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Some changes at the UI + readme updated to the v1.0
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We updated the readme to the v1.0, adding all the features implemented. We also made some little changes on the engine UI.

Co-Authored-By: Oriol Bernal Martinez <youtfrost@gmail.com>
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LucasPG14 and UriKurae committed Jan 15, 2022
1 parent 7aa16b6 commit 68ee18f
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Showing 9 changed files with 38 additions and 18 deletions.
20 changes: 10 additions & 10 deletions Dependencies/Imgui/ImguiStyle.h
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Expand Up @@ -20,25 +20,25 @@ namespace ImGui
ImVec4* colors = ImGui::GetStyle().Colors;
colors[ImGuiCol_Text] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
colors[ImGuiCol_TextDisabled] = ImVec4(0.50f, 0.50f, 0.50f, 1.00f);
colors[ImGuiCol_WindowBg] = ImColor(20, 23, 27);
colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
colors[ImGuiCol_PopupBg] = ImVec4(0.19f, 0.19f, 0.19f, 0.92f);
colors[ImGuiCol_Border] = ImVec4(0.19f, 0.19f, 0.19f, 0.29f);
colors[ImGuiCol_WindowBg] = ImColor(7, 7, 10);
colors[ImGuiCol_ChildBg] = ImColor(15, 15, 18);
colors[ImGuiCol_PopupBg] = ImColor(36, 39, 43);
colors[ImGuiCol_Border] = ImColor(7, 7, 10);
colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.24f);
colors[ImGuiCol_FrameBg] = ImColor(74, 82, 90);
colors[ImGuiCol_FrameBgHovered] = ImVec4(0.19f, 0.19f, 0.19f, 0.54f);
colors[ImGuiCol_FrameBgActive] = ImVec4(0.20f, 0.22f, 0.23f, 1.00f);
colors[ImGuiCol_FrameBgHovered] = ImColor(36, 39, 43);
colors[ImGuiCol_FrameBgActive] = ImColor(7, 7, 10);
colors[ImGuiCol_TitleBg] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f);
colors[ImGuiCol_TitleBgActive] = ImVec4(0.06f, 0.06f, 0.06f, 1.00f);
colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f);
colors[ImGuiCol_MenuBarBg] = ImColor(7, 7, 10);
colors[ImGuiCol_ScrollbarBg] = ImVec4(0.05f, 0.05f, 0.05f, 0.54f);
colors[ImGuiCol_ScrollbarBg] = ImColor(20, 23, 27);
colors[ImGuiCol_ScrollbarGrab] = ImColor(62, 120, 178);
colors[ImGuiCol_ScrollbarGrabHovered] = ImColor(0, 75, 168);
colors[ImGuiCol_ScrollbarGrabActive] = ImColor(0, 75, 168);
colors[ImGuiCol_CheckMark] = ImVec4(0.33f, 0.67f, 0.86f, 1.00f);
colors[ImGuiCol_SliderGrab] = ImVec4(0.34f, 0.34f, 0.34f, 0.54f);
colors[ImGuiCol_SliderGrabActive] = ImVec4(0.56f, 0.56f, 0.56f, 0.54f);
colors[ImGuiCol_CheckMark] = ImColor(0, 75, 168);
colors[ImGuiCol_SliderGrab] = ImColor(0, 75, 168);
colors[ImGuiCol_SliderGrabActive] = ImColor(62, 120, 178);
colors[ImGuiCol_Button] = ImColor(0, 75, 168);
colors[ImGuiCol_ButtonHovered] = ImColor(62, 120, 178);
colors[ImGuiCol_ButtonActive] = ImColor(62, 120, 178);
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2 changes: 1 addition & 1 deletion Dependencies/MathGeoLib/MathGeoLib.vcxproj
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Expand Up @@ -109,7 +109,7 @@
<AdditionalOptions>%(AdditionalOptions) /machine:X86 /ignore:4221</AdditionalOptions>
</Lib>
<PostBuildEvent>
<Command>copy /Y "$(SolutionDir)\Build\$(ProjectName)\$(Configuration)\$(Platform)\MathGeoLib.lib" "$(SolutionDir)Dependencies\MathGeoLib\lib\Debug\"</Command>
<Command>copy /Y "$(SolutionDir)\Build\$(ProjectName)\$(Configuration)\$(Platform)\MathGeoLib.lib" "$(SolutionDir)Dependencies\MathGeoLib\lib\Deb\"</Command>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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Binary file modified Dependencies/MathGeoLib/lib/Deb/MathGeoLib.lib
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Binary file modified Dependencies/MathGeoLib/lib/Release/MathGeoLib.lib
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6 changes: 3 additions & 3 deletions Engine/Source/AudioSourceComponent.cpp
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Expand Up @@ -58,7 +58,7 @@ void AudioSourceComponent::OnEditor()

