NLS Engine  v0.1
The Next Logical Step in game engine design.
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main.cpp File Reference

*TODO: More...

#include <cassert>
#include <set>
#include <boost/thread.hpp>
#include <boost/foreach.hpp>
#include <boost/filesystem.hpp>
#include <EngineConfig.h>
#include "../sharedbase/OSInterface.h"
#include "../sharedbase/EntityList.h"
#include "../sharedbase/EventLogger.h"
#include "../sharedbase/PropertyMap.h"
#include "../sharedbase/MessageRouter.h"
#include "../sharedbase/Envelope.h"
#include "ModuleManager.h"
#include "ScriptModule.h"
Include dependency graph for main.cpp:

Go to the source code of this file.

Classes

struct  RequireFlags

Defines

#define TRY_CONFIG_PARSE(dest, type, index)   do {try {dest = boost::any_cast<type>(config->GetData(index));} catch (boost::bad_any_cast&) {operating_system->ShowWarning(NLS_I18N::CONFIG_PARSE_VALUE_ERROR + key); valid = false; continue;} catch (std::out_of_range&) {operating_system->ShowWarning(NLS_I18N::CONFIG_PARSE_VALUE_MISSING_ERROR + key); valid = false; continue;}} while(0)
 Only to help clean the parsing out of the lexer in main.

Typedefs

typedef std::map< std::string,
RequireFlags
KeyRequiredMap
typedef KeyRequiredMap::value_type KeyRequired

Functions

int main ()

Detailed Description

*TODO:

Author:
Adam Martin

Definition in file main.cpp.


Define Documentation

#define TRY_CONFIG_PARSE (   dest,
  type,
  index 
)    do {try {dest = boost::any_cast<type>(config->GetData(index));} catch (boost::bad_any_cast&) {operating_system->ShowWarning(NLS_I18N::CONFIG_PARSE_VALUE_ERROR + key); valid = false; continue;} catch (std::out_of_range&) {operating_system->ShowWarning(NLS_I18N::CONFIG_PARSE_VALUE_MISSING_ERROR + key); valid = false; continue;}} while(0)

Only to help clean the parsing out of the lexer in main.

Cannot be implemented as a templated function without increasing the boilerplate and thus defeating the purpose of doing this in the first place. If there's a way to make it a private function inside of main, such that the inner function retains access to all variables local to main - much like I can in ECMAScript - then that would be better then this on many fronts. ~Ricky, 20120401

Definition at line 34 of file main.cpp.