Usable Engine

This commit is contained in:
Isuru Samarathunga
2025-10-07 17:11:20 +05:30
parent 0ef29f4e5f
commit 57c4309cf2
68 changed files with 1007 additions and 127 deletions

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@ -16,6 +16,12 @@
#pragma once
#if defined(__BUILDING_IAENGINE) && (__BUILDING_IAENGINE)
#define IAE_DLL_API IA_DLL_EXPORT
#else
#define IAE_DLL_API IA_DLL_IMPORT
#endif
#include <IACore/Map.hpp>
#include <IACore/Logger.hpp>
#include <IACore/Memory.hpp>
@ -108,6 +114,11 @@ namespace ia::iae
UINT8 G{0xFF};
UINT8 B{0xFF};
UINT8 A{0xFF};
Vec4 GetAsFloatVec() CONST
{
return {(FLOAT32)R/255.0f, (FLOAT32)G/255.0f, (FLOAT32)B/255.0f, (FLOAT32)A/255.0f};
}
};
/* Adopted from SDL3 */

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@ -20,8 +20,39 @@
namespace ia::iae
{
struct ICameraComponent: public IComponent
class CameraComponent : public IComponent
{
PURE_VIRTUAL(Mat4* GetMatrix() CONST);
public:
CameraComponent(IN Node2D *node);
public:
VOID Draw();
VOID DebugDraw();
VOID Update();
VOID FixedUpdate();
public:
VOID SetViewport(IN INT32 width, IN INT32 height);
Vec4 GetViewport() CONST
{
return m_viewport;
}
CONST Mat4 *GetViewMatrix() CONST
{
return &m_viewMatrix;
}
CONST Mat4 *GetProjectionMatrix() CONST
{
return &m_projectionMatrix;
}
private:
Vec4 m_viewport{};
Mat4 m_viewMatrix{1.0f};
Mat4 m_projectionMatrix{1.0f};
};
}
} // namespace ia::iae

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@ -20,10 +20,32 @@
namespace ia::iae
{
class INode;
class Node2D;
struct IComponent
class IComponent
{
INode* Node{};
public:
PURE_VIRTUAL(VOID Draw());
PURE_VIRTUAL(VOID DebugDraw());
PURE_VIRTUAL(VOID Update());
PURE_VIRTUAL(VOID FixedUpdate());
public:
IComponent(IN Node2D *node) : m_node(node)
{
}
Node2D *GetNode()
{
return m_node;
}
CONST Node2D *GetNode() CONST
{
return m_node;
}
protected:
Node2D *CONST m_node{};
};
}
} // namespace ia::iae

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@ -0,0 +1,102 @@
// 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 TextureComponent : public IComponent
{
public:
IAE_DLL_API TextureComponent(IN Node2D *node);
public:
VOID Draw();
VOID DebugDraw();
VOID Update();
VOID FixedUpdate();
public:
IAE_DLL_API VOID SetTexture(IN Handle image);
Handle GetTexture() CONST
{
return m_texture;
}
Vec2 &PositionOffset()
{
return m_positionOffset;
}
Vec2 &ScaleOffset()
{
return m_scaleOffset;
}
FLOAT32 &RotationOffset()
{
return m_rotationOffset;
}
Vec2 &TextureOffset()
{
return m_textureOffset;
}
Color &ColorOverlay()
{
return m_colorOverlay;
}
BOOL &IsFlippedH()
{
return m_isFlippedH;
}
BOOL &IsFlippedV()
{
return m_isFlippedV;
}
BOOL &IsCameraRelative()
{
return m_isCameraRelative;
}
Vec2 &DrawnSize()
{
return m_drawnSize;
}
private:
BOOL m_isFlippedH{};
BOOL m_isFlippedV{};
BOOL m_isCameraRelative{true};
Vec2 m_positionOffset{};
Vec2 m_textureOffset{};
Vec2 m_scaleOffset{1.0f, 1.0f};
FLOAT32 m_rotationOffset{};
Color m_colorOverlay{};
Vec2 m_drawnSize{};
Vec2 m_textureExtent{};
Handle m_texture{INVALID_HANDLE};
};
} // namespace ia::iae

