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My Project
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main loop handler define a INPLActivationFile handler in C++. More...
Public Member Functions | |
| CNPLFile_ServerMainLoop (CParaEngineApp *pParaEngineApp) | |
| virtual NPL::NPLReturnCode | OnActivate (NPL::INPLRuntimeState *pState) |
| Function to be called when NPL.activate(filename, {msg}); subclass should always overwrite this function. More... | |
Public Member Functions inherited from NPL::INPLActivationFile | |
| void | addref () const |
| add reference count of the object. More... | |
| bool | delref () const |
| decrease reference count of the object. More... | |
| int | GetRefCount () const |
| get the reference count | |
| virtual int | Release () |
Protected Attributes | |
| CParaEngineApp * | m_pParaEngineApp |
| float | m_fElapsedTime |
| number of seconds elapsed since the game engine start. More... | |
Protected Attributes inherited from NPL::INPLActivationFile | |
| int | m_refcount |
main loop handler define a INPLActivationFile handler in C++.
a main loop file to make sure the FrameMove is called in the NPL thread instead of main thread
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inlinevirtual |
Function to be called when NPL.activate(filename, {msg}); subclass should always overwrite this function.
usage: the input message in secure code format. Read data as follows: auto msg = NPLHelper::MsgStringToNPLTable(pState->GetCurrentMsg(), pState->GetCurrentMsgLength()); std::string sType = msg["type"];
Implements NPL::INPLActivationFile.
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protected |
number of seconds elapsed since the game engine start.
1.8.12