Files
IAEngine/Engine/Src/Imp/CPP/InternalEngine.cpp
Isuru Samarathunga 35ecd108ab Android Fixes
2025-10-12 23:03:39 +05:30

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