ImGui::Text("Mute");
ImGui::SameLine();
if (ImGui::Checkbox("Mute", &mute))
if (ImGui::Checkbox("##Mute", &mute))
{
if (mute) AK::SoundEngine::SetRTPCValue("Volume", 0, owner->GetUUID());
else AK::SoundEngine::SetRTPCValue("Volume", volume, owner->GetUUID());
Expand All @@ -67,15 +67,15 @@ void AudioSourceComponent::OnEditor()

ImGui::Text("Volume");
ImGui::SameLine();
if (ImGui::SliderFloat("Volume", &volume, 0.0f, 100.0f))
if (ImGui::SliderFloat("##Volume", &volume, 0.0f, 100.0f))
{
AK::SoundEngine::SetRTPCValue("Volume", volume, owner->GetUUID());
mute = false;
}

ImGui::Text("Pitch");
ImGui::SameLine();
if (ImGui::SliderFloat("Pitch", &pitch, -2400.0f, 2400.0f))
if (ImGui::SliderFloat("##Pitch", &pitch, -2400.0f, 2400.0f))
{
AK::SoundEngine::SetRTPCValue("Pitch", pitch, owner->GetUUID());
}
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6 changes: 4 additions & 2 deletions Engine/Source/GameObject.cpp
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Expand Up @@ -92,10 +92,12 @@ void GameObject::DrawOutline()
void GameObject::DrawEditor()
{
ImGui::PushMultiItemsWidths(3, ImGui::GetWindowWidth());
ImGui::Checkbox("Active", &active);
ImGui::Checkbox("##Active", &active);
ImGui::PopItemWidth();
ImGui::SameLine();
ImGui::InputText("Name", &name[0], 20);
ImGui::Text("Name");
ImGui::SameLine();
ImGui::InputText("##Name", &name[0], 30);
ImGui::PopItemWidth();
ImGui::SameLine();
ImGui::Checkbox("Static", &staticObj);
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2 changes: 1 addition & 1 deletion Engine/Source/ModuleRenderer3D.cpp
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Expand Up @@ -211,7 +211,7 @@ bool ModuleRenderer3D::PostUpdate()
grid->Draw();
std::set<GameObject*> objects;
// TODO: wtf quadtree man.
//app->scene->GetQuadtree().Intersect(objects, app->scene->mainCamera);
app->scene->GetQuadtree().Intersect(objects, app->scene->mainCamera);

glStencilFunc(GL_ALWAYS, 1, 0xFF);
glStencilMask(0xFF);
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6 changes: 5 additions & 1 deletion Engine/Source/Quadtree.cpp
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Expand Up @@ -99,7 +99,11 @@ void Quadtree::Intersect(std::set<GameObject*>& gos, CameraComponent* frustum)
if (root != nullptr && frustum != nullptr)
{
std::stack<QuadtreeNode*> nodes;
nodes.push(root);

for (int i = 0; i < 4; ++i)
{
nodes.push(root->GetChild(i));
}

while (!nodes.empty())
{
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14 changes: 14 additions & 0 deletions README.md
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Expand Up @@ -17,6 +17,20 @@ The download files include an exe and you just have to execute it to test our en

## Features

v1.0

- Wwise implementation for the audio system.
- Audio Source Component to play an audio clip at the position of the game object.
- Different options to modify the volume, pitch, mute, etc...
- Audio Listener Component attached to the main camera.
- Audio Reverb Zone Component to distort the audio clip if it's inside the zone.
- You can create this new components the same way as the other ones, by selecting it at the new component button.
- The audio is affected by the play, stop and pause buttons.
- The audio will play as soon as you hit the play button.
- The pause button will pause the music, not stop it.
- If you check "Generate Header File" on the Wwise settings and you put this file inside the Wwise folder, the engine will automatically load all the clips.
- Some little changes on the style of the engine UI.

v0.8

- Stencil border for the selected GameObject.
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