Usable Engine
This commit is contained in:
53
Engine/Src/Imp/CPP/Components/CameraComponent.cpp
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53
Engine/Src/Imp/CPP/Components/CameraComponent.cpp
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@ -0,0 +1,53 @@
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// IAEngine: 2D Game Engine by IA
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// Copyright (C) 2025 IASoft (PVT) LTD (oss@iasoft.dev)
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
|
||||
// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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#include <IAEngine/Components/CameraComponent.hpp>
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#include <Renderer/Renderer.hpp>
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namespace ia::iae
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{
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CameraComponent::CameraComponent(IN Node2D *node) : IComponent(node)
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{
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}
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VOID CameraComponent::SetViewport(IN INT32 width, IN INT32 height)
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{
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m_viewport.x = 0;
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m_viewport.y = 0;
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m_viewport.z = width;
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m_viewport.w = height;
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m_projectionMatrix =
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glm::orthoLH(0.0f, (FLOAT32) width, (FLOAT32) height, 0.0f, Renderer::MIN_DEPTH, Renderer::MAX_DEPTH);
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}
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VOID CameraComponent::Draw()
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{
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}
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VOID CameraComponent::DebugDraw()
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{
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}
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VOID CameraComponent::Update()
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{
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}
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VOID CameraComponent::FixedUpdate()
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{
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}
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} // namespace ia::iae
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0
Engine/Src/Imp/CPP/Components/PhysicsComponent.cpp
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0
Engine/Src/Imp/CPP/Components/PhysicsComponent.cpp
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0
Engine/Src/Imp/CPP/Components/SpriteComponent.cpp
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0
Engine/Src/Imp/CPP/Components/SpriteComponent.cpp
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60
Engine/Src/Imp/CPP/Components/TextureComponent.cpp
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60
Engine/Src/Imp/CPP/Components/TextureComponent.cpp
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@ -0,0 +1,60 @@
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// IAEngine: 2D Game Engine by IA
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// Copyright (C) 2025 IASoft (PVT) LTD (oss@iasoft.dev)
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
|
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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#include <IAEngine/Components/TextureComponent.hpp>
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#include <IAEngine/Engine.hpp>
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namespace ia::iae
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{
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TextureComponent::TextureComponent(IN Node2D *node) : IComponent(node)
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{
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}
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VOID TextureComponent::SetTexture(IN Handle image)
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{
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const auto t = Engine::GetImageExtent(image);
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m_texture = image;
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m_textureExtent = {t.x, t.y};
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}
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VOID TextureComponent::Draw()
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{
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m_drawnSize = m_node->GetScale() * m_textureExtent * m_scaleOffset;
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Engine::SetRenderState_Texture(m_texture);
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Engine::SetRenderState_FlippedH(m_isFlippedH);
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Engine::SetRenderState_FlippedV(m_isFlippedV);
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Engine::SetRenderState_ColorOverlay(m_colorOverlay);
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Engine::SetRenderState_TextureOffset(m_textureOffset);
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Engine::SetRenderState_CameraRelative(m_isCameraRelative);
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Engine::SetRenderState_Transform(m_node->GetPosition() + m_positionOffset, m_drawnSize, m_node->GetRotation() + m_rotationOffset, m_node->Layer(), m_node->SortIndex());
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Engine::DrawGeometry(Engine::GetGeometry_Quad());
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}
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VOID TextureComponent::DebugDraw()
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{
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}
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VOID TextureComponent::Update()
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{
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}
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VOID TextureComponent::FixedUpdate()
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{
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}
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} // namespace ia::iae
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0
Engine/Src/Imp/CPP/Components/TileMapComponent.cpp
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0
Engine/Src/Imp/CPP/Components/TileMapComponent.cpp
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@ -17,6 +17,8 @@
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#include <IAEngine/Engine.hpp>
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#include <Renderer/Renderer.hpp>
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#include <IACore/File.hpp>
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#include <IAEngine/EngineLibraryInterface.hpp>
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EXTERN GameFunctionTable g_gameFunctions;
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@ -37,4 +39,22 @@ namespace ia::iae
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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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{
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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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}
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Handle Engine::CreateSoundFromFile(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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}
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Handle 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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}
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} // namespace ia::iae
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@ -85,6 +85,9 @@ namespace ia::iae
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VOID __Internal_Engine::Iterate()
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{
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WorldManager::Update();
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WorldManager::FixedUpdate();
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g_gameFunctions.OnUpdate(Time::GetFrameDeltaTime());
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g_gameFunctions.OnFixedUpdate();
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Renderer::BeginFrame();
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WorldManager::Draw();
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25
Engine/Src/Imp/CPP/Nodes/CameraNode.cpp
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25
Engine/Src/Imp/CPP/Nodes/CameraNode.cpp
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@ -0,0 +1,25 @@
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// IAEngine: 2D Game Engine by IA
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// Copyright (C) 2025 IASoft (PVT) LTD (oss@iasoft.dev)
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
|
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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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 <IAEngine/Nodes/CameraNode.hpp>
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namespace ia::iae
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{
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CameraNode::CameraNode(IN CONST String &name) : Node2D(name), m_cameraComponent(AddComponent<CameraComponent>())
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{
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}
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} // namespace ia::iae
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63
Engine/Src/Imp/CPP/Nodes/Node2D.cpp
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63
Engine/Src/Imp/CPP/Nodes/Node2D.cpp
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@ -0,0 +1,63 @@
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// IAEngine: 2D Game Engine by IA
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// Copyright (C) 2025 IASoft (PVT) LTD (oss@iasoft.dev)
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//
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// This program is free software: you can redistribute it and/or modify
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||||
// 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.
