Editor Setup

This commit is contained in:
Isuru Samarathunga
2025-11-06 00:00:19 +05:30
parent 80dc50d279
commit a7113afcf6
8 changed files with 351 additions and 163 deletions

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// 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 <GamePreview.hpp>
#include <RenderCore/RenderCore.hpp>
namespace ia::iae::editor
{
}
#include <IAEngine/LibInterface.hpp>
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))
{
}

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// 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 <IAEngine/IAEngine.hpp>
#include <RenderCore/RenderCore.hpp>
#include <SDL3/SDL.h>
#include <Vendor/imgui/backends/imgui_impl_sdl3.h>
#include <Vendor/imgui/backends/imgui_impl_sdlgpu3.h>
#include <Vendor/imgui/imgui.h>
namespace ia::iae
{
ImDrawData *g_imDrawData{};
EXTERN Vec2 g_designViewport;
EXTERN SDL_Window *g_windowHandle;
INT32 Run(IN INT32 argc, IN PCCHAR argv[])
{
INT32 frameCounter{0};
IVec2 windowExtent{800, 600};
g_designViewport = windowExtent;
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", windowExtent.x, 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, &windowExtent.x, &windowExtent.y);
IAEngine::__Initialize();
auto gamePreviewTexture = new RDC_Texture(RDC_Texture::EType::SAMPLED, 800, 600);
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);
SDL_Event event{};
while (true)
{
SDL_PollEvent(&event);
if (event.type == SDL_EVENT_QUIT)
break;
IAEngine::__ProcessEvent(&event);
IAEngine::__Update();
ImGui_ImplSDL3_ProcessEvent(&event);
frameCounter++;
if (frameCounter >= 60)
{
frameCounter = 0;
IAEngine::__FixedUpdate();
}
IAEngine::__RenderToTexture(gamePreviewTexture->GetHandle());
ImGui_ImplSDLGPU3_NewFrame();
ImGui_ImplSDL3_NewFrame();
ImGui::NewFrame();
{
ImGui::Begin("Scene");
ImGui::Image(gamePreviewTexture->GetHandle(), {800, 600});
ImGui::End();
}
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();
}
ImGui_ImplSDL3_Shutdown();
ImGui_ImplSDLGPU3_Shutdown();
ImGui::DestroyContext();
delete gamePreviewTexture;
IAEngine::__Terminate();
SDL_DestroyWindow(g_windowHandle);
return 0;
}
} // namespace ia::iae
#include <UI.hpp>
int main(int argc, char *argv[])
{
return ia::iae::Run(argc, (const char **) argv);
return ia::iae::editor::UI::Run(argc, (const char **) argv);
}
#include <IAEngine/LibInterface.hpp>
C_DECL(GameRequestedConfig *Game_GetConfigRequest())
{
return nullptr;
}
C_DECL(VOID Game_OnInitialize())
{
}
C_DECL(VOID Game_OnTerminate())
{
}
C_DECL(VOID Game_OnDebugDraw())
{
RDC::DrawRect({10, 10}, {700, 500}, {1.0f, 0.0f, 0.0f, 1.0f});
}
C_DECL(VOID Game_OnFixedUpdate())
{
}
C_DECL(VOID Game_OnUpdate(IN FLOAT32 deltaTime))
{
}
C_DECL(VOID Game_OnResize(IN INT32 newWidth, IN INT32 newHeight))
{
}

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Src/Editor/imp/cpp/UI.cpp Normal file
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// 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 <IAEngine/IAEngine.hpp>
#include <RenderCore/RenderCore.hpp>
#include <SDL3/SDL.h>
#include <Vendor/imgui/backends/imgui_impl_sdl3.h>
#include <Vendor/imgui/backends/imgui_impl_sdlgpu3.h>
#include <Vendor/imgui/imgui.h>
#include <UI.hpp>
namespace ia::iae::editor
{
CONST IVec2 gamePreviewResolution = {800, 608};
IVec2 g_windowExtent{800, 600};
RDC_Texture *g_gamePreviewTexture{};
VOID UI::Initialize()
{
}
VOID UI::Terminate()
{
}
VOID UI::Update()
{
}
VOID UI::Draw()
{
ImVec2 gamePreviewViewSize = {(FLOAT32) gamePreviewResolution.x, (FLOAT32) gamePreviewResolution.y};
{ // Scene Nodes View
ImGui::Begin("Nodes", nullptr,
ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse);
ImGui::SetWindowPos({0.0f, 0.0f});
ImGui::SetWindowSize({g_windowExtent.x / 2.0f - gamePreviewViewSize.x / 2.0f, gamePreviewViewSize.y + 35});
ImGui::End();
}
{ // Scene View
ImGui::Begin("Scene", nullptr,
ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse);
ImGui::SetWindowPos({g_windowExtent.x / 2.0f - gamePreviewViewSize.x / 2.0f, 0.0f});
ImGui::Image(g_gamePreviewTexture->GetHandle(), gamePreviewViewSize);
ImGui::End();
}
{ // Properties View
ImGui::Begin("Properties", nullptr,
ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse);
ImGui::SetWindowSize({g_windowExtent.x / 2.0f - gamePreviewViewSize.x / 2.0f - 15.0f, gamePreviewViewSize.y + 35});
ImGui::SetWindowPos({g_windowExtent.x - ImGui::GetWindowSize().x, 0.0f});
ImGui::End();
}
{ // Tileset View
ImGui::Begin("Tilesets", nullptr,
ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse);
ImGui::SetWindowPos({0.0f, gamePreviewViewSize.y + 35});
ImGui::SetWindowSize({(FLOAT32)g_windowExtent.x, (FLOAT32)g_windowExtent.y - gamePreviewViewSize.y - 35});
ImGui::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

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// 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
{
}

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// 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:
};
}

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Src/Editor/imp/hpp/UI.hpp Normal file
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// 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();
};
}