Engine API Enhancements

This commit is contained in:
Isuru Samarathunga
2025-10-08 00:45:02 +05:30
parent 57c4309cf2
commit 1f9d5426b8
13 changed files with 205 additions and 141 deletions

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@ -25,6 +25,8 @@ EXTERN GameFunctionTable g_gameFunctions;
namespace ia::iae namespace ia::iae
{ {
EXTERN SDL_Window *g_windowHandle;
BOOL Engine::IsDebugMode() BOOL Engine::IsDebugMode()
{ {
#if defined(__DEBUG_MODE__) #if defined(__DEBUG_MODE__)
@ -36,25 +38,28 @@ namespace ia::iae
VOID Engine::ResizeDisplay(IN INT32 newWidth, IN INT32 newHeight) VOID Engine::ResizeDisplay(IN INT32 newWidth, IN INT32 newHeight)
{ {
SDL_SetWindowSize(g_windowHandle, newWidth, newHeight);
Renderer::OnScreenResize(newWidth, newHeight); Renderer::OnScreenResize(newWidth, newHeight);
g_gameFunctions.OnResize(newWidth, newHeight); g_gameFunctions.OnResize(newWidth, newHeight);
} }
Handle Engine::CreateImageFromFile(IN CONST String &path) Handle Engine::CreateImageFromFile(IN CONST String &name, IN CONST String &path, IN INT32 resizeToWidth,
IN INT32 resizeToHeight)
{ {
const auto data = File::ReadToVector(path.c_str()); const auto data = File::ReadToVector(path.c_str());
return CreateImage(data.data(), data.size()); const auto handle = CreateImage(name, data.data(), data.size());
return (resizeToWidth && resizeToHeight) ? ResizeImage(handle, resizeToWidth, resizeToHeight) : handle;
} }
Handle Engine::CreateSoundFromFile(IN CONST String &path) Handle Engine::CreateSoundFromFile(IN CONST String &name, IN CONST String &path)
{ {
const auto data = File::ReadToVector(path.c_str()); const auto data = File::ReadToVector(path.c_str());
return CreateSound(data.data(), data.size()); return CreateSound(name, data.data(), data.size());
} }
Handle Engine::CreateSceneFromFile(IN CONST String &path) RefPtr<Scene> Engine::CreateSceneFromFile(IN CONST String &path)
{ {
const auto data = File::ReadToString(path.c_str()); const auto data = File::ReadToString(path.c_str());
return CreateScene(data); return Scene::Create(data);
} }
} // namespace ia::iae } // namespace ia::iae

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@ -19,6 +19,8 @@
#include <Renderer/EmbeddedShader.hpp> #include <Renderer/EmbeddedShader.hpp>
#include <Renderer/Renderer.hpp> #include <Renderer/Renderer.hpp>
#include <WorldManager.hpp>
#include <backends/imgui_impl_sdl3.h> #include <backends/imgui_impl_sdl3.h>
#include <backends/imgui_impl_sdlgpu3.h> #include <backends/imgui_impl_sdlgpu3.h>
@ -88,7 +90,7 @@ namespace ia::iae
DebugDraw::Initialize(); DebugDraw::Initialize();
s_state.ColorTargetInfo.clear_color = SDL_FColor{0.33f, 0.33f, 0.33f, 1.0f}; s_state.ColorTargetInfo.clear_color = SDL_FColor{0.0f, 0.0f, 0.0f, 1.0f};
s_state.ColorTargetInfo.load_op = SDL_GPU_LOADOP_CLEAR; s_state.ColorTargetInfo.load_op = SDL_GPU_LOADOP_CLEAR;
s_state.ColorTargetInfo.store_op = SDL_GPU_STOREOP_STORE; s_state.ColorTargetInfo.store_op = SDL_GPU_STOREOP_STORE;
@ -138,6 +140,8 @@ namespace ia::iae
if (!(s_state.ActiveCommandBuffer = SDL_AcquireGPUCommandBuffer(s_gpuDevice))) if (!(s_state.ActiveCommandBuffer = SDL_AcquireGPUCommandBuffer(s_gpuDevice)))
THROW_UNKNOWN("Failed to acquire SDL GPU command buffer: ", SDL_GetError()); THROW_UNKNOWN("Failed to acquire SDL GPU command buffer: ", SDL_GetError());
const auto clearColor = WorldManager::GetActiveScene()->BackgroundColor().GetAsFloatVec();
s_state.ColorTargetInfo.clear_color = SDL_FColor{clearColor.x, clearColor.y, clearColor.z, 1.0f};
s_state.ColorTargetInfo.texture = s_renderTargetSceneColor; s_state.ColorTargetInfo.texture = s_renderTargetSceneColor;
s_state.DepthStencilTargetInfo.texture = s_renderTargetSceneDepth; s_state.DepthStencilTargetInfo.texture = s_renderTargetSceneDepth;
s_state.ActiveRenderPass = SDL_BeginGPURenderPass(s_state.ActiveCommandBuffer, &s_state.ColorTargetInfo, 1, s_state.ActiveRenderPass = SDL_BeginGPURenderPass(s_state.ActiveCommandBuffer, &s_state.ColorTargetInfo, 1,
@ -160,6 +164,8 @@ namespace ia::iae
DebugDraw::Render(); DebugDraw::Render();
const auto imDrawData = ImGui::GetDrawData(); const auto imDrawData = ImGui::GetDrawData();
