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

2
.vscode/launch.json vendored
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@ -11,7 +11,7 @@
"program": "${workspaceFolder}/build/bin/Debug/IAERuntime.exe", "program": "${workspaceFolder}/build/bin/Debug/IAERuntime.exe",
"args": [], "args": [],
"stopAtEntry": false, "stopAtEntry": false,
"cwd": "${workspaceFolder}", "cwd": "${workspaceFolder}/Samples/SpaceInvaders",
"environment": [], "environment": [],
"console": "externalTerminal", "console": "externalTerminal",
"preLaunchTask": "CMake: build" "preLaunchTask": "CMake: build"

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@ -1,5 +1,6 @@
set(SRC_FILES set(SRC_FILES
"Src/Imp/CPP/Time.cpp" "Src/Imp/CPP/Time.cpp"
"Src/Imp/CPP/Scene.cpp"
"Src/Imp/CPP/Random.cpp" "Src/Imp/CPP/Random.cpp"
"Src/Imp/CPP/Engine.cpp" "Src/Imp/CPP/Engine.cpp"
"Src/Imp/CPP/InternalEngine.cpp" "Src/Imp/CPP/InternalEngine.cpp"
@ -15,6 +16,17 @@ set(SRC_FILES
"Src/Imp/CPP/Renderer/Renderer.cpp" "Src/Imp/CPP/Renderer/Renderer.cpp"
"Src/Imp/CPP/Renderer/UIRenderer.cpp" "Src/Imp/CPP/Renderer/UIRenderer.cpp"
"Src/Imp/CPP/Renderer/GPUResourceManager.cpp" "Src/Imp/CPP/Renderer/GPUResourceManager.cpp"
"Src/Imp/CPP/Nodes/Node2D.cpp"
"Src/Imp/CPP/Nodes/TextureNode.cpp"
"Src/Imp/CPP/Nodes/CameraNode.cpp"
"Src/Imp/CPP/Components/CameraComponent.cpp"
"Src/Imp/CPP/Components/PhysicsComponent.cpp"
"Src/Imp/CPP/Components/SpriteComponent.cpp"
"Src/Imp/CPP/Components/TextureComponent.cpp"
"Src/Imp/CPP/Components/TileMapComponent.cpp"
"Src/Imp/CPP/Components/SoundEmitterComponent.cpp"
) )
add_library(IAEngine SHARED ${SRC_FILES}) add_library(IAEngine SHARED ${SRC_FILES})

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@ -0,0 +1,53 @@
// 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/Components/CameraComponent.hpp>
#include <Renderer/Renderer.hpp>
namespace ia::iae
{
CameraComponent::CameraComponent(IN Node2D *node) : IComponent(node)
{
}
VOID CameraComponent::SetViewport(IN INT32 width, IN INT32 height)
{
m_viewport.x = 0;
m_viewport.y = 0;
m_viewport.z = width;
m_viewport.w = height;
m_projectionMatrix =
glm::orthoLH(0.0f, (FLOAT32) width, (FLOAT32) height, 0.0f, Renderer::MIN_DEPTH, Renderer::MAX_DEPTH);
}
VOID CameraComponent::Draw()
{
}
VOID CameraComponent::DebugDraw()
{
}
VOID CameraComponent::Update()
{
}
VOID CameraComponent::FixedUpdate()
{
}
} // namespace ia::iae

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@ -0,0 +1,60 @@
// 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/Components/TextureComponent.hpp>
#include <IAEngine/Engine.hpp>
namespace ia::iae
{
TextureComponent::TextureComponent(IN Node2D *node) : IComponent(node)
{
}
VOID TextureComponent::SetTexture(IN Handle image)
{
const auto t = Engine::GetImageExtent(image);
m_texture = image;
m_textureExtent = {t.x, t.y};
}
VOID TextureComponent::Draw()
{
m_drawnSize = m_node->GetScale() * m_textureExtent * m_scaleOffset;
Engine::SetRenderState_Texture(m_texture);
Engine::SetRenderState_FlippedH(m_isFlippedH);
Engine::SetRenderState_FlippedV(m_isFlippedV);
Engine::SetRenderState_ColorOverlay(m_colorOverlay);
Engine::SetRenderState_TextureOffset(m_textureOffset);
Engine::SetRenderState_CameraRelative(m_isCameraRelative);
Engine::SetRenderState_Transform(m_node->GetPosition() + m_positionOffset, m_drawnSize, m_node->GetRotation() + m_rotationOffset, m_node->Layer(), m_node->SortIndex());
Engine::DrawGeometry(Engine::GetGeometry_Quad());
}
VOID TextureComponent::DebugDraw()
{
}
VOID TextureComponent::Update()
{
}
VOID TextureComponent::FixedUpdate()
{
}
} // namespace ia::iae

