commit 21bd9999d81994a5ee54386bc5a3417eb8c8966c Author: Joseph Aquino Date: Tue Aug 12 01:00:29 2025 -0400 first commit diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..4ef6152 --- /dev/null +++ b/.gitignore @@ -0,0 +1,396 @@ +## Ignore Visual Studio temporary files, build results, and +## files generated by popular Visual Studio add-ons. +## +## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore + +# User-specific files +*.rsuser +*.suo +*.user +*.userosscache +*.sln.docstates + +# User-specific files (MonoDevelop/Xamarin Studio) +*.userprefs + +# Mono auto generated files +mono_crash.* + +# Build results +#[Dd]ebug/ +[Dd]ebugPublic/ +[Rr]elease/ +[Rr]eleases/ +x64/ +x86/ +[Ww][Ii][Nn]32/ +[Aa][Rr][Mm]/ +[Aa][Rr][Mm]64/ +bld/ +[Bb]in/ +[Oo]bj/ +[Oo]ut/ +[Ll]og/ +[Ll]ogs/ + +# Visual Studio 2015/2017 cache/options directory +.vs/ +# Uncomment if you have tasks that create the project's static files in wwwroot +#wwwroot/ + +# Visual Studio 2017 auto generated files +Generated\ Files/ + +# MSTest test Results +[Tt]est[Rr]esult*/ +[Bb]uild[Ll]og.* + +# NUnit +*.VisualState.xml +TestResult.xml +nunit-*.xml + +# Build Results of an ATL Project +[Dd]ebugPS/ +[Rr]eleasePS/ +dlldata.c + +# Benchmark Results +BenchmarkDotNet.Artifacts/ + +# .NET Core +project.lock.json +project.fragment.lock.json +artifacts/ + +# ASP.NET Scaffolding +ScaffoldingReadMe.txt + +# StyleCop +StyleCopReport.xml + +# Files built by Visual Studio +*_i.c +*_p.c +*_h.h +*.ilk +*.meta +*.obj +*.iobj +*.pch +*.pdb +*.ipdb +*.pgc +*.pgd +*.rsp +*.sbr +*.tlb +*.tli +*.tlh +*.tmp +*.tmp_proj +*_wpftmp.csproj +*.log +*.vspscc +*.vssscc +.builds +*.pidb +*.svclog +*.scc + +# Chutzpah Test files +_Chutzpah* + +# Visual C++ cache files +ipch/ +*.aps +*.ncb +*.opendb +*.opensdf +*.sdf +*.cachefile +*.VC.db +*.VC.VC.opendb + +# Visual Studio profiler +*.psess +*.vsp +*.vspx +*.sap + +# Visual Studio Trace Files +*.e2e + +# TFS 2012 Local Workspace +$tf/ + +# Guidance Automation Toolkit +*.gpState + +# ReSharper is a .NET coding add-in +_ReSharper*/ +*.[Rr]e[Ss]harper +*.DotSettings.user + +# TeamCity is a build add-in +_TeamCity* + +# DotCover is a Code Coverage Tool +*.dotCover + +# AxoCover is a Code Coverage Tool +.axoCover/* +!.axoCover/settings.json + +# Coverlet is a free, cross platform Code Coverage Tool +coverage*.json +coverage*.xml +coverage*.info + +# Visual Studio code coverage results +*.coverage +*.coveragexml + +# NCrunch +_NCrunch_* +.*crunch*.local.xml +nCrunchTemp_* + +# MightyMoose +*.mm.* +AutoTest.Net/ + +# Web workbench (sass) +.sass-cache/ + +# Installshield output folder +[Ee]xpress/ + +# DocProject is a documentation generator add-in +DocProject/buildhelp/ +DocProject/Help/*.HxT +DocProject/Help/*.HxC +DocProject/Help/*.hhc +DocProject/Help/*.hhk +DocProject/Help/*.hhp +DocProject/Help/Html2 +DocProject/Help/html + +# Click-Once directory +publish/ + +# Publish Web Output +*.[Pp]ublish.xml +*.azurePubxml +# Note: Comment the next line if you want to checkin your web deploy settings, +# but database connection strings (with potential passwords) will be unencrypted +*.pubxml +*.publishproj + +# Microsoft Azure Web App publish settings. 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/bin/bash + +./vendor/premake5/premake5 ninja +ninja $1 diff --git a/build.sh b/build.sh new file mode 100755 index 0000000..5c50e4a --- /dev/null +++ b/build.sh @@ -0,0 +1,4 @@ +#! /bin/bash + +./vendor/premake5/premake5 gmake +make Core Editor Game config=$1 diff --git a/clean-ninja.sh b/clean-ninja.sh new file mode 100755 index 0000000..f01a203 --- /dev/null +++ b/clean-ninja.sh @@ -0,0 +1,7 @@ +#! /bin/bash +if [ -z "$1" ] || [ $# -eq 0 ] + then + ninja -t clean + else + ninja -t clean $1 +fi \ No newline at end of file diff --git a/clean.sh b/clean.sh new file mode 100755 index 0000000..d726eae --- /dev/null +++ b/clean.sh @@ -0,0 +1,7 @@ +#! /bin/bash +if [ -z "$1" ] || [ $# -eq 0 ] + then + make config=Debug clean && make config=Release clean + else + make config=$1 clean +fi \ No newline at end of file diff --git a/ecc.sh b/ecc.sh new file mode 100755 index 0000000..006ddac --- /dev/null +++ b/ecc.sh @@ -0,0 +1,3 @@ +#! /bin/bash + +./vendor/premake5/premake5 ecc \ No newline at end of file diff --git a/premake5.lua b/premake5.lua new file mode 100644 index 0000000..ba6ca80 --- /dev/null +++ b/premake5.lua @@ -0,0 +1,151 @@ +require "ecc/ecc" +require "ninja/ninja" + +workspace "breakout" + architecture "x64" + + output_dir = "%{cfg.buildcfg}-%{cfg.system}-%{cfg.architecture}" + vs_intdir = "!