ImGui_ImplSDLGPU3_PrepareDrawData(imDrawData, s_state.ActiveCommandBuffer); ImGui_ImplSDLGPU3_PrepareDrawData(imDrawData, s_state.ActiveCommandBuffer);
s_state.ColorTargetInfo.load_op = SDL_GPU_LOADOP_CLEAR;
s_state.ColorTargetInfo.clear_color = SDL_FColor{0.0f, 0.0f, 0.0f, 0.0f};
s_state.ColorTargetInfo.texture = s_renderTargetDebugDrawColor; s_state.ColorTargetInfo.texture = s_renderTargetDebugDrawColor;
s_state.ActiveRenderPass = s_state.ActiveRenderPass =
SDL_BeginGPURenderPass(s_state.ActiveCommandBuffer, &s_state.ColorTargetInfo, 1, nullptr); SDL_BeginGPURenderPass(s_state.ActiveCommandBuffer, &s_state.ColorTargetInfo, 1, nullptr);
@ -174,6 +180,8 @@ namespace ia::iae
if (!swapChainTexture) if (!swapChainTexture)
return; return;
s_state.ColorTargetInfo.clear_color = SDL_FColor{1.0f, 1.0f, 1.0f, 1.0f};
s_state.ColorTargetInfo.load_op = SDL_GPU_LOADOP_CLEAR;
s_state.ColorTargetInfo.texture = swapChainTexture; s_state.ColorTargetInfo.texture = swapChainTexture;
s_state.ActiveRenderPass = s_state.ActiveRenderPass =
@ -285,6 +293,11 @@ namespace ia::iae
namespace ia::iae namespace ia::iae
{ {
IVec2 Engine::GetDisplayExtent()
{
return IVec2(Renderer::s_screenWidth, Renderer::s_screenHeight);
}
VOID Engine::SetActiveCamera(IN CameraComponent *cameraComponent) VOID Engine::SetActiveCamera(IN CameraComponent *cameraComponent)
{ {
Renderer::s_state.ActiveCamera = cameraComponent; Renderer::s_state.ActiveCamera = cameraComponent;

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@ -27,8 +27,8 @@
namespace ia::iae namespace ia::iae
{ {
Vector<Handle> ResourceManager::s_images; Map<String, Handle> ResourceManager::s_images;
Vector<Handle> ResourceManager::s_sounds; Map<String, Handle> ResourceManager::s_sounds;
Map<Handle, UINT64> ResourceManager::s_imageExtents; Map<Handle, UINT64> ResourceManager::s_imageExtents;
VOID ResourceManager::Initialize() VOID ResourceManager::Initialize()
@ -38,36 +38,68 @@ namespace ia::iae
VOID ResourceManager::Terminate() VOID ResourceManager::Terminate()
{ {
for (const auto &t : s_images) for (const auto &t : s_images)
GPUResourceManager::DestroyTexture((SDL_GPUTexture *) t); GPUResourceManager::DestroyTexture((SDL_GPUTexture *) t->Value);
for (const auto &t : s_sounds) for (const auto &t : s_sounds)
AudioManager::DestoryAudio(t); AudioManager::DestoryAudio(t->Value);
} }
Handle ResourceManager::CreateImage(IN PCUINT8 encodedData, IN SIZE_T encodedDataSize) Handle ResourceManager::CreateImage(IN CONST String &name, IN PCUINT8 encodedData, IN SIZE_T encodedDataSize)
{ {
INT32 w, h, n; INT32 w, h, n;
const auto rgbaData = stbi_load_from_memory(encodedData, encodedDataSize, &w, &h, &n, STBI_rgb_alpha); const auto rgbaData = stbi_load_from_memory(encodedData, encodedDataSize, &w, &h, &n, STBI_rgb_alpha);
const auto result = CreateImage(rgbaData, w, h); const auto result = CreateImage(name, rgbaData, w, h);
STBI_FREE(rgbaData); STBI_FREE(rgbaData);
return result; return result;
} }
Handle ResourceManager::CreateImage(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height) Handle ResourceManager::CreateImage(IN CONST String &name, IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height)
{ {
const auto handle = (Handle) GPUResourceManager::CreateTexture(SDL_GPU_TEXTUREUSAGE_SAMPLER, width, height, const auto handle = (Handle) GPUResourceManager::CreateTexture(SDL_GPU_TEXTUREUSAGE_SAMPLER, width, height,
rgbaData, SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM); rgbaData, SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM);
s_imageExtents[handle] = (((UINT64) width) << 32) | height; s_imageExtents[handle] = (((UINT64) width) << 32) | height;
s_images.pushBack(handle); s_images[name] = handle;
return handle; return handle;
} }
Handle ResourceManager::CreateSound(IN PCUINT8 encodedData, IN SIZE_T encodedDataSize) Handle ResourceManager::CreateSound(IN CONST String &name, IN PCUINT8 encodedData, IN SIZE_T encodedDataSize)
{ {
const auto handle = AudioManager::CreateAudio(encodedData, encodedDataSize); const auto handle = AudioManager::CreateAudio(encodedData, encodedDataSize);
s_sounds.pushBack(handle); s_sounds[name] = handle;
return handle; return handle;
} }
Handle ResourceManager::GetImage(IN CONST String &name)
{
return s_images[name];
