Switched scene update to state event

This commit is contained in:
2023-03-01 09:40:57 -08:00
parent 1d26228cb5
commit b9625e7f14
10 changed files with 438 additions and 473 deletions

View File

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

View File

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

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

View File

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

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

View File

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

View File

@ -1,268 +1,257 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "AudioSource.hpp"
#include "game/DawnGame.hpp"
using namespace Dawn;
AudioSource::AudioSource(SceneItem *i) : SceneItemComponent(i) {
}
void AudioSource::fillBuffer(ALuint buffer) {
// Read in some data
uint8_t *temporaryBuffer = (uint8_t*)memoryAllocate(AUDIO_SOURCE_BUFFER_SIZE);
/*
OK A big writeup here because things get complicated and I am sure that I
will need to revist this.
First thing to note is that OpenAL requires that the data buffered is a
multiple of the frame size. Frame Size from what I can tell is;
dataSize * channelCount
e.g. sizeof(int16_t) * stereo = 4
EDIT 23017 - Something about how OpenAL handles things means the following
statement is probably false, I'm leaving it here but DON'T READ IT PLEASE
Additionally, we need to handle cases where the buffer "wraps around". So
let's say we are at 8179/8192 bytes, we go to read "128 bytes", we need to
first read the remaining 13 bytes and then the remaining (128-13)bytes.
After that we need to do our frame size division, and make sure we only
advance our buffer by that many bytes, so that the next buffer can pick up
exactly where this buffer left off.
*/
// Try to read the entire buffer
this->data->loader.setPosition(this->data->bufferStart + bufferPosition);
size_t readLength = this->data->loader.read(
temporaryBuffer, AUDIO_SOURCE_BUFFER_SIZE
);
size_t bufferLength = (readLength / this->data->frameSize) * this->data->frameSize;
// Did we run out of data?
size_t newPosition;
if(readLength < AUDIO_SOURCE_BUFFER_SIZE) {
newPosition = 0;
} else {
newPosition = bufferPosition + bufferLength;
}
// Determine format, may do this somewhere else for efficiency sake.
ALenum format;
switch(this->data->channelCount) {
case 2:
format = AL_FORMAT_STEREO16;
break;
case 1:
format = AL_FORMAT_MONO16;
break;
default:
assertUnreachable();
}
// Buffer data
alBufferData(
buffer, format, temporaryBuffer, bufferLength, (ALsizei)this->data->sampleRate
);
// Cleanup
memoryFree(temporaryBuffer);
bufferPosition = newPosition;
}
void AudioSource::detatchBuffers() {
ALint buffersQueued;
ALuint buffersUnqueued[AUDIO_SOURCE_BUFFER_COUNT];
alGetSourcei(this->source, AL_BUFFERS_QUEUED, &buffersQueued);
if(buffersQueued > 0) {
alSourceUnqueueBuffers(this->source, buffersQueued, buffersUnqueued);
}
}
void AudioSource::attachBuffers() {
alSourceQueueBuffers(this->source, AUDIO_SOURCE_BUFFER_COUNT, this->buffers);
}
void AudioSource::onStart() {
// Create source and buffers
alGenSources((ALuint)1, &this->source);
alGenBuffers((ALuint)AUDIO_SOURCE_BUFFER_COUNT, this->buffers);
// Set up the source positions
glm::vec3 position = this->transform->getWorldPosition();
alSource3f(this->source, AL_POSITION, position.x, position.y, position.z);
alSource3f(this->source, AL_VELOCITY, 0, 0, 0);
// In future these will probably be tied to the layer
alSourcef(this->source, AL_PITCH, 1);
alSourcef(this->source, AL_GAIN, 1);
// Mark as ready.
this->ready = true;
// Listen for events
this->transform->eventTransformUpdated.addListener(this, &AudioSource::onTransformUpdate);
