PlatformWindowManager child for web and other platforms
by Kareem Ergawy · in Torque 3D Beginner · 09/25/2014 (4:15 am) · 3 replies
Hello,
I am currently working my way through the code of the engine so that I can contribute and I have a question.
While handling command line is being executed at the StandardMainLoop::handleCommandLine function the PlatformWindowManager is created for the specific platform we are currently on; in my case an instance of Win32WindowManager. According to the comment at the start of StandardMainLoop::handleCommandLine which says:
There should be a platform window manager for web and, I assume, for other supported platforms like Linux. However, I didn't find any other derived class from PlatformWindowManager.
Am I missing something here?
Where should be those other children?
Is there any documentation on web deployment because that is interesting to me?
I am currently working my way through the code of the engine so that I can contribute and I have a question.
While handling command line is being executed at the StandardMainLoop::handleCommandLine function the PlatformWindowManager is created for the specific platform we are currently on; in my case an instance of Win32WindowManager. According to the comment at the start of StandardMainLoop::handleCommandLine which says:
Quote:
// Allow the window manager to process command line inputs; this is
// done to let web plugin functionality happen in a fairly transparent way.
There should be a platform window manager for web and, I assume, for other supported platforms like Linux. However, I didn't find any other derived class from PlatformWindowManager.
Am I missing something here?
Where should be those other children?
Is there any documentation on web deployment because that is interesting to me?
#2
I can't tell you much about web deployment, unfortunately :(. It would be great to have, but it's not a huge priority for the committee. If a community member were to work on it we'd be perfectly happy to accept pull-requests.
09/25/2014 (3:33 pm)
Are you searching the Visual Studio project? If that's the case you'll only find the code that's included in the Windows build when you generate the project. Browse to the Engine/source/platformx86Unix folder, for example, and you should find the Linux implementation of the platform layer. Same for Engine/source/platformMacCarb, I think it's called.I can't tell you much about web deployment, unfortunately :(. It would be great to have, but it's not a huge priority for the committee. If a community member were to work on it we'd be perfectly happy to accept pull-requests.
#3
Thanks Daniel, I found the code for the other platforms. I thought that all of the code is included but disabled by an undefined macro or something.
09/25/2014 (10:31 pm)
Thanks Richard for your prompt help.Thanks Daniel, I found the code for the other platforms. I thought that all of the code is included but disabled by an undefined macro or something.
Torque Owner Richard Ranft
Roostertail Games
<EDIT>
Or not....
Guess you would have to have the T3D 1.2 source to get your hands on those.