// 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 #include namespace ia::iae::editor { CONST IVec2 gamePreviewResolution = {800, 608}; IVec2 g_windowExtent{800, 600}; RDC_Texture *g_gamePreviewTexture{}; VOID UI::Initialize() { } VOID UI::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(); } { // Tileset View ImGui::Begin("Tilesets", 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}); ImGui::End(); } } } // namespace ia::iae::editor namespace ia::iae { EXTERN Vec2 g_designViewport; EXTERN SDL_Window *g_windowHandle; } // namespace ia::iae namespace ia::iae::editor { ImDrawData *g_imDrawData{}; INT32 UI::Run(IN INT32 argc, IN PCCHAR argv[]) { INT32 frameCounter{0}; 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", g_windowExtent.x, g_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, &g_windowExtent.x, &g_windowExtent.y); g_designViewport = gamePreviewResolution; IAEngine::__Initialize(); g_gamePreviewTexture = new RDC_Texture(RDC_Texture::EType::SAMPLED, g_designViewport.x, g_designViewport.y); 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); Initialize(); SDL_Event event{}; while (true) { SDL_PollEvent(&event); if (event.type == SDL_EVENT_QUIT) break; IAEngine::__ProcessEvent(&event); IAEngine::__Update(); ImGui_ImplSDL3_ProcessEvent(&event); Update(); frameCounter++; if (frameCounter >= 60) { frameCounter = 0; IAEngine::__FixedUpdate(); } IAEngine::__RenderToTexture(g_gamePreviewTexture->GetHandle()); ImGui_ImplSDLGPU3_NewFrame(); ImGui_ImplSDL3_NewFrame(); ImGui::NewFrame(); Draw(); 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(); } Terminate(); ImGui_ImplSDL3_Shutdown(); ImGui_ImplSDLGPU3_Shutdown(); ImGui::DestroyContext(); delete g_gamePreviewTexture; IAEngine::__Terminate(); SDL_DestroyWindow(g_windowHandle); return 0; } } // namespace ia::iae::editor