Added SetFullScreen and Maximize function to Window
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@@ -2,14 +2,14 @@
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#include "src/Physics/PhysicsManager.h"
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#include <GLFW/glfw3.h>
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#include "src/Core/Input.h"
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#include "src/Core/FileSystem.h"
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#include "src/Scripting/ScriptingEngine.h"
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#include "src/Audio/AudioManager.h"
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#include "src/AI/NavManager.h"
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#include "src/Threading/JobSystem.h"
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#include "src/Audio/AudioManager.h"
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#include "src/Core/FileSystem.h"
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#include "src/Core/Input.h"
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#include "src/Rendering/Renderer.h"
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#include "src/Rendering/Renderer2D.h"
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#include "src/Scripting/ScriptingEngine.h"
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#include "src/Threading/JobSystem.h"
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#include <imgui/imgui_impl_glfw.h>
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#include <imgui/imgui_impl_opengl3.h>
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@@ -52,7 +52,7 @@ namespace Nuake
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s_LastFrameTime = s_Time;
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// Dont update if no scene is loaded.
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if (s_CurrentWindow->GetScene())
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if (s_CurrentWindow->GetScene())
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{
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float scaledTimeStep = s_TimeStep * s_TimeScale;
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s_CurrentWindow->Update(scaledTimeStep);
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@@ -66,7 +66,7 @@ namespace Nuake
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s_FixedUpdateDifference += s_TimeStep;
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// Fixed update
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while (s_FixedUpdateDifference >= s_FixedUpdateRate)
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while (s_FixedUpdateDifference >= s_FixedUpdateRate)
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{
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s_CurrentWindow->FixedUpdate(s_FixedUpdateRate * s_TimeScale);
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@@ -81,7 +81,7 @@ namespace Nuake
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void Engine::EnterPlayMode()
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{
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s_LastFrameTime = (float)glfwGetTime();; // Reset timestep timer.
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s_LastFrameTime = (float)glfwGetTime(); // Reset timestep timer.
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// Dont trigger init if already in player mode.
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if (GetGameState() == GameState::Playing)
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