My Project
NPL_imp.h
1 #pragma once
2 #include "INPL.h"
3 
4 namespace ParaEngine
5 {
6  class ClassDescriptor;
7 }
8 
9 namespace NPL
10 {
11  ParaEngine::ClassDescriptor* NPL_GetClassDesc();
12 
16  class CNPL_imp : public INPL
17  {
18  public:
19  CNPL_imp();
20 
21  virtual INPLRuntime* GetNPLRuntime();
22 
23  virtual int activate(const char * sNPLFilename, const char* sCode, int nCodeLength);
24 
25  virtual int StartService(const char* pCommandLine);
26 
27  virtual void StopService();
28 
29  virtual void FrameMove(float fElapsedTime);
30 
35  virtual void SetGameLoop(const char* scriptName);
36 
38  virtual void SetGameLoopInterval(float fInterval);
39 
45  virtual void AddNPLCommand(const char* sCommand, int nLength=0);
46  private:
48  std::string m_sGameloop;
49 
51  float m_fGameloopInterval;
52  };
53 }
NPL root interface It can be used by plug-in dlls to access the NPL interface.
Definition: INPL.h:17
implementation of INPL
Definition: NPL_imp.h:16
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
NPL Runtime Environment interface.
Definition: INPLRuntime.h:30
System keeps a list of the DLL's found on startup.
Definition: PluginAPI.h:61