Files
Nuake-custom/Editor/Editor.cpp
Antoine Pilote aed3bb688a Runtime progress
2023-07-22 13:08:04 -04:00

216 lines
6.0 KiB
C++

#include <dependencies/GLEW/include/GL/glew.h>
#include <Engine.h>
#include <src/Core/Input.h>
#include <src/Scene/Scene.h>
#include <src/Scene/Entities/Entity.h>
#include <src/Scene/Components/Components.h>
#include "src/Windows/EditorInterface.h"
#include <src/Scene/Components/QuakeMap.h>
#include <src/Vendors/imgui/imgui.h>
#include <src/Vendors/imgui/ImGuizmo.h>
#include <src/Core/Physics/PhysicsManager.h>
#include "src/Scene/Components/BoxCollider.h"
#include <GLFW/glfw3.h>
#include <src/Vendors/glm/trigonometric.hpp>
#include <src/Scripting/ScriptingEngine.h>
#include <src/Resource/FGD/FGDFile.h>
#include <src/Rendering/Shaders/ShaderManager.h>
#include <src/Rendering/Renderer.h>
#include "src/UI/UserInterface.h"
#include "src/NewEditor.h"
#include <src/Scene/Components/BSPBrushComponent.h>
#include "src/Actions/EditorSelection.h"
#include "src/Misc/GizmoDrawer.h"
#include "src/Windows/FileSystemUI.h"
#include <src/Core/Maths.h>
#include <src/Rendering/SceneRenderer.h>
const std::string WindowTitle = "Nuake Editor";
int main(int argc, char* argv[])
{
bool playMode = false;
std::string projectPath = "";
Vector2 editorResolution = Vector2(1280, 720);
int monitorIdx = -1;
for (uint32_t i = 0; i < argc; i++)
{
char* arg = argv[i];
std::string args = std::string(arg);
if (args == "--play")
{
if (argc > 2)
{
projectPath = std::string(argv[i + 1]);
}
playMode = true;
}
if (args == "--resolution")
{
if (argc >= i + 1)
{
std::string resString = std::string(argv[i + 1]);
const auto& resSplits = String::Split(resString, 'x');
if (resSplits.size() == 2)
{
int width = stoi(resSplits[0]);
int height = stoi(resSplits[1]);
editorResolution = Vector2(width, height);
}
}
}
if (args == "--monitor")
{
if (argc >= i + 1)
{
std::string monitorIdxString = std::string(argv[i + 1]);
monitorIdx = stoi(monitorIdxString);
}
}
}
bool shouldLoadProject = false;
if (!playMode && argc > 1)
{
shouldLoadProject = true;
projectPath = std::string(argv[1]);
}
if (playMode)
{
Nuake::Engine::Init();
Nuake::EditorInterface editor;
editor.BuildFonts();
Ref<Nuake::Project> project = Nuake::Project::New();
FileSystem::SetRootDirectory(FileSystem::GetParentPath(projectPath));
project->FullPath = projectPath;
project->Deserialize(FileSystem::ReadFile(projectPath, true));
Ref<Nuake::Window> window = Nuake::Engine::GetCurrentWindow();
window->SetTitle(project->Name);
Nuake::Engine::LoadProject(project);
Nuake::Engine::EnterPlayMode();
auto shader = Nuake::ShaderManager::GetShader("resources/Shaders/copy.shader");
while (!window->ShouldClose())
{
Nuake::Vector2 WindowSize = window->GetSize();
glViewport(0, 0, WindowSize.x, WindowSize.y);
Nuake::Renderer2D::BeginDraw(WindowSize);
Nuake::Engine::Tick();
Nuake::Engine::Draw();
shader->Bind();
window->GetFrameBuffer()->GetTexture()->Bind(0);
shader->SetUniform1i("u_Source", 0);
Nuake::Renderer::DrawQuad(Nuake::Matrix4(1));
Nuake::Engine::EndDraw();
}
}
else
{
Nuake::Engine::Init();
Engine::GetCurrentWindow()->SetSize(editorResolution);
Nuake::EditorInterface editor;
editor.BuildFonts();
Ref<Nuake::Window> window = Nuake::Engine::GetCurrentWindow();
window->SetTitle(WindowTitle);
if (monitorIdx != -1)
{
window->SetMonitor(monitorIdx);
}
using namespace Nuake;
GizmoDrawer gizmoDrawer = GizmoDrawer();
if (shouldLoadProject)
{
FileSystem::SetRootDirectory(FileSystem::GetParentPath(projectPath));
auto project = Project::New();
auto projectFileData = FileSystem::ReadFile(projectPath, true);
try
{
project->Deserialize(projectFileData);
project->FullPath = projectPath;
Engine::LoadProject(project);
editor.filesystem->m_CurrentDirectory = Nuake::FileSystem::RootDirectory;
}
catch (std::exception exception)
{
Logger::Log("Error loading project: " + projectPath, "editor", CRITICAL);
Logger::Log(exception.what());
}
}
while (!window->ShouldClose())
{
Nuake::Engine::Tick();
Nuake::Engine::Draw();
Timestep ts = Nuake::Engine::GetTimestep();
Nuake::Vector2 WindowSize = window->GetSize();
glViewport(0, 0, WindowSize.x, WindowSize.y);
Nuake::Renderer2D::BeginDraw(WindowSize);
auto sceneFramebuffer = window->GetFrameBuffer();
sceneFramebuffer->Bind();
{
Ref<Nuake::Scene> currentScene = Nuake::Engine::GetCurrentScene();
Ref<EditorCamera> camera;
if (currentScene)
{
camera = currentScene->m_EditorCamera;
}
if (currentScene && !Nuake::Engine::IsPlayMode())
{
glEnable(GL_LINE_SMOOTH);
if (editor.ShouldDrawAxis())
{
//gizmoDrawer.DrawAxis(currentScene);
}
if (editor.ShouldDrawCollision())
{
gizmoDrawer.DrawGizmos(currentScene);
}
}
}
sceneFramebuffer->Unbind();
editor.Update(ts);
editor.Draw();
Nuake::Engine::EndDraw();
}
}
Nuake::Engine::Close();
}