Nebula
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App::GameApplication Class Reference

#include <gameapplication.h>

Detailed Description

Nebula's default game application.

It creates and triggers the GameServer. For game features it creates the core and graphicsfeature which is used in every gamestate (such as level gamestates or only gui gamestates).

Inherits App::Application.

Classes

class  GameAppExitHandler

Protected Member Functions

virtual void SetupGameFeatures ()
 setup game features
virtual void CleanupGameFeatures ()
 cleanup game features
virtual void SetupAppFromCmdLineArgs ()
 setup app from cmd lines
 _declare_timer (GameApplicationFrameTimeAll)
Protected Member Functions inherited from App::Application
void SetReturnCode (int c)
 set return code

Protected Attributes

Ptr< Core::CoreServercoreServer
Ptr< IO::GameContentServergameContentServer
Ptr< Resources::ResourceServerresourceServer
Ptr< IO::IoServerioServer
Ptr< IO::IoInterfaceioInterface
Ptr< BaseGameFeature::BaseGameFeatureUnitbaseGameFeature
Ptr< Game::GameServergameServer
GameAppExitHandler exitHandler
Protected Attributes inherited from App::Application
Util::String companyName
Util::String appName
Util::String appID
Util::String appVersion
Util::CommandLineArgs args
bool isOpen
int returnCode

Static Protected Attributes

static bool editorEnabled = false

Private Member Functions

virtual __DeclareSingleton(GameApplication) public ~GameApplication ()
 destructor
virtual bool Open ()
 open the application
virtual void Close ()
 close the application
virtual void Run ()
 run the application
virtual void StepFrame ()
 step one frame

Static Private Member Functions

static bool IsEditorEnabled ()

Static Private Attributes

static IndexT FrameIndex = 1

Additional Inherited Members

Public Member Functions inherited from App::Application
 Application ()
 constructor
virtual ~Application ()
 destructor
void SetCompanyName (const Util::String &n)
 set company name
const Util::StringGetCompanyName () const
 get company name
void SetAppTitle (const Util::String &n)
 set application name
const Util::StringGetAppTitle () const
 get application name
void SetAppID (const Util::String &n)
 set application id
const Util::StringGetAppID () const
 get application id
void SetAppVersion (const Util::String &n)
 set application version
const Util::StringGetAppVersion () const
 get application version
void SetCmdLineArgs (const Util::CommandLineArgs &a)
 set command line args
const Util::CommandLineArgsGetCmdLineArgs () const
 get command line args
virtual void Exit ()
 exit the application, call right before leaving main()
bool IsOpen () const
 return true if app is open
int GetReturnCode () const
 get the return code

Constructor & Destructor Documentation

◆ ~GameApplication()

App::GameApplication::~GameApplication ( )
privatevirtual

destructor

Member Function Documentation

◆ _declare_timer()

App::GameApplication::_declare_timer ( GameApplicationFrameTimeAll )
protected

◆ CleanupGameFeatures()

void App::GameApplication::CleanupGameFeatures ( )
protectedvirtual

cleanup game features

Cleanup all added game features.

◆ Close()

void App::GameApplication::Close ( )
privatevirtual

close the application

Reimplemented from App::Application.

◆ IsEditorEnabled()

bool App::GameApplication::IsEditorEnabled ( )
inlinestaticprivate

◆ Open()

bool App::GameApplication::Open ( )
privatevirtual

open the application

Reimplemented from App::Application.

◆ Run()

void App::GameApplication::Run ( )
privatevirtual

run the application

Run the application.

This method will return when the application wishes to exit.

Reimplemented from App::Application.

◆ SetupAppFromCmdLineArgs()

void App::GameApplication::SetupAppFromCmdLineArgs ( )
protectedvirtual

setup app from cmd lines

◆ SetupGameFeatures()

void App::GameApplication::SetupGameFeatures ( )
protectedvirtual

setup game features

Setup new game features which should be used by this application.

Overwride for all features which have to be used.

Make sure that features are setup ONLY in this method, since other systems might not expect otherwise.

◆ StepFrame()

void App::GameApplication::StepFrame ( )
privatevirtual

step one frame

Member Data Documentation

◆ baseGameFeature

Ptr<BaseGameFeature::BaseGameFeatureUnit> App::GameApplication::baseGameFeature
protected

◆ coreServer

Ptr<Core::CoreServer> App::GameApplication::coreServer
protected

◆ editorEnabled

bool App::GameApplication::editorEnabled = false
staticprotected

◆ exitHandler

GameAppExitHandler App::GameApplication::exitHandler
protected

◆ FrameIndex

IndexT App::GameApplication::FrameIndex = 1
staticprivate

◆ gameContentServer

Ptr<IO::GameContentServer> App::GameApplication::gameContentServer
protected

◆ gameServer

Ptr<Game::GameServer> App::GameApplication::gameServer
protected

◆ ioInterface

Ptr<IO::IoInterface> App::GameApplication::ioInterface
protected

◆ ioServer

Ptr<IO::IoServer> App::GameApplication::ioServer
protected

◆ resourceServer

Ptr<Resources::ResourceServer> App::GameApplication::resourceServer
protected

The documentation for this class was generated from the following files: