VN Textbox can now be any size
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@ -1,67 +1,58 @@
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// Copyright (c) 2022 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "dawnlibs.hpp"
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#include "scene/Scene.hpp"
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#include "display/RenderManager.hpp"
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#include "asset/AssetManager.hpp"
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#include "input/InputManager.hpp"
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#include "time/TimeManager.hpp"
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#include "input/InputBinds.hpp"
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#define DAWN_GAME_INIT_RESULT_SUCCESS 0
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#define DAWN_GAME_UPDATE_RESULT_SUCCESS 0
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#define DAWN_GAME_UPDATE_RESULT_EXIT 1
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namespace Dawn {
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class DawnHost;
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class DawnGame {
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public:
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std::shared_ptr<Scene> scene;
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DawnHost &host;
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RenderManager renderManager;
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AssetManager assetManager;
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InputManager inputManager;
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TimeManager timeManager;
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/**
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* Construct a new instance of the DawnGame.
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*
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*/
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DawnGame(DawnHost &host);
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/**
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* Initialize the game. This is performed by the host at a time that is
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* deemed to have the host ready for the game's initialization. This will
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* return an initialize result, where DAWN_GAME_INIT_RESULT_SUCCESS is
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* the only "successful" result, anything else is deemed a failure state.
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*
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* @param host Pointer to the host that is running this game.
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* @return The game initialize result.
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*/
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int32_t init();
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/**
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* Performs a game update operation. This operation should occur exactly
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* once per frame, synchronously on the main thread. Updates can only
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* have two valid exit results, either DAWN_GAME_UPDATE_RESULT_SUCCESS for
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* a successful update, and request that we continue to update, or
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* DAWN_GAME_UPDATE_RESULT_EXIT for a successful update but to request
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* that no more update operations occur. Any other result is considered a
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* failure state.
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*
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* @param delta Time delta to tick the game by.
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* @return The game update result.
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*/
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int32_t update(float_t delta);
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/**
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* Cleanup the memory of the DawnGame instance.
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*/
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~DawnGame();
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};
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// Copyright (c) 2022 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "dawnlibs.hpp"
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#include "scene/Scene.hpp"
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#include "display/RenderManager.hpp"
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#include "asset/AssetManager.hpp"
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#include "input/InputManager.hpp"
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#include "time/TimeManager.hpp"
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#include "input/InputBinds.hpp"
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#define DAWN_GAME_INIT_RESULT_SUCCESS 0
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#define DAWN_GAME_UPDATE_RESULT_SUCCESS 0
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#define DAWN_GAME_UPDATE_RESULT_EXIT 1
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namespace Dawn {
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class DawnHost;
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class IDawnGame {
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public:
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std::shared_ptr<Scene> scene;
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/**
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* Initialize the game. This is performed by the host at a time that is
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* deemed to have the host ready for the game's initialization. This will
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* return an initialize result, where DAWN_GAME_INIT_RESULT_SUCCESS is
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* the only "successful" result, anything else is deemed a failure state.
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*
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* @param host Pointer to the host that is running this game.
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* @return The game initialize result.
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*/
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virtual int32_t init() = 0;
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/**
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* Performs a game update operation. This operation should occur exactly
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* once per frame, synchronously on the main thread. Updates can only
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* have two valid exit results, either DAWN_GAME_UPDATE_RESULT_SUCCESS for
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* a successful update, and request that we continue to update, or
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* DAWN_GAME_UPDATE_RESULT_EXIT for a successful update but to request
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* that no more update operations occur. Any other result is considered a
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* failure state.
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*
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* @param delta Time delta to tick the game by.
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* @return The game update result.
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*/
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virtual int32_t update(float_t delta) = 0;
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/**
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* Cleanup the memory of the DawnGame instance.
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*/
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virtual ~IDawnGame() {
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}
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};
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}
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