/* -*-c++-*- * TutorialLibrary - MyGameEntryPoint (.h & .cpp) - Using 'The MIT License' * Copyright (C) 2006-2008, Alion Science and Technology Corporation * * 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. * * @author Curtiss Murphy */ #ifndef __GM_TUTORIAL_MY_GAME_ENTRY_POINT__ #define __GM_TUTORIAL_MY_GAME_ENTRY_POINT__ #include "export.h" #include #include namespace dtGame { class GameManager; class ServerLoggerComponent; class LogController; } /** * Our entry point into the game. The GameStart.exe application can load this like this: * "GameStartd.exe TutorialGameActors" * We create our Game Manager and components in this class. */ class TUTORIAL_TANK_EXPORT MyGameEntryPoint: public dtGame::GameEntryPoint { public: MyGameEntryPoint() { }; virtual ~MyGameEntryPoint(); // Called to do early initializtion. Grab your command line params here. // We just use the base implementation virtual void Initialize(dtGame::GameApplication& app, int argc, char **argv); // Create your game manager. // We just use the base implementation // virtual dtCore::RefPtr CreateGameManager(dtCore::Scene& scene); // Called just before your application's game loop starts. This is your main // opportunity to create components, load maps, create unique actors, etc... virtual void OnStartup(dtGame::GameApplication& app); private: std::string mMapName; dtCore::RefPtr mLogController; dtCore::RefPtr mServerLogger; bool mInPlaybackMode; }; #endif