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lib-game-delta3d-sdk-examples-testProceduralAnimation-testentrypoint.h / h



  /*
  * Delta3D Open Source Game and Simulation Engine
  * Copyright (C) 2009 MOVES Institute
  *
  * This library is free software; you can redistribute it and/or modify it under
  * the terms of the GNU Lesser General Public License as published by the Free
  * Software Foundation; either version 2.1 of the License, or (at your option)
  * any later version.
  *
  * This library is distributed in the hope that it will be useful, but WITHOUT
  * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
  * FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more
  * details.
  *
  * You should have received a copy of the GNU Lesser General Public License
  * along with this library; if not, write to the Free Software Foundation, Inc.,
  * 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
  *
  * Michael Guerrero
  */
  
  ifndef TEST_PROCEDURAL_ANIM_ENTRY_POINT
  define TEST_PROCEDURAL_ANIM_ENTRY_POINT
  
  include <dtGame/gameentrypoint.h>
  include <dtCore/refptr.h>
  include <dtCore/observerptr.h>
  
  include <testexport.h>
  
  
//////////////////////////////////////////////////////////////////////////

namespace dtCore { class MotionModel; class Camera; } namespace dtGame { class GameManager; } namespace dtAnim { class AnimationHelper; class AnimationComponent; class AnimationGameActorProxy; }
//////////////////////////////////////////////////////////////////////////

class TEST_ANIM_EXPORT TestProceduralAnimation : public dtGame::GameEntryPoint { public: TestProceduralAnimation(); virtual ~TestProceduralAnimation();
Called to initialize the game application. You can pull any command line params here.

  
        virtual void Initialize(dtGame::GameApplication& app, int argc, char** argv);
  
        
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:     
        
        bool mPerformanceTest;
        dtCore::RefPtr<dtCore::MotionModel> mMotionModel;
  };
  
  endif // TEST_PROCEDURAL_ANIM_ENTRY_POINT
  


(C) Æliens 04/09/2009

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