Vyroda
Game engine made by hand, with modern C++ and Vulkan.
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Application.cppm
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1module;
2#include "VyrodaConfig.h"
3
4export module Engine.Application;
5
6import std;
7
10
11//import Engine.Core.CommandQueueLocator;
18
20
21namespace Vyroda
22{
23 export class Application
24 {
25 public:
26 Application() = default;
27 ~Application() = default;
28
29 void init(bool const editor_mode);
30 void run() const;
31 void startServer(std::string const& port);
32
33 RenderManager const * getRenderManager() const { return _render_manager.get(); }
34
35 private:
36 std::unique_ptr<APIManager> _api_manager;
37 std::unique_ptr<NetworkManager> _network_manager;
38 std::unique_ptr<RenderManager> _render_manager;
39 std::unique_ptr<UIManager> _ui_manager;
40 std::chrono::time_point<std::chrono::steady_clock> _start_run;
41 };
42}
~Application()=default
RenderManager const * getRenderManager() const
Definition Application.cppm:33
void init(bool const editor_mode)
Definition Application.cpp:16
void run() const
Definition Application.cpp:51
void startServer(std::string const &port)
Definition Application.cpp:185
Definition RenderManager.cppm:70
Definition EditorManager.cpp:29