// // Copyright (c) 2008-2014 the Urho3D project. // Copyright (c) 2014-2015, THUNDERBEAST GAMES LLC All rights reserved // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. // #pragma once #include namespace Atomic { class JSVM; } using namespace Atomic; namespace AtomicPlayer { class AtomicPlayerApp : public Application { ATOMIC_OBJECT(AtomicPlayerApp, Application); public: /// Construct. AtomicPlayerApp(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: SharedPtr vm_; /// 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); void ReadEngineConfig(); }; }