AtomicPlayer.h 2.4 KB

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  1. //
  2. // Copyright (c) 2008-2014 the Urho3D project.
  3. // Copyright (c) 2014-2015, THUNDERBEAST GAMES LLC All rights reserved
  4. //
  5. // Permission is hereby granted, free of charge, to any person obtaining a copy
  6. // of this software and associated documentation files (the "Software"), to deal
  7. // in the Software without restriction, including without limitation the rights
  8. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  9. // copies of the Software, and to permit persons to whom the Software is
  10. // furnished to do so, subject to the following conditions:
  11. //
  12. // The above copyright notice and this permission notice shall be included in
  13. // all copies or substantial portions of the Software.
  14. //
  15. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  16. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  17. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  18. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  19. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  20. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  21. // THE SOFTWARE.
  22. //
  23. #pragma once
  24. #include <Atomic/Engine/Application.h>
  25. namespace Atomic
  26. {
  27. class JSVM;
  28. }
  29. using namespace Atomic;
  30. namespace AtomicPlayer
  31. {
  32. class AtomicPlayerApp : public Application
  33. {
  34. ATOMIC_OBJECT(AtomicPlayerApp, Application);
  35. public:
  36. /// Construct.
  37. AtomicPlayerApp(Context* context);
  38. /// Setup before engine initialization. Verify that a script file has been specified.
  39. virtual void Setup();
  40. /// Setup after engine initialization. Load the script and execute its start function.
  41. virtual void Start();
  42. /// Cleanup after the main loop. Run the script's stop function if it exists.
  43. virtual void Stop();
  44. private:
  45. SharedPtr<JSVM> vm_;
  46. /// Handle reload start of the script file.
  47. void HandleScriptReloadStarted(StringHash eventType, VariantMap& eventData);
  48. /// Handle reload success of the script file.
  49. void HandleScriptReloadFinished(StringHash eventType, VariantMap& eventData);
  50. /// Handle reload failure of the script file.
  51. void HandleScriptReloadFailed(StringHash eventType, VariantMap& eventData);
  52. void HandleJSError(StringHash eventType, VariantMap& eventData);
  53. void HandleLogMessage(StringHash eventType, VariantMap& eventData);
  54. void ReadEngineConfig();
  55. };
  56. }