134 lines
3.7 KiB
C
134 lines
3.7 KiB
C
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/****************************************************************************
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Copyright (c) 2007,Radon Labs GmbH
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef __basegamefeature_H__
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#define __basegamefeature_H__
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#include "math/bbox.h"
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#include "appframework/feature.h"
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#include "appframework/actormanager.h"
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#include "basegamefeature/managers/gameconfigmanger.h"
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#include "basegamefeature/managers/sceneschedulemanager.h"
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#include "basegamefeature/managers/timemanager.h"
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#include "resource/resourceserver.h"
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#include "resource/resourcemanager.h"
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#include "serialization/serializeserver.h"
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//----------------------------------------------------------------------------------------------
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namespace App
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{
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class BaseGameFeature : public App::Feature
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{
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__DeclareClass(BaseGameFeature);
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__DeclareThreadSingleton(BaseGameFeature);
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public:
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/// constructor
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BaseGameFeature();
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/// destructor
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virtual ~BaseGameFeature();
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// <20><><EFBFBD><EFBFBD>*.atp<74>ļ<EFBFBD><C4BC><EFBFBD>Ĭ<EFBFBD><C4AC><EFBFBD><EFBFBD>actor.atp
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void LoadActorTemplate(const Util::String& templatePath = Util::String("asset:actor.atp") );
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/// called from BaseGameFeature::ActivateProperties()
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virtual void OnActivate();
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/// called from BaseGameFeature::DeactivateProperties()
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virtual void OnDeactivate();
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/// called on begin of frame
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virtual void OnBeginFrame();
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/// called at the end of the feature trigger cycle
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virtual void OnEndFrame();
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/// called when game debug visualization is on
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virtual void OnRenderDebug();
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///
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virtual void OnFrame();
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virtual void OnStop();
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/// set optional world dimensions
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void SetWorldDimensions(const Math::bbox& box);
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/// get world dimensions
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const Math::bbox& GetWorldDimensions() const;
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protected:
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/// handle input keys
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void HandleInput();
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Math::bbox worldBox;
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GPtr<Resources::ResourceServer> mResServer;
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GPtr<Resources::ResourceManager> mResManager;
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GPtr<Serialization::SerializationServer> mSerializationServer;
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// managers
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GPtr<GameConfigManager> mGameCfgMgr;
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GPtr<SceneScheduleManager> mSceneScheduleMgr;
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GPtr<ActorManager> mActorMgr;
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GPtr<TimeManager> mTimeMgr;
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};
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//------------------------------------------------------------------------------
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/**
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*/
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inline void
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BaseGameFeature::SetWorldDimensions(const Math::bbox& box)
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{
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this->worldBox = box;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline const Math::bbox&
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BaseGameFeature::GetWorldDimensions() const
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{
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return this->worldBox;
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}
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} // namespace BaseGameFeature
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//------------------------------------------------------------------------------
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#endif // __basegamefeature_H__
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