Editor dummy code
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Nerfed.Editor/Editor/EditorGui.cs
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30
Nerfed.Editor/Editor/EditorGui.cs
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@ -0,0 +1,30 @@
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namespace Nerfed.Editor.Editor
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{
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internal static class EditorGui
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{
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internal static void Initialize()
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{
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// Create GuiController.
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// Subscribe to GUI update.
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// GuiController.OnGui call => UpdateDock;
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// GuiController.OnGui call => UpdateEditorWindows;
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// GuiController.OnGui call => ...;
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}
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internal static void Update()
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{
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// Update GuiController.
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}
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internal static void Render()
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{
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// Reneder GuiController.
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}
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private static void UpdateDock()
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{
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// Setup default dockspace for the main window.
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}
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}
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}
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@ -6,6 +6,33 @@ internal class Program
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{
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private static void Main(string[] args)
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{
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Engine.OnInitialize += HandleOnInitialize;
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Engine.OnUpdate += HandleOnUpdate;
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Engine.OnRender += HandleOnRender;
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Engine.OnQuit += HandleOnQuit;
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Engine.Run(args);
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}
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private static void HandleOnInitialize()
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{
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// Open project.
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// Setip EditorGui.
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}
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private static void HandleOnUpdate()
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{
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// Editor Update.
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// Try Catch UserCode Update.
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}
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private static void HandleOnRender()
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{
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// Editor GUI Render.
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}
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private static void HandleOnQuit()
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{
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}
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}
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@ -1,12 +1,17 @@
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using System.Diagnostics;
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using Nerfed.Runtime.Audio;
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using Nerfed.Runtime.Graphics;
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using SDL2;
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using System.Diagnostics;
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namespace Nerfed.Runtime;
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public static class Engine
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{
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public static event Action OnInitialize;
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public static event Action OnUpdate;
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public static event Action OnRender;
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public static event Action OnQuit;
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public static TimeSpan MaxDeltaTime { get; set; } = TimeSpan.FromMilliseconds(100);
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public static bool VSync { get; set; }
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@ -65,11 +70,15 @@ public static void Run(string[] args)
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AudioDevice = new AudioDevice();
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OnInitialize?.Invoke();
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while (!quit)
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{
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Tick();
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}
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OnQuit?.Invoke();
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GraphicsDevice.UnclaimWindow(MainWindow);
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MainWindow.Dispose();
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GraphicsDevice.Dispose();
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@ -146,6 +155,7 @@ private static void Tick()
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ProcessSDLEvents();
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// Tick game here...
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OnUpdate?.Invoke();
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AudioDevice.WakeThread();
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accumulatedUpdateTime -= Timestep;
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@ -154,6 +164,7 @@ private static void Tick()
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double alpha = accumulatedUpdateTime / Timestep;
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// Render here..
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OnRender?.Invoke();
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accumulatedDrawTime -= framerateCapTimeSpan;
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}
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