genesis-3d_engine/Engine/app/appframework/manager.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

91 lines
2.7 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 __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__