#pragma once #include "entity.h" #include "physics.h" #include "player.h" #include "input.h" #include "camera.h" #include "particle.h" #include "types.h" #include "util/vector.h" #ifdef __cplusplus extern "C" { #endif typedef struct _App { System_Physics *physics; System_Player *player; System_Input *input; System_Entity *entity; System_Camera *camera; System_Particle *particle; char *switch_level; uint32_t clear_color; bool wantQuit, debugOn; } App; App *app_NewApp(); void app_DeleteApp(App *app); void app_Advance(App *app, Duration deltaTime); void app_Render(App *app); void app_DebugText(App *app, vector_Vector *vec_string); // Trigger the app to reload all entities before next frame update. void app_QueueLoadLevel(App *app, const char *level_name); void _app_SwitchLevel(App *app); #ifdef __cplusplus } #endif