AEPlayerApp.h 2.4 KB

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  1. //
  2. // Copyright (c) 2014-2016 THUNDERBEAST GAMES LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #pragma once
  23. #include "AEEditorCommon.h"
  24. using namespace Atomic;
  25. namespace AtomicEditor
  26. {
  27. class AEPlayerApplication : public AEEditorCommon
  28. {
  29. OBJECT(AEPlayerApplication);
  30. public:
  31. /// Construct.
  32. AEPlayerApplication(Context* context);
  33. /// Setup before engine initialization. Verify that a script file has been specified.
  34. virtual void Setup();
  35. /// Setup after engine initialization. Load the script and execute its start function.
  36. virtual void Start();
  37. /// Cleanup after the main loop. Run the script's stop function if it exists.
  38. virtual void Stop();
  39. private:
  40. /// Handle reload start of the script file.
  41. void HandleScriptReloadStarted(StringHash eventType, VariantMap& eventData);
  42. /// Handle reload success of the script file.
  43. void HandleScriptReloadFinished(StringHash eventType, VariantMap& eventData);
  44. /// Handle reload failure of the script file.
  45. void HandleScriptReloadFailed(StringHash eventType, VariantMap& eventData);
  46. void HandleJSError(StringHash eventType, VariantMap& eventData);
  47. void HandleLogMessage(StringHash eventType, VariantMap& eventData);
  48. void HandleQuit(StringHash eventType, VariantMap& eventData);
  49. void ReadEngineConfig();
  50. void ReadCommandLineArguments();
  51. bool debugPlayer_;
  52. bool launchedByEditor_;
  53. };
  54. }