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/** ---------------------------------------------------------------------------
* @file: yage.h
*
* Copyright (c) 2017 Yann Herklotz Grave <ymherklotz@gmail.com>
* MIT License, see LICENSE file for more details.
* ----------------------------------------------------------------------------
*/
#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"
/**
* Engine that includes a Entity Component System to organize the data and make
* it more flexible and efficient.
*/
#include "entity/engine.h"
/**
* Project namespace.
*
* Avoids collision as all the classes and global functions are wrapped in.
*/
namespace yage
{
/**
*
*/
extern void glfwErrorCallback(int, const char *);
/**
* Initializes YAGE.
*
* This is there to initialize GLFW, which is the current
* window manager that is used with OpenGL.
*/
extern void init();
/**
* Quit and cleanup YAGE.
*
* This also cleans up GLFW after it was initialized.
*/
extern void quit();
} // namespace yage
#endif
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