Editor Setup
This commit is contained in:
@ -1,5 +1,7 @@
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set(SRC_FILES
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"imp/cpp/UI.cpp"
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"imp/cpp/Main.cpp"
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"imp/cpp/GamePreview.cpp"
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# imgui
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"imp/cpp/Vendor/imgui/imgui.cpp"
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54
Src/Editor/imp/cpp/GamePreview.cpp
Normal file
54
Src/Editor/imp/cpp/GamePreview.cpp
Normal file
@ -0,0 +1,54 @@
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// IAEngine: 2D Game Engine by IA
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// Copyright (C) 2025 IASoft (PVT) LTD (oss@iasoft.dev)
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
|
||||
// the Free Software Foundation, either version 3 of the License, or
|
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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||||
// along with this program. If not, see <https://www.gnu.org/licenses/>.
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#include <GamePreview.hpp>
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#include <RenderCore/RenderCore.hpp>
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namespace ia::iae::editor
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{
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}
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#include <IAEngine/LibInterface.hpp>
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C_DECL(GameRequestedConfig *Game_GetConfigRequest())
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{
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return nullptr;
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}
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C_DECL(VOID Game_OnInitialize())
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{
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}
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C_DECL(VOID Game_OnTerminate())
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{
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}
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C_DECL(VOID Game_OnDebugDraw())
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{
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}
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C_DECL(VOID Game_OnFixedUpdate())
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{
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}
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C_DECL(VOID Game_OnUpdate(IN FLOAT32 deltaTime))
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{
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}
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C_DECL(VOID Game_OnResize(IN INT32 newWidth, IN INT32 newHeight))
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{
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}
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@ -14,169 +14,9 @@
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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#include <IAEngine/IAEngine.hpp>
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#include <RenderCore/RenderCore.hpp>
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#include <SDL3/SDL.h>
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#include <Vendor/imgui/backends/imgui_impl_sdl3.h>
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#include <Vendor/imgui/backends/imgui_impl_sdlgpu3.h>
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#include <Vendor/imgui/imgui.h>
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namespace ia::iae
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{
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ImDrawData *g_imDrawData{};
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EXTERN Vec2 g_designViewport;
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EXTERN SDL_Window *g_windowHandle;
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INT32 Run(IN INT32 argc, IN PCCHAR argv[])
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{
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INT32 frameCounter{0};
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IVec2 windowExtent{800, 600};
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g_designViewport = windowExtent;
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if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_GAMEPAD))
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THROW_UNKNOWN("Failed to intialize SDL: ", SDL_GetError());
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if (!(g_windowHandle = SDL_CreateWindow("IAEngine", windowExtent.x, windowExtent.y,
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SDL_WINDOW_RESIZABLE | SDL_WINDOW_MAXIMIZED)))
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THROW_UNKNOWN("Failed to create the SDL window: ", SDL_GetError());
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SDL_MaximizeWindow(g_windowHandle);
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SDL_GetWindowSizeInPixels(g_windowHandle, &windowExtent.x, &windowExtent.y);
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IAEngine::__Initialize();
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auto gamePreviewTexture = new RDC_Texture(RDC_Texture::EType::SAMPLED, 800, 600);
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const auto mainScale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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auto &imGUIIO = ImGui::GetIO();
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imGUIIO.IniFilename = nullptr;
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imGUIIO.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
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imGUIIO.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;
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ImGui::StyleColorsClassic();
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ImGuiStyle &style = ImGui::GetStyle();
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style.ScaleAllSizes(mainScale);
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style.FontScaleDpi = mainScale;
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ImGui_ImplSDLGPU3_InitInfo initInfo{.Device = RDC_Device::GetHandle(),
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.ColorTargetFormat = RDC_Device::GetSwapchainTextureFormat(),
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.PresentMode = SDL_GPU_PRESENTMODE_VSYNC};
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ImGui_ImplSDL3_InitForSDLGPU(g_windowHandle);
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ImGui_ImplSDLGPU3_Init(&initInfo);
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SDL_Event event{};
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while (true)
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{
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SDL_PollEvent(&event);