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@ -16,8 +16,13 @@
#pragma once
#include <IAEngine/Nodes/INode.hpp>
#include <IAEngine/Nodes/CameraNode.hpp>
#include <IAEngine/Nodes/TileMapNode.hpp>
#include <IAEngine/Nodes/SpriteObjectNode.hpp>
#include <IAEngine/Nodes/TextureObjectNode.hpp>
#include <IAEngine/Components/CameraComponent.hpp>
#include <IAEngine/Components/SoundEmitterComponent.hpp>
namespace ia::iae
{
@ -25,96 +30,95 @@ 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);
// Physics Functions
STATIC Handle CreatePhysicsBody();
STATIC VOID DestroyPhysicsBody(IN Handle body);
STATIC IAE_DLL_API Handle CreateEvent(IN CONST String& name);
STATIC IAE_DLL_API VOID DestroyEvent(IN Handle event);
STATIC IAE_DLL_API Handle GetEventByName(IN CONST String& name);
STATIC IAE_DLL_API VOID AddEventListener(IN Handle event, IN std::function<VOID()> callback);
STATIC IAE_DLL_API VOID AddEventListener(IN CONST String& eventName, IN std::function<VOID()> callback);
STATIC IAE_DLL_API VOID BroadcastEvent(IN Handle event);
STATIC IAE_DLL_API 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 VOID ResizeDisplay(IN INT32 newWidth, IN INT32 newHeight);
STATIC IAE_DLL_API Handle GetGeometry_Quad();
STATIC IAE_DLL_API Handle CreateGeometry(IN CONST Vector<GeometryVertex>& vertices, IN CONST Vector<INT32>& indices);
STATIC IAE_DLL_API VOID DestroyGeometry(IN Handle geometry);
STATIC IAE_DLL_API VOID DrawGeometry(IN Handle handle);
STATIC IAE_DLL_API 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 IAE_DLL_API VOID SetRenderState_Scissor(IN IVec4 rect);
STATIC IAE_DLL_API VOID SetRenderState_FlippedH(IN BOOL value);
STATIC IAE_DLL_API VOID SetRenderState_FlippedV(IN BOOL value);
STATIC IAE_DLL_API VOID SetRenderState_TextureOffset(IN Vec2 off);
STATIC IAE_DLL_API VOID SetRenderState_YSortingEnabled(IN BOOL value);
STATIC IAE_DLL_API VOID SetRenderState_ColorOverlay(IN Color color);
STATIC IAE_DLL_API VOID SetRenderState_CameraRelative(IN BOOL value);
STATIC IAE_DLL_API VOID SetRenderState_Texture(IN Handle image);
STATIC IAE_DLL_API 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 IAE_DLL_API VOID DebugDraw_SetColor(IN Color color);
STATIC IAE_DLL_API VOID DebugDraw_StrokeWidth(IN FLOAT32 width);
STATIC IAE_DLL_API VOID DebugDraw_Line(IN Vec2 from, IN Vec2 to);
STATIC IAE_DLL_API VOID DebugDraw_FillRect(IN Vec2 position, IN Vec2 size);
STATIC IAE_DLL_API VOID DebugDraw_StrokeRect(IN Vec2 position, IN Vec2 size);
// Resource Functions
STATIC Handle CreateImage(IN PCUINT8 encodedData, IN SIZE_T encodedDataSize);
STATIC Handle CreateImage(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height);
STATIC Handle CreateSound(IN PCUINT8 encodedData, IN SIZE_T encodedDataSize);
STATIC VOID DestroyImage(IN Handle image);
STATIC VOID DestroySound(IN Handle sound);
STATIC IVec2 GetImageExtent(IN Handle image);
STATIC Handle RescaleImage(IN Handle image, IN INT32 newWidth, IN INT32 newHeight);
STATIC Handle CombineImages(IN CONST Vector<Handle>& images, IN INT32 unitWidth, IN INT32 unitHeight, IN INT32 unitCountX, IN INT32 unitCountY);
STATIC IAE_DLL_API Handle CreateImageFromFile(IN CONST String& path);
STATIC IAE_DLL_API Handle CreateSoundFromFile(IN CONST String& path);
STATIC IAE_DLL_API Handle CreateImage(IN PCUINT8 encodedData, IN SIZE_T encodedDataSize);
STATIC IAE_DLL_API Handle CreateImage(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height);
