AEPlayerApp.cpp 6.8 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. #endif
  24. #include "../PlayerMode/AEPlayerMode.h"
  25. #include <AtomicPlayer/Player.h>
  26. #include "AEPlayerApp.h"
  27. #include <Atomic/DebugNew.h>
  28. #ifdef __APPLE__
  29. #include <unistd.h>
  30. #endif
  31. namespace AtomicPlayer
  32. {
  33. extern void jsapi_init_atomicplayer(JSVM* vm);
  34. }
  35. namespace AtomicEditor
  36. {
  37. AEPlayerApplication::AEPlayerApplication(Context* context) :
  38. AEEditorCommon(context)
  39. {
  40. }
  41. void AEPlayerApplication::Setup()
  42. {
  43. AEEditorCommon::Setup();
  44. FileSystem* filesystem = GetSubsystem<FileSystem>();
  45. engineParameters_["WindowTitle"] = "AtomicPlayer";
  46. #if (ATOMIC_PLATFORM_ANDROID)
  47. engineParameters_["FullScreen"] = true;
  48. engineParameters_["ResourcePaths"] = "CoreData;AtomicResources";
  49. #elif ATOMIC_PLATFORM_WEB
  50. engineParameters_["FullScreen"] = false;
  51. engineParameters_["ResourcePaths"] = "AtomicResources";
  52. // engineParameters_["WindowWidth"] = 1280;
  53. // engineParameters_["WindowHeight"] = 720;
  54. #elif ATOMIC_PLATFORM_IOS
  55. engineParameters_["FullScreen"] = false;
  56. engineParameters_["ResourcePaths"] = "AtomicResources";
  57. #else
  58. engineParameters_["FullScreen"] = false;
  59. engineParameters_["WindowWidth"] = 1280;
  60. engineParameters_["WindowHeight"] = 720;
  61. #endif
  62. engineParameters_["LogLevel"] = LOG_DEBUG;
  63. #if ATOMIC_PLATFORM_WINDOWS
  64. engineParameters_["WindowIcon"] = "Images/AtomicLogo32.png";
  65. engineParameters_["ResourcePrefixPath"] = "AtomicPlayer_Resources";
  66. #elif ATOMIC_PLATFORM_ANDROID
  67. //engineParameters_["ResourcePrefixPath"] = "assets";
  68. #elif ATOMIC_PLATFORM_OSX
  69. engineParameters_["ResourcePrefixPath"] = "../Resources";
  70. #endif
  71. const Vector<String>& arguments = GetArguments();
  72. for (unsigned i = 0; i < arguments.Size(); ++i)
  73. {
  74. if (arguments[i].Length() > 1)
  75. {
  76. String argument = arguments[i].ToLower();
  77. String value = i + 1 < arguments.Size() ? arguments[i + 1] : String::EMPTY;
  78. if (argument == "--log-std")
  79. {
  80. SubscribeToEvent(E_LOGMESSAGE, HANDLER(AEPlayerApplication, HandleLogMessage));
  81. }
  82. else if (argument == "--project" && value.Length())
  83. {
  84. engineParameters_["ResourcePrefixPath"] = "";
  85. // This works for a local dev build, --editor-resource-paths command below is for
  86. // launching from AtomicEditor (IPC)
  87. value = AddTrailingSlash(value);
  88. #ifdef ATOMIC_DEV_BUILD
  89. String resourcePaths = ToString("%s/Resources/CoreData;%s/Resources/PlayerData;%s/;%s/Resources;%s;%sCache",
  90. ATOMIC_ROOT_SOURCE_DIR, ATOMIC_ROOT_SOURCE_DIR, value.CString(), value.CString(), value.CString(), value.CString());
  91. #ifdef ATOMIC_DOTNET
  92. String assemblyLoadPath = GetNativePath(ToString("%sResources/Assemblies/", value.CString()));
  93. GetSubsystem<NETCore>()->AddAssemblyLoadPath(assemblyLoadPath);
  94. #endif
  95. #else
  96. #ifdef __APPLE__
  97. engineParameters_["ResourcePrefixPath"] = "../Resources";
  98. #else
