Made scenes, items and components a lot cleaner, asset manager also cleans up properly.

This commit is contained in:
2024-12-02 16:19:25 -06:00
parent 2af55041c8
commit 9fd4c2399f
18 changed files with 191 additions and 213 deletions

View File

@ -6,6 +6,7 @@
"path": "rosa.texture"
}
},
"items": {
"camera": {
"lookAt": {

View File

@ -6,7 +6,7 @@
*/
#pragma once
#include "dawn.hpp"
#include "util/Flag.hpp"
/**
* Asserts that a given statement must evaluate to true or the assertion fails
@ -104,7 +104,7 @@ void assertTrueImplement(
* @param args Optional TParam args for the sprintf message to accept.
*/
#define assertFlagOff(value, flag, ...) assertTrue( \
(value & flag) == 0, __VA_ARGS__ \
Flag::isOff(value, flag), __VA_ARGS__ \
)
/**
@ -116,7 +116,7 @@ void assertTrueImplement(
* @param args Optional TParam args for the sprintf message to accept.
*/
#define assertFlagOn(value, flag, ...) assertTrue( \
(value & flag) == flag, __VA_ARGS__ \
Flag::isOn(value, flag), __VA_ARGS__ \
)
/**

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@ -30,44 +30,27 @@ void AssetManager::update() {
}
void AssetManager::remove(const std::shared_ptr<AssetLoader> loader) {
auto existing = std::find(
pendingAssetLoaders.begin(), pendingAssetLoaders.end(), loader
);
if(existing != pendingAssetLoaders.end()) {
pendingAssetLoaders.erase(existing);
for(
auto it = pendingAssetLoaders.begin();
it != pendingAssetLoaders.end();
it++
) {
if(*it != loader) continue;
pendingAssetLoaders.erase(it);
return;
}
existing = std::find(
finishedAssetLoaders.begin(), finishedAssetLoaders.end(), loader
);
if(existing != finishedAssetLoaders.end()) {
finishedAssetLoaders.erase(existing);
for(
auto it = finishedAssetLoaders.begin();
it != finishedAssetLoaders.end();
it++
) {
if(it->lock() != loader) continue;
finishedAssetLoaders.erase(it);
return;
}
}
// Disabled because it does not respect scopes
// void AssetManager::removeExisting(const std::string &filename) {
// auto existing = std::find_if(
// pendingAssetLoaders.begin(), pendingAssetLoaders.end(),
// [&](auto &loader) {
// return loader->name == filename;
// }
// );
// if(existing != pendingAssetLoaders.end()) {
// pendingAssetLoaders.erase(existing);
// }
// existing = std::find_if(
// finishedAssetLoaders.begin(), finishedAssetLoaders.end(),
// [&](auto &loader) {
// return loader->name == filename;
// }
// );
// if(existing != finishedAssetLoaders.end()) {
// finishedAssetLoaders.erase(existing);
// }
// }
bool_t AssetManager::isEverythingLoaded() {
return pendingAssetLoaders.size() == 0;
}

View File

@ -14,7 +14,7 @@ namespace Dawn {
private:
std::weak_ptr<Game> game;
std::vector<std::shared_ptr<AssetLoader>> pendingAssetLoaders;
std::vector<std::shared_ptr<AssetLoader>> finishedAssetLoaders;
std::vector<std::weak_ptr<AssetLoader>> finishedAssetLoaders;
/**
* Returns an existing asset loader if it exists.
@ -24,32 +24,21 @@ namespace Dawn {
*/
template<class T>
std::shared_ptr<T> getExisting(const std::string &filename) {
auto existing = std::find_if(
pendingAssetLoaders.begin(),
pendingAssetLoaders.end(),
[&](auto &loader) {
return (
loader->name == filename &&
loader->getAssetType() == T::ASSET_TYPE
);
}
);
if(existing == pendingAssetLoaders.end()) {
existing = std::find_if(
finishedAssetLoaders.begin(), finishedAssetLoaders.end(),
[&](auto &loader) {
return (
loader->name == filename &&
loader->getAssetType() == T::ASSET_TYPE
);
}
);
if(existing == finishedAssetLoaders.end()) return nullptr;
for(auto &loader : pendingAssetLoaders) {
if(loader->name != filename) continue;
if(loader->getAssetType() != T::ASSET_TYPE) continue;
return std::static_pointer_cast<T>(loader);
}
return std::static_pointer_cast<T>(*existing);
for(auto &wLoader : finishedAssetLoaders) {
auto loader = wLoader.lock();
if(!loader) continue;
if(loader->name != filename) continue;
if(loader->getAssetType() != T::ASSET_TYPE) continue;
return std::static_pointer_cast<T>(loader);
}
return nullptr;
}
/**

