Fixes
This commit is contained in:
@ -9,26 +9,6 @@
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</Properties>
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<Entries>
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<SpriteSheet name="SpriteSheet_Player" path="Cute_Fantasy_Free/Player/Player.png" spriteWidth="32" spriteHeight="32">
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<Animation name="IdleDown" frameCount="6"></Animation>
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<Animation name="IdleRight" frameCount="6"></Animation>
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<Animation name="IdleUp" frameCount="6"></Animation>
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<Animation name="WalkDown" frameCount="6"></Animation>
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<Animation name="WalkRight" frameCount="6"></Animation>
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<Animation name="WalkUp" frameCount="6"></Animation>
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<Animation name="AttackDown" frameCount="4"></Animation>
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<Animation name="AttackRight" frameCount="4"></Animation>
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<Animation name="AttackUp" frameCount="4"></Animation>
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<Animation name="Die" frameCount="4"></Animation>
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</SpriteSheet>
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<TileSheet name="TileSheet_MiddlePath" path="Cute_Fantasy_Free/Tiles/Path_Middle.png" tileWidth="16" tileHeight="16"></TileSheet>
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<TileSheet name="TileSheet_MiddleWater" path="Cute_Fantasy_Free/Tiles/Water_Middle.png" tileWidth="16" tileHeight="16"></TileSheet>
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<TileSheet name="TileSheet_MiddleGrass" path="Cute_Fantasy_Free/Tiles/Grass_Middle.png" tileWidth="16" tileHeight="16"></TileSheet>
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<TileSheet name="TileSheet_Path" path="Cute_Fantasy_Free/Tiles/Path_Tile.png" tileWidth="16" tileHeight="16"></TileSheet>
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<TileSheet name="TileSheet_Water" path="Cute_Fantasy_Free/Tiles/Water_Tile.png" tileWidth="16" tileHeight="16"></TileSheet>
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<TileSheet name="TileSheet_Beach" path="Cute_Fantasy_Free/Tiles/Beach_Tile.png" tileWidth="16" tileHeight="16"></TileSheet>
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<TileSheet name="TileSheet_Cliff" path="Cute_Fantasy_Free/Tiles/Cliff_Tile.png" tileWidth="16" tileHeight="16"></TileSheet>
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<TileSheet name="TileSheet_FarmLand" path="Cute_Fantasy_Free/Tiles/FarmLand_Tile.png" tileWidth="16" tileHeight="16"></TileSheet>
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</Entries>
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</Assets>
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@ -25,84 +25,5 @@
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</Nodes>
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<Grid tileWidth="16" tileHeight="16">
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<Repeat times="50">
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<Cell tileSheet="TileSheet_MiddleGrass" tileX="0" tileY="0" collisionMask="0" colorOverlay="#ffffffff"></Cell>
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</Repeat>
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<Repeat times="10">
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<Cell tileSheet="TileSheet_MiddleGrass" tileX="0" tileY="0" collisionMask="0" colorOverlay="#ffffffff"></Cell>
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</Repeat>
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<Repeat times="30">
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<Cell tileSheet="TileSheet_MiddleWater" tileX="0" tileY="0" collisionMask="0" colorOverlay="#ffffffff"></Cell>
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</Repeat>
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<Repeat times="10">
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<Cell tileSheet="TileSheet_MiddleGrass" tileX="0" tileY="0" collisionMask="0" colorOverlay="#ffffffff"></Cell>
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</Repeat>
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<Repeat times="10">
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<Cell tileSheet="TileSheet_MiddleGrass" tileX="0" tileY="0" collisionMask="0" colorOverlay="#ffffffff"></Cell>
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</Repeat>
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<Repeat times="30">
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<Cell tileSheet="TileSheet_MiddleWater" tileX="0" tileY="0" collisionMask="0" colorOverlay="#ffffffff"></Cell>
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</Repeat>
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<Repeat times="10">
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<Cell tileSheet="TileSheet_MiddleGrass" tileX="0" tileY="0" collisionMask="0" colorOverlay="#ffffffff"></Cell>
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</Repeat>
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<Repeat times="10">
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<Cell tileSheet="TileSheet_MiddleGrass" tileX="0" tileY="0" collisionMask="0" colorOverlay="#ffffffff"></Cell>
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</Repeat>
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<Repeat times="13">
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<Cell tileSheet="TileSheet_MiddleWater" tileX="0" tileY="0" collisionMask="0" colorOverlay="#ffffffff"></Cell>
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</Repeat>
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<Cell tileSheet="TileSheet_Beach" tileX="0" tileY="0" collisionMask="0" colorOverlay="#ffffffff"></Cell>
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<Cell tileSheet="TileSheet_Beach" tileX="1" tileY="0" collisionMask="0" colorOverlay="#ffffffff"></Cell>
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<Cell tileSheet="TileSheet_Beach" tileX="2" tileY="0" collisionMask="0" colorOverlay="#ffffffff"></Cell>
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<Repeat times="14">
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<Cell tileSheet="TileSheet_MiddleWater" tileX="0" tileY="0" collisionMask="0" colorOverlay="#ffffffff"></Cell>
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</Repeat>
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<Repeat times="10">
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<Cell tileSheet="TileSheet_MiddleGrass" tileX="0" tileY="0" collisionMask="0" colorOverlay="#ffffffff"></Cell>
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</Repeat>
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<Repeat times="10">
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<Cell tileSheet="TileSheet_MiddleGrass" tileX="0" tileY="0" collisionMask="0" colorOverlay="#ffffffff"></Cell>
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</Repeat>
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<Repeat times="13">
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<Cell tileSheet="TileSheet_MiddleWater" tileX="0" tileY="0" collisionMask="0" colorOverlay="#ffffffff"></Cell>
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</Repeat>
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<Cell tileSheet="TileSheet_Beach" tileX="0" tileY="1" collisionMask="0" colorOverlay="#ffffffff"></Cell>
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<Cell tileSheet="TileSheet_Beach" tileX="1" tileY="1" collisionMask="0" colorOverlay="#ffffffff"></Cell>
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<Cell tileSheet="TileSheet_Beach" tileX="2" tileY="1" collisionMask="0" colorOverlay="#ffffffff"></Cell>
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<Repeat times="14">
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<Cell tileSheet="TileSheet_MiddleWater" tileX="0" tileY="0" collisionMask="0" colorOverlay="#ffffffff"></Cell>
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</Repeat>
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<Repeat times="10">
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<Cell tileSheet="TileSheet_MiddleGrass" tileX="0" tileY="0" collisionMask="0" colorOverlay="#ffffffff"></Cell>
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</Repeat>
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<Repeat times="10">
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<Cell tileSheet="TileSheet_MiddleGrass" tileX="0" tileY="0" collisionMask="0" colorOverlay="#ffffffff"></Cell>
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</Repeat>
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<Repeat times="13">
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<Cell tileSheet="TileSheet_MiddleWater" tileX="0" tileY="0" collisionMask="0" colorOverlay="#ffffffff"></Cell>
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</Repeat>
