le2d v0.4.3
2D game engine framework
 
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context.hpp File Reference
#include <GLFW/glfw3.h>
#include <klib/enum_ops.hpp>
#include <kvf/render_device.hpp>
#include <kvf/window.hpp>
#include <le2d/asset/asset_loader.hpp>
#include <le2d/audio_mixer.hpp>
#include <le2d/build_version.hpp>
#include <le2d/data_loader.hpp>
#include <le2d/event.hpp>
#include <le2d/frame_stats.hpp>
#include <le2d/render_pass.hpp>
#include <le2d/resource/resource_factory.hpp>
#include <le2d/unprojector.hpp>
#include <le2d/vsync.hpp>
#include <variant>

Go to the source code of this file.

Classes

struct  le::WindowInfo
 Windowed window parameters. More...
 
struct  le::FullscreenInfo
 Fullscreen window parameters. More...
 
struct  le::ContextCreateInfo
 Context creation parameters. More...
 
class  le::Context
 Central API for most of the engine / framework. More...
 
class  le::Context::Waiter
 Calls Context::wait_idle() in its destructor. More...
 

Namespaces

namespace  le
 

Typedefs

using le::WindowCreateInfo = std::variant< WindowInfo, FullscreenInfo >
 Window creation parameters.
 

Enumerations

enum class  le::PlatformFlag : std::uint8_t { le::None = 0 , le::ForceX11 , le::NoLibdecor }
 Platform flags (GLFW init hints). More...
 
enum class  le::WindowFlag : std::uint8_t {
  le::None = 0 , le::Decorated = 1 << 0 , le::Resizeable = 1 << 1 , le::Visible = 1 << 2 ,
  le::Maximized = 1 << 3 , le::FocusOnShow = 1 << 4 , le::ScaleToMonitor = 1 << 5 , le::ScaleFramebuffer = 1 << 6
}
 Window creation flags (GLFW window hints). More...
 

Variables

constexpr auto le::default_window_flags_v = WindowFlag::Decorated | WindowFlag::Resizeable | WindowFlag::Visible
 Default Window creation flags.