AEPlayerApp.cpp 8.7 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/IO/FileSystem.h>
  10. #include <Atomic/IO/Log.h>
  11. #include <Atomic/IO/IOEvents.h>
  12. #include <Atomic/Input/InputEvents.h>
  13. #include <Atomic/Core/Main.h>
  14. #include <Atomic/Core/ProcessUtils.h>
  15. #include <Atomic/Resource/ResourceCache.h>
  16. #include <Atomic/Resource/ResourceEvents.h>
  17. #include <Atomic/UI/UI.h>
  18. // Move me
  19. #include <Atomic/Environment/Environment.h>
  20. #include <AtomicJS/Javascript/Javascript.h>
  21. #ifdef ATOMIC_DOTNET
  22. #include <AtomicNET/NETCore/NETCore.h>
  23. #include <AtomicNET/NETScript/NETScript.h>
  24. #endif
  25. #include "../PlayerMode/AEPlayerMode.h"
  26. #include <AtomicPlayer/Player.h>
  27. #include "../PlayerMode/AEPlayerEvents.h"
  28. #include "AEPlayerApp.h"
  29. #include <Atomic/DebugNew.h>
  30. #ifdef __APPLE__
  31. #include <unistd.h>
  32. #endif
  33. namespace AtomicPlayer
  34. {
  35. extern void jsapi_init_atomicplayer(JSVM* vm);
  36. }
  37. namespace AtomicEditor
  38. {
  39. AEPlayerApplication::AEPlayerApplication(Context* context) :
  40. AEEditorCommon(context),
  41. debugPlayer_(false)
  42. {
  43. }
  44. void AEPlayerApplication::Setup()
  45. {
  46. AEEditorCommon::Setup();
  47. engine_->SetAutoExit(false);
  48. FileSystem* filesystem = GetSubsystem<FileSystem>();
  49. engineParameters_["WindowTitle"] = "AtomicPlayer";
  50. #if (ATOMIC_PLATFORM_ANDROID)
  51. engineParameters_["FullScreen"] = true;
  52. engineParameters_["ResourcePaths"] = "CoreData;AtomicResources";
  53. #elif ATOMIC_PLATFORM_WEB
  54. engineParameters_["FullScreen"] = false;
  55. engineParameters_["ResourcePaths"] = "AtomicResources";
  56. // engineParameters_["WindowWidth"] = 1280;
  57. // engineParameters_["WindowHeight"] = 720;
  58. #elif ATOMIC_PLATFORM_IOS
  59. engineParameters_["FullScreen"] = false;
  60. engineParameters_["ResourcePaths"] = "AtomicResources";
  61. #else
  62. engineParameters_["FullScreen"] = false;
  63. engineParameters_["WindowWidth"] = 1280;
  64. engineParameters_["WindowHeight"] = 720;
  65. #endif
  66. engineParameters_["LogLevel"] = LOG_DEBUG;
  67. #if ATOMIC_PLATFORM_WINDOWS || ATOMIC_PLATFORM_LINUX
  68. engineParameters_["WindowIcon"] = "Images/AtomicLogo32.png";
  69. engineParameters_["ResourcePrefixPath"] = "AtomicPlayer_Resources";
  70. #elif ATOMIC_PLATFORM_ANDROID
  71. //engineParameters_["ResourcePrefixPath"] = "assets";
  72. #elif ATOMIC_PLATFORM_OSX
  73. engineParameters_["ResourcePrefixPath"] = "../Resources";
  74. #endif
  75. const Vector<String>& arguments = GetArguments();
  76. for (unsigned i = 0; i < arguments.Size(); ++i)
  77. {
  78. if (arguments[i].Length() > 1)
  79. {
  80. String argument = arguments[i].ToLower();
  81. String value = i + 1 < arguments.Size() ? arguments[i + 1] : String::EMPTY;
  82. if (argument == "--log-std")
  83. {
  84. SubscribeToEvent(E_LOGMESSAGE, HANDLER(AEPlayerApplication, HandleLogMessage));
  85. }
  86. else if (argument == "--debug")
  87. {
  88. debugPlayer_ = true;
  89. }
  90. else if (argument == "--project" && value.Length())
  91. {
  92. engineParameters_["ResourcePrefixPath"] = "";
  93. // This works for a local dev build, --editor-resource-paths command below is for
  94. // launching from AtomicEditor (IPC)
  95. value = AddTrailingSlash(value);
  96. // check that cache exists
  97. if (!filesystem->DirExists(value + "Cache"))
  98. {
  99. 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");
  100. return;
  101. }
  102. #ifdef ATOMIC_DEV_BUILD
  103. String resourcePaths = ToString("%s/Resources/CoreData;%s/Resources/PlayerData;%sResources;%s;%sCache",
  104. ATOMIC_ROOT_SOURCE_DIR, ATOMIC_ROOT_SOURCE_DIR, value.CString(), value.CString(), value.CString());
  105. #else
  106. #ifdef __APPLE__
  107. engineParameters_["ResourcePrefixPath"] = "../Resources";
  108. #else
  109. engineParameters_["ResourcePrefixPath"] = filesystem->GetProgramDir() + "Resources";
  110. #endif
  111. String resourcePaths = ToString("CoreData;PlayerData;%s/;%s/Resources;%s;%sCache",
  112. value.CString(), value.CString(), value.CString(), value.CString());
  113. #endif
  114. LOGINFOF("Adding ResourcePaths: %s", resourcePaths.CString());
  115. engineParameters_["ResourcePaths"] = resourcePaths;