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<Cell tileSheet="TileSheet_Beach" tileX="0" tileY="2" collisionMask="0" colorOverlay="#ffffffff"></Cell>
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<Cell tileSheet="TileSheet_Beach" tileX="1" tileY="2" collisionMask="0" colorOverlay="#ffffffff"></Cell>
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<Cell tileSheet="TileSheet_Beach" tileX="2" tileY="2" collisionMask="0" colorOverlay="#ffffffff"></Cell>
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<Repeat times="14">
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<Cell tileSheet="TileSheet_MiddleWater" tileX="0" tileY="0" collisionMask="0" colorOverlay="#ffffffff"></Cell>
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</Repeat>
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<Repeat times="10">
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<Cell tileSheet="TileSheet_MiddleGrass" tileX="0" tileY="0" collisionMask="0" colorOverlay="#ffffffff"></Cell>
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</Repeat>
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<Repeat times="10">
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<Cell tileSheet="TileSheet_MiddleGrass" tileX="0" tileY="0" collisionMask="0" colorOverlay="#ffffffff"></Cell>
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</Repeat>
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<Repeat times="30">
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<Cell tileSheet="TileSheet_MiddleWater" tileX="0" tileY="0" collisionMask="0" colorOverlay="#ffffffff"></Cell>
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</Repeat>
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<Repeat times="10">
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<Cell tileSheet="TileSheet_MiddleGrass" tileX="0" tileY="0" collisionMask="0" colorOverlay="#ffffffff"></Cell>
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</Repeat>
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<Repeat times="50">
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<Cell tileSheet="TileSheet_MiddleGrass" tileX="0" tileY="0" collisionMask="0" colorOverlay="#ffffffff"></Cell>
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</Repeat>
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</Grid>
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</Scene>
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@ -10,12 +10,14 @@ set(SRC_FILES
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"imp/cpp/UI/TabContainer.cpp"
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"imp/cpp/UI/View/IView.cpp"
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"imp/cpp/UI/View/Asset.cpp"
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"imp/cpp/UI/View/FilePreview.cpp"
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"imp/cpp/UI/View/AssetBrowser.cpp"
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"imp/cpp/UI/View/Console.cpp"
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"imp/cpp/UI/View/Nodes.cpp"
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"imp/cpp/UI/View/Package.cpp"
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"imp/cpp/UI/View/Scene.cpp"
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"imp/cpp/UI/View/Game.cpp"
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"imp/cpp/UI/View/Asset.cpp"
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"imp/cpp/UI/View/Properties.cpp"
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# imgui
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@ -26,6 +26,7 @@
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#include <UI/UI.hpp>
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#include <UI/View/Asset.hpp>
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#include <UI/View/FilePreview.hpp>
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#include <LogoIcon.hpp>
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@ -41,15 +42,46 @@ namespace ia::iae
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ImDrawData *g_imDrawData{};
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IVec2 g_windowExtent{800, 600};
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Map<String, String> g_assetNameMap;
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SIZE_T g_uniqueNameCounter{0};
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String generate_unique_asset_name()
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{
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return BuildString("Asset_", g_uniqueNameCounter++);
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}
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VOID Editor::LoadProject(IN CONST String &directory)
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{
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m_activeProject = Project::Load(directory);
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}
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VOID Editor::OpenAsset(IN Path path)
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VOID Editor::OpenFile(IN Path path)
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{
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const auto assetName = AssetManager::GetAssetName(path.string().c_str());
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if (assetName.size())
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{
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UI::GetAssetView()->Open(assetName);
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UI::OpenAssetView();
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}
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else
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{
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UI::GetFilePreviewView()->Open(path);
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UI::OpenFilePreviewView();
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}
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}
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VOID Editor::MarkAsAsset(IN Path path)
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{
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const auto assetName = generate_unique_asset_name();
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AssetManager::AssignAssetName(AssetManager::LoadTexture(path.string().c_str()), assetName);
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UI::CloseFilePreviewView();
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UI::GetAssetView()->Open(assetName);
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UI::OpenAssetView();
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}
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VOID Editor::RemoveFromAssets(IN CONST String &assetName)
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{
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UI::GetAssetView()->Open(path);
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UI::FocusAssetView();
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}
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INT32 Editor::Run(IN INT32 argc, IN PCCHAR argv[])
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@ -20,7 +20,9 @@ namespace ia::iae
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{
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INT32 g_tabContainerCount{0};
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TabContainer::TabContainer() : m_containerID(BuildString("TabContainer##", g_tabContainerCount++)), m_tabBarID(BuildString("TabBar##", g_tabContainerCount++))
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TabContainer::TabContainer()
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: m_containerID(BuildString("TabContainer##", g_tabContainerCount++)),
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m_tabBarID(BuildString("TabBar##", g_tabContainerCount++))
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{
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}
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@ -52,9 +54,10 @@ namespace ia::iae
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m_pendingActiveTabName = nullptr;
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}
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if (ImGui::BeginTabItem(v->Value->IconAndName().c_str(), nullptr, flags))
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BOOL* isOpen = v->Value.IsCloseable ? &v->Value.IsOpen : nullptr;
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if (ImGui::BeginTabItem(v->Value.View->IconAndName().c_str(), isOpen, flags))
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{
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v->Value->Render();
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v->Value.View->Render();
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ImGui::EndTabItem();
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m_activeTabName = v->Key.c_str();
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@ -68,20 +71,20 @@ namespace ia::iae
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VOID TabContainer::Update()
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{
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for (const auto &t : m_tabViews)
