Engine.cpp 32 KB

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  1. //
  2. // Copyright (c) 2008-2016 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 "../Precompiled.h"
  23. #include "../Audio/Audio.h"
  24. #include "../Core/Context.h"
  25. #include "../Core/CoreEvents.h"
  26. #include "../Core/ProcessUtils.h"
  27. #include "../Core/Profiler.h"
  28. #include "../Core/EventProfiler.h"
  29. #include "../Core/WorkQueue.h"
  30. #include "../Engine/Engine.h"
  31. #include "../Graphics/Graphics.h"
  32. #include "../Graphics/Renderer.h"
  33. #include "../IO/FileSystem.h"
  34. #include "../Input/Input.h"
  35. #include "../IO/Log.h"
  36. #include "../IO/PackageFile.h"
  37. // ATOMIC BEGIN
  38. #include "../Resource/XMLFile.h"
  39. // ATOMIC END
  40. #ifdef ATOMIC_NAVIGATION
  41. #include "../Navigation/NavigationMesh.h"
  42. #endif
  43. #ifdef ATOMIC_NETWORK
  44. #include "../Network/Network.h"
  45. #endif
  46. #ifdef ATOMIC_DATABASE
  47. #include "../Database/Database.h"
  48. #endif
  49. #ifdef ATOMIC_PHYSICS
  50. #include "../Physics/PhysicsWorld.h"
  51. #endif
  52. #include "../Resource/ResourceCache.h"
  53. #include "../Resource/Localization.h"
  54. #include "../Scene/Scene.h"
  55. #include "../Scene/SceneEvents.h"
  56. #include "../UI/UI.h"
  57. #ifdef ATOMIC_ATOMIC2D
  58. #include "../Atomic2D/Atomic2D.h"
  59. #endif
  60. #if defined(__EMSCRIPTEN__) && defined(ATOMIC_TESTING)
  61. #include <emscripten/emscripten.h>
  62. #endif
  63. #include "../DebugNew.h"
  64. #if defined(_MSC_VER) && defined(_DEBUG)
  65. // From dbgint.h
  66. #define nNoMansLandSize 4
  67. typedef struct _CrtMemBlockHeader
  68. {
  69. struct _CrtMemBlockHeader* pBlockHeaderNext;
  70. struct _CrtMemBlockHeader* pBlockHeaderPrev;
  71. char* szFileName;
  72. int nLine;
  73. size_t nDataSize;
  74. int nBlockUse;
  75. long lRequest;
  76. unsigned char gap[nNoMansLandSize];
  77. } _CrtMemBlockHeader;
  78. #endif
  79. namespace Atomic
  80. {
  81. extern const char* logLevelPrefixes[];
  82. Engine::Engine(Context* context) :
  83. Object(context),
  84. timeStep_(0.0f),
  85. timeStepSmoothing_(2),
  86. minFps_(10),
  87. #if defined(IOS) || defined(__ANDROID__) || defined(__arm__) || defined(__aarch64__)
  88. maxFps_(60),
  89. maxInactiveFps_(10),
  90. pauseMinimized_(true),
  91. #else
  92. maxFps_(200),
  93. maxInactiveFps_(60),
  94. pauseMinimized_(false),
  95. #endif
  96. #ifdef ATOMIC_TESTING
  97. timeOut_(0),
  98. #endif
  99. autoExit_(true),
  100. initialized_(false),
  101. exiting_(false),
  102. headless_(false),
  103. audioPaused_(false)
  104. {
  105. // Register self as a subsystem
  106. context_->RegisterSubsystem(this);
  107. // Create subsystems which do not depend on engine initialization or startup parameters
  108. context_->RegisterSubsystem(new Time(context_));
  109. context_->RegisterSubsystem(new WorkQueue(context_));
  110. #ifdef ATOMIC_PROFILING
  111. context_->RegisterSubsystem(new Profiler(context_));
  112. #endif
  113. context_->RegisterSubsystem(new FileSystem(context_));
  114. #ifdef ATOMIC_LOGGING
  115. context_->RegisterSubsystem(new Log(context_));
  116. #endif
  117. context_->RegisterSubsystem(new ResourceCache(context_));
  118. context_->RegisterSubsystem(new Localization(context_));
  119. #ifdef ATOMIC_NETWORK
  120. context_->RegisterSubsystem(new Network(context_));
  121. #endif
  122. #ifdef ATOMIC_DATABASE
