Engine API Enhancements
This commit is contained in:
@ -25,6 +25,8 @@ EXTERN GameFunctionTable g_gameFunctions;
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namespace ia::iae
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{
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EXTERN SDL_Window *g_windowHandle;
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BOOL Engine::IsDebugMode()
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{
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#if defined(__DEBUG_MODE__)
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@ -36,25 +38,28 @@ namespace ia::iae
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VOID Engine::ResizeDisplay(IN INT32 newWidth, IN INT32 newHeight)
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{
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SDL_SetWindowSize(g_windowHandle, newWidth, newHeight);
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Renderer::OnScreenResize(newWidth, newHeight);
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g_gameFunctions.OnResize(newWidth, newHeight);
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}
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Handle Engine::CreateImageFromFile(IN CONST String &path)
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Handle Engine::CreateImageFromFile(IN CONST String &name, IN CONST String &path, IN INT32 resizeToWidth,
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IN INT32 resizeToHeight)
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{
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const auto data = File::ReadToVector(path.c_str());
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return CreateImage(data.data(), data.size());
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const auto handle = CreateImage(name, data.data(), data.size());
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return (resizeToWidth && resizeToHeight) ? ResizeImage(handle, resizeToWidth, resizeToHeight) : handle;
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}
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Handle Engine::CreateSoundFromFile(IN CONST String &path)
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Handle Engine::CreateSoundFromFile(IN CONST String &name, IN CONST String &path)
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{
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const auto data = File::ReadToVector(path.c_str());
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return CreateSound(data.data(), data.size());
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return CreateSound(name, data.data(), data.size());
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}
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Handle Engine::CreateSceneFromFile(IN CONST String &path)
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RefPtr<Scene> Engine::CreateSceneFromFile(IN CONST String &path)
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{
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const auto data = File::ReadToString(path.c_str());
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return CreateScene(data);
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return Scene::Create(data);
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}
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} // namespace ia::iae
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@ -19,6 +19,8 @@
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#include <Renderer/EmbeddedShader.hpp>
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#include <Renderer/Renderer.hpp>
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#include <WorldManager.hpp>
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#include <backends/imgui_impl_sdl3.h>
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#include <backends/imgui_impl_sdlgpu3.h>
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@ -88,7 +90,7 @@ namespace ia::iae
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DebugDraw::Initialize();
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s_state.ColorTargetInfo.clear_color = SDL_FColor{0.33f, 0.33f, 0.33f, 1.0f};
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s_state.ColorTargetInfo.clear_color = SDL_FColor{0.0f, 0.0f, 0.0f, 1.0f};
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s_state.ColorTargetInfo.load_op = SDL_GPU_LOADOP_CLEAR;
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s_state.ColorTargetInfo.store_op = SDL_GPU_STOREOP_STORE;
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@ -138,6 +140,8 @@ namespace ia::iae
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if (!(s_state.ActiveCommandBuffer = SDL_AcquireGPUCommandBuffer(s_gpuDevice)))
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THROW_UNKNOWN("Failed to acquire SDL GPU command buffer: ", SDL_GetError());
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const auto clearColor = WorldManager::GetActiveScene()->BackgroundColor().GetAsFloatVec();
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s_state.ColorTargetInfo.clear_color = SDL_FColor{clearColor.x, clearColor.y, clearColor.z, 1.0f};
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s_state.ColorTargetInfo.texture = s_renderTargetSceneColor;
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s_state.DepthStencilTargetInfo.texture = s_renderTargetSceneDepth;
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s_state.ActiveRenderPass = SDL_BeginGPURenderPass(s_state.ActiveCommandBuffer, &s_state.ColorTargetInfo, 1,
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@ -160,6 +164,8 @@ namespace ia::iae
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DebugDraw::Render();
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const auto imDrawData = ImGui::GetDrawData();
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ImGui_ImplSDLGPU3_PrepareDrawData(imDrawData, s_state.ActiveCommandBuffer);
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s_state.ColorTargetInfo.load_op = SDL_GPU_LOADOP_CLEAR;
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s_state.ColorTargetInfo.clear_color = SDL_FColor{0.0f, 0.0f, 0.0f, 0.0f};
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s_state.ColorTargetInfo.texture = s_renderTargetDebugDrawColor;
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s_state.ActiveRenderPass =
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SDL_BeginGPURenderPass(s_state.ActiveCommandBuffer, &s_state.ColorTargetInfo, 1, nullptr);
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@ -174,6 +180,8 @@ namespace ia::iae
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if (!swapChainTexture)