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t->Value->Update();
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t->Value.View->Update();
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}
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VOID TabContainer::ProcessEvent(IN SDL_Event *event)
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{
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for (const auto &t : m_tabViews)
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t->Value->ProcessEvent(event);
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t->Value.View->ProcessEvent(event);
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}
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VOID TabContainer::AddTab(IN CONST String &name, IN IView *view)
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VOID TabContainer::AddTab(IN CONST String &name, IN IView *view, IN BOOL isCloseable)
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{
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RemoveTab(name);
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view->Initialize();
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m_tabViews[name] = view;
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m_tabViews[name] = Tab{.View = view, .IsCloseable = isCloseable};
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if (!m_activeTabName)
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m_activeTabName = name.c_str();
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}
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@ -90,10 +93,25 @@ namespace ia::iae
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{
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if (!m_tabViews.contains(name))
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return;
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if (m_tabViews[name])
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m_tabViews[name]->Terminate();
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delete m_tabViews[name];
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m_tabViews[name] = nullptr;
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m_tabViews[name].IsOpen = false;
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if (m_tabViews[name].View)
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m_tabViews[name].View->Terminate();
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delete m_tabViews[name].View;
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m_tabViews[name] = {};
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}
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VOID TabContainer::OpenTab(IN CONST String &name)
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{
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if (!m_tabViews.contains(name))
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return;
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m_tabViews[name].IsOpen = true;
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}
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VOID TabContainer::CloseTab(IN CONST String &name)
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{
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if (!m_tabViews.contains(name))
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return;
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m_tabViews[name].IsOpen = false;
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}
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VOID TabContainer::ChangeActiveTab(IN PCCHAR name)
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@ -103,6 +121,6 @@ namespace ia::iae
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IView *TabContainer::GetTab(IN CONST String &name)
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{
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return m_tabViews[name];
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return m_tabViews[name].View;
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}
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} // namespace ia::iae
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@ -21,22 +21,26 @@
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#include <UI/View/Asset.hpp>
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#include <UI/View/AssetBrowser.hpp>
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#include <UI/View/Console.hpp>
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#include <UI/View/FilePreview.hpp>
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#include <UI/View/Nodes.hpp>
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#include <UI/View/Package.hpp>
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#include <UI/View/Properties.hpp>
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#include <UI/View/Scene.hpp>
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#include <UI/View/Game.hpp>
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#include <UI/TabContainer.hpp>
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|
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namespace ia::iae
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{
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STATIC CONSTEXPR PCCHAR VIEW_NAME_ASSET_BROWSER = "AssetBrowser";
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STATIC CONSTEXPR PCCHAR VIEW_NAME_FILE_PREVIEW = "FilePreview";
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STATIC CONSTEXPR PCCHAR VIEW_NAME_ASSET = "Asset";
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STATIC CONSTEXPR PCCHAR VIEW_NAME_CONSOLE = "Console";
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STATIC CONSTEXPR PCCHAR VIEW_NAME_NODES = "Nodes";
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STATIC CONSTEXPR PCCHAR VIEW_NAME_PACKAGE = "Package";
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STATIC CONSTEXPR PCCHAR VIEW_NAME_PROPERTIES = "Properties";
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STATIC CONSTEXPR PCCHAR VIEW_NAME_SCENE = "SCENE";
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STATIC CONSTEXPR PCCHAR VIEW_NAME_SCENE = "Scene";
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STATIC CONSTEXPR PCCHAR VIEW_NAME_GAME = "Game";
|
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|
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EXTERN IVec2 g_windowExtent;
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|
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@ -47,16 +51,38 @@ namespace ia::iae
|
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TabContainer g_tabContainerTM;
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TabContainer g_tabContainerTR;
|
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|
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VOID UI::FocusAssetView()
|
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VOID UI::OpenFilePreviewView()
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{
|
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g_tabContainerTR.OpenTab(VIEW_NAME_FILE_PREVIEW);
|
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g_tabContainerTR.ChangeActiveTab(VIEW_NAME_FILE_PREVIEW);
|
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}
|
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|
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VOID UI::CloseFilePreviewView()
|
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{
|
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g_tabContainerTR.CloseTab(VIEW_NAME_FILE_PREVIEW);
|
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}
|
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|
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VOID UI::OpenAssetView()
|
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{
|
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g_tabContainerTR.OpenTab(VIEW_NAME_ASSET);
|
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g_tabContainerTR.ChangeActiveTab(VIEW_NAME_ASSET);
|
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}
|
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|
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VOID UI::CloseAssetView()
|
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{
|
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g_tabContainerTR.CloseTab(VIEW_NAME_ASSET);
|
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}
|
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|
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class View_Asset *UI::GetAssetView()
|
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{
|
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return (View_Asset *) g_tabContainerTR.GetTab(VIEW_NAME_ASSET);
|
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}
|
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|
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class View_FilePreview *UI::GetFilePreviewView()
|
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{
|
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return (View_FilePreview *) g_tabContainerTR.GetTab(VIEW_NAME_FILE_PREVIEW);
|
||||
}
|
||||
|
||||
VOID UI::Initialize()
|
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{
|
