// // Copyright (c) 2014-2016 THUNDERBEAST GAMES LLC // // 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 "../AppBase.h" namespace Atomic { /// Player launch mode enum PlayerLaunchMode { /// Standalone redistributable player PLAYER_LAUNCH_STANDALONE = 0, /// Editor binary play mode PLAYER_LAUNCH_ATOMICEDITOR, /// Launched from an external IDE such as Visual Studio PLAYER_LAUNCH_EXTERNALEDITOR }; class PlayerApp : public AppBase { ATOMIC_OBJECT(PlayerApp, AppBase) public: /// Construct. PlayerApp(Context* context); virtual ~PlayerApp(); /// Setup before engine initialization. virtual void Setup(); /// Setup after engine initialization. L virtual void Start(); /// Cleanup after the main loop. virtual void Stop(); virtual void ProcessArguments(); /// Get the player launch mode static PlayerLaunchMode GetLaunchMode() { return launchMode_; } protected: /// Set the player launch mode static void SetLaunchMode(PlayerLaunchMode launchMode) { launchMode_ = launchMode; } static PlayerLaunchMode launchMode_; bool executeJSMain_; private: bool playerMetrics_; }; }