2021-08-14 16:17:33 +04:30
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#include "EditorLayer.h"
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2021-10-05 13:44:32 +03:30
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#include "Utility/Serializer.h"
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2021-08-14 16:17:33 +04:30
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namespace Light {
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EditorLayer::EditorLayer(const std::string& name, const std::vector<std::string>& args)
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: Layer(name), m_SceneDir(args.empty() ? "" : args[0])
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{
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m_Scene = CreateRef<Scene>();
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m_PropertiesPanel = CreateRef<PropertiesPanel>();
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m_SceneHierarchyPanel = CreateRef<SceneHierarchyPanel>(m_Scene, m_PropertiesPanel);
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m_ContentBrowserPanel = CreateRef<AssetBrowserPanel>();
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m_Framebuffer = Framebuffer::Create({ 1, 1, 1 }, GraphicsContext::GetSharedContext());
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if (m_SceneDir.empty())
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{
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m_CameraEntity = m_Scene->CreateEntity("Camera");
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m_CameraEntity.AddComponent<CameraComponent>(SceneCamera(), true);
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ResourceManager::LoadTexture("Awesomeface", "Assets/Textures/awesomeface.png");
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Entity entity = m_Scene->CreateEntity("Awesomeface", {});
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entity.AddComponent<SpriteRendererComponent>(ResourceManager::GetTexture("Awesomeface"), glm::vec4 { 0.0f, 1.0f, 1.0f, 1.0f });
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}
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else
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{
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SceneSerializer serializer(m_Scene);
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LT_ENGINE_ASSERT(serializer.Deserialize(m_SceneDir), "EditorLayer::EditorLayer: failed to de-serialize: ", m_SceneDir);
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m_CameraEntity = m_Scene->GetEntityByTag("Game Camera");
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}
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}
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2022-03-04 22:40:20 +03:30
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EditorLayer::~EditorLayer()
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{
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if (!m_SceneDir.empty())
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{
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SceneSerializer serializer(m_Scene);
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serializer.Serialize(m_SceneDir);
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}
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}
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void EditorLayer::OnUpdate(float deltaTime)
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{
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m_Scene->OnUpdate(deltaTime);
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m_Direction.x = Input::GetKeyboardKey(Key::A) ? -1.0f :
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Input::GetKeyboardKey(Key::D) ? 1.0f :
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0.0f;
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m_Direction.y = Input::GetKeyboardKey(Key::S) ? -1.0f :
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Input::GetKeyboardKey(Key::W) ? 1.0f :
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0.0f;
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auto& cameraTranslation = m_CameraEntity.GetComponent<TransformComponent>().translation;
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cameraTranslation += glm::vec3(m_Direction * m_Speed * deltaTime, 0.0f);
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if (Input::GetKeyboardKey(Key::Escape))
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Application::Quit();
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}
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void EditorLayer::OnRender()
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{
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m_Scene->OnRender(m_Framebuffer);
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}
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void EditorLayer::OnUserInterfaceUpdate()
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{
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UserInterface::DockspaceBegin();
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ImGui::ShowDemoWindow();
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if (ImGui::Begin("Game"))
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{
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Input::ReceiveGameEvents(ImGui::IsWindowFocused());
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ImVec2 regionAvail = ImGui::GetContentRegionAvail();
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if (m_AvailableContentRegionPrev != regionAvail)
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{
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m_Framebuffer->Resize({ regionAvail.x, regionAvail.y });
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auto& camera = m_CameraEntity.GetComponent<CameraComponent>().camera;
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camera.SetViewportSize(regionAvail.x, regionAvail.y);
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m_AvailableContentRegionPrev = regionAvail;
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}
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if (GraphicsContext::GetGraphicsAPI() == GraphicsAPI::DirectX)
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ImGui::Image(m_Framebuffer->GetColorAttachment(), regionAvail);
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else
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ImGui::Image(m_Framebuffer->GetColorAttachment(), regionAvail, ImVec2(0, 1), ImVec2(1, 0));
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}
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ImGui::End();
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// Panels
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m_SceneHierarchyPanel->OnUserInterfaceUpdate();
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m_PropertiesPanel->OnUserInterfaceUpdate();
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m_ContentBrowserPanel->OnUserInterfaceUpdate();
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UserInterface::DockspaceEnd();
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}
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2022-03-04 22:40:20 +03:30
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} // namespace Light
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