHandler : public xercesc::ErrorHandler
{
public:
void warning(const xercesc::SAXParseException& e) override
{
reportParseException("Warning", e);
}
void error(const xercesc::SAXParseException& e) override
{
reportParseException("Error", e);
}
void fatalError(const xercesc::SAXParseException& e) override
{
reportParseException("FATAL ERROR", e);
}
void resetErrors() override { }
private:
void reportParseException(std::string type, const xercesc::SAXParseException& e)
{
char* message = xercesc::XMLString::transcode(e.getMessage());
char* systemID = xercesc::XMLString::transcode(e.getSystemId());
std::cerr << systemID << ":" << e.getLineNumber() << ":" << e.getColumnNumber() << std::endl;
std::cerr << type << ": " << message << std::endl;
xercesc::XMLString::release(&systemID);
xercesc::XMLString::release(&message);
}
};
class EntityFile : public Resource
{
friend class ResourceManager;
friend class EntityFileSAXHandler;
private:
EntityFile(boost::filesystem::path path);
~EntityFile();
public:
static unsigned int GetTypeStride(std::string typeName);
static void WriteAttributeData(char* outData, const ComponentInfo::Field_t& field, const std::map<std::string, std::string>& attributes);
static void WriteValueData(char* outData, const ComponentInfo::Field_t& field, const char* valueData);
xercesc::XMLGrammarPool* GrammarPool() const { return m_GrammarPool; }
void Parse(const EntityFileHandler* handler) const;
private:
boost::filesystem::path m_FilePath;
xercesc::XMLGrammarPool* m_GrammarPool;
xercesc::SAX2XMLReader* m_SAX2XMLReader;
//std::map<std::string, ::ComponentInfo> m_ComponentInfo;
//std::vector<std::string> m_EntityReferences;
static void setReaderFeatures(xercesc::SAX2XMLReader* reader);
};
#endif
@@ -1,19 +1,18 @@
#ifndef EntityXMLFileParser_h__
#define EntityXMLFileParser_h__
#ifndef EntityFileParser_h__
#define EntityFileParser_h__
#include "EntityXMLFile.h"
#include "EntityFile.h"
#include "World.h"
class EntityXMLFileParser
class EntityFileParser
{
friend class EntityFile;
public:
EntityXMLFileParser(const EntityXMLFile* entityFile);
EntityFileParser(const EntityFile* entityFile);
private:
EntityID MergeEntities(World* world, EntityID baseParent = EntityID_Invalid);
const EntityXMLFile* m_EntityFile;
private:
const EntityFile* m_EntityFile;
EntityFileHandler m_Handler;
World* m_World = nullptr;
EntityID m_FirstEntity = EntityID_Invalid;
@@ -1,5 +1,5 @@
#ifndef EntityXMLFilePreprocessor_h__
#define EntityXMLFilePreprocessor_h__
#ifndef EntityFilePreprocessor_h__
#define EntityFilePreprocessor_h__
#include <xercesc/framework/psvi/XSElementDeclaration.hpp>
#include <xercesc/framework/psvi/XSComplexTypeDefinition.hpp>
@@ -17,18 +17,17 @@
#include "Util/XercesString.h"
#include "ResourceManager.h"
#include "World.h"
#include "EntityXMLFile.h"
#include "EntityFile.h"
class EntityXMLFilePreprocessor
class EntityFilePreprocessor
{
friend class EntityFile;
public:
EntityXMLFilePreprocessor(const EntityXMLFile* entityFile);
EntityFilePreprocessor(const EntityFile* entityFile);
private:
void RegisterComponents(World* world);
const EntityXMLFile* m_EntityFile;
private:
const EntityFile* m_EntityFile;
std::map<std::string, unsigned int> m_ComponentCounts;
std::map<std::string, ComponentInfo> m_ComponentInfo;
@@ -1,5 +1,5 @@
#ifndef EntityXMLFileWriter_h__
#define EntityXMLFileWriter_h__
#ifndef EntityFileWriter_h__
#define EntityFileWriter_h__
#include <boost/filesystem.hpp>
#include <xercesc/dom/DOM.hpp>
@@ -8,13 +8,13 @@
#include <xercesc/framework/LocalFileFormatTarget.hpp>
#include "Util/XercesString.h"
#include "EntityXMLFile.h"
#include "EntityFile.h"
#include "World.h"
class EntityXMLFileWriter
class EntityFileWriter
{
public:
EntityXMLFileWriter(boost::filesystem::path file)
EntityFileWriter(boost::filesystem::path file)
: m_FilePath(file)
{
using namespace xercesc;
-8
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@@ -27,26 +27,18 @@ struct EntityWrapper
bool HasComponent(const std::string& componentType);
void AttachComponent(const char* componentName);
EntityWrapper Parent();
EntityWrapper FirstParentByName(const std::string& parentEntityName);
EntityWrapper FirstChildByName(const std::string& name);
EntityWrapper FirstLevelChildByName(const std::string& name);
EntityWrapper FirstParentWithComponent(const std::string& componentType);
EntityWrapper Clone(EntityWrapper parent = EntityWrapper::Invalid);
std::vector<EntityWrapper> ChildrenWithComponent(const std::string& componentType);
void DeleteChildren();
bool IsChildOf(EntityWrapper potentialParent);
bool Valid() const;
ComponentWrapper operator[](const char* componentName);
ComponentWrapper operator[](const std::string& componentName);
bool operator==(const EntityWrapper& e) const;
bool operator!=(const EntityWrapper& e) const;
explicit operator EntityID() const;
private:
EntityWrapper firstChildByNameRecursive(const std::string& name, EntityID parent);
EntityWrapper cloneRecursive(EntityWrapper entity, EntityWrapper parent);
void childrenWithComponentRecursive(const std::string& componentType, EntityWrapper& entity, std::vector<EntityWrapper>& childrenWithComponent);
};
namespace std
-164
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@@ -1,164 +0,0 @@
#ifndef EntityXMLFile_h__
#define EntityXMLFile_h__
#include <stack>
#include <boost/lexical_cast.hpp>
#include <xercesc/util/XercesDefs.hpp>
#include <xercesc/util/PlatformUtils.hpp>
#include <xercesc/sax2/SAX2XMLReader.hpp>
#include <xercesc/sax2/XMLReaderFactory.hpp>
#include <xercesc/sax2/DefaultHandler.hpp>
#include <xercesc/sax2/Attributes.hpp>
#include <xercesc/util/XMLString.hpp>
#include <xercesc/util/XMLChar.hpp>
#include <xercesc/sax2/DefaultHandler.hpp>
#include <xercesc/framework/XMLDocumentHandler.hpp>
#include <xercesc/framework/psvi/XSElementDeclaration.hpp>
#include <xercesc/framework/psvi/XSComplexTypeDefinition.hpp>
#include <xercesc/framework/psvi/XSParticle.hpp>
#include <xercesc/framework/psvi/XSModelGroup.hpp>
#include <xercesc/framework/psvi/XSAnnotation.hpp>
#include <xercesc/framework/psvi/XSValue.hpp>
#include <xercesc/framework/XMLGrammarPoolImpl.hpp>
#include <xercesc/dom/DOM.hpp>
#include <xercesc/dom/DOMLSInput.hpp>
#include <xercesc/dom/DOMElement.hpp>
#include "../GLM.h"
#include "Util/XercesString.h"
#include "ResourceManager.h"
#include "Entity.h"
#include "ComponentInfo.h"
class EntityFileHandler
{
friend class EntityFileSAXHandler;
public:
// @param EntityID The entity found
// @param EntityID The parent of the entity
typedef std::function<void(EntityID, EntityID, const std::string&)> OnStartEntityCallback;
void SetStartEntityCallback(OnStartEntityCallback c) { m_OnStartEntityCallback = c; }
// @param EntityID The entity the component corresponds to
// @param std::string Type name of the component
typedef std::function<void(EntityID, const std::string&)> OnStartComponentCallback;
void SetStartComponentCallback(OnStartComponentCallback c) { m_OnStartComponentCallback = c; }
// @param EntityID Entity
// @param std::string Component name
// @param std::string Field name
// @param std::map<std::string, std::string> Field attribute names and values
typedef std::function<void(EntityID, const std::string&, const std::string&, const std::map<std::string, std::string>&)> OnStartFieldCallback;
void SetStartFieldCallback(OnStartFieldCallback c) { m_OnStartFieldCallback = c; }
// @param EntityID Entity
// @param std::string Component name
// @param std::string Field name
// @param char* Field data
typedef std::function<void(EntityID, const std::string&, const std::string&, const char*)> OnStartFieldDataCallback;
void SetStartFieldDataCallback(OnStartFieldDataCallback c) { m_OnStartFieldDataCallback = c; }
private:
OnStartEntityCallback m_OnStartEntityCallback = nullptr;
OnStartComponentCallback m_OnStartComponentCallback = nullptr;
OnStartFieldCallback m_OnStartFieldCallback = nullptr;
OnStartFieldDataCallback m_OnStartFieldDataCallback = nullptr;
};
class EntityFileSAXHandler : public xercesc::DefaultHandler
{
public:
enum class State
{
Unknown,
Entity,
Component,
ComponentField
};
EntityFileSAXHandler(const EntityFileHandler* handler, xercesc::SAX2XMLReader* reader);
void startElement(const XMLCh* const _uri, const XMLCh* const _localName, const XMLCh* const _qname, const xercesc::Attributes& attrs) override;
void characters(const XMLCh* const chars, const XMLSize_t length) override;
void endElement(const XMLCh* const _uri, const XMLCh* const _localName, const XMLCh* const _qname) override;
void warning(const xercesc::SAXParseException& e);
void error(const xercesc::SAXParseException& e);
void fatalError(const xercesc::SAXParseException& e);
private:
const EntityFileHandler* m_Handler;
xercesc::XMLGrammarPool* m_GrammarPool;
xercesc::SAX2XMLReader* m_Reader;
//State m_CurrentScope = State::Unknown;
std::stack<State> m_StateStack;
unsigned int m_NextEntityID = 0;
std::stack<EntityID> m_EntityStack;
std::string m_CurrentComponent;
std::string m_CurrentField;
std::map<std::string, std::string> m_CurrentAttributes;
void onStartEntity(const xercesc::Attributes& attrs);
void onEndEntity();
void onStartEntityRef(const xercesc::Attributes& attrs);
void onStartComponent(const std::string& name);
void onEndComponent(const std::string& name);
void onStartComponentField(const std::string& field, const xercesc::Attributes& attrs);
void onEndComponentField(const std::string& field);
void onFieldData(char* data);
};
class EntityFileXMLErrorHandler : public xercesc::ErrorHandler
{
public:
void warning(const xercesc::SAXParseException& e) override
{
reportParseException("Warning", e);
}
void error(const xercesc::SAXParseException& e) override
{
reportParseException("Error", e);
}
void fatalError(const xercesc::SAXParseException& e) override
{
reportParseException("FATAL ERROR", e);
}
void resetErrors() override { }
private:
void reportParseException(std::string type, const xercesc::SAXParseException& e)
{
char* message = xercesc::XMLString::transcode(e.getMessage());
char* systemID = xercesc::XMLString::transcode(e.getSystemId());
std::cerr << systemID << ":" << e.getLineNumber() << ":" << e.getColumnNumber() << std::endl;
std::cerr << type << ": " << message << std::endl;
xercesc::XMLString::release(&systemID);
xercesc::XMLString::release(&message);
}
};
class EntityXMLFile : public Resource
{
friend class ResourceManager;
friend class EntityFileSAXHandler;
private:
EntityXMLFile(boost::filesystem::path path);
~EntityXMLFile();
public:
static unsigned int GetTypeStride(std::string typeName);
static void WriteAttributeData(char* outData, const ComponentInfo::Field_t& field, const std::map<std::string, std::string>& attributes);
static void WriteValueData(char* outData, const ComponentInfo::Field_t& field, const char* valueData);
xercesc::XMLGrammarPool* GrammarPool() const { return m_GrammarPool; }
void Parse(const EntityFileHandler* handler) const;
private:
boost::filesystem::path m_FilePath;
xercesc::XMLGrammarPool* m_GrammarPool;
xercesc::SAX2XMLReader* m_SAX2XMLReader;
//std::map<std::string, ::ComponentInfo> m_ComponentInfo;
//std::vector<std::string> m_EntityReferences;
static void setReaderFeatures(xercesc::SAX2XMLReader* reader);
};
#endif
+8 -22
View File
@@ -66,25 +66,9 @@ public:
, m_LowestAllocatedSlot(m_NumSlots)
{ }
MemoryPool(const MemoryPool<T>& other)
: m_StartAddress(new char[other.m_NumSlots*other.m_Stride])
, m_SlotIsAllocated(other.m_SlotIsAllocated)
, m_ExtraMemory()
, m_NumSlots(other.m_NumSlots)
, m_LowestAllocatedSlot(other.m_LowestAllocatedSlot)
, m_NumAllocatedSlots(other.m_NumAllocatedSlots)
, m_Stride(other.m_Stride)
, m_CurrentAllocSlot(other.m_CurrentAllocSlot)
{
// Copy statically allocated pool
memcpy(m_StartAddress, other.m_StartAddress, m_NumSlots*m_Stride);
// Copy dynamically allocated memory
for (char* otherAddr : other.m_ExtraMemory) {
char* addr = (char*)malloc(m_Stride);
memcpy(addr, otherAddr, m_Stride);
m_ExtraMemory.push_back(addr);
}
}
//We may get problems with memory being released
//prematurely, etc. if we allow copies.
MemoryPool(const MemoryPool<T>& other) = delete;
MemoryPool(const MemoryPool<T>&& other) = delete;
//Free all memory that has been allocated.
