feat: add runtime play tick and play-mode scene editing semantics
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100
engine/src/Scene/RuntimeLoop.cpp
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100
engine/src/Scene/RuntimeLoop.cpp
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#include "Scene/RuntimeLoop.h"
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#include <algorithm>
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namespace XCEngine {
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namespace Components {
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namespace {
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RuntimeLoop::Settings SanitizeSettings(RuntimeLoop::Settings settings) {
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if (settings.fixedDeltaTime <= 0.0f) {
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settings.fixedDeltaTime = 1.0f / 50.0f;
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}
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if (settings.maxFrameDeltaTime < 0.0f) {
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settings.maxFrameDeltaTime = 0.0f;
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}
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if (settings.maxFixedStepsPerFrame == 0) {
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settings.maxFixedStepsPerFrame = 1;
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}
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return settings;
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}
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} // namespace
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RuntimeLoop::RuntimeLoop(Settings settings)
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: m_settings(SanitizeSettings(settings)) {
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}
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void RuntimeLoop::SetSettings(const Settings& settings) {
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m_settings = SanitizeSettings(settings);
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}
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void RuntimeLoop::Start(Scene* scene) {
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m_fixedAccumulator = 0.0f;
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m_paused = false;
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m_stepRequested = false;
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m_sceneRuntime.Start(scene);
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}
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void RuntimeLoop::Stop() {
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m_sceneRuntime.Stop();
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m_fixedAccumulator = 0.0f;
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m_paused = false;
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m_stepRequested = false;
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}
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void RuntimeLoop::Tick(float deltaTime) {
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if (!IsRunning()) {
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return;
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}
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if (m_paused && !m_stepRequested) {
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return;
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}
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const float clampedDeltaTime = std::clamp(deltaTime, 0.0f, m_settings.maxFrameDeltaTime);
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m_fixedAccumulator += clampedDeltaTime;
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uint32_t fixedStepsExecuted = 0;
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while (m_fixedAccumulator >= m_settings.fixedDeltaTime &&
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fixedStepsExecuted < m_settings.maxFixedStepsPerFrame) {
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m_sceneRuntime.FixedUpdate(m_settings.fixedDeltaTime);
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m_fixedAccumulator -= m_settings.fixedDeltaTime;
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++fixedStepsExecuted;
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}
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m_sceneRuntime.Update(clampedDeltaTime);
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m_sceneRuntime.LateUpdate(clampedDeltaTime);
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m_stepRequested = false;
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}
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void RuntimeLoop::Pause() {
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if (!IsRunning()) {
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return;
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}
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m_paused = true;
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m_stepRequested = false;
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}
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void RuntimeLoop::Resume() {
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if (!IsRunning()) {
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return;
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}
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m_paused = false;
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m_stepRequested = false;
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}
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void RuntimeLoop::StepFrame() {
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if (!IsRunning()) {
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return;
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}
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m_paused = true;
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m_stepRequested = true;
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}
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} // namespace Components
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} // namespace XCEngine
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