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Flint Engine
Modular C++20 2D game engine powered by SDL3
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Entry-point base class for a Flint application. More...
#include <flint/core/application.h>
Collaboration diagram for Flint::Application:Public Member Functions | |
| Application (const FlintConfig &config, IAssetLoader *assetLoader=nullptr) | |
| Construct and initialize a Flint application. | |
| Application (const FlintConfig &config, IAssetLoader &assetLoader) | |
| void | run () |
| IWindow & | getWindow () |
| returns A window reference. | |
| GPURenderer & | getRenderer () const |
| returns A reference to the GPU renderer. | |
| UISystem & | getUISystem () |
| Returns the UI system. | |
| UICanvas & | getUICanvas () |
| Returns the UI renderer. | |
| std::string | loadUIContent (const std::string &filePath) |
| StateManager & | getStateManager () |
| returns A reference to the state manager. | |
| Audio & | getAudioEngine () |
| returns A reference to the audio engine. | |
| IAssetLoader & | getAssetLoader () |
| returns A reference to the asset loader | |
| AssetManager & | getAssetManager () |
| const AssetManager & | getAssetManager () const |
| const FlintConfig & | getConfig () const |
| virtual void | close () |
Protected Member Functions | |
| virtual std::unique_ptr< State > | createInitialState ()=0 |
| Factory method that creates the game state pushed into the stack. | |
| virtual void | onInit () |
| Optional hook called after engine is fully initialized. | |
| virtual void | onShutdown () |
| Optional hook called just before the engine shuts down. | |
Entry-point base class for a Flint application.
Definition at line 22 of file application.h.