AEPlayerApp.cpp 7.1 KB

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  1. //
  2. // Copyright (c) 2008-2014 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include <Atomic/Atomic.h>
  23. #include <Atomic/Engine/Engine.h>
  24. #include <Atomic/IO/FileSystem.h>
  25. #include <Atomic/IO/Log.h>
  26. #include <Atomic/IO/IOEvents.h>
  27. #include <Atomic/Input/InputEvents.h>
  28. #include <Atomic/Core/Main.h>
  29. #include <Atomic/Core/ProcessUtils.h>
  30. #include <Atomic/Resource/ResourceCache.h>
  31. #include <Atomic/Resource/ResourceEvents.h>
  32. // Move me
  33. #include <Atomic/Environment/Environment.h>
  34. #include <AtomicJS/Javascript/Javascript.h>
  35. #include "../PlayerMode/AEPlayerMode.h"
  36. #include <AtomicPlayer/Player.h>
  37. #include "AEPlayerApp.h"
  38. #include <Atomic/DebugNew.h>
  39. #ifdef __APPLE__
  40. #include <unistd.h>
  41. #endif
  42. namespace AtomicPlayer
  43. {
  44. extern void jsapi_init_atomicplayer(JSVM* vm);
  45. }
  46. namespace AtomicEditor
  47. {
  48. AEPlayerApplication::AEPlayerApplication(Context* context) :
  49. AEEditorCommon(context)
  50. {
  51. }
  52. void AEPlayerApplication::Setup()
  53. {
  54. FileSystem* filesystem = GetSubsystem<FileSystem>();
  55. engineParameters_["WindowTitle"] = "AtomicPlayer";
  56. #if (ATOMIC_PLATFORM_ANDROID)
  57. engineParameters_["FullScreen"] = true;
  58. engineParameters_["ResourcePaths"] = "CoreData;AtomicResources";
  59. #elif ATOMIC_PLATFORM_WEB
  60. engineParameters_["FullScreen"] = false;
  61. engineParameters_["ResourcePaths"] = "AtomicResources";
  62. // engineParameters_["WindowWidth"] = 1280;
  63. // engineParameters_["WindowHeight"] = 720;
  64. #elif ATOMIC_PLATFORM_IOS
  65. engineParameters_["FullScreen"] = false;
  66. engineParameters_["ResourcePaths"] = "AtomicResources";
  67. #else
  68. engineParameters_["FullScreen"] = false;
  69. engineParameters_["WindowWidth"] = 1280;
  70. engineParameters_["WindowHeight"] = 720;
  71. #endif
  72. #if ATOMIC_PLATFORM_WINDOWS
  73. engineParameters_["WindowIcon"] = "Images/AtomicLogo32.png";
  74. engineParameters_["ResourcePrefixPath"] = "AtomicPlayer_Resources";
  75. #elif ATOMIC_PLATFORM_ANDROID
  76. //engineParameters_["ResourcePrefixPath"] = "assets";
  77. #elif ATOMIC_PLATFORM_OSX
  78. engineParameters_["ResourcePrefixPath"] = "../Resources";
  79. #endif
  80. const Vector<String>& arguments = GetArguments();
  81. for (unsigned i = 0; i < arguments.Size(); ++i)
  82. {
  83. if (arguments[i].Length() > 1)
  84. {
  85. String argument = arguments[i].ToLower();
  86. String value = i + 1 < arguments.Size() ? arguments[i + 1] : String::EMPTY;
  87. if (argument == "--log-std")
  88. {
  89. SubscribeToEvent(E_LOGMESSAGE, HANDLER(AEPlayerApplication, HandleLogMessage));
  90. }
  91. else if (argument == "--project" && value.Length())
  92. {
  93. engineParameters_["ResourcePrefixPath"] = "";
  94. // This works for a local dev build, --editor-resource-paths command below is for
  95. // launching from AtomicEditor (IPC)
  96. value = AddTrailingSlash(value);
  97. #ifdef ATOMIC_DEV_BUILD
  98. String resourcePaths = ToString("%s/Resources/CoreData;%s/Resources/PlayerData;%s/;%s/Resources;%s;%sCache",
