genesis-3d_engine/Engine/app/appframework/gameserver.h
zhongdaohuan 6e8fbca745 genesis-3d engine version 1.3.
match the genesis editor version 1.3.0.653.
2014-05-05 14:50:33 +08:00

132 lines
3.7 KiB
C++

/****************************************************************************
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 __gameserver_H__
#define __gameserver_H__
#include "core/refcounted.h"
#include "core/ptr.h"
#include "math/bbox.h"
#include "core/singleton.h"
#include "appframework/feature.h"
#include "util/dictionary.h"
//#include "debug/debugtimer.h"
//------------------------------------------------------------------------------
namespace App
{
class Actor;
class Manager;
class GameServer : public Core::RefCounted
{
__DeclareClass(GameServer);
__DeclareThreadSingleton(GameServer);
public:
/// constructor
GameServer();
/// destructor
virtual ~GameServer();
/// open the game world
bool Open();
/// close the game world
void Close();
/// start the game world
bool Start();
/// has the game world already started
bool HasStarted() const;
/// stop the game world
void Stop();
/// trigger the game world
void OnFrame();
void OnFrameWithoutGraphics();
/// call OnLoad on all game features
void NotifyGameLoad();
/// call OnSave on all game features
void NotifyGameSave();
/// add game feature
void AttachGameFeature(const GPtr<Feature>& feature);
/// remove game feature
void RemoveGameFeature(const GPtr<Feature>& feature);
/// is feature attached
bool IsFeatureAttached(const Util::String& stringName) const;
/// is quit requested
bool IsQuitRequested() const;
/// request quit
void SetQuitRequested();
//#ifdef __GENESIS_EDITOR__
//
// bool StartInEditor();
//
//#endif
protected:
template<bool _graphic>
void onFrame();
bool mOpen;
bool mStarted;
bool mQuitRequested;
//Util::Array<GPtr<Feature> > mGameFeatures;
typedef Util::Dictionary< Util::String, GPtr<Feature> > GameFeatures;
GameFeatures mGameFeatures;
GPtr<Feature> mDebugRenderFeature;
bool mbScript;
bool mbPhysics;
bool mbAnimation;
bool mbParticle;
bool mbNetwork;
bool mbVegetaion;
bool mbSound;
bool mbFont;
//_declare_timer(mGameServerOnFrame);
};
//------------------------------------------------------------------------------
inline bool
GameServer::IsQuitRequested() const
{
return this->mQuitRequested;
}
//------------------------------------------------------------------------------
inline void
GameServer::SetQuitRequested()
{
this->mQuitRequested = true;
}
}; // namespace Game
//------------------------------------------------------------------------------
#endif //__gameserver_H__