AEPlayerApp.cpp 6.5 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213
  1. //
  2. // Copyright (c) 2008-2014 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include <Atomic/Atomic.h>
  23. #include <Atomic/Engine/Engine.h>
  24. #include <Atomic/IO/FileSystem.h>
  25. #include <Atomic/IO/Log.h>
  26. #include <Atomic/IO/IOEvents.h>
  27. #include <Atomic/Core/Main.h>
  28. #include <Atomic/Core/ProcessUtils.h>
  29. #include <Atomic/Resource/ResourceCache.h>
  30. #include <Atomic/Resource/ResourceEvents.h>
  31. // Move me
  32. #include <Atomic/Environment/Environment.h>
  33. #include <AtomicJS/Javascript/Javascript.h>
  34. #include "../PlayerMode/AEPlayerMode.h"
  35. #include <AtomicPlayer/Player.h>
  36. #include "AEPlayerApp.h"
  37. #include <Atomic/DebugNew.h>
  38. #ifdef __APPLE__
  39. #include <unistd.h>
  40. #endif
  41. namespace AtomicPlayer
  42. {
  43. extern void jsapi_init_atomicplayer(JSVM* vm);
  44. }
  45. namespace AtomicEditor
  46. {
  47. AEPlayerApplication::AEPlayerApplication(Context* context) :
  48. AEEditorCommon(context)
  49. {
  50. }
  51. void AEPlayerApplication::Setup()
  52. {
  53. FileSystem* filesystem = GetSubsystem<FileSystem>();
  54. engineParameters_["WindowTitle"] = "AtomicPlayer";
  55. #if (ATOMIC_PLATFORM_ANDROID)
  56. engineParameters_["FullScreen"] = true;
  57. engineParameters_["ResourcePaths"] = "CoreData;AtomicResources";
  58. #elif ATOMIC_PLATFORM_WEB
  59. engineParameters_["FullScreen"] = false;
  60. engineParameters_["ResourcePaths"] = "AtomicResources";
  61. // engineParameters_["WindowWidth"] = 1280;
  62. // engineParameters_["WindowHeight"] = 720;
  63. #elif ATOMIC_PLATFORM_IOS
  64. engineParameters_["FullScreen"] = false;
  65. engineParameters_["ResourcePaths"] = "AtomicResources";
  66. #else
  67. engineParameters_["FullScreen"] = false;
  68. engineParameters_["WindowWidth"] = 1280;
  69. engineParameters_["WindowHeight"] = 720;
  70. #endif
  71. #if ATOMIC_PLATFORM_WINDOWS
  72. engineParameters_["WindowIcon"] = "Images/AtomicLogo32.png";
  73. engineParameters_["ResourcePrefixPath"] = "AtomicPlayer_Resources";
  74. #elif ATOMIC_PLATFORM_ANDROID
  75. //engineParameters_["ResourcePrefixPath"] = "assets";
  76. #elif ATOMIC_PLATFORM_OSX
  77. engineParameters_["ResourcePrefixPath"] = "../Resources";
  78. #endif
  79. const Vector<String>& arguments = GetArguments();
  80. for (unsigned i = 0; i < arguments.Size(); ++i)
  81. {
  82. if (arguments[i].Length() > 1)
  83. {
  84. String argument = arguments[i].ToLower();
  85. String value = i + 1 < arguments.Size() ? arguments[i + 1] : String::EMPTY;
  86. if (argument == "--log-std")
  87. {
  88. SubscribeToEvent(E_LOGMESSAGE, HANDLER(AEPlayerApplication, HandleLogMessage));
  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. String resourcePaths = ToString("%s/Resources/CoreData;%s/Resources/PlayerData;%s/;%s/Resources;%s;%sCache",
  96. ATOMIC_ROOT_SOURCE_DIR, ATOMIC_ROOT_SOURCE_DIR, value.CString(), value.CString(), value.CString(), value.CString());
  97. LOGINFOF("Adding ResourcePaths: %s", resourcePaths.CString());
  98. engineParameters_["ResourcePaths"] = resourcePaths;
  99. }
  100. }
  101. }
  102. // Use the script file name as the base name for the log file
  103. engineParameters_["LogName"] = filesystem->GetAppPreferencesDir("AtomicPlayer", "Logs") + "AtomicPlayer.log";
  104. }
  105. void AEPlayerApplication::Start()
  106. {
  107. AEEditorCommon::Start();
  108. context_->RegisterSubsystem(new PlayerMode(context_));
  109. PlayerMode* playerMode = GetSubsystem<PlayerMode>();
  110. playerMode->ProcessArguments();
  111. SubscribeToEvent(E_JSERROR, HANDLER(AEPlayerApplication, HandleJSError));
  112. vm_->SetModuleSearchPaths("Modules");
  113. // Instantiate and register the Player subsystem
  114. context_->RegisterSubsystem(new AtomicPlayer::Player(context_));
  115. AtomicPlayer::jsapi_init_atomicplayer(vm_);
  116. if (!vm_->ExecuteMain())
  117. {
  118. ErrorExit("Error executing Scripts/main.js");
  119. }
  120. return;
  121. }
  122. void AEPlayerApplication::Stop()
  123. {
  124. AEEditorCommon::Stop();
  125. }
  126. void AEPlayerApplication::HandleScriptReloadStarted(StringHash eventType, VariantMap& eventData)
  127. {
  128. }
  129. void AEPlayerApplication::HandleScriptReloadFinished(StringHash eventType, VariantMap& eventData)
  130. {
  131. }
  132. void AEPlayerApplication::HandleScriptReloadFailed(StringHash eventType, VariantMap& eventData)
  133. {
  134. ErrorExit();
  135. }
  136. void AEPlayerApplication::HandleLogMessage(StringHash eventType, VariantMap& eventData)
  137. {
  138. using namespace LogMessage;
  139. int level = eventData[P_LEVEL].GetInt();
  140. // The message may be multi-line, so split to rows in that case
  141. Vector<String> rows = eventData[P_MESSAGE].GetString().Split('\n');
  142. for (unsigned i = 0; i < rows.Size(); ++i)
  143. {
  144. if (level == LOG_ERROR)
  145. {
  146. fprintf(stderr, "%s\n", rows[i].CString());
  147. }
  148. else
  149. {
  150. fprintf(stdout, "%s\n", rows[i].CString());
  151. }
  152. }
  153. }
  154. void AEPlayerApplication::HandleJSError(StringHash eventType, VariantMap& eventData)
  155. {
  156. using namespace JSError;
  157. //String errName = eventData[P_ERRORNAME].GetString();
  158. String errMessage = eventData[P_ERRORMESSAGE].GetString();
  159. String errFilename = eventData[P_ERRORFILENAME].GetString();
  160. //String errStack = eventData[P_ERRORSTACK].GetString();
  161. int errLineNumber = eventData[P_ERRORLINENUMBER].GetInt();
  162. String errorString = ToString("%s - %s - Line: %i",
  163. errFilename.CString(), errMessage.CString(), errLineNumber);
  164. ErrorExit(errorString);
  165. }
  166. }