NETAtomicPlayer.cpp 3.1 KB

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  1. //
  2. // Copyright (c) 2008-2014 the Urho3D project.
  3. // Copyright (c) 2014-2015, THUNDERBEAST GAMES LLC All rights reserved
  4. //
  5. // Permission is hereby granted, free of charge, to any person obtaining a copy
  6. // of this software and associated documentation files (the "Software"), to deal
  7. // in the Software without restriction, including without limitation the rights
  8. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  9. // copies of the Software, and to permit persons to whom the Software is
  10. // furnished to do so, subject to the following conditions:
  11. //
  12. // The above copyright notice and this permission notice shall be included in
  13. // all copies or substantial portions of the Software.
  14. //
  15. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  16. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  17. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  18. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  19. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  20. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  21. // THE SOFTWARE.
  22. //
  23. #include <Atomic/Engine/Engine.h>
  24. #include <Atomic/Engine/EngineConfig.h>
  25. #include <Atomic/IO/FileSystem.h>
  26. #include "NETCore.h"
  27. #include <AtomicNET/NETScript/NETScript.h>
  28. #include "NETAtomicPlayer.h"
  29. #ifdef ATOMIC_PLATFORM_OSX
  30. #include <unistd.h>
  31. #endif
  32. #ifdef ATOMIC_PLATFORM_WINDOWS
  33. #include <stdio.h>
  34. #endif
  35. namespace Atomic
  36. {
  37. NETAtomicPlayer::NETAtomicPlayer(Context* context) :
  38. PlayerApp(context)
  39. {
  40. #ifdef WIN32
  41. ParseArguments(GetCommandLineW());
  42. #else
  43. #warning Implement Argument Parsing
  44. #endif
  45. arguments_ = GetArguments();
  46. }
  47. void NETAtomicPlayer::Setup()
  48. {
  49. PlayerApp::Setup();
  50. }
  51. int NETAtomicPlayer::Initialize()
  52. {
  53. Setup();
  54. // Read the engine configuration
  55. ReadEngineConfig();
  56. RegisterNETScriptLibrary(context_);
  57. if (exitCode_)
  58. return exitCode_;
  59. if (!engine_->Initialize(engineParameters_))
  60. {
  61. ErrorExit();
  62. return exitCode_;
  63. }
  64. Start();
  65. if (exitCode_)
  66. return exitCode_;
  67. return 0;
  68. }
  69. bool NETAtomicPlayer::RunFrame()
  70. {
  71. engine_->RunFrame();
  72. if (engine_->IsExiting())
  73. {
  74. return false;
  75. }
  76. return true;
  77. }
  78. void NETAtomicPlayer::Shutdown()
  79. {
  80. Stop();
  81. }
  82. void NETAtomicPlayer::Stop()
  83. {
  84. PlayerApp::Stop();
  85. }
  86. NETAtomicPlayer* NETAtomicPlayer::CreateInternal()
  87. {
  88. return new NETAtomicPlayer(NETCore::GetContext());
  89. }
  90. void NETAtomicPlayer::ReadEngineConfig()
  91. {
  92. FileSystem* fileSystem = GetSubsystem<FileSystem>();
  93. String filename = fileSystem->GetProgramDir() + "Settings/Engine.json";
  94. if (!fileSystem->FileExists(filename))
  95. return;
  96. if (EngineConfig::LoadFromFile(context_, filename))
  97. {
  98. EngineConfig::ApplyConfig(engineParameters_, true);
  99. }
  100. }
  101. }