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Engine.h
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75 lines (54 loc) · 1.36 KB
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#pragma once
// core
#include "Core/ETimer.h"
#include "Core/EAssert.h"
#include "Core/EFile.h"
// systems
//renderer
#include "Renderer/Renderer.h"
#include "Renderer/Particle.h"
#include "Renderer/ParticleSystem.h"
#include "Renderer/Text.h"
#include "Renderer/Font.h"
#include "Renderer/Model.h"
#include "Renderer/Color.h"
//#include "Renderer/Texture.h"
//input
#include "Input/Input.h"
//audio
#include "Audio/Audio.h"
// math
#include "Math/Vector2.h"
#include "Math/Random.h"
#include "Math/MathUtils.h"
#include "Math/Transform.h"
// framework
#include "Framework/Actor.h"
#include "Framework/Scene.h"
//#include "Framework/Game.h"
#include <iostream>
#include <SDL.h>
#include <memory>
#include <cassert>
class Engine {
public:
Engine() = default;
~Engine() = default;
bool Initialize();
bool isQuit();
void Shutdown();
void Update();
Time& GetTime() { return *m_time; }
Renderer& GetRenderer() { return *m_renderer; }
Input& GetInput() { return *m_input; }
Audio& GetAudio() { return *m_audio; }
ParticleSystem& GetPS() { return *m_ps; }
private:
std::unique_ptr<Time> m_time;
std::unique_ptr<Renderer> m_renderer;
std::unique_ptr<Input> m_input;
std::unique_ptr<Audio> m_audio;
std::unique_ptr<ParticleSystem> m_ps;
bool quit = false;
};
extern Engine g_engine;