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

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@ -0,0 +1,51 @@
// 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
{
class UINode;
class IUIComponent
{
public:
PURE_VIRTUAL(VOID Draw());
PURE_VIRTUAL(VOID DebugDraw());
PURE_VIRTUAL(VOID Update());
PURE_VIRTUAL(VOID FixedUpdate());
public:
IUIComponent(IN UINode *node) : m_node(node)
{
}
UINode *GetNode()
{
return m_node;
}
CONST UINode *GetNode() CONST
{
return m_node;
}
protected:
UINode *CONST m_node{};
};
}

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@ -0,0 +1,48 @@
// 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/Components/IUIComponent.hpp>
namespace ia::iae
{
class UILabelComponent : public IUIComponent
{
public:
UILabelComponent(IN UINode* node);
String &Label()
{
return m_label;
}
CONST String &Label() CONST
{
return m_label;
}
public:
VOID Draw();
VOID DebugDraw();
VOID Update();
VOID FixedUpdate();
private:
String m_label{};
};
} // namespace ia::iae

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@ -44,11 +44,14 @@ namespace ia::iae
// Renderer Functions
STATIC Handle GetGeometry_Quad();
STATIC Handle GetGeometry_Circle();
STATIC Handle CreateGeometry(IN CONST Vector<GeometryVertex> &vertices, IN CONST Vector<INT32> &indices);
STATIC VOID DestroyGeometry(IN Handle geometry);
STATIC VOID DrawGeometry(IN Handle handle, IN UINT8 layer, IN UINT16 sortIndex);
STATIC IVec2 GetDisplayExtent();
STATIC FLOAT32 GetDisplayAspectRatio();
STATIC VOID ResizeDisplay(IN INT32 newWidth, IN INT32 newHeight);
STATIC VOID DrawText(IN CONST String& text, IN Vec2 position, IN FLOAT32 scale, IN FLOAT32 rotation, IN UINT8 layer, IN UINT16 sortIndex);
// Renderer State Functions
STATIC VOID SetRenderState_Scissor(IN IVec4 rect);
@ -96,33 +99,35 @@ namespace ia::iae
// Scene Functions
STATIC Scene *GetActiveScene();
STATIC VOID ChangeActiveScene(IN RefPtr<Scene> scene);
STATIC VOID ChangeActiveScene(IN Scene* scene);
STATIC VOID AddNodeToActiveScene(IN RefPtr<INode> node);
STATIC INode *GetNodeFromActiveScene(IN CONST String &name);
STATIC VOID RemoveNodeFromActiveScene(IN CONST String &name);
// Input Functions
STATIC Vec2 GetInputAxis();
STATIC VOID SwitchInputModeToText();
STATIC VOID SwitchInputModeToAction();
STATIC Vec2 GetInputPointerPosition();
STATIC BOOL IsInputKeyDown(IN InputKey key);
STATIC BOOL WasInputKeyPressed(IN InputKey key);
STATIC BOOL WasInputKeyReleased(IN InputKey key);
STATIC BOOL IsInputActionDown(IN Handle action);
STATIC BOOL WasInputActionPressed(IN Handle action);
STATIC BOOL WasInputActionReleased(IN Handle action);
STATIC BOOL IsInputActionDown(IN CONST String &action);
STATIC BOOL WasInputActionPressed(IN CONST String &action);
STATIC BOOL WasInputActionReleased(IN CONST String &action);
STATIC Handle BindInputAction(IN CONST String &name, IN InputKey key);
STATIC VOID BindInputAxis(IN InputKey upKey, IN InputKey downKey, IN InputKey leftKey, IN InputKey rightKey);
STATIC VOID SetAxisUp(IN BOOL v);
STATIC VOID SetAxisDown(IN BOOL v);
STATIC VOID SetAxisLeft(IN BOOL v);
STATIC VOID SetAxisRight(IN BOOL v);
STATIC VOID SetKey(IN InputKey key, IN BOOL state);
STATIC VOID SetAxis(IN BOOL up, IN BOOL down, IN BOOL left, IN BOOL right);
STATIC VOID Input_SwitchModeToText();
STATIC VOID Input_SwitchModeToAction();
STATIC Vec2 Input_GetPointerPosition();
STATIC BOOL Input_IsKeyDown(IN InputKey key);
STATIC BOOL Input_WasKeyPressed(IN InputKey key);
STATIC BOOL Input_WasKeyReleased(IN InputKey key);
STATIC VOID Input_SetupOnScreenGamePad();
STATIC VOID Input_SetupKeyboardGamePad(IN InputKey axisLeft, IN InputKey axisRight, IN InputKey axisDown,
IN InputKey axisUp, IN InputKey buttonA, IN InputKey buttonB,
IN InputKey buttonC, IN InputKey buttonD);
STATIC BOOL Input_GetButtonA();
STATIC BOOL Input_GetButtonB();
STATIC BOOL Input_GetButtonC();
STATIC BOOL Input_GetButtonD();
STATIC INT16 Input_GetVerticalAxis();
STATIC INT16 Input_GetHorizontalAxis();
STATIC IVec2 Input_GetDirectionalInput();
STATIC VOID Input_SetButtonA(IN BOOL value);
STATIC VOID Input_SetButtonB(IN BOOL value);
STATIC VOID Input_SetButtonC(IN BOOL value);
STATIC VOID Input_SetButtonD(IN BOOL value);
STATIC VOID Input_SetVerticalAxis(IN INT16 value);
STATIC VOID Input_SetHorizontalAxis(IN INT16 value);
// Utility Functions
STATIC String ReadTextAsset(IN CONST String& path);