this->getScene()->eventSceneUpdate.addListener(this, &AudioSource::onSceneUpdate);
}
AudioSourceState AudioSource::getRealState() {
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;
ALint buffersProcessed;
assertTrue(this->ready);
// What is the user trying to do?
if(this->state == AUDIO_SOURCE_STATE_PLAYING) {
assertTrue(this->data != nullptr);
assertTrue(this->data->loaded);
// Handle the special game-paused music-paused state.
if(this->playMode == AUDIO_PLAY_MODE_UNPAUSED && this->getGame()->timeManager.isPaused) {
if(this->internalState == AUDIO_SOURCE_STATE_PLAYING) {
// Functionally, this is the same as pausing
alSourcePause(this->source);
this->internalState = AUDIO_SOURCE_STATE_PAUSED;
}
return;// Do nothing else, at all.
}
// They are trying to play. We need to check if we are already playing
if(this->internalState == AUDIO_SOURCE_STATE_PLAYING) {
// We are good to continue buffering audio data.
buffersProcessed = 0;
alGetSourcei(this->source, AL_BUFFERS_PROCESSED, &buffersProcessed);
while(buffersProcessed > 0) {
alSourceUnqueueBuffers(this->source, 1, &bufferId);
this->fillBuffer(bufferId);
alSourceQueueBuffers(this->source, 1, &bufferId);
buffersProcessed--;
// Now, before we go to the next buffer let's see if we need to
// update the internal state
if(this->bufferPosition != 0) continue;
// We reached the end of the buffer whilst filling. What to do now?
if(this->loop) {
// We're looping so it's fine
this->eventLooped.invoke();
continue;
}
// We are NOT looping, so we need to finish here.
this->state = AUDIO_SOURCE_STATE_STOPPED;
this->eventFinished.invoke();
this->bufferPosition = 0;
buffersProcessed = 0;
}
} else if(this->internalState == AUDIO_SOURCE_STATE_STOPPED) {
// Not yet playing. First thing we need to do is fill the buffers.
for(int32_t i = 0; i < AUDIO_SOURCE_BUFFER_COUNT; i++) {
this->fillBuffer(this->buffers[i]);
}
// Now attach the buffers
this->attachBuffers();
// And begin playing
alSourcePlay(this->source);
this->internalState = AUDIO_SOURCE_STATE_PLAYING;
this->eventPlaying.invoke();
} else if(AUDIO_SOURCE_STATE_PAUSED) {
// Request to resume
alSourcePlay(this->source);
this->eventResumed.invoke();
this->internalState = AUDIO_SOURCE_STATE_PLAYING;
} else {
assertUnreachable();
}
} else if(this->state == AUDIO_SOURCE_STATE_PAUSED) {
assertTrue(this->data != nullptr);
assertTrue(this->data->loaded);
// Pause has been requested.
if(this->internalState != AUDIO_SOURCE_STATE_PLAYING) return;
// We are playing something, pause it
alSourcePause(this->source);
this->internalState = AUDIO_SOURCE_STATE_PAUSED;
this->eventPaused.invoke();
} else if(this->state == AUDIO_SOURCE_STATE_STOPPED) {
if(this->internalState == AUDIO_SOURCE_STATE_STOPPED) return;
assertTrue(this->data != nullptr);
assertTrue(this->data->loaded);
// Release the buffers
alSourceStop(this->source);
this->detatchBuffers();
this->internalState = AUDIO_SOURCE_STATE_STOPPED;
this->eventStopped.invoke();
this->bufferPosition = 0;
} else {
assertUnreachable();
}
}
void AudioSource::onTransformUpdate() {
glm::vec3 position = this->transform->getWorldPosition();
alSource3f(this->source, AL_POSITION, position.x, position.y, position.z);
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "AudioSource.hpp"
#include "game/DawnGame.hpp"
using namespace Dawn;
AudioSource::AudioSource(SceneItem *i) :
SceneItemComponent(i),
playMode(AUDIO_PLAY_MODE_UNPAUSED)
{
}
void AudioSource::fillBuffer(ALuint buffer) {
// Read in some data
uint8_t *temporaryBuffer = (uint8_t*)memoryAllocate(AUDIO_SOURCE_BUFFER_SIZE);
/*
OK A big writeup here because things get complicated and I am sure that I
