AEEditorApp.cpp 4.6 KB

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  1. // Copyright (c) 2014-2015, THUNDERBEAST GAMES LLC All rights reserved
  2. // Please see LICENSE.md in repository root for license information
  3. // https://github.com/AtomicGameEngine/AtomicGameEngine
  4. #include <Atomic/Core/StringUtils.h>
  5. #include <Atomic/Engine/Engine.h>
  6. #include <Atomic/IO/FileSystem.h>
  7. #include <Atomic/Input/Input.h>
  8. #include <Atomic/Resource/ResourceCache.h>
  9. #include <Atomic/Graphics/Graphics.h>
  10. #include <Atomic/Atomic3D/AnimatedModel.h>
  11. #include <Atomic/UI/UI.h>
  12. #include <AtomicJS/Javascript/Javascript.h>
  13. #include <ToolCore/ToolSystem.h>
  14. #include <ToolCore/ToolEnvironment.h>
  15. #include <ToolCore/License/LicenseEvents.h>
  16. #include <ToolCore/License/LicenseSystem.h>
  17. #include "../EditorMode/AEEditorMode.h"
  18. #include "AEEditorApp.h"
  19. using namespace ToolCore;
  20. namespace ToolCore
  21. {
  22. extern void jsapi_init_toolcore(JSVM* vm);
  23. }
  24. namespace AtomicEditor
  25. {
  26. extern void jsapi_init_editor(JSVM* vm);
  27. AEEditorApp::AEEditorApp(Context* context) :
  28. AEEditorCommon(context)
  29. {
  30. }
  31. void AEEditorApp::Start()
  32. {
  33. AEEditorCommon::Start();
  34. context_->RegisterSubsystem(new EditorMode(context_));
  35. vm_->SetModuleSearchPaths("AtomicEditor/out");
  36. // Do not create bone structure by default when in the editor
  37. // this can be toggled temporarily, for example to setup an animation preview
  38. AnimatedModel::SetBoneCreationEnabled(false);
  39. // move UI initialization to JS
  40. UI* ui = GetSubsystem<UI>();
  41. ui->Initialize("AtomicEditor/resources/language/lng_en.tb.txt");
  42. ui->LoadSkin("AtomicEditor/resources/default_skin/skin.tb.txt", "AtomicEditor/editor/skin/skin.tb.txt");
  43. ui->AddFont("AtomicEditor/resources/vera.ttf", "Vera");
  44. ui->AddFont("AtomicEditor/resources/MesloLGS-Regular.ttf", "Monaco");
  45. ui->SetDefaultFont("Vera", 12);
  46. SubscribeToEvent(E_JSERROR, HANDLER(AEEditorApp, HandleJSError));
  47. SubscribeToEvent(E_EXITREQUESTED, HANDLER(AEEditorApp, HandleExitRequested));
  48. jsapi_init_toolcore(vm_);
  49. jsapi_init_editor(vm_);
  50. SharedPtr<File> file (GetSubsystem<ResourceCache>()->GetFile("AtomicEditor/out/main.js"));
  51. if (file.Null())
  52. {
  53. ErrorExit("Unable to load AtomicEditor/out/main.js");
  54. return;
  55. }
  56. if (!vm_->ExecuteFile(file))
  57. {
  58. ErrorExit("Error executing AtomicEditor/out/main.js");
  59. return;
  60. }
  61. GetSubsystem<LicenseSystem>()->Initialize();
  62. }
  63. void AEEditorApp::Setup()
  64. {
  65. context_->SetEditorContext(true);
  66. ToolEnvironment* env = new ToolEnvironment(context_);
  67. context_->RegisterSubsystem(env);
  68. ToolSystem* system = new ToolSystem(context_);
  69. context_->RegisterSubsystem(system);
  70. #ifdef ATOMIC_DEV_BUILD
  71. if (!env->InitFromJSON())
  72. {
  73. ErrorExit(ToString("Unable to initialize tool environment from %s", env->GetDevConfigFilename().CString()));
  74. return;
  75. }
  76. #else
  77. env->InitFromPackage();
  78. #endif
  79. engineParameters_["WindowTitle"] = "AtomicEditor";
  80. engineParameters_["WindowResizable"] = true;
  81. engineParameters_["FullScreen"] = false;
  82. engineParameters_["LogLevel"] = LOG_DEBUG;
  83. FileSystem* filesystem = GetSubsystem<FileSystem>();
  84. engineParameters_["LogName"] = filesystem->GetAppPreferencesDir("AtomicEditor", "Logs") + "AtomicEditor.log";
  85. #ifdef ATOMIC_PLATFORM_OSX
  86. engineParameters_["WindowIcon"] = "Images/AtomicLogo32.png";
  87. #endif
  88. #ifdef ATOMIC_DEV_BUILD
  89. engineParameters_["ResourcePrefixPath"] = "";
  90. String ScriptPath = env->GetRootSourceDir() + "Script";
  91. String resourcePaths = env->GetCoreDataDir() + ";" + env->GetEditorDataDir() + ";" + ScriptPath;
  92. engineParameters_["ResourcePaths"] = resourcePaths;
  93. #else
  94. #ifdef ATOMIC_PLATFORM_OSX
  95. engineParameters_["ResourcePrefixPath"] = "../Resources";
  96. #else
  97. engineParameters_["ResourcePrefixPath"] = filesystem->GetProgramDir() + "Resources";
  98. #endif
  99. engineParameters_["ResourcePaths"] = "CoreData;EditorData;Script";
  100. #endif // ATOMIC_DEV_BUILD
  101. }
  102. void AEEditorApp::Stop()
  103. {
  104. AEEditorCommon::Stop();
  105. }
  106. void AEEditorApp::HandleExitRequested(StringHash eventType, VariantMap& eventData)
  107. {
  108. }
  109. void AEEditorApp::HandleJSError(StringHash eventType, VariantMap& eventData)
  110. {
  111. using namespace JSError;
  112. //String errName = eventData[P_ERRORNAME].GetString();
  113. String errMessage = eventData[P_ERRORMESSAGE].GetString();
  114. String errFilename = eventData[P_ERRORFILENAME].GetString();
  115. //String errStack = eventData[P_ERRORSTACK].GetString();
  116. int errLineNumber = vm_->GetRealLineNumber("AtomicEditor/out/" + errFilename, eventData[P_ERRORLINENUMBER].GetInt());
  117. String errorString = ToString("%s - %s - Line: %i", errFilename.CString(), errMessage.CString(), errLineNumber);
  118. ErrorExit(errorString);
  119. }
  120. }