Welcome
Welcome to the official IME documentation. Here you will find a detailed view of all the classes and functions.
Getting started
IME is state based, which means that the game flow is controlled by pushing and popping game states at appropriate times. In IME everything lives in a ime::Scene. To get started, you must create a scene (or state), then instantiate a ime::Engine and initialize it (see ime::Engine::initialize). Finally, add a scene to the engine (see ime::Engine::pushScene) and run it (see ime::Engine::run). This will start the main game loop.
Here is the minimal and complete code to achieve the above steps:
#include <IME/IME.h>
public:
greeting->setOrigin(0.5f, 0.5f);
greeting->setPosition("50%", "50%");
});
}
};
int main()
{
engine.initialize();
engine.pushScene(std::make_unique<StartUpScene>());
engine.run();
return EXIT_SUCCESS;
}
static const Colour White
White colour.
Container for Preference instances.
bool addPref(const Preference &pref)
Add a preference to the container.
@ String
std::string type (NOT "const char*")
A base class for game scenes.
input::InputManager & getInput()
Get the scene level input manager.
virtual void onEnter()
Handle a scene enter.
ui::GuiContainer & getGui()
Get the scene level gui container.
Engine & getEngine()
Get a reference to the game engine.
Widget * addWidget(Widget::Ptr widget, const std::string &name="")
Add a widget to the gui.
static Label::Ptr create(const std::string &text="")
Create a new label widget.