Merge remote-tracking branch 'origin/master' into Physics

This commit is contained in:
viktorljung
2015-09-23 15:14:16 +02:00
25 changed files with 2834 additions and 6 deletions
+13 -1
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@@ -18,6 +18,7 @@
#include <string>
#include <sstream>
#include <Sound/CCollisionSound.h>
#include "ResourceManager.h"
#include "OBJ.h"
@@ -36,6 +37,8 @@
#include "CTemplate.h"
#include "Rendering/CPointLight.h"
#include "Transform/TransformSystem.h"
#include "Sound/SoundSystem.h"
#include "Sound/CCollisionSound.h"
#include "Game/LevelSystem.h"
#include "Game/PadSystem.h"
#include "Game/CBall.h"
@@ -65,13 +68,21 @@ public:
m_InputManager = std::make_shared<InputManager>(m_Renderer->Window(), m_EventBroker);
m_World = std::make_shared<World>(m_EventBroker);
m_World = std::make_shared<World>(m_EventBroker);
//TODO: Move this out of engine.h
m_World->ComponentFactory.Register<Components::Transform>();
m_World->SystemFactory.Register<Systems::TransformSystem>(
[this]() { return new Systems::TransformSystem(m_World.get(), m_EventBroker); });
m_World->AddSystem<Systems::TransformSystem>();
m_World->ComponentFactory.Register<Components::Model>();
m_World->ComponentFactory.Register<Components::Template>();
m_World->ComponentFactory.Register<Components::CollisionSound>();
m_World->SystemFactory.Register<Systems::SoundSystem>([this]() { return new Systems::SoundSystem(m_World.get(), m_EventBroker); });
m_World->AddSystem<Systems::SoundSystem>();
m_World->ComponentFactory.Register<Components::Sprite>();
@@ -410,6 +421,7 @@ private:
std::shared_ptr<InputManager> m_InputManager;
std::shared_ptr<World> m_World;
double m_LastTime;
};
-1
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@@ -248,7 +248,6 @@ protected:
EntityID GenerateEntityID();
void RecycleEntityID(EntityID id);
};
template <class T>
+1
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@@ -23,6 +23,7 @@
#include "Physics/CCircleShape.h"
#include "Physics/ESetImpulse.h"
#include "Physics/EContact.h"
#include "Sound/CCollisionSound.h"
#include <fstream>
#include <iostream>
#include <intrin.h>
+25
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@@ -0,0 +1,25 @@
//
// Created by Adam on 2015-09-17.
//
#ifndef COMPONENTS_CCOLLISIONSOUND_H__
#define COMPONENTS_CCOLLISIONSOUND_H__
#include "Core/Component.h"
namespace dd
{
namespace Components
{
struct CollisionSound : public Component
{
std::string filePath;
};
}
}
#endif
+39
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@@ -0,0 +1,39 @@
/*
This file is part of Daydream Engine.
Copyright 2014 Adam Byléhn, Tobias Dahl, Simon Holmberg, Viktor Ljung
Daydream Engine is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Daydream Engine is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License
along with Daydream Engine. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef Events_PlaySFX_h__
#define Events_PlaySFX_h__
#include "Core/EventBroker.h"
namespace dd
{
namespace Events
{
struct PlaySFX : Event
{
std::string path;
};
}
}
#endif // Events_PlaySFX_h__
+36
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@@ -0,0 +1,36 @@
#ifndef SOUND_H__
#define SOUND_H__
#include "AL/al.h"
#include "AL/alc.h"
#include "Core/ResourceManager.h"
namespace dd
{
class Sound : public Resource
{
friend class ResourceManager;
public:
ALuint Buffer() { return m_Buffer; };
private:
Sound(std::string path);
//File-info
char m_Type[4];
unsigned long m_Size, m_ChunkSize;
short m_FormatType, m_Channels;
unsigned long m_SampleRate, m_AvgBytesPerSec;
short m_BytesPerSample, m_BitsPerSample;
unsigned long m_DataSize;
std::map<std::string, ALuint> m_BufferCache;
ALuint LoadFile(std::string path);
ALuint m_Buffer;
};
}
#endif
+53
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@@ -0,0 +1,53 @@
#ifndef DAYDREAM_SOUND_H
#define DAYDREAM_SOUND_H
#include "AL/al.h"
#include "AL/alc.h"
#include "Core/System.h"
#include "Core/World.h"
#include "Sound.h"
#include "Sound/EPlaySFX.h"
#include "Physics/EContact.h"
#include "Core/EventBroker.h"
#include "Game/CBall.h"
#include "Game/CBrick.h"
#include "Game/CPad.h"
#include "Sound/CCollisionSound.h"
#include "Core/ResourceManager.h"
namespace dd
{
namespace Systems
{
class SoundSystem : public System {
public:
SoundSystem(World *world, std::shared_ptr<dd::EventBroker> eventBroker)
: System(world, eventBroker) { }
~SoundSystem();
void Initialize() override;
void Update(double dt) override;
private:
//Events
dd::EventRelay<SoundSystem, dd::Events::PlaySFX> m_EPlaySFX;
dd::EventRelay<SoundSystem, dd::Events::Contact> m_EContact;
bool OnPlaySFX(const dd::Events::PlaySFX &event);
bool OnContact(const dd::Events::Contact &event);
ALuint CreateSource();
std::map<Component*, ALuint> m_Sources;
//std::list<ALuint>
//Temp
ALuint m_Source;
};
}
}
#endif //DAYDREAM_SOUND_H