AppBase.cpp 5.3 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207
  1. //
  2. // Copyright (c) 2014-2016 THUNDERBEAST GAMES LLC
  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/IO/Log.h>
  23. #include <Atomic/IO/IOEvents.h>
  24. #include <Atomic/Engine/Engine.h>
  25. #include <Atomic/Engine/EngineConfig.h>
  26. #include <Atomic/Script/ScriptSystem.h>
  27. #include <AtomicJS/Javascript/Javascript.h>
  28. // Move me!
  29. #include <Atomic/Environment/Environment.h>
  30. #include "AppBase.h"
  31. namespace Atomic
  32. {
  33. Vector<String> AppBase::engineConfigSearchPaths_;
  34. Vector<String> AppBase::arguments_;
  35. AppBase::AppBase(Context* context) :
  36. Application(context)
  37. {
  38. // Copy arguments
  39. if (!arguments_.Size())
  40. {
  41. arguments_ = GetArguments();
  42. }
  43. else
  44. {
  45. String commandline = String::Joined(arguments_, " ");
  46. ParseArguments(commandline, false);
  47. arguments_ = GetArguments();
  48. }
  49. }
  50. AppBase::~AppBase()
  51. {
  52. }
  53. void AppBase::ProcessArguments()
  54. {
  55. for (unsigned i = 0; i < arguments_.Size(); ++i)
  56. {
  57. if (arguments_[i].Length() > 1)
  58. {
  59. String argument = arguments_[i].ToLower();
  60. String value = i + 1 < arguments_.Size() ? arguments_[i + 1] : String::EMPTY;
  61. if (argument == "--log-std")
  62. {
  63. SubscribeToEvent(E_LOGMESSAGE, ATOMIC_HANDLER(AppBase, HandleLogMessage));
  64. }
  65. }
  66. }
  67. }
  68. void AppBase::Setup()
  69. {
  70. Application::Setup();
  71. #ifdef ATOMIC_3D
  72. // Move me!
  73. RegisterEnvironmentLibrary(context_);
  74. #endif
  75. ProcessArguments();
  76. // Read the engine configuration
  77. ReadEngineConfig();
  78. context_->RegisterSubsystem(new ScriptSystem(context_));
  79. // Instantiate and register the Javascript subsystem
  80. Javascript* javascript = new Javascript(context_);
  81. context_->RegisterSubsystem(javascript);
  82. vm_ = javascript->InstantiateVM("MainVM");
  83. SubscribeToEvent(E_JSERROR, ATOMIC_HANDLER(AppBase, HandleJSError));
  84. }
  85. void AppBase::Start()
  86. {
  87. Application::Start();
  88. vm_->InitJSContext();
  89. }
  90. bool AppBase::RunFrame()
  91. {
  92. engine_->RunFrame();
  93. if (engine_->IsExiting())
  94. {
  95. return false;
  96. }
  97. return true;
  98. }
  99. void AppBase::Stop()
  100. {
  101. vm_ = 0;
  102. context_->RemoveSubsystem<Javascript>();
  103. // make sure JSVM is really down and no outstanding refs
  104. // as if not, will hold on engine subsystems, which is bad
  105. assert(!JSVM::GetJSVM(0));
  106. Application::Stop();
  107. }
  108. void AppBase::ReadEngineConfig()
  109. {
  110. FileSystem* fileSystem = GetSubsystem<FileSystem>();
  111. for (unsigned i = 0; i < engineConfigSearchPaths_.Size(); i++)
  112. {
  113. const String& path = engineConfigSearchPaths_[i];
  114. if (!fileSystem->DirExists(path))
  115. continue;
  116. String filename = AddTrailingSlash(path) + "Engine.json";
  117. if (!fileSystem->FileExists(filename))
  118. return;
  119. if (EngineConfig::LoadFromFile(context_, filename))
  120. {
  121. EngineConfig::ApplyConfig(engineParameters_);
  122. }
  123. }
  124. }
  125. // Handlers
  126. void AppBase::HandleLogMessage(StringHash eventType, VariantMap& eventData)
  127. {
  128. using namespace LogMessage;
  129. int level = eventData[P_LEVEL].GetInt();
  130. // The message may be multi-line, so split to rows in that case
  131. Vector<String> rows = eventData[P_MESSAGE].GetString().Split('\n');
  132. for (unsigned i = 0; i < rows.Size(); ++i)
  133. {
  134. if (level == LOG_ERROR)
  135. {
  136. fprintf(stderr, "%s\n", rows[i].CString());
  137. }
  138. else
  139. {
  140. fprintf(stdout, "%s\n", rows[i].CString());
  141. }
  142. }
  143. }
  144. void AppBase::HandleJSError(StringHash eventType, VariantMap& eventData)
  145. {
  146. using namespace JSError;
  147. String errMessage = eventData[P_ERRORMESSAGE].GetString();
  148. String errFilename = eventData[P_ERRORFILENAME].GetString();
  149. int errLineNumber = eventData[P_ERRORLINENUMBER].GetInt();
  150. String errorString = ToString("%s - %s - Line: %i",
  151. errFilename.CString(), errMessage.CString(), errLineNumber);
  152. ATOMIC_LOGERROR(errorString);
  153. }
  154. }