AEPlayerApp.cpp 11 KB

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  1. //
  2. // Copyright (c) 2014-2015, THUNDERBEAST GAMES LLC All rights reserved
  3. // LICENSE: Atomic Game Engine Editor and Tools EULA
  4. // Please see LICENSE_ATOMIC_EDITOR_AND_TOOLS.md in repository root for
  5. // license information: https://github.com/AtomicGameEngine/AtomicGameEngine
  6. //
  7. #include <Atomic/Atomic.h>
  8. #include <Atomic/Engine/Engine.h>
  9. #include <Atomic/Engine/EngineConfig.h>
  10. #include <Atomic/IO/FileSystem.h>
  11. #include <Atomic/IO/Log.h>
  12. #include <Atomic/IO/IOEvents.h>
  13. #include <Atomic/Input/InputEvents.h>
  14. #include <Atomic/Core/Main.h>
  15. #include <Atomic/Core/ProcessUtils.h>
  16. #include <Atomic/Resource/ResourceCache.h>
  17. #include <Atomic/Resource/ResourceEvents.h>
  18. #include <Atomic/UI/UI.h>
  19. // Move me
  20. #include <Atomic/Environment/Environment.h>
  21. #include <AtomicJS/Javascript/Javascript.h>
  22. #ifdef ATOMIC_DOTNET
  23. #include <AtomicNET/NETCore/NETCore.h>
  24. #include <AtomicNET/NETScript/NETScript.h>
  25. #endif
  26. #include "../PlayerMode/AEPlayerMode.h"
  27. #include <AtomicPlayer/Player.h>
  28. #include "../PlayerMode/AEPlayerEvents.h"
  29. #include "AEPlayerApp.h"
  30. #include <Atomic/DebugNew.h>
  31. #ifdef __APPLE__
  32. #include <unistd.h>
  33. #endif
  34. namespace AtomicPlayer
  35. {
  36. extern void jsapi_init_atomicplayer(JSVM* vm);
  37. }
  38. namespace AtomicEditor
  39. {
  40. AEPlayerApplication::AEPlayerApplication(Context* context) :
  41. AEEditorCommon(context),
  42. debugPlayer_(false),
  43. launchedByEditor_(false)
  44. {
  45. }
  46. void AEPlayerApplication::Setup()
  47. {
  48. AEEditorCommon::Setup();
  49. // Read the project engine configuration
  50. ReadEngineConfig();
  51. engine_->SetAutoExit(false);
  52. engineParameters_.InsertNew("WindowTitle", "AtomicPlayer");
  53. // Set defaults not already set from config
  54. #if (ATOMIC_PLATFORM_ANDROID)
  55. engineParameters_.InsertNew("FullScreen", true);
  56. engineParameters_.InsertNew("ResourcePaths", "CoreData;AtomicResources");
  57. #elif ATOMIC_PLATFORM_WEB
  58. engineParameters_.InsertNew("FullScreen", false);
  59. engineParameters_.InsertNew("ResourcePaths", "AtomicResources");
  60. // engineParameters_.InsertNew("WindowWidth", 1280);
  61. // engineParameters_.InsertNew("WindowHeight", 720);
  62. #elif ATOMIC_PLATFORM_IOS
  63. engineParameters_.InsertNew("FullScreen", false);
  64. engineParameters_.InsertNew("ResourcePaths", "AtomicResources)";
  65. #else
  66. engineParameters_.InsertNew("FullScreen", false);
  67. engineParameters_.InsertNew("WindowWidth", 1280);
  68. engineParameters_.InsertNew("WindowHeight", 720);
  69. #endif
  70. engineParameters_.InsertNew("LogLevel", LOG_DEBUG);
  71. #if ATOMIC_PLATFORM_WINDOWS || ATOMIC_PLATFORM_LINUX
  72. engineParameters_.InsertNew("WindowIcon", "Images/AtomicLogo32.png");
  73. engineParameters_.InsertNew("ResourcePrefixPath", "AtomicPlayer_Resources");
  74. #elif ATOMIC_PLATFORM_ANDROID
  75. //engineParameters_.InsertNew("ResourcePrefixPath", "assets");
  76. #elif ATOMIC_PLATFORM_OSX
  77. engineParameters_.InsertNew("ResourcePrefixPath", "../Resources");
  78. #endif
  79. // Read command line arguments, potentially overwriting project settings
  80. ReadCommandLineArguments();
  81. // Re-apply project settings if running from editor play button
  82. if (launchedByEditor_)
  83. {
  84. EngineConfig::ApplyConfig(engineParameters_, true);
  85. }
  86. // Use the script file name as the base name for the log file
  87. engineParameters_["LogName"] = GetSubsystem<FileSystem>()->GetAppPreferencesDir("AtomicPlayer", "Logs") + "AtomicPlayer.log";
