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- #include "ErrorHandlerLocator.h"
- #include "NullSystemObjects.h"
- #include "ScriptScene.h"
- #include "ScriptSystem.h"
- ScriptSystem::ScriptSystem()
- {
- for(unsigned int i = 0; i < EngineStateType::EngineStateType_NumOfTypes; i++)
- m_scriptingScenes[i] = nullptr;
- m_systemName = GetString(Systems::Script);
- }
- ScriptSystem::~ScriptSystem()
- {
- for(unsigned int i = 0; i < EngineStateType::EngineStateType_NumOfTypes; i++)
- if(m_scriptingScenes[i] != nullptr)
- delete m_scriptingScenes[i];
- }
- ErrorCode ScriptSystem::init()
- {
- ErrorCode returnCode = ErrorCode::Success;
-
- ErrHandlerLoc::get().log(ErrorCode::Initialize_success, ErrorSource::Source_Script);
-
- return returnCode;
- }
- ErrorCode ScriptSystem::setup(const PropertySet &p_properties)
- {
- /*for(decltype(p_properties.getNumProperties()) i = 0, size = p_properties.getNumProperties(); i < size; i++)
- {
- switch(p_properties[i].getPropertyID())
- {
- }
- }*/
- return ErrorCode::Success;
- }
- void ScriptSystem::loadInBackground()
- {
- }
- SystemScene *ScriptSystem::createScene(SceneLoader *p_sceneLoader, EngineStateType p_engineState)
- {
- if(m_scriptingScenes[p_engineState] == nullptr)
- {
- // Create new scene
- m_scriptingScenes[p_engineState] = new ScriptScene(this, p_sceneLoader);
- ErrorCode sceneError = m_scriptingScenes[p_engineState]->init();
- // Check if it initialized correctly (cannot continue without the scene)
- if(sceneError != ErrorCode::Success)
- {
- ErrHandlerLoc::get().log(sceneError);
- }
- }
- return m_scriptingScenes[p_engineState];
- }
- SystemScene *ScriptSystem::getScene(EngineStateType p_engineState)
- {
- return m_scriptingScenes[p_engineState];
- }
- void ScriptSystem::deleteScene(EngineStateType p_engineState)
- {
- if(m_scriptingScenes[p_engineState] != nullptr)
- {
- delete m_scriptingScenes[p_engineState];
- m_scriptingScenes[p_engineState] = nullptr;
- }
- }
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