This commit is contained in:
Isuru Samarathunga
2025-10-12 16:39:29 +05:30
parent 09131d7fab
commit 4380705f81
18 changed files with 511 additions and 94 deletions

View File

@ -102,6 +102,18 @@ namespace ia::iae
Vec4 Color{};
};
enum class Direction : UINT8 {
NONE = 255,
DOWN = 0,
DOWN_LEFT,
LEFT,
UP_LEFT,
UP,
UP_RIGHT,
RIGHT,
DOWN_RIGHT
};
struct Color
{
UINT8 R{0xFF};

View File

@ -35,6 +35,11 @@ namespace ia::iae
public:
VOID SetViewport(IN INT32 width, IN INT32 height);
Vec2& PositionOffset()
{
return m_positionOffset;
}
Vec4 GetViewport() CONST
{
return m_viewport;
@ -53,6 +58,7 @@ namespace ia::iae
private:
Vec4 m_viewport{};
Mat4 m_viewMatrix{1.0f};
Vec2 m_positionOffset{};
Mat4 m_projectionMatrix{1.0f};
};
} // namespace ia::iae

View File

@ -0,0 +1,83 @@
// IAEngine: 2D Game Engine by IA
// Copyright (C) 2025 IASoft (PVT) LTD (oss@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/IComponent.hpp>
namespace ia::iae
{
class PhysicsComponent : public IComponent
{
public:
struct Collider
{
BOOL IsTrigger{false};
Vec2 Position{};
Vec2 Size{};
};
public:
PhysicsComponent(IN Node2D *node);
Handle CreateCollider();
Handle AddCollider(IN Collider collider);
Collider &GetCollider(IN Handle handle);
VOID Move(IN glm::vec2 direction);
VOID Jump(IN FLOAT32 force);
public:
BOOL &IsDynamic()
{
return m_isDynamic;
}
FLOAT32 &MovementSpeed()
{
return m_movementSpeed;
}
Vector<Collider> &Colliders()
{
return m_colliders;
}
CONST Vec2 &GetVelocity() CONST
{
return m_velocity;
}
private:
Vec2 m_velocity{};
BOOL m_isDynamic{false};
Vector<Collider> m_colliders;
FLOAT32 m_movementSpeed{1.0f};
Handle m_physicsHandle{INVALID_HANDLE};
VOID OnCollision(IN PhysicsComponent *other);
friend class Physics;
public:
VIRTUAL VOID Draw();
VIRTUAL VOID DebugDraw();
VIRTUAL VOID Update();
VIRTUAL VOID FixedUpdate();
};
} // namespace ia::iae