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return;
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s_state.ColorTargetInfo.clear_color = SDL_FColor{1.0f, 1.0f, 1.0f, 1.0f};
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s_state.ColorTargetInfo.load_op = SDL_GPU_LOADOP_CLEAR;
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s_state.ColorTargetInfo.texture = swapChainTexture;
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s_state.ActiveRenderPass =
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@ -285,6 +293,11 @@ namespace ia::iae
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namespace ia::iae
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{
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IVec2 Engine::GetDisplayExtent()
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{
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return IVec2(Renderer::s_screenWidth, Renderer::s_screenHeight);
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}
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VOID Engine::SetActiveCamera(IN CameraComponent *cameraComponent)
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{
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Renderer::s_state.ActiveCamera = cameraComponent;
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@ -27,8 +27,8 @@
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namespace ia::iae
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{
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Vector<Handle> ResourceManager::s_images;
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Vector<Handle> ResourceManager::s_sounds;
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Map<String, Handle> ResourceManager::s_images;
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Map<String, Handle> ResourceManager::s_sounds;
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Map<Handle, UINT64> ResourceManager::s_imageExtents;
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VOID ResourceManager::Initialize()
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@ -38,36 +38,68 @@ namespace ia::iae
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VOID ResourceManager::Terminate()
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{
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for (const auto &t : s_images)
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GPUResourceManager::DestroyTexture((SDL_GPUTexture *) t);
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GPUResourceManager::DestroyTexture((SDL_GPUTexture *) t->Value);
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for (const auto &t : s_sounds)
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AudioManager::DestoryAudio(t);
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AudioManager::DestoryAudio(t->Value);
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}
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Handle ResourceManager::CreateImage(IN PCUINT8 encodedData, IN SIZE_T encodedDataSize)
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Handle ResourceManager::CreateImage(IN CONST String &name, IN PCUINT8 encodedData, IN SIZE_T encodedDataSize)
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{
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INT32 w, h, n;
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const auto rgbaData = stbi_load_from_memory(encodedData, encodedDataSize, &w, &h, &n, STBI_rgb_alpha);
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const auto result = CreateImage(rgbaData, w, h);
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const auto result = CreateImage(name, rgbaData, w, h);
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STBI_FREE(rgbaData);
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return result;
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}
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Handle ResourceManager::CreateImage(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height)
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Handle ResourceManager::CreateImage(IN CONST String &name, IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height)
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{
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const auto handle = (Handle) GPUResourceManager::CreateTexture(SDL_GPU_TEXTUREUSAGE_SAMPLER, width, height,
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rgbaData, SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM);
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s_imageExtents[handle] = (((UINT64) width) << 32) | height;
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s_images.pushBack(handle);
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s_images[name] = handle;
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return handle;
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}
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Handle ResourceManager::CreateSound(IN PCUINT8 encodedData, IN SIZE_T encodedDataSize)
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Handle ResourceManager::CreateSound(IN CONST String &name, IN PCUINT8 encodedData, IN SIZE_T encodedDataSize)
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{
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const auto handle = AudioManager::CreateAudio(encodedData, encodedDataSize);
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s_sounds.pushBack(handle);
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s_sounds[name] = handle;
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return handle;
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}
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Handle ResourceManager::GetImage(IN CONST String &name)
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{
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return s_images[name];
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}
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Handle ResourceManager::GetSound(IN CONST String &name)
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{
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return s_sounds[name];
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}
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String ResourceManager::GetImageName(IN Handle handle)
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{
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for (const auto &t : s_images)
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{
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if (handle == t->Value)
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return t->Key;
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}
