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Context.c
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Context.c
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#include <stdlib.h>
#include "Context.h"
#include "stdio.h"
#include "string.h"
void initContext(Context *_data) {
EntityData* data = &_data->entityData;
for(uint32_t i = 0; i < MAX_ENTITIES; ++i){
data->id[i] = FREE_ID;
}
_data->viewport.y = 0;
_data->viewport.x = 0;
}
EntityID cloneEntity(Context* _data, EntityID _entityId){
EntityData* data = &_data->entityData;
const int32_t size = findFirstFreeEntity(_data);
data->id[size] = size + 1;
if(data->id[size] > data->highestId){
data->highestId = data->id[size];
}
Position newPosition;
newPosition.x = data->positions[_entityId].x;
newPosition.y = data->positions[_entityId].y;
data->positions[size] = newPosition;
Dimension dimension;
dimension.width = data->dimensions[_entityId].width;
dimension.height =data->dimensions[_entityId].height;
data->dimensions[size] = dimension;
Rotation rotation;
rotation.angle = data->rotation[_entityId].angle;
data->rotation[size] = rotation;
Collider collider;
collider.type = data->collider[_entityId].type;
data->collider[size] = collider;
InputListener input;
input.listens = data->inputListeners[_entityId].listens;
data->inputListeners[size] = input;
data->sprites[size] = data->sprites[_entityId];
return size;
}
EntityID addEntity(Context* _data, int32_t _x, int32_t _y, uint32_t _width, uint32_t _height, float _angle, Sprite* _sprite, CollisionType _collision) {
EntityData* data = &_data->entityData;
const int32_t size = findFirstFreeEntity(_data);
if(size == NO_FREE_ID_FOUND){
printf("Failed to add new entity, exceeded limit of %d!", MAX_ENTITIES);
return NO_FREE_ID_FOUND;
}
data->id[size] = size + 1;
if(data->id[size] > data->highestId){
data->highestId = data->id[size];
}
Position newPosition;
newPosition.x = _x;
newPosition.y = _y;
data->positions[size] = newPosition;
Dimension dimension;
dimension.width = _width;
dimension.height =_height;
data->dimensions[size] = dimension;
Rotation rotation;
rotation.angle = _angle;
data->rotation[size] = rotation;
Collider collider;
collider.type = _collision;
data->collider[size] = collider;
InputListener input;
input.listens = false;
data->inputListeners[size] = input;
if(_sprite != NULL){
data->sprites[size] = _sprite;
}
return size;
}
void setPosition(Context* _data, EntityID _entityId, int32_t _x, int32_t _y) {
EntityData* data = &_data->entityData;
data->positions[_entityId].x = _x;
data->positions[_entityId].y = _y;
}
void addVelocityComponent(Context* _data, float _vx, float _vy, EntityID _entityId){
EntityData* data = &_data->entityData;
Velocity* component = (Velocity*)malloc(sizeof(Velocity));
component->vy = _vy;
component->vx = _vx;
data->velocity[_entityId] = component;
}
void addInputListener(Context* _data, bool listens, EntityID _entityId){
EntityData* data = &_data->entityData;
InputListener listener;
listener.listens = listens;
data->inputListeners[_entityId] = listener;
}
void removeEntity(Context* _data, EntityID _id) {
EntityData* data = &_data->entityData;
data->id[_id - 1] = FREE_ID;
free(data->sprites[_id - 1]);
data->sprites[_id - 1] = NULL;
free(data->velocity[_id - 1]);
data->velocity[_id - 1] = NULL;
}
void showEntityAtPosition(Context *_data, EntityID _index) {
printf("Entity #%d, has position %f,%f and dimensions %d, %d\n",
_index,
_data->entityData.positions[_index].x,
_data->entityData.positions[_index].y,
_data->entityData.dimensions[_index].width,
_data->entityData.dimensions[_index].height
);
}
int32_t findFirstFreeEntity(Context *_data) {
EntityData* data = &_data->entityData;
for(uint32_t i = 0; i < MAX_ENTITIES; ++i){
if(data->id[i] == FREE_ID){
return i;
}
}
return NO_FREE_ID_FOUND;
}