6e8fbca745
match the genesis editor version 1.3.0.653.
180 lines
5.0 KiB
C++
180 lines
5.0 KiB
C++
/****************************************************************************
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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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#include "stdneb.h"
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#include "basegamefeature/basegamefeature.h"
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#include "basegamefeature/managers/timesource.h"
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namespace App
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{
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__ImplementClass(App::BaseGameFeature, 'GAGF' , App::Feature);
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__ImplementThreadSingleton(App::BaseGameFeature);
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//------------------------------------------------------------------------------
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/**
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*/
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BaseGameFeature::BaseGameFeature()
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{
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__ConstructThreadSingleton;
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mFeatureName = "BaseGame";
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}
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//------------------------------------------------------------------------------
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/**
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*/
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BaseGameFeature::~BaseGameFeature()
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{
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__DestructThreadSingleton;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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void
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BaseGameFeature::OnActivate()
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{
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Feature::OnActivate();
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mResServer = Resources::ResourceServer::Create();
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mResServer->RegisterDefaultResouceTypes();
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mResServer->Open();
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mResManager = Resources::ResourceManager::Create();
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mSerializationServer = Serialization::SerializationServer::Create();
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mGameCfgMgr = GameConfigManager::Create();
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mSceneScheduleMgr = SceneScheduleManager::Create();
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mTimeMgr = TimeManager::Create();
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GPtr<GameTime> pGameTime = GameTime::Create();
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mActorMgr = ActorManager::Create();
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mSceneScheduleMgr->Open();
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this->AttachManager(this->mGameCfgMgr.upcast<App::Manager>());
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this->AttachManager(this->mTimeMgr.upcast<App::Manager>() );
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mTimeMgr->AttachTimeSource( pGameTime.upcast<App::TimeSource>());
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this->AttachManager(mActorMgr.upcast<App::Manager>());
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this->AttachManager(this->mSceneScheduleMgr.upcast<App::Manager>());//<2F><>mActorMgr֮<72><D6AE><EFBFBD><EFBFBD><EFBFBD>Ա<EFBFBD>֤ÿ֡<C3BF><D6A1>OnBeginFrame<6D><65><EFBFBD><EFBFBD>ActorManager֮<72><EFBFBD>
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}
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//------------------------------------------------------------------------------
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/**
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*/
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void
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BaseGameFeature::OnDeactivate()
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{
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this->RemoveManager(this->mGameCfgMgr.upcast<App::Manager>());
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this->RemoveManager(this->mSceneScheduleMgr.upcast<App::Manager>());
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this->RemoveManager(this->mTimeMgr.upcast<App::Manager>());
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this->RemoveManager(this->mActorMgr.upcast<App::Manager>());
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this->mGameCfgMgr = NULL;
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this->mSceneScheduleMgr = NULL;
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this->mTimeMgr = NULL;
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this->mActorMgr = NULL;
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mResServer->Close();
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mResManager->Close();
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mResServer = NULL;
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mResManager = NULL;
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mSerializationServer = NULL;
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Feature::OnDeactivate();
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}
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//------------------------------------------------------------------------------
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/**
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*/
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void
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BaseGameFeature::OnRenderDebug()
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{
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// render debug for all entities and its properties
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// this->entityManager->OnRenderDebug();
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Feature::OnRenderDebug();
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// print fps
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// Timing::Time frameTime = SystemTimeSource::Instance()->GetFrameTime();
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//Util::String txt;
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//txt.Format("FPS: %.0f \n", 1/frameTime);
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//_debug_text(txt, Math::float2(0.7f, 0.0f), Math::float4(1, 1, 1, 1));
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}
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//------------------------------------------------------------------------
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/// called on begin of frame
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void BaseGameFeature::OnBeginFrame()
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{
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mResServer->Flush();
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mResManager->OnBeginFrame();
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Feature::OnBeginFrame();
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}
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//------------------------------------------------------------------------------
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/**
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*/
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void
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BaseGameFeature::OnEndFrame()
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{
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Feature::OnEndFrame();
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}
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//------------------------------------------------------------------------------
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/**
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*/
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void
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BaseGameFeature::OnFrame()
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{
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Feature::OnFrame();
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}
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//------------------------------------------------------------------------------
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/**
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*/
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void
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BaseGameFeature::OnStop()
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{
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mSceneScheduleMgr->Close();
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mActorMgr->ForceGC();
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Feature::OnStop();
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}
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//------------------------------------------------------------------------
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void
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BaseGameFeature::LoadActorTemplate(const Util::String& templatePath)
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{
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if ( templatePath.IsEmpty() )
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{
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return;
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}
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if ( mActorMgr.isvalid() )
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{
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mActorMgr->LoadTemplateFile(templatePath);
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}
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}
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} // namespace Game
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