/**************************************************************************** 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 __manager_H__ #define __manager_H__ #include "messaging/dispatcher.h" //------------------------------------------------------------------------------ namespace App { class Manager : public Messaging::Dispatcher { __DeclareClass(Manager); public: /// constructor Manager(); /// destructor virtual ~Manager(); /// called when attached to game server virtual void OnActivate(); /// called when removed from game server virtual void OnDeactivate(); /// return true if currently active bool IsActive() const; /// called before frame by the game server virtual void OnBeginFrame(); /// called per-frame by the game server virtual void OnFrame(); /// called after frame by the game server virtual void OnEndFrame(); /// called after loading game state virtual void OnLoad(); /// called before saving game state virtual void OnSave(); /// called by App::Server::Start() when the world is started virtual void OnStart(); /// called by App::Server::Start() when the world is stopped virtual void OnStop(); /// render a debug visualization virtual void OnRenderDebug(); private: bool mIsActive; }; //------------------------------------------------------------------------------ /** */ inline bool Manager::IsActive() const { return this->mIsActive; } }; // namespace Game //------------------------------------------------------------------------------ #endif // __manager_H__