Moved C++ tools out

This commit is contained in:
2023-10-31 21:15:03 -05:00
parent f8a715ec78
commit 343f75433e
98 changed files with 5 additions and 16 deletions

View File

@ -0,0 +1,19 @@
# Copyright (c) 2023 Dominic Msters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
set(D ${CMAKE_CURRENT_LIST_DIR})
set(
DAWN_TOOL_SOURCES
${DAWN_TOOL_SOURCES}
${D}/SceneItemGenerator.cpp
${D}/SceneAssetGenerator.cpp
${D}/SceneCodeGenerator.cpp
${D}/SceneGenerator.cpp
${D}/SceneItemComponentGenerator.cpp
CACHE INTERNAL
${DAWN_CACHE_TARGET}
)

View File

@ -0,0 +1,53 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "SceneAssetGenerator.hpp"
using namespace Dawn;
void SceneAssetGenerator::generate(
std::map<std::string, std::string> &assetMap,
int32_t &assetNumber,
std::vector<std::string> *publicProperties,
std::vector<std::string> *initBody,
std::vector<std::string> *assetsBody,
struct SceneAsset *asset,
std::string tabs
) {
std::string assetType = "";
bool_t componentInit = true;
if(asset->ref.empty()) {
asset->usageName = "asset" + std::to_string(assetNumber++);
} else {
asset->usageName = asset->ref;
}
switch(asset->type) {
case SCENE_ASSET_TYPE_TEXTURE:
assetType = "TextureAsset";
assetMap[asset->fileName] = "&" + asset->usageName + "->texture";
assetMap[asset->usageName] = "&" + asset->usageName + "->texture";
break;
case SCENE_ASSET_TYPE_TRUETYPE_FONT:
assetType = "TrueTypeAsset";
assetMap[asset->fileName] = asset->usageName;
assetMap[asset->usageName] = asset->usageName;
break;
default:
assertUnreachable("SceneAssetGenerator::generate: Unknown asset type");
}
if(!asset->ref.empty()) {
line(publicProperties, assetType + " *" + asset->usageName + " = nullptr;", "");
line(initBody, asset->usageName + " = man->get<" + assetType + ">(\"" + asset->fileName + "\");", "");
} else {
line(initBody, "auto " + asset->usageName + " = man->get<" + assetType + ">(\"" + asset->fileName + "\");", "");
}
line(assetsBody, "assets.push_back(man->get<" + assetType + ">(\"" + asset->fileName + "\"));", "");
}

View File

@ -0,0 +1,23 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "util/parser/SceneAssetParser.hpp"
#include "util/CodeGen.hpp"
namespace Dawn {
class SceneAssetGenerator : public CodeGen {
public:
static void generate(
std::map<std::string, std::string> &assetMap,
int32_t &assetNumber,
std::vector<std::string> *publicProperties,
std::vector<std::string> *initBody,
std::vector<std::string> *assetsBody,
struct SceneAsset *asset,
std::string tabs
);
};
}

View File

@ -0,0 +1,33 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "SceneCodeGenerator.hpp"
using namespace Dawn;
void SceneCodeGenerator::generate(
std::vector<std::string> *publicProperties,
std::vector<std::string> *initBody,
std::vector<std::string> *includes,
struct SceneCode *code,
std::string tabs
) {
switch(code->codeType) {
case SCENE_CODE_TYPE_PROPERTIES:
line(publicProperties, code->code, "");
break;
case SCENE_CODE_TYPE_INIT:
line(initBody, code->code, "");
break;
case SCENE_CODE_TYPE_INCLUDE:
line(includes, code->code, "");
break;
default:
break;
}
}

View File

@ -0,0 +1,21 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "util/parser/SceneCodeParser.hpp"
#include "util/CodeGen.hpp"
namespace Dawn {
class SceneCodeGenerator : public CodeGen {
public:
static void generate(
std::vector<std::string> *publicProperties,
std::vector<std::string> *initBody,
std::vector<std::string> *includes,
struct SceneCode *code,
std::string tabs
);
};
}