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@ -17,6 +17,8 @@
#include <IAEngine/Engine.hpp> #include <IAEngine/Engine.hpp>
#include <Renderer/Renderer.hpp> #include <Renderer/Renderer.hpp>
#include <IACore/File.hpp>
#include <IAEngine/EngineLibraryInterface.hpp> #include <IAEngine/EngineLibraryInterface.hpp>
EXTERN GameFunctionTable g_gameFunctions; EXTERN GameFunctionTable g_gameFunctions;
@ -37,4 +39,22 @@ namespace ia::iae
Renderer::OnScreenResize(newWidth, newHeight); Renderer::OnScreenResize(newWidth, newHeight);
g_gameFunctions.OnResize(newWidth, newHeight); g_gameFunctions.OnResize(newWidth, newHeight);
} }
Handle Engine::CreateImageFromFile(IN CONST String &path)
{
const auto data = File::ReadToVector(path.c_str());
return CreateImage(data.data(), data.size());
}
Handle Engine::CreateSoundFromFile(IN CONST String &path)
{
const auto data = File::ReadToVector(path.c_str());
return CreateSound(data.data(), data.size());
}
Handle Engine::CreateSceneFromFile(IN CONST String &path)
{
const auto data = File::ReadToString(path.c_str());
return CreateScene(data);
}
} // namespace ia::iae } // namespace ia::iae

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@ -85,6 +85,9 @@ namespace ia::iae
VOID __Internal_Engine::Iterate() VOID __Internal_Engine::Iterate()
{ {
WorldManager::Update(); WorldManager::Update();
WorldManager::FixedUpdate();
g_gameFunctions.OnUpdate(Time::GetFrameDeltaTime());
g_gameFunctions.OnFixedUpdate();
Renderer::BeginFrame(); Renderer::BeginFrame();
WorldManager::Draw(); WorldManager::Draw();

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@ -0,0 +1,25 @@
// 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 <IAEngine/Nodes/CameraNode.hpp>
namespace ia::iae
{
CameraNode::CameraNode(IN CONST String &name) : Node2D(name), m_cameraComponent(AddComponent<CameraComponent>())
{
}
} // namespace ia::iae

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@ -0,0 +1,63 @@
// 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 <IAEngine/Nodes/Node2D.hpp>
namespace ia::iae
{
Node2D::Node2D(IN CONST String &name) : INode(name)
{
}
Node2D::~Node2D()
{
for(auto& t: m_components)
delete t;
}
VOID Node2D::Draw()
{
for(auto& t: m_components)
t->Draw();
for(auto& t: m_children)
t->Draw();
}
VOID Node2D::DebugDraw()
{
for(auto& t: m_components)
t->DebugDraw();
for(auto& t: m_children)
t->DebugDraw();
}
VOID Node2D::Update()
{
for(auto& t: m_components)
t->Update();
for(auto& t: m_children)
t->Update();
}
VOID Node2D::FixedUpdate()
{
for(auto& t: m_components)
t->FixedUpdate();
for(auto& t: m_children)
t->FixedUpdate();
}
} // namespace ia::iae

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@ -0,0 +1,25 @@
// 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 <IAEngine/Nodes/TextureNode.hpp>
namespace ia::iae
{
TextureNode::TextureNode(IN CONST String &name) : Node2D(name), m_textureComponent(AddComponent<TextureComponent>())
{
}
} // namespace ia::iae

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@ -23,6 +23,9 @@
#include <backends/imgui_impl_sdl3.h> #include <backends/imgui_impl_sdl3.h>
#include <backends/imgui_impl_sdlgpu3.h> #include <backends/imgui_impl_sdlgpu3.h>
#include <IAEngine/GameLibraryInterface.hpp>
EXTERN GameFunctionTable g_gameFunctions;
namespace ia::iae namespace ia::iae
{ {
EXTERN SDL_Window *g_windowHandle; EXTERN SDL_Window *g_windowHandle;
@ -67,6 +70,7 @@ namespace ia::iae
ImGui::NewFrame(); ImGui::NewFrame();
WorldManager::DebugDraw(); WorldManager::DebugDraw();
g_gameFunctions.OnDebugDraw();
ImGui::Render(); ImGui::Render();
} }

