// 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 . #include #include #include #include GameFunctionTable g_gameFunctions{}; namespace ia::iae { String GetStringVersion(IN UINT64 version) { return ""; } VOID __Internal_Engine::Initialize() { IAE_LOG_INFO("Booting IAEngine for ", g_gameFunctions.GetName()); SDL_SetAppMetadata(g_gameFunctions.GetName(), GetStringVersion(g_gameFunctions.GetVersion()).c_str(), g_gameFunctions.GetPackageName()); g_gameFunctions.OnInitialize(); } VOID __Internal_Engine::Terminate() { g_gameFunctions.OnTerminate(); IAE_LOG_INFO("Shutting down IAEngine"); } VOID __Internal_Engine::Iterate() { } VOID __Internal_Engine::ProcessEvent(IN SDL_Event *event) { switch (event->type) { case SDL_EVENT_WINDOW_RESIZED: break; } } } // namespace ia::iae namespace ia::iae { } BOOL ValidateGameFunctionTable(IN GameFunctionTable gameFunctionTable) { if (!gameFunctionTable.OnInitialize) return false; if (!gameFunctionTable.OnTerminate) return false; if (!gameFunctionTable.OnDebugDraw) return false; if (!gameFunctionTable.OnFixedUpdate) return false; if (!gameFunctionTable.OnUpdate) return false; if (!gameFunctionTable.OnResize) return false; if (!gameFunctionTable.GetName) return false; if (!gameFunctionTable.GetVersion) return false; if (!gameFunctionTable.GetPackageName) return false; if (!gameFunctionTable.GetDeveloperName) return false; if (!gameFunctionTable.GetPublisherName) return false; return true; } C_DECL(IAE_DLL_API ia::BOOL IAEngine_OnInitialize(IN GameFunctionTable gameFunctionTable)) { if (!ValidateGameFunctionTable(gameFunctionTable)) { IAE_LOG_ERROR("Invalid game function table was passed to the engine. Exiting.."); return false; } g_gameFunctions = gameFunctionTable; __Internal_Engine::Initialize(); return true; } C_DECL(IAE_DLL_API ia::VOID IAEngine_OnTerminate()) { __Internal_Engine::Terminate(); } C_DECL(IAE_DLL_API ia::BOOL IAEngine_OnIterate()) { __Internal_Engine::Iterate(); return true; } C_DECL(IAE_DLL_API ia::VOID IAEngine_OnEvent(IN PVOID event)) { __Internal_Engine::ProcessEvent((SDL_Event *) event); }