2020-08-11 12:07:21 -04:00
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#pragma once
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2020-09-21 09:37:52 -04:00
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#include <nlohmann/json_fwd.hpp>
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2020-08-11 12:07:21 -04:00
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#include "object.hpp"
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#include "cutscene.hpp"
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2020-08-11 12:07:21 -04:00
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#include "common.hpp"
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#include "asset_types.hpp"
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#include "platform.hpp"
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#include "path.hpp"
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class GFX;
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namespace ui {
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class Screen;
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}
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class App;
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class Scene;
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class Input;
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class Renderer;
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class Physics;
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class ImGuiLayer;
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struct Timer;
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struct AnimationTarget {
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float current_time = 0.0f;
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float animation_speed_modifier = 1.0f;
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bool looping = false;
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Object target;
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Animation animation;
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};
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/// An object that contains glue between App and systems such as the Renderer.
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class Engine {
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public:
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/**
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Constructs an Engine with command line arguments. Can be accessed later from command_line_arguments.
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@param argc Numer of arguments. Can be null.
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@param argv Array of strings containing arguments. Can be null.
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*/
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Engine(const int argc, char* argv[]);
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Engine(const Engine& other) = delete;
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Engine(Engine&& other) = delete;
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~Engine();
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/// Command line arguments, can be empty.
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std::vector<std::string_view> command_line_arguments;
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/** Sets the app object.
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@param app The app object to set. Must not be null.
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*/
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void set_app(App* app);
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/** Gets the current app object
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@return The current app object. Can be null.
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*/
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App* get_app() const;
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/** Call to begin the next frame.
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@param delta_time Delta time in seconds.
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*/
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void begin_frame(const float delta_time);
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/** Call to start updating the current frame.
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@param delta_time Delta time in seconds.
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*/
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void update(const float delta_time);
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/** Call to begin rendering for a window.
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@param index The index of the window to begin rendering for.
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*/
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void render(const int index);
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/// Pause updating.
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void pause();
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/// Resume updating.
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void unpause();
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/** Query the current pause state.
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@return Whether or not the engine is currently paused.
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*/
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bool is_paused() const;
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/// Request to begin quitting immediately. This is not forced, and can be canceled by the user, platform, or app.
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void quit();
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/// Call right before the platform is about to quit the application, and requests the app or other systems to save work.
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void prepare_quit();
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/// Query whether or not the engine is in the process of quitting.
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bool is_quitting() const;
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/** Set the GFX api to use.
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@param gfx The GFX object to use. Must not be null.
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*/
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void set_gfx(GFX* gfx);
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/** Get the current GFX api.
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@return The current GFX api. Can be null.
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*/
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GFX* get_gfx();
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/** Get the input system.
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@return Instance of the input system. Will not be null.
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*/
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Input* get_input();
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/** Get the renderer for a window.
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@param index Index of the window. Default is 0.
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@return Instance of the renderer. Will not be null.
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*/
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Renderer* get_renderer(const int index = 0);
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/** Get the physics system.
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@return Instance of the physics system. Will not be null.
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*/
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Physics* get_physics();
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/// Creates an empty scene with no path. This will change the current scene.
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void create_empty_scene();
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/** Load a scene from disk. This will change the current scene if successful.
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@param path The scene file path.
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@return Returns a instance of the scene is successful, and nullptr on failure.
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*/
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Scene* load_scene(const file::Path path);
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/** Save the current scene to disk.
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@param path The absolute file path.
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*/
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void save_scene(const std::string_view path);
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/** Load a UI screen from disk. This will not change the current screen.
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@param path The screen file path.
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@return Returns a instance of the screen if successful, and nullptr on failure.
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*/
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ui::Screen* load_screen(const file::Path path);
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/** Set the current screen.
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@param screen The screen object to set as current. Can be null.
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*/
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void set_screen(ui::Screen* screen);
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/** Gets the current screen.
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@return The current screen. Can be null.
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*/
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ui::Screen* get_screen() const;
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/** Load a prefab from disk.
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@param scene The scene to add the prefab to.
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@param path The prefab file path.
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@param override_name If not empty, the root object's new name. Defaulted to a empty string.
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*/
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Object add_prefab(Scene& scene, const file::Path path, const std::string_view override_name = "");
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/** Save a tree of objects as a prefab to disk.
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@param root The parent object to save as a prefab.
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@param path The absolue file path.
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*/
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void save_prefab(const Object root, const std::string_view path);
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/** Deserializes a animation channel from JSON.
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@param j The animation channel json to deserialize.
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@return An animation channel.
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*/
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AnimationChannel load_animation(nlohmann::json j);
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/** Load an animation from disk.
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@param path The animation file path.
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@return An animation.
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*/
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Animation load_animation(const file::Path path);
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/** Load a cutscene from disk. This changes the current cutscene.
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@param path The cutscene file path.
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*/
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void load_cutscene(const file::Path path);
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/** Saves the current cutscene to disk.
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@param path The absolute file path.
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*/
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void save_cutscene(const std::string_view path);
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/** Adds the window for engine management.
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@param native_handle The platform's native handle to it's window equivalent.
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@param identifier The identifier of the new window.
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@param extent The extent of the window.
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*/
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void add_window(void* native_handle, const int identifier, const prism::Extent extent);
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/** Removes the window from engine management. Should be called before the window is actually closed.
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@param identifier The identifier of the window to remove.
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*/
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void remove_window(const int identifier);
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/** Called when the window has changed size.
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@param identifier The window that has been resized.
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@param extent The new extent of the window.
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*/
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void resize(const int identifier, const prism::Extent extent);
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/** Called when a key has been pressed.
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@param keyCode A platform-specific key code.
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@note Use platform::get_keycode to get a InputButton equivalent if needed.
