21 #ifndef HX3D_WINDOW_GAME 22 #define HX3D_WINDOW_GAME 24 #include "hx3d/window/screen.hpp" 25 #include "hx3d/gui/text.hpp" 26 #include "hx3d/graphics/cameras/orthographic_camera.hpp" 27 #include "hx3d/graphics/batch.hpp" 28 #include "hx3d/graphics/framebuffer.hpp" 29 #include "hx3d/graphics/viewports/viewport.hpp" 30 #include "hx3d/graphics/sprite.hpp" 31 #include "hx3d/graphics/transition.hpp" 33 #include "hx3d/utils/ptr.hpp" 34 #include "hx3d/utils/object_map.hpp" 61 virtual void update(
float delta);
69 virtual void resize(
int width,
int height);
virtual void resume()
Resume the current screen.
virtual void update(float delta)
Update the current screen.
Game main class: multiple screens management.
virtual void render()
Render the current scren.
virtual void dispose()
Clean the current screen.
glm::vec2 getSize()
Get the current game size.
2D orthographic camera w/ Z-buffer.
virtual void stop()
Stop the game.
bool isRunning()
Test if the game is running.
Simple base batch implementation. Draw at each draw call.
Map of whatever you want. Useful for user data.
virtual void pause()
Pause the current screen.
void setScreen(Ptr< Screen > screen)
Set the current screen.
void setTransition(const Ptr< graphics::Transition > &transition)
Set the current transition.
const Ptr< graphics::viewports::Viewport > & getViewport()
Get the current viewport.
virtual void create()
Initialize the game.
void setViewport(const Ptr< graphics::viewports::Viewport > &viewport)
Set the current viewport.
Render-to-texture buffer.
virtual void resize(int width, int height)
Resize the current screen.
void activateStats(bool enabled)
Activate the stats.
ObjectMap & getSession()
Get the session.
std::shared_ptr< T > Ptr
Quick-typing shared ptr.