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