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g_tabContainerB.Initialize();
|
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@ -71,9 +97,14 @@ namespace ia::iae
|
||||
g_tabContainerTL.AddTab<View_Package>(VIEW_NAME_PACKAGE);
|
||||
|
||||
g_tabContainerTM.AddTab<View_Scene>(VIEW_NAME_SCENE);
|
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g_tabContainerTM.AddTab<View_Game>(VIEW_NAME_GAME);
|
||||
|
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g_tabContainerTR.AddTab<View_Properties>(VIEW_NAME_PROPERTIES);
|
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g_tabContainerTR.AddTab<View_Asset>(VIEW_NAME_ASSET);
|
||||
g_tabContainerTR.AddTab<View_Asset>(VIEW_NAME_ASSET, true);
|
||||
g_tabContainerTR.AddTab<View_FilePreview>(VIEW_NAME_FILE_PREVIEW, true);
|
||||
|
||||
g_tabContainerTR.CloseTab(VIEW_NAME_ASSET);
|
||||
g_tabContainerTR.CloseTab(VIEW_NAME_FILE_PREVIEW);
|
||||
}
|
||||
|
||||
VOID UI::Terminate()
|
||||
@ -180,4 +211,13 @@ namespace ia::iae
|
||||
{
|
||||
ImGui::SetCursorPosY((rect.GetHeight() - height) / 2.0f);
|
||||
}
|
||||
|
||||
VOID UI::DrawTextCentered(IN CONST ImVec2 &viewExtent, IN CONST String &text)
|
||||
{
|
||||
ImRect rect{{}, viewExtent};
|
||||
const auto textSize = ImGui::CalcTextSize(text.c_str());
|
||||
UI::AlignCursorHCenter(rect, textSize.x);
|
||||
UI::AlignCursorVCenter(rect, textSize.y);
|
||||
ImGui::Text("%s", text.c_str());
|
||||
}
|
||||
} // namespace ia::iae
|
||||
|
||||
@ -16,13 +16,13 @@
|
||||
|
||||
#include <UI/View/Asset.hpp>
|
||||
|
||||
#include <IAEngine/Asset/AssetManager.hpp>
|
||||
#include <RenderCore/RenderCore.hpp>
|
||||
|
||||
#include <Editor.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
struct AssetCacheEntry
|
||||
{
|
||||
|
||||
};
|
||||
|
||||
VOID View_Asset::Initialize()
|
||||
{
|
||||
SetName("Asset");
|
||||
@ -37,13 +37,47 @@ namespace ia::iae
|
||||
{
|
||||
PreRender();
|
||||
|
||||
if(m_assetPath.empty())
|
||||
if (!m_asset)
|
||||
{
|
||||
PostRender();
|
||||
return;
|
||||
}
|
||||
|
||||
ImGui::Text("%s", m_assetPath.filename().string().c_str());
|
||||
STATIC CHAR NAME_BUFFER[256];
|
||||
|
||||
memcpy(NAME_BUFFER, m_assetName.c_str(), m_assetName.size() + 1);
|
||||
ImGui::Text("Name: ");
|
||||
ImGui::SameLine();
|
||||
ImGui::InputText("##name", NAME_BUFFER, sizeof(NAME_BUFFER));
|
||||
m_assetName = NAME_BUFFER;
|
||||
|
||||
DrawAssetTypePicker();
|
||||
|
||||
switch (m_asset->GetType())
|
||||
{
|
||||
case EAssetType::TEXTURE:
|
||||
RenderTextureAsset();
|
||||
break;
|
||||
|
||||
case EAssetType::SPRITE:
|
||||
RenderSpriteAsset();
|
||||
break;
|
||||
|
||||
case EAssetType::TILESHEET:
|
||||
RenderTileSheetAsset();
|
||||
break;
|
||||
|
||||
case EAssetType::SPRITESHEET:
|
||||
RenderSpriteSheetAsset();
|
||||
break;
|
||||
|
||||
case EAssetType::INVALID:
|
||||
case EAssetType::SOUND:
|
||||
case EAssetType::SCENE:
|
||||
case EAssetType::PLUGIN:
|
||||
case EAssetType::PACKAGE:
|
||||
break;
|
||||
}
|
||||
|
||||
PostRender();
|
||||
}
|
||||
@ -56,14 +90,125 @@ namespace ia::iae
|
||||
{
|
||||
}
|
||||
|
||||
VOID View_Asset::Open(IN Path path)
|
||||
VOID View_Asset::Open(IN String assetName)
|
||||
{
|
||||
Close();
|
||||
m_assetPath = path;
|
||||
m_assetName = assetName;
|
||||
const auto asset = AssetManager::GetAssetByName<Asset_Texture>(m_assetName);
|
||||
m_assetImageHandle = RDC::BakeTexture(asset->GetHandle()->ImagePtr);
|
||||
m_assetImageExtent = {asset->GetHandle()->ImagePtr->Width, asset->GetHandle()->ImagePtr->Height};
|
||||
m_asset = asset;
|
||||
m_assetType = asset->GetType();
|
||||
}
|
||||
|
||||
VOID View_Asset::Close()
|
||||
{
|
||||
m_assetPath = Path();
|
||||
m_assetName = "";
|
||||
m_asset = nullptr;
|
||||
m_assetImageHandle = 0;
|
||||
m_assetImageExtent = {};
|
||||
m_assetType = EAssetType::INVALID;
|
||||
}
|
||||
|
||||
VOID View_Asset::RenderTextureAsset()
|
||||
{
|
||||
const auto asset = (Asset_Texture *) m_asset;
|
||||
DrawAssetImage(0.75f, {0, 0});
|
||||
}
|
||||
|
||||
VOID View_Asset::RenderSpriteAsset()
|
||||
{
|
||||
const auto asset = (Asset_Sprite *) m_asset;
|
||||
DrawAssetImage(0.75f, {0, 0});
|
||||
}
|
||||
|
||||
VOID View_Asset::RenderTileSheetAsset()
|
||||
{
|
||||
const auto asset = (Asset_TileSheet *) m_asset;
|
||||
|
||||
ImGui::Text("Tile Width: ");
|
||||
ImGui::SameLine();
|
||||
ImGui::InputInt("##TileWidth", &asset->TileWidth());
|
||||
if (asset->TileWidth() < 1)
|
||||
asset->TileWidth() = 1;
|
||||
if (asset->TileWidth() > m_assetImageExtent.x)
|
||||
asset->TileWidth() = m_assetImageExtent.x;
|
||||
|
||||
ImGui::Text("Tile Height: ");
|
||||
ImGui::SameLine();
|
||||
ImGui::InputInt("##TileHeight", &asset->TileHeight());
|
||||
if (asset->TileHeight() < 1)
|
||||
asset->TileHeight() = 1;
|
||||
if (asset->TileHeight() > m_assetImageExtent.y)
|
||||
asset->TileHeight() = m_assetImageExtent.y;
|
||||
|
||||
DrawAssetImage(0.75f, {asset->TileWidth(), asset->TileHeight()});
|
||||
}
|
||||
|
||||
VOID View_Asset::RenderSpriteSheetAsset()
|
||||
{
|
||||
const auto asset = (Asset_SpriteSheet *) m_asset;
|
||||
}
|
||||
|
||||
VOID View_Asset::DrawAssetImage(IN FLOAT32 relativeWidth, IN IVec2 gridSize)
|
||||
{
|
||||
ImVec2 base_pos = ImGui::GetCursorScreenPos();
|
||||
|
||||
const auto ImageWidth = m_extent.x * relativeWidth;
|
||||
const auto aspectRatio =
|
||||
static_cast<FLOAT32>(m_assetImageExtent.y) / static_cast<FLOAT32>(m_assetImageExtent.x);
|
||||
const auto ImageHeight = aspectRatio * ImageWidth;
|
||||
|
||||
ImGui::Image((ImTextureRef) m_assetImageHandle, {ImageWidth, ImageHeight});
|
||||
|
||||
if((!gridSize.x) || (!gridSize.y))
|
||||
return;
|
||||
|
||||
gridSize.x *= ImageWidth/m_assetImageExtent.x;
|
||||
gridSize.y *= ImageHeight/m_assetImageExtent.y;
|
||||
|
||||
ImDrawList *draw_list = ImGui::GetWindowDrawList();
|
||||
|
||||
auto gridCountX = ImageWidth / gridSize.x;
|
||||
auto gridCountY = ImageHeight / gridSize.y;
|
||||
|
||||
ImU32 grid_color = IM_COL32(200, 200, 200, 50);
|
||||
float grid_thickness = 1.0f;
|
||||
|
||||
ImGui::Dummy(ImVec2(ImageWidth, ImageHeight));
|
||||
|
||||
for (int i = 0; i <= gridCountX; ++i)
|
||||
{
|
||||
ImVec2 p1 = ImVec2(base_pos.x + i * gridSize.x, base_pos.y);
|
||||
ImVec2 p2 = ImVec2(base_pos.x + i * gridSize.x, base_pos.y + ImageHeight);
|
||||
draw_list->AddLine(p1, p2, grid_color, grid_thickness);
|
||||
}
|
||||
|
||||
for (int i = 0; i <= gridCountY; ++i)
|
||||
{
|
||||
ImVec2 p1 = ImVec2(base_pos.x, base_pos.y + i * gridSize.y);
|
||||
ImVec2 p2 = ImVec2(base_pos.x + ImageWidth, base_pos.y + i * gridSize.y);
|
||||
draw_list->AddLine(p1, p2, grid_color, grid_thickness);
|
||||
}
|
||||
}
|
||||
|
||||
VOID View_Asset::DrawAssetTypePicker()
|
||||
{
|
||||
ImGui::Text("Asset Type: ");
|
||||
ImGui::SameLine();
|
||||
ImGui::Combo("##", (INT32 *) &m_assetType, "None\0Texture\0Sprite\0TileSheet\0SpriteSheet\0");
|
||||
if (m_assetType != m_asset->GetType())
|
||||
{
|
||||
ImGui::SameLine();
|
||||
if (ImGui::Button("Apply"))
|
||||
{
|
||||
if (m_assetType == EAssetType::INVALID)
|
||||
{
|
||||
Editor::Instance().RemoveFromAssets(m_assetName);
|
||||
Close();
|
||||
UI::CloseAssetView();
|
||||
}
|
||||
m_asset = AssetManager::ChangeAssetType(m_assetName, m_assetType);
|
||||
}
|
||||
}
|
||||
}
|
||||
} // namespace ia::iae
|
||||
@ -147,6 +147,6 @@ namespace ia::iae
|
||||
|
||||
VOID View_AssetBrowser::OpenAsset(IN CONST std::filesystem::path &path)
|
||||
{
|
||||
Editor::Instance().OpenAsset(path);
|
||||
Editor::Instance().OpenFile(path);
|
||||
}
|
||||
} // namespace ia::iae
|
||||
170
Src/Editor/imp/cpp/UI/View/FilePreview.cpp
Normal file
170
Src/Editor/imp/cpp/UI/View/FilePreview.cpp
Normal file
@ -0,0 +1,170 @@
|
||||
// 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 <UI/View/FilePreview.hpp>
|
||||
|
||||
#include <IAEngine/Asset/AssetManager.hpp>
|
||||
#include <RenderCore/RenderCore.hpp>
|
||||
|
||||
#include <Editor.hpp>
|
||||
|
||||
#include <fstream>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
BOOL is_extension_one_of(IN PCCHAR ext, IN std::initializer_list<PCCHAR> values)
|
||||
{
|
||||
for (const auto &t : values)
|
||||
{
|
||||
if (!strcmp(ext, t))
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
Vector<String> get_lines_of_file(IN CONST Path &path)
|
||||
{
|
||||
Vector<String> result;
|
||||
std::string line;
|
||||
std::ifstream file(path);
|
||||
while (std::getline(file, line))
|
||||
result.pushBack(line.c_str());
|
||||
return result;
|
||||
}
|
||||
|
||||
VOID View_FilePreview::Initialize()
|
||||
{
|
||||
SetName("File Preview");
|
||||
SetIcon(ICON_FA_MAGNIFYING_GLASS);
|
||||
}
|
||||
|
||||
VOID View_FilePreview::Terminate()
|
||||
{
|
||||
}
|
||||
|
||||
VOID View_FilePreview::Render()
|
||||
{
|
||||
PreRender();
|
||||
|
||||
if (m_filePath.empty())
|
||||
{
|
||||
PostRender();
|
||||
return;
|
||||
}
|
||||
|
||||
switch (m_fileType)
|
||||
{
|
||||
case EFileType::UNKNOWN:
|
||||
RenderUnknownFile();
|
||||
break;
|
||||
|
||||
case EFileType::TEXT:
|
||||
RenderTextFile();
|
||||
break;
|
||||
|
||||
case EFileType::IMAGE:
|
||||
RenderImageFile();
|
||||
break;
|
||||
}
|
||||
|
||||
PostRender();
|
||||
}
|
||||
|
||||
VOID View_FilePreview::Update()
|
||||
{
|
||||
}
|
||||
|
||||
VOID View_FilePreview::OnEvent(IN SDL_Event *event)
|
||||
{
|
||||
}
|
||||
|
||||
