Moved some header includes to .cpp files and eliminated unnecessary "(void)" directives.
Display objects can now be initialized using native hardware handles. This should allow the engine to be embedded in an external GUI (thanks SDL!!!).
Moved context-specific functionality into a new "lsContext" class.
The lsSubsystem no longer takes command over a game loop.
Cleaned up the use of pointers in all test files.
LightSky now uses a global initialization and termination system to allow for multiple windows to be open.
Added comments to the lsGameState files in order to make its usage much easier to understand.
Reduced pointer usage and allow for an lsSubsystem to be initialized with a client-made window.
Reduced pointer usage and allow for an lsSubsystem to be initialized with a client-made window.
Added comments to the lsGameState files in order to make its usage much easier to understand.
LightSky now uses a global initialization and termination system to allow for multiple windows to be open.
Cleaned up the use of pointers in all test files.
The lsSubsystem no longer takes command over a game loop.
Moved context-specific functionality into a new "lsContext" class.
Display objects can now be initialized using native hardware handles. This should allow the engine to be embedded in an external GUI (thanks SDL!!!).
Moved some header includes to .cpp files and eliminated unnecessary "(void)" directives.