#include <EngineCore.h>
Inheritance diagram for peon::EngineCore:
Public Member Functions | |
EngineCore () | |
Constructor. | |
~EngineCore () | |
Destructor. | |
bool | loadEngine (const String &strWindowTitle, const String &strIniConfig) |
This method loads and initializes the subsystems of the Peon library...audio, video, input and network. | |
void | unloadEngine () |
This method unloads and frees up every allocated subsystem. | |
int | runEngine () |
This puts the Peon engine into an endless cycle. | |
bool | setApplication (IApplication *pApplication) |
This. | |
SceneRenderer * | getRenderer () |
This method is just an accessor for our SceneRenderer instance. | |
IApplication * | getApplication () |
This method is an accessor to grab the IApplication instance IApplication* - our IApplication instance. | |
Static Public Member Functions | |
static EngineCore & | getSingleton (void) |
Override standard Singleton retrieval. | |
static EngineCore * | getSingletonPtr (void) |
Override standard Singleton retrieval. | |
Public Attributes | |
IniConfigReader * | m_pConfig |
Handle to our IniConfigReader instance. | |
IApplication * | m_pApplication |
Handle to our IApplication instance. | |
SceneRenderer * | m_pVideoDevice |
Handle to our Renderer instance for rendering scene geometry. | |
Timer | m_oTimer |
Our Timer object which encapsulates some system time calls. | |
float | m_fps |
The frames per second of our rendering loop. | |
Protected Member Functions | |
void | updateFPS () |
This method is responsible for updating the frame rate counter. |
This object is responsible for kicking off a main window that we can draw to, along with a lot of the core subsystems involved in the engine.
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This method is just an accessor for our SceneRenderer instance.
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Override standard Singleton retrieval.
Reimplemented from peon::ISingleton< EngineCore >. |
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Override standard Singleton retrieval.
Reimplemented from peon::ISingleton< EngineCore >. |
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This method loads and initializes the subsystems of the Peon library...audio, video, input and network.
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This puts the Peon engine into an endless cycle. Our "main loop" for the game.
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This.
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