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https://github.com/aharabada/glitchy-engine-beef.git
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Editor: Show name of open scene in window title
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@@ -563,7 +563,19 @@ namespace GlitchyEditor
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/// Updates the title of the window.
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private void UpdateWindowTitle()
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{
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Application.Instance.Window.Title = scope $"Glitchy Engine - {_currentProject.Name}";
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String title = scope String("Glitchy Engine");
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if (_currentProject != null)
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{
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title.AppendF($" - {_currentProject.Name}");
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}
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if (_editorScene != null)
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{
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title.AppendF($" | {_editorScene.Name}");
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}
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Application.Instance.Window.Title = title;
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}
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#region Project Management
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@@ -1047,6 +1059,8 @@ namespace GlitchyEditor
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ScriptEngine.DeserializeScriptInstances(serializedObjects);
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}
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}
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UpdateWindowTitle();
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}
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/// Creates a new default scene.
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@@ -107,11 +107,12 @@ namespace GlitchyEngine
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delete _contentManager;
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delete _layerStack;
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delete _rendererApi;
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delete _window;
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delete _gameTime;
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delete _layerStack;
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ScriptEngine.Shutdown();
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}
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@@ -17,6 +17,8 @@ namespace GlitchyEngine.World
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class Scene : RefCounter
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{
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private String _name = new String("New Scene") ~ delete _;
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internal EcsWorld _ecsWorld = new .() ~ delete _;
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internal b2World* _physicsWorld2D;
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@@ -46,6 +48,16 @@ namespace GlitchyEngine.World
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cameraEntity
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};
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/// Gets or sets the name of the scene.
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public StringView Name
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{
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get => _name;
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set
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{
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_name.Set(value);
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}
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}
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public this()
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{
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_onComponentAddedHandlers.Add(typeof(CameraComponent), (e, t, c) => {
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@@ -324,6 +324,8 @@ class SceneSerializer
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Try!(reader.ObjectBlock());
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_scene.Name = Path.GetFileName(filePath, .. scope .());
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// TODO: Scene name goes here!
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String testName;
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Deserialize.Value(reader, "Name", out testName);
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