bool EngineManager::updateUnitily() { updateFrame(); renderFrame(); presentFrame(); return !isExitRequested(); }
void Antimony::endStep() { devConsole.draw(&display, getDelta(), &Consolas); // Draw the dev console if (game.debug) render_Debug(); // render debug info timer.catchTime(TIMER_RENDER_DEBUG); presentFrame(); // present frame to the GPU if (game.debug) monitorLog(); // log some debugging info to the debug monitor mouse.reset(); keys.reset(); for (unsigned char i = 0; i< XUSER_MAX_COUNT; i++) { if (controller[i].isEnabled()) controller[i].reset(); } timer.catchTime(TIMER_AFTERSTEP); }