Wizard Engine
2D cross-platform game engine built around SDL2
 
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wizard_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
28#ifndef WIZARD_ENGINE_WIZARD_ENGINE_HPP
29#define WIZARD_ENGINE_WIZARD_ENGINE_HPP
30
35// NOLINTNEXTLINE(bugprone-reserved-identifier,cert-dcl37-c,cert-dcl51-cpp)
36#define __WIZARD_ENGINE__
37
38#ifdef __WIZARD_ENGINE_INTERNAL__
39#error Illegal external access to internal assembly
40#endif /* __WIZARD_ENGINE_INTERNAL__ */
41
42#include <wizard_engine/animatable.hpp> /* IWYU pragma: export */
43#include <wizard_engine/animator.hpp> /* IWYU pragma: export */
44#include <wizard_engine/assets.hpp> /* IWYU pragma: export */
45#include <wizard_engine/audio.hpp> /* IWYU pragma: export */
46#include <wizard_engine/camera.hpp> /* IWYU pragma: export */
47#include <wizard_engine/collider.hpp> /* IWYU pragma: export */
48#include <wizard_engine/component.hpp> /* IWYU pragma: export */
49#include <wizard_engine/engine.hpp> /* IWYU pragma: export */
50#include <wizard_engine/entity.hpp> /* IWYU pragma: export */
51#include <wizard_engine/enums.hpp> /* IWYU pragma: export */
52#include <wizard_engine/exception.hpp> /* IWYU pragma: export */
53#include <wizard_engine/export.hpp> /* IWYU pragma: export */
54#include <wizard_engine/input.hpp> /* IWYU pragma: export */
55#include <wizard_engine/math.hpp> /* IWYU pragma: export */
56#include <wizard_engine/net.hpp> /* IWYU pragma: export */
57#include <wizard_engine/polygon.hpp> /* IWYU pragma: export */
58#include <wizard_engine/renderable.hpp> /* IWYU pragma: export */
59#include <wizard_engine/renderer.hpp> /* IWYU pragma: export */
60#include <wizard_engine/socket.hpp> /* IWYU pragma: export */
61#include <wizard_engine/speaker.hpp> /* IWYU pragma: export */
62#include <wizard_engine/sprite.hpp> /* IWYU pragma: export */
63#include <wizard_engine/tcp_socket.hpp> /* IWYU pragma: export */
64#include <wizard_engine/timer.hpp> /* IWYU pragma: export */
65#include <wizard_engine/udp_socket.hpp> /* IWYU pragma: export */
66#include <wizard_engine/window.hpp> /* IWYU pragma: export */
67
78// NOLINTNEXTLINE(cppcoreguidelines-macro-usage)
79#define wze_main(title, width, height) \
80 [[nodiscard]] int32_t __wze_main__(int32_t argc, char** argv); \
81 int32_t main(int32_t argc, char* argv[]) noexcept(false) { \
82 wze::engine::initialize((title), (width), (height)); \
83 return __wze_main__(argc, argv); \
84 } \
85 int32_t __wze_main__([[maybe_unused]] int32_t argc, \
86 [[maybe_unused]] char** argv)
87
94// NOLINTNEXTLINE(cppcoreguidelines-macro-usage)
95#define wze_while(condition) while (wze::engine::update() && (condition))
96
97#endif /* WIZARD_ENGINE_WIZARD_ENGINE_HPP */
Animatable interface.
Animates animatable objects.
Image file in host memory.
Subsystem to handle global audio.
Subsystem to handle transformations and spatial projections.
Initiates a collision.
Interface to make an object composable.
Master singleton of the Wizard Engine.
Composes composable objects.
Enumerations.
Generic exception.
Export header of the Wizard Engine.
Touchscreen finger data.
Math modul.
Network modul.
Convex polygon component.
Interface to make an object renderable.
Subsystem to handle graphics.
Generic socket.
Audio component.
Renderable animatable component.
TCP socket.
Timer modul.
UDP socket.
Subsystem to handle game window.