Engine & Game Library Interface Update
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110
Engine/Src/Imp/CPP/Renderer/DebugDraw.cpp
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110
Engine/Src/Imp/CPP/Renderer/DebugDraw.cpp
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// IAEngine: 2D Game Engine by IA
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// Copyright (C) 2025 IASoft (PVT) LTD (oss@iasoft.dev)
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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#include <IAEngine/Engine.hpp>
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#include <Renderer/Renderer.hpp>
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#include <Renderer/DebugDraw.hpp>
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#include <WorldManager.hpp>
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#include <backends/imgui_impl_sdl3.h>
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#include <backends/imgui_impl_sdlgpu3.h>
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namespace ia::iae
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{
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EXTERN SDL_Window *g_windowHandle;
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ImGuiIO g_imGUIIO{};
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VOID DebugDraw::Initialize()
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{
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const auto mainScale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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g_imGUIIO = ImGui::GetIO();
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g_imGUIIO.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
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g_imGUIIO.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;
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ImGui::StyleColorsClassic();
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ImGuiStyle &style = ImGui::GetStyle();
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style.ScaleAllSizes(mainScale);
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style.FontScaleDpi = mainScale;
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ImGui_ImplSDLGPU3_InitInfo initInfo{.Device = Renderer::GetDevice(),
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.ColorTargetFormat =
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Renderer::GetRenderTargetFormat(),
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.PresentMode = SDL_GPU_PRESENTMODE_VSYNC};
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ImGui_ImplSDL3_InitForSDLGPU(g_windowHandle);
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ImGui_ImplSDLGPU3_Init(&initInfo);
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}
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VOID DebugDraw::Terminate()
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{
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ImGui_ImplSDL3_Shutdown();
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ImGui_ImplSDLGPU3_Shutdown();
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ImGui::DestroyContext();
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}
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VOID DebugDraw::Render()
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{
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ImGui_ImplSDLGPU3_NewFrame();
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ImGui_ImplSDL3_NewFrame();
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ImGui::NewFrame();
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WorldManager::DebugDraw();
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ImGui::Render();
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}
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} // namespace ia::iae
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namespace ia::iae
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{
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struct State
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{
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ImU32 ActiveColor{0xFFFFFFFF};
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FLOAT32 ActiveStrokeWidth{1.0f};
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} g_debugDrawState{};
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VOID Engine::DebugDraw_SetColor(IN Color color)
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{
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g_debugDrawState.ActiveColor = IM_COL32(color.R, color.G, color.B, color.A);
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}
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VOID Engine::DebugDraw_StrokeWidth(IN FLOAT32 width)
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{
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g_debugDrawState.ActiveStrokeWidth = width;
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}
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VOID Engine::DebugDraw_Line(IN Vec2 from, IN Vec2 to)
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{
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const auto drawList = ImGui::GetForegroundDrawList();
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drawList->AddLine(ImVec2(from.x, from.y), ImVec2(to.x, to.y), g_debugDrawState.ActiveColor, g_debugDrawState.ActiveStrokeWidth);
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}
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VOID Engine::DebugDraw_FillRect(IN Vec2 position, IN Vec2 size)
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{
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const auto drawList = ImGui::GetForegroundDrawList();
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drawList->AddRectFilled(ImVec2(position.x, position.y), ImVec2(position.x + size.x, position.y + size.y), g_debugDrawState.ActiveColor);
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}
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VOID Engine::DebugDraw_StrokeRect(IN Vec2 position, IN Vec2 size)
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{
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const auto drawList = ImGui::GetForegroundDrawList();
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drawList->AddRect(ImVec2(position.x, position.y), ImVec2(position.x + size.x, position.y + size.y), g_debugDrawState.ActiveColor, g_debugDrawState.ActiveStrokeWidth);
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}
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} // namespace ia::iae
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