@@ -94,9 +78,8 @@ public:
delete[] m_StartAddress;
m_StartAddress = nullptr;
}
for (char* addr : m_ExtraMemory) {
free(addr);
}
for (char* addr : m_ExtraMemory)
free(addr);
m_ExtraMemory.clear();
}
@@ -118,6 +101,9 @@ public:
else {
m_ExtraMemory.push_back((char*)malloc(m_Stride));
//We should preferably not enter here to avoid performance issues. Set more numMaxElements in constructor instead.
if (!DisableMemoryPool::Value) {
LOG_DEBUG("Allocated slots exceed Pool size, extra memory allocated dynamically. Pool size: %u, dynamic size: %u.", m_NumSlots, m_ExtraMemory.size());
}
return m_ExtraMemory.back();
}
}
-25
View File
@@ -1,25 +0,0 @@
#ifndef PerformanceTimer_h__
#define PerformanceTimer_h__
#include "../Common.h"
#include <boost/timer/timer.hpp>
using boost::timer::cpu_timer;
class PerformanceTimer
{
public:
static void StartTimer(std::string nameOfTimer);
static void StartTimerAndStopPrevious(std::string nameOfTimer);
static void StopTimer(std::string nameOfTimer);
static void SetFrameNumber(int frameNumber);
static void ResetAllTimers();
static void CreateExcelData();
private:
static std::map<std::string, cpu_timer> timers;
static cpu_timer m_Timer;
static std::string currentTimerRunning;
};
#endif
+1 -1
View File
@@ -68,7 +68,7 @@ protected:
const std::string m_ComponentType;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& scoreScreen, double dt) = 0;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cPlayer, double dt) = 0;
};
class ImpureSystem : public virtual System
+4 -11
View File
@@ -6,7 +6,6 @@
#include "System.h"
#include "World.h"
#include "EPause.h"
#include "PerformanceTimer.h"
class SystemPipeline
{
@@ -73,24 +72,18 @@ public:
// Update
for (auto& system : group.ImpureSystems) {
auto className = (std::string)typeid(*system).name();
PerformanceTimer::StartTimer(className);
system->Update(dt);
PerformanceTimer::StopTimer(className);
}
for (auto& pair : group.PureSystems) {
const std::string& componentName = pair.first;
auto& systems = pair.second;
ComponentPool* pool = m_World->GetComponents(componentName);
const ComponentPool* pool = m_World->GetComponents(componentName);
if (pool == nullptr) {
continue;
}
for (auto& component : *pool) {
for (auto& system : systems) {
auto className = (std::string)typeid(*system).name();
PerformanceTimer::StartTimer(className);
system->UpdateComponent(EntityWrapper(m_World, component.EntityID), component, dt);
PerformanceTimer::StopTimer(className);
}
}
}
@@ -113,9 +106,9 @@ private:
std::vector<UnorderedSystems> m_OrderedSystemGroups;
EventRelay<SystemPipeline, Events::Pause> m_EPause;
bool OnPause(const Events::Pause& e) {
if (e.World == m_World) {
m_Paused = true;
bool OnPause(const Events::Pause& e) {
if (e.World == m_World) {
m_Paused = true;
}
return true;
}
+3 -4
View File
@@ -2,7 +2,6 @@
#define Util_Any_h__
#include <memory>
#include <boost/shared_array.hpp>
struct Any
{
@@ -11,7 +10,7 @@ struct Any
template <typename T>
Any(const T& value)
{
Data = boost::shared_array<char>(new char[sizeof(T)]);
Data = std::shared_ptr<char>(new char[sizeof(T)]);
Size = sizeof(T);
memcpy(Data.get(), &value, Size);
}
@@ -19,7 +18,7 @@ struct Any
template <typename T>
Any(T&& value)
{
Data = boost::shared_array<char>(new char[sizeof(T)]);
Data = std::shared_ptr<char>(new char[sizeof(T)]);
Size = sizeof(T);
memcpy(Data.get(), &value, Size);
}
@@ -36,7 +35,7 @@ struct Any
return Any(value);
}
boost::shared_array<char> Data = nullptr;
std::shared_ptr<char> Data = nullptr;
std::size_t Size = 0;
};
+4 -12
View File
@@ -6,7 +6,6 @@
#include "ObjectPool.h"
#include "ComponentPool.h"
#include "EventBroker.h"
struct EntityWrapper;
class World
{
@@ -16,16 +15,15 @@ public:
: m_EventBroker(eventBroker)
{ }
~World();
World(const World& other);
// Create empty entity
EntityID CreateEntity(EntityID parent = EntityID_Invalid);
EntityID CreateEntity(EntityID parent = 0);
// Delete entity and all components within
void DeleteEntity(EntityID entity);
// Check if an entity exists
bool ValidEntity(EntityID entity) const;
// Register a component type and allocate space for it
void RegisterComponent(const ComponentInfo& ci);
void RegisterComponent(ComponentInfo& ci);
// Attach a component to an entity and fill it with default values
ComponentWrapper AttachComponent(EntityID entity, const std::string& componentType);
// Check if an entity has a component
@@ -35,13 +33,13 @@ public:
// Delete a component off an entity
void DeleteComponent(EntityID entity, const std::string& componentType);
// Get all components of the specified type
ComponentPool* GetComponents(const std::string& componentType);
const ComponentPool* GetComponents(const std::string& componentType);
// Get entity parent
EntityID GetParent(EntityID entity);
// Change the parent of an entity
void SetParent(EntityID entity, EntityID parent);
// Get children of an entity
const std::pair<std::unordered_multimap<EntityID, EntityID>::const_iterator, std::unordered_multimap<EntityID, EntityID>::const_iterator> GetDirectChildren(EntityID entity);
const std::pair<std::unordered_multimap<EntityID, EntityID>::const_iterator, std::unordered_multimap<EntityID, EntityID>::const_iterator> GetChildren(EntityID entity);
// Get all component pools
const std::unordered_map<std::string, ComponentPool*>& GetComponentPools() const { return m_ComponentPools; }
// Get the entity children map
@@ -50,12 +48,6 @@ public:
void SetName(EntityID entity, const std::string& name);
// Get the textual name of an entity
std::string GetName(EntityID entity) const;
// Get the first entity in the world with the name.
EntityWrapper GetFirstEntityByName(const std::string& name);
// Merge another world into this one
// Returns a map that maps entities from the other world to their copies in this one
std::unordered_map<EntityID, EntityID> Merge(const World* other);
private:
EventBroker* m_EventBroker = nullptr;
@@ -12,8 +12,8 @@ template <typename EventContext>
class EditorCameraInputController : public FirstPersonInputController<EventContext>
{
public:
EditorCameraInputController(EventBroker* eventBroker, unsigned int playerID, EntityWrapper playerEntity)
: FirstPersonInputController(eventBroker, playerID, playerEntity)
EditorCameraInputController(EventBroker* eventBroker, unsigned int playerID)
: FirstPersonInputController(eventBroker, playerID)
{
EVENT_SUBSCRIBE_MEMBER(m_EMousePress, &EditorCameraInputController::OnMousePress);
EVENT_SUBSCRIBE_MEMBER(m_EMouseRelease, &EditorCameraInputController::OnMouseRelease);
@@ -104,11 +104,6 @@ protected:
if (!m_Enabled) {
return false;
}
ImGuiIO& io = ImGui::GetIO();
if (io.WantCaptureMouse || io.WantCaptureKeyboard) {
return false;
}
m_SpeedMultiplier += e.DeltaY * (0.1 * m_SpeedMultiplier);
m_Config->Set("Editor.CameraSpeed", m_SpeedMultiplier);
-9
View File
@@ -22,7 +22,6 @@
#include "../Core/ELockMouse.h"
#include "../Core/EFileDropped.h"
#include "../Rendering/Texture.h"
#include "Game/Events/ESpawnerSpawn.h"
class EditorGUI
{
@@ -74,12 +73,6 @@ public:
// Called when the user means to rename an entity.
typedef std::function<void(EntityWrapper, const std::string&)> OnEntityChangeName_t;
void SetEntityChangeNameCallback(OnEntityChangeName_t f) { m_OnEntityChangeName = f; }
// Called when the user pastes an entity previously "copied"
// @param EntityWrapper The entity to copy
// @param EntityWrapper The entity to parent the new copy to
// @return The new copy of the entity
typedef std::function<EntityWrapper(EntityWrapper, EntityWrapper)> OnEntityPaste_t;
void SetEntityPasteCallback(OnEntityPaste_t f) { m_OnEntityPaste = f; }
// Called when the user means to attach a new component to an entity.
typedef std::function<void(EntityWrapper, const std::string&)> OnComponentAttach_t;
void SetComponentAttachCallback(OnComponentAttach_t f) { m_OnComponentAttach = f; }
@@ -118,7 +111,6 @@ private:
std::string m_DroppedFile = "";
bool m_Paused = false;
bool m_MouseLocked = false;
EntityWrapper m_CopyTarget = EntityWrapper::Invalid;
// Callbacks
OnEntitySelectedCallback_t m_OnEntitySelected = nullptr;
@@ -132,7 +124,6 @@ private:
OnComponentDelete_t m_OnComponentDelete = nullptr;
OnWidgetMode_t m_OnWidgetMode = nullptr;
OnWidgetSpace_t m_OnWidgetSpace = nullptr;
OnEntityPaste_t m_OnEntityPaste = nullptr;
// Events
EventRelay<EditorGUI, Events::KeyDown> m_EKeyDown;
+3 -3
View File
@@ -5,8 +5,9 @@
#include "../Core/World.h"
#include "../Core/SystemPipeline.h"
#include "../Core/ResourceManager.h"
#include "../Core/EntityFile.h"
#include "../Core/EntityXMLFileWriter.h"
#include "../Core/EntityFilePreprocessor.h"
#include "../Core/EntityFileParser.h"
#include "../Core/EntityFileWriter.h"
#include "../Core/EMousePress.h"
#include "../Input/EInputCommand.h"
#include "EditorGUI.h"
@@ -55,7 +56,6 @@ private:
void OnEntityDelete(EntityWrapper entity);
void OnEntityChangeParent(EntityWrapper entity, EntityWrapper parent);
void OnEntityChangeName(EntityWrapper entity, const std::string& name);
EntityWrapper OnEntityPaste(EntityWrapper entityToCopy, EntityWrapper parent);
void OnComponentAttach(EntityWrapper entity, const std::string& componentType);
void OnComponentDelete(EntityWrapper entity, const std::string& componentType);
void OnWidgetSpace(EditorGUI::WidgetSpace widgetSpace);
+165
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@@ -0,0 +1,165 @@
#ifndef GUI_BUTTON_H__
#define GUI_BUTTON_H__
#include "GUI/TextureFrame.h"
#include "GUI/EButtonEnter.h"
#include "GUI/EButtonLeave.h"
#include "GUI/EButtonPress.h"
#include "GUI/EButtonRelease.h"
#include "Core/EMouseMove.h"
#include "Core/EMousePress.h"
#include "Core/EMouseRelease.h"
namespace dd
{
namespace GUI
{
class Button : public TextureFrame
{
public:
Button(Frame* parent, std::string name)
: TextureFrame(parent, name)
{
EVENT_SUBSCRIBE_MEMBER(m_EMouseMove, &Button::OnMouseMove);
EVENT_SUBSCRIBE_MEMBER(m_EMousePress, &Button::OnMousePress);
EVENT_SUBSCRIBE_MEMBER(m_EMouseRelease, &Button::OnMouseRelease);
}
void SetTextureHover(std::string resourceName)
{
m_TextureHover = resourceName;
}
void SetTextureReleased(std::string resourceName)
{
m_TextureReleased = resourceName;
SetTexture(resourceName);
}
void SetTexturePressed(std::string resourceName)
{
m_TexturePressed = resourceName;
}
void Draw(RenderScene& rq) override
{
if (m_Texture == nullptr && !m_TextureReleased.empty()) {
SetTexture(m_TextureReleased);
}
TextureFrame::Draw(rq);
}
virtual void OnEnter() { }
virtual void OnLeave() { }
virtual void OnPress() { }
virtual void OnRelease() { }
protected:
bool m_MouseIsOver = false;
bool m_IsDown = false;
virtual bool OnMouseMove(const Events::MouseMove& event)
{
if (Hidden()) {
return false;
}
bool isOver = Rectangle::Intersects(AbsoluteRectangle(), Rectangle(event.X, event.Y, 1, 1));
if (isOver && !m_MouseIsOver) { // Enter
if (!m_IsDown) {
if (!m_TextureHover.empty()) {
SetTexture(m_TextureHover);
}
}
OnEnter();
Events::ButtonEnter e;
e.FrameName = m_Name;
EventBroker->Publish(e);
Events::PlaySound soundEvent;
soundEvent.FilePath = "Sounds/GUI/hover-n.wav";
EventBroker->Publish(soundEvent);
} else if (!isOver && m_MouseIsOver) { // Leave
if (!m_IsDown) {
if (!m_TextureReleased.empty()) {
SetTexture(m_TextureReleased);
}
}
OnLeave();
Events::ButtonLeave e;
e.FrameName = m_Name;
EventBroker->Publish(e);
}
m_MouseIsOver = isOver;
return true;
}
virtual bool OnMousePress(const Events::MousePress& event)
{
if (Hidden()) {
//LOG_DEBUG("Pressed hidden button");
return false;
}
if (!Rectangle::Intersects(AbsoluteRectangle(), Rectangle(event.X, event.Y, 1, 1))) {
return false;
}
if (!m_TexturePressed.empty()) {
SetTexture(m_TexturePressed);
}
m_IsDown = true;
OnPress();
Events::ButtonPress e;
e.FrameName = m_Name;
e.Button = this;
EventBroker->Publish(e);
return true;
}
virtual bool OnMouseRelease(const Events::MouseRelease& event)
{
if (Hidden()) {
//LOG_DEBUG("Released hidden button");
return false;
}
bool isOver = Rectangle::Intersects(AbsoluteRectangle(), Rectangle(event.X, event.Y, 1, 1));
if (!isOver && !m_IsDown) {
return false;
}
if (m_MouseIsOver) {
if (!m_TextureHover.empty()) {
SetTexture(m_TextureHover);
}
} else {
if (!m_TextureReleased.empty()) {
SetTexture(m_TextureReleased);
}
}
m_IsDown = false;
OnRelease();
Events::ButtonRelease e;
e.FrameName = m_Name;
e.Button = this;
EventBroker->Publish(e);
return true;
}
private:
EventRelay<Frame, Events::MouseMove> m_EMouseMove;
EventRelay<Frame, Events::MousePress> m_EMousePress;