$(SolutionDir)intermediate-files/" .. output_dir + intdir = "%{wks.location}/intermediate-files/" .. output_dir + vs_bindir = "$(SolutionDir)bin/" .. output_dir + bindir = "%{wks.location}/bin/" .. output_dir + vs_coreinclude_dir = "$(SolutionDir)include" + vs_sfmldir = "$(SolutionDir)vendor/SFML" + sfmldir = "%{wks.location}/vendor/SFML" + vs_imguidir = "$(SolutionDir)vendor/imgui" + imguidir = "%{wks.location}/vendor/imgui" + vs_include_dir = "$(SolutionDir)include" + include_dir = "%{wks.location}/include" + + configurations + { + "Debug", + "Release" + } + + project "breakout" + language "C++" + cppdialect "C++17" + cdialect "C17" + systemversion "latest" + kind "WindowedApp" + + files + { + "src/**.cpp", + "include/**.h", + "include/**.hpp", + "vendor/imgui/imgui.cpp", + "vendor/imgui/imgui_draw.cpp", + "vendor/imgui/imgui_tables.cpp", + "vendor/imgui/imgui_widgets.cpp", + "vendor/imgui/imgui-SFML.cpp" + } + --visual studio-- + filter {"action:vs*", "system:windows"} + targetdir (vs_bindir) + objdir (vs_intdir) + includedirs + { + "src", + vs_include_dir, + vs_sfmldir .. "/include", + vs_imguidir + } + + libdirs {vs_sfmldir .."/lib"} + + --not visual studio -- + filter {"not action:vs*", "system:windows"} + targetdir (bindir) + objdir (intdir) + includedirs + { + "src", + include_dir, + vs_sfmldir .. "/include", + imguidir + } + + libdirs {sfmldir .."/lib"} + + --windows specific settings-- + filter{"system:windows"} + defines {"PLATFORM_WINDOWS", "SFML_STATIC"} + staticruntime "on" + + filter {"system:windows", "configurations:debug"} + defines{"_DEBUG", "_CONSOLE"} + links + { + "sfml-main-d", + "sfml-graphics-s-d", + "sfml-window-s-d", + "opengl32", + "gdi32", + "freetype", + "sfml-audio-s-d", + "flac", + "vorbisfile", + "vorbis", + "ogg", + "sfml-system-s-d", + "winmm" + } + + filter {"system:windows", "configurations:release"} + defines{"NDEBUG"} + links + { + "sfml-main", + "sfml-graphics-s", + "sfml-window-s", + "opengl32", + "gdi32", + "freetype", + "sfml-audio-s", + "flac", + "vorbisfile", + "vorbis", + "ogg", + "sfml-system-s", + "winmm" + } + + + --linux specific settings-- + filter {"system:linux"} + defines {"PLATFORM_LINUX"} + targetdir (bindir) + objdir (intdir) + includedirs + { + "src", + include_dir, + imguidir + } + + links + { + "sfml-graphics", + "sfml-window", + "sfml-audio", + "sfml-system", + "OpenGL", + } + + + --config settings-- + filter "configurations:debug" + defines {"LOG_ENABLE", "GAME_DEBUG"} + symbols "on" + runtime "Debug" + targetname "breakout" + + filter "configurations:release" + defines {"GAME_RELEASE"} + optimize "Speed" + inlining "Auto" + symbols "off" + runtime "Release" + targetname "breakout" \ No newline at end of file diff --git a/run.sh b/run.sh new file mode 100755 index 0000000..3da1e02 --- /dev/null +++ b/run.sh @@ -0,0 +1,3 @@ +#! /bin/bash + +./bin/$1-linux-x86_64/breakout \ No newline at end of file diff --git a/src/main.cpp b/src/main.cpp new file mode 100644 index 0000000..2d3c045 --- /dev/null +++ b/src/main.cpp @@ -0,0 +1,52 @@ +#define DRAW_SCREEN 1 + +#include +#include +#include + +int main(int argc, char* argv[]) +{ + + +#if DRAW_SCREEN == 1 + auto window = sf::RenderWindow(sf::VideoMode({ 1920u, 1080u }), "2d-platformer"); + window.setFramerateLimit(60); + if (!ImGui::SFML::Init(window)) + return -1; + + sf::Clock clock; + while (window.isOpen()) + { + while (const std::optional event = window.pollEvent()) + { + ImGui::SFML::ProcessEvent(window, *event); + + if (event->is()) + { + window.close(); + } + + if (const auto* keyPressed = event->getIf()) + { + if (keyPressed->scancode == sf::Keyboard::Scan::Escape) + { + window.close(); + } + } + + }// end user input loop + + ImGui::SFML::Update(window, clock.restart()); + + ImGui::Begin("sdfkjasbdf"); + ImGui::End(); + window.clear(); + ImGui::SFML::Render(window); + + window.display(); + + } + + ImGui::SFML::Shutdown(); +#endif +} \ No newline at end of file diff --git a/vendor/SFML/include/SFML/Audio.hpp b/vendor/SFML/include/SFML/Audio.hpp new file mode 100644 index 0000000..50668fd --- /dev/null +++ b/vendor/SFML/include/SFML/Audio.hpp @@ -0,0 +1,55 @@ +//////////////////////////////////////////////////////////// +// +// SFML - Simple and Fast Multimedia Library +// Copyright (C) 2007-2025 Laurent Gomila (laurent@sfml-dev.org) +// +// This software is provided 'as-is', without any express or implied warranty. +// In no event will the authors be held liable for any damages arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it freely, +// subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; +// you must not claim that you wrote the original software. +// If you use this software in a product, an acknowledgment +// in the product documentation would be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, +// and must not be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source