Fixes
This commit is contained in:
@ -83,6 +83,7 @@ namespace ia::iae
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FontManager::Initialize();
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UI::Initialize();
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Physics::Initialize();
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SceneManager::Initialize();
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Game_OnInitialize();
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@ -93,6 +94,7 @@ namespace ia::iae
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{
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Game_OnTerminate();
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SceneManager::Terminate();
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Physics::Terminate();
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UI::Terminate();
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FontManager::Terminate();
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@ -488,4 +488,9 @@ namespace ia::iae
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Renderer::s_activeSceneDesignViewport = value;
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Renderer::UpdateSceneScalingFactor();
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}
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Vec2 Engine::GetSceneDesignViewport()
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{
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return Renderer::s_activeSceneDesignViewport;
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}
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} // namespace ia::iae
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@ -44,27 +44,32 @@ namespace ia::iae
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namespace ia::iae
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{
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SceneManager::SceneManager(
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IN std::function<RefPtr<Node2D>(IN CONST String &, IN CONST Vector<String> &)> getCustomNode,
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IN std::function<Handle(IN ResourceType type, IN CONST String &, IN INT64)> getResource)
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: m_customNodeGetter(getCustomNode), m_resourceGetter(getResource)
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{
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Map<String, Scene *> SceneManager::s_scenes;
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std::function<RefPtr<Node2D>(IN CONST String &, IN CONST Vector<String> &)> SceneManager::s_customNodeGetter;
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std::function<Handle(IN ResourceType type, IN CONST String &, IN INT64)> SceneManager::s_resourceGetter;
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VOID SceneManager::Initialize(){}
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VOID SceneManager::Terminate(){
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for (const auto &t : s_scenes)
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delete t->Value;
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}
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SceneManager::~SceneManager()
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VOID SceneManager::Setup(
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IN std::function<RefPtr<Node2D>(IN CONST String &, IN CONST Vector<String> &)> getCustomNode,
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IN std::function<Handle(IN ResourceType type, IN CONST String &, IN INT64)> getResource)
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{
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for (const auto &t : m_scenes)
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delete t->Value;
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s_customNodeGetter = getCustomNode;
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s_resourceGetter = getResource;
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}
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VOID SceneManager::SwitchTo(IN CONST String &name)
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{
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Engine::ChangeActiveScene(m_scenes[name]);
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Engine::ChangeActiveScene(s_scenes[name]);
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}
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Scene *SceneManager::GetScene(IN CONST String &name)
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{
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return m_scenes[name];
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return s_scenes[name];
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}
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VOID SceneManager::AddScene(IN Scene *scene, IN CONST String &name, IN CONST String &xml)
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@ -84,13 +89,13 @@ namespace ia::iae
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{
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if (!strcmp(t.name(), "Image"))
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{
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resources[t.attribute("name").as_string()] = m_resourceGetter(
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resources[t.attribute("name").as_string()] = s_resourceGetter(
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ResourceType::IMAGE, t.attribute("path").as_string(), t.attribute("index").as_llong());
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}
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else if (!strcmp(t.name(), "Audio"))
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{
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resources[t.attribute("name").as_string()] =
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m_resourceGetter(ResourceType::SOUND, t.attribute("path").as_string(), 0);
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s_resourceGetter(ResourceType::SOUND, t.attribute("path").as_string(), 0);
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}
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}
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}
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@ -136,7 +141,7 @@ namespace ia::iae
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}
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else
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{
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const auto node = m_customNodeGetter(t.name(), String(t.attribute("id").as_string()).split(';'));
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const auto node = s_customNodeGetter(t.name(), String(t.attribute("id").as_string()).split(';'));
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scene->AddNode(node);
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n = node.get();
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}
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@ -165,11 +170,11 @@ namespace ia::iae
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});
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scene->UIMarkup() = html;
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}
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else {
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else
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{
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}
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}
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m_scenes[name] = scene;
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s_scenes[name] = scene;
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}
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} // namespace ia::iae
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@ -24,9 +24,9 @@
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#include <IAEngine/Components/CameraComponent.hpp>
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#include <IAEngine/Components/SoundEmitterComponent.hpp>
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#include <IAEngine/Scene.hpp>
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#include <IAEngine/UI.hpp>
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#include <IAEngine/Utils.hpp>
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#include <IAEngine/SceneManager.hpp>
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namespace ia::iae
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{
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@ -54,6 +54,7 @@ namespace ia::iae
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STATIC VOID DrawQuad(IN Vec2 position, IN Handle texture, IN Vec2 scale, IN FLOAT32 rotation, IN UINT8 layer, IN UINT16 sortIndex);
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STATIC VOID DrawCircle(IN Vec2 position, IN Handle texture, IN FLOAT32 radius, IN FLOAT32 rotation, IN UINT8 layer, IN UINT16 sortIndex);
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STATIC VOID DrawText(IN CONST String& text, IN Vec2 position, IN FLOAT32 scale, IN FLOAT32 rotation, IN UINT8 layer, IN UINT16 sortIndex);
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STATIC Vec2 GetSceneDesignViewport();
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STATIC VOID SetSceneDesignViewport(IN Vec2 value);
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// Renderer State Functions
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@ -23,16 +23,15 @@ namespace ia::iae
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class SceneManager
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{
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public:
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SceneManager(IN std::function<RefPtr<Node2D>(IN CONST String &, IN CONST Vector<String>&)> getCustomNode,
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STATIC VOID Setup(IN std::function<RefPtr<Node2D>(IN CONST String &, IN CONST Vector<String> &)> getCustomNode,
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IN std::function<Handle(IN ResourceType type, IN CONST String &, IN INT64)> getResource);
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~SceneManager();
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VOID SwitchTo(IN CONST String &name);
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STATIC VOID SwitchTo(IN CONST String &name);
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Scene *GetScene(IN CONST String &name);
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STATIC Scene *GetScene(IN CONST String &name);
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public:
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template<typename SceneType> SceneType* AddScene(IN CONST String &name, IN CONST String &xml)
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template<typename SceneType> STATIC SceneType *AddScene(IN CONST String &name, IN CONST String &xml)
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{
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const auto t = (Scene *) new SceneType();
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AddScene(t, name, xml);
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@ -40,11 +39,17 @@ namespace ia::iae
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}
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private:
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VOID AddScene(IN Scene *scene, IN CONST String &name, IN CONST String &xml);
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STATIC VOID AddScene(IN Scene *scene, IN CONST String &name, IN CONST String &xml);
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private:
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Map<String, Scene *> m_scenes;
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std::function<RefPtr<Node2D>(IN CONST String &, IN CONST Vector<String>&)> m_customNodeGetter;
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std::function<Handle(IN ResourceType type, IN CONST String &, IN INT64)> m_resourceGetter;
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STATIC Map<String, Scene *> s_scenes;
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STATIC std::function<RefPtr<Node2D>(IN CONST String &, IN CONST Vector<String> &)> s_customNodeGetter;
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STATIC std::function<Handle(IN ResourceType type, IN CONST String &, IN INT64)> s_resourceGetter;
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private:
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STATIC VOID Initialize();
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STATIC VOID Terminate();
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friend class __Internal_Engine;
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};
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} // namespace ia::iae
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2
Vendor/IACore
vendored
2
Vendor/IACore
vendored
Submodule Vendor/IACore updated: 07638ea7b3...5a38f9f36d
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