Compare commits
4 Commits
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main
| Author | SHA1 | Date | |
|---|---|---|---|
| a2b80ef600 | |||
| 9ff39d7245 | |||
| 9d6f525b81 | |||
| 67cb23d589 |
@ -1,6 +1,7 @@
|
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---
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||||
BasedOnStyle: Microsoft
|
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IndentWidth: 4
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||||
SortIncludes: false
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||||
---
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||||
Language: Cpp
|
||||
FixNamespaceComments: true
|
||||
|
||||
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Resources/logo-868x507.png
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Resources/logo-icon-square.png
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Resources/logo-icon.png
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Resources/logo.png
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14
Samples/RPG/Assets/Assets.xml
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@ -0,0 +1,14 @@
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<Assets>
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<IAEngine>
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<EngineVersion>1.0.0</EngineVersion>
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<EditorVersion>1.0.0</EditorVersion>
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</IAEngine>
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||||
|
||||
<Properties>
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||||
|
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</Properties>
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||||
|
||||
<Entries>
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||||
|
||||
</Entries>
|
||||
</Assets>
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||||
|
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29
Samples/RPG/Assets/Scenes/GameMap.xml
Normal file
@ -0,0 +1,29 @@
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<Scene name="GameMap">
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<IAEngine>
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<EngineVersion>1.0.0</EngineVersion>
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<EditorVersion>1.0.0</EditorVersion>
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</IAEngine>
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<Properties>
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<Extent width="800" height="608"></Extent>
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</Properties>
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<Assets>
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<Entry name="SpriteSheet_Player"></Entry>
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<Entry name="TileSheet_MiddlePath"></Entry>
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<Entry name="TileSheet_MiddleWater"></Entry>
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<Entry name="TileSheet_MiddleGrass"></Entry>
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<Entry name="TileSheet_Path"></Entry>
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<Entry name="TileSheet_Water"></Entry>
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<Entry name="TileSheet_Beach"></Entry>
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<Entry name="TileSheet_Cliff"></Entry>
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<Entry name="TileSheet_FarmLand"></Entry>
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</Assets>
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<Nodes>
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</Nodes>
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<Grid tileWidth="16" tileHeight="16">
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</Grid>
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</Scene>
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11
Samples/RPG/Project.iae
Normal file
@ -0,0 +1,11 @@
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<?xml version="1.0"?>
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<Project name="RPG Sample">
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<IAEngine>
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<EngineVersion>1.0.0</EngineVersion>
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<EditorVersion>1.0.0</EditorVersion>
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</IAEngine>
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<Properties>
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<Window x="1920" y="23" />
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<StartupScene>MainMenu</StartupScene>
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</Properties>
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</Project>
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@ -1,34 +0,0 @@
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<Resources>
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<IAEngine>
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<EngineVersion>1.0.0</EngineVersion>
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<EditorVersion>1.0.0</EditorVersion>
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</IAEngine>
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|
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<Properties>
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</Properties>
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<Entries>
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<SpriteSheet name="SpriteSheet_Player" path="Cute_Fantasy_Free/Player/Player.png" spriteWidth="32" spriteHeight="32">
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<Animation name="IdleDown" frameCount="6"></Animation>
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<Animation name="IdleRight" frameCount="6"></Animation>
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<Animation name="IdleUp" frameCount="6"></Animation>
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<Animation name="WalkDown" frameCount="6"></Animation>
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<Animation name="WalkRight" frameCount="6"></Animation>
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<Animation name="WalkUp" frameCount="6"></Animation>
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<Animation name="AttackDown" frameCount="4"></Animation>
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<Animation name="AttackRight" frameCount="4"></Animation>
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<Animation name="AttackUp" frameCount="4"></Animation>
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<Animation name="Die" frameCount="4"></Animation>
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</SpriteSheet>
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<TileSheet name="TileSheet_MiddlePath" path="Cute_Fantasy_Free/Tiles/Path_Middle.png" tileWidth="16" tileHeight="16"></TileSheet>
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<TileSheet name="TileSheet_MiddleWater" path="Cute_Fantasy_Free/Tiles/Water_Middle.png" tileWidth="16" tileHeight="16"></TileSheet>
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<TileSheet name="TileSheet_MiddleGrass" path="Cute_Fantasy_Free/Tiles/Grass_Middle.png" tileWidth="16" tileHeight="16"></TileSheet>
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<TileSheet name="TileSheet_Path" path="Cute_Fantasy_Free/Tiles/Path_Tile.png" tileWidth="16" tileHeight="16"></TileSheet>
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<TileSheet name="TileSheet_Water" path="Cute_Fantasy_Free/Tiles/Water_Tile.png" tileWidth="16" tileHeight="16"></TileSheet>
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<TileSheet name="TileSheet_Beach" path="Cute_Fantasy_Free/Tiles/Beach_Tile.png" tileWidth="16" tileHeight="16"></TileSheet>
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<TileSheet name="TileSheet_Cliff" path="Cute_Fantasy_Free/Tiles/Cliff_Tile.png" tileWidth="16" tileHeight="16"></TileSheet>
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<TileSheet name="TileSheet_FarmLand" path="Cute_Fantasy_Free/Tiles/FarmLand_Tile.png" tileWidth="16" tileHeight="16"></TileSheet>
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</Entries>
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</Resources>
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@ -1,108 +0,0 @@
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<Scene name="GameMap">
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<IAEngine>
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<EngineVersion>1.0.0</EngineVersion>
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<EditorVersion>1.0.0</EditorVersion>
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</IAEngine>
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||||
|
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<Properties>
|
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<Extent width="800" height="608"></Extent>
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</Properties>
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|
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<Resources>
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<Entry name="SpriteSheet_Player"></Entry>
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<Entry name="TileSheet_MiddlePath"></Entry>
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<Entry name="TileSheet_MiddleWater"></Entry>
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<Entry name="TileSheet_MiddleGrass"></Entry>
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<Entry name="TileSheet_Path"></Entry>
|
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<Entry name="TileSheet_Water"></Entry>
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<Entry name="TileSheet_Beach"></Entry>
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<Entry name="TileSheet_Cliff"></Entry>
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<Entry name="TileSheet_FarmLand"></Entry>
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</Resources>
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<Nodes>
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||||
|
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</Nodes>
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<Grid tileWidth="16" tileHeight="16">
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<Repeat times="50">
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<Cell tileSheet="TileSheet_MiddleGrass" tileX="0" tileY="0" collisionMask="0" colorOverlay="#ffffffff"></Cell>
|
||||
</Repeat>
|
||||
<Repeat times="10">
|
||||
<Cell tileSheet="TileSheet_MiddleGrass" tileX="0" tileY="0" collisionMask="0" colorOverlay="#ffffffff"></Cell>
|
||||
</Repeat>
|
||||
<Repeat times="30">
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||||
<Cell tileSheet="TileSheet_MiddleWater" tileX="0" tileY="0" collisionMask="0" colorOverlay="#ffffffff"></Cell>
|
||||
</Repeat>
|
||||
<Repeat times="10">
|
||||
<Cell tileSheet="TileSheet_MiddleGrass" tileX="0" tileY="0" collisionMask="0" colorOverlay="#ffffffff"></Cell>
|
||||
</Repeat>
|
||||
<Repeat times="10">
|
||||
<Cell tileSheet="TileSheet_MiddleGrass" tileX="0" tileY="0" collisionMask="0" colorOverlay="#ffffffff"></Cell>
|
||||
</Repeat>
|
||||
<Repeat times="30">
|
||||
<Cell tileSheet="TileSheet_MiddleWater" tileX="0" tileY="0" collisionMask="0" colorOverlay="#ffffffff"></Cell>
|
||||
</Repeat>
|
||||
<Repeat times="10">
|
||||
<Cell tileSheet="TileSheet_MiddleGrass" tileX="0" tileY="0" collisionMask="0" colorOverlay="#ffffffff"></Cell>
|
||||
</Repeat>
|
||||
|
||||
<Repeat times="10">
|
||||
<Cell tileSheet="TileSheet_MiddleGrass" tileX="0" tileY="0" collisionMask="0" colorOverlay="#ffffffff"></Cell>
|
||||
</Repeat>
|
||||
<Repeat times="13">
|
||||
<Cell tileSheet="TileSheet_MiddleWater" tileX="0" tileY="0" collisionMask="0" colorOverlay="#ffffffff"></Cell>
|
||||
</Repeat>
|
||||
<Cell tileSheet="TileSheet_Beach" tileX="0" tileY="0" collisionMask="0" colorOverlay="#ffffffff"></Cell>
|
||||
<Cell tileSheet="TileSheet_Beach" tileX="1" tileY="0" collisionMask="0" colorOverlay="#ffffffff"></Cell>
|
||||
<Cell tileSheet="TileSheet_Beach" tileX="2" tileY="0" collisionMask="0" colorOverlay="#ffffffff"></Cell>
|
||||
<Repeat times="14">
|
||||
<Cell tileSheet="TileSheet_MiddleWater" tileX="0" tileY="0" collisionMask="0" colorOverlay="#ffffffff"></Cell>
|
||||
</Repeat>
|
||||
<Repeat times="10">
|
||||
<Cell tileSheet="TileSheet_MiddleGrass" tileX="0" tileY="0" collisionMask="0" colorOverlay="#ffffffff"></Cell>
|
||||
</Repeat>
|
||||
<Repeat times="10">
|
||||
<Cell tileSheet="TileSheet_MiddleGrass" tileX="0" tileY="0" collisionMask="0" colorOverlay="#ffffffff"></Cell>
|
||||
</Repeat>
|
||||
<Repeat times="13">
|
||||
<Cell tileSheet="TileSheet_MiddleWater" tileX="0" tileY="0" collisionMask="0" colorOverlay="#ffffffff"></Cell>
|
||||
</Repeat>
|
||||
<Cell tileSheet="TileSheet_Beach" tileX="0" tileY="1" collisionMask="0" colorOverlay="#ffffffff"></Cell>
|
||||
<Cell tileSheet="TileSheet_Beach" tileX="1" tileY="1" collisionMask="0" colorOverlay="#ffffffff"></Cell>
|
||||
<Cell tileSheet="TileSheet_Beach" tileX="2" tileY="1" collisionMask="0" colorOverlay="#ffffffff"></Cell>
|
||||
<Repeat times="14">
|
||||
<Cell tileSheet="TileSheet_MiddleWater" tileX="0" tileY="0" collisionMask="0" colorOverlay="#ffffffff"></Cell>
|
||||
</Repeat>
|
||||
<Repeat times="10">
|
||||
<Cell tileSheet="TileSheet_MiddleGrass" tileX="0" tileY="0" collisionMask="0" colorOverlay="#ffffffff"></Cell>
|
||||
</Repeat>
|
||||
<Repeat times="10">
|
||||
<Cell tileSheet="TileSheet_MiddleGrass" tileX="0" tileY="0" collisionMask="0" colorOverlay="#ffffffff"></Cell>
|
||||
</Repeat>
|
||||
<Repeat times="13">
|
||||
<Cell tileSheet="TileSheet_MiddleWater" tileX="0" tileY="0" collisionMask="0" colorOverlay="#ffffffff"></Cell>
|
||||
</Repeat>
|
||||
<Cell tileSheet="TileSheet_Beach" tileX="0" tileY="2" collisionMask="0" colorOverlay="#ffffffff"></Cell>
|
||||
<Cell tileSheet="TileSheet_Beach" tileX="1" tileY="2" collisionMask="0" colorOverlay="#ffffffff"></Cell>
|
||||
<Cell tileSheet="TileSheet_Beach" tileX="2" tileY="2" collisionMask="0" colorOverlay="#ffffffff"></Cell>
|
||||
<Repeat times="14">
|
||||
<Cell tileSheet="TileSheet_MiddleWater" tileX="0" tileY="0" collisionMask="0" colorOverlay="#ffffffff"></Cell>
|
||||
</Repeat>
|
||||
<Repeat times="10">
|
||||
<Cell tileSheet="TileSheet_MiddleGrass" tileX="0" tileY="0" collisionMask="0" colorOverlay="#ffffffff"></Cell>
|
||||
</Repeat>
|
||||
<Repeat times="10">
|
||||
<Cell tileSheet="TileSheet_MiddleGrass" tileX="0" tileY="0" collisionMask="0" colorOverlay="#ffffffff"></Cell>
|
||||
</Repeat>
|
||||
<Repeat times="30">
|
||||
<Cell tileSheet="TileSheet_MiddleWater" tileX="0" tileY="0" collisionMask="0" colorOverlay="#ffffffff"></Cell>
|
||||
</Repeat>
|
||||
<Repeat times="10">
|
||||
<Cell tileSheet="TileSheet_MiddleGrass" tileX="0" tileY="0" collisionMask="0" colorOverlay="#ffffffff"></Cell>
|
||||
</Repeat>
|
||||
<Repeat times="50">
|
||||
<Cell tileSheet="TileSheet_MiddleGrass" tileX="0" tileY="0" collisionMask="0" colorOverlay="#ffffffff"></Cell>
|
||||
</Repeat>
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</Grid>
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</Scene>
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@ -1,6 +1,6 @@
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add_subdirectory(Common/)
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add_subdirectory(ConfigParser/)
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add_subdirectory(ConfigData/)
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add_subdirectory(RenderCore/)
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add_subdirectory(IAEngine/)
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add_subdirectory(CLI/)
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@ -18,6 +18,8 @@
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|
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#include <IACore/File.hpp>
|
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|
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#include <filesystem>
|
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|
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namespace ia::iae
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{
|
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ConfigData::ConfigData(IN pugi::xml_document &&document, IN CONST String &type, IN CONST String &name,
|
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@ -29,7 +31,9 @@ namespace ia::iae
|
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|
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RefPtr<ConfigData> ConfigData::LoadFromFile(IN CONST String &path)
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{
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return LoadFromMemory(File::ReadToString(path));
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const auto result = LoadFromMemory(File::ReadToString(path));
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result->m_filePath = std::filesystem::canonical(path.c_str()).string().c_str();
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return result;
|
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}
|
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|
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RefPtr<ConfigData> ConfigData::LoadFromMemory(IN CONST String &data)
