This commit is contained in:
Antoine Pilote
2024-04-27 19:13:16 -04:00
10 changed files with 99 additions and 72 deletions

View File

@@ -3,6 +3,8 @@
#include "Windows/EditorInterface.h"
#include "Misc/GizmoDrawer.h"
#include "src/Core/Input.h"
#include <glad/glad.h>
@@ -65,6 +67,8 @@ void EditorLayer::OnUpdate()
m_EditorInterface->Update(Nuake::Engine::GetTimestep());
Nuake::Engine::EndDraw();
Nuake::Input::Update();
}
void EditorLayer::OnDetach()

View File

@@ -31,7 +31,7 @@ namespace Nuake
bool dragging2 = false;
void NewEditor::Update(Timestep ts)
{
if (Input::IsKeyPressed(GLFW_KEY_F1))
if (Input::IsKeyPressed(Key::F1))
{
m_UserInterface->Reload();
FetchNodes();

View File

@@ -324,39 +324,47 @@ namespace Nuake {
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(2, 2));
ImGui::PushStyleColor(ImGuiCol_Button, IM_COL32(0, 0, 0, 0));
if (Engine::IsPlayMode())
{
if (ImGui::Button(ICON_FA_PAUSE, ImVec2(30, 30)) || (Input::IsKeyDown(GLFW_KEY_F5)))
{
Engine::ExitPlayMode();
ImGui::Dummy({ ImGui::GetContentRegionAvail().x / 2.0f - (76.0f / 2.0f), 8.0f });
ImGui::SameLine();
Engine::LoadScene(SceneSnapshot);
Selection = EditorSelection();
SetStatusMessage("Ready");
if (Engine::IsPlayMode() && Engine::GetTimeScale() != 0.0f)
{
if (ImGui::Button(ICON_FA_PAUSE, ImVec2(30, 30)) || (Input::IsKeyPressed(Key::F6)))
{
Engine::SetGameState(GameState::Paused);
SetStatusMessage("Paused");
}
}
else
{
if (ImGui::Button(ICON_FA_PLAY, ImVec2(30, 30)))
if (ImGui::Button(ICON_FA_PLAY, ImVec2(30, 30)) || Input::IsKeyPressed(Key::F5))
{
this->SceneSnapshot = Engine::GetCurrentScene()->Copy();
SetStatusMessage("Building .Net solution...");
auto job = [this]()
{
ScriptingEngineNet::Get().BuildProjectAssembly(Engine::GetProject());
};
Selection = EditorSelection();
JobSystem::Get().Dispatch(job, [this]()
if (Engine::GetGameState() == GameState::Paused)
{
SetStatusMessage("Entering play mode...");
Engine::EnterPlayMode();
Engine::SetGameState(GameState::Playing);
}
else
{
this->SceneSnapshot = Engine::GetCurrentScene()->Copy();
std::string statusMessage = ICON_FA_RUNNING + std::string(" Playing...");
SetStatusMessage(statusMessage.c_str(), { 97.0 / 255.0, 0, 1, 1});
});
SetStatusMessage("Building .Net solution...");
auto job = [this]()
{
ScriptingEngineNet::Get().BuildProjectAssembly(Engine::GetProject());
};
Selection = EditorSelection();
JobSystem::Get().Dispatch(job, [this]()
{
SetStatusMessage("Entering play mode...");
Engine::EnterPlayMode();
std::string statusMessage = ICON_FA_RUNNING + std::string(" Playing...");
SetStatusMessage(statusMessage.c_str(), { 97.0 / 255.0, 0, 1, 1 });
});
}
}
if (ImGui::BeginItemTooltip())
@@ -374,7 +382,7 @@ namespace Nuake {
ImGui::BeginDisabled();
}
if ((ImGui::Button(ICON_FA_STOP, ImVec2(30, 30)) || Input::IsKeyPressed(GLFW_KEY_F5)) && Engine::IsPlayMode())
if ((ImGui::Button(ICON_FA_STOP, ImVec2(30, 30)) || Input::IsKeyPressed(Key::F5)) && Engine::IsPlayMode())
{
Engine::ExitPlayMode();
@@ -1953,7 +1961,7 @@ namespace Nuake {
ImVec2 work_area_size = ImGui::GetCurrentWindow()->Size;
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));
ImVec2 window_pos_pivot = ImVec2((corner & 1) ? 1.0f : 0.0f, (corner & 2) ? 1.0f : 0.0f);
ImGui::SetNextWindowPos(window_pos + ImVec2(0, 36), ImGuiCond_Always, window_pos_pivot);
ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot);
ImGui::SetNextWindowViewport(viewport->ID);
}
ImGui::SetNextWindowBgAlpha(0.35f); // Transparent background
@@ -1961,17 +1969,17 @@ namespace Nuake {
if (ImGui::Begin("Example: Simple overlay", &m_ShowOverlay, window_flags))
{
ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding, 100);
if (ImGui::Button(ICON_FA_ARROWS_ALT) || Input::IsKeyDown(GLFW_KEY_W))
if (ImGui::Button(ICON_FA_ARROWS_ALT) || Input::IsKeyDown(Key::W))
{
CurrentOperation = ImGuizmo::OPERATION::TRANSLATE;
}
ImGui::SameLine();
if (ImGui::Button(ICON_FA_SYNC_ALT) || Input::IsKeyDown(GLFW_KEY_E))
if (ImGui::Button(ICON_FA_SYNC_ALT) || Input::IsKeyDown(Key::E))
{
CurrentOperation = ImGuizmo::OPERATION::ROTATE;
}
ImGui::SameLine();
if (ImGui::Button(ICON_FA_EXPAND_ALT) || Input::IsKeyDown(GLFW_KEY_R))
if (ImGui::Button(ICON_FA_EXPAND_ALT) || Input::IsKeyDown(Key::R))
{
CurrentOperation = ImGuizmo::OPERATION::SCALE;
}
@@ -2382,13 +2390,13 @@ namespace Nuake {
editorCam->Update(ts, m_IsHoveringViewport && m_IsViewportFocused);
const bool entityIsSelected = Selection.Type == EditorSelectionType::Entity && Selection.Entity.IsValid();
if (editorCam->IsFlying() && entityIsSelected && Input::IsKeyPressed(GLFW_KEY_F))
if (editorCam->IsFlying() && entityIsSelected && Input::IsKeyPressed(Key::F))
{
editorCam->IsMoving = true;
editorCam->TargetPos = Selection.Entity.GetComponent<TransformComponent>().GetGlobalPosition();
}
if (entityIsSelected && Input::IsKeyPressed(GLFW_KEY_ESCAPE))
if (entityIsSelected && Input::IsKeyPressed(Key::ESCAPE))
{
Selection = EditorSelection();
}