VOID View_FilePreview::Open(IN Path path)
|
||||
{
|
||||
Close();
|
||||
m_filePath = path;
|
||||
m_fileType = EFileType::UNKNOWN;
|
||||
|
||||
const auto ext = path.extension().string();
|
||||
if (is_extension_one_of(&ext[1], {"txt", "xml", "md", "cpp", "c", "hpp", "h"}))
|
||||
{
|
||||
m_fileType = EFileType::TEXT;
|
||||
const auto lines = get_lines_of_file(path);
|
||||
m_fileDataSize = lines.size();
|
||||
const auto fileData = new String[m_fileDataSize];
|
||||
for (SIZE_T i = 0; i < m_fileDataSize; i++)
|
||||
fileData[i] = lines[i];
|
||||
m_fileData = fileData;
|
||||
}
|
||||
else if (is_extension_one_of(&ext[1], {"png", "jpg", "webp"}))
|
||||
{
|
||||
m_fileType = EFileType::IMAGE;
|
||||
m_fileDataSize = SIZE_MAX;
|
||||
const auto image = AssetManager::LoadTexture(path.string().c_str())->GetHandle()->ImagePtr;
|
||||
m_fileDataExtent = IVec2{image->Width, image->Height};
|
||||
m_fileData = (PVOID)RDC::BakeTexture(image);
|
||||
}
|
||||
}
|
||||
|
||||
VOID View_FilePreview::Close()
|
||||
{
|
||||
switch (m_fileType)
|
||||
{
|
||||
case EFileType::UNKNOWN:
|
||||
break;
|
||||
|
||||
case EFileType::TEXT:
|
||||
delete[] ((String *) m_fileData);
|
||||
m_fileDataSize = 0;
|
||||
m_fileData = nullptr;
|
||||
break;
|
||||
|
||||
case EFileType::IMAGE:
|
||||
m_fileDataSize = 0;
|
||||
m_fileData = nullptr;
|
||||
m_fileDataExtent = {};
|
||||
break;
|
||||
}
|
||||
|
||||
m_filePath = Path();
|
||||
m_fileType = EFileType::UNKNOWN;
|
||||
}
|
||||
|
||||
VOID View_FilePreview::RenderTextFile()
|
||||
{
|
||||
const auto lines = (String*)m_fileData;
|
||||
for(SIZE_T i = 0; i < m_fileDataSize; i++)
|
||||
ImGui::Text("%s", lines[i].c_str());
|
||||
}
|
||||
|
||||
VOID View_FilePreview::RenderImageFile()
|
||||
{
|
||||
UI::PadX();
|
||||
UI::PadY();
|
||||
if(ImGui::Button("Mark as Asset"))
|
||||
Editor::Instance().MarkAsAsset(m_filePath);
|
||||
UI::PadY();
|
||||
|
||||
const auto ImageWidth = m_extent.x * 0.75f;
|
||||
UI::AlignCursorHCenter(ImRect{{}, m_extent}, ImageWidth);
|
||||
const auto aspectRatio = static_cast<FLOAT32>(m_fileDataExtent.y)/static_cast<FLOAT32>(m_fileDataExtent.x);
|
||||
ImGui::Image((ImTextureRef)m_fileData, {ImageWidth, aspectRatio * ImageWidth});
|
||||
}
|
||||
|
||||
VOID View_FilePreview::RenderUnknownFile()
|
||||
{
|
||||
UI::DrawTextCentered(m_extent, "Unsupported File Format");
|
||||
}
|
||||
} // namespace ia::iae
|
||||
99
Src/Editor/imp/cpp/UI/View/Game.cpp
Normal file
99
Src/Editor/imp/cpp/UI/View/Game.cpp
Normal file
@ -0,0 +1,99 @@
|
||||
// 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 <Editor.hpp>
|
||||
#include <UI/View/Game.hpp>
|
||||
|
||||
#include <RenderCore/RenderCore.hpp>
|
||||
|
||||
#include <IAEngine/LibInterface.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
VOID View_Game::Initialize()
|
||||
{
|
||||
SetName("Game");
|
||||
SetIcon(ICON_FA_GAMEPAD);
|
||||
|
||||
IAEngine::__Initialize(SCENE_EDITOR_RESOULTION, Editor::Instance().GetActiveProject()->AssetDirectory());
|
||||
|
||||
m_gameRenderTexture = new RDC_Texture(RDC_Texture::EType::SAMPLED, SCENE_EDITOR_RESOULTION.x, SCENE_EDITOR_RESOULTION.y);
|
||||
}
|
||||
|
||||
VOID View_Game::Terminate()
|
||||
{
|
||||
delete m_gameRenderTexture;
|
||||
}
|
||||
|
||||
VOID View_Game::Render()
|
||||
{
|
||||
PreRender();
|
||||
|
||||
ImGui::Image(m_gameRenderTexture->GetHandle(), m_extent);
|
||||
|
||||
PostRender();
|
||||
}
|
||||
|
||||
VOID View_Game::Update()
|
||||
{
|
||||
STATIC INT32 frameCounter{0};
|
||||
|
||||
IAEngine::__Update();
|
||||
|
||||
frameCounter++;
|
||||
if (frameCounter >= 60)
|
||||
{
|
||||
frameCounter = 0;
|
||||
IAEngine::__FixedUpdate();
|
||||
}
|
||||
|
||||
IAEngine::__RenderToTexture(m_gameRenderTexture->GetHandle());
|
||||
}
|
||||
|
||||
VOID View_Game::OnEvent(IN SDL_Event *event)
|
||||
{
|
||||
IAEngine::__ProcessEvent(event);
|
||||
}
|
||||
} // namespace ia::iae
|
||||
|
||||
C_DECL(GameRequestedConfig *Game_GetConfigRequest())
|
||||
{
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
C_DECL(VOID Game_OnInitialize())
|
||||
{
|
||||
}
|
||||
|
||||
C_DECL(VOID Game_OnTerminate())
|
||||
{
|
||||
}
|
||||
|
||||
C_DECL(VOID Game_OnDebugDraw())
|
||||
{
|
||||
}
|
||||
|
||||
C_DECL(VOID Game_OnFixedUpdate())
|
||||
{
|
||||
}
|
||||
|
||||
C_DECL(VOID Game_OnUpdate(IN FLOAT32 deltaTime))
|
||||
{
|
||||
}
|
||||
|
||||
C_DECL(VOID Game_OnResize(IN INT32 newWidth, IN INT32 newHeight))
|
||||
{
|
||||
}
|
||||
@ -19,8 +19,6 @@
|
||||
|
||||
#include <RenderCore/RenderCore.hpp>
|
||||
|
||||
#include <IAEngine/LibInterface.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
VOID View_Scene::Initialize()
|
||||
@ -28,21 +26,16 @@ namespace ia::iae
|
||||
SetName("Scene");
|
||||
SetIcon(ICON_FA_HASHTAG);
|
||||
|
||||
IAEngine::__Initialize(SCENE_EDITOR_RESOULTION, Editor::Instance().GetActiveProject()->AssetDirectory());
|
||||
|
||||
m_gamePreviewTexture = new RDC_Texture(RDC_Texture::EType::SAMPLED, SCENE_EDITOR_RESOULTION.x, SCENE_EDITOR_RESOULTION.y);
|
||||
}
|
||||
|
||||
VOID View_Scene::Terminate()
|
||||
{
|
||||
delete m_gamePreviewTexture;
|
||||
}
|
||||
|
||||
VOID View_Scene::Render()
|
||||
{
|
||||
PreRender();
|
||||
|
||||
ImGui::Image(m_gamePreviewTexture->GetHandle(), {SCENE_EDITOR_RESOULTION.x, SCENE_EDITOR_RESOULTION.y});
|
||||
|
||||
PostRender();
|
||||
}
|
||||
@ -51,49 +44,9 @@ namespace ia::iae
|
||||
{
|
||||
STATIC INT32 frameCounter{0};
|
||||
|
||||
IAEngine::__Update();
|
||||
|
||||
frameCounter++;
|
||||
if (frameCounter >= 60)
|
||||
{
|
||||
frameCounter = 0;
|
||||
IAEngine::__FixedUpdate();
|
||||
}
|
||||
|
||||
IAEngine::__RenderToTexture(m_gamePreviewTexture->GetHandle());
|
||||
}
|
||||
|
||||
VOID View_Scene::OnEvent(IN SDL_Event *event)
|
||||
{
|
||||
IAEngine::__ProcessEvent(event);
|
||||
}
|
||||
} // namespace ia::iae
|
||||
|
||||
C_DECL(GameRequestedConfig *Game_GetConfigRequest())
|
||||
{
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
C_DECL(VOID Game_OnInitialize())
|
||||
{
|
||||
}
|
||||
|
||||
C_DECL(VOID Game_OnTerminate())
|
||||
{
|
||||
}
|
||||
|
||||
C_DECL(VOID Game_OnDebugDraw())
|
||||
{
|
||||
}
|
||||
|
||||
C_DECL(VOID Game_OnFixedUpdate())
|
||||
{
|
||||
}
|
||||
|
||||
C_DECL(VOID Game_OnUpdate(IN FLOAT32 deltaTime))
|
||||
{
|
||||
}
|
||||
|
||||
C_DECL(VOID Game_OnResize(IN INT32 newWidth, IN INT32 newHeight))
|
||||
{
|
||||
}
|
||||
@ -33,7 +33,9 @@ namespace ia::iae
|
||||
public:
|
||||
VOID LoadProject(IN CONST String &directory);
|
||||
|
||||
VOID OpenAsset(IN Path path);
|
||||
VOID OpenFile(IN Path path);
|
||||
VOID MarkAsAsset(IN Path path);
|
||||
VOID RemoveFromAssets(IN CONST String& assetName);
|
||||
|
||||
public:
|
||||
CONST Project *GetActiveProject() CONST
|
||||
|
||||
@ -22,6 +22,13 @@ namespace ia::iae
|
||||
{
|
||||
class TabContainer
|
||||
{
|
||||
struct Tab
|
||||
{
|
||||
IView* View{};
|
||||
BOOL IsOpen{true};
|
||||
BOOL IsCloseable{false};
|
||||
};
|
||||
|
||||
public:
|
||||
TabContainer();
|
||||
|
||||
@ -31,10 +38,13 @@ namespace ia::iae
|
||||
VOID Update();
|
||||
VOID ProcessEvent(IN SDL_Event *event);
|
||||
|
||||
template<typename ViewType> INLINE VOID AddTab(IN CONST String &name);
|
||||
template<typename ViewType> INLINE VOID AddTab(IN CONST String &name, IN BOOL isCloseable = false);
|
||||
IView *GetTab(IN CONST String &name);
|
||||
VOID RemoveTab(IN CONST String &name);
|
||||
|
||||
VOID OpenTab(IN CONST String& name);
|
||||
VOID CloseTab(IN CONST String& name);
|
||||
|
||||
VOID ChangeActiveTab(IN PCCHAR name);
|
||||
|
||||
private:
|
||||
@ -42,14 +52,14 @@ namespace ia::iae
|
||||
CONST String m_containerID;
|
||||
PCCHAR m_activeTabName{};
|
||||
PCCHAR m_pendingActiveTabName{};
|
||||
Map<String, IView *> m_tabViews;
|
||||
Map<String, Tab> m_tabViews;
|
||||
|
||||
private:
|
||||
VOID AddTab(IN CONST String &name, IN IView *view);
|
||||
VOID AddTab(IN CONST String &name, IN IView *view, IN BOOL isCloseable);
|
||||
};
|
||||
|
||||
template<typename ViewType> VOID TabContainer::AddTab(IN CONST String &name)
|
||||
template<typename ViewType> VOID TabContainer::AddTab(IN CONST String &name, IN BOOL isCloseable)
|
||||
{
|
||||
AddTab(name, new ViewType());
|
||||
AddTab(name, new ViewType(), isCloseable);
|
||||
}
|
||||
} // namespace ia::iae
|
||||
@ -33,10 +33,16 @@ namespace ia::iae
|
||||
STATIC VOID AlignCursorHCenter(IN CONST ImRect &rect, IN FLOAT32 width);
|
||||
STATIC VOID AlignCursorVCenter(IN CONST ImRect &rect, IN FLOAT32 height);
|
||||
|
||||
STATIC VOID DrawTextCentered(IN CONST ImVec2& viewExtent, IN CONST String& text);
|
||||
|
||||
public:
|
||||
STATIC VOID FocusAssetView();
|
||||
STATIC VOID OpenFilePreviewView();
|
||||
STATIC VOID CloseFilePreviewView();
|
||||
STATIC VOID OpenAssetView();
|
||||
STATIC VOID CloseAssetView();
|
||||
|
||||
STATIC class View_Asset* GetAssetView();
|
||||
STATIC class View_FilePreview *GetFilePreviewView();
|
||||
|
||||
STATIC class IView *GetFocusedView()
|
||||
{
|
||||
|
||||
@ -18,12 +18,14 @@
|
||||
|
||||
#include <UI/View/IView.hpp>
|
||||
|
||||
#include <IAEngine/Asset/IAsset.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
class View_Asset : public IView
|
||||
{
|
||||
public:
|
||||
VOID Open(IN Path path);
|
||||
VOID Open(IN String assetName);
|
||||
VOID Close();
|
||||
|
