My Project
AppDelegate.h
1 #pragma once
2 
3 #include <string>
4 
5 
6 namespace NPL{
7  class CNPLRuntimeState;
8 }
9 
10 namespace ParaEngine
11 {
12  class CParaEngineApp;
19  {
20  public:
21  AppDelegate();
22  virtual ~AppDelegate();
23 
24  void StopApp();
25  void Run();
26 
27  static void Exit();
28 
34  virtual bool applicationDidFinishLaunching();
35  void InitGlew();
36  bool InitApp();
37 
38  void CreateParaEngineApp();
39 
40  void GetCommandLine(std::string &sCmdLine);
41  void SetMacCommandLine(std::string &sCmdLine);
42 
43  void InitNPL();
44 
45  static void OnNPLStateLoaded(NPL::CNPLRuntimeState* pRuntimeState);
46 
47  void InitSearchPath();
48 
49  void InitDirector();
50 
51  void InitDirectorScene();
52 
53  void InitParaEngineApp();
54 
55  void FrameMove(float fElapsedTime);
60  virtual void applicationDidEnterBackground();
61 
66  virtual void applicationWillEnterForeground();
67  public:
68  const std::string& GetScriptSearchPath() const;
69  private:
70  std::string m_sScriptSearchPath;
71  //std::unique_ptr<MainLoopTimer> m_pMainTimer;
72  std::unique_ptr<CParaEngineApp> m_pParaEngineApp;
73  std::string m_MacCommandline;
74  };
75 }
76 using namespace ParaEngine;
define this to enable debugging of NPL code in visual studio
Definition: INPL.h:9
different physics engine has different winding order.
Definition: EventBinding.h:32
ParaCraftMobile Application.
Definition: AppDelegate.h:18
A runtime state contains the scripting runtime stack and can be run in a single thread.
Definition: NPLRuntimeState.h:35
This class demonstrate how to initialize, destroy and drive the game loop of ParaEngine through the C...
Definition: ParaEngineApp.h:96