Engine Interface
This commit is contained in:
@ -17,36 +17,87 @@
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#include <Engine.hpp>
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#include <Engine.hpp>
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#include <IAEngine/Engine.hpp>
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#include <IAEngine/Engine.hpp>
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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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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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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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namespace ia::iae
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{
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{
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}
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}
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#include <IAEngine/EngineInterface.hpp>
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BOOL ValidateGameFunctionTable(IN GameFunctionTable gameFunctionTable)
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BOOL ValidateGameFunctionTable(IN GameFunctionTable gameFunctionTable)
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{
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{
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if(!gameFunctionTable.OnInitialize) return false;
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if (!gameFunctionTable.OnInitialize)
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if(!gameFunctionTable.OnTerminate) return false;
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return false;
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if(!gameFunctionTable.OnDebugDraw) return false;
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if (!gameFunctionTable.OnTerminate)
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if(!gameFunctionTable.OnFixedUpdate) return false;
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return false;
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if(!gameFunctionTable.OnUpdate) return false;
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if (!gameFunctionTable.OnDebugDraw)
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if(!gameFunctionTable.OnResize) return false;
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return false;
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if(!gameFunctionTable.GetName) return false;
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if (!gameFunctionTable.OnFixedUpdate)
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if(!gameFunctionTable.GetVersion) return false;
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return false;
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if(!gameFunctionTable.GetPackageName) return false;
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if (!gameFunctionTable.OnUpdate)
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if(!gameFunctionTable.GetDeveloperName) return false;
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return false;
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if(!gameFunctionTable.GetPublisherName) 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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return true;
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}
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}
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C_DECL(IAE_DLL_API ia::BOOL IAEngine_OnInitialize(IN GameFunctionTable gameFunctionTable))
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C_DECL(IAE_DLL_API ia::BOOL IAEngine_OnInitialize(IN GameFunctionTable gameFunctionTable))
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{
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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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{
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IAE_LOG_ERROR("Invalid game function table was passed to the engine. Exiting..");
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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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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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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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return true;
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}
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}
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C_DECL(IAE_DLL_API ia::VOID IAEngine_OnTerminate())
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C_DECL(IAE_DLL_API ia::VOID IAEngine_OnTerminate())
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{
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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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}
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C_DECL(IAE_DLL_API ia::BOOL IAEngine_OnIterate())
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C_DECL(IAE_DLL_API ia::BOOL IAEngine_OnIterate())
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{
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{
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__Internal_Engine::Iterate();
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return true;
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return true;
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}
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}
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C_DECL(IAE_DLL_API ia::VOID IAEngine_OnEvent(IN PVOID event))
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C_DECL(IAE_DLL_API ia::VOID IAEngine_OnEvent(IN PVOID event))
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{
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{
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__Internal_Engine::ProcessEvent((SDL_Event *) event);
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}
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}
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0
Engine/Src/Imp/CPP/Random.cpp
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0
Engine/Src/Imp/CPP/Random.cpp
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0
Engine/Src/Imp/CPP/Time.cpp
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0
Engine/Src/Imp/CPP/Time.cpp
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@ -18,7 +18,16 @@
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#include <IAEngine/Base.hpp>
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#include <IAEngine/Base.hpp>
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#include <SDL3/SDL_events.h>
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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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class __Internal_Engine
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{
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public:
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STATIC VOID Initialize();
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STATIC VOID Terminate();
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STATIC VOID Iterate();
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STATIC VOID ProcessEvent(IN SDL_Event* event);
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};
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}
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}
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0
Engine/Src/Imp/HPP/Random.hpp
Normal file
0
Engine/Src/Imp/HPP/Random.hpp
Normal file
0
Engine/Src/Imp/HPP/Time.hpp
Normal file
0
Engine/Src/Imp/HPP/Time.hpp
Normal file
@ -40,4 +40,18 @@ namespace ia::iae
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{
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{
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using Handle = INT64;
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using Handle = INT64;
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STATIC CONSTEXPR Handle INVALID_HANDLE = -1;
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STATIC CONSTEXPR Handle INVALID_HANDLE = -1;
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using Vec2 = glm::vec2;
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using Vec3 = glm::vec3;
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using Vec4 = glm::vec4;
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struct Color
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{
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UINT8 R{0xFF};
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UINT8 G{0xFF};
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UINT8 B{0xFF};
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UINT8 A{0xFF};
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};
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} // namespace ia::iae
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} // namespace ia::iae
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@ -20,5 +20,136 @@
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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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using InputKey = UINT8;
