Allow optional inits for scene
Particle system and entity management are now optional during scene init.main
parent
8645bbd963
commit
10d48c1d70
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@ -150,13 +150,20 @@ void update_sfx_list(GameEngine_t* engine)
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engine->sfx_list.played_sfx = 0;
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}
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void init_scene(Scene_t* scene, action_func_t action_func)
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void init_scene(Scene_t* scene, action_func_t action_func, uint32_t subsystem_init)
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{
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sc_map_init_64(&scene->action_map, 32, 0);
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sc_array_init(&scene->systems);
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init_entity_manager(&scene->ent_manager);
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init_particle_system(&scene->part_sys);
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if (subsystem_init & ENABLE_ENTITY_MANAGEMENT_SYSTEM)
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{
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init_entity_manager(&scene->ent_manager);
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}
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if (subsystem_init & ENABLE_PARTICLE_SYSTEM)
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{
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init_particle_system(&scene->part_sys);
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}
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scene->subsystem_init = subsystem_init;
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//scene->scene_type = scene_type;
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scene->layers.n_layers = 0;
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scene->bg_colour = WHITE;
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@ -184,8 +191,16 @@ void free_scene(Scene_t* scene)
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{
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UnloadRenderTexture(scene->layers.render_layers[i].layer_tex);
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}
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free_entity_manager(&scene->ent_manager);
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deinit_particle_system(&scene->part_sys);
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if (scene->subsystem_init & ENABLE_ENTITY_MANAGEMENT_SYSTEM)
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{
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free_entity_manager(&scene->ent_manager);
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}
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if (scene->subsystem_init & ENABLE_PARTICLE_SYSTEM)
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{
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deinit_particle_system(&scene->part_sys);
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}
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}
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inline void update_scene(Scene_t* scene, float delta_time)
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@ -198,7 +213,10 @@ inline void update_scene(Scene_t* scene, float delta_time)
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{
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sys(scene);
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}
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update_particle_system(&scene->part_sys, scene->delta_time);
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if (scene->subsystem_init & ENABLE_PARTICLE_SYSTEM)
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{
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update_particle_system(&scene->part_sys, scene->delta_time);
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}
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}
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static void _internal_render_scene(Scene_t* scene)
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@ -60,6 +60,7 @@ typedef struct SceneRenderLayers {
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struct Scene {
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// Not all scene needs an entity manager
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// but too late to change this
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uint32_t subsystem_init;
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EntityManager_t ent_manager;
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Scene_t* parent_scene;
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struct sc_map_64 action_map; // key -> actions
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@ -99,7 +100,10 @@ extern void update_scene(Scene_t* scene, float delta_time);
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extern void render_scene(Scene_t* scene);
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extern void do_action(Scene_t* scene, ActionType_t action, bool pressed);
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void init_scene(Scene_t* scene, action_func_t action_func);
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//void init_scene(Scene_t* scene, action_func_t action_func);
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#define ENABLE_ENTITY_MANAGEMENT_SYSTEM (1)
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#define ENABLE_PARTICLE_SYSTEM (1 << 1)
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void init_scene(Scene_t* scene, action_func_t action_func, uint32_t subsystem_init);
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bool add_scene_layer(Scene_t* scene, int width, int height, Rectangle render_area);
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void free_scene(Scene_t* scene);
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void add_child_scene(GameEngine_t* engine, unsigned int child_idx, unsigned int parent_idx);
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@ -109,7 +109,7 @@ int main(void)
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for (uint8_t i = 0; i < 6; ++i)
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{
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scenes[i] = &dummy_scenes[i].scene;
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init_scene(&dummy_scenes[i].scene, &level_do_action);
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init_scene(&dummy_scenes[i].scene, &level_do_action, 0);
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dummy_scenes[i].scene.engine = &engine;
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dummy_scenes[i].number = i;
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add_scene_layer(
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@ -1146,7 +1146,7 @@ static void at_level_complete(Scene_t* scene)
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void init_sandbox_scene(LevelScene_t* scene)
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{
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init_scene(&scene->scene, &level_do_action);
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init_scene(&scene->scene, &level_do_action, ENABLE_ENTITY_MANAGEMENT_SYSTEM | ENABLE_PARTICLE_SYSTEM);
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init_entity_tag_map(&scene->scene.ent_manager, PLAYER_ENT_TAG, 4);
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init_entity_tag_map(&scene->scene.ent_manager, BOULDER_ENT_TAG, MAX_COMP_POOL_SIZE);
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init_entity_tag_map(&scene->scene.ent_manager, LEVEL_END_TAG, 16);
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@ -478,7 +478,7 @@ static void at_level_complete(Scene_t* scene)
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void init_game_scene(LevelScene_t* scene)
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{
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init_scene(&scene->scene, &level_do_action);
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init_scene(&scene->scene, &level_do_action, ENABLE_ENTITY_MANAGEMENT_SYSTEM | ENABLE_PARTICLE_SYSTEM);
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init_entity_tag_map(&scene->scene.ent_manager, PLAYER_ENT_TAG, 4);
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init_entity_tag_map(&scene->scene.ent_manager, BOULDER_ENT_TAG, MAX_COMP_POOL_SIZE);
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init_entity_tag_map(&scene->scene.ent_manager, LEVEL_END_TAG, 16);
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@ -104,7 +104,7 @@ static void level_select_do_action(Scene_t* scene, ActionType_t action, bool pre
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#define SCROLL_TOTAL_HEIGHT 800
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void init_level_select_scene(LevelSelectScene_t* scene)
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{
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init_scene(&scene->scene, &level_select_do_action);
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init_scene(&scene->scene, &level_select_do_action, 0);
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add_scene_layer(
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&scene->scene, 400, 800,
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(Rectangle){START_X, START_Y, 400, 800}
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@ -138,7 +138,7 @@ static void gui_loop(Scene_t* scene)
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void init_menu_scene(MenuScene_t* scene)
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{
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init_scene(&scene->scene, &menu_do_action);
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init_scene(&scene->scene, &menu_do_action, 0);
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sc_array_add(&scene->scene.systems, &gui_loop);
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sc_array_add(&scene->scene.systems, &menu_scene_render_func);
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@ -400,7 +400,7 @@ int main(void)
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LevelScene_t scene;
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scene.scene.engine = &engine;
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init_scene(&scene.scene, &level_do_action);
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init_scene(&scene.scene, &level_do_action, ENABLE_ENTITY_MANAGEMENT_SYSTEM);
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init_entity_tag_map(&scene.scene.ent_manager, PLAYER_ENT_TAG, 4);
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init_entity_tag_map(&scene.scene.ent_manager, DYNMEM_ENT_TAG, 16);
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init_level_scene_data(
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