9 #ifndef TurtleBrains_GameApplication_hpp
10 #define TurtleBrains_GameApplication_hpp
12 #include <turtle_brains/application/tb_realtime_application.hpp>
13 #include <turtle_brains/graphics/tb_texture_manager.hpp>
44 explicit GameApplication(
const tbApplication::WindowMode& windowMode = tbApplication::WindowMode::Windowed,
46 const bool verticalSync =
true,
const bool allowWindowResize =
false,
97 virtual void OnErrorFired(
const std::string& errorMessage)
override;
GameApplication(const tbApplication::WindowMode &windowMode=tbApplication::WindowMode::Windowed, const tbGraphics::PixelSpace &windowWidth=0, const tbGraphics::PixelSpace &windowHeight=0, const bool verticalSync=true, const bool allowWindowResize=false, Application::ApplicationHandlerInterface *applicationHandler=nullptr)
static bool IsGameActive(void)
Definition: tb_game_application.hpp:26
Here is some information about the primary namespace.
Definition: tb_application_dialog.hpp:21
Definition: tb_game_scene.hpp:28
tbCore::uint16 PixelSpace
Definition: tb_texture_manager.hpp:36
Definition: tb_application_window.hpp:29
Handle events from the application/window and actions from the user of your application by deriving a...
Definition: tb_application_handler_interface.hpp:32
Definition: tb_realtime_application.hpp:43
static int GetFrameRate(void)
static void MarkForClose(void)
This is the heart of TurtleBrains for game developers to create GameScenes and Entities to interact w...
void RunGame(GameScene &gameScene)