  123. context_->RegisterSubsystem(new Database(context_));
  124. #endif
  125. context_->RegisterSubsystem(new Input(context_));
  126. context_->RegisterSubsystem(new Audio(context_));
  127. context_->RegisterSubsystem(new UI(context_));
  128. // Register object factories for libraries which are not automatically registered along with subsystem creation
  129. RegisterSceneLibrary(context_);
  130. #ifdef ATOMIC_PHYSICS
  131. RegisterPhysicsLibrary(context_);
  132. #endif
  133. #ifdef ATOMIC_NAVIGATION
  134. RegisterNavigationLibrary(context_);
  135. #endif
  136. SubscribeToEvent(E_EXITREQUESTED, ATOMIC_HANDLER(Engine, HandleExitRequested));
  137. }
  138. Engine::~Engine()
  139. {
  140. }
  141. bool Engine::Initialize(const VariantMap& parameters)
  142. {
  143. if (initialized_)
  144. return true;
  145. ATOMIC_PROFILE(InitEngine);
  146. // Set headless mode
  147. headless_ = GetParameter(parameters, "Headless", false).GetBool();
  148. // Register the rest of the subsystems
  149. if (!headless_)
  150. {
  151. context_->RegisterSubsystem(new Graphics(context_));
  152. context_->RegisterSubsystem(new Renderer(context_));
  153. }
  154. else
  155. {
  156. // Register graphics library objects explicitly in headless mode to allow them to work without using actual GPU resources
  157. RegisterGraphicsLibrary(context_);
  158. }
  159. #ifdef ATOMIC_ATOMIC2D
  160. // 2D graphics library is dependent on 3D graphics library
  161. RegisterAtomic2DLibrary(context_);
  162. #endif
  163. // Start logging
  164. Log* log = GetSubsystem<Log>();
  165. if (log)
  166. {
  167. if (HasParameter(parameters, "LogLevel"))
  168. log->SetLevel(GetParameter(parameters, "LogLevel").GetInt());
  169. log->SetQuiet(GetParameter(parameters, "LogQuiet", false).GetBool());
  170. log->Open(GetParameter(parameters, "LogName", "Urho3D.log").GetString());
  171. }
  172. // Set maximally accurate low res timer
  173. GetSubsystem<Time>()->SetTimerPeriod(1);
  174. // Configure max FPS
  175. if (GetParameter(parameters, "FrameLimiter", true) == false)
  176. SetMaxFps(0);
  177. // Set amount of worker threads according to the available physical CPU cores. Using also hyperthreaded cores results in
  178. // unpredictable extra synchronization overhead. Also reserve one core for the main thread
  179. #ifdef ATOMIC_THREADING
  180. unsigned numThreads = GetParameter(parameters, "WorkerThreads", true).GetBool() ? GetNumPhysicalCPUs() - 1 : 0;
  181. if (numThreads)
  182. {
  183. GetSubsystem<WorkQueue>()->CreateThreads(numThreads);
  184. ATOMIC_LOGINFOF("Created %u worker thread%s", numThreads, numThreads > 1 ? "s" : "");
  185. }
  186. #endif
  187. // Add resource paths
  188. ResourceCache* cache = GetSubsystem<ResourceCache>();
  189. FileSystem* fileSystem = GetSubsystem<FileSystem>();
  190. Vector<String> resourcePrefixPaths = GetParameter(parameters, "ResourcePrefixPaths", String::EMPTY).GetString().Split(';', true);
  191. for (unsigned i = 0; i < resourcePrefixPaths.Size(); ++i)
  192. resourcePrefixPaths[i] = AddTrailingSlash(
  193. IsAbsolutePath(resourcePrefixPaths[i]) ? resourcePrefixPaths[i] : fileSystem->GetProgramDir() + resourcePrefixPaths[i]);
  194. Vector<String> resourcePaths = GetParameter(parameters, "ResourcePaths", "Data;CoreData").GetString().Split(';');
  195. Vector<String> resourcePackages = GetParameter(parameters, "ResourcePackages").GetString().Split(';');
