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;
}