EventRelay<Frame, Events::MouseRelease> m_EMouseRelease;
std::string m_TextureHover;
std::string m_TexturePressed;
std::string m_TextureReleased;
};
}
}
#endif
-44
View File
@@ -1,44 +0,0 @@
#ifndef ButtonSystem_h__
#define ButtonSystem_h__
#include "../Rendering/IRenderer.h"
#include "../Core/ConfigFile.h"
#include "../Rendering/PickingPass.h"
#include "../Core/ResourceManager.h"
#include "../Core/System.h"
#include "../Core/Event.h"
#include "../Core/EMousePress.h"
#include "../Core/EMouseRelease.h"
#include "../Core/ELockMouse.h"
#include "EButtonPressed.h"
#include "EButtonReleased.h"
#include "EButtonClicked.h"
class ButtonSystem : public PureSystem
{
public:
ButtonSystem(SystemParams params, IRenderer* renderer);
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override;
private:
IRenderer* m_Renderer;
bool m_MouseIsLocked = false;
EntityWrapper m_PickEntity = EntityWrapper::Invalid;
PickData m_PickData;
EventRelay<ButtonSystem, Events::LockMouse> m_EMouseLock;
bool OnMouseLock(const Events::LockMouse& e);
EventRelay<ButtonSystem, Events::UnlockMouse> m_EMouseUnlock;
bool OnMouseUnlock(const Events::UnlockMouse& e);
EventRelay<ButtonSystem, Events::MousePress> m_EMousePress;
bool OnMousePress(const Events::MousePress& e);
EventRelay<ButtonSystem, Events::MouseRelease> m_EMouseRelease;
bool OnMouseRelease(const Events::MouseRelease& e);
};
#endif
-16
View File
@@ -1,16 +0,0 @@
#ifndef Events_ButtonClicked_h__
#define Events_ButtonClicked_h__
#include "Core/Event.h"
namespace Events
{
struct ButtonClicked : public Event {
std::string EntityName;
EntityWrapper Entity;
};
}
#endif
+17
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@@ -0,0 +1,17 @@
#ifndef Events_ButtonEnter_h__
#define Events_ButtonEnter_h__
#include "../Core/EventBroker.h"
namespace Events
{
/** Thrown on GUI button hover. */
struct ButtonEnter : Event
{
std::string FrameName;
};
}
#endif
+17
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@@ -0,0 +1,17 @@
#ifndef Events_ButtonLeave_h__
#define Events_ButtonLeave_h__
#include "../Core/EventBroker.h"
namespace Events
{
/** Thrown on GUI button hover. */
struct ButtonLeave : Event
{
std::string FrameName;
};
}
#endif
+20
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@@ -0,0 +1,20 @@
#ifndef Events_ButtonPress_h__
#define Events_ButtonPress_h__
#include "../Core/EventBroker.h"
namespace GUI { class Button; }
namespace Events
{
/** Thrown on GUI button press. */
struct ButtonPress : Event
{
std::string FrameName;
GUI::Button* Button;
};
}
#endif
-16
View File
@@ -1,16 +0,0 @@
#ifndef Events_ButtonPressed_h__
#define Events_ButtonPressed_h__
#include "Core/Event.h"
namespace Events
{
struct ButtonPressed : public Event {
std::string EntityName;
EntityWrapper Entity;
};
}
#endif
+20
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@@ -0,0 +1,20 @@
#ifndef Events_ButtonRelease_h__
#define Events_ButtonRelease_h__
#include "../Core/EventBroker.h"
namespace GUI { class Button; }
namespace Events
{
/** Thrown on GUI button release. */
struct ButtonRelease : Event
{
std::string FrameName;
GUI::Button* Button;
};
}
#endif
-16
View File
@@ -1,16 +0,0 @@
#ifndef Events_ButtonReleased_h__
#define Events_ButtonReleased_h__
#include "Core/Event.h"
namespace Events
{
struct ButtonReleased : public Event {
std::string EntityName;
EntityWrapper Entity;
};
}
#endif
+261
View File
@@ -0,0 +1,261 @@
#ifndef GUI_Frame_h__
#define GUI_Frame_h__
#include "../Common.h"
#include "../Core/Util/Rectangle.h"
#include "../Core/EventBroker.h"
#include "../Core/EKeyDown.h"
#include "../Core/EKeyUp.h"
#include "../Core/ResourceManager.h"
#include "../Rendering/RenderQueue.h"
#include "../Rendering/Texture.h"
#include "../Input/EInputCommand.h"
namespace GUI
{
class Frame : public Rectangle
{
public:
enum class Anchor
{
Left,
Right,
Top,
Bottom
};
static const int BaseWidth = 1280;
static const int BaseHeight = 720;
// Set up a base frame with an event broker
Frame(EventBroker* eventBroker)
: m_EventBroker(eventBroker)
, BaseFrame(this)
, m_Name("UIParent")
, Rectangle() { }
// Create a frame as a child
Frame(Frame* parent, std::string name)
: m_Name(name)
{
SetParent(parent);
Width = parent->Width;
Height = parent->Height;
EVENT_SUBSCRIBE_MEMBER(m_EKeyDown, &Frame::OnKeyDown);
EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, &Frame::OnKeyUp);
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &Frame::OnCommand);
}
~Frame()
{
/*for (auto layer : m_Children)
{
for (auto child : layer.second)
{
delete child.second;
}
}
if (m_Parent)
{
m_Parent->RemoveChild(this);
}*/
}
Frame* Parent() const { return m_Parent; }
void SetParent(Frame* parent)
{
if (parent == nullptr) {
LOG_ERROR("Failed to parent frame \"%s\": Invalid parent", m_Name.c_str());
return;
}
m_Layer = parent->Layer() + 1;
parent->AddChild(this);
m_Parent = parent;
m_EventBroker = parent->m_EventBroker;
BaseFrame = parent->BaseFrame;
}
void AddChild(Frame* child)
{
m_Children[child->m_Layer].insert(std::make_pair(child->Name(), child));
if (m_Parent) {
m_Parent->AddChild(child);
}
}
void RemoveChild(Frame* child)
{
auto it = m_Children.find(child->m_Layer);
if (it != m_Children.end()) {
m_Children.erase(it);
}
if (m_Parent) {
m_Parent->RemoveChild(child);
}
}
std::string Name() const { return m_Name; }
void SetName(std::string val) { m_Name = val; }
int Layer() const { return m_Layer; }
bool Hidden() const
{
if (m_Parent)
return m_Parent->Hidden() || m_Hidden;
else
return m_Hidden;
}
bool Visible() const
{
return !Hidden();
}
virtual void Hide() { m_Hidden = true; }
virtual void Show() { m_Hidden = false; }
int Left() const override
{
if (m_Parent)
return m_Parent->Left() + X;
else
return X;
}
void SetLeft(int absLeft) override
{
if (m_Parent) {
X = absLeft - m_Parent->Left();
} else {
X = absLeft;
}
}
int Right() const override
{
return Left() + Width;
}
void SetRight(int absRight) override
{
if (m_Parent) {
X = absRight - Width - m_Parent->Left();
} else {
X = absRight - Width;
}
}
int Top() const override
{
if (m_Parent)
return m_Parent->Top() + Y;
else
return Y;
}
void SetTop(int absTop) override
{
if (m_Parent) {
Y = absTop - m_Parent->Top();
} else {
Y = absTop;
}
}
int Bottom() const override
{
return Top() + Height;
}
void SetBottom(int absBottom) override
{
if (m_Parent) {
Y = absBottom - Height - m_Parent->Top();
} else {
Y = absBottom - Height;
}
}
glm::vec2 Scale()
{
if (m_Parent)
return m_Parent->Scale();
else
return glm::vec2(Width, Height) / glm::vec2(BaseWidth, BaseHeight);
}
Rectangle AbsoluteRectangle()
{
int left = Left();
if (m_Parent)
left = std::max(left, m_Parent->Left());
int top = Top();
if (m_Parent)
top = std::max(top, m_Parent->Top());
int width = Right() - left;
int height = Bottom() - top;
return Rectangle(left, top, width, height);
}
void UpdateLayered(double dt)
{
// Update ourselves
this->Update(dt);
// Update children
for (auto& pairLayer : m_Children) {
auto children = pairLayer.second;
for (auto& pairChild : children) {
auto child = pairChild.second;
child->Update(dt);
}
}
}
virtual void Update(double dt) { }
void DrawLayered(RenderScene& rq)
{
if (this->Hidden())
return;
// Draw ourselves
this->Draw(rq);
// Draw children
for (auto& pairLayer : m_Children) {
auto children = pairLayer.second;
for (auto& pairChild : children) {
auto child = pairChild.second;
if (child->Hidden())
continue;
child->Draw(rq);
}
}
}
virtual void Draw(RenderScene& rq) { }
protected:
::EventBroker* m_EventBroker;
Frame* BaseFrame = nullptr;
std::string m_Name = "Unnamed";
int m_Layer = 0;
bool m_Hidden = false;
Frame* m_Parent = nullptr;
typedef std::multimap<std::string, Frame*> Children_t; // name -> frame
std::map<int, Children_t> m_Children; // layer -> Children_t
virtual bool OnKeyDown(const Events::KeyDown& event) { return false; }
virtual bool OnKeyUp(const Events::KeyUp& event) { return false; }
virtual bool OnCommand(const Events::InputCommand& event) { return false; }
private:
EventRelay<Frame, Events::KeyDown> m_EKeyDown;
EventRelay<Frame, Events::KeyUp> m_EKeyUp;
EventRelay<Frame, Events::InputCommand> m_EInputCommand;
};
}
#endif
-33
View File
@@ -1,33 +0,0 @@
#ifndef MainMenuSystem_h__
#define MainMenuSystem_h__
#include "../Core/System.h"
#include "../Rendering/IRenderer.h"
#include "../Core/ResourceManager.h"
#include "../Core/Event.h"
#include "EButtonClicked.h"
#include "EButtonPressed.h"
#include "EButtonReleased.h"
class MainMenuSystem : public ImpureSystem
{
public:
MainMenuSystem(SystemParams params, IRenderer* renderer);
virtual void Update(double dt) override;
private:
IRenderer* m_Renderer;
EventRelay<MainMenuSystem, Events::ButtonClicked> m_EClicked;
bool OnButtonClick(const Events::ButtonClicked& e);
EventRelay<MainMenuSystem, Events::ButtonReleased> m_EReleased;
bool OnButtonRelease(const Events::ButtonReleased& e);
EventRelay<MainMenuSystem, Events::ButtonPressed> m_EPressed;
bool OnButtonPress(const Events::ButtonPressed& e);
};
#endif
+112
View File
@@ -0,0 +1,112 @@
#ifndef GUI_TextureFrame_h__
#define GUI_TextureFrame_h__
#include "Frame.h"
#include "../Rendering/Texture.h"
#include "../Rendering/Util/CommonFunctions.h"
namespace GUI
{
class TextureFrame : public Frame
{
public:
TextureFrame(Frame* parent, std::string name)
: Frame(parent, name) { }
void EnableScissor() { m_ScissorEnabled = true; }
void DisableScissor() { m_ScissorEnabled = false; }
void Draw(RenderScene& rq) override
{
if (m_Texture == nullptr)
return;
// Texture while fading
if (m_FadeTexture && m_CurrentFade < 1) {
FrameJob job;
job.Scissor = (m_ScissorEnabled) ? m_Parent->AbsoluteRectangle() : Rectangle();
job.Viewport = Rectangle(Left(), Top(), Width, Height);
job.TextureID = m_FadeTexture->ResourceID;
job.DiffuseTexture = m_FadeTexture;
job.Color = glm::vec4(m_Color.r, m_Color.g, m_Color.b, m_Color.a);
job.Name = Name();
rq.GUI.Add(job);
}
// Main texture
{
FrameJob job;
job.Scissor = (m_ScissorEnabled) ? m_Parent->AbsoluteRectangle() : Rectangle();
job.Viewport = Rectangle(Left(), Top(), Width, Height);
job.TextureID = m_Texture->ResourceID;
job.DiffuseTexture = m_Texture;
job.Color = glm::vec4(m_Color.r, m_Color.g, m_Color.b, m_Color.a * m_CurrentFade);
job.Name = Name();
rq.GUI.Add(job);
}
}
std::string Texture() const { return m_TextureName; }
void SetTexture(std::string resourceName)
{
if (resourceName.empty()) {
m_Texture = nullptr;
return;
}
m_Texture = CommonFunctions::LoadTexture(resourceName, false);
m_TextureName = resourceName;
if (m_Texture == nullptr) {
m_Texture = CommonFunctions::LoadTexture("Textures/Core/ErrorTexture.png", false);
}
SizeToTexture();
}
void SizeToTexture()
{
if (m_Texture != nullptr) {
this->Width = m_Texture->Width;
this->Height = m_Texture->Height;
}
}
void FadeToTexture(std::string resourceName, double duration)
{
m_FadeTexture = m_Texture;
SetTexture(resourceName);
m_FadeDuration = duration;
m_CurrentFade = 0.f;
}
void Update(double dt) override
{
if (m_CurrentFade < 1) {
m_CurrentFade += dt / m_FadeDuration;
if (m_CurrentFade > 1) {
m_FadeTexture = nullptr;
m_CurrentFade = 1;
m_FadeDuration = 0;
}
}
}
glm::vec4 Color() const { return m_Color; }
void SetColor(glm::vec4 val) { m_Color = val; }
protected:
bool m_ScissorEnabled = true;
Texture* m_Texture = nullptr;
std::string m_TextureName;
Texture* m_FadeTexture = nullptr;
glm::vec4 m_Color = glm::vec4(1.f, 1.f, 1.f, 1.f);
float m_FadeDuration = 0.f;
float m_CurrentFade = 1.f;
};
}
#endif
+35 -132
View File
@@ -6,13 +6,12 @@
#include "../Core/ELockMouse.h"
#include "../Game/Events/EDashAbility.h"
#include "InputHandler.h"
#include "Rendering/EAutoAnimationBlend.h"
template <typename EventContext>
class FirstPersonInputController : public InputController<EventContext>
{
public:
FirstPersonInputController(EventBroker* eventBroker, int playerID, EntityWrapper playerEntity);
FirstPersonInputController(EventBroker* eventBroker, int playerID);
virtual const glm::vec3 Movement() const { return m_Movement; }
virtual const glm::vec3 Rotation() const { return m_Rotation; }
@@ -28,15 +27,13 @@ public:
virtual bool OnCommand(const Events::InputCommand& e) override;
virtual void Reset();
void AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer, double& assaultDashCoolDownTimer, EntityID playerID);
void AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer);
bool SniperSprintingCheck();
virtual bool AssaultDashDoubleTapped() const { return m_AssaultDashDoubleTapped; }
virtual bool PlayerIsDashing() const { return m_PlayerIsDashing; }
