7 class CNPLRuntimeState;
34 virtual bool applicationDidFinishLaunching();
38 void CreateParaEngineApp();
40 void GetCommandLine(std::string &sCmdLine);
41 void SetMacCommandLine(std::string &sCmdLine);
47 void InitSearchPath();
51 void InitDirectorScene();
53 void InitParaEngineApp();
55 void FrameMove(
float fElapsedTime);
60 virtual void applicationDidEnterBackground();
66 virtual void applicationWillEnterForeground();
68 const std::string& GetScriptSearchPath()
const;
70 std::string m_sScriptSearchPath;
72 std::unique_ptr<CParaEngineApp> m_pParaEngineApp;
73 std::string m_MacCommandline;
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