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IAEngine/Src/IAEngine/inc/IAEngine/IAEngine.hpp
Isuru Samarathunga a00fe1a165 Named Resources
2025-11-03 00:39:30 +05:30

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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/>.
#pragma once
#include <IAEngine/Scene.hpp>
namespace ia::iae
{
class IAEngine
{
public:
STATIC Handle CreateSprite(IN CONST String &path);
STATIC Handle CreateSprite(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height);
STATIC Handle CreateSpriteSheet(IN CONST Vector<Vector<Handle>> &animations);
STATIC Handle CreateSpriteSheet(IN CONST String &path, IN INT32 spriteWidth, IN INT32 spriteHeight,
IN CONST Vector<INT32> &frameCounts);
STATIC Handle CreateTileSheet(IN CONST String &path, IN INT32 tileWidth, IN INT32 tileHeight);
STATIC Handle CreateTileSheet(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height, IN INT32 tileWidth,
IN INT32 tileHeight);
STATIC VOID DestroyResource(IN Handle resource);
STATIC Handle GetResourceByName(IN CONST String &name);
STATIC VOID AssignResourceName(IN Handle resource, IN CONST String &name);
STATIC VOID LoadResources(IN CONST Vector<Handle> &resources);
public:
STATIC RefPtr<Scene> GetActiveScene();
STATIC RefPtr<Scene> CreateScene(IN IVec2 extent);
STATIC VOID ChangeActiveScene(IN RefPtr<Scene> scene);
public:
STATIC VOID DrawTile(IN Handle tileSheet, IN INT32 tileIndexX, IN INT32 tileIndexY, IN Vec2 position,
IN Vec2 scale = {1.0f, 1.0f}, IN FLOAT32 rotation = 0.0f, IN BOOL flipH = false,
IN BOOL flipV = false, IN Vec2 uvOffset = {});
STATIC VOID DrawSprite(IN Handle sprite, IN Vec2 position, IN Vec2 scale = {1.0f, 1.0f},
IN FLOAT32 rotation = 0.0f, IN BOOL flipH = false, IN BOOL flipV = false,
IN Vec2 uvOffset = {});
STATIC VOID DrawSprite(IN Handle spriteSheet, IN INT32 animationIndex, IN INT32 frameIndex, IN Vec2 position,
IN Vec2 scale = {1.0f, 1.0f}, IN FLOAT32 rotation = 0.0f, IN BOOL flipH = false,
IN BOOL flipV = false, IN Vec2 uvOffset = {});
private:
STATIC VOID Initialize();
STATIC VOID Terminate();
STATIC VOID Draw();
STATIC VOID Update();
STATIC VOID FixedUpdate();
STATIC VOID DebugDraw();
STATIC VOID ProcessEvent(IN PVOID event);
friend INT32 Run(IN CONST String &name, IN CONST String &packageName, IN CONST String &developerName,
IN CONST String &publisherName, IN IA_VERSION_TYPE version);
friend class Scene;
};
} // namespace ia::iae