Optimized Renderer

This commit is contained in:
Isuru Samarathunga
2025-10-21 10:44:11 +05:30
parent b10aacaee7
commit 86ed9346aa
21 changed files with 516 additions and 241 deletions

View File

@ -24,6 +24,8 @@ namespace ia::iae
BOOL InputManager::s_keys[256];
BOOL InputManager::s_prevKeys[256];
Vec2 InputManager::s_pointerPosition{};
BOOL InputManager::s_pointerState{};
BOOL InputManager::s_pointerPrevState{};
InputManager::KeyboardGamePadMapping InputManager::s_keyboardGamePadMapping{};
BOOL InputManager::s_buttonA{};
@ -48,6 +50,7 @@ namespace ia::iae
VOID InputManager::OnSDLEvent(IN SDL_Event *event)
{
s_pointerPrevState = s_pointerState;
memcpy(s_prevKeys, s_keys, sizeof(s_prevKeys));
switch (event->type)
{
@ -59,10 +62,21 @@ namespace ia::iae
s_keys[event->key.scancode] = false;
break;
case SDL_EVENT_FINGER_MOTION:
case SDL_EVENT_MOUSE_MOTION:
s_pointerPosition = {event->motion.x, event->motion.y};
break;
case SDL_EVENT_MOUSE_BUTTON_DOWN:
case SDL_EVENT_FINGER_DOWN:
s_pointerState = true;
break;
case SDL_EVENT_MOUSE_BUTTON_UP:
case SDL_EVENT_FINGER_UP:
s_pointerState = false;
break;
default:
break;
}
@ -78,6 +92,11 @@ namespace ia::iae
SDL_StopTextInput(g_windowHandle);
}
BOOL InputManager::IsPointerDown()
{
return s_pointerState;
}
Vec2 InputManager::GetPointerPosition()
{
return s_pointerPosition;
@ -178,16 +197,16 @@ namespace ia::iae
{
if (s_onScreenGamePadEnabled)
{
//Engine::SetRenderState_Texture(0);
//Engine::SetRenderState_FlippedH(false);
//Engine::SetRenderState_FlippedV(false);
//Engine::SetRenderState_ColorOverlay({0xFF, 0xFF, 0xFF, 0xFF});
//Engine::SetRenderState_TextureOffset({0, 0});
//Engine::SetRenderState_CameraRelative(false);
//Engine::SetRenderState_Transform({300.0f, 500.0f},
// {100.0f, 100.0f},
// 0);
//Engine::DrawGeometry(Engine::GetGeometry_Circle(), 0xFF, 0);
// Engine::SetRenderState_Texture(0);
// Engine::SetRenderState_FlippedH(false);
// Engine::SetRenderState_FlippedV(false);
// Engine::SetRenderState_ColorOverlay({0xFF, 0xFF, 0xFF, 0xFF});
// Engine::SetRenderState_TextureOffset({0, 0});
// Engine::SetRenderState_CameraRelative(false);
// Engine::SetRenderState_Transform({300.0f, 500.0f},
// {100.0f, 100.0f},
// 0);
// Engine::DrawGeometry(Engine::GetGeometry_Circle(), 0xFF, 0);
}
}
@ -216,6 +235,18 @@ namespace ia::iae
IsKeyDown(s_keyboardGamePadMapping.AxisRight) + IsKeyDown(s_keyboardGamePadMapping.AxisLeft) * -1;
}
}
BOOL InputManager::IsPointerDown(IN CONST Vec2 &start, IN CONST Vec2 &end)
{
if(!s_pointerState) return false;
return (s_pointerPosition.x >= start.x) && (s_pointerPosition.x <= end.x) && (s_pointerPosition.y >= start.y) &&
(s_pointerPosition.y <= end.y);
}
BOOL InputManager::DidPointerClick(IN CONST Vec2 &start, IN CONST Vec2 &end)
{
return IsPointerDown(start, end) && !s_pointerPrevState;
}
} // namespace ia::iae
namespace ia::iae
@ -235,6 +266,21 @@ namespace ia::iae
return InputManager::GetPointerPosition();
}
BOOL Engine::Input_IsPointerDown()
{
return InputManager::IsPointerDown();
}
BOOL Engine::Input_IsPointerDown(IN CONST Vec2 &start, IN CONST Vec2 &end)
{
return InputManager::IsPointerDown(start, end);
}
BOOL Engine::Input_DidPointerClick(IN CONST Vec2 &start, IN CONST Vec2 &end)
{
return InputManager::DidPointerClick(start, end);
}
BOOL Engine::Input_IsKeyDown(IN InputKey key)
{
return InputManager::IsKeyDown(key);