AtomicSharpApp.cpp 7.2 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/Atomic.h>
  24. #include <Atomic/Engine/Engine.h>
  25. #include <Atomic/IO/FileSystem.h>
  26. #include <Atomic/IO/Log.h>
  27. #include <Atomic/IO/IOEvents.h>
  28. #include <Atomic/Input/InputEvents.h>
  29. #include <Atomic/Input/Input.h>
  30. #include <Atomic/Core/Main.h>
  31. #include <Atomic/Core/ProcessUtils.h>
  32. #include <Atomic/Resource/ResourceCache.h>
  33. #include <Atomic/Resource/ResourceEvents.h>
  34. #include <Atomic/UI/UI.h>
  35. // Move me
  36. #include <Atomic/Environment/Environment.h>
  37. #include <AtomicJS/Javascript/Javascript.h>
  38. #include <AtomicPlayer/Player.h>
  39. #include "AtomicSharpApp.h"
  40. #include <Atomic/DebugNew.h>
  41. #ifdef __APPLE__
  42. #include <unistd.h>
  43. #endif
  44. DEFINE_APPLICATION_MAIN(AtomicPlayer::AtomicPlayerApp)
  45. namespace AtomicPlayer
  46. {
  47. extern void jsapi_init_atomicplayer(JSVM* vm);
  48. AtomicPlayerApp::AtomicPlayerApp(Context* context) :
  49. Application(context)
  50. {
  51. }
  52. void AtomicPlayerApp::Setup()
  53. {
  54. #ifdef ATOMIC_3D
  55. RegisterEnvironmentLibrary(context_);
  56. #endif
  57. FileSystem* filesystem = GetSubsystem<FileSystem>();
  58. engineParameters_["WindowTitle"] = "AtomicPlayer";
  59. #if (ATOMIC_PLATFORM_ANDROID)
  60. engineParameters_["FullScreen"] = true;
  61. engineParameters_["ResourcePaths"] = "CoreData;PlayerData;Cache;AtomicResources";
  62. #elif ATOMIC_PLATFORM_WEB
  63. engineParameters_["FullScreen"] = false;
  64. engineParameters_["ResourcePaths"] = "AtomicResources";
  65. // engineParameters_["WindowWidth"] = 1280;
  66. // engineParameters_["WindowHeight"] = 720;
  67. #elif ATOMIC_PLATFORM_IOS
  68. engineParameters_["FullScreen"] = false;
  69. engineParameters_["ResourcePaths"] = "AtomicResources";
  70. #else
  71. engineParameters_["FullScreen"] = false;
  72. engineParameters_["WindowWidth"] = 1280;
  73. engineParameters_["WindowHeight"] = 720;
  74. engineParameters_["ResourcePaths"] = "/Users/josh/Dev/atomic/AtomicGameEngineSharp/Resources/CoreData;/Users/josh/Dev/atomic/AtomicGameEngineSharp/Resources/PlayerData";
  75. #endif
  76. #if ATOMIC_PLATFORM_WINDOWS
  77. engineParameters_["WindowIcon"] = "Images/AtomicLogo32.png";
  78. engineParameters_["ResourcePrefixPath"] = "AtomicPlayer_Resources";
  79. #elif ATOMIC_PLATFORM_ANDROID
  80. //engineParameters_["ResourcePrefixPath"] = "assets";
  81. #elif ATOMIC_PLATFORM_OSX
  82. engineParameters_["ResourcePrefixPath"] = "../Resources";
  83. #endif
  84. const Vector<String>& arguments = GetArguments();
  85. for (unsigned i = 0; i < arguments.Size(); ++i)
  86. {
  87. if (arguments[i].Length() > 1)
  88. {
  89. String argument = arguments[i].ToLower();
  90. String value = i + 1 < arguments.Size() ? arguments[i + 1] : String::EMPTY;
  91. if (argument == "--log-std")
  92. {
  93. SubscribeToEvent(E_LOGMESSAGE, HANDLER(AtomicPlayerApp, HandleLogMessage));
  94. }
  95. }
  96. }
  97. // Use the script file name as the base name for the log file
