inital commit
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#include "engine/asset/asset.hpp"
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#include "engine/asset/raylib-asset.hpp"
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#include <algorithm>
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#include <raylib.h>
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#include <asset_packer/asset.hpp>
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#include <string>
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#include <iostream>
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#include <filesystem>
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#include <variant>
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#include <ranges>
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namespace fs = std::filesystem;
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// Helper to determine if the asset path implies streaming music
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bool should_stream_as_music(const std::filesystem::path& asset_path) {
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for (const auto& part : asset_path) {
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if (part == "music" || part == "bgm") {
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return true;
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}
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}
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return false;
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}
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namespace varicle {
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AssetLoader::AssetLoader(std::string asset_data) : asset_reader(asset_data){
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if (!asset_reader.load_index()){
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std::cerr << "Failed to load assets!!!" << std::endl;
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}
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}
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AssetReader AssetLoader::get_reader(){
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return asset_reader;
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}
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RaylibAssetLoader::RaylibAssetLoader(std::string asset_data) : AssetLoader(asset_data) {
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}
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RaylibAssetLoader::~RaylibAssetLoader(){
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unload_all_assets();
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}
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void RaylibAssetLoader::load_asset(std::string path){
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fs::path file_path(path);
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Asset new_asset;
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new_asset.name = file_path.filename().string() ;
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// std::cout << file_path.extension() << std::endl;
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auto bytes = get_reader().extract_asset(path);
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if (file_path.extension() == ".png"){
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Image img = LoadImageFromMemory(".png", bytes.data(), bytes.size());
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auto texture = LoadTextureFromImage(img);
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UnloadImage(img);
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new_asset.data = ImageData { new Texture(texture)};
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}else if(file_path.extension() == ".ogg"){
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if (should_stream_as_music(file_path)){
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auto music = LoadMusicStreamFromMemory(".ogg",bytes.data(),bytes.size());
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new_asset.data = MusicData{new Music(music)};
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}else{
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auto wave = LoadWaveFromMemory(".ogg", bytes.data(),bytes.size());
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auto sound = LoadSoundFromWave(wave);
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UnloadWave(wave);
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new_asset.data = SoundData{new Sound(sound)};
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}
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}
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else if(file_path.extension() == ".mp3"){
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if (should_stream_as_music(file_path)){
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auto music = LoadMusicStreamFromMemory(".mp3",bytes.data(),bytes.size());
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new_asset.data = MusicData{new Music(music)};
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}else{
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auto wave = LoadWaveFromMemory(".mp3", bytes.data(),bytes.size());
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auto sound = LoadSoundFromWave(wave);
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UnloadWave(wave);
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new_asset.data = SoundData{new Sound(sound)};
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}
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}
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else if(file_path.extension() == ".wav"){
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if (should_stream_as_music(file_path)){
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auto music = LoadMusicStreamFromMemory(".wav",bytes.data(),bytes.size());
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new_asset.data = MusicData{new Music(music)};
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}else{
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auto wave = LoadWaveFromMemory(".wav", bytes.data(),bytes.size());
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auto sound = LoadSoundFromWave(wave);
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UnloadWave(wave);
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new_asset.data = SoundData{new Sound(sound)};
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}
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}
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else if(file_path.extension() == ".json"){
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auto json = std::string(bytes.begin(),bytes.end());
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new_asset.data = JsonData {json};
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}
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assets[path] = new_asset;
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}
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void RaylibAssetLoader::unload_asset(std::string path){
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if (!assets.contains(path)) return;
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Asset asset = assets[path];
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std::visit([](auto&& arg) {
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using T = std::decay_t<decltype(arg)>;
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if constexpr (std::is_same_v<T, ImageData>) {
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Texture* tex = static_cast<Texture*>(arg.texture);
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UnloadTexture(*tex);
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delete tex;
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arg.texture = nullptr;
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}
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else if constexpr (std::is_same_v<T, SoundData>) {
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Sound* sound = static_cast<Sound*>(arg.sound);
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UnloadSound(*sound);
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delete sound;
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arg.sound = nullptr;
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}
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else if constexpr (std::is_same_v<T, MusicData>) {
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Music* music = static_cast<Music*>(arg.music);
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UnloadMusicStream(*music);
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delete music;
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arg.music = nullptr;
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}
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// JsonData requires no manual step because std::string cleans itself up!
