ResourceManager

This commit is contained in:
Isuru Samarathunga
2025-09-07 20:55:54 +05:30
parent 798674137f
commit 3861059a23
28 changed files with 819 additions and 177 deletions

View File

@ -1,6 +1,9 @@
set(IAESandbox_Sources
imp/cpp/Main.cpp
imp/cpp/Game.cpp
imp/cpp/Map.cpp
imp/cpp/Player.cpp
)
add_executable(IAESandbox ${IAESandbox_Sources})

View File

@ -0,0 +1,34 @@
#include <Game.hpp>
#include <Player.hpp>
#include <Map.hpp>
namespace ia::iae::game
{
RefPtr<iae::Scene> scene;
VOID Game::Initialize()
{
const auto player = MakeRefPtr<Player>(m_engine);
player->SetLocalPosition({200, 150, 0});
const auto map = MakeRefPtr<TiledMap>(m_engine);
scene = m_engine->CreateScene();
scene->AddNode(map);
scene->AddNode(player);
m_engine->ChangeScene(scene);
}
VOID Game::Terminate()
{
}
VOID Game::Update()
{
}
}

View File

@ -1,118 +1,20 @@
#include <IAEngine/Components/SoundEmitter.hpp>
#include <IAEngine/Components/SpriteRenderer.hpp>
#include <IAEngine/IAEngine.hpp>
#include <Game.hpp>
#include <IAEngine/Audio.hpp>
#include <iacore/file.hpp>
namespace ia
{
SIZE_T Find(IN CONST Vector<UINT8> &vec, IN SIZE_T start)
{
UINT8 Sig[5] = {0x89, 0x50, 0x4E, 0x47, 0x0D};
for (SIZE_T i = start; i < vec.size(); i++)
{
if (!memcmp(&vec[i], Sig, sizeof(Sig)))
return i;
}
return SIZE_MAX;
}
iae::Engine g_engine;
RefPtr<iae::Scene> scene;
RefPtr<iae::Node> sprite;
VOID InitializeGame()
{
auto s = iae::Audio::CreateSound(File::ReadToVector("Res/Audio/SFX/gunshot.wav"));
s.LoopTimes() = 0;
sprite = MakeRefPtr<iae::Node>();
const auto spriteRenderer = sprite->AddComponent<iae::SpriteRendererComponent>();
{
const auto data = File::ReadToVector("Res/Graphics/iae/010_1.iae");
IA_RELEASE_ASSERT(!memcmp(&data[0], "iae.", 4));
const auto frameCount = *reinterpret_cast<CONST UINT32 *>(&data[6]);
INT32 off = 10;
for (INT32 i = 0; i < frameCount; i++)
{
const auto t = g_engine.CreateTexture(&data[off], data.size() - off);
spriteRenderer->AddTexture(t);
off = Find(data, off + 1);
if (off == SIZE_MAX)
break;
}
}
iae::SpriteRendererComponent::Animation anim;
anim.ShouldLoop = false;
anim.Keys.pushBack(
iae::SpriteRendererComponent::AnimationKeyFrame{.Duration = 500,
.ColorOverlay = iam::Vec4f{0.25f, 0.0f, 0.0f, 1.0f},
.ShouldInterpolate = true,
.TextureHandle = 0});
anim.Keys.pushBack(
iae::SpriteRendererComponent::AnimationKeyFrame{.Duration = 500,
.ColorOverlay = iam::Vec4f{0.5f, 0.0f, 0.0f, 1.0f},
.ShouldInterpolate = true,
.TextureHandle = 1});
anim.Keys.pushBack(
iae::SpriteRendererComponent::AnimationKeyFrame{.Duration = 500,
.ColorOverlay = iam::Vec4f{0.75f, 0.0f, 0.0f, 1.0f},
.ShouldInterpolate = true,
.TextureHandle = 2});
anim.Keys.pushBack(
iae::SpriteRendererComponent::AnimationKeyFrame{.Duration = 500,
.ColorOverlay = iam::Vec4f{1.0f, 0.0f, 0.0f, 1.0f},
.ShouldInterpolate = true,
.TextureHandle = 3});
spriteRenderer->AddAnimation(anim);
spriteRenderer->BakeAnimations();
// const auto soundEmitter = sprite->AddComponent<iae::SoundEmitterComponent>();
// soundEmitter->SetSound(s);
sprite->SetLocalPosition({100, 100, 0});
scene = g_engine.CreateScene();
scene->AddNode(sprite);
g_engine.ChangeScene(scene);
}
VOID UpdateGame()
{
}
VOID TerminateGame()
{
}
} // namespace ia
ia::iae::Engine g_engine;
int main(int argc, char *argv[])
{
ia::g_engine.Initialize({.GameName = "IAE Sandbox", .WindowWidth = 800, .WindowHeight = 600});
ia::InitializeGame();
while (!ia::g_engine.ShouldClose())
g_engine.Initialize({.GameName = "IAE Sandbox", .WindowWidth = 800, .WindowHeight = 600});
const auto game = new ia::iae::game::Game(&g_engine);
game->Initialize();
while (!g_engine.ShouldClose())
{
ia::g_engine.BeginFrame();
ia::UpdateGame();
ia::g_engine.EndFrame();
g_engine.BeginFrame();
game->Update();
g_engine.EndFrame();
}
ia::TerminateGame();
ia::g_engine.Terminate();
game->Terminate();
delete game;
g_engine.Terminate();
return 0;
}

