175 lines
3.4 KiB
C++
175 lines
3.4 KiB
C++
#include "Engine.h"
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#include "src/Core/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/Rendering/Renderer.h"
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#include "src/Rendering/Renderer2D.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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namespace Nuake
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{
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Ref<Project> Engine::s_CurrentProject;
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Ref<Window> Engine::s_CurrentWindow;
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bool Engine::s_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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Logger::Log("Nuake initializing");
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AudioManager::Get().Initialize();
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Logger::Log("Audio engine initialized");
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AudioManager::Get().PlayTTS("Nuake Engine debug");
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PhysicsManager::Get().Init();
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Logger::Log("Physics initialized");
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// Creates the window
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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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Renderer2D::Init();
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Logger::Log("2D renderer initialized");
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Logger::Log("Engine initialized successfully!");
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}
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void Engine::Tick()
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{
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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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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 (s_CurrentWindow->GetScene())
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{
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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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{
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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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{
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s_CurrentWindow->FixedUpdate(s_FixedUpdateDifference);
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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(s_TimeStep);
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}
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}
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Input::Update();
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}
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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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{
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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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}
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if (GetCurrentScene()->OnInit())
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{
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s_IsPlayMode = true;
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}
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else
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{
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Logger::Log("Cannot enter play mode. Scene OnInit failed", CRITICAL);
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GetCurrentScene()->OnExit();
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}
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}
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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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{
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GetCurrentScene()->OnExit();
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Input::ShowMouse();
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s_IsPlayMode = false;
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}
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}
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void Engine::Draw()
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{
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Nuake::RenderCommand::Clear();
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// Start imgui frame
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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// Draw scene
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Window::Get()->Draw();
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}
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void Engine::EndDraw()
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{
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Window::Get()->EndDraw();
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}
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void Engine::Close()
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{
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glfwTerminate();
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}
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Ref<Scene> Engine::GetCurrentScene()
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{
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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 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 s_CurrentProject;
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}
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bool Engine::LoadProject(Ref<Project> project)
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{
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s_CurrentProject = project;
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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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FileSystem::SetRootDirectory(FileSystem::RemoveFileFromPath(project->FullPath));
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return true;
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}
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Ref<Window> Engine::GetCurrentWindow()
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{
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return s_CurrentWindow;
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}
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}
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