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}, asset.data);
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assets.erase(path);
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}
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void RaylibAssetLoader::unload_all_assets(){
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std::vector<std::string> assets_to_unload;
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std::ranges::copy(std::views::keys(assets),std::back_inserter(assets_to_unload));
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for (const auto &path : assets_to_unload){
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unload_asset(path);
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}
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}
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Asset RaylibAssetLoader::get_asset(std::string path){
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if (assets.contains(path)){
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return assets[path];
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}else{
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return {};
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}
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}
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Texture* RaylibAssetLoader::get_texture(std::string path){
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Asset asset = get_asset(path);
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if (auto* ptr = std::get_if<ImageData>(&asset.data)) {
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return (Texture*)ptr->texture;
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}
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return nullptr;
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}
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Sound* RaylibAssetLoader::get_sound(std::string path){
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Asset asset = get_asset(path);
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if (auto* ptr = std::get_if<SoundData>(&asset.data)) {
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return (Sound*)ptr->sound;
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}
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return nullptr;
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}
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Music* RaylibAssetLoader::get_music(std::string path){
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Asset asset = get_asset(path);
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if (auto* ptr = std::get_if<MusicData>(&asset.data)) {
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return (Music*)ptr->music;
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}
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return nullptr;
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}
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std::string RaylibAssetLoader::get_json(std::string path){
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Asset asset = get_asset(path);
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if (auto* ptr = std::get_if<JsonData>(&asset.data)) {
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return ptr->json;
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}
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return "{}";
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}
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}
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@@ -0,0 +1,54 @@
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#pragma once
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#include <asset_packer/asset.hpp>
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#include <string>
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#include <variant>
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#include <unordered_map>
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namespace varicle {
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struct ImageData {
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void* texture;
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};
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struct SoundData {
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void* sound;
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};
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struct MusicData {
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void* music;
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};
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struct JsonData {
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std::string json;
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};
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struct Asset {
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std::string name;
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std::variant<ImageData, SoundData, MusicData, JsonData> data;
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};
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class AssetLoader{
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private:
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AssetReader asset_reader;
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protected:
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std::unordered_map<std::string,Asset> assets;
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virtual void load_all_assets(std::string data_path) = 0;
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virtual void unload_all_assets() = 0;
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public:
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AssetLoader(std::string asset_data);
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~AssetLoader() = default;
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virtual void load_asset(std::string path) = 0;
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virtual void unload_asset(std::string path) = 0;
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virtual Asset get_asset(std::string path) = 0;;
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AssetReader get_reader();
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};
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}
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@@ -0,0 +1,35 @@
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#pragma once
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// #include "asset_packer/asset.hpp"
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#include "engine/asset/asset.hpp"
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#include <raylib.h>
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namespace varicle {
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class RaylibAssetLoader : public AssetLoader{