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||||
//
|
||||
// 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
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||||
// GNU General Public License for more details.
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||||
//
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// You should have received a copy of the GNU General Public License
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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 <IAEngine/Nodes/Node2D.hpp>
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namespace ia::iae
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{
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Node2D::Node2D(IN CONST String &name) : INode(name)
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{
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}
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Node2D::~Node2D()
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{
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for(auto& t: m_components)
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delete t;
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}
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VOID Node2D::Draw()
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{
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for(auto& t: m_components)
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t->Draw();
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for(auto& t: m_children)
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t->Draw();
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}
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VOID Node2D::DebugDraw()
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{
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for(auto& t: m_components)
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t->DebugDraw();
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for(auto& t: m_children)
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t->DebugDraw();
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}
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VOID Node2D::Update()
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{
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for(auto& t: m_components)
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t->Update();
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for(auto& t: m_children)
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t->Update();
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}
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VOID Node2D::FixedUpdate()
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{
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for(auto& t: m_components)
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t->FixedUpdate();
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for(auto& t: m_children)
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t->FixedUpdate();
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}
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} // namespace ia::iae
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25
Engine/Src/Imp/CPP/Nodes/TextureNode.cpp
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25
Engine/Src/Imp/CPP/Nodes/TextureNode.cpp
Normal file
@ -0,0 +1,25 @@
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// IAEngine: 2D Game Engine by IA
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// Copyright (C) 2025 IASoft (PVT) LTD (oss@iasoft.dev)
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//
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// 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
|
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// the Free Software Foundation, either version 3 of the License, or
|
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// (at your option) any later version.
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//
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// 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/>.
|
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#include <IAEngine/Engine.hpp>
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#include <IAEngine/Nodes/TextureNode.hpp>
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namespace ia::iae
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{
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TextureNode::TextureNode(IN CONST String &name) : Node2D(name), m_textureComponent(AddComponent<TextureComponent>())
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{
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}
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} // namespace ia::iae
