First pass scriptable subsystems that has the same lifetime of the engine
This commit is contained in:
@@ -20,6 +20,8 @@
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#include <imgui/imgui_impl_opengl3.h>
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#include <Tracy.hpp>
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#include "src/Subsystems/EngineSubsystemScript.h"
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#include "src/Subsystems/TickableEngineSubsystem.h"
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namespace Nuake
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@@ -39,6 +41,8 @@ namespace Nuake
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void Engine::Init()
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{
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ScriptingEngineNet::Get().AddListener<ScriptingEngineNet::GameAssemblyLoadedDelegate>(&Engine::OnScriptingEngineGameAssemblyLoaded);
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AudioManager::Get().Initialize();
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PhysicsManager::Get().Init();
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NavManager::Get().Initialize();
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@@ -53,6 +57,8 @@ namespace Nuake
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RegisterCoreTypes::RegisterCoreComponents();
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Modules::StartupModules();
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InitializeCoreSubsystems();
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}
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void Engine::Tick()
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@@ -92,6 +98,15 @@ namespace Nuake
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}
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}
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// Tick all subsystems
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for (auto subsystem : tickableSubsystems)
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{
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if (subsystem != nullptr)
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{
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subsystem->Tick();
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}
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}
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// Dont update if no scene is loaded.
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if (currentWindow->GetScene())
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{
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@@ -216,6 +231,46 @@ namespace Nuake
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return currentProject;
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}
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Ref<EngineSubsystemScript> Engine::GetScriptedSubsystem(const std::string& subsystemName)
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{
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if (scriptedSubsystemMap.contains(subsystemName))
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{
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return scriptedSubsystemMap[subsystemName];
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}
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return nullptr;
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}
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void Engine::InitializeCoreSubsystems()
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{
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}
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void Engine::OnScriptingEngineGameAssemblyLoaded()
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{
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subsystems.clear();
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scriptedSubsystemMap.clear();
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auto& gameAssembly = ScriptingEngineNet::Get().GetGameAssembly();
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auto scriptTypeEngineSubsystem = gameAssembly.GetType("Nuake.Net.EngineSubsystem");
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const auto& types = gameAssembly.GetTypes();
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for (const auto& type : types)
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{
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// Initialize all subsystems
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if (type->IsSubclassOf(scriptTypeEngineSubsystem))
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{
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const std::string typeName = std::string(type->GetFullName());
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Logger::Log("Creating Scripted Subsystem " + typeName);
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Coral::ManagedObject scriptedSubsystem = type->CreateInstance();
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Ref<EngineSubsystemScript> subsystemScript = CreateRef<EngineSubsystemScript>(scriptedSubsystem);
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subsystems.push_back(subsystemScript);
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scriptedSubsystemMap[typeName] = subsystemScript;
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}
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}
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}
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bool Engine::LoadProject(Ref<Project> project)
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{
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currentProject = project;
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@@ -236,4 +291,4 @@ namespace Nuake
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{
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return currentWindow;
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}
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}
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}
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@@ -1,4 +1,5 @@
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#pragma once
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#include "src/Core/Core.h"
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#include "src/Core/Logger.h"
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#include "src/Window.h"
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@@ -8,6 +9,9 @@ namespace Nuake
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{
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class Project;
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class Scene;
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class EngineSubsystem;
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class TickableEngineSubsystem;
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class EngineSubsystemScript;
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enum GameState
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{
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@@ -50,12 +54,23 @@ namespace Nuake
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static bool LoadProject(Ref<Project> project);
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static Ref<Project> GetProject();
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static Ref<EngineSubsystemScript> GetScriptedSubsystem(const std::string& subsystemName);
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protected:
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static void InitializeCoreSubsystems();
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static void OnScriptingEngineGameAssemblyLoaded();
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private:
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static Ref<Window> currentWindow;
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static Ref<Project> currentProject;
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static Ref<Scene> currentScene;
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static std::string queuedScene;
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static inline std::vector<Ref<EngineSubsystem>> subsystems;
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static inline std::vector<Ref<TickableEngineSubsystem>> tickableSubsystems;
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static inline std::unordered_map<std::string, Ref<EngineSubsystemScript>> scriptedSubsystemMap;
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static GameState gameState;
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static float lastFrameTime;
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@@ -1,10 +1,15 @@