  88. }
  89. void AEPlayerApplication::ReadEngineConfig()
  90. {
  91. // find the project path from the command line args
  92. String projectPath;
  93. const Vector<String>& arguments = GetArguments();
  94. for (unsigned i = 0; i < arguments.Size(); ++i)
  95. {
  96. if (arguments[i].Length() > 1)
  97. {
  98. String argument = arguments[i].ToLower();
  99. String value = i + 1 < arguments.Size() ? arguments[i + 1] : String::EMPTY;
  100. if (argument == "--project" && value.Length())
  101. {
  102. projectPath = AddTrailingSlash(value);
  103. break;
  104. }
  105. }
  106. }
  107. if (!projectPath.Length())
  108. return;
  109. String filename = projectPath + "Settings/Engine.json";
  110. FileSystem* fileSystem = GetSubsystem<FileSystem>();
  111. if (!fileSystem->FileExists(filename))
  112. return;
  113. if (EngineConfig::LoadFromFile(context_, filename))
  114. {
  115. EngineConfig::ApplyConfig(engineParameters_);
  116. }
  117. }
  118. void AEPlayerApplication::ReadCommandLineArguments()
  119. {
  120. const Vector<String>& arguments = GetArguments();
  121. FileSystem* fileSystem = GetSubsystem<FileSystem>();
  122. for (unsigned i = 0; i < arguments.Size(); ++i)
  123. {
  124. if (arguments[i].Length() > 1)
  125. {
  126. String argument = arguments[i].ToLower();
  127. String value = i + 1 < arguments.Size() ? arguments[i + 1] : String::EMPTY;
  128. if (argument == "--log-std")
  129. {
  130. SubscribeToEvent(E_LOGMESSAGE, HANDLER(AEPlayerApplication, HandleLogMessage));
  131. }
  132. else if (argument.StartsWith("--ipc-server=") || argument.StartsWith("--ipc-client="))
  133. {
  134. // If we have IPC server/client we're being launched from the Editor
  135. // TODO: Unify this with AEPlayerMode handling
  136. launchedByEditor_ = true;
  137. }
  138. else if (argument == "--debug")
  139. {
  140. debugPlayer_ = true;
  141. }
  142. else if (argument == "--project" && value.Length())
  143. {
  144. engineParameters_["ResourcePrefixPath"] = "";
  145. value = AddTrailingSlash(value);
  146. // check that cache exists
  147. if (!fileSystem->DirExists(value + "Cache"))
  148. {
  149. ErrorExit("Project cache folder does not exist, projects must be loaded into the Atomic Editor at least once before using the --player command line mode");
  150. return;
  151. }
  152. #ifdef ATOMIC_DEV_BUILD
  153. String resourcePaths = ToString("%s/Resources/CoreData;%s/Resources/PlayerData;%sResources;%s;%sCache",
  154. ATOMIC_ROOT_SOURCE_DIR, ATOMIC_ROOT_SOURCE_DIR, value.CString(), value.CString(), value.CString());
  155. #else
  156. #ifdef __APPLE__
  157. engineParameters_["ResourcePrefixPath"] = "../Resources";
  158. #else
  159. engineParameters_["ResourcePrefixPath"] = fileSystem->GetProgramDir() + "Resources";
  160. #endif
  161. String resourcePaths = ToString("CoreData;PlayerData;%s/;%s/Resources;%s;%sCache",
  162. value.CString(), value.CString(), value.CString(), value.CString());
  163. #endif
  164. LOGINFOF("Adding ResourcePaths: %s", resourcePaths.CString());
  165. engineParameters_["ResourcePaths"] = resourcePaths;
  166. #ifdef ATOMIC_DOTNET
  167. NETCore* netCore = GetSubsystem<NETCore>();
  168. String assemblyLoadPath = GetNativePath(ToString("%sResources/Assemblies/", value.CString()));
  169. netCore->AddAssemblyLoadPath(assemblyLoadPath);
  170. #endif
  171. }
  172. else if (argument == "--windowposx" && value.Length())
  173. {
  174. engineParameters_["WindowPositionX"] = atoi(value.CString());
  175. }
  176. else if (argument == "--windowposy" && value.Length())
  177. {
  178. engineParameters_["WindowPositionY"] = atoi(value.CString());
