3#include "imgui/imgui.h"
9 ImGui::Begin(
"Vesper Info");
11 if (ImGui::TreeNode(
"About Vesper"))
13 ImGui::Text(
"Vesper Engine");
14 ImGui::Text(
"Version: 0.1.0");
15 ImGui::Text(
"Author: Damon Green II");
16 ImGui::Text(
"GitHub: https://github.com/nomadiidamon/Vesper");
19 ImGui::Text(
"Status: ");
20 ImGui::Text(
"\tEarly Development of API and 2D Renderer");
23 ImGui::TextWrapped(
"Vesper is a cross-platform game engine currently in early development. The engine is being built from the ground up with a focus on modularity, performance, and ease of use. The goal of Vesper is to provide developers with a powerful and flexible toolset for creating games and interactive applications.");
26 if (ImGui::TreeNode(
"Controls:"))
28 ImGui::Text(
"\tWASD: Move Camera");
29 ImGui::Text(
"\tQ/E: Rotate Camera (if enabled {see settings})");
30 ImGui::Text(
"\tScroll Wheel: Zoom Camera");
35 if (ImGui::TreeNode(
"RoadMap")) {
37 if (ImGui::TreeNode(
"Current Features:"))
39 ImGui::Text(
"\t- Cross-Platform Design");
40 ImGui::Text(
"\t\t- Currently Windows only");
41 ImGui::Text(
"\t- OpenGL Renderer");
42 ImGui::Text(
"\t- Orthographic Camera");
43 ImGui::Text(
"\t- Shader System");
44 ImGui::Text(
"\t- Texture Loading");
45 ImGui::Text(
"\t- ImGui Integration");
46 ImGui::Text(
"\t\t- Current settings panel adjusts camera parameters!");
52 if (ImGui::TreeNode(
"In Progress:"))
54 ImGui::Text(
"\t- 2D Rendering Features");
55 ImGui::Text(
"\t\t- Sprites");
56 ImGui::Text(
"\t\t- Sprite Sheets");
57 ImGui::Text(
"\t\t- Animation");
62 if (ImGui::TreeNode(
"Planned Features:"))
64 ImGui::Text(
"\t- Vulkan Renderer");
65 ImGui::Text(
"\t- 2D Editor");
66 ImGui::Text(
"\t- 2D Particles");
67 ImGui::Text(
"\t- Audio");
68 ImGui::Text(
"\t- Timelining");
69 ImGui::Text(
"\t- Video Playback");
70 ImGui::Text(
"\t- 3D Renderer");
71 ImGui::Text(
"\t- 3D Particles");
#define VZ_CORE_ASSERT(x,...)
Definition Asserts.h:20
#define VZ_BIND_EVENT_FN(fn)
Binds a member function as an event handler.
Definition Defines_Macros.h:17
static const uint32_t s_MapHeight
Definition EditorLayer.cpp:13
static const char * s_MapTiles
Definition EditorLayer.cpp:14
static const uint32_t s_MapWidth
Definition EditorLayer.cpp:12
#define VZ_PROFILE_FUNCTION()
Definition Instrumentor.h:240
#define VZ_PROFILE_SCOPE(name)
Definition Instrumentor.h:239
#define VZ_CORE_INFO(...)
info: general information about application flow
Definition Log.h:37
#define VZ_CORE_ERROR(...)
error: indicates an error that has occurred
Definition Log.h:41
The core application class that manages the main loop, window, layers, and event handling.
Definition Application.h:35
static Application & Get()
Retrieves the singleton instance of the Application.
Definition Application.h:67
ImGuiLayer * GetImGuiLayer()
Retrieves the ImGui layer.
Definition Application.h:64
void Close()
Closes the application.