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THROW_NO_SUCH_KEY();
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return "";
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}
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String ResourceManager::GetSoundName(IN Handle handle)
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{
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for (const auto &t : s_sounds)
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{
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if (handle == t->Value)
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return t->Key;
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}
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THROW_NO_SUCH_KEY();
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return "";
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}
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VOID ResourceManager::DestroyImage(IN Handle image)
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{
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GPUResourceManager::DestroyTexture((SDL_GPUTexture *) image);
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@ -84,15 +116,16 @@ namespace ia::iae
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return {(INT32) (t >> 32), (INT32) t};
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}
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Handle ResourceManager::RescaleImage(IN Handle image, IN INT32 newWidth, IN INT32 newHeight)
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Handle ResourceManager::ResizeImage(IN Handle image, IN INT32 newWidth, IN INT32 newHeight)
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{
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const auto currentExtent = GetImageExtent(image);
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const auto pixelData =
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GPUResourceManager::GetTexturePixelData((SDL_GPUTexture *) image, currentExtent.x, currentExtent.y);
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GPUResourceManager::DestroyTexture((SDL_GPUTexture*)image);
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const auto newPixelData =
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stbir_resize_uint8_linear(pixelData.data(), currentExtent.x, currentExtent.y, currentExtent.x * 4, nullptr,
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newWidth, newHeight, newWidth * 4, stbir_pixel_layout::STBIR_RGBA);
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const auto result = CreateImage(newPixelData, newWidth, newHeight);
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const auto result = CreateImage(GetImageName(image), newPixelData, newWidth, newHeight);
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free(newPixelData);
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return result;
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}
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@ -107,19 +140,29 @@ namespace ia::iae
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namespace ia::iae
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{
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Handle Engine::CreateImage(IN PCUINT8 encodedData, IN SIZE_T encodedDataSize)
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Handle Engine::CreateImage(IN CONST String &name, IN PCUINT8 encodedData, IN SIZE_T encodedDataSize)
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{
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return ResourceManager::CreateImage(encodedData, encodedDataSize);
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return ResourceManager::CreateImage(name, encodedData, encodedDataSize);
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}
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Handle Engine::CreateImage(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height)
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Handle Engine::CreateImage(IN CONST String &name, IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height)
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{
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return ResourceManager::CreateImage(rgbaData, width, height);
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return ResourceManager::CreateImage(name, rgbaData, width, height);
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}
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Handle Engine::CreateSound(IN PCUINT8 encodedData, IN SIZE_T encodedDataSize)
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Handle Engine::CreateSound(IN CONST String &name, IN PCUINT8 encodedData, IN SIZE_T encodedDataSize)
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{
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return ResourceManager::CreateSound(encodedData, encodedDataSize);
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return ResourceManager::CreateSound(name, encodedData, encodedDataSize);
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}
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Handle Engine::GetImage(IN CONST String &name)
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{
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return ResourceManager::GetImage(name);
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}
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Handle Engine::GetSound(IN CONST String &name)
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{
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return ResourceManager::GetSound(name);
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}
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VOID Engine::DestroyImage(IN Handle image)
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@ -137,9 +180,9 @@ namespace ia::iae
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return ResourceManager::GetImageExtent(image);
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}
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Handle Engine::RescaleImage(IN Handle image, IN INT32 newWidth, IN INT32 newHeight)
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Handle Engine::ResizeImage(IN Handle image, IN INT32 newWidth, IN INT32 newHeight)
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{
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return ResourceManager::RescaleImage(image, newWidth, newHeight);
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return ResourceManager::ResizeImage(image, newWidth, newHeight);
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}
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Handle Engine::CombineImages(IN CONST Vector<Handle> &images, IN INT32 unitWidth, IN INT32 unitHeight,
