Fixed wrong include

This commit is contained in:
Antoine Pilote
2024-09-03 19:31:07 -04:00
parent db8ec0fbfd
commit aaf553f8ba
4 changed files with 60 additions and 76 deletions

View File

@@ -19,18 +19,17 @@
namespace Nuake
{
Ref<Project> Engine::currentProject;
Ref<Window> Engine::currentWindow;
Ref<Project> Engine::s_CurrentProject;
Ref<Window> Engine::s_CurrentWindow;
GameState Engine::gameState = GameState::Stopped;
GameState Engine::s_GameState = GameState::Stopped;
float Engine::s_LastFrameTime = 0.0f;
float Engine::s_FixedUpdateRate = 1.0f / 90.0f;
float Engine::s_FixedUpdateDifference = 0.f;
float Engine::s_Time = 0.f;
Timestep Engine::s_TimeStep = 0.f;
float Engine::s_TimeScale = 1.0f;
float Engine::lastFrameTime = 0.0f;
float Engine::fixedUpdateRate = 1.0f / 90.0f;
float Engine::fixedUpdateDifference = 0.f;
float Engine::time = 0.f;
Timestep Engine::timeStep = 0.f;
float Engine::timeScale = 1.0f;
void Engine::Init()
{
@@ -39,7 +38,7 @@ namespace Nuake
NavManager::Get().Initialize();
// Creates the window
s_CurrentWindow = Window::Get();
currentWindow = Window::Get();
Input::Init();
Renderer2D::Init();
@@ -54,15 +53,15 @@ namespace Nuake
JobSystem::Get().Update();
s_Time = static_cast<float>(glfwGetTime());
s_TimeStep = s_Time - s_LastFrameTime;
s_LastFrameTime = s_Time;
time = static_cast<float>(glfwGetTime());
timeStep = time - lastFrameTime;
lastFrameTime = time;
// Dont update if no scene is loaded.
if (s_CurrentWindow->GetScene())
if (currentWindow->GetScene())
{
float scaledTimeStep = s_TimeStep * s_TimeScale;
s_CurrentWindow->Update(scaledTimeStep);
float scaledTimeStep = timeStep * timeScale;
currentWindow->Update(scaledTimeStep);
// Play mode update all the entities, Editor does not.
if (!Engine::IsPlayMode())
@@ -70,14 +69,14 @@ namespace Nuake
GetCurrentScene()->EditorUpdate(scaledTimeStep);
}
s_FixedUpdateDifference += s_TimeStep;
fixedUpdateDifference += timeStep;
// Fixed update
while (s_FixedUpdateDifference >= s_FixedUpdateRate)
while (fixedUpdateDifference >= fixedUpdateRate)
{
s_CurrentWindow->FixedUpdate(s_FixedUpdateRate * s_TimeScale);
currentWindow->FixedUpdate(fixedUpdateRate * timeScale);
s_FixedUpdateDifference -= s_FixedUpdateRate;
fixedUpdateDifference -= fixedUpdateRate;
}
Input::Update();
@@ -87,7 +86,7 @@ namespace Nuake
void Engine::EnterPlayMode()
{
s_LastFrameTime = (float)glfwGetTime(); // Reset timestep timer.
lastFrameTime = (float)glfwGetTime(); // Reset timestep timer.
// Dont trigger init if already in player mode.
if (GetGameState() == GameState::Playing)
@@ -112,11 +111,11 @@ namespace Nuake
void Engine::ExitPlayMode()
{
// Dont trigger exit if already not in play mode.
if (s_GameState != GameState::Stopped)
if (gameState != GameState::Stopped)
{
GetCurrentScene()->OnExit();
Input::ShowMouse();
s_GameState = GameState::Stopped;
gameState = GameState::Stopped;
}
}
@@ -152,9 +151,9 @@ namespace Nuake
Ref<Scene> Engine::GetCurrentScene()
{
if (s_CurrentWindow)
if (currentWindow)
{
return s_CurrentWindow->GetScene();
return currentWindow->GetScene();
}
return nullptr;
@@ -162,19 +161,19 @@ namespace Nuake
bool Engine::LoadScene(Ref<Scene> scene)
{
return s_CurrentWindow->SetScene(scene);
return currentWindow->SetScene(scene);
}
Ref<Project> Engine::GetProject()
{
return s_CurrentProject;
return currentProject;
}
bool Engine::LoadProject(Ref<Project> project)
{
s_CurrentProject = project;
currentProject = project;
if (!Engine::LoadScene(s_CurrentProject->DefaultScene))
if (!Engine::LoadScene(currentProject->DefaultScene))
{
return false;
}
@@ -188,6 +187,6 @@ namespace Nuake
Ref<Window> Engine::GetCurrentWindow()
{
return s_CurrentWindow;
return currentWindow;
}
}