View File

@ -0,0 +1,30 @@
#include <Map.hpp>
namespace ia::iae::game
{
TiledMap::TiledMap(IN Engine *engine) : m_engine(engine)
{
m_musicEmitter = AddComponent<SoundEmitterComponent>();
m_atlasRenderer = AddComponent<AtlasRendererComponent>();
}
VOID TiledMap::OnAdded(IN Scene *scene)
{
Node::OnAdded(scene);
}
VOID TiledMap::OnRemoved()
{
Node::OnRemoved();
}
VOID TiledMap::Draw()
{
Node::Draw();
}
VOID TiledMap::Update()
{
Node::Update();
}
} // namespace ia::iae::game

View File

@ -0,0 +1,34 @@
#include <Player.hpp>
#include <IAEngine/Input.hpp>
#include <IACore/File.hpp>
namespace ia::iae::game
{
Player::Player(IN Engine *engine) : m_engine(engine)
{
m_spriteRenderer = AddComponent<SpriteRendererComponent>();
}
VOID Player::OnAdded(IN Scene *scene)
{
Node::OnAdded(scene);
}
VOID Player::OnRemoved()
{
Node::OnRemoved();
}
VOID Player::Draw()
{
Node::Draw();
}
VOID Player::Update()
{
Node::Update();
}
} // namespace ia::iae::game

View File

@ -0,0 +1,19 @@
#pragma once
#include <IAEngine/IAEngine.hpp>
namespace ia::iae::game
{
class Game
{
public:
Game(IN Engine* engine): m_engine(engine) {}
VOID Initialize();
VOID Terminate();
VOID Update();
private:
Engine* CONST m_engine;
};
}

View File

@ -0,0 +1,24 @@
#pragma once
#include <IAEngine/Components/SoundEmitter.hpp>
#include <IAEngine/Components/AtlasRenderer.hpp>
#include <IAEngine/IAEngine.hpp>
namespace ia::iae::game
{
class TiledMap : public Node
{
public:
TiledMap(IN Engine* engine);
VIRTUAL VOID OnAdded(IN Scene *scene) OVERRIDE;
VIRTUAL VOID OnRemoved() OVERRIDE;
VIRTUAL VOID Draw() OVERRIDE;
VIRTUAL VOID Update() OVERRIDE;
private:
Engine* CONST m_engine;
RefPtr<SoundEmitterComponent> m_musicEmitter;
RefPtr<AtlasRendererComponent> m_atlasRenderer;
};
}

View File

@ -0,0 +1,27 @@
#pragma once
#include <IAEngine/Components/SoundEmitter.hpp>
#include <IAEngine/Components/SpriteRenderer.hpp>
#include <IAEngine/IAEngine.hpp>
namespace ia::iae::game
{
class Player : public Node
{
public:
Player(IN Engine *engine);
VIRTUAL VOID OnAdded(IN Scene *scene) OVERRIDE;
VIRTUAL VOID OnRemoved() OVERRIDE;
VIRTUAL VOID Draw() OVERRIDE;
VIRTUAL VOID Update() OVERRIDE;
private:
INT32 m_speed{};
UINT8 m_direction{};
private:
Engine *CONST m_engine;
RefPtr<SpriteRendererComponent> m_spriteRenderer;
};
} // namespace ia::iae::game

View File

@ -7,9 +7,11 @@ set(IAEngine_Sources
imp/cpp/Input.cpp
imp/cpp/Scene.cpp
imp/cpp/Random.cpp
imp/cpp/ResourceManager.cpp
imp/cpp/Events/Event.cpp
imp/cpp/Nodes/Transform.cpp
imp/cpp/Nodes/Node.cpp
imp/cpp/Components/AtlasRenderer.cpp
imp/cpp/Components/SpriteRenderer.cpp
imp/cpp/Components/SoundEmitter.cpp
)

