topical media & game development
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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