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

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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/Engine.hpp>
#include <Renderer/Renderer.hpp>
#include <Renderer/DebugDraw.hpp>
#include <WorldManager.hpp>
#include <backends/imgui_impl_sdl3.h>
#include <backends/imgui_impl_sdlgpu3.h>
namespace ia::iae
{
EXTERN SDL_Window *g_windowHandle;
ImGuiIO g_imGUIIO{};
VOID DebugDraw::Initialize()
{
const auto mainScale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
IMGUI_CHECKVERSION();
ImGui::CreateContext();
g_imGUIIO = ImGui::GetIO();
g_imGUIIO.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
g_imGUIIO.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;
ImGui::StyleColorsClassic();
ImGuiStyle &style = ImGui::GetStyle();
style.ScaleAllSizes(mainScale);
style.FontScaleDpi = mainScale;
ImGui_ImplSDLGPU3_InitInfo initInfo{.Device = Renderer::GetDevice(),
.ColorTargetFormat =
Renderer::GetRenderTargetFormat(),
.PresentMode = SDL_GPU_PRESENTMODE_VSYNC};
ImGui_ImplSDL3_InitForSDLGPU(g_windowHandle);
ImGui_ImplSDLGPU3_Init(&initInfo);
}
VOID DebugDraw::Terminate()
{
ImGui_ImplSDL3_Shutdown();
ImGui_ImplSDLGPU3_Shutdown();
ImGui::DestroyContext();
}
VOID DebugDraw::Render()
{
ImGui_ImplSDLGPU3_NewFrame();
ImGui_ImplSDL3_NewFrame();
ImGui::NewFrame();
WorldManager::DebugDraw();
ImGui::Render();
}
} // namespace ia::iae
namespace ia::iae
{
struct State
{
ImU32 ActiveColor{0xFFFFFFFF};
FLOAT32 ActiveStrokeWidth{1.0f};
} g_debugDrawState{};
VOID Engine::DebugDraw_SetColor(IN Color color)
{
g_debugDrawState.ActiveColor = IM_COL32(color.R, color.G, color.B, color.A);
}
VOID Engine::DebugDraw_StrokeWidth(IN FLOAT32 width)
{
g_debugDrawState.ActiveStrokeWidth = width;
}
VOID Engine::DebugDraw_Line(IN Vec2 from, IN Vec2 to)
{
const auto drawList = ImGui::GetForegroundDrawList();
drawList->AddLine(ImVec2(from.x, from.y), ImVec2(to.x, to.y), g_debugDrawState.ActiveColor, g_debugDrawState.ActiveStrokeWidth);
}
VOID Engine::DebugDraw_FillRect(IN Vec2 position, IN Vec2 size)
{
const auto drawList = ImGui::GetForegroundDrawList();
drawList->AddRectFilled(ImVec2(position.x, position.y), ImVec2(position.x + size.x, position.y + size.y), g_debugDrawState.ActiveColor);
}
VOID Engine::DebugDraw_StrokeRect(IN Vec2 position, IN Vec2 size)
{
const auto drawList = ImGui::GetForegroundDrawList();
drawList->AddRect(ImVec2(position.x, position.y), ImVec2(position.x + size.x, position.y + size.y), g_debugDrawState.ActiveColor, g_debugDrawState.ActiveStrokeWidth);
}
} // namespace ia::iae