Definition Application.cpp:55
Definition EditorLayer.h:14
bool m_ViewportFocused
Definition EditorLayer.h:44
float m_RotationSnap
Definition EditorLayer.h:51
void OpenScene()
Definition EditorLayer.cpp:728
SceneState
Definition EditorLayer.h:39
@ Edit
Definition EditorLayer.h:40
bool scene3
Definition EditorLayer.h:90
int m_GizmoType
Definition EditorLayer.h:50
bool scene4
Definition EditorLayer.h:90
EditorLayer()
Definition EditorLayer.cpp:37
float m_ScaleSnap
Definition EditorLayer.h:51
void NewScene()
Definition EditorLayer.cpp:721
float m_TranslationSnap
Definition EditorLayer.h:51
bool OnKeyPressed(KeyPressedEvent &e)
Definition EditorLayer.cpp:669
virtual void OnEvent(Event &e) override
Called when an event is dispatched to the layer.
Definition EditorLayer.cpp:657
int ParticleEmitCount
Definition EditorLayer.h:84
SceneState m_SceneState
Definition EditorLayer.h:42
virtual void OnUpdate(Timestep ts) override
Called every frame to update the layer with the given timestep.
Definition EditorLayer.cpp:234
virtual void OnAttach() override
Called when the layer is attached to the application.
Definition EditorLayer.cpp:45
bool scene1
Definition EditorLayer.h:90
void SaveSceneAs()
Definition EditorLayer.cpp:744
bool useEntityScene
Definition EditorLayer.h:91
bool scene2
Definition EditorLayer.h:90
bool m_ViewportHovered
Definition EditorLayer.h:44
virtual void OnDetach() override
Called when the layer is detached from the application.
Definition EditorLayer.cpp:229
virtual void OnImGuiRender() override
Called when the layer should render its ImGui components.
Definition EditorLayer.cpp:425
void ResetScene()
Definition EditorLayer.cpp:755
Represents an entity in a scene.
Definition Entity.h:14
Stack-based templated event dispatcher.
Definition Event.h:68
EventDispatcher(Event &event)
Construct an EventDispatcher for a specific event.
Definition Event.h:78
Abstract base class for all events.
Definition Event.h:37
Definition PlatformUtils.h:28
static void Initialize()
Definition WindowsPlatformUtils.cpp:66
virtual void SetBlockEvents(bool block)
Definition ImGuiLayer.h:26
int GetKeyCode() const
Get the key code associated with the event.
Definition KeyEvent.h:20
Event for registering key press.
Definition KeyEvent.h:37
int GetRepeatCount() const
Get the repeat count of the key press event.
Definition KeyEvent.h:48
Represents a reusable application layer that receives lifecycle callbacks (attach,...
Definition Layer.h:17
A static class that provides an interface for issuing rendering commands.
Definition RenderCommand.h:10
static void Clear()
Clears the rendering buffers.
Definition RenderCommand.h:32
A 2D renderer for drawing quads and sprites.
Definition Renderer2D.h:17
static void ResetStats()
Resets the rendering statistics.
Definition Renderer2D.cpp:497
static void EndScene()
Ends the current scene.
Definition Renderer2D.cpp:160
static Statistics GetStats()
Retrieves the current rendering statistics.
Definition Renderer2D.cpp:502
Definition SceneSerializer.h:7
bool Deserialize(const std::string &filepath)
Definition SceneSerializer.cpp:206
void Serialize(const std::string &filepath)
Definition SceneSerializer.cpp:179
Represents a time step in seconds.
Definition Timestep.h:12
@ RightShift
Definition KeyCodes.h:143
@ RightControl
Definition KeyCodes.h:144
@ Q
Definition KeyCodes.h:54
@ O
Definition KeyCodes.h:52
@ LeftShift
Definition KeyCodes.h:139
@ LeftControl
Definition KeyCodes.h:140
@ N
Definition KeyCodes.h:51
@ S
Definition KeyCodes.h:56
@ ButtonLeft
Definition MouseButtonCodes.h:26
TEMPORARY.
Definition WindowsInput.cpp:7
uint32_t Height
Definition Framebuffer.h:10
uint32_t Width
Definition Framebuffer.h:10
static void DisplayVesperInfo_ImGui()
Definition VesperImGui.h:7
Specification for creating a Framebuffer.
Definition Framebuffer.h:9