}
Handle ResourceManager::GetSound(IN CONST String &name)
{
return s_sounds[name];
}
String ResourceManager::GetImageName(IN Handle handle)
{
for (const auto &t : s_images)
{
if (handle == t->Value)
return t->Key;
}
THROW_NO_SUCH_KEY();
return "";
}
String ResourceManager::GetSoundName(IN Handle handle)
{
for (const auto &t : s_sounds)
{
if (handle == t->Value)
return t->Key;
}
THROW_NO_SUCH_KEY();
return "";
}
VOID ResourceManager::DestroyImage(IN Handle image) VOID ResourceManager::DestroyImage(IN Handle image)
{ {
GPUResourceManager::DestroyTexture((SDL_GPUTexture *) image); GPUResourceManager::DestroyTexture((SDL_GPUTexture *) image);
@ -84,15 +116,16 @@ namespace ia::iae
return {(INT32) (t >> 32), (INT32) t}; return {(INT32) (t >> 32), (INT32) t};
} }
Handle ResourceManager::RescaleImage(IN Handle image, IN INT32 newWidth, IN INT32 newHeight) Handle ResourceManager::ResizeImage(IN Handle image, IN INT32 newWidth, IN INT32 newHeight)
{ {
const auto currentExtent = GetImageExtent(image); const auto currentExtent = GetImageExtent(image);
const auto pixelData = const auto pixelData =
GPUResourceManager::GetTexturePixelData((SDL_GPUTexture *) image, currentExtent.x, currentExtent.y); GPUResourceManager::GetTexturePixelData((SDL_GPUTexture *) image, currentExtent.x, currentExtent.y);
GPUResourceManager::DestroyTexture((SDL_GPUTexture*)image);
const auto newPixelData = const auto newPixelData =
stbir_resize_uint8_linear(pixelData.data(), currentExtent.x, currentExtent.y, currentExtent.x * 4, nullptr, stbir_resize_uint8_linear(pixelData.data(), currentExtent.x, currentExtent.y, currentExtent.x * 4, nullptr,
newWidth, newHeight, newWidth * 4, stbir_pixel_layout::STBIR_RGBA); newWidth, newHeight, newWidth * 4, stbir_pixel_layout::STBIR_RGBA);
const auto result = CreateImage(newPixelData, newWidth, newHeight); const auto result = CreateImage(GetImageName(image), newPixelData, newWidth, newHeight);
free(newPixelData); free(newPixelData);
return result; return result;
} }
@ -107,19 +140,29 @@ namespace ia::iae
namespace ia::iae namespace ia::iae
{ {
Handle Engine::CreateImage(IN PCUINT8 encodedData, IN SIZE_T encodedDataSize) Handle Engine::CreateImage(IN CONST String &name, IN PCUINT8 encodedData, IN SIZE_T encodedDataSize)
{ {
return ResourceManager::CreateImage(encodedData, encodedDataSize); return ResourceManager::CreateImage(name, encodedData, encodedDataSize);
} }
Handle Engine::CreateImage(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height) Handle Engine::CreateImage(IN CONST String &name, IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height)
{ {
return ResourceManager::CreateImage(rgbaData, width, height); return ResourceManager::CreateImage(name, rgbaData, width, height);
} }
Handle Engine::CreateSound(IN PCUINT8 encodedData, IN SIZE_T encodedDataSize) Handle Engine::CreateSound(IN CONST String &name, IN PCUINT8 encodedData, IN SIZE_T encodedDataSize)
{ {
return ResourceManager::CreateSound(encodedData, encodedDataSize); return ResourceManager::CreateSound(name, encodedData, encodedDataSize);
}
Handle Engine::GetImage(IN CONST String &name)
{
return ResourceManager::GetImage(name);
}
Handle Engine::GetSound(IN CONST String &name)
{
return ResourceManager::GetSound(name);
} }
VOID Engine::DestroyImage(IN Handle image) VOID Engine::DestroyImage(IN Handle image)
@ -137,9 +180,9 @@ namespace ia::iae
return ResourceManager::GetImageExtent(image); return ResourceManager::GetImageExtent(image);
} }
Handle Engine::RescaleImage(IN Handle image, IN INT32 newWidth, IN INT32 newHeight) Handle Engine::ResizeImage(IN Handle image, IN INT32 newWidth, IN INT32 newHeight)
{ {
return ResourceManager::RescaleImage(image, newWidth, newHeight); return ResourceManager::ResizeImage(image, newWidth, newHeight);
} }
Handle Engine::CombineImages(IN CONST Vector<Handle> &images, IN INT32 unitWidth, IN INT32 unitHeight, Handle Engine::CombineImages(IN CONST Vector<Handle> &images, IN INT32 unitWidth, IN INT32 unitHeight,

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@ -15,27 +15,22 @@
// along with this program. If not, see <https://www.gnu.org/licenses/>. // along with this program. If not, see <https://www.gnu.org/licenses/>.
