Files
Nuake-custom/Nuake/Engine.h
Antoine Pilote 03231e6bf7 Added Various project settings
UI, Rendering, Viewport, Physics, Audio settings
2024-08-21 18:05:28 -04:00

69 lines
1.8 KiB
C++

#pragma once
#include "src/Core/Core.h"
#include "src/Window.h"
#include "src/Scene/Scene.h"
#include "src/Resource/Project.h"
#include "src/Core/Logger.h"
/* TODOS:
*/
// Welcome to the Nuake source code.
namespace Nuake
{
enum GameState
{
Playing,
Paused,
Stopped
};
class Engine
{
private:
static Ref<Window> s_CurrentWindow;
static Ref<Project> s_CurrentProject;
static Ref<Scene> s_CurrentScene;
static GameState s_GameState;
static float s_LastFrameTime;
static float s_FixedUpdateRate;
static float s_FixedUpdateDifference;
static float s_Time;
static Timestep s_TimeStep;
static float s_TimeScale;
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 gameState) { s_GameState = gameState; }
static GameState GetGameState() { return s_GameState; }
static bool IsPlayMode() { return s_GameState == GameState::Playing; }
static inline float GetTime() { return s_Time; }
static inline Timestep GetTimestep() { return s_TimeStep; }
static inline void SetPhysicsStep(int amount) { s_FixedUpdateRate = 1.0f / static_cast<float>(amount); }
static inline void SetTimeScale(float timeScale) { s_TimeScale = timeScale; }
static inline float GetTimeScale() { return s_TimeScale; }
static Ref<Window> GetCurrentWindow();
static bool LoadScene(Ref<Scene> scene);
static Ref<Scene> GetCurrentScene();
static bool LoadProject(Ref<Project> project);
static Ref<Project> GetProject();
};
}