will need to revist this.
First thing to note is that OpenAL requires that the data buffered is a
multiple of the frame size. Frame Size from what I can tell is;
dataSize * channelCount
e.g. sizeof(int16_t) * stereo = 4
EDIT 23017 - Something about how OpenAL handles things means the following
statement is probably false, I'm leaving it here but DON'T READ IT PLEASE
Additionally, we need to handle cases where the buffer "wraps around". So
let's say we are at 8179/8192 bytes, we go to read "128 bytes", we need to
first read the remaining 13 bytes and then the remaining (128-13)bytes.
After that we need to do our frame size division, and make sure we only
advance our buffer by that many bytes, so that the next buffer can pick up
exactly where this buffer left off.
*/
// Try to read the entire buffer
this->data->loader.setPosition(this->data->bufferStart + bufferPosition);
size_t readLength = this->data->loader.read(
temporaryBuffer, AUDIO_SOURCE_BUFFER_SIZE
);
size_t bufferLength = (readLength / this->data->frameSize) * this->data->frameSize;
// Did we run out of data?
size_t newPosition;
if(readLength < AUDIO_SOURCE_BUFFER_SIZE) {
newPosition = 0;
} else {
newPosition = bufferPosition + bufferLength;
}
// Determine format, may do this somewhere else for efficiency sake.
ALenum format;
switch(this->data->channelCount) {
case 2:
format = AL_FORMAT_STEREO16;
break;
case 1:
format = AL_FORMAT_MONO16;
break;
default:
assertUnreachable();
}
// Buffer data
alBufferData(
buffer, format, temporaryBuffer, bufferLength, (ALsizei)this->data->sampleRate
);
// Cleanup
memoryFree(temporaryBuffer);
bufferPosition = newPosition;
}
void AudioSource::detatchBuffers() {
ALint buffersQueued;
ALuint buffersUnqueued[AUDIO_SOURCE_BUFFER_COUNT];
alGetSourcei(this->source, AL_BUFFERS_QUEUED, &buffersQueued);
if(buffersQueued > 0) {
alSourceUnqueueBuffers(this->source, buffersQueued, buffersUnqueued);
}
}
void AudioSource::attachBuffers() {
alSourceQueueBuffers(this->source, AUDIO_SOURCE_BUFFER_COUNT, this->buffers);
}
void AudioSource::onStart() {
// Create source and buffers
alGenSources((ALuint)1, &this->source);
alGenBuffers((ALuint)AUDIO_SOURCE_BUFFER_COUNT, this->buffers);
// Set up the source positions
glm::vec3 position = this->transform->getWorldPosition();
alSource3f(this->source, AL_POSITION, position.x, position.y, position.z);
alSource3f(this->source, AL_VELOCITY, 0, 0, 0);
// In future these will probably be tied to the layer
alSourcef(this->source, AL_PITCH, 1);
alSourcef(this->source, AL_GAIN, 1);
// Mark as ready.
this->ready = true;
// Listen for events
useEventLegacy([&]{
glm::vec3 position = this->transform->getWorldPosition();
alSource3f(this->source, AL_POSITION, position.x, position.y, position.z);
}, this->transform->eventTransformUpdated);
useEvent([&](float_t delta){
ALuint bufferId;
ALint buffersProcessed;
assertTrue(this->ready);
// What is the user trying to do?
if(this->state == AUDIO_SOURCE_STATE_PLAYING) {
assertTrue(this->data != nullptr);
assertTrue(this->data->loaded);
// Handle the special game-paused music-paused state.
if(this->playMode == AUDIO_PLAY_MODE_UNPAUSED && this->getGame()->timeManager.isPaused) {
if(this->internalState == AUDIO_SOURCE_STATE_PLAYING) {
// Functionally, this is the same as pausing
alSourcePause(this->source);
this->internalState = AUDIO_SOURCE_STATE_PAUSED;
}
return;// Do nothing else, at all.
}
// They are trying to play. We need to check if we are already playing
if(this->internalState == AUDIO_SOURCE_STATE_PLAYING) {
// We are good to continue buffering audio data.
buffersProcessed = 0;