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struct TimePeriod
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{
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};
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struct INode
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{
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String Name{};
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};
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struct IComponent
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{
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};
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struct ICameraComponent: public IComponent
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{
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};
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struct ImageView
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{
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Handle Image{};
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Vec4 Scissor{};
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};
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struct SoundView
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{
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Handle Sound{};
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INT32 LoopTimes{};
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TimePeriod LoopDelay{};
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};
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struct GeometryVertex
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{
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Vec2 Position{};
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Vec2 TexCoord{};
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Vec4 Color{};
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};
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class Engine
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{
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public:
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// Event Functions
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STATIC Handle CreateEvent(IN CONST String& name);
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STATIC VOID DestroyEvent(IN Handle event);
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STATIC Handle GetEventByName(IN CONST String& name);
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STATIC VOID AddEventListener(IN Handle event, IN std::function<VOID()> callback);
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STATIC VOID AddEventListener(IN CONST String& eventName, IN std::function<VOID()> callback);
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STATIC VOID BroadcastEvent(IN Handle event);
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STATIC VOID BroadcastEvent(IN CONST String& eventName);
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// Physics Functions
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STATIC Handle CreatePhysicsBody();
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STATIC VOID DestroyPhysicsBody(IN Handle body);
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// Renderer Functions
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STATIC Handle CreateGeometry(IN CONST Vector<GeometryVertex>& vertices, IN CONST Vector<INT32>& indices);
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STATIC VOID DestroyGeometry(IN Handle geometry);
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STATIC VOID DrawGeometry(IN Handle handle);
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STATIC VOID ResizeDisplay(IN INT32 newWidth, IN INT32 newHeight);
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// Renderer State Functions
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STATIC VOID SetRenderState_Scissor(IN Vec4 rect);
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STATIC VOID SetRenderState_FlippedH(IN BOOL value);
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STATIC VOID SetRenderState_FlippedV(IN BOOL value);
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STATIC VOID SetRenderState_TextureOffset(IN Vec2 off);
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STATIC VOID SetRenderState_ColorOverlay(IN Color color);
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STATIC VOID SetRenderState_CameraRelative(IN BOOL value);
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STATIC VOID SetRenderState_ScissorEnabled(IN BOOL value);
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STATIC VOID SetRenderState_Texture(IN Handle image);
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STATIC VOID SetRenderState_Transform(IN Vec2 position, IN Vec2 scale, IN FLOAT32 rotation, IN UINT8 layer, IN INT16 sortIndex);
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// Debug Draw Functions
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STATIC VOID DebugDraw_SetColor(IN Color color);
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STATIC VOID DebugDraw_StrokeWidth(IN FLOAT32 width);
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STATIC VOID DebugDraw_Line(IN Vec2 from, IN Vec2 to);
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STATIC VOID DebugDraw_FillRect(IN Vec2 position, IN Vec2 size);
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STATIC VOID DebugDraw_StrokeRect(IN Vec2 position, IN Vec2 size);
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// Resource Functions
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STATIC Handle CreateImage();
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STATIC Handle CreateSound();
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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 Vec2 GetImageExtent(IN Handle image);
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STATIC VOID RescaleImage(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, IN INT32 unitCountX, IN INT32 unitCountY);
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// Game Functions
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STATIC VOID SetTimeScale(IN FLOAT32 scale);
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STATIC VOID SetActiveCamera(IN ICameraComponent* cameraComponent);
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// Scene Functions
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STATIC Handle CreateScene();
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STATIC VOID DestroyScene(IN Handle handle);
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STATIC VOID ChangeActiveScene(IN Handle 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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STATIC VOID AddNodeToScene(IN Handle scene, IN RefPtr<INode> node);
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STATIC VOID RemoveNodeFromScene(IN Handle scene, IN CONST String& name);
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// Input Functions
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STATIC Vec2 GetInputAxis();
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STATIC VOID SwitchInputModeToText();
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STATIC VOID SwitchInputModeToAction();
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STATIC Vec2 GetInputPointerPosition();
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STATIC BOOL IsInputKeyDown(IN InputKey key);
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STATIC BOOL WasInputKeyPressed(IN InputKey key);
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STATIC BOOL WasInputKeyReleased(IN InputKey key);
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STATIC BOOL IsInputActionDown(IN Handle action);
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STATIC BOOL WasInputActionPressed(IN Handle action);
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STATIC BOOL WasInputActionReleased(IN Handle action);
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STATIC BOOL IsInputActionDown(IN PCCHAR action);
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STATIC BOOL WasInputActionPressed(IN PCCHAR action);
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STATIC BOOL WasInputActionReleased(IN PCCHAR action);
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STATIC Handle BindInputAction(IN CONST String& name, IN InputKey key);
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STATIC VOID BindInputAxis(IN InputKey upKey, IN InputKey downKey, IN InputKey leftKey, IN InputKey rightKey);
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// Random Functions
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STATIC FLOAT32 GetRandomFloat();
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STATIC INT32 GetRandomInRange(IN INT32 min, IN INT32 max);
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// Time Functions
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STATIC INT64 GetTickCount();
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STATIC INT64 GetUnixSecond();
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STATIC INT64 GetUnixMillisecond();
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STATIC FLOAT32 GetFrameDeltaTime();
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};
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}
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}
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