View File

@ -24,8 +24,8 @@
#include <IAEngine/Components/CameraComponent.hpp>
#include <IAEngine/Components/SoundEmitterComponent.hpp>
#include <IAEngine/UI.hpp>
#include <IAEngine/Scene.hpp>
#include <IAEngine/UI.hpp>
#include <IAEngine/Utils.hpp>
namespace ia::iae
@ -34,103 +34,104 @@ namespace ia::iae
{
public:
// Event Functions
STATIC Handle CreateEvent(IN CONST String &name);
STATIC VOID DestroyEvent(IN Handle event);
STATIC Handle GetEventByName(IN CONST String &name);
STATIC VOID AddEventListener(IN Handle event, IN std::function<VOID()> callback);
STATIC VOID AddEventListener(IN CONST String &eventName, IN std::function<VOID()> callback);
STATIC VOID BroadcastEvent(IN Handle event);
STATIC VOID BroadcastEvent(IN CONST String &eventName);
STATIC Handle CreateEvent(IN CONST String &name);
STATIC VOID DestroyEvent(IN Handle event);
STATIC Handle GetEventByName(IN CONST String &name);
STATIC VOID AddEventListener(IN Handle event, IN std::function<VOID()> callback);
STATIC VOID AddEventListener(IN CONST String &eventName, IN std::function<VOID()> callback);
STATIC VOID BroadcastEvent(IN Handle event);
STATIC VOID BroadcastEvent(IN CONST String &eventName);
// Renderer Functions
STATIC Handle GetGeometry_Quad();
STATIC Handle CreateGeometry(IN CONST Vector<GeometryVertex> &vertices,
IN CONST Vector<INT32> &indices);
STATIC VOID DestroyGeometry(IN Handle geometry);
STATIC VOID DrawGeometry(IN Handle handle);
STATIC IVec2 GetDisplayExtent();
STATIC VOID ResizeDisplay(IN INT32 newWidth, IN INT32 newHeight);
STATIC Handle GetGeometry_Quad();
STATIC Handle CreateGeometry(IN CONST Vector<GeometryVertex> &vertices, IN CONST Vector<INT32> &indices);
STATIC VOID DestroyGeometry(IN Handle geometry);
STATIC VOID DrawGeometry(IN Handle handle);
STATIC IVec2 GetDisplayExtent();
STATIC VOID ResizeDisplay(IN INT32 newWidth, IN INT32 newHeight);
// Renderer State Functions
STATIC VOID SetRenderState_Scissor(IN IVec4 rect);
STATIC VOID SetRenderState_FlippedH(IN BOOL value);
STATIC VOID SetRenderState_FlippedV(IN BOOL value);
STATIC VOID SetRenderState_TextureOffset(IN Vec2 off);
STATIC VOID SetRenderState_YSortingEnabled(IN BOOL value);
STATIC VOID SetRenderState_ColorOverlay(IN Color color);
STATIC VOID SetRenderState_CameraRelative(IN BOOL value);
STATIC VOID SetRenderState_Texture(IN Handle image);
STATIC VOID SetRenderState_Transform(IN Vec2 position, IN Vec2 scale, IN FLOAT32 rotation,
IN UINT8 layer, IN INT16 sortIndex);
STATIC VOID SetRenderState_Scissor(IN IVec4 rect);
STATIC VOID SetRenderState_FlippedH(IN BOOL value);
STATIC VOID SetRenderState_FlippedV(IN BOOL value);
STATIC VOID SetRenderState_TextureOffset(IN Vec2 off);
STATIC VOID SetRenderState_YSortingEnabled(IN BOOL value);
STATIC VOID SetRenderState_ColorOverlay(IN Color color);
STATIC VOID SetRenderState_CameraRelative(IN BOOL value);
STATIC VOID SetRenderState_Texture(IN Handle image);
STATIC VOID SetRenderState_Transform(IN Vec2 position, IN Vec2 scale, IN FLOAT32 rotation, IN UINT8 layer,
IN INT16 sortIndex);
// Debug Draw Functions
STATIC VOID DebugDraw_SetColor(IN Color color);
STATIC VOID DebugDraw_StrokeWidth(IN FLOAT32 width);
STATIC VOID DebugDraw_Line(IN Vec2 from, IN Vec2 to);
STATIC VOID DebugDraw_FillRect(IN Vec2 position, IN Vec2 size);
STATIC VOID DebugDraw_StrokeRect(IN Vec2 position, IN Vec2 size);
STATIC VOID DebugDraw_SetColor(IN Color color);
STATIC VOID DebugDraw_SetStrokeWidth(IN FLOAT32 width);
STATIC VOID DebugDraw_Line(IN Vec2 from, IN Vec2 to);
STATIC VOID DebugDraw_FillRect(IN Vec2 position, IN Vec2 size);
STATIC VOID DebugDraw_StrokeRect(IN Vec2 position, IN Vec2 size);
// Resource Functions
STATIC Handle CreateSoundFromFile(IN CONST String &name, IN CONST String &path);
STATIC Handle CreateImageFromFile(IN CONST String &name, IN CONST String &path,
IN INT32 resizeToWidth = 0, IN INT32 resizeToHeight = 0);
STATIC Handle CreateImage(IN CONST String &name, IN PCUINT8 encodedData, IN SIZE_T encodedDataSize);
STATIC Handle CreateImage(IN CONST String &name, IN PCUINT8 rgbaData, IN INT32 width,
IN INT32 height);
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 VOID DestroyImage(IN Handle image);
STATIC VOID DestroySound(IN Handle sound);
STATIC IVec2 GetImageExtent(IN Handle image);
STATIC Handle ResizeImage(IN Handle image, IN INT32 newWidth, IN INT32 newHeight);
STATIC Handle ResizeImage(IN CONST String& name, IN INT32 newWidth, IN INT32 newHeight);
STATIC VOID RescaleAllImages(IN FLOAT32 factorX, IN FLOAT32 factorY);
