Files
Nuake-custom/Nuake/Engine.cpp
2024-09-04 00:16:37 -04:00

193 lines
3.8 KiB
C++

#include "Engine.h"
#include "src/Physics/PhysicsManager.h"
#include <GLFW/glfw3.h>
#include "src/AI/NavManager.h"
#include "src/Audio/AudioManager.h"
#include "src/FileSystem/FileSystem.h"
#include "src/Core/Input.h"
#include "src/Rendering/Renderer.h"
#include "src/Rendering/Renderer2D.h"
#include "src/Scripting/ScriptingEngine.h"
#include "src/Scripting/ScriptingEngineNet.h"
#include "src/Threading/JobSystem.h"
#include "src/Modules/Modules.h"
#include <imgui/imgui_impl_glfw.h>
#include <imgui/imgui_impl_opengl3.h>
#include <Tracy.hpp>
namespace Nuake
{
Ref<Project> Engine::currentProject;
Ref<Window> Engine::currentWindow;
GameState Engine::gameState = GameState::Stopped;
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()
{
AudioManager::Get().Initialize();
PhysicsManager::Get().Init();
NavManager::Get().Initialize();
// Creates the window
currentWindow = Window::Get();
Input::Init();
Renderer2D::Init();
Logger::Log("Engine initialized");
Modules::StartupModules();
}
void Engine::Tick()
{
ZoneScoped;
JobSystem::Get().Update();
time = static_cast<float>(glfwGetTime());
timeStep = time - lastFrameTime;
lastFrameTime = time;
// Dont update if no scene is loaded.
if (currentWindow->GetScene())
{
float scaledTimeStep = timeStep * timeScale;
currentWindow->Update(scaledTimeStep);
// Play mode update all the entities, Editor does not.
if (!Engine::IsPlayMode())
{
GetCurrentScene()->EditorUpdate(scaledTimeStep);
}
fixedUpdateDifference += timeStep;
// Fixed update
while (fixedUpdateDifference >= fixedUpdateRate)
{
currentWindow->FixedUpdate(fixedUpdateRate * timeScale);
fixedUpdateDifference -= fixedUpdateRate;
}
Input::Update();
AudioManager::Get().AudioUpdate();
}
}
void Engine::EnterPlayMode()
{
lastFrameTime = (float)glfwGetTime(); // Reset timestep timer.
// Dont trigger init if already in player mode.
if (GetGameState() == GameState::Playing)
{
Logger::Log("Cannot enter play mode if is already in play mode.", "engine", WARNING);
return;
}
PhysicsManager::Get().ReInit();
if (GetCurrentScene()->OnInit())
{
SetGameState(GameState::Playing);
}
else
{
Logger::Log("Cannot enter play mode. Scene OnInit failed", "engine", CRITICAL);
GetCurrentScene()->OnExit();
}
}
void Engine::ExitPlayMode()
{
// Dont trigger exit if already not in play mode.
if (gameState != GameState::Stopped)
{
GetCurrentScene()->OnExit();
Input::ShowMouse();
gameState = GameState::Stopped;
}
}
void Engine::Draw()
{
ZoneScoped;
RenderCommand::Clear();
// Start imgui frame
{
ZoneScopedN("ImGui New Frame");
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
}
// Draw scene
Window::Get()->Draw();
}
void Engine::EndDraw()
{
ZoneScoped;
Window::Get()->EndDraw();
}
void Engine::Close()
{
glfwTerminate();
}
Ref<Scene> Engine::GetCurrentScene()
{
if (currentWindow)
{
return currentWindow->GetScene();
}
return nullptr;
}
bool Engine::SetCurrentScene(Ref<Scene> scene)
{
return currentWindow->SetScene(scene);
}
Ref<Project> Engine::GetProject()
{
return currentProject;
}
bool Engine::LoadProject(Ref<Project> project)
{
currentProject = project;
if (!Engine::SetCurrentScene(currentProject->DefaultScene))
{
return false;
}
FileSystem::SetRootDirectory(FileSystem::GetParentPath(project->FullPath));
ScriptingEngineNet::Get().Initialize();
ScriptingEngineNet::Get().LoadProjectAssembly(project);
return true;
}
Ref<Window> Engine::GetCurrentWindow()
{
return currentWindow;
}
}