distribution. +// +//////////////////////////////////////////////////////////// + +#pragma once + +//////////////////////////////////////////////////////////// +// Headers +//////////////////////////////////////////////////////////// + +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include + +#include + + +//////////////////////////////////////////////////////////// +/// \defgroup audio Audio module +/// +/// Sounds, streaming (musics or custom sources), recording, +/// spatialization. +/// +//////////////////////////////////////////////////////////// diff --git a/vendor/SFML/include/SFML/Audio/AudioResource.hpp b/vendor/SFML/include/SFML/Audio/AudioResource.hpp new file mode 100644 index 0000000..b75840c --- /dev/null +++ b/vendor/SFML/include/SFML/Audio/AudioResource.hpp @@ -0,0 +1,93 @@ +//////////////////////////////////////////////////////////// +// +// SFML - Simple and Fast Multimedia Library +// Copyright (C) 2007-2025 Laurent Gomila (laurent@sfml-dev.org) +// +// This software is provided 'as-is', without any express or implied warranty. +// In no event will the authors be held liable for any damages arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it freely, +// subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; +// you must not claim that you wrote the original software. +// If you use this software in a product, an acknowledgment +// in the product documentation would be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, +// and must not be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source distribution. +// +//////////////////////////////////////////////////////////// + +#pragma once + +//////////////////////////////////////////////////////////// +// Headers +//////////////////////////////////////////////////////////// +#include + +#include + + +namespace sf +{ +//////////////////////////////////////////////////////////// +/// \brief Base class for classes that require an audio device +/// +//////////////////////////////////////////////////////////// +class SFML_AUDIO_API AudioResource +{ +public: + //////////////////////////////////////////////////////////// + /// \brief Copy constructor + /// + //////////////////////////////////////////////////////////// + AudioResource(const AudioResource&) = default; + + //////////////////////////////////////////////////////////// + /// \brief Copy assignment + /// + //////////////////////////////////////////////////////////// + AudioResource& operator=(const AudioResource&) = default; + + //////////////////////////////////////////////////////////// + /// \brief Move constructor + /// + //////////////////////////////////////////////////////////// + AudioResource(AudioResource&&) noexcept = default; + + //////////////////////////////////////////////////////////// + /// \brief Move assignment + /// + //////////////////////////////////////////////////////////// + AudioResource& operator=(AudioResource&&) noexcept = default; + +protected: + //////////////////////////////////////////////////////////// + /// \brief Default constructor + /// + //////////////////////////////////////////////////////////// + AudioResource(); + +private: + //////////////////////////////////////////////////////////// + // Member data + //////////////////////////////////////////////////////////// + std::shared_ptr m_device; //!< Sound device +}; + +} // namespace sf + + +//////////////////////////////////////////////////////////// +/// \class sf::AudioResource +/// \ingroup audio +/// +/// This class is for internal use only, it must be the base +/// of every class that requires a valid audio device in +/// order to work. +/// +//////////////////////////////////////////////////////////// diff --git a/vendor/SFML/include/SFML/Audio/Export.hpp b/vendor/SFML/include/SFML/Audio/Export.hpp new file mode 100644 index 0000000..4cf99c1 --- /dev/null +++ b/vendor/SFML/include/SFML/Audio/Export.hpp @@ -0,0 +1,44 @@ +//////////////////////////////////////////////////////////// +// +// SFML - Simple and Fast Multimedia Library +// Copyright (C) 2007-2025 Laurent Gomila (laurent@sfml-dev.org) +// +// This software is provided 'as-is', without any express or implied warranty. +// In no event will the authors be held liable for any damages arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it freely, +// subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; +// you must not claim that you wrote the original software. +// If you use this software in a product, an acknowledgment +// in the product documentation would be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, +// and must not be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source