// IAEngine: 2D Game Engine by IA // Copyright (C) 2025 IASoft (PVT) LTD (oss@iasoft.dev) // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program. If not, see . #include #include namespace ia::iae { RefPtr g_defaultScene; Scene *WorldManager::s_activeScene{}; VOID WorldManager::Initialize() { g_defaultScene = Scene::Create(); s_activeScene = g_defaultScene.get(); } VOID WorldManager::Terminate() { } VOID WorldManager::Draw() { s_activeScene->Draw(); } VOID WorldManager::DebugDraw() { s_activeScene->DebugDraw(); } VOID WorldManager::Update() { s_activeScene->Update(); } VOID WorldManager::FixedUpdate() { s_activeScene->FixedUpdate(); } VOID WorldManager::ChangeActiveScene(IN Scene *scene) { s_activeScene = scene; scene->OnActivate(); } VOID WorldManager::AddNodeToActiveScene(IN RefPtr node) { s_activeScene->AddNode(node); } INode *WorldManager::GetNodeFromActiveScene(IN CONST String &name) { return s_activeScene->GetNode(name); } VOID WorldManager::RemoveNodeFromActiveScene(IN CONST String &name) { s_activeScene->RemoveNode(name); } Scene *WorldManager::GetActiveScene() { return s_activeScene; } } // namespace ia::iae namespace ia::iae { Scene *Engine::GetActiveScene() { return WorldManager::GetActiveScene(); } VOID Engine::ChangeActiveScene(IN Scene *scene) { Engine::SetSceneDesignViewport(scene->DesignViewport()); WorldManager::ChangeActiveScene(scene); if (scene->EnableOnScreenGamePad()) Engine::Input_EnableOnScreenGamePad(); else Engine::Input_DisableOnScreenGamePad(); } VOID Engine::AddNodeToActiveScene(IN RefPtr node) { WorldManager::AddNodeToActiveScene(node); } INode *Engine::GetNodeFromActiveScene(IN CONST String &name) { return WorldManager::GetNodeFromActiveScene(name); } VOID Engine::RemoveNodeFromActiveScene(IN CONST String &name) { WorldManager::RemoveNodeFromActiveScene(name); } } // namespace ia::iae