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protected:
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void load_all_assets(std::string asset_list) override {};
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void unload_all_assets() override;
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public:
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RaylibAssetLoader(std::string asset_data = "data.dat");
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~RaylibAssetLoader();
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void load_asset(std::string path) override;
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void unload_asset(std::string path) override;
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Asset get_asset(std::string path) override;
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Texture* get_texture(std::string path);
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Sound* get_sound(std::string path);
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Music* get_music(std::string path);
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std::string get_json(std::string path);
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};
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// extern RaylibAssetLoader asset_loader;
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}
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@@ -0,0 +1,86 @@
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// src/engine/core/application.cpp
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#include "engine/core/application.hpp"
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#include "engine/core/service-locator.hpp"
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#include "engine/asset/raylib-asset.hpp"
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#include "engine/scene/scene.hpp"
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#include "raylib.h"
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#include "rlImGui.h"
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#include <memory>
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#ifdef __EMSCRIPTEN__
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#include <emscripten.h>
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#endif
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namespace varicle {
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void game_loop(void){
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auto& scene_manager = ServiceLocator::get<SceneManager>();
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float dt = GetFrameTime();
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// Update
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scene_manager.update(dt);
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// Draw
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BeginDrawing();
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ClearBackground(RAYWHITE); // Or a configurable engine default color
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scene_manager.render();
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rlImGuiBegin();
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scene_manager.ui();
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rlImGuiEnd();
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EndDrawing();
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scene_manager.process_scene_switch();
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}
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void Application::run() {
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// 1. Initialize Raylib
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SetTraceLogLevel(LOG_NONE);
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SetConfigFlags(FLAG_VSYNC_HINT);
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InitWindow(m_window_width, m_window_height, m_window_title);
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SetTargetFPS(60);
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rlImGuiSetup(true); // initialize gui
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ServiceLocator::provide(std::make_unique<RaylibAssetLoader>());
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ServiceLocator::provide(std::make_unique<SceneManager>());
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// 2. Call game-specific startup (where the game creates its first scene)
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on_init();
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auto& scene_manager = ServiceLocator::get<SceneManager>();
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#ifdef __EMSCRIPTEN__
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emscripten_set_main_loop(game_loop, 0, 1);
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#else
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while (!scene_manager.should_game_close()){
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game_loop();
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}
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#endif
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// 4. Call game-specific cleanup
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on_shutdown();
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ServiceLocator::shutdown(); // Clean up services
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// 5. Close Raylib
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rlImGuiShutdown();
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CloseWindow();
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}
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void Application::change_scene(std::string scene_id) {
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ServiceLocator::get<SceneManager>().switch_to_scene(scene_id);
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}
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void Application::quit() {
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ServiceLocator::get<SceneManager>().quit();
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}
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}
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@@ -0,0 +1,29 @@
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#pragma once
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#include "engine/scene/scene.hpp"
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#include "raylib.h"
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namespace varicle {
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class Application{
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// Window configuration variables that a derived game can tweak in its constructor
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int m_window_width = 1280;
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int m_window_height = 720;
