Optimized Renderer
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@ -24,10 +24,15 @@
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#include <SDL3/SDL_iostream.h>
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#include <ResourceManager.hpp>
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namespace ia::iae
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{
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EXTERN SDL_Window *g_windowHandle;
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SIZE_T g_resourceNameCounter = 1;
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SIZE_T g_resourceNameCounter {1};
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Vec2 g_sceneScalingFactor{1.0f};
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Vec2 g_sceneDesignViewport{1.0f};
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BOOL Engine::IsDebugMode()
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{
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@ -96,8 +101,12 @@ namespace ia::iae
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{
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const auto data = ReadBinaryAsset(path);
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const auto handle = CreateImage(name, data.data(), data.size());
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if (!resizeToWidth || !resizeToHeight)
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return handle;
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const auto extent = GetImageExtent(handle);
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return (resizeToWidth && resizeToHeight) ? RescaleImage(handle, {(FLOAT32)resizeToWidth/(FLOAT32)extent.x, (FLOAT32)resizeToHeight/(FLOAT32)extent.y}) : handle;
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const auto newHandle = ResourceManager::RescaleImage(
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handle, {(FLOAT32) resizeToWidth / (FLOAT32) extent.x, (FLOAT32) resizeToHeight / (FLOAT32) extent.y}, true);
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return newHandle;
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}
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Handle Engine::CreateSoundFromFile(IN CONST String &name, IN CONST String &path)
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@ -108,11 +117,16 @@ namespace ia::iae
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Handle Engine::RescaleImage(IN CONST String &name, IN Vec2 factor)
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{
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return RescaleImage(GetImage(name), factor);
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return ResourceManager::RescaleImage(GetImage(name), factor);
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}
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String Engine::GetUniqueResourceName()
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{
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return BuildString("__res_", g_resourceNameCounter++);
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}
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Vec2 Engine::GetSceneScalingFactor()
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{
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return g_sceneScalingFactor;
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}
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} // namespace ia::iae
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