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@ -76,6 +80,14 @@ namespace ia::iae
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propertiesNode, IA_MOVE(childNodes));
|
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}
|
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|
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VOID ConfigData::WriteChangesToDisk()
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{
|
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if (m_filePath.empty())
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return;
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|
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m_document.save_file(m_filePath.c_str());
|
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}
|
||||
|
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pugi::xml_node ConfigData::Property(IN CONST String &name)
|
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{
|
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return m_propertiesNode.child(name.c_str());
|
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@ -26,6 +26,8 @@ namespace ia::iae
|
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STATIC RefPtr<ConfigData> LoadFromFile(IN CONST String &path);
|
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STATIC RefPtr<ConfigData> LoadFromMemory(IN CONST String &data);
|
||||
|
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VOID WriteChangesToDisk();
|
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|
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public:
|
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pugi::xml_node Property(IN CONST String &name);
|
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|
||||
@ -46,6 +48,8 @@ namespace ia::iae
|
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}
|
||||
|
||||
private:
|
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String m_filePath{};
|
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|
||||
CONST String m_type;
|
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CONST String m_name;
|
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CONST pugi::xml_document m_document;
|
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@ -1,11 +1,24 @@
|
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set(SRC_FILES
|
||||
"imp/cpp/UI.cpp"
|
||||
"imp/cpp/Main.cpp"
|
||||
"imp/cpp/Editor.cpp"
|
||||
"imp/cpp/Project.cpp"
|
||||
"imp/cpp/GamePreview.cpp"
|
||||
|
||||
"imp/cpp/View/AssetBrowser.cpp"
|
||||
"imp/cpp/Project.cpp"
|
||||
|
||||
"imp/cpp/UI/UI.cpp"
|
||||
"imp/cpp/UI/Popup.cpp"
|
||||
"imp/cpp/UI/Window.cpp"
|
||||
"imp/cpp/UI/TabContainer.cpp"
|
||||
|
||||
"imp/cpp/UI/View/IView.cpp"
|
||||
"imp/cpp/UI/View/FilePreview.cpp"
|
||||
"imp/cpp/UI/View/AssetBrowser.cpp"
|
||||
"imp/cpp/UI/View/Console.cpp"
|
||||
"imp/cpp/UI/View/Nodes.cpp"
|
||||
"imp/cpp/UI/View/Package.cpp"
|
||||
"imp/cpp/UI/View/Scene.cpp"
|
||||
"imp/cpp/UI/View/Game.cpp"
|
||||
"imp/cpp/UI/View/Asset.cpp"
|
||||
"imp/cpp/UI/View/Properties.cpp"
|
||||
|
||||
# imgui
|
||||
"imp/cpp/Vendor/imgui/imgui.cpp"
|
||||
@ -14,6 +27,8 @@ set(SRC_FILES
|
||||
"imp/cpp/Vendor/imgui/imgui_widgets.cpp"
|
||||
"imp/cpp/Vendor/imgui/backends/imgui_impl_sdl3.cpp"
|
||||
"imp/cpp/Vendor/imgui/backends/imgui_impl_sdlgpu3.cpp"
|
||||
|
||||
"imp/cpp/Vendor/FontAwesome7.cpp"
|
||||
)
|
||||
|
||||
add_executable(IAE_Editor ${SRC_FILES})
|
||||
|
||||
@ -15,21 +15,39 @@
|
||||
// along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
#include <Project.hpp>
|
||||
#include <ConfigData/ConfigData.hpp>
|
||||
|
||||
#include <filesystem>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
RefPtr<Project> Project::Load(IN CONST String &directory)
|
||||
{
|
||||
const auto config = ConfigData::LoadFromFile(BuildString(directory, "/", "Project.iae"));
|
||||
return MakeRefPtr<Project>(config->Name(), std::filesystem::canonical(directory.c_str()).string().c_str());
|
||||
auto config = ConfigData::LoadFromFile(BuildString(directory, "/", "Project.iae"));
|
||||
return MakeRefPtr<Project>(config->Name(), std::filesystem::canonical(directory.c_str()).string().c_str(), IA_MOVE(config));
|
||||
}
|
||||
|
||||
Project::Project(IN CONST String& name, IN CONST String& absolutePath):
|
||||
m_projectName(name), m_projectAbsolutePath(absolutePath), m_assetDirectory(BuildString(absolutePath, "/Assets/"))
|
||||
VOID Project::Update()
|
||||
{
|
||||
// Update Window Position
|
||||
const auto windowNode = m_configData->Property("Window");
|
||||
windowNode.attribute("x").set_value(m_windowPosition.x);
|
||||
windowNode.attribute("y").set_value(m_windowPosition.y);
|
||||
|
||||
m_configData->WriteChangesToDisk();
|
||||
}
|
||||
|
||||
Project::Project(IN CONST String &name, IN CONST String &absolutePath, IN RefPtr<ConfigData> &&configData)
|
||||
: m_projectName(name), m_projectAbsolutePath(absolutePath),
|
||||
m_assetDirectory(BuildString(absolutePath, "/Assets/")), m_configData(IA_MOVE(configData))
|
||||
{
|
||||
IA_ASSERT(std::filesystem::exists(m_assetDirectory.c_str()));
|
||||
|
||||
const auto windowNode = m_configData->Property("Window");
|
||||
if(windowNode && windowNode.attribute("x") && windowNode.attribute("y"))
|
||||
{
|
||||
m_windowPosition.x = windowNode.attribute("x").as_int();
|
||||
m_windowPosition.y = windowNode.attribute("y").as_int();
|
||||
}
|
||||
}
|
||||
|
||||
Project::~Project()
|
||||
|
||||
@ -1,87 +0,0 @@
|
||||
// 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/IAEngine.hpp>
|
||||
#include <RenderCore/RenderCore.hpp>
|
||||
#include <SDL3/SDL.h>
|
||||
|
||||
#include <Vendor/imgui/backends/imgui_impl_sdl3.h>
|
||||
#include <Vendor/imgui/backends/imgui_impl_sdlgpu3.h>
|
||||
|
||||
#include <UI.hpp>
|
||||
|
||||
#include <View/AssetBrowser.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
EXTERN IVec2 g_windowExtent;
|
||||
EXTERN RDC_Texture *g_gamePreviewTexture;
|
||||
|
||||
View_AssetBrowser g_assetBrowserView;
|
||||
|
||||
VOID UI::Initialize()
|
||||
{
|
||||
g_assetBrowserView.Initialize();
|
||||
}
|
||||
|
||||
VOID UI::Terminate()
|
||||
{
|
||||
g_assetBrowserView.Terminate();
|
||||
}
|
||||
|
||||
VOID UI::Update()
|
||||
{
|
||||
}
|
||||
|
||||
VOID UI::Draw()
|
||||
{
|
||||
ImVec2 gamePreviewViewSize = {(FLOAT32) gamePreviewResolution.x, (FLOAT32) gamePreviewResolution.y};
|
||||
|
||||
{ // Scene Nodes View
|
||||
ImGui::Begin("Nodes", nullptr,
|
||||
ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse);
|
||||
ImGui::SetWindowPos({0.0f, 0.0f});
|
||||
ImGui::SetWindowSize({g_windowExtent.x / 2.0f - gamePreviewViewSize.x / 2.0f, gamePreviewViewSize.y + 35});
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
{ // Scene View
|
||||
ImGui::Begin("Scene", nullptr,
|
||||
ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse);
|
||||
ImGui::SetWindowPos({g_windowExtent.x / 2.0f - gamePreviewViewSize.x / 2.0f, 0.0f});
|
||||
ImGui::Image(g_gamePreviewTexture->GetHandle(), gamePreviewViewSize);
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
{ // Properties View
|
||||
ImGui::Begin("Properties", nullptr,
|
||||
ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse);
|
||||
ImGui::SetWindowSize(
|
||||
{g_windowExtent.x / 2.0f - gamePreviewViewSize.x / 2.0f - 15.0f, gamePreviewViewSize.y + 35});
|
||||
ImGui::SetWindowPos({g_windowExtent.x - ImGui::GetWindowSize().x, 0.0f});
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
{ // Asset Browser View
|
||||
ImGui::Begin("Asset Browser", nullptr,
|
||||
ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse);
|
||||
ImGui::SetWindowPos({0.0f, gamePreviewViewSize.y + 35});
|
||||
ImGui::SetWindowSize({(FLOAT32) g_windowExtent.x, (FLOAT32) g_windowExtent.y - gamePreviewViewSize.y - 35});
|
||||
g_assetBrowserView.Render();
|
||||
ImGui::End();
|
||||
}
|
||||
}
|
||||
} // namespace ia::iae::editor
|
||||
0
Src/Editor/imp/cpp/UI/Popup.cpp
Normal file
126
Src/Editor/imp/cpp/UI/TabContainer.cpp
Normal file
@ -0,0 +1,126 @@
|
||||
// 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 <UI/TabContainer.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
INT32 g_tabContainerCount{0};
|
||||
|
||||
TabContainer::TabContainer()
|
||||
: m_containerID(BuildString("TabContainer##", g_tabContainerCount++)),
|
||||
m_tabBarID(BuildString("TabBar##", g_tabContainerCount++))
|
||||
{
|
||||
}
|
||||
|
||||
VOID TabContainer::Initialize()
|
||||
{
|
||||
}
|
||||
|
||||
VOID TabContainer::Terminate()
|
||||
{
|
||||
for (const auto &t : m_tabViews)
|
||||
RemoveTab(t->Key);
|
||||
}
|
||||
|
||||
VOID TabContainer::Draw(IN ImVec2 position, IN ImVec2 size)
|
||||
{
|
||||
ImGui::Begin(m_containerID.c_str(), nullptr,
|
||||
ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse |
|
||||
ImGuiWindowFlags_NoTitleBar);
|
||||
ImGui::SetWindowPos(position);
|
||||
ImGui::SetWindowSize(size);
|
||||
ImGui::BeginTabBar(m_tabBarID.c_str());
|
||||
|
||||
for (const auto &v : m_tabViews)
|
||||
{
|
||||
ImGuiTabItemFlags flags{};
|
||||
if (m_pendingActiveTabName && m_pendingActiveTabName == v->Key)
|
||||
{
|
||||
flags |= ImGuiTabItemFlags_SetSelected;
|
||||
m_pendingActiveTabName = nullptr;
|
||||
}
|
||||
|
||||
BOOL* isOpen = v->Value.IsCloseable ? &v->Value.IsOpen : nullptr;
|
||||
if (ImGui::BeginTabItem(v->Value.View->IconAndName().c_str(), isOpen, flags))
|
||||
{
|
||||
v->Value.View->Render();
|
||||
ImGui::EndTabItem();
|
||||
|
||||
m_activeTabName = v->Key.c_str();
|
||||
}
|
||||
}
|
||||
|
||||
ImGui::EndTabBar();
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
VOID TabContainer::Update()
|
||||
{
|
||||
for (const auto &t : m_tabViews)
|
||||
t->Value.View->Update();
|
||||
}
|
||||
|
||||
VOID TabContainer::ProcessEvent(IN SDL_Event *event)
|
||||
{
|
||||
for (const auto &t : m_tabViews)
|
||||
t->Value.View->ProcessEvent(event);
|
||||
}
|
||||
|
||||
VOID TabContainer::AddTab(IN CONST String &name, IN IView *view, IN BOOL isCloseable)
|
||||
{
|
||||
RemoveTab(name);
|
||||
view->Initialize();
|
||||
m_tabViews[name] = Tab{.View = view, .IsCloseable = isCloseable};
|
||||
if (!m_activeTabName)
|
||||
m_activeTabName = name.c_str();
|
||||
}
|
||||
|
||||
VOID TabContainer::RemoveTab(IN CONST String &name)
|
||||
{
|
||||
if (!m_tabViews.contains(name))
|
||||
return;
|
||||
m_tabViews[name].IsOpen = false;
|
||||
if (m_tabViews[name].View)
|
||||
m_tabViews[name].View->Terminate();
|
||||
delete m_tabViews[name].View;
|
||||
m_tabViews[name] = {};
|
||||
}
|
||||
|
||||
VOID TabContainer::OpenTab(IN CONST String &name)
|
||||
{
|
||||
if (!m_tabViews.contains(name))
|
||||
return;
|
||||
m_tabViews[name].IsOpen = true;
|
||||
}
|
||||
|
||||
VOID TabContainer::CloseTab(IN CONST String &name)
|
||||
{
|
||||
if (!m_tabViews.contains(name))
|
||||
return;
|
||||
m_tabViews[name].IsOpen = false;
|
||||
}
|
||||
|
||||
VOID TabContainer::ChangeActiveTab(IN PCCHAR name)
|
||||
{
|
||||
m_pendingActiveTabName = name;
|
||||
}
|
||||
|
||||
IView *TabContainer::GetTab(IN CONST String &name)
|
||||
{
|
||||
return m_tabViews[name].View;
|
||||
}
|
||||
} // namespace ia::iae
|
||||
223
Src/Editor/imp/cpp/UI/UI.cpp
Normal file
@ -0,0 +1,223 @@
|
||||
// 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/IAEngine.hpp>
|
||||
#include <RenderCore/RenderCore.hpp>
|
||||
|
||||
#include <UI/UI.hpp>
|
||||
#include <UI/View/Asset.hpp>
|
||||
#include <UI/View/AssetBrowser.hpp>
|
||||
#include <UI/View/Console.hpp>
|
||||
#include <UI/View/FilePreview.hpp>
|
||||
#include <UI/View/Nodes.hpp>
|
||||
#include <UI/View/Package.hpp>
|
||||
#include <UI/View/Properties.hpp>
|
||||
#include <UI/View/Scene.hpp>
|
||||
#include <UI/View/Game.hpp>
|
||||
|
||||
#include <UI/TabContainer.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
STATIC CONSTEXPR PCCHAR VIEW_NAME_ASSET_BROWSER = "AssetBrowser";
|
||||
STATIC CONSTEXPR PCCHAR VIEW_NAME_FILE_PREVIEW = "FilePreview";
|
||||
STATIC CONSTEXPR PCCHAR VIEW_NAME_ASSET = "Asset";
|
||||
STATIC CONSTEXPR PCCHAR VIEW_NAME_CONSOLE = "Console";
|
||||
STATIC CONSTEXPR PCCHAR VIEW_NAME_NODES = "Nodes";
|
||||
STATIC CONSTEXPR PCCHAR VIEW_NAME_PACKAGE = "Package";
|
||||
STATIC CONSTEXPR PCCHAR VIEW_NAME_PROPERTIES = "Properties";
|
||||
STATIC CONSTEXPR PCCHAR VIEW_NAME_SCENE = "Scene";
|
||||
STATIC CONSTEXPR PCCHAR VIEW_NAME_GAME = "Game";
|
||||
|
||||
EXTERN IVec2 g_windowExtent;
|
||||
|
||||
IView *UI::s_focusedView{};
|
||||
|
||||
TabContainer g_tabContainerB;
|
||||
TabContainer g_tabContainerTL;
|
||||
TabContainer g_tabContainerTM;
|
||||
TabContainer g_tabContainerTR;
|
||||
|
||||
VOID UI::OpenFilePreviewView()
|
||||
{
|
||||
g_tabContainerTR.OpenTab(VIEW_NAME_FILE_PREVIEW);
|
||||
g_tabContainerTR.ChangeActiveTab(VIEW_NAME_FILE_PREVIEW);
|
||||
}
|
||||
|
||||
VOID UI::CloseFilePreviewView()
|
||||
{
|
||||
g_tabContainerTR.CloseTab(VIEW_NAME_FILE_PREVIEW);
|
||||
}
|
||||
|
||||
VOID UI::OpenAssetView()
|
||||
{
|
||||
g_tabContainerTR.OpenTab(VIEW_NAME_ASSET);
|
||||
g_tabContainerTR.ChangeActiveTab(VIEW_NAME_ASSET);
|
||||
}
|
||||
|
||||
VOID UI::CloseAssetView()
|
||||
{
|
||||
g_tabContainerTR.CloseTab(VIEW_NAME_ASSET);
|
||||
}
|
||||
|
||||
class View_Asset *UI::GetAssetView()
|
||||
{
|
||||
return (View_Asset *) g_tabContainerTR.GetTab(VIEW_NAME_ASSET);
|
||||
}
|
||||
|
||||
class View_FilePreview *UI::GetFilePreviewView()
|
||||
{
|
||||
return (View_FilePreview *) g_tabContainerTR.GetTab(VIEW_NAME_FILE_PREVIEW);
|
||||
}
|
||||
|
||||
VOID UI::Initialize()
|
||||
{
|
||||
g_tabContainerB.Initialize();
|
||||
g_tabContainerTL.Initialize();
|
||||
g_tabContainerTM.Initialize();
|
||||
g_tabContainerTR.Initialize();
|
||||
|
||||
g_tabContainerB.AddTab<View_AssetBrowser>(VIEW_NAME_ASSET_BROWSER);
|
||||
g_tabContainerB.AddTab<View_Console>(VIEW_NAME_CONSOLE);
|
||||
|
||||
g_tabContainerTL.AddTab<View_Nodes>(VIEW_NAME_NODES);
|
||||
g_tabContainerTL.AddTab<View_Package>(VIEW_NAME_PACKAGE);
|
||||
|
||||
g_tabContainerTM.AddTab<View_Scene>(VIEW_NAME_SCENE);
|
||||
g_tabContainerTM.AddTab<View_Game>(VIEW_NAME_GAME);
|
||||
|
||||
g_tabContainerTR.AddTab<View_Properties>(VIEW_NAME_PROPERTIES);
|
||||
g_tabContainerTR.AddTab<View_Asset>(VIEW_NAME_ASSET, true);
|
||||
g_tabContainerTR.AddTab<View_FilePreview>(VIEW_NAME_FILE_PREVIEW, true);
|
||||
|
||||
g_tabContainerTR.CloseTab(VIEW_NAME_ASSET);
|
||||
g_tabContainerTR.CloseTab(VIEW_NAME_FILE_PREVIEW);
|
||||
}
|
||||
|
||||
VOID UI::Terminate()
|
||||
{
|
||||
g_tabContainerB.Terminate();
|
||||
g_tabContainerTL.Terminate();
|
||||
g_tabContainerTM.Terminate();
|
||||
g_tabContainerTR.Terminate();
|
||||
}
|
||||
|
||||
VOID UI::Update()
|
||||
{
|
||||
g_tabContainerB.Update();
|
||||
g_tabContainerTL.Update();
|
||||
g_tabContainerTM.Update();
|
||||
g_tabContainerTR.Update();
|
||||
}
|
||||
|
||||
VOID UI::ProcessEvent(IN SDL_Event *event)
|
||||
{
|
||||
g_tabContainerB.ProcessEvent(event);
|
||||
g_tabContainerTL.ProcessEvent(event);
|
||||
g_tabContainerTM.ProcessEvent(event);
|
||||
g_tabContainerTR.ProcessEvent(event);
|
||||
}
|
||||
|
||||
VOID UI::Draw()
|
||||
{
|
||||
DrawMenuBar();
|
||||
|
||||
g_tabContainerB.Draw({0.0f, LAYOUT_TOP_MIDDLE_VIEW_EXTENT.y * g_windowExtent.y + MENUBAR_HEIGHT},
|
||||
{g_windowExtent.x * LAYOUT_BOTTOM_VIEW_EXTENT.x,
|
||||
g_windowExtent.y * LAYOUT_BOTTOM_VIEW_EXTENT.y - MENUBAR_HEIGHT});
|
||||
g_tabContainerTL.Draw({0.0f, MENUBAR_HEIGHT}, {g_windowExtent.x * LAYOUT_TOP_LEFT_VIEW_EXTENT.x,
|
||||
g_windowExtent.y * LAYOUT_TOP_LEFT_VIEW_EXTENT.y});
|
||||
g_tabContainerTM.Draw(
|
||||
{g_windowExtent.x * LAYOUT_TOP_LEFT_VIEW_EXTENT.x, MENUBAR_HEIGHT},
|
||||
{g_windowExtent.x * LAYOUT_TOP_MIDDLE_VIEW_EXTENT.x, g_windowExtent.y * LAYOUT_TOP_MIDDLE_VIEW_EXTENT.y});
|
||||
g_tabContainerTR.Draw(
|
||||
{g_windowExtent.x * (1.0f - LAYOUT_TOP_RIGHT_VIEW_EXTENT.x), MENUBAR_HEIGHT},
|
||||
{g_windowExtent.x * LAYOUT_TOP_RIGHT_VIEW_EXTENT.x, g_windowExtent.y * LAYOUT_TOP_RIGHT_VIEW_EXTENT.y});
|
||||
}
|
||||
|
||||
VOID UI::DrawMenuBar()
|
||||
{
|
||||
if (ImGui::BeginMainMenuBar())
|
||||
{
|
||||
if (ImGui::BeginMenu("File"))
|
||||
{
|
||||
if (ImGui::MenuItem("New Scene", nullptr, nullptr))
|
||||
{
|
||||
}
|
||||
UI::PadY();
|
||||
if (ImGui::MenuItem("Open Scene", nullptr, nullptr))
|
||||
{
|
||||
}
|
||||
UI::PadY();
|
||||
ImGui::Separator();
|
||||
UI::PadY();
|
||||
if (ImGui::MenuItem("Exit", nullptr, nullptr))
|
||||
SDL_Quit();
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
ImGui::EndMainMenuBar();
|
||||
}
|
||||
}
|
||||
|
||||
VOID UI::PadX(IN FLOAT32 v)
|
||||
{
|
||||
ImGui::SetCursorPosX(ImGui::GetCursorPosX() + v);
|
||||
}
|
||||
|
||||
VOID UI::PadY(IN FLOAT32 v)
|
||||
{
|
||||
ImGui::SetCursorPosY(ImGui::GetCursorPosY() + v);
|
||||
}
|
||||
|
||||
VOID UI::AlignCursorLeft(IN CONST ImRect &rect)
|
||||
{
|
||||
ImGui::SetCursorPosX(rect.GetTL().x);
|
||||
}
|
||||
|
||||
VOID UI::AlignCursorRight(IN CONST ImRect &rect, IN FLOAT32 width)
|
||||
{
|
||||
ImGui::SetCursorPosX(rect.GetWidth() - width);
|
||||
}
|
||||
|
||||
VOID UI::AlignCursorTop(IN CONST ImRect &rect)
|
||||
{
|
||||
ImGui::SetCursorPosY(rect.AsVec4().y);
|
||||
}
|
||||
|
||||
VOID UI::AlignCursorBottom(IN CONST ImRect &rect, IN FLOAT32 height)
|
||||
{
|
||||
ImGui::SetCursorPosY(rect.GetHeight() - height);
|
||||
}
|
||||
|
||||
VOID UI::AlignCursorHCenter(IN CONST ImRect &rect, IN FLOAT32 width)
|
||||
{
|
||||
ImGui::SetCursorPosX((rect.GetWidth() - width) / 2.0f);
|
||||
}
|
||||
|
||||
VOID UI::AlignCursorVCenter(IN CONST ImRect &rect, IN FLOAT32 height)
|
||||
{
|
||||
ImGui::SetCursorPosY((rect.GetHeight() - height) / 2.0f);
|
||||
}
|
||||
|
||||
VOID UI::DrawTextCentered(IN CONST ImVec2 &viewExtent, IN CONST String &text)
|
||||
{
|
||||
ImRect rect{{}, viewExtent};
|
||||