alGetSourcei(this->source, AL_BUFFERS_PROCESSED, &buffersProcessed);
while(buffersProcessed > 0) {
alSourceUnqueueBuffers(this->source, 1, &bufferId);
this->fillBuffer(bufferId);
alSourceQueueBuffers(this->source, 1, &bufferId);
buffersProcessed--;
// Now, before we go to the next buffer let's see if we need to
// update the internal state
if(this->bufferPosition != 0) continue;
// We reached the end of the buffer whilst filling. What to do now?
if(this->loop) {
// We're looping so it's fine
this->eventLooped.invoke();
continue;
}
// We are NOT looping, so we need to finish here.
this->state = AUDIO_SOURCE_STATE_STOPPED;
this->eventFinished.invoke();
this->bufferPosition = 0;
buffersProcessed = 0;
}
} else if(this->internalState == AUDIO_SOURCE_STATE_STOPPED) {
// Not yet playing. First thing we need to do is fill the buffers.
for(int32_t i = 0; i < AUDIO_SOURCE_BUFFER_COUNT; i++) {
this->fillBuffer(this->buffers[i]);
}
// Now attach the buffers
this->attachBuffers();
// And begin playing
alSourcePlay(this->source);
this->internalState = AUDIO_SOURCE_STATE_PLAYING;
this->eventPlaying.invoke();
} else if(AUDIO_SOURCE_STATE_PAUSED) {
// Request to resume
alSourcePlay(this->source);
this->eventResumed.invoke();
this->internalState = AUDIO_SOURCE_STATE_PLAYING;
} else {
assertUnreachable();
}
} else if(this->state == AUDIO_SOURCE_STATE_PAUSED) {
assertTrue(this->data != nullptr);
assertTrue(this->data->loaded);
// Pause has been requested.
if(this->internalState != AUDIO_SOURCE_STATE_PLAYING) return;
// We are playing something, pause it
alSourcePause(this->source);
this->internalState = AUDIO_SOURCE_STATE_PAUSED;
this->eventPaused.invoke();
} else if(this->state == AUDIO_SOURCE_STATE_STOPPED) {
if(this->internalState == AUDIO_SOURCE_STATE_STOPPED) return;
assertTrue(this->data != nullptr);
assertTrue(this->data->loaded);
// Release the buffers
alSourceStop(this->source);
this->detatchBuffers();
this->internalState = AUDIO_SOURCE_STATE_STOPPED;
this->eventStopped.invoke();
this->bufferPosition = 0;
} else {
assertUnreachable();
}
}, getScene()->eventSceneUpdate);
}
AudioSourceState AudioSource::getRealState() {
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();
}
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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@ -1,133 +1,118 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "dawnopenal.hpp"
#include "scene/SceneItemComponent.hpp"
#include "asset/assets/AudioAsset.hpp"
#define AUDIO_SOURCE_BUFFER_COUNT 3
#define AUDIO_SOURCE_BUFFER_SIZE 8192
namespace Dawn {
enum AudioSourceState {
AUDIO_SOURCE_STATE_STOPPED,
AUDIO_SOURCE_STATE_PLAYING,
AUDIO_SOURCE_STATE_PAUSED
};
enum AudioSourcePlayMode {
AUDIO_PLAY_MODE_ALWAYS,
AUDIO_PLAY_MODE_UNPAUSED
};
class AudioSource : public SceneItemComponent {
private:
ALuint source;
bool_t ready = false;
ALuint buffers[AUDIO_SOURCE_BUFFER_COUNT];
size_t bufferPosition = 0;
// Settings
enum AudioSourceState internalState = AUDIO_SOURCE_STATE_STOPPED;
int32_t layer = 0;
AudioAsset *data = nullptr;
AudioSourcePlayMode playMode = AUDIO_PLAY_MODE_UNPAUSED;
/**
* Internally update the audio's state based on the current settings.
*/
void updateAudioSource();
void fillBuffer(ALuint buffer);
void detatchBuffers();
void attachBuffers();
// Events
void onSceneUpdate();
void onTransformUpdate();
public:
bool_t loop = false;
enum AudioSourceState state = AUDIO_SOURCE_STATE_STOPPED;
Event<> eventPlaying;
Event<> eventResumed;
Event<> eventPaused;
Event<> eventStopped;
Event<> eventFinished;
Event<> eventLooped;
/**
* Creates an Audio Source item component.
*
* @param item SceneItem that this audio source is attached to.
*/