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@ -144,10 +144,12 @@ namespace ia::iae
&s_state.DepthStencilTargetInfo); &s_state.DepthStencilTargetInfo);
SDL_BindGPUGraphicsPipeline(s_state.ActiveRenderPass, s_geometryPipeline->GetHandle()); SDL_BindGPUGraphicsPipeline(s_state.ActiveRenderPass, s_geometryPipeline->GetHandle());
SDL_PushGPUVertexUniformData(s_state.ActiveCommandBuffer, 0, &s_state.ProjectionMatrix, sizeof(Mat4)); SDL_PushGPUVertexUniformData(
s_state.ActiveCommandBuffer, 0,
s_state.ActiveCamera ? s_state.ActiveCamera->GetProjectionMatrix() : &IdentityMatrix, sizeof(Mat4));
SDL_PushGPUVertexUniformData( SDL_PushGPUVertexUniformData(
s_state.ActiveCommandBuffer, 1, s_state.ActiveCommandBuffer, 1,
(s_state.ActiveCamera && !s_state.CameraRelative) ? s_state.ActiveCamera->GetMatrix() : &IdentityMatrix, (s_state.ActiveCamera && !s_state.CameraRelative) ? s_state.ActiveCamera->GetViewMatrix() : &IdentityMatrix,
sizeof(Mat4)); sizeof(Mat4));
} }
@ -210,8 +212,17 @@ namespace ia::iae
SDL_GPU_TEXTUREUSAGE_COLOR_TARGET | SDL_GPU_TEXTUREUSAGE_SAMPLER, s_screenWidth, s_screenHeight, nullptr, SDL_GPU_TEXTUREUSAGE_COLOR_TARGET | SDL_GPU_TEXTUREUSAGE_SAMPLER, s_screenWidth, s_screenHeight, nullptr,
SDL_GetGPUSwapchainTextureFormat(s_gpuDevice, g_windowHandle)); SDL_GetGPUSwapchainTextureFormat(s_gpuDevice, g_windowHandle));
s_state.ProjectionMatrix = s_state.Scissor = {0, 0, newWidth, newHeight};
glm::orthoLH(0.0f, (FLOAT32) s_screenWidth, (FLOAT32) s_screenHeight, 0.0f, -2097152.0f, 2097152.0f);
s_state.ActiveViewport.x = 0;
s_state.ActiveViewport.y = 0;
s_state.ActiveViewport.w = newWidth;
s_state.ActiveViewport.h = newHeight;
s_state.ActiveViewport.min_depth = 0.0f;
s_state.ActiveViewport.max_depth = 1.0f;
if (s_state.ActiveCamera)
s_state.ActiveCamera->SetViewport(newWidth, newHeight);
} }
SDL_GPUTextureFormat Renderer::GetRenderTargetFormat() SDL_GPUTextureFormat Renderer::GetRenderTargetFormat()
@ -233,6 +244,8 @@ namespace ia::iae
VOID Renderer::DestroyGeometry(IN Geometry *handle) VOID Renderer::DestroyGeometry(IN Geometry *handle)
{ {
GPUResourceManager::DestroyBuffer(handle->VertexBuffer);
GPUResourceManager::DestroyBuffer(handle->IndexBuffer);
delete handle; delete handle;
} }
@ -250,8 +263,7 @@ namespace ia::iae
#pragma pack(pop) #pragma pack(pop)
s_fragmentUniform.ColorOverlay = Vec4(s_state.ColorOverlay.R / 255.0f, s_state.ColorOverlay.G / 255.0f, s_fragmentUniform.ColorOverlay = s_state.ColorOverlay.GetAsFloatVec();
s_state.ColorOverlay.B / 255.0f, s_state.ColorOverlay.A / 255.0f);
s_fragmentUniform.FlippedH = s_state.FlippedH; s_fragmentUniform.FlippedH = s_state.FlippedH;
s_fragmentUniform.FlippedV = s_state.FlippedV; s_fragmentUniform.FlippedV = s_state.FlippedV;
s_fragmentUniform.TextureOffset = s_state.TextureOffset; s_fragmentUniform.TextureOffset = s_state.TextureOffset;
@ -261,6 +273,7 @@ namespace ia::iae
SDL_PushGPUFragmentUniformData(s_state.ActiveCommandBuffer, 0, &s_fragmentUniform, sizeof(s_fragmentUniform)); SDL_PushGPUFragmentUniformData(s_state.ActiveCommandBuffer, 0, &s_fragmentUniform, sizeof(s_fragmentUniform));
SDL_SetGPUScissor(s_state.ActiveRenderPass, &s_state.Scissor); SDL_SetGPUScissor(s_state.ActiveRenderPass, &s_state.Scissor);
SDL_SetGPUViewport(s_state.ActiveRenderPass, &s_state.ActiveViewport);
SDL_GPUBufferBinding bufferBindings[] = {{.buffer = handle->VertexBuffer, .offset = 0}, SDL_GPUBufferBinding bufferBindings[] = {{.buffer = handle->VertexBuffer, .offset = 0},
{.buffer = handle->IndexBuffer, .offset = 0}}; {.buffer = handle->IndexBuffer, .offset = 0}};
@ -272,9 +285,10 @@ namespace ia::iae
namespace ia::iae namespace ia::iae
{ {
VOID Engine::SetActiveCamera(IN ICameraComponent *cameraComponent) VOID Engine::SetActiveCamera(IN CameraComponent *cameraComponent)
{ {
Renderer::s_state.ActiveCamera = cameraComponent; Renderer::s_state.ActiveCamera = cameraComponent;
Renderer::OnScreenResize(Renderer::s_screenWidth, Renderer::s_screenHeight);
} }
Handle Engine::CreateGeometry(IN CONST Vector<GeometryVertex> &vertices, IN CONST Vector<INT32> &indices) Handle Engine::CreateGeometry(IN CONST Vector<GeometryVertex> &vertices, IN CONST Vector<INT32> &indices)
@ -354,6 +368,6 @@ namespace ia::iae
Handle Engine::GetGeometry_Quad() Handle Engine::GetGeometry_Quad()
{ {
return (Handle)Renderer::s_quadGeometry; return (Handle) Renderer::s_quadGeometry;
} }
} // namespace ia::iae } // namespace ia::iae

