Cleanup Engine.h and made IsPlayMode a method

This commit is contained in:
Antoine Pilote
2023-07-10 13:22:03 -04:00
parent 7599ed034b
commit cddc9f6c21
7 changed files with 61 additions and 53 deletions

View File

@@ -183,7 +183,7 @@ int main(int argc, char* argv[])
camera = currentScene->m_EditorCamera;
}
if (currentScene && !Nuake::Engine::IsPlayMode && editor.ShouldDrawAxis())
if (currentScene && !Nuake::Engine::IsPlayMode() && editor.ShouldDrawAxis())
{
gizmoDrawer.DrawGizmos(currentScene);
}

View File

@@ -94,7 +94,7 @@ namespace Nuake {
float needed = half - used;
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0));
if (ImGui::Button(ICON_FA_PLAY, ImVec2(30, 30)) || (Input::IsKeyPressed(GLFW_KEY_F5) && !Engine::IsPlayMode))
if (ImGui::Button(ICON_FA_PLAY, ImVec2(30, 30)) || (Input::IsKeyPressed(GLFW_KEY_F5) && !Engine::IsPlayMode()))
{
SceneSnapshot = Engine::GetCurrentScene()->Copy();
Engine::EnterPlayMode();
@@ -172,14 +172,14 @@ namespace Nuake {
ImGuizmo::AllowAxisFlip(true);
ImGuizmo::SetRect(imagePos.x + 8.0, imagePos.y + 30.0, viewportPanelSize.x, viewportPanelSize.y);
if (m_DrawGrid && !Engine::IsPlayMode)
if (m_DrawGrid && !Engine::IsPlayMode())
{
ImGuizmo::DrawGrid(glm::value_ptr(Engine::GetCurrentScene()->GetCurrentCamera()->GetTransform()),
glm::value_ptr(Engine::GetCurrentScene()->GetCurrentCamera()->GetPerspective()),
glm::value_ptr(glm::identity<glm::mat4>()), 100.f);
}
if (Selection.Type == EditorSelectionType::Entity && !Engine::IsPlayMode)
if (Selection.Type == EditorSelectionType::Entity && !Engine::IsPlayMode())
{
TransformComponent& tc = Selection.Entity.GetComponent<TransformComponent>();
ParentComponent& parent = Selection.Entity.GetComponent<ParentComponent>();
@@ -1498,7 +1498,7 @@ namespace Nuake {
void EditorInterface::Update(float ts)
{
if (!Engine::GetCurrentScene() || Engine::IsPlayMode)
if (!Engine::GetCurrentScene() || Engine::IsPlayMode())
{
return;
}

View File

@@ -15,16 +15,16 @@
namespace Nuake
{
Ref<Project> Engine::CurrentProject;
Ref<Window> Engine::CurrentWindow;
Ref<Project> Engine::s_CurrentProject;
Ref<Window> Engine::s_CurrentWindow;
float Engine::m_LastFrameTime = 0.0f;
float Engine::m_FixedUpdateRate = 1.0f / 90.0f;
float Engine::m_FixedUpdateDifference = 0.f;
float Engine::m_Time = 0.f;
Timestep Engine::m_TimeStep = 0.f;
bool Engine::s_IsPlayMode = false;
bool Engine::IsPlayMode = false;
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;
void Engine::Init()
{
@@ -39,7 +39,7 @@ namespace Nuake
Logger::Log("Physics initialized");
// Creates the window
CurrentWindow = Window::Get();
s_CurrentWindow = Window::Get();
Logger::Log("Window initialized");
Input::Init();
@@ -52,33 +52,33 @@ namespace Nuake
void Engine::Tick()
{
m_Time = (float)glfwGetTime();
m_TimeStep = m_Time - m_LastFrameTime;
m_LastFrameTime = m_Time;
s_Time = (float)glfwGetTime();
s_TimeStep = s_Time - s_LastFrameTime;
s_LastFrameTime = s_Time;
m_TimeStep = std::min((float)m_TimeStep, 0.5f);
s_TimeStep = std::min((float)s_TimeStep, 0.5f);
// Dont update if no scene is loaded.
if (CurrentWindow->GetScene())
if (s_CurrentWindow->GetScene())
{
CurrentWindow->Update(m_TimeStep);
s_CurrentWindow->Update(s_TimeStep);
// Play mode update all the entities, Editor does not.
if (Engine::IsPlayMode)
if (Engine::IsPlayMode())
{
m_FixedUpdateDifference += m_TimeStep;
s_FixedUpdateDifference += s_TimeStep;
// Fixed update
while (m_FixedUpdateDifference >= m_FixedUpdateRate)
while (s_FixedUpdateDifference >= s_FixedUpdateRate)
{
CurrentWindow->FixedUpdate(m_FixedUpdateDifference);
s_CurrentWindow->FixedUpdate(s_FixedUpdateDifference);
m_FixedUpdateDifference -= m_FixedUpdateRate;
s_FixedUpdateDifference -= s_FixedUpdateRate;
}
}
else
{
GetCurrentScene()->EditorUpdate(m_TimeStep);
GetCurrentScene()->EditorUpdate(s_TimeStep);
}
}
@@ -88,7 +88,7 @@ namespace Nuake
void Engine::EnterPlayMode()
{
// Dont trigger init if already in player mode.
if (IsPlayMode)
if (IsPlayMode())
{
Logger::Log("Cannot enter play mode if is already in play mode.", WARNING);
return;
@@ -96,7 +96,7 @@ namespace Nuake
if (GetCurrentScene()->OnInit())
{
IsPlayMode = true;
s_IsPlayMode = true;
}
else
{
@@ -108,11 +108,11 @@ namespace Nuake
void Engine::ExitPlayMode()
{
// Dont trigger exit if already not in play mode.
if (IsPlayMode)
if (IsPlayMode())
{
GetCurrentScene()->OnExit();
Input::ShowMouse();
IsPlayMode = false;
s_IsPlayMode = false;
}
}
@@ -141,24 +141,24 @@ namespace Nuake
Ref<Scene> Engine::GetCurrentScene()
{
return CurrentWindow->GetScene();
return s_CurrentWindow->GetScene();
}
bool Engine::LoadScene(Ref<Scene> scene)
{
return CurrentWindow->SetScene(scene);
return s_CurrentWindow->SetScene(scene);
}
Ref<Project> Engine::GetProject()
{
return CurrentProject;
return s_CurrentProject;
}
bool Engine::LoadProject(Ref<Project> project)
{
CurrentProject = project;
s_CurrentProject = project;
if (!Engine::LoadScene(CurrentProject->DefaultScene))
if (!Engine::LoadScene(s_CurrentProject->DefaultScene))
{
return false;
}
@@ -169,6 +169,6 @@ namespace Nuake
Ref<Window> Engine::GetCurrentWindow()
{
return CurrentWindow;
return s_CurrentWindow;
}
}

