Replace method to get Scene specific data

Changelog:
- Use CONTAINER_OF macros to get scene specific data
- Remove unnecessary scene_data from Scene_t
- Still use pointer to scene specific data as these data could be
  quite heavy on memory
scene_man
En Yi 2023-05-07 21:04:24 +08:00
parent 49b5a19cad
commit 64c3532305
4 changed files with 30 additions and 33 deletions

View File

@ -34,14 +34,14 @@ static inline unsigned int get_tile_idx(int x, int y, const TileGrid_t* tilemap)
static void level_scene_render_func(Scene_t* scene)
{
LevelScene_t* lvl_scene = CONTAINER_OF(scene, LevelScene_t, scene);
TileGrid_t tilemap = lvl_scene->data.tilemap;
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
TileGrid_t tilemap = data->tilemap;
Entity_t* p_ent;
BeginTextureMode(lvl_scene->data.game_viewport);
BeginTextureMode(data->game_viewport);
ClearBackground(RAYWHITE);
BeginMode2D(lvl_scene->data.cam);
BeginMode2D(data->cam);
for (size_t i = 0; i < tilemap.n_tiles; ++i)
{
char buffer[6] = {0};
@ -152,20 +152,20 @@ static void level_scene_render_func(Scene_t* scene)
EndMode2D();
EndTextureMode();
Rectangle draw_rec = lvl_scene->data.game_rec;
Rectangle draw_rec = data->game_rec;
draw_rec.x = 0;
draw_rec.y = 0;
draw_rec.height *= -1;
BeginDrawing();
ClearBackground(LIGHTGRAY);
DrawTextureRec(
lvl_scene->data.game_viewport.texture,
data->game_viewport.texture,
draw_rec,
(Vector2){lvl_scene->data.game_rec.x, lvl_scene->data.game_rec.y},
(Vector2){data->game_rec.x, data->game_rec.y},
WHITE
);
// For DEBUG
const int gui_x = lvl_scene->data.game_rec.x + lvl_scene->data.game_rec.width + 10;
const int gui_x = data->game_rec.x + data->game_rec.width + 10;
sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_ent)
{
CTransform_t* p_ct = get_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T);
@ -202,7 +202,7 @@ static void level_scene_render_func(Scene_t* scene)
static void spawn_crate(Scene_t* scene, unsigned int tile_idx, bool metal)
{
LevelSceneData_t data = CONTAINER_OF(scene, LevelScene_t, scene)->data;
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
Entity_t* p_crate = add_entity(&scene->ent_manager, CRATES_ENT_TAG);
CBBox_t* p_bbox = add_component(&scene->ent_manager, p_crate, CBBOX_COMP_T);
@ -211,8 +211,8 @@ static void spawn_crate(Scene_t* scene, unsigned int tile_idx, bool metal)
p_bbox->fragile = !metal;
CTransform_t* p_ctransform = add_component(&scene->ent_manager, p_crate, CTRANSFORM_COMP_T);
p_ctransform->position.x = (tile_idx % data.tilemap.width) * TILE_SIZE;
p_ctransform->position.y = (tile_idx / data.tilemap.width) * TILE_SIZE;
p_ctransform->position.x = (tile_idx % data->tilemap.width) * TILE_SIZE;
p_ctransform->position.y = (tile_idx / data->tilemap.width) * TILE_SIZE;
add_component(&scene->ent_manager, p_crate, CMOVEMENTSTATE_T);
add_component(&scene->ent_manager, p_crate, CTILECOORD_COMP_T);
CHurtbox_t* p_hurtbox = add_component(&scene->ent_manager, p_crate, CHURTBOX_T);
@ -260,18 +260,18 @@ static void toggle_block_system(Scene_t* scene)
{
// TODO: This system is not good as the interface between raw input and actions is broken
static unsigned int last_tile_idx = MAX_N_TILES;
LevelSceneData_t data = CONTAINER_OF(scene, LevelScene_t, scene)->data;
TileGrid_t tilemap = data.tilemap;
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
TileGrid_t tilemap = data->tilemap;
Vector2 raw_mouse_pos = {GetMouseX(), GetMouseY()};
raw_mouse_pos = Vector2Subtract(raw_mouse_pos, (Vector2){data.game_rec.x, data.game_rec.y});
raw_mouse_pos = Vector2Subtract(raw_mouse_pos, (Vector2){data->game_rec.x, data->game_rec.y});
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
{
if (
raw_mouse_pos.x > data.game_rec.width
|| raw_mouse_pos.y > data.game_rec.height
raw_mouse_pos.x > data->game_rec.width
|| raw_mouse_pos.y > data->game_rec.height
) return;
Vector2 mouse_pos = GetScreenToWorld2D(raw_mouse_pos, data.cam);
Vector2 mouse_pos = GetScreenToWorld2D(raw_mouse_pos, data->cam);
unsigned int tile_idx = get_tile_idx(mouse_pos.x, mouse_pos.y, &tilemap);
if (tile_idx >= MAX_N_TILES) return;
@ -343,10 +343,10 @@ static void toggle_block_system(Scene_t* scene)
else if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON))
{
if (
raw_mouse_pos.x > data.game_rec.width
|| raw_mouse_pos.y > data.game_rec.height
raw_mouse_pos.x > data->game_rec.width
|| raw_mouse_pos.y > data->game_rec.height
) return;
Vector2 mouse_pos = GetScreenToWorld2D(raw_mouse_pos, data.cam);
Vector2 mouse_pos = GetScreenToWorld2D(raw_mouse_pos, data->cam);
unsigned int tile_idx = get_tile_idx(mouse_pos.x, mouse_pos.y, &tilemap);
if (tile_idx >= MAX_N_TILES) return;
@ -423,7 +423,6 @@ void level_do_action(Scene_t* scene, ActionType_t action, bool pressed)
void init_level_scene(LevelScene_t* scene)
{
init_scene(&scene->scene, LEVEL_SCENE, &level_scene_render_func, &level_do_action);
scene->scene.scene_data = &scene->data;
init_level_scene_data(&scene->data);
// insert level scene systems

