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CRYENGINE Show RealtimeRemoteUpdate.h Source code

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  1. // Copyright 2001-2016 Crytek GmbH / Crytek Group. All rights reserved.
  2.  
  3. /*************************************************************************
  4.    -------------------------------------------------------------------------
  5.    $Id: RealtimeRemoveUpdate.h,v 1.1 2009/01/03 10:45:15 PauloZaffari Exp wwwrun $
  6.    $DateTime$
  7.    Description:  This is the header file for the module Realtime remote
  8.    update. The purpose of this module is to allow data update to happen
  9.    remotely so that you can, for example, edit the terrain and see the changes
  10.    in the console.
  11.    -------------------------------------------------------------------------
  12.    History:
  13.    - 03:01:2009   10:45: Created by Paulo Zaffari
  14. *************************************************************************/
  15.  
  16. #ifndef RealtimeRemoteUpdate_h__
  17. #define RealtimeRemoteUpdate_h__
  18.  
  19. #pragma once
  20.  
  21. #include <CryNetwork/INotificationNetwork.h>
  22. #include <CryLiveCreate/IRealtimeRemoteUpdate.h>
  23. #include <Cry3DEngine/I3DEngine.h>
  24.  
  25. typedef std::vector<IRealtimeUpdateGameHandler*> GameHandlerList;
  26.  
  27. class CRealtimeRemoteUpdateListener : public INotificationNetworkListener, public IRealtimeRemoteUpdate
  28. {
  29.  
  30.         //////////////////////////////////////////////////////////////////////////
  31.         // Methods
  32. public:
  33.         // From IRealtimeRemoteUpdate
  34.         virtual bool Enable(bool boEnable = true);
  35.         virtual bool IsEnabled();
  36.  
  37.         // Game code handlers for live preview updates
  38.         virtual void AddGameHandler(IRealtimeUpdateGameHandler* handler);
  39.         virtual void RemoveGameHandler(IRealtimeUpdateGameHandler* handler);
  40.  
  41.         // From INotificationNetworkListener and from IRealtimeRemoteUpdate
  42.         virtual void OnNotificationNetworkReceive(const void* pBuffer, size_t length);
  43.  
  44.         // Singleton management
  45.         static CRealtimeRemoteUpdateListener& GetRealtimeRemoteUpdateListener();
  46.  
  47.         virtual void                          Update();
  48. protected:
  49.         CRealtimeRemoteUpdateListener();
  50.         virtual ~CRealtimeRemoteUpdateListener();
  51.  
  52.         void LoadArchetypes(XmlNodeRef& root);
  53.         void LoadTimeOfDay(XmlNodeRef& root);
  54.         void LoadMaterials(XmlNodeRef& root);
  55.         void LoadConsoleVariables(XmlNodeRef& root);
  56.         void LoadParticles(XmlNodeRef& root);
  57.         void LoadTerrainLayer(XmlNodeRef& root, unsigned char* uchData);
  58.         void LoadEntities(XmlNodeRef& root);
  59.  
  60.         bool IsSyncingWithEditor();
  61.         //////////////////////////////////////////////////////////////////////////
  62.         // Data
  63. protected:
  64.  
  65.         // As currently you can't query if the currently listener is registered
  66.         // the control has to be done here.
  67.         bool            m_boIsEnabled;
  68.  
  69.         GameHandlerList m_gameHandlers;
  70.         CTimeValue      m_lastKeepAliveMessageTime;
  71.  
  72.         typedef std::vector<unsigned char> TDBuffer;
  73.  
  74.         CryMT::CLocklessPointerQueue<TDBuffer> m_ProcessingQueue;
  75. };
  76.  
  77. #endif // RealtimeRemoteUpdate_h__
  78.  
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