View File

@@ -15,16 +15,19 @@
namespace Nuake
{
Ref<Project> Engine::s_CurrentProject;
Ref<Window> Engine::s_CurrentWindow;
bool Engine::s_IsPlayMode = false;
GameState Engine::s_GameState = GameState::Stopped;
float Engine::s_LastFrameTime = 0.0f;
float Engine::s_FixedUpdateRate = 1.0f / 90.0f;
float Engine::s_FixedUpdateDifference = 0.f;
float Engine::s_Time = 0.f;
Timestep Engine::s_TimeStep = 0.f;
float Engine::s_TimeScale = 1.0f;
void Engine::Init()
{
@@ -48,14 +51,15 @@ namespace Nuake
s_LastFrameTime = s_Time;
// Dont update if no scene is loaded.
if (s_CurrentWindow->GetScene())
if (s_CurrentWindow->GetScene() && GetGameState() == GameState::Playing)
{
s_CurrentWindow->Update(s_TimeStep);
float scaledTimeStep = s_TimeStep * s_TimeScale;
s_CurrentWindow->Update(scaledTimeStep);
// Play mode update all the entities, Editor does not.
if (!Engine::IsPlayMode())
{
GetCurrentScene()->EditorUpdate(s_TimeStep);
GetCurrentScene()->EditorUpdate(scaledTimeStep);
}
s_FixedUpdateDifference += s_TimeStep;
@@ -63,13 +67,15 @@ namespace Nuake
// Fixed update
while (s_FixedUpdateDifference >= s_FixedUpdateRate)
{
s_CurrentWindow->FixedUpdate(s_FixedUpdateRate);
s_CurrentWindow->FixedUpdate(s_FixedUpdateRate * s_TimeScale);
s_FixedUpdateDifference -= s_FixedUpdateRate;
}
Input::Update();
}
Input::Update();
}
void Engine::EnterPlayMode()
@@ -77,7 +83,7 @@ namespace Nuake
s_LastFrameTime = (float)glfwGetTime();; // Reset timestep timer.
// Dont trigger init if already in player mode.
if (IsPlayMode())
if (s_GameState == GameState::Playing)
{
Logger::Log("Cannot enter play mode if is already in play mode.", "engine", WARNING);
return;
@@ -85,7 +91,7 @@ namespace Nuake
if (GetCurrentScene()->OnInit())
{
s_IsPlayMode = true;
s_GameState = GameState::Playing;
}
else
{
@@ -97,11 +103,11 @@ namespace Nuake
void Engine::ExitPlayMode()
{
// Dont trigger exit if already not in play mode.
if (IsPlayMode())
if (s_GameState == GameState::Playing)
{
GetCurrentScene()->OnExit();
Input::ShowMouse();
s_IsPlayMode = false;
s_GameState = GameState::Stopped;
}
}

View File

@@ -12,6 +12,13 @@
// Welcome to the Nuake source code.
namespace Nuake
{
enum GameState
{
Playing,
Paused,
Stopped
};
class Engine
{
private:
@@ -19,14 +26,14 @@ namespace Nuake
static Ref<Project> s_CurrentProject;
static Ref<Scene> s_CurrentScene;
static bool s_IsPlayMode;
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.
@@ -39,10 +46,14 @@ namespace Nuake
static void Draw(); // Start new frame
static void EndDraw(); // Swap buffer
static bool IsPlayMode() { return s_IsPlayMode; }
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 SetTimeScale(float timeScale) { s_TimeScale = timeScale; }
static inline float GetTimeScale() { return s_TimeScale; }
static Ref<Window> GetCurrentWindow();

