Added PS Vita support

This commit is contained in:
2023-03-14 00:20:43 -07:00
parent 3587efb9ad
commit f5c5d1f49d
39 changed files with 937 additions and 340 deletions

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@ -3,9 +3,6 @@
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Add Common Engine Parts
set(DAWN_VISUAL_NOVEL true CACHE INTERNAL ${DAWN_CACHE_TARGET})
# Build Project
add_executable(${DAWN_TARGET_NAME})
@ -16,4 +13,5 @@ target_include_directories(${DAWN_TARGET_NAME}
)
# Subdirs
# add_subdirectory(game)
add_subdirectory(game)
add_subdirectory(save)

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@ -1,6 +0,0 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once

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@ -0,0 +1,10 @@
# Copyright (c) 2023 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DAWN_TARGET_NAME}
PRIVATE
DawnGame.cpp
)

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@ -0,0 +1,43 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "DawnGame.hpp"
#include "scenes/HelloWorldScene.hpp"
using namespace Dawn;
DawnGame::DawnGame(DawnHost *host) :
host(host),
renderManager(this),
inputManager(this),
saveManager(this)
{
}
int32_t DawnGame::init() {
this->assetManager.init();
this->renderManager.init();
this->scene = new HelloWorldScene(this);
return DAWN_GAME_INIT_RESULT_SUCCESS;
}
int32_t DawnGame::update(float_t delta) {
this->assetManager.update();
this->inputManager.update();
this->timeManager.update(delta);
if(this->scene != nullptr) this->scene->update();
this->renderManager.update();
return DAWN_GAME_UPDATE_RESULT_SUCCESS;
}
void DawnGame::sceneCutover(Scene *scene) {
if(scene == nullptr) scene = this->scene;
this->sceneToCutTo = scene;
}

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@ -0,0 +1,28 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "game/_DawnGame.hpp"
#include "save/DawnGameSaveManager.hpp"
namespace Dawn {
class DawnGame : public IDawnGame {
private:
Scene *sceneToCutTo = nullptr;
public:
DawnHost *host;
RenderManager renderManager;
AssetManager assetManager;
InputManager inputManager;
TimeManager timeManager;
DawnGameSaveManager saveManager;
DawnGame(DawnHost *host);
int32_t init() override;
int32_t update(float_t delta) override;
void sceneCutover(Scene *scene) override;
};
}

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@ -0,0 +1,19 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "input/InputManager.hpp"
#define INPUT_BIND(n) ((inputbind_t)n)
#define INPUT_BIND_ACCEPT INPUT_BIND(1)
#define INPUT_BIND_NEGATIVE_X INPUT_BIND(2)
#define INPUT_BIND_POSITIVE_X INPUT_BIND(3)
#define INPUT_BIND_NEGATIVE_Y INPUT_BIND(4)
#define INPUT_BIND_POSITIVE_Y INPUT_BIND(5)
#define INPUT_BIND_MOUSE_X INPUT_BIND(6)
#define INPUT_BIND_MOUSE_Y INPUT_BIND(7)
#define INPUT_BIND_MOUSE_CLICK INPUT_BIND(8)
#define INPUT_BIND_CANCEL INPUT_BIND(9)

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@ -0,0 +1,10 @@
# Copyright (c) 2023 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DAWN_TARGET_NAME}
PRIVATE
DawnGameSaveManager.cpp
)

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@ -0,0 +1,28 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "DawnGameSaveManager.hpp"
using namespace Dawn;
DawnGameSaveManager::DawnGameSaveManager(DawnGame *game) : SaveManager(game) {
}
bool_t DawnGameSaveManager::validateSave(struct SaveFile raw) {
if(!raw.has(POKER_SAVE_KEY_EXAMPLE)) return true;
this->currentSave.copy(raw, POKER_SAVE_KEY_EXAMPLE);
return false;
}
void DawnGameSaveManager::setExample(int32_t val) {
savedata_t value;
value.i32 = val;
this->currentSave.set(POKER_SAVE_KEY_EXAMPLE, value);
}
int32_t DawnGameSaveManager::getExample() {
return this->currentSave.get(POKER_SAVE_KEY_EXAMPLE).i32;
}

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@ -0,0 +1,22 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "save/SaveManager.hpp"
#define POKER_SAVE_KEY_EXAMPLE "poker.example"
namespace Dawn {
class DawnGameSaveManager : public SaveManager {
protected:
virtual bool_t validateSave(struct SaveFile raw) override;
public:
DawnGameSaveManager(DawnGame *game);
void setExample(int32_t value);
int32_t getExample();
};
}

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@ -0,0 +1,33 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "scene/Scene.hpp"
#include "prefabs/SimpleSpinningCubePrefab.hpp"
namespace Dawn {
class HelloWorldScene : public Scene {
protected:
Camera *camera;
SimpleSpinningCubePrefab *cube;
void stage() override {
camera = Camera::create(this);
camera->transform->lookAt(glm::vec3(0, 0, 8), glm::vec3(0, 0, 0));
cube = SimpleSpinningCubePrefab::create(this);
}
std::vector<Asset*> getRequiredAssets() override {
auto assMan = &this->game->assetManager;
std::vector<Asset*> assets;
vectorAppend(&assets, SimpleSpinningCubePrefab::getRequiredAssets(assMan));
return assets;
}
public:
HelloWorldScene(DawnGame *game) : Scene(game) {}
};
}