  116. #ifdef ATOMIC_DOTNET
  117. NETCore* netCore = GetSubsystem<NETCore>();
  118. String assemblyLoadPath = GetNativePath(ToString("%sResources/Assemblies/", value.CString()));
  119. netCore->AddAssemblyLoadPath(assemblyLoadPath);
  120. #endif
  121. }
  122. else if (argument == "--windowposx" && value.Length())
  123. {
  124. engineParameters_["WindowPositionX"] = atoi(value.CString());
  125. }
  126. else if (argument == "--windowposy" && value.Length())
  127. {
  128. engineParameters_["WindowPositionY"] = atoi(value.CString());
  129. }
  130. else if (argument == "--windowwidth" && value.Length())
  131. {
  132. engineParameters_["WindowWidth"] = atoi(value.CString());
  133. }
  134. else if (argument == "--windowheight" && value.Length())
  135. {
  136. engineParameters_["WindowHeight"] = atoi(value.CString());
  137. }
  138. else if (argument == "--resizable")
  139. {
  140. engineParameters_["WindowResizable"] = true;
  141. }
  142. }
  143. }
  144. // Use the script file name as the base name for the log file
  145. engineParameters_["LogName"] = filesystem->GetAppPreferencesDir("AtomicPlayer", "Logs") + "AtomicPlayer.log";
  146. }
  147. void AEPlayerApplication::Start()
  148. {
  149. AEEditorCommon::Start();
  150. UI* ui = GetSubsystem<UI>();
  151. ui->Initialize("DefaultUI/language/lng_en.tb.txt");
  152. ui->LoadDefaultPlayerSkin();
  153. context_->RegisterSubsystem(new PlayerMode(context_));
  154. PlayerMode* playerMode = GetSubsystem<PlayerMode>();
  155. playerMode->ProcessArguments();
  156. SubscribeToEvent(E_JSERROR, HANDLER(AEPlayerApplication, HandleJSError));
  157. #ifdef ATOMIC_DOTNET
  158. if (debugPlayer_)
  159. {
  160. GetSubsystem<NETCore>()->WaitForDebuggerConnect();
  161. }
  162. #endif
  163. vm_->SetModuleSearchPaths("Modules");
  164. // Instantiate and register the Player subsystem
  165. context_->RegisterSubsystem(new AtomicPlayer::Player(context_));
  166. AtomicPlayer::jsapi_init_atomicplayer(vm_);
  167. #ifdef ATOMIC_DOTNET
  168. // Initialize Scripting Subsystem
  169. NETScript* netScript = new NETScript(context_);
  170. context_->RegisterSubsystem(netScript);
  171. netScript->Initialize();
  172. netScript->ExecMainAssembly();
  173. #endif
  174. if (!playerMode->launchedByEditor())
  175. {
  176. JSVM* vm = JSVM::GetJSVM(0);
  177. if (!vm->ExecuteMain())
  178. {
  179. SendEvent(E_EXITREQUESTED);
  180. }
  181. }
  182. SubscribeToEvent(E_PLAYERQUIT, HANDLER(AEPlayerApplication, HandleQuit));
  183. return;
  184. }
  185. void AEPlayerApplication::HandleQuit(StringHash eventType, VariantMap& eventData)
  186. {
  187. engine_->Exit();
  188. }
  189. void AEPlayerApplication::Stop()
  190. {
  191. AEEditorCommon::Stop();
  192. }
  193. void AEPlayerApplication::HandleScriptReloadStarted(StringHash eventType, VariantMap& eventData)
  194. {
  195. }
  196. void AEPlayerApplication::HandleScriptReloadFinished(StringHash eventType, VariantMap& eventData)
  197. {
  198. }
  199. void AEPlayerApplication::HandleScriptReloadFailed(StringHash eventType, VariantMap& eventData)
  200. {
  201. ErrorExit();
  202. }
  203. void AEPlayerApplication::HandleLogMessage(StringHash eventType, VariantMap& eventData)
  204. {
  205. using namespace LogMessage;
  206. int level = eventData[P_LEVEL].GetInt();
  207. // The message may be multi-line, so split to rows in that case
  208. Vector<String> rows = eventData[P_MESSAGE].GetString().Split('\n');
  209. for (unsigned i = 0; i < rows.Size(); ++i)
  210. {
  211. if (level == LOG_ERROR)
  212. {
  213. fprintf(stderr, "%s\n", rows[i].CString());
  214. }
  215. else
  216. {
  217. fprintf(stdout, "%s\n", rows[i].CString());
  218. }
  219. }
  220. }
  221. void AEPlayerApplication::HandleJSError(StringHash eventType, VariantMap& eventData)
  222. {
  223. using namespace JSError;
  224. //String errName = eventData[P_ERRORNAME].GetString();
  225. //String errStack = eventData[P_ERRORSTACK].GetString();
  226. String errMessage = eventData[P_ERRORMESSAGE].GetString();
  227. String errFilename = eventData[P_ERRORFILENAME].GetString();
  228. int errLineNumber = eventData[P_ERRORLINENUMBER].GetInt();
  229. String errorString = ToString("%s - %s - Line: %i",
  230. errFilename.CString(), errMessage.CString(), errLineNumber);
  231. }
  232. }