NETAtomicPlayer.cpp 3.2 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/Engine/Engine.h>
  24. #include <Atomic/Engine/EngineConfig.h>
  25. #include <Atomic/IO/FileSystem.h>
  26. #include "NETCore.h"
  27. #include <AtomicNET/NETScript/NETScript.h>
  28. #include "NETAtomicPlayer.h"
  29. #ifdef ATOMIC_PLATFORM_OSX
  30. #include <unistd.h>
  31. #endif
  32. #ifdef ATOMIC_PLATFORM_WINDOWS
  33. #include <stdio.h>
  34. #endif
  35. // Android or iOS: use SDL_main
  36. #if defined(__ANDROID__) || defined(IOS)
  37. typedef int(*sdl_entry_callback)();
  38. static sdl_entry_callback sdlEntryCallback = 0;
  39. extern "C" void RegisterSDLEntryCallback(sdl_entry_callback callback)
  40. {
  41. sdlEntryCallback = callback;
  42. }
  43. extern "C" int SDL_main(int argc, char** argv);
  44. int SDL_main(int argc, char** argv)
  45. {
  46. Atomic::ParseArguments(argc, argv);
  47. if (sdlEntryCallback != 0)
  48. {
  49. return sdlEntryCallback();
  50. }
  51. return 0;
  52. }
  53. #endif
  54. namespace Atomic
  55. {
  56. NETAtomicPlayer::NETAtomicPlayer(Context* context) :
  57. PlayerApp(context)
  58. {
  59. }
  60. void NETAtomicPlayer::Setup()
  61. {
  62. PlayerApp::Setup();
  63. engineParameters_["ResourcePaths"] = "AtomicResources";
  64. }
  65. int NETAtomicPlayer::Initialize()
  66. {
  67. Setup();
  68. // Read the engine configuration
  69. ReadEngineConfig();
  70. RegisterNETScriptLibrary(context_);
  71. if (exitCode_)
  72. return exitCode_;
  73. if (!engine_->Initialize(engineParameters_))
  74. {
  75. ErrorExit();
  76. return exitCode_;
  77. }
  78. Start();
  79. if (exitCode_)
  80. return exitCode_;
  81. return 0;
  82. }
  83. void NETAtomicPlayer::Stop()
  84. {
  85. PlayerApp::Stop();
  86. }
  87. NETAtomicPlayer* NETAtomicPlayer::CreateInternal()
  88. {
  89. return new NETAtomicPlayer(NETCore::GetContext());
  90. }
  91. void NETAtomicPlayer::ReadEngineConfig()
  92. {
  93. FileSystem* fileSystem = GetSubsystem<FileSystem>();
  94. String filename = fileSystem->GetProgramDir() + "Settings/Engine.json";
  95. if (!fileSystem->FileExists(filename))
  96. return;
  97. if (EngineConfig::LoadFromFile(context_, filename))
  98. {
  99. EngineConfig::ApplyConfig(engineParameters_, true);
  100. }
  101. }
  102. }