distribution. +// +//////////////////////////////////////////////////////////// + +#pragma once + +//////////////////////////////////////////////////////////// +// Headers +//////////////////////////////////////////////////////////// +#include + + +//////////////////////////////////////////////////////////// +// Portable import / export macros +//////////////////////////////////////////////////////////// +#if defined(SFML_AUDIO_EXPORTS) + +#define SFML_AUDIO_API SFML_API_EXPORT + +#else + +#define SFML_AUDIO_API SFML_API_IMPORT + +#endif diff --git a/vendor/SFML/include/SFML/Audio/InputSoundFile.hpp b/vendor/SFML/include/SFML/Audio/InputSoundFile.hpp new file mode 100644 index 0000000..253ed63 --- /dev/null +++ b/vendor/SFML/include/SFML/Audio/InputSoundFile.hpp @@ -0,0 +1,336 @@ +//////////////////////////////////////////////////////////// +// +// SFML - Simple and Fast Multimedia Library +// Copyright (C) 2007-2025 Laurent Gomila (laurent@sfml-dev.org) +// +// This software is provided 'as-is', without any express or implied warranty. +// In no event will the authors be held liable for any damages arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it freely, +// subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; +// you must not claim that you wrote the original software. +// If you use this software in a product, an acknowledgment +// in the product documentation would be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, +// and must not be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source distribution. +// +//////////////////////////////////////////////////////////// + +#pragma once + +//////////////////////////////////////////////////////////// +// Headers +//////////////////////////////////////////////////////////// +#include + +#include + +#include +#include +#include + +#include +#include + + +namespace sf +{ +class Time; +class InputStream; + +//////////////////////////////////////////////////////////// +/// \brief Provide read access to sound files +/// +//////////////////////////////////////////////////////////// +class SFML_AUDIO_API InputSoundFile +{ +public: + //////////////////////////////////////////////////////////// + /// \brief Default constructor + /// + /// Construct an input sound file that is not associated + /// with a file to read. + /// + //////////////////////////////////////////////////////////// + InputSoundFile() = default; + + //////////////////////////////////////////////////////////// + /// \brief Construct a sound file from the disk for reading + /// + /// The supported audio formats are: WAV (PCM only), OGG/Vorbis, FLAC, MP3. + /// The supported sample sizes for FLAC and WAV are 8, 16, 24 and 32 bit. + /// + /// Because of minimp3_ex limitation, for MP3 files with big (>16kb) APEv2 tag, + /// it may not be properly removed, tag data will be treated as MP3 data + /// and there is a low chance of garbage decoded at the end of file. + /// See also: https://github.com/lieff/minimp3 + /// + /// \param filename Path of the sound file to load + /// + /// \throws sf::Exception if opening the file was unsuccessful + /// + //////////////////////////////////////////////////////////// + explicit InputSoundFile(const std::filesystem::path& filename); + + //////////////////////////////////////////////////////////// + /// \brief Construct a sound file in memory for reading + /// + /// The supported audio formats are: WAV (PCM only), OGG/Vorbis, FLAC. + /// The supported sample sizes for FLAC and WAV are 8, 16, 24 and 32 bit. + /// + /// \param data Pointer to the file data in memory + /// \param sizeInBytes Size of the data to load, in bytes + /// + /// \throws sf::Exception if opening the file was unsuccessful + /// + //////////////////////////////////////////////////////////// + InputSoundFile(const void* data, std::size_t sizeInBytes); + + //////////////////////////////////////////////////////////// + /// \brief Construct a sound file from a custom stream for reading + /// + /// The supported audio formats are: WAV (PCM only), OGG/Vorbis, FLAC. + /// The supported sample sizes for FLAC and WAV are 8, 16, 24 and 32 bit. + /// + /// \param stream Source stream to read from + /// + /// \throws sf::Exception if opening the file was unsuccessful + /// + //////////////////////////////////////////////////////////// + explicit InputSoundFile(InputStream& stream); + + //////////////////////////////////////////////////////////// + /// \brief Open a sound file from the disk for reading + /// + /// The supported audio formats are: WAV (PCM only), OGG/Vorbis, FLAC, MP3. + /// The supported sample sizes for FLAC and WAV are 8, 16, 24 and 32 bit. + /// + /// Because of minimp3_ex limitation, for MP3 files with big (>16kb) APEv2 tag, + /// it