STATIC IAE_DLL_API Handle CreateSound(IN PCUINT8 encodedData, IN SIZE_T encodedDataSize);
STATIC IAE_DLL_API VOID DestroyImage(IN Handle image);
STATIC IAE_DLL_API VOID DestroySound(IN Handle sound);
STATIC IAE_DLL_API IVec2 GetImageExtent(IN Handle image);
STATIC IAE_DLL_API Handle RescaleImage(IN Handle image, IN INT32 newWidth, IN INT32 newHeight);
STATIC IAE_DLL_API 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 ICameraComponent* cameraComponent);
STATIC IAE_DLL_API VOID SetTimeScale(IN FLOAT32 scale);
STATIC IAE_DLL_API VOID SetActiveCamera(IN CameraComponent* cameraComponent);
// Scene Functions
STATIC Handle CreateScene(IN CONST String& sceneXML);
STATIC Handle CreateEmptyScene();
STATIC VOID DestroyScene(IN Handle handle);
STATIC VOID ChangeActiveScene(IN Handle scene);
STATIC VOID AddNodeToActiveScene(IN RefPtr<INode> node);
STATIC INode* GetNodeFromActiveScene(IN CONST String& name);
STATIC VOID RemoveNodeFromActiveScene(IN CONST String& name);
STATIC VOID AddNodeToScene(IN Handle scene, IN RefPtr<INode> node);
STATIC VOID RemoveNodeFromScene(IN Handle scene, IN CONST String& name);
STATIC IAE_DLL_API Handle CreateSceneFromFile(IN CONST String& path);
STATIC IAE_DLL_API Handle CreateScene(IN CONST String& sceneXML);
STATIC IAE_DLL_API Handle CreateEmptyScene();
STATIC IAE_DLL_API VOID DestroyScene(IN Handle handle);
STATIC IAE_DLL_API VOID ChangeActiveScene(IN Handle scene);
STATIC IAE_DLL_API VOID AddNodeToActiveScene(IN RefPtr<INode> node);
STATIC IAE_DLL_API INode* GetNodeFromActiveScene(IN CONST String& name);
STATIC IAE_DLL_API VOID RemoveNodeFromActiveScene(IN CONST String& name);
STATIC IAE_DLL_API VOID AddNodeToScene(IN Handle scene, IN RefPtr<INode> node);
STATIC IAE_DLL_API VOID RemoveNodeFromScene(IN Handle scene, 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 IAE_DLL_API Vec2 GetInputAxis();
STATIC IAE_DLL_API VOID SwitchInputModeToText();
STATIC IAE_DLL_API VOID SwitchInputModeToAction();
STATIC IAE_DLL_API Vec2 GetInputPointerPosition();
STATIC IAE_DLL_API BOOL IsInputKeyDown(IN InputKey key);
STATIC IAE_DLL_API BOOL WasInputKeyPressed(IN InputKey key);
STATIC IAE_DLL_API BOOL WasInputKeyReleased(IN InputKey key);
STATIC IAE_DLL_API BOOL IsInputActionDown(IN Handle action);
STATIC IAE_DLL_API BOOL WasInputActionPressed(IN Handle action);
STATIC IAE_DLL_API BOOL WasInputActionReleased(IN Handle action);
STATIC IAE_DLL_API BOOL IsInputActionDown(IN CONST String& action);
STATIC IAE_DLL_API BOOL WasInputActionPressed(IN CONST String& action);
STATIC IAE_DLL_API BOOL WasInputActionReleased(IN CONST String& action);
STATIC IAE_DLL_API Handle BindInputAction(IN CONST String& name, IN InputKey key);
STATIC IAE_DLL_API VOID BindInputAxis(IN InputKey upKey, IN InputKey downKey, IN InputKey leftKey, IN InputKey rightKey);
// Random Functions
STATIC FLOAT32 GetRandomFloat();
STATIC INT32 GetRandomInRange(IN INT32 min, IN INT32 max);
STATIC IAE_DLL_API FLOAT32 GetRandomFloat();
STATIC IAE_DLL_API INT32 GetRandomInRange(IN INT32 min, IN INT32 max);
// Time Functions
STATIC INT64 GetTickCount();
STATIC INT64 GetUnixSecond();
STATIC INT64 GetUnixMillisecond();
STATIC FLOAT32 GetFrameDeltaTime();
STATIC IAE_DLL_API INT64 GetTickCount();
STATIC IAE_DLL_API INT64 GetUnixSecond();
STATIC IAE_DLL_API INT64 GetUnixMillisecond();
STATIC IAE_DLL_API FLOAT32 GetFrameDeltaTime();
// Engine Functions
STATIC BOOL IsDebugMode();
STATIC IAE_DLL_API BOOL IsDebugMode();
};
}

