Usable Engine
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@ -19,74 +19,104 @@
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namespace ia::iae
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{
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Scene *WorldManager::m_activeScene{};
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VOID WorldManager::Initialize()
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{
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m_activeScene = Scene::Create();
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}
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VOID WorldManager::Terminate()
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{
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if (m_activeScene)
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Scene::Destroy(m_activeScene);
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}
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VOID WorldManager::Draw()
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{
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m_activeScene->Draw();
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}
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VOID WorldManager::DebugDraw()
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{
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m_activeScene->DebugDraw();
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}
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VOID WorldManager::Update()
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{
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m_activeScene->Update();
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}
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VOID WorldManager::FixedUpdate()
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{
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m_activeScene->FixedUpdate();
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}
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VOID WorldManager::ChangeActiveScene(IN Scene *scene)
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{
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m_activeScene = scene;
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}
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VOID WorldManager::AddNodeToActiveScene(IN RefPtr<INode> node)
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{
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m_activeScene->AddNode(node);
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}
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INode *WorldManager::GetNodeFromActiveScene(IN CONST String &name)
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{
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return m_activeScene->GetNode(name);
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}
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VOID WorldManager::RemoveNodeFromActiveScene(IN CONST String &name)
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{
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m_activeScene->RemoveNode(name);
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}
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} // namespace ia::iae
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namespace ia::iae
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{
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Handle Engine::CreatePhysicsBody()
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{
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return INVALID_HANDLE;
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}
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VOID Engine::DestroyPhysicsBody(IN Handle body)
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Handle Engine::CreateScene(IN CONST String &sceneXML)
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{
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return (Handle) Scene::Create(sceneXML);
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}
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Handle Engine::CreateEmptyScene()
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{
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return INVALID_HANDLE;
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return (Handle) Scene::Create();
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}
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VOID Engine::DestroyScene(IN Handle handle)
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{
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Scene::Destroy((Scene *) handle);
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}
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VOID Engine::ChangeActiveScene(IN Handle scene)
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{
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WorldManager::ChangeActiveScene((Scene *) scene);
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}
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VOID Engine::AddNodeToActiveScene(IN RefPtr<INode> node)
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{
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WorldManager::AddNodeToActiveScene(node);
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}
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INode *Engine::GetNodeFromActiveScene(IN CONST String &name)
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{
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return nullptr;
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return WorldManager::GetNodeFromActiveScene(name);
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}
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VOID Engine::RemoveNodeFromActiveScene(IN CONST String &name)
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{
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WorldManager::RemoveNodeFromActiveScene(name);
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}
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VOID Engine::AddNodeToScene(IN Handle scene, IN RefPtr<INode> node)
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{
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((Scene *) scene)->AddNode(node);
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}
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VOID Engine::RemoveNodeFromScene(IN Handle scene, IN CONST String &name)
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{
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}
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Handle Engine::CreateScene(IN CONST String& sceneXML)
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{
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return INVALID_HANDLE;
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((Scene *) scene)->RemoveNode(name);
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}
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} // namespace ia::iae
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