topical media & game development

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lib-game-delta3d-demos-TankTarget-MyGameEntryPoint.h / h



  /* -*-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 <dtCore/refptr.h> include <dtGame/gameentrypoint.h> 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<dtGame::GameManager> 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<dtGame::LogController> mLogController;
        dtCore::RefPtr<dtGame::ServerLoggerComponent> mServerLogger;
        bool mInPlaybackMode; 
  };
  endif
  


(C) Æliens 04/09/2009

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