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#ifdef GAME_TEMPLATE
Game g_Game;
Game GetGame()
{
return g_Game;
}
class Game
{
ScriptModule GameScript;
ScriptModule GetScriptModule()
{
return GameScript;
}
void SetDebug(bool isDebug) {}
//!
/**
\brief Called when some system event occur.
@param eventTypeId event type.
@param params Param object, cast to specific param class to get parameters for particular event.
*/
void OnEvent(EventType eventTypeId, Param params)
{
Print("OnEvent");
}
/**
\brief Called after full initialization of Game instance
*/
void OnAfterInit()
{
Print("OnAfterInit");
}
/**
\brief Called on World update
@param timeslice time elapsed from last call
*/
void OnUpdate(float timeslice)
{
}
/**
\brief Sets world file to be loaded. Returns false if file doesn't exist.
@param path Path to the ent file
@param reload Force reload the world
*/
proto native bool SetWorldFile(string path, bool reload);
/**
\brief Returns path of world file loaded
*/
proto native owned string GetWorldFile();
/**
\brief Event which is called right before game starts (all entities are created and initialized). Returns true if the game can start.
*/
bool OnGameStart()
{
return true;
}
/**
\brief Event which is called right before game end.
*/
void OnGameEnd()
{
}
/**
\brief Creates loading screen
*/
void ShowLoadingAnim()
{
}
/**
\brief Hides loading screen
*/
void HideLoadingAnim()
{
}
/**
\brief Used for updating the loading screen
@param timeslice
@param progress loading progress between 0 and 1
*/
void UpdateLoadingAnim(float timeslice, float progress)
{
}
/**
\brief Safely instantiate the entity and calls EOnInit if the entity sets event mask EntityEvent.INIT.
@param typename Name of entity's type to instantiate.
@return instantiated entity
*/
proto native IEntity SpawnEntity(typename typeName);
/**
\brief Safely instantiate the entity from template (with all components) and calls EOnInit if the entity sets event mask EntityEvent.INIT.
@param templateResource Template resource of the entity to instantiate.
@return instantiated entity
*/
proto native IEntity SpawnEntityTemplate(vobject templateResource);
/**
\brief Safely instantiate the component from template, insert it to entity and calls EOnInit if the component sets event mask EntityEvent.INIT.
@param owner Entity which will own the component
@param templateResource Template resource of the component to instantiate.
@return instantiated component
*/
proto native GenericComponent SpawnComponentTemplate(IEntity owner, vobject templateResource);
proto native IEntity FindEntity(string name);
proto native WorkspaceWidget GetWorkspace();
/**
\brief Setting request flag for engine to exit the game
*/
proto native void RequestClose();
/**
\brief Setting request flag for the engine to reinitialize the game
* Doesn't do anything in Workbench
*/
proto native void RequestReload();
/**
\brief Returns version of the game
*/
proto native owned string GetBuildVersion();
/**
\brief Returns date and time when the game was built
*/
proto native owned string GetBuildTime();
/**
\brief Returns World entity when in game or in play mode in WE. NULL otherwise.
*/
proto native GenericWorldEntity GetWorldEntity();
proto native InputManager GetInputManager();
proto native MenuManager GetMenuManager();
proto native int GetTickCount();
}
void GameLibInit()
{
}
#endif