Switched scene update to state event

This commit is contained in:
2023-03-01 09:40:57 -08:00
parent 6aa7d317d1
commit 1061cda666
10 changed files with 438 additions and 473 deletions

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@ -36,8 +36,8 @@ void Scene::update() {
// TODO: Cleanup old scene items // TODO: Cleanup old scene items
// TODO: Tick scene items(?) // TODO: Tick scene items(?)
this->eventSceneUpdate.invoke(); this->eventSceneUpdate.invoke(game->timeManager.delta);
if(!this->game->timeManager.isPaused) this->eventSceneUnpausedUpdate.invoke(); if(!this->game->timeManager.isPaused) this->eventSceneUnpausedUpdate.invoke(game->timeManager.delta);
} }
SceneItem * Scene::createSceneItem() { SceneItem * Scene::createSceneItem() {

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@ -21,7 +21,7 @@ namespace Dawn {
template<class T> template<class T>
T * _sceneForwardGetComponent(SceneItem *item); T * _sceneForwardGetComponent(SceneItem *item);
class Scene : public StateOwner { class Scene {
private: private:
sceneitemid_t nextId; sceneitemid_t nextId;
std::map<sceneitemid_t, SceneItem*> items; std::map<sceneitemid_t, SceneItem*> items;
@ -30,8 +30,8 @@ namespace Dawn {
public: public:
DawnGame *game; DawnGame *game;
ScenePhysicsManager *physics; ScenePhysicsManager *physics;
Event<> eventSceneUpdate; StateEvent<float_t> eventSceneUpdate;
Event<> eventSceneUnpausedUpdate; StateEvent<float_t> eventSceneUnpausedUpdate;
/** /**
* Construct a new Scene instance. * Construct a new Scene instance.

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@ -22,10 +22,10 @@ void AnimationController::addAnimation(Animation *animation) {
void AnimationController::onStart() { void AnimationController::onStart() {
SceneItemComponent::onStart(); SceneItemComponent::onStart();
useEventLegacy([&]{ useEvent([&](float_t delta){
auto it = this->animations.begin(); auto it = this->animations.begin();
while(it != this->animations.end()) { while(it != this->animations.end()) {
(*it)->tick(this->getGame()->timeManager.delta); (*it)->tick(delta);
++it; ++it;
} }
}, getScene()->eventSceneUnpausedUpdate); }, getScene()->eventSceneUnpausedUpdate);

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@ -28,11 +28,11 @@ ExampleSpin::ExampleSpin(SceneItem *item) :
} }
void ExampleSpin::onStart() { void ExampleSpin::onStart() {
useEventLegacy([&]{ useEvent([&](float_t delta){
auto quat = this->transform->getLocalRotation(); auto quat = this->transform->getLocalRotation();
quat = glm::rotate(quat, getGame()->timeManager.delta, glm::vec3(0, 1, 0)); quat = glm::rotate(quat, delta, glm::vec3(0, 1, 0));
quat = glm::rotate(quat, getGame()->timeManager.delta / 2.0f, glm::vec3(1, 0, 0)); quat = glm::rotate(quat, delta / 2.0f, glm::vec3(1, 0, 0));
quat = glm::rotate(quat, getGame()->timeManager.delta / 4.0f, glm::vec3(0, 0, 1)); quat = glm::rotate(quat, delta / 4.0f, glm::vec3(0, 0, 1));
this->transform->setLocalRotation(quat); this->transform->setLocalRotation(quat);
}, getScene()->eventSceneUnpausedUpdate); }, getScene()->eventSceneUnpausedUpdate);
} }

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@ -14,13 +14,13 @@ SubSceneController::SubSceneController(SceneItem *i) : SceneItemComponent(i) {
void SubSceneController::onStart() { void SubSceneController::onStart() {
auto myScene = this->getScene(); auto myScene = this->getScene();
useEventLegacy([&]{ useEvent([&](float_t d){
if(!this->onlyUpdateUnpaused) return; if(!this->onlyUpdateUnpaused) return;
if(this->subScene == nullptr) return; if(this->subScene == nullptr) return;
this->subScene->update(); this->subScene->update();
}, myScene->eventSceneUnpausedUpdate); }, myScene->eventSceneUnpausedUpdate);
useEventLegacy([&]{ useEvent([&](float_t d){
if(this->onlyUpdateUnpaused) return; if(this->onlyUpdateUnpaused) return;
if(this->subScene == nullptr) return; if(this->subScene == nullptr) return;
this->subScene->update(); this->subScene->update();

