//
// Copyright (c) 2014-2015, THUNDERBEAST GAMES LLC All rights reserved
// LICENSE: Atomic Game Engine Editor and Tools EULA
// Please see LICENSE_ATOMIC_EDITOR_AND_TOOLS.md in repository root for
// license information: https://github.com/AtomicGameEngine/AtomicGameEngine
//

#pragma once

#include "AEEditorCommon.h"

using namespace Atomic;

namespace AtomicEditor
{

class AEPlayerApplication : public AEEditorCommon
{
    OBJECT(AEPlayerApplication);

public:
    /// Construct.
    AEPlayerApplication(Context* context);

    /// Setup before engine initialization. Verify that a script file has been specified.
    virtual void Setup();
    /// Setup after engine initialization. Load the script and execute its start function.
    virtual void Start();
    /// Cleanup after the main loop. Run the script's stop function if it exists.
    virtual void Stop();

private:
    /// Handle reload start of the script file.
    void HandleScriptReloadStarted(StringHash eventType, VariantMap& eventData);
    /// Handle reload success of the script file.
    void HandleScriptReloadFinished(StringHash eventType, VariantMap& eventData);
    /// Handle reload failure of the script file.
    void HandleScriptReloadFailed(StringHash eventType, VariantMap& eventData);

    void HandleJSError(StringHash eventType, VariantMap& eventData);

    void HandleLogMessage(StringHash eventType, VariantMap& eventData);

    bool debugPlayer_;

};

}
