Polyphase Game Engine
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Engine.cpp File Reference
#include <stdio.h>
#include "Renderer.h"
#include "World.h"
#include "InputDevices.h"
#include "Input/PlayerInputSystem.h"
#include "Engine.h"
#include "Log.h"
#include "Script.h"
#include "Assets/Scene.h"
#include "Assets/Timeline.h"
#include "Assets/NodeGraphAsset.h"
#include "Assets/TinyLLMAsset.h"
#include "Assets/TinyLLMTokenizerAsset.h"
#include "TinyLLMManager.h"
#include "TweenManager.h"
#include "Timeline/TimelineTrack.h"
#include "Timeline/TimelineClip.h"
#include "Timeline/Tracks/TransformTrack.h"
#include "Timeline/Tracks/TransformClip.h"
#include "Timeline/Tracks/AudioTrack.h"
#include "Timeline/Tracks/AudioClip.h"
#include "Timeline/Tracks/AnimationTrack.h"
#include "Timeline/Tracks/AnimationClip.h"
#include "Timeline/Tracks/ScriptValueTrack.h"
#include "Timeline/Tracks/ScriptValueClip.h"
#include "Timeline/Tracks/ActivateTrack.h"
#include "Timeline/Tracks/ActivateClip.h"
#include "Timeline/Tracks/FunctionCallTrack.h"
#include "Timeline/Tracks/FunctionCallClip.h"
#include "Nodes/TimelinePlayer.h"
#include "Nodes/NodeGraphPlayer.h"
#include "AssetManager.h"
#include "NetworkManager.h"
#include "Network/Http/HttpClient.h"
#include "SerialManager.h"
#include "WindowManager.h"
#include "ToolTipManager.h"
#include "AudioManager.h"
#include "Constants.h"
#include "Utilities.h"
#include "Profiler.h"
#include "Maths.h"
#include "ScriptAutoReg.h"
#include "ScriptFunc.h"
#include "TimerManager.h"
#include "SignalBus.h"
#include "Nodes/Widgets/Button.h"
#include "FileWatcher.h"
#include "ScriptUtils.h"
#include "System/System.h"
#include "Graphics/Graphics.h"
#include "Input/Input.h"
#include "Audio/Audio.h"
#include "Plugins/RuntimePluginManager.h"
#include "NodeGraph/GraphDomainManager.h"
#include "NodeGraph/Domains/MaterialDomain.h"
#include "NodeGraph/Domains/ShaderDomain.h"
#include "NodeGraph/Domains/ProceduralDomain.h"
#include "NodeGraph/Domains/AnimationDomain.h"
#include "NodeGraph/Domains/FSMDomain.h"
#include "NodeGraph/Domains/SceneGraphDomain.h"

Macros

#define OCT_LUA_DEBUGGING   (PLATFORM_WINDOWS)
 

Functions

const std::vector< std::string > & GetDefaultSceneNames ()
 
void SetDefaultSceneNames (const std::vector< std::string > &names)
 
void OnScriptFileChanged (const FileChangeEvent &event)
 
void ForceLinkage ()
 
Platform StringToPlatform (const char *str)
 
bool IsHeadless ()
 
void ReadCommandLineArgs (int32_t argc, char **argv)
 
bool Initialize ()
 
bool Update ()
 
void Shutdown ()
 
void Quit ()
 
WorldGetWorld (int32_t index)
 
int32_t GetNumWorlds ()
 
EngineStateGetEngineState ()
 
const EngineConfigGetEngineConfig ()
 
EngineConfigGetMutableEngineConfig ()
 
void RegisterOctHooks (const OctGameHooks &hooks)
 
const OctGameHooksGetOctHooks ()
 
const ClockGetAppClock ()
 
bool IsShuttingDown ()
 
void LoadProject (const std::string &path, bool discoverAssets)
 
void EnableConsole (bool enable)
 
void ResizeWindow (uint32_t width, uint32_t height)
 
bool IsPlayingInEditor ()
 
bool IsPlaying ()
 
bool IsGameTickEnabled ()
 
void ReloadAllScripts (bool restartComponents)
 
void SetScriptHotReloadEnabled (bool enabled)
 
bool IsScriptHotReloadEnabled ()
 
void SetPaused (bool paused)
 
bool IsPaused ()
 
void FrameStep ()
 
void SetTimeDilation (float timeDilation)
 
float GetTimeDilation ()
 
void GarbageCollect ()
 
void GatherGlobalProperties (std::vector< Property > &props)
 
void SetScreenOrientation (ScreenOrientation mode)
 
