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authorYann Herklotz <ymherklotz@gmail.com>2018-01-10 18:37:40 +0000
committerYann Herklotz <ymherklotz@gmail.com>2018-01-10 18:37:40 +0000
commit5fe329fe40c296a4a3dce9bc5543419ac954e4b0 (patch)
tree5fac3b692fecc7899f8c746e2116cdf6e2eee7b1 /yage/yage.h
parenta62fbea8d40f623ffcd60eced63f295cd55db084 (diff)
downloadYAGE-5fe329fe40c296a4a3dce9bc5543419ac954e4b0.tar.gz
YAGE-5fe329fe40c296a4a3dce9bc5543419ac954e4b0.zip
[Engine] [Docs] Adding documentation and continuing work on ECS.
Diffstat (limited to 'yage/yage.h')
-rw-r--r--yage/yage.h45
1 files changed, 37 insertions, 8 deletions
diff --git a/yage/yage.h b/yage/yage.h
index c4b5612b..ed21d245 100644
--- a/yage/yage.h
+++ b/yage/yage.h
@@ -9,45 +9,74 @@
#ifndef YAGE_YAGE_H
#define YAGE_YAGE_H
+/**
+ * Core includes
+ */
#include "core/camera.h"
#include "core/iomanager.h"
#include "core/logger.h"
#include "core/resourcemanager.h"
#include "core/spritesheet.h"
#include "core/window.h"
+
+/**
+ * Data structues useful for the game engine and games developed by it
+ */
#include "data/input.h"
#include "data/texture.h"
#include "data/vertex.h"
+
+/**
+ * Math templated implementation of matrices and operations on them.
+ */
#include "math/matrix.h"
+
+/**
+ * Physics implementation however, Box2D
+ */
#include "physics/body.h"
#include "physics/particlebody.h"
#include "physics/rectanglecollider.h"
#include "physics/rigidbody.h"
+
+/**
+ * Rendering implementations for spritebatching and default shapes.
+ */
#include "render/drawable.h"
#include "render/shader.h"
#include "render/spritebatch.h"
-/** Project namespace.
+/**
+ * Engine that includes a Entity Component System to organize the data and make
+ * it more flexible and efficient.
+ */
+#include "engine/engine.h"
+
+/**
+ * Project namespace.
*
* Avoids collision as all the classes and global functions are wrapped in.
- * it.
*/
namespace yage
{
+/**
+ *
+ */
extern void glfwErrorCallback(int, const char *);
-/** Initializes yage.
- *
- * This is only there to initialize glfw.
+/**
+ * Initializes YAGE.
*
- * @return Returns true if the initialization was successful.
+ * This is there to initialize GLFW, which is the current
+ * window manager that is used with OpenGL.
*/
extern void init();
-/** Quit and cleanup yage
+/**
+ * Quit and cleanup YAGE.
*
- * glfw needs to clean itself up.
+ * This also cleans up GLFW after it was initialized.
*/
extern void quit();