AtomicPlayer.cpp 6.6 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/Core/Main.h>
  30. #include <Atomic/Core/ProcessUtils.h>
  31. #include <Atomic/Resource/ResourceCache.h>
  32. #include <Atomic/Resource/ResourceEvents.h>
  33. #include <Atomic/UI/UI.h>
  34. // Move me
  35. #include <Atomic/Environment/Environment.h>
  36. #include <AtomicJS/Javascript/Javascript.h>
  37. #include <AtomicPlayer/Player.h>
  38. #include "AtomicPlayer.h"
  39. #include <Atomic/DebugNew.h>
  40. #ifdef __APPLE__
  41. #include <unistd.h>
  42. #endif
  43. DEFINE_APPLICATION_MAIN(AtomicPlayer::AtomicPlayerApp)
  44. namespace AtomicPlayer
  45. {
  46. extern void jsapi_init_atomicplayer(JSVM* vm);
  47. AtomicPlayerApp::AtomicPlayerApp(Context* context) :
  48. Application(context)
  49. {
  50. }
  51. void AtomicPlayerApp::Setup()
  52. {
  53. #ifdef ATOMIC_3D
  54. RegisterEnvironmentLibrary(context_);
  55. #endif
  56. FileSystem* filesystem = GetSubsystem<FileSystem>();
  57. engineParameters_["WindowTitle"] = "AtomicPlayer";
  58. #if (ATOMIC_PLATFORM_ANDROID)
  59. engineParameters_["FullScreen"] = true;
  60. engineParameters_["ResourcePaths"] = "CoreData;PlayerData;Cache;AtomicResources";
  61. #elif ATOMIC_PLATFORM_WEB
  62. engineParameters_["FullScreen"] = false;
  63. engineParameters_["ResourcePaths"] = "AtomicResources";
  64. // engineParameters_["WindowWidth"] = 1280;
  65. // engineParameters_["WindowHeight"] = 720;
  66. #elif ATOMIC_PLATFORM_IOS
  67. engineParameters_["FullScreen"] = false;
  68. engineParameters_["ResourcePaths"] = "AtomicResources";
  69. #else
  70. engineParameters_["FullScreen"] = false;
  71. engineParameters_["WindowWidth"] = 1280;
  72. engineParameters_["WindowHeight"] = 720;
  73. engineParameters_["ResourcePaths"] = "AtomicResources";
  74. #endif
  75. #if ATOMIC_PLATFORM_WINDOWS
  76. engineParameters_["WindowIcon"] = "Images/AtomicLogo32.png";
  77. engineParameters_["ResourcePrefixPath"] = "AtomicPlayer_Resources";
  78. #elif ATOMIC_PLATFORM_ANDROID
  79. //engineParameters_["ResourcePrefixPath"] = "assets";
  80. #elif ATOMIC_PLATFORM_OSX
  81. engineParameters_["ResourcePrefixPath"] = "../Resources";
  82. #endif
  83. const Vector<String>& arguments = GetArguments();
  84. for (unsigned i = 0; i < arguments.Size(); ++i)
  85. {
  86. if (arguments[i].Length() > 1)
  87. {
  88. String argument = arguments[i].ToLower();
  89. String value = i + 1 < arguments.Size() ? arguments[i + 1] : String::EMPTY;
  90. if (argument == "--log-std")
  91. {
  92. SubscribeToEvent(E_LOGMESSAGE, HANDLER(AtomicPlayerApp, HandleLogMessage));
  93. }
  94. }
  95. }
  96. // Use the script file name as the base name for the log file
  97. engineParameters_["LogName"] = filesystem->GetAppPreferencesDir("AtomicPlayer", "Logs") + "AtomicPlayer.log";
  98. }
  99. void AtomicPlayerApp::Start()
  100. {
  101. Application::Start();
  102. // Instantiate and register the Javascript subsystem
  103. Javascript* javascript = new Javascript(context_);
  104. context_->RegisterSubsystem(javascript);
  105. vm_ = javascript->InstantiateVM("MainVM");
  106. vm_->InitJSContext();
  107. UI* ui = GetSubsystem<UI>();
  108. ui->Initialize("DefaultUI/language/lng_en.tb.txt");
  109. ui->LoadDefaultPlayerSkin();
  110. SubscribeToEvent(E_JSERROR, HANDLER(AtomicPlayerApp, HandleJSError));
  111. vm_->SetModuleSearchPaths("Modules");
  112. // Instantiate and register the Player subsystem
  113. context_->RegisterSubsystem(new AtomicPlayer::Player(context_));
  114. AtomicPlayer::jsapi_init_atomicplayer(vm_);
  115. JSVM* vm = JSVM::GetJSVM(0);
  116. if (!vm->ExecuteMain())
  117. {
  118. SendEvent(E_EXITREQUESTED);
  119. }
  120. return;
  121. }
  122. void AtomicPlayerApp::Stop()
  123. {
  124. vm_ = 0;
  125. context_->RemoveSubsystem<Javascript>();
  126. // make sure JSVM is really down and no outstanding refs
  127. // as if not, will hold on engine subsystems, which is bad
  128. assert(!JSVM::GetJSVM(0));
  129. Application::Stop();
  130. }
  131. void AtomicPlayerApp::HandleScriptReloadStarted(StringHash eventType, VariantMap& eventData)
  132. {
  133. }
  134. void AtomicPlayerApp::HandleScriptReloadFinished(StringHash eventType, VariantMap& eventData)
  135. {
  136. }
  137. void AtomicPlayerApp::HandleScriptReloadFailed(StringHash eventType, VariantMap& eventData)
  138. {
  139. ErrorExit();
  140. }
  141. void AtomicPlayerApp::HandleLogMessage(StringHash eventType, VariantMap& eventData)
  142. {
  143. using namespace LogMessage;
  144. int level = eventData[P_LEVEL].GetInt();
  145. // The message may be multi-line, so split to rows in that case
  146. Vector<String> rows = eventData[P_MESSAGE].GetString().Split('\n');
  147. for (unsigned i = 0; i < rows.Size(); ++i)
  148. {
  149. if (level == LOG_ERROR)
  150. {
  151. fprintf(stderr, "%s\n", rows[i].CString());
  152. }
  153. else
  154. {
  155. fprintf(stdout, "%s\n", rows[i].CString());
  156. }
  157. }
  158. }
  159. void AtomicPlayerApp::HandleJSError(StringHash eventType, VariantMap& eventData)
  160. {
  161. using namespace JSError;
  162. //String errName = eventData[P_ERRORNAME].GetString();
  163. //String errStack = eventData[P_ERRORSTACK].GetString();
  164. String errMessage = eventData[P_ERRORMESSAGE].GetString();
  165. String errFilename = eventData[P_ERRORFILENAME].GetString();
  166. int errLineNumber = eventData[P_ERRORLINENUMBER].GetInt();
  167. String errorString = ToString("%s - %s - Line: %i",
  168. errFilename.CString(), errMessage.CString(), errLineNumber);
  169. }
  170. }