const auto textSize = ImGui::CalcTextSize(text.c_str());
|
||||
UI::AlignCursorHCenter(rect, textSize.x);
|
||||
UI::AlignCursorVCenter(rect, textSize.y);
|
||||
ImGui::Text("%s", text.c_str());
|
||||
}
|
||||
} // namespace ia::iae
|
||||
214
Src/Editor/imp/cpp/UI/View/Asset.cpp
Normal file
@ -0,0 +1,214 @@
|
||||
// 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 <UI/View/Asset.hpp>
|
||||
|
||||
#include <IAEngine/Asset/AssetManager.hpp>
|
||||
#include <RenderCore/RenderCore.hpp>
|
||||
|
||||
#include <Editor.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
VOID View_Asset::Initialize()
|
||||
{
|
||||
SetName("Asset");
|
||||
SetIcon(ICON_FA_STAR);
|
||||
}
|
||||
|
||||
VOID View_Asset::Terminate()
|
||||
{
|
||||
}
|
||||
|
||||
VOID View_Asset::Render()
|
||||
{
|
||||
PreRender();
|
||||
|
||||
if (!m_asset)
|
||||
{
|
||||
PostRender();
|
||||
return;
|
||||
}
|
||||
|
||||
STATIC CHAR NAME_BUFFER[256];
|
||||
|
||||
memcpy(NAME_BUFFER, m_assetName.c_str(), m_assetName.size() + 1);
|
||||
ImGui::Text("Name: ");
|
||||
ImGui::SameLine();
|
||||
ImGui::InputText("##name", NAME_BUFFER, sizeof(NAME_BUFFER));
|
||||
m_assetName = NAME_BUFFER;
|
||||
|
||||
DrawAssetTypePicker();
|
||||
|
||||
switch (m_asset->GetType())
|
||||
{
|
||||
case EAssetType::TEXTURE:
|
||||
RenderTextureAsset();
|
||||
break;
|
||||
|
||||
case EAssetType::SPRITE:
|
||||
RenderSpriteAsset();
|
||||
break;
|
||||
|
||||
case EAssetType::TILESHEET:
|
||||
RenderTileSheetAsset();
|
||||
break;
|
||||
|
||||
case EAssetType::SPRITESHEET:
|
||||
RenderSpriteSheetAsset();
|
||||
break;
|
||||
|
||||
case EAssetType::INVALID:
|
||||
case EAssetType::SOUND:
|
||||
case EAssetType::SCENE:
|
||||
case EAssetType::PLUGIN:
|
||||
case EAssetType::PACKAGE:
|
||||
break;
|
||||
}
|
||||
|
||||
PostRender();
|
||||
}
|
||||
|
||||
VOID View_Asset::Update()
|
||||
{
|
||||
}
|
||||
|
||||
VOID View_Asset::OnEvent(IN SDL_Event *event)
|
||||
{
|
||||
}
|
||||
|
||||
VOID View_Asset::Open(IN String assetName)
|
||||
{
|
||||
m_assetName = assetName;
|
||||
const auto asset = AssetManager::GetAssetByName<Asset_Texture>(m_assetName);
|
||||
m_assetImageHandle = RDC::BakeTexture(asset->GetHandle()->ImagePtr);
|
||||
m_assetImageExtent = {asset->GetHandle()->ImagePtr->Width, asset->GetHandle()->ImagePtr->Height};
|
||||
m_asset = asset;
|
||||
m_assetType = asset->GetType();
|
||||
}
|
||||
|
||||
VOID View_Asset::Close()
|
||||
{
|
||||
m_assetName = "";
|
||||
m_asset = nullptr;
|
||||
m_assetImageHandle = 0;
|
||||
m_assetImageExtent = {};
|
||||
m_assetType = EAssetType::INVALID;
|
||||
}
|
||||
|
||||
VOID View_Asset::RenderTextureAsset()
|
||||
{
|
||||
const auto asset = (Asset_Texture *) m_asset;
|
||||
DrawAssetImage(0.75f, {0, 0});
|
||||
}
|
||||
|
||||
VOID View_Asset::RenderSpriteAsset()
|
||||
{
|
||||
const auto asset = (Asset_Sprite *) m_asset;
|
||||
DrawAssetImage(0.75f, {0, 0});
|
||||
}
|
||||
|
||||
VOID View_Asset::RenderTileSheetAsset()
|
||||
{
|
||||
const auto asset = (Asset_TileSheet *) m_asset;
|
||||
|
||||
ImGui::Text("Tile Width: ");
|
||||
ImGui::SameLine();
|
||||
ImGui::InputInt("##TileWidth", &asset->TileWidth());
|
||||
if (asset->TileWidth() < 1)
|
||||
asset->TileWidth() = 1;
|
||||
if (asset->TileWidth() > m_assetImageExtent.x)
|
||||
asset->TileWidth() = m_assetImageExtent.x;
|
||||
|
||||
ImGui::Text("Tile Height: ");
|
||||
ImGui::SameLine();
|
||||
ImGui::InputInt("##TileHeight", &asset->TileHeight());
|
||||
if (asset->TileHeight() < 1)
|
||||
asset->TileHeight() = 1;
|
||||
if (asset->TileHeight() > m_assetImageExtent.y)
|
||||
asset->TileHeight() = m_assetImageExtent.y;
|
||||
|
||||
DrawAssetImage(0.75f, {asset->TileWidth(), asset->TileHeight()});
|
||||
}
|
||||
|
||||
VOID View_Asset::RenderSpriteSheetAsset()
|
||||
{
|
||||
const auto asset = (Asset_SpriteSheet *) m_asset;
|
||||
}
|
||||
|
||||
VOID View_Asset::DrawAssetImage(IN FLOAT32 relativeWidth, IN IVec2 gridSize)
|
||||
{
|
||||
ImVec2 base_pos = ImGui::GetCursorScreenPos();
|
||||
|
||||
const auto ImageWidth = m_extent.x * relativeWidth;
|
||||
const auto aspectRatio =
|
||||
static_cast<FLOAT32>(m_assetImageExtent.y) / static_cast<FLOAT32>(m_assetImageExtent.x);
|
||||
const auto ImageHeight = aspectRatio * ImageWidth;
|
||||
|
||||
ImGui::Image((ImTextureRef) m_assetImageHandle, {ImageWidth, ImageHeight});
|
||||
|
||||
if((!gridSize.x) || (!gridSize.y))
|
||||
return;
|
||||
|
||||
gridSize.x *= ImageWidth/m_assetImageExtent.x;
|
||||
gridSize.y *= ImageHeight/m_assetImageExtent.y;
|
||||
|
||||
ImDrawList *draw_list = ImGui::GetWindowDrawList();
|
||||
|
||||
auto gridCountX = ImageWidth / gridSize.x;
|
||||
auto gridCountY = ImageHeight / gridSize.y;
|
||||
|
||||
ImU32 grid_color = IM_COL32(200, 200, 200, 50);
|
||||
float grid_thickness = 1.0f;
|
||||
|
||||
ImGui::Dummy(ImVec2(ImageWidth, ImageHeight));
|
||||
|
||||
for (int i = 0; i <= gridCountX; ++i)
|
||||
{
|
||||
ImVec2 p1 = ImVec2(base_pos.x + i * gridSize.x, base_pos.y);
|
||||
ImVec2 p2 = ImVec2(base_pos.x + i * gridSize.x, base_pos.y + ImageHeight);
|
||||
draw_list->AddLine(p1, p2, grid_color, grid_thickness);
|
||||
}
|
||||
|
||||
for (int i = 0; i <= gridCountY; ++i)
|
||||
{
|
||||
ImVec2 p1 = ImVec2(base_pos.x, base_pos.y + i * gridSize.y);
|
||||
ImVec2 p2 = ImVec2(base_pos.x + ImageWidth, base_pos.y + i * gridSize.y);
|
||||
draw_list->AddLine(p1, p2, grid_color, grid_thickness);
|
||||
}
|
||||
}
|
||||
|
||||
VOID View_Asset::DrawAssetTypePicker()
|
||||
{
|
||||
ImGui::Text("Asset Type: ");
|
||||
ImGui::SameLine();
|
||||
ImGui::Combo("##", (INT32 *) &m_assetType, "None\0Texture\0Sprite\0TileSheet\0SpriteSheet\0");
|
||||
if (m_assetType != m_asset->GetType())
|
||||
{
|
||||
ImGui::SameLine();
|
||||
if (ImGui::Button("Apply"))
|
||||
{
|
||||
if (m_assetType == EAssetType::INVALID)
|
||||
{
|
||||
Editor::Instance().RemoveFromAssets(m_assetName);
|
||||
Close();
|
||||
UI::CloseAssetView();
|
||||
}
|
||||
m_asset = AssetManager::ChangeAssetType(m_assetName, m_assetType);
|
||||
}
|
||||
}
|
||||
}
|
||||
} // namespace ia::iae
|
||||
@ -14,12 +14,16 @@
|
||||
// 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 <View/AssetBrowser.hpp>
|
||||
#include <Editor.hpp>
|
||||
#include <UI/View/AssetBrowser.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
VOID View_AssetBrowser::Initialize()
|
||||
{
|
||||
SetName("Asset Browser");
|
||||
SetIcon(ICON_FA_BOX_OPEN);
|
||||
|
||||
if (!std::filesystem::exists("Assets"))
|
||||
THROW_INVALID_DATA("Not a valid IAEngine project directory");
|
||||
m_assetDirectoryPath = std::filesystem::current_path() / "Assets/";
|
||||
@ -35,48 +39,90 @@ namespace ia::iae
|
||||
{
|
||||
PreRender();
|
||||
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2{7.5f, 7.5f});
|
||||
|
||||
if (ImGui::BeginTable("root", 2, ImGuiTableFlags_Borders | ImGuiTableFlags_SizingStretchProp))
|
||||
{
|
||||
ImGui::TableSetupColumn("Navigation", ImGuiTableColumnFlags_WidthStretch, 0.25f);
|
||||
ImGui::TableSetupColumn("Asset Browser", ImGuiTableColumnFlags_WidthStretch, 0.75f);
|
||||
ImGui::TableSetupColumn("Navigation", ImGuiTableColumnFlags_WidthStretch, 0.15f);
|
||||
ImGui::TableSetupColumn("Asset Browser", ImGuiTableColumnFlags_WidthStretch, 0.85f);
|
||||
|
||||
ImGui::TableNextColumn();
|
||||
if (ImGui::BeginChild("Navigation", ImVec2(0, -FLT_MIN)))
|
||||
if (ImGui::BeginChild("Navigation", ImVec2(0, -FLT_MIN), ImGuiChildFlags_AlwaysUseWindowPadding))
|
||||
{
|
||||
for (const auto &t : m_assetDirectoryFiles)
|
||||
{
|
||||
ImGui::Text("%s %s", t.Icon, t.Name.c_str());
|
||||
ImGui::SetCursorPosY(ImGui::GetCursorPosY() + 1.75f);
|
||||
if (ImGui::Selectable(t.IconAndName.c_str()))
|
||||
{
|
||||
if (t.IsDirectory)
|
||||
{
|
||||
ChangeCurrentOpenDirectory(t.Path);
|
||||
break;
|
||||
}
|
||||
OpenAsset(t.Path);
|
||||
}
|
||||
}
|
||||
}
|
||||
ImGui::EndChild();
|
||||
|
||||
ImGui::TableNextColumn();
|
||||
if (ImGui::BeginChild("Asset Browser", ImVec2(0, -FLT_MIN)))
|
||||
if (ImGui::BeginChild("Asset Browser", ImVec2(0, -FLT_MIN), ImGuiChildFlags_AlwaysUseWindowPadding))
|
||||
{
|
||||
for (const auto &t : m_currentOpenDirectoryFiles)
|
||||
{
|
||||
ImGui::SetCursorPosY(ImGui::GetCursorPosY() + 1.75f);
|
||||
if (ImGui::Selectable(t.IconAndName.c_str()))
|
||||
{
|
||||
if (t.IsDirectory)
|
||||
{
|
||||
ChangeCurrentOpenDirectory(t.Path);
|
||||
break;
|
||||
}
|
||||
OpenAsset(t.Path);
|
||||
}
|
||||
}
|
||||
}
|
||||
ImGui::EndChild();
|
||||
|
||||
ImGui::EndTable();
|
||||
}
|
||||
|
||||
ImGui::PopStyleVar();
|
||||
|
||||
PostRender();
|
||||
}
|
||||
|
||||
VOID View_AssetBrowser::Update()
|
||||
{
|
||||
}
|
||||
|
||||
VOID View_AssetBrowser::OnEvent(IN SDL_Event *event)
|
||||
{
|
||||
}
|
||||
|
||||
VOID View_AssetBrowser::ChangeCurrentOpenDirectory(IN CONST std::filesystem::path &path)
|
||||
{
|
||||
m_currentOpenDirectoryPath = path;
|
||||
std::filesystem::current_path(m_currentOpenDirectoryPath);
|
||||
|
||||
if (path == m_assetDirectoryPath)
|
||||
m_currentOpenDirectoryFiles.clear();
|
||||
else
|
||||
FillFileEntries(m_currentOpenDirectoryPath, m_currentOpenDirectoryFiles);
|
||||
}
|
||||
|
||||
VOID View_AssetBrowser::FillFileEntries(IN CONST std::filesystem::path &path, IN Vector<FileEntry> &fileEntries)
|
||||
{
|
||||
fileEntries.clear();
|
||||
for (const auto &t : std::filesystem::directory_iterator(path))
|
||||
{
|
||||
if (!t.is_directory())
|
||||
continue;
|
||||
fileEntries.pushBack(
|
||||
{.Icon = ICON_FA_FOLDER, .Name = t.path().filename().string().c_str(), .IsDirectory = true});
|
||||
fileEntries.pushBack({.Icon = ICON_FA_FOLDER,
|
||||
.Name = t.path().filename().string().c_str(),
|
||||
.IsDirectory = true,
|
||||
.Path = t.path()});
|
||||
fileEntries.back().IconAndName = BuildString(fileEntries.back().Icon, " ", fileEntries.back().Name);
|
||||
}
|
||||
for (const auto &t : std::filesystem::directory_iterator(path))
|
||||
{
|
||||
@ -84,7 +130,9 @@ namespace ia::iae
|
||||
continue;
|
||||
fileEntries.pushBack({.Icon = GetFileEntryIcon(t.path().extension().string().c_str()),
|
||||
.Name = t.path().filename().string().c_str(),
|
||||
.IsDirectory = false});
|
||||
.IsDirectory = false,
|
||||
.Path = t.path()});
|
||||
fileEntries.back().IconAndName = BuildString(fileEntries.back().Icon, " ", fileEntries.back().Name);
|
||||
}
|
||||
}
|
||||
|
||||
@ -92,6 +140,13 @@ namespace ia::iae
|
||||
{
|
||||
if (!strcmp(extension, ".xml"))
|
||||
return ICON_FA_CODE;
|
||||
return "";
|
||||
if (!strcmp(extension, ".png") || !strcmp(extension, ".jpg"))
|
||||
return ICON_FA_IMAGE;
|
||||
return ICON_FA_FILE;
|
||||
}
|
||||
} // namespace ia::iae::editor
|
||||
|
||||
VOID View_AssetBrowser::OpenAsset(IN CONST std::filesystem::path &path)
|
||||
{
|
||||
Editor::Instance().OpenFile(path);
|
||||
}
|
||||
} // namespace ia::iae
|
||||
46
Src/Editor/imp/cpp/UI/View/Console.cpp
Normal file
@ -0,0 +1,46 @@
|
||||
// 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 <UI/View/Console.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
VOID View_Console::Initialize()
|
||||
{
|
||||
SetName("Console");
|
||||
SetIcon(ICON_FA_TERMINAL);
|
||||
}
|
||||
|
||||
VOID View_Console::Terminate()
|
||||
{
|
||||
}
|
||||
|
||||
VOID View_Console::Render()
|
||||
{
|
||||
PreRender();
|
||||
|
||||
PostRender();
|
||||
}
|
||||
|
||||
VOID View_Console::Update(){
|
||||
|
||||
}
|
||||
|
||||
VOID View_Console::OnEvent(IN SDL_Event *event)
|
||||
{
|
||||
|
||||
}
|
||||
} // namespace ia::iae
|
||||
170
Src/Editor/imp/cpp/UI/View/FilePreview.cpp
Normal file
@ -0,0 +1,170 @@
|
||||
// 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 <UI/View/FilePreview.hpp>
|
||||
|
||||
#include <IAEngine/Asset/AssetManager.hpp>
|
||||
#include <RenderCore/RenderCore.hpp>
|
||||
|
||||
#include <Editor.hpp>
|
||||
|
||||
#include <fstream>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
BOOL is_extension_one_of(IN PCCHAR ext, IN std::initializer_list<PCCHAR> values)
|
||||
{
|
||||
for (const auto &t : values)
|
||||
{
|
||||
if (!strcmp(ext, t))
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
Vector<String> get_lines_of_file(IN CONST Path &path)
|
||||
{
|
||||
Vector<String> result;
|
||||
std::string line;
|
||||
std::ifstream file(path);
|
||||
while (std::getline(file, line))
|
||||
result.pushBack(line.c_str());
|
||||
return result;
|
||||
}
|
||||
|
||||
VOID View_FilePreview::Initialize()
|
||||
{
|
||||
SetName("File Preview");
|
||||
SetIcon(ICON_FA_MAGNIFYING_GLASS);
|
||||
}
|
||||
|
||||
VOID View_FilePreview::Terminate()
|
||||
{
|
||||
}
|
||||
|
||||
VOID View_FilePreview::Render()
|
||||
{
|
||||
PreRender();
|
||||
|
||||
if (m_filePath.empty())
|
||||
{
|
||||
PostRender();
|
||||
return;
|
||||
}
|
||||
|
||||
switch (m_fileType)
|
||||
{
|
||||
case EFileType::UNKNOWN:
|
||||
RenderUnknownFile();
|
||||
break;
|
||||
|
||||
case EFileType::TEXT:
|
||||
RenderTextFile();
|
||||
break;
|
||||
|
||||
case EFileType::IMAGE:
|
||||
RenderImageFile();
|
||||
break;
|
||||
}
|
||||
|
||||
PostRender();
|
||||
}
|
||||
|
||||
VOID View_FilePreview::Update()
|
||||
{
|
||||
}
|
||||
|
||||
VOID View_FilePreview::OnEvent(IN SDL_Event *event)
|
||||
{
|
||||
}
|
||||
|
||||
VOID View_FilePreview::Open(IN Path path)
|
||||
{
|
||||
Close();
|
||||
m_filePath = path;
|
||||
m_fileType = EFileType::UNKNOWN;
|
||||
|
||||
const auto ext = path.extension().string();
|
||||
if (is_extension_one_of(&ext[1], {"txt", "xml", "md", "cpp", "c", "hpp", "h"}))
|
||||
{
|
||||
m_fileType = EFileType::TEXT;
|
||||
const auto lines = get_lines_of_file(path);
|
||||
m_fileDataSize = lines.size();
|
||||
const auto fileData = new String[m_fileDataSize];
|
||||
for (SIZE_T i = 0; i < m_fileDataSize; i++)
|
||||
fileData[i] = lines[i];
|
||||
m_fileData = fileData;
|
||||
}
|
||||
else if (is_extension_one_of(&ext[1], {"png", "jpg", "webp"}))
|
||||
{
|
||||
m_fileType = EFileType::IMAGE;
|
||||
m_fileDataSize = SIZE_MAX;
|
||||
const auto image = AssetManager::LoadTexture(path.string().c_str())->GetHandle()->ImagePtr;
|
||||
m_fileDataExtent = IVec2{image->Width, image->Height};
|
||||
m_fileData = (PVOID)RDC::BakeTexture(image);
|
||||
}
|
||||
}
|
||||
|
||||
VOID View_FilePreview::Close()
|
||||
{
|
||||
switch (m_fileType)
|
||||
{
|
||||
case EFileType::UNKNOWN:
|
||||
break;
|
||||
|
||||
case EFileType::TEXT:
|
||||
delete[] ((String *) m_fileData);
|
||||
m_fileDataSize = 0;
|
||||
m_fileData = nullptr;
|
||||
break;
|
||||
|
||||
case EFileType::IMAGE:
|
||||
m_fileDataSize = 0;
|
||||
m_fileData = nullptr;
|
||||
m_fileDataExtent = {};
|
||||
break;
|
||||
}
|
||||
|
||||
m_filePath = Path();
|
||||
m_fileType = EFileType::UNKNOWN;
|
||||
}
|
||||
|
||||
VOID View_FilePreview::RenderTextFile()
|
||||
{
|
||||
const auto lines = (String*)m_fileData;
|
||||
for(SIZE_T i = 0; i < m_fileDataSize; i++)
|
||||
ImGui::Text("%s", lines[i].c_str());
|
||||
}
|
||||
|
||||
VOID View_FilePreview::RenderImageFile()
|
||||
{
|
||||
UI::PadX();
|
||||
UI::PadY();
|
||||
if(ImGui::Button("Mark as Asset"))
|
||||
Editor::Instance().MarkAsAsset(m_filePath);
|
||||
UI::PadY();
|
||||
|
||||
const auto ImageWidth = m_extent.x * 0.75f;
|
||||
UI::AlignCursorHCenter(ImRect{{}, m_extent}, ImageWidth);
|
||||
const auto aspectRatio = static_cast<FLOAT32>(m_fileDataExtent.y)/static_cast<FLOAT32>(m_fileDataExtent.x);
|
||||
ImGui::Image((ImTextureRef)m_fileData, {ImageWidth, aspectRatio * ImageWidth});
|
||||
}
|
||||
|
||||
VOID View_FilePreview::RenderUnknownFile()
|
||||
{
|
||||
UI::DrawTextCentered(m_extent, "Unsupported File Format");
|
||||
}
|
||||
} // namespace ia::iae
|
||||
99
Src/Editor/imp/cpp/UI/View/Game.cpp
Normal file
@ -0,0 +1,99 @@
|
||||
// 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 <Editor.hpp>
|
||||
#include <UI/View/Game.hpp>
|
||||
|
||||
#include <RenderCore/RenderCore.hpp>
|
||||
|
||||
#include <IAEngine/LibInterface.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
VOID View_Game::Initialize()
|
||||
{
|
||||
SetName("Game");
|
||||
SetIcon(ICON_FA_GAMEPAD);
|
||||
|
||||
IAEngine::__Initialize(SCENE_EDITOR_RESOULTION, Editor::Instance().GetActiveProject()->AssetDirectory());
|
||||
|
||||
m_gameRenderTexture = new RDC_Texture(RDC_Texture::EType::SAMPLED, SCENE_EDITOR_RESOULTION.x, SCENE_EDITOR_RESOULTION.y);
|
||||
}
|
||||
|
||||
VOID View_Game::Terminate()
|
||||
{
|
||||
delete m_gameRenderTexture;
|
||||
}
|
||||
|
||||
VOID View_Game::Render()
|
||||
{
|
||||
PreRender();
|
||||
|
||||
ImGui::Image(m_gameRenderTexture->GetHandle(), m_extent);
|
||||
|
||||
PostRender();
|
||||
}
|
||||
|
||||
VOID View_Game::Update()
|
||||
{
|
||||
STATIC INT32 frameCounter{0};
|
||||
|
||||
IAEngine::__Update();
|
||||
|
||||
frameCounter++;
|
||||
if (frameCounter >= 60)
|
||||
{
|
||||
frameCounter = 0;
|
||||
IAEngine::__FixedUpdate();
|
||||
}
|
||||
|
||||
IAEngine::__RenderToTexture(m_gameRenderTexture->GetHandle());
|
||||
}
|
||||
|
||||
VOID View_Game::OnEvent(IN SDL_Event *event)
|
||||
{
|
||||
IAEngine::__ProcessEvent(event);
|
||||
}
|
||||
} // namespace ia::iae
|
||||
|
||||
C_DECL(GameRequestedConfig *Game_GetConfigRequest())
|
||||
{
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
C_DECL(VOID Game_OnInitialize())
|
||||
{
|
||||
}
|
||||
|
||||
C_DECL(VOID Game_OnTerminate())
|
||||
{
|
||||
}
|
||||
|
||||
C_DECL(VOID Game_OnDebugDraw())
|
||||
{
|
||||
}
|
||||
|
||||
C_DECL(VOID Game_OnFixedUpdate())
|
||||
{
|
||||
}
|
||||
|
||||
C_DECL(VOID Game_OnUpdate(IN FLOAT32 deltaTime))
|
||||
{
|
||||
}
|
||||
|
||||
C_DECL(VOID Game_OnResize(IN INT32 newWidth, IN INT32 newHeight))
|
||||
{
|
||||
}
|
||||
38
Src/Editor/imp/cpp/UI/View/IView.cpp
Normal file
@ -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/>.
