Files
EVEngine/src/modules/map/TileLayer.h
T
西风逍遥游 34d1fdb63b refactor(modules): clear remaining back-edges and split the largest TUs (#127)
* chore(ci): add clang-format gate, CODEOWNERS and agent collaboration rules

* refactor(modules): clear remaining back-edges and split the largest TUs

Three known dependency back-edges are gone (module_depgraph.py KNOWN_BACK_EDGES
is now empty; --check passes with 0 violations, 0 cycles):

- window -> graphics: window queries the new IWindowSurfaceHost capability
  (common/WindowSurfaceHost.h) instead of holding a Graphics pointer;
  Window::setGraphics was removed and all call sites updated.
- window -> image: Window::setIcon was replaced by setIconRGBA(const uint8_t*,
  w, h); the window no longer decodes ImageData.
- scene -> graphics: pickScreenAt / collectFrustumIdsAt implementations moved
  to graphics/ScenePicking.cpp (graphics -> scene is a legal downward edge);
  scene now depends only on spatial.

TU splits (pure moves, verified identical method sets and brace balance):

- vulkan/Graphics.cpp (5118 lines) -> Graphics.cpp (lifecycle), GraphicsPipeline,
  Graphics2D, Graphics3D, GraphicsMesh + shared GraphicsInternal.h.
- scene/Scene.cpp -> Scene.cpp (script layer / host lifecycle / serialization)
  + SceneNodes.cpp + shared SceneInternal.h.

Verified with a real build (MSVC 19.51, prebuilt third-party): full build green;
window.* and Scene.* suites pass, including scene picking/culling and GPU cases.

* refactor(graphics): narrow Graphics interfaces and clear public-header leaks

Step 4 — interface segregation:
- New lean interfaces: IGraphics2D, IGraphics3D, IResourceFactory, IPostFX
  (pure virtuals, forward-declared types only; graphics/Color.h extracted from
  Canvas.h so modules that only need the color type stop pulling Canvas.h).
- Graphics now implements all four facets; consumers can depend on the narrow
  interface they use instead of the 129-method god class.
- Migrated voxel (VoxelWorld::drawVisible -> IGraphics3D*) and model3d
  (ModelRenderer::buildRenderable(s) -> IResourceFactory&).
- Graphics.h slims from 24 sub-header includes to a handful of small type
  headers + forward declarations; the destructor moved out-of-line so
  unique_ptr effect members are destroyed where types are complete.

Step 5 — header leaks (module_depgraph.py '*' marks: 14 -> 7):
- map/TileLayer.h, particles/ParticleEmitter.h, avatar/AvatarInstance.h,
  animation/SpineAnim.h, map/TileSystem.h, model3d/ModelData.h,
  model3d/ModelRenderer.h, audio/Audio.h + Source.h, image/ImageData.h +
  Image.h, dialogue/Dialogue.h, procgen Palette/OutputSpec/TextureRecipe/
  PbrMaterial -> forward declarations, includes moved to .cpp.
- voxel/VoxelWorld.h: terrain sampler Pimpl'd (unique_ptr + out-of-line
  destructor), removing the procgen header dependency.
- gpgpu/vulkan backend headers stop pulling graphics/vulkan/Graphics.h.
- Remaining '*' marks are deliberate: tiny POD/enum headers (GridConfig,
  MapObject, BlendMode, Color), an internal backend header
  (GraphicsInternal.h -> filesystem), and lean interface references.

Verified with a full clean build (MSVC) and tests: window/Scene/voxel/
RenderSystem/Quad/shader/TextureSampler/resourceLifetime pass; broad suite
only shows the pre-existing PHYSFS-init filesystem-environment failures.

* feat(resources): revive ResourceManager as unified IAssetReloader-backed cache

* fix(resources): leak ResourceManager singleton to avoid exit-time teardown crashes

Cached CPU resources may own third-party handles (FreeType faces, Assimp
scenes, image decode handlers) whose libraries are torn down at process
exit in an unspecified TU order; destroying cached entries from the
singleton destructor can segfault at exit (seen on CI Windows in
model3d.materialApi.objMtl). Keep the singleton alive until OS reclaim;
explicit unload()/clear() still release entries during the run.

* refactor(devtools): consume business modules through capability interfaces

DevTools / cmdline no longer include business-module headers, so trimming
scene / physics / procgen / particles / audio / ui / graphics no longer
requires disabling devtools, and devtools can be switched off with
-DEVENGINE_MODULE_DEVTOOLS=OFF.

New capability interfaces in common/:
- ISceneQuery (scene) - host/node inspection + mutation + transform sync
- IRenderCapture (graphics) - render status, PNG capture, camera control,
  visible-entity snapshot, entity-ID mask, G-buffer PNGs
- IPhysicsQuery (physics) - 2D world lifecycle + ray casts
- IProcgenQuery (procgen) - recipe listing, map/mesh generation
- IParticlesQuery (particles) - emitter status + one-shot emit
- IAudioQuery (audio) - volume / stop-all
- IEditorHost (ui) - declarative editor host (used by cmdline too)

Providers register in their module constructors. DevTools rewires McpServer
(render/scene/procgen/physics/particles/audio/host tools), SceneInspect
(now delegates to ISceneQuery + IRenderCapture) and RenderVision (uses
IRenderCapture::capturePngDataUrl); cmdline/Mcp.cpp uses IEditorHost.

manifest: devtools DEPS graphics scene physics procgen particles audio ui
image event filesystem -> event; cmdline DEPS filesystem ui -> filesystem.

