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Olympe Engine 2.0
2D Game Engine with ECS Architecture
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#include <SDL3/SDL.h>#include <SDL3/SDL_main.h>#include <SDL3/SDL_messagebox.h>#include "gameengine.h"#include "World.h"#include "system/JoystickManager.h"#include "system/KeyboardManager.h"#include "system/MouseManager.h"#include "InputsManager.h"#include "GameState.h"#include "system/ViewportManager.h"#include "system/GameMenu.h"#include "DataManager.h"#include "system/system_utils.h"#include "PanelManager.h"#include "BlueprintEditor/BlueprintEditor.h"#include "BlueprintEditor/BlueprintEditorGUI.h"#include "AI/BehaviorTreeDebugWindow.h"#include "Editor/AnimationEditorWindow.h"#include "third_party/imgui/imgui.h"#include "third_party/imgui/backends/imgui_impl_sdl3.h"#include "third_party/imgui/backends/imgui_impl_sdlrenderer3.h"
Include dependency graph for OlympeEngine.cpp:Go to the source code of this file.
Macros | |
| #define | SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */ |
Functions | |
| SDL_AppResult | SDL_AppInit (void **appstate, int argc, char *argv[]) |
| SDL_AppResult | SDL_AppEvent (void *appstate, SDL_Event *event) |
| SDL_AppResult | SDL_AppIterate (void *appstate) |
| void | SDL_AppQuit (void *appstate, SDL_AppResult result) |
Definition at line 16 of file OlympeEngine.cpp.
| SDL_AppResult SDL_AppEvent | ( | void * | appstate, |
| SDL_Event * | event | ||
| ) |
Definition at line 133 of file OlympeEngine.cpp.
References animationEditorWindow, JoystickManager::BeginFrame(), KeyboardManager::BeginFrame(), MouseManager::BeginFrame(), g_btDebugWindow, Olympe::BlueprintEditor::Get(), InputsManager::Get(), GameMenu::Get(), JoystickManager::Get(), KeyboardManager::Get(), MouseManager::Get(), GetComponentTypeID_Static(), InputsManager::HandleEvent(), Olympe::BlueprintEditor::IsActive(), GameMenu::IsF2MenuOpen(), Olympe::AnimationEditorWindow::IsOpen(), Olympe::BehaviorTreeDebugWindow::IsVisible(), Olympe::BehaviorTreeDebugWindow::ProcessEvent(), Olympe::AnimationEditorWindow::ProcessEvent(), GameMenu::SetF2MenuOpen(), SYSTEM_LOG, Olympe::AnimationEditorWindow::Toggle(), Olympe::BlueprintEditor::ToggleActive(), GameMenu::ToggleF2Menu(), Olympe::BehaviorTreeDebugWindow::ToggleVisibility(), and window.
Here is the call graph for this function:| SDL_AppResult SDL_AppInit | ( | void ** | appstate, |
| int | argc, | ||
| char * | argv[] | ||
| ) |
Definition at line 62 of file OlympeEngine.cpp.
References animationEditorWindow, PanelManager::AttachToSDLWindow(), blueprintEditorGUI, g_btDebugWindow, Olympe::BlueprintEditor::Get(), DataManager::Get(), GameEngine::Get(), PanelManager::Get(), GetComponentTypeID_Static(), GameEngine::GetInstance(), Olympe::BehaviorTreeDebugWindow::Initialize(), Olympe::BlueprintEditor::Initialize(), Olympe::BlueprintEditorGUI::Initialize(), DataManager::Initialize(), GameEngine::Initialize(), PanelManager::Initialize(), Olympe::BlueprintEditor::InitializeRuntimeEditor(), Logging::InitLogger(), LoadOlympeConfig(), GameEngine::renderer, renderer, GameEngine::screenHeight, GameEngine::screenWidth, SYSTEM_LOG, and window.
Here is the call graph for this function:| SDL_AppResult SDL_AppIterate | ( | void * | appstate | ) |
Definition at line 303 of file OlympeEngine.cpp.
References animationEditorWindow, JoystickManager::BeginFrame(), KeyboardManager::BeginFrame(), MouseManager::BeginFrame(), blueprintEditorGUI, GameEngine::fDt, FRAME_TARGET_TIME_MS, g_btDebugWindow, GameState_Quit, Olympe::BlueprintEditor::Get(), GameEngine::Get(), GameMenu::Get(), JoystickManager::Get(), KeyboardManager::Get(), MouseManager::Get(), ViewportManager::Get(), World::Get(), GetComponentTypeID_Static(), ViewportManager::GetPlayers(), GameStateManager::GetState(), ViewportManager::GetViewRects(), GameEngine::Process(), World::Process(), Olympe::BehaviorTreeDebugWindow::Render(), Olympe::BlueprintEditorGUI::Render(), World::Render(), renderer, GameMenu::RenderF2Menu(), GameEngine::screenHeight, Olympe::BlueprintEditor::Update(), Olympe::AnimationEditorWindow::Update(), and window.
Here is the call graph for this function:| void SDL_AppQuit | ( | void * | appstate, |
| SDL_AppResult | result | ||
| ) |
Definition at line 476 of file OlympeEngine.cpp.
References animationEditorWindow, blueprintEditorGUI, g_btDebugWindow, Olympe::BlueprintEditor::Get(), DataManager::Get(), GetComponentTypeID_Static(), Olympe::BlueprintEditor::Shutdown(), DataManager::Shutdown(), and SYSTEM_LOG.
Here is the call graph for this function:
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Definition at line 59 of file OlympeEngine.cpp.
Referenced by SDL_AppEvent(), SDL_AppInit(), SDL_AppIterate(), and SDL_AppQuit().
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Definition at line 52 of file OlympeEngine.cpp.
Referenced by SDL_AppInit(), SDL_AppIterate(), and SDL_AppQuit().
| const Uint32 FRAME_TARGET_TIME_MS = 1000 / TARGET_FPS |
Definition at line 49 of file OlympeEngine.cpp.
Referenced by SDL_AppIterate().
| Olympe::BehaviorTreeDebugWindow* g_btDebugWindow = nullptr |
Definition at line 56 of file OlympeEngine.cpp.
Referenced by BehaviorTreeSystem::Process(), SDL_AppEvent(), SDL_AppInit(), SDL_AppIterate(), and SDL_AppQuit().
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Definition at line 47 of file OlympeEngine.cpp.
Referenced by CameraSystem::ApplyCameraToRenderer(), GridSystem::DrawFilledRectWorld(), GridSystem::DrawHexagonOverlay(), GridSystem::DrawIsometricTileOverlay(), GridSystem::DrawLineWorld(), DataManager::GetTexture(), Olympe::Rendering::IsometricRenderer::Initialize(), DataManager::PreloadTexture(), RenderingSystem::Render(), RenderingEditorSystem::Render(), GridSystem::Render(), UIRenderingSystem::Render(), GridSystem::RenderCollisionOverlay(), GridSystem::RenderForCamera(), UIRenderingSystem::RenderInGameMenu(), Olympe::Tiled::ParallaxLayerManager::RenderLayer(), GridSystem::RenderNavigationOverlay(), SDL_AppInit(), and SDL_AppIterate().
Definition at line 48 of file OlympeEngine.cpp.
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Definition at line 46 of file OlympeEngine.cpp.
Referenced by SDL_AppEvent(), SDL_AppInit(), and SDL_AppIterate().