2 #include <ThirdParty/EASTL-master/include/EASTL/vector.h> 6 #include "Game/ImGui/ImGuiRenderer.hpp" 10 #if defined(_WIN32) && defined(UNICODE) 15 #if defined(_WIN32) && defined(UNICODE) 16 extern "C" void wParseArguments(
int argumentCount,
wchar_t *wideArguments[]);
18 extern "C" void wParseArguments(
int argumentCount,
wchar_t *wideArguments[])
24 eastl::vector<eastl::string> arguments;
27 arguments.reserve(static_cast<size_t>(argumentCount));
29 #if defined(_WIN32) && defined(UNICODE) 32 for (eastl::string::size_type i = 0;
33 i < static_cast<eastl::string::size_type>(argumentCount); ++i)
35 size_t length = wcslen(wideArguments[i]);
36 arguments.emplace_back(eastl::string());
37 utf8::utf16to8(wideArguments[i], wideArguments[i] + length, std::back_inserter(arguments[i]));
38 std::cout << arguments[i].c_str() << std::endl;
44 for (eastl::string::size_type i = 0;
45 i < static_cast<eastl::string::size_type>(argumentCount); ++i)
47 arguments.emplace_back(eastl::string(inArguments[i]));
53 #if defined(_WIN32) && defined(UNICODE) 54 extern "C" int wmain(
int argumentCount,
wchar_t *wideArguments[]);
56 extern "C" int wmain(
int argumentCount,
wchar_t *wideArguments[])
58 int main(
int argumentCount,
char *inArguments[])
61 #if defined(_WIN32) && defined(UNICODE) 62 wParseArguments(argumentCount, wideArguments);
71 eastl::unique_ptr<ImGuiRenderer> imGuiRenderer = eastl::make_unique<ImGuiRenderer>();
72 Engine::Engine::GetEngine().lock()->GetCamera().lock()->SetPostionAndRotation(glm::vec3(0, 30, -75), glm::vec3(-44.15f, 9.43f, 1));
74 eastl::weak_ptr<Engine::Entity> entity = entitySystem.lock()->CreateEntity(
"Amazing Entity");
77 entity.lock()->
AddComponent<
Engine::LightComponent>(
"light",
LIGHT_POINT_LIGHT, glm::vec3(0, 50, 0), glm::vec3(), glm::vec3(1, 1, 1), 3000, 100, 10, 10);
83 imGuiRenderer.reset();
This component is used to keep track of the meshes and textures to render. NOTE: only the Entity clas...
void ParseArguments(int argumentCount, char *inArguments[])
int main(int argumentCount, char *inArguments[])
static eastl::weak_ptr< Engine > GetEngine() noexcept
This method allows you to get the instance of the Engine. This method will automatically initialize t...
eastl::weak_ptr< ComponentType > AddComponent(Args &&...args)
Allows you to create a component of the given type.