69 lines
1.8 KiB
C++
69 lines
1.8 KiB
C++
#pragma once
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#include "src/Core/Core.h"
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#include "src/Window.h"
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#include "src/Scene/Scene.h"
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#include "src/Resource/Project.h"
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#include "src/Core/Logger.h"
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/* TODOS:
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*/
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// Welcome to the Nuake source code.
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namespace Nuake
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{
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enum GameState
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{
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Playing,
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Paused,
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Stopped
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};
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class Engine
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{
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private:
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static Ref<Window> s_CurrentWindow;
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static Ref<Project> s_CurrentProject;
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static Ref<Scene> s_CurrentScene;
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static GameState s_GameState;
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static float s_LastFrameTime;
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static float s_FixedUpdateRate;
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static float s_FixedUpdateDifference;
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static float s_Time;
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static Timestep s_TimeStep;
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static float s_TimeScale;
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public:
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static void Init(); // Initialize the engine.
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static void Tick(); // Updates everything, called every frame.
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static void Close(); // Shutdown the engine.
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static void EnterPlayMode(); // Start the game
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static void ExitPlayMode(); // Stops the game
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// Custom drawing should happen in between these two
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static void Draw(); // Start new frame
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static void EndDraw(); // Swap buffer
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static void SetGameState(GameState gameState) { s_GameState = gameState; }
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static GameState GetGameState() { return s_GameState; }
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static bool IsPlayMode() { return s_GameState == GameState::Playing; }
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static inline float GetTime() { return s_Time; }
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static inline Timestep GetTimestep() { return s_TimeStep; }
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static inline void SetPhysicsStep(int amount) { s_FixedUpdateRate = 1.0f / static_cast<float>(amount); }
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static inline void SetTimeScale(float timeScale) { s_TimeScale = timeScale; }
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static inline float GetTimeScale() { return s_TimeScale; }
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static Ref<Window> GetCurrentWindow();
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static bool LoadScene(Ref<Scene> scene);
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static Ref<Scene> GetCurrentScene();
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static bool LoadProject(Ref<Project> project);
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static Ref<Project> GetProject();
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};
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}
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