View File

@ -0,0 +1,103 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "SceneGenerator.hpp"
using namespace Dawn;
void SceneGenerator::generate(
struct Scene *scene,
struct ClassGenInfo &classInfo,
struct MethodGenInfo &methodAssets,
struct MethodGenInfo &methodInit
) {
assertNotNull(scene, "SceneGenerator::generate: Scene cannot be null");
std::map<std::string, std::string> assetMap;
int32_t assetNumber = 0;
std::string baseClassName = "Scene";
classInfo.clazz = scene->name;
classInfo.constructorArgs = "DawnGame *game";
classInfo.extendArgs = "game";
// Determine extends
if(scene->extend.empty()) {
classInfo.includes.push_back("scene/Scene.hpp");
} else {
classInfo.includes.push_back(scene->extend + ".hpp");
// Get last slash of scene->extend
auto lastSlash = scene->extend.find_last_of('/');
baseClassName = scene->extend;
if(lastSlash != std::string::npos) {
baseClassName = scene->extend.substr(lastSlash + 1);
}
}
classInfo.extend = baseClassName;
methodAssets.name = "getRequiredAssets";
methodAssets.isOverride = true;
methodAssets.type = "std::vector<Asset*>";
line(&methodAssets.body, "auto man = &this->game->assetManager;", "");
methodInit.name = "stage";
methodInit.isOverride = true;
if(scene->extend.empty()) {
line(&methodAssets.body, "std::vector<Asset*> assets;", "");
} else {
line(&methodAssets.body, "std::vector<Asset*> assets = " + baseClassName + "::getRequiredAssets();", "");
line(&methodInit.body, baseClassName + "::stage();", "");
}
// Scene assets
line(&methodInit.body, "auto man = &this->game->assetManager;", "");
auto itAssets = scene->assets.begin();
while(itAssets != scene->assets.end()) {
SceneAssetGenerator::generate(
assetMap,
assetNumber,
&classInfo.publicProperties,
&methodInit.body,
&methodAssets.body,
&(*itAssets),
""
);
++itAssets;
}
// Generate
int32_t childNumber = 0;
int32_t componentNumber = 0;
std::vector<struct SceneItemComponent> componentsUnused;
auto itDeps = scene->dependencies.begin();
while(itDeps != scene->dependencies.end()) {
auto dep = *itDeps;
SceneItemGenerator::generateDependency(
assetNumber,
componentNumber,
childNumber,
assetMap,
classInfo.includes,
&classInfo.publicProperties,
&methodInit.body,
&methodAssets.body,
"",
"this",
componentsUnused,
scene->items,
scene->code,
dep
);
++itDeps;
}
// Seal methods
line(&methodAssets.body, "return assets;", "");
}

View File

@ -0,0 +1,21 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "util/parser/SceneParser.hpp"
#include "SceneItemGenerator.hpp"
#include "util/CodeGen.hpp"
namespace Dawn {
class SceneGenerator : public CodeGen {
public:
static void generate(
struct Scene *scene,
struct ClassGenInfo &classInfo,
struct MethodGenInfo &methodAssets,
struct MethodGenInfo &methodInit
);
};
}

View File

@ -0,0 +1,43 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "SceneItemComponentGenerator.hpp"
using namespace Dawn;
void SceneItemComponentGenerator::generate(
std::map<std::string, std::string> &assetMap,
int32_t &componentNumber,
std::vector<std::string> &includes,
std::string itemRef,
std::vector<std::string> *publicProperties,
std::vector<std::string> *initBody,
struct SceneItemComponent *component,
std::string tabs
) {
auto componentName = "cmp" + std::to_string(componentNumber++);
bool_t componentInit = true;
if(component->ref.size() > 0) {
componentInit = false;
componentName = component->ref;
line(publicProperties, component->type + " *" + component->ref + " = nullptr;", "");
}
// Initialize
line(initBody, (componentInit ? "auto " : "") + componentName + " = " + itemRef + "->addComponent<" + component->type + ">();", "");
// Now set each property
auto itValues = component->values.begin();
while(itValues != component->values.end()) {
auto value = itValues->second;
if(assetMap.find(value) != assetMap.end()) {
value = assetMap[value];
}
line(initBody, componentName + "->" + itValues->first + " = " + value + ";", "");
++itValues;
}
includes.push_back(component->include);
}

