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- //
- // 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);
- void HandleQuit(StringHash eventType, VariantMap& eventData);
- bool debugPlayer_;
- };
- }
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