  179. }
  180. else if (argument == "--windowwidth" && value.Length())
  181. {
  182. engineParameters_["WindowWidth"] = atoi(value.CString());
  183. }
  184. else if (argument == "--windowheight" && value.Length())
  185. {
  186. engineParameters_["WindowHeight"] = atoi(value.CString());
  187. }
  188. else if (argument == "--resizable")
  189. {
  190. engineParameters_["WindowResizable"] = true;
  191. }
  192. else if (argument == "--maximize")
  193. {
  194. engineParameters_["WindowMaximized"] = true;
  195. }
  196. }
  197. }
  198. }
  199. void AEPlayerApplication::Start()
  200. {
  201. AEEditorCommon::Start();
  202. UI* ui = GetSubsystem<UI>();
  203. ui->Initialize("DefaultUI/language/lng_en.tb.txt");
  204. ui->LoadDefaultPlayerSkin();
  205. context_->RegisterSubsystem(new PlayerMode(context_));
  206. PlayerMode* playerMode = GetSubsystem<PlayerMode>();
  207. playerMode->ProcessArguments();
  208. SubscribeToEvent(E_JSERROR, HANDLER(AEPlayerApplication, HandleJSError));
  209. #ifdef ATOMIC_DOTNET
  210. if (debugPlayer_)
  211. {
  212. GetSubsystem<NETCore>()->WaitForDebuggerConnect();
  213. }
  214. #endif
  215. vm_->SetModuleSearchPaths("Modules");
  216. // Instantiate and register the Player subsystem
  217. context_->RegisterSubsystem(new AtomicPlayer::Player(context_));
  218. AtomicPlayer::jsapi_init_atomicplayer(vm_);
  219. #ifdef ATOMIC_DOTNET
  220. // Initialize Scripting Subsystem
  221. NETScript* netScript = new NETScript(context_);
  222. context_->RegisterSubsystem(netScript);
  223. netScript->Initialize();
  224. netScript->ExecMainAssembly();
  225. #endif
  226. if (!playerMode->launchedByEditor())
  227. {
  228. JSVM* vm = JSVM::GetJSVM(0);
  229. if (!vm->ExecuteMain())
  230. {
  231. SendEvent(E_EXITREQUESTED);
  232. }
  233. }
  234. SubscribeToEvent(E_PLAYERQUIT, HANDLER(AEPlayerApplication, HandleQuit));
  235. return;
  236. }
  237. void AEPlayerApplication::HandleQuit(StringHash eventType, VariantMap& eventData)
  238. {
  239. engine_->Exit();
  240. }
  241. void AEPlayerApplication::Stop()
  242. {
  243. AEEditorCommon::Stop();
  244. }
  245. void AEPlayerApplication::HandleScriptReloadStarted(StringHash eventType, VariantMap& eventData)
  246. {
  247. }
  248. void AEPlayerApplication::HandleScriptReloadFinished(StringHash eventType, VariantMap& eventData)
  249. {
  250. }
  251. void AEPlayerApplication::HandleScriptReloadFailed(StringHash eventType, VariantMap& eventData)
  252. {
  253. ErrorExit();
  254. }
  255. void AEPlayerApplication::HandleLogMessage(StringHash eventType, VariantMap& eventData)
  256. {
  257. using namespace LogMessage;
  258. int level = eventData[P_LEVEL].GetInt();
  259. // The message may be multi-line, so split to rows in that case
  260. Vector<String> rows = eventData[P_MESSAGE].GetString().Split('\n');
  261. for (unsigned i = 0; i < rows.Size(); ++i)
  262. {
  263. if (level == LOG_ERROR)
  264. {
  265. fprintf(stderr, "%s\n", rows[i].CString());
  266. }
  267. else
  268. {
  269. fprintf(stdout, "%s\n", rows[i].CString());
  270. }
  271. }
  272. }
  273. void AEPlayerApplication::HandleJSError(StringHash eventType, VariantMap& eventData)
  274. {
  275. using namespace JSError;
  276. //String errName = eventData[P_ERRORNAME].GetString();
  277. //String errStack = eventData[P_ERRORSTACK].GetString();
  278. String errMessage = eventData[P_ERRORMESSAGE].GetString();
  279. String errFilename = eventData[P_ERRORFILENAME].GetString();
  280. int errLineNumber = eventData[P_ERRORLINENUMBER].GetInt();
  281. String errorString = ToString("%s - %s - Line: %i",
  282. errFilename.CString(), errMessage.CString(), errLineNumber);
  283. }
  284. }