aboutsummaryrefslogtreecommitdiff
path: root/src/crepe/api/LoopManager.h
diff options
context:
space:
mode:
Diffstat (limited to 'src/crepe/api/LoopManager.h')
-rw-r--r--src/crepe/api/LoopManager.h18
1 files changed, 3 insertions, 15 deletions
diff --git a/src/crepe/api/LoopManager.h b/src/crepe/api/LoopManager.h
index f94cea1..2319d65 100644
--- a/src/crepe/api/LoopManager.h
+++ b/src/crepe/api/LoopManager.h
@@ -25,7 +25,7 @@ public:
* \brief Start the gameloop
*
* This is the start of the engine where the setup is called and then the loop keeps running until the game stops running.
- * Developers need to call this function to run the game.
+ * The Game programmer needs to call this function to run the game. This should be done after creating and adding all scenes.
*/
void start();
@@ -52,13 +52,6 @@ private:
void loop();
/**
- * \brief Function for handling input-related system calls.
- *
- * Processes user inputs from keyboard and mouse.
- */
- void process_input();
-
- /**
* \brief Per-frame update.
*
* Updates the game state based on the elapsed time since the last frame.
@@ -71,15 +64,9 @@ private:
* This function updates physics and game logic based on LoopTimer's fixed_delta_time.
*/
virtual void fixed_update();
- /**
- * \brief Function for executing render-related systems.
- *
- * Renders the current state of the game to the screen.
- */
- virtual void render();
+ //! Indicates whether the game is running.
bool game_running = false;
-
private:
//! Global context
Mediator mediator;
@@ -97,6 +84,7 @@ private:
SDLContext & sdl_context = SDLContext::get_instance();
private:
+
/**
* \brief Callback function for ShutDownEvent
*