Cleanup Engine.h and made IsPlayMode a method
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@@ -15,16 +15,16 @@
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namespace Nuake
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{
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Ref<Project> Engine::CurrentProject;
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Ref<Window> Engine::CurrentWindow;
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Ref<Project> Engine::s_CurrentProject;
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Ref<Window> Engine::s_CurrentWindow;
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float Engine::m_LastFrameTime = 0.0f;
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float Engine::m_FixedUpdateRate = 1.0f / 90.0f;
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float Engine::m_FixedUpdateDifference = 0.f;
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float Engine::m_Time = 0.f;
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Timestep Engine::m_TimeStep = 0.f;
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bool Engine::s_IsPlayMode = false;
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bool Engine::IsPlayMode = false;
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float Engine::s_LastFrameTime = 0.0f;
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float Engine::s_FixedUpdateRate = 1.0f / 90.0f;
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float Engine::s_FixedUpdateDifference = 0.f;
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float Engine::s_Time = 0.f;
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Timestep Engine::s_TimeStep = 0.f;
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void Engine::Init()
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{
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@@ -39,7 +39,7 @@ namespace Nuake
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Logger::Log("Physics initialized");
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// Creates the window
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CurrentWindow = Window::Get();
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s_CurrentWindow = Window::Get();
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Logger::Log("Window initialized");
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Input::Init();
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@@ -52,33 +52,33 @@ namespace Nuake
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void Engine::Tick()
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{
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m_Time = (float)glfwGetTime();
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m_TimeStep = m_Time - m_LastFrameTime;
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m_LastFrameTime = m_Time;
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s_Time = (float)glfwGetTime();
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s_TimeStep = s_Time - s_LastFrameTime;
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s_LastFrameTime = s_Time;
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m_TimeStep = std::min((float)m_TimeStep, 0.5f);
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s_TimeStep = std::min((float)s_TimeStep, 0.5f);
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// Dont update if no scene is loaded.
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if (CurrentWindow->GetScene())
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if (s_CurrentWindow->GetScene())
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{
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CurrentWindow->Update(m_TimeStep);
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s_CurrentWindow->Update(s_TimeStep);
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// Play mode update all the entities, Editor does not.
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if (Engine::IsPlayMode)
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if (Engine::IsPlayMode())
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{
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m_FixedUpdateDifference += m_TimeStep;
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s_FixedUpdateDifference += s_TimeStep;
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// Fixed update
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while (m_FixedUpdateDifference >= m_FixedUpdateRate)
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while (s_FixedUpdateDifference >= s_FixedUpdateRate)
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{
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CurrentWindow->FixedUpdate(m_FixedUpdateDifference);
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s_CurrentWindow->FixedUpdate(s_FixedUpdateDifference);
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m_FixedUpdateDifference -= m_FixedUpdateRate;
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s_FixedUpdateDifference -= s_FixedUpdateRate;
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}
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}
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else
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{
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GetCurrentScene()->EditorUpdate(m_TimeStep);
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GetCurrentScene()->EditorUpdate(s_TimeStep);
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}
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}
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@@ -88,7 +88,7 @@ namespace Nuake
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void Engine::EnterPlayMode()
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{
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// Dont trigger init if already in player mode.
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if (IsPlayMode)
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if (IsPlayMode())
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{
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Logger::Log("Cannot enter play mode if is already in play mode.", WARNING);
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return;
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@@ -96,7 +96,7 @@ namespace Nuake
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if (GetCurrentScene()->OnInit())
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{
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IsPlayMode = true;
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s_IsPlayMode = true;
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}
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else
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{
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@@ -108,11 +108,11 @@ namespace Nuake
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void Engine::ExitPlayMode()
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{
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// Dont trigger exit if already not in play mode.
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if (IsPlayMode)
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if (IsPlayMode())
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{
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GetCurrentScene()->OnExit();
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Input::ShowMouse();
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IsPlayMode = false;
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s_IsPlayMode = false;
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}
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}
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@@ -141,24 +141,24 @@ namespace Nuake
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Ref<Scene> Engine::GetCurrentScene()
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{
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return CurrentWindow->GetScene();
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return s_CurrentWindow->GetScene();
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}
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bool Engine::LoadScene(Ref<Scene> scene)
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{
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return CurrentWindow->SetScene(scene);
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return s_CurrentWindow->SetScene(scene);
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}
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Ref<Project> Engine::GetProject()
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{
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return CurrentProject;
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return s_CurrentProject;
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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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s_CurrentProject = project;
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if (!Engine::LoadScene(CurrentProject->DefaultScene))
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if (!Engine::LoadScene(s_CurrentProject->DefaultScene))
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{
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return false;
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}
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@@ -169,6 +169,6 @@ namespace Nuake
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Ref<Window> Engine::GetCurrentWindow()
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{
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return CurrentWindow;
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return s_CurrentWindow;
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}
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}
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