ege/ege/Game.h

50 lines
1.1 KiB
C++

/** @file
* @author Edouard DUPIN
* @copyright 2011, Edouard DUPIN, all right reserved
* @license APACHE v2.0 (see license file)
*/
#pragma once
#include <etk/types.h>
#include <etk/math/Vector3D.h>
#include <etk/math/Matrix4.h>
#include <vector>
#include <ewol/debug.h>
#include <ege/Camera.h>
#include <ewol/widget/Widget.h>
#include <ewol/openGL/openGL.h>
#include <ewol/resource/Manager.h>
#include <ege/ElementGame.h>
#include <ewol/Dimension.h>
class btBroadphaseInterface;
class btCollisionShape;
class btOverlappingPairCache;
class btCollisionDispatcher;
class btConstraintSolver;
struct btCollisionAlgorithmCreateFunc;
class btDefaultCollisionConfiguration;
class btDynamicsWorld;
#include <LinearMath/btScalar.h>
class btVector3;
#include <ewol/widget/Widget.h>
namespace ege {
enum gameStatus {
gameStart,
gamePause,
gameStop
};
class Game : public ewol::Object {
protected:
Game();
void init();
public:
~Game()
protected:
ege::PhysicEngine m_physicEngine; //!< physic engine interface
ege::AudioEngine m_AudioEngine; //!< physic engine interface
ege::IAEngine m_iAEngine; //!< physic engine interface
}
}