147 lines
4.9 KiB
C++
147 lines
4.9 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/Engine.hpp>
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#include <IAEngine/UI.hpp>
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#include <Renderer/Renderer.hpp>
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#include <IACore/File.hpp>
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#include <IAEngine/EngineLibraryInterface.hpp>
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#include <SDL3/SDL_iostream.h>
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#include <ResourceManager.hpp>
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namespace ia::iae
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{
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EXTERN SDL_Window *g_windowHandle;
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SIZE_T g_resourceNameCounter{1};
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Vec2 g_sceneScalingFactor{1.0f};
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Vec2 g_sceneDesignViewport{1.0f};
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BOOL Engine::IsDebugMode()
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{
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#if defined(__DEBUG_MODE__)
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return true;
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#else
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return false;
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#endif
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}
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String Engine::ReadTextAsset(IN CONST String &path)
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{
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SDL_IOStream *f = SDL_IOFromFile(path.c_str(), "r");
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if (!f)
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THROW_FILE_OPEN_READ(path);
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Vector<CHAR> result;
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SDL_SeekIO(f, 0, SDL_IO_SEEK_END);
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result.resize(SDL_TellIO(f) + 1);
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SDL_SeekIO(f, 0, SDL_IO_SEEK_SET);
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SDL_ReadIO(f, result.data(), result.size());
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result.back() = '\0';
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SDL_CloseIO(f);
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return result.data();
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}
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Vector<UINT8> Engine::ReadBinaryAsset(IN CONST String &path)
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{
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SDL_IOStream *f = SDL_IOFromFile(path.c_str(), "rb");
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if (!f)
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THROW_FILE_OPEN_READ(path);
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Vector<UINT8> result;
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SDL_SeekIO(f, 0, SDL_IO_SEEK_END);
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result.resize(SDL_TellIO(f));
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SDL_SeekIO(f, 0, SDL_IO_SEEK_SET);
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SDL_ReadIO(f, result.data(), result.size());
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SDL_CloseIO(f);
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return result;
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}
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Vec2 Engine::CalculatePercentPosition(IN Vec2 percent)
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{
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return Vec2{Renderer::s_activeSceneDesignViewport.x / 100.0f,
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Renderer::s_activeSceneDesignViewport.y / 100.0f} *
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percent;
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}
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Direction Engine::GetVectorPointingDirection(IN Vec2 v)
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{
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STATIC CONSTEXPR Direction DIRECTION_MAP[] = {Direction::RIGHT, Direction::DOWN_RIGHT, Direction::DOWN,
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Direction::DOWN_LEFT, Direction::LEFT, Direction::UP_LEFT,
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Direction::UP, Direction::UP_RIGHT};
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if ((abs(v.x) <= FLOAT32_EPSILON) && (abs(v.y) <= FLOAT32_EPSILON))
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return Direction::NONE;
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auto angle = glm::degrees(atan2(v.y, v.x));
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if (angle < 0)
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angle += 360;
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return DIRECTION_MAP[INT32((angle + 22.5) / 45) % 8];
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}
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VOID Engine::ResizeDisplay(IN INT32 newWidth, IN INT32 newHeight)
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{
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Renderer::WaitForGPUIdle();
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SDL_SetWindowSize(g_windowHandle, newWidth, newHeight);
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Renderer::OnScreenResize(newWidth, newHeight);
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UI::OnScreenResize(newWidth, newHeight);
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Game_OnResize(newWidth, newHeight);
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}
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Handle Engine::CreateImageFromFile(IN CONST String &name, IN CONST String &path, IN INT32 resizeToWidth,
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IN INT32 resizeToHeight)
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{
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const auto data = ReadBinaryAsset(path);
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const auto handle = CreateImage(name, data.data(), data.size());
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if (!resizeToWidth || !resizeToHeight)
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return handle;
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const auto extent = GetImageExtent(handle);
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const auto newHandle = ResourceManager::RescaleImage(
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handle, {(FLOAT32) resizeToWidth / (FLOAT32) extent.x, (FLOAT32) resizeToHeight / (FLOAT32) extent.y},
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true);
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return newHandle;
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}
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Handle Engine::CreateSoundFromFile(IN CONST String &name, IN CONST String &path)
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{
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const auto data = File::ReadToVector(path.c_str());
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return CreateSound(name, data.data(), data.size());
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}
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Handle Engine::CreateTileSetFromFile(IN CONST String &name, IN CONST String &path, IN INT32 tileWidth,
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IN INT32 tileHeight)
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{
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return CreateTileSet(name, CreateImageFromFile(name, path), tileWidth, tileHeight);
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}
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Handle Engine::RescaleImage(IN CONST String &name, IN Vec2 factor)
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{
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return ResourceManager::RescaleImage(GetImage(name), factor);
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}
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String Engine::GetUniqueResourceName()
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{
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return BuildString("__res_", g_resourceNameCounter++);
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}
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Vec2 Engine::GetSceneScalingFactor()
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{
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return g_sceneScalingFactor;
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}
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} // namespace ia::iae
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