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const char* m_window_title = "My Raylib Engine Game";
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public:
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Application() = default;
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virtual ~Application() = default;
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virtual void on_init() = 0;
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virtual void on_shutdown() = 0;
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void run();
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void change_scene(std::string scene_id);
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void quit();
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};
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}
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@@ -0,0 +1,109 @@
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#pragma once
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#include <variant>
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#include <string>
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#include <mutex>
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#include <iostream>
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struct Vec2 {
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float x = 0.0f;
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float y = 0.0f;
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bool operator==(const Vec2& o) const { return x == o.x && y == o.y; }
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bool operator!=(const Vec2& o) const { return !(*this == o); }
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Vec2 operator+(const Vec2& o) const { return { x + o.x, y + o.y }; }
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Vec2 operator-(const Vec2& o) const { return { x - o.x, y - o.y }; }
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Vec2 operator*(float scalar) const { return { x * scalar, y * scalar }; }
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};
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struct Vec3 {
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float x = 0.0f;
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float y = 0.0f;
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float z = 0.0f;
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bool operator==(const Vec3& o) const { return x == o.x && y == o.y && z == o.z; }
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bool operator!=(const Vec3& o) const { return !(*this == o); }
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Vec3 operator+(const Vec3& o) const { return { x + o.x, y + o.y, z + o.z }; }
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Vec3 operator-(const Vec3& o) const { return { x - o.x, y - o.y, z - o.z }; }
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Vec3 operator*(float scalar) const { return { x * scalar, y * scalar, z * scalar }; }
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};
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struct Vec4 {
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float x = 0.0f;
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float y = 0.0f;
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float z = 0.0f;
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float w = 1.0f;
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bool operator==(const Vec4& o) const { return x == o.x && y == o.y && z == o.z && w == o.w; }
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bool operator!=(const Vec4& o) const { return !(*this == o); }
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Vec4 operator+(const Vec4& o) const { return { x + o.x, y + o.y, z + o.z, w + o.w }; }
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Vec4 operator-(const Vec4& o) const { return { x - o.x, y - o.y, z - o.z, w - o.w }; }
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Vec4 operator*(float scalar) const { return { x * scalar, y * scalar, z * scalar, w * scalar }; }
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};
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// Standalone Interpolation Helpers
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inline Vec2 Vec2Lerp(const Vec2& s, const Vec2& e, float a) { return { s.x + (e.x - s.x) * a, s.y + (e.y - s.y) * a }; }
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inline Vec3 Vec3Lerp(const Vec3& s, const Vec3& e, float a) { return { s.x + (e.x - s.x) * a, s.y + (e.y - s.y) * a, s.z + (e.z - s.z) * a }; }
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inline Vec4 Vec4Lerp(const Vec4& s, const Vec4& e, float a) { return { s.x + (e.x - s.x) * a, s.y + (e.y - s.y) * a, s.z + (e.z - s.z) * a, s.w + (e.w - s.w) * a }; }
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||||
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||||
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enum class VariantType { Null, Float, Vector2, Vector3, Vector4, String };
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||||
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class EngineVariant{
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public:
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using InternalVariant = std::variant<std::monostate,float,Vec2,Vec3,Vec4,std::string>;
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EngineVariant() : data(std::monostate{}), type(VariantType::Null){}
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EngineVariant(float v) : data(v), type(VariantType::Float){}
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EngineVariant(Vec2 v) : data(v), type(VariantType::Vector2){}
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EngineVariant(Vec3 v) : data(v), type(VariantType::Vector3){}
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EngineVariant(Vec4 v) : data(v), type(VariantType::Vector4){}
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EngineVariant(std::string v) : data(v), type(VariantType::String){}
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VariantType GetType() const { return type; }
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||||
template<typename T>
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T Get() const {
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||||
std::lock_guard<std::mutex> lock(v_mutex);
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return std::get<T>(data);
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}
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||||
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||||
void Print() const {
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||||
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std::lock_guard<std::mutex> lock(v_mutex);
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std::cout << "[Variant " << TypeToString(type) << "]: ";
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std::visit([](auto &&arg){
