66 lines
2.2 KiB
C++
66 lines
2.2 KiB
C++
// IAEngine: 2D Game Engine by IA
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// Copyright (C) 2025 IASoft (PVT) LTD (oss@iasoft.dev)
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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#include <IAEngine/Engine.hpp>
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#include <Renderer/Renderer.hpp>
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#include <IACore/File.hpp>
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#include <IAEngine/EngineLibraryInterface.hpp>
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EXTERN GameFunctionTable g_gameFunctions;
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namespace ia::iae
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{
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EXTERN SDL_Window *g_windowHandle;
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BOOL Engine::IsDebugMode()
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{
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#if defined(__DEBUG_MODE__)
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return true;
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#else
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return false;
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#endif
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}
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VOID Engine::ResizeDisplay(IN INT32 newWidth, IN INT32 newHeight)
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{
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SDL_SetWindowSize(g_windowHandle, newWidth, newHeight);
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Renderer::OnScreenResize(newWidth, newHeight);
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g_gameFunctions.OnResize(newWidth, newHeight);
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}
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Handle Engine::CreateImageFromFile(IN CONST String &name, IN CONST String &path, IN INT32 resizeToWidth,
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IN INT32 resizeToHeight)
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{
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const auto data = File::ReadToVector(path.c_str());
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const auto handle = CreateImage(name, data.data(), data.size());
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return (resizeToWidth && resizeToHeight) ? ResizeImage(handle, resizeToWidth, resizeToHeight) : handle;
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}
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Handle Engine::CreateSoundFromFile(IN CONST String &name, IN CONST String &path)
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{
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const auto data = File::ReadToVector(path.c_str());
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return CreateSound(name, data.data(), data.size());
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}
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RefPtr<Scene> Engine::CreateSceneFromFile(IN CONST String &path)
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{
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const auto data = File::ReadToString(path.c_str());
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return Scene::Create(data);
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}
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} // namespace ia::iae
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