Engine Interface
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@ -17,36 +17,87 @@
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#include <Engine.hpp>
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#include <IAEngine/Engine.hpp>
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GameFunctionTable g_gameFunctions{};
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//SDL_SetAppMetadata("SDL Hello World Example", "1.0", "com.example.sdl-hello-world");
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namespace ia::iae
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{
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}
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#include <SDL3/SDL.h>
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#include <IAEngine/EngineInterface.hpp>
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GameFunctionTable g_gameFunctions{};
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namespace ia::iae
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{
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String GetStringVersion(IN UINT64 version)
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{
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return "";
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}
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VOID __Internal_Engine::Initialize()
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{
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IAE_LOG_INFO("Booting IAEngine for ", g_gameFunctions.GetName());
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SDL_SetAppMetadata(g_gameFunctions.GetName(), GetStringVersion(g_gameFunctions.GetVersion()).c_str(),
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g_gameFunctions.GetPackageName());
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g_gameFunctions.OnInitialize();
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}
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VOID __Internal_Engine::Terminate()
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{
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g_gameFunctions.OnTerminate();
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IAE_LOG_INFO("Shutting down IAEngine");
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}
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VOID __Internal_Engine::Iterate()
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{
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}
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VOID __Internal_Engine::ProcessEvent(IN SDL_Event *event)
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{
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switch (event->type)
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{
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case SDL_EVENT_WINDOW_RESIZED:
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break;
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}
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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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}
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BOOL ValidateGameFunctionTable(IN GameFunctionTable gameFunctionTable)
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{
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if(!gameFunctionTable.OnInitialize) return false;
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if(!gameFunctionTable.OnTerminate) return false;
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if(!gameFunctionTable.OnDebugDraw) return false;
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if(!gameFunctionTable.OnFixedUpdate) return false;
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if(!gameFunctionTable.OnUpdate) return false;
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if(!gameFunctionTable.OnResize) return false;
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if(!gameFunctionTable.GetName) return false;
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if(!gameFunctionTable.GetVersion) return false;
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if(!gameFunctionTable.GetPackageName) return false;
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if(!gameFunctionTable.GetDeveloperName) return false;
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if(!gameFunctionTable.GetPublisherName) return false;
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if (!gameFunctionTable.OnInitialize)
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return false;
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if (!gameFunctionTable.OnTerminate)
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return false;
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if (!gameFunctionTable.OnDebugDraw)
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return false;
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if (!gameFunctionTable.OnFixedUpdate)
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return false;
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if (!gameFunctionTable.OnUpdate)
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return false;
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if (!gameFunctionTable.OnResize)
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return false;
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if (!gameFunctionTable.GetName)
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return false;
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if (!gameFunctionTable.GetVersion)
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return false;
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if (!gameFunctionTable.GetPackageName)
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return false;
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if (!gameFunctionTable.GetDeveloperName)
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return false;
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if (!gameFunctionTable.GetPublisherName)
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return false;
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return true;
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}
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C_DECL(IAE_DLL_API ia::BOOL IAEngine_OnInitialize(IN GameFunctionTable gameFunctionTable))
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{
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if(!ValidateGameFunctionTable(gameFunctionTable))
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if (!ValidateGameFunctionTable(gameFunctionTable))
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{
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IAE_LOG_ERROR("Invalid game function table was passed to the engine. Exiting..");
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return false;
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@ -54,21 +105,23 @@ C_DECL(IAE_DLL_API ia::BOOL IAEngine_OnInitialize(IN GameFunctionTable gameFunct
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g_gameFunctions = gameFunctionTable;
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IAE_LOG_INFO("Booting IAEngine for ", gameFunctionTable.GetName());
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__Internal_Engine::Initialize();
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return true;
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}
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C_DECL(IAE_DLL_API ia::VOID IAEngine_OnTerminate())
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{
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IAE_LOG_INFO("Shutting down IAEngine");
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__Internal_Engine::Terminate();
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}
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C_DECL(IAE_DLL_API ia::BOOL IAEngine_OnIterate())
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{
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__Internal_Engine::Iterate();
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return true;
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}
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C_DECL(IAE_DLL_API ia::VOID IAEngine_OnEvent(IN PVOID event))
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{
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__Internal_Engine::ProcessEvent((SDL_Event *) event);
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}
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