main_loop.h 3.1 KB

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  1. /*************************************************************************/
  2. /* main_loop.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #ifndef MAIN_LOOP_H
  31. #define MAIN_LOOP_H
  32. #include "core/input/input_event.h"
  33. #include "core/object/reference.h"
  34. #include "core/object/script_language.h"
  35. class MainLoop : public Object {
  36. GDCLASS(MainLoop, Object);
  37. OBJ_CATEGORY("Main Loop");
  38. Ref<Script> init_script;
  39. protected:
  40. static void _bind_methods();
  41. public:
  42. enum {
  43. //make sure these are replicated in Node
  44. NOTIFICATION_OS_MEMORY_WARNING = 2009,
  45. NOTIFICATION_TRANSLATION_CHANGED = 2010,
  46. NOTIFICATION_WM_ABOUT = 2011,
  47. NOTIFICATION_CRASH = 2012,
  48. NOTIFICATION_OS_IME_UPDATE = 2013,
  49. NOTIFICATION_APPLICATION_RESUMED = 2014,
  50. NOTIFICATION_APPLICATION_PAUSED = 2015,
  51. NOTIFICATION_APPLICATION_FOCUS_IN = 2016,
  52. NOTIFICATION_APPLICATION_FOCUS_OUT = 2017,
  53. NOTIFICATION_TEXT_SERVER_CHANGED = 2018,
  54. };
  55. virtual void init();
  56. virtual bool iteration(float p_time);
  57. virtual bool idle(float p_time);
  58. virtual void finish();
  59. void set_init_script(const Ref<Script> &p_init_script);
  60. MainLoop() {}
  61. virtual ~MainLoop() {}
  62. };
  63. #endif // MAIN_LOOP_H