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@ -27,6 +27,8 @@
namespace ia::iae namespace ia::iae
{ {
Vector<Handle> ResourceManager::s_images;
Vector<Handle> ResourceManager::s_sounds;
Map<Handle, UINT64> ResourceManager::s_imageExtents; Map<Handle, UINT64> ResourceManager::s_imageExtents;
VOID ResourceManager::Initialize() VOID ResourceManager::Initialize()
@ -35,6 +37,10 @@ namespace ia::iae
VOID ResourceManager::Terminate() VOID ResourceManager::Terminate()
{ {
for (const auto &t : s_images)
GPUResourceManager::DestroyTexture((SDL_GPUTexture *) t);
for (const auto &t : s_sounds)
AudioManager::DestoryAudio(t);
} }
Handle ResourceManager::CreateImage(IN PCUINT8 encodedData, IN SIZE_T encodedDataSize) 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, const auto handle = (Handle) GPUResourceManager::CreateTexture(SDL_GPU_TEXTUREUSAGE_SAMPLER, width, height,
rgbaData, SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM); rgbaData, SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM);
s_imageExtents[handle] = (((UINT64) width) << 32) | height; s_imageExtents[handle] = (((UINT64) width) << 32) | height;
s_images.pushBack(handle);
return handle; return handle;
} }
Handle ResourceManager::CreateSound(IN PCUINT8 encodedData, IN SIZE_T encodedDataSize) 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) VOID ResourceManager::DestroyImage(IN Handle image)
@ -80,7 +89,6 @@ namespace ia::iae
const auto currentExtent = GetImageExtent(image); const auto currentExtent = GetImageExtent(image);
const auto pixelData = const auto pixelData =
GPUResourceManager::GetTexturePixelData((SDL_GPUTexture *) image, currentExtent.x, currentExtent.y); GPUResourceManager::GetTexturePixelData((SDL_GPUTexture *) image, currentExtent.x, currentExtent.y);
GPUResourceManager::DestroyTexture((SDL_GPUTexture *) image);
const auto newPixelData = const auto newPixelData =
stbir_resize_uint8_linear(pixelData.data(), currentExtent.x, currentExtent.y, currentExtent.x * 4, nullptr, stbir_resize_uint8_linear(pixelData.data(), currentExtent.x, currentExtent.y, currentExtent.x * 4, nullptr,
newWidth, newHeight, newWidth * 4, stbir_pixel_layout::STBIR_RGBA); 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, Handle ResourceManager::CombineImages(IN CONST Vector<Handle> &images, IN INT32 unitWidth, IN INT32 unitHeight,
IN INT32 unitCountX, IN INT32 unitCountY) 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 } // namespace ia::iae

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@ -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

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@ -19,74 +19,104 @@
namespace ia::iae namespace ia::iae
{ {
Scene *WorldManager::m_activeScene{};
VOID WorldManager::Initialize() VOID WorldManager::Initialize()
{ {
m_activeScene = Scene::Create();
} }
VOID WorldManager::Terminate() VOID WorldManager::Terminate()
{ {
if (m_activeScene)
Scene::Destroy(m_activeScene);
} }
VOID WorldManager::Draw() VOID WorldManager::Draw()
{ {
m_activeScene->Draw();
} }
VOID WorldManager::DebugDraw() VOID WorldManager::DebugDraw()
{ {
m_activeScene->DebugDraw();
} }
VOID WorldManager::Update() 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
namespace ia::iae namespace ia::iae
{ {
Handle Engine::CreatePhysicsBody() Handle Engine::CreateScene(IN CONST String &sceneXML)
{
return INVALID_HANDLE;
}
VOID Engine::DestroyPhysicsBody(IN Handle body)
{ {
return (Handle) Scene::Create(sceneXML);
} }
Handle Engine::CreateEmptyScene() Handle Engine::CreateEmptyScene()
{ {
return INVALID_HANDLE; return (Handle) Scene::Create();
} }
VOID Engine::DestroyScene(IN Handle handle) VOID Engine::DestroyScene(IN Handle handle)
{ {
Scene::Destroy((Scene *) handle);
} }
VOID Engine::ChangeActiveScene(IN Handle scene) VOID Engine::ChangeActiveScene(IN Handle scene)
{ {
WorldManager::ChangeActiveScene((Scene *) scene);
} }
VOID Engine::AddNodeToActiveScene(IN RefPtr<INode> node) VOID Engine::AddNodeToActiveScene(IN RefPtr<INode> node)
{ {
WorldManager::AddNodeToActiveScene(node);
} }
INode *Engine::GetNodeFromActiveScene(IN CONST String &name) INode *Engine::GetNodeFromActiveScene(IN CONST String &name)
{ {
return nullptr; return WorldManager::GetNodeFromActiveScene(name);
} }
VOID Engine::RemoveNodeFromActiveScene(IN CONST String &name) VOID Engine::RemoveNodeFromActiveScene(IN CONST String &name)
{ {
WorldManager::RemoveNodeFromActiveScene(name);
} }
VOID Engine::AddNodeToScene(IN Handle scene, IN RefPtr<INode> node) VOID Engine::AddNodeToScene(IN Handle scene, IN RefPtr<INode> node)
{ {
((Scene *) scene)->AddNode(node);
} }
VOID Engine::RemoveNodeFromScene(IN Handle scene, IN CONST String &name) VOID Engine::RemoveNodeFromScene(IN Handle scene, IN CONST String &name)
{ {
} ((Scene *) scene)->RemoveNode(name);
Handle Engine::CreateScene(IN CONST String& sceneXML)
{
return INVALID_HANDLE;
} }
} // namespace ia::iae } // namespace ia::iae

