PlayerApp.h 2.3 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 "../AppBase.h"
  24. namespace Atomic
  25. {
  26. /// Player launch mode
  27. enum PlayerLaunchMode
  28. {
  29. /// Standalone redistributable player
  30. PLAYER_LAUNCH_STANDALONE = 0,
  31. /// Editor binary play mode
  32. PLAYER_LAUNCH_ATOMICEDITOR,
  33. /// Launched from an external IDE such as Visual Studio
  34. PLAYER_LAUNCH_EXTERNALEDITOR
  35. };
  36. class PlayerApp : public AppBase
  37. {
  38. ATOMIC_OBJECT(PlayerApp, AppBase)
  39. public:
  40. /// Construct.
  41. PlayerApp(Context* context);
  42. virtual ~PlayerApp();
  43. /// Setup before engine initialization.
  44. virtual void Setup();
  45. /// Setup after engine initialization. L
  46. virtual void Start();
  47. /// Cleanup after the main loop.
  48. virtual void Stop();
  49. virtual void ProcessArguments();
  50. /// Get the player launch mode
  51. static PlayerLaunchMode GetLaunchMode() { return launchMode_; }
  52. protected:
  53. /// Set the player launch mode
  54. static void SetLaunchMode(PlayerLaunchMode launchMode) { launchMode_ = launchMode; }
  55. static PlayerLaunchMode launchMode_;
  56. bool executeJSMain_;
  57. private:
  58. bool playerMetrics_;
  59. };
  60. }