may not be properly removed, tag data will be treated as MP3 data + /// and there is a low chance of garbage decoded at the end of file. + /// See also: https://github.com/lieff/minimp3 + /// + /// \param filename Path of the sound file to load + /// + /// \return `true` if the file was successfully opened + /// + //////////////////////////////////////////////////////////// + [[nodiscard]] bool openFromFile(const std::filesystem::path& filename); + + //////////////////////////////////////////////////////////// + /// \brief Open a sound file in memory for reading + /// + /// The supported audio formats are: WAV (PCM only), OGG/Vorbis, FLAC. + /// The supported sample sizes for FLAC and WAV are 8, 16, 24 and 32 bit. + /// + /// \param data Pointer to the file data in memory + /// \param sizeInBytes Size of the data to load, in bytes + /// + /// \return `true` if the file was successfully opened + /// + //////////////////////////////////////////////////////////// + [[nodiscard]] bool openFromMemory(const void* data, std::size_t sizeInBytes); + + //////////////////////////////////////////////////////////// + /// \brief Open a sound file from a custom stream for reading + /// + /// The supported audio formats are: WAV (PCM only), OGG/Vorbis, FLAC. + /// The supported sample sizes for FLAC and WAV are 8, 16, 24 and 32 bit. + /// + /// \param stream Source stream to read from + /// + /// \return `true` if the file was successfully opened + /// + //////////////////////////////////////////////////////////// + [[nodiscard]] bool openFromStream(InputStream& stream); + + //////////////////////////////////////////////////////////// + /// \brief Get the total number of audio samples in the file + /// + /// \return Number of samples + /// + //////////////////////////////////////////////////////////// + [[nodiscard]] std::uint64_t getSampleCount() const; + + //////////////////////////////////////////////////////////// + /// \brief Get the number of channels used by the sound + /// + /// \return Number of channels (1 = mono, 2 = stereo) + /// + //////////////////////////////////////////////////////////// + [[nodiscard]] unsigned int getChannelCount() const; + + //////////////////////////////////////////////////////////// + /// \brief Get the sample rate of the sound + /// + /// \return Sample rate, in samples per second + /// + //////////////////////////////////////////////////////////// + [[nodiscard]] unsigned int getSampleRate() const; + + //////////////////////////////////////////////////////////// + /// \brief Get the map of position in sample frame to sound channel + /// + /// This is used to map a sample in the sample stream to a + /// position during spatialization. + /// + /// \return Map of position in sample frame to sound channel + /// + /// \see `getSampleRate`, `getChannelCount`, `getDuration` + /// + //////////////////////////////////////////////////////////// + [[nodiscard]] const std::vector& getChannelMap() const; + + //////////////////////////////////////////////////////////// + /// \brief Get the total duration of the sound file + /// + /// This function is provided for convenience, the duration is + /// deduced from the other sound file attributes. + /// + /// \return Duration of the sound file + /// + //////////////////////////////////////////////////////////// + [[nodiscard]] Time getDuration() const; + + //////////////////////////////////////////////////////////// + /// \brief Get the read offset of the file in time + /// + /// \return Time position + /// + //////////////////////////////////////////////////////////// + [[nodiscard]] Time getTimeOffset() const; + + //////////////////////////////////////////////////////////// + /// \brief Get the read offset of the file in samples + /// + /// \return Sample position + /// + //////////////////////////////////////////////////////////// + [[nodiscard]] std::uint64_t getSampleOffset() const; + + //////////////////////////////////////////////////////////// + /// \brief Change the current read position to the given sample offset + /// + /// This function takes a sample offset to provide maximum + /// precision. If you need to jump to a given time, use the + /// other overload. + /// + /// The sample offset takes the channels into account. + /// If you have a time offset instead, you can easily find + /// the corresponding sample offset with the following formula: + /// `timeInSeconds * sampleRate * channelCount` + /// If the given offset exceeds to total number of samples, + /// this function jumps to the end of the sound file. + /// + /// \param sampleOffset Index of the sample to jump to, relative to the beginning + /// + //////////////////////////////////////////////////////////// + void