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@ -23,8 +23,10 @@ using namespace ia::iae;
struct GameRequestedConfig
{
INT32 ScreenWidth{};
INT32 ScreenHeight{};
INT32 DesignWidth{};
INT32 DesignHeight{};
INT32 WindowWidth{};
INT32 WindowHeight{};
};
C_DECL(GameRequestedConfig* Game_GetConfigRequest());

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@ -0,0 +1,38 @@
// 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/Components/UILabelComponent.hpp>
#include <IAEngine/Nodes/UINode.hpp>
namespace ia::iae
{
class UILabelNode : public UINode
{
public:
UILabelNode(IN CONST String &name);
public:
UILabelComponent *GetLabelComponent()
{
return m_labelComponent;
}
protected:
UILabelComponent *CONST m_labelComponent{};
};
} // namespace ia::iae

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@ -17,8 +17,161 @@
#pragma once
#include <IAEngine/Nodes/INode.hpp>
#include <IAEngine/Components/IUIComponent.hpp>
namespace ia::iae
{
class UINode : public INode
{
public:
UINode(IN CONST String &name);
~UINode();
public:
template<typename _component_type> _component_type *AddComponent()
{
const auto t = new _component_type(this);
m_components.pushBack(t);
return t;
}
template<typename _component_type> _component_type *GetComponent()
{
for (auto &c : m_components)
{
_component_type *comp = dynamic_cast<_component_type *>(c);
if (comp)
return comp;
}
return nullptr;
}
template<typename _component_type> Vector<_component_type *> GetComponents()
{
Vector<_component_type *> result;
for (auto &c : m_components)
{
_component_type *comp = dynamic_cast<_component_type *>(c);
if (comp)
result.pushBack(comp);
}
return result;
}
VOID AddChild(IN RefPtr<UINode> node)
{
node->m_parent = this;
m_children.pushBack(node);
}
public:
VOID Translate(IN Vec2 v)
{
m_local.Position += v;
RecalculatePosition();
}
VOID Scale(IN FLOAT32 v)
{
m_local.Scale *= v;
RecalculateScale();
}
VOID Rotate(IN FLOAT32 v)
{
m_local.Rotation += v;
RecalculateRotation();
}
VOID SetLocalPosition(IN CONST Vec2 &v)
{
m_local.Position = v;
RecalculatePosition();
}
VOID SetLocalScale(IN CONST FLOAT32 &v)
{
m_local.Scale = v;
RecalculateScale();
}
VOID SetLocalRotation(IN FLOAT32 v)
{
m_local.Rotation = v;
RecalculateRotation();
}
public:
CONST Vec2 &GetPosition() CONST
{
return m_global.Position;
}
CONST FLOAT32 &GetScale() CONST
{
return m_global.Scale;
}
CONST FLOAT32 &GetRotation() CONST
{
return m_global.Rotation;
}
CONST Vec2 &GetLocalPosition() CONST
{
return m_local.Position;
}
CONST FLOAT32 &GetLocalScale() CONST
{
return m_local.Scale;
}
CONST FLOAT32 &GetLocalRotation() CONST
{
return m_local.Rotation;
}
protected:
VOID RecalculatePosition()
{
m_global.Position = (m_parent ? m_parent->GetPosition() : Vec2{}) + m_local.Position;
for (auto &c : m_children)
c->RecalculatePosition();
}
VOID RecalculateRotation()
{
m_global.Rotation = (m_parent ? m_parent->GetRotation() : 0) + m_local.Rotation;
for (auto &c : m_children)
c->RecalculateRotation();
}
VOID RecalculateScale()
{
m_global.Scale = (m_parent ? m_parent->GetScale() : 0.0f) + m_local.Scale;
for (auto &c : m_children)
c->RecalculateScale();
}
protected:
UINode* m_parent{};
Vector<IUIComponent *> m_components;
Vector<RefPtr<UINode>> m_children{};
private:
struct
{
FLOAT32 Rotation{0.0f};
Vec2 Position{0.0f, 0.0f};
FLOAT32 Scale{1.0f};
} m_local{}, m_global{};
public:
VOID Draw();
VOID DebugDraw();
VOID Update();
VOID FixedUpdate();
};
}

