// // Copyright (c) 2010-2011 Matthew Jack and Doug Binks // // This software is provided 'as-is', without any express or implied // warranty. In no event will the authors be held liable for any damages // arising from the use of this software. // Permission is granted to anyone to use this software for any purpose, // including commercial applications, and to alter it and redistribute it // freely, subject to the following restrictions: // 1. The origin of this software must not be misrepresented; you must not // claim that you wrote the original software. If you use this software // in a product, an acknowledgment in the product documentation would be // appreciated but is not required. // 2. Altered source versions must be plainly marked as such, and must not be // misrepresented as being the original software. // 3. This notice may not be removed or altered from any source distribution. #pragma once #ifndef CONSOLEGAME_INCLUDED #define CONSOLEGAME_INCLUDED #include "../../RuntimeObjectSystem/IObjectFactorySystem.h" #include "../../RuntimeObjectSystem/ObjectInterface.h" #include "../../RuntimeCompiler/AUArray.h" #ifndef _WIN32 int _getche(); #endif struct IUpdateable; struct IRuntimeObjectSystem; class ConsoleGame : public IObjectFactoryListener { public: ConsoleGame(); virtual ~ConsoleGame(); bool Init(); bool MainLoop(); // IObjectFactoryListener virtual void OnConstructorsAdded(); // ~IObjectFactoryListener private: // Runtime Systems ICompilerLogger* m_pCompilerLogger; IRuntimeObjectSystem* m_pRuntimeObjectSystem; // Runtime object IUpdateable* m_pUpdateable; ObjectId m_ObjectId; }; #endif // CONSOLEGAME_INCLUDED