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using T = std::decay_t<decltype(arg)>;
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if constexpr (std::is_same_v<T, std::monostate>) std::cout << "Null";
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else if constexpr (std::is_same_v<T, float>) std::cout << arg;
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else if constexpr (std::is_same_v<T, Vec2>) std::cout << "(" << arg.x << ", " << arg.y << ")";
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else if constexpr (std::is_same_v<T, Vec3>) std::cout << "(" << arg.x << ", " << arg.y << ", " << arg.z << ")";
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else if constexpr (std::is_same_v<T, Vec4>) std::cout << "(" << arg.x << ", " << arg.y << ", " << arg.z << ", " << arg.w << ")";
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||||
else if constexpr (std::is_same_v<T, std::string>) std::cout << "\"" << arg << "\"";
|
||||
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||||
},data);
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||||
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||||
std::cout << "\n";
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||||
}
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||||
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private:
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||||
InternalVariant data;
|
||||
VariantType type;
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||||
mutable std::mutex v_mutex;
|
||||
|
||||
static std::string TypeToString(VariantType t) {
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||||
switch(t) {
|
||||
case VariantType::Float: return "Float";
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||||
case VariantType::Vector2: return "Vector2";
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||||
case VariantType::Vector3: return "Vector3";
|
||||
case VariantType::Vector4: return "Vector4";
|
||||
case VariantType::String: return "String";
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||||
default: return "Null";
|
||||
}
|
||||
}
|
||||
|
||||
friend class VariantOpManager;
|
||||
};
|
||||
@@ -0,0 +1,74 @@
|
||||
#pragma once
|
||||
|
||||
#include <engine_variant.hpp>
|
||||
|
||||
template<class... Ts> struct overloaded : Ts... { using Ts::operator()...; };
|
||||
template<class... Ts> overloaded(Ts...) -> overloaded<Ts...>;
|
||||
|
||||
enum class OpType {
|
||||
Assign, // Replace the old value entirely
|
||||
Add, // Add to the current value
|
||||
Multiply, // Add to the current value
|
||||
Lerp // Smoothly blend toward a value
|
||||
};
|
||||
|
||||
struct VariantOpRequest {
|
||||
EngineVariant* target; // The variable we want to change
|
||||
OpType operation; // How we want to change it
|
||||
EngineVariant operand; // The value we are using to make the change
|
||||
float alpha; // Used ONLY for Lerp (0.0 to 1.0)
|
||||
};
|
||||
|
||||
class VariantOpManager{
|
||||
|
||||
public:
|
||||
VariantOpManager(){}
|
||||
void ExecuteOperation(const VariantOpRequest& req) {
|
||||
|
||||
if (req.target == nullptr) return;
|
||||
|
||||
switch (req.operation){
|
||||
|
||||
case OpType::Assign:
|
||||
req.target->data = req.operand.data;
|
||||
req.target->type = req.operand.type;
|
||||
break;
|
||||
case OpType::Add:
|
||||
req.target->data = std::visit(
|
||||
overloaded{
|
||||
[](float p, float n) -> EngineVariant::InternalVariant {return p + n;},
|
||||
[](Vec2 p, Vec2 n) -> EngineVariant::InternalVariant {return p + n;},
|
||||
[](Vec3 p, Vec3 n) -> EngineVariant::InternalVariant {return p + n;},
|
||||
[](Vec4 p, Vec4 n) -> EngineVariant::InternalVariant {return p + n;},
|
||||
|
||||
// Fallback
|
||||
[](auto p, auto n) -> EngineVariant::InternalVariant {return p;},
|
||||
},req.target->data,req.operand.data);
|
||||
break;
|
||||
|
||||
case OpType::Lerp:
|
||||
req.target->data = std::visit(overloaded{
|
||||
[&](float p, float n) -> EngineVariant::InternalVariant { return p + (n - p) * req.alpha; },
|
||||
[&](Vec2 p, Vec2 n) -> EngineVariant::InternalVariant { return Vec2Lerp(p, n, req.alpha); },
|
||||
[&](Vec3 p, Vec3 n) -> EngineVariant::InternalVariant { return Vec3Lerp(p, n, req.alpha); },
|
||||
[&](Vec4 p, Vec4 n) -> EngineVariant::InternalVariant { return Vec4Lerp(p, n, req.alpha); },
|
||||
[&](const std::string& p, const std::string& n) -> EngineVariant::InternalVariant {
|
||||
return req.alpha >= 0.5f ? n : p; // Discrete switch for strings
|
||||
},
|
||||
|
||||
// Fallback
|
||||
[](auto p, auto n) -> EngineVariant::InternalVariant { return p; }
|
||||
}, req.target->data, req.operand.data);
|
||||
break;
|
||||
|
||||
case OpType::Multiply:
|
||||
req.target->data = std::visit(overloaded{
|
||||
[](float p, float n) -> EngineVariant::InternalVariant { return p * n; },
|
||||
[](Vec2 p, float n) -> EngineVariant::InternalVariant { return p * n; }, // Scale a vector!
|
||||
[](auto p, auto n) -> EngineVariant::InternalVariant { return p; }
|
||||
}, req.target->data, req.operand.data);
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
};
|
||||
@@ -0,0 +1,68 @@
|
||||
#pragma once
|
||||
|
||||
#include <cassert>
|
||||
#include<vector>
|
||||
#include<algorithm>
|
||||
#include <memory>
|
||||
#include <typeindex>
|
||||
#include <unordered_map>
|
||||
|
||||
namespace varicle{
|
||||
|
||||
class ServiceLocator{
|
||||
private:
|
||||
|
||||
// generic storage
|
||||
struct ServiceContainerBase {
|
||||
virtual ~ServiceContainerBase() = default;
|
||||
};
|
||||
|
||||
template <typename T>
|
||||
struct ServiceContainer : public ServiceContainerBase {
|
||||
std::unique_ptr<T> instance;
|
||||
ServiceContainer(std::unique_ptr<T> inst) : instance(std::move(inst)) {}
|
||||
};
|
||||
|
||||
|
||||
static inline std::unordered_map<std::type_index, std::unique_ptr<ServiceContainerBase>> s_services;
|
||||
|
||||
// Track registration order to ensure safe LIFO destruction
|
||||
static inline std::vector<std::type_index> s_registration_order;
|
||||
|
||||
public:
|
||||
// Wrap and pass ownership of a unique_ptr to the locator
|
||||
template <typename T>
|
||||
static void provide(std::unique_ptr<T> service) {
|
||||
s_services[typeid(T)] = std::make_unique<ServiceContainer<T>>(std::move(service));
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
static T& get(){
|
||||
auto it = s_services.find(typeid(T));
|
||||
|
||||
assert( it != s_services.end() && "Requested service was never provided!");
|
||||
|
||||
// Cast the container back, take a peek inside the container and send the address of the reference
|
||||
// auto container = static_cast <ServiceContainer<T>>(it->second);
|
||||
|
||||
auto* container = static_cast<ServiceContainer<T>*>(it->second.get());
|
||||
return *(container->instance);
|
||||
}
|
||||
|
||||
// Explicitly destroy a specific service
|
||||
template <typename T>
|
||||
static void remove() {
|
||||
s_services.erase(typeid(T)); // Automatically calls the destructor of T!
