My Project
ParaEngineCore.h
1 #pragma once
2 
3 #include "IParaEngineCore.h"
4 
5 namespace ParaEngine
6 {
7  class ClassDescriptor;
8  class CParaEngineApp;
9 
10  ClassDescriptor* ParaEngine_GetClassDesc();
11 
16  {
17  public:
18  CParaEngineCore(void);
19  ~CParaEngineCore(void);
20  static IParaEngineCore* GetStaticInterface();
21  public:
22  virtual DWORD GetVersion();
23 
25  virtual bool Sleep(float fSeconds);
26 
28  virtual HWND GetParaEngineHWnd();
29 
32  virtual bool ForceRender();
33 
36 
40  virtual IParaEngineApp* CreateApp();
41 
43  virtual void Destroy();
44 
45  public:
46  static CParaEngineCore* GetInstance();
48  void DestroySingleton();
49  protected:
50  static WeakPtr m_pAppSingleton;
51  };
52 
53 }
different physics engine has different winding order.
Definition: EventBinding.h:32
virtual bool ForceRender()
render the current frame and does not return until everything is presented to screen.
Definition: ParaEngineCore.cpp:116
a table of virtual functions which are used by plug-ins to access the game engine ...
Definition: IParaEngineCore.h:17
It implements the IParaEngineCore interface, which exposes everything in ParaEngine to plug-in applic...
Definition: ParaEngineCore.h:15
virtual IParaEngineApp * CreateApp()
create an ParaEngine application.
Definition: ParaEngineCore.cpp:127
virtual void Destroy()
one should call this when you no longer need this application, usually as the last line of your code...
Definition: ParaEngineCore.cpp:82
virtual bool Sleep(float fSeconds)
cause the main thread to sleep for the specified seconds.
Definition: ParaEngineCore.cpp:105
a table of virtual functions which are used by plug-ins to access the game engine ...
Definition: IParaEngineApp.h:98
virtual IParaEngineApp * GetAppInterface()
get the ParaEngine app interface.
Definition: ParaEngineCore.cpp:121
void DestroySingleton()
it is recommended to call this function.
Definition: ParaEngineCore.cpp:144
virtual HWND GetParaEngineHWnd()
return invalid
Definition: ParaEngineCore.cpp:111