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@ -24,6 +24,9 @@ namespace ia::iae
class Renderer class Renderer
{ {
public: public:
STATIC CONSTEXPR FLOAT32 MIN_DEPTH = -2097152.0f;
STATIC CONSTEXPR FLOAT32 MAX_DEPTH = 2097152.0f;
struct Geometry struct Geometry
{ {
INT32 IndexCount{}; INT32 IndexCount{};
@ -41,16 +44,16 @@ namespace ia::iae
Vec2 TextureOffset{0.0f, 0.0f}; Vec2 TextureOffset{0.0f, 0.0f};
SDL_Rect Scissor{0, 0, 0, 0}; SDL_Rect Scissor{0, 0, 0, 0};
SDL_GPUTexture* ActiveTexture{nullptr}; SDL_GPUTexture* ActiveTexture{nullptr};
SDL_GPUViewport ActiveViewport{};
Mat4 ModelMatrix{1.0f}; Mat4 ModelMatrix{1.0f};
Mat4 ProjectionMatrix{1.0f};
SDL_GPURenderPass* ActiveRenderPass{}; SDL_GPURenderPass* ActiveRenderPass{};
SDL_GPUCommandBuffer* ActiveCommandBuffer{}; SDL_GPUCommandBuffer* ActiveCommandBuffer{};
SDL_GPUColorTargetInfo ColorTargetInfo{}; SDL_GPUColorTargetInfo ColorTargetInfo{};
SDL_GPUDepthStencilTargetInfo DepthStencilTargetInfo{}; SDL_GPUDepthStencilTargetInfo DepthStencilTargetInfo{};
class ICameraComponent *ActiveCamera{}; class CameraComponent *ActiveCamera{};
}; };
public: public:

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@ -46,6 +46,8 @@ namespace ia::iae
IN INT32 unitCountX, IN INT32 unitCountY); IN INT32 unitCountX, IN INT32 unitCountY);
private: private:
STATIC Vector<Handle> s_images;
STATIC Vector<Handle> s_sounds;
STATIC Map<Handle, UINT64> s_imageExtents; STATIC Map<Handle, UINT64> s_imageExtents;
}; };
} // namespace ia::iae } // namespace ia::iae

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@ -0,0 +1,48 @@
// 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/Nodes/INode.hpp>
#include <SDL3/SDL.h>
namespace ia::iae
{
class Scene
{
public:
STATIC Scene *Create();
STATIC Scene *Create(IN CONST String &sceneXML);
STATIC VOID Destroy(IN Scene *scene);
public:
VOID Draw();
VOID DebugDraw();
VOID FixedUpdate();
VOID Update();
public:
VOID AddNode(IN RefPtr<INode> node);
INode *GetNode(IN CONST String &name);
VOID RemoveNode(IN CONST String &name);
private:
Map<String, RefPtr<INode>> m_nodes;
};
} // namespace ia::iae

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@ -17,6 +17,7 @@
#pragma once #pragma once
#include <IAEngine/Base.hpp> #include <IAEngine/Base.hpp>
#include <Scene.hpp>
#include <SDL3/SDL.h> #include <SDL3/SDL.h>
@ -24,7 +25,7 @@ namespace ia::iae
{ {
class WorldManager class WorldManager
{ {
public: public:
STATIC VOID Initialize(); STATIC VOID Initialize();
STATIC VOID Terminate(); STATIC VOID Terminate();
@ -32,5 +33,15 @@ namespace ia::iae
STATIC VOID DebugDraw(); STATIC VOID DebugDraw();
STATIC VOID Update(); STATIC VOID Update();
STATIC VOID FixedUpdate();
public:
STATIC VOID ChangeActiveScene(IN Scene* scene);
STATIC VOID AddNodeToActiveScene(IN RefPtr<INode> node);
STATIC INode *GetNodeFromActiveScene(IN CONST String &name);
STATIC VOID RemoveNodeFromActiveScene(IN CONST String &name);
private:
STATIC Scene *m_activeScene;
}; };
} } // namespace ia::iae