seek(std::uint64_t sampleOffset); + + //////////////////////////////////////////////////////////// + /// \brief Change the current read position to the given time offset + /// + /// Using a time offset is handy but imprecise. If you need an accurate + /// result, consider using the overload which takes a sample offset. + /// + /// If the given time exceeds to total duration, this function jumps + /// to the end of the sound file. + /// + /// \param timeOffset Time to jump to, relative to the beginning + /// + //////////////////////////////////////////////////////////// + void seek(Time timeOffset); + + //////////////////////////////////////////////////////////// + /// \brief Read audio samples from the open file + /// + /// \param samples Pointer to the sample array to fill + /// \param maxCount Maximum number of samples to read + /// + /// \return Number of samples actually read (may be less than \a maxCount) + /// + //////////////////////////////////////////////////////////// + [[nodiscard]] std::uint64_t read(std::int16_t* samples, std::uint64_t maxCount); + + //////////////////////////////////////////////////////////// + /// \brief Close the current file + /// + //////////////////////////////////////////////////////////// + void close(); + +private: + //////////////////////////////////////////////////////////// + /// \brief Deleter for input streams that only conditionally deletes + /// + //////////////////////////////////////////////////////////// + struct SFML_AUDIO_API StreamDeleter + { + StreamDeleter(bool theOwned); + + // To accept ownership transfer from usual std::unique_ptr + template + StreamDeleter(const std::default_delete&); + + void operator()(InputStream* ptr) const; + + bool owned{true}; + }; + + //////////////////////////////////////////////////////////// + // Member data + //////////////////////////////////////////////////////////// + std::unique_ptr m_reader; //!< Reader that handles I/O on the file's format + std::unique_ptr m_stream{nullptr, false}; //!< Input stream used to access the file's data + std::uint64_t m_sampleOffset{}; //!< Sample Read Position + std::uint64_t m_sampleCount{}; //!< Total number of samples in the file + unsigned int m_sampleRate{}; //!< Number of samples per second + std::vector m_channelMap; //!< The map of position in sample frame to sound channel +}; + +} // namespace sf + + +//////////////////////////////////////////////////////////// +/// \class sf::InputSoundFile +/// \ingroup audio +/// +/// This class decodes audio samples from a sound file. It is +/// used internally by higher-level classes such as `sf::SoundBuffer` +/// and `sf::Music`, but can also be useful if you want to process +/// or analyze audio files without playing them, or if you want to +/// implement your own version of `sf::Music` with more specific +/// features. +/// +/// Usage example: +/// \code +/// // Open a sound file +/// sf::InputSoundFile file("music.ogg"); +/// +/// // Print the sound attributes +/// std::cout << "duration: " << file.getDuration().asSeconds() << '\n' +/// << "channels: " << file.getChannelCount() << '\n' +/// << "sample rate: " << file.getSampleRate() << '\n' +/// << "sample count: " << file.getSampleCount() << std::endl; +/// +/// // Read and process batches of samples until the end of file is reached +/// std::array samples; +/// std::uint64_t count; +/// do +/// { +/// count = file.read(samples.data(), samples.size()); +/// +/// // process, analyze, play, convert, or whatever +/// // you want to do with the samples... +/// } +/// while (count > 0); +/// \endcode +/// +/// \see `sf::SoundFileReader`, `sf::OutputSoundFile` +/// +//////////////////////////////////////////////////////////// diff --git a/vendor/SFML/include/SFML/Audio/Listener.hpp b/vendor/SFML/include/SFML/Audio/Listener.hpp new file mode 100644 index 0000000..475b366 --- /dev/null +++ b/vendor/SFML/include/SFML/Audio/Listener.hpp @@ -0,0 +1,234 @@ +//////////////////////////////////////////////////////////// +// +// SFML - Simple and Fast Multimedia Library +// Copyright (C) 2007-2025 Laurent Gomila (laurent@sfml-dev.org) +// +// This software is provided 'as-is', without any express or implied warranty. +// In no event will the authors be held liable for any damages arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it freely, +// subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; +// you must not claim that you wrote the original software. +// If you use this software in a product, an acknowledgment +// in the product documentation would be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, +// and must not be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source