|
||||
|
||||
#include <UI/View/IView.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
VOID IView::ProcessEvent(IN SDL_Event *event)
|
||||
{
|
||||
if (UI::GetFocusedView() == this)
|
||||
OnEvent(event);
|
||||
}
|
||||
|
||||
VOID IView::SetIcon(IN PCCHAR icon)
|
||||
{
|
||||
m_icon = icon;
|
||||
m_iconAndName = BuildString(m_icon, " ", m_name);
|
||||
}
|
||||
|
||||
VOID IView::SetName(IN CONST String &name)
|
||||
{
|
||||
m_name = name;
|
||||
m_iconAndName = m_icon ? BuildString(m_icon, " ", m_name) : m_name;
|
||||
}
|
||||
} // namespace ia::iae
|
||||
46
Src/Editor/imp/cpp/UI/View/Nodes.cpp
Normal file
@ -0,0 +1,46 @@
|
||||
// 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 <UI/View/Nodes.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
VOID View_Nodes::Initialize()
|
||||
{
|
||||
SetName("Nodes");
|
||||
SetIcon(ICON_FA_CIRCLE_NODES);
|
||||
}
|
||||
|
||||
VOID View_Nodes::Terminate()
|
||||
{
|
||||
}
|
||||
|
||||
VOID View_Nodes::Render()
|
||||
{
|
||||
PreRender();
|
||||
|
||||
PostRender();
|
||||
}
|
||||
|
||||
VOID View_Nodes::Update(){
|
||||
|
||||
}
|
||||
|
||||
VOID View_Nodes::OnEvent(IN SDL_Event *event)
|
||||
{
|
||||
|
||||
}
|
||||
} // namespace ia::iae
|
||||
46
Src/Editor/imp/cpp/UI/View/Package.cpp
Normal file
@ -0,0 +1,46 @@
|
||||
// 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 <UI/View/Package.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
VOID View_Package::Initialize()
|
||||
{
|
||||
SetName("Package");
|
||||
SetIcon(ICON_FA_BOX_ARCHIVE);
|
||||
}
|
||||
|
||||
VOID View_Package::Terminate()
|
||||
{
|
||||
}
|
||||
|
||||
VOID View_Package::Render()
|
||||
{
|
||||
PreRender();
|
||||
|
||||
PostRender();
|
||||
}
|
||||
|
||||
VOID View_Package::Update(){
|
||||
|
||||
}
|
||||
|
||||
VOID View_Package::OnEvent(IN SDL_Event *event)
|
||||
{
|
||||
|
||||
}
|
||||
} // namespace ia::iae
|
||||
@ -14,33 +14,33 @@
|
||||
// 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 <Base.hpp>
|
||||
#include <UI/View/Properties.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
class IView
|
||||
VOID View_Properties::Initialize()
|
||||
{
|
||||
public:
|
||||
PURE_VIRTUAL(VOID Initialize());
|
||||
PURE_VIRTUAL(VOID Terminate());
|
||||
PURE_VIRTUAL(VOID Render());
|
||||
|
||||
protected:
|
||||
INLINE VOID PreRender();
|
||||
INLINE VOID PostRender();
|
||||
|
||||
protected:
|
||||
ImVec2 m_extent{};
|
||||
};
|
||||
|
||||
VOID IView::PreRender()
|
||||
{
|
||||
m_extent = ImGui::GetWindowSize();
|
||||
SetName("Properties");
|
||||
SetIcon(ICON_FA_LIST);
|
||||
}
|
||||
|
||||
VOID IView::PostRender()
|
||||
VOID View_Properties::Terminate()
|
||||
{
|
||||
}
|
||||
} // namespace ia::iae::editor
|
||||
|
||||
VOID View_Properties::Render()
|
||||
{
|
||||
PreRender();
|
||||
|
||||
PostRender();
|
||||
}
|
||||
|
||||
VOID View_Properties::Update(){
|
||||
|
||||
}
|
||||
|
||||
VOID View_Properties::OnEvent(IN SDL_Event *event)
|
||||
{
|
||||
|
||||
}
|
||||
} // namespace ia::iae
|
||||
@ -14,41 +14,39 @@
|
||||
// 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 <GamePreview.hpp>
|
||||
#include <Editor.hpp>
|
||||
#include <UI/View/Scene.hpp>
|
||||
|
||||
#include <RenderCore/RenderCore.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
#include <IAEngine/LibInterface.hpp>
|
||||
|
||||
C_DECL(GameRequestedConfig *Game_GetConfigRequest())
|
||||
VOID View_Scene::Initialize()
|
||||
{
|
||||
return nullptr;
|
||||
SetName("Scene");
|
||||
SetIcon(ICON_FA_HASHTAG);
|
||||
|
||||
}
|
||||
|
||||
C_DECL(VOID Game_OnInitialize())
|
||||
VOID View_Scene::Terminate()
|
||||
{
|
||||
}
|
||||
|
||||
C_DECL(VOID Game_OnTerminate())
|
||||
VOID View_Scene::Render()
|
||||
{
|
||||
PreRender();
|
||||
|
||||
|
||||
PostRender();
|
||||
}
|
||||
|
||||
C_DECL(VOID Game_OnDebugDraw())
|
||||
VOID View_Scene::Update()
|
||||
{
|
||||
STATIC INT32 frameCounter{0};
|
||||
|
||||
}
|
||||
|
||||
C_DECL(VOID Game_OnFixedUpdate())
|
||||
{
|
||||
}
|
||||
|
||||
C_DECL(VOID Game_OnUpdate(IN FLOAT32 deltaTime))
|
||||
{
|
||||
}
|
||||
|
||||
C_DECL(VOID Game_OnResize(IN INT32 newWidth, IN INT32 newHeight))
|
||||
VOID View_Scene::OnEvent(IN SDL_Event *event)
|
||||
{
|
||||
}
|
||||
} // namespace ia::iae
|
||||
0
Src/Editor/imp/cpp/UI/Window.cpp
Normal file
25
Src/Editor/imp/cpp/Vendor/FontAwesome7.cpp
vendored
Normal file
@ -21,7 +21,12 @@
|
||||
#include <Vendor/imgui/imgui.h>
|
||||
#include <Vendor/IconsFontAwesome7.h>
|
||||
|
||||
#include <SDL3/SDL.h>
|
||||
|
||||
#include <filesystem>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
|
||||
namespace fs = std::filesystem;
|
||||
using Path = std::filesystem::path;
|
||||
}
|
||||
@ -33,6 +33,10 @@ namespace ia::iae
|
||||
public:
|
||||
VOID LoadProject(IN CONST String &directory);
|
||||
|
||||
VOID OpenFile(IN Path path);
|
||||
VOID MarkAsAsset(IN Path path);
|
||||
VOID RemoveFromAssets(IN CONST String& assetName);
|
||||
|
||||
public:
|
||||
CONST Project *GetActiveProject() CONST
|
||||
{
|
||||
|
||||
8811
Src/Editor/imp/hpp/LogoIcon.hpp
Normal file
@ -17,6 +17,7 @@
|
||||
#pragma once
|
||||
|
||||
#include <Base.hpp>
|
||||
#include <ConfigData/ConfigData.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
@ -25,7 +26,14 @@ namespace ia::iae
|
||||
public:
|
||||
STATIC RefPtr<Project> Load(IN CONST String &directory);
|
||||
|
||||
VOID Update();
|
||||
|
||||
public:
|
||||
IVec2 &WindowPosition()
|
||||
{
|
||||
return m_windowPosition;
|
||||
}
|
||||
|
||||
CONST String &Name() CONST
|
||||
{
|
||||
return m_projectName;
|
||||
@ -37,12 +45,16 @@ namespace ia::iae
|
||||
}
|
||||
|
||||
private:
|
||||
IVec2 m_windowPosition{};
|
||||
|
||||
CONST String m_projectName;
|
||||
CONST String m_assetDirectory;
|
||||
CONST String m_projectAbsolutePath;
|
||||
|
||||
RefPtr<ConfigData> m_configData;
|
||||
|
||||
public:
|
||||
Project(IN CONST String &name, IN CONST String &absolutePath);
|
||||
Project(IN CONST String &name, IN CONST String &absolutePath, IN RefPtr<ConfigData>&& configData);
|
||||
~Project();
|
||||
};
|
||||
} // namespace ia::iae
|
||||
32
Src/Editor/imp/hpp/UI/Base.hpp
Normal file
@ -0,0 +1,32 @@
|
||||
// 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 <Base.hpp>
|
||||
#include <Vendor/imgui/imgui_internal.h>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
STATIC CONSTEXPR IVec2 SCENE_EDITOR_RESOULTION = {800, 604};
|
||||
|
||||
STATIC CONSTEXPR Vec2 LAYOUT_TOP_LEFT_VIEW_EXTENT = {0.275f, 0.55f};
|
||||
STATIC CONSTEXPR Vec2 LAYOUT_TOP_MIDDLE_VIEW_EXTENT = {0.45f, 0.55f};
|
||||
STATIC CONSTEXPR Vec2 LAYOUT_TOP_RIGHT_VIEW_EXTENT = {0.275f, 0.55f};
|
||||
STATIC CONSTEXPR Vec2 LAYOUT_BOTTOM_VIEW_EXTENT = {1.0f, 0.45f};
|
||||
|
||||
STATIC CONSTEXPR FLOAT32 MENUBAR_HEIGHT = 18.0f;
|
||||
} // namespace ia::iae
|
||||
0
Src/Editor/imp/hpp/UI/Popup.hpp
Normal file
65
Src/Editor/imp/hpp/UI/TabContainer.hpp
Normal file
@ -0,0 +1,65 @@
|
||||
// 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 <UI/View/IView.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
class TabContainer
|
||||
{
|
||||
struct Tab
|
||||
{
|
||||
IView* View{};
|
||||
BOOL IsOpen{true};
|
||||
BOOL IsCloseable{false};
|
||||
};
|
||||
|
||||
public:
|
||||
TabContainer();
|
||||
|
||||
VOID Initialize();
|
||||
VOID Terminate();
|
||||
VOID Draw(IN ImVec2 position, IN ImVec2 size);
|
||||
VOID Update();
|
||||
VOID ProcessEvent(IN SDL_Event *event);
|
||||
|
||||
template<typename ViewType> INLINE VOID AddTab(IN CONST String &name, IN BOOL isCloseable = false);
|
||||
IView *GetTab(IN CONST String &name);
|
||||
VOID RemoveTab(IN CONST String &name);
|
||||
|
||||
VOID OpenTab(IN CONST String& name);
|
||||
VOID CloseTab(IN CONST String& name);
|
||||
|
||||
VOID ChangeActiveTab(IN PCCHAR name);
|
||||
|
||||
private:
|
||||
CONST String m_tabBarID;
|
||||
CONST String m_containerID;
|
||||
PCCHAR m_activeTabName{};
|
||||
PCCHAR m_pendingActiveTabName{};
|
||||
Map<String, Tab> m_tabViews;
|
||||
|
||||
private:
|
||||
VOID AddTab(IN CONST String &name, IN IView *view, IN BOOL isCloseable);
|
||||
};
|
||||
|
||||
template<typename ViewType> VOID TabContainer::AddTab(IN CONST String &name, IN BOOL isCloseable)
|
||||
{
|
||||
AddTab(name, new ViewType(), isCloseable);
|
||||
}
|
||||
} // namespace ia::iae
|
||||
69
Src/Editor/imp/hpp/UI/UI.hpp
Normal file
@ -0,0 +1,69 @@
|
||||
// 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 <UI/Base.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
class UI
|
||||
{
|
||||
public:
|
||||
STATIC VOID PadX(IN FLOAT32 v = 5.0f);
|
||||
STATIC VOID PadY(IN FLOAT32 v = 5.0f);
|
||||
|
||||
STATIC VOID AlignCursorLeft(IN CONST ImRect &rect);
|
||||
STATIC VOID AlignCursorRight(IN CONST ImRect &rect, IN FLOAT32 width);
|
||||
STATIC VOID AlignCursorTop(IN CONST ImRect &rect);
|
||||
STATIC VOID AlignCursorBottom(IN CONST ImRect &rect, IN FLOAT32 height);
|
||||
STATIC VOID AlignCursorHCenter(IN CONST ImRect &rect, IN FLOAT32 width);
|
||||
STATIC VOID AlignCursorVCenter(IN CONST ImRect &rect, IN FLOAT32 height);
|
||||
|
||||
STATIC VOID DrawTextCentered(IN CONST ImVec2& viewExtent, IN CONST String& text);
|
||||
|
||||
public:
|
||||
STATIC VOID OpenFilePreviewView();
|
||||
STATIC VOID CloseFilePreviewView();
|
||||
STATIC VOID OpenAssetView();
|
||||
STATIC VOID CloseAssetView();
|
||||
|
||||
STATIC class View_Asset* GetAssetView();
|
||||
STATIC class View_FilePreview *GetFilePreviewView();
|
||||
|
||||
STATIC class IView *GetFocusedView()
|
||||
{
|
||||
return s_focusedView;
|
||||
}
|
||||
|
||||
private:
|
||||
STATIC class IView *s_focusedView;
|
||||
|
||||
private:
|
||||
STATIC VOID Initialize();
|
||||
STATIC VOID Terminate();
|
||||
|
||||
STATIC VOID Draw();
|
||||
STATIC VOID Update();
|
||||
|
||||
STATIC VOID ProcessEvent(IN SDL_Event *event);
|
||||
|
||||
friend class Editor;
|
||||
|
||||
private:
|
||||
STATIC VOID DrawMenuBar();
|
||||
};
|
||||
} // namespace ia::iae
|
||||
56
Src/Editor/imp/hpp/UI/View/Asset.hpp
Normal file
@ -0,0 +1,56 @@
|
||||
// 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 <UI/View/IView.hpp>
|
||||
|
||||
#include <IAEngine/Asset/IAsset.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
class View_Asset : public IView
|
||||
{
|
||||
public:
|
||||
VOID Open(IN String assetName);
|
||||
VOID Close();
|
||||
|
||||
public:
|
||||
VOID Initialize();
|
||||
VOID Terminate();
|
||||
VOID Render();
|
||||
VOID Update();
|
||||
|
||||
protected:
|
||||
VOID OnEvent(IN SDL_Event *event);
|
||||
|
||||
private:
|
||||
VOID RenderTextureAsset();
|
||||
VOID RenderSpriteAsset();
|
||||
VOID RenderTileSheetAsset();
|
||||
VOID RenderSpriteSheetAsset();
|
||||
|
||||
VOID DrawAssetTypePicker();
|
||||
VOID DrawAssetImage(IN FLOAT32 relativeWidth, IN IVec2 gridSize);
|
||||
|
||||
private:
|
||||
class IAsset *m_asset{};
|
||||
String m_assetName{};
|
||||
Handle m_assetImageHandle{};
|
||||
IVec2 m_assetImageExtent{};
|
||||
EAssetType m_assetType{};
|
||||
};
|
||||
} // namespace ia::iae
|
||||
@ -16,7 +16,7 @@
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <View/IView.hpp>
|
||||
#include <UI/View/IView.hpp>
|
||||
|
||||
#include <filesystem>
|
||||
|
||||
@ -29,12 +29,18 @@ namespace ia::iae
|
||||
PCCHAR Icon{""};
|
||||
String Name{};
|
||||
BOOL IsDirectory{};
|
||||
String IconAndName{};
|
||||
std::filesystem::path Path{};
|
||||
};
|
||||
|
||||
public:
|
||||
VOID Initialize();
|
||||
VOID Terminate();
|
||||
VOID Render();
|
||||
VOID Update();
|
||||
|
||||
protected:
|
||||
VOID OnEvent(IN SDL_Event *event);
|
||||
|
||||
private:
|
||||
VOID ChangeCurrentOpenDirectory(IN CONST std::filesystem::path &path);
|
||||
@ -42,6 +48,8 @@ namespace ia::iae
|
||||
|
||||
PCCHAR GetFileEntryIcon(IN PCCHAR extension);
|
||||
|
||||
VOID OpenAsset(IN CONST std::filesystem::path &path);
|
||||
|
||||
private:
|
||||
Vector<FileEntry> m_assetDirectoryFiles;
|
||||
std::filesystem::path m_assetDirectoryPath{};
|
||||
@ -16,12 +16,19 @@
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <Base.hpp>
|
||||
#include <UI/View/IView.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
class GamePreview
|
||||
class View_Console : public IView
|
||||
{
|
||||
public:
|
||||
VOID Initialize();
|
||||
VOID Terminate();
|
||||
VOID Render();
|
||||
VOID Update();
|
||||
|
||||
protected:
|
||||
VOID OnEvent(IN SDL_Event *event);
|
||||
};
|
||||
}
|
||||
58
Src/Editor/imp/hpp/UI/View/FilePreview.hpp
Normal file
@ -0,0 +1,58 @@
|
||||
// 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 <UI/View/IView.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
class View_FilePreview : public IView
|
||||
{
|
||||
enum class EFileType
|
||||
{
|
||||
UNKNOWN,
|
||||
|
||||
TEXT,
|
||||
IMAGE,
|
||||
};
|
||||
|
||||
public:
|
||||
VOID Open(IN Path path);
|
||||
VOID Close();
|
||||
|
||||
public:
|
||||
VOID Initialize();
|
||||
VOID Terminate();
|
||||
VOID Render();
|
||||
VOID Update();
|
||||
|
||||
protected:
|
||||
VOID OnEvent(IN SDL_Event *event);
|
||||
|
||||
private:
|
||||
VOID RenderTextFile();
|
||||
VOID RenderImageFile();
|
||||
VOID RenderUnknownFile();
|
||||
|
||||
private:
|
||||
Path m_filePath{};
|
||||
EFileType m_fileType{EFileType::UNKNOWN};
|
||||
PVOID m_fileData{};
|
||||
SIZE_T m_fileDataSize{};
|
||||
IVec2 m_fileDataExtent{};
|
||||
};
|
||||
} // namespace ia::iae
|
||||
43
Src/Editor/imp/hpp/UI/View/Game.hpp
Normal file
@ -0,0 +1,43 @@
|
||||