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#include "EngineNetAPI.h"
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#include <Coral/String.hpp>
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#include <src/Core/Maths.h>
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#include <Engine.h>
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#include "src/Core/Maths.h"
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#include "src/Rendering/SceneRenderer.h"
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#include "Engine.h"
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#include "src/Physics/PhysicsManager.h"
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#include <Coral/String.hpp>
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#include <Coral/ManagedObject.hpp>
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#include <Coral/Array.hpp>
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#include <src/Physics/PhysicsManager.h>
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#include "Coral/Type.hpp"
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#include "src/Subsystems/EngineSubsystemScript.h"
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namespace Nuake {
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@@ -112,10 +117,22 @@ namespace Nuake {
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Engine::QueueSceneSwitch(std::string(path));
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}
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Coral::ManagedObject GetEngineSubsystemByName(Coral::String subsystemName)
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{
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const Ref<EngineSubsystemScript> scriptedSubsystem = Engine::GetScriptedSubsystem(subsystemName);
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if (scriptedSubsystem == nullptr)
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{
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return {};
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}
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return scriptedSubsystem->GetManagedObjectInstance();
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}
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void EngineNetAPI::RegisterMethods()
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{
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RegisterMethod("Engine.LoadSceneIcall", &LoadScene);
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RegisterMethod("Engine.LoggerLogIcall", (void*)(&Log));
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RegisterMethod("Engine.GetSubsystemByNameIcall", &GetEngineSubsystemByName);
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// Debug renderer
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RegisterMethod("Debug.DrawLineIcall", &DrawLine);
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@@ -324,6 +324,15 @@ namespace Nuake
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return widgetUUIDToManagedObjects[std::make_pair(canvasUUID, uuid)];
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}
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template<class T>
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void ScriptingEngineNet::AddListener(const T& delegate) {}
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template <>
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void ScriptingEngineNet::AddListener<ScriptingEngineNet::GameAssemblyLoadedDelegate>(const GameAssemblyLoadedDelegate& delegate)
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{
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listenersGameAssemblyLoaded.push_back(delegate);
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}
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std::vector<CompilationError> ScriptingEngineNet::BuildProjectAssembly(Ref<Project> project)
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{
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const std::string sanitizedProjectName = String::Sanitize(project->Name);
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@@ -525,6 +534,11 @@ namespace Nuake
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}
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}
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}
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for (auto& delegate : listenersGameAssemblyLoaded)
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{
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delegate();
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}
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}
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}
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@@ -73,6 +73,9 @@ namespace Nuake
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class ScriptingEngineNet
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{
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public:
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using GameAssemblyLoadedDelegate = std::function<void()>;
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public:
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static ScriptingEngineNet& Get();
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@@ -83,6 +86,7 @@ namespace Nuake
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Coral::HostInstance* GetHostInstance() { return hostInstance; }
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Coral::AssemblyLoadContext& GetLoadContext() { return loadContext; }
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Coral::ManagedAssembly GetNuakeAssembly() const { return nuakeAssembly; }
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Coral::ManagedAssembly& GetGameAssembly() { return gameAssembly; }
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Coral::ManagedAssembly ReloadEngineAPI(Coral::AssemblyLoadContext & context);
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@@ -110,6 +114,9 @@ namespace Nuake
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std::unordered_map<std::string, NetGameScriptObject> GetPointEntities() const { return pointEntityTypes; }
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std::unordered_map<std::string, UIWidgetObject> GetUIWidgets() const { return uiWidgets; }
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template<class T> void AddListener(const T& delegate);
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template<> void AddListener(const GameAssemblyLoadedDelegate& delegate);
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private:
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const std::string m_Scope = "Nuake.Net";
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const std::string m_EngineAssemblyName = "NuakeNet.dll";
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@@ -140,6 +147,8 @@ namespace Nuake
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std::unordered_map<uint32_t, Coral::ManagedObject> entityToManagedObjects;
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std::map<std::pair<UUID, UUID>, Coral::ManagedObject> widgetUUIDToManagedObjects;
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std::vector<GameAssemblyLoadedDelegate> listenersGameAssemblyLoaded;
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ScriptingEngineNet();
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~ScriptingEngineNet();
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@@ -148,4 +157,4 @@ namespace Nuake
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std::string GenerateGUID();
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std::vector<CompilationError> ExtractErrors(const std::string& input);
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};
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}
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}
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1
Nuake/src/Subsystems/EngineSubsystem.cpp
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1
Nuake/src/Subsystems/EngineSubsystem.cpp
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@@ -0,0 +1 @@
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#include "EngineSubsystem.h"
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14
Nuake/src/Subsystems/EngineSubsystem.h
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14
Nuake/src/Subsystems/EngineSubsystem.h
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@@ -0,0 +1,14 @@
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#pragma once
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/**
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* Specific type of subsystem that runs within the context of the engine, being created at the start of the
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* engine's lifetime and destroyed just before the engine shuts down.