  196. Vector<String> autoLoadPaths = GetParameter(parameters, "AutoloadPaths", "Autoload").GetString().Split(';');
  197. for (unsigned i = 0; i < resourcePaths.Size(); ++i)
  198. {
  199. // If path is not absolute, prefer to add it as a package if possible
  200. if (!IsAbsolutePath(resourcePaths[i]))
  201. {
  202. unsigned j = 0;
  203. for (; j < resourcePrefixPaths.Size(); ++j)
  204. {
  205. String packageName = resourcePrefixPaths[j] + resourcePaths[i] + ".pak";
  206. if (fileSystem->FileExists(packageName))
  207. {
  208. if (cache->AddPackageFile(packageName))
  209. break;
  210. else
  211. return false; // The root cause of the error should have already been logged
  212. }
  213. String pathName = resourcePrefixPaths[j] + resourcePaths[i];
  214. if (fileSystem->DirExists(pathName))
  215. {
  216. if (cache->AddResourceDir(pathName))
  217. break;
  218. else
  219. return false;
  220. }
  221. }
  222. // ATOMIC: Only fail when CoreData can't be opened and not headless
  223. if (j == resourcePrefixPaths.Size() && !headless_)
  224. {
  225. ATOMIC_LOGERRORF(
  226. "Failed to add resource path '%s', check the documentation on how to set the 'resource prefix path'",
  227. resourcePaths[i].CString());
  228. return false;
  229. }
  230. }
  231. else
  232. {
  233. String pathName = resourcePaths[i];
  234. if (fileSystem->DirExists(pathName))
  235. if (!cache->AddResourceDir(pathName))
  236. return false;
  237. }
  238. }
  239. // Then add specified packages
  240. for (unsigned i = 0; i < resourcePackages.Size(); ++i)
  241. {
  242. unsigned j = 0;
  243. for (; j < resourcePrefixPaths.Size(); ++j)
  244. {
  245. String packageName = resourcePrefixPaths[j] + resourcePackages[i];
  246. if (fileSystem->FileExists(packageName))
  247. {
  248. if (cache->AddPackageFile(packageName))
  249. break;
  250. else
  251. return false;
  252. }
  253. }
  254. // ATOMIC: Only fail when CoreData can't be opened and not headless
  255. if (j == resourcePrefixPaths.Size() && !headless_)
  256. {
  257. ATOMIC_LOGERRORF(
  258. "Failed to add resource package '%s', check the documentation on how to set the 'resource prefix path'",
  259. resourcePackages[i].CString());
  260. }
  261. }
  262. // Add auto load folders. Prioritize these (if exist) before the default folders
  263. for (unsigned i = 0; i < autoLoadPaths.Size(); ++i)
  264. {
  265. bool autoLoadPathExist = false;
  266. for (unsigned j = 0; j < resourcePrefixPaths.Size(); ++j)
  267. {
  268. String autoLoadPath(autoLoadPaths[i]);
  269. if (!IsAbsolutePath(autoLoadPath))
  270. autoLoadPath = resourcePrefixPaths[j] + autoLoadPath;
  271. if (fileSystem->DirExists(autoLoadPath))
  272. {
  273. autoLoadPathExist = true;
  274. // Add all the subdirs (non-recursive) as resource directory
  275. Vector<String> subdirs;
  276. fileSystem->ScanDir(subdirs, autoLoadPath, "*", SCAN_DIRS, false);
  277. for (unsigned y = 0; y < subdirs.Size(); ++y)
  278. {
  279. String dir = subdirs[y];
  280. if (dir.StartsWith("."))
  281. continue;
  282. String autoResourceDir = autoLoadPath + "/" + dir;
  283. if (!cache->AddResourceDir(autoResourceDir, 0))
  284. return false;
  285. }
  286. // Add all the found package files (non-recursive)
  287. Vector<String> paks;
  288. fileSystem->ScanDir(paks, autoLoadPath, "*.pak", SCAN_FILES, false);
  289. for (unsigned y = 0; y < paks.Size(); ++y)
  290. {
  291. String pak = paks[y];
  292. if (pak.StartsWith("."))
