208 lines
7.5 KiB
C++
208 lines
7.5 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 <IAEngine/IAEngine.hpp>
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#include <RenderCore/RenderCore.hpp>
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#include <SDL3/SDL.h>
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#include <Vendor/imgui/backends/imgui_impl_sdl3.h>
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#include <Vendor/imgui/backends/imgui_impl_sdlgpu3.h>
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#include <Vendor/imgui/imgui.h>
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#include <UI.hpp>
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namespace ia::iae::editor
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{
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CONST IVec2 gamePreviewResolution = {800, 608};
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IVec2 g_windowExtent{800, 600};
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RDC_Texture *g_gamePreviewTexture{};
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VOID UI::Initialize()
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{
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}
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VOID UI::Terminate()
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{
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}
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VOID UI::Update()
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{
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}
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VOID UI::Draw()
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{
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ImVec2 gamePreviewViewSize = {(FLOAT32) gamePreviewResolution.x, (FLOAT32) gamePreviewResolution.y};
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{ // Scene Nodes View
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ImGui::Begin("Nodes", nullptr,
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ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse);
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ImGui::SetWindowPos({0.0f, 0.0f});
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ImGui::SetWindowSize({g_windowExtent.x / 2.0f - gamePreviewViewSize.x / 2.0f, gamePreviewViewSize.y + 35});
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ImGui::End();
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}
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{ // Scene View
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ImGui::Begin("Scene", nullptr,
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ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse);
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ImGui::SetWindowPos({g_windowExtent.x / 2.0f - gamePreviewViewSize.x / 2.0f, 0.0f});
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ImGui::Image(g_gamePreviewTexture->GetHandle(), gamePreviewViewSize);
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ImGui::End();
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}
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{ // Properties View
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ImGui::Begin("Properties", nullptr,
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ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse);
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ImGui::SetWindowSize({g_windowExtent.x / 2.0f - gamePreviewViewSize.x / 2.0f - 15.0f, gamePreviewViewSize.y + 35});
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ImGui::SetWindowPos({g_windowExtent.x - ImGui::GetWindowSize().x, 0.0f});
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ImGui::End();
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}
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{ // Tileset View
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ImGui::Begin("Tilesets", nullptr,
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ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse);
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ImGui::SetWindowPos({0.0f, gamePreviewViewSize.y + 35});
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ImGui::SetWindowSize({(FLOAT32)g_windowExtent.x, (FLOAT32)g_windowExtent.y - gamePreviewViewSize.y - 35});
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ImGui::End();
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}
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}
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} // namespace ia::iae::editor
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namespace ia::iae
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{
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EXTERN Vec2 g_designViewport;
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EXTERN SDL_Window *g_windowHandle;
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} // namespace ia::iae
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namespace ia::iae::editor
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{
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ImDrawData *g_imDrawData{};
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INT32 UI::Run(IN INT32 argc, IN PCCHAR argv[])
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{
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INT32 frameCounter{0};
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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("IAEngine", g_windowExtent.x, g_windowExtent.y,
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SDL_WINDOW_RESIZABLE | SDL_WINDOW_MAXIMIZED)))
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THROW_UNKNOWN("Failed to create the SDL window: ", SDL_GetError());
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SDL_MaximizeWindow(g_windowHandle);
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SDL_GetWindowSizeInPixels(g_windowHandle, &g_windowExtent.x, &g_windowExtent.y);
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g_designViewport = gamePreviewResolution;
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IAEngine::__Initialize();
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g_gamePreviewTexture = new RDC_Texture(RDC_Texture::EType::SAMPLED, g_designViewport.x, g_designViewport.y);
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const auto mainScale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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auto &imGUIIO = ImGui::GetIO();
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imGUIIO.IniFilename = nullptr;
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imGUIIO.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
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imGUIIO.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;
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ImGui::StyleColorsClassic();
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ImGuiStyle &style = ImGui::GetStyle();
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style.ScaleAllSizes(mainScale);
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style.FontScaleDpi = mainScale;
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ImGui_ImplSDLGPU3_InitInfo initInfo{.Device = RDC_Device::GetHandle(),
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.ColorTargetFormat = RDC_Device::GetSwapchainTextureFormat(),
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.PresentMode = SDL_GPU_PRESENTMODE_VSYNC};
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ImGui_ImplSDL3_InitForSDLGPU(g_windowHandle);
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ImGui_ImplSDLGPU3_Init(&initInfo);
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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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IAEngine::__ProcessEvent(&event);
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IAEngine::__Update();
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ImGui_ImplSDL3_ProcessEvent(&event);
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Update();
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frameCounter++;
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if (frameCounter >= 60)
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{
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frameCounter = 0;
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IAEngine::__FixedUpdate();
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}
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IAEngine::__RenderToTexture(g_gamePreviewTexture->GetHandle());
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ImGui_ImplSDLGPU3_NewFrame();
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ImGui_ImplSDL3_NewFrame();
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ImGui::NewFrame();
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Draw();
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ImGui::Render();
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STATIC SDL_GPURenderPass *ActiveRenderPass{};
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STATIC SDL_GPUCommandBuffer *ActiveCommandBuffer{};
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STATIC SDL_GPUColorTargetInfo ActiveColorTargetInfo{.clear_color = SDL_FColor{0.0f, 0.0f, 0.0f, 1.0f},
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.load_op = SDL_GPU_LOADOP_CLEAR,
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.store_op = SDL_GPU_STOREOP_STORE};
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if (!(ActiveCommandBuffer = SDL_AcquireGPUCommandBuffer(RDC_Device::GetHandle())))
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THROW_UNKNOWN("Failed to acquire SDL GPU command buffer: ", SDL_GetError());
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g_imDrawData = ImGui::GetDrawData();
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ImGui_ImplSDLGPU3_PrepareDrawData(g_imDrawData, ActiveCommandBuffer);
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SDL_GPUTexture *swapChainTexture{};
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if (!SDL_WaitAndAcquireGPUSwapchainTexture(ActiveCommandBuffer, g_windowHandle, &swapChainTexture, nullptr,
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nullptr))
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THROW_UNKNOWN("Failed to acquire SDL GPU Swapchain texture: ", SDL_GetError());
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ActiveColorTargetInfo.texture = swapChainTexture;
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ActiveColorTargetInfo.clear_color = SDL_FColor{0.3f, 0.3f, 0.3f, 1.0f};
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ActiveRenderPass = SDL_BeginGPURenderPass(ActiveCommandBuffer, &ActiveColorTargetInfo, 1, nullptr);
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ImGui_ImplSDLGPU3_RenderDrawData(g_imDrawData, ActiveCommandBuffer, ActiveRenderPass);
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SDL_EndGPURenderPass(ActiveRenderPass);
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SDL_SubmitGPUCommandBuffer(ActiveCommandBuffer);
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RDC_Device::WaitForIdle();
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}
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Terminate();
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ImGui_ImplSDL3_Shutdown();
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ImGui_ImplSDLGPU3_Shutdown();
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ImGui::DestroyContext();
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delete g_gamePreviewTexture;
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IAEngine::__Terminate();
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SDL_DestroyWindow(g_windowHandle);
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return 0;
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}
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} // namespace ia::iae::editor
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