Engine & Game Library Interface Update

This commit is contained in:
Isuru Samarathunga
2025-10-05 01:51:48 +05:30
parent 5408f07e97
commit f8b41a0d61
48 changed files with 2423 additions and 193 deletions

View File

@ -0,0 +1,108 @@
// 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 <InputManager.hpp>
#include <IAEngine/Engine.hpp>
namespace ia::iae
{
VOID InputManager::Initialize()
{
}
VOID InputManager::Terminate()
{
}
VOID InputManager::OnSDLEvent(IN SDL_Event *event)
{
}
}
namespace ia::iae
{
Vec2 Engine::GetInputAxis()
{
return {};
}
VOID Engine::SwitchInputModeToText()
{
}
VOID Engine::SwitchInputModeToAction()
{
}
Vec2 Engine::GetInputPointerPosition()
{
return {};
}
BOOL Engine::IsInputKeyDown(IN InputKey key)
{
return false;
}
BOOL Engine::WasInputKeyPressed(IN InputKey key)
{
return false;
}
BOOL Engine::WasInputKeyReleased(IN InputKey key)
{
return false;
}
BOOL Engine::IsInputActionDown(IN Handle action)
{
return false;
}
BOOL Engine::WasInputActionPressed(IN Handle action)
{
return false;
}
BOOL Engine::WasInputActionReleased(IN Handle action)
{
return false;
}
BOOL Engine::IsInputActionDown(IN PCCHAR action)
{
return false;
}
BOOL Engine::WasInputActionPressed(IN PCCHAR action)
{
return false;
}
BOOL Engine::WasInputActionReleased(IN PCCHAR action)
{
return false;
}
Handle Engine::BindInputAction(IN CONST String &name, IN InputKey key)
{
return INVALID_HANDLE;
}
VOID Engine::BindInputAxis(IN InputKey upKey, IN InputKey downKey, IN InputKey leftKey, IN InputKey rightKey)
{
}
} // namespace ia::iae