#include <IAEngine/Engine.hpp> #include <IAEngine/Engine.hpp>
#include <Scene.hpp> #include <IAEngine/Scene.hpp>
namespace ia::iae namespace ia::iae
{ {
Scene *Scene::Create() RefPtr<Scene> Scene::Create()
{ {
return new Scene(); return MakeRefPtr<Scene>();
} }
Scene *Scene::Create(IN CONST String &sceneXML) RefPtr<Scene> Scene::Create(IN CONST String &sceneXML)
{ {
const auto scene = new Scene(); const auto scene = MakeRefPtr<Scene>();
return scene; return scene;
} }
VOID Scene::Destroy(IN Scene *scene)
{
delete scene;
}
VOID Scene::Draw() VOID Scene::Draw()
{ {
for (auto &t : m_nodes) for (auto &t : m_nodes)

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@ -19,80 +19,74 @@
namespace ia::iae namespace ia::iae
{ {
Scene *WorldManager::m_activeScene{}; RefPtr<Scene> WorldManager::s_activeScene{};
VOID WorldManager::Initialize() VOID WorldManager::Initialize()
{ {
m_activeScene = Scene::Create(); s_activeScene = Scene::Create();
} }
VOID WorldManager::Terminate() VOID WorldManager::Terminate()
{ {
if (m_activeScene) s_activeScene.reset();
Scene::Destroy(m_activeScene);
} }
VOID WorldManager::Draw() VOID WorldManager::Draw()
{ {
m_activeScene->Draw(); s_activeScene->Draw();
} }
VOID WorldManager::DebugDraw() VOID WorldManager::DebugDraw()
{ {
m_activeScene->DebugDraw(); s_activeScene->DebugDraw();
} }
VOID WorldManager::Update() VOID WorldManager::Update()
{ {
m_activeScene->Update(); s_activeScene->Update();
} }
VOID WorldManager::FixedUpdate() VOID WorldManager::FixedUpdate()
{ {
m_activeScene->FixedUpdate(); s_activeScene->FixedUpdate();
} }
VOID WorldManager::ChangeActiveScene(IN Scene *scene) VOID WorldManager::ChangeActiveScene(IN RefPtr<Scene> scene)
{ {
m_activeScene = scene; s_activeScene = scene;
} }
VOID WorldManager::AddNodeToActiveScene(IN RefPtr<INode> node) VOID WorldManager::AddNodeToActiveScene(IN RefPtr<INode> node)
{ {
m_activeScene->AddNode(node); s_activeScene->AddNode(node);
} }
INode *WorldManager::GetNodeFromActiveScene(IN CONST String &name) INode *WorldManager::GetNodeFromActiveScene(IN CONST String &name)
{ {
return m_activeScene->GetNode(name); return s_activeScene->GetNode(name);
} }
VOID WorldManager::RemoveNodeFromActiveScene(IN CONST String &name) VOID WorldManager::RemoveNodeFromActiveScene(IN CONST String &name)
{ {
m_activeScene->RemoveNode(name); s_activeScene->RemoveNode(name);
}
Scene *WorldManager::GetActiveScene()
{
return s_activeScene.get();
} }
} // namespace ia::iae } // namespace ia::iae
namespace ia::iae namespace ia::iae
{ {
Handle Engine::CreateScene(IN CONST String &sceneXML) Scene *Engine::GetActiveScene()
{ {
return (Handle) Scene::Create(sceneXML); return WorldManager::GetActiveScene();
} }
Handle Engine::CreateEmptyScene() VOID Engine::ChangeActiveScene(IN RefPtr<Scene> scene)
{ {
return (Handle) Scene::Create(); WorldManager::ChangeActiveScene(scene);
}
VOID Engine::DestroyScene(IN Handle handle)
{
Scene::Destroy((Scene *) handle);
}
VOID Engine::ChangeActiveScene(IN Handle scene)
{
WorldManager::ChangeActiveScene((Scene *) scene);
} }
VOID Engine::AddNodeToActiveScene(IN RefPtr<INode> node) VOID Engine::AddNodeToActiveScene(IN RefPtr<INode> node)
@ -109,14 +103,4 @@ namespace ia::iae
{ {
WorldManager::RemoveNodeFromActiveScene(name); WorldManager::RemoveNodeFromActiveScene(name);
} }
VOID Engine::AddNodeToScene(IN Handle scene, IN RefPtr<INode> node)
{
((Scene *) scene)->AddNode(node);
}
VOID Engine::RemoveNodeFromScene(IN Handle scene, IN CONST String &name)
{
((Scene *) scene)->RemoveNode(name);
}
} // namespace ia::iae } // namespace ia::iae

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@ -35,19 +35,25 @@ namespace ia::iae
