Leviathan  0.8.0.0
Leviathan game engine
LeapManager.h
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1 #pragma once
2 // ------------------------------------ //
3 #include "../ForwardDeclarations.h"
4 #include "Include.h"
5 
6 #include "LeapListener.h"
7 #include "Leap.h"
8 
9 #define GESTURESTATERESETTIME 1000
10 
11 // Define when using async handling
12 #define LEAP_USE_ASYNC
13 
14 
15 namespace Leviathan{
16 
17  class Engine;
18 
19  class LeapManager{
20  friend LeapListener;
21  public:
22  DLLEXPORT LeapManager(Engine* engineinstance);
23  DLLEXPORT virtual ~LeapManager();
24  // actual methods //
25  DLLEXPORT virtual bool Init();
26  DLLEXPORT virtual void Release();
27 
28  DLLEXPORT void OnTick(const int &mspassed);
29 
30  private:
31  // leap listener //
32  LeapListener* MainListener;
33  Leap::Controller* MainController;
34 
35  protected:
36 
37 
39 
40 #ifndef LEAP_USE_ASYNC
41  int64_t LastFrameID;
44 
45 #endif //LEAP_USE_ASYNC
46 
47  // access to various components //
49  };
50 
51 }
52 
virtual DLLEXPORT void Release()
Definition: LeapManager.cpp:45
virtual DLLEXPORT ~LeapManager()
Definition: LeapManager.cpp:22
The main class of the Leviathan Game Engine.
Definition: Engine.h:34
DLLEXPORT void OnTick(const int &mspassed)
Definition: LeapManager.cpp:60
DLLEXPORT LeapManager(Engine *engineinstance)
Definition: LeapManager.cpp:11
#define DLLEXPORT
Definition: Include.h:84
The access mask controls which registered functions and classes a script sees.
Definition: GameModule.h:12
virtual DLLEXPORT bool Init()
Definition: LeapManager.cpp:24