bool SpecialAbilityKeyDown() const { return m_SpecialAbilityKeyDown; }
protected:
const int m_PlayerID;
EntityWrapper m_PlayerEntity;
bool m_MouseLocked = false;
glm::vec3 m_Rotation;
glm::vec3 m_Movement;
@@ -45,7 +42,7 @@ protected:
bool m_Crouching = false;
//assault dash membervariables - needed to calculate the doubletap- and dashlogic
double m_AssaultDashDoubleTapDeltaTime = 0.0;
double m_DashEffectResetTimer = 0.0;
double m_AssaultDashCoolDownTimer = 0.0;
//i will let m_AssaultDashDoubleTapSensitivityTimer stay hardcoded, its not really a gamevariable (more an inputvariable),
//and its very unlikely that someone wants to change that value
const float m_AssaultDashDoubleTapSensitivityTimer = 0.25f;
@@ -56,7 +53,7 @@ protected:
bool m_ShiftDashing = false;
bool m_ValidDoubleTap = false;
//specialabilities
//specialabilitys
bool m_MovementKeyDown = false;
bool m_SpecialAbilityKeyDown = false;
int m_NumberOfMovementKeysDown = 0;
@@ -68,10 +65,9 @@ protected:
};
template <typename EventContext>
FirstPersonInputController<EventContext>::FirstPersonInputController(EventBroker* eventBroker, int playerID, EntityWrapper playerEntity)
FirstPersonInputController<EventContext>::FirstPersonInputController(EventBroker* eventBroker, int playerID)
: InputController(eventBroker)
, m_PlayerID(playerID)
, m_PlayerEntity(playerEntity)
{
EVENT_SUBSCRIBE_MEMBER(m_ELockMouse, &FirstPersonInputController::OnLockMouse);
EVENT_SUBSCRIBE_MEMBER(m_EUnlockMouse, &FirstPersonInputController::OnUnlockMouse);
@@ -122,84 +118,13 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
if (e.Command == "Forward") {
float val = glm::clamp(e.Value, -1.f, 1.f);
m_Movement.z = -val;
if (m_PlayerEntity.Valid()) {
EntityWrapper playerModel = m_PlayerEntity.FirstChildByName("PlayerModel");
if (playerModel.Valid()) {
if (val > 0) {
Events::AutoAnimationBlend aeb;
aeb.Duration = 0.1;
if(m_Crouching) {
aeb.NodeName = "Walk";
} else {
aeb.NodeName = "Run";
}
aeb.RootNode = playerModel;
aeb.Start = true;
m_EventBroker->Publish(aeb);
} else if (val < 0) {
Events::AutoAnimationBlend aeb;
aeb.Duration = 0.1;
if (m_Crouching) {
aeb.NodeName = "Walk";
} else {
aeb.NodeName = "Run";
}
aeb.RootNode = playerModel;
aeb.Start = true;
aeb.Reverse = true;
m_EventBroker->Publish(aeb);
} else {
}
}
}
}
if (e.Command == "Right") {
float val = glm::clamp(e.Value, -1.f, 1.f);
m_Movement.x = val;
if (m_PlayerEntity.Valid()) {
EntityWrapper playerModel = m_PlayerEntity.FirstChildByName("PlayerModel");
if (playerModel.Valid()) {
if (val > 0) {
Events::AutoAnimationBlend aeb;
aeb.Duration = 0.1;
aeb.NodeName = "Right";
aeb.RootNode = playerModel;
aeb.Start = true;
m_EventBroker->Publish(aeb);
} else if (val < 0) {
Events::AutoAnimationBlend aeb;
aeb.Duration = 0.1;
aeb.NodeName = "Left";
aeb.RootNode = playerModel;
aeb.Start = true;
m_EventBroker->Publish(aeb);
} else {
}
}
}
}
if (glm::length2(m_Movement) > 0) {
m_Movement = glm::normalize(m_Movement);
} else {
if (m_PlayerEntity.Valid()) {
EntityWrapper playerModel = m_PlayerEntity.FirstChildByName("PlayerModel");
if (playerModel.Valid()) {
Events::AutoAnimationBlend aeb;
aeb.Duration = 0.1;
aeb.NodeName = "Idle";
aeb.RootNode = playerModel;
m_EventBroker->Publish(aeb);
}
}
}
}
@@ -221,10 +146,10 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
if (m_NumberOfMovementKeysDown == 0) {
m_MovementKeyDown = false;
}
//you have just released the key, store what key it was and reset the doubletap-sensitivity-timer
m_AssaultDashTapDirection = m_CurrentDirectionVector;
m_AssaultDashDoubleTapDeltaTime = 0.f;
//you have just released the key, store what key it was and reset the doubletap-sensitivity-timer
m_AssaultDashTapDirection = m_CurrentDirectionVector;
m_AssaultDashDoubleTapDeltaTime = 0.f;
}
}
@@ -234,39 +159,20 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
if (e.Command == "Crouch") {
m_Crouching = e.Value > 0;
if (m_PlayerEntity.Valid()) {
EntityWrapper playerModel = m_PlayerEntity.FirstChildByName("PlayerModel");
if (playerModel.Valid()) {
if (e.Value == 0.f) {
Events::AutoAnimationBlend aeb;
aeb.Duration = 0.3;
aeb.NodeName = "StandMovement";
aeb.RootNode = playerModel;
aeb.Start = true;
aeb.Restart = true;
aeb.SingleLevelBlend = true;
m_EventBroker->Publish(aeb);
} else if(e.Value == 1.0f) {
Events::AutoAnimationBlend aeb;
aeb.Duration = 0.3;
aeb.NodeName = "CrouchMovement";
aeb.RootNode = playerModel;
aeb.Start = true;
aeb.Restart = true;
aeb.SingleLevelBlend = true;
m_EventBroker->Publish(aeb);
}
}
}
}
if (e.Command == "SpecialAbility") {
m_SpecialAbilityKeyDown = e.Value > 0;
if (e.Value > 0) {
m_SpecialAbilityKeyDown = true;
} else {
m_SpecialAbilityKeyDown = false;
}
}
if (m_SpecialAbilityKeyDown && m_MovementKeyDown) {
m_ShiftDashing = true;
} else {
m_ShiftDashing = false;
}
m_ShiftDashing = m_SpecialAbilityKeyDown && m_MovementKeyDown;
return true;
}
@@ -286,33 +192,23 @@ bool FirstPersonInputController<EventContext>::OnLockMouse(const Events::LockMou
}
template <typename EventContext>
void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer, double& assaultDashCoolDownTimer, EntityID playerID) {
void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer) {
m_AssaultDashDoubleTapDeltaTime += dt;
m_DashEffectResetTimer += dt;
assaultDashCoolDownTimer -= dt;
m_AssaultDashCoolDownTimer -= dt;
//cooldown = assaultDashCoolDownMaxTimer sec, pretend the dash lasts 0.25 sec (for friction to do its work)
if (assaultDashCoolDownTimer > (assaultDashCoolDownMaxTimer - 0.25f)) {
if (m_AssaultDashCoolDownTimer > (assaultDashCoolDownMaxTimer - 0.25f)) {
m_PlayerIsDashing = true;
if (m_DashEffectResetTimer > 0.05) {
Events::DashAbility e;
e.Player = playerID;
m_EventBroker->Publish(e);
m_DashEffectResetTimer = 0.0;
}
} else {
m_PlayerIsDashing = false;
}
//dashing with shift
if (m_ShiftDashing && assaultDashCoolDownTimer <= 0.0f) {
if (m_ShiftDashing && m_AssaultDashCoolDownTimer <= 0.0f) {
//player is dashing with shift
//the wanted-direction is set in playermovement already so we dont need to check what direction we want to dash in!
assaultDashCoolDownTimer = assaultDashCoolDownMaxTimer;
m_AssaultDashCoolDownTimer = assaultDashCoolDownMaxTimer;
m_AssaultDashDoubleTapped = true;
m_AssaultDashDoubleTapDeltaTime = 0.f;
Events::DashAbility e;
e.Player = playerID;
m_EventBroker->Publish(e);
return;
}
@@ -332,7 +228,7 @@ void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool
}
m_ValidDoubleTap = false;
if (!(assaultDashCoolDownTimer <= 0.0f)) {
if (!(m_AssaultDashCoolDownTimer <= 0.0f)) {
//if we cant dash at the moment, then just reset the tap-sensitivity-timer
m_AssaultDashDoubleTapDeltaTime = 0.f;
return;
@@ -340,11 +236,18 @@ void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool
//ok, we have a valid tap, lets do it
m_AssaultDashDoubleTapped = true;
m_AssaultDashDoubleTapDeltaTime = 0.f;
assaultDashCoolDownTimer = assaultDashCoolDownMaxTimer;
m_AssaultDashCoolDownTimer = assaultDashCoolDownMaxTimer;
Events::DashAbility e;
e.Player = playerID;
m_EventBroker->Publish(e);
}
template <typename EventContext>
bool FirstPersonInputController<EventContext>::SniperSprintingCheck() {
if (m_SpecialAbilityKeyDown) {
return true;
} else {
return false;
}
}
#endif
+6 -39
View File
@@ -19,28 +19,11 @@
#include "Core/World.h"
#include "Core/EventBroker.h"
#include "Core/ConfigFile.h"
#include "Core/EPlayerDeath.h"
#include "Input/EInputCommand.h"
#include "Core/EPlayerDamage.h"
#include "../Game/Events/EDoubleJump.h"
#include "Network/EInterpolate.h"
#include "Network/SnapshotFilter.h"
#include "Core/EPlayerSpawned.h"
#include "Core/EAmmoPickup.h"
#include "Network/ESearchForServers.h"
#include "../Game/Events/EDashAbility.h"
struct ServerInfo
{
ServerInfo(std::string a, int b, std::string c, int d)
{
Address = a; Port = b; Name = c; PlayersConnected = d;
}
std::string Address = "";
int Port = 0;
std::string Name = "";
int PlayersConnected = 0;
};
class Client : public Network
{
@@ -51,9 +34,7 @@ public:
void Connect(std::string address, int port);
void Update() override;
private:
//UDPClient m_Unreliable;
TCPClient m_Reliable;
std::vector<Events::PlayerSpawned> m_PlayerSpawnEvents;
void parseSpawnEvents();
// Save for children
@@ -101,16 +82,11 @@ private:
void parseTCPConnect(Packet& packet);
void parsePlayerConnected(Packet& packet);
void parsePing();
void parseServerlist(Packet& packet);
void parseKick();
void parsePlayersSpawned(Packet& packet);
void parseEntityDeletion(Packet& packet);
void parsePlayerDamage(Packet& packet);
void parseComponentDeletion(Packet& packet);
void parseDoubleJump(Packet& packet);
void parseDashEffect(Packet& packet);
void parseAmmoPickup(Packet& packet);
void InterpolateFields(Packet& packet, const ComponentInfo & componentInfo, const EntityID & entityID, const std::string & componentType);
void InterpolateFields(Packet & packet, const ComponentInfo & componentInfo, const EntityID & entityID, const std::string & componentType);
void parseSnapshot(Packet& packet);
void identifyPacketLoss();
void hasServerTimedOut();
@@ -118,7 +94,6 @@ private:
void sendInputCommands();
void sendLocalPlayerTransform();
void becomePlayer();
void displayServerlist();
// Mapping Logic
// Returns if local EntityID exist in map
bool clientServerMapsHasEntity(EntityID clientEntityID);
@@ -134,18 +109,10 @@ private:
bool OnPlayerDamage(const Events::PlayerDamage& e);
EventRelay<Client, Events::PlayerSpawned> m_EPlayerSpawned;
bool OnPlayerSpawned(const Events::PlayerSpawned& e);
EventRelay< Client, Events::SearchForServers> m_ESearchForServers;
EventRelay<Client, Events::DoubleJump> m_EDoubleJump;
bool OnDoubleJump(Events::DoubleJump & e);
EventRelay<Client, Events::DashAbility> m_EDashAbility;
bool OnDashAbility(const Events::DashAbility& e);
bool OnSearchForServers(const Events::SearchForServers& e);
UDPClient m_ServerlistRequest;
std::vector<ServerInfo> m_Serverlist;
bool m_SearchingForServers = false;
std::clock_t m_StartSearchTime;
double m_SearchingTime = 2000; // Config I guess
void parsePlayerDamage(Packet& packet);
private:
UDPClient m_Unreliable;
TCPClient m_Reliable;
};
#endif
-19
View File
@@ -1,19 +0,0 @@
#ifndef Events_KillDeath_h__
#define Events_KillDeath_h__
#include "Core/EventBroker.h"
typedef unsigned int PlayerID;
namespace Events
{
struct KillDeath : public Event
{
PlayerID Casualty = -1;
PlayerID Killer = -1;
};
}
#endif
-17
View File
@@ -1,17 +0,0 @@
#ifndef Events_PlayerConnected
#define Events_PlayerConnected
#include "Core/EventBroker.h"
namespace Events
{
struct PlayerConnected : public Event
{
std::string PlayerName = "";
int PlayerID = -1;
};
}
#endif // !Events_PlayerConnected
@@ -1,12 +0,0 @@
#ifndef Events_SearchForServers_h__
#define Events_SearchForServers_h__
#include "Core/Event.h"
namespace Events
{
struct SearchForServers : public Event { };
}
#endif
+13
View File
@@ -0,0 +1,13 @@
#ifndef HybridClient_h__
#define HybridClient_h__
class HybridClient
{
public:
HybridClient();
~HybridClient();
private:
};
#endif
+12
View File
@@ -0,0 +1,12 @@
#ifndef HybridServer_h__
#define HybridServer_h__
class HybridServer
{
public:
HybridServer();
~HybridServer();
private:
};
#endif
-4
View File
@@ -19,10 +19,6 @@ enum class MessageType
EntityDeleted,
ComponentDeleted,
PlayerTransform,
OnDoubleJump,
OnDashEffect,
ServerlistRequest,
AmmoPickup,
Invalid
};
+1 -4
View File
@@ -9,16 +9,13 @@ typedef unsigned int PacketID;
class NetworkClient
{
public:
NetworkClient();
virtual ~NetworkClient();
virtual void Connect(std::string playerName, std::string address, int port) = 0;
virtual void Disconnect() = 0;
virtual void Receive(Packet& packet) = 0;
virtual void Send(Packet & packet) = 0;
virtual bool IsSocketAvailable() = 0;
protected:
char* m_ReadBuffer;
unsigned int m_BufferSize = BUFFERSIZE;
char m_ReadBuffer[BUFFERSIZE] = { 0 };
};
#endif
+1 -4
View File
@@ -10,15 +10,12 @@ typedef unsigned int PacketID;
class NetworkServer
{
public:
NetworkServer();
virtual ~NetworkServer();
virtual void AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers) = 0;
virtual void Receive(Packet & packet, PlayerDefinition & playerDefinition) = 0;
virtual void Send(Packet & packet, PlayerDefinition & playerDefinition) = 0;
virtual void Send(Packet & packet) = 0;
protected:
char* m_ReadBuffer;
unsigned int m_BufferSize = BUFFERSIZE;
char m_ReadBuffer[BUFFERSIZE] = { 0 };
};
#endif
+1 -3
View File
@@ -24,9 +24,7 @@ public:
{
// Check if we are trying to add more than the package can fit.