STATIC VOID Initialize(); STATIC VOID Initialize();
STATIC VOID Terminate(); STATIC VOID Terminate();
STATIC Handle CreateImage(IN PCUINT8 encodedData, IN SIZE_T encodedDataSize); STATIC Handle CreateImage(IN CONST String& name, IN PCUINT8 encodedData, IN SIZE_T encodedDataSize);
STATIC Handle CreateImage(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height); STATIC Handle CreateImage(IN CONST String& name, IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height);
STATIC Handle CreateSound(IN PCUINT8 encodedData, IN SIZE_T encodedDataSize); STATIC Handle CreateSound(IN CONST String& name, IN PCUINT8 encodedData, IN SIZE_T encodedDataSize);
STATIC Handle GetImage(IN CONST String& name);
STATIC Handle GetSound(IN CONST String& name);
STATIC String GetImageName(IN Handle handle);
STATIC String GetSoundName(IN Handle handle);
STATIC VOID DestroyImage(IN Handle image); STATIC VOID DestroyImage(IN Handle image);
STATIC VOID DestroySound(IN Handle sound); STATIC VOID DestroySound(IN Handle sound);
STATIC IVec2 GetImageExtent(IN Handle image); STATIC IVec2 GetImageExtent(IN Handle image);
STATIC Handle RescaleImage(IN Handle image, IN INT32 newWidth, IN INT32 newHeight); STATIC Handle ResizeImage(IN Handle image, IN INT32 newWidth, IN INT32 newHeight);
STATIC Handle CombineImages(IN CONST Vector<Handle> &images, IN INT32 unitWidth, IN INT32 unitHeight, STATIC Handle CombineImages(IN CONST Vector<Handle> &images, IN INT32 unitWidth, IN INT32 unitHeight,
IN INT32 unitCountX, IN INT32 unitCountY); IN INT32 unitCountX, IN INT32 unitCountY);
private: private:
STATIC Vector<Handle> s_images; STATIC Map<String, Handle> s_images;
STATIC Vector<Handle> s_sounds; STATIC Map<String, Handle> s_sounds;
STATIC Map<Handle, UINT64> s_imageExtents; STATIC Map<Handle, UINT64> s_imageExtents;
}; };
} // namespace ia::iae } // namespace ia::iae

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@ -17,7 +17,7 @@
#pragma once #pragma once
#include <IAEngine/Base.hpp> #include <IAEngine/Base.hpp>
#include <Scene.hpp> #include <IAEngine/Scene.hpp>
#include <SDL3/SDL.h> #include <SDL3/SDL.h>
@ -36,12 +36,13 @@ namespace ia::iae
STATIC VOID FixedUpdate(); STATIC VOID FixedUpdate();
public: public:
STATIC VOID ChangeActiveScene(IN Scene* scene); STATIC Scene *GetActiveScene();
STATIC VOID ChangeActiveScene(IN RefPtr<Scene> scene);
STATIC VOID AddNodeToActiveScene(IN RefPtr<INode> node); STATIC VOID AddNodeToActiveScene(IN RefPtr<INode> node);
STATIC INode *GetNodeFromActiveScene(IN CONST String &name); STATIC INode *GetNodeFromActiveScene(IN CONST String &name);
STATIC VOID RemoveNodeFromActiveScene(IN CONST String &name); STATIC VOID RemoveNodeFromActiveScene(IN CONST String &name);
private: private:
STATIC Scene *m_activeScene; STATIC RefPtr<Scene> s_activeScene;
}; };
} // namespace ia::iae } // namespace ia::iae

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@ -17,32 +17,36 @@
#pragma once #pragma once
#include <IAEngine/Nodes/CameraNode.hpp> #include <IAEngine/Nodes/CameraNode.hpp>
#include <IAEngine/Nodes/TileMapNode.hpp>
#include <IAEngine/Nodes/SpriteObjectNode.hpp> #include <IAEngine/Nodes/SpriteObjectNode.hpp>
#include <IAEngine/Nodes/TextureObjectNode.hpp> #include <IAEngine/Nodes/TextureObjectNode.hpp>
#include <IAEngine/Nodes/TileMapNode.hpp>
#include <IAEngine/Components/CameraComponent.hpp> #include <IAEngine/Components/CameraComponent.hpp>
#include <IAEngine/Components/SoundEmitterComponent.hpp> #include <IAEngine/Components/SoundEmitterComponent.hpp>
#include <IAEngine/Scene.hpp>
namespace ia::iae namespace ia::iae
{ {