View File

@ -77,7 +77,7 @@ namespace ia::iae
VOID Audio::ClearTrack(IN INT64 trackHandle)
{
MIX_StopTrack(g_tracks[trackHandle], 0);
//MIX_StopTrack(g_tracks[trackHandle], 0);
}
VOID Audio::PauseTrack(IN INT64 trackHandle)

View File

@ -0,0 +1,50 @@
#include <IAEngine/Components/AtlasRenderer.hpp>
#include <IAEngine/Nodes/Node.hpp>
namespace ia::iae
{
AtlasRendererComponent::AtlasRendererComponent(IN Node *node) : IComponent(node)
{
}
Handle AtlasRendererComponent::AddTexture(IN RefPtr<Texture> texture)
{
m_textures.pushBack(texture);
return m_textures.size() - 1;
}
VOID AtlasRendererComponent::SetGrid(IN CONST TileGrid &grid)
{
m_tileGrid = grid;
m_tileGrid.m_tileTextures.resize(grid.TileCountX * grid.TileCountY);
for (auto &t : m_tileGrid.m_tileTextures)
t = INVALID_HANDLE;
}
VOID AtlasRendererComponent::SetGridTileTexture(IN INT32 x, IN INT32 y, IN Handle textureHandle)
{
m_tileGrid.m_tileTextures[x + (y * m_tileGrid.TileCountX)] = textureHandle;
}
VOID AtlasRendererComponent::Update()
{
}
VOID AtlasRendererComponent::Draw()
{
iam::Vec3f p{m_node->GetPosition().X, m_node->GetPosition().Y, m_node->GetPosition().Z};
for (INT32 y = 0; y < m_tileGrid.TileCountY; y++)
{
for (INT32 x = 0; x < m_tileGrid.TileCountX; x++)
{
const auto t = m_tileGrid.m_tileTextures[x + (y * m_tileGrid.TileCountX)];
if (t != INVALID_HANDLE)
m_textures[t]->Draw(p, {1.0f, 1.0f, 1.0f}, 0.0f, false, false, {1.0f, 1.0f, 1.0f, 1.0f});
p.X += m_tileGrid.TileWidth;
}
p.X = m_node->GetPosition().X;
p.Y += m_tileGrid.TileHeight;
}
}
} // namespace ia::iae

View File

@ -36,7 +36,7 @@ namespace ia::iae
VOID SoundEmitterComponent::SetSound(IN CONST Sound &sound)
{
m_activeSound = sound;
if(m_trackHandle == INVALID_HANDLE) return;
if((m_trackHandle == INVALID_HANDLE) || (m_activeSound.DataHandle() == INVALID_HANDLE)) return;
Audio::QueueTrackData(m_trackHandle, sound.DataHandle());
Audio::PlayTrack(m_trackHandle, sound.LoopTimes(), sound.LoopDelay());
}

View File

@ -31,9 +31,17 @@ namespace ia::iae
Animation anim;
anim.ShouldLoop = shouldLoop;
for (const auto &idx : frames)
{
anim.Keys.pushBack(AnimationKeyFrame{.Duration = frameDuration, .TextureHandle = idx});
}
return AddAnimation(anim);
}
Handle SpriteRendererComponent::AddAnimation(IN INT32 startFrame, IN INT32 endFrame, IN INT32 frameDuration,
IN BOOL shouldLoop)
{
Animation anim;
anim.ShouldLoop = shouldLoop;
for (INT32 i = startFrame; i < endFrame; i++)
anim.Keys.pushBack(AnimationKeyFrame{.Duration = frameDuration, .TextureHandle = i});
return AddAnimation(anim);
}
@ -47,21 +55,26 @@ namespace ia::iae
}
if (m_animations.size())
SetActiveAnimation(0);
else
SetActiveTexture(0);
}
VOID SpriteRendererComponent::SetActiveTexture(IN Handle texture)
{
IA_RELEASE_ASSERT((texture != INVALID_HANDLE) && (texture < m_textures.size()));
m_currentAnimationState.TextureHandle = texture;
}
VOID SpriteRendererComponent::SetActiveAnimation(IN Handle animation)
{
if(animation == m_activeAnimationHandle) return;
IA_RELEASE_ASSERT((animation != INVALID_HANDLE) && (animation < m_animations.size()));
m_prevAnimationKeyFrameIndex = 0;
m_activeAnimation = m_animations[animation];
m_prevAnimationKeyFrame = m_activeAnimation.Keys[m_prevAnimationKeyFrameIndex + 0];
m_nextAnimationKeyFrame = m_activeAnimation.Keys[m_prevAnimationKeyFrameIndex + 1];
m_currentAnimationState = m_prevAnimationKeyFrame;
m_activeAnimationHandle = animation;
}
VOID SpriteRendererComponent::Update()
@ -75,7 +88,7 @@ namespace ia::iae
if (animFrame.TextureHandle == INVALID_HANDLE)
return;
m_textures[animFrame.TextureHandle]->Draw(
m_node->GetPosition() + animFrame.Position, m_node->GetScale() + animFrame.Scale,
m_node->GetPosition() + animFrame.Position, m_node->GetScale() * animFrame.Scale,
m_node->GetRotation().Z + animFrame.Rotation.Z, m_isFlippedH, m_isFlippedV, animFrame.ColorOverlay);
}
@ -90,7 +103,7 @@ namespace ia::iae
const auto t = m_timelinePosition / m_prevAnimationKeyFrame.Duration;
#define INTERP_PROPERTY(name) \
m_currentAnimationState.name = iam::Lerp(m_prevAnimationKeyFrame.name, m_nextAnimationKeyFrame.name, t);
INTERP_PROPERTY(Position);
INTERP_PROPERTY(Rotation);
INTERP_PROPERTY(Scale);
@ -103,7 +116,7 @@ namespace ia::iae
if (m_timelinePosition >= m_prevAnimationKeyFrame.Duration)
{
m_prevAnimationKeyFrameIndex = (m_prevAnimationKeyFrameIndex + 1) % (keyCount - 1);
if(!m_prevAnimationKeyFrameIndex && !m_activeAnimation.ShouldLoop)
if (!m_prevAnimationKeyFrameIndex && !m_activeAnimation.ShouldLoop)
{
m_activeAnimation = {};
return;