AudioSource(SceneItem *item);
/**
* Returns the real current state of the sound. Refer to getPlayingState
* but basically the actually requested play state and what the hardware
* and internal logic is doing may result in the actual state being a
* little different. You cannot control this, but you can read it.
*
* @return The actual current playing state.
*/
AudioSourceState getRealState();
/**
* Rewinds the audio source. At the time of writing this comment (23017) I
* am unsure of the behaviour when rewinding whilst the source is active.
*/
void rewind();
/**
* Returns the current audio data for this source.
*
* @return Audio data that is atached to this source.
*/
AudioAsset * getAudioData();
/**
* Sets the audio data for this source. Currently switching between the
* audio data during playback may have undefined behavior.
*
* @param data Data to set.
*/
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.
*/
void stop();
/**
* Play this audio source. Shorthand for state setting.
*/
void play();
/**
* Pause this audio source. Shorthand for state setting.
*/
void pause();
void onStart() override;
void onDispose() override;
};
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "dawnopenal.hpp"
#include "scene/SceneItemComponent.hpp"
#include "asset/assets/AudioAsset.hpp"
#define AUDIO_SOURCE_BUFFER_COUNT 3
#define AUDIO_SOURCE_BUFFER_SIZE 8192
namespace Dawn {
enum AudioSourceState {
AUDIO_SOURCE_STATE_STOPPED,
AUDIO_SOURCE_STATE_PLAYING,
AUDIO_SOURCE_STATE_PAUSED
};
enum AudioSourcePlayMode {
AUDIO_PLAY_MODE_ALWAYS,
AUDIO_PLAY_MODE_UNPAUSED
};
class AudioSource : public SceneItemComponent {
private:
ALuint source;
bool_t ready = false;
ALuint buffers[AUDIO_SOURCE_BUFFER_COUNT];
size_t bufferPosition = 0;
// Settings
enum AudioSourceState internalState = AUDIO_SOURCE_STATE_STOPPED;
int32_t layer = 0;
AudioAsset *data = nullptr;
/**
* Internally update the audio's state based on the current settings.
*/
void updateAudioSource();
void fillBuffer(ALuint buffer);
void detatchBuffers();
void attachBuffers();
// Events
void onSceneUpdate();
public:
bool_t loop = false;
enum AudioSourceState state = AUDIO_SOURCE_STATE_STOPPED;
AudioSourcePlayMode playMode;
Event<> eventPlaying;
Event<> eventResumed;
Event<> eventPaused;
Event<> eventStopped;
Event<> eventFinished;
Event<> eventLooped;
/**
* Creates an Audio Source item component.
*
* @param item SceneItem that this audio source is attached to.
*/
AudioSource(SceneItem *item);
/**
* Returns the real current state of the sound. Refer to getPlayingState
* but basically the actually requested play state and what the hardware
* and internal logic is doing may result in the actual state being a
* little different. You cannot control this, but you can read it.
*
* @return The actual current playing state.
*/
AudioSourceState getRealState();
/**
* Rewinds the audio source. At the time of writing this comment (23017) I
* am unsure of the behaviour when rewinding whilst the source is active.
*/
void rewind();
/**
* Returns the current audio data for this source.
*
* @return Audio data that is atached to this source.
*/
AudioAsset * getAudioData();
/**
* Sets the audio data for this source. Currently switching between the
* audio data during playback may have undefined behavior.
*
* @param data Data to set.
*/
void setAudioData(AudioAsset *data);
/**
* Stop playing this audio source. Shorthand for setting the state.
*/
void stop();
/**
* Play this audio source. Shorthand for state setting.
*/
void play();
/**
* Pause this audio source. Shorthand for state setting.
*/
void pause();
void onStart() override;
void onDispose() override;
};
}