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if (event.type == SDL_EVENT_QUIT)
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break;
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IAEngine::__ProcessEvent(&event);
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IAEngine::__Update();
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ImGui_ImplSDL3_ProcessEvent(&event);
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frameCounter++;
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if (frameCounter >= 60)
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{
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frameCounter = 0;
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IAEngine::__FixedUpdate();
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}
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IAEngine::__RenderToTexture(gamePreviewTexture->GetHandle());
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ImGui_ImplSDLGPU3_NewFrame();
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ImGui_ImplSDL3_NewFrame();
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ImGui::NewFrame();
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{
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ImGui::Begin("Scene");
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ImGui::Image(gamePreviewTexture->GetHandle(), {800, 600});
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ImGui::End();
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}
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ImGui::Render();
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STATIC SDL_GPURenderPass *ActiveRenderPass{};
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STATIC SDL_GPUCommandBuffer *ActiveCommandBuffer{};
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STATIC SDL_GPUColorTargetInfo ActiveColorTargetInfo{.clear_color = SDL_FColor{0.0f, 0.0f, 0.0f, 1.0f},
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.load_op = SDL_GPU_LOADOP_CLEAR,
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.store_op = SDL_GPU_STOREOP_STORE};
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if (!(ActiveCommandBuffer = SDL_AcquireGPUCommandBuffer(RDC_Device::GetHandle())))
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THROW_UNKNOWN("Failed to acquire SDL GPU command buffer: ", SDL_GetError());
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g_imDrawData = ImGui::GetDrawData();
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ImGui_ImplSDLGPU3_PrepareDrawData(g_imDrawData, ActiveCommandBuffer);
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SDL_GPUTexture *swapChainTexture{};
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if (!SDL_WaitAndAcquireGPUSwapchainTexture(ActiveCommandBuffer, g_windowHandle, &swapChainTexture, nullptr,
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nullptr))
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THROW_UNKNOWN("Failed to acquire SDL GPU Swapchain texture: ", SDL_GetError());
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ActiveColorTargetInfo.texture = swapChainTexture;
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ActiveColorTargetInfo.clear_color = SDL_FColor{0.3f, 0.3f, 0.3f, 1.0f};
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ActiveRenderPass = SDL_BeginGPURenderPass(ActiveCommandBuffer, &ActiveColorTargetInfo, 1, nullptr);
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ImGui_ImplSDLGPU3_RenderDrawData(g_imDrawData, ActiveCommandBuffer, ActiveRenderPass);
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SDL_EndGPURenderPass(ActiveRenderPass);
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SDL_SubmitGPUCommandBuffer(ActiveCommandBuffer);
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RDC_Device::WaitForIdle();
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}
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ImGui_ImplSDL3_Shutdown();
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ImGui_ImplSDLGPU3_Shutdown();
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ImGui::DestroyContext();
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delete gamePreviewTexture;
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IAEngine::__Terminate();
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SDL_DestroyWindow(g_windowHandle);
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return 0;
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}
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} // namespace ia::iae
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#include <UI.hpp>
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int main(int argc, char *argv[])
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{
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return ia::iae::Run(argc, (const char **) argv);
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return ia::iae::editor::UI::Run(argc, (const char **) argv);
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}
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#include <IAEngine/LibInterface.hpp>
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C_DECL(GameRequestedConfig *Game_GetConfigRequest())
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{
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return nullptr;
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}
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C_DECL(VOID Game_OnInitialize())
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{
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}
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C_DECL(VOID Game_OnTerminate())
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{
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}
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C_DECL(VOID Game_OnDebugDraw())
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{
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RDC::DrawRect({10, 10}, {700, 500}, {1.0f, 0.0f, 0.0f, 1.0f});
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}
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C_DECL(VOID Game_OnFixedUpdate())
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{
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}
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C_DECL(VOID Game_OnUpdate(IN FLOAT32 deltaTime))
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{
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}
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C_DECL(VOID Game_OnResize(IN INT32 newWidth, IN INT32 newHeight))
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{
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}
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207
Src/Editor/imp/cpp/UI.cpp
Normal file
207
Src/Editor/imp/cpp/UI.cpp
Normal file
@ -0,0 +1,207 @@
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// IAEngine: 2D Game Engine by IA
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// Copyright (C) 2025 IASoft (PVT) LTD (oss@iasoft.dev)
|
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//
|
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// 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/>.