|
||||
auto it = std::find(s_registration_order.begin(), s_registration_order.end(), typeid(T));
|
||||
if (it != s_registration_order.end()) s_registration_order.erase(it);
|
||||
}
|
||||
|
||||
static inline void shutdown(){
|
||||
for (auto it = s_registration_order.rbegin(); it != s_registration_order.rend(); ++it) {
|
||||
s_services.erase(*it);
|
||||
}
|
||||
s_registration_order.clear();
|
||||
s_services.clear();
|
||||
}
|
||||
};
|
||||
};
|
||||
@@ -0,0 +1,28 @@
|
||||
#pragma once
|
||||
|
||||
#include <raylib.h>
|
||||
|
||||
namespace varicle{
|
||||
|
||||
struct Position{
|
||||
float x;
|
||||
float y;
|
||||
};
|
||||
|
||||
struct Velocity{
|
||||
float dx;
|
||||
float dy;
|
||||
};
|
||||
|
||||
struct Sprite{
|
||||
Texture *texture;
|
||||
float offset_x;
|
||||
float offset_y;
|
||||
float width;
|
||||
float height;
|
||||
bool flip_h;
|
||||
bool flip_v;
|
||||
float rotation;
|
||||
};
|
||||
|
||||
}
|
||||
@@ -0,0 +1,50 @@
|
||||
#include "engine/render/render-system.hpp"
|
||||
#include "engine/ecs/components.hpp"
|
||||
|
||||
#include<raylib.h>
|
||||
#include <entt/entt.hpp>
|
||||
|
||||
namespace varicle {
|
||||
|
||||
void update_render_system(entt::registry ®istry){
|
||||
auto view = registry.view<const Sprite, const Position>();
|
||||
|
||||
for (entt::entity entity : view){
|
||||
const Sprite &sprite = view.get<Sprite>(entity);
|
||||
const Position &pos = view.get<Position>(entity);
|
||||
|
||||
if (sprite.texture){
|
||||
DrawTexturePro(
|
||||
*(sprite.texture),
|
||||
Rectangle{
|
||||
0,
|
||||
0,
|
||||
(float)sprite.texture->width,
|
||||
(float)sprite.texture->height,
|
||||
},
|
||||
Rectangle {
|
||||
sprite.offset_x + pos.x,
|
||||
sprite.offset_y + pos.y,
|
||||
sprite.width,
|
||||
sprite.height
|
||||
},
|
||||
Vector2 {sprite.width * 0.5f, sprite.height*0.5f},
|
||||
sprite.rotation,
|
||||
WHITE);
|
||||
|
||||
}else{
|
||||
DrawRectanglePro(Rectangle {
|
||||
sprite.offset_x + pos.x,
|
||||
sprite.offset_y + pos.y,
|
||||
sprite.width,
|
||||
sprite.height
|
||||
},
|
||||
Vector2 {sprite.width * 0.5f, sprite.height*0.5f},
|
||||
sprite.rotation,
|
||||
PURPLE
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,8 @@
|
||||
#pragma once
|
||||
#include <entt/entt.hpp>
|
||||
#include <raylib.h>
|
||||
|
||||
namespace varicle {
|
||||
|
||||
void update_render_system(entt::registry ®istry);
|
||||
}
|
||||
@@ -0,0 +1,65 @@
|
||||
#include "raylib.h"
|
||||
#include "engine/scene/scene.hpp"
|
||||
|
||||
namespace varicle {
|
||||
|
||||
|
||||
SceneManager::SceneManager(){
|
||||
// current_scene = std::make_unique<MenuScene>();
|
||||
}
|
||||
|
||||
SceneManager::~SceneManager(){
|
||||
// delete current_scene;
|
||||
}
|
||||
|
||||
Scene& SceneManager::get_current_scene(){
|
||||
return *current_scene;
|
||||
}
|
||||
|
||||
void SceneManager::process_scene_switch(){
|
||||
|
||||
if (next_scene_id.empty()) return;
|
||||
|
||||
auto it = scene_registry.find(next_scene_id);
|
||||
if (it != scene_registry.end()){
|
||||
|
||||
current_scene.reset();
|
||||
current_scene = it->second();
|
||||
current_scene->init();
|
||||
}
|
||||
|
||||
|
||||
next_scene_id.clear();
|
||||
}
|
||||
|
||||
void SceneManager::update(float dt){
|
||||
if (!current_scene) return;
|
||||
current_scene->update(dt);
|
||||
}
|
||||
|
||||