View File

@ -0,0 +1,24 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "util/parser/SceneItemComponentParser.hpp"
#include "util/CodeGen.hpp"
namespace Dawn {
class SceneItemComponentGenerator : public CodeGen {
public:
static void generate(
std::map<std::string, std::string> &assetMap,
int32_t &componentNumber,
std::vector<std::string> &includes,
std::string itemRef,
std::vector<std::string> *publicProperties,
std::vector<std::string> *initBody,
struct SceneItemComponent *component,
std::string tabs
);
};
}

View File

@ -0,0 +1,213 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "SceneItemGenerator.hpp"
using namespace Dawn;
void SceneItemGenerator::generateDependency(
int32_t &assetNumber,
int32_t &componentNumber,
int32_t &childNumber,
std::map<std::string, std::string> &assetMap,
std::vector<std::string> &includes,
std::vector<std::string> *publicProperties,
std::vector<std::string> *initBody,
std::vector<std::string> *assetBody,
std::string name,
std::string sceneRef,
std::vector<struct SceneItemComponent> &components,
std::vector<struct SceneItem> &children,
std::vector<struct SceneCode> &code,
struct SceneItemDependency dep
) {
switch(dep.type) {
case SCENE_ITEM_DEPENDENCY_TYPE_CODE: {
auto i = &code[dep.position];
SceneCodeGenerator::generate(
publicProperties,
initBody,
&includes,
i,
""
);
line(initBody, "", "");
break;
}
case SCENE_ITEM_DEPENDENCY_TYPE_COMPONENT: {
auto i = &components[dep.position];
SceneItemComponentGenerator::generate(
assetMap,
componentNumber,
includes,
name,
publicProperties,
initBody,
i,
""
);
line(initBody, "", "");
break;
}
case SCENE_ITEM_DEPENDENCY_TYPE_ITEM: {
auto i = &children[dep.position];
SceneItemGenerator::generate(
assetNumber,
componentNumber,
childNumber,
assetMap,
includes,
publicProperties,
initBody,
assetBody,
name,
sceneRef,
i,
""
);
line(initBody, "", "");
break;
}
default:
assertUnreachable("SceneItemGenerator::generateDependency: Unknown dependency type");
}
}
void SceneItemGenerator::generate(
int32_t &assetNumber,
int32_t &componentNumber,
int32_t &childNumber,
std::map<std::string, std::string> &assetMap,
std::vector<std::string> &includes,
std::vector<std::string> *publicProperties,
std::vector<std::string> *initBody,
std::vector<std::string> *assetBody,
std::string parentRef,
std::string sceneRef,
struct SceneItem *item,
std::string tabs
) {
assertNotNull(publicProperties, "SceneItemGenerator::generate: publicProperties cannot be null");
assertNotNull(initBody, "SceneItemGenerator::generate: initBody cannot be null");
assertNotNull(assetBody, "SceneItemGenerator::generate: assetBody cannot be null");
assertNotNull(item, "SceneItemGenerator::generate: item cannot be null");
// Determine interface
std::string name = "itm" + std::to_string(childNumber++);
std::string itemType = "SceneItem";
if(item->ref == "this") {
name = item->ref;
} else {
// Determine name
if(!item->ref.empty()) name = item->ref;
// Initialize, either prefab or created.
if(!item->prefab.empty()) {
// Determine prefab name, type and include
std::string prefabName = item->prefab;
if(prefabName.find("/") != std::string::npos) {
prefabName = prefabName.substr(prefabName.find_last_of("/") + 1);
}
itemType = prefabName;
// Create prefab
includes.push_back(item->prefab + ".hpp");
line(initBody, (item->ref.empty() ? "auto " : "") + name + " = " + prefabName + "::create(" + sceneRef + ");", "");