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@@ -22,29 +22,27 @@ namespace Nuake
#pragma region Keys
// Only true if the key is currently being pressed
bool Input::IsKeyDown(int keycode)
bool Input::IsKeyDown(Key keycode)
{
auto window = Window::Get()->GetHandle();
int state = glfwGetKey(window, keycode);
int state = glfwGetKey(window, (int)keycode);
bool result = state == GLFW_PRESS;
m_Keys[keycode] = state;
return result;
}
// Only true if the key is pressed for the first frame. no repeat.
bool Input::IsKeyPressed(int keycode)
bool Input::IsKeyPressed(Key keycode)
{
auto window = Window::Get()->GetHandle();
int state = glfwGetKey(window, keycode);
int state = glfwGetKey(window, (int)keycode);
bool result = state == GLFW_PRESS;
// First time pressed?
if (m_Keys.find(keycode) == m_Keys.end() || m_Keys[keycode] == false)
if (m_Keys.find((int)keycode) == m_Keys.end() || m_Keys[(int)keycode] == false)
{
if (result)
m_Keys[keycode] = true;
m_Keys[(int)keycode] = true;
return result;
}
@@ -172,7 +170,7 @@ namespace Nuake
// Reset all input to false.
for (auto& k : m_Keys)
{
if (!IsKeyDown(k.first))
if (!IsKeyDown((Key)k.first))
{
k.second = false;
}

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@@ -138,8 +138,8 @@ namespace Nuake
static bool m_MouseButtons[5];
static std::map<int, bool> m_Keys;
public:
static bool IsKeyPressed(int keycode);
static bool IsKeyDown(int keycode);
static bool IsKeyPressed(Key keycode);
static bool IsKeyDown(Key keycode);
static bool IsKeyReleased(int keycode);
static float YScroll;

View File

@@ -61,7 +61,7 @@ namespace Nuake
Input::HideMouse();
}
if (Input::IsKeyDown(GLFW_KEY_LEFT_ALT))
if (Input::IsKeyDown(Key::LEFT_ALT))
{
if (Input::YScroll != 0.0f)
{
@@ -96,31 +96,31 @@ namespace Nuake
if (m_Type == CAMERA_TYPE::ORTHO)
{
if (Input::IsKeyDown(GLFW_KEY_RIGHT))
if (Input::IsKeyDown(Key::RIGHT))
Translation.x += Speed * ts;
if (Input::IsKeyDown(GLFW_KEY_LEFT))
if (Input::IsKeyDown(Key::LEFT))
Translation.x -= Speed * ts;
if (Input::IsKeyDown(GLFW_KEY_UP))
if (Input::IsKeyDown(Key::UP))
Translation.y += Speed * ts;
if (Input::IsKeyDown(GLFW_KEY_DOWN))
if (Input::IsKeyDown(Key::DOWN))
Translation.y -= Speed * ts;
}
else
{
auto movement = Vector3(0, 0, 0);
if (Input::IsKeyDown(GLFW_KEY_D))
if (Input::IsKeyDown(Key::D))
movement -= Right * (Speed * ts);
if (Input::IsKeyDown(GLFW_KEY_A))
if (Input::IsKeyDown(Key::A))
movement += Right * (Speed * ts);
if (Input::IsKeyDown(GLFW_KEY_W))
if (Input::IsKeyDown(Key::W))
movement += Direction * (Speed * ts);
if (Input::IsKeyDown(GLFW_KEY_S))
if (Input::IsKeyDown(Key::S))
movement -= Direction * (Speed * ts);
if (Input::IsKeyDown(GLFW_KEY_LEFT_SHIFT))
if (Input::IsKeyDown(Key::LEFT_SHIFT))
movement -= Up * (Speed * ts);
if (Input::IsKeyDown(GLFW_KEY_SPACE))
if (Input::IsKeyDown(Key::SPACE))
movement += Up * (Speed * ts);
Translation += Vector3(movement);

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@@ -69,14 +69,14 @@ namespace Nuake {
static void IsKeyDown(WrenVM* vm)
{
int key = (int)wrenGetSlotDouble(vm, 1);
bool result = Input::IsKeyDown(key);
bool result = Input::IsKeyDown((Key)key);
wrenSetSlotBool(vm, 0, result);
}
static void IsKeyPressed(WrenVM* vm)
{
int key = (int)wrenGetSlotDouble(vm, 1);
bool result = Input::IsKeyPressed(key);
bool result = Input::IsKeyPressed((Key)key);
wrenSetSlotBool(vm, 0, result);
}

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@@ -25,12 +25,12 @@ namespace Nuake {
bool IsKeyDown(int keyCode)
{
return Input::IsKeyDown(keyCode);
return Input::IsKeyDown((Key)keyCode);
}
bool IsKeyPressed(int keyCode)
{
return Input::IsKeyPressed(keyCode);
return Input::IsKeyPressed((Key)keyCode);
}
Coral::Array<float> GetMousePosition()