class Engine class Engine
{ {
public: public:
// Event Functions // Event Functions
STATIC IAE_DLL_API Handle CreateEvent(IN CONST String& name); STATIC IAE_DLL_API Handle CreateEvent(IN CONST String &name);
STATIC IAE_DLL_API VOID DestroyEvent(IN Handle event); STATIC IAE_DLL_API VOID DestroyEvent(IN Handle event);
STATIC IAE_DLL_API Handle GetEventByName(IN CONST String& name); STATIC IAE_DLL_API Handle GetEventByName(IN CONST String &name);
STATIC IAE_DLL_API VOID AddEventListener(IN Handle event, IN std::function<VOID()> callback); STATIC IAE_DLL_API VOID AddEventListener(IN Handle event, IN std::function<VOID()> callback);
STATIC IAE_DLL_API VOID AddEventListener(IN CONST String& eventName, IN std::function<VOID()> callback); STATIC IAE_DLL_API VOID AddEventListener(IN CONST String &eventName, IN std::function<VOID()> callback);
STATIC IAE_DLL_API VOID BroadcastEvent(IN Handle event); STATIC IAE_DLL_API VOID BroadcastEvent(IN Handle event);
STATIC IAE_DLL_API VOID BroadcastEvent(IN CONST String& eventName); STATIC IAE_DLL_API VOID BroadcastEvent(IN CONST String &eventName);
// Renderer Functions // Renderer Functions
STATIC IAE_DLL_API Handle GetGeometry_Quad(); STATIC IAE_DLL_API Handle GetGeometry_Quad();
STATIC IAE_DLL_API Handle CreateGeometry(IN CONST Vector<GeometryVertex>& vertices, IN CONST Vector<INT32>& indices); STATIC IAE_DLL_API Handle CreateGeometry(IN CONST Vector<GeometryVertex> &vertices,
IN CONST Vector<INT32> &indices);
STATIC IAE_DLL_API VOID DestroyGeometry(IN Handle geometry); STATIC IAE_DLL_API VOID DestroyGeometry(IN Handle geometry);
STATIC IAE_DLL_API VOID DrawGeometry(IN Handle handle); STATIC IAE_DLL_API VOID DrawGeometry(IN Handle handle);
STATIC IAE_DLL_API IVec2 GetDisplayExtent();
STATIC IAE_DLL_API VOID ResizeDisplay(IN INT32 newWidth, IN INT32 newHeight); STATIC IAE_DLL_API VOID ResizeDisplay(IN INT32 newWidth, IN INT32 newHeight);
// Renderer State Functions // Renderer State Functions
@ -54,7 +58,8 @@ namespace ia::iae
STATIC IAE_DLL_API VOID SetRenderState_ColorOverlay(IN Color color); STATIC IAE_DLL_API VOID SetRenderState_ColorOverlay(IN Color color);
STATIC IAE_DLL_API VOID SetRenderState_CameraRelative(IN BOOL value); STATIC IAE_DLL_API VOID SetRenderState_CameraRelative(IN BOOL value);
STATIC IAE_DLL_API VOID SetRenderState_Texture(IN Handle image); STATIC IAE_DLL_API VOID SetRenderState_Texture(IN Handle image);
STATIC IAE_DLL_API VOID SetRenderState_Transform(IN Vec2 position, IN Vec2 scale, IN FLOAT32 rotation, IN UINT8 layer, IN INT16 sortIndex); STATIC IAE_DLL_API VOID SetRenderState_Transform(IN Vec2 position, IN Vec2 scale, IN FLOAT32 rotation,
IN UINT8 layer, IN INT16 sortIndex);
// Debug Draw Functions // Debug Draw Functions
STATIC IAE_DLL_API VOID DebugDraw_SetColor(IN Color color); STATIC IAE_DLL_API VOID DebugDraw_SetColor(IN Color color);
@ -64,32 +69,33 @@ namespace ia::iae
STATIC IAE_DLL_API VOID DebugDraw_StrokeRect(IN Vec2 position, IN Vec2 size); STATIC IAE_DLL_API VOID DebugDraw_StrokeRect(IN Vec2 position, IN Vec2 size);
// Resource Functions // Resource Functions
STATIC IAE_DLL_API Handle CreateImageFromFile(IN CONST String& path); STATIC IAE_DLL_API Handle CreateSoundFromFile(IN CONST String &name, IN CONST String &path);
STATIC IAE_DLL_API Handle CreateSoundFromFile(IN CONST String& path); STATIC IAE_DLL_API Handle CreateImageFromFile(IN CONST String &name, IN CONST String &path,
STATIC IAE_DLL_API Handle CreateImage(IN PCUINT8 encodedData, IN SIZE_T encodedDataSize); IN INT32 resizeToWidth = 0, IN INT32 resizeToHeight = 0);