  293. continue;
  294. String autoPackageName = autoLoadPath + "/" + pak;
  295. if (!cache->AddPackageFile(autoPackageName, 0))
  296. return false;
  297. }
  298. }
  299. }
  300. // The following debug message is confusing when user is not aware of the autoload feature
  301. // Especially because the autoload feature is enabled by default without user intervention
  302. // The following extra conditional check below is to suppress unnecessary debug log entry under such default situation
  303. // The cleaner approach is to not enable the autoload by default, i.e. do not use 'Autoload' as default value for 'AutoloadPaths' engine parameter
  304. // However, doing so will break the existing applications that rely on this
  305. if (!autoLoadPathExist && (autoLoadPaths.Size() > 1 || autoLoadPaths[0] != "Autoload"))
  306. ATOMIC_LOGDEBUGF(
  307. "Skipped autoload path '%s' as it does not exist, check the documentation on how to set the 'resource prefix path'",
  308. autoLoadPaths[i].CString());
  309. }
  310. // Initialize graphics & audio output
  311. if (!headless_)
  312. {
  313. Graphics* graphics = GetSubsystem<Graphics>();
  314. Renderer* renderer = GetSubsystem<Renderer>();
  315. if (HasParameter(parameters, "ExternalWindow"))
  316. graphics->SetExternalWindow(GetParameter(parameters, "ExternalWindow").GetVoidPtr());
  317. graphics->SetWindowTitle(GetParameter(parameters, "WindowTitle", "Urho3D").GetString());
  318. graphics->SetWindowIcon(cache->GetResource<Image>(GetParameter(parameters, "WindowIcon", String::EMPTY).GetString()));
  319. graphics->SetFlushGPU(GetParameter(parameters, "FlushGPU", false).GetBool());
  320. graphics->SetOrientations(GetParameter(parameters, "Orientations", "LandscapeLeft LandscapeRight").GetString());
  321. if (HasParameter(parameters, "WindowPositionX") && HasParameter(parameters, "WindowPositionY"))
  322. graphics->SetWindowPosition(GetParameter(parameters, "WindowPositionX").GetInt(),
  323. GetParameter(parameters, "WindowPositionY").GetInt());
  324. #ifdef ATOMIC_OPENGL
  325. if (HasParameter(parameters, "ForceGL2"))
  326. graphics->SetForceGL2(GetParameter(parameters, "ForceGL2").GetBool());
  327. #endif
  328. if (!graphics->SetMode(
  329. GetParameter(parameters, "WindowWidth", 0).GetInt(),
  330. GetParameter(parameters, "WindowHeight", 0).GetInt(),
  331. GetParameter(parameters, "FullScreen", true).GetBool(),
  332. GetParameter(parameters, "Borderless", false).GetBool(),
  333. GetParameter(parameters, "WindowResizable", false).GetBool(),
  334. GetParameter(parameters, "HighDPI", false).GetBool(),
  335. GetParameter(parameters, "VSync", false).GetBool(),
  336. GetParameter(parameters, "TripleBuffer", false).GetBool(),
  337. GetParameter(parameters, "MultiSample", 1).GetInt()
  338. ))
  339. return false;
  340. if (HasParameter(parameters, "DumpShaders"))
  341. graphics->BeginDumpShaders(GetParameter(parameters, "DumpShaders", String::EMPTY).GetString());
  342. if (HasParameter(parameters, "RenderPath"))
  343. renderer->SetDefaultRenderPath(cache->GetResource<XMLFile>(GetParameter(parameters, "RenderPath").GetString()));
  344. renderer->SetDrawShadows(GetParameter(parameters, "Shadows", true).GetBool());
  345. if (renderer->GetDrawShadows() && GetParameter(parameters, "LowQualityShadows", false).GetBool())
  346. renderer->SetShadowQuality(SHADOWQUALITY_SIMPLE_16BIT);
  347. renderer->SetMaterialQuality(GetParameter(parameters, "MaterialQuality", QUALITY_HIGH).GetInt());
  348. renderer->SetTextureQuality(GetParameter(parameters, "TextureQuality", QUALITY_HIGH).GetInt());
  349. renderer->SetTextureFilterMode((TextureFilterMode)GetParameter(parameters, "TextureFilterMode", FILTER_TRILINEAR).GetInt());
  350. renderer->SetTextureAnisotropy(GetParameter(parameters, "TextureAnisotropy", 4).GetInt());
  351. if (GetParameter(parameters, "Sound", true).GetBool())
  352. {
  353. GetSubsystem<Audio>()->SetMode(