void SceneManager::render(){
|
||||
if (!current_scene) return;
|
||||
current_scene->render();
|
||||
}
|
||||
|
||||
void SceneManager::ui(){
|
||||
if (!current_scene) return;
|
||||
current_scene->ui();
|
||||
}
|
||||
|
||||
bool SceneManager::should_game_close(){
|
||||
return should_quit || WindowShouldClose();
|
||||
}
|
||||
|
||||
void SceneManager::switch_to_scene(std::string scene_id){
|
||||
next_scene_id = scene_id;
|
||||
}
|
||||
|
||||
void SceneManager::register_scene(std::string scene_id, SceneFactory factory){
|
||||
scene_registry[std::string(scene_id)] = factory;
|
||||
}
|
||||
|
||||
void SceneManager::quit(){
|
||||
should_quit = true;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,82 @@
|
||||
#pragma once
|
||||
|
||||
#include <functional>
|
||||
|
||||
#include <entt/entt.hpp>
|
||||
#include <memory>
|
||||
|
||||
namespace varicle {
|
||||
|
||||
|
||||
// enum class SceneType{
|
||||
// MENU,
|
||||
// GAMEPLAY
|
||||
// };
|
||||
//
|
||||
|
||||
|
||||
class Scene{
|
||||
|
||||
public:
|
||||
Scene() = default;
|
||||
virtual ~Scene() = default;
|
||||
|
||||
virtual void init() = 0;
|
||||
virtual void update(float dt) = 0;
|
||||
virtual void render() = 0;
|
||||
virtual void ui() = 0;
|
||||
};
|
||||
|
||||
// class GamePlayScene : public Scene{
|
||||
//
|
||||
// private:
|
||||
// entt::registry registry;
|
||||
//
|
||||
// public:
|
||||
// GamePlayScene();
|
||||
// ~GamePlayScene();
|
||||
//
|
||||
// void update(float dt) override;
|
||||
// void render() override;
|
||||
// void ui() override;
|
||||
//
|
||||
// };
|
||||
//
|
||||
// class MenuScene : public Scene{
|
||||
//
|
||||
// public:
|
||||
// MenuScene();
|
||||
// ~MenuScene() = default;
|
||||
//
|
||||
// void update(float dt) override;
|
||||
// void render() override;
|
||||
// void ui() override;
|
||||
//
|
||||
// };
|
||||
|
||||
class SceneManager{
|
||||
private:
|
||||
using SceneFactory = std::function<std::unique_ptr<Scene>()>;
|
||||
std::unordered_map<std::string, SceneFactory> scene_registry;
|
||||
|
||||
std::unique_ptr<Scene> current_scene = nullptr;
|
||||
std::string next_scene_id;
|
||||
bool pending_switch = false;
|
||||
bool should_quit = false;
|
||||
|
||||
public:
|
||||
|
||||
SceneManager();
|
||||
~SceneManager();
|
||||
|
||||
void update(float dt);
|
||||
void render();
|
||||
void ui();
|
||||
void process_scene_switch();
|
||||
bool should_game_close();
|
||||
void switch_to_scene(std::string scene_id);
|
||||
void register_scene(std::string scene_id, SceneFactory factory);
|
||||
void quit();
|
||||
Scene& get_current_scene();
|
||||
};
|
||||
}
|
||||
@@ -0,0 +1,22 @@
|
||||
#pragma once
|
||||
|
||||
#include <random>
|
||||
|
||||
|
||||
namespace varicle {
|
||||
// Generate a random float between min and max
|
||||
inline float RandomRange(float min, float max) {
|
||||
static std::random_device rd;
|
||||
static std::mt19937 gen(rd());
|
||||
std::uniform_real_distribution<float> dist(min, max);
|
||||
return dist(gen);
|
||||
}
|
||||
|
||||
// Generate a random int between min and max
|
||||
inline int RandomRange(int min, int max) {
|
||||
static std::random_device rd;
|
||||
static std::mt19937 gen(rd());
|
||||
std::uniform_int_distribution<int> dist(min, max);
|
||||
return dist(gen);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user