View File

@ -38,7 +38,6 @@ struct Scene {
EntityManager_t ent_manager;
SceneType_t scene_type;
SceneState_t state;
void * scene_data;
GameEngine_t *engine;
};

View File

@ -299,7 +299,7 @@ static Vector2 shift_bbox(Vector2 bbox, Vector2 new_bbox, AnchorPoint_t anchor)
void player_movement_input_system(Scene_t* scene)
{
LevelSceneData_t* data = (LevelSceneData_t*)scene->scene_data;
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
TileGrid_t tilemap = data->tilemap;
// Deal with player acceleration/velocity via inputs first
@ -472,7 +472,7 @@ void player_movement_input_system(Scene_t* scene)
void player_bbox_update_system(Scene_t* scene)
{
LevelSceneData_t* data = (LevelSceneData_t*)scene->scene_data;
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
TileGrid_t tilemap = data->tilemap;
Entity_t* p_player;
@ -538,7 +538,7 @@ void tile_collision_system(Scene_t* scene)
{
static bool checked_entities[MAX_COMP_POOL_SIZE] = {0};
LevelSceneData_t* data = (LevelSceneData_t*)scene->scene_data;
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
TileGrid_t tilemap = data->tilemap;
@ -728,7 +728,7 @@ void friction_coefficient_update_system(Scene_t* scene)
void global_external_forces_system(Scene_t* scene)
{
LevelSceneData_t* data = (LevelSceneData_t*)scene->scene_data;
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
CMovementState_t* p_mstate;
unsigned long ent_idx;
sc_map_foreach(&scene->ent_manager.component_map[CMOVEMENTSTATE_T], ent_idx, p_mstate)
@ -867,7 +867,7 @@ void player_ground_air_transition_system(Scene_t* scene)
void state_transition_update_system(Scene_t* scene)
{
LevelSceneData_t* data = (LevelSceneData_t*)scene->scene_data;
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
//Entity_t* p_ent;
CMovementState_t* p_mstate;
@ -920,7 +920,7 @@ void state_transition_update_system(Scene_t* scene)
void update_tilemap_system(Scene_t* scene)
{
LevelSceneData_t* data = (LevelSceneData_t*)scene->scene_data;
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
TileGrid_t tilemap = data->tilemap;
CTileCoord_t* p_tilecoord;
@ -966,7 +966,7 @@ void hitbox_update_system(Scene_t* scene)
{
static bool checked_entities[MAX_COMP_POOL_SIZE] = {0};
LevelSceneData_t* data = (LevelSceneData_t*)scene->scene_data;
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
TileGrid_t tilemap = data->tilemap;
unsigned int ent_idx;

View File

@ -5,7 +5,7 @@
static void menu_scene_render_func(Scene_t* scene)
{
MenuSceneData_t* data = (MenuSceneData_t*)scene->scene_data;
MenuSceneData_t* data = &(CONTAINER_OF(scene, MenuScene_t, scene)->data);
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("This is a game", 25, 220, 12, BLACK);
@ -17,7 +17,7 @@ static void menu_scene_render_func(Scene_t* scene)
static void menu_do_action(Scene_t* scene, ActionType_t action, bool pressed)
{
MenuSceneData_t* data = (MenuSceneData_t*)scene->scene_data;
MenuSceneData_t* data = &(CONTAINER_OF(scene, MenuScene_t, scene)->data);
int new_selection = data->selected_comp;
if (!pressed)
{
@ -66,7 +66,7 @@ static void menu_do_action(Scene_t* scene, ActionType_t action, bool pressed)
static void gui_loop(Scene_t* scene)
{
MenuSceneData_t* data = (MenuSceneData_t*)scene->scene_data;
MenuSceneData_t* data = &(CONTAINER_OF(scene, MenuScene_t, scene)->data);
if (Vector2LengthSqr(GetMouseDelta()) > 1)
{
data->mode = MOUSE_MODE;
@ -119,7 +119,6 @@ static void gui_loop(Scene_t* scene)
void init_menu_scene(MenuScene_t* scene)
{
init_scene(&scene->scene, MENU_SCENE, &menu_scene_render_func, &menu_do_action);
scene->scene.scene_data = &scene->data;
sc_array_add(&scene->scene.systems, &gui_loop);