This commit is contained in:
Isuru Samarathunga
2025-11-08 23:46:47 +05:30
parent 042ff451b1
commit 73d26b2f35
41 changed files with 4348 additions and 532 deletions

View File

@ -20,23 +20,26 @@
#include <Vendor/imgui/backends/imgui_impl_sdl3.h>
#include <Vendor/imgui/backends/imgui_impl_sdlgpu3.h>
#include <Vendor/imgui/imgui.h>
#include <UI.hpp>
namespace ia::iae::editor
{
CONST IVec2 gamePreviewResolution = {800, 608};
#include <View/AssetBrowser.hpp>
IVec2 g_windowExtent{800, 600};
RDC_Texture *g_gamePreviewTexture{};
namespace ia::iae
{
EXTERN IVec2 g_windowExtent;
EXTERN RDC_Texture *g_gamePreviewTexture;
View_AssetBrowser g_assetBrowserView;
VOID UI::Initialize()
{
g_assetBrowserView.Initialize();
}
VOID UI::Terminate()
{
g_assetBrowserView.Terminate();
}
VOID UI::Update()
@ -66,142 +69,19 @@ namespace ia::iae::editor
{ // Properties View
ImGui::Begin("Properties", nullptr,
ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse);
ImGui::SetWindowSize({g_windowExtent.x / 2.0f - gamePreviewViewSize.x / 2.0f - 15.0f, gamePreviewViewSize.y + 35});
ImGui::SetWindowSize(
{g_windowExtent.x / 2.0f - gamePreviewViewSize.x / 2.0f - 15.0f, gamePreviewViewSize.y + 35});
ImGui::SetWindowPos({g_windowExtent.x - ImGui::GetWindowSize().x, 0.0f});
ImGui::End();
}
{ // Tileset View
ImGui::Begin("Tilesets", nullptr,
{ // Asset Browser View
ImGui::Begin("Asset Browser", nullptr,
ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse);
ImGui::SetWindowPos({0.0f, gamePreviewViewSize.y + 35});
ImGui::SetWindowSize({(FLOAT32)g_windowExtent.x, (FLOAT32)g_windowExtent.y - gamePreviewViewSize.y - 35});
ImGui::SetWindowSize({(FLOAT32) g_windowExtent.x, (FLOAT32) g_windowExtent.y - gamePreviewViewSize.y - 35});
g_assetBrowserView.Render();
ImGui::End();
}
}
} // namespace ia::iae::editor
namespace ia::iae
{
EXTERN Vec2 g_designViewport;
EXTERN SDL_Window *g_windowHandle;
} // namespace ia::iae
namespace ia::iae::editor
{
ImDrawData *g_imDrawData{};
INT32 UI::Run(IN INT32 argc, IN PCCHAR argv[])
{
INT32 frameCounter{0};
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_GAMEPAD))
THROW_UNKNOWN("Failed to intialize SDL: ", SDL_GetError());
if (!(g_windowHandle = SDL_CreateWindow("IAEngine", g_windowExtent.x, g_windowExtent.y,
SDL_WINDOW_RESIZABLE | SDL_WINDOW_MAXIMIZED)))
THROW_UNKNOWN("Failed to create the SDL window: ", SDL_GetError());
SDL_MaximizeWindow(g_windowHandle);
SDL_GetWindowSizeInPixels(g_windowHandle, &g_windowExtent.x, &g_windowExtent.y);
g_designViewport = gamePreviewResolution;
IAEngine::__Initialize();
g_gamePreviewTexture = new RDC_Texture(RDC_Texture::EType::SAMPLED, g_designViewport.x, g_designViewport.y);
const auto mainScale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
IMGUI_CHECKVERSION();
ImGui::CreateContext();
auto &imGUIIO = ImGui::GetIO();
imGUIIO.IniFilename = nullptr;
imGUIIO.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
imGUIIO.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;
ImGui::StyleColorsClassic();
ImGuiStyle &style = ImGui::GetStyle();
style.ScaleAllSizes(mainScale);
style.FontScaleDpi = mainScale;
ImGui_ImplSDLGPU3_InitInfo initInfo{.Device = RDC_Device::GetHandle(),
.ColorTargetFormat = RDC_Device::GetSwapchainTextureFormat(),
.PresentMode = SDL_GPU_PRESENTMODE_VSYNC};
ImGui_ImplSDL3_InitForSDLGPU(g_windowHandle);
ImGui_ImplSDLGPU3_Init(&initInfo);
Initialize();
SDL_Event event{};
while (true)
{
SDL_PollEvent(&event);
if (event.type == SDL_EVENT_QUIT)
break;
IAEngine::__ProcessEvent(&event);
IAEngine::__Update();
ImGui_ImplSDL3_ProcessEvent(&event);
Update();
frameCounter++;
if (frameCounter >= 60)
{
frameCounter = 0;
IAEngine::__FixedUpdate();
}
IAEngine::__RenderToTexture(g_gamePreviewTexture->GetHandle());
ImGui_ImplSDLGPU3_NewFrame();
ImGui_ImplSDL3_NewFrame();
ImGui::NewFrame();
Draw();
ImGui::Render();
STATIC SDL_GPURenderPass *ActiveRenderPass{};
STATIC SDL_GPUCommandBuffer *ActiveCommandBuffer{};
STATIC SDL_GPUColorTargetInfo ActiveColorTargetInfo{.clear_color = SDL_FColor{0.0f, 0.0f, 0.0f, 1.0f},
.load_op = SDL_GPU_LOADOP_CLEAR,
.store_op = SDL_GPU_STOREOP_STORE};
if (!(ActiveCommandBuffer = SDL_AcquireGPUCommandBuffer(RDC_Device::GetHandle())))
THROW_UNKNOWN("Failed to acquire SDL GPU command buffer: ", SDL_GetError());
g_imDrawData = ImGui::GetDrawData();
ImGui_ImplSDLGPU3_PrepareDrawData(g_imDrawData, ActiveCommandBuffer);
SDL_GPUTexture *swapChainTexture{};
if (!SDL_WaitAndAcquireGPUSwapchainTexture(ActiveCommandBuffer, g_windowHandle, &swapChainTexture, nullptr,
nullptr))
THROW_UNKNOWN("Failed to acquire SDL GPU Swapchain texture: ", SDL_GetError());
ActiveColorTargetInfo.texture = swapChainTexture;
ActiveColorTargetInfo.clear_color = SDL_FColor{0.3f, 0.3f, 0.3f, 1.0f};
ActiveRenderPass = SDL_BeginGPURenderPass(ActiveCommandBuffer, &ActiveColorTargetInfo, 1, nullptr);
ImGui_ImplSDLGPU3_RenderDrawData(g_imDrawData, ActiveCommandBuffer, ActiveRenderPass);
SDL_EndGPURenderPass(ActiveRenderPass);
SDL_SubmitGPUCommandBuffer(ActiveCommandBuffer);
RDC_Device::WaitForIdle();
}
Terminate();
ImGui_ImplSDL3_Shutdown();
ImGui_ImplSDLGPU3_Shutdown();
ImGui::DestroyContext();
delete g_gamePreviewTexture;
IAEngine::__Terminate();
SDL_DestroyWindow(g_windowHandle);
return 0;
}
} // namespace ia::iae::editor