line(assetBody, "vectorAppend(&assets, " + prefabName + "::getRequiredAssets(man));", "");
} else {
// Not a prefab, init empty child.
line(initBody, (item->ref.empty() ? "auto " : "") + name + " = " + sceneRef + "->createSceneItem();", "");
}
// Property/Ref defintion
if(!item->ref.empty() && item->ref != "this") {
line(publicProperties, itemType + " *" + name + " = nullptr;", "");
}
}
// Process extra properties
if(item->position.size() > 0) {
line(initBody, name + "->transform.setLocalPosition(" + item->position + ");", "");
}
if(item->alignment.size() > 0) {
line(initBody, name + "->uiItem->alignment = " + item->alignment + ";", "");
}
if(item->alignX.size() > 0) {
line(initBody, name + "->uiItem->alignX = " + item->alignX + ";", "");
}
if(item->alignY.size() > 0) {
line(initBody, name + "->uiItem->alignY = " + item->alignY + ";", "");
}
if(item->menuX.size() > 0) {
line(initBody, name + "->menuItem->menuX = " + item->menuX + ";", "");
}
if(item->menuY.size() > 0) {
line(initBody, name + "->menuItem->menuY = " + item->menuY + ";", "");
}
if(item->scale.size() > 0) {
line(initBody, name + "->transform.setLocalScale(" + item->scale + ");", "");
}
if(item->lookAtPosition.size() > 0) {
line(initBody, name + "->transform.lookAt(" + item->lookAtPosition + ", " + item->lookAtTarget + ");", "");
}
if(!item->label.empty()) {
line(initBody, name + "->label->text = " + item->label + ";", "");
}
// Add assets
auto itAssets = item->assets.begin();
while(itAssets != item->assets.end()) {
SceneAssetGenerator::generate(
assetMap,
assetNumber,
publicProperties,
initBody,
assetBody,
&(*itAssets),
""
);
++itAssets;
}
// Add the dependencies
auto itDeps = item->dependencies.begin();
while(itDeps != item->dependencies.end()) {
auto dep = *itDeps;
SceneItemGenerator::generateDependency(
assetNumber,
componentNumber,
childNumber,
assetMap,
includes,
publicProperties,
initBody,
assetBody,
name,
sceneRef,
item->components,
item->children,
item->code,
dep
);
++itDeps;
}
// Set parent
if(!parentRef.empty()) {
line(initBody, name + "->transform.setParent(&"+parentRef+"->transform);", "");
}
}

View File

@ -0,0 +1,47 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "SceneItemComponentGenerator.hpp"
#include "SceneAssetGenerator.hpp"
#include "util/parser/SceneItemParser.hpp"
#include "util/generator/SceneCodeGenerator.hpp"
namespace Dawn {
class SceneItemGenerator : public CodeGen {
public:
static void generateDependency(
int32_t &assetNumber,
int32_t &componentNumber,
int32_t &childNumber,
std::map<std::string, std::string> &assetMap,
std::vector<std::string> &includes,
std::vector<std::string> *publicProperties,
std::vector<std::string> *initBody,
std::vector<std::string> *assetBody,
std::string name,
std::string sceneRef,
std::vector<struct SceneItemComponent> &components,
std::vector<struct SceneItem> &children,
std::vector<struct SceneCode> &code,
struct SceneItemDependency dep
);
static void generate(
int32_t &assetNumber,
int32_t &componentNumber,
int32_t &childNumber,
std::map<std::string, std::string> &assetMap,
std::vector<std::string> &includes,
std::vector<std::string> *publicProperties,
std::vector<std::string> *initBody,
std::vector<std::string> *assetBody,
std::string parentRef,
std::string sceneRef,
struct SceneItem *item,
std::string tabs
);
};
}