  354. GetParameter(parameters, "SoundBuffer", 100).GetInt(),
  355. GetParameter(parameters, "SoundMixRate", 44100).GetInt(),
  356. GetParameter(parameters, "SoundStereo", true).GetBool(),
  357. GetParameter(parameters, "SoundInterpolation", true).GetBool()
  358. );
  359. }
  360. }
  361. // Init FPU state of main thread
  362. InitFPU();
  363. // Initialize input
  364. if (HasParameter(parameters, "TouchEmulation"))
  365. GetSubsystem<Input>()->SetTouchEmulation(GetParameter(parameters, "TouchEmulation").GetBool());
  366. #ifdef ATOMIC_TESTING
  367. if (HasParameter(parameters, "TimeOut"))
  368. timeOut_ = GetParameter(parameters, "TimeOut", 0).GetInt() * 1000000LL;
  369. #endif
  370. #ifdef ATOMIC_PROFILING
  371. if (GetParameter(parameters, "EventProfiler", true).GetBool())
  372. {
  373. context_->RegisterSubsystem(new EventProfiler(context_));
  374. EventProfiler::SetActive(true);
  375. }
  376. #endif
  377. frameTimer_.Reset();
  378. ATOMIC_LOGINFO("Initialized engine");
  379. initialized_ = true;
  380. return true;
  381. }
  382. void Engine::RunFrame()
  383. {
  384. assert(initialized_);
  385. // If not headless, and the graphics subsystem no longer has a window open, assume we should exit
  386. if (!headless_ && !GetSubsystem<Graphics>()->IsInitialized())
  387. exiting_ = true;
  388. if (exiting_)
  389. return;
  390. // Note: there is a minimal performance cost to looking up subsystems (uses a hashmap); if they would be looked up several
  391. // times per frame it would be better to cache the pointers
  392. Time* time = GetSubsystem<Time>();
  393. Input* input = GetSubsystem<Input>();
  394. Audio* audio = GetSubsystem<Audio>();
  395. #ifdef ATOMIC_PROFILING
  396. if (EventProfiler::IsActive())
  397. {
  398. EventProfiler* eventProfiler = GetSubsystem<EventProfiler>();
  399. if (eventProfiler)
  400. eventProfiler->BeginFrame();
  401. }
  402. #endif
  403. time->BeginFrame(timeStep_);
  404. // If pause when minimized -mode is in use, stop updates and audio as necessary
  405. if (pauseMinimized_ && input->IsMinimized())
  406. {
  407. if (audio->IsPlaying())
  408. {
  409. audio->Stop();
  410. audioPaused_ = true;
  411. }
  412. }
  413. else
  414. {
  415. // Only unpause when it was paused by the engine
  416. if (audioPaused_)
  417. {
  418. audio->Play();
  419. audioPaused_ = false;
  420. }
  421. Update();
  422. }
  423. Render();
  424. ApplyFrameLimit();
  425. time->EndFrame();
  426. }
  427. Console* Engine::CreateConsole()
  428. {
  429. // ATOMIC BEGIN
  430. /*
  431. if (headless_ || !initialized_)
  432. return 0;
  433. // Return existing console if possible
  434. Console* console = GetSubsystem<Console>();
  435. if (!console)
  436. {
  437. console = new Console(context_);
  438. context_->RegisterSubsystem(console);
  439. }
  440. return console;
  441. */
  442. // ATOMIC END
  443. return 0;
  444. }
  445. DebugHud* Engine::CreateDebugHud()
  446. {
  447. // ATOMIC BEGIN
  448. /*
  449. if (headless_ || !initialized_)
  450. return 0;
  451. // Return existing debug HUD if possible
  452. DebugHud* debugHud = GetSubsystem<DebugHud>();
  453. if (!debugHud)
  454. {
  455. debugHud = new DebugHud(context_);
  456. context_->RegisterSubsystem(debugHud);
  457. }
  458. return debugHud;
  459. */
  460. // ATOMIC END
  461. return 0;
  462. }
  463. void Engine::SetTimeStepSmoothing(int frames)
  464. {
  465. timeStepSmoothing_ = (unsigned)Clamp(frames, 1, 20);
  466. }
  467. void Engine::SetMinFps(int fps)
  468. {
  469. minFps_ = (unsigned)Max(fps, 0);
  470. }
  471. void Engine::SetMaxFps(int fps)
  472. {
  473. maxFps_ = (unsigned)Max(fps, 0);
  474. }
  475. void Engine::SetMaxInactiveFps(int fps)
  476. {
  477. maxInactiveFps_ = (unsigned)Max(fps, 0);
  478. }
  479. void Engine::SetPauseMinimized(bool enable)
  480. {
  481. pauseMinimized_ = enable;
  482. }
  483. void Engine::SetAutoExit(bool enable)
  484. {
