Cleaning up callbacks

This commit is contained in:
Zoe Roux
2021-06-05 19:11:26 +02:00
parent f20445cdc8
commit f3ce14caca
5 changed files with 67 additions and 91 deletions

View File

@@ -24,10 +24,14 @@ namespace WAL
//! @brief Add a method to be called when this callback is invoked. //! @brief Add a method to be called when this callback is invoked.
//! @param callback The list of arguments of the callback method //! @param callback The list of arguments of the callback method
//! @return A unique ID for this callback. That can be used to remove the callback later. //! @return A unique ID for this callback. That can be used to remove the callback later.
int addCallback(std::function<void (Types...)> callback) template<typename Func>
int addCallback(Func callback)
{ {
int id = this->_nextID++; int id = this->_nextID++;
if constexpr(std::is_same_v<Func, std::function<void (Types...)>>)
this->_functions[id] = std::move(callback); this->_functions[id] = std::move(callback);
else
this->_functions[id] = std::function<void (Types...)>(callback);
return id; return id;
} }
@@ -53,8 +57,9 @@ namespace WAL
//! @brief A default assignment operator //! @brief A default assignment operator
Callback &operator=(const Callback &) = default; Callback &operator=(const Callback &) = default;
//! @brief Implicitly transform a function into a callback. //! @brief Implicitly transform a callable into a callback.
Callback(std::function<void (Types...)> callback) // NOLINT(google-explicit-constructor) template<typename Func>
Callback(Func callback) // NOLINT(google-explicit-constructor)
{ {
this->addCallback(callback); this->addCallback(callback);
} }

