ASGE
3.2.0
Simple Game Framework in GL
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#include <OGLGame.hpp>
Public Member Functions | |
OGLGame (const ASGE::GameSettings &settings) | |
bool | initAPI (const ASGE::GameSettings &settings) final |
bool | exitAPI () noexcept final |
void | beginFrame () final |
void | endFrame () final |
Public Member Functions inherited from ASGE::Game | |
Game (const GameSettings &game_settings) | |
Game (const Game &rhs)=delete | |
Game & | operator= (const Game &rhs)=delete |
virtual | ~Game () |
virtual void | fixedUpdate (const GameTime &us) |
virtual void | update (const GameTime &us)=0 |
virtual void | render (const GameTime &us)=0 |
int | run () |
void | signalExit () noexcept |
Additional Inherited Members | |
Protected Member Functions inherited from ASGE::Game | |
void | toggleFPS () noexcept |
int | updateFPS () |
void | initFileIO (const ASGE::GameSettings &settings) |
const std::string & | title () const |
uint32_t | fpsLimit () const |
uint32_t | fixedTimeStep () const |
Protected Attributes inherited from ASGE::Game | |
std::unique_ptr< Renderer > | renderer |
std::unique_ptr< Input > | inputs |
std::atomic< bool > | show_fps { false } |
std::atomic< bool > | exit { false } |
an OpenGL implementation of the Game engine.
Supporting modern OpenGL this class allows the update and rendering of game objects, sprites and textures. It makes use of simple shaders and manages the creation and destruction of the OpenGL window subsystem. Currently it does not support resizing of windows on the fly, or focus loss.
Definition at line 29 of file OGLGame.hpp.
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finalvirtual |
Prepares the OpenGL subsystem for the next frame.
Implements ASGE::Game.
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finalvirtual |
Clean-up the OpenGL subsystem at the end of the frame. This also includes the updating and rendering of FPS, dynamic_batch rendering, queue management and swapping of buffers.
Implements ASGE::Game.
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finalvirtualnoexcept |
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finalvirtual |