AEPlayerMode.h 1.4 KB

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  1. //
  2. // Copyright (c) 2014-2015, THUNDERBEAST GAMES LLC All rights reserved
  3. // LICENSE: Atomic Game Engine Editor and Tools EULA
  4. // Please see LICENSE_ATOMIC_EDITOR_AND_TOOLS.md in repository root for
  5. // license information: https://github.com/AtomicGameEngine/AtomicGameEngine
  6. //
  7. #pragma once
  8. #include <Atomic/Core/Object.h>
  9. #include <Atomic/IPC/IPC.h>
  10. #include <Atomic/IPC/IPCTypes.h>
  11. #include <Atomic/UI/SystemUI/MessageBox.h>
  12. using namespace Atomic;
  13. namespace AtomicEditor
  14. {
  15. /// PlayerMode subsystem
  16. class PlayerMode : public Object
  17. {
  18. friend class AEPlayerApplication;
  19. OBJECT(PlayerMode);
  20. public:
  21. /// Construct.
  22. PlayerMode(Context* context);
  23. /// Destruct.
  24. virtual ~PlayerMode();
  25. bool launchedByEditor() { return launchedByEditor_; }
  26. private:
  27. void ProcessArguments();
  28. void HandleJSError(StringHash eventType, VariantMap& eventData);
  29. void HandleLogMessage(StringHash eventType, VariantMap& eventData);
  30. void HandleIPCInitialize(StringHash eventType, VariantMap& eventData);
  31. void HandleViewRender(StringHash eventType, VariantMap& eventData);
  32. // BEGIN LICENSE MANAGEMENT
  33. void HandleMessageAck(StringHash eventType, VariantMap& eventData);
  34. bool licenseModule3D_;
  35. SharedPtr<SystemUI::MessageBox> messageBox_;
  36. // END LICENSE MANAGEMENT
  37. IPCHandle fd_[2];
  38. WeakPtr<IPC> ipc_;
  39. bool brokerActive_;
  40. bool launchedByEditor_;
  41. };
  42. }