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@ -23,6 +23,9 @@
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#include <backends/imgui_impl_sdl3.h>
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#include <backends/imgui_impl_sdlgpu3.h>
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#include <IAEngine/GameLibraryInterface.hpp>
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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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@ -67,6 +70,7 @@ namespace ia::iae
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ImGui::NewFrame();
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WorldManager::DebugDraw();
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g_gameFunctions.OnDebugDraw();
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ImGui::Render();
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}
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@ -144,10 +144,12 @@ namespace ia::iae
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&s_state.DepthStencilTargetInfo);
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SDL_BindGPUGraphicsPipeline(s_state.ActiveRenderPass, s_geometryPipeline->GetHandle());
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SDL_PushGPUVertexUniformData(s_state.ActiveCommandBuffer, 0, &s_state.ProjectionMatrix, sizeof(Mat4));
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SDL_PushGPUVertexUniformData(
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s_state.ActiveCommandBuffer, 0,
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s_state.ActiveCamera ? s_state.ActiveCamera->GetProjectionMatrix() : &IdentityMatrix, sizeof(Mat4));
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SDL_PushGPUVertexUniformData(
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s_state.ActiveCommandBuffer, 1,
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(s_state.ActiveCamera && !s_state.CameraRelative) ? s_state.ActiveCamera->GetMatrix() : &IdentityMatrix,
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(s_state.ActiveCamera && !s_state.CameraRelative) ? s_state.ActiveCamera->GetViewMatrix() : &IdentityMatrix,
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sizeof(Mat4));
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}
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@ -210,8 +212,17 @@ namespace ia::iae
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SDL_GPU_TEXTUREUSAGE_COLOR_TARGET | SDL_GPU_TEXTUREUSAGE_SAMPLER, s_screenWidth, s_screenHeight, nullptr,
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SDL_GetGPUSwapchainTextureFormat(s_gpuDevice, g_windowHandle));
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s_state.ProjectionMatrix =
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glm::orthoLH(0.0f, (FLOAT32) s_screenWidth, (FLOAT32) s_screenHeight, 0.0f, -2097152.0f, 2097152.0f);
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s_state.Scissor = {0, 0, newWidth, newHeight};
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s_state.ActiveViewport.x = 0;
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s_state.ActiveViewport.y = 0;
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s_state.ActiveViewport.w = newWidth;
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s_state.ActiveViewport.h = newHeight;
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s_state.ActiveViewport.min_depth = 0.0f;
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s_state.ActiveViewport.max_depth = 1.0f;
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if (s_state.ActiveCamera)
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s_state.ActiveCamera->SetViewport(newWidth, newHeight);
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}
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SDL_GPUTextureFormat Renderer::GetRenderTargetFormat()
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@ -233,6 +244,8 @@ namespace ia::iae
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VOID Renderer::DestroyGeometry(IN Geometry *handle)
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{
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GPUResourceManager::DestroyBuffer(handle->VertexBuffer);
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GPUResourceManager::DestroyBuffer(handle->IndexBuffer);
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delete handle;
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}
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@ -250,8 +263,7 @@ namespace ia::iae
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#pragma pack(pop)
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s_fragmentUniform.ColorOverlay = Vec4(s_state.ColorOverlay.R / 255.0f, s_state.ColorOverlay.G / 255.0f,