View File

@ -0,0 +1,6 @@
#include <IAEngine/Events/Event.hpp>
namespace ia::iae
{
}

View File

@ -1,12 +1,9 @@
#include <IAEngine/Audio.hpp>
#include <IAEngine/IAEngine.hpp>
#include <IAEngine/Random.hpp>
#include <IAEngine/Input.hpp>
#include <IAEngine/Time.hpp>
#define STB_IMAGE_IMPLEMENTATION
#include <stb_image.h>
#include <SDL3/SDL.h>
#include <backends/imgui_impl_sdl3.h>
@ -78,6 +75,7 @@ namespace ia::iae
Time::Initialize();
Random::Initialize();
Input::Initialize();
Audio::Initialize();
return true;
@ -142,6 +140,7 @@ namespace ia::iae
VOID Engine::ProcessEvents()
{
Input::OnEvent(&m_context->Event);
}
VOID Engine::UpdateGame()
@ -171,42 +170,3 @@ namespace ia::iae
return m_context->Renderer;
}
} // namespace ia::iae
namespace ia::iae
{
RefPtr<Texture> Engine::CreateTexture(IN CONST Span<CONST UINT8> &encodedData)
{
return CreateTexture(encodedData.data(), encodedData.size());
}
RefPtr<Texture> Engine::CreateTexture(IN PCUINT8 encodedData, IN SIZE_T encodedDataSize)
{
INT32 w, h, nrChannels;
const auto pixels =
stbi_load_from_memory(encodedData, encodedDataSize, &w, &h, &nrChannels, STBI_rgb_alpha);
if (!pixels)
THROW_INVALID_DATA("Failed to decode the provided image data");
const auto result = CreateTexture((PCUINT8) pixels, w, h);
STBI_FREE(pixels);
return result;
}
RefPtr<Texture> Engine::CreateTexture(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height)
{
const auto result = MakeRefPtr<Texture>(this);
result->m_width = width;
result->m_height = height;
SDL_Surface *surface =
SDL_CreateSurfaceFrom(width, height, SDL_PIXELFORMAT_RGBA32, (void *) rgbaData, width << 2);
if (!surface)
THROW_UNKNOWN("Failed to create SDL surface: ", SDL_GetError());
result->m_handle = SDL_CreateTextureFromSurface(m_context->Renderer, surface);
if (!result->m_handle)
THROW_UNKNOWN("Failed to create SDL Texture: ", SDL_GetError());
SDL_DestroySurface(surface);
return result;
}
} // namespace ia::iae