// 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 <UI/View/IView.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
class View_Game : public IView
|
||||
{
|
||||
public:
|
||||
VOID Initialize();
|
||||
VOID Terminate();
|
||||
VOID Render();
|
||||
VOID Update();
|
||||
|
||||
protected:
|
||||
VOID OnEvent(IN SDL_Event *event);
|
||||
|
||||
public:
|
||||
VOID ProcessEvent(IN SDL_Event *event)
|
||||
{
|
||||
OnEvent(event);
|
||||
}
|
||||
|
||||
private:
|
||||
class RDC_Texture* m_gameRenderTexture;
|
||||
};
|
||||
} // namespace ia::iae
|
||||
82
Src/Editor/imp/hpp/UI/View/IView.hpp
Normal file
@ -0,0 +1,82 @@
|
||||
// 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 <UI/UI.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
class IView
|
||||
{
|
||||
protected:
|
||||
PURE_VIRTUAL(VOID OnEvent(IN SDL_Event *event));
|
||||
|
||||
public:
|
||||
PURE_VIRTUAL(VOID Initialize());
|
||||
PURE_VIRTUAL(VOID Terminate());
|
||||
PURE_VIRTUAL(VOID Render());
|
||||
PURE_VIRTUAL(VOID Update());
|
||||
|
||||
public:
|
||||
VOID SetIcon(IN PCCHAR icon);
|
||||
VOID SetName(IN CONST String &name);
|
||||
VIRTUAL VOID ProcessEvent(IN SDL_Event *event);
|
||||
|
||||
public:
|
||||
CONST String &Name() CONST
|
||||
{
|
||||
return m_name;
|
||||
}
|
||||
|
||||
CONST PCCHAR Icon() CONST
|
||||
{
|
||||
return m_icon;
|
||||
}
|
||||
|
||||
CONST String &IconAndName() CONST
|
||||
{
|
||||
return m_iconAndName;
|
||||
}
|
||||
|
||||
protected:
|
||||
INLINE VOID PreRender();
|
||||
INLINE VOID PostRender();
|
||||
|
||||
protected:
|
||||
ImVec2 m_extent{};
|
||||
|
||||
String m_name{};
|
||||
PCCHAR m_icon{};
|
||||
String m_iconAndName{};
|
||||
|
||||
public:
|
||||
VIRTUAL ~IView()
|
||||
{
|
||||
}
|
||||
};
|
||||
|
||||
VOID IView::PreRender()
|
||||
{
|
||||
m_extent = ImGui::GetContentRegionAvail();
|
||||
ImGui::BeginChild("##");
|
||||
}
|
||||
|
||||
VOID IView::PostRender()
|
||||
{
|
||||
ImGui::EndChild();
|
||||
}
|
||||
} // namespace ia::iae
|
||||
@ -16,18 +16,19 @@
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <Base.hpp>
|
||||
#include <UI/View/IView.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
CONST IVec2 gamePreviewResolution = {800, 608};
|
||||
|
||||
class UI
|
||||
class View_Nodes : public IView
|
||||
{
|
||||
public:
|
||||
STATIC VOID Initialize();
|
||||
STATIC VOID Terminate();
|
||||
STATIC VOID Update();
|
||||
STATIC VOID Draw();
|
||||
VOID Initialize();
|
||||
VOID Terminate();
|
||||
VOID Render();
|
||||
VOID Update();
|
||||
|
||||
protected:
|
||||
VOID OnEvent(IN SDL_Event *event);
|
||||
};
|
||||
}
|
||||
34
Src/Editor/imp/hpp/UI/View/Package.hpp
Normal file
@ -0,0 +1,34 @@
|
||||
// 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 <UI/View/IView.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
class View_Package : public IView
|
||||
{
|
||||
public:
|
||||
VOID Initialize();
|
||||
VOID Terminate();
|
||||
VOID Render();
|
||||
VOID Update();
|
||||
|
||||
protected:
|
||||
VOID OnEvent(IN SDL_Event *event);
|
||||
};
|
||||
}
|
||||
34
Src/Editor/imp/hpp/UI/View/Properties.hpp
Normal file
@ -0,0 +1,34 @@
|
||||
// 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 <UI/View/IView.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
class View_Properties : public IView
|
||||
{
|
||||
public:
|
||||
VOID Initialize();
|
||||
VOID Terminate();
|
||||
VOID Render();
|
||||
VOID Update();
|
||||
|
||||
protected:
|
||||
VOID OnEvent(IN SDL_Event *event);
|
||||
};
|
||||
}
|
||||
40
Src/Editor/imp/hpp/UI/View/Scene.hpp
Normal file
@ -0,0 +1,40 @@
|
||||
// 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 <UI/View/IView.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
class View_Scene : public IView
|
||||
{
|
||||
public:
|
||||
VOID Initialize();
|
||||
VOID Terminate();
|
||||
VOID Render();
|
||||
VOID Update();
|
||||
|
||||
protected:
|
||||
VOID OnEvent(IN SDL_Event *event);
|
||||
|
||||
public:
|
||||
VOID ProcessEvent(IN SDL_Event *event)
|
||||
{
|
||||
OnEvent(event);
|
||||
}
|
||||
};
|
||||
} // namespace ia::iae
|
||||
0
Src/Editor/imp/hpp/UI/Window.hpp
Normal file
@ -3,7 +3,8 @@ set(SRC_FILES
|
||||
|
||||
"imp/cpp/Scene.cpp"
|
||||
"imp/cpp/GameData.cpp"
|
||||
"imp/cpp/AssetManager.cpp"
|
||||
|
||||
"imp/cpp/Asset/AssetManager.cpp"
|
||||
#"imp/cpp/EmbeddedResources.cpp"
|
||||
)
|
||||
|
||||
|
||||
@ -14,10 +14,9 @@
|
||||
// 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/AssetManager.hpp>
|
||||
#include <IAEngine/Asset/AssetManager.hpp>
|
||||
#include <IAEngine/IAEngine.hpp>
|
||||
|
||||
|
||||
#include <SDL3/SDL_iostream.h>
|
||||
|
||||
#define STB_IMAGE_IMPLEMENTATION
|
||||
@ -27,18 +26,27 @@
|
||||
|
||||
#include <IACore/DynamicLib.hpp>
|
||||
|
||||
#include <filesystem>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
Handle CreateTextureFromFile(IN PCCHAR path, IN INT32 tileWidth = -1, IN INT32 tileHeight = -1)
|
||||
Map<String, String> g_assetNameToPathMap;
|
||||
Map<String, String> g_assetPathToNameMap;
|
||||
|
||||
String AssetManager::s_assetDirectory;
|
||||
Vector<IAsset *> AssetManager::s_assets;
|
||||
Map<String, IAsset *> AssetManager::s_assetNames;
|
||||
|
||||
ImageView *CreateTextureFromFile(IN PCCHAR path, IN INT32 tileWidth = -1, IN INT32 tileHeight = -1)
|
||||
{
|
||||
const auto data = IAEngine::GetAssetManager()->ReadBinaryAsset(path);
|
||||
const auto data = AssetManager::ReadBinaryAsset(path);
|
||||
|
||||
INT32 w, h, n;
|
||||
auto pixels = stbi_load_from_memory(data.data(), data.size(), &w, &h, &n, STBI_rgb_alpha);
|
||||
if (!pixels)
|
||||
THROW_INVALID_DATA(path);
|
||||
const auto t =
|
||||
RDC::CreateImage(pixels, w, h, tileWidth == -1 ? 1 : w / tileWidth, tileHeight == -1 ? 1 : h / tileHeight);
|
||||
const auto t = RDC::CreateImageView(RDC::CreateImage(pixels, w, h), tileWidth == -1 ? 1 : w / tileWidth,
|
||||
tileHeight == -1 ? 1 : h / tileHeight);
|
||||
stbi_image_free(pixels);
|
||||
return t;
|
||||
}
|
||||
@ -49,18 +57,78 @@ namespace ia::iae
|
||||
|
||||
VOID AssetManager::Terminate()
|
||||
{
|
||||
for (SIZE_T i = 0; i < m_assets.size(); i++)
|
||||
DestroyAsset(m_assets[i]);
|
||||
for (SIZE_T i = 0; i < s_assets.size(); i++)
|
||||
DestroyAsset(s_assets[i]);
|
||||
}
|
||||
|
||||
String get_relative_asset_path(IN CONST String& _path)
|
||||
{
|
||||
std::string __path = _path.c_str();
|
||||
const auto t = std::filesystem::path(_path.c_str());
|
||||
return t.is_absolute() ? String(__path.substr(__path.find("Assets") + 7).c_str()) : _path;
|
||||
}
|
||||
|
||||
String AssetManager::GetAssetName(IN CONST String &_path)
|
||||
{
|
||||
const auto path = get_relative_asset_path(_path);
|
||||
if(g_assetPathToNameMap.contains(path))
|
||||
return g_assetPathToNameMap[path];
|
||||
return "";
|
||||
}
|
||||
|
||||
IAsset* AssetManager::ChangeAssetType(IN CONST String& assetName, IN EAssetType newType)
|
||||
{
|
||||
if(!s_assetNames.contains(assetName))
|
||||
return nullptr;
|
||||
|
||||
const auto currentAsset = (Asset_Texture*)s_assetNames[assetName];
|
||||
|
||||
if(newType == currentAsset->GetType())
|
||||
return currentAsset;
|
||||
|
||||
IAsset* asset{};
|
||||
switch(newType)
|
||||
{
|
||||
case EAssetType::TEXTURE:
|
||||
asset = new Asset_Texture(currentAsset->GetHandle());
|
||||
break;
|
||||
|
||||
case EAssetType::SPRITE:
|
||||
asset = new Asset_Sprite(currentAsset->GetHandle());
|
||||
break;
|
||||
|
||||
case EAssetType::TILESHEET:
|
||||
asset = new Asset_TileSheet(currentAsset->GetHandle(), currentAsset->GetHandle()->ImagePtr->Width, currentAsset->GetHandle()->ImagePtr->Height);
|
||||
break;
|
||||
|
||||
case EAssetType::SPRITESHEET:
|
||||
asset = new Asset_SpriteSheet(currentAsset->GetHandle(), currentAsset->GetHandle()->ImagePtr->Width, currentAsset->GetHandle()->ImagePtr->Height, {});
|
||||
break;
|
||||
|
||||
case EAssetType::INVALID:
|
||||
case EAssetType::SOUND:
|
||||
case EAssetType::SCENE:
|
||||
case EAssetType::PLUGIN:
|
||||
case EAssetType::PACKAGE:
|
||||
break;
|
||||
}
|
||||
|
||||
DestroyAsset(s_assetNames[assetName]);
|
||||
|
||||
s_assetNames[assetName] = asset;
|
||||
|
||||
return asset;
|
||||
}
|
||||
|
||||
VOID AssetManager::SetAssetDirectory(IN CONST String &path)
|
||||
{
|
||||
m_assetDirectory = path;
|
||||
s_assetDirectory = path;
|
||||
}
|
||||
|
||||
String AssetManager::ReadTextAsset(IN CONST String &path)
|
||||
{
|
||||
const auto t = BuildString(m_assetDirectory, "/", path);
|
||||
const auto t =
|
||||
std::filesystem::path(path.c_str()).is_absolute() ? path : BuildString(s_assetDirectory, "/", path);
|
||||
SDL_IOStream *f = SDL_IOFromFile(t.c_str(), "r");
|
||||
if (!f)
|
||||
THROW_FILE_OPEN_READ(t);
|
||||
@ -76,7 +144,8 @@ namespace ia::iae
|
||||
|
||||
Vector<UINT8> AssetManager::ReadBinaryAsset(IN CONST String &path)
|
||||
{
|
||||
const auto t = BuildString(m_assetDirectory, "/", path);
|
||||
const auto t =
|
||||
std::filesystem::path(path.c_str()).is_absolute() ? path : BuildString(s_assetDirectory, "/", path);
|
||||
SDL_IOStream *f = SDL_IOFromFile(t.c_str(), "rb");
|
||||
if (!f)
|
||||
THROW_FILE_OPEN_READ(t);
|
||||
@ -89,64 +158,63 @@ namespace ia::iae
|
||||
return result;
|
||||
}
|
||||
|
||||
Asset_Plugin *AssetManager::LoadPlugin(IN CONST String &path)
|
||||
Asset_Texture *AssetManager::LoadTexture(IN CONST String &path)
|
||||
{
|
||||
auto lib = DynamicLib::Load(BuildString(m_assetDirectory, "/Plugins"), path);
|
||||
auto t = new Asset_Plugin();
|
||||
t->OnInitialize = lib.GetFunction<VOID (*)()>("Plugin_OnInitialize");
|
||||
t->OnTerminate = lib.GetFunction<VOID (*)()>("Plugin_OnTerminate");
|
||||
t->OnDebugDraw = lib.GetFunction<VOID (*)()>("Plugin_OnDebugDraw");
|
||||
t->OnFixedUpdate = lib.GetFunction<VOID (*)()>("Plugin_OnFixedUpdate");
|
||||
t->OnUpdate = lib.GetFunction<VOID (*)(IN FLOAT32 deltaTime)>("Plugin_OnUpdate");
|
||||
const auto t = new Asset_Texture(CreateTextureFromFile(path.c_str()));
|
||||
t->SetPath(get_relative_asset_path(path));
|
||||
s_assets.pushBack(t);
|
||||
return t;
|
||||
}
|
||||
|
||||
Asset_Sprite *AssetManager::CreateSprite(IN CONST String &path)
|
||||
Asset_Sprite *AssetManager::LoadSprite(IN CONST String &path)
|
||||
{
|
||||
const auto t = new Asset_Sprite();
|
||||
t->m_texture = CreateTextureFromFile(path.c_str());
|
||||
m_assets.pushBack(t);
|
||||
return t;
|
||||
}
|
||||
|
||||
Asset_Sprite *AssetManager::CreateSprite(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height)
|
||||
{
|
||||
const auto t = new Asset_Sprite();
|
||||
t->m_texture = RDC::CreateImage(rgbaData, width, height);
|
||||
m_assets.pushBack(t);
|
||||
return t;
|
||||
}
|
||||
|
||||
Asset_SpriteSheet *AssetManager::CreateSpriteSheet(IN CONST Vector<Vector<Handle>> &animations)
|
||||
{
|
||||
THROW_NOT_IMPLEMENTED();
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
Asset_SpriteSheet *AssetManager::CreateSpriteSheet(IN CONST String &path, IN INT32 spriteWidth,
|
||||
IN INT32 spriteHeight, IN CONST Vector<INT32> &frameCounts)
|
||||
Asset_SpriteSheet *AssetManager::LoadSpriteSheet(IN CONST String &path)
|
||||
{
|
||||
const auto t = new Asset_SpriteSheet();
|
||||
t->m_frameCounts = frameCounts;
|
||||
t->m_texture = CreateTextureFromFile(path.c_str(), spriteWidth, spriteHeight);
|
||||
m_assets.pushBack(t);
|
||||
return t;
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
Asset_TileSheet *AssetManager::CreateTileSheet(IN CONST String &path, IN INT32 tileWidth, IN INT32 tileHeight)
|
||||
Asset_TileSheet *AssetManager::LoadTileSheet(IN CONST String &path)
|
||||
{
|
||||
const auto t = new Asset_TileSheet();
|
||||
t->m_texture = CreateTextureFromFile(path.c_str(), tileWidth, tileHeight);
|
||||
m_assets.pushBack(t);
|
||||
return t;
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
Asset_TileSheet *AssetManager::CreateTileSheet(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height,
|
||||
IN INT32 tileWidth, IN INT32 tileHeight)
|
||||
IAsset_Package *AssetManager::LoadPackage(IN CONST String &path)
|
||||
{
|
||||
const auto t = new Asset_TileSheet();
|
||||
t->m_texture = RDC::CreateImage(rgbaData, width, height, width / tileWidth, height / tileHeight);
|
||||
m_assets.pushBack(t);
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
Asset_Texture *AssetManager::CreateTexture(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height)
|
||||
{
|
||||
return new Asset_Texture(RDC::CreateImageView(RDC::CreateImage(rgbaData, width, height)));
|
||||
}
|
||||
|
||||
Asset_Sprite *AssetManager::CreateSprite(IN CONST Asset_Texture *texture)
|
||||
{
|
||||
return new Asset_Sprite(texture->m_handle);
|
||||
}
|
||||
|
||||
Asset_SpriteSheet *AssetManager::CreateSpriteSheet(IN CONST Vector<Asset_Texture *> &sprites,
|
||||
IN CONST Map<String, INT32> &animations)
|
||||
{
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
Asset_SpriteSheet *AssetManager::CreateSpriteSheet(IN CONST Asset_Texture *texture, IN INT32 frameWidth,
|
||||
IN INT32 frameHeight, IN CONST Map<String, INT32> &animations)
|
||||
{
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
Asset_TileSheet *AssetManager::CreateTileSheet(IN CONST Asset_Texture *texture, IN INT32 tileWidth,
|
||||
IN INT32 tileHeight)
|
||||
{
|
||||
const auto image = texture->m_handle->ImagePtr;
|
||||
const auto t = new Asset_TileSheet(
|
||||
RDC::CreateImageView(image, image->Width / tileWidth, image->Height / tileHeight), tileWidth, tileHeight);
|
||||
s_assets.pushBack(t);
|
||||
