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@@ -1,48 +0,0 @@
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-/*
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-Copyright (c) 2013 Daniele Bartolini, Michele Rossi
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-Copyright (c) 2012 Daniele Bartolini, Simone Boscaratto
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-
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-Permission is hereby granted, free of charge, to any person
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-obtaining a copy of this software and associated documentation
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-files (the "Software"), to deal in the Software without
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-restriction, including without limitation the rights to use,
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-copy, modify, merge, publish, distribute, sublicense, and/or sell
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-copies of the Software, and to permit persons to whom the
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-Software is furnished to do so, subject to the following
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-conditions:
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-
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-The above copyright notice and this permission notice shall be
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-included in all copies or substantial portions of the Software.
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-
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-THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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-EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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-OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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-NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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-HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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-WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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-FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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-OTHER DEALINGS IN THE SOFTWARE.
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-*/
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-
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-#pragma once
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-
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-namespace crown
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-{
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-
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-/// Called exactly once after the engine is fully initialized
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-/// and ready to use. This function is the right place to allocate
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-/// and initialize all the main components of the game.
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-void init();
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-
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-/// Called just before the engine starts to deallocate resources and
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-/// subsystems leading to terminating the execution.
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-/// Here you can safely perform all the necessary deallocation/destruction
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-/// of the previously allocated game resources and/or systems.
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-void shutdown();
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-
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-/// Called once per frame, here is the place you tipically perform input checking,
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-/// updates, drawing and so on. The @a dt parameter contains the last frame delta time
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-/// in seconds.
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-void frame(float dt);
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-
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-}
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