Text Rendering

This commit is contained in:
Isuru Samarathunga
2025-10-20 23:39:54 +05:30
parent d4e93b047c
commit b10aacaee7
40 changed files with 1295 additions and 297 deletions

View File

@ -16,13 +16,14 @@
#include <AudioManager.hpp>
#include <EventManager.hpp>
#include <FontManager.hpp>
#include <InputManager.hpp>
#include <InternalEngine.hpp>
#include <Physics.hpp>
#include <Random.hpp>
#include <Renderer/Renderer.hpp>
#include <ResourceManager.hpp>
#include <Time.hpp>
#include <Physics.hpp>
#include <WorldManager.hpp>
#include <IAEngine/Engine.hpp>
@ -52,15 +53,14 @@ namespace ia::iae
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(g_gameName.c_str(), config->ScreenWidth, config->ScreenHeight,
if (!(g_windowHandle = SDL_CreateWindow(g_gameName.c_str(), config->WindowWidth, config->WindowHeight,
SDL_WINDOW_RESIZABLE)))
THROW_UNKNOWN("Failed to create the SDL window: ", SDL_GetError());
// SDL_SetWindowResizable(g_windowHandle, false);
const auto gameVersion = g_gameVersion;
SDL_SetAppMetadata(g_gameName.c_str(), IA_STRINGIFY_VERSION(gameVersion).c_str(),
g_gamePackageName.c_str());
SDL_SetAppMetadata(g_gameName.c_str(), IA_STRINGIFY_VERSION(gameVersion).c_str(), g_gamePackageName.c_str());
Time::Initialize();
Random::Initialize();
@ -70,12 +70,13 @@ namespace ia::iae
InputManager::Initialize();
ResourceManager::Initialize();
WorldManager::Initialize();
FontManager::Initialize();
UI::Initialize();
Physics::Initialize();
Game_OnInitialize();
Engine::ResizeDisplay(config->ScreenWidth, config->ScreenHeight);
Engine::ResizeDisplay(config->WindowWidth, config->WindowHeight);
}
VOID __Internal_Engine::Terminate()
@ -84,6 +85,7 @@ namespace ia::iae
Physics::Terminate();
UI::Terminate();
FontManager::Terminate();
WorldManager::Terminate();
ResourceManager::Terminate();
InputManager::Terminate();
@ -102,6 +104,7 @@ namespace ia::iae
{
UI::Update();
Physics::Update();
InputManager::Update();
WorldManager::Update();
WorldManager::FixedUpdate();
Game_OnUpdate(Time::GetFrameDeltaTime());
@ -110,6 +113,7 @@ namespace ia::iae
Renderer::BeginFrame();
WorldManager::Draw();
UI::Draw();
InputManager::Draw();
Renderer::EndFrame();
}
@ -132,7 +136,8 @@ namespace ia::iae
return (FLOAT32) m_value + ((FLOAT32) m_value * (Random::Get() * m_randomAdjustment) / 100.0f);
}
INT32 Run(IN CONST String& name, IN CONST String& packageName, IN CONST String& developerName, IN CONST String& publisherName, IN IA_VERSION_TYPE version)
INT32 Run(IN CONST String &name, IN CONST String &packageName, IN CONST String &developerName,
IN CONST String &publisherName, IN IA_VERSION_TYPE version)
{
g_gameName = name;
g_gameVersion = version;