||||
public:
|
||||
@ -36,6 +38,19 @@ namespace ia::iae
|
||||
VOID OnEvent(IN SDL_Event *event);
|
||||
|
||||
private:
|
||||
Path m_assetPath{};
|
||||
VOID RenderTextureAsset();
|
||||
VOID RenderSpriteAsset();
|
||||
VOID RenderTileSheetAsset();
|
||||
VOID RenderSpriteSheetAsset();
|
||||
|
||||
VOID DrawAssetTypePicker();
|
||||
VOID DrawAssetImage(IN FLOAT32 relativeWidth, IN IVec2 gridSize);
|
||||
|
||||
private:
|
||||
class IAsset *m_asset{};
|
||||
String m_assetName{};
|
||||
Handle m_assetImageHandle{};
|
||||
IVec2 m_assetImageExtent{};
|
||||
EAssetType m_assetType{};
|
||||
};
|
||||
} // namespace ia::iae
|
||||
58
Src/Editor/imp/hpp/UI/View/FilePreview.hpp
Normal file
58
Src/Editor/imp/hpp/UI/View/FilePreview.hpp
Normal file
@ -0,0 +1,58 @@
|
||||
// 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 <UI/View/IView.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
class View_FilePreview : public IView
|
||||
{
|
||||
enum class EFileType
|
||||
{
|
||||
UNKNOWN,
|
||||
|
||||
TEXT,
|
||||
IMAGE,
|
||||
};
|
||||
|
||||
public:
|
||||
VOID Open(IN Path path);
|
||||
VOID Close();
|
||||
|
||||
public:
|
||||
VOID Initialize();
|
||||
VOID Terminate();
|
||||
VOID Render();
|
||||
VOID Update();
|
||||
|
||||
protected:
|
||||
VOID OnEvent(IN SDL_Event *event);
|
||||
|
||||
private:
|
||||
VOID RenderTextFile();
|
||||
VOID RenderImageFile();
|
||||
VOID RenderUnknownFile();
|
||||
|
||||
private:
|
||||
Path m_filePath{};
|
||||
EFileType m_fileType{EFileType::UNKNOWN};
|
||||
PVOID m_fileData{};
|
||||
SIZE_T m_fileDataSize{};
|
||||
IVec2 m_fileDataExtent{};
|
||||
};
|
||||
} // namespace ia::iae
|
||||
43
Src/Editor/imp/hpp/UI/View/Game.hpp
Normal file
43
Src/Editor/imp/hpp/UI/View/Game.hpp
Normal file
@ -0,0 +1,43 @@
|
||||
// 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 <UI/View/IView.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
class View_Game : public IView
|
||||
{
|
||||
public:
|
||||
VOID Initialize();
|
||||
VOID Terminate();
|
||||
VOID Render();
|
||||
VOID Update();
|
||||
|
||||
protected:
|
||||
VOID OnEvent(IN SDL_Event *event);
|
||||
|
||||
public:
|
||||
VOID ProcessEvent(IN SDL_Event *event)
|
||||
{
|
||||
OnEvent(event);
|
||||
}
|
||||
|
||||
private:
|
||||
class RDC_Texture* m_gameRenderTexture;
|
||||
};
|
||||
} // namespace ia::iae
|
||||
@ -71,7 +71,7 @@ namespace ia::iae
|
||||
|
||||
VOID IView::PreRender()
|
||||
{
|
||||
m_extent = ImGui::GetWindowSize();
|
||||
m_extent = ImGui::GetContentRegionAvail();
|
||||
ImGui::BeginChild("##");
|
||||
}
|
||||
|
||||
|
||||
@ -36,8 +36,5 @@ namespace ia::iae
|
||||
{
|
||||
OnEvent(event);
|
||||
}
|
||||
|
||||
private:
|
||||
class RDC_Texture* m_gamePreviewTexture;
|
||||
};
|
||||
} // namespace ia::iae
|
||||
@ -26,13 +26,18 @@
|
||||
|
||||
#include <IACore/DynamicLib.hpp>
|
||||
|
||||
#include <filesystem>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
Map<String, String> g_assetNameToPathMap;
|
||||
Map<String, String> g_assetPathToNameMap;
|
||||
|
||||
String AssetManager::s_assetDirectory;
|
||||
Vector<IAsset *> AssetManager::s_assets;
|
||||
Map<String, IAsset *> AssetManager::s_assetNames;
|
||||
|
||||
Handle CreateTextureFromFile(IN PCCHAR path, IN INT32 tileWidth = -1, IN INT32 tileHeight = -1)
|
||||
ImageView *CreateTextureFromFile(IN PCCHAR path, IN INT32 tileWidth = -1, IN INT32 tileHeight = -1)
|
||||
{
|
||||
const auto data = AssetManager::ReadBinaryAsset(path);
|
||||
|
||||
@ -40,8 +45,8 @@ namespace ia::iae
|
||||
auto pixels = stbi_load_from_memory(data.data(), data.size(), &w, &h, &n, STBI_rgb_alpha);
|
||||
if (!pixels)
|
||||
THROW_INVALID_DATA(path);
|
||||
const auto t =
|
||||
RDC::CreateImage(pixels, w, h, tileWidth == -1 ? 1 : w / tileWidth, tileHeight == -1 ? 1 : h / tileHeight);
|
||||
const auto t = RDC::CreateImageView(RDC::CreateImage(pixels, w, h), tileWidth == -1 ? 1 : w / tileWidth,
|
||||
tileHeight == -1 ? 1 : h / tileHeight);
|
||||
stbi_image_free(pixels);
|
||||
return t;
|
||||
}
|
||||
@ -56,6 +61,65 @@ namespace ia::iae
|
||||
DestroyAsset(s_assets[i]);
|
||||
}
|
||||
|
||||
String get_relative_asset_path(IN CONST String& _path)
|
||||
{
|
||||
std::string __path = _path.c_str();
|
||||
const auto t = std::filesystem::path(_path.c_str());
|
||||
return t.is_absolute() ? String(__path.substr(__path.find("Assets") + 7).c_str()) : _path;
|
||||
}
|
||||
|
||||
String AssetManager::GetAssetName(IN CONST String &_path)
|
||||
{
|
||||
const auto path = get_relative_asset_path(_path);
|
||||
if(g_assetPathToNameMap.contains(path))
|
||||
return g_assetPathToNameMap[path];
|
||||
return "";
|
||||
}
|
||||
|
||||
IAsset* AssetManager::ChangeAssetType(IN CONST String& assetName, IN EAssetType newType)
|
||||
{
|
||||
if(!s_assetNames.contains(assetName))
|
||||
return nullptr;
|
||||
|
||||
const auto currentAsset = (Asset_Texture*)s_assetNames[assetName];
|
||||
|
||||
if(newType == currentAsset->GetType())
|
||||
return currentAsset;
|
||||
|
||||
IAsset* asset{};
|
||||
switch(newType)
|
||||
{
|
||||
case EAssetType::TEXTURE:
|
||||
asset = new Asset_Texture(currentAsset->GetHandle());
|
||||
break;
|
||||
|
||||
case EAssetType::SPRITE:
|
||||
asset = new Asset_Sprite(currentAsset->GetHandle());
|
||||
break;
|
||||
|
||||
case EAssetType::TILESHEET:
|
||||
asset = new Asset_TileSheet(currentAsset->GetHandle(), currentAsset->GetHandle()->ImagePtr->Width, currentAsset->GetHandle()->ImagePtr->Height);
|
||||
break;
|
||||
|
||||
case EAssetType::SPRITESHEET:
|
||||
asset = new Asset_SpriteSheet(currentAsset->GetHandle(), currentAsset->GetHandle()->ImagePtr->Width, currentAsset->GetHandle()->ImagePtr->Height, {});
|
||||
break;
|
||||
|
||||
case EAssetType::INVALID:
|
||||
case EAssetType::SOUND:
|
||||
case EAssetType::SCENE:
|
||||
case EAssetType::PLUGIN:
|
||||
case EAssetType::PACKAGE:
|
||||
break;
|
||||
}
|
||||
|
||||
DestroyAsset(s_assetNames[assetName]);
|
||||
|
||||
s_assetNames[assetName] = asset;
|
||||
|
||||
return asset;
|
||||
}
|
||||
|
||||
VOID AssetManager::SetAssetDirectory(IN CONST String &path)
|
||||
{
|
||||
s_assetDirectory = path;
|
||||
@ -63,7 +127,8 @@ namespace ia::iae
|
||||
|
||||
String AssetManager::ReadTextAsset(IN CONST String &path)
|
||||
{
|
||||
const auto t = BuildString(s_assetDirectory, "/", path);
|
||||
const auto t =
|
||||
std::filesystem::path(path.c_str()).is_absolute() ? path : BuildString(s_assetDirectory, "/", path);
|
||||
SDL_IOStream *f = SDL_IOFromFile(t.c_str(), "r");
|
||||
if (!f)
|
||||
THROW_FILE_OPEN_READ(t);
|
||||
@ -79,7 +144,8 @@ namespace ia::iae
|
||||
|
||||
Vector<UINT8> AssetManager::ReadBinaryAsset(IN CONST String &path)
|
||||
{
|
||||
const auto t = BuildString(s_assetDirectory, "/", path);
|
||||
const auto t =
|
||||
std::filesystem::path(path.c_str()).is_absolute() ? path : BuildString(s_assetDirectory, "/", path);
|
||||
SDL_IOStream *f = SDL_IOFromFile(t.c_str(), "rb");
|
||||
if (!f)
|
||||
THROW_FILE_OPEN_READ(t);
|
||||
@ -94,25 +160,19 @@ namespace ia::iae
|
||||
|
||||
Asset_Texture *AssetManager::LoadTexture(IN CONST String &path)
|
||||
{
|
||||
const auto t = new Asset_Sprite(CreateTextureFromFile(path.c_str()));
|
||||
const auto t = new Asset_Texture(CreateTextureFromFile(path.c_str()));
|
||||
t->SetPath(get_relative_asset_path(path));
|
||||
s_assets.pushBack(t);
|
||||
return t;
|
||||
}
|
||||
|
||||
Asset_Sprite *AssetManager::LoadSprite(IN CONST String &path)
|
||||
{
|
||||
const auto t = new Asset_Sprite(CreateTextureFromFile(path.c_str()));
|
||||
s_assets.pushBack(t);
|
||||
return t;
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
Asset_SpriteSheet *AssetManager::LoadSpriteSheet(IN CONST String &path)
|
||||
{
|
||||
// const auto t = new Asset_SpriteSheet();
|
||||
// t->m_frameCounts = frameCounts;
|
||||
// t->m_texture = CreateTextureFromFile(path.c_str(), spriteWidth, spriteHeight);
|
||||
// s_assets.pushBack(t);
|
||||
// return t;
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
@ -128,16 +188,22 @@ namespace ia::iae
|
||||
|
||||
Asset_Texture *AssetManager::CreateTexture(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height)
|
||||
{
|
||||
return nullptr;
|
||||
return new Asset_Texture(RDC::CreateImageView(RDC::CreateImage(rgbaData, width, height)));
|
||||
}
|
||||
|
||||
Asset_Sprite *AssetManager::CreateSprite(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height)
|
||||
Asset_Sprite *AssetManager::CreateSprite(IN CONST Asset_Texture *texture)
|
||||
{
|
||||
return new Asset_Sprite(texture->m_handle);
|
||||
}
|
||||
|
||||
Asset_SpriteSheet *AssetManager::CreateSpriteSheet(IN CONST Vector<Asset_Texture *> &sprites,
|
||||
IN CONST Map<String, INT32> &animations)
|
||||
{
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
Asset_SpriteSheet *AssetManager::CreateSpriteSheet(IN CONST Asset_Texture *texture, IN INT32 spriteWidth,
|
||||
IN INT32 spriteHeight, IN CONST Vector<INT32> &frameCounts)
|
||||
Asset_SpriteSheet *AssetManager::CreateSpriteSheet(IN CONST Asset_Texture *texture, IN INT32 frameWidth,
|
||||
IN INT32 frameHeight, IN CONST Map<String, INT32> &animations)
|
||||
{
|
||||
return nullptr;
|
||||
}
|
||||
@ -145,7 +211,9 @@ namespace ia::iae
|
||||
Asset_TileSheet *AssetManager::CreateTileSheet(IN CONST Asset_Texture *texture, IN INT32 tileWidth,
|
||||
IN INT32 tileHeight)