  98. engineParameters_["LogName"] = filesystem->GetAppPreferencesDir("AtomicPlayer", "Logs") + "AtomicPlayer.log";
  99. }
  100. void AtomicPlayerApp::Start()
  101. {
  102. Application::Start();
  103. UI* ui = GetSubsystem<UI>();
  104. ui->Initialize("DefaultUI/language/lng_en.tb.txt");
  105. ui->LoadDefaultPlayerSkin();
  106. // Instantiate and register the Player subsystem
  107. context_->RegisterSubsystem(new AtomicPlayer::Player(context_));
  108. return;
  109. }
  110. void AtomicPlayerApp::Stop()
  111. {
  112. Application::Stop();
  113. }
  114. void AtomicPlayerApp::HandleScriptReloadStarted(StringHash eventType, VariantMap& eventData)
  115. {
  116. }
  117. void AtomicPlayerApp::HandleScriptReloadFinished(StringHash eventType, VariantMap& eventData)
  118. {
  119. }
  120. void AtomicPlayerApp::HandleScriptReloadFailed(StringHash eventType, VariantMap& eventData)
  121. {
  122. ErrorExit();
  123. }
  124. void AtomicPlayerApp::HandleLogMessage(StringHash eventType, VariantMap& eventData)
  125. {
  126. using namespace LogMessage;
  127. int level = eventData[P_LEVEL].GetInt();
  128. // The message may be multi-line, so split to rows in that case
  129. Vector<String> rows = eventData[P_MESSAGE].GetString().Split('\n');
  130. for (unsigned i = 0; i < rows.Size(); ++i)
  131. {
  132. if (level == LOG_ERROR)
  133. {
  134. fprintf(stderr, "%s\n", rows[i].CString());
  135. }
  136. else
  137. {
  138. fprintf(stdout, "%s\n", rows[i].CString());
  139. }
  140. }
  141. }
  142. int AtomicPlayerApp::Initialize()
  143. {
  144. try
  145. {
  146. Setup();
  147. if (exitCode_)
  148. return exitCode_;
  149. if (!engine_->Initialize(engineParameters_))
  150. {
  151. ErrorExit();
  152. return exitCode_;
  153. }
  154. Start();
  155. return exitCode_;
  156. }
  157. catch (std::bad_alloc&)
  158. {
  159. ErrorDialog(GetTypeName(), "An out-of-memory error occurred. The application will now exit.");
  160. return EXIT_FAILURE;
  161. }
  162. }
  163. bool AtomicPlayerApp::RunFrame()
  164. {
  165. try
  166. {
  167. if (!engine_->IsExiting())
  168. {
  169. engine_->RunFrame();
  170. return true;
  171. }
  172. else
  173. return false;
  174. }
  175. catch (std::bad_alloc&)
  176. {
  177. ErrorDialog(GetTypeName(), "An out-of-memory error occurred. The application will now exit.");
  178. return EXIT_FAILURE;
  179. }
  180. }
  181. int AtomicPlayerApp::Shutdown()
  182. {
  183. Stop();
  184. return exitCode_;
  185. }
  186. }
  187. static SharedPtr<Atomic::Context> sContext;
  188. static SharedPtr<AtomicPlayer::AtomicPlayerApp> sApplication;
  189. extern "C" {
  190. int atomicsharp_initialize()
  191. {
  192. sContext = new Atomic::Context();
  193. sApplication = new AtomicPlayer::AtomicPlayerApp(sContext);
  194. return sApplication->Initialize();
  195. }
  196. bool atomicsharp_runframe()
  197. {
  198. if (!sApplication->RunFrame())
  199. {
  200. sApplication->Shutdown();
  201. sApplication = 0;
  202. sContext = 0;
  203. return false;
  204. }
  205. return true;
  206. }
  207. }