mirror of
https://github.com/SpartanJ/eepp.git
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Changed ChannelsCount to ChannelCount, since it makes more sense. Now PlayOffset and Duration in sounds and music is returned in seconds, as float.
116 lines
3.6 KiB
C++
Executable File
116 lines
3.6 KiB
C++
Executable File
#ifndef EE_HPP
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#define EE_HPP
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/**
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@mainpage Entropia Engine++
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Developed by: Martín Lucas Golini
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2D Game Engine designed for an easy cross-platform game development.
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The project aims to provide a simple and powerfull framework that takes advantage of C++, OpenGL, OpenAL, SDL and more.
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Thanks to: \n
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* Sean Barrett for the stb_vorbis and stb_image libraries. \n
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* Sam Latinga for Simple DirectMedia Layer library. \n
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* Jonathan Dummer for the Simple OpenGL Image Library. \n
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* Laurent Gomila for the SFML library ( eepp audio module is heavily based on the SFML audio module ) \n
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* OGRE staff for the Timer implementation \n
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* Lewis Van Winkle for PlusCallback \n
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* Dieter Baron and Thomas Klausner for libzip \n
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* Jean-loup Gailly and Mark Adler for zlib \n
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* Milan Ikits and Marcelo Magallon for GLEW \n
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* And a lot more people!
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ROADMAP:
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Short-term plans:
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@TODO Improve documentation.
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STATE: EE ( Base ) documented what is needed.
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EE::Window documented.
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EE::System documented.
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EE::Graphics documented.
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EE::Audio documented.
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EE::Math 30 to 40 % documented.
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EE::UI Not documented at all.
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EE::Physics Not documented at all, chipmunk documentation should help.
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EE::Gaming Not documented at all.
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@TODO Add more commented examples, showing at least the basic usage of the engine ( 10 or more examples at least ).
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STATE: 3 examples available. ( 30 % )
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@TODO Improve the map editor ( add triggers, tiles selection to copy paste in other zones of the map, undo/redo actions ).
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STATE: Needs at least to reoffset tiles and objects for the map resizing.
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Tile selection i'm not decided yet.
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Copy-Paste will be moved for a middle to long term plan.
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@TODO Stabilize the API
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STATE: DONE.
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@TODO Improve Premake4 support. It should be really easy to compile eepp in Windows and OS X ( Linux is always easy thanks to package managers ).
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STATE: DONE.
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@TODO Add PVRTC and ETC support.
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STATE: DONE.
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Middle-term plans:
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@TODO Add Networking support.
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STATE: I'll use SFML network adapted to the engine coding style.
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Long-term plans:
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@TODO Add audio recording from the SFML implementation, adapted to the engine coding style.
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@TODO Add Scripting support ( squirrel or angel script or lua ), at least some parts of the engine. Binding everything seems too much work.
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STATE: I've binded some classes with lua+luabind and is awesome, but... luabind is bloated ( and for my needs it's the only good option ), and adds A LOT of compile time.
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squirrel+sqrat almost does everything i need, but it have some bugs that seems to be unfixable ( none enum parameters, char parameters segfaults, no constructor overloading ).
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@TODO Support UI Theming from scripts or XML.
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@TODO Add some kind of support for TMX map files ( Tiles Map Editor ).
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@TODO Pathfinding and AI helpers ( A*, FSM ).
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*/
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// General includes and declarations
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#include <eepp/base.hpp>
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#include <eepp/version.hpp>
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using namespace EE;
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// Math
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#include <eepp/math.hpp>
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using namespace EE::Math;
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// System
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#include <eepp/system.hpp>
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using namespace EE::System;
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// Audio
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#include <eepp/audio.hpp>
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using namespace EE::Audio;
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// Window
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#include <eepp/window.hpp>
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using namespace EE::Window;
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// Graphics
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#include <eepp/graphics.hpp>
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using namespace EE::Graphics;
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// UI
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#include <eepp/ui.hpp>
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using namespace EE::UI;
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using namespace EE::UI::Tools;
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// Gaming
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#include <eepp/gaming.hpp>
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using namespace EE::Gaming;
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using namespace EE::Gaming::MapEditor;
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// Physics
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#include <eepp/physics.hpp>
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using namespace EE::Physics;
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#endif
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