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@ -18,10 +18,4 @@
#include <IAEngine/GameLibraryInterface.hpp>
#if defined(__BUILDING_IAENGINE) && (__BUILDING_IAENGINE)
#define IAE_DLL_API IA_DLL_EXPORT
#else
#define IAE_DLL_API IA_DLL_IMPORT
#endif
C_DECL(IAE_DLL_API INT32 IAEngine_Run(IN GameFunctionTable gameFunctionTable));

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@ -0,0 +1,38 @@
// 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/CameraComponent.hpp>
#include <IAEngine/Nodes/Node2D.hpp>
namespace ia::iae
{
class CameraNode : public Node2D
{
public:
IAE_DLL_API CameraNode(IN CONST String &name);
public:
CameraComponent *GetCameraComponent()
{
return m_cameraComponent;
}
protected:
CameraComponent *CONST m_cameraComponent{};
};
} // namespace ia::iae

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@ -20,8 +20,25 @@
namespace ia::iae
{
struct INode
class INode
{
String Name{};
public:
INode(IN CONST String &name) : m_name(name)
{
}
PURE_VIRTUAL(VOID Draw());
PURE_VIRTUAL(VOID DebugDraw());
PURE_VIRTUAL(VOID Update());
PURE_VIRTUAL(VOID FixedUpdate());
public:
CONST String &GetName() CONST
{
return m_name;
}
protected:
CONST String m_name;
};
}
} // namespace ia::iae