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@ -15,27 +15,22 @@
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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#include <IAEngine/Engine.hpp>
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#include <Scene.hpp>
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#include <IAEngine/Scene.hpp>
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namespace ia::iae
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{
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Scene *Scene::Create()
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RefPtr<Scene> Scene::Create()
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{
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return new Scene();
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return MakeRefPtr<Scene>();
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}
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Scene *Scene::Create(IN CONST String &sceneXML)
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RefPtr<Scene> Scene::Create(IN CONST String &sceneXML)
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{
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const auto scene = new Scene();
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const auto scene = MakeRefPtr<Scene>();
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return scene;
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}
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VOID Scene::Destroy(IN Scene *scene)
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{
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delete scene;
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}
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VOID Scene::Draw()
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{
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for (auto &t : m_nodes)
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@ -19,80 +19,74 @@
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namespace ia::iae
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{
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Scene *WorldManager::m_activeScene{};
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RefPtr<Scene> WorldManager::s_activeScene{};
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VOID WorldManager::Initialize()
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{
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m_activeScene = Scene::Create();
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s_activeScene = Scene::Create();
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}
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VOID WorldManager::Terminate()
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{
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if (m_activeScene)
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Scene::Destroy(m_activeScene);
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s_activeScene.reset();
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}
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VOID WorldManager::Draw()
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{
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m_activeScene->Draw();
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s_activeScene->Draw();
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}
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VOID WorldManager::DebugDraw()
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{
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m_activeScene->DebugDraw();
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s_activeScene->DebugDraw();
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}
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VOID WorldManager::Update()
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{
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m_activeScene->Update();
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s_activeScene->Update();
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}
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VOID WorldManager::FixedUpdate()
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{
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m_activeScene->FixedUpdate();
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s_activeScene->FixedUpdate();
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}
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VOID WorldManager::ChangeActiveScene(IN Scene *scene)
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VOID WorldManager::ChangeActiveScene(IN RefPtr<Scene> scene)
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{
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m_activeScene = scene;
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s_activeScene = scene;
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}
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VOID WorldManager::AddNodeToActiveScene(IN RefPtr<INode> node)
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{
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m_activeScene->AddNode(node);
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s_activeScene->AddNode(node);
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}
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INode *WorldManager::GetNodeFromActiveScene(IN CONST String &name)
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{
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return m_activeScene->GetNode(name);
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return s_activeScene->GetNode(name);
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}
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VOID WorldManager::RemoveNodeFromActiveScene(IN CONST String &name)
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{
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m_activeScene->RemoveNode(name);
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s_activeScene->RemoveNode(name);
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}
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Scene *WorldManager::GetActiveScene()
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{
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return s_activeScene.get();
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}
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} // namespace ia::iae
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namespace ia::iae
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{