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@ -57,8 +57,40 @@ void SceneLoader::setupDependencies() {
this->state = SceneLoaderState::LOADING_DEPENDENCIES;
}
void SceneLoader::sceneInitializer(Scene &scene) {
std::cout << "Initializing scene" << std::endl;
void SceneLoader::updateAsync() {
switch(this->state) {
case SceneLoaderState::INITIAL:
this->jsonLoader = getAssetManager()->get<JSONLoader>(this->name);
this->state = SceneLoaderState::LOADING_JSON;
break;
case SceneLoaderState::LOADING_JSON:
assertNotNull(this->jsonLoader, "JSON Loader is NULL?");
if(!this->jsonLoader->loaded) return;
this->setupDependencies();
break;
case SceneLoaderState::LOADING_DEPENDENCIES:
// Check if all dependencies are loaded.
for(auto &asset : ctx.assets) {
if(!asset.second->loaded) return;
}
this->state = SceneLoaderState::DEPENDENCIES_LOADED;
break;
case SceneLoaderState::DEPENDENCIES_LOADED:
std::cout << "Deps Loaded" << std::endl;
ctx.scene = std::make_shared<Scene>(this->getAssetManager()->getGame());
this->state = SceneLoaderState::PENDING_STAGE;
break;
default:
break;
}
}
void SceneLoader::updateSync() {
if(this->state != SceneLoaderState::PENDING_STAGE) return;
auto &data = this->jsonLoader->data;
if(data.contains("items")) {
@ -66,7 +98,7 @@ void SceneLoader::sceneInitializer(Scene &scene) {
for(auto &item : data["items"].items()) {
auto &itemName = item.key();
auto &itemData = item.value();
auto sceneItem = scene.createSceneItem();
auto sceneItem = ctx.scene->createSceneItem();
ctx.items[itemName] = sceneItem;
}
@ -97,51 +129,7 @@ void SceneLoader::sceneInitializer(Scene &scene) {
this->jsonLoader = nullptr;
this->state = SceneLoaderState::DONE;
getAssetManager()->remove(shared_from_this());
}
void SceneLoader::updateAsync() {
switch(this->state) {
case SceneLoaderState::INITIAL:
this->jsonLoader = getAssetManager()->get<JSONLoader>(this->name);
this->state = SceneLoaderState::LOADING_JSON;
break;
case SceneLoaderState::LOADING_JSON:
assertNotNull(this->jsonLoader, "JSON Loader is NULL?");
if(!this->jsonLoader->loaded) return;
this->setupDependencies();
break;
case SceneLoaderState::LOADING_DEPENDENCIES:
// Check if all dependencies are loaded.
for(auto &asset : ctx.assets) {
if(!asset.second->loaded) return;
}
this->state = SceneLoaderState::DEPENDENCIES_LOADED;
break;
case SceneLoaderState::DEPENDENCIES_LOADED:
std::cout << "Deps Loaded" << std::endl;
this->loaded = true;
ctx.scene = std::make_shared<Scene>(
this->getAssetManager()->getGame(),
[this](Scene &scene) -> void {
this->sceneInitializer(scene);
}
);
this->state = SceneLoaderState::PENDING_STAGE;
this->loaded = true;
break;
default:
break;
}
}
void SceneLoader::updateSync() {
}
std::string SceneLoader::getAssetType() const {

View File

@ -31,13 +31,6 @@ namespace Dawn {
*/
void setupDependencies();
/**
* Scene intializer function to stage the loaded scene.
*
* @param scene Scene that is being staged.
*/
void sceneInitializer(Scene &scene);
public:
const static std::string ASSET_TYPE;

View File

@ -16,8 +16,8 @@ IGame::IGame() {
}
void IGame::init() {
assertFlagOff(state, GAME_STATE_INITIALIZED, "Game already initialized?");
Flag::turnOn<uint8_t>(state, GAME_STATE_INITIALIZED);
assertFlagOff(state, GameState::INITIALIZED, "Game already initialized?");
Flag::turnOn(state, GameState::INITIALIZED);
auto selfAsGame = this->getSelfAsGame();
@ -52,7 +52,7 @@ void IGame::init() {
}
void IGame::deinit() {
assertFlagOn(state, GAME_STATE_INITIALIZED, "Game not initialized?");
assertFlagOn(state, GameState::INITIALIZED, "Game not initialized?");
if(currentScene) currentScene->deinit();
currentScene = nullptr;
@ -67,7 +67,7 @@ void IGame::deinit() {
assetManager = nullptr;
renderHost = nullptr;
Flag::turnOff<uint8_t>(state, GAME_STATE_INITIALIZED);
Flag::turnOff(state, GameState::INITIALIZED);
}
void IGame::update() {
@ -106,5 +106,5 @@ std::shared_ptr<Game> IGame::getSelfAsGame() {
}
IGame::~IGame() {
assertFlagOff(state, GAME_STATE_INITIALIZED, "Game not deinited properly?");
assertFlagOff(state, GameState::INITIALIZED, "Game not deinited properly?");
}