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@ -16,6 +16,12 @@
#pragma once #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/Map.hpp>
#include <IACore/Logger.hpp> #include <IACore/Logger.hpp>
#include <IACore/Memory.hpp> #include <IACore/Memory.hpp>
@ -108,6 +114,11 @@ namespace ia::iae
UINT8 G{0xFF}; UINT8 G{0xFF};
UINT8 B{0xFF}; UINT8 B{0xFF};
UINT8 A{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 */ /* Adopted from SDL3 */

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@ -20,8 +20,39 @@
namespace ia::iae 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 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 #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/CameraComponent.hpp>
#include <IAEngine/Components/SoundEmitterComponent.hpp>
namespace ia::iae namespace ia::iae
{ {
@ -25,96 +30,95 @@ namespace ia::iae
{ {
public: public:
// Event Functions // Event Functions
STATIC Handle CreateEvent(IN CONST String& name); STATIC IAE_DLL_API Handle CreateEvent(IN CONST String& name);
STATIC VOID DestroyEvent(IN Handle event); STATIC IAE_DLL_API VOID DestroyEvent(IN Handle event);
STATIC Handle GetEventByName(IN CONST String& name); STATIC IAE_DLL_API Handle GetEventByName(IN CONST String& name);
STATIC VOID AddEventListener(IN Handle event, IN std::function<VOID()> callback); STATIC IAE_DLL_API VOID AddEventListener(IN Handle event, IN std::function<VOID()> callback);
STATIC VOID AddEventListener(IN CONST String& eventName, IN std::function<VOID()> callback); STATIC IAE_DLL_API VOID AddEventListener(IN CONST String& eventName, IN std::function<VOID()> callback);
STATIC VOID BroadcastEvent(IN Handle event); STATIC IAE_DLL_API VOID BroadcastEvent(IN Handle event);
STATIC VOID BroadcastEvent(IN CONST String& eventName); STATIC IAE_DLL_API VOID BroadcastEvent(IN CONST String& eventName);
// Physics Functions
STATIC Handle CreatePhysicsBody();
STATIC VOID DestroyPhysicsBody(IN Handle body);
// Renderer Functions // Renderer Functions
STATIC Handle GetGeometry_Quad(); STATIC IAE_DLL_API Handle GetGeometry_Quad();
STATIC Handle CreateGeometry(IN CONST Vector<GeometryVertex>& vertices, IN CONST Vector<INT32>& indices); STATIC IAE_DLL_API Handle CreateGeometry(IN CONST Vector<GeometryVertex>& vertices, IN CONST Vector<INT32>& indices);
STATIC VOID DestroyGeometry(IN Handle geometry); STATIC IAE_DLL_API VOID DestroyGeometry(IN Handle geometry);
STATIC VOID DrawGeometry(IN Handle handle); STATIC IAE_DLL_API VOID DrawGeometry(IN Handle handle);
STATIC VOID ResizeDisplay(IN INT32 newWidth, IN INT32 newHeight); STATIC IAE_DLL_API VOID ResizeDisplay(IN INT32 newWidth, IN INT32 newHeight);
// Renderer State Functions // Renderer State Functions
STATIC VOID SetRenderState_Scissor(IN IVec4 rect); STATIC IAE_DLL_API VOID SetRenderState_Scissor(IN IVec4 rect);
STATIC VOID SetRenderState_FlippedH(IN BOOL value); STATIC IAE_DLL_API VOID SetRenderState_FlippedH(IN BOOL value);
STATIC VOID SetRenderState_FlippedV(IN BOOL value); STATIC IAE_DLL_API VOID SetRenderState_FlippedV(IN BOOL value);
STATIC VOID SetRenderState_TextureOffset(IN Vec2 off); STATIC IAE_DLL_API VOID SetRenderState_TextureOffset(IN Vec2 off);
STATIC VOID SetRenderState_YSortingEnabled(IN BOOL value); STATIC IAE_DLL_API VOID SetRenderState_YSortingEnabled(IN BOOL value);
STATIC VOID SetRenderState_ColorOverlay(IN Color color); STATIC IAE_DLL_API VOID SetRenderState_ColorOverlay(IN Color color);
STATIC VOID SetRenderState_CameraRelative(IN BOOL value); STATIC IAE_DLL_API VOID SetRenderState_CameraRelative(IN BOOL value);
STATIC VOID SetRenderState_Texture(IN Handle image); STATIC IAE_DLL_API 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_Transform(IN Vec2 position, IN Vec2 scale, IN FLOAT32 rotation, IN UINT8 layer, IN INT16 sortIndex);
// Debug Draw Functions // Debug Draw Functions
STATIC VOID DebugDraw_SetColor(IN Color color); STATIC IAE_DLL_API VOID DebugDraw_SetColor(IN Color color);
STATIC VOID DebugDraw_StrokeWidth(IN FLOAT32 width); STATIC IAE_DLL_API VOID DebugDraw_StrokeWidth(IN FLOAT32 width);
STATIC VOID DebugDraw_Line(IN Vec2 from, IN Vec2 to); STATIC IAE_DLL_API VOID DebugDraw_Line(IN Vec2 from, IN Vec2 to);
STATIC VOID DebugDraw_FillRect(IN Vec2 position, IN Vec2 size); STATIC IAE_DLL_API 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_StrokeRect(IN Vec2 position, IN Vec2 size);
// Resource Functions // Resource Functions
STATIC Handle CreateImage(IN PCUINT8 encodedData, IN SIZE_T encodedDataSize); STATIC IAE_DLL_API Handle CreateImageFromFile(IN CONST String& path);
STATIC Handle CreateImage(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height); STATIC IAE_DLL_API Handle CreateSoundFromFile(IN CONST String& path);