if (m_MaxPacketSize < m_Offset + sizeof(T)) {
if (m_MaxPacketSize >= 32000) {
LOG_WARNING("Package::WritePrimitive(): New size is huge %i bytes\n", m_MaxPacketSize*2);
}
LOG_WARNING("Packet AddPrimitive(): You are trying to add more than we have allocated for! New size is %i bytes\n", m_MaxPacketSize*2);
resizeData();
}
memcpy(m_Data + m_Offset, &val, sizeof(T));
+7 -22
View File
@@ -17,13 +17,8 @@
#include "Core/EPlayerDamage.h"
#include "Network/EPlayerDisconnected.h"
#include "Core/EPlayerSpawned.h"
#include "../Game/Events/EDoubleJump.h"
#include "Core/EEntityDeleted.h"
#include "Core/EComponentDeleted.h"
#include "Core/EAmmoPickup.h"
#include "Core/EPlayerDeath.h"
#include "Network/EPlayerConnected.h"
#include "Network/EKillDeath.h"
class Server : public Network
{
@@ -36,8 +31,7 @@ public:
private:
// Network channels
TCPServer m_Reliable;
//UDPServer m_Unreliable;
UDPServer m_ServerlistRequest;
UDPServer m_Unreliable;
// dont forget to set these in the childrens receive logic
boost::asio::ip::address m_Address;
int m_Port = 27666;
@@ -60,7 +54,7 @@ private:
std::vector<Events::InputCommand> m_InputCommandsToBroadcast;
//Timers
std::clock_t m_StartPingTime;
// Packet loss logic
PacketID m_PacketID = 0;
PacketID m_PreviousPacketID = 0;
@@ -70,7 +64,6 @@ private:
void reliableBroadcast(Packet& packet);
void unreliableBroadcast(Packet& packet);
void sendSnapshot();
void addPlayersToPacket(Packet& packet, EntityID entityID);
void addChildrenToPacket(Packet& packet, EntityID entityID);
void addInputCommandsToPacket(Packet& packet);
void sendPing();
@@ -80,21 +73,17 @@ private:
void parseOnPlayerDamage(Packet& packet);
void identifyPacketLoss();
void kick(PlayerID player);
PlayerID getPlayerIDFromEndpoint();
PlayerID getPlayerIDFromEntityID(EntityID entityID);
PlayerID GetPlayerIDFromEndpoint();
void parsePlayerTransform(Packet& packet);
void parseOnInputCommand(Packet& packet);
void parseClientPing();
void parsePing();
bool parseDoubleJump(Packet& packet);
void parseDashEffect(Packet& packet);
void parseUDPConnect(Packet& packet);
void parseTCPConnect(Packet& packet);
void parsePing();
void parseUDPConnect(Packet & packet);
void parseTCPConnect(Packet & packet);
void parseDisconnect();
void parseServerlistRequest(boost::asio::ip::udp::endpoint endpoint);
bool shouldSendToClient(EntityWrapper childEntity);
// Events
// Debug event
EventRelay<Server, Events::InputCommand> m_EInputCommand;
bool OnInputCommand(const Events::InputCommand& e);
EventRelay<Server, Events::PlayerSpawned> m_EPlayerSpawned;
@@ -105,10 +94,6 @@ private:
bool OnComponentDeleted(const Events::ComponentDeleted& e);
EventRelay<Server, Events::PlayerDamage> m_EPlayerDamage;
bool OnPlayerDamage(const Events::PlayerDamage& e);
EventRelay<Server, Events::AmmoPickup> m_EAmmoPickup;
bool OnAmmoPickup(const Events::AmmoPickup& e);
EventRelay<Server, Events::PlayerDeath> m_EPlayerDeath;
bool OnPlayerDeath(const Events::PlayerDeath& e);
};
#endif
+1 -1
View File
@@ -20,7 +20,7 @@ private:
boost::asio::ip::tcp::endpoint m_Endpoint;
boost::asio::io_service m_IOService;
std::unique_ptr<boost::asio::ip::tcp::socket> m_Socket;
size_t readBuffer();
size_t readBuffer(char* data);
PacketID m_SendPacketID = 0;
bool m_IsConnected = false;
};
+4 -10
View File
@@ -16,22 +16,16 @@ public:
void Send(Packet & packet, PlayerDefinition & playerDefinition);
void Send(Packet & packet);
void Disconnect();
int Port() { return m_Port; }
std::string Address() { return m_Address; }
private:
// TCP logic
boost::asio::io_service m_IOService;
std::unique_ptr<boost::asio::ip::tcp::acceptor> acceptor;
boost::shared_ptr<boost::asio::ip::tcp::socket> lastReceivedSocket;
int readBuffer(PlayerDefinition& playerDefinition);
PlayerID getPlayerIDFromEndpoint(const std::map<PlayerID, PlayerDefinition>& connectedPlayers,
boost::asio::ip::address address, unsigned short port);
int GetPort();
std::string GetAddress();
int m_Port = 0;
std::string m_Address = "";
void handle_accept(boost::shared_ptr<boost::asio::ip::tcp::socket> socket,
int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers,
const boost::system::error_code& error);
int readBuffer(char* data, PlayerDefinition& playerDefinition);
};
#endif
+1 -2
View File
@@ -14,14 +14,13 @@ public:
void Disconnect();
void Receive(Packet& packet);
void Send(Packet & packet);
void Broadcast(Packet& packet, int port);
bool IsSocketAvailable();
private:
// Assio UDP logic
boost::asio::io_service m_IOService;
boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
boost::shared_ptr<boost::asio::ip::udp::socket> m_Socket;
int readBuffer();
int readBuffer(char* data);
PacketID m_SendPacketID = 0;
};
+2 -5
View File
@@ -8,21 +8,18 @@ class UDPServer : public NetworkServer
{
public:
UDPServer();
UDPServer(int port);
~UDPServer();
void AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers);
void Receive(Packet & packet, PlayerDefinition & playerDefinition);
void Send(Packet & packet, PlayerDefinition & playerDefinition);
void Send(Packet & packet);
void Send(Packet & packet, boost::asio::ip::udp::endpoint endpoint);
void Broadcast(Packet & packet, int port);
void Send(Packet & packet);
bool IsSocketAvailable();
private:
// UDP logic
boost::asio::io_service m_IOService;
boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
std::unique_ptr<boost::asio::ip::udp::socket> m_Socket;
int readBuffer();
int readBuffer(char* data);
};
#endif
+15 -20
View File
@@ -3,32 +3,27 @@
#include "GLM.h"
#include "../Common.h"
#include "../Core/System.h"
#include "../Core/ResourceManager.h"
#include "Common.h"
#include "Core/System.h"
#include "Core/ResourceManager.h"
#include "Rendering/Model.h"
#include "Rendering/EAnimationComplete.h"
#include "Rendering/Skeleton.h"
#include "Rendering/BlendTree.h"
#include "Rendering/EAutoAnimationBlend.h"
#include "../Core/EntityWrapper.h"
#include "Rendering/AutoBlendQueue.h"
#include "../Input/EInputCommand.h"
#include "imgui/imgui.h"
#include <imgui/imgui.h>
class AnimationSystem : public ImpureSystem
class AnimationSystem : public PureSystem
{
public:
AnimationSystem(SystemParams params);
~AnimationSystem() { }
virtual void Update(double dt) override;
private:
void CreateBlendTrees();
void UpdateAnimations(double dt);
void UpdateWeights(double dt);
AnimationSystem(SystemParams params)
: System(params)
, PureSystem("Animation")
{
}
~AnimationSystem() { }
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& animationComponent, double dt) override;
private:
EventRelay<AnimationSystem, Events::AutoAnimationBlend> m_EAutoAnimationBlend;
bool OnAutoAnimationBlend(Events::AutoAnimationBlend& e);
std::unordered_map<EntityWrapper, AutoBlendQueue> m_AutoBlendQueues;
};
#endif
-46
View File
@@ -1,46 +0,0 @@
#ifndef AutoBlendQueue_h__
#define AutoBlendQueue_h__
#include "../Core/ResourceManager.h"
#include "Skeleton.h"
#include "Model.h"
#include "BlendTree.h"
#include "../Core/EntityWrapper.h"
class AutoBlendQueue
{
public:
struct AutoBlendJob
{
EntityWrapper RootNode = EntityWrapper::Invalid;
double Duration;
double CurrentTime = 0.0;
double Delay = 0.0;
EntityWrapper AnimationEntity = EntityWrapper::Invalid;
BlendTree::AutoBlendInfo BlendInfo;
};
struct AutoblendNode
{
AutoBlendJob BlendJob;
double StartTime;
double EndTime;
};
AutoBlendQueue() { };
void Insert(AutoBlendJob autoBlendJob);
void UpdateTime(double dt);
void PrintQueue();
bool HasActiveBlendJob();
std::shared_ptr<BlendTree> GetBlendTree();
AutoBlendQueue::AutoBlendJob& GetActiveBlendJob();
private:
std::list<AutoblendNode> m_BlendQueue;
};
#endif
-101
View File
@@ -1,101 +0,0 @@
#ifndef BlendTree_h__
#define BlendTree_h__
#include "Common.h"
#include "../GLM.h"
#include "Skeleton.h"
#include "../Core/EntityWrapper.h"
#include "../Core/World.h"
#include <stack>
class BlendTree
{
public:
enum class NodeType
{
Additive,
Blend,
Override,
Animation,
};
struct Node
{
std::string Name;
EntityWrapper Entity;
Node* Parent = nullptr;
Node* Child[2] = { nullptr, nullptr };
NodeType Type;
std::map<int, Skeleton::PoseData> Pose;
bool SubTreeRoot = false;
double Weight = 0.0;
Node* Next() {
Node* next = this;
if (next->Child[1] == nullptr) {
// Node has no right child
next = this;
while (next->Parent != nullptr && next == next->Parent->Child[1]) {
next = next->Parent;
}
next = next->Parent;
} else {
// Find the leftmost node in the right subtree
next = next->Child[1];
while (next->Child[0] != nullptr) {
next = next->Child[0];
}
}
return next;
}
};
struct AutoBlendInfo
{
std::string NodeName;
double progress;
bool Start;
bool SingleBlend;
double Weight;
std::unordered_map<EntityWrapper, double> StartWeights;
};
BlendTree(EntityWrapper ModelEntity, Skeleton* skeleton);
~BlendTree();
std::vector<glm::mat4> GetFinalPose() { return m_FinalPose; }
glm::mat4 GetBoneTransform(int boneID);
bool IsValid() { return (m_Root == nullptr ? false : true); }
void PrintTree();
BlendTree::AutoBlendInfo AutoBlendStep(AutoBlendInfo blendInfo);
BlendTree::Node* GetCommonParent(std::string NodeName1, std::string NodeName2);
BlendTree::Node* FirstCommonParent(Node* node1, Node* node2);
EntityWrapper GetSubTreeRoot(std::string nodeName);
private:
Skeleton* m_Skeleton = nullptr;
Node* m_Root = nullptr;
std::vector<glm::mat4> m_FinalPose;
std::map<int, glm::mat4> m_FinalBoneTransforms;
std::vector<glm::mat4> AccumulateFinalPose();
BlendTree::Node* FillTreeByName(Node* parentNode, std::string name, EntityWrapper parentEntity);
std::vector<BlendTree::Node*> FindNodesByName(std::string name);
void Blend(std::map<int, Skeleton::PoseData>& pose);
};
#endif
@@ -8,7 +8,6 @@
#include "Core/ResourceManager.h"
#include "Rendering/Model.h"
#include "Rendering/Skeleton.h"
#include "Rendering/BlendTree.h"
//Needs to be a higher orderlevel than AnimationSystem
class BoneAttachmentSystem : public PureSystem
-27
View File
@@ -1,27 +0,0 @@
#ifndef CubeMapPass_h__
#define CubeMapPass_h__
#include "IRenderer.h"
#include "ShaderProgram.h"
class CubeMapPass
{
public:
CubeMapPass(IRenderer* renderer);
~CubeMapPass() { }
void LoadTextures(std::string input);
void FillCubeMap(glm::vec3 originPosition);
void GenerateCubeMapTexture();
//GLuint CubeMapTexture() const { return m_CubeMapTexture; }
GLuint m_CubeMapTexture = -1;
private:
IRenderer* m_Renderer;
std::string m_PreviusCubeMapTexture;
std::vector<Texture*> m_CubeMapTextures;
};
#endif
+8 -17
View File
@@ -12,7 +12,7 @@
class DrawBloomPass
{
public:
DrawBloomPass(IRenderer* renderer, ConfigFile* config);
DrawBloomPass(IRenderer* renderer /* ,Texture or finalpass*/ );
~DrawBloomPass() { }
void InitializeTextures();
void InitializeFrameBuffers();
@@ -23,33 +23,24 @@ public:
void FillGaussianBuffer(FrameBuffer* fb);
void Draw(GLuint texture);
void ChangeQuality(int quality);
void OnWindowResize();
//Getters
//Return the blurred result of the texture that was sent into draw
GLuint GaussianTexture() const {
if (m_Quality == 0) {
return m_BlackTexture->m_Texture;
} else {
return m_GaussianTexture_vert;
}
}
GLuint GaussianTexture() const { return m_GaussianTexture_vert; }
private:
Texture* m_BlackTexture;
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
Texture* m_WhiteTexture;
Model* m_ScreenQuad;
const IRenderer* m_Renderer;
ConfigFile* m_Config;
//const LightCullingPass* m_LightCullingPass
int m_Iterations;
int m_Quality = 0;
GLuint m_iterations = 9;
GLuint m_GaussianTexture_horiz = 0;
GLuint m_GaussianTexture_vert = 0;
GLuint m_GaussianTexture_horiz;
GLuint m_GaussianTexture_vert;
FrameBuffer m_GaussianFrameBuffer_horiz;
FrameBuffer m_GaussianFrameBuffer_vert;
@@ -17,7 +17,7 @@ public:
void InitializeFrameBuffers();
void InitializeShaderPrograms();
void Draw(GLuint sceneTexture, GLuint bloomTexture, GLfloat gamma, GLfloat exposure);
void Draw(GLuint sceneTexture, GLuint bloomTexture, GLuint sceneTextureLowRes, GLuint bloomTextureLowRes, GLfloat gamma, GLfloat exposure);
private:
const IRenderer* m_Renderer;
+18 -26
View File
@@ -4,8 +4,6 @@
#include "IRenderer.h"
#include "DrawFinalPassState.h"
#include "LightCullingPass.h"
#include "CubeMapPass.h"
#include "SSAOPass.h"
#include "FrameBuffer.h"
#include "ShaderProgram.h"
#include "Util/UnorderedMapVec2.h"
@@ -15,28 +13,34 @@
class DrawFinalPass
{
public:
DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass);
DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass);
~DrawFinalPass() { }
void InitializeTextures();
void InitializeFrameBuffers();
void InitializeShaderPrograms();
void Draw(RenderScene& scene);
void ClearBuffer();
void OnWindowResize();
//Return the texture that is used in later stages to apply the bloom effect
GLuint BloomTexture() const { return m_BloomTexture; }
GLuint BloomTextureLowRes() const { return m_BloomTextureLowRes; }
//Return the texture with diffuse and lighting of the scene.
GLuint SceneTexture() const { return m_SceneTexture; }
GLuint SceneTextureLowRes() const { return m_SceneTextureLowRes; }
//Return the framebuffer used in the scene rendering stage.
FrameBuffer* FinalPassFrameBuffer() { return &m_FinalPassFrameBuffer; }
FrameBuffer* FinalPassFrameBufferLowRes() { return &m_FinalPassFrameBufferLowRes; }
private:
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) const;
void DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, RenderScene& scene);
void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
void DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
void DrawShieldToStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
void DrawShieldedModelRenderQueue(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
void DrawToDepthStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
void DrawToDepthBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
void BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene);
void BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene);
@@ -51,47 +55,35 @@ private:
Texture* m_ErrorTexture;
FrameBuffer m_FinalPassFrameBuffer;
FrameBuffer m_ShieldDepthFrameBuffer;
FrameBuffer m_FinalPassFrameBufferLowRes;
GLuint m_BloomTexture;
GLuint m_SceneTexture;
GLuint m_BloomTextureLowRes;
GLuint m_SceneTextureLowRes;
GLuint m_DepthBuffer;
GLuint m_ShieldBuffer;
GLuint m_CubeMapTexture;
GLuint m_DepthBufferLowRes;
//maqke this component based i guess?