View File

@@ -28,6 +28,56 @@ namespace WAL
private: private:
//! @brief The list of registered systems //! @brief The list of registered systems
std::vector<std::unique_ptr<ISystem>> _systems = {}; std::vector<std::unique_ptr<ISystem>> _systems = {};
//! @brief Start the game loop
//! @param callback A callback called after each update of the game. It allow you to update the engine based on a specific game state. (you can also update the game state here)
//! @param state An initial game state. If not specified, it will be defaulted.
//! @tparam T A type used to track your game state. It must be default constructable.
template<typename T>
void _run(const Callback<Wal &, T &> &callback, T state = T())
{
auto lastTick = std::chrono::steady_clock::now();
std::chrono::nanoseconds fBehind(0);
while (!this->shouldClose) {
auto now = std::chrono::steady_clock::now();
std::chrono::nanoseconds dtime = now - lastTick;
fBehind += dtime;
lastTick = now;
while (fBehind > Wal::timestep) {
fBehind -= Wal::timestep;
for (auto &system : this->_systems)
system->fixedUpdate();
}
for (auto &system : this->_systems)
system->update(dtime);
callback(*this, state);
}
}
#if defined(PLATFORM_WEB)
template<typename T>
static void _runIteration(void *param)
{
static auto [wal, callback, state] = *reinterpret_cast<std::tuple<Wal &, const Callback<Wal &, T &> &, T &> *>(param);
static auto lastTick = std::chrono::steady_clock::now();
static std::chrono::nanoseconds fBehind(0);
auto now = std::chrono::steady_clock::now();
std::chrono::nanoseconds dtime = now - lastTick;
fBehind += dtime;
lastTick = now;
while (fBehind > Wal::timestep) {
fBehind -= Wal::timestep;
for (auto &system : wal._systems)
system->fixedUpdate();
}
for (auto &system : wal._systems)
system->update(dtime);
callback(wal, state);
}
#endif
public: public:
//! @brief The scene that contains entities. //! @brief The scene that contains entities.
std::shared_ptr<Scene> scene; std::shared_ptr<Scene> scene;
@@ -94,23 +144,6 @@ namespace WAL
return *this; return *this;
} }
//! @brief Start the game loop
//! @param callback A callback called after each update of the game. It allow you to update the engine based on a specific game state. (you can also update the game state here)
//! @param state An initial game state. If not specified, it will be defaulted.
//! @tparam T A type used to track your game state. It must be default constructable.
template<typename T>
void run(const std::function<void (Wal &, T &)> &callback, T state = T())
{
Callback<Wal &, T &> update(callback);
#if defined(PLATFORM_WEB)
std::tuple iterationParams(this, &update, &state);
return emscripten_set_main_loop_arg((em_arg_callback_func)runIteration<T>, (void *)&iterationParams, 0, 1);
#else
return this->run(update, state);
#endif
}
//! @brief Start the game loop //! @brief Start the game loop
//! @param callback A callback called after each update of the game. It allow you to update the engine based on a specific game state. (you can also update the game state here) //! @param callback A callback called after each update of the game. It allow you to update the engine based on a specific game state. (you can also update the game state here)
//! @param state An initial game state. If not specified, it will be defaulted. //! @param state An initial game state. If not specified, it will be defaulted.
@@ -118,49 +151,13 @@ namespace WAL
template<typename T> template<typename T>
void run(const Callback<Wal &, T &> &callback, T state = T()) void run(const Callback<Wal &, T &> &callback, T state = T())
{ {
auto lastTick = std::chrono::steady_clock::now();
std::chrono::nanoseconds fBehind(0);
while (!this->shouldClose) {
auto now = std::chrono::steady_clock::now();
std::chrono::nanoseconds dtime = now - lastTick;
fBehind += dtime;
lastTick = now;
while (fBehind > Wal::timestep) {
fBehind -= Wal::timestep;
for (auto &system : this->_systems)
system->fixedUpdate();
}
for (auto &system : this->_systems)
system->update(dtime);
callback(*this, state);
}
}
#if defined(PLATFORM_WEB) #if defined(PLATFORM_WEB)
template<typename T> std::tuple<Wal &, const Callback<Wal &, T &> &, T &> iterationParams(*this, callback, state);
static void runIteration(void *param) return emscripten_set_main_loop_arg((em_arg_callback_func)_runIteration<T>, (void *)&iterationParams, 0, 1);
{ #else
static auto iterationParams = reinterpret_cast<std::tuple<Wal *, Callback<Wal &, T &> *, T *> *>(param); return this->_run(callback, state);
static const Callback<Wal &, T &> callback = *((Callback<Wal &, T &> *)std::get<1>(*iterationParams));
static T *state = (T *)std::get<2>(*iterationParams);
static Wal *wal = (Wal *)std::get<0>(*iterationParams);
static auto lastTick = std::chrono::steady_clock::now();
static std::chrono::nanoseconds fBehind(0);
auto now = std::chrono::steady_clock::now();
std::chrono::nanoseconds dtime = now - lastTick;
fBehind += dtime;
lastTick = now;
while (fBehind > Wal::timestep) {
fBehind -= Wal::timestep;
wal->_fixedUpdate();
}
wal->_update(dtime);
callback(*wal, *state);
}
#endif #endif
}
//! @brief A default constructor //! @brief A default constructor
Wal() = default; Wal() = default;