STATIC Handle CreateSound(IN PCUINT8 encodedData, IN SIZE_T encodedDataSize); STATIC IAE_DLL_API Handle CreateImage(IN PCUINT8 encodedData, IN SIZE_T encodedDataSize);
STATIC VOID DestroyImage(IN Handle image); STATIC IAE_DLL_API Handle CreateImage(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height);
STATIC VOID DestroySound(IN Handle sound); STATIC IAE_DLL_API Handle CreateSound(IN PCUINT8 encodedData, IN SIZE_T encodedDataSize);
STATIC IVec2 GetImageExtent(IN Handle image); STATIC IAE_DLL_API VOID DestroyImage(IN Handle image);
STATIC Handle RescaleImage(IN Handle image, IN INT32 newWidth, IN INT32 newHeight); STATIC IAE_DLL_API VOID DestroySound(IN Handle sound);
STATIC Handle CombineImages(IN CONST Vector<Handle>& images, IN INT32 unitWidth, IN INT32 unitHeight, IN INT32 unitCountX, IN INT32 unitCountY); 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 // Game Functions
STATIC VOID SetTimeScale(IN FLOAT32 scale); STATIC IAE_DLL_API VOID SetTimeScale(IN FLOAT32 scale);
STATIC VOID SetActiveCamera(IN ICameraComponent* cameraComponent); STATIC IAE_DLL_API VOID SetActiveCamera(IN CameraComponent* cameraComponent);
// Scene Functions // Scene Functions
STATIC Handle CreateScene(IN CONST String& sceneXML); STATIC IAE_DLL_API Handle CreateSceneFromFile(IN CONST String& path);
STATIC Handle CreateEmptyScene(); STATIC IAE_DLL_API Handle CreateScene(IN CONST String& sceneXML);
STATIC VOID DestroyScene(IN Handle handle); STATIC IAE_DLL_API Handle CreateEmptyScene();
STATIC VOID ChangeActiveScene(IN Handle scene); STATIC IAE_DLL_API VOID DestroyScene(IN Handle handle);
STATIC VOID AddNodeToActiveScene(IN RefPtr<INode> node); STATIC IAE_DLL_API VOID ChangeActiveScene(IN Handle scene);
STATIC INode* GetNodeFromActiveScene(IN CONST String& name); STATIC IAE_DLL_API VOID AddNodeToActiveScene(IN RefPtr<INode> node);
STATIC VOID RemoveNodeFromActiveScene(IN CONST String& name); STATIC IAE_DLL_API INode* GetNodeFromActiveScene(IN CONST String& name);
STATIC VOID AddNodeToScene(IN Handle scene, IN RefPtr<INode> node); STATIC IAE_DLL_API VOID RemoveNodeFromActiveScene(IN CONST String& name);
STATIC VOID RemoveNodeFromScene(IN Handle scene, 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 // Input Functions
STATIC Vec2 GetInputAxis(); STATIC IAE_DLL_API Vec2 GetInputAxis();
STATIC VOID SwitchInputModeToText(); STATIC IAE_DLL_API VOID SwitchInputModeToText();
STATIC VOID SwitchInputModeToAction(); STATIC IAE_DLL_API VOID SwitchInputModeToAction();
STATIC Vec2 GetInputPointerPosition(); STATIC IAE_DLL_API Vec2 GetInputPointerPosition();
STATIC BOOL IsInputKeyDown(IN InputKey key); STATIC IAE_DLL_API BOOL IsInputKeyDown(IN InputKey key);
STATIC BOOL WasInputKeyPressed(IN InputKey key); STATIC IAE_DLL_API BOOL WasInputKeyPressed(IN InputKey key);
STATIC BOOL WasInputKeyReleased(IN InputKey key); STATIC IAE_DLL_API BOOL WasInputKeyReleased(IN InputKey key);
STATIC BOOL IsInputActionDown(IN Handle action); STATIC IAE_DLL_API BOOL IsInputActionDown(IN Handle action);
STATIC BOOL WasInputActionPressed(IN Handle action); STATIC IAE_DLL_API BOOL WasInputActionPressed(IN Handle action);
STATIC BOOL WasInputActionReleased(IN Handle action); STATIC IAE_DLL_API BOOL WasInputActionReleased(IN Handle action);
STATIC BOOL IsInputActionDown(IN CONST String& action); STATIC IAE_DLL_API BOOL IsInputActionDown(IN CONST String& action);
STATIC BOOL WasInputActionPressed(IN CONST String& action); STATIC IAE_DLL_API BOOL WasInputActionPressed(IN CONST String& action);
STATIC BOOL WasInputActionReleased(IN CONST String& action); STATIC IAE_DLL_API BOOL WasInputActionReleased(IN CONST String& action);
STATIC Handle BindInputAction(IN CONST String& name, IN InputKey key); STATIC IAE_DLL_API 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 VOID BindInputAxis(IN InputKey upKey, IN InputKey downKey, IN InputKey leftKey, IN InputKey rightKey);
// Random Functions // Random Functions
STATIC FLOAT32 GetRandomFloat(); STATIC IAE_DLL_API FLOAT32 GetRandomFloat();
STATIC INT32 GetRandomInRange(IN INT32 min, IN INT32 max); STATIC IAE_DLL_API INT32 GetRandomInRange(IN INT32 min, IN INT32 max);
// Time Functions // Time Functions
STATIC INT64 GetTickCount(); STATIC IAE_DLL_API INT64 GetTickCount();
STATIC INT64 GetUnixSecond(); STATIC IAE_DLL_API INT64 GetUnixSecond();
STATIC INT64 GetUnixMillisecond(); STATIC IAE_DLL_API INT64 GetUnixMillisecond();
STATIC FLOAT32 GetFrameDeltaTime(); STATIC IAE_DLL_API FLOAT32 GetFrameDeltaTime();
// Engine Functions // Engine Functions
STATIC BOOL IsDebugMode(); STATIC IAE_DLL_API BOOL IsDebugMode();
}; };
} }

