// 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