We got GameObjects / Components and shit
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83
destrum/src/Scene/SceneManager.cpp
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83
destrum/src/Scene/SceneManager.cpp
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#include <destrum/Scene/SceneManager.h>
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#include <stdexcept>
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#include <destrum/Scene/Scene.h>
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void SceneManager::Update() {
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m_scenes[m_ActiveSceneIndex]->Update();
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}
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void SceneManager::FixedUpdate() {
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m_scenes[m_ActiveSceneIndex]->FixedUpdate();
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}
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void SceneManager::LateUpdate() {
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m_scenes[m_ActiveSceneIndex]->LateUpdate();
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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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}
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void SceneManager::RenderImgui() {
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m_scenes[m_ActiveSceneIndex]->RenderImgui();
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}
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void SceneManager::HandleGameObjectDestroy() {
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for (const auto& scene : m_scenes) {
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scene->CleanupDestroyedGameObjects();
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}
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}
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void SceneManager::DestroyGameObjects() {
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for (const auto& scene: m_scenes) {
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scene->DestroyGameObjects();
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}
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}
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void SceneManager::UnloadAllScenes() {
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for (const auto& scene : m_scenes) {
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scene->Unload();
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}
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}
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void SceneManager::HandleSceneDestroy() {
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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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} else {
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++it;
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}
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}
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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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UnloadAllScenes();
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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::SwitchScene(int index) {
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// InputManager::GetInstance().RemoveAllBindings();
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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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m_ActiveSceneIndex = index;
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m_scenes[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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m_scenes.push_back(scene);
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return *scene;
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}
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