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@note This function is only intended for debug purposes and all production code should be using the Input system instead.
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*/
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void process_key_down(const unsigned int keyCode);
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/** Called when a key has been released.
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@param keyCode A platform-specific key code.
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@note Use platform::get_keycode to get a InputButton equivalent if needed.
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@note This function is only intended for debug purposes and all production code should be using the Input system instead.
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*/
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void process_key_up(const unsigned int keyCode);
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/** Called when a mouse button has been clicked..
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@param button The mouse button.
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@param offset The mouse position relative to the window where the click occured.
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@note This function is only intended for debug purposes and all production code should be using the Input system instead.
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*/
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void process_mouse_down(const int button, const prism::Offset offset);
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/** Pushes a UI event for the current screen. Does nothing if there is no screen set.
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@param name The name of the event.
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@param data Data for the event. Defaulted to an empty string.
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*/
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void push_event(const std::string_view name, const std::string_view data = "");
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/** Load a localization file from disk. This will change the current localization.
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@param path The localization file path.
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*/
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void load_localization(const std::string_view path);
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/** Queries whether or not the current localization loaded has a key.
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@param id The key to query.
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@return Whether or not the locale has the key specified.
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@note Having no localization loaded will always return false.
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*/
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bool has_localization(const std::string_view id) const;
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/** Localizes a string.
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@param id The locale key to use.
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@return A localized string if the key is found, or an empty string if not found.
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@note Having no localization loaded will always return a empty string.
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*/
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std::string localize(const std::string id);
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/** Adds a timer to the list of timers.
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@param timer The timer to add.
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@note The timer instance is passed by reference. Use this to keep track of your timers without having to query it's state back.
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*/
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void add_timer(Timer& timer);
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/** Gets the current scene.
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@return The current scene if set, or nullptr if there isn't one.
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*/
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Scene* get_scene();
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/** Get a scene by path. This does not change the current scene.
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@param name The path to the scene file.
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@return Returns a scene if it was previously loaded and found, or nullptr on failure.
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*/
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Scene* get_scene(const std::string_view name);
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/** Set the current scene.
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@param scene The scene to set. Can be null.
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*/
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void set_current_scene(Scene* scene);
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/** Get the current scene's path.
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@return If a scene is loaded, the path to the scene. Can be an empty string if there is no scene loaded, or if it's an empty scene.
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*/
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std::string_view get_scene_path() const;
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/** Updates the Transform hierarchy for a scene.
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@param scene The scene to update.
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*/
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void update_scene(Scene& scene);
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/// The current cutscene.
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std::unique_ptr<Cutscene> cutscene;
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/// The current time in seconds for cutscene playback.
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float current_cutscene_time = 0.0f;
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/// The cutscene playback state.
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bool play_cutscene = false;
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/** Start playback of an animation.
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@param animation The animation to play.
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@param object The animation's target.
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@param looping Whether or not the animation should loop or be discarded when finished. Default is false.
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*/
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void play_animation(const Animation animation, const Object target, const bool looping = false);
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/** Sets the animation speed of an object.
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@param target The object you want to change the animation speed of.
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@param modifier The speed to play the object's animations at. A modifier of 2.0 would be 2x the speed, and 0.5 would be 1/2x the speed.
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*/
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void set_animation_speed_modifier(const Object target, const float modifier);
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/** Stops all animation for an object.
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@param target The object you want the animations to stop for.
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*/
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void stop_animation(const Object target);
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/// If there is a render context available. If this is false, avoid doing any GFX or Renderer work as it could crash or cause undefined behavior.
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bool render_ready = false;
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/// If physics should upate. This is a control indepentent of the pause state.
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bool update_physics = true;
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#if defined(PLATFORM_TVOS) || defined(PLATFORM_IOS) || defined(PLATFORM_WINDOWS)
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bool debug_enabled = true;
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#else
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bool debug_enabled = false;
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#endif
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private:
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void setup_scene(Scene& scene);
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void on_remove(Object object);
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bool _paused = false;
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ui::Screen* _current_screen = nullptr;
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Scene* _current_scene = nullptr;
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std::vector<std::unique_ptr<Scene>> _scenes;
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std::map<std::string, Scene*> _path_to_scene;
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struct Window {
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int identifier = -1;
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prism::Extent extent;
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bool quitRequested = false;
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std::unique_ptr<Renderer> renderer;
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};
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std::vector<Window> _windows;
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Window* get_window(const int identifier) {
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for(auto& window : _windows) {
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if(window.identifier == identifier)
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return &window;
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}
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return nullptr;
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}
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void calculate_bone(Mesh& mesh, const Mesh::Part& part, Bone& bone, const Bone* parent_bone = nullptr);
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void calculate_object(Scene& scene, Object object, const Object parent_object = NullObject);
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Shot* get_shot(const float time);
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void update_animation(const Animation& anim, const float time);
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void update_cutscene(const float time);
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void update_animation_channel(Scene& scene, const AnimationChannel& channel, const float time);
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App* _app = nullptr;
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GFX* _gfx = nullptr;
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std::unique_ptr<Input> _input;
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std::unique_ptr<Physics> _physics;
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2020-08-11 12:07:21 -04:00
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std::vector<Timer*> _timers, _timersToRemove;
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std::map<std::string, std::string> _strings;
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std::vector<AnimationTarget> _animation_targets;
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2020-09-21 09:37:52 -04:00
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std::unique_ptr<ImGuiLayer> _imgui;
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2020-08-11 12:07:21 -04:00
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const InputButton debug_button = InputButton::Q;
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};
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inline bool operator==(const AnimationTarget& a1, const AnimationTarget& a2) {
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return a1.current_time == a2.current_time;
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}
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inline Engine* engine = nullptr;
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