return t;
|
||||
}
|
||||
|
||||
@ -155,30 +223,31 @@ namespace ia::iae
|
||||
asset->Destroy();
|
||||
delete asset;
|
||||
|
||||
for (auto &t : m_assets)
|
||||
for (auto &t : s_assets)
|
||||
if (t == asset)
|
||||
t = nullptr;
|
||||
|
||||
for (auto &t : m_assetNames)
|
||||
for (auto &t : s_assetNames)
|
||||
if (t->Value == asset)
|
||||
t->Value = nullptr;
|
||||
}
|
||||
|
||||
IAsset *AssetManager::GetAssetByName(IN CONST String &name)
|
||||
{
|
||||
return m_assetNames[name];
|
||||
return s_assetNames[name];
|
||||
}
|
||||
|
||||
VOID AssetManager::AssignAssetName(IN IAsset *asset, IN CONST String &name)
|
||||
{
|
||||
m_assetNames[name] = asset;
|
||||
s_assetNames[name] = asset;
|
||||
g_assetNameToPathMap[name] = asset->GetPath();
|
||||
g_assetPathToNameMap[asset->GetPath()] = name;
|
||||
}
|
||||
|
||||
Asset_Scene *AssetManager::CreateScene(IN IVec2 extent)
|
||||
{
|
||||
const auto t = new Asset_Scene();
|
||||
t->m_scene.SetExtent(extent);
|
||||
m_assets.pushBack(t);
|
||||
const auto t = new Asset_Scene(new Scene(extent));
|
||||
s_assets.pushBack(t);
|
||||
return t;
|
||||
}
|
||||
} // namespace ia::iae
|
||||
@ -193,6 +262,22 @@ namespace ia::iae
|
||||
{
|
||||
}
|
||||
|
||||
VOID Asset_Texture::Compile()
|
||||
{
|
||||
}
|
||||
|
||||
VOID Asset_Texture::Destroy()
|
||||
{
|
||||
}
|
||||
|
||||
VOID Asset_TileSheet::Compile()
|
||||
{
|
||||
}
|
||||
|
||||
VOID Asset_TileSheet::Destroy()
|
||||
{
|
||||
}
|
||||
|
||||
VOID Asset_Sprite::Compile()
|
||||
{
|
||||
}
|
||||
@ -224,6 +309,14 @@ namespace ia::iae
|
||||
VOID Asset_Plugin::Destroy()
|
||||
{
|
||||
}
|
||||
|
||||
VOID IAsset_Package::Compile()
|
||||
{
|
||||
}
|
||||
|
||||
VOID IAsset_Package::Destroy()
|
||||
{
|
||||
}
|
||||
} // namespace ia::iae
|
||||
|
||||
#include <zlib.h>
|
||||
@ -45,7 +45,7 @@ namespace ia::iae
|
||||
|
||||
BOOL GameData::LoadSceneData()
|
||||
{
|
||||
for (const auto &entry : std::filesystem::directory_iterator("Assets/Scenes/"))
|
||||
for (const auto &entry : std::filesystem::directory_iterator(BuildString(AssetManager::GetAssetDirectory(), "/Scenes/").c_str()))
|
||||
{
|
||||
const auto scene = ParseScene(entry.path().string().c_str());
|
||||
if (!scene)
|
||||
@ -59,7 +59,7 @@ namespace ia::iae
|
||||
|
||||
BOOL GameData::LoadAssetData()
|
||||
{
|
||||
auto xml = ConfigData::LoadFromFile("Assets/Assets.xml");
|
||||
auto xml = ConfigData::LoadFromFile(BuildString(AssetManager::GetAssetDirectory(), "/Assets.xml"));
|
||||
if (!xml)
|
||||
return false;
|
||||
|
||||
@ -85,8 +85,8 @@ namespace ia::iae
|
||||
}
|
||||
else if (!strcmp(entry.name(), "TileSheet"))
|
||||
{
|
||||
IAEngine::GetAssetManager()->AssignAssetName(
|
||||
IAEngine::GetAssetManager()->CreateTileSheet(entry.attribute("path").as_string(),
|
||||
AssetManager::AssignAssetName(
|
||||
AssetManager::CreateTileSheet(AssetManager::LoadTexture(entry.attribute("path").as_string()),
|
||||
entry.attribute("tileWidth").as_int(),
|
||||
entry.attribute("tileHeight").as_int()),
|
||||
entry.attribute("name").as_string());
|
||||
@ -109,27 +109,27 @@ namespace ia::iae
|
||||
return nullptr;
|
||||
|
||||
const auto extent = IVec2{extentNode.attribute("width").as_int(), extentNode.attribute("height").as_int()};
|
||||
auto scene = IAEngine::GetAssetManager()->CreateScene(extent);
|
||||
auto scene = AssetManager::CreateScene(extent);
|
||||
|
||||
for (const auto &child : xml->Children())
|
||||
{
|
||||
if (!strcmp(child.name(), "Assets"))
|
||||
{
|
||||
for (const auto &r : child.children())
|
||||
scene->GetScene().AddReferencedResources(IAEngine::GetAssetManager()->GetAssetByName<IAsset>(r.attribute("name").as_string()));
|
||||
scene->GetHandle()->AddReferencedResources(AssetManager::GetAssetByName<IAsset>(r.attribute("name").as_string()));
|
||||
}
|
||||
else if (!strcmp(child.name(), "Nodes"))
|
||||
{
|
||||
}
|
||||
else if (!strcmp(child.name(), "Grid"))
|
||||
{
|
||||
ParseSceneGrid(&scene->GetScene(), &child);
|
||||
ParseSceneGrid(scene->GetHandle(), &child);
|
||||
}
|
||||
else
|
||||
THROW_INVALID_DATA();
|
||||
}
|
||||
|
||||
IAEngine::GetAssetManager()->AssignAssetName(scene, xml->Name());
|
||||
AssetManager::AssignAssetName(scene, xml->Name());
|
||||
|
||||
if (!g_entryScene)
|
||||
g_entryScene = scene;
|
||||
@ -155,7 +155,7 @@ namespace ia::iae
|
||||
return;
|
||||
|
||||
auto& cell = scene->GetGridCell(tileCursorX, tileCursorY);
|
||||
cell.TileSheet = IAEngine::GetAssetManager()->GetAssetByName<Asset_TileSheet>(cellNode.attribute("tileSheet").as_string());
|
||||
cell.TileSheet = AssetManager::GetAssetByName<Asset_TileSheet>(cellNode.attribute("tileSheet").as_string());
|
||||
cell.TileIndex.x = cellNode.attribute("tileX").as_int();
|
||||
cell.TileIndex.y = cellNode.attribute("tileY").as_int();
|
||||
cell.CollisionMask = cellNode.attribute("collisionMask").as_ullong();
|
||||
|
||||
@ -35,15 +35,6 @@ namespace ia::iae
|
||||
|
||||
Vector<Asset_Plugin *> g_plugins;
|
||||
|
||||
AssetManager* g_assetManager{};
|
||||
AssetManager* g_defaultAssetManager{};
|
||||
|
||||
#if defined(__IA_DEBUG) && __IA_DEBUG
|
||||
BOOL g_isDebugMode = true;
|
||||
#else
|
||||
BOOL g_isDebugMode = false;
|
||||
#endif
|
||||
|
||||
BOOL g_isHeadlessMode = false;
|
||||
|
||||
INT32 Run(IN CONST String &name, IN CONST String &packageName, IN CONST String &developerName,
|
||||
@ -82,7 +73,7 @@ namespace ia::iae
|
||||
|
||||
// EmbeddedResources::Initialize();
|
||||
|
||||
IAEngine::__Initialize();
|
||||
IAEngine::__Initialize(g_designViewport, "./Assets/");
|
||||
|
||||
SDL_Event event{};
|
||||
while (true)
|
||||
@ -117,105 +108,102 @@ namespace ia::iae
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
VOID IAEngine::__Initialize()
|
||||
VOID IAEngine::__Initialize(IN IVec2 designResolution, IN CONST String& assetDirectory)
|
||||
{
|
||||
g_isHeadlessMode = false;
|
||||
g_designViewport = designResolution;
|
||||
|
||||
RDC::Initialize(IVec2{g_designViewport.x, g_designViewport.y}, g_windowHandle, g_isDebugMode);
|
||||
|
||||
g_defaultAssetManager = new AssetManager();
|
||||
g_assetManager = g_defaultAssetManager;
|
||||
AssetManager::SetAssetDirectory(assetDirectory);
|
||||
|
||||
GameData::Initialize();
|
||||
|
||||
ChangeActiveScene(GameData::GetEntryScene()
|
||||
? GameData::GetEntryScene()
|
||||
: g_assetManager->CreateScene({g_designViewport.x, g_designViewport.y}));
|
||||
: AssetManager::CreateScene({g_designViewport.x, g_designViewport.y}));
|
||||
|
||||
Game_OnInitialize();
|
||||
|
||||
for (auto &p : g_plugins)
|
||||
p->OnInitialize();
|
||||
//for (auto &p : g_plugins)
|
||||
// p->OnInitialize();
|
||||
}
|
||||
|
||||
VOID IAEngine::__InitializeHeadless()
|
||||
VOID IAEngine::__InitializeHeadless(IN CONST String& assetDirectory)
|
||||
{
|
||||
g_isHeadlessMode = true;
|
||||
|
||||
if (!g_designViewport.x || !g_designViewport.y)
|
||||
g_designViewport = {800, 600};
|
||||
|
||||
g_defaultAssetManager = new AssetManager();
|
||||
g_assetManager = g_defaultAssetManager;
|
||||
AssetManager::SetAssetDirectory(assetDirectory);
|
||||
|
||||
GameData::Initialize();
|
||||
|
||||
ChangeActiveScene(GameData::GetEntryScene()
|
||||
? GameData::GetEntryScene()
|
||||
: g_assetManager->CreateScene({g_designViewport.x, g_designViewport.y}));
|
||||
: AssetManager::CreateScene({g_designViewport.x, g_designViewport.y}));
|
||||
|
||||
Game_OnInitialize();
|
||||
|
||||
for (auto &p : g_plugins)
|
||||
p->OnInitialize();
|
||||
//for (auto &p : g_plugins)
|
||||
// p->OnInitialize();
|
||||
}
|
||||
|
||||
VOID IAEngine::__Terminate()
|
||||
{
|
||||
for (auto &p : g_plugins)
|
||||
p->OnTerminate();
|
||||
//for (auto &p : g_plugins)
|
||||
// p->OnTerminate();
|
||||
|
||||
Game_OnTerminate();
|
||||
|
||||
GameData::Terminate();
|
||||
|
||||
delete g_defaultAssetManager;
|
||||
|
||||
RDC::Terminate();
|
||||
}
|
||||
|
||||
VOID IAEngine::__RenderToWindow()
|
||||
{
|
||||
g_activeScene->GetScene().OnDraw();
|
||||
g_activeScene->GetHandle()->OnDraw();
|
||||
RDC::RenderToWindow();
|
||||
|
||||
g_activeScene->GetScene().OnDebugDraw();
|
||||
g_activeScene->GetHandle()->OnDebugDraw();
|
||||
Game_OnDebugDraw();
|
||||
|
||||
for (auto &p : g_plugins)
|
||||
p->OnDebugDraw();
|
||||
//for (auto &p : g_plugins)
|
||||
// p->OnDebugDraw();
|
||||
}
|
||||
|
||||
VOID IAEngine::__RenderToTexture(IN PVOID textureHandle)
|
||||
{
|
||||
g_activeScene->GetScene().OnDraw();
|
||||
g_activeScene->GetHandle()->OnDraw();
|
||||
RDC::RenderToTexture((SDL_GPUTexture *) textureHandle);
|
||||
|
||||
g_activeScene->GetScene().OnDebugDraw();
|
||||
g_activeScene->GetHandle()->OnDebugDraw();
|
||||
Game_OnDebugDraw();
|
||||
|
||||
for (auto &p : g_plugins)
|
||||
p->OnDebugDraw();
|
||||
//for (auto &p : g_plugins)
|
||||
// p->OnDebugDraw();
|
||||
}
|
||||
|
||||
VOID IAEngine::__Update()
|
||||
{
|
||||
FLOAT32 deltaTime = 0;
|
||||
|
||||
g_activeScene->GetScene().OnUpdate(deltaTime);
|
||||
g_activeScene->GetHandle()->OnUpdate(deltaTime);
|
||||
Game_OnUpdate(deltaTime);
|
||||
|
||||
for (auto &p : g_plugins)
|
||||
p->OnUpdate(deltaTime);
|
||||
//for (auto &p : g_plugins)
|
||||
// p->OnUpdate(deltaTime);
|
||||
}
|
||||
|
||||
VOID IAEngine::__FixedUpdate()
|
||||
{
|
||||
g_activeScene->GetScene().OnFixedUpdate();
|
||||
g_activeScene->GetHandle()->OnFixedUpdate();
|
||||
Game_OnFixedUpdate();
|
||||
|
||||
for (auto &p : g_plugins)
|
||||
p->OnFixedUpdate();
|
||||
//for (auto &p : g_plugins)
|
||||
// p->OnFixedUpdate();
|
||||
}
|
||||
|
||||
VOID IAEngine::__ProcessEvent(IN PVOID _event)
|
||||
@ -227,16 +215,6 @@ namespace ia::iae
|
||||
{
|
||||
g_plugins.pushBack(plugin);
|
||||
}
|
||||
|
||||
AssetManager* IAEngine::GetAssetManager()
|
||||
{
|
||||
return g_assetManager;
|
||||
}
|
||||
|
||||
VOID IAEngine::SetAssetManager(IN AssetManager *instance)
|
||||
{
|
||||
g_assetManager = instance;
|
||||
}
|
||||
} // namespace ia::iae
|
||||
|
||||
namespace ia::iae
|
||||
@ -244,21 +222,21 @@ namespace ia::iae
|
||||
VOID IAEngine::DrawTile(IN Asset_TileSheet *tileSheet, IN INT32 tileIndexX, IN INT32 tileIndexY, IN Vec2 position,
|
||||
IN Vec2 scale, IN FLOAT32 rotation, IN BOOL flipH, IN BOOL flipV, IN Vec2 uvOffset)
|
||||
{
|
||||
RDC::DrawSpriteTopLeft(tileSheet->GetTexture(), tileIndexX, tileIndexY, position, scale, rotation, flipH, flipV,
|
||||
RDC::DrawSpriteTopLeft(tileSheet->GetHandle(), tileIndexX, tileIndexY, position, scale, rotation, flipH, flipV,
|
||||
uvOffset);
|
||||
}
|
||||
|
||||
VOID IAEngine::DrawSprite(IN Asset_Sprite *sprite, IN Vec2 position, IN Vec2 scale, IN FLOAT32 rotation,
|
||||
IN BOOL flipH, IN BOOL flipV, IN Vec2 uvOffset)
|
||||
{
|
||||
RDC::DrawSpriteTopLeft(sprite->GetTexture(), 0, 0, position, scale, rotation, flipH, flipV, uvOffset);
|
||||
RDC::DrawSpriteTopLeft(sprite->GetHandle(), 0, 0, position, scale, rotation, flipH, flipV, uvOffset);
|
||||
}
|
||||
|
||||
VOID IAEngine::DrawSprite(IN Asset_SpriteSheet *spriteSheet, IN INT32 animationIndex, IN INT32 frameIndex,
|
||||
IN Vec2 position, IN Vec2 scale, IN FLOAT32 rotation, IN BOOL flipH, IN BOOL flipV,
|
||||
IN Vec2 uvOffset)
|
||||
{
|
||||
RDC::DrawSpriteTopLeft(spriteSheet->GetTexture(), frameIndex, animationIndex, position, scale, rotation, flipH,
|
||||
RDC::DrawSpriteTopLeft(spriteSheet->GetHandle(), frameIndex, animationIndex, position, scale, rotation, flipH,
|
||||
flipV, uvOffset);
|
||||
}
|
||||
} // namespace ia::iae
|
||||
|
||||
@ -16,7 +16,7 @@
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <IAEngine/AssetManager.hpp>
|
||||
#include <IAEngine/Asset/AssetManager.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
|
||||
95
Src/IAEngine/inc/IAEngine/Asset/AssetManager.hpp
Normal file
@ -0,0 +1,95 @@
|
||||
// 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/Asset/Package.hpp>
|
||||
#include <IAEngine/Asset/Plugin.hpp>
|
||||
#include <IAEngine/Asset/Scene.hpp>
|
||||
#include <IAEngine/Asset/Sound.hpp>
|
||||
#include <IAEngine/Asset/Sprite.hpp>
|
||||
#include <IAEngine/Asset/SpriteSheet.hpp>
|
||||
#include <IAEngine/Asset/Texture.hpp>
|
||||
#include <IAEngine/Asset/TileSheet.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
class AssetManager final
|
||||
{
|
||||
public:
|
||||
STATIC VOID SetAssetDirectory(IN CONST String &path);
|
||||
|
||||
STATIC String ReadTextAsset(IN CONST String &path);
|
||||
STATIC Vector<UINT8> ReadBinaryAsset(IN CONST String &path);
|
||||
|
||||
public:
|
||||
STATIC Asset_Texture *LoadTexture(IN CONST String &path);
|
||||
STATIC Asset_Sprite *LoadSprite(IN CONST String &path);
|
||||
STATIC Asset_SpriteSheet *LoadSpriteSheet(IN CONST String &path);
|
||||
STATIC Asset_TileSheet *LoadTileSheet(IN CONST String &path);
|
||||
STATIC IAsset_Package *LoadPackage(IN CONST String &path);
|
||||
|
||||
STATIC Asset_Scene *CreateScene(IN IVec2 extent);
|
||||
STATIC Asset_Texture *CreateTexture(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height);
|
||||
STATIC Asset_Sprite *CreateSprite(IN CONST Asset_Texture *texture);
|
||||
STATIC Asset_SpriteSheet *CreateSpriteSheet(IN CONST Vector<Asset_Texture*>& sprites, IN CONST Map<String, INT32> &animations);
|
||||
STATIC Asset_SpriteSheet *CreateSpriteSheet(IN CONST Asset_Texture *texture, IN INT32 frameWidth,
|
||||
IN INT32 frameHeight, IN CONST Map<String, INT32> &animations);
|
||||
STATIC Asset_TileSheet *CreateTileSheet(IN CONST Asset_Texture *texture, IN INT32 tileWidth,
|
||||
IN INT32 tileHeight);
