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https://github.com/antopilo/Nuake.git
synced 2026-09-09 20:08:57 +03:00
Added ability to pause the game, automatically goes into the editor camera
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@@ -325,39 +325,44 @@ namespace Nuake {
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ImGui::Dummy({ ImGui::GetContentRegionAvail().x / 2.0f - (76.0f / 2.0f), 8.0f });
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ImGui::SameLine();
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if (Engine::IsPlayMode())
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if (Engine::IsPlayMode() && Engine::GetTimeScale() != 0.0f)
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{
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if (ImGui::Button(ICON_FA_PAUSE, ImVec2(30, 30)) || (Input::IsKeyDown(GLFW_KEY_F5)))
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{
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Engine::ExitPlayMode();
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Engine::SetGameState(GameState::Paused);
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Engine::LoadScene(SceneSnapshot);
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Selection = EditorSelection();
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SetStatusMessage("Ready");
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SetStatusMessage("Paused");
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}
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}
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else
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{
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if (ImGui::Button(ICON_FA_PLAY, ImVec2(30, 30)))
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{
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this->SceneSnapshot = Engine::GetCurrentScene()->Copy();
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SetStatusMessage("Building .Net solution...");
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auto job = [this]()
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{
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ScriptingEngineNet::Get().BuildProjectAssembly(Engine::GetProject());
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};
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Selection = EditorSelection();
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JobSystem::Get().Dispatch(job, [this]()
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if (Engine::GetGameState() == GameState::Paused)
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{
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SetStatusMessage("Entering play mode...");
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Engine::EnterPlayMode();
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Engine::SetGameState(GameState::Playing);
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}
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else
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{
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this->SceneSnapshot = Engine::GetCurrentScene()->Copy();
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std::string statusMessage = ICON_FA_RUNNING + std::string(" Playing...");
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SetStatusMessage(statusMessage.c_str(), { 97.0 / 255.0, 0, 1, 1});
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});
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SetStatusMessage("Building .Net solution...");
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auto job = [this]()
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{
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ScriptingEngineNet::Get().BuildProjectAssembly(Engine::GetProject());
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};
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Selection = EditorSelection();
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JobSystem::Get().Dispatch(job, [this]()
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{
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SetStatusMessage("Entering play mode...");
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Engine::EnterPlayMode();
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std::string statusMessage = ICON_FA_RUNNING + std::string(" Playing...");
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SetStatusMessage(statusMessage.c_str(), { 97.0 / 255.0, 0, 1, 1 });
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});
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}
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}
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if (ImGui::BeginItemTooltip())
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@@ -1954,7 +1959,7 @@ namespace Nuake {
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ImVec2 work_area_size = ImGui::GetCurrentWindow()->Size;
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ImVec2 window_pos = ImVec2((corner & 1) ? (work_area_pos.x + work_area_size.x - DISTANCE) : (work_area_pos.x + DISTANCE), (corner & 2) ? (work_area_pos.y + work_area_size.y - DISTANCE) : (work_area_pos.y + DISTANCE));
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ImVec2 window_pos_pivot = ImVec2((corner & 1) ? 1.0f : 0.0f, (corner & 2) ? 1.0f : 0.0f);
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ImGui::SetNextWindowPos(window_pos + ImVec2(0, 36), ImGuiCond_Always, window_pos_pivot);
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ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot);
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ImGui::SetNextWindowViewport(viewport->ID);
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}
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ImGui::SetNextWindowBgAlpha(0.35f); // Transparent background
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@@ -15,16 +15,19 @@
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namespace Nuake
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{
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Ref<Project> Engine::s_CurrentProject;
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Ref<Window> Engine::s_CurrentWindow;
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bool Engine::s_IsPlayMode = false;
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GameState Engine::s_GameState = GameState::Stopped;
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float Engine::s_LastFrameTime = 0.0f;
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float Engine::s_FixedUpdateRate = 1.0f / 90.0f;
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float Engine::s_FixedUpdateDifference = 0.f;
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float Engine::s_Time = 0.f;
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Timestep Engine::s_TimeStep = 0.f;
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float Engine::s_TimeScale = 1.0f;
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void Engine::Init()
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{
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@@ -48,14 +51,15 @@ namespace Nuake
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s_LastFrameTime = s_Time;
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// Dont update if no scene is loaded.
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if (s_CurrentWindow->GetScene())
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if (s_CurrentWindow->GetScene() && GetGameState() == GameState::Playing)
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{
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s_CurrentWindow->Update(s_TimeStep);
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float scaledTimeStep = s_TimeStep * s_TimeScale;
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s_CurrentWindow->Update(scaledTimeStep);
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// Play mode update all the entities, Editor does not.
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if (!Engine::IsPlayMode())
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{
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GetCurrentScene()->EditorUpdate(s_TimeStep);
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GetCurrentScene()->EditorUpdate(scaledTimeStep);
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}
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s_FixedUpdateDifference += s_TimeStep;
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@@ -63,7 +67,7 @@ namespace Nuake
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// Fixed update
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while (s_FixedUpdateDifference >= s_FixedUpdateRate)
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{
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s_CurrentWindow->FixedUpdate(s_FixedUpdateRate);
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s_CurrentWindow->FixedUpdate(s_FixedUpdateRate * s_TimeScale);
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s_FixedUpdateDifference -= s_FixedUpdateRate;
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}
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@@ -77,7 +81,7 @@ namespace Nuake
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s_LastFrameTime = (float)glfwGetTime();; // Reset timestep timer.
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// Dont trigger init if already in player mode.
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if (IsPlayMode())
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if (s_GameState == GameState::Playing)
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{
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Logger::Log("Cannot enter play mode if is already in play mode.", "engine", WARNING);
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return;
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@@ -85,7 +89,7 @@ namespace Nuake
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if (GetCurrentScene()->OnInit())
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{
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s_IsPlayMode = true;
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s_GameState = GameState::Playing;
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}
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else
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{
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@@ -97,11 +101,11 @@ namespace Nuake
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void Engine::ExitPlayMode()
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{
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// Dont trigger exit if already not in play mode.
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if (IsPlayMode())
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if (s_GameState == GameState::Playing)
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{
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GetCurrentScene()->OnExit();
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Input::ShowMouse();
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s_IsPlayMode = false;
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s_GameState = GameState::Stopped;
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}
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}
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@@ -12,6 +12,13 @@
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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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@@ -19,14 +26,14 @@ namespace Nuake
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static Ref<Project> s_CurrentProject;
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static Ref<Scene> s_CurrentScene;
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static bool s_IsPlayMode;
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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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@@ -39,10 +46,14 @@ namespace Nuake
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static void Draw(); // Start new frame
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static void EndDraw(); // Swap buffer
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static bool IsPlayMode() { return s_IsPlayMode; }
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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 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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