View File

@@ -17,20 +17,22 @@
// Welcome to the Nuake source code.
namespace Nuake
{
class Engine {
class Engine
{
private:
static Ref<Window> CurrentWindow;
static Ref<Project> CurrentProject;
static Ref<Scene> CurrentScene;
static Ref<Window> s_CurrentWindow;
static Ref<Project> s_CurrentProject;
static Ref<Scene> s_CurrentScene;
static bool s_IsPlayMode;
static float s_LastFrameTime;
static float s_FixedUpdateRate;
static float s_FixedUpdateDifference;
static float s_Time;
static Timestep s_TimeStep;
static float m_LastFrameTime;
static float m_FixedUpdateRate;
static float m_FixedUpdateDifference;
static float m_Time;
static Timestep m_TimeStep;
public:
static bool IsPlayMode; // Is currently in runtime..
static void Init(); // Initialize the engine.
static void Tick(); // Updates everything, called everyframe.
static void Close(); // Shutdown the engine.
@@ -41,8 +43,12 @@ namespace Nuake
// Custom drawing should happen in between these two
static void Draw(); // Start new frame
static void EndDraw(); // Swap buffer
static inline float GetTime() { return m_Time; }
static inline Timestep GetTimestep() { return m_TimeStep; }
static bool IsPlayMode() { return s_IsPlayMode; }
static inline float GetTime() { return s_Time; }
static inline Timestep GetTimestep() { return s_TimeStep; }
static Ref<Window> GetCurrentWindow();
static bool LoadScene(Ref<Scene> scene);

View File

@@ -244,7 +244,7 @@ namespace Nuake {
Ref<Camera> Scene::GetCurrentCamera()
{
if (Engine::IsPlayMode)
if (Engine::IsPlayMode())
{
Ref<Camera> cam = nullptr;
{

View File

@@ -50,8 +50,10 @@ namespace Nuake
void PhysicsSystem::Update(Timestep ts)
{
if (!Engine::IsPlayMode)
if (!Engine::IsPlayMode())
{
return;
}
auto brushes = m_Scene->m_Registry.view<TransformComponent, BSPBrushComponent>();
for (auto e : brushes)
@@ -114,7 +116,7 @@ namespace Nuake
void PhysicsSystem::FixedUpdate(Timestep ts)
{
if (!Engine::IsPlayMode)
if (!Engine::IsPlayMode())
return;
PhysicsManager::Get().Step(ts);

View File

@@ -40,7 +40,7 @@ namespace Nuake {
void ScriptingSystem::Update(Timestep ts)
{
if (!Engine::IsPlayMode)
if (!Engine::IsPlayMode())
return;
auto entities = m_Scene->m_Registry.view<WrenScriptComponent>();