STATIC IAE_DLL_API Handle CreateImage(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height); STATIC IAE_DLL_API Handle CreateImage(IN CONST String &name, IN PCUINT8 encodedData, IN SIZE_T encodedDataSize);
STATIC IAE_DLL_API Handle CreateSound(IN PCUINT8 encodedData, IN SIZE_T encodedDataSize); STATIC IAE_DLL_API Handle CreateImage(IN CONST String &name, IN PCUINT8 rgbaData, IN INT32 width,
IN INT32 height);
STATIC IAE_DLL_API Handle CreateSound(IN CONST String &name, IN PCUINT8 encodedData, IN SIZE_T encodedDataSize);
STATIC IAE_DLL_API Handle GetImage(IN CONST String &name);
STATIC IAE_DLL_API Handle GetSound(IN CONST String &name);
STATIC IAE_DLL_API VOID DestroyImage(IN Handle image); STATIC IAE_DLL_API VOID DestroyImage(IN Handle image);
STATIC IAE_DLL_API VOID DestroySound(IN Handle sound); STATIC IAE_DLL_API VOID DestroySound(IN Handle sound);
STATIC IAE_DLL_API IVec2 GetImageExtent(IN Handle image); STATIC IAE_DLL_API IVec2 GetImageExtent(IN Handle image);
STATIC IAE_DLL_API Handle RescaleImage(IN Handle image, IN INT32 newWidth, IN INT32 newHeight); STATIC IAE_DLL_API Handle ResizeImage(IN Handle image, IN INT32 newWidth, IN INT32 newHeight);
STATIC IAE_DLL_API Handle CombineImages(IN CONST Vector<Handle>& images, IN INT32 unitWidth, IN INT32 unitHeight, IN INT32 unitCountX, IN INT32 unitCountY); STATIC IAE_DLL_API Handle CombineImages(IN CONST Vector<Handle> &images, IN INT32 unitWidth,
IN INT32 unitHeight, IN INT32 unitCountX, IN INT32 unitCountY);
// Game Functions // Game Functions
STATIC IAE_DLL_API VOID SetTimeScale(IN FLOAT32 scale); STATIC IAE_DLL_API VOID SetTimeScale(IN FLOAT32 scale);
STATIC IAE_DLL_API VOID SetActiveCamera(IN CameraComponent* cameraComponent); STATIC IAE_DLL_API VOID SetActiveCamera(IN CameraComponent *cameraComponent);
// Scene Functions // Scene Functions
STATIC IAE_DLL_API Handle CreateSceneFromFile(IN CONST String& path); STATIC IAE_DLL_API RefPtr<Scene> CreateSceneFromFile(IN CONST String &path);
STATIC IAE_DLL_API Handle CreateScene(IN CONST String& sceneXML); STATIC IAE_DLL_API Scene *GetActiveScene();
STATIC IAE_DLL_API Handle CreateEmptyScene(); STATIC IAE_DLL_API VOID ChangeActiveScene(IN RefPtr<Scene> scene);
STATIC IAE_DLL_API VOID DestroyScene(IN Handle handle);
STATIC IAE_DLL_API VOID ChangeActiveScene(IN Handle scene);
STATIC IAE_DLL_API VOID AddNodeToActiveScene(IN RefPtr<INode> node); STATIC IAE_DLL_API VOID AddNodeToActiveScene(IN RefPtr<INode> node);
STATIC IAE_DLL_API INode* GetNodeFromActiveScene(IN CONST String& name); STATIC IAE_DLL_API INode *GetNodeFromActiveScene(IN CONST String &name);
STATIC IAE_DLL_API VOID RemoveNodeFromActiveScene(IN CONST String& name); STATIC IAE_DLL_API VOID RemoveNodeFromActiveScene(IN CONST String &name);
STATIC IAE_DLL_API VOID AddNodeToScene(IN Handle scene, IN RefPtr<INode> node);
STATIC IAE_DLL_API VOID RemoveNodeFromScene(IN Handle scene, IN CONST String& name);
// Input Functions // Input Functions
STATIC IAE_DLL_API Vec2 GetInputAxis(); STATIC IAE_DLL_API Vec2 GetInputAxis();
@ -102,11 +108,12 @@ namespace ia::iae
STATIC IAE_DLL_API BOOL IsInputActionDown(IN Handle action); STATIC IAE_DLL_API BOOL IsInputActionDown(IN Handle action);
STATIC IAE_DLL_API BOOL WasInputActionPressed(IN Handle action); STATIC IAE_DLL_API BOOL WasInputActionPressed(IN Handle action);
STATIC IAE_DLL_API BOOL WasInputActionReleased(IN Handle action); STATIC IAE_DLL_API BOOL WasInputActionReleased(IN Handle action);
STATIC IAE_DLL_API BOOL IsInputActionDown(IN CONST String& action); STATIC IAE_DLL_API BOOL IsInputActionDown(IN CONST String &action);
STATIC IAE_DLL_API BOOL WasInputActionPressed(IN CONST String& action); STATIC IAE_DLL_API BOOL WasInputActionPressed(IN CONST String &action);