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@ -24,10 +24,8 @@ namespace ia::iae
class Scene
{
public:
Scene();
STATIC RefPtr<Scene> Create();
STATIC RefPtr<Scene> Create(
IN CONST String &sceneXML, IN std::function<RefPtr<Node2D>(IN CONST String &, IN Handle)> getCustomNode,
IN std::function<Handle(IN ResourceType type, IN CONST String &, IN INT64)> getResource);
public:
VOID AddNode(IN RefPtr<INode> node);
@ -70,11 +68,11 @@ namespace ia::iae
Map<String, RefPtr<INode>> m_nodes;
public:
VOID Draw();
VOID DebugDraw();
VOID FixedUpdate();
VOID Update();
VIRTUAL VOID Draw();
VIRTUAL VOID DebugDraw();
VIRTUAL VOID FixedUpdate();
VIRTUAL VOID Update();
private:
VOID OnActivate();

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@ -0,0 +1,50 @@
// 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/Scene.hpp>
namespace ia::iae
{
class SceneManager
{
public:
SceneManager(IN std::function<RefPtr<Node2D>(IN CONST String &, IN CONST Vector<String>&)> getCustomNode,
IN std::function<Handle(IN ResourceType type, IN CONST String &, IN INT64)> getResource);
~SceneManager();
VOID SwitchTo(IN CONST String &name);
Scene *GetScene(IN CONST String &name);
public:
template<typename SceneType> SceneType* AddScene(IN CONST String &name, IN CONST String &xml)
{
const auto t = (Scene*)new SceneType();
AddScene(t, name, xml);
return (SceneType*)t;
}
private:
VOID AddScene(IN Scene *scene, IN CONST String &name, IN CONST String &xml);
private:
Map<String, Scene *> m_scenes;
std::function<RefPtr<Node2D>(IN CONST String &, IN CONST Vector<String>&)> m_customNodeGetter;
std::function<Handle(IN ResourceType type, IN CONST String &, IN INT64)> m_resourceGetter;
};
} // namespace ia::iae

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@ -22,6 +22,9 @@ namespace ia::iae
{
class UI
{
public:
STATIC CONSTEXPR UINT8 MAX_VARIABLE_COUNT = 10;
public:
STATIC VOID AddFontFromFile(IN CONST String &path);
@ -33,6 +36,18 @@ namespace ia::iae
STATIC VOID AddPointerExitEvent(IN PCCHAR elementId, IN std::function<VOID()> callback);
STATIC VOID AddPointerEnterEvent(IN PCCHAR elementId, IN std::function<VOID()> callback);
STATIC VOID SetNumericVariable(IN UINT8 index, IN INT64 value);
STATIC VOID SetStringVariable(IN UINT8 index, IN CONST String &value);
STATIC INT64 GetNumericVariable(IN UINT8 index);
STATIC String GetStringVariable(IN UINT8 index);
STATIC INT32 GetElementWidth(IN CONST String &elementId);
STATIC VOID SetElementWidth(IN CONST String &elementId, IN INT32 value);
STATIC INT32 GetElementHeight(IN CONST String &elementId);
STATIC VOID SetElementHeight(IN CONST String &elementId, IN INT32 value);
public:
STATIC VOID Initialize();
STATIC VOID Terminate();
@ -42,5 +57,9 @@ namespace ia::iae
STATIC VOID OnSDLEvent(IN PVOID event);
STATIC VOID OnScreenResize(IN INT32 newWidth, IN INT32 newHeight);
private:
STATIC INT64 s_numericVariables[MAX_VARIABLE_COUNT];
STATIC std::string s_stringVariables[MAX_VARIABLE_COUNT];
};
} // namespace ia::iae