|
||||
|
||||
STATIC VOID DestroyAsset(IN IAsset *asset);
|
||||
STATIC VOID AssignAssetName(IN IAsset *asset, IN CONST String &name);
|
||||
STATIC String GetAssetName(IN CONST String& path);
|
||||
|
||||
STATIC IAsset* ChangeAssetType(IN CONST String& assetName, IN EAssetType newType);
|
||||
|
||||
template<typename AssetType>
|
||||
requires std::is_base_of<IAsset, AssetType>::value
|
||||
STATIC AssetType *GetAssetByName(IN CONST String &name);
|
||||
|
||||
public:
|
||||
STATIC Vector<UINT8> Inflate(IN PCUINT8 data, IN SIZE_T dataSize);
|
||||
STATIC Vector<UINT8> Deflate(IN PCUINT8 data, IN SIZE_T dataSize);
|
||||
|
||||
public:
|
||||
STATIC CONST String &GetAssetDirectory()
|
||||
{
|
||||
return s_assetDirectory;
|
||||
}
|
||||
|
||||
protected:
|
||||
STATIC String s_assetDirectory;
|
||||
STATIC Vector<IAsset *> s_assets;
|
||||
STATIC Map<String, IAsset *> s_assetNames;
|
||||
|
||||
protected:
|
||||
STATIC IAsset *GetAssetByName(IN CONST String &name);
|
||||
|
||||
private:
|
||||
STATIC VOID Initialize();
|
||||
STATIC VOID Terminate();
|
||||
|
||||
friend class IAEngine;
|
||||
};
|
||||
|
||||
template<typename AssetType>
|
||||
requires std::is_base_of<IAsset, AssetType>::value
|
||||
AssetType *AssetManager::GetAssetByName(IN CONST String &name)
|
||||
{
|
||||
return (AssetType *) GetAssetByName(name);
|
||||
}
|
||||
} // namespace ia::iae
|
||||
66
Src/IAEngine/inc/IAEngine/Asset/IAsset.hpp
Normal file
@ -0,0 +1,66 @@
|
||||
// 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
|
||||
{
|
||||
enum class EAssetType: INT32
|
||||
{
|
||||
INVALID,
|
||||
|
||||
TEXTURE,
|
||||
SPRITE,
|
||||
TILESHEET,
|
||||
SPRITESHEET,
|
||||
SOUND,
|
||||
SCENE,
|
||||
PLUGIN,
|
||||
PACKAGE
|
||||
};
|
||||
|
||||
class IAsset
|
||||
{
|
||||
public:
|
||||
IAsset(IN EAssetType type);
|
||||
VIRTUAL ~IAsset();
|
||||
|
||||
PURE_VIRTUAL(VOID Compile());
|
||||
PURE_VIRTUAL(VOID Destroy());
|
||||
|
||||
public:
|
||||
String GetPath() CONST
|
||||
{
|
||||
return m_path;
|
||||
}
|
||||
|
||||
VOID SetPath(IN CONST String &path)
|
||||
{
|
||||
m_path = path;
|
||||
}
|
||||
|
||||
EAssetType GetType() CONST
|
||||
{
|
||||
return m_type;
|
||||
}
|
||||
|
||||
protected:
|
||||
String m_path;
|
||||
CONST EAssetType m_type;
|
||||
};
|
||||
} // namespace ia::iae
|
||||
49
Src/IAEngine/inc/IAEngine/Asset/Package.hpp
Normal file
@ -0,0 +1,49 @@
|
||||
// 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 <IACore/StreamReader.hpp>
|
||||
#include <IAEngine/Asset/IAsset.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
class IAsset_Package : public IAsset
|
||||
{
|
||||
public:
|
||||
struct AssetRef
|
||||
{
|
||||
String Path;
|
||||
Handle RefHandle{INVALID_HANDLE};
|
||||
EAssetType Type{EAssetType::INVALID};
|
||||
};
|
||||
|
||||
public:
|
||||
IAsset_Package(IN Handle handle) : IAsset(EAssetType::PACKAGE)
|
||||
{
|
||||
}
|
||||
|
||||
VIRTUAL VOID Compile();
|
||||
VIRTUAL VOID Destroy();
|
||||
|
||||
PURE_VIRTUAL(Vector<AssetRef>::const_iterator ListAssets());
|
||||
PURE_VIRTUAL(RefPtr<IStreamReader> GetAssetData(IN Handle refHandle));
|
||||
|
||||
protected:
|
||||
friend class AssetManager;
|
||||
};
|
||||
|
||||
} // namespace ia::iae
|
||||
40
Src/IAEngine/inc/IAEngine/Asset/Plugin.hpp
Normal file
@ -0,0 +1,40 @@
|
||||
// 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/Asset/IAsset.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
class Asset_Plugin : public IAsset
|
||||
{
|
||||
public:
|
||||
Asset_Plugin(IN Handle handle) : IAsset(EAssetType::PLUGIN), m_handle(handle)
|
||||
{
|
||||
}
|
||||
|
||||
VIRTUAL VOID Compile();
|
||||
VIRTUAL VOID Destroy();
|
||||
|
||||
INLINE Handle GetHandle();
|
||||
|
||||
protected:
|
||||
CONST Handle m_handle;
|
||||
|
||||
friend class AssetManager;
|
||||
};
|
||||
} // namespace ia::iae
|
||||
46
Src/IAEngine/inc/IAEngine/Asset/Scene.hpp
Normal file
@ -0,0 +1,46 @@
|
||||
// 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/Asset/IAsset.hpp>
|
||||
#include <IAEngine/Scene.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
class Asset_Scene : public IAsset
|
||||
{
|
||||
public:
|
||||
Asset_Scene(IN Scene* handle) : IAsset(EAssetType::SCENE), m_handle(handle)
|
||||
{
|
||||
}
|
||||
|
||||
VIRTUAL VOID Compile();
|
||||
VIRTUAL VOID Destroy();
|
||||
|
||||
INLINE Scene* GetHandle();
|
||||
|
||||
protected:
|
||||
Scene* CONST m_handle;
|
||||
|
||||
friend class AssetManager;
|
||||
};
|
||||
|
||||
INLINE Scene* Asset_Scene::GetHandle()
|
||||
{
|
||||
return m_handle;
|
||||
}
|
||||
} // namespace ia::iae
|
||||
45
Src/IAEngine/inc/IAEngine/Asset/Sound.hpp
Normal file
@ -0,0 +1,45 @@
|
||||
// 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/Asset/IAsset.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
class Asset_Sound : public IAsset
|
||||
{
|
||||
public:
|
||||
Asset_Sound(IN Handle handle) : IAsset(EAssetType::SOUND), m_handle(handle)
|
||||
{
|
||||
}
|
||||
|
||||
VIRTUAL VOID Compile();
|
||||
VIRTUAL VOID Destroy();
|
||||
|
||||
INLINE Handle GetHandle();
|
||||
|
||||
protected:
|
||||
CONST Handle m_handle;
|
||||
|
||||
friend class AssetManager;
|
||||
};
|
||||
|
||||
INLINE Handle Asset_Sound::GetHandle()
|
||||
{
|
||||
return m_handle;
|
||||
}
|
||||
} // namespace ia::iae
|
||||
36
Src/IAEngine/inc/IAEngine/Asset/Sprite.hpp
Normal file
@ -0,0 +1,36 @@
|
||||
// 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/Asset/Texture.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
class Asset_Sprite : public Asset_Texture
|
||||
{
|
||||
public:
|
||||
Asset_Sprite(IN ImageView* textureHandle) : Asset_Texture(textureHandle, EAssetType::SPRITE)
|
||||
{
|
||||
}
|
||||
|
||||
VIRTUAL VOID Compile();
|
||||
VIRTUAL VOID Destroy();
|
||||
|
||||
protected:
|
||||
friend class AssetManager;
|
||||
};
|
||||
}
|
||||
65
Src/IAEngine/inc/IAEngine/Asset/SpriteSheet.hpp
Normal file
@ -0,0 +1,65 @@
|
||||
// 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/Asset/Texture.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
class Asset_SpriteSheet : public Asset_Texture
|
||||
{
|
||||
public:
|
||||
struct AnimationDesc
|
||||
{
|
||||
INT32 StartRow{};
|
||||
INT32 FrameCount{};
|
||||
};
|
||||
|
||||
public:
|
||||
Asset_SpriteSheet(IN ImageView *textureHandle, IN INT32 frameWidth, IN INT32 frameHeight,
|
||||
IN Map<String, AnimationDesc> &&animations)
|
||||
: Asset_Texture(textureHandle, EAssetType::SPRITESHEET), m_frameWidth(frameWidth),
|
||||
m_frameHeight(frameHeight), m_animations(IA_MOVE(animations))
|
||||
{
|
||||
}
|
||||
|
||||
VIRTUAL VOID Compile();
|
||||
VIRTUAL VOID Destroy();
|
||||
|
||||
INT32 &FrameWidth()
|
||||
{
|
||||
return m_frameWidth;
|
||||
}
|
||||
|
||||
INT32 &FrameHeight()
|
||||
{
|
||||
return m_frameHeight;
|
||||
}
|
||||
|
||||
Map<String, AnimationDesc> &Animations()
|
||||
{
|
||||
return m_animations;
|
||||
}
|
||||
|
||||
protected:
|
||||
INT32 m_frameWidth;
|
||||
INT32 m_frameHeight;
|
||||
Map<String, AnimationDesc> m_animations;
|
||||
|
||||
friend class AssetManager;
|
||||
};
|
||||
} // namespace ia::iae
|
||||
49
Src/IAEngine/inc/IAEngine/Asset/Texture.hpp
Normal file
@ -0,0 +1,49 @@
|
||||
// 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/Asset/IAsset.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
class Asset_Texture : public IAsset
|
||||
{
|
||||
public:
|
||||
Asset_Texture(IN ImageView* handle) : IAsset(EAssetType::TEXTURE), m_handle(handle)
|
||||
{
|
||||
}
|
||||
|
||||
Asset_Texture(IN ImageView* handle, IN EAssetType type) : IAsset(type), m_handle(handle)
|
||||
{
|
||||
}
|
||||
|
||||
VIRTUAL VOID Compile();
|
||||
VIRTUAL VOID Destroy();
|
||||
|
||||
INLINE ImageView* GetHandle();
|
||||
|
||||
protected:
|
||||
ImageView* CONST m_handle;
|
||||
|
||||
friend class AssetManager;
|
||||
};
|
||||
|
||||
INLINE ImageView* Asset_Texture::GetHandle()
|
||||
{
|
||||
return m_handle;
|
||||
}
|
||||
} // namespace ia::iae
|
||||
49
Src/IAEngine/inc/IAEngine/Asset/TileSheet.hpp
Normal file
@ -0,0 +1,49 @@
|
||||
// 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/Asset/Texture.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
class Asset_TileSheet : public Asset_Texture
|
||||
{
|
||||
public:
|
||||
Asset_TileSheet(IN ImageView *textureHandle, IN INT32 tileWidth, IN INT32 tileHeight)
|
||||
: Asset_Texture(textureHandle, EAssetType::TILESHEET), m_tileWidth(tileWidth), m_tileHeight(tileHeight)
|
||||
{
|
||||
}
|
||||
|
||||
VIRTUAL VOID Compile();
|
||||
VIRTUAL VOID Destroy();
|
||||
|
||||
INT32 &TileWidth()
|
||||
{
|
||||
return m_tileWidth;
|
||||
}
|
||||
|
||||
INT32 &TileHeight()
|
||||
{
|
||||
return m_tileHeight;
|
||||
}
|
||||
|
||||
protected:
|
||||
INT32 m_tileWidth;
|
||||
INT32 m_tileHeight;
|
||||
friend class AssetManager;
|
||||
};
|
||||
} // namespace ia::iae
|
||||
@ -1,222 +0,0 @@
|
||||
// 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>
|
||||
|
||||
#include <IACore/StreamReader.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
enum class EAssetType
|
||||
{
|
||||
INVALID,
|
||||
|
||||
SCENE,
|
||||
SOUND,
|
||||
SPRITE,
|
||||
TILESHEET,
|
||||
SPRITESHEET,
|
||||
PLUGIN,
|
||||
PACKAGE
|
||||
};
|
||||
|
||||
class IAsset
|
||||
{
|
||||
public:
|
||||
IAsset(IN EAssetType type);
|
||||
VIRTUAL ~IAsset();
|
||||
|
||||
PURE_VIRTUAL(VOID Compile());
|
||||
PURE_VIRTUAL(VOID Destroy());
|
||||
|
||||
protected:
|
||||
CONST EAssetType m_type;
|
||||
};
|
||||
|
||||
class Asset_Sprite : public IAsset
|
||||
{
|
||||
public:
|
||||
Asset_Sprite() : IAsset(EAssetType::SPRITE)
|
||||
{
|
||||
}
|
||||
|
||||
Asset_Sprite(IN EAssetType type) : IAsset(type)
|
||||
{
|
||||
}
|
||||
|
||||
VOID Compile();
|
||||
VOID Destroy();
|
||||
|
||||
INLINE Handle GetTexture();
|
||||
|
||||
protected:
|
||||
Handle m_texture;
|
||||
|
||||
friend class AssetManager;
|
||||
};
|
||||
|
||||
class Asset_TileSheet : public Asset_Sprite
|
||||
{
|
||||
public:
|
||||
Asset_TileSheet() : Asset_Sprite(EAssetType::TILESHEET)
|
||||
{
|
||||
}
|
||||
};
|
||||
|
||||
class Asset_SpriteSheet : public Asset_Sprite
|
||||
{
|
||||
public:
|
||||
Asset_SpriteSheet() : Asset_Sprite(EAssetType::SPRITESHEET)
|
||||
{
|
||||
}
|
||||
|
||||
VOID Compile();
|
||||
VOID Destroy();
|
||||
|
||||
INLINE CONST Vector<INT32> &GetFrameCounts() CONST;
|
||||
|
||||
protected:
|
||||
Vector<INT32> m_frameCounts;
|
||||
|
||||
friend class AssetManager;
|
||||
};
|
||||
|
||||
class Asset_Scene : public IAsset
|
||||
{
|
||||
public:
|
||||
Asset_Scene() : IAsset(EAssetType::SCENE)
|
||||
{
|
||||
}
|
||||
|
||||
VOID Compile();
|
||||
VOID Destroy();
|
||||
|
||||
public:
|
||||
INLINE Scene &GetScene();
|
||||
|
||||
protected:
|
||||
Scene m_scene;
|
||||
|
||||
friend class AssetManager;
|
||||
};
|
||||
|
||||
class Asset_Plugin : public IAsset
|
||||
{
|
||||
public:
|
||||
Asset_Plugin() : IAsset(EAssetType::PLUGIN)
|
||||
{
|
||||
}
|
||||
|
||||
VOID Compile();
|
||||
VOID Destroy();
|
||||
|
||||
public:
|
||||
VOID (*OnInitialize)();
|
||||
VOID (*OnTerminate)();
|
||||
VOID (*OnDebugDraw)();
|
||||
VOID (*OnFixedUpdate)();
|
||||
VOID (*OnUpdate)(IN FLOAT32 deltaTime);
|
||||
};
|
||||
|
||||
class IAsset_Package : public IAsset
|
||||
{
|
||||
public:
|
||||
struct AssetRef
|
||||
{
|
||||
String Path;
|
||||
Handle RefHandle{INVALID_HANDLE};
|
||||
EAssetType Type{EAssetType::INVALID};
|
||||
};
|
||||
|
||||
public:
|
||||
PURE_VIRTUAL(Vector<AssetRef>::const_iterator ListAssets());
|
||||
PURE_VIRTUAL(RefPtr<IStreamReader> GetAssetData(IN Handle refHandle));
|
||||
};
|
||||
|
||||
class AssetManager
|
||||
{
|
||||
public:
|
||||
VIRTUAL VOID SetAssetDirectory(IN CONST String &path);
|
||||
|
||||
String ReadTextAsset(IN CONST String &path);
|
||||
Vector<UINT8> ReadBinaryAsset(IN CONST String &path);
|
||||
|
||||
public:
|
||||
VIRTUAL Asset_Plugin *LoadPlugin(IN CONST String &path);
|
||||
|
||||
VIRTUAL Asset_Sprite *CreateSprite(IN CONST String &path);
|
||||
VIRTUAL Asset_Sprite *CreateSprite(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height);
|
||||
|
||||
VIRTUAL Asset_SpriteSheet *CreateSpriteSheet(IN CONST Vector<Vector<Handle>> &animations);
|
||||
VIRTUAL Asset_SpriteSheet *CreateSpriteSheet(IN CONST String &path, IN INT32 spriteWidth, IN INT32 spriteHeight,
|
||||
IN CONST Vector<INT32> &frameCounts);
|
||||
|
||||
VIRTUAL Asset_TileSheet *CreateTileSheet(IN CONST String &path, IN INT32 tileWidth, IN INT32 tileHeight);
|
||||
VIRTUAL Asset_TileSheet *CreateTileSheet(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height,
|
||||
IN INT32 tileWidth, IN INT32 tileHeight);
|
||||
|
||||
VIRTUAL Asset_Scene *CreateScene(IN IVec2 extent);
|
||||
|
||||
VIRTUAL VOID DestroyAsset(IN IAsset *asset);
|
||||
VIRTUAL VOID AssignAssetName(IN IAsset *asset, IN CONST String &name);
|
||||
|
||||
template<typename AssetType>
|
||||
requires std::is_base_of<IAsset, AssetType>::value
|
||||
AssetType *GetAssetByName(IN CONST String &name);
|
||||
|
||||
public:
|
||||
STATIC Vector<UINT8> Inflate(IN PCUINT8 data, IN SIZE_T dataSize);
|
||||
STATIC Vector<UINT8> Deflate(IN PCUINT8 data, IN SIZE_T dataSize);
|
||||
|
||||
protected:
|
||||
String m_assetDirectory;
|
||||
Vector<IAsset *> m_assets;
|
||||
Map<String, IAsset *> m_assetNames;
|
||||
|
||||
protected:
|
||||
VIRTUAL IAsset *GetAssetByName(IN CONST String &name);
|
||||
|
||||
private:
|
||||
VOID Initialize();
|
||||
VOID Terminate();
