158 lines
4.7 KiB
C++
158 lines
4.7 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 <AudioManager.hpp>
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#include <EventManager.hpp>
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#include <InputManager.hpp>
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#include <InternalEngine.hpp>
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#include <Random.hpp>
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#include <Renderer/Renderer.hpp>
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#include <ResourceManager.hpp>
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#include <Time.hpp>
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#include <Physics.hpp>
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#include <WorldManager.hpp>
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#include <IAEngine/Engine.hpp>
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#include <IAEngine/EngineLibraryInterface.hpp>
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#include <IAEngine/imgui/backends/imgui_impl_sdl3.h>
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#include <IAEngine/imgui/backends/imgui_impl_sdlgpu3.h>
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namespace ia::iae
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{
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String g_gameName;
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String g_gamePackageName;
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String g_gameDeveloperName;
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String g_gamePublisherName;
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IA_VERSION_TYPE g_gameVersion{};
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SDL_Window *g_windowHandle;
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VOID __Internal_Engine::Initialize()
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{
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const auto config = Game_GetConfigRequest();
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IAE_LOG_INFO("Booting IAEngine for ", g_gameName);
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SDL_SetHint(SDL_HINT_ORIENTATIONS, "LandscapeRight");
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if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_GAMEPAD))
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THROW_UNKNOWN("Failed to intialize SDL: ", SDL_GetError());
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if (!(g_windowHandle = SDL_CreateWindow(g_gameName.c_str(), config->ScreenWidth, config->ScreenHeight,
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SDL_WINDOW_RESIZABLE)))
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THROW_UNKNOWN("Failed to create the SDL window: ", SDL_GetError());
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// SDL_SetWindowResizable(g_windowHandle, false);
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const auto gameVersion = g_gameVersion;
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SDL_SetAppMetadata(g_gameName.c_str(), IA_STRINGIFY_VERSION(gameVersion).c_str(),
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g_gamePackageName.c_str());
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Time::Initialize();
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Random::Initialize();
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Renderer::Initialize();
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AudioManager::Initialize();
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EventManager::Initialize();
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InputManager::Initialize();
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ResourceManager::Initialize();
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WorldManager::Initialize();
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UI::Initialize();
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Physics::Initialize();
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Game_OnInitialize();
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}
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VOID __Internal_Engine::Terminate()
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{
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Game_OnTerminate();
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Physics::Terminate();
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UI::Terminate();
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WorldManager::Terminate();
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ResourceManager::Terminate();
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InputManager::Terminate();
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EventManager::Terminate();
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AudioManager::Terminate();
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Renderer::Terminate();
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Random::Terminate();
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Time::Terminate();
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SDL_DestroyWindow(g_windowHandle);
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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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UI::Update();
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Physics::Update();
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WorldManager::Update();
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WorldManager::FixedUpdate();
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Game_OnUpdate(Time::GetFrameDeltaTime());
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Game_OnFixedUpdate();
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Renderer::BeginFrame();
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WorldManager::Draw();
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UI::Draw();
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Renderer::EndFrame();
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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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Engine::ResizeDisplay(event->window.data1, event->window.data2);
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break;
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}
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InputManager::OnSDLEvent(event);
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EventManager::OnSDLEvent(event);
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UI::OnSDLEvent(event);
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ImGui_ImplSDL3_ProcessEvent(event);
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}
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FLOAT32 TimePeriod::GetValue() CONST
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{
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return (FLOAT32) m_value + ((FLOAT32) m_value * (Random::Get() * m_randomAdjustment) / 100.0f);
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}
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INT32 Run(IN CONST String& name, IN CONST String& packageName, IN CONST String& developerName, IN CONST String& publisherName, IN IA_VERSION_TYPE version)
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{
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g_gameName = name;
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g_gameVersion = version;
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g_gamePackageName = packageName;
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g_gameDeveloperName = developerName;
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g_gamePublisherName = publisherName;
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__Internal_Engine::Initialize();
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SDL_Event event{};
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while (true)
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{
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SDL_PollEvent(&event);
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if (event.type == SDL_EVENT_QUIT)
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break;
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__Internal_Engine::ProcessEvent(&event);
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__Internal_Engine::Iterate();
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}
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__Internal_Engine::Terminate();
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return 0;
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}
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} // namespace ia::iae
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