116 lines
3.8 KiB
C++
116 lines
3.8 KiB
C++
// 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 <https://www.gnu.org/licenses/>.
|
|
|
|
#include <IAEngine/Engine.hpp>
|
|
#include <Renderer/Renderer.hpp>
|
|
#include <Renderer/DebugDraw.hpp>
|
|
|
|
#include <Physics.hpp>
|
|
#include <WorldManager.hpp>
|
|
|
|
#include <IAEngine/imgui/backends/imgui_impl_sdl3.h>
|
|
#include <IAEngine/imgui/backends/imgui_impl_sdlgpu3.h>
|
|
|
|
#include <IAEngine/EngineLibraryInterface.hpp>
|
|
|
|
namespace ia::iae
|
|
{
|
|
EXTERN GameFunctionTable g_gameFunctions;
|
|
EXTERN SDL_Window *g_windowHandle;
|
|
|
|
ImGuiIO g_imGUIIO{};
|
|
|
|
VOID DebugDraw::Initialize()
|
|
{
|
|
const auto mainScale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
|
|
|
|
IMGUI_CHECKVERSION();
|
|
ImGui::CreateContext();
|
|
g_imGUIIO = ImGui::GetIO();
|
|
g_imGUIIO.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
|
|
g_imGUIIO.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;
|
|
|
|
ImGui::StyleColorsClassic();
|
|
|
|
ImGuiStyle &style = ImGui::GetStyle();
|
|
style.ScaleAllSizes(mainScale);
|
|
style.FontScaleDpi = mainScale;
|
|
|
|
ImGui_ImplSDLGPU3_InitInfo initInfo{.Device = Renderer::GetDevice(),
|
|
.ColorTargetFormat =
|
|
Renderer::GetRenderTargetFormat(),
|
|
.PresentMode = SDL_GPU_PRESENTMODE_VSYNC};
|
|
ImGui_ImplSDL3_InitForSDLGPU(g_windowHandle);
|
|
ImGui_ImplSDLGPU3_Init(&initInfo);
|
|
}
|
|
|
|
VOID DebugDraw::Terminate()
|
|
{
|
|
ImGui_ImplSDL3_Shutdown();
|
|
ImGui_ImplSDLGPU3_Shutdown();
|
|
ImGui::DestroyContext();
|
|
}
|
|
|
|
VOID DebugDraw::Render()
|
|
{
|
|
ImGui_ImplSDLGPU3_NewFrame();
|
|
ImGui_ImplSDL3_NewFrame();
|
|
ImGui::NewFrame();
|
|
|
|
Physics::DebugDraw();
|
|
WorldManager::DebugDraw();
|
|
g_gameFunctions.OnDebugDraw();
|
|
|
|
ImGui::Render();
|
|
}
|
|
} // namespace ia::iae
|
|
|
|
namespace ia::iae
|
|
{
|
|
struct State
|
|
{
|
|
ImU32 ActiveColor{0xFFFFFFFF};
|
|
FLOAT32 ActiveStrokeWidth{1.0f};
|
|
} g_debugDrawState{};
|
|
|
|
VOID Engine::DebugDraw_SetColor(IN Color color)
|
|
{
|
|
g_debugDrawState.ActiveColor = IM_COL32(color.R, color.G, color.B, color.A);
|
|
}
|
|
|
|
VOID Engine::DebugDraw_SetStrokeWidth(IN FLOAT32 width)
|
|
{
|
|
g_debugDrawState.ActiveStrokeWidth = width;
|
|
}
|
|
|
|
VOID Engine::DebugDraw_Line(IN Vec2 from, IN Vec2 to)
|
|
{
|
|
const auto drawList = ImGui::GetForegroundDrawList();
|
|
drawList->AddLine(ImVec2(from.x, from.y), ImVec2(to.x, to.y), g_debugDrawState.ActiveColor, g_debugDrawState.ActiveStrokeWidth);
|
|
}
|
|
|
|
VOID Engine::DebugDraw_FillRect(IN Vec2 position, IN Vec2 size)
|
|
{
|
|
const auto drawList = ImGui::GetForegroundDrawList();
|
|
drawList->AddRectFilled(ImVec2(position.x, position.y), ImVec2(position.x + size.x, position.y + size.y), g_debugDrawState.ActiveColor);
|
|
}
|
|
|
|
VOID Engine::DebugDraw_StrokeRect(IN Vec2 position, IN Vec2 size)
|
|
{
|
|
const auto drawList = ImGui::GetForegroundDrawList();
|
|
drawList->AddRect(ImVec2(position.x, position.y), ImVec2(position.x + size.x, position.y + size.y), g_debugDrawState.ActiveColor, g_debugDrawState.ActiveStrokeWidth);
|
|
}
|
|
} // namespace ia::iae
|