  99. engineParameters_["ResourcePrefixPath"] = filesystem->GetProgramDir() + "Resources";
  100. #endif
  101. String resourcePaths = ToString("CoreData;PlayerData;%s/;%s/Resources;%s;%sCache",
  102. value.CString(), value.CString(), value.CString(), value.CString());
  103. #endif
  104. LOGINFOF("Adding ResourcePaths: %s", resourcePaths.CString());
  105. engineParameters_["ResourcePaths"] = resourcePaths;
  106. }
  107. }
  108. }
  109. // Use the script file name as the base name for the log file
  110. engineParameters_["LogName"] = filesystem->GetAppPreferencesDir("AtomicPlayer", "Logs") + "AtomicPlayer.log";
  111. }
  112. void AEPlayerApplication::Start()
  113. {
  114. AEEditorCommon::Start();
  115. UI* ui = GetSubsystem<UI>();
  116. ui->Initialize("DefaultUI/language/lng_en.tb.txt");
  117. ui->LoadDefaultPlayerSkin();
  118. context_->RegisterSubsystem(new PlayerMode(context_));
  119. PlayerMode* playerMode = GetSubsystem<PlayerMode>();
  120. playerMode->ProcessArguments();
  121. SubscribeToEvent(E_JSERROR, HANDLER(AEPlayerApplication, HandleJSError));
  122. vm_->SetModuleSearchPaths("Modules");
  123. // Instantiate and register the Player subsystem
  124. context_->RegisterSubsystem(new AtomicPlayer::Player(context_));
  125. AtomicPlayer::jsapi_init_atomicplayer(vm_);
  126. if (!playerMode->launchedByEditor())
  127. {
  128. JSVM* vm = JSVM::GetJSVM(0);
  129. if (!vm->ExecuteMain())
  130. {
  131. SendEvent(E_EXITREQUESTED);
  132. }
  133. }
  134. return;
  135. }
  136. void AEPlayerApplication::Stop()
  137. {
  138. AEEditorCommon::Stop();
  139. }
  140. void AEPlayerApplication::HandleScriptReloadStarted(StringHash eventType, VariantMap& eventData)
  141. {
  142. }
  143. void AEPlayerApplication::HandleScriptReloadFinished(StringHash eventType, VariantMap& eventData)
  144. {
  145. }
  146. void AEPlayerApplication::HandleScriptReloadFailed(StringHash eventType, VariantMap& eventData)
  147. {
  148. ErrorExit();
  149. }
  150. void AEPlayerApplication::HandleLogMessage(StringHash eventType, VariantMap& eventData)
  151. {
  152. using namespace LogMessage;
  153. int level = eventData[P_LEVEL].GetInt();
  154. // The message may be multi-line, so split to rows in that case
  155. Vector<String> rows = eventData[P_MESSAGE].GetString().Split('\n');
  156. for (unsigned i = 0; i < rows.Size(); ++i)
  157. {
  158. if (level == LOG_ERROR)
  159. {
  160. fprintf(stderr, "%s\n", rows[i].CString());
  161. }
  162. else
  163. {
  164. fprintf(stdout, "%s\n", rows[i].CString());
  165. }
  166. }
  167. }
  168. void AEPlayerApplication::HandleJSError(StringHash eventType, VariantMap& eventData)
  169. {
  170. using namespace JSError;
  171. //String errName = eventData[P_ERRORNAME].GetString();
  172. //String errStack = eventData[P_ERRORSTACK].GetString();
  173. String errMessage = eventData[P_ERRORMESSAGE].GetString();
  174. String errFilename = eventData[P_ERRORFILENAME].GetString();
  175. int errLineNumber = eventData[P_ERRORLINENUMBER].GetInt();
  176. String errorString = ToString("%s - %s - Line: %i",
  177. errFilename.CString(), errMessage.CString(), errLineNumber);
  178. }
  179. }