|
||||
{
|
||||
const auto t = new Asset_TileSheet(texture->m_handle, tileWidth, tileHeight);
|
||||
const auto image = texture->m_handle->ImagePtr;
|
||||
const auto t = new Asset_TileSheet(
|
||||
RDC::CreateImageView(image, image->Width / tileWidth, image->Height / tileHeight), tileWidth, tileHeight);
|
||||
s_assets.pushBack(t);
|
||||
return t;
|
||||
}
|
||||
@ -172,6 +240,8 @@ namespace ia::iae
|
||||
VOID AssetManager::AssignAssetName(IN IAsset *asset, IN CONST String &name)
|
||||
{
|
||||
s_assetNames[name] = asset;
|
||||
g_assetNameToPathMap[name] = asset->GetPath();
|
||||
g_assetPathToNameMap[asset->GetPath()] = name;
|
||||
}
|
||||
|
||||
Asset_Scene *AssetManager::CreateScene(IN IVec2 extent)
|
||||
|
||||
@ -86,7 +86,7 @@ namespace ia::iae
|
||||
else if (!strcmp(entry.name(), "TileSheet"))
|
||||
{
|
||||
AssetManager::AssignAssetName(
|
||||
AssetManager::CreateTileSheet(entry.attribute("path").as_string(),
|
||||
AssetManager::CreateTileSheet(AssetManager::LoadTexture(entry.attribute("path").as_string()),
|
||||
entry.attribute("tileWidth").as_int(),
|
||||
entry.attribute("tileHeight").as_int()),
|
||||
entry.attribute("name").as_string());
|
||||
|
||||
@ -44,14 +44,18 @@ namespace ia::iae
|
||||
|
||||
STATIC Asset_Scene *CreateScene(IN IVec2 extent);
|
||||
STATIC Asset_Texture *CreateTexture(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height);
|
||||
STATIC Asset_Sprite *CreateSprite(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height);
|
||||
STATIC Asset_SpriteSheet *CreateSpriteSheet(IN CONST Asset_Texture *texture, IN INT32 spriteWidth,
|
||||
IN INT32 spriteHeight, IN CONST Vector<INT32> &frameCounts);
|
||||
STATIC Asset_Sprite *CreateSprite(IN CONST Asset_Texture *texture);
|
||||
STATIC Asset_SpriteSheet *CreateSpriteSheet(IN CONST Vector<Asset_Texture*>& sprites, IN CONST Map<String, INT32> &animations);
|
||||
STATIC Asset_SpriteSheet *CreateSpriteSheet(IN CONST Asset_Texture *texture, IN INT32 frameWidth,
|
||||
IN INT32 frameHeight, IN CONST Map<String, INT32> &animations);
|
||||
STATIC Asset_TileSheet *CreateTileSheet(IN CONST Asset_Texture *texture, IN INT32 tileWidth,
|
||||
IN INT32 tileHeight);
|
||||
|
||||
STATIC VOID DestroyAsset(IN IAsset *asset);
|
||||
STATIC VOID AssignAssetName(IN IAsset *asset, IN CONST String &name);
|
||||
STATIC String GetAssetName(IN CONST String& path);
|
||||
|
||||
STATIC IAsset* ChangeAssetType(IN CONST String& assetName, IN EAssetType newType);
|
||||
|
||||
template<typename AssetType>
|
||||
requires std::is_base_of<IAsset, AssetType>::value
|
||||
|
||||
@ -20,7 +20,7 @@
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
enum class EAssetType
|
||||
enum class EAssetType: INT32
|
||||
{
|
||||
INVALID,
|
||||
|
||||
@ -43,7 +43,24 @@ namespace ia::iae
|
||||
PURE_VIRTUAL(VOID Compile());
|
||||
PURE_VIRTUAL(VOID Destroy());
|
||||
|
||||
public:
|
||||
String GetPath() CONST
|
||||
{
|
||||
return m_path;
|
||||
}
|
||||
|
||||
VOID SetPath(IN CONST String &path)
|
||||
{
|
||||
m_path = path;
|
||||
}
|
||||
|
||||
EAssetType GetType() CONST
|
||||
{
|
||||
return m_type;
|
||||
}
|
||||
|
||||
protected:
|
||||
String m_path;
|
||||
CONST EAssetType m_type;
|
||||
};
|
||||
}
|
||||
} // namespace ia::iae
|
||||
@ -23,7 +23,7 @@ namespace ia::iae
|
||||
class Asset_Sprite : public Asset_Texture
|
||||
{
|
||||
public:
|
||||
Asset_Sprite(IN Handle textureHandle) : Asset_Texture(textureHandle, EAssetType::SPRITE)
|
||||
Asset_Sprite(IN ImageView* textureHandle) : Asset_Texture(textureHandle, EAssetType::SPRITE)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
@ -30,20 +30,35 @@ namespace ia::iae
|
||||
};
|
||||
|
||||
public:
|
||||
Asset_SpriteSheet(IN Handle textureHandle, IN INT32 frameWidth, IN INT32 frameHeight,
|
||||
Asset_SpriteSheet(IN ImageView *textureHandle, IN INT32 frameWidth, IN INT32 frameHeight,
|
||||
IN Map<String, AnimationDesc> &&animations)
|
||||
: Asset_Texture(textureHandle, EAssetType::SPRITESHEET), m_frameWidth(frameWidth), m_frameHeight(frameHeight),
|
||||
m_animations(IA_MOVE(animations))
|
||||
: Asset_Texture(textureHandle, EAssetType::SPRITESHEET), m_frameWidth(frameWidth),
|
||||
m_frameHeight(frameHeight), m_animations(IA_MOVE(animations))
|
||||
{
|
||||
}
|
||||
|
||||
VIRTUAL VOID Compile();
|
||||
VIRTUAL VOID Destroy();
|
||||
|
||||
INT32 &FrameWidth()
|
||||
{
|
||||
return m_frameWidth;
|
||||
}
|
||||
|
||||
INT32 &FrameHeight()
|
||||
{
|
||||
return m_frameHeight;
|
||||
}
|
||||
|
||||
Map<String, AnimationDesc> &Animations()
|
||||
{
|
||||
return m_animations;
|
||||
}
|
||||
|
||||
protected:
|
||||
CONST INT32 m_frameWidth;
|
||||
CONST INT32 m_frameHeight;
|
||||
CONST Map<String, AnimationDesc> m_animations;
|
||||
INT32 m_frameWidth;
|
||||
INT32 m_frameHeight;
|
||||
Map<String, AnimationDesc> m_animations;
|
||||
|
||||
friend class AssetManager;
|
||||
};
|
||||
|
||||
@ -23,26 +23,26 @@ namespace ia::iae
|
||||
class Asset_Texture : public IAsset
|
||||
{
|
||||
public:
|
||||
Asset_Texture(IN Handle handle) : IAsset(EAssetType::TEXTURE), m_handle(handle)
|
||||
Asset_Texture(IN ImageView* handle) : IAsset(EAssetType::TEXTURE), m_handle(handle)
|
||||
{
|
||||
}
|
||||
|
||||
Asset_Texture(IN Handle handle, IN EAssetType type) : IAsset(type), m_handle(handle)
|
||||
Asset_Texture(IN ImageView* handle, IN EAssetType type) : IAsset(type), m_handle(handle)
|
||||
{
|
||||
}
|
||||
|
||||
VIRTUAL VOID Compile();
|
||||
VIRTUAL VOID Destroy();
|
||||
|
||||
INLINE Handle GetHandle();
|
||||
INLINE ImageView* GetHandle();
|
||||
|
||||
protected:
|
||||
CONST Handle m_handle;
|
||||
ImageView* CONST m_handle;
|
||||
|
||||
friend class AssetManager;
|
||||
};
|
||||
|
||||
INLINE Handle Asset_Texture::GetHandle()
|
||||
INLINE ImageView* Asset_Texture::GetHandle()
|
||||
{
|
||||
return m_handle;
|
||||
}
|
||||
|
||||
@ -23,7 +23,7 @@ namespace ia::iae
|
||||
class Asset_TileSheet : public Asset_Texture
|
||||
{
|
||||
public:
|
||||
Asset_TileSheet(IN Handle textureHandle, IN INT32 tileWidth, IN INT32 tileHeight)
|
||||
Asset_TileSheet(IN ImageView *textureHandle, IN INT32 tileWidth, IN INT32 tileHeight)
|
||||
: Asset_Texture(textureHandle, EAssetType::TILESHEET), m_tileWidth(tileWidth), m_tileHeight(tileHeight)
|
||||
{
|
||||
}
|
||||
@ -31,9 +31,19 @@ namespace ia::iae
|
||||
VIRTUAL VOID Compile();
|
||||
VIRTUAL VOID Destroy();
|
||||
|
||||
INT32 &TileWidth()
|
||||
{
|
||||
return m_tileWidth;
|
||||
}
|
||||
|
||||
INT32 &TileHeight()
|
||||
{
|
||||
return m_tileHeight;
|
||||
}
|
||||
|
||||
protected:
|
||||
CONST INT32 m_tileWidth;
|
||||
CONST INT32 m_tileHeight;
|
||||
INT32 m_tileWidth;
|
||||
INT32 m_tileHeight;
|
||||
friend class AssetManager;
|
||||
};
|
||||
} // namespace ia::iae
|
||||
@ -50,6 +50,8 @@ namespace ia::iae
|
||||
INT32 RDC::s_primitiveInstanceCount{};
|
||||
GeometryVertex RDC::s_primitiveInstances[RDC::MAX_PRIMITIVE_COUNT];
|
||||
|
||||
Vector<RDC_Texture*> g_managedBakedTextures;
|
||||
|
||||
VOID RDC::Initialize(IN IVec2 viewportExtent, IN SDL_Window *windowHandle, IN BOOL isDebugMode)
|
||||
{
|
||||
if (s_windowHandle)
|
||||
@ -77,6 +79,9 @@ namespace ia::iae
|
||||
|
||||
RDC_Device::DestroyGeometry(s_quadGeometry);
|
||||
|
||||
for (const auto &t : g_managedBakedTextures)
|
||||
delete t;
|
||||
|
||||
SDL_ReleaseGPUSampler(RDC_Device::GetHandle(), s_linearClampSampler);
|
||||
SDL_ReleaseGPUSampler(RDC_Device::GetHandle(), s_linearRepeatSampler);
|
||||
|
||||
@ -190,29 +195,26 @@ namespace ia::iae
|
||||
RDC_Device::WaitForIdle();
|
||||
}
|
||||
|
||||
Vec2 RDC::DrawSpriteTopLeft(IN Handle _image, IN INT32 tileIndexX, IN INT32 tileIndexY, IN Vec2 position,
|
||||
Vec2 RDC::DrawSpriteTopLeft(IN ImageView *imageView, IN INT32 tileIndexX, IN INT32 tileIndexY, IN Vec2 position,
|
||||
IN Vec2 scale, IN FLOAT32 rotation, IN BOOL flipH, IN BOOL flipV, IN Vec2 uvOffset)
|
||||
{
|
||||
const auto image = (ImageData *) _image;
|
||||
|
||||
const auto _s = Vec2{scale.x * image->TileWidth, scale.y * image->TileHeight};
|
||||
const auto _s = Vec2{scale.x * imageView->TileWidth, scale.y * imageView->TileHeight};
|
||||
Mat4 transform = glm::translate(glm::mat4(1.0f), glm::vec3{position.x, position.y, 0});
|
||||
transform = glm::rotate(transform, rotation, glm::vec3(0.0f, 0.0f, 1.0f));
|
||||
transform = glm::scale(transform, glm::vec3(_s, 1.0f));
|
||||
s_spriteInstances[s_spriteInstanceCount++] = {
|
||||
.Transform = transform,
|
||||
.TexCoords = s_dynamicSpriteAtlas ? s_dynamicSpriteAtlas->GetTextureCoordinates(
|
||||
_image, tileIndexX, tileIndexY, flipH, flipV, uvOffset)
|
||||
imageView, tileIndexX, tileIndexY, flipH, flipV, uvOffset)
|
||||
: Vec4{0.0f, 0.0f, 1.0f, 1.0f},
|
||||
.Color = {1.0f, 1.0f, 1.0f, 1.0f}};
|
||||
return _s;
|
||||
}
|
||||
|
||||
Vec2 RDC::DrawSpriteCentered(IN Handle _image, IN INT32 tileIndexX, IN INT32 tileIndexY, IN Vec2 position,
|
||||
Vec2 RDC::DrawSpriteCentered(IN ImageView *imageView, IN INT32 tileIndexX, IN INT32 tileIndexY, IN Vec2 position,
|
||||
IN Vec2 scale, IN FLOAT32 rotation, IN BOOL flipH, IN BOOL flipV, IN Vec2 uvOffset)
|
||||
{
|
||||
const auto image = (ImageData *) _image;
|
||||
const auto _s = Vec2{scale.x * image->TileWidth, scale.y * image->TileHeight};
|
||||
const auto _s = Vec2{scale.x * imageView->TileWidth, scale.y * imageView->TileHeight};