  485. // On mobile platforms exit is mandatory if requested by the platform itself and should not be attempted to be disabled
  486. #if defined(__ANDROID__) || defined(IOS)
  487. enable = true;
  488. #endif
  489. autoExit_ = enable;
  490. }
  491. void Engine::SetNextTimeStep(float seconds)
  492. {
  493. timeStep_ = Max(seconds, 0.0f);
  494. }
  495. void Engine::Exit()
  496. {
  497. #if defined(IOS)
  498. // On iOS it's not legal for the application to exit on its own, instead it will be minimized with the home key
  499. #else
  500. DoExit();
  501. #endif
  502. }
  503. void Engine::DumpProfiler()
  504. {
  505. Profiler* profiler = GetSubsystem<Profiler>();
  506. if (profiler)
  507. ATOMIC_LOGRAW(profiler->PrintData(true, true) + "\n");
  508. }
  509. void Engine::DumpResources(bool dumpFileName)
  510. {
  511. #ifdef ATOMIC_LOGGING
  512. ResourceCache* cache = GetSubsystem<ResourceCache>();
  513. const HashMap<StringHash, ResourceGroup>& resourceGroups = cache->GetAllResources();
  514. ATOMIC_LOGRAW("\n");
  515. if (dumpFileName)
  516. {
  517. ATOMIC_LOGRAW("Used resources:\n");
  518. for (HashMap<StringHash, ResourceGroup>::ConstIterator i = resourceGroups.Begin();
  519. i != resourceGroups.End(); ++i)
  520. {
  521. const HashMap<StringHash, SharedPtr<Resource> >& resources = i->second_.resources_;
  522. if (dumpFileName)
  523. {
  524. for (HashMap<StringHash, SharedPtr<Resource> >::ConstIterator j = resources.Begin();
  525. j != resources.End(); ++j)
  526. ATOMIC_LOGRAW(j->second_->GetName() + "\n");
  527. }
  528. }
  529. }
  530. else
  531. ATOMIC_LOGRAW(cache->PrintMemoryUsage());
  532. #endif
  533. }
  534. void Engine::DumpMemory()
  535. {
  536. #ifdef ATOMIC_LOGGING
  537. #if defined(_MSC_VER) && defined(_DEBUG)
  538. _CrtMemState state;
  539. _CrtMemCheckpoint(&state);
  540. _CrtMemBlockHeader* block = state.pBlockHeader;
  541. unsigned total = 0;
  542. unsigned blocks = 0;
  543. for (;;)
  544. {
  545. if (block && block->pBlockHeaderNext)
  546. block = block->pBlockHeaderNext;
  547. else
  548. break;
  549. }
  550. while (block)
  551. {
  552. if (block->nBlockUse > 0)
  553. {
  554. if (block->szFileName)
  555. ATOMIC_LOGRAW("Block " + String((int)block->lRequest) + ": " + String(block->nDataSize) + " bytes, file " + String(block->szFileName) + " line " + String(block->nLine) + "\n");
  556. else
  557. ATOMIC_LOGRAW("Block " + String((int)block->lRequest) + ": " + String(block->nDataSize) + " bytes\n");
  558. total += block->nDataSize;
  559. ++blocks;
  560. }
  561. block = block->pBlockHeaderPrev;
  562. }
  563. ATOMIC_LOGRAW("Total allocated memory " + String(total) + " bytes in " + String(blocks) + " blocks\n\n");
  564. #else
  565. ATOMIC_LOGRAW("DumpMemory() supported on MSVC debug mode only\n\n");
  566. #endif
  567. #endif
  568. }
  569. void Engine::Update()
  570. {
  571. ATOMIC_PROFILE(Update);
  572. // Logic update event
  573. using namespace Update;
  574. VariantMap& eventData = GetEventDataMap();
  575. eventData[P_TIMESTEP] = timeStep_;
  576. SendEvent(E_UPDATE, eventData);
  577. // Logic post-update event
  578. SendEvent(E_POSTUPDATE, eventData);
  579. // Rendering update event
  580. SendEvent(E_RENDERUPDATE, eventData);
  581. // Post-render update event
  582. SendEvent(E_POSTRENDERUPDATE, eventData);
  583. }
  584. void Engine::Render()
  585. {
  586. if (headless_)
  587. return;
  588. ATOMIC_PROFILE(Render);
  589. // If device is lost, BeginFrame will fail and we skip rendering
  590. Graphics* graphics = GetSubsystem<Graphics>();
  591. if (!graphics->BeginFrame())
  592. return;
  593. GetSubsystem<Renderer>()->Render();
  594. GetSubsystem<UI>()->Render();
  595. graphics->EndFrame();
  596. }
  597. void Engine::ApplyFrameLimit()
  598. {
  599. if (!initialized_)
  600. return;
  601. unsigned maxFps = maxFps_;
  602. Input* input = GetSubsystem<Input>();
  603. if (input && !input->HasFocus())