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@ -14,73 +14,67 @@ TicTacToeGame::TicTacToeGame(SceneItem *item) : SceneItemComponent(item) {}
void TicTacToeGame::onStart() {
// Map tiles by tile number = tile
auto tiles = getScene()->findComponents<TicTacToeTile>();
auto itTiles = tiles.begin();
while(itTiles != tiles.end()) {
auto ts = getScene()->findComponents<TicTacToeTile>();
auto itTiles = ts.begin();
while(itTiles != ts.end()) {
this->tiles[(*itTiles)->tile] = *itTiles;
++itTiles;
}
// Listen
getScene()->eventSceneUpdate.addListener(this, &TicTacToeGame::onSceneUpdate);
}
useEvent([&](float_t delta) {
// Get mouse in screen space.
auto mouse = getGame()->inputManager.getAxis2D(INPUT_BIND_MOUSE_X, INPUT_BIND_MOUSE_Y);
mouse *= 2.0f;
mouse -= glm::vec2(1, 1);
void TicTacToeGame::onDispose() {
getScene()->eventSceneUpdate.removeListener(this, &TicTacToeGame::onSceneUpdate);
}
Camera *camera = getScene()->findComponent<Camera>();
if(camera == nullptr) return;
void TicTacToeGame::onSceneUpdate() {
// Get mouse in screen space.
auto mouse = getGame()->inputManager.getAxis2D(INPUT_BIND_MOUSE_X, INPUT_BIND_MOUSE_Y);
mouse *= 2.0f;
mouse -= glm::vec2(1, 1);
Camera *camera = getScene()->findComponent<Camera>();
if(camera == nullptr) return;
struct Ray3D ray;
ray.origin = camera->transform->getWorldPosition();
ray.direction = camera->getRayDirectionFromScreenSpace(mouse);
// Find the hovered tile (if any)
TicTacToeTile *hovered = nullptr;
auto results = getPhysics()->raycast3DAll(ray);
auto itResult = results.begin();
while(itResult != results.end()) {
auto result = *itResult;
auto tile = result.collider->item->getComponent<TicTacToeTile>();
if(tile == nullptr) {
++itResult;
continue;
}
struct Ray3D ray;
ray.origin = camera->transform->getWorldPosition();
ray.direction = camera->getRayDirectionFromScreenSpace(mouse);
hovered = tile;
break;
}
// Now update the state of each tile, also get the state while we are at it
std::map<uint8_t, enum TicTacToeTileState> tileMap;
auto itTiles = tiles.begin();
while(itTiles != tiles.end()) {
auto t = itTiles->second;
if(t == hovered) {
if(t->tileState == TIC_TAC_TOE_EMPTY && getGame()->inputManager.isPressed(INPUT_BIND_MOUSE_CLICK)) {
t->tileState = nextMove;
nextMove = nextMove == TIC_TAC_TOE_NOUGHT ? TIC_TAC_TOE_CROSS : TIC_TAC_TOE_NOUGHT;
} else if(t->tileState == TIC_TAC_TOE_EMPTY) {
t->hovered = true;
// Find the hovered tile (if any)
TicTacToeTile *hovered = nullptr;
auto results = getPhysics()->raycast3DAll(ray);
auto itResult = results.begin();
while(itResult != results.end()) {
auto result = *itResult;
auto tile = result.collider->item->getComponent<TicTacToeTile>();
if(tile == nullptr) {
++itResult;
continue;
}
} else {
t->hovered = false;
hovered = tile;
break;
}
tileMap[itTiles->second->tile] = itTiles->second->tileState;
++itTiles;
}
// Determine winner
std::vector<uint8_t> winningCombo;
auto winner = ticTacToeDetermineWinner(tileMap, &winningCombo);
// Now update the state of each tile, also get the state while we are at it
std::map<uint8_t, enum TicTacToeTileState> tileMap;
auto itTiles = tiles.begin();
while(itTiles != tiles.end()) {
auto t = itTiles->second;
if(t == hovered) {
if(t->tileState == TIC_TAC_TOE_EMPTY && getGame()->inputManager.isPressed(INPUT_BIND_MOUSE_CLICK)) {
t->tileState = nextMove;
nextMove = nextMove == TIC_TAC_TOE_NOUGHT ? TIC_TAC_TOE_CROSS : TIC_TAC_TOE_NOUGHT;
} else if(t->tileState == TIC_TAC_TOE_EMPTY) {
t->hovered = true;
}
} else {
t->hovered = false;
}
tileMap[itTiles->second->tile] = itTiles->second->tileState;
++itTiles;
}
// Determine winner
std::vector<uint8_t> winningCombo;
auto winner = ticTacToeDetermineWinner(tileMap, &winningCombo);
}, getScene()->eventSceneUpdate);
}

View File

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