|
||||
Mat4 transform =
|
||||
glm::translate(glm::mat4(1.0f), glm::vec3{position.x - _s.x / 2.0f, position.y - _s.y / 2.0f, 0});
|
||||
transform = glm::rotate(transform, rotation, glm::vec3(0.0f, 0.0f, 1.0f));
|
||||
@ -220,7 +222,7 @@ namespace ia::iae
|
||||
s_spriteInstances[s_spriteInstanceCount++] = {
|
||||
.Transform = transform,
|
||||
.TexCoords = s_dynamicSpriteAtlas ? s_dynamicSpriteAtlas->GetTextureCoordinates(
|
||||
_image, tileIndexX, tileIndexY, flipH, flipV, uvOffset)
|
||||
imageView, tileIndexX, tileIndexY, flipH, flipV, uvOffset)
|
||||
: Vec4{0.0f, 0.0f, 1.0f, 1.0f},
|
||||
.Color = {1.0f, 1.0f, 1.0f, 1.0f}};
|
||||
return _s;
|
||||
@ -263,34 +265,50 @@ namespace ia::iae
|
||||
s_viewMatrix = glm::lookAtLH(glm::vec3{s_cameraPosition, -1.0f}, {s_cameraPosition, 0.0f}, {0.0f, 1.0f, 0.0f});
|
||||
}
|
||||
|
||||
Handle RDC::CreateImage(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height, IN INT32 tileCountX,
|
||||
IN INT32 tileCountY)
|
||||
Image *RDC::CreateImage(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height)
|
||||
{
|
||||
const auto pixelDataSize = width * height * 4;
|
||||
|
||||
const auto image = new ImageData{
|
||||
.Pixels = new UINT8[pixelDataSize],
|
||||
.Width = width,
|
||||
.Height = height,
|
||||
.TileWidth = width / tileCountX,
|
||||
.TileHeight = height / tileCountY,
|
||||
const auto image = new Image{.Pixels = new UINT8[pixelDataSize], .Width = width, .Height = height};
|
||||
|
||||
ia_memcpy(image->Pixels, rgbaData, pixelDataSize);
|
||||
|
||||
return image;
|
||||
}
|
||||
|
||||
ImageView *RDC::CreateImageView(IN Image *image, IN INT32 tileCountX, IN INT32 tileCountY)
|
||||
{
|
||||
const auto imageView = new ImageView{
|
||||
.ImagePtr = image,
|
||||
.TileWidth = image->Width / tileCountX,
|
||||
.TileHeight = image->Height / tileCountY,
|
||||
.TileCountX = tileCountX,
|
||||
.TileCountY = tileCountY,
|
||||
};
|
||||
|
||||
ia_memcpy(image->Pixels, rgbaData, pixelDataSize);
|
||||
|
||||
return (Handle) image;
|
||||
return imageView;
|
||||
}
|
||||
|
||||
VOID RDC::DestroyImage(IN Handle _image)
|
||||
VOID RDC::DestroyImage(IN Image *image)
|
||||
{
|
||||
const auto image = (ImageData *) _image;
|
||||
delete[] image->Pixels;
|
||||
delete image;
|
||||
}
|
||||
|
||||
VOID RDC::CompileTextures(IN CONST Vector<Handle> &images)
|
||||
VOID RDC::DestroyImageView(IN ImageView *imageView)
|
||||
{
|
||||
delete imageView;
|
||||
}
|
||||
|
||||
Handle RDC::BakeTexture(IN Image *image)
|
||||
{
|
||||
const auto texture = new RDC_Texture(RDC_Texture::EType::SAMPLED, image->Width, image->Height);
|
||||
texture->SetImageData(image->Pixels);
|
||||
g_managedBakedTextures.pushBack(texture);
|
||||
return (Handle)texture->GetHandle();
|
||||
}
|
||||
|
||||
VOID RDC::CompileTextures(IN CONST Vector<Image *> &images)
|
||||
{
|
||||
if (!images.size())
|
||||
return;
|
||||
|
||||
@ -18,19 +18,18 @@
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
RDC_TextureAtlas::RDC_TextureAtlas(IN CONST Vector<Handle> &images)
|
||||
RDC_TextureAtlas::RDC_TextureAtlas(IN CONST Vector<Image*> &images)
|
||||
{
|
||||
if (images.empty())
|
||||
return;
|
||||
|
||||
m_atlasSize.x = 0;
|
||||
m_atlasSize.y = 0;
|
||||
for (const auto &_image : images)
|
||||
for (const auto &image : images)
|
||||
{
|
||||
const auto d = (ImageData *) _image;
|
||||
m_atlasSize.x += d->Width;
|
||||
if (d->Height > m_atlasSize.y)
|
||||
m_atlasSize.y = d->Height;
|
||||
m_atlasSize.x += image->Width;
|
||||
if (image->Height > m_atlasSize.y)
|
||||
m_atlasSize.y = image->Height;
|
||||
}
|
||||
|
||||
m_inverseAtlasSize = {1.0f / ((FLOAT32) m_atlasSize.x), 1.0f / ((FLOAT32) m_atlasSize.y)};
|
||||
@ -38,13 +37,12 @@ namespace ia::iae
|
||||
const auto pixels = new UINT8[m_atlasSize.x * m_atlasSize.y * 4];
|
||||
|
||||
INT32 atlasCursor{0};
|
||||
for (const auto &_image : images)
|
||||
for (const auto &image : images)
|
||||
{
|
||||
const auto d = (ImageData *) _image;
|
||||
for (INT32 y = 0; y < d->Height; y++)
|
||||
ia_memcpy(&pixels[(atlasCursor + (y * m_atlasSize.x)) * 4], &d->Pixels[y * d->Width * 4], d->Width * 4);
|
||||
m_texCoordMap[_image] = Vec2(((FLOAT32) atlasCursor) / ((FLOAT32) m_atlasSize.x), 0.0f);
|
||||
atlasCursor += d->Width;
|
||||
for (INT32 y = 0; y < image->Height; y++)
|
||||
ia_memcpy(&pixels[(atlasCursor + (y * m_atlasSize.x)) * 4], &image->Pixels[y * image->Width * 4], image->Width * 4);
|
||||
m_texCoordMap[(Handle)(image)] = Vec2(((FLOAT32) atlasCursor) / ((FLOAT32) m_atlasSize.x), 0.0f);
|
||||
atlasCursor += image->Width;
|
||||
}
|
||||
|
||||
m_texture = new RDC_Texture(RDC_Texture::EType::SAMPLED, m_atlasSize.x, m_atlasSize.y);
|
||||
@ -58,15 +56,14 @@ namespace ia::iae
|
||||
delete m_texture;
|
||||
}
|
||||
|
||||
Vec4 RDC_TextureAtlas::GetTextureCoordinates(IN Handle _image, IN INT32 tileIndexX, IN INT32 tileIndexY, IN BOOL flipH,
|
||||
Vec4 RDC_TextureAtlas::GetTextureCoordinates(IN ImageView* imageView, IN INT32 tileIndexX, IN INT32 tileIndexY, IN BOOL flipH,
|
||||
IN BOOL flipV, IN Vec2 uvOffset)
|
||||
{
|
||||
const auto d = (ImageData *) _image;
|
||||
const auto &t = m_texCoordMap[_image];
|
||||
const auto pX = ((tileIndexX + uvOffset.x) * ((FLOAT32) d->TileWidth)) * m_inverseAtlasSize.x;
|
||||
const auto pY = ((tileIndexY + uvOffset.y) * ((FLOAT32) d->TileHeight)) * m_inverseAtlasSize.y;
|
||||
auto texCoords = Vec4(t.x + pX, t.y + pY, d->TileWidth * m_inverseAtlasSize.x,
|
||||
d->TileHeight * m_inverseAtlasSize.y);
|
||||
const auto &t = m_texCoordMap[(Handle)(imageView->ImagePtr)];
|
||||
const auto pX = ((tileIndexX + uvOffset.x) * ((FLOAT32) imageView->TileWidth)) * m_inverseAtlasSize.x;
|
||||
const auto pY = ((tileIndexY + uvOffset.y) * ((FLOAT32) imageView->TileHeight)) * m_inverseAtlasSize.y;
|
||||
auto texCoords = Vec4(t.x + pX, t.y + pY, imageView->TileWidth * m_inverseAtlasSize.x,
|
||||
imageView->TileHeight * m_inverseAtlasSize.y);
|
||||
if (flipH)
|
||||
{
|
||||
texCoords.x += texCoords.z;
|
||||
|
||||
@ -27,11 +27,16 @@
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
struct ImageData
|
||||
struct Image
|
||||
{
|
||||
PUINT8 Pixels{};
|
||||
INT32 Width{};
|
||||
INT32 Height{};
|
||||
};
|
||||
|
||||
struct ImageView
|
||||
{
|
||||
Image* ImagePtr{};
|
||||
INT32 TileWidth{};
|
||||
INT32 TileHeight{};
|
||||
INT32 TileCountX{};
|
||||
|
||||
@ -17,10 +17,11 @@
|
||||
#pragma once
|
||||
|
||||
#include <RenderCore/Buffer.hpp>
|
||||
#include <RenderCore/Texture.hpp>
|
||||
#include <RenderCore/Pipeline.hpp>
|
||||
#include <RenderCore/Texture.hpp>
|
||||
#include <RenderCore/TextureAtlas.hpp>
|
||||
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
#pragma pack(push, 1)
|
||||
@ -53,19 +54,24 @@ namespace ia::iae
|
||||
STATIC Vec2 GetCameraPosition();
|
||||
STATIC VOID SetCameraPosition(IN Vec2 position);
|
||||
|
||||
STATIC Vec2 DrawSpriteTopLeft(IN Handle image, IN INT32 tileIndexX, IN INT32 tileIndexY,
|
||||
IN Vec2 position, IN Vec2 scale, IN FLOAT32 rotation, IN BOOL flipH = false, IN BOOL flipV = false, IN Vec2 uvOffset = {});
|
||||
STATIC Vec2 DrawSpriteCentered(IN Handle image, IN INT32 tileIndexX, IN INT32 tileIndexY,
|
||||
IN Vec2 position, IN Vec2 scale, IN FLOAT32 rotation, IN BOOL flipH = false, IN BOOL flipV = false, IN Vec2 uvOffset = {});
|
||||
STATIC Vec2 DrawSpriteTopLeft(IN ImageView* imageView, IN INT32 tileIndexX, IN INT32 tileIndexY, IN Vec2 position,
|
||||
IN Vec2 scale, IN FLOAT32 rotation, IN BOOL flipH = false, IN BOOL flipV = false,
|
||||
IN Vec2 uvOffset = {});
|
||||
STATIC Vec2 DrawSpriteCentered(IN ImageView* imageView, IN INT32 tileIndexX, IN INT32 tileIndexY, IN Vec2 position,
|
||||
IN Vec2 scale, IN FLOAT32 rotation, IN BOOL flipH = false, IN BOOL flipV = false,
|
||||
IN Vec2 uvOffset = {});
|
||||
|
||||
STATIC VOID DrawLine(IN Vec2 start, IN Vec2 end, IN Vec4 color);
|
||||
STATIC VOID DrawRect(IN Vec2 start, IN Vec2 end, IN Vec4 color);
|
||||
|
||||
STATIC Handle CreateImage(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height, IN INT32 tileCountX = 1,
|
||||
IN INT32 tileCountY = 1);
|
||||
STATIC VOID DestroyImage(IN Handle image);
|
||||
STATIC Image* CreateImage(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height);
|
||||
STATIC ImageView* CreateImageView(IN Image* image, IN INT32 tileCountX = 1, IN INT32 tileCountY = 1);
|
||||
STATIC VOID DestroyImage(IN Image* image);
|
||||
STATIC VOID DestroyImageView(IN ImageView* imageView);
|
||||
|
||||
STATIC VOID CompileTextures(IN CONST Vector<Handle>& images);
|
||||
STATIC Handle BakeTexture(IN Image* image);
|
||||
|
||||
STATIC VOID CompileTextures(IN CONST Vector<Image*> &images);
|
||||
|
||||
private:
|
||||
STATIC VOID InitializeSamplers();
|
||||
|
||||
@ -23,10 +23,10 @@ namespace ia::iae
|
||||
class RDC_TextureAtlas
|
||||
{
|
||||
public:
|
||||
RDC_TextureAtlas(IN CONST Vector<Handle> &images);
|
||||
RDC_TextureAtlas(IN CONST Vector<Image*> &images);
|
||||
~RDC_TextureAtlas();
|
||||
|
||||
Vec4 GetTextureCoordinates(IN Handle image, IN INT32 tileIndexX, IN INT32 tileIndexY, IN BOOL flipH,
|
||||
Vec4 GetTextureCoordinates(IN ImageView* imageView, IN INT32 tileIndexX, IN INT32 tileIndexY, IN BOOL flipH,
|
||||
IN BOOL flipV, IN Vec2 uvOffset);
|
||||
|
||||
public:
|
||||
|
||||
Reference in New Issue
Block a user