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s_state.ColorOverlay.B / 255.0f, s_state.ColorOverlay.A / 255.0f);
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s_fragmentUniform.ColorOverlay = s_state.ColorOverlay.GetAsFloatVec();
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s_fragmentUniform.FlippedH = s_state.FlippedH;
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s_fragmentUniform.FlippedV = s_state.FlippedV;
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s_fragmentUniform.TextureOffset = s_state.TextureOffset;
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@ -261,6 +273,7 @@ namespace ia::iae
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SDL_PushGPUFragmentUniformData(s_state.ActiveCommandBuffer, 0, &s_fragmentUniform, sizeof(s_fragmentUniform));
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SDL_SetGPUScissor(s_state.ActiveRenderPass, &s_state.Scissor);
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SDL_SetGPUViewport(s_state.ActiveRenderPass, &s_state.ActiveViewport);
|
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SDL_GPUBufferBinding bufferBindings[] = {{.buffer = handle->VertexBuffer, .offset = 0},
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{.buffer = handle->IndexBuffer, .offset = 0}};
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@ -272,9 +285,10 @@ namespace ia::iae
|
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namespace ia::iae
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{
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VOID Engine::SetActiveCamera(IN ICameraComponent *cameraComponent)
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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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Renderer::OnScreenResize(Renderer::s_screenWidth, Renderer::s_screenHeight);
|
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}
|
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Handle Engine::CreateGeometry(IN CONST Vector<GeometryVertex> &vertices, IN CONST Vector<INT32> &indices)
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@ -354,6 +368,6 @@ namespace ia::iae
|
||||
|
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Handle Engine::GetGeometry_Quad()
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{
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return (Handle)Renderer::s_quadGeometry;
|
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return (Handle) Renderer::s_quadGeometry;
|
||||
}
|
||||
} // namespace ia::iae
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@ -27,6 +27,8 @@
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
Vector<Handle> ResourceManager::s_images;
|
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Vector<Handle> ResourceManager::s_sounds;
|
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Map<Handle, UINT64> ResourceManager::s_imageExtents;
|
||||
|
||||
VOID ResourceManager::Initialize()
|
||||
@ -35,6 +37,10 @@ namespace ia::iae
|
||||
|
||||
VOID ResourceManager::Terminate()
|
||||
{
|
||||
for (const auto &t : s_images)
|
||||
GPUResourceManager::DestroyTexture((SDL_GPUTexture *) t);
|
||||
for (const auto &t : s_sounds)
|
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AudioManager::DestoryAudio(t);
|
||||
}
|
||||
|
||||
Handle ResourceManager::CreateImage(IN PCUINT8 encodedData, IN SIZE_T encodedDataSize)
|
||||
@ -51,12 +57,15 @@ namespace ia::iae
|
||||
const auto handle = (Handle) GPUResourceManager::CreateTexture(SDL_GPU_TEXTUREUSAGE_SAMPLER, width, height,
|
||||
rgbaData, SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM);
|
||||
s_imageExtents[handle] = (((UINT64) width) << 32) | height;
|
||||
s_images.pushBack(handle);
|
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return handle;
|
||||
}
|
||||
|
||||
Handle ResourceManager::CreateSound(IN PCUINT8 encodedData, IN SIZE_T encodedDataSize)
|
||||
{
|
||||
return AudioManager::CreateAudio(encodedData, encodedDataSize);
|
||||
const auto handle = AudioManager::CreateAudio(encodedData, encodedDataSize);
|
||||
s_sounds.pushBack(handle);
|
||||
return handle;
|
||||
}
|
||||
|
||||
VOID ResourceManager::DestroyImage(IN Handle image)
|
||||
@ -80,7 +89,6 @@ namespace ia::iae
|
||||
const auto currentExtent = GetImageExtent(image);
|
||||
const auto pixelData =
|
||||
GPUResourceManager::GetTexturePixelData((SDL_GPUTexture *) image, currentExtent.x, currentExtent.y);
|
||||
GPUResourceManager::DestroyTexture((SDL_GPUTexture *) image);
|
||||
const auto newPixelData =
|
||||
stbir_resize_uint8_linear(pixelData.data(), currentExtent.x, currentExtent.y, currentExtent.x * 4, nullptr,
|
||||
newWidth, newHeight, newWidth * 4, stbir_pixel_layout::STBIR_RGBA);
|
||||
@ -92,7 +100,8 @@ namespace ia::iae
|
||||