View File

@ -0,0 +1,69 @@
#include <IAEngine/Input.hpp>
#include <SDL3/SDL_events.h>
namespace ia::iae
{
struct InputDirection
{
iam::Vec2f Velocity{};
Input::DirectionalInput Direction{Input::DirectionalInput::NONE};
};
STATIC CONSTEXPR InputDirection INPUT_TO_DIRECTION_MAP[] = {
{iam::Vec2f{0.0f, 0.0f}, Input::DirectionalInput::NONE}, /* 0 */
{iam::Vec2f{1.0f, 0.0f}, Input::DirectionalInput::RIGHT}, /* D */
{iam::Vec2f{-1.0f, 0.0f}, Input::DirectionalInput::LEFT}, /* A */
{iam::Vec2f{0.0f, 0.0f}, Input::DirectionalInput::NONE}, /* A, D */
{iam::Vec2f{0.0f, 1.0f}, Input::DirectionalInput::DOWN}, /* S */
{iam::Vec2f{1.0f, 1.0f}, Input::DirectionalInput::DOWN_RIGHT}, /* S, D */
{iam::Vec2f{-1.0f, 1.0f}, Input::DirectionalInput::DOWN_LEFT}, /* S, A */
{iam::Vec2f{0.0f, 0.0f}, Input::DirectionalInput::NONE}, /* S, A, D */
{iam::Vec2f{0.0f, -1.0f}, Input::DirectionalInput::UP}, /* W */
{iam::Vec2f{1.0f, -1.0f}, Input::DirectionalInput::UP_RIGHT}, /* W, D */
{iam::Vec2f{-1.0f, -1.0f}, Input::DirectionalInput::UP_LEFT}, /* W, A */
{iam::Vec2f{0.0f, 0.0f}, Input::DirectionalInput::NONE}, /* W, A, D */
{iam::Vec2f{0.0f, 0.0f}, Input::DirectionalInput::NONE}, /* W, S */
{iam::Vec2f{0.0f, 0.0f}, Input::DirectionalInput::NONE}, /* W, S, D */
{iam::Vec2f{0.0f, 0.0f}, Input::DirectionalInput::NONE}, /* W, S, A */
{iam::Vec2f{0.0f, 0.0f}, Input::DirectionalInput::NONE}, /* W, S, A, D */
};
BOOL Input::s_keys[256];
BOOL Input::s_prevKeys[256];
VOID Input::Initialize()
{
memset(s_keys, 0, sizeof(s_keys));
memset(s_prevKeys, 0, sizeof(s_prevKeys));
}
VOID Input::OnEvent(IN PVOID _event)
{
const auto event = (SDL_Event *) _event;
if (event->type == SDL_EVENT_KEY_DOWN)
{
s_keys[event->key.scancode] = true;
}
else if (event->type == SDL_EVENT_KEY_UP)
{
s_keys[event->key.scancode] = false;
}
memcpy(s_prevKeys, s_keys, sizeof(s_prevKeys));
}
iam::Vec2f Input::GetDirectionalInput()
{
return INPUT_TO_DIRECTION_MAP[(IsKeyDown(Input::KEY_W) << 3) | (IsKeyDown(Input::KEY_S) << 2) |
(IsKeyDown(Input::KEY_A) << 1) | (IsKeyDown(Input::KEY_D) << 0)]
.Velocity;
}
iam::Vec2f Input::GetDirectionalInput(OUT DirectionalInput &direction)
{
const auto dir = INPUT_TO_DIRECTION_MAP[(IsKeyDown(Input::KEY_W) << 3) | (IsKeyDown(Input::KEY_S) << 2) |
(IsKeyDown(Input::KEY_A) << 1) | (IsKeyDown(Input::KEY_D) << 0)];
direction = dir.Direction;
return dir.Velocity;
}
} // namespace ia::iae

View File

@ -0,0 +1,49 @@
#include <IAEngine/IAEngine.hpp>
#include <IAEngine/ResourceManager.hpp>
#include <SDL3/SDL.h>
#define STB_IMAGE_IMPLEMENTATION
#include <stb_image.h>
namespace ia::iae
{
ResourceManager::ResourceManager(IN Engine *engine) : m_engine(engine)
{
}
RefPtr<Texture> ResourceManager::CreateTexture(IN CONST Span<CONST UINT8> &encodedData)
{
return CreateTexture(encodedData.data(), encodedData.size());
}
RefPtr<Texture> ResourceManager::CreateTexture(IN PCUINT8 encodedData, IN SIZE_T encodedDataSize)
{
INT32 w, h, nrChannels;
const auto pixels = stbi_load_from_memory(encodedData, encodedDataSize, &w, &h, &nrChannels, STBI_rgb_alpha);
if (!pixels)
THROW_INVALID_DATA("Failed to decode the provided image data");
const auto result = CreateTexture((PCUINT8) pixels, w, h);
STBI_FREE(pixels);
return result;
}
RefPtr<Texture> ResourceManager::CreateTexture(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height)
{
const auto result = MakeRefPtr<Texture>(m_engine);
result->m_width = width;
result->m_height = height;
SDL_Surface *surface =
SDL_CreateSurfaceFrom(width, height, SDL_PIXELFORMAT_RGBA32, (void *) rgbaData, width << 2);
if (!surface)
THROW_UNKNOWN("Failed to create SDL surface: ", SDL_GetError());
result->m_handle = SDL_CreateTextureFromSurface((SDL_Renderer *) m_engine->GetRendererHandle(), surface);
if (!result->m_handle)
THROW_UNKNOWN("Failed to create SDL Texture: ", SDL_GetError());
SDL_DestroySurface(surface);
return result;
}
} // namespace ia::iae

