AtomicPlayer.cpp 6.5 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. #include <Atomic/UI/UI.h>
  33. // Move me
  34. #include <Atomic/Environment/Environment.h>
  35. #include <AtomicJS/Javascript/Javascript.h>
  36. #include <AtomicPlayer/Player.h>
  37. #include "AtomicPlayer.h"
  38. #include <Atomic/DebugNew.h>
  39. #ifdef __APPLE__
  40. #include <unistd.h>
  41. #endif
  42. DEFINE_APPLICATION_MAIN(AtomicPlayer::AtomicPlayerApp)
  43. namespace AtomicPlayer
  44. {
  45. extern void jsapi_init_atomicplayer(JSVM* vm);
  46. AtomicPlayerApp::AtomicPlayerApp(Context* context) :
  47. Application(context)
  48. {
  49. }
  50. void AtomicPlayerApp::Setup()
  51. {
  52. #ifdef ATOMIC_3D
  53. RegisterEnvironmentLibrary(context_);
  54. #endif
  55. FileSystem* filesystem = GetSubsystem<FileSystem>();
  56. engineParameters_["WindowTitle"] = "AtomicPlayer";
  57. #if (ATOMIC_PLATFORM_ANDROID)
  58. engineParameters_["FullScreen"] = true;
  59. engineParameters_["ResourcePaths"] = "CoreData;PlayerData;Cache;AtomicResources";
  60. #elif ATOMIC_PLATFORM_WEB
  61. engineParameters_["FullScreen"] = false;
  62. engineParameters_["ResourcePaths"] = "AtomicResources";
  63. // engineParameters_["WindowWidth"] = 1280;
  64. // engineParameters_["WindowHeight"] = 720;
  65. #elif ATOMIC_PLATFORM_IOS
  66. engineParameters_["FullScreen"] = false;
  67. engineParameters_["ResourcePaths"] = "AtomicResources";
  68. #else
  69. engineParameters_["FullScreen"] = false;
  70. engineParameters_["WindowWidth"] = 1280;
  71. engineParameters_["WindowHeight"] = 720;
  72. engineParameters_["ResourcePaths"] = "AtomicResources";
  73. #endif
  74. #if ATOMIC_PLATFORM_WINDOWS
  75. engineParameters_["WindowIcon"] = "Images/AtomicLogo32.png";
  76. engineParameters_["ResourcePrefixPath"] = "AtomicPlayer_Resources";
  77. #elif ATOMIC_PLATFORM_ANDROID
  78. //engineParameters_["ResourcePrefixPath"] = "assets";
  79. #elif ATOMIC_PLATFORM_OSX
  80. engineParameters_["ResourcePrefixPath"] = "../Resources";
  81. #endif
  82. const Vector<String>& arguments = GetArguments();
  83. for (unsigned i = 0; i < arguments.Size(); ++i)
  84. {
  85. if (arguments[i].Length() > 1)
  86. {
  87. String argument = arguments[i].ToLower();
  88. String value = i + 1 < arguments.Size() ? arguments[i + 1] : String::EMPTY;
  89. if (argument == "--log-std")
  90. {
  91. SubscribeToEvent(E_LOGMESSAGE, HANDLER(AtomicPlayerApp, HandleLogMessage));
  92. }
  93. }
  94. }
  95. // Use the script file name as the base name for the log file
  96. engineParameters_["LogName"] = filesystem->GetAppPreferencesDir("AtomicPlayer", "Logs") + "AtomicPlayer.log";
  97. }
  98. void AtomicPlayerApp::Start()
  99. {
  100. Application::Start();
  101. // Instantiate and register the Javascript subsystem
  102. Javascript* javascript = new Javascript(context_);
  103. context_->RegisterSubsystem(javascript);
  104. vm_ = javascript->InstantiateVM("MainVM");
  105. vm_->InitJSContext();
  106. UI* ui = GetSubsystem<UI>();
  107. ui->Initialize("DefaultUI/language/lng_en.tb.txt");
  108. ui->LoadDefaultPlayerSkin();
  109. SubscribeToEvent(E_JSERROR, HANDLER(AtomicPlayerApp, HandleJSError));
  110. vm_->SetModuleSearchPaths("Modules");
  111. // Instantiate and register the Player subsystem
  112. context_->RegisterSubsystem(new AtomicPlayer::Player(context_));
  113. AtomicPlayer::jsapi_init_atomicplayer(vm_);
  114. JSVM* vm = JSVM::GetJSVM(0);
  115. if (!vm->ExecuteMain())
  116. {
  117. SendEvent(E_EXITREQUESTED);
  118. }
  119. return;
  120. }
  121. void AtomicPlayerApp::Stop()
  122. {
  123. vm_ = 0;
  124. context_->RemoveSubsystem<Javascript>();
  125. // make sure JSVM is really down and no outstanding refs
  126. // as if not, will hold on engine subsystems, which is bad
  127. assert(!JSVM::GetJSVM(0));
  128. Application::Stop();
  129. }
  130. void AtomicPlayerApp::HandleScriptReloadStarted(StringHash eventType, VariantMap& eventData)
  131. {
  132. }
  133. void AtomicPlayerApp::HandleScriptReloadFinished(StringHash eventType, VariantMap& eventData)
  134. {
  135. }
  136. void AtomicPlayerApp::HandleScriptReloadFailed(StringHash eventType, VariantMap& eventData)
  137. {
  138. ErrorExit();
  139. }
  140. void AtomicPlayerApp::HandleLogMessage(StringHash eventType, VariantMap& eventData)
  141. {
  142. using namespace LogMessage;
  143. int level = eventData[P_LEVEL].GetInt();
  144. // The message may be multi-line, so split to rows in that case
  145. Vector<String> rows = eventData[P_MESSAGE].GetString().Split('\n');
  146. for (unsigned i = 0; i < rows.Size(); ++i)
  147. {
  148. if (level == LOG_ERROR)
  149. {
  150. fprintf(stderr, "%s\n", rows[i].CString());
  151. }
  152. else
  153. {
  154. fprintf(stdout, "%s\n", rows[i].CString());
  155. }
  156. }
  157. }
  158. void AtomicPlayerApp::HandleJSError(StringHash eventType, VariantMap& eventData)
  159. {
  160. using namespace JSError;
  161. //String errName = eventData[P_ERRORNAME].GetString();
  162. //String errStack = eventData[P_ERRORSTACK].GetString();
  163. String errMessage = eventData[P_ERRORMESSAGE].GetString();
  164. String errFilename = eventData[P_ERRORFILENAME].GetString();
  165. int errLineNumber = eventData[P_ERRORLINENUMBER].GetInt();
  166. String errorString = ToString("%s - %s - Line: %i",
  167. errFilename.CString(), errMessage.CString(), errLineNumber);
  168. }
  169. }