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*/
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namespace Nuake
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{
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class EngineSubsystem
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{
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public:
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};
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}
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18
Nuake/src/Subsystems/EngineSubsystemScript.cpp
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18
Nuake/src/Subsystems/EngineSubsystemScript.cpp
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@@ -0,0 +1,18 @@
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#include "EngineSubsystemScript.h"
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namespace Nuake
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{
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EngineSubsystemScript::EngineSubsystemScript(const Coral::ManagedObject& object)
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: cSharpObjectInstance(object)
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{
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}
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Coral::ManagedObject& EngineSubsystemScript::GetManagedObjectInstance()
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{
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return cSharpObjectInstance;
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}
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}
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21
Nuake/src/Subsystems/EngineSubsystemScript.h
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21
Nuake/src/Subsystems/EngineSubsystemScript.h
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@@ -0,0 +1,21 @@
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#pragma once
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#include "EngineSubsystem.h"
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#include "Coral/ManagedObject.hpp"
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/**
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* Essentially just a wrapper for C# subsystems
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*/
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namespace Nuake
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{
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class EngineSubsystemScript : public EngineSubsystem
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{
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public:
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EngineSubsystemScript(const Coral::ManagedObject& object);
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Coral::ManagedObject& GetManagedObjectInstance();
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private:
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Coral::ManagedObject cSharpObjectInstance;
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};
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}
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1
Nuake/src/Subsystems/SceneSubsystem.cpp
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1
Nuake/src/Subsystems/SceneSubsystem.cpp
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@@ -0,0 +1 @@
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#include "SceneSubsystem.h"
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9
Nuake/src/Subsystems/SceneSubsystem.h
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9
Nuake/src/Subsystems/SceneSubsystem.h
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@@ -0,0 +1,9 @@
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#pragma once
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// Currently unused, but it's meant to be the base for all ECS "systems" at some point
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// that can be extended with a script.
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class SceneSubsystem
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{
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public:
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};
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1
Nuake/src/Subsystems/TickableEngineSubsystem.cpp
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1
Nuake/src/Subsystems/TickableEngineSubsystem.cpp
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@@ -0,0 +1 @@
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#include "TickableEngineSubsystem.h"
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13
Nuake/src/Subsystems/TickableEngineSubsystem.h
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13
Nuake/src/Subsystems/TickableEngineSubsystem.h
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@@ -0,0 +1,13 @@
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#pragma once
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#include "EngineSubsystem.h"
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namespace Nuake
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{
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class TickableEngineSubsystem : public EngineSubsystem
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{
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public:
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virtual void Tick() {}
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};
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}
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6
NuakeNet/src/EngineSubsystem.cs
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6
NuakeNet/src/EngineSubsystem.cs
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@@ -0,0 +1,6 @@
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namespace Nuake.Net;
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public class EngineSubsystem
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{
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}
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6
NuakeNet/src/EngineTickableSubsystem.cs
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6
NuakeNet/src/EngineTickableSubsystem.cs
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@@ -0,0 +1,6 @@
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namespace Nuake.Net;
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public class EngineTickableSubsystem
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{
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}
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@@ -5,6 +5,7 @@ using System.Collections;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Numerics;
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using System.Reflection;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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@@ -18,6 +19,8 @@ namespace Nuake.Net
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{
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internal static unsafe delegate*<NativeString, void> LoggerLogIcall;
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internal static unsafe delegate*<NativeString, void> LoadSceneIcall;
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internal static unsafe delegate*<NativeString, NativeInstance<EngineSubsystem>> GetSubsystemByNameIcall;
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public Engine() { }
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public static void LoadScene(string path)
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@@ -33,6 +36,14 @@ namespace Nuake.Net
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{
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unsafe { LoggerLogIcall(input); }
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}
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public static T? GetSubsystem<T>() where T : EngineSubsystem
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{
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unsafe
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{
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return (T?)GetSubsystemByNameIcall(typeof(T).FullName);
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}
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}
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}
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public struct AABB
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@@ -127,6 +127,8 @@ project "Nuake"
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"%{prj.name}/src/Threading/**.cpp",
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"%{prj.name}/src/UI/**.h",
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"%{prj.name}/src/UI/**.cpp",
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"%{prj.name}/src/Subsystems/**.h",
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"%{prj.name}/src/Subsystems/**.cpp",
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"%{prj.name}/src/Vendors/**.h",
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"%{prj.name}/src/Vendors/**.cpp",
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