View File

@ -64,11 +64,6 @@ namespace ia::iae
STATIC VOID Initialize();
STATIC VOID Terminate();
STATIC Sound CreateSound(IN CONST Vector<UINT8> &audioData)
{
return CreateSound(audioData.data(), audioData.size());
}
STATIC Sound CreateSound(IN PCUINT8 audioData, IN SIZE_T audioDataSize);
STATIC INT64 CreateTrack();

View File

@ -16,10 +16,10 @@
#pragma once
#include <iacore/vector.hpp>
#include <iacore/memory.hpp>
#include <iacore/string.hpp>
#include <iacore/exception.hpp>
#include <IACore/Vector.hpp>
#include <IACore/Memory.hpp>
#include <IACore/String.hpp>
#include <IACore/Exception.hpp>
#include <IAMath/Vec.hpp>

View File

@ -0,0 +1,56 @@
// IAEngine: 2D Game Engine by IA
// Copyright (C) 2025 IAS (ias@iasoft.dev)
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#pragma once
#include <IAEngine/Components/Component.hpp>
#include <IAEngine/Texture.hpp>
namespace ia::iae
{
class AtlasRendererComponent : public IComponent
{
public:
struct TileGrid
{
INT32 TileWidth{};
INT32 TileHeight{};
INT32 TileCountX{};
INT32 TileCountY{};
Vector<Handle> m_tileTextures{};
friend class AtlasRendererComponent;
};
public:
AtlasRendererComponent(IN Node *node);
public:
Handle AddTexture(IN RefPtr<Texture> texture);
VOID SetGrid(IN CONST TileGrid &grid);
VOID SetGridTileTexture(IN INT32 x, IN INT32 y, IN Handle textureHandle);
public:
VOID Draw();
VOID Update();
private:
TileGrid m_tileGrid{};
Vector<RefPtr<Texture>> m_textures;
};
} // namespace ia::iae

View File

@ -47,6 +47,7 @@ namespace ia::iae
Handle AddTexture(IN RefPtr<Texture> texture);
Handle AddAnimation(IN CONST Animation &animation);
Handle AddAnimation(IN initializer_list<INT32> frames, IN INT32 frameDuration, IN BOOL shouldLoop);
Handle AddAnimation(IN INT32 startFrame, IN INT32 endFrame, IN INT32 frameDuration, IN BOOL shouldLoop);
VOID BakeAnimations();
@ -65,6 +66,7 @@ namespace ia::iae
BOOL m_isFlippedH{false};
FLOAT32 m_timelinePosition{};
Animation m_activeAnimation{};
Handle m_activeAnimationHandle{INVALID_HANDLE};
Vector<Animation> m_animations;
Vector<RefPtr<Texture>> m_textures;
AnimationKeyFrame m_currentAnimationState{};

View File

@ -0,0 +1,24 @@
// IAEngine: 2D Game Engine by IA
// Copyright (C) 2025 IAS (ias@iasoft.dev)
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#pragma once
#include <IAEngine/Base.hpp>
namespace ia::iae
{
}

View File

@ -45,15 +45,10 @@ namespace ia::iae
VOID EndFrame();
BOOL ShouldClose();
public:
VOID ChangeScene(IN RefPtr<Scene> scene);
public:
RefPtr<Scene> CreateScene();
RefPtr<Texture> CreateTexture(IN CONST Span<CONST UINT8> &encodedData);
RefPtr<Texture> CreateTexture(IN PCUINT8 encodedData, IN SIZE_T encodedDataSize);
RefPtr<Texture> CreateTexture(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height);
VOID ChangeScene(IN RefPtr<Scene> scene);
public:
PVOID GetRendererHandle() CONST;

