Nimbus
0.2
A game... with arrows... which should be clouds
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#include <NimbusApplication.h>
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class | ShutdownListener |
Static Public Member Functions | |
static void | begin (void) |
static Ogre::RenderWindow * | getRenderWindow (void) |
Protected Member Functions | |
virtual bool | frameRenderingQueued (const Ogre::FrameEvent &evt) |
The driving application base for Nimbus.
This application current handles much of the interface with Ogre. Eventually, a lot of this should eventually be delegated to appropriate subclasses. (e.g. input management should be given to InputManager)
One possible consideration we should take is making a main loop that drives the application independent from Ogre. This would make our game more independent rather than depending on Ogre for its vital running functionality.
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Starts the application running.
The application will continue running according to Ogre::FrameListener triggers until internally terminated. (Specifically renderFrameQueued.)
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Gets the Ogre::RenderWindow for the current application.