// 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
namespace ia::iae
{
RefPtr Project::Load(IN CONST String &directory)
{
auto config = ConfigData::LoadFromFile(BuildString(directory, "/", "Project.iae"));
return MakeRefPtr(config->Name(), std::filesystem::canonical(directory.c_str()).string().c_str(), IA_MOVE(config));
}
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)
: 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()
{
}
} // namespace ia::iae