distribution. +// +//////////////////////////////////////////////////////////// + +#pragma once + +//////////////////////////////////////////////////////////// +// Headers +//////////////////////////////////////////////////////////// +#include + +#include +#include + + +//////////////////////////////////////////////////////////// +/// \brief The audio listener is the point in the scene +/// from where all the sounds are heard +/// +//////////////////////////////////////////////////////////// +namespace sf::Listener +{ +//////////////////////////////////////////////////////////// +/// \brief Structure defining the properties of a directional cone +/// +/// Sounds will play at gain 1 when they are positioned +/// within the inner angle of the cone. Sounds will play +/// at `outerGain` when they are positioned outside the +/// outer angle of the cone. The gain declines linearly +/// from 1 to `outerGain` as the sound moves from the inner +/// angle to the outer angle. +/// +//////////////////////////////////////////////////////////// +struct Cone +{ + Angle innerAngle; //!< Inner angle + Angle outerAngle; //!< Outer angle + float outerGain{}; //!< Outer gain +}; + +//////////////////////////////////////////////////////////// +/// \brief Change the global volume of all the sounds and musics +/// +/// `volume` is a number between 0 and 100; it is combined +/// with the individual volume of each sound / music. +/// The default value for the volume is 100 (maximum). +/// +/// \param volume New global volume, in the range [0, 100] +/// +/// \see `getGlobalVolume` +/// +//////////////////////////////////////////////////////////// +SFML_AUDIO_API void setGlobalVolume(float volume); + +//////////////////////////////////////////////////////////// +/// \brief Get the current value of the global volume +/// +/// \return Current global volume, in the range [0, 100] +/// +/// \see `setGlobalVolume` +/// +//////////////////////////////////////////////////////////// +[[nodiscard]] SFML_AUDIO_API float getGlobalVolume(); + +//////////////////////////////////////////////////////////// +/// \brief Set the position of the listener in the scene +/// +/// The default listener's position is (0, 0, 0). +/// +/// \param position New listener's position +/// +/// \see `getPosition`, `setDirection` +/// +//////////////////////////////////////////////////////////// +SFML_AUDIO_API void setPosition(const Vector3f& position); + +//////////////////////////////////////////////////////////// +/// \brief Get the current position of the listener in the scene +/// +/// \return Listener's position +/// +/// \see `setPosition` +/// +//////////////////////////////////////////////////////////// +[[nodiscard]] SFML_AUDIO_API Vector3f getPosition(); + +//////////////////////////////////////////////////////////// +/// \brief Set the forward vector of the listener in the scene +/// +/// The direction (also called "at vector") is the vector +/// pointing forward from the listener's perspective. Together +/// with the up vector, it defines the 3D orientation of the +/// listener in the scene. The direction vector doesn't +/// have to be normalized. +/// The default listener's direction is (0, 0, -1). +/// +/// \param direction New listener's direction +/// +/// \see `getDirection`, `setUpVector`, `setPosition` +/// +//////////////////////////////////////////////////////////// +SFML_AUDIO_API void setDirection(const Vector3f& direction); + +//////////////////////////////////////////////////////////// +/// \brief Get the current forward vector of the listener in the scene +/// +/// \return Listener's forward vector (not normalized) +/// +/// \see `setDirection` +/// +//////////////////////////////////////////////////////////// +[[nodiscard]] SFML_AUDIO_API Vector3f getDirection(); + +//////////////////////////////////////////////////////////// +/// \brief Set the velocity of the listener in the scene +/// +/// The default listener's velocity is (0, 0, -1). +/// +/// \param velocity New listener's velocity +/// +/// \see `getVelocity`, `getDirection`, `setUpVector`, `setPosition` +/// +//////////////////////////////////////////////////////////// +SFML_AUDIO_API void setVelocity(const Vector3f& velocity); + +//////////////////////////////////////////////////////////// +/// \brief Get the current forward vector of the listener in the scene +/// +/// \return Listener's velocity +/// +/// \see `setVelocity` +/// +//////////////////////////////////////////////////////////// +[[nodiscard]] SFML_AUDIO_API Vector3f getVelocity(); + +//////////////////////////////////////////////////////////// +/// \brief Set the cone properties of the listener in the audio scene +/// +/// The cone defines how directional attenuation is