// 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 #include #include namespace ia::iae { ImDrawData *g_imDrawData{}; EXTERN Vec2 g_designViewport; EXTERN SDL_Window *g_windowHandle; INT32 Run(IN INT32 argc, IN PCCHAR argv[]) { INT32 frameCounter{0}; IVec2 windowExtent{800, 600}; g_designViewport = windowExtent; if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_GAMEPAD)) THROW_UNKNOWN("Failed to intialize SDL: ", SDL_GetError()); if (!(g_windowHandle = SDL_CreateWindow("IAEngine", windowExtent.x, windowExtent.y, SDL_WINDOW_RESIZABLE | SDL_WINDOW_MAXIMIZED))) THROW_UNKNOWN("Failed to create the SDL window: ", SDL_GetError()); SDL_MaximizeWindow(g_windowHandle); SDL_GetWindowSizeInPixels(g_windowHandle, &windowExtent.x, &windowExtent.y); IAEngine::__Initialize(); auto gamePreviewTexture = new RDC_Texture(RDC_Texture::EType::SAMPLED, 800, 600); const auto mainScale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay()); IMGUI_CHECKVERSION(); ImGui::CreateContext(); auto &imGUIIO = ImGui::GetIO(); imGUIIO.IniFilename = nullptr; imGUIIO.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; imGUIIO.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; ImGui::StyleColorsClassic(); ImGuiStyle &style = ImGui::GetStyle(); style.ScaleAllSizes(mainScale); style.FontScaleDpi = mainScale; ImGui_ImplSDLGPU3_InitInfo initInfo{.Device = RDC_Device::GetHandle(), .ColorTargetFormat = RDC_Device::GetSwapchainTextureFormat(), .PresentMode = SDL_GPU_PRESENTMODE_VSYNC}; ImGui_ImplSDL3_InitForSDLGPU(g_windowHandle); ImGui_ImplSDLGPU3_Init(&initInfo); SDL_Event event{}; while (true) { SDL_PollEvent(&event); if (event.type == SDL_EVENT_QUIT) break; IAEngine::__ProcessEvent(&event); IAEngine::__Update(); ImGui_ImplSDL3_ProcessEvent(&event); frameCounter++; if (frameCounter >= 60) { frameCounter = 0; IAEngine::__FixedUpdate(); } IAEngine::__RenderToTexture(gamePreviewTexture->GetHandle()); ImGui_ImplSDLGPU3_NewFrame(); ImGui_ImplSDL3_NewFrame(); ImGui::NewFrame(); { ImGui::Begin("Scene"); ImGui::Image(gamePreviewTexture->GetHandle(), {800, 600}); ImGui::End(); } ImGui::Render(); STATIC SDL_GPURenderPass *ActiveRenderPass{}; STATIC SDL_GPUCommandBuffer *ActiveCommandBuffer{}; STATIC SDL_GPUColorTargetInfo ActiveColorTargetInfo{.clear_color = SDL_FColor{0.0f, 0.0f, 0.0f, 1.0f}, .load_op = SDL_GPU_LOADOP_CLEAR, .store_op = SDL_GPU_STOREOP_STORE}; if (!(ActiveCommandBuffer = SDL_AcquireGPUCommandBuffer(RDC_Device::GetHandle()))) THROW_UNKNOWN("Failed to acquire SDL GPU command buffer: ", SDL_GetError()); g_imDrawData = ImGui::GetDrawData(); ImGui_ImplSDLGPU3_PrepareDrawData(g_imDrawData, ActiveCommandBuffer); SDL_GPUTexture *swapChainTexture{}; if (!SDL_WaitAndAcquireGPUSwapchainTexture(ActiveCommandBuffer, g_windowHandle, &swapChainTexture, nullptr, nullptr)) THROW_UNKNOWN("Failed to acquire SDL GPU Swapchain texture: ", SDL_GetError()); ActiveColorTargetInfo.texture = swapChainTexture; ActiveColorTargetInfo.clear_color = SDL_FColor{0.3f, 0.3f, 0.3f, 1.0f}; ActiveRenderPass = SDL_BeginGPURenderPass(ActiveCommandBuffer, &ActiveColorTargetInfo, 1, nullptr); ImGui_ImplSDLGPU3_RenderDrawData(g_imDrawData, ActiveCommandBuffer, ActiveRenderPass); SDL_EndGPURenderPass(ActiveRenderPass); SDL_SubmitGPUCommandBuffer(ActiveCommandBuffer); RDC_Device::WaitForIdle(); } ImGui_ImplSDL3_Shutdown(); ImGui_ImplSDLGPU3_Shutdown(); ImGui::DestroyContext(); delete gamePreviewTexture; IAEngine::__Terminate(); SDL_DestroyWindow(g_windowHandle); return 0; } } // namespace ia::iae int main(int argc, char *argv[]) { return ia::iae::Run(argc, (const char **) argv); } #include C_DECL(GameRequestedConfig *Game_GetConfigRequest()) { return nullptr; } C_DECL(VOID Game_OnInitialize()) { } C_DECL(VOID Game_OnTerminate()) { } C_DECL(VOID Game_OnDebugDraw()) { RDC::DrawRect({10, 10}, {700, 500}, {1.0f, 0.0f, 0.0f, 1.0f}); } C_DECL(VOID Game_OnFixedUpdate()) { } C_DECL(VOID Game_OnUpdate(IN FLOAT32 deltaTime)) { } C_DECL(VOID Game_OnResize(IN INT32 newWidth, IN INT32 newHeight)) { }