|
||||
|
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#include <IAEngine/IAEngine.hpp>
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#include <RenderCore/RenderCore.hpp>
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#include <SDL3/SDL.h>
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#include <Vendor/imgui/backends/imgui_impl_sdl3.h>
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#include <Vendor/imgui/backends/imgui_impl_sdlgpu3.h>
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#include <Vendor/imgui/imgui.h>
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#include <UI.hpp>
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namespace ia::iae::editor
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{
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CONST IVec2 gamePreviewResolution = {800, 608};
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IVec2 g_windowExtent{800, 600};
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RDC_Texture *g_gamePreviewTexture{};
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VOID UI::Initialize()
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{
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}
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VOID UI::Terminate()
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{
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}
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VOID UI::Update()
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{
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}
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VOID UI::Draw()
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{
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ImVec2 gamePreviewViewSize = {(FLOAT32) gamePreviewResolution.x, (FLOAT32) gamePreviewResolution.y};
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{ // Scene Nodes View
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ImGui::Begin("Nodes", nullptr,
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ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse);
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ImGui::SetWindowPos({0.0f, 0.0f});
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ImGui::SetWindowSize({g_windowExtent.x / 2.0f - gamePreviewViewSize.x / 2.0f, gamePreviewViewSize.y + 35});
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ImGui::End();
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}
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{ // Scene View
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ImGui::Begin("Scene", nullptr,
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ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse);
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ImGui::SetWindowPos({g_windowExtent.x / 2.0f - gamePreviewViewSize.x / 2.0f, 0.0f});
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ImGui::Image(g_gamePreviewTexture->GetHandle(), gamePreviewViewSize);
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ImGui::End();
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}
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{ // Properties View
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ImGui::Begin("Properties", nullptr,
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ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse);
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||||
ImGui::SetWindowSize({g_windowExtent.x / 2.0f - gamePreviewViewSize.x / 2.0f - 15.0f, gamePreviewViewSize.y + 35});
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ImGui::SetWindowPos({g_windowExtent.x - ImGui::GetWindowSize().x, 0.0f});
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||||
ImGui::End();
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||||
}
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||||
|
||||
{ // Tileset View
|
||||
ImGui::Begin("Tilesets", nullptr,
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||||
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::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
|
||||
24
Src/Editor/imp/hpp/Base.hpp
Normal file
24
Src/Editor/imp/hpp/Base.hpp
Normal file
@ -0,0 +1,24 @@
|
||||
// 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/Base.hpp>
|
||||
|
||||
namespace ia::iae::editor
|
||||
{
|
||||
|
||||
}
|
||||
27
Src/Editor/imp/hpp/GamePreview.hpp
Normal file
27
Src/Editor/imp/hpp/GamePreview.hpp
Normal file
@ -0,0 +1,27 @@
|
||||
// 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 <Base.hpp>
|
||||
|
||||
namespace ia::iae::editor
|
||||
{
|
||||
class GamePreview
|
||||
{
|
||||
public:
|
||||
};
|
||||
}
|
||||
34
Src/Editor/imp/hpp/UI.hpp
Normal file
34
Src/Editor/imp/hpp/UI.hpp
Normal file
@ -0,0 +1,34 @@
|
||||
// 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 <Base.hpp>
|
||||
|
||||
namespace ia::iae::editor
|
||||
{
|
||||
class UI
|
||||
{
|
||||
public:
|
||||
STATIC INT32 Run(IN INT32 argc, IN PCCHAR argv[]);
|
||||
|
||||
private:
|
||||
STATIC VOID Initialize();
|
||||
STATIC VOID Terminate();
|
||||
STATIC VOID Update();
|
||||
STATIC VOID Draw();
|
||||
};
|
||||
}
|
||||
Reference in New Issue
Block a user