165 lines
4.8 KiB
C++
165 lines
4.8 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 <WorldManager.hpp>
|
|
|
|
#include <IAEngine/Engine.hpp>
|
|
#include <IAEngine/EngineLibraryInterface.hpp>
|
|
|
|
#include <backends/imgui_impl_sdl3.h>
|
|
#include <backends/imgui_impl_sdlgpu3.h>
|
|
|
|
GameFunctionTable g_gameFunctions{};
|
|
|
|
namespace ia::iae
|
|
{
|
|
SDL_Window *g_windowHandle;
|
|
|
|
VOID __Internal_Engine::Initialize()
|
|
{
|
|
IAE_LOG_INFO("Booting IAEngine for ", g_gameFunctions.GetName());
|
|
|
|
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_gameFunctions.GetName(), 800, 600, SDL_WINDOW_RESIZABLE)))
|
|
THROW_UNKNOWN("Failed to create the SDL window: ", SDL_GetError());
|
|
|
|
SDL_SetWindowResizable(g_windowHandle, false);
|
|
|
|
const auto gameVersion = g_gameFunctions.GetVersion();
|
|
SDL_SetAppMetadata(g_gameFunctions.GetName(), BuildString(gameVersion).c_str(),
|
|
g_gameFunctions.GetPackageName());
|
|
|
|
Time::Initialize();
|
|
Random::Initialize();
|
|
Renderer::Initialize();
|
|
AudioManager::Initialize();
|
|
EventManager::Initialize();
|
|
InputManager::Initialize();
|
|
ResourceManager::Initialize();
|
|
WorldManager::Initialize();
|
|
|
|
g_gameFunctions.OnInitialize();
|
|
}
|
|
|
|
VOID __Internal_Engine::Terminate()
|
|
{
|
|
g_gameFunctions.OnTerminate();
|
|
|
|
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()
|
|
{
|
|
WorldManager::Update();
|
|
|
|
Renderer::BeginFrame();
|
|
WorldManager::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);
|
|
ImGui_ImplSDL3_ProcessEvent(event);
|
|
}
|
|
|
|
FLOAT32 TimePeriod::GetValue() CONST
|
|
{
|
|
return (FLOAT32) m_value + ((FLOAT32) m_value * (Random::Get() * m_randomAdjustment) / 100.0f);
|
|
}
|
|
} // namespace ia::iae
|
|
|
|
BOOL ValidateGameFunctionTable(IN GameFunctionTable gameFunctionTable)
|
|
{
|
|
if (!gameFunctionTable.OnInitialize)
|
|
return false;
|
|
if (!gameFunctionTable.OnTerminate)
|
|
return false;
|
|
if (!gameFunctionTable.OnDebugDraw)
|
|
return false;
|
|
if (!gameFunctionTable.OnFixedUpdate)
|
|
return false;
|
|
if (!gameFunctionTable.OnUpdate)
|
|
return false;
|
|
if (!gameFunctionTable.OnResize)
|
|
return false;
|
|
if (!gameFunctionTable.GetName)
|
|
return false;
|
|
if (!gameFunctionTable.GetVersion)
|
|
return false;
|
|
if (!gameFunctionTable.GetPackageName)
|
|
return false;
|
|
if (!gameFunctionTable.GetDeveloperName)
|
|
return false;
|
|
if (!gameFunctionTable.GetPublisherName)
|
|
return false;
|
|
return true;
|
|
}
|
|
|
|
C_DECL(IAE_DLL_API INT32 IAEngine_Run(IN GameFunctionTable gameFunctionTable))
|
|
{
|
|
if (!ValidateGameFunctionTable(gameFunctionTable))
|
|
{
|
|
IAE_LOG_ERROR("Invalid game function table was passed to the engine. Exiting..");
|
|
return -1;
|
|
}
|
|
g_gameFunctions = gameFunctionTable;
|
|
|
|
__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;
|
|
}
|