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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.
- //-----------------------------------------------------------------------------
- #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);
- }
- }
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