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- //-----------------------------------------------------------------------------
- // 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.
- //-----------------------------------------------------------------------------
- #ifdef TORQUE_SHARED
- #ifdef WIN32
- #include <windows.h>
- #include <string>
- #include <locale.h>
- extern "C"
- {
- int (*torque_winmain)( HINSTANCE hInstance, HINSTANCE h, LPSTR lpszCmdLine, int nShow) = NULL;
- };
- bool getDllName(std::wstring& dllName, const std::wstring& suffix)
- {
- wchar_t filenameBuf[MAX_PATH];
- DWORD length = GetModuleFileNameW( NULL, filenameBuf, MAX_PATH );
- if(length == 0) return false;
- dllName = std::wstring(filenameBuf);
- size_t dotPos = dllName.find_last_of(L".");
- if(dotPos == std::wstring::npos)
- {
- dllName.clear();
- return false;
- }
- dllName.erase(dotPos);
- dllName += suffix + L".dll";
- return true;
- }
- int WINAPI WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpszCmdLine, int nCommandShow)
- {
- // Try to find the game DLL, which may have one of several file names.
- HMODULE hGame = NULL;
- std::wstring dllName = std::wstring();
- // The file name is the same as this executable's name, plus a suffix.
- const std::wstring dllSuffices[] = {L" DLL", L""};
- const unsigned int numSuffices = sizeof(dllSuffices) / sizeof(std::wstring);
- for (unsigned int i = 0; i < numSuffices; i++)
- {
- // Attempt to glue the suffix onto the current filename.
- if(!getDllName(dllName, dllSuffices[i]))
- continue;
- // Load the DLL at that address.
- hGame = LoadLibraryW(dllName.c_str());
- if (hGame)
- break;
- }
- if(!dllName.length())
- {
- MessageBoxW(NULL, L"Unable to find game dll", L"Error", MB_OK|MB_ICONWARNING);
- return -1;
- }
- enum { errorSize = 4096 };
- if (!hGame)
- {
- wchar_t error[errorSize];
- _swprintf_l(error, errorSize, L"Unable to load game library: %s. Please make sure it exists and the latest DirectX is installed.", _get_current_locale(), dllName.c_str());
- MessageBoxW(NULL, error, L"Error", MB_OK|MB_ICONWARNING);
- return -1;
- }
- torque_winmain = (int (*)(HINSTANCE hInstance, HINSTANCE h, LPSTR lpszCmdLine, int nShow))GetProcAddress(hGame, "torque_winmain");
- if (!torque_winmain)
- {
- wchar_t error[errorSize];
- _swprintf_l(error, errorSize, L"Missing torque_winmain export in game library: %s. Please make sure that it exists and the latest DirectX is installed.", _get_current_locale(), dllName.c_str());
- MessageBoxW(NULL, error, L"Error", MB_OK|MB_ICONWARNING);
- return -1;
- }
- int ret = torque_winmain(hInstance, hPrevInstance, lpszCmdLine, nCommandShow);
- FreeLibrary(hGame);
- return ret;
- }
- #endif // WIN32
- #ifdef __MACOSX__
- #include <dlfcn.h>
- #include <stdio.h>
- #include <unistd.h>
- #include <libgen.h> // for dirname
- #include <filesystem>
- #include <mach-o/dyld.h> // for _NSGetExecutablePath
- #include <Carbon/Carbon.h>
- extern "C" {
- int (*torque_macmain)(int argc, const char **argv) = 0;
- }
- int main(int argc, const char **argv)
- {
- char path[PATH_MAX];
- uint32_t pathLen = sizeof(path);
- int err = _NSGetExecutablePath(path, &pathLen);
- char* executableDirectory = dirname(path);
- // Once the executable directory is determined, we search two possibilities: The frameworks and next to the app bundle
- chdir(executableDirectory);
- chdir("../Frameworks");
- void *gameLib = dlopen("libTorqueEngine.dylib", RTLD_LAZY | RTLD_LOCAL);
- if (!gameLib)
- {
- return -1;
- }
- torque_macmain = (int (*)(int argc, const char **argv)) dlsym(gameLib, "torque_macmain");
- if (!torque_macmain)
- return -2;
- return torque_macmain(argc, argv);
- }
- #endif // __MACOSX
- #ifdef __linux__
- #include <dlfcn.h>
- #include <stdio.h>
- #include <unistd.h>
- #include <string.h>
- extern "C"
- {
- int (*torque_unixmain)(int argc, const char **argv) = NULL;
- void(*setExePathName)(const char *exePathName) = NULL;
- }
- int main(int argc, const char **argv)
- {
- // assume bin name is in argv[0]
- int len = strlen(argv[0]);
- char *libName = new char[len+4]; // len + .so + NUL
- strcpy(libName, argv[0]);
- strcat(libName, ".so");
- // try to load the game lib
- void *gameLib = dlopen(libName, RTLD_LAZY | RTLD_LOCAL);
- delete [] libName;
- if(gameLib == NULL)
- {
- printf("%s\n", dlerror());
- return -1;
- }
- // set the filename of the exe image
- setExePathName = (void(*)(const char *)) dlsym(gameLib, "setExePathName");
- if(setExePathName == NULL)
- {
- printf("%s\n", dlerror());
- return -1;
- }
- setExePathName(argv[0]);
- // try to load the lib entry point
- torque_unixmain = (int(*)(int argc, const char **argv)) dlsym(gameLib, "torque_unixmain");
- if(torque_unixmain == NULL)
- {
- printf("%s\n", dlerror());
- return -1;
- }
- // Go!
- return torque_unixmain(argc, argv);
- }
- #endif // __linux__
- #else //static exe build
- #include "platform/platform.h"
- #include "app/mainLoop.h"
- #include "T3D/gameFunctions.h"
- #include "platform/platformMemory.h"
- #if defined(WIN32) || defined(_WIN32)
- //tell switchable graphics supported systems that they need to use the beefier GPU
- #include <windows.h>
- extern "C" { __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001; }
- extern "C" { __declspec(dllexport) DWORD AmdPowerXpressRequestHighPerformance = 0x00000001; }
- #else
- extern "C" { int NvOptimusEnablement = 1; }
- extern "C" { int AmdPowerXpressRequestHighPerformance = 1; }
- #endif
- // Entry point for your game.
- //
- // This is build by default using the "StandardMainLoop" toolkit. Feel free
- // to bring code over directly as you need to modify or extend things. You
- // will need to merge against future changes to the SML code if you do this.
- S32 TorqueMain(S32 argc, const char **argv)
- {
- // Some handy debugging code:
- // if (argc == 1) {
- // static const char* argvFake[] = { "dtest.exe", "-jload", "test.jrn" };
- // argc = 3;
- // argv = argvFake;
- // }
- #if defined( TORQUE_ENABLE_ASSERTS ) && !defined(TORQUE_DISABLE_MEMORY_MANAGER)
- Memory::init();
- #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 1;
- }
- // Main loop
- while(StandardMainLoop::doMainLoop());
- // Clean everything up.
- StandardMainLoop::shutdown();
- // Do we need to restart?
- if( StandardMainLoop::requiresRestart() )
- Platform::restartInstance();
- // Return.
- return StandardMainLoop::getReturnStatus();
- }
- #endif //TORQUE_SHARED
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