Reorganising the game engine structure. Getting things ready for real development of the engine
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34
BarinkEngine/BarinkEngine.cpp
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34
BarinkEngine/BarinkEngine.cpp
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#include "Include/BarinkEngine.h"
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extern void Start(int argc, char* argv[]);
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extern void UpdateApplication();
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using namespace BarinkEngine;
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bool ShouldQuit = false;
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int main(int argc, char* argv[]) {
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// Start Engine
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Engine::Startup();
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Start(argc, argv);
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while (!ShouldQuit) {
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//InputManager::PollEvents();
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UpdateApplication();
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}
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// Kill Engine
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Engine::Shutdown();
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return 0;
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}
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10
BarinkEngine/Engine.cpp
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10
BarinkEngine/Engine.cpp
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#include "include/BarinkEngine.h"
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namespace BarinkEngine {
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void Engine::Startup() {
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std::cout << "Starting Engine! vroom vroom!" << std::endl;
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}
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void Engine::Shutdown() {
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std::cout << "ShutDown Engine!" << std::endl;
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}
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};
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28
BarinkEngine/Include/BarinkEngine.h
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28
BarinkEngine/Include/BarinkEngine.h
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#pragma once
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#include <iostream>
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#include <string>
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#include <filesystem>
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#include "Engine.h"
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#include <spdlog/spdlog.h>
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/*
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#include "../MemoryManager.h"
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#include <glm/glm.hpp>
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#include <MyGraphicsEngine/Shader.h>
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#include <MyGraphicsEngine/Window.h>
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#include <MyGraphicsEngine/Camera.h>
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#include <MyGraphicsEngine/Renderable.h>
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extern "C"
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{
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#include "lauxlib.h"
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#include "lua.h"
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#include "lualib.h"
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}
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*/
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10
BarinkEngine/Include/Engine.h
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10
BarinkEngine/Include/Engine.h
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#pragma once
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namespace BarinkEngine {
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static class Engine {
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public:
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static void Startup();
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static void Shutdown();
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};
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};
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34
BarinkEngine/premake5.lua
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34
BarinkEngine/premake5.lua
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project "BarinkEngine"
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kind "StaticLib"
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buildmessage "Building BarinkEngine"
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includedirs{
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"./../libs/lua/include",
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"./libs/spdlog/include",
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"./../libs/glm",
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"./../MyGraphicsEngine/include",
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"./../libs/GorillaAudio/include"
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}
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libdirs {
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"./../libs/lua",
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"./../libs/spdlog/build/Release"
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}
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links {
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"lua54",
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"spdlog",
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"MyGraphicsEngine"
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}
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files {
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"./*.cpp",
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"./*.h",
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"./**/*.cpp",
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"./**/*.h"
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}
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