Vulkan Schnee 0.0.1
High-performance rendering engine
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GameModule.cpp
Go to the documentation of this file.
2
3namespace EngineCore {
4
5
6 void GameModule::init(GLFWwindow* window) {
7 this->window = window;
8 }
9
10 void GameModule::initUI(GLFWwindow *window) {
11 this->window = window;
12 }
13
15
16 }
17
19
20 }
21
22 void GameModule::tick(float deltaTime) {
23
24 }
25
26 void GameModule::onDraw(VkCommandBuffer commandBuffer) {
27
28 }
29
31 }
32
34 }
35
37 }
38
40 }
41
42 GLFWwindow* GameModule::getWindow() const
43 {
44 return window;
45 }
46
48 return nullptr;
49 }
50
51 std::vector<std::filesystem::path> GameModule::getInitialSceneContents() const {
52 return {};
53 // TODO: need actual scene contents instead of this!
54 }
55}
virtual void postDraw()
virtual void init(GLFWwindow *window)
Definition GameModule.cpp:6
GLFWwindow * window
Definition GameModule.h:37
virtual void preTick()
GLFWwindow * getWindow() const
virtual void preDraw()
virtual void shutdown()
virtual EngineCore::Scene * loadInitialScene()
virtual void initUI(GLFWwindow *window)
virtual void onDraw(VkCommandBuffer commandBuffer)
virtual void tick(float deltaTime)
virtual std::vector< std::filesystem::path > getInitialSceneContents() const
virtual void postTick()
virtual void startup()
A scene is the overarching structure which can spawn actors.
Definition Scene.h:17
Log category system implementation.