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@ -16,9 +16,185 @@
#pragma once
#include <IAEngine/Components/IComponent.hpp>
#include <IAEngine/Nodes/INode.hpp>
namespace ia::iae
{
}
class Node2D : public INode
{
public:
IAE_DLL_API Node2D(IN CONST String &name);
IAE_DLL_API ~Node2D();
public:
template<typename _component_type> _component_type *AddComponent()
{
const auto t = new _component_type(this);
m_components.pushBack(t);
return t;
}
template<typename _component_type> _component_type *GetComponent()
{
for (auto &c : m_components)
{
_component_type *comp = dynamic_cast<_component_type *>(c.get());
if (comp)
return comp;
}
return nullptr;
}
template<typename _component_type> Vector<_component_type *> GetComponents()
{
Vector<_component_type *> result;
for (auto &c : m_components)
{
_component_type *comp = dynamic_cast<_component_type *>(c.get());
if (comp)
result.pushBack(comp);
}
return result;
}
public:
VOID Translate(IN Vec2 v)
{
m_local.Position += v;
RecalculatePosition();
}
VOID Scale(IN FLOAT32 v)
{
m_local.Scale *= v;
RecalculateScale();
}
VOID Scale(IN Vec2 v)
{
m_local.Scale *= v;
RecalculateScale();
}
VOID Rotate(IN FLOAT32 v)
{
m_local.Rotation += v;
RecalculateRotation();
}
VOID SetLocalPosition(IN CONST Vec2 &v)
{
m_local.Position = v;
RecalculatePosition();
}
VOID SetLocalScale(IN CONST Vec2 &v)
{
m_local.Scale = v;
RecalculateScale();
}
VOID SetLocalRotation(IN FLOAT32 v)
{
m_local.Rotation = v;
RecalculateRotation();
}
public:
CONST Vec2 &GetPosition() CONST
{
return m_global.Position;
}
CONST Vec2 &GetScale() CONST
{
return m_global.Scale;
}
CONST FLOAT32 &GetRotation() CONST
{
return m_global.Rotation;
}
CONST Vec2 &GetLocalPosition() CONST
{
return m_local.Position;
}
CONST Vec2 &GetLocalScale() CONST
{
return m_local.Scale;
}
CONST FLOAT32 &GetLocalRotation() CONST
{
return m_local.Rotation;
}
UINT8 &Layer()
{
return m_layer;
}
INT16 &SortIndex()
{
return m_sortIndex;
}
CONST UINT8 &Layer() CONST
{
return m_layer;
}
CONST INT16 &SortIndex() CONST
{
return m_sortIndex;
}
protected:
VOID RecalculatePosition()
{
m_global.Position = (m_parent ? m_parent->GetPosition() : Vec2{}) + m_local.Position;
for (auto &c : m_children)
c->RecalculatePosition();
}
VOID RecalculateRotation()
{
m_global.Rotation = (m_parent ? m_parent->GetRotation() : 0) + m_local.Rotation;
for (auto &c : m_children)
c->RecalculateRotation();
}
VOID RecalculateScale()
{
m_global.Scale = (m_parent ? m_parent->GetScale() : Vec2{}) + m_local.Scale;
for (auto &c : m_children)
c->RecalculateScale();
}
protected:
RefPtr<Node2D> m_parent{};
Vector<IComponent *> m_components;
Vector<RefPtr<Node2D>> m_children{};
private:
struct
{
FLOAT32 Rotation{0.0f};
Vec2 Position{0.0f, 0.0f};
Vec2 Scale{1.0f, 1.0f};
} m_local{}, m_global{};
UINT8 m_layer{};
INT16 m_sortIndex{};
public:
VOID Draw();
VOID DebugDraw();
VOID Update();
VOID FixedUpdate();
};
} // namespace ia::iae

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@ -16,7 +16,8 @@
#pragma once
#include <IAEngine/Nodes/INode.hpp>
#include <IAEngine/Nodes/Node2D.hpp>
#include <IAEngine/Components/SpriteComponent.hpp>
namespace ia::iae
{

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@ -16,7 +16,7 @@
#pragma once
#include <IAEngine/Nodes/INode.hpp>
#include <IAEngine/Nodes/SpriteNode.hpp>
namespace ia::iae
{

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@ -16,9 +16,23 @@
#pragma once
#include <IAEngine/Nodes/INode.hpp>
#include <IAEngine/Components/TextureComponent.hpp>
#include <IAEngine/Nodes/Node2D.hpp>
namespace ia::iae
{
}
class TextureNode : public Node2D
{
public:
IAE_DLL_API TextureNode(IN CONST String &name);
public:
TextureComponent *GetTextureComponent()
{
return m_textureComponent;
}
protected:
TextureComponent *CONST m_textureComponent{};
};
} // namespace ia::iae

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@ -16,7 +16,7 @@
#pragma once
#include <IAEngine/Nodes/INode.hpp>
#include <IAEngine/Nodes/TextureNode.hpp>
namespace ia::iae
{