GLuint m_ShieldPixelRate = 16;
const IRenderer* m_Renderer;
const LightCullingPass* m_LightCullingPass;
const CubeMapPass* m_CubeMapPass;
const SSAOPass* m_SSAOPass;
ShaderProgram* m_ForwardPlusProgram;
ShaderProgram* m_ExplosionEffectProgram;
ShaderProgram* m_ExplosionEffectSplatMapProgram;
ShaderProgram* m_SpriteProgram;
ShaderProgram* m_ForwardPlusSplatMapProgram;
ShaderProgram* m_FillDepthStencilBufferProgram;
ShaderProgram* m_ForwardPlusShieldCheckProgram;
ShaderProgram* m_ExplosionEffectShieldCheckProgram;
ShaderProgram* m_ExplosionEffectSplatMapShieldCheckProgram;
ShaderProgram* m_SpriteShieldCheckProgram;
ShaderProgram* m_ForwardPlusSplatMapShieldCheckProgram;
ShaderProgram* m_ShieldToStencilProgram;
ShaderProgram* m_FillDepthBufferProgram;
ShaderProgram* m_ForwardPlusSkinnedProgram;
ShaderProgram* m_ExplosionEffectSkinnedProgram;
ShaderProgram* m_ExplosionEffectSplatMapSkinnedProgram;
ShaderProgram* m_ForwardPlusSplatMapSkinnedProgram;
ShaderProgram* m_FillDepthStencilBufferSkinnedProgram;
ShaderProgram* m_ForwardPlusSkinnedShieldCheckProgram;
ShaderProgram* m_ExplosionEffectSkinnedShieldCheckProgram;
ShaderProgram* m_ExplosionEffectSplatMapSkinnedShieldCheckProgram;
ShaderProgram* m_ForwardPlusSplatMapSkinnedShieldCheckProgram;
ShaderProgram* m_FillDepthBufferSkinnedShieldCheckProgram;
ShaderProgram* m_ShieldToStencilSkinnedProgram;
ShaderProgram* m_FillDepthBufferSkinnedProgram;
};
#endif
@@ -1,29 +0,0 @@
#ifndef Events_AutoAnimationBlend_h__
#define Events_AutoAnimationBlend_h__
#include "../Core/EventBroker.h"
#include "../Core/EntityWrapper.h"
namespace Events
{
struct AutoAnimationBlend : Event
{
EntityWrapper RootNode = EntityWrapper::Invalid;
std::string NodeName;
double Duration = 0.0;
double Delay = 0.0;
bool Start = false;
bool Reverse = false;
bool Restart = false;
bool SingleLevelBlend = false;
double Weight = -1.0;
EntityWrapper AnimationEntity = EntityWrapper::Invalid;
};
}
#endif
@@ -15,8 +15,8 @@
struct ExplosionEffectJob : ModelJob
{
ExplosionEffectJob(ComponentWrapper explosionEffectComponent, ::Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matGroup, ComponentWrapper modelComponent, ::World* world, glm::vec4 fillColor, float fillPercentage, bool isShielded)
: ModelJob(model, camera, matrix, matGroup, modelComponent, world, fillColor, fillPercentage, isShielded)
ExplosionEffectJob(ComponentWrapper explosionEffectComponent, ::Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matGroup, ComponentWrapper modelComponent, ::World* world, glm::vec4 fillColor, float fillPercentage)
: ModelJob(model, camera, matrix, matGroup, modelComponent, world, fillColor, fillPercentage)
{
ExplosionOrigin = (glm::vec3)explosionEffectComponent["ExplosionOrigin"];
TimeSinceDeath = (double)explosionEffectComponent["TimeSinceDeath"];
-2
View File
@@ -5,13 +5,11 @@
#include "../OpenGL.h"
#include "../GLM.h"
#include "../Core/Util/Rectangle.h"
#include "../Core/ConfigFile.h"
#include "Util/ScreenCoords.h"
#include "Camera.h"
#include "RenderQueue.h"
#include "Model.h"
#include "../Core/World.h" //So temp
#include "Util/CommonFunctions.h"
struct PickData
@@ -21,7 +21,6 @@ public:
void SetSSBOSizes();
void CullLights(RenderScene& scene);
void FillLightList(RenderScene& scene);
void OnWindowResize();
GLuint FrustumSSBO() const { return m_FrustumSSBO; }
GLuint LightSSBO() const { return m_LightSSBO; }
+31 -12
View File
@@ -15,11 +15,10 @@
#include "../Core/Transform.h"
#include "Skeleton.h"
#include "ShaderProgram.h"
#include "BlendTree.h"
struct ModelJob : RenderJob
{
ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matProp, ComponentWrapper modelComponent, World* world, glm::vec4 fillColor, float fillPercentage, bool isShielded)
ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matProp, ComponentWrapper modelComponent, World* world, glm::vec4 fillColor, float fillPercentage)
: RenderJob()
{
Model = model;
@@ -109,7 +108,6 @@ struct ModelJob : RenderJob
EndIndex = matGroup->EndIndex;
Matrix = matrix;
Color = modelComponent["Color"];
GlowIntensity = ((double)modelComponent["GlowIntensity"]);
Entity = modelComponent.EntityID;
glm::vec3 abspos = Transform::AbsolutePosition(world, modelComponent.EntityID);
glm::vec3 worldpos = glm::vec3(camera->ViewMatrix() * glm::vec4(abspos, 1));
@@ -118,20 +116,38 @@ struct ModelJob : RenderJob
FillColor = fillColor;
FillPercentage = fillPercentage;
IsShielded = isShielded;
if (model->IsSkinned()) {
Skeleton = Model->m_RawModel->m_Skeleton;
if (Skeleton != nullptr) {
EntityWrapper entityWrapper = EntityWrapper(world, modelComponent.EntityID);
if (world->HasComponent(Entity, "Animation")) {
auto animationComponent = world->GetComponent(Entity, "Animation");
if(Skeleton->BlendTrees.find(entityWrapper) != Skeleton->BlendTrees.end()) {
BlendTree = Skeleton->BlendTrees.at(entityWrapper);
for (int i = 1; i <= 3; i++) {
::Skeleton::AnimationData animationData;
animationData.animation = model->m_RawModel->m_Skeleton->GetAnimation(animationComponent["AnimationName" + std::to_string(i)]);
if (animationData.animation == nullptr) {
continue;
}
animationData.time = (double)animationComponent["Time" + std::to_string(i)];
animationData.weight = (double)animationComponent["Weight" + std::to_string(i)];
Animations.push_back(animationData);
}
}
if (world->HasComponent(Entity, "AnimationOffset")) {
auto animationOffsetComponent = world->GetComponent(Entity, "AnimationOffset");
AnimationOffset.animation = model->m_RawModel->m_Skeleton->GetAnimation(animationOffsetComponent["AnimationName"]);
AnimationOffset.time = (double)animationOffsetComponent["Time"];
} else {
AnimationOffset.animation = nullptr;
}
}
}
};
unsigned int TextureID;
@@ -150,8 +166,11 @@ struct ModelJob : RenderJob
glm::vec4 Color;
const ::Model* Model = nullptr;
::Skeleton* Skeleton = nullptr;
std::shared_ptr<::BlendTree> BlendTree = nullptr;
float GlowIntensity = 8.0;
std::vector<::Skeleton::AnimationData> Animations;
::Skeleton::AnimationOffset AnimationOffset;
glm::vec4 DiffuseColor;
glm::vec4 SpecularColor;
glm::vec4 IncandescenceColor;
@@ -161,10 +180,10 @@ struct ModelJob : RenderJob
glm::vec4 FillColor = glm::vec4(0);
float FillPercentage = 0.0;
bool IsShielded;
void CalculateHash() override
{
Hash = ShaderID << 20 + ModelID << 10 + TextureID;
Hash = TextureID + ModelID << 10 + ShaderID << 20;
}
};
+4 -4
View File
@@ -22,25 +22,25 @@ public:
void Draw(RenderScene& scene);
void ClearPicking();
void OnWindowResize();
//Getters
const ShaderProgram& PickingProgram() const { return *m_PickingProgram; }
//const std::unordered_map<glm::ivec2, EntityID>& PickingColorsToEntity() const { return m_PickingColorsToEntity; }
GLuint PickingTexture() const { return m_PickingTexture; }
GLuint* DepthBuffer() { return &m_DepthBuffer; }
GLuint DepthBuffer() const { return m_DepthBuffer; }
const FrameBuffer& PickingBuffer() const { return m_PickingBuffer; }
PickData Pick(glm::vec2 screenCoord);
private:
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
EventBroker* m_EventBroker;
const IRenderer* m_Renderer;
ShaderProgram* m_PickingProgram;
ShaderProgram* m_PickingSkinnedProgram;
ShaderProgram* m_PickingSkinnedProgram;
Camera* m_Camera;
struct PickingInfo
+2
View File
@@ -24,6 +24,7 @@ struct RenderScene
std::list<std::shared_ptr<RenderJob>> OpaqueObjects;
std::list<std::shared_ptr<RenderJob>> TransparentObjects;
std::list<std::shared_ptr<RenderJob>> OpaqueShieldedObjects;
std::list<std::shared_ptr<RenderJob>> TransparentShieldedObjects;
std::list<std::shared_ptr<RenderJob>> ShieldObjects;
std::list<std::shared_ptr<RenderJob>> SpriteJob;
std::list<std::shared_ptr<RenderJob>> PointLight;
@@ -40,6 +41,7 @@ struct RenderScene
Jobs.OpaqueObjects.clear();
Jobs.TransparentObjects.clear();
Jobs.OpaqueShieldedObjects.clear();
Jobs.TransparentShieldedObjects.clear();
Jobs.ShieldObjects.clear();
Jobs.SpriteJob.clear();
Jobs.DirectionalLight.clear();
-2
View File
@@ -24,8 +24,6 @@ public:
bool StencilFunc(GLenum func, GLint ref, GLuint mask);
bool StencilMask(GLuint mask);
bool DepthMask(GLboolean flag);
bool DepthFunc(GLenum func);
bool AlphaFunc(GLenum func, GLclampf thresholder);
private:
std::vector<std::function<void(void)>> m_ResetFunctions;
+2 -19
View File
@@ -16,8 +16,6 @@
#include "DrawScreenQuadPass.h"
#include "DrawBloomPass.h"
#include "DrawColorCorrectionPass.h"
#include "SSAOPass.h"
#include "CubeMapPass.h"
#include "../Core/EventBroker.h"
#include "ImGuiRenderPass.h"
#include "Camera.h"
@@ -25,16 +23,12 @@
#include "imgui/imgui.h"
#include "TextPass.h"
#include "Util/CommonFunctions.h"
#include "Core/PerformanceTimer.h"
class Renderer : public IRenderer
{
static void glfwFrameBufferCallback(GLFWwindow* window, int width, int height);
public:
Renderer(EventBroker* eventBroker, ConfigFile* config)
: m_EventBroker(eventBroker)
, m_Config(config)
Renderer(EventBroker* eventBroker)
: m_EventBroker(eventBroker)
{ }
virtual void Initialize() override;
@@ -43,13 +37,8 @@ public:
virtual PickData Pick(glm::vec2 screenCoord) override;
private:
//----------------------Variables----------------------//
static std::unordered_map <GLFWwindow*, Renderer*> m_WindowToRenderer;
ConfigFile* m_Config;
EventBroker* m_EventBroker;
TextPass* m_TextPass;
@@ -61,10 +50,6 @@ private:
Model* m_UnitSphere;
int m_DebugTextureToDraw = 0;
int m_CubeMapTexture = 0;
bool m_ResizeWindow = false;
int m_SSAO_Quality = 0;
int m_GLOW_Quality = 2;
PickingPass* m_PickingPass;
LightCullingPass* m_LightCullingPass;
@@ -73,8 +58,6 @@ private:
DrawScreenQuadPass* m_DrawScreenQuadPass;
DrawBloomPass* m_DrawBloomPass;
DrawColorCorrectionPass* m_DrawColorCorrectionPass;
SSAOPass* m_SSAOPass;
CubeMapPass* m_CubeMapPass;
//----------------------Functions----------------------//
void InitializeWindow();
-87
View File
@@ -1,87 +0,0 @@
#ifndef SSAOPass_h__
#define SSAOPass_h__
#include "IRenderer.h"
#include "SSAOPassState.h"
//#include "LightCullingPass.h" Finalpass om den skall skickas in
#include "FrameBuffer.h"
#include "ShaderProgram.h"
#include "DrawBloomPass.h"
//#include "Util/UnorderedMapVec2.h"
#include "Texture.h"
class SSAOPass
{
public:
SSAOPass(IRenderer* renderer, ConfigFile* config);
~SSAOPass() { };
void ChangeQuality(int quality);
void Draw(GLuint depthBuffer, Camera* camera);
void Setting(float radius, float bias, float contrast, float intensityScale, int numOfSamples, int numOfTurns, int iterations, int quality);
void ClearBuffer();
void OnWindowResize();
//Return the SSAO of the texture sent to Draw
GLuint SSAOTexture() const {
if (m_Quality == 0) {
return m_WhiteTexture->m_Texture;
} else {
return m_Gaussian_vert;
}
}
int TextureQuality() const {
if (m_Quality == 0) {
return 13;
} else {
return m_TextureQuality;
}
}
private:
void InitializeTexture();
void InitializeFrameBuffer();
void InitializeShaderProgram();
void InitializeBuffer();
//void blurHorizontal(GLuint depthBuffer);
//void blurVertical(GLuint depthBuffer);
Model* m_ScreenQuad;
const IRenderer* m_Renderer;
ConfigFile* m_Config;
float m_Radius;
float m_Bias;
float m_Contrast;
float m_IntensityScale;
int m_NumOfSamples;
int m_NumOfTurns;
int m_Iterations;
int m_TextureQuality;
int m_Quality = 0;
Texture* m_WhiteTexture;
GLuint m_SSAOTexture = 0;
FrameBuffer m_SSAOFramBuffer;
GLuint m_SSAOViewSpaceZTexture = 0;
FrameBuffer m_SSAOViewSpaceZFramBuffer;
GLuint m_Gaussian_horiz = 0;
GLuint m_Gaussian_vert = 0;
FrameBuffer m_GaussianFrameBuffer_horiz;
FrameBuffer m_GaussianFrameBuffer_vert;
ShaderProgram* m_SSAOProgram;
ShaderProgram* m_SSAOViewSpaceZProgram;
ShaderProgram* m_GaussianProgram_horiz;
ShaderProgram* m_GaussianProgram_vert;
};
#endif
-15
View File
@@ -1,15 +0,0 @@
#ifndef SSAOPassState_h__
#define SSAOPassState_h__
#include "Rendering/RenderState.h"
class SSAOPassState : public RenderState
{
public:
SSAOPassState();
~SSAOPassState();
private:
};
#endif
+55 -22
View File
@@ -6,9 +6,27 @@
#include "../GLM.h"
#include <glm/gtx/matrix_decompose.hpp>
#include <imgui/imgui.h>
#include "../Core/EntityWrapper.h"
class BlendTree;
//struct Bone
//{
// Bone(std::string name, glm::mat4 offsetMatrix)
// : Name(name)
// , OffsetMatrix(offsetMatrix)
// { }
//
// ~Bone()
// {
// for (auto kv : Children) {
// delete kv.second;
// }
// }
//
// std::string Name;
// glm::mat4 OffsetMatrix;
// glm::mat4 LocalMatrix;
//
// std::map<std::string, Bone*> Children;
//};
class Skeleton
{
@@ -50,43 +68,58 @@ public:
std::map<int, std::vector<Keyframe>> JointAnimations;
};
struct PoseData {
glm::vec3 Translation;
glm::quat Orientation;
glm::vec3 Scale;
struct AnimationData
{
const Animation* animation;
float time;
float weight;
};
struct JointFrameTransform {
glm::vec3 PositionInterp = glm::vec3(0);
glm::quat RotationInterp = glm::quat();
glm::vec3 ScaleInterp = glm::vec3(0);
float Weight;
};
struct AnimationOffset {
const Animation* animation;
float time;
};
Skeleton() { }
~Skeleton();
Bone* RootBone;
std::map<int, Bone*> Bones;
std::unordered_map<EntityWrapper, std::shared_ptr<BlendTree>> BlendTrees;
std::map<int, Bone*> Bones;
// Attach a new bone to the skeleton
// Returns: New bone index
int CreateBone(int ID, int parentID, std::string name, glm::mat4 offsetMatrix);
int GetBoneID(std::string name);
std::vector<glm::mat4> GetFrameBones(std::vector<AnimationData> animations, AnimationOffset animationOffset, bool noRootMotion = false);
std::vector<glm::mat4> GetFrameBones(std::vector<AnimationData> animations, bool noRootMotion = false);
const Animation* GetAnimation(std::string name);
std::map<int, Skeleton::PoseData> GetFrameBones(const Animation* animation, double time, bool additive, bool noRootMotion = false);
std::map<int, Skeleton::PoseData> BlendPoses(const std::map<int, PoseData>& pose1, const std::map<int, PoseData>& pose2, double weight);
