2#include "Module/EngineUI.h"
14 PLOGI <<
"-------------------";
15 PLOGI <<
"Vulkan Schnee";
16 PLOGI <<
"Running C++ Version: " << __cplusplus;
17 PLOGI <<
"-------------------";
20 auto module = new Editor::EditorModule();
25 engine.
run( std::unique_ptr<EngineCore::GameModule>( module ) );
28 catch (
const std::exception & e )
30 std::cerr << e.what() << std::endl;
33#if defined( IS_IN_DEBUG_BUILD ) && defined( _WIN32 )
34 std::cout <<
"\nPress Enter to continue...";
35 std::cin.ignore( std::numeric_limits<std::streamsize>::max(),
'\n' );
void setEngine(Engine *engineInstance)
set the content pointer for this singleton
static EngineManager & getInstance()
gets a reference to the engine manager
void run(std::unique_ptr< GameModule > module)
Runs the engine. Is the entry point for this module.