AEEditorApp.cpp 4.3 KB

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  1. // Copyright (c) 2014-2015, THUNDERBEAST GAMES LLC All rights reserved
  2. // Please see LICENSE.md in repository root for license information
  3. // https://github.com/AtomicGameEngine/AtomicGameEngine
  4. #include <Atomic/Core/StringUtils.h>
  5. #include <Atomic/Engine/Engine.h>
  6. #include <Atomic/IO/FileSystem.h>
  7. #include <Atomic/Input/Input.h>
  8. #include <Atomic/Resource/ResourceCache.h>
  9. #include <Atomic/Graphics/Graphics.h>
  10. #include <Atomic/Atomic3D/AnimatedModel.h>
  11. #include <Atomic/UI/UI.h>
  12. #include <AtomicJS/Javascript/Javascript.h>
  13. #include <ToolCore/ToolSystem.h>
  14. #include <ToolCore/ToolEnvironment.h>
  15. #include "AEEditorApp.h"
  16. // Move me
  17. #include <Atomic/Environment/Environment.h>
  18. using namespace ToolCore;
  19. namespace ToolCore
  20. {
  21. extern void jsapi_init_toolcore(JSVM* vm);
  22. }
  23. namespace AtomicEditor
  24. {
  25. extern void jsapi_init_editor(JSVM* vm);
  26. AEEditorApp::AEEditorApp(Context* context) :
  27. Application(context)
  28. {
  29. }
  30. void AEEditorApp::Start()
  31. {
  32. // Do not create bone structure by default when in the editor
  33. // this can be toggled temporarily, for example to setup an animation preview
  34. AnimatedModel::SetBoneCreationEnabled(false);
  35. context_->SetEditorContent(true);
  36. Input* input = GetSubsystem<Input>();
  37. input->SetMouseVisible(true);
  38. // move UI initialization to JS
  39. UI* ui = GetSubsystem<UI>();
  40. ui->Initialize("AtomicEditor/resources/language/lng_en.tb.txt");
  41. ui->LoadSkin("AtomicEditor/resources/default_skin/skin.tb.txt", "AtomicEditor/editor/skin/skin.tb.txt");
  42. ui->AddFont("AtomicEditor/resources/vera.ttf", "Vera");
  43. ui->AddFont("AtomicEditor/resources/MesloLGS-Regular.ttf", "Monaco");
  44. ui->SetDefaultFont("Vera", 12);
  45. Javascript* javascript = new Javascript(context_);
  46. context_->RegisterSubsystem(javascript);
  47. SubscribeToEvent(E_JSERROR, HANDLER(AEEditorApp, HandleJSError));
  48. // Instantiate and register the Javascript subsystem
  49. vm_ = javascript->InstantiateVM("MainVM");
  50. vm_->InitJSContext();
  51. vm_->SetModuleSearchPaths("AtomicEditor");
  52. jsapi_init_toolcore(vm_);
  53. jsapi_init_editor(vm_);
  54. SharedPtr<File> file (GetSubsystem<ResourceCache>()->GetFile("AtomicEditor/main.js"));
  55. if (file.Null())
  56. {
  57. ErrorExit("Unable to load AtomicEditor/main.js");
  58. return;
  59. }
  60. if (!vm_->ExecuteFile(file))
  61. {
  62. ErrorExit("Error executing AtomicEditor/main.js");
  63. return;
  64. }
  65. }
  66. void AEEditorApp::Setup()
  67. {
  68. RegisterEnvironmentLibrary(context_);
  69. FileSystem* filesystem = GetSubsystem<FileSystem>();
  70. ToolEnvironment* env = new ToolEnvironment(context_);
  71. context_->RegisterSubsystem(env);
  72. ToolSystem* system = new ToolSystem(context_);
  73. context_->RegisterSubsystem(system);
  74. #ifdef ATOMIC_DEV_BUILD
  75. if (!env->InitFromJSON())
  76. {
  77. ErrorExit(ToString("Unable to initialize tool environment from %s", env->GetDevConfigFilename().CString()));
  78. return;
  79. }
  80. #endif
  81. // env->Dump();
  82. engineParameters_["WindowTitle"] = "AtomicEditor";
  83. engineParameters_["WindowResizable"] = true;
  84. engineParameters_["FullScreen"] = false;
  85. engineParameters_["LogName"] = filesystem->GetAppPreferencesDir("AtomicEditor", "Logs") + "AtomicEditor.log";
  86. engineParameters_["LogLevel"] = LOG_DEBUG;
  87. #ifdef ATOMIC_PLATFORM_OSX
  88. engineParameters_["WindowIcon"] = "Images/AtomicLogo32.png";
  89. #endif
  90. #ifdef ATOMIC_DEV_BUILD
  91. engineParameters_["ResourcePrefixPath"] = "";
  92. String ScriptPath = env->GetRootSourceDir() + "Script";
  93. String resourcePaths = env->GetCoreDataDir() + ";" + env->GetEditorDataDir() + ";" + ScriptPath;
  94. engineParameters_["ResourcePaths"] = resourcePaths;
  95. #else
  96. #error ATOMIC_DEV_BUILD not defined
  97. #endif // ATOMIC_DEV_BUILD
  98. }
  99. void AEEditorApp::Stop()
  100. {
  101. }
  102. void AEEditorApp::HandleJSError(StringHash eventType, VariantMap& eventData)
  103. {
  104. using namespace JSError;
  105. //String errName = eventData[P_ERRORNAME].GetString();
  106. String errMessage = eventData[P_ERRORMESSAGE].GetString();
  107. String errFilename = eventData[P_ERRORFILENAME].GetString();
  108. //String errStack = eventData[P_ERRORSTACK].GetString();
  109. int errLineNumber = eventData[P_ERRORLINENUMBER].GetInt();
  110. String errorString = ToString("%s - %s - Line: %i",
  111. errFilename.CString(), errMessage.CString(), errLineNumber);
  112. ErrorExit(errorString);
  113. }
  114. }