std::map<int, Skeleton::PoseData> OverridePose(const std::map<int, PoseData>& overridePose, const std::map<int, PoseData>& targetPose);
std::map<int, Skeleton::PoseData> BlendPoseAdditive(const std::map<int, PoseData>& additivePose, const std::map<int, PoseData>& targetPose);
void GetFinalPose(std::map<int, Skeleton::PoseData>& boneMatrices, std::vector<glm::mat4>& finalPose, std::map<int, glm::mat4>& boneTransforms);
std::vector<glm::mat4> GetTPose();
void AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, std::map<int, glm::mat4>& frameBones, const Bone* bone, glm::mat4 parentMatrix);
void AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, AnimationOffset animationOffset, std::map<int, glm::mat4>& frameBones, const Bone* bone, glm::mat4 parentMatrix);
void PrintSkeleton();
void PrintSkeleton(const Bone* parent, int depthCount);
std::map<std::string, Animation> Animations;
glm::mat4 GetBoneTransform(const Bone* bone, const Animation* animation, float time, glm::mat4 childMatrix);
glm::mat4 GetBoneTransform(bool noRootMotion, const Bone* bone, std::vector<AnimationData> animations, AnimationOffset animationOffset, glm::mat4 childMatrix);
glm::mat4 GetBoneTransform(bool noRootMotion, const Bone* bone, std::vector<AnimationData> animations, glm::mat4 childMatrix);
int GetKeyframe(const Animation& animation, double time);
std::map<std::string, Animation> Animations;
private:
Skeleton::PoseData GetAdditiveBonePose(const Bone* bone, const Animation* animation, double time);
void AccumulateFinalPose(std::map<int, glm::mat4>& boneMatrices, std::map<int, Skeleton::PoseData>& poseDatas, std::map<int, glm::mat4>& boneTransforms, const Bone* bone, glm::mat4 parentMatrix);
void AdditiveBoneTransforms(const Animation* animation, double time, std::map<int, PoseData>& boneMatrices, const Bone* bone);
void AccumulateBoneTransforms(bool noRootMotion, const Animation* animation, double time, std::map<int, PoseData>& boneMatrices, const Bone* bone);
glm::mat4 GetOffsetTransform(const Bone* bone, AnimationOffset animationOffset);
std::map<std::string, Bone*> m_BonesByName;
+2 -7
View File
@@ -17,7 +17,7 @@
struct SpriteJob : RenderJob
{
SpriteJob(ComponentWrapper cSprite, Camera* camera, glm::mat4 matrix, World* world, glm::vec4 fillColor, float fillPercentage, bool depthSorted, bool isIndicator)
SpriteJob(ComponentWrapper cSprite, Camera* camera, glm::mat4 matrix, World* world, glm::vec4 fillColor, float fillPercentage, bool depthSorted)
: RenderJob()
{
Model = ResourceManager::Load<::Model>("Models/Core/UnitQuad.mesh");
@@ -30,7 +30,7 @@ struct SpriteJob : RenderJob
StartIndex = matProp.material->StartIndex;
EndIndex = matProp.material->EndIndex;
Matrix = matrix;
Matrix = matrix;
Color = cSprite["Color"];
Entity = cSprite.EntityID;
Position = Transform::AbsolutePosition(world, cSprite.EntityID);
@@ -40,8 +40,6 @@ struct SpriteJob : RenderJob
Depth = viewpos.z;
}
World = world;
Pickable = world->HasComponent(cSprite.EntityID, "Button");
IsIndicator = isIndicator;
FillColor = fillColor;
FillPercentage = fillPercentage;
@@ -63,9 +61,6 @@ struct SpriteJob : RenderJob
unsigned int EndIndex = 0;
World* World;
bool Pickable;
bool IsIndicator = false;
glm::vec4 FillColor = glm::vec4(0);
float FillPercentage = 0.0;
-1
View File
@@ -18,7 +18,6 @@ public:
void Bind(GLenum textureUnit = GL_TEXTURE0);
GLuint m_Texture = 0;
unsigned char* Data = nullptr;
};
@@ -9,10 +9,6 @@
namespace CommonFunctions
{
Texture* LoadTexture(std::string path, bool threaded);
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
void GenerateMultiSampleTexture(GLuint* texture, int numSamples, glm::vec2 dimensions, GLint internalFormat);
void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps);
void DeleteTexture(GLuint* texture);
};
#endif
+1 -5
View File
@@ -2,15 +2,11 @@
#define Events_DashAbility_h__
#include "Core/Event.h"
#include "Core/EntityWrapper.h"
namespace Events
{
struct DashAbility : public Event
{
EntityID Player;
};
struct DashAbility : public Event { };
}
+1 -1
View File
@@ -8,7 +8,7 @@ namespace Events
struct DoubleJump : public Event
{
EntityID entityID;
};
}
+5 -6
View File
@@ -8,18 +8,19 @@
#include "Core/EventBroker.h"
#include "Rendering/Renderer.h"
#include "Core/InputManager.h"
#include "GUI/Frame.h"
#include "Core/World.h"
#include "Input/InputProxy.h"
#include "Input/KeyboardInputHandler.h"
#include "Input/MouseInputHandler.h"
#include "Core/EKeyDown.h"
#include "Core/EntityXMLFilePreprocessor.h"
#include "Core/EntityFilePreprocessor.h"
#include "Core/SystemPipeline.h"
#include "Systems/ExplosionEffectSystem.h"
#include "Editor/EditorSystem.h"
#include "Core/EntityXMLFile.h"
#include "Core/EntityFile.h"
#include "Rendering/RenderSystem.h"
#include "Core/EntityXMLFileParser.h"
#include "Core/EntityFileParser.h"
#include "Core/Octree.h"
#include "Rendering/Font.h"
#include "Systems/InterpolationSystem.h"
@@ -34,9 +35,6 @@
#include "Sound/SoundManager.h"
#include "Systems/SoundSystem.h"
//Performance
#include "Core/PerformanceTimer.h"
class Game
{
public:
@@ -55,6 +53,7 @@ private:
IRenderer* m_Renderer;
InputManager* m_InputManager;
InputProxy* m_InputProxy;
GUI::Frame* m_FrameStack;
World* m_World;
Octree<EntityAABB>* m_OctreeCollision;
Octree<EntityAABB>* m_OctreeTrigger;
@@ -1,18 +0,0 @@
#ifndef AbilityCooldownHUDSystem_h__
#define AbilityCooldownHUDSystem_h__
#include "../../Engine/Core/System.h"
#include "../../Engine/GLM.h"
class AbilityCooldownHUDSystem : public ImpureSystem
{
public:
AbilityCooldownHUDSystem(SystemParams params)
: System(params)
{ }
virtual void Update(double dt) override;
private:
};
#endif
+1 -13
View File
@@ -4,7 +4,7 @@
#include "Core/System.h"
#include "Core/Transform.h"
#include "Core/ResourceManager.h"
#include "Core/EntityFile.h"
#include "Core/EntityFileParser.h"
#include "Core/EPickupSpawned.h"
#include "Core/EAmmoPickup.h"
#include "Engine/Collision/ETrigger.h"
@@ -20,25 +20,13 @@ public:
private:
EventRelay<AmmoPickupSystem, Events::TriggerTouch> m_ETriggerTouch;
bool OnTriggerTouch(Events::TriggerTouch& e);
EventRelay<AmmoPickupSystem, Events::TriggerLeave> m_ETriggerLeave;
bool OnTriggerLeave(Events::TriggerLeave& e);
EventRelay<AmmoPickupSystem, Events::AmmoPickup> m_EAmmoPickup;
bool OnAmmoPickup(Events::AmmoPickup& e);
struct NewAmmoPickup {
glm::vec3 Pos;
double AmmoGain;
double RespawnTimer;
double DecreaseThisRespawnTimer;
EntityID parentID;
};
std::vector<NewAmmoPickup> m_ETriggerTouchVector;
struct EntityAtMaxValuePickupStruct {
EntityWrapper player;
EntityWrapper trigger;
};
std::vector<EntityAtMaxValuePickupStruct> m_PickupAtMaximum;
void DoPickup(EntityWrapper &player, EntityWrapper &trigger);
};
#endif
@@ -0,0 +1,17 @@
#ifndef AmmunitionHUDSystem_h__
#define AmmunitionHUDSystem_h__
#include "../../Engine/Core/System.h"
#include "../../Engine/GLM.h"
class AmmunitionHUDSystem : public ImpureSystem
{
public:
AmmunitionHUDSystem(SystemParams params)
: System(params)
{ }
virtual void Update(double dt) override;
};
#endif
@@ -1,19 +0,0 @@
#ifndef BoostIconsHUDSystem_h__
#define BoostIconsHUDSystem_h__
#include "../../Engine/Core/System.h"
#include "../../Engine/GLM.h"
class BoostIconsHUDSystem : public PureSystem
{
public:
BoostIconsHUDSystem(SystemParams params)
: System(params)
, PureSystem("BoostIconsHUD")
{ }
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& capturePoint, double dt) override;
};
#endif
+1 -1
View File
@@ -3,7 +3,7 @@
#include "Core/System.h"
#include "Core/ResourceManager.h"
#include "Core/EntityFile.h"
#include "Core/EntityFileParser.h"
#include "Core/EPlayerDamage.h"
#include "Common.h"
@@ -1,30 +0,0 @@
#ifndef CapturePointArrowHUDSystem_h__
#define CapturePointArrowHUDSystem_h__
#include <GLFW/glfw3.h>
#include <glm/common.hpp>
#include <glm/gtx/vector_angle.hpp>
#include "Common.h"
#include "Core/System.h"
#include "Core/Transform.h"
#include "Core/ECaptured.h"
class CapturePointArrowHUDSystem : public ImpureSystem
{
public:
CapturePointArrowHUDSystem(SystemParams params);
virtual void Update(double dt) override;
private:
EventRelay<CapturePointArrowHUDSystem, Events::Captured> m_ECapturedEvent;
bool OnCapturePointCaptured(Events::Captured& e);
bool m_InitialtargetsSet = false;
glm::vec3 m_RedTeamCurrentTarget;
glm::vec3 m_BlueTeamCurrentTarget;
};
#endif
+1 -1
View File
@@ -7,7 +7,7 @@
#include "Common.h"
#include "Core/System.h"
#include "Collision/ETrigger.h"
#include "Engine/Collision/ETrigger.h"
class CapturePointHUDSystem : public ImpureSystem
{
+2 -2
View File
@@ -42,9 +42,9 @@ private:
int m_NumberOfCapturePoints = 0;
std::map<int, EntityWrapper> m_CapturePointNumberToEntityMap;
//std::vector<ComponentWrapper>
bool m_ResetTimers = false;
bool m_RecentlyCapturedNeedNextCapturePointNow = false;
Events::Captured m_CapturedEvent;
//vectors which will keep track of enter/leave changes
std::vector<std::tuple<EntityWrapper, EntityWrapper>> m_ETriggerTouchVector;
+2 -18
View File
@@ -4,7 +4,7 @@
#include "Core/System.h"
#include "Core/Transform.h"
#include "Core/ResourceManager.h"
#include "Core/EntityFile.h"
#include "Core/EntityFileParser.h"
#include "Core/EPlayerDamage.h"
#include "Common.h"
#include <tuple>
@@ -14,13 +14,11 @@
#include <glm/gtx/vector_angle.hpp>
#include "Rendering/Util/CommonFunctions.h"
//#define INDICATOR_TEST
class DamageIndicatorSystem : public ImpureSystem
class DamageIndicatorSystem : public System
{
public:
DamageIndicatorSystem(SystemParams params);
virtual void Update(double dt) override;
private:
EventRelay<DamageIndicatorSystem, Events::PlayerDamage> m_EPlayerDamage;
@@ -30,20 +28,6 @@ private:
bool OnSetCamera(const Events::SetCamera& e);
EntityID m_CurrentCamera = -1;
struct DamageIndicatorStruct {
EntityWrapper spriteEntity;
glm::vec3 enemyPosition;
DamageIndicatorStruct(EntityWrapper sprite, glm::vec3 pos)
: spriteEntity(sprite)
, enemyPosition(pos) {}
};
std::vector<DamageIndicatorStruct> updateDamageIndicatorVector;
float CalculateAngle(EntityWrapper player, glm::vec3 enemyPos);
//for tests
#ifdef INDICATOR_TEST
glm::vec3 DamageIndicatorTest(EntityWrapper player);
int m_TestVar = 0;
#endif
};
#endif
@@ -1,19 +0,0 @@
#include "Common.h"
#include "Core/System.h"
class FloatingEffectSystem : public PureSystem
{
public:
FloatingEffectSystem(SystemParams params)
: System(params)
, PureSystem("FloatingEffect")
{ }
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override
{
ComponentWrapper& transform = m_World->GetComponent(component.EntityID, "Transform");
(double&)component["Time"] += dt;
(glm::vec3&)transform["Position"] = (float)(double)component["Amplitude"] * glm::sin((glm::two_pi<float>() / (float)(double)component["Period"]) * (float)(double)component["Time"]) * (glm::vec3)component["Axis"];
}
};
+3 -2
View File
@@ -27,16 +27,17 @@ public:
private:
bool m_NetworkEnabled;
// methods which will take care of specific events
//methods which will take care of specific events
EventRelay<HealthSystem, Events::PlayerDamage> m_EPlayerDamage;
bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e);
EventRelay<HealthSystem, Events::PlayerHealthPickup> m_EPlayerHealthPickup;
bool HealthSystem::OnPlayerHealthPickup(Events::PlayerHealthPickup& e);
EventRelay<HealthSystem, Events::InputCommand> m_InputCommand;
bool HealthSystem::OnInputCommand(Events::InputCommand& e);
//vector which will keep track of health changes
std::vector<std::tuple<EntityID, double>> m_DeltaHealthVector;
};
#endif
+1 -1
View File
@@ -10,7 +10,7 @@ public:
: System(params)
, PureSystem("Lifetime")
{
LOG_INFO("ASDASDASSA");
}
virtual void Update(double dt) override;
+2 -10
View File
@@ -4,11 +4,12 @@
#include "Core/System.h"
#include "Core/Transform.h"
#include "Core/ResourceManager.h"
#include "Core/EntityFile.h"
#include "Core/EntityFileParser.h"
#include "Core/EPickupSpawned.h"
#include "Core/EPlayerHealthPickup.h"
#include "Engine/Collision/ETrigger.h"
#include "Common.h"
#include <tuple>
class PickupSpawnSystem : public ImpureSystem
{
@@ -20,22 +21,13 @@ public:
private:
EventRelay<PickupSpawnSystem, Events::TriggerTouch> m_ETriggerTouch;
bool OnTriggerTouch(Events::TriggerTouch& e);
EventRelay<PickupSpawnSystem, Events::TriggerLeave> m_ETriggerLeave;
bool OnTriggerLeave(Events::TriggerLeave& e);
struct NewHealthPickup {
glm::vec3 Pos;
double HealthGain;
double RespawnTimer;
double DecreaseThisRespawnTimer;
EntityID parentID;
};
std::vector<NewHealthPickup> m_ETriggerTouchVector;
struct EntityAtMaxValuePickupStruct {
EntityWrapper player;
EntityWrapper trigger;
};
std::vector<EntityAtMaxValuePickupStruct> m_PickupAtMaximum;
void DoPickup(EntityWrapper &player, EntityWrapper &trigger);
};
#endif
+3 -5
View File
@@ -6,9 +6,11 @@
#include "GLM.h"
#include "Rendering/ESetCamera.h"
#include "Core/ConfigFile.h"
#include "Core/EntityFile.h"
#include "Core/EntityFileParser.h"
#include "Core/EPlayerDeath.h"
#include "Core/EEntityDeleted.h"
class PlayerDeathSystem : public ImpureSystem
{
@@ -18,12 +20,8 @@ public:
virtual void Update(double dt) override;
private:
EntityWrapper m_LocalPlayerDeathEffect;
EventRelay<PlayerDeathSystem, Events::PlayerDeath> m_OnPlayerDeath;
bool OnPlayerDeath(Events::PlayerDeath& e);
EventRelay<PlayerDeathSystem, Events::EntityDeleted> m_EEntityDeleted;
bool OnEntityDeleted(Events::EntityDeleted& e);
void createDeathEffect(EntityWrapper player);
+3 -9
View File
@@ -6,7 +6,9 @@
#include <imgui/imgui.h>
#include "Events/EDoubleJump.h"
#include "../Engine/Sound/EPlaySoundOnEntity.h"
#include "Core/EntityFile.h"
#include "Core/EntityFileParser.h"
class PlayerMovementSystem : public ImpureSystem
{
@@ -30,20 +32,12 @@ private:
bool m_LeftFoot = false;
// To get a difference when calculating the walking state.