  99. ATOMIC_ROOT_SOURCE_DIR, ATOMIC_ROOT_SOURCE_DIR, value.CString(), value.CString(), value.CString(), value.CString());
  100. #else
  101. #ifdef __APPLE__
  102. engineParameters_["ResourcePrefixPath"] = "../Resources";
  103. #else
  104. engineParameters_["ResourcePrefixPath"] = filesystem->GetProgramDir() + "Resources";
  105. #endif
  106. String resourcePaths = ToString("CoreData;PlayerData;%s/;%s/Resources;%s;%sCache",
  107. value.CString(), value.CString(), value.CString(), value.CString());
  108. #endif
  109. LOGINFOF("Adding ResourcePaths: %s", resourcePaths.CString());
  110. engineParameters_["ResourcePaths"] = resourcePaths;
  111. }
  112. }
  113. }
  114. // Use the script file name as the base name for the log file
  115. engineParameters_["LogName"] = filesystem->GetAppPreferencesDir("AtomicPlayer", "Logs") + "AtomicPlayer.log";
  116. }
  117. void AEPlayerApplication::Start()
  118. {
  119. AEEditorCommon::Start();
  120. context_->RegisterSubsystem(new PlayerMode(context_));
  121. PlayerMode* playerMode = GetSubsystem<PlayerMode>();
  122. playerMode->ProcessArguments();
  123. SubscribeToEvent(E_JSERROR, HANDLER(AEPlayerApplication, HandleJSError));
  124. vm_->SetModuleSearchPaths("Modules");
  125. // Instantiate and register the Player subsystem
  126. context_->RegisterSubsystem(new AtomicPlayer::Player(context_));
  127. AtomicPlayer::jsapi_init_atomicplayer(vm_);
  128. if (!playerMode->launchedByEditor())
  129. {
  130. JSVM* vm = JSVM::GetJSVM(0);
  131. if (!vm->ExecuteMain())
  132. {
  133. SendEvent(E_EXITREQUESTED);
  134. }
  135. }
  136. return;
  137. }
  138. void AEPlayerApplication::Stop()
  139. {
  140. AEEditorCommon::Stop();
  141. }
  142. void AEPlayerApplication::HandleScriptReloadStarted(StringHash eventType, VariantMap& eventData)
  143. {
  144. }
  145. void AEPlayerApplication::HandleScriptReloadFinished(StringHash eventType, VariantMap& eventData)
  146. {
  147. }
  148. void AEPlayerApplication::HandleScriptReloadFailed(StringHash eventType, VariantMap& eventData)
  149. {
  150. ErrorExit();
  151. }
  152. void AEPlayerApplication::HandleLogMessage(StringHash eventType, VariantMap& eventData)
  153. {
  154. using namespace LogMessage;
  155. int level = eventData[P_LEVEL].GetInt();
  156. // The message may be multi-line, so split to rows in that case
  157. Vector<String> rows = eventData[P_MESSAGE].GetString().Split('\n');
  158. for (unsigned i = 0; i < rows.Size(); ++i)
  159. {
  160. if (level == LOG_ERROR)
  161. {
  162. fprintf(stderr, "%s\n", rows[i].CString());
  163. }
  164. else
  165. {
  166. fprintf(stdout, "%s\n", rows[i].CString());
  167. }
  168. }
  169. }
  170. void AEPlayerApplication::HandleJSError(StringHash eventType, VariantMap& eventData)
  171. {
  172. using namespace JSError;
  173. //String errName = eventData[P_ERRORNAME].GetString();
  174. //String errStack = eventData[P_ERRORSTACK].GetString();
  175. String errMessage = eventData[P_ERRORMESSAGE].GetString();
  176. String errFilename = eventData[P_ERRORFILENAME].GetString();
  177. int errLineNumber = eventData[P_ERRORLINENUMBER].GetInt();
  178. String errorString = ToString("%s - %s - Line: %i",
  179. errFilename.CString(), errMessage.CString(), errLineNumber);
  180. }
  181. }