feat: pass delta to scene manager's update function
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3b87746e7d
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110
src/scene_manager.cpp
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110
src/scene_manager.cpp
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#include "scene_manager.h"
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#include "Logger.h"
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#include "raylib.h"
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SceneManager::SceneManager(entt::registry& registry) : registry(registry), activeScene(entt::null) {}
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void SceneManager::SetActiveScene(entt::entity scene) {
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if (activeScene != entt::null) {
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auto& currentScene = registry.get<SceneComponent>(activeScene);
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currentScene.isActive = false;
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}
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activeScene = scene;
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auto& newScene = registry.get<SceneComponent>(activeScene);
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newScene.isActive = true;
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}
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entt::entity SceneManager::CreateScene() {
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entt::entity scene = registry.create();
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registry.emplace<SceneComponent>(scene, false);
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return scene;
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}
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void SceneManager::UpdateActiveScene(float delta) {
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if (activeScene != entt::null) {
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// Iterate over entities in the active scene that have an InputComponent
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auto view = registry.view<InputComponent>();
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for (auto entity : view) {
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auto& inputComponent = view.get<InputComponent>(entity);
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inputComponent.Update(); // This will call the input logic
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}
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}
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}
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void SceneManager::RenderActiveScene() {
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if (activeScene != entt::null) {
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// Create a multimap to store entities sorted by layer
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std::multimap<int, entt::entity> layeredEntities;
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// Gather all entities with a LayerComponent
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auto view = registry.view<LayerComponent, SpriteComponent, TransformComponent>();
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for (auto entity : view) {
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auto& layer = view.get<LayerComponent>(entity);
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layeredEntities.insert({ layer.layer, entity });
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}
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// Render all entities sorted by layer
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for (auto& pair : layeredEntities) {
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auto entity = pair.second;
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auto& sprite = registry.get<SpriteComponent>(entity);
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auto& transform = registry.get<TransformComponent>(entity);
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// Render the sprite at the position defined by the TransformComponent
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sprite.Render(transform);
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}
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}
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}
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void SceneManager::UpdateUI(entt::registry& registry) {
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Vector2 mousePosition = GetMousePosition(); // This assumes a raylib-like GetMousePosition, adapt as needed for your system
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auto view = registry.view<UIComponent, TransformComponent>();
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for (auto entity : view) {
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auto& ui = view.get<UIComponent>(entity);
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auto& transform = view.get<TransformComponent>(entity);
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// Check if the mouse is over the button
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bool isHovered = (mousePosition.x > transform.x && mousePosition.x < transform.x + ui.width &&
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mousePosition.y > transform.y && mousePosition.y < transform.y + ui.height);
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if (isHovered) {
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ui.state = IsMouseButtonPressed(MOUSE_LEFT_BUTTON) ? UIState::CLICKED : UIState::HOVERED;
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// If clicked, call the onClick function
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if (ui.state == UIState::CLICKED && ui.onClick) {
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ui.onClick();
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}
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} else {
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ui.state = UIState::NORMAL;
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}
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}
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}
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void SceneManager::RenderUI(entt::registry& registry) {
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auto view = registry.view<UIComponent, TransformComponent>();
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for (auto entity : view) {
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auto& ui = view.get<UIComponent>(entity);
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auto& transform = view.get<TransformComponent>(entity);
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// Render the button background
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Color buttonColor = DARKGRAY;
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if (ui.state == UIState::HOVERED) {
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buttonColor = LIGHTGRAY;
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} else if (ui.state == UIState::CLICKED) {
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buttonColor = GRAY;
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}
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// Use the raw transform position (no adjustment to center screen)
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DrawRectangle(transform.x, transform.y, ui.width, ui.height, buttonColor);
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// Render the button text (centered within the button)
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int textWidth = MeasureText(ui.text.c_str(), 20);
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int textX = transform.x + (ui.width / 2) - (textWidth / 2);
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int textY = transform.y + (ui.height / 2) - 10; // Slight vertical adjustment
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DrawText(ui.text.c_str(), textX, textY, 20, BLACK);
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}
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}
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