Handle ResourceManager::CombineImages(IN CONST Vector<Handle> &images, IN INT32 unitWidth, IN INT32 unitHeight,
|
||||
IN INT32 unitCountX, IN INT32 unitCountY)
|
||||
{
|
||||
return (Handle)GPUResourceManager::CombineTextures((SDL_GPUTexture**)images.data(), unitWidth, unitHeight, unitCountX, unitCountY);
|
||||
return (Handle) GPUResourceManager::CombineTextures((SDL_GPUTexture **) images.data(), unitWidth, unitHeight,
|
||||
unitCountX, unitCountY);
|
||||
}
|
||||
} // namespace ia::iae
|
||||
|
||||
|
||||
77
Engine/Src/Imp/CPP/Scene.cpp
Normal file
77
Engine/Src/Imp/CPP/Scene.cpp
Normal file
@ -0,0 +1,77 @@
|
||||
// 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/>.
|
||||
|
||||
#include <IAEngine/Engine.hpp>
|
||||
#include <Scene.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
Scene *Scene::Create()
|
||||
{
|
||||
return new Scene();
|
||||
}
|
||||
|
||||
Scene *Scene::Create(IN CONST String &sceneXML)
|
||||
{
|
||||
const auto scene = new Scene();
|
||||
|
||||
return scene;
|
||||
}
|
||||
|
||||
VOID Scene::Destroy(IN Scene *scene)
|
||||
{
|
||||
delete scene;
|
||||
}
|
||||
|
||||
VOID Scene::Draw()
|
||||
{
|
||||
for (auto &t : m_nodes)
|
||||
t->Value->Draw();
|
||||
}
|
||||
|
||||
VOID Scene::DebugDraw()
|
||||
{
|
||||
for (auto &t : m_nodes)
|
||||
t->Value->DebugDraw();
|
||||
}
|
||||
|
||||
VOID Scene::FixedUpdate()
|
||||
{
|
||||
for (auto &t : m_nodes)
|
||||
t->Value->FixedUpdate();
|
||||
}
|
||||
|
||||
VOID Scene::Update()
|
||||
{
|
||||
for (auto &t : m_nodes)
|
||||
t->Value->Update();
|
||||
}
|
||||
|
||||
VOID Scene::AddNode(IN RefPtr<INode> node)
|
||||
{
|
||||
m_nodes[node->GetName()] = node;
|
||||
}
|
||||
|
||||
INode *Scene::GetNode(IN CONST String &name)
|
||||
{
|
||||
return m_nodes[name].get();
|
||||
}
|
||||
|
||||
VOID Scene::RemoveNode(IN CONST String &name)
|
||||
{
|
||||
m_nodes[name] = nullptr;
|
||||
}
|
||||
} // namespace ia::iae
|
||||
@ -19,74 +19,104 @@
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
Scene *WorldManager::m_activeScene{};
|
||||
|
||||
VOID WorldManager::Initialize()
|
||||
{
|
||||
m_activeScene = Scene::Create();
|
||||
}
|
||||
|
||||
VOID WorldManager::Terminate()
|
||||
{
|
||||
if (m_activeScene)
|
||||
Scene::Destroy(m_activeScene);
|
||||
}
|
||||
|
||||
VOID WorldManager::Draw()
|
||||
{
|
||||
m_activeScene->Draw();
|
||||
}
|
||||
|
||||
VOID WorldManager::DebugDraw()
|
||||
{
|
||||
m_activeScene->DebugDraw();
|
||||
}
|
||||
|
||||
VOID WorldManager::Update()
|
||||
{
|
||||
m_activeScene->Update();
|
||||
}
|
||||
|
||||
VOID WorldManager::FixedUpdate()
|
||||
{
|
||||
m_activeScene->FixedUpdate();
|
||||
}
|
||||
|
||||
VOID WorldManager::ChangeActiveScene(IN Scene *scene)
|
||||
{
|
||||
m_activeScene = scene;
|
||||
}
|
||||
|
||||
VOID WorldManager::AddNodeToActiveScene(IN RefPtr<INode> node)
|
||||
{
|
||||
m_activeScene->AddNode(node);
|
||||
}
|
||||
|
||||
INode *WorldManager::GetNodeFromActiveScene(IN CONST String &name)
|
||||
{
|
||||
return m_activeScene->GetNode(name);
|
||||
}
|
||||
|
||||
VOID WorldManager::RemoveNodeFromActiveScene(IN CONST String &name)
|
||||
{
|
||||
m_activeScene->RemoveNode(name);
|
||||
}
|
||||
} // namespace ia::iae
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
Handle Engine::CreatePhysicsBody()
|
||||
{
|
||||
return INVALID_HANDLE;
|
||||
}
|
||||
|
||||
VOID Engine::DestroyPhysicsBody(IN Handle body)
|
||||
Handle Engine::CreateScene(IN CONST String &sceneXML)
|
||||
{
|
||||
return (Handle) Scene::Create(sceneXML);
|
||||
}
|
||||
|
||||
Handle Engine::CreateEmptyScene()
|
||||
{
|
||||
return INVALID_HANDLE;
|
||||
return (Handle) Scene::Create();
|
||||
}
|
||||
|
||||
VOID Engine::DestroyScene(IN Handle handle)
|
||||
{
|
||||
Scene::Destroy((Scene *) handle);
|
||||
}
|
||||
|
||||
VOID Engine::ChangeActiveScene(IN Handle scene)
|
||||
{
|
||||
WorldManager::ChangeActiveScene((Scene *) scene);
|
||||
}
|
||||
|
||||
VOID Engine::AddNodeToActiveScene(IN RefPtr<INode> node)
|
||||
{
|
||||
WorldManager::AddNodeToActiveScene(node);
|
||||
}
|
||||
|
||||
INode *Engine::GetNodeFromActiveScene(IN CONST String &name)
|
||||
{
|
||||
return nullptr;
|
||||
return WorldManager::GetNodeFromActiveScene(name);
|
||||
}
|
||||
|
||||
VOID Engine::RemoveNodeFromActiveScene(IN CONST String &name)
|
||||
{
|
||||
WorldManager::RemoveNodeFromActiveScene(name);
|
||||
}
|
||||
|
||||
VOID Engine::AddNodeToScene(IN Handle scene, IN RefPtr<INode> node)
|
||||
{
|
||||
((Scene *) scene)->AddNode(node);
|
||||
}
|
||||
|
||||
VOID Engine::RemoveNodeFromScene(IN Handle scene, IN CONST String &name)
|
||||
{
|
||||
}
|
||||
|
||||
Handle Engine::CreateScene(IN CONST String& sceneXML)
|
||||
{
|
||||
return INVALID_HANDLE;
|
||||
((Scene *) scene)->RemoveNode(name);
|
||||
}
|
||||
} // namespace ia::iae
|
||||
Reference in New Issue
Block a user