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EVENT_STARTRENDERER no longer gets emitted.


Go to solution Solved by Josh,

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Posted

This event no longer gets emitted when the renderer has started. I use this event to hide my splash window and then show the game window. 

Put a break on the Print call and you'll notice it'll not get triggered.

#include "UltraEngine.h"
using namespace UltraEngine;

int main(int argc, const char* argv[])
{
    //Get the displays
    auto displays = GetDisplays();

    //Create a window
    auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR);

    //Create a world
    auto world = CreateWorld();

    //Create a framebuffer
    auto framebuffer = CreateFramebuffer(window);

    //Create a camera
    auto camera = CreateCamera(world);
    camera->SetClearColor(0.125);

    //Main loop
    while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false)
    {
        while (PeekEvent())
        {
            const auto e = WaitEvent();
            if (e.id == EVENT_STARTRENDERER)
            {
                Print("Renderer has started with code: " + String(e.data));
            }
        }

        world->Update();
        world->Render(framebuffer);
    }
    return 0;
}

 

Cyclone - Ultra Game System - Component PreprocessorTex2TGA - Darkness Awaits Template (Leadwerks)

If you like my work, consider supporting me on Patreon!

Posted

Fixed for today's build, also added some new functionality:

            if (e.id == EVENT_STARTRENDERER)
            {
                Print("Renderer has started with code: " + String(e.data));
                if (e.extra)
                {
                    auto caps = e.extra->As<GraphicsCaps>();
                    Print(caps->vendor);
                    Print(caps->device);
                    Print(caps->driver);
                }
            }

 

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Let's build cool stuff and have fun. :)

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