glm::vec3 m_LastPosition = glm::vec3();
// Used to track afterimages for sprint effect.
float m_SprintEffectTimer;
// The logic for making the sound play when player is moving
void playerStep(double dt);
// Spawn a hexagon at origin of an Entity
void spawnHexagon(EntityWrapper target);
EventRelay<PlayerMovementSystem, Events::PlayerSpawned> m_EPlayerSpawned;
bool OnPlayerSpawned(Events::PlayerSpawned& e);
EventRelay<PlayerMovementSystem, Events::DoubleJump> m_EDoubleJump;
bool PlayerMovementSystem::OnDoubleJump(Events::DoubleJump & e);
EventRelay<PlayerMovementSystem, Events::DashAbility> m_EDashAbility;
bool PlayerMovementSystem::OnDashAbility(Events::DashAbility & e);
void updateMovementControllers(double dt);
void updateVelocity(EntityWrapper player, double dt);
void updateVelocity(double dt);
};
+4 -2
View File
@@ -13,6 +13,8 @@ public:
PlayerSpawnSystem(SystemParams params);
virtual void Update(double dt) override;
static void SetRespawnTime(float respawnTime) { m_RespawnTime = respawnTime; };
private:
struct SpawnRequest
@@ -29,8 +31,8 @@ private:
//EntityWrapper ID -> Player ID.
std::map<EntityID, int> m_PlayerIDs;
float m_ForcedRespawnTime;
bool m_DbgConfigForceRespawn;
static float m_RespawnTime;
float m_Timer;
EventRelay<PlayerSpawnSystem, Events::InputCommand> m_OnInputCommand;
bool OnInputCommand(Events::InputCommand& e);
-44
View File
@@ -1,44 +0,0 @@
#ifndef ScoreScreenSystem_h__
#define ScoreScreenSystem_h__
#include "Core/System.h"
#include "Core/ResourceManager.h"
#include "Core/EntityFile.h"
#include "Network/EKillDeath.h"
#include "Core/EPlayerSpawned.h"
#include "Network/EPlayerConnected.h"
#include "Network/EPlayerDisconnected.h"
#include "GLM.h"
class ScoreScreenSystem : public PureSystem
{
public:
ScoreScreenSystem(SystemParams params);
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& scoreScreen, double dt) override;
EventRelay<ScoreScreenSystem, Events::KillDeath> m_EPlayerDeath;
bool OnPlayerDeath(const Events::KillDeath& e);
EventRelay<ScoreScreenSystem, Events::PlayerSpawned> m_EPlayerSpawned;
bool OnPlayerSpawn(const Events::PlayerSpawned& e);
EventRelay<ScoreScreenSystem, Events::PlayerConnected> m_EPlayerConnected;
bool OnPlayerConnected(const Events::PlayerConnected& e);
EventRelay<ScoreScreenSystem, Events::PlayerDisconnected> m_EPlayerDisconnected;
bool OnPlayerDisconnected(const Events::PlayerDisconnected& e);
private:
struct PlayerData {
int ID = -1;
std::string Name = "";
int Team = 1;
int Kills = 0;
int Deaths = 0;
EntityWrapper Player = EntityWrapper::Invalid;
};
std::vector<int> m_DisconnectedIdentities;
int m_PlayerCounter = 0;
std::unordered_map<int, PlayerData> m_PlayerIdentities;
};
#endif
+3 -7
View File
@@ -7,23 +7,19 @@
#include "Core/System.h"
#include "Events/ESpawnerSpawn.h"
#include "Core/Transform.h"
#include "Core/EntityFile.h"
#include "Core/ResourceManager.h"
#include "Core/EntityFileParser.h"
class SpawnerSystem : public System
{
public:
SpawnerSystem(SystemParams params);
// If dontCollideComponent is set, to e.g. "Player", then all the spawner
// will try to pick a spawn location so that the spawned entity doesn't
// collide with anything that has that component and is collidable.
static EntityWrapper Spawn(EntityWrapper spawner, EntityWrapper parent = EntityWrapper::Invalid, const std::string& dontCollideComponent = "");
static EntityWrapper Spawn(EntityWrapper spawner, EntityWrapper parent = EntityWrapper::Invalid);
private:
EventRelay<SpawnerSystem, Events::SpawnerSpawn> m_OnSpawnerSpawn;
bool OnSpawnerSpawn(Events::SpawnerSpawn& e);
static void transformEntityToSpawnPoint(EntityWrapper spawnedEntity, EntityWrapper spawnPoint);
static bool spawnedEntityIsColliding(EntityWrapper spawnedEntity, EntityWrapper spawnPoint, const std::string& dontCollideComponent);
};
#endif
-21
View File
@@ -1,21 +0,0 @@
#ifndef AmmunitionHUDSystem_h__
#define AmmunitionHUDSystem_h__
#include <boost/lexical_cast.hpp>
#include <sstream>
#include <iomanip>
#include "../../Engine/Core/System.h"
#include "../../Engine/GLM.h"
class TextFieldReader : public PureSystem
{
public:
TextFieldReader(SystemParams params)
: System(params)
, PureSystem("TextFieldReader")
{ }
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cTextFieldReader, double dt) override;
};
#endif
@@ -1,42 +1,49 @@
#ifndef AssaultWeaponBehaviour_h__
#define AssaultWeaponBehaviour_h__
#include "WeaponBehaviour.h"
#include "Collision/Collision.h"
#include "Core/EPlayerDamage.h"
#include "Sound/EPlaySoundOnEntity.h"
#include "Rendering/EAutoAnimationBlend.h"
#include "Collision/Collision.h"
#include "Rendering/AnimationSystem.h"
#include "Core/ConfigFile.h"
#include "WeaponBehaviour.h"
#include "../SpawnerSystem.h"
#include "Core/EPlayerDamage.h"
#include "Core/EShoot.h"
class AssaultWeaponBehaviour : public WeaponBehaviour<AssaultWeaponBehaviour>
class AssaultWeaponBehaviour : public WeaponBehaviour
{
public:
AssaultWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree)
: System(systemParams)
, WeaponBehaviour(systemParams, "AssaultWeapon", renderer, collisionOctree)
, m_RandomEngine(m_RandomDevice())
{ }
AssaultWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree, EntityWrapper weaponEntity);
virtual void Fire() override;
virtual void CeaseFire() override;
virtual void Reload() override;
void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt) override;
void UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& wi, double dt) override;
void OnPrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) override;
void OnCeasePrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) override;
void OnReload(ComponentWrapper cWeapon, WeaponInfo& wi) override;
void OnEquip(ComponentWrapper cWeapon, WeaponInfo& wi) override;
void OnHolster(ComponentWrapper cWeapon, WeaponInfo& wi) override;
//bool OnInputCommand(ComponentWrapper cWeapon, WeaponInfo& wi, const Events::InputCommand& e) override;
virtual void Update(double dt) override;
private:
std::random_device m_RandomDevice;
std::mt19937 m_RandomEngine;
EntityWrapper m_FirstPersonModel;
EntityWrapper m_ThirdPersonModel;
// State
bool m_Firing = false;
bool m_Reloading = false;
double m_ReloadTimer = 0.0;
EntityWrapper m_FirstPersonReloadImpersonator;
EntityWrapper m_ThirdPersonReloadImpersonator;
double m_TimeSinceLastFire = 0.0;
// Weapon functions
void fireBullet(ComponentWrapper cWeapon, WeaponInfo& wi);
//void dealDamage(ComponentWrapper cWeapon, WeaponInfo& wi, glm::vec3 direction, double damage);
bool canFire(ComponentWrapper cWeapon, WeaponInfo& wi);
bool dealDamage(ComponentWrapper cWeapon, WeaponInfo& wi);
EventRelay<WeaponBehaviour, Events::AnimationComplete> m_EAnimationComplete;
bool OnAnimationComplete(Events::AnimationComplete& e);
// Utility
//Camera cameraFromEntity(EntityWrapper camera);
bool hasAmmo();
void fireRound();
void spawnTracer();
float traceRayDistance(glm::vec3 origin, glm::vec3 direction);
void playFireSound();
void playEmptySound();
void viewPunch();
void finishReload();
void playShootAnimation();
void playIdleAnimation();
void playReloadAnimation();
bool shoot(double damage);
void showHitMarker();
};
#endif
@@ -1,39 +0,0 @@
#ifndef DefenderWeaponBehaviour_h__
#define DefenderWeaponBehaviour_h__
#include "WeaponBehaviour.h"
#include "Collision/Collision.h"
#include "Core/EPlayerDamage.h"
#include "Sound/EPlaySoundOnEntity.h"
class DefenderWeaponBehaviour : public WeaponBehaviour<DefenderWeaponBehaviour>
{
public:
DefenderWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree)
: System(systemParams)
, WeaponBehaviour(systemParams, "DefenderWeapon", renderer, collisionOctree)
, m_RandomEngine(m_RandomDevice())
{ }
void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt) override;
void UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& wi, double dt) override;
void OnPrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) override;
void OnCeasePrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) override;
void OnReload(ComponentWrapper cWeapon, WeaponInfo& wi) override;
void OnHolster(ComponentWrapper cWeapon, WeaponInfo& wi) override;
bool OnInputCommand(ComponentWrapper cWeapon, WeaponInfo& wi, const Events::InputCommand& e) override;
private:
std::random_device m_RandomDevice;
std::mt19937 m_RandomEngine;
// Weapon functions
void fireShell(ComponentWrapper cWeapon, WeaponInfo& wi);
void dealDamage(ComponentWrapper cWeapon, WeaponInfo& wi, glm::vec3 direction, double damage);
bool canFire(ComponentWrapper cWeapon, WeaponInfo& wi);
// Utility
Camera cameraFromEntity(EntityWrapper camera);
};
#endif
@@ -1,38 +0,0 @@
#ifndef SidearmWeaponBehaviour_h__
#define SidearmWeaponBehaviour_h__
#include "WeaponBehaviour.h"
#include "Collision/Collision.h"
#include "Core/EPlayerDamage.h"
class SidearmWeaponBehaviour : public WeaponBehaviour<SidearmWeaponBehaviour>
{
public:
SidearmWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree)
: System(systemParams)
, WeaponBehaviour(systemParams, "SidearmWeapon", renderer, collisionOctree)
, m_RandomEngine(m_RandomDevice())
{ }
void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt) override;
void UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& wi, double dt) override;
void OnPrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) override;
void OnCeasePrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) override;
void OnEquip(ComponentWrapper cWeapon, WeaponInfo& wi) override;
void OnHolster(ComponentWrapper cWeapon, WeaponInfo& wi) override;
private:
std::random_device m_RandomDevice;
std::mt19937 m_RandomEngine;
// Weapon functions
void fireBullet(ComponentWrapper cWeapon, WeaponInfo& wi);
//void dealDamage(WeaponInfo& wi, glm::vec3 direction, double damage);
// Utility
bool canFire(ComponentWrapper cWeapon);
bool playerInFirstPerson(EntityWrapper player);
//float traceRayDistance(glm::vec3 origin, glm::vec3 direction);
};
#endif

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