Reorganising the game engine structure. Getting things ready for real development of the engine

This commit is contained in:
2022-05-27 22:47:36 +02:00
parent 4625ca657b
commit 3446bc2399
22 changed files with 326 additions and 221 deletions

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#include "Include/BarinkEngine.h"
extern void Start(int argc, char* argv[]);
extern void UpdateApplication();
using namespace BarinkEngine;
bool ShouldQuit = false;
int main(int argc, char* argv[]) {
// Start Engine
Engine::Startup();
Start(argc, argv);
while (!ShouldQuit) {
//InputManager::PollEvents();
UpdateApplication();
}
// Kill Engine
Engine::Shutdown();
return 0;
}

10
BarinkEngine/Engine.cpp Normal file
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#include "include/BarinkEngine.h"
namespace BarinkEngine {
void Engine::Startup() {
std::cout << "Starting Engine! vroom vroom!" << std::endl;
}
void Engine::Shutdown() {
std::cout << "ShutDown Engine!" << std::endl;
}
};

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#pragma once
#include <iostream>
#include <string>
#include <filesystem>
#include "Engine.h"
#include <spdlog/spdlog.h>
/*
#include "../MemoryManager.h"
#include <glm/glm.hpp>
#include <MyGraphicsEngine/Shader.h>
#include <MyGraphicsEngine/Window.h>
#include <MyGraphicsEngine/Camera.h>
#include <MyGraphicsEngine/Renderable.h>
extern "C"
{
#include "lauxlib.h"
#include "lua.h"
#include "lualib.h"
}
*/

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#pragma once
namespace BarinkEngine {
static class Engine {
public:
static void Startup();
static void Shutdown();
};
};

34
BarinkEngine/premake5.lua Normal file
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project "BarinkEngine"
kind "StaticLib"
buildmessage "Building BarinkEngine"
includedirs{
"./../libs/lua/include",
"./libs/spdlog/include",
"./../libs/glm",
"./../MyGraphicsEngine/include",
"./../libs/GorillaAudio/include"
}
libdirs {
"./../libs/lua",
"./../libs/spdlog/build/Release"
}
links {
"lua54",
"spdlog",
"MyGraphicsEngine"
}
files {
"./*.cpp",
"./*.h",
"./**/*.cpp",
"./**/*.h"
}