View File

@ -0,0 +1,295 @@
// IAEngine: 2D Game Engine by IA
// Copyright (C) 2025 IAS (ias@iasoft.dev)
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#pragma once
#include <IAEngine/Base.hpp>
namespace ia::iae
{
class Input
{
public:
enum Key: UINT8
{
KEY_UNKNOWN = 0,
KEY_A = 4,
KEY_B = 5,
KEY_C = 6,
KEY_D = 7,
KEY_E = 8,
KEY_F = 9,
KEY_G = 10,
KEY_H = 11,
KEY_I = 12,
KEY_J = 13,
KEY_K = 14,
KEY_L = 15,
KEY_M = 16,
KEY_N = 17,
KEY_O = 18,
KEY_P = 19,
KEY_Q = 20,
KEY_R = 21,
KEY_S = 22,
KEY_T = 23,
KEY_U = 24,
KEY_V = 25,
KEY_W = 26,
KEY_X = 27,
KEY_Y = 28,
KEY_Z = 29,
KEY_1 = 30,
KEY_2 = 31,
KEY_3 = 32,
KEY_4 = 33,
KEY_5 = 34,
KEY_6 = 35,
KEY_7 = 36,
KEY_8 = 37,
KEY_9 = 38,
KEY_0 = 39,
KEY_RETURN = 40,
KEY_ESCAPE = 41,
KEY_BACKSPACE = 42,
KEY_TAB = 43,
KEY_SPACE = 44,
KEY_MINUS = 45,
KEY_EQUALS = 46,
KEY_LEFTBRACKET = 47,
KEY_RIGHTBRACKET = 48,
KEY_BACKSLASH = 49,
KEY_NONUSHASH = 50,
KEY_SEMICOLON = 51,
KEY_APOSTROPHE = 52,
KEY_GRAVE = 53,
KEY_COMMA = 54,
KEY_PERIOD = 55,
KEY_SLASH = 56,
KEY_CAPSLOCK = 57,
KEY_F1 = 58,
KEY_F2 = 59,
KEY_F3 = 60,
KEY_F4 = 61,
KEY_F5 = 62,
KEY_F6 = 63,
KEY_F7 = 64,
KEY_F8 = 65,
KEY_F9 = 66,
KEY_F10 = 67,
KEY_F11 = 68,
KEY_F12 = 69,
KEY_PRINTSCREEN = 70,
KEY_SCROLLLOCK = 71,
KEY_PAUSE = 72,
KEY_INSERT = 73,
KEY_HOME = 74,
KEY_PAGEUP = 75,
KEY_DELETE = 76,
KEY_END = 77,
KEY_PAGEDOWN = 78,
KEY_RIGHT = 79,
KEY_LEFT = 80,
KEY_DOWN = 81,
KEY_UP = 82,
KEY_NUMLOCKCLEAR = 83,
KEY_KP_DIVIDE = 84,
KEY_KP_MULTIPLY = 85,
KEY_KP_MINUS = 86,
KEY_KP_PLUS = 87,
KEY_KP_ENTER = 88,
KEY_KP_1 = 89,
KEY_KP_2 = 90,
KEY_KP_3 = 91,
KEY_KP_4 = 92,
KEY_KP_5 = 93,
KEY_KP_6 = 94,
KEY_KP_7 = 95,
KEY_KP_8 = 96,
KEY_KP_9 = 97,
KEY_KP_0 = 98,
KEY_KP_PERIOD = 99,
KEY_NONUSBACKSLASH = 100,
KEY_APPLICATION = 101,
KEY_POWER = 102,
KEY_KP_EQUALS = 103,
KEY_F13 = 104,
KEY_F14 = 105,
KEY_F15 = 106,
KEY_F16 = 107,
KEY_F17 = 108,
KEY_F18 = 109,
KEY_F19 = 110,
KEY_F20 = 111,
KEY_F21 = 112,
KEY_F22 = 113,
KEY_F23 = 114,
KEY_F24 = 115,
KEY_EXECUTE = 116,
KEY_HELP = 117,
KEY_MENU = 118,
KEY_SELECT = 119,
KEY_STOP = 120,
KEY_AGAIN = 121,
KEY_UNDO = 122,
KEY_CUT = 123,
KEY_COPY = 124,
KEY_PASTE = 125,
KEY_FIND = 126,
KEY_MUTE = 127,
KEY_VOLUMEUP = 128,
KEY_VOLUMEDOWN = 129,
KEY_KP_COMMA = 133,
KEY_KP_EQUALSAS400 = 134,
KEY_INTERNATIONAL1 = 135,
KEY_INTERNATIONAL2 = 136,
KEY_INTERNATIONAL3 = 137,
KEY_INTERNATIONAL4 = 138,
KEY_INTERNATIONAL5 = 139,
KEY_INTERNATIONAL6 = 140,
KEY_INTERNATIONAL7 = 141,
KEY_INTERNATIONAL8 = 142,
KEY_INTERNATIONAL9 = 143,
KEY_LANG1 = 144,
KEY_LANG2 = 145,
KEY_LANG3 = 146,
KEY_LANG4 = 147,
KEY_LANG5 = 148,
KEY_LANG6 = 149,
KEY_LANG7 = 150,
KEY_LANG8 = 151,
KEY_LANG9 = 152,
KEY_ALTERASE = 153,
KEY_SYSREQ = 154,
KEY_CANCEL = 155,
KEY_CLEAR = 156,
KEY_PRIOR = 157,
KEY_RETURN2 = 158,
KEY_SEPARATOR = 159,
KEY_OUT = 160,
KEY_OPER = 161,
KEY_CLEARAGAIN = 162,
KEY_CRSEL = 163,
