Fixed lighting Fixed global position system Fixed child deletion system. editor work for custom entities registration
60 lines
1.3 KiB
C++
60 lines
1.3 KiB
C++
#include <Engine.h>
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#include <src/Scene/Entities/Entity.h>
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#include <src/Scene/Scene.h>
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#include <src/Scene/Components/QuakeMap.h>
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#include <src/Vendors/imgui/imgui.h>
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#include <src/Vendors/imgui/ImGuizmo.h>
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#include <src/Scene/Components/Components.h>
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#include <src/Core/Physics/PhysicsManager.h>
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#include "../Scene/Components/BoxCollider.h"
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#include "src/EditorInterface.h"
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#include "../Core/Input.h"
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#include <GLFW/glfw3.h>
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#include <src/Vendors/glm/trigonometric.hpp>
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#include <src/Scripting/ScriptingEngine.h>
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#include <src/Resource/FGD/FGDFile.h>
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int main()
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{
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//std::string TrenchbroomPath = "F:/TrenchBroom/";
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//
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//FGDFile file(TrenchbroomPath + "Games/Nuake/Nuake.fgd");
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//
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//FGDClass newClass(FGDClassType::Point, "light", "a nuake light");
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//
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//ClassProperty prop{
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// "Intensity",
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// ClassPropertyType::Integer,
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// "Changes the light intensity"
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//};
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//
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//newClass.AddProperty(prop);
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//file.AddClass(newClass);
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//
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//file.Save();
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Engine::Init();
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EditorInterface editor;
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editor.BuildFonts();
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while (!Engine::GetCurrentWindow()->ShouldClose())
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{
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Engine::Tick();
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Engine::Draw();
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if (Input::IsKeyPressed(GLFW_KEY_F8))
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Engine::ExitPlayMode();
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editor.Draw();
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Engine::EndDraw();
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}
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Engine::Close();
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}
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