fix: alot of stuff changed. Mostly bugfixxes / architechture changes
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@@ -1,27 +1,57 @@
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#include <destrum/Scene/SceneManager.h>
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#include <algorithm>
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#include <iterator>
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#include <stdexcept>
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#include <destrum/Scene/Scene.h>
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#include <destrum/Util/DeltaTime.h>
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void SceneManager::Update() {
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m_scenes[m_ActiveSceneIndex]->Update();
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Scene& SceneManager::GetCurrentScene() const {
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if (m_scenes.empty()) {
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throw std::out_of_range("No scenes are available");
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}
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if (m_ActiveSceneIndex < 0 || m_ActiveSceneIndex >= static_cast<int>(m_scenes.size())) {
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throw std::out_of_range("Active scene index is invalid");
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}
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return *m_scenes[static_cast<std::size_t>(m_ActiveSceneIndex)];
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}
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void SceneManager::Update(float dt) {
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if (m_scenes.empty()) return;
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(void)GetCurrentScene();
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const auto scene = m_scenes.at(static_cast<std::size_t>(m_ActiveSceneIndex));
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scene->Update(dt);
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}
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void SceneManager::FixedUpdate(float dt) {
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m_scenes[m_ActiveSceneIndex]->FixedUpdate(dt);
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if (m_scenes.empty()) return;
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(void)GetCurrentScene();
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const auto scene = m_scenes.at(static_cast<std::size_t>(m_ActiveSceneIndex));
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scene->FixedUpdate(dt);
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}
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void SceneManager::LateUpdate() {
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m_scenes[m_ActiveSceneIndex]->LateUpdate();
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void SceneManager::LateUpdate(float dt) {
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if (m_scenes.empty()) return;
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(void)GetCurrentScene();
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const auto scene = m_scenes.at(static_cast<std::size_t>(m_ActiveSceneIndex));
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scene->LateUpdate(dt);
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}
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void SceneManager::Render(const RenderContext& ctx) {
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m_scenes[m_ActiveSceneIndex]->Render(ctx);
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if (m_scenes.empty()) return;
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(void)GetCurrentScene();
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const auto scene = m_scenes.at(static_cast<std::size_t>(m_ActiveSceneIndex));
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scene->Render(ctx);
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}
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void SceneManager::RenderImgui() {
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m_scenes[m_ActiveSceneIndex]->RenderImgui();
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if (m_scenes.empty()) return;
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(void)GetCurrentScene();
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const auto scene = m_scenes.at(static_cast<std::size_t>(m_ActiveSceneIndex));
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scene->RenderImgui();
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}
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void SceneManager::HandleGameObjectDestroy() {
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@@ -43,6 +73,12 @@ void SceneManager::UnloadAllScenes() {
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}
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void SceneManager::HandleSceneDestroy() {
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const std::shared_ptr<Scene> activeScene =
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m_ActiveSceneIndex >= 0 &&
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m_ActiveSceneIndex < static_cast<int>(m_scenes.size())
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? m_scenes[static_cast<std::size_t>(m_ActiveSceneIndex)]
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: nullptr;
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for (auto it = m_scenes.begin(); it != m_scenes.end();) {
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if ((*it)->IsBeingUnloaded()) {
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it = m_scenes.erase(it);
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@@ -50,15 +86,37 @@ void SceneManager::HandleSceneDestroy() {
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++it;
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}
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}
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if (m_scenes.empty()) {
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m_ActiveSceneIndex = 0;
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return;
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}
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if (activeScene != nullptr) {
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const auto activeIt = std::find(m_scenes.begin(), m_scenes.end(), activeScene);
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if (activeIt != m_scenes.end()) {
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m_ActiveSceneIndex = static_cast<int>(std::distance(m_scenes.begin(), activeIt));
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return;
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}
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}
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m_ActiveSceneIndex = std::clamp(
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m_ActiveSceneIndex,
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0,
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static_cast<int>(m_scenes.size()) - 1);
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}
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void SceneManager::HandleScene() {
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DestroyGameObjects();
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HandleGameObjectDestroy();
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HandleSceneDestroy();
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}
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void SceneManager::Destroy() {
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if (m_scenes.empty()) {
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m_ActiveSceneIndex = 0;
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return;
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}
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UnloadAllScenes();
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DestroyGameObjects();
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HandleGameObjectDestroy();
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@@ -71,13 +129,20 @@ void SceneManager::SwitchScene(int index) {
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if (index < 0 || index >= static_cast<int>(m_scenes.size())) {
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throw std::out_of_range("Scene index out of range");
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}
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m_scenes[m_ActiveSceneIndex]->UnloadBindings();
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if (index == m_ActiveSceneIndex) {
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return;
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}
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m_scenes[static_cast<std::size_t>(m_ActiveSceneIndex)]->UnloadBindings();
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m_ActiveSceneIndex = index;
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m_scenes[m_ActiveSceneIndex]->LoadBindings();
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m_scenes[static_cast<std::size_t>(m_ActiveSceneIndex)]->LoadBindings();
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}
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Scene &SceneManager::CreateScene(const std::string &name) {
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const auto &scene = std::shared_ptr<Scene>(new Scene(name));
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const auto scene = std::shared_ptr<Scene>(new Scene(name));
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m_scenes.push_back(scene);
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if (m_scenes.size() == 1) {
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m_ActiveSceneIndex = 0;
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}
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return *scene;
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}
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