STATIC Handle CombineImages(IN CONST Vector<Handle> &images, IN INT32 unitWidth,
IN INT32 unitHeight, IN INT32 unitCountX, IN INT32 unitCountY);
STATIC Handle CreateSoundFromFile(IN CONST String &name, IN CONST String &path);
STATIC Handle CreateImageFromFile(IN CONST String &name, IN CONST String &path, IN INT32 resizeToWidth = 0,
IN INT32 resizeToHeight = 0);
STATIC Handle CreateImage(IN CONST String &name, IN PCUINT8 encodedData, IN SIZE_T encodedDataSize);
STATIC Handle CreateImage(IN CONST String &name, IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height);
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 VOID DestroyImage(IN Handle image);
STATIC VOID DestroySound(IN Handle sound);
STATIC IVec2 GetImageExtent(IN Handle image);
STATIC Handle ResizeImage(IN Handle image, IN INT32 newWidth, IN INT32 newHeight);
STATIC Handle ResizeImage(IN CONST String &name, IN INT32 newWidth, IN INT32 newHeight);
STATIC VOID RescaleAllImages(IN FLOAT32 factorX, IN FLOAT32 factorY);
STATIC Handle CombineImages(IN CONST Vector<Handle> &images, IN INT32 unitWidth, IN INT32 unitHeight,
IN INT32 unitCountX, IN INT32 unitCountY);
// Game Functions
STATIC VOID SetTimeScale(IN FLOAT32 scale);
STATIC VOID SetActiveCamera(IN CameraComponent *cameraComponent);
STATIC VOID SetTimeScale(IN FLOAT32 scale);
STATIC VOID SetActiveCamera(IN CameraComponent *cameraComponent);
STATIC CameraComponent *GetActiveCamera();
// Scene Functions
STATIC RefPtr<Scene> CreateSceneFromFile(IN CONST String &path);
STATIC Scene *GetActiveScene();
STATIC VOID ChangeActiveScene(IN RefPtr<Scene> scene);
STATIC VOID AddNodeToActiveScene(IN RefPtr<INode> node);
STATIC INode *GetNodeFromActiveScene(IN CONST String &name);
STATIC VOID RemoveNodeFromActiveScene(IN CONST String &name);
STATIC RefPtr<Scene> CreateSceneFromFile(IN CONST String &path);
STATIC Scene *GetActiveScene();
STATIC VOID ChangeActiveScene(IN RefPtr<Scene> scene);
STATIC VOID AddNodeToActiveScene(IN RefPtr<INode> node);
STATIC INode *GetNodeFromActiveScene(IN CONST String &name);
STATIC VOID RemoveNodeFromActiveScene(IN CONST String &name);
// Input Functions
STATIC Vec2 GetInputAxis();
STATIC VOID SwitchInputModeToText();
STATIC VOID SwitchInputModeToAction();
STATIC Vec2 GetInputPointerPosition();
STATIC BOOL IsInputKeyDown(IN InputKey key);
STATIC BOOL WasInputKeyPressed(IN InputKey key);
STATIC BOOL WasInputKeyReleased(IN InputKey key);
STATIC BOOL IsInputActionDown(IN Handle action);
STATIC BOOL WasInputActionPressed(IN Handle action);
STATIC BOOL WasInputActionReleased(IN Handle action);
STATIC BOOL IsInputActionDown(IN CONST String &action);
STATIC BOOL WasInputActionPressed(IN CONST String &action);
STATIC BOOL WasInputActionReleased(IN CONST String &action);
STATIC Handle BindInputAction(IN CONST String &name, IN InputKey key);
STATIC VOID BindInputAxis(IN InputKey upKey, IN InputKey downKey, IN InputKey leftKey,
IN InputKey rightKey);
STATIC Vec2 GetInputAxis();
STATIC VOID SwitchInputModeToText();
STATIC VOID SwitchInputModeToAction();
STATIC Vec2 GetInputPointerPosition();
STATIC BOOL IsInputKeyDown(IN InputKey key);
STATIC BOOL WasInputKeyPressed(IN InputKey key);
STATIC BOOL WasInputKeyReleased(IN InputKey key);
STATIC BOOL IsInputActionDown(IN Handle action);
STATIC BOOL WasInputActionPressed(IN Handle action);
STATIC BOOL WasInputActionReleased(IN Handle action);
STATIC BOOL IsInputActionDown(IN CONST String &action);
STATIC BOOL WasInputActionPressed(IN CONST String &action);
STATIC BOOL WasInputActionReleased(IN CONST String &action);
STATIC Handle BindInputAction(IN CONST String &name, IN InputKey key);
STATIC VOID BindInputAxis(IN InputKey upKey, IN InputKey downKey, IN InputKey leftKey, IN InputKey rightKey);
// Utility Functions
STATIC Direction GetVectorPointingDirection(IN Vec2 v);
// Random Functions
STATIC FLOAT32 GetRandomFloat();
STATIC INT32 GetRandomInRange(IN INT32 min, IN INT32 max);
STATIC FLOAT32 GetRandomFloat();
STATIC INT32 GetRandomInRange(IN INT32 min, IN INT32 max);
// Time Functions
STATIC INT64 GetTickCount();
STATIC INT64 GetUnixSecond();
STATIC INT64 GetUnixMillisecond();
STATIC FLOAT32 GetFrameDeltaTime();
STATIC INT64 GetTickCount();
STATIC INT64 GetUnixSecond();
STATIC INT64 GetUnixMillisecond();
STATIC FLOAT32 GetFrameDeltaTime();
// Engine Functions
STATIC BOOL IsDebugMode();
STATIC String GetUniqueResourceName();
STATIC BOOL IsDebugMode();
STATIC String GetUniqueResourceName();
};
} // namespace ia::iae

