AEEditorApp.cpp 4.5 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. duk_get_global_string(vm_->GetJSContext(), "require");
  51. duk_push_string(vm_->GetJSContext(), "main");
  52. if (duk_pcall(vm_->GetJSContext(), 1) != 0)
  53. {
  54. vm_->SendJSErrorEvent();
  55. ErrorExit("Error executing main.js");
  56. }
  57. GetSubsystem<LicenseSystem>()->Initialize();
  58. }
  59. void AEEditorApp::Setup()
  60. {
  61. context_->SetEditorContext(true);
  62. ToolEnvironment* env = new ToolEnvironment(context_);
  63. context_->RegisterSubsystem(env);
  64. ToolSystem* system = new ToolSystem(context_);
  65. context_->RegisterSubsystem(system);
  66. #ifdef ATOMIC_DEV_BUILD
  67. if (!env->InitFromJSON())
  68. {
  69. ErrorExit(ToString("Unable to initialize tool environment from %s", env->GetDevConfigFilename().CString()));
  70. return;
  71. }
  72. #else
  73. env->InitFromPackage();
  74. #endif
  75. engineParameters_["WindowTitle"] = "AtomicEditor";
  76. engineParameters_["WindowResizable"] = true;
  77. engineParameters_["FullScreen"] = false;
  78. engineParameters_["LogLevel"] = LOG_DEBUG;
  79. FileSystem* filesystem = GetSubsystem<FileSystem>();
  80. engineParameters_["LogName"] = filesystem->GetAppPreferencesDir("AtomicEditor", "Logs") + "AtomicEditor.log";
  81. #ifdef ATOMIC_PLATFORM_OSX
  82. engineParameters_["WindowIcon"] = "Images/AtomicLogo32.png";
  83. #endif
  84. #ifdef ATOMIC_DEV_BUILD
  85. engineParameters_["ResourcePrefixPath"] = "";
  86. String ScriptPath = env->GetRootSourceDir() + "Script";
  87. String resourcePaths = env->GetCoreDataDir() + ";" + env->GetEditorDataDir() + ";" + ScriptPath;
  88. engineParameters_["ResourcePaths"] = resourcePaths;
  89. #else
  90. #ifdef ATOMIC_PLATFORM_OSX
  91. engineParameters_["ResourcePrefixPath"] = "../Resources";
  92. #else
  93. engineParameters_["ResourcePrefixPath"] = filesystem->GetProgramDir() + "Resources";
  94. #endif
  95. engineParameters_["ResourcePaths"] = "CoreData;EditorData;Script";
  96. #endif // ATOMIC_DEV_BUILD
  97. }
  98. void AEEditorApp::Stop()
  99. {
  100. AEEditorCommon::Stop();
  101. }
  102. void AEEditorApp::HandleExitRequested(StringHash eventType, VariantMap& eventData)
  103. {
  104. }
  105. void AEEditorApp::HandleJSError(StringHash eventType, VariantMap& eventData)
  106. {
  107. using namespace JSError;
  108. //String errName = eventData[P_ERRORNAME].GetString();
  109. String errMessage = eventData[P_ERRORMESSAGE].GetString();
  110. String errFilename = eventData[P_ERRORFILENAME].GetString();
  111. //String errStack = eventData[P_ERRORSTACK].GetString();
  112. int errLineNumber = vm_->GetRealLineNumber("AtomicEditor/out/" + errFilename, eventData[P_ERRORLINENUMBER].GetInt());
  113. String errorString = ToString("%s - %s - Line: %i", errFilename.CString(), errMessage.CString(), errLineNumber);
  114. ErrorExit(errorString);
  115. }
  116. }