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Handle Engine::CreateScene(IN CONST String &sceneXML)
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Scene *Engine::GetActiveScene()
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{
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return (Handle) Scene::Create(sceneXML);
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return WorldManager::GetActiveScene();
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}
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Handle Engine::CreateEmptyScene()
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VOID Engine::ChangeActiveScene(IN RefPtr<Scene> scene)
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{
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return (Handle) Scene::Create();
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}
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VOID Engine::DestroyScene(IN Handle handle)
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{
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Scene::Destroy((Scene *) handle);
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}
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VOID Engine::ChangeActiveScene(IN Handle scene)
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{
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WorldManager::ChangeActiveScene((Scene *) scene);
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WorldManager::ChangeActiveScene(scene);
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}
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VOID Engine::AddNodeToActiveScene(IN RefPtr<INode> node)
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@ -109,14 +103,4 @@ namespace ia::iae
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{
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WorldManager::RemoveNodeFromActiveScene(name);
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}
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VOID Engine::AddNodeToScene(IN Handle scene, IN RefPtr<INode> node)
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{
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((Scene *) scene)->AddNode(node);
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}
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VOID Engine::RemoveNodeFromScene(IN Handle scene, IN CONST String &name)
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{
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((Scene *) scene)->RemoveNode(name);
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}
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} // namespace ia::iae
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File diff suppressed because one or more lines are too long
@ -35,19 +35,25 @@ namespace ia::iae
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STATIC VOID Initialize();
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STATIC VOID Terminate();
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STATIC Handle CreateImage(IN PCUINT8 encodedData, IN SIZE_T encodedDataSize);
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STATIC Handle CreateImage(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height);
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STATIC Handle CreateSound(IN PCUINT8 encodedData, IN SIZE_T encodedDataSize);
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STATIC Handle CreateImage(IN CONST String& name, IN PCUINT8 encodedData, IN SIZE_T encodedDataSize);
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STATIC Handle CreateImage(IN CONST String& name, IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height);
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STATIC Handle CreateSound(IN CONST String& name, IN PCUINT8 encodedData, IN SIZE_T encodedDataSize);
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STATIC Handle GetImage(IN CONST String& name);
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STATIC Handle GetSound(IN CONST String& name);
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STATIC String GetImageName(IN Handle handle);
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STATIC String GetSoundName(IN Handle handle);
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STATIC VOID DestroyImage(IN Handle image);
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STATIC VOID DestroySound(IN Handle sound);
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STATIC IVec2 GetImageExtent(IN Handle image);
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STATIC Handle RescaleImage(IN Handle image, IN INT32 newWidth, IN INT32 newHeight);
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STATIC Handle ResizeImage(IN Handle image, IN INT32 newWidth, IN INT32 newHeight);
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STATIC Handle CombineImages(IN CONST Vector<Handle> &images, IN INT32 unitWidth, IN INT32 unitHeight,
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IN INT32 unitCountX, IN INT32 unitCountY);
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private:
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STATIC Vector<Handle> s_images;
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STATIC Vector<Handle> s_sounds;
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STATIC Map<String, Handle> s_images;
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STATIC Map<String, Handle> s_sounds;
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STATIC Map<Handle, UINT64> s_imageExtents;
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};
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} // namespace ia::iae
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@ -17,7 +17,7 @@
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#pragma once
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#include <IAEngine/Base.hpp>
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#include <Scene.hpp>
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#include <IAEngine/Scene.hpp>
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#include <SDL3/SDL.h>
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@ -36,12 +36,13 @@ namespace ia::iae
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STATIC VOID FixedUpdate();
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public:
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STATIC VOID ChangeActiveScene(IN Scene* scene);
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STATIC Scene *GetActiveScene();
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STATIC VOID ChangeActiveScene(IN RefPtr<Scene> scene);
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STATIC VOID AddNodeToActiveScene(IN RefPtr<INode> node);