KEY_EXSEL = 164,
KEY_KP_00 = 176,
KEY_KP_000 = 177,
KEY_THOUSANDSSEPARATOR = 178,
KEY_DECIMALSEPARATOR = 179,
KEY_CURRENCYUNIT = 180,
KEY_CURRENCYSUBUNIT = 181,
KEY_KP_LEFTPAREN = 182,
KEY_KP_RIGHTPAREN = 183,
KEY_KP_LEFTBRACE = 184,
KEY_KP_RIGHTBRACE = 185,
KEY_KP_TAB = 186,
KEY_KP_BACKSPACE = 187,
KEY_KP_A = 188,
KEY_KP_B = 189,
KEY_KP_C = 190,
KEY_KP_D = 191,
KEY_KP_E = 192,
KEY_KP_F = 193,
KEY_KP_XOR = 194,
KEY_KP_POWER = 195,
KEY_KP_PERCENT = 196,
KEY_KP_LESS = 197,
KEY_KP_GREATER = 198,
KEY_KP_AMPERSAND = 199,
KEY_KP_DBLAMPERSAND = 200,
KEY_KP_VERTICALBAR = 201,
KEY_KP_DBLVERTICALBAR = 202,
KEY_KP_COLON = 203,
KEY_KP_HASH = 204,
KEY_KP_SPACE = 205,
KEY_KP_AT = 206,
KEY_KP_EXCLAM = 207,
KEY_KP_MEMSTORE = 208,
KEY_KP_MEMRECALL = 209,
KEY_KP_MEMCLEAR = 210,
KEY_KP_MEMADD = 211,
KEY_KP_MEMSUBTRACT = 212,
KEY_KP_MEMMULTIPLY = 213,
KEY_KP_MEMDIVIDE = 214,
KEY_KP_PLUSMINUS = 215,
KEY_KP_CLEAR = 216,
KEY_KP_CLEARENTRY = 217,
KEY_KP_BINARY = 218,
KEY_KP_OCTAL = 219,
KEY_KP_DECIMAL = 220,
KEY_KP_HEXADECIMAL = 221,
KEY_LCTRL = 224,
KEY_LSHIFT = 225,
KEY_LALT = 226,
KEY_LGUI = 227,
KEY_RCTRL = 228,
KEY_RSHIFT = 229,
KEY_RALT = 230,
KEY_RGUI = 231,
};
enum class DirectionalInput: UINT8
{
NONE = 0,
DOWN,
DOWN_LEFT,
LEFT,
UP_LEFT,
UP,
UP_RIGHT,
RIGHT,
DOWN_RIGHT
};
public:
STATIC VOID Initialize();
STATIC VOID OnEvent(IN PVOID event);
STATIC BOOL IsKeyDown(IN Key key)
{
return s_keys[(UINT8)key];
}
STATIC BOOL WasKeyPressed(IN Key key)
{
return !s_prevKeys[key] && s_keys[key];
}
STATIC BOOL WasKeyReleased(IN Key key)
{
return s_prevKeys[key] && !s_keys[key];
}
STATIC iam::Vec2f GetDirectionalInput();
STATIC iam::Vec2f GetDirectionalInput(OUT DirectionalInput& direction);
private:
STATIC BOOL s_keys[256];
STATIC BOOL s_prevKeys[256];
};
} // namespace ia::iae

View File

@ -0,0 +1,52 @@
// IAEngine: 2D Game Engine by IA
// Copyright (C) 2025 IAS (ias@iasoft.dev)
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#pragma once
#include <IAEngine/Audio.hpp>
#include <IAEngine/Texture.hpp>
namespace ia::iae
{
class Engine;
class ResourceManager
{
public:
RefPtr<Texture> CreateTexture(IN CONST Span<CONST UINT8> &encodedData);
RefPtr<Texture> CreateTexture(IN PCUINT8 encodedData, IN SIZE_T encodedDataSize);
RefPtr<Texture> CreateTexture(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height);
public:
Sound CreateSound(IN PCUINT8 audioData, IN SIZE_T audioDataSize)
{
return Audio::CreateSound(audioData, audioDataSize);
}
Sound CreateSound(IN CONST Vector<UINT8> &audioData)
{
return CreateSound(audioData.data(), audioData.size());
}
protected:
Engine *CONST m_engine;
private:
ResourceManager(IN Engine *engine);
friend class Engine;
};
} // namespace ia::iae

View File

@ -50,5 +50,6 @@ namespace ia::iae
private:
friend class Engine;
friend class ResourceManager;
};
} // namespace ia::iae