6e8fbca745
match the genesis editor version 1.3.0.653.
93 lines
3.1 KiB
C++
93 lines
3.1 KiB
C++
/****************************************************************************
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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 "simplegameapplication.h"
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namespace Genesis
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{
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__ImplementThreadSingleton(DemoPublishGameApplication);
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//------------------------------------------------------------------------------
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DemoPublishGameApplication::DemoPublishGameApplication()
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: mWnd( 0 )
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, mExternWnd( 0 )
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, m_loaderData()
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{
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__ConstructThreadSingleton;
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}
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//------------------------------------------------------------------------------
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DemoPublishGameApplication::~DemoPublishGameApplication()
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{
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__DestructThreadSingleton;
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if (this->IsOpen())
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{
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this->Close();
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}
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}
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//------------------------------------------------------------------------------
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/**
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*/
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void DemoPublishGameApplication::setupGameFeatures()
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{
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GameApplication::setupGameFeatures();
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}
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//------------------------------------------------------------------------------
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/**
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Cleanup all added game features
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*/
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void DemoPublishGameApplication::cleanupGameFeatures()
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{
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GameApplication::cleanupGameFeatures();
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}
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//------------------------------------------------------------------------------
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/**
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*/
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bool DemoPublishGameApplication::Open()
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{
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return App::GameApplication::Open();
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}
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//------------------------------------------------------------------------
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void DemoPublishGameApplication::Close()
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{
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App::GameApplication::Close();
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}
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//------------------------------------------------------------------------
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void DemoPublishGameApplication::setupProjectAssigns()
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{
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Super::setupProjectAssigns();
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IO::AssignRegistry* pAssignRegistry = IO::AssignRegistry::Instance();
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Util::String sysDir = m_loaderData.sSystemDir;
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if (sysDir.IsValid())
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{
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pAssignRegistry->SetAssign(IO::Assign("sys",sysDir));
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}
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Util::String shdDir = m_loaderData.sShaderDir;
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if (shdDir.IsValid())
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{
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pAssignRegistry->SetAssign(IO::Assign("shd",shdDir));
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}
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}
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} // namespace Tools
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