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@ -67,7 +67,7 @@ void UICanvas::onStart() {
}, this->currentMenu); }, this->currentMenu);
// Scene Update // Scene Update
useEventLegacy([&]{ useEvent([&](float_t delta){
if(this->currentMenu == nullptr) return; if(this->currentMenu == nullptr) return;
this->currentMenu->onTick(); this->currentMenu->onTick();
}, getScene()->eventSceneUpdate); }, getScene()->eventSceneUpdate);

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@ -8,7 +8,10 @@
using namespace Dawn; using namespace Dawn;
AudioSource::AudioSource(SceneItem *i) : SceneItemComponent(i) { AudioSource::AudioSource(SceneItem *i) :
SceneItemComponent(i),
playMode(AUDIO_PLAY_MODE_UNPAUSED)
{
} }
@ -107,59 +110,12 @@ void AudioSource::onStart() {
this->ready = true; this->ready = true;
// Listen for events // Listen for events
this->transform->eventTransformUpdated.addListener(this, &AudioSource::onTransformUpdate); useEventLegacy([&]{
this->getScene()->eventSceneUpdate.addListener(this, &AudioSource::onSceneUpdate); glm::vec3 position = this->transform->getWorldPosition();
} alSource3f(this->source, AL_POSITION, position.x, position.y, position.z);
}, this->transform->eventTransformUpdated);
AudioSourceState AudioSource::getRealState() { useEvent([&](float_t delta){
return this->internalState;
}
void AudioSource::rewind() {
this->bufferPosition = 0;
}
AudioAsset * AudioSource::getAudioData() {
return this->data;
}
void AudioSource::setAudioData(AudioAsset *data) {
this->data = data;
this->rewind();
}
enum AudioSourcePlayMode AudioSource::getPlayMode() {
return this->playMode;
}
void AudioSource::setPlayMode(enum AudioSourcePlayMode playMode) {
this->playMode = playMode;
}
void AudioSource::stop() {
this->state = AUDIO_SOURCE_STATE_STOPPED;
}
void AudioSource::play() {
this->state = AUDIO_SOURCE_STATE_PLAYING;
}
void AudioSource::pause() {
this->state = AUDIO_SOURCE_STATE_PAUSED;
}
void AudioSource::onDispose() {
assertTrue(this->ready);
this->ready = false;
this->getScene()->eventSceneUpdate.removeListener(this, &AudioSource::onSceneUpdate);
this->transform->eventTransformUpdated.removeListener(this, &AudioSource::onTransformUpdate);
alDeleteSources((ALuint)1, &this->source);
alDeleteBuffers((ALuint)AUDIO_SOURCE_BUFFER_COUNT, this->buffers);
}
void AudioSource::onSceneUpdate() {
ALuint bufferId; ALuint bufferId;
ALint buffersProcessed; ALint buffersProcessed;
@ -260,9 +216,42 @@ void AudioSource::onSceneUpdate() {
} else { } else {
assertUnreachable(); assertUnreachable();
} }
}, getScene()->eventSceneUpdate);
} }
void AudioSource::onTransformUpdate() { AudioSourceState AudioSource::getRealState() {
glm::vec3 position = this->transform->getWorldPosition(); return this->internalState;
alSource3f(this->source, AL_POSITION, position.x, position.y, position.z); }
void AudioSource::rewind() {
this->bufferPosition = 0;
}
AudioAsset * AudioSource::getAudioData() {
return this->data;
}
void AudioSource::setAudioData(AudioAsset *data) {
this->data = data;
this->rewind();
}
void AudioSource::stop() {
this->state = AUDIO_SOURCE_STATE_STOPPED;
}
void AudioSource::play() {
this->state = AUDIO_SOURCE_STATE_PLAYING;
}
void AudioSource::pause() {
this->state = AUDIO_SOURCE_STATE_PAUSED;
}
void AudioSource::onDispose() {
assertTrue(this->ready);
this->ready = false;
alDeleteSources((ALuint)1, &this->source);
alDeleteBuffers((ALuint)AUDIO_SOURCE_BUFFER_COUNT, this->buffers);
} }