View File

@@ -16,14 +16,6 @@ namespace BBM
return new CollisionComponent(entity); return new CollisionComponent(entity);
} }
CollisionComponent::CollisionComponent(WAL::Entity &entity, std::function<void (WAL::Entity &, const WAL::Entity &)> onCollide, std::function<void (WAL::Entity &, const WAL::Entity &)> onCollided, Vector3f bound)
: WAL::Component(entity), onCollide(onCollide), onCollided(onCollided), bound(bound)
{ }
CollisionComponent::CollisionComponent(WAL::Entity &entity, std::function<void (WAL::Entity &, const WAL::Entity &)> onCollide, std::function<void (WAL::Entity &, const WAL::Entity &)> onCollided, float boundSize)
: WAL::Component(entity), onCollide(onCollide), onCollided(onCollided), bound({boundSize, boundSize, boundSize})
{ }
CollisionComponent::CollisionComponent(WAL::Entity &entity, WAL::Callback<WAL::Entity &, const WAL::Entity &> onCollide, WAL::Callback<WAL::Entity &, const WAL::Entity &> onCollided, Vector3f bound) CollisionComponent::CollisionComponent(WAL::Entity &entity, WAL::Callback<WAL::Entity &, const WAL::Entity &> onCollide, WAL::Callback<WAL::Entity &, const WAL::Entity &> onCollided, Vector3f bound)
: WAL::Component(entity), onCollide(onCollide), onCollided(onCollided), bound(bound) : WAL::Component(entity), onCollide(onCollide), onCollided(onCollided), bound(bound)
{ } { }

View File

@@ -27,12 +27,6 @@ namespace BBM
//! @brief A component can't be instantiated, it should be derived. //! @brief A component can't be instantiated, it should be derived.
explicit CollisionComponent(WAL::Entity &entity); explicit CollisionComponent(WAL::Entity &entity);
//! @brief Constructor with a callback function
CollisionComponent(WAL::Entity &entity, std::function<void (WAL::Entity &, const WAL::Entity &)> onCollide, std::function<void (WAL::Entity &, const WAL::Entity &)> onCollided, Vector3f bound);
//! @brief Constructor with a callback function, same boundSize for all axis
CollisionComponent(WAL::Entity &entity, std::function<void (WAL::Entity &, const WAL::Entity &)> onCollide, std::function<void (WAL::Entity &, const WAL::Entity &)> onCollided, float boundSize = 0);
//! @brief Constructor with a WAL::Callback //! @brief Constructor with a WAL::Callback
CollisionComponent(WAL::Entity &entity, WAL::Callback<WAL::Entity &, const WAL::Entity &> onCollide, WAL::Callback<WAL::Entity &, const WAL::Entity &> onCollided,Vector3f bound); CollisionComponent(WAL::Entity &entity, WAL::Callback<WAL::Entity &, const WAL::Entity &> onCollide, WAL::Callback<WAL::Entity &, const WAL::Entity &> onCollided,Vector3f bound);

View File

@@ -26,26 +26,14 @@ namespace BBM
this->_window.clear(); this->_window.clear();
this->_window.useCamera(this->_camera); this->_window.useCamera(this->_camera);
for (auto &entity : this->_wal.scene->getEntities()) { for (auto &[_, pos, drawable] : this->_wal.scene->view<PositionComponent, Drawable3DComponent>()) {
if (!entity.hasComponent<Drawable3DComponent>()
|| !entity.hasComponent<PositionComponent>())
continue;
auto &drawable = entity.getComponent<Drawable3DComponent>();
auto &pos = entity.getComponent<PositionComponent>();
drawable.drawable->setPosition(pos.position); drawable.drawable->setPosition(pos.position);
drawable.drawable->drawOn(this->_window); drawable.drawable->drawOn(this->_window);
} }
this->_window.unuseCamera(); this->_window.unuseCamera();
// TODO sort entities based on the Z axis // TODO sort entities based on the Z axis
for (auto &entity : this->_wal.scene->getEntities()) { for (auto &[_, pos, drawable] : this->_wal.scene->view<PositionComponent, Drawable2DComponent>()) {
if (!entity.hasComponent<Drawable2DComponent>()
|| !entity.hasComponent<PositionComponent>())
continue;
auto &drawable = entity.getComponent<Drawable2DComponent>();
auto &pos = entity.getComponent<PositionComponent>();
drawable.drawable->setPosition(Vector2f(pos.position.x, pos.position.y)); drawable.drawable->setPosition(Vector2f(pos.position.x, pos.position.y));
drawable.drawable->drawOn(this->_window); drawable.drawable->drawOn(this->_window);
} }