  604. maxFps = Min(maxInactiveFps_, maxFps);
  605. long long elapsed = 0;
  606. #ifndef __EMSCRIPTEN__
  607. // Perform waiting loop if maximum FPS set
  608. #ifndef IOS
  609. if (maxFps)
  610. #else
  611. // If on iOS and target framerate is 60 or above, just let the animation callback handle frame timing
  612. // instead of waiting ourselves
  613. if (maxFps < 60)
  614. #endif
  615. {
  616. ATOMIC_PROFILE(ApplyFrameLimit);
  617. long long targetMax = 1000000LL / maxFps;
  618. for (;;)
  619. {
  620. elapsed = frameTimer_.GetUSec(false);
  621. if (elapsed >= targetMax)
  622. break;
  623. // Sleep if 1 ms or more off the frame limiting goal
  624. if (targetMax - elapsed >= 1000LL)
  625. {
  626. unsigned sleepTime = (unsigned)((targetMax - elapsed) / 1000LL);
  627. Time::Sleep(sleepTime);
  628. }
  629. }
  630. }
  631. #endif
  632. elapsed = frameTimer_.GetUSec(true);
  633. #ifdef ATOMIC_TESTING
  634. if (timeOut_ > 0)
  635. {
  636. timeOut_ -= elapsed;
  637. if (timeOut_ <= 0)
  638. Exit();
  639. }
  640. #endif
  641. // If FPS lower than minimum, clamp elapsed time
  642. if (minFps_)
  643. {
  644. long long targetMin = 1000000LL / minFps_;
  645. if (elapsed > targetMin)
  646. elapsed = targetMin;
  647. }
  648. // Perform timestep smoothing
  649. timeStep_ = 0.0f;
  650. lastTimeSteps_.Push(elapsed / 1000000.0f);
  651. if (lastTimeSteps_.Size() > timeStepSmoothing_)
  652. {
  653. // If the smoothing configuration was changed, ensure correct amount of samples
  654. lastTimeSteps_.Erase(0, lastTimeSteps_.Size() - timeStepSmoothing_);
  655. for (unsigned i = 0; i < lastTimeSteps_.Size(); ++i)
  656. timeStep_ += lastTimeSteps_[i];
  657. timeStep_ /= lastTimeSteps_.Size();
  658. }
  659. else
  660. timeStep_ = lastTimeSteps_.Back();
  661. }
  662. VariantMap Engine::ParseParameters(const Vector<String>& arguments)
  663. {
  664. VariantMap ret;
  665. // Pre-initialize the parameters with environment variable values when they are set
  666. if (const char* paths = getenv("ATOMIC_PREFIX_PATH"))
  667. ret["ResourcePrefixPaths"] = paths;
  668. for (unsigned i = 0; i < arguments.Size(); ++i)
  669. {
  670. if (arguments[i].Length() > 1 && arguments[i][0] == '-')
  671. {
  672. String argument = arguments[i].Substring(1).ToLower();
  673. String value = i + 1 < arguments.Size() ? arguments[i + 1] : String::EMPTY;
  674. if (argument == "headless")
  675. ret["Headless"] = true;
  676. else if (argument == "nolimit")
  677. ret["FrameLimiter"] = false;
  678. else if (argument == "flushgpu")
  679. ret["FlushGPU"] = true;
  680. else if (argument == "gl2")
  681. ret["ForceGL2"] = true;
  682. else if (argument == "landscape")
  683. ret["Orientations"] = "LandscapeLeft LandscapeRight " + ret["Orientations"].GetString();
  684. else if (argument == "portrait")
  685. ret["Orientations"] = "Portrait PortraitUpsideDown " + ret["Orientations"].GetString();
  686. else if (argument == "nosound")
  687. ret["Sound"] = false;
  688. else if (argument == "noip")
  689. ret["SoundInterpolation"] = false;
  690. else if (argument == "mono")
  691. ret["SoundStereo"] = false;
  692. else if (argument == "prepass")
  693. ret["RenderPath"] = "RenderPaths/Prepass.xml";
  694. else if (argument == "deferred")
  695. ret["RenderPath"] = "RenderPaths/Deferred.xml";
  696. else if (argument == "renderpath" && !value.Empty())
  697. {
  698. ret["RenderPath"] = value;
  699. ++i;
  700. }
  701. else if (argument == "noshadows")
  702. ret["Shadows"] = false;
  703. else if (argument == "lqshadows")
  704. ret["LowQualityShadows"] = true;
  705. else if (argument == "nothreads")
  706. ret["WorkerThreads"] = false;
  707. else if (argument == "v")
  708. ret["VSync"] = true;
  709. else if (argument == "t")
  710. ret["TripleBuffer"] = true;
  711. else if (argument == "w")
  712. ret["FullScreen"] = false;
  713. else if (argument == "borderless")
  714. ret["Borderless"] = true;