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@ -5,6 +5,7 @@
#pragma once
#include "dawn.hpp"
#include "util/Flag.hpp"
#include "display/RenderHost.hpp"
#include "input/InputManager.hpp"
#include "time/TimeManager.hpp"
@ -13,17 +14,20 @@
#include "save/SaveManager.hpp"
#include "physics/PhysicsManager.hpp"
#define GAME_STATE_INITIALIZED 0x01
namespace Dawn {
class Scene;
class Game;
enum class GameState : flag_t {
INITIAL = FLAG(0),
INITIALIZED = FLAG(1),
};
class IGame : public std::enable_shared_from_this<IGame> {
private:
std::shared_ptr<Scene> currentScene = nullptr;
std::shared_ptr<Scene> nextFrameScene = nullptr;
uint8_t state = 0;
flag_t state = (flag_t)GameState::INITIAL;
protected:
/**
@ -32,7 +36,7 @@ namespace Dawn {
*
* @return The initial scene.
*/
virtual std::function<void(Scene&)> getInitialScene() = 0;
// virtual std::function<void(Scene&)> getInitialScene() = 0;
/**
* Initializes the game managers.

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@ -4,45 +4,41 @@
// https://opensource.org/licenses/MIT
#include "Scene.hpp"
#include "assert/assert.hpp"
using namespace Dawn;
Scene::Scene(
const std::weak_ptr<Game> game,
const std::function<void(Scene&)> sceneInitializer
) :
game(game),
sceneInitializer(sceneInitializer)
{
Scene::Scene(const std::shared_ptr<Game> &game) : game(game) {
assertNotNull(game, "Game cannot be NULL");
}
void Scene::init() {
Scene &selfReference = *this;
sceneInitializer(selfReference);
sceneInitializer = [](Scene &scene) -> void {
assertFlagOff(state, SceneState::INITIALIZED, "Scene already initialized");
Flag::turnOn(state, SceneState::INITIALIZED);
};
for(auto &item : sceneItems) {
item->init();
}
}
void Scene::deinit() {
if(!this->hasInitialized) return;
this->hasInitialized = false;
assertFlagOn(state, SceneState::INITIALIZED, "Scene not initialized");
assertFlagOff(state, SceneState::DEINITIALIZED,"Scene already deinitialized");
auto items = this->sceneItems;
for(auto &item : items) {
item->deinit();
}
sceneItems.clear();
sceneItemsToRemove.clear();
Flag::turnOn(state, SceneState::DEINITIALIZED);
}
void Scene::update() {
// Initialize new scene items
if(!hasInitialized) {
hasInitialized = true;
for(auto &item : sceneItems) {
item->init();
}
}
assertFlagOn(state, SceneState::INITIALIZED, "Scene not initialized");
// Remove stale scene items.
auto itRemove = sceneItemsToRemove.begin();
@ -70,16 +66,22 @@ void Scene::update() {
}
std::shared_ptr<Game> Scene::getGame() {
return game.lock();
auto game = this->game.lock();
assertNotNull(game, "Game is NULL");
return game;
}
std::shared_ptr<SceneItem> Scene::createSceneItem() {
assertFlagOff(state, SceneState::DEINITIALIZED, "Scene deinitialized");
auto item = std::make_shared<SceneItem>(shared_from_this());
sceneItems.push_back(item);
return item;
}
void Scene::removeItem(const std::shared_ptr<SceneItem> item) {
assertFlagOn(state, SceneState::INITIALIZED, "Scene not initialized");
assertFlagOff(state, SceneState::DEINITIALIZED, "Scene deinitialized");
auto index = std::find(sceneItems.begin(), sceneItems.end(), item);
if(index == sceneItems.end()) return;
@ -87,5 +89,7 @@ void Scene::removeItem(const std::shared_ptr<SceneItem> item) {
}
Scene::~Scene() {
this->deinit();
if(Flag::isOn(state, SceneState::INITIALIZED)) {
assertFlagOn(state, SceneState::DEINITIALIZED, "Scene not deinitialized!");
}
}

