//----------------------------------------------------------------------------- // Copyright (c) 2012 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 "c_controlInterface.h" #include "console/consoleInternal.h" #include "console/simSet.h" #include "app/mainLoop.h" #include "windowManager/platformWindow.h" #include "windowManager/platformWindowMgr.h" #ifdef TORQUE_OS_WIN #include "windowManager/win32/win32Window.h" #include "windowManager/win32/winDispatch.h" extern void createFontInit(void); extern void createFontShutdown(void); #endif #if defined(TORQUE_SDL) #include "SDL.h" #endif #if defined( TORQUE_MINIDUMP ) && defined( TORQUE_RELEASE ) extern S32 CreateMiniDump(LPEXCEPTION_POINTERS ExceptionInfo); #endif extern bool LinkConsoleFunctions; extern "C" { // reset the engine, unloading any current level and returning to the main menu void torque_reset() { Con::evaluate("disconnect();"); } // initialize Torque 3D including argument handling bool torque_engineinit(S32 argc, const char **argv) { #if defined( TORQUE_MINIDUMP ) && defined( TORQUE_RELEASE ) __try { #endif LinkConsoleFunctions = true; #if defined(_MSC_VER) createFontInit(); #endif // Initialize the subsystems. StandardMainLoop::init(); // Handle any command line args. if (!StandardMainLoop::handleCommandLine(argc, argv)) { Platform::AlertOK("Error", "Failed to initialize game, shutting down."); return false; } #if defined( TORQUE_MINIDUMP ) && defined( TORQUE_RELEASE ) } __except (CreateMiniDump(GetExceptionInformation())) { _exit(0); } #endif return true; } // tick Torque 3D's main loop S32 torque_enginetick() { #if defined( TORQUE_MINIDUMP ) && defined( TORQUE_RELEASE ) __try { #endif bool ret = StandardMainLoop::doMainLoop(); return ret; #if defined( TORQUE_MINIDUMP ) && defined( TORQUE_RELEASE ) } __except (CreateMiniDump(GetExceptionInformation())) { _exit(0); } #endif } S32 torque_getreturnstatus() { return StandardMainLoop::getReturnStatus(); } // signal an engine shutdown (as with the quit(); console command) void torque_enginesignalshutdown() { Con::evaluate("quit();"); } // shutdown the engine S32 torque_engineshutdown() { #if defined( TORQUE_MINIDUMP ) && defined( TORQUE_RELEASE ) __try { #endif // Clean everything up. StandardMainLoop::shutdown(); #if defined(_MSC_VER) createFontShutdown(); #endif #if defined( TORQUE_MINIDUMP ) && defined( TORQUE_RELEASE ) } __except (CreateMiniDump(GetExceptionInformation())) { _exit(0); } #endif // Return. return true; } bool torque_isdebugbuild() { #ifdef _DEBUG return true; #else return false; #endif } // set Torque 3D into web deployment mode (disable fullscreen exlusive mode, etc) void torque_setwebdeployment() { Platform::setWebDeployment(true); } // resize the Torque 3D child window to the specified width and height void torque_resizewindow(S32 width, S32 height) { if (PlatformWindowManager::get() && PlatformWindowManager::get()->getFirstWindow()) PlatformWindowManager::get()->getFirstWindow()->setSize(Point2I(width, height)); } #if defined(TORQUE_OS_WIN) && !defined(TORQUE_SDL) // retrieve the hwnd of our render window void* torque_gethwnd() { if (PlatformWindowManager::get() && PlatformWindowManager::get()->getFirstWindow()) { Win32Window* w = (Win32Window*)PlatformWindowManager::get()->getFirstWindow(); return (void *)w->getHWND(); } return NULL; } // directly add a message to the Torque 3D event queue, bypassing the Windows event queue // this is useful in the case of the IE plugin, where we are hooking into an application // level message, and posting to the windows queue would cause a hang void torque_directmessage(U32 message, U32 wparam, U32 lparam) { if (PlatformWindowManager::get() && PlatformWindowManager::get()->getFirstWindow()) { Win32Window* w = (Win32Window*)PlatformWindowManager::get()->getFirstWindow(); Dispatch(DelayedDispatch, w->getHWND(), message, wparam, lparam); } } #endif #ifdef TORQUE_OS_WIN void torque_inputevent(S32 type, S32 value1, S32 value2) { if (PlatformWindowManager::get() && PlatformWindowManager::get()->getFirstWindow()) { Win32Window* w = (Win32Window*)PlatformWindowManager::get()->getFirstWindow(); WindowId devId = w->getWindowId(); switch (type) { case 0: w->mouseEvent.trigger(devId, 0, value1, value2, w->isMouseLocked()); break; case 1: if (value2) w->buttonEvent.trigger(devId, 0, IA_MAKE, value1); else w->buttonEvent.trigger(devId, 0, IA_BREAK, value1); break; } } } #endif static char* gExecutablePath = NULL; const char* torque_getexecutablepath() { #if defined(TORQUE_SDL) return gExecutablePath ? gExecutablePath : SDL_GetBasePath(); #elif return gExecutablePath; #endif } void torque_setexecutablepath(const char* directory) { dsize_t pathLen = dStrlen(directory) + 1; gExecutablePath = new char[pathLen]; dStrcpy(gExecutablePath, directory, pathLen); } }