View File

@ -17,6 +17,7 @@
#pragma once
#include <IAEngine/Nodes/SpriteNode.hpp>
#include <IAEngine/Components/PhysicsComponent.hpp>
namespace ia::iae
{

View File

@ -17,6 +17,7 @@
#pragma once
#include <IAEngine/Nodes/TextureNode.hpp>
#include <IAEngine/Components/PhysicsComponent.hpp>
namespace ia::iae
{

View File

@ -22,12 +22,14 @@ namespace ia::iae
{
class UI
{
public:
STATIC VOID AddFontFromFile(IN CONST String& path);
STATIC VOID SetHTML(IN CONST String& source);
public:
STATIC VOID AddFontFromFile(IN CONST String &path);
public:
STATIC VOID SetHTML(IN CONST String &source);
STATIC VOID AddClickEvent(IN PCCHAR elementId, IN std::function<VOID()> callback);
public:
STATIC VOID Initialize();
STATIC VOID Terminate();
@ -35,6 +37,6 @@ namespace ia::iae
STATIC VOID Draw();
STATIC VOID OnSDLEvent(IN PVOID event);
STATIC VOID OnScreenResize(IN INT32 newWidth, IN INT32 newHeight);
};
}
STATIC VOID OnScreenResize(IN INT32 newWidth, IN INT32 newHeight);
};
} // namespace ia::iae