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@ -18,10 +18,4 @@
#include <IAEngine/GameLibraryInterface.hpp> #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)); 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 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 #pragma once
#include <IAEngine/Components/IComponent.hpp>
#include <IAEngine/Nodes/INode.hpp> #include <IAEngine/Nodes/INode.hpp>
namespace ia::iae 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 #pragma once
#include <IAEngine/Nodes/INode.hpp> #include <IAEngine/Nodes/Node2D.hpp>
#include <IAEngine/Components/SpriteComponent.hpp>
namespace ia::iae namespace ia::iae
{ {

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

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@ -16,9 +16,23 @@
#pragma once #pragma once
#include <IAEngine/Nodes/INode.hpp> #include <IAEngine/Components/TextureComponent.hpp>
#include <IAEngine/Nodes/Node2D.hpp>
namespace ia::iae 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 #pragma once
#include <IAEngine/Nodes/INode.hpp> #include <IAEngine/Nodes/TextureNode.hpp>
namespace ia::iae namespace ia::iae
{ {

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@ -0,0 +1 @@
Shout out to Anim86 for this amazing sprite pack! https://anim86.itch.io/space-shoter-starter-pack

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@ -16,14 +16,24 @@
#include <Game.hpp> #include <Game.hpp>
Handle g_spriteBG;
RefPtr<TextureNode> backgroundNode;
RefPtr<CameraNode> mainCamera;
C_DECL(IA_DLL_EXPORT VOID Game_OnInitialize()) C_DECL(IA_DLL_EXPORT VOID Game_OnInitialize())
{ {
GAME_LOG_INFO("Booting Game"); g_spriteBG = Engine::RescaleImage(Engine::CreateImageFromFile("Resources/Sprites/bg.png"), 800, 600);
mainCamera = MakeRefPtr<CameraNode>("MainCamera");
Engine::SetActiveCamera(mainCamera->GetCameraComponent());
backgroundNode = MakeRefPtr<TextureNode>("BG");
backgroundNode->GetTextureComponent()->SetTexture(g_spriteBG);
Engine::AddNodeToActiveScene(backgroundNode);
} }
C_DECL(IA_DLL_EXPORT VOID Game_OnTerminate()) C_DECL(IA_DLL_EXPORT VOID Game_OnTerminate())
{ {
GAME_LOG_INFO("Shutting down Game");
} }
C_DECL(IA_DLL_EXPORT VOID Game_OnDebugDraw()) C_DECL(IA_DLL_EXPORT VOID Game_OnDebugDraw())