Components Folder
- Created a header file for each component inside a Components folder - Fixed entt::entity's default value being entt::entity() to entt::null - Minor tidying for DebugTrap
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9033ceffa1
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931a3a168c
5 changed files with 61 additions and 46 deletions
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@ -80,10 +80,10 @@
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#endif
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#if !defined(LT_DEBUG_TRAP)
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#define LT_BERAK LT_ENGINE_ERROR("Unable to break!, LT_BREAK macro is undefined")
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#if !defined(LIGHT_IGNORE_UNDEFINED_DEBUG_BREAK)
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#error "failed to define LT_BREAK, define LIGHT_IGNORE_UNDEFINED_DEBUG_BREAK to disable this error"
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#elif !defined(LIGHT_DIST)
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#elif defined(LIGHT_DIST)
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#ifdef _MSC_VER
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#define LT_DEBUG_TRAP() LT_FILE_CRITICAL("DEBUG_TRAP REQUESTED AT: {}, FILE: {}, LINE: {}", __FUNCSIG__, __FILE__, __LINE__) // or __FUNCSIG__
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@ -91,7 +91,7 @@
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#define LT_DEBUG_TRAP() LT_FILE_CRITICAL("DEBUG_TRAP REQUESTED AT: {}", __PRETTY_FUNCTION__ )
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#endif
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#else
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#else /* !defined(LIGHT_DIST) */
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#ifdef _MSC_VER
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#define LT_DEBUG_TRAP() LT_ENGINE_CRITICAL("DEBUG_TRAP REQUESTED AT: {}, FILE: {}, LINE: {}", __FUNCSIG__, __FILE__, __LINE__) // or __FUNCSIG__
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@ -2,36 +2,6 @@
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#include "Base/Base.h"
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#include <glm/glm.hpp>
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namespace Light {
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class Texture;
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// #todo: store a mat4 for transform
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struct TransformComponent
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{
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glm::vec2 position, size;
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// glm::mat4 transform{ 1.0f };
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TransformComponent() = default;
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TransformComponent(const TransformComponent&) = default;
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TransformComponent(const glm::vec2& _position, const glm::vec2& _size) : position(_position), size(_size) {}
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// operator glm::mat4&() { return transform; }
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// operator const glm::mat4& () const { return transform; }
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};
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struct SpriteRendererComponent
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{
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Ref<Texture> texture;
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SpriteRendererComponent() = default;
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SpriteRendererComponent(const SpriteRendererComponent&) = default;
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SpriteRendererComponent(Ref<Texture> _texture) : texture(_texture) {}
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operator Ref<Texture>() { return texture; }
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};
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}
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#include "Components/TransformComponent.h"
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#include "Components/SpriteRendererComponent.h"
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#include "Components/CameraComponent.h"
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22
Engine/src/Engine/Scene/Components/SpriteRendererComponent.h
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22
Engine/src/Engine/Scene/Components/SpriteRendererComponent.h
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@ -0,0 +1,22 @@
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#pragma once
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#include "Base/Base.h"
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#include <glm/glm.hpp>
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namespace Light {
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class Texture;
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struct SpriteRendererComponent
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{
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Ref<Texture> texture;
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SpriteRendererComponent() = default;
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SpriteRendererComponent(const SpriteRendererComponent&) = default;
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SpriteRendererComponent(Ref<Texture> _texture) : texture(_texture) {}
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operator Ref<Texture>() { return texture; }
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};
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}
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Engine/src/Engine/Scene/Components/TransformComponent.h
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Engine/src/Engine/Scene/Components/TransformComponent.h
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#pragma once
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#include "Base/Base.h"
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#include <glm/glm.hpp>
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namespace Light {
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struct TransformComponent
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{
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glm::vec2 position, size;
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// glm::mat4 transform{ 1.0f };
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TransformComponent() = default;
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TransformComponent(const TransformComponent&) = default;
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TransformComponent(const glm::vec2& _position, const glm::vec2& _size) : position(_position), size(_size) {}
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// operator glm::mat4&() { return transform; }
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// operator const glm::mat4& () const { return transform; }
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};
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}
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@ -15,7 +15,7 @@ namespace Light {
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Scene* m_Scene;
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public:
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Entity(entt::entity handle = entt::entity(), Scene* registry = nullptr);
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Entity(entt::entity handle = entt::null, Scene* registry = nullptr);
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~Entity();
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template<typename T, typename... Args>
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