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@ -34,7 +34,6 @@ namespace Dawn {
enum AudioSourceState internalState = AUDIO_SOURCE_STATE_STOPPED; enum AudioSourceState internalState = AUDIO_SOURCE_STATE_STOPPED;
int32_t layer = 0; int32_t layer = 0;
AudioAsset *data = nullptr; AudioAsset *data = nullptr;
AudioSourcePlayMode playMode = AUDIO_PLAY_MODE_UNPAUSED;
/** /**
* Internally update the audio's state based on the current settings. * Internally update the audio's state based on the current settings.
@ -47,11 +46,11 @@ namespace Dawn {
// Events // Events
void onSceneUpdate(); void onSceneUpdate();
void onTransformUpdate();
public: public:
bool_t loop = false; bool_t loop = false;
enum AudioSourceState state = AUDIO_SOURCE_STATE_STOPPED; enum AudioSourceState state = AUDIO_SOURCE_STATE_STOPPED;
AudioSourcePlayMode playMode;
Event<> eventPlaying; Event<> eventPlaying;
Event<> eventResumed; Event<> eventResumed;
@ -98,20 +97,6 @@ namespace Dawn {
*/ */
void setAudioData(AudioAsset *data); void setAudioData(AudioAsset *data);
/**
* Returns the play mode for the source.
*
* @return Current play mode.
*/
enum AudioSourcePlayMode getPlayMode();
/**
* Sets the play mode for the source.
*
* @param mode Play Mode to use.
*/
void setPlayMode(enum AudioSourcePlayMode mode);
/** /**
* Stop playing this audio source. Shorthand for setting the state. * Stop playing this audio source. Shorthand for setting the state.
*/ */

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@ -14,22 +14,15 @@ TicTacToeGame::TicTacToeGame(SceneItem *item) : SceneItemComponent(item) {}
void TicTacToeGame::onStart() { void TicTacToeGame::onStart() {
// Map tiles by tile number = tile // Map tiles by tile number = tile
auto tiles = getScene()->findComponents<TicTacToeTile>(); auto ts = getScene()->findComponents<TicTacToeTile>();
auto itTiles = tiles.begin(); auto itTiles = ts.begin();
while(itTiles != tiles.end()) { while(itTiles != ts.end()) {
this->tiles[(*itTiles)->tile] = *itTiles; this->tiles[(*itTiles)->tile] = *itTiles;
++itTiles; ++itTiles;
} }
// Listen // Listen
getScene()->eventSceneUpdate.addListener(this, &TicTacToeGame::onSceneUpdate); useEvent([&](float_t delta) {
}
void TicTacToeGame::onDispose() {
getScene()->eventSceneUpdate.removeListener(this, &TicTacToeGame::onSceneUpdate);
}
void TicTacToeGame::onSceneUpdate() {
// Get mouse in screen space. // Get mouse in screen space.
auto mouse = getGame()->inputManager.getAxis2D(INPUT_BIND_MOUSE_X, INPUT_BIND_MOUSE_Y); auto mouse = getGame()->inputManager.getAxis2D(INPUT_BIND_MOUSE_X, INPUT_BIND_MOUSE_Y);
mouse *= 2.0f; mouse *= 2.0f;
@ -83,4 +76,5 @@ void TicTacToeGame::onSceneUpdate() {
// Determine winner // Determine winner
std::vector<uint8_t> winningCombo; std::vector<uint8_t> winningCombo;
auto winner = ticTacToeDetermineWinner(tileMap, &winningCombo); auto winner = ticTacToeDetermineWinner(tileMap, &winningCombo);
}, getScene()->eventSceneUpdate);
} }

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@ -17,8 +17,5 @@ namespace Dawn {
TicTacToeGame(SceneItem *item); TicTacToeGame(SceneItem *item);
void onStart() override; void onStart() override;
void onDispose() override;
void onSceneUpdate();
}; };
} }