|
||||
|
||||
friend class IAEngine;
|
||||
};
|
||||
|
||||
template<typename AssetType>
|
||||
requires std::is_base_of<IAsset, AssetType>::value
|
||||
AssetType *AssetManager::GetAssetByName(IN CONST String &name)
|
||||
{
|
||||
return (AssetType *) GetAssetByName(name);
|
||||
}
|
||||
|
||||
Handle Asset_Sprite::GetTexture()
|
||||
{
|
||||
return m_texture;
|
||||
}
|
||||
|
||||
Scene &Asset_Scene::GetScene()
|
||||
{
|
||||
return m_scene;
|
||||
}
|
||||
|
||||
CONST Vector<INT32> &Asset_SpriteSheet::GetFrameCounts() CONST
|
||||
{
|
||||
return m_frameCounts;
|
||||
}
|
||||
} // namespace ia::iae
|
||||
@ -27,4 +27,9 @@
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
}
|
||||
#if (defined(__IA_DEBUG) && __IA_DEBUG) || (defined(__IAENGINE_DEBUG))
|
||||
STATIC CONSTEXPR BOOL g_isDebugMode = true;
|
||||
#else
|
||||
STATIC CONSTEXPR BOOL g_isDebugMode = false;
|
||||
#endif
|
||||
} // namespace ia::iae
|
||||
|
||||
@ -16,7 +16,7 @@
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <IAEngine/AssetManager.hpp>
|
||||
#include <IAEngine/Asset/AssetManager.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
@ -25,9 +25,6 @@ namespace ia::iae
|
||||
public:
|
||||
STATIC VOID AddPlugin(IN Asset_Plugin *plugin);
|
||||
|
||||
STATIC AssetManager *GetAssetManager();
|
||||
STATIC VOID SetAssetManager(IN AssetManager *instance);
|
||||
|
||||
public:
|
||||
STATIC Asset_Scene *GetActiveScene();
|
||||
STATIC VOID ChangeActiveScene(IN Asset_Scene *scene);
|
||||
@ -45,8 +42,8 @@ namespace ia::iae
|
||||
IN BOOL flipH = false, IN BOOL flipV = false, IN Vec2 uvOffset = {});
|
||||
|
||||
public:
|
||||
STATIC VOID __Initialize();
|
||||
STATIC VOID __InitializeHeadless();
|
||||
STATIC VOID __Initialize(IN IVec2 designResolution, IN CONST String& assetDirectory);
|
||||
STATIC VOID __InitializeHeadless(IN CONST String& assetDirectory);
|
||||
STATIC VOID __Terminate();
|
||||
STATIC VOID __RenderToWindow();
|
||||
STATIC VOID __RenderToTexture(IN PVOID textureHandle);
|
||||
|
||||
@ -50,8 +50,13 @@ namespace ia::iae
|
||||
INT32 RDC::s_primitiveInstanceCount{};
|
||||
GeometryVertex RDC::s_primitiveInstances[RDC::MAX_PRIMITIVE_COUNT];
|
||||
|
||||
Vector<RDC_Texture*> g_managedBakedTextures;
|
||||
|
||||
VOID RDC::Initialize(IN IVec2 viewportExtent, IN SDL_Window *windowHandle, IN BOOL isDebugMode)
|
||||
{
|
||||
if (s_windowHandle)
|
||||
return;
|
||||
|
||||
EmbeddedResources::Initialize();
|
||||
|
||||
s_windowHandle = windowHandle;
|
||||
@ -74,6 +79,9 @@ namespace ia::iae
|
||||
|
||||
RDC_Device::DestroyGeometry(s_quadGeometry);
|
||||
|
||||
for (const auto &t : g_managedBakedTextures)
|
||||
delete t;
|
||||
|
||||
SDL_ReleaseGPUSampler(RDC_Device::GetHandle(), s_linearClampSampler);
|
||||
SDL_ReleaseGPUSampler(RDC_Device::GetHandle(), s_linearRepeatSampler);
|
||||
|
||||
@ -187,29 +195,26 @@ namespace ia::iae
|
||||
RDC_Device::WaitForIdle();
|
||||
}
|
||||
|
||||
Vec2 RDC::DrawSpriteTopLeft(IN Handle _image, IN INT32 tileIndexX, IN INT32 tileIndexY, IN Vec2 position,
|
||||
Vec2 RDC::DrawSpriteTopLeft(IN ImageView *imageView, IN INT32 tileIndexX, IN INT32 tileIndexY, IN Vec2 position,
|
||||
IN Vec2 scale, IN FLOAT32 rotation, IN BOOL flipH, IN BOOL flipV, IN Vec2 uvOffset)
|
||||
{
|
||||
const auto image = (ImageData *) _image;
|
||||
|
||||
const auto _s = Vec2{scale.x * image->TileWidth, scale.y * image->TileHeight};
|
||||
const auto _s = Vec2{scale.x * imageView->TileWidth, scale.y * imageView->TileHeight};
|
||||
Mat4 transform = glm::translate(glm::mat4(1.0f), glm::vec3{position.x, position.y, 0});
|
||||
transform = glm::rotate(transform, rotation, glm::vec3(0.0f, 0.0f, 1.0f));
|
||||
transform = glm::scale(transform, glm::vec3(_s, 1.0f));
|
||||
s_spriteInstances[s_spriteInstanceCount++] = {
|
||||
.Transform = transform,
|
||||
.TexCoords = s_dynamicSpriteAtlas ? s_dynamicSpriteAtlas->GetTextureCoordinates(
|
||||
_image, tileIndexX, tileIndexY, flipH, flipV, uvOffset)
|
||||
imageView, tileIndexX, tileIndexY, flipH, flipV, uvOffset)
|
||||
: Vec4{0.0f, 0.0f, 1.0f, 1.0f},
|
||||
.Color = {1.0f, 1.0f, 1.0f, 1.0f}};
|
||||
return _s;
|
||||
}
|
||||
|
||||
Vec2 RDC::DrawSpriteCentered(IN Handle _image, IN INT32 tileIndexX, IN INT32 tileIndexY, IN Vec2 position,
|
||||
Vec2 RDC::DrawSpriteCentered(IN ImageView *imageView, IN INT32 tileIndexX, IN INT32 tileIndexY, IN Vec2 position,
|
||||
IN Vec2 scale, IN FLOAT32 rotation, IN BOOL flipH, IN BOOL flipV, IN Vec2 uvOffset)
|
||||
{
|
||||
const auto image = (ImageData *) _image;
|
||||
const auto _s = Vec2{scale.x * image->TileWidth, scale.y * image->TileHeight};
|
||||
const auto _s = Vec2{scale.x * imageView->TileWidth, scale.y * imageView->TileHeight};
|
||||
Mat4 transform =
|
||||
glm::translate(glm::mat4(1.0f), glm::vec3{position.x - _s.x / 2.0f, position.y - _s.y / 2.0f, 0});
|
||||
transform = glm::rotate(transform, rotation, glm::vec3(0.0f, 0.0f, 1.0f));
|
||||
@ -217,7 +222,7 @@ namespace ia::iae
|
||||
s_spriteInstances[s_spriteInstanceCount++] = {
|
||||
.Transform = transform,
|
||||
.TexCoords = s_dynamicSpriteAtlas ? s_dynamicSpriteAtlas->GetTextureCoordinates(
|
||||
_image, tileIndexX, tileIndexY, flipH, flipV, uvOffset)
|
||||
imageView, tileIndexX, tileIndexY, flipH, flipV, uvOffset)
|
||||
: Vec4{0.0f, 0.0f, 1.0f, 1.0f},
|
||||
.Color = {1.0f, 1.0f, 1.0f, 1.0f}};
|
||||
return _s;
|
||||
@ -260,34 +265,50 @@ namespace ia::iae
|
||||
s_viewMatrix = glm::lookAtLH(glm::vec3{s_cameraPosition, -1.0f}, {s_cameraPosition, 0.0f}, {0.0f, 1.0f, 0.0f});
|
||||
}
|
||||
|
||||
Handle RDC::CreateImage(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height, IN INT32 tileCountX,
|
||||
IN INT32 tileCountY)
|
||||
Image *RDC::CreateImage(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height)
|
||||
{
|
||||
const auto pixelDataSize = width * height * 4;
|
||||
|
||||
const auto image = new ImageData{
|
||||
.Pixels = new UINT8[pixelDataSize],
|
||||
.Width = width,
|
||||
.Height = height,
|
||||
.TileWidth = width / tileCountX,
|
||||
.TileHeight = height / tileCountY,
|
||||
const auto image = new Image{.Pixels = new UINT8[pixelDataSize], .Width = width, .Height = height};
|
||||
|
||||
ia_memcpy(image->Pixels, rgbaData, pixelDataSize);
|
||||
|
||||
return image;
|
||||
}
|
||||
|
||||
ImageView *RDC::CreateImageView(IN Image *image, IN INT32 tileCountX, IN INT32 tileCountY)
|
||||
{
|
||||
const auto imageView = new ImageView{
|
||||
.ImagePtr = image,
|
||||
.TileWidth = image->Width / tileCountX,
|
||||
.TileHeight = image->Height / tileCountY,
|
||||
.TileCountX = tileCountX,
|
||||
.TileCountY = tileCountY,
|
||||
};
|
||||
|
||||
ia_memcpy(image->Pixels, rgbaData, pixelDataSize);
|
||||
|
||||
return (Handle) image;
|
||||
return imageView;
|
||||
}
|
||||
|
||||
VOID RDC::DestroyImage(IN Handle _image)
|
||||
VOID RDC::DestroyImage(IN Image *image)
|
||||
{
|
||||
const auto image = (ImageData *) _image;
|
||||
delete[] image->Pixels;
|
||||
delete image;
|
||||
}
|
||||
|
||||
VOID RDC::CompileTextures(IN CONST Vector<Handle> &images)
|
||||
VOID RDC::DestroyImageView(IN ImageView *imageView)
|
||||
{
|
||||
delete imageView;
|
||||
}
|
||||
|
||||
Handle RDC::BakeTexture(IN Image *image)
|
||||
{
|
||||
const auto texture = new RDC_Texture(RDC_Texture::EType::SAMPLED, image->Width, image->Height);
|
||||
texture->SetImageData(image->Pixels);
|
||||
g_managedBakedTextures.pushBack(texture);
|
||||
return (Handle)texture->GetHandle();
|
||||
}
|
||||
|
||||
VOID RDC::CompileTextures(IN CONST Vector<Image *> &images)
|
||||
{
|
||||
if (!images.size())
|
||||
return;
|
||||
|
||||
@ -18,19 +18,18 @@
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
RDC_TextureAtlas::RDC_TextureAtlas(IN CONST Vector<Handle> &images)
|
||||
RDC_TextureAtlas::RDC_TextureAtlas(IN CONST Vector<Image*> &images)
|
||||
{
|
||||
if (images.empty())
|
||||
return;
|
||||
|
||||
m_atlasSize.x = 0;
|
||||
m_atlasSize.y = 0;
|
||||
for (const auto &_image : images)
|
||||
for (const auto &image : images)
|
||||
{
|
||||
const auto d = (ImageData *) _image;
|
||||
m_atlasSize.x += d->Width;
|
||||
if (d->Height > m_atlasSize.y)
|
||||
m_atlasSize.y = d->Height;
|
||||
m_atlasSize.x += image->Width;
|
||||
if (image->Height > m_atlasSize.y)
|
||||
m_atlasSize.y = image->Height;
|
||||
}
|
||||
|
||||
m_inverseAtlasSize = {1.0f / ((FLOAT32) m_atlasSize.x), 1.0f / ((FLOAT32) m_atlasSize.y)};
|
||||
@ -38,13 +37,12 @@ namespace ia::iae
|
||||
const auto pixels = new UINT8[m_atlasSize.x * m_atlasSize.y * 4];
|
||||
|
||||
INT32 atlasCursor{0};
|
||||
for (const auto &_image : images)
|
||||
for (const auto &image : images)
|
||||
{
|
||||
const auto d = (ImageData *) _image;
|
||||
for (INT32 y = 0; y < d->Height; y++)
|
||||
ia_memcpy(&pixels[(atlasCursor + (y * m_atlasSize.x)) * 4], &d->Pixels[y * d->Width * 4], d->Width * 4);
|
||||
m_texCoordMap[_image] = Vec2(((FLOAT32) atlasCursor) / ((FLOAT32) m_atlasSize.x), 0.0f);
|
||||
atlasCursor += d->Width;
|
||||
for (INT32 y = 0; y < image->Height; y++)
|
||||
ia_memcpy(&pixels[(atlasCursor + (y * m_atlasSize.x)) * 4], &image->Pixels[y * image->Width * 4], image->Width * 4);
|
||||
m_texCoordMap[(Handle)(image)] = Vec2(((FLOAT32) atlasCursor) / ((FLOAT32) m_atlasSize.x), 0.0f);
|
||||
atlasCursor += image->Width;
|
||||
}
|
||||
|
||||
m_texture = new RDC_Texture(RDC_Texture::EType::SAMPLED, m_atlasSize.x, m_atlasSize.y);
|
||||
@ -58,15 +56,14 @@ namespace ia::iae
|
||||
delete m_texture;
|
||||
}
|
||||
|
||||
Vec4 RDC_TextureAtlas::GetTextureCoordinates(IN Handle _image, IN INT32 tileIndexX, IN INT32 tileIndexY, IN BOOL flipH,
|
||||
Vec4 RDC_TextureAtlas::GetTextureCoordinates(IN ImageView* imageView, IN INT32 tileIndexX, IN INT32 tileIndexY, IN BOOL flipH,
|
||||
IN BOOL flipV, IN Vec2 uvOffset)
|
||||
{
|
||||
const auto d = (ImageData *) _image;
|
||||
const auto &t = m_texCoordMap[_image];
|
||||
const auto pX = ((tileIndexX + uvOffset.x) * ((FLOAT32) d->TileWidth)) * m_inverseAtlasSize.x;
|
||||
const auto pY = ((tileIndexY + uvOffset.y) * ((FLOAT32) d->TileHeight)) * m_inverseAtlasSize.y;
|
||||
auto texCoords = Vec4(t.x + pX, t.y + pY, d->TileWidth * m_inverseAtlasSize.x,
|
||||
d->TileHeight * m_inverseAtlasSize.y);
|
||||
const auto &t = m_texCoordMap[(Handle)(imageView->ImagePtr)];
|
||||
const auto pX = ((tileIndexX + uvOffset.x) * ((FLOAT32) imageView->TileWidth)) * m_inverseAtlasSize.x;
|
||||
const auto pY = ((tileIndexY + uvOffset.y) * ((FLOAT32) imageView->TileHeight)) * m_inverseAtlasSize.y;
|
||||
auto texCoords = Vec4(t.x + pX, t.y + pY, imageView->TileWidth * m_inverseAtlasSize.x,
|
||||
imageView->TileHeight * m_inverseAtlasSize.y);
|
||||
if (flipH)
|
||||
{
|
||||
texCoords.x += texCoords.z;
|
||||
|
||||
@ -27,11 +27,16 @@
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
struct ImageData
|
||||
struct Image
|
||||
{
|
||||
PUINT8 Pixels{};
|
||||
INT32 Width{};
|
||||
INT32 Height{};
|
||||
};
|
||||
|
||||
struct ImageView
|
||||
{
|
||||
Image* ImagePtr{};
|
||||
INT32 TileWidth{};
|
||||
INT32 TileHeight{};
|
||||
INT32 TileCountX{};
|
||||
|
||||
@ -17,10 +17,11 @@
|
||||
#pragma once
|
||||
|
||||
#include <RenderCore/Buffer.hpp>
|
||||
#include <RenderCore/Texture.hpp>
|
||||
#include <RenderCore/Pipeline.hpp>
|
||||
#include <RenderCore/Texture.hpp>
|
||||
#include <RenderCore/TextureAtlas.hpp>
|
||||
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
#pragma pack(push, 1)
|
||||
@ -53,19 +54,24 @@ namespace ia::iae
|
||||
STATIC Vec2 GetCameraPosition();
|
||||
STATIC VOID SetCameraPosition(IN Vec2 position);
|
||||
|
||||
STATIC Vec2 DrawSpriteTopLeft(IN Handle image, IN INT32 tileIndexX, IN INT32 tileIndexY,
|
||||
IN Vec2 position, IN Vec2 scale, IN FLOAT32 rotation, IN BOOL flipH = false, IN BOOL flipV = false, IN Vec2 uvOffset = {});
|
||||
STATIC Vec2 DrawSpriteCentered(IN Handle image, IN INT32 tileIndexX, IN INT32 tileIndexY,
|
||||
IN Vec2 position, IN Vec2 scale, IN FLOAT32 rotation, IN BOOL flipH = false, IN BOOL flipV = false, IN Vec2 uvOffset = {});
|
||||
STATIC Vec2 DrawSpriteTopLeft(IN ImageView* imageView, IN INT32 tileIndexX, IN INT32 tileIndexY, IN Vec2 position,
|
||||
IN Vec2 scale, IN FLOAT32 rotation, IN BOOL flipH = false, IN BOOL flipV = false,
|
||||
IN Vec2 uvOffset = {});
|
||||
STATIC Vec2 DrawSpriteCentered(IN ImageView* imageView, IN INT32 tileIndexX, IN INT32 tileIndexY, IN Vec2 position,
|
||||
IN Vec2 scale, IN FLOAT32 rotation, IN BOOL flipH = false, IN BOOL flipV = false,
|
||||
IN Vec2 uvOffset = {});
|
||||
|
||||
STATIC VOID DrawLine(IN Vec2 start, IN Vec2 end, IN Vec4 color);
|
||||
STATIC VOID DrawRect(IN Vec2 start, IN Vec2 end, IN Vec4 color);
|
||||
|
||||
STATIC Handle CreateImage(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height, IN INT32 tileCountX = 1,
|
||||
IN INT32 tileCountY = 1);
|
||||
STATIC VOID DestroyImage(IN Handle image);
|
||||
STATIC Image* CreateImage(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height);
|
||||
STATIC ImageView* CreateImageView(IN Image* image, IN INT32 tileCountX = 1, IN INT32 tileCountY = 1);
|
||||
STATIC VOID DestroyImage(IN Image* image);
|
||||
STATIC VOID DestroyImageView(IN ImageView* imageView);
|
||||
|
||||
STATIC VOID CompileTextures(IN CONST Vector<Handle>& images);
|
||||
STATIC Handle BakeTexture(IN Image* image);
|
||||
|
||||
STATIC VOID CompileTextures(IN CONST Vector<Image*> &images);
|
||||
|
||||
private:
|
||||
STATIC VOID InitializeSamplers();
|
||||
|
||||