STATIC IAE_DLL_API BOOL WasInputActionReleased(IN CONST String& action); STATIC IAE_DLL_API BOOL WasInputActionReleased(IN CONST String &action);
STATIC IAE_DLL_API Handle BindInputAction(IN CONST String& name, IN InputKey key); STATIC IAE_DLL_API Handle BindInputAction(IN CONST String &name, IN InputKey key);
STATIC IAE_DLL_API VOID BindInputAxis(IN InputKey upKey, IN InputKey downKey, IN InputKey leftKey, IN InputKey rightKey); STATIC IAE_DLL_API VOID BindInputAxis(IN InputKey upKey, IN InputKey downKey, IN InputKey leftKey,
IN InputKey rightKey);
// Random Functions // Random Functions
STATIC IAE_DLL_API FLOAT32 GetRandomFloat(); STATIC IAE_DLL_API FLOAT32 GetRandomFloat();
@ -121,4 +128,4 @@ namespace ia::iae
// Engine Functions // Engine Functions
STATIC IAE_DLL_API BOOL IsDebugMode(); STATIC IAE_DLL_API BOOL IsDebugMode();
}; };
} } // namespace ia::iae

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@ -18,17 +18,28 @@
#include <IAEngine/Nodes/INode.hpp> #include <IAEngine/Nodes/INode.hpp>
#include <SDL3/SDL.h>
namespace ia::iae namespace ia::iae
{ {
class Scene class Scene
{ {
public: public:
STATIC Scene *Create(); STATIC IAE_DLL_API RefPtr<Scene> Create();
STATIC Scene *Create(IN CONST String &sceneXML); STATIC IAE_DLL_API RefPtr<Scene> Create(IN CONST String &sceneXML);
STATIC VOID Destroy(IN Scene *scene); public:
IAE_DLL_API VOID AddNode(IN RefPtr<INode> node);
IAE_DLL_API INode *GetNode(IN CONST String &name);
IAE_DLL_API VOID RemoveNode(IN CONST String &name);
public:
Color &BackgroundColor()
{
return m_backgroundColor;
}
private:
Color m_backgroundColor{0, 0, 0, 255};
Map<String, RefPtr<INode>> m_nodes;
public: public:
VOID Draw(); VOID Draw();
@ -36,13 +47,5 @@ namespace ia::iae
VOID FixedUpdate(); VOID FixedUpdate();
VOID Update(); VOID Update();
public:
VOID AddNode(IN RefPtr<INode> node);
INode *GetNode(IN CONST String &name);
VOID RemoveNode(IN CONST String &name);
private:
Map<String, RefPtr<INode>> m_nodes;
}; };
} // namespace ia::iae } // namespace ia::iae

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@ -16,19 +16,26 @@
#include <Game.hpp> #include <Game.hpp>
Handle g_spriteBG; RefPtr<Node2D> backgroundNode;
RefPtr<TextureNode> backgroundNode;
RefPtr<CameraNode> mainCamera; RefPtr<CameraNode> mainCamera;
C_DECL(IA_DLL_EXPORT VOID Game_OnInitialize()) C_DECL(IA_DLL_EXPORT VOID Game_OnInitialize())
{ {
g_spriteBG = Engine::RescaleImage(Engine::CreateImageFromFile("Resources/Sprites/bg.png"), 800, 600); Engine::ResizeDisplay(600, 600);
const auto displayExtent = Engine::GetDisplayExtent();
Engine::CreateImageFromFile("Background", "Resources/Sprites/bg.png", displayExtent.x, displayExtent.y);
Engine::CreateImageFromFile("Stars-A", "Resources/Sprites/Stars-A.png", displayExtent.x, displayExtent.y);
Engine::CreateImageFromFile("Stars-B", "Resources/Sprites/Stars-B.png", displayExtent.x, displayExtent.y);
mainCamera = MakeRefPtr<CameraNode>("MainCamera"); mainCamera = MakeRefPtr<CameraNode>("MainCamera");
Engine::SetActiveCamera(mainCamera->GetCameraComponent()); Engine::SetActiveCamera(mainCamera->GetCameraComponent());
backgroundNode = MakeRefPtr<TextureNode>("BG"); backgroundNode = MakeRefPtr<Node2D>("BG");
backgroundNode->GetTextureComponent()->SetTexture(g_spriteBG); backgroundNode->AddComponent<TextureComponent>()->SetTexture(Engine::GetImage("Stars-A"));
//backgroundNode->AddComponent<TextureComponent>()->SetTexture(g_spriteBGStarsA);
//backgroundNode->GetTextureComponent()->SetTexture(g_spriteBG);
Engine::AddNodeToActiveScene(backgroundNode); Engine::AddNodeToActiveScene(backgroundNode);
} }