Integrate XCUI runtime context into SceneRuntime
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@@ -1,10 +1,21 @@
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#include "Scene/SceneRuntime.h"
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#include "Scripting/ScriptEngine.h"
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#include <XCEngine/UI/Runtime/UISceneRuntimeContext.h>
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namespace XCEngine {
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namespace Components {
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SceneRuntime::SceneRuntime()
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: m_uiRuntime(std::make_unique<UI::Runtime::UISceneRuntimeContext>()) {
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}
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SceneRuntime::~SceneRuntime() = default;
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SceneRuntime::SceneRuntime(SceneRuntime&& other) noexcept = default;
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SceneRuntime& SceneRuntime::operator=(SceneRuntime&& other) noexcept = default;
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void SceneRuntime::Start(Scene* scene) {
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if (m_running && m_scene == scene) {
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return;
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@@ -18,16 +29,19 @@ void SceneRuntime::Start(Scene* scene) {
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m_scene = scene;
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m_running = true;
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m_uiRuntime->Reset();
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Scripting::ScriptEngine::Get().OnRuntimeStart(scene);
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}
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void SceneRuntime::Stop() {
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if (!m_running) {
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m_uiRuntime->Reset();
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m_scene = nullptr;
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return;
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}
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Scripting::ScriptEngine::Get().OnRuntimeStop();
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m_uiRuntime->Reset();
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m_running = false;
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m_scene = nullptr;
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}
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@@ -49,6 +63,7 @@ void SceneRuntime::Update(float deltaTime) {
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Scripting::ScriptEngine::Get().OnUpdate(deltaTime);
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m_scene->Update(deltaTime);
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m_uiRuntime->Update(deltaTime);
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}
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void SceneRuntime::LateUpdate(float deltaTime) {
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@@ -60,5 +75,33 @@ void SceneRuntime::LateUpdate(float deltaTime) {
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m_scene->LateUpdate(deltaTime);
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}
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UI::Runtime::UISystem& SceneRuntime::GetUISystem() {
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return m_uiRuntime->GetSystem();
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}
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UI::Runtime::UIScreenStackController& SceneRuntime::GetUIScreenStackController() {
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return m_uiRuntime->GetStackController();
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}
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const UI::Runtime::UISystemFrameResult& SceneRuntime::GetLastUIFrame() const {
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return m_uiRuntime->GetLastFrame();
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}
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void SceneRuntime::SetUIViewportRect(const UI::UIRect& viewportRect) {
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m_uiRuntime->SetViewportRect(viewportRect);
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}
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void SceneRuntime::SetUIFocused(bool focused) {
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m_uiRuntime->SetFocused(focused);
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}
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void SceneRuntime::QueueUIInputEvent(const UI::UIInputEvent& event) {
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m_uiRuntime->QueueInputEvent(event);
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}
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void SceneRuntime::ClearQueuedUIInputEvents() {
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m_uiRuntime->ClearQueuedInputEvents();
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}
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} // namespace Components
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} // namespace XCEngine
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64
engine/src/UI/Runtime/UISceneRuntimeContext.cpp
Normal file
64
engine/src/UI/Runtime/UISceneRuntimeContext.cpp
Normal file
@@ -0,0 +1,64 @@
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#include <XCEngine/UI/Runtime/UISceneRuntimeContext.h>
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namespace XCEngine {
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namespace UI {
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namespace Runtime {
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UISceneRuntimeContext::UISceneRuntimeContext()
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: m_system(m_documentHost)
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, m_stackController(m_system) {
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}
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UISystem& UISceneRuntimeContext::GetSystem() {
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return m_system;
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}
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const UISystem& UISceneRuntimeContext::GetSystem() const {
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return m_system;
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}
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UIScreenStackController& UISceneRuntimeContext::GetStackController() {
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return m_stackController;
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}
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const UIScreenStackController& UISceneRuntimeContext::GetStackController() const {
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return m_stackController;
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}
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const UISystemFrameResult& UISceneRuntimeContext::GetLastFrame() const {
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return m_system.GetLastFrame();
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}
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void UISceneRuntimeContext::Reset() {
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m_stackController.Clear();
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m_system.DestroyAllPlayers();
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m_pendingFrameInput = {};
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m_nextFrameIndex = 1u;
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}
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void UISceneRuntimeContext::SetViewportRect(const UIRect& viewportRect) {
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m_pendingFrameInput.viewportRect = viewportRect;
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}
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void UISceneRuntimeContext::SetFocused(bool focused) {
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m_pendingFrameInput.focused = focused;
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}
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void UISceneRuntimeContext::QueueInputEvent(const UIInputEvent& event) {
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m_pendingFrameInput.events.push_back(event);
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}
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void UISceneRuntimeContext::ClearQueuedInputEvents() {
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m_pendingFrameInput.events.clear();
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}
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void UISceneRuntimeContext::Update(double deltaTimeSeconds) {
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m_pendingFrameInput.deltaTimeSeconds = deltaTimeSeconds;
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m_pendingFrameInput.frameIndex = m_nextFrameIndex++;
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m_system.Update(m_pendingFrameInput);
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m_pendingFrameInput.events.clear();
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}
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} // namespace Runtime
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} // namespace UI
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} // namespace XCEngine
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