127 lines
3.2 KiB
C++
127 lines
3.2 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 <Engine.hpp>
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#include <IAEngine/Engine.hpp>
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#include <SDL3/SDL.h>
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#include <IAEngine/EngineInterface.hpp>
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GameFunctionTable g_gameFunctions{};
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namespace ia::iae
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{
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String GetStringVersion(IN UINT64 version)
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{
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return "";
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}
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VOID __Internal_Engine::Initialize()
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{
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IAE_LOG_INFO("Booting IAEngine for ", g_gameFunctions.GetName());
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SDL_SetAppMetadata(g_gameFunctions.GetName(), GetStringVersion(g_gameFunctions.GetVersion()).c_str(),
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g_gameFunctions.GetPackageName());
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g_gameFunctions.OnInitialize();
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}
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VOID __Internal_Engine::Terminate()
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{
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g_gameFunctions.OnTerminate();
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IAE_LOG_INFO("Shutting down IAEngine");
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}
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VOID __Internal_Engine::Iterate()
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{
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}
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VOID __Internal_Engine::ProcessEvent(IN SDL_Event *event)
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{
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switch (event->type)
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{
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case SDL_EVENT_WINDOW_RESIZED:
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break;
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}
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}
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} // namespace ia::iae
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namespace ia::iae
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{
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}
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BOOL ValidateGameFunctionTable(IN GameFunctionTable gameFunctionTable)
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{
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if (!gameFunctionTable.OnInitialize)
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return false;
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if (!gameFunctionTable.OnTerminate)
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return false;
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if (!gameFunctionTable.OnDebugDraw)
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return false;
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if (!gameFunctionTable.OnFixedUpdate)
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return false;
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if (!gameFunctionTable.OnUpdate)
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return false;
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if (!gameFunctionTable.OnResize)
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return false;
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if (!gameFunctionTable.GetName)
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return false;
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if (!gameFunctionTable.GetVersion)
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return false;
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if (!gameFunctionTable.GetPackageName)
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return false;
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if (!gameFunctionTable.GetDeveloperName)
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return false;
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if (!gameFunctionTable.GetPublisherName)
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return false;
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return true;
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}
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C_DECL(IAE_DLL_API ia::BOOL IAEngine_OnInitialize(IN GameFunctionTable gameFunctionTable))
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{
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if (!ValidateGameFunctionTable(gameFunctionTable))
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{
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IAE_LOG_ERROR("Invalid game function table was passed to the engine. Exiting..");
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return false;
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}
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g_gameFunctions = gameFunctionTable;
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__Internal_Engine::Initialize();
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return true;
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}
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C_DECL(IAE_DLL_API ia::VOID IAEngine_OnTerminate())
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{
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__Internal_Engine::Terminate();
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}
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C_DECL(IAE_DLL_API ia::BOOL IAEngine_OnIterate())
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{
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__Internal_Engine::Iterate();
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return true;
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}
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C_DECL(IAE_DLL_API ia::VOID IAEngine_OnEvent(IN PVOID event))
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{
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__Internal_Engine::ProcessEvent((SDL_Event *) event);
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} |