Files
IAEngine/Src/IAEngine/imp/cpp/IAEngine.cpp
Isuru Samarathunga 2856bfac6c Partial Physics
2025-09-09 12:42:15 +05:30

178 lines
4.6 KiB
C++

#include <IAEngine/Audio.hpp>
#include <IAEngine/IAEngine.hpp>
#include <IAEngine/Input.hpp>
#include <IAEngine/Random.hpp>
#include <IAEngine/Time.hpp>
#include <IAEngine/Physics/Physics.hpp>
#include <SDL3/SDL.h>
#include <backends/imgui_impl_sdl3.h>
#include <backends/imgui_impl_sdlrenderer3.h>
#include <imgui.h>
namespace ia::iae
{
struct EngineContext
{
SDL_Renderer *Renderer{};
SDL_Window *Window{};
SDL_Event Event{};
ImGuiIO ImGUIIO{};
BOOL ShouldClose{false};
};
} // namespace ia::iae
namespace ia::iae
{
CONSTEXPR FLOAT32 GAME_UPDATE_INTERVAL = 1000.0f / 60.0f;
Engine::Engine() : m_context(MakeRefPtr<EngineContext>())
{
}
Engine::~Engine()
{
}
BOOL Engine::Initialize(IN CONST InitConfig &config)
{
IAE_LOG_INFO("Booting IAEngine for \"", config.GameName, "\"");
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_GAMEPAD))
{
IAE_LOG_ERROR("Couldn't intialize SDL3: ", SDL_GetError());
return false;
}
if (!SDL_CreateWindowAndRenderer(config.GameName.c_str(), config.WindowWidth, config.WindowHeight,
SDL_WINDOW_RESIZABLE, &m_context->Window, &m_context->Renderer))
{
IAE_LOG_ERROR("Couldn't create SDL3 window and renderer: ", SDL_GetError());
return false;
}
SDL_SetWindowResizable(m_context->Window, false);
SDL_SetRenderVSync(m_context->Renderer, 1);
const auto mainScale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
IMGUI_CHECKVERSION();
ImGui::CreateContext();
m_context->ImGUIIO = ImGui::GetIO();
(void) m_context->ImGUIIO;
m_context->ImGUIIO.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
m_context->ImGUIIO.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;
ImGui::StyleColorsClassic();
ImGuiStyle &style = ImGui::GetStyle();
style.ScaleAllSizes(mainScale);
style.FontScaleDpi = mainScale;
ImGui_ImplSDL3_InitForSDLRenderer(m_context->Window, m_context->Renderer);
ImGui_ImplSDLRenderer3_Init(m_context->Renderer);
Time::Initialize();
Random::Initialize();
Input::Initialize();
Audio::Initialize();
Physics::Initialize();
return true;
}
VOID Engine::Terminate()
{
IAE_LOG_INFO("Shutting down IAEngine");
Physics::Terminate();
Audio::Terminate();
ImGui_ImplSDLRenderer3_Shutdown();
ImGui_ImplSDL3_Shutdown();
ImGui::DestroyContext();
SDL_DestroyRenderer(m_context->Renderer);
SDL_DestroyWindow(m_context->Window);
SDL_Quit();
}
VOID Engine::BeginFrame()
{
SDL_PollEvent(&m_context->Event);
if (m_context->Event.type == SDL_EVENT_QUIT)
m_context->ShouldClose = true;
ProcessEvents();
m_updateTimer += Time::GetFrameDeltaTime();
if (m_updateTimer >= GAME_UPDATE_INTERVAL)
{
UpdateGame();
while (m_updateTimer >= GAME_UPDATE_INTERVAL)
m_updateTimer -= GAME_UPDATE_INTERVAL;
}
ImGui_ImplSDLRenderer3_NewFrame();
ImGui_ImplSDL3_NewFrame();
ImGui::NewFrame();
RenderDebugUI();
ImGui::Render();
SDL_SetRenderScale(m_context->Renderer, m_context->ImGUIIO.DisplayFramebufferScale.x,
m_context->ImGUIIO.DisplayFramebufferScale.y);
SDL_SetRenderDrawColorFloat(m_context->Renderer, 0.33f, 0.33f, 0.33f, 1.0f);
SDL_RenderClear(m_context->Renderer);
RenderGame();
}
VOID Engine::EndFrame()
{
ImGui_ImplSDLRenderer3_RenderDrawData(ImGui::GetDrawData(), m_context->Renderer);
SDL_RenderPresent(m_context->Renderer);
Time::NextFrame();
}
BOOL Engine::ShouldClose()
{
return m_context->ShouldClose;
}
VOID Engine::RenderDebugUI()
{
}
VOID Engine::ProcessEvents()
{
Input::OnEvent(&m_context->Event);
}
VOID Engine::UpdateGame()
{
Physics::Update();
if B_LIKELY (m_activeScene)
m_activeScene->Update();
}
VOID Engine::RenderGame()
{
if B_LIKELY (m_activeScene)
m_activeScene->Draw();
}
VOID Engine::ChangeScene(IN RefPtr<Scene> scene)
{
m_activeScene = scene;
}
RefPtr<Scene> Engine::CreateScene()
{
return MakeRefPtr<Scene>(this);
}
PVOID Engine::GetRendererHandle() CONST
{
return m_context->Renderer;
}
} // namespace ia::iae