Verified: full build green; devtools.mcp.* tests pass; broad suite shows
only the pre-existing PHYSFS-init filesystem-environment failures.

* style: apply clang-format to changed lines after dev merge

* fix(webgpu): include RenderControl/TextureSampler explicitly after Graphics.h slimming

* fix(webgpu): provide newFont/print stubs to satisfy IGraphics2D/IResourceFactory vtables

* fix(common): make ProcgenQuery.h self-sufficient (cstdint/utility for GCC)
2026-08-20 05:53:33 +08:00

164 lines
4.8 KiB
C++

#pragma once
#include "common/ECS.h"
#include "graphics/Color.h"
#include "map/TileOrientation.h"
#include <cstdint>
#include <string>
#include <vector>
namespace eve::graphics {
class Graphics;
class Camera2D;
class Canvas;
class Texture;
} // namespace eve::graphics
namespace eve::map {
// Color lives in eve::graphics (see graphics/Canvas.h); re-expose it here so
// tile code keeps the unqualified form.
using eve::graphics::Color;
/**
* @brief ECS tile layer entity. Script mutates tile GIDs / tileset / draw; TileRenderSystem
* batch-draws atlas quads (or solid debug colors when no texture).
*
* GID 0 = empty. Tiled flip flags (high bits) are masked on read/draw.
*/
class TileLayer : public ecs::Entity {
public:
ENTITY(TileLayer, ecs::Entity)
void release() override {}
struct Config {
int mapW = 0;
int mapH = 0;
float tileW = 32.f;
float tileH = 32.f;
float originX = 0.f;
float originY = 0.f;
MapOrientation orientation = MapOrientation::Orthogonal;
StaggerAxis staggerAxis = StaggerAxis::Y;
StaggerIndex staggerIndex = StaggerIndex::Odd;
float hexSideLength = 0.f;
TileLayer *entity = nullptr;
};
struct Tiles {
std::vector<uint32_t> gids;
};
struct Tileset {
graphics::Texture *texture = nullptr;
int firstGid = 1;
int columns = 1;
int tileW = 32;
int tileH = 32;
int margin = 0;
int spacing = 0;
};
struct Draw {
graphics::Canvas *canvas = nullptr;
graphics::Camera2D *camera = nullptr;
int layer = 0;
bool visible = true;
Color tint{1.f, 1.f, 1.f, 1.f};
};
struct Resource {
std::string path;
std::string texturePath;
int64_t modtime = -1;
bool autoReload = true;
};
COMPONENT(Config, config)
COMPONENT(Tiles, tiles)
COMPONENT(Tileset, tileset)
COMPONENT(Draw, draw)
COMPONENT(Resource, resource)
static TileLayer *createLayer(int mapW, int mapH, float tileW = 32.f, float tileH = 32.f);
/** @brief World origin of the layer (pixels). */
void setOrigin(float x, float y);
float getX();
float getY();
/** @brief Map dimensions in tiles. */
int getMapWidth();
int getMapHeight();
/** @brief Tile size in pixels. */
float getTileWidth();
float getTileHeight();
void setTileSize(float tileW, float tileH);
/** @brief Resizes the tile grid (existing GIDs preserved where possible). */
void resize(int mapW, int mapH);
/** @brief Tile GID access; 0 = empty. */
void setTile(int tx, int ty, int gid);
int getTile(int tx, int ty);
/** @brief Fills the whole layer with one GID. */
void fill(int gid);
/** @brief Clears the layer to empty. */
void clear();
/** @brief Binds the atlas texture and tile table. */
void setTileset(graphics::Texture *texture, int firstGid, int columns, int margin = 0,
int spacing = 0);
/** @brief Tile size in pixels of the bound tileset. */
void setTilesetTileSize(int tileW, int tileH);
/** @brief Bound tileset accessors. */
graphics::Texture *getTilesetTexture();
int getTilesetFirstGid();
int getTilesetColumns();
/** @brief Draw target canvas / camera. */
void setCanvas(graphics::Canvas *canvas);
void setCamera(graphics::Camera2D *camera);
/** @brief Draw order layer / visibility / tint. */
void setLayer(int layer);
int getLayer();
void setVisible(bool visible);
bool isVisible();
void setTint(float r, float g, float b, float a = 1.f);
/** @brief Applies a map JSON config (Config + Tiles + Tileset + Draw). */
bool applyConfig(const std::string &json);
/** @brief Loads a config file and binds it for hot reload. */
bool loadConfig(const std::string &path);
/** @brief Re-reads the bound config file (hot reload). */
bool reloadConfig();
/** @brief Enables/disables automatic config hot reload. */
void setAutoReload(bool enable);
bool getAutoReload();
/** @brief Path of the bound config file. */
std::string getConfigPath();
/** @brief Tile-index ↔ world-pixel conversions (per layer orientation). */
void tileToWorld(int tx, int ty, float &wx, float &wy);
/** @brief Painter's-algorithm depth for 2.5D draw ordering. */
float depthY(int tx, int ty);
void worldToTile(float wx, float wy, int &tx, int &ty);
/** @brief Scalar conversion helpers. */
float tileToWorldX(int tx, int ty);
float tileToWorldY(int tx, int ty);
float depthYAt(int tx, int ty);
int worldToTileX(float wx, float wy);
int worldToTileY(float wx, float wy);
};
/** @brief Strip Tiled flip / rotate flags; keep low 28 bits. */
inline uint32_t tileGid(uint32_t raw) { return raw & 0x0FFFFFFFu; }
} // namespace eve::map