  715. else if (argument == "s")
  716. ret["WindowResizable"] = true;
  717. else if (argument == "hd")
  718. ret["HighDPI"] = true;
  719. else if (argument == "q")
  720. ret["LogQuiet"] = true;
  721. else if (argument == "log" && !value.Empty())
  722. {
  723. unsigned logLevel = GetStringListIndex(value.CString(), logLevelPrefixes, M_MAX_UNSIGNED);
  724. if (logLevel != M_MAX_UNSIGNED)
  725. {
  726. ret["LogLevel"] = logLevel;
  727. ++i;
  728. }
  729. }
  730. else if (argument == "x" && !value.Empty())
  731. {
  732. ret["WindowWidth"] = ToInt(value);
  733. ++i;
  734. }
  735. else if (argument == "y" && !value.Empty())
  736. {
  737. ret["WindowHeight"] = ToInt(value);
  738. ++i;
  739. }
  740. else if (argument == "m" && !value.Empty())
  741. {
  742. ret["MultiSample"] = ToInt(value);
  743. ++i;
  744. }
  745. else if (argument == "b" && !value.Empty())
  746. {
  747. ret["SoundBuffer"] = ToInt(value);
  748. ++i;
  749. }
  750. else if (argument == "r" && !value.Empty())
  751. {
  752. ret["SoundMixRate"] = ToInt(value);
  753. ++i;
  754. }
  755. else if (argument == "pp" && !value.Empty())
  756. {
  757. ret["ResourcePrefixPaths"] = value;
  758. ++i;
  759. }
  760. else if (argument == "p" && !value.Empty())
  761. {
  762. ret["ResourcePaths"] = value;
  763. ++i;
  764. }
  765. else if (argument == "pf" && !value.Empty())
  766. {
  767. ret["ResourcePackages"] = value;
  768. ++i;
  769. }
  770. else if (argument == "ap" && !value.Empty())
  771. {
  772. ret["AutoloadPaths"] = value;
  773. ++i;
  774. }
  775. else if (argument == "ds" && !value.Empty())
  776. {
  777. ret["DumpShaders"] = value;
  778. ++i;
  779. }
  780. else if (argument == "mq" && !value.Empty())
  781. {
  782. ret["MaterialQuality"] = ToInt(value);
  783. ++i;
  784. }
  785. else if (argument == "tq" && !value.Empty())
  786. {
  787. ret["TextureQuality"] = ToInt(value);
  788. ++i;
  789. }
  790. else if (argument == "tf" && !value.Empty())
  791. {
  792. ret["TextureFilterMode"] = ToInt(value);
  793. ++i;
  794. }
  795. else if (argument == "af" && !value.Empty())
  796. {
  797. ret["TextureFilterMode"] = FILTER_ANISOTROPIC;
  798. ret["TextureAnisotropy"] = ToInt(value);
  799. ++i;
  800. }
  801. else if (argument == "touch")
  802. ret["TouchEmulation"] = true;
  803. #ifdef ATOMIC_TESTING
  804. else if (argument == "timeout" && !value.Empty())
  805. {
  806. ret["TimeOut"] = ToInt(value);
  807. ++i;
  808. }
  809. #endif
  810. }
  811. }
  812. return ret;
  813. }
  814. bool Engine::HasParameter(const VariantMap& parameters, const String& parameter)
  815. {
  816. StringHash nameHash(parameter);
  817. return parameters.Find(nameHash) != parameters.End();
  818. }
  819. const Variant& Engine::GetParameter(const VariantMap& parameters, const String& parameter, const Variant& defaultValue)
  820. {
  821. StringHash nameHash(parameter);
  822. VariantMap::ConstIterator i = parameters.Find(nameHash);
  823. return i != parameters.End() ? i->second_ : defaultValue;
  824. }
  825. void Engine::HandleExitRequested(StringHash eventType, VariantMap& eventData)
  826. {
  827. if (autoExit_)
  828. {
  829. // Do not call Exit() here, as it contains mobile platform -specific tests to not exit.
  830. // If we do receive an exit request from the system on those platforms, we must comply
  831. DoExit();
  832. }
  833. }
  834. void Engine::DoExit()
  835. {
  836. Graphics* graphics = GetSubsystem<Graphics>();
  837. if (graphics)
  838. graphics->Close();
  839. exiting_ = true;
  840. #if defined(__EMSCRIPTEN__) && defined(ATOMIC_TESTING)
  841. emscripten_force_exit(EXIT_SUCCESS); // Some how this is required to signal emrun to stop
  842. #endif
  843. }
  844. // ATOMIC BEGIN
  845. bool Engine::GetDebugBuild() const
  846. {
  847. #ifdef ATOMIC_DEBUG
  848. return true;
  849. #else
  850. return false;
  851. #endif
  852. }
  853. // ATOMIC END
  854. }