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