applied. +/// The default cone of a sound is (2 * PI, 2 * PI, 1). +/// +/// \param cone Cone properties of the listener in the scene +/// +/// \see `getCone` +/// +//////////////////////////////////////////////////////////// +SFML_AUDIO_API void setCone(const Listener::Cone& cone); + +//////////////////////////////////////////////////////////// +/// \brief Get the cone properties of the listener in the audio scene +/// +/// \return Cone properties of the listener +/// +/// \see `setCone` +/// +//////////////////////////////////////////////////////////// +[[nodiscard]] SFML_AUDIO_API Listener::Cone getCone(); + +//////////////////////////////////////////////////////////// +/// \brief Set the upward vector of the listener in the scene +/// +/// The up vector is the vector that points upward from the +/// listener's perspective. Together with the direction, it +/// defines the 3D orientation of the listener in the scene. +/// The up vector doesn't have to be normalized. +/// The default listener's up vector is (0, 1, 0). It is usually +/// not necessary to change it, especially in 2D scenarios. +/// +/// \param upVector New listener's up vector +/// +/// \see `getUpVector`, `setDirection`, `setPosition` +/// +//////////////////////////////////////////////////////////// +SFML_AUDIO_API void setUpVector(const Vector3f& upVector); + +//////////////////////////////////////////////////////////// +/// \brief Get the current upward vector of the listener in the scene +/// +/// \return Listener's upward vector (not normalized) +/// +/// \see `setUpVector` +/// +//////////////////////////////////////////////////////////// +[[nodiscard]] SFML_AUDIO_API Vector3f getUpVector(); +} // namespace sf::Listener + + +//////////////////////////////////////////////////////////// +/// \namespace sf::Listener +/// \ingroup audio +/// +/// The audio listener defines the global properties of the +/// audio environment, it defines where and how sounds and musics +/// are heard. If `sf::View` is the eyes of the user, then +/// `sf::Listener` are their ears (by the way, they are often linked +/// together -- same position, orientation, etc.). +/// +/// `sf::Listener` is a simple interface, which allows to setup the +/// listener in the 3D audio environment (position, direction and +/// up vector), and to adjust the global volume. +/// +/// Usage example: +/// \code +/// // Move the listener to the position (1, 0, -5) +/// sf::Listener::setPosition({1, 0, -5}); +/// +/// // Make it face the right axis (1, 0, 0) +/// sf::Listener::setDirection({1, 0, 0}); +/// +/// // Reduce the global volume +/// sf::Listener::setGlobalVolume(50); +/// \endcode +/// +//////////////////////////////////////////////////////////// diff --git a/vendor/SFML/include/SFML/Audio/Music.hpp b/vendor/SFML/include/SFML/Audio/Music.hpp new file mode 100644 index 0000000..c60acda --- /dev/null +++ b/vendor/SFML/include/SFML/Audio/Music.hpp @@ -0,0 +1,377 @@ +//////////////////////////////////////////////////////////// +// +// SFML - Simple and Fast Multimedia Library +// Copyright (C) 2007-2025 Laurent Gomila (laurent@sfml-dev.org) +// +// This software is provided 'as-is', without any express or implied warranty. +// In no event will the authors be held liable for any damages arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it freely, +// subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; +// you must not claim that you wrote the original software. +// If you use this software in a product, an acknowledgment +// in the product documentation would be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, +// and must not be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source distribution. +// +//////////////////////////////////////////////////////////// + +#pragma once + +//////////////////////////////////////////////////////////// +// Headers +//////////////////////////////////////////////////////////// +#include + +#include + +#include +#include +#include + +#include +#include + + +namespace sf +{ +class Time; +class InputStream; +class InputSoundFile; + +//////////////////////////////////////////////////////////// +/// \brief Streamed music played from an audio file +/// +//////////////////////////////////////////////////////////// +class SFML_AUDIO_API Music : public SoundStream +{ +public: + //////////////////////////////////////////////////////////// + /// \brief Structure defining a time range using the template type + /// + //////////////////////////////////////////////////////////// + template + struct Span + { + T offset{}; //!< The beginning offset of the time range + T length{}; //!< The length of the time range + }; + + // Associated `Span` type + using TimeSpan = Span