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STATIC INode *GetNodeFromActiveScene(IN CONST String &name);
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STATIC VOID RemoveNodeFromActiveScene(IN CONST String &name);
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private:
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STATIC Scene *m_activeScene;
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STATIC RefPtr<Scene> s_activeScene;
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};
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} // namespace ia::iae
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@ -17,32 +17,36 @@
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#pragma once
|
||||
|
||||
#include <IAEngine/Nodes/CameraNode.hpp>
|
||||
#include <IAEngine/Nodes/TileMapNode.hpp>
|
||||
#include <IAEngine/Nodes/SpriteObjectNode.hpp>
|
||||
#include <IAEngine/Nodes/TextureObjectNode.hpp>
|
||||
#include <IAEngine/Nodes/TileMapNode.hpp>
|
||||
|
||||
#include <IAEngine/Components/CameraComponent.hpp>
|
||||
#include <IAEngine/Components/SoundEmitterComponent.hpp>
|
||||
|
||||
#include <IAEngine/Scene.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
class Engine
|
||||
{
|
||||
public:
|
||||
// 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 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 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 CONST String& eventName);
|
||||
STATIC IAE_DLL_API VOID BroadcastEvent(IN CONST String &eventName);
|
||||
|
||||
// Renderer Functions
|
||||
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 DrawGeometry(IN Handle handle);
|
||||
STATIC IAE_DLL_API IVec2 GetDisplayExtent();
|
||||
STATIC IAE_DLL_API VOID ResizeDisplay(IN INT32 newWidth, IN INT32 newHeight);
|
||||
|
||||
// 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_CameraRelative(IN BOOL value);
|
||||
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
|
||||
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);
|
||||
|
||||
// Resource Functions
|
||||
STATIC IAE_DLL_API Handle CreateImageFromFile(IN CONST String& path);
|
||||
STATIC IAE_DLL_API Handle CreateSoundFromFile(IN CONST String& path);
|
||||
STATIC IAE_DLL_API Handle CreateImage(IN PCUINT8 encodedData, IN SIZE_T encodedDataSize);
|
||||
STATIC IAE_DLL_API Handle CreateImage(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height);
|
||||
STATIC IAE_DLL_API Handle CreateSound(IN PCUINT8 encodedData, IN SIZE_T encodedDataSize);
|
||||
STATIC IAE_DLL_API Handle CreateSoundFromFile(IN CONST String &name, IN CONST String &path);
|
||||
STATIC IAE_DLL_API Handle CreateImageFromFile(IN CONST String &name, IN CONST String &path,
|
||||
IN INT32 resizeToWidth = 0, IN INT32 resizeToHeight = 0);
|
||||
STATIC IAE_DLL_API Handle CreateImage(IN CONST String &name, 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 DestroySound(IN Handle sound);
|
||||
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 CombineImages(IN CONST Vector<Handle>& images, IN INT32 unitWidth, IN INT32 unitHeight, IN INT32 unitCountX, IN INT32 unitCountY);
|
||||
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);
|
||||
|
||||
// Game Functions
|
||||
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
|
||||
STATIC IAE_DLL_API Handle CreateSceneFromFile(IN CONST String& path);
|
||||
STATIC IAE_DLL_API Handle CreateScene(IN CONST String& sceneXML);
|
||||
STATIC IAE_DLL_API Handle CreateEmptyScene();
|
||||
STATIC IAE_DLL_API VOID DestroyScene(IN Handle handle);
|
||||
STATIC IAE_DLL_API VOID ChangeActiveScene(IN Handle scene);
|
||||
STATIC IAE_DLL_API RefPtr<Scene> CreateSceneFromFile(IN CONST String &path);
|
||||
STATIC IAE_DLL_API Scene *GetActiveScene();
|
||||
STATIC IAE_DLL_API VOID ChangeActiveScene(IN RefPtr<Scene> scene);
|
||||
STATIC IAE_DLL_API VOID AddNodeToActiveScene(IN RefPtr<INode> node);
|
||||
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 AddNodeToScene(IN Handle scene, IN RefPtr<INode> node);
|
||||
STATIC IAE_DLL_API VOID RemoveNodeFromScene(IN Handle scene, IN CONST String& name);
|
||||
STATIC IAE_DLL_API INode *GetNodeFromActiveScene(IN CONST String &name);
|
||||
STATIC IAE_DLL_API VOID RemoveNodeFromActiveScene(IN CONST String &name);
|
||||
|
||||
// Input Functions
|
||||
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 WasInputActionPressed(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 WasInputActionPressed(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 VOID BindInputAxis(IN InputKey upKey, IN InputKey downKey, IN InputKey leftKey, IN InputKey rightKey);
|
||||
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 WasInputActionReleased(IN CONST String &action);
|
||||
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);
|
||||
|
||||
// Random Functions
|
||||
STATIC IAE_DLL_API FLOAT32 GetRandomFloat();
|
||||
@ -121,4 +128,4 @@ namespace ia::iae
|
||||
// Engine Functions
|
||||
STATIC IAE_DLL_API BOOL IsDebugMode();
|
||||
};
|
||||
}
|
||||
} // namespace ia::iae
|
||||
@ -18,17 +18,28 @@
|
||||
|
||||
#include <IAEngine/Nodes/INode.hpp>
|
||||
|
||||
#include <SDL3/SDL.h>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
class Scene
|
||||
{
|
||||
public:
|
||||
STATIC Scene *Create();
|
||||
STATIC Scene *Create(IN CONST String &sceneXML);
|
||||
STATIC IAE_DLL_API RefPtr<Scene> Create();
|
||||
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:
|
||||
VOID Draw();
|
||||
@ -36,13 +47,5 @@ namespace ia::iae
|
||||
|
||||
VOID FixedUpdate();
|
||||
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
|
||||
BIN
Samples/SpaceInvaders/Resources/UI/Button.png
Normal file
BIN
Samples/SpaceInvaders/Resources/UI/Button.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 6.7 KiB |
BIN
Samples/SpaceInvaders/Resources/UI/Title.png
Normal file
BIN
Samples/SpaceInvaders/Resources/UI/Title.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 16 KiB |
@ -16,19 +16,26 @@
|
||||
|
||||
#include <Game.hpp>
|
||||
|
||||
Handle g_spriteBG;
|
||||
RefPtr<TextureNode> backgroundNode;
|
||||
RefPtr<Node2D> backgroundNode;
|
||||
RefPtr<CameraNode> mainCamera;
|
||||
|
||||
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");
|
||||
Engine::SetActiveCamera(mainCamera->GetCameraComponent());
|
||||
|
||||
backgroundNode = MakeRefPtr<TextureNode>("BG");
|
||||
backgroundNode->GetTextureComponent()->SetTexture(g_spriteBG);
|
||||
backgroundNode = MakeRefPtr<Node2D>("BG");
|
||||
backgroundNode->AddComponent<TextureComponent>()->SetTexture(Engine::GetImage("Stars-A"));
|
||||
//backgroundNode->AddComponent<TextureComponent>()->SetTexture(g_spriteBGStarsA);
|
||||
//backgroundNode->GetTextureComponent()->SetTexture(g_spriteBG);
|
||||
Engine::AddNodeToActiveScene(backgroundNode);
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user