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@ -9,21 +9,27 @@
#include "event/Event.hpp"
#include "time/event/IntervalEvent.hpp"
#include "time/event/TimeoutEvent.hpp"
#include "util/Flag.hpp"
namespace Dawn {
struct IntervalData {
float_t frequency;
float_t nextInvoke;
// struct IntervalData {
// float_t frequency;
// float_t nextInvoke;
// };
enum class SceneState : flag_t {
INITIAL = FLAG(0),
INITIALIZED = FLAG(1),
DEINITIALIZED = FLAG(2),
};
class Scene final : public std::enable_shared_from_this<Scene> {
private:
std::weak_ptr<Game> game;
std::function<void(Scene&)> sceneInitializer;
std::vector<std::shared_ptr<SceneItem>> sceneItems;
std::vector<std::shared_ptr<SceneItem>> sceneItemsToRemove;
bool_t paused = false;
bool_t hasInitialized = false;
flag_t state = (flag_t)SceneState::INITIAL;
public:
Event<float_t> onUnpausedUpdate;
@ -36,10 +42,7 @@ namespace Dawn {
*
* @param game Game that initialized this scene.
*/
Scene(
const std::weak_ptr<Game> game,
const std::function<void(Scene&)> sceneInitializer
);
Scene(const std::shared_ptr<Game> &game);
/**
* Stages all of the scene items on the scene.

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@ -12,14 +12,13 @@ using namespace Dawn;
void SceneComponent::init(const std::shared_ptr<SceneItem> item) {
assertFlagOff(
sceneComponentState,
SCENE_COMPONENT_STATE_INIT,
"SceneComponent is already initialized!"
);
Flag::turnOn<uint_fast8_t>(
sceneComponentState,
SCENE_COMPONENT_STATE_INIT
state,
SceneComponentState::INITIALIZED,
"Component already initialized before"
);
Flag::turnOn(state, SceneComponentState::INITIALIZED);
this->events.clear();
this->item = item;
this->onInit();
@ -27,33 +26,23 @@ void SceneComponent::init(const std::shared_ptr<SceneItem> item) {
void SceneComponent::dispose() {
assertFlagOn(
sceneComponentState,
SCENE_COMPONENT_STATE_INIT,
"SceneComponent is not initialized!"
);
assertFlagOff(
sceneComponentState,
SCENE_COMPONENT_STATE_DISPOSED,
"SceneComponent is already disposed!"
);
Flag::turnOn<uint_fast8_t>(
sceneComponentState,
SCENE_COMPONENT_STATE_DISPOSED
state,
SceneComponentState::INITIALIZED,
"Component not initialized"
);
Flag::turnOn(state, SceneComponentState::DISPOSED);
for(auto &event : this->events) {
event();
}
this->events.clear();
this->onDispose();
this->item.reset();
}
bool_t SceneComponent::isInitialized() {
return Flag::isOn<uint_fast8_t>(
sceneComponentState,
SCENE_COMPONENT_STATE_INIT
);
return Flag::isOn(state, SceneComponentState::INITIALIZED);
}
std::shared_ptr<SceneItem> SceneComponent::getItem() {
@ -75,14 +64,11 @@ void SceneComponent::load(const SceneComponentLoadContext &context) {
}
SceneComponent::~SceneComponent() {
if(Flag::isOn<uint_fast8_t>(
sceneComponentState,
SCENE_COMPONENT_STATE_INIT
)) {
if(Flag::isOn(state, SceneComponentState::INITIALIZED)) {
assertFlagOn(
sceneComponentState,
SCENE_COMPONENT_STATE_DISPOSED,
"SceneComponent is initialized but was not properly disposed!"
state,
SceneComponentState::DISPOSED,
"Component not disposed before destruction"
);
}
}

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@ -7,9 +7,6 @@
#include "dawn.hpp"
#include "assert/assert.hpp"
#define SCENE_COMPONENT_STATE_INIT 0x01
#define SCENE_COMPONENT_STATE_DISPOSED 0x02
namespace Dawn {
class Game;
class Scene;
@ -17,6 +14,12 @@ namespace Dawn {
class SceneComponent;
class AssetLoader;
enum class SceneComponentState : flag_t {
INITIAL = FLAG(0),
INITIALIZED = FLAG(1),
DISPOSED = FLAG(2)
};
struct SceneComponentLoadContext {
json data;
std::shared_ptr<Scene> scene;
@ -37,7 +40,7 @@ namespace Dawn {
class SceneComponent : std::enable_shared_from_this<SceneComponent> {
private:
std::weak_ptr<SceneItem> item;
uint_fast8_t sceneComponentState = 0;
flag_t state = (flag_t)SceneComponentState::INITIAL;
protected:
std::vector<std::function<void()>> events;

