Wizard Engine
2D cross-platform game engine built around SDL2
 
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engine.hpp
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1/*
2 Wizard Engine
3 Copyright (C) 2023-2024 Zana Domán
4
5 This software is provided 'as-is', without any express or implied
6 warranty. In no event will the authors be held liable for any damages
7 arising from the use of this software.
8
9 Permission is granted to anyone to use this software for any purpose,
10 including commercial applications, and to alter it and redistribute it
11 freely, subject to the following restrictions:
12
13 1. The origin of this software must not be misrepresented; you must not
14 claim that you wrote the original software. If you use this software
15 in a product, an acknowledgment in the product documentation would be
16 appreciated but is not required.
17 2. Altered source versions must be plainly marked as such, and must not be
18 misrepresented as being the original software.
19 3. This notice may not be removed or altered from any source distribution.
20*/
21
22#ifndef WIZARD_ENGINE_ENGINE_HPP
23#define WIZARD_ENGINE_ENGINE_HPP
24
27
28namespace wze {
34class engine final {
35 private:
36 static std::vector<SDL_Event> _events;
37
43 engine() = default;
44
50 static void play_intro();
51
52 public:
53#ifdef __WIZARD_ENGINE_INTERNAL__
60 [[nodiscard]] static std::vector<SDL_Event> const& events();
61#endif /* __WIZARD_ENGINE_INTERNAL__ */
62
74 static void initialize(std::string const& title, uint16_t width,
75 uint16_t height);
76
86 [[nodiscard]] static bool update();
87
95 static void log(char const* message, log_level log_level = LOG_LEVEL_INFO);
96
104 static void log(std::string const& message,
105 log_level log_level = LOG_LEVEL_INFO);
106};
107} /* namespace wze */
108
109#endif /* WIZARD_ENGINE_ENGINE_HPP */
Enumerations.
Export header of the Wizard Engine.
Wizard Engine.
log_level
Log levels.
Definition enums.hpp:337