ScreenOrientation GetScreenOrientation ()
 
void WriteProjectFile (const std::string &path, const std::string &newName)
 
void WriteEngineConfig (std::string path)
 
void ReadEngineConfig (std::string path)
 
void ResetEngineConfig ()
 
lua_State * GetLua ()
 
void GameMain (int32_t argc, char **argv)
 
int main (int argc, char **argv)
 

Macro Definition Documentation

◆ OCT_LUA_DEBUGGING

#define OCT_LUA_DEBUGGING   (PLATFORM_WINDOWS)

Function Documentation

◆ EnableConsole()

void EnableConsole ( bool  enable)

◆ ForceLinkage()

void ForceLinkage ( )

◆ FrameStep()

void FrameStep ( )

◆ GameMain()

void GameMain ( int32_t  argc,
char **  argv 
)

◆ GarbageCollect()

void GarbageCollect ( )

◆ GatherGlobalProperties()

void GatherGlobalProperties ( std::vector< Property > &  props)

◆ GetAppClock()

const Clock * GetAppClock ( )

◆ GetDefaultSceneNames()

const std::vector< std::string > & GetDefaultSceneNames ( )

◆ GetEngineConfig()

const EngineConfig * GetEngineConfig ( )

◆ GetEngineState()

EngineState * GetEngineState ( )

◆ GetLua()

lua_State * GetLua ( )

◆ GetMutableEngineConfig()

EngineConfig * GetMutableEngineConfig ( )

◆ GetNumWorlds()

int32_t GetNumWorlds ( )

◆ GetOctHooks()

const OctGameHooks & GetOctHooks ( )

◆ GetScreenOrientation()

ScreenOrientation GetScreenOrientation ( )

◆ GetTimeDilation()

float GetTimeDilation ( )

◆ GetWorld()

World * GetWorld ( int32_t  index)

◆ Initialize()

bool Initialize ( )

◆ IsGameTickEnabled()

bool IsGameTickEnabled ( )

◆ IsHeadless()

bool IsHeadless ( )

◆ IsPaused()

bool IsPaused ( )

◆ IsPlaying()

bool IsPlaying ( )

◆ IsPlayingInEditor()

bool IsPlayingInEditor ( )

◆ IsScriptHotReloadEnabled()

bool IsScriptHotReloadEnabled ( )

◆ IsShuttingDown()

bool IsShuttingDown ( )

◆ LoadProject()

void LoadProject ( const std::string &  path,
bool  discoverAssets 
)

◆ main()

int main ( int  argc,
char **  argv 
)

◆ OnScriptFileChanged()

void OnScriptFileChanged ( const FileChangeEvent event)

◆ Quit()

void Quit ( )

◆ ReadCommandLineArgs()

void ReadCommandLineArgs ( int32_t  argc,
char **  argv 
)

◆ ReadEngineConfig()

void ReadEngineConfig ( std::string  path)

◆ RegisterOctHooks()

void RegisterOctHooks ( const OctGameHooks hooks)

◆ ReloadAllScripts()

void ReloadAllScripts ( bool  restartComponents)

◆ ResetEngineConfig()

void ResetEngineConfig ( )

◆ ResizeWindow()

void ResizeWindow ( uint32_t  width,
uint32_t  height 
)

◆ SetDefaultSceneNames()

void SetDefaultSceneNames ( const std::vector< std::string > &  names)

◆ SetPaused()

void SetPaused ( bool  paused)

◆ SetScreenOrientation()

void SetScreenOrientation ( ScreenOrientation  mode)

◆ SetScriptHotReloadEnabled()

void SetScriptHotReloadEnabled ( bool  enabled)

◆ SetTimeDilation()

void SetTimeDilation ( float  timeDilation)

◆ Shutdown()

void Shutdown ( )

◆ StringToPlatform()

Platform StringToPlatform ( const char *  str)

◆ Update()

bool Update ( )

◆ WriteEngineConfig()

void WriteEngineConfig ( std::string  path)

◆ WriteProjectFile()

void WriteProjectFile ( const std::string &  path,
const std::string &  newName 
)