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@ -6,6 +6,7 @@
#include "scene/SceneItem.hpp"
#include "scene/Scene.hpp"
#include "util/JSON.hpp"
#include "assert/assert.hpp"
using namespace Dawn;
@ -27,12 +28,16 @@ std::shared_ptr<Scene> SceneItem::getScene() {
}
void SceneItem::init() {
assertFlagOff(state, SceneItemState::INITIALIZED, "Already initialized.");
assertFlagOff(state, SceneItemState::DEINITIALIZED, "Already deinited.");
Flag::turnOn(state, SceneItemState::INITIALIZED);
auto sharedThis = shared_from_this();
// Loop until all components initialized...
while(true) {
// Create copy of the components, components may chose to add more components
// but those sub components will not be initialized at this time.
// Create copy of the components, components may chose to add more
// components but those sub components will not be initialized at this time.
auto components = this->components;
for(auto &component : components) {
if(component->isInitialized()) continue;
@ -54,6 +59,10 @@ void SceneItem::init() {
}
void SceneItem::deinit() {
assertFlagOn(state, SceneItemState::INITIALIZED, "SceneItem not ready.");
assertFlagOff(state, SceneItemState::DEINITIALIZED, "Already deinited");
Flag::turnOn(state, SceneItemState::DEINITIALIZED);
// Create copy of the components, components may chose to add more components
// but those sub components will not be disposed at this time.
auto components = this->components;
@ -96,5 +105,7 @@ void SceneItem::remove() {
}
SceneItem::~SceneItem() {
this->deinit();
if(Flag::isOn(state, SceneItemState::INITIALIZED)) {
assertFlagOn(state, SceneItemState::DEINITIALIZED, "Not deinited");
}
}

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@ -10,6 +10,12 @@
namespace Dawn {
class Scene;
enum class SceneItemState : flag_t {
INITIAL = FLAG(0),
INITIALIZED = FLAG(1),
DEINITIALIZED = FLAG(2),
};
class SceneItem final :
public SceneItemTransform,
public SceneItemComponents,
@ -17,6 +23,7 @@ namespace Dawn {
{
private:
std::weak_ptr<Scene> scene;
flag_t state = (flag_t)SceneItemState::INITIAL;
protected:
std::shared_ptr<SceneItem> sceneItemComponentsSelf() override;

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@ -7,26 +7,30 @@
#include "dawn.hpp"
namespace Dawn {
typedef uint_fast32_t flag_t;
class Flag final {
public:
template<typename T>
static void turnOn(T &flag, const T check) {
flag |= check;
template<typename T, typename J>
static void turnOn(T &flag, const J check) {
flag |= (T)check;
}
template<typename T>
static void turnOff(T &flag, const T check) {
flag &= ~check;
template<typename T, typename J>
static void turnOff(T &flag, const J check) {
flag &= ~((T)check);
}
template<typename T>
static bool_t isOn(const T flag, const T check) {
return (flag & check) == check;
template<typename T, typename J>
static bool_t isOn(const T flag, const J check) {
return (flag & (T)check) == (T)check;
}
template<typename T>
static bool_t isOff(const T flag, const T check) {
return (flag & check) == 0;
template<typename T, typename J>
static bool_t isOff(const T flag, const J check) {
return (flag & (T)check) == 0;
}
};
#define FLAG(i) ((flag_t)1 << (flag_t)i)
}

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@ -21,9 +21,10 @@ glm::vec3 JSON::vec3(const json &j) {
j["y"].get<float_t>(),
j["z"].get<float_t>()
);
} else {
assertUnreachable("Invalid JSON type for vec3");
}
assertUnreachable("Invalid JSON type for vec3");
return glm::vec3(0.0f);
}
struct Color JSON::color(const json &j) {
@ -71,7 +72,8 @@ struct Color JSON::color(const json &j) {
return { r, g, b, a };
} else if(j.type() == json::value_t::string) {
return Color::fromString(j.get<std::string>());
} else {
assertUnreachable("Invalid JSON type for color");
}
assertUnreachable("Invalid JSON type for color");
return COLOR_WHITE;
}

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@ -12,9 +12,9 @@ Game::Game() : IGame() {
}
std::function<void(Scene&)> Game::getInitialScene() {
return rpgScene;
}
// std::function<void(Scene&)> Game::getInitialScene() {
// return rpgScene;
// }
void Game::initManagers() {

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@ -9,7 +9,7 @@
namespace Dawn {
class Game : public IGame {
protected:
std::function<void(Scene&)> getInitialScene() override;
// std::function<void(Scene&)> getInitialScene() override;
void initManagers() override;
public: