Files
Nuake-custom/Nuake/Engine.h
2024-09-19 21:43:04 +01:00

91 lines
2.6 KiB
C++

#pragma once
#include "src/Core/Core.h"
#include "src/Core/Logger.h"
#include "src/Window.h"
// Welcome to the Nuake source code.
namespace Nuake
{
class Project;
class Scene;
class EngineSubsystem;
class EngineSubsystemScriptable;
enum GameState
{
Loading,
Playing,
Paused,
Stopped
};
class Engine
{
public:
static void Init(); // Initialize the engine.
static void Tick(); // Updates everything, called every frame.
static void Close(); // Shutdown the engine.
static void EnterPlayMode(); // Start the game
static void ExitPlayMode(); // Stops the game
// Custom drawing should happen in between these two
static void Draw(); // Start new frame
static void EndDraw(); // Swap buffer
static void SetGameState(GameState state) { gameState = state; }
static GameState GetGameState() { return gameState; }
static bool IsPlayMode() { return gameState == GameState::Playing; }
static inline float GetTime() { return time; }
static inline Timestep GetTimestep() { return timeStep; }
static inline void SetPhysicsStep(int amount) { fixedUpdateRate = 1.0f / static_cast<float>(amount); }
static inline float GetFixedTimeStep() { return fixedUpdateRate; }
static inline void SetTimeScale(float timeScale) { timeScale = timeScale; }
static inline float GetTimeScale() { return timeScale; }
static Ref<Window> GetCurrentWindow();
static bool SetCurrentScene(Ref<Scene> scene);
static bool QueueSceneSwitch(const std::string& scene);
static Ref<Scene> GetCurrentScene();
static bool LoadProject(Ref<Project> project);
static Ref<Project> GetProject();
static Ref<EngineSubsystemScriptable> GetScriptedSubsystem(const std::string& subsystemName);
static Ref<EngineSubsystemScriptable> GetScriptedSubsystem(const int subsystemId);
protected:
static void OnWindowSetScene(Ref<Scene> oldScene, Ref<Scene> newScene);
static void InitializeCoreSubsystems();
static void OnScriptingEngineUninitialize();
static void OnScriptingEngineGameAssemblyLoaded();
static void OnScenePreInitialize(Ref<Scene> scene);
static void OnScenePostInitialize(Ref<Scene> scene);
private:
static Ref<Window> currentWindow;
static Ref<Project> currentProject;
static Ref<Scene> currentScene;
static std::string queuedScene;
static inline std::vector<Ref<EngineSubsystem>> subsystems;
static inline std::unordered_map<std::string, Ref<EngineSubsystemScriptable>> scriptedSubsystemMap;
static GameState gameState;
static float lastFrameTime;
static float fixedUpdateRate;
static float fixedUpdateDifference;
static float time;
static Timestep timeStep;
static float timeScale;
};
}