//----------------------------------------------------------------------------- // Copyright (c) 2013 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #include "platformWin32/platformWin32.h" #include "console/console.h" #include "sim/simBase.h" #include "string/unicode.h" #include "platform/threads/thread.h" #include "platform/threads/mutex.h" #include "memory/safeDelete.h" ////////////////////////////////////////////////////////////////////////// // Thread for executing in ////////////////////////////////////////////////////////////////////////// class ExecuteThread : public Thread { // [tom, 12/14/2006] mProcess is only used in the constructor before the thread // is started and in the thread itself so we should be OK without a mutex. HANDLE mProcess; public: ExecuteThread(const char *executable, const char *args = NULL, const char *directory = NULL); virtual void run(void *arg = 0); }; //---------------------------------------------------- #include "winExec_ScriptBinding.h" ////////////////////////////////////////////////////////////////////////// // Event for cleanup ////////////////////////////////////////////////////////////////////////// class ExecuteCleanupEvent : public SimEvent { ExecuteThread *mThread; bool mOK; public: ExecuteCleanupEvent(ExecuteThread *thread, bool ok) { mThread = thread; mOK = ok; } virtual void process(SimObject *object) { Con::executef(2, "onExecuteDone", Con::getIntArg(mOK)); SAFE_DELETE(mThread); } }; ////////////////////////////////////////////////////////////////////////// ExecuteThread::ExecuteThread(const char *executable, const char *args /* = NULL */, const char *directory /* = NULL */) : Thread(0, NULL, false) { //#pragma message("Implement UNICODE support for ExecuteThread [12/14/2006 tom]" ) SHELLEXECUTEINFOA shl; dMemset(&shl, 0, sizeof(shl)); shl.cbSize = sizeof(shl); shl.fMask = SEE_MASK_NOCLOSEPROCESS; char exeBuf[1024]; Platform::makeFullPathName(executable, exeBuf, sizeof(exeBuf)); shl.lpVerb = "open"; shl.lpFile = exeBuf; shl.lpParameters = args; shl.lpDirectory = directory; shl.nShow = SW_SHOWNORMAL; if(ShellExecuteExA(&shl) && shl.hProcess) { mProcess = shl.hProcess; start(); } } void ExecuteThread::run(void *arg /* = 0 */) { if(mProcess == NULL) return; DWORD wait; while(! checkForStop() && (wait = WaitForSingleObject(mProcess, 200)) != WAIT_OBJECT_0) ; Sim::postEvent(Sim::getRootGroup(), new ExecuteCleanupEvent(this, wait == WAIT_OBJECT_0), -1); } void Platform::openFolder(const char* path ) { char filePath[1024]; Platform::makeFullPathName(path, filePath, sizeof(filePath)); ::ShellExecuteA( NULL,"explore",filePath, NULL, NULL, SW_SHOWNORMAL); }