AEPlayerApp.cpp 6.6 KB

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  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/Input/InputEvents.h>
  28. #include <Atomic/Core/Main.h>
  29. #include <Atomic/Core/ProcessUtils.h>
  30. #include <Atomic/Resource/ResourceCache.h>
  31. #include <Atomic/Resource/ResourceEvents.h>
  32. // Move me
  33. #include <Atomic/Environment/Environment.h>
  34. #include <AtomicJS/Javascript/Javascript.h>
  35. #include "../PlayerMode/AEPlayerMode.h"
  36. #include <AtomicPlayer/Player.h>
  37. #include "AEPlayerApp.h"
  38. #include <Atomic/DebugNew.h>
  39. #ifdef __APPLE__
  40. #include <unistd.h>
  41. #endif
  42. namespace AtomicPlayer
  43. {
  44. extern void jsapi_init_atomicplayer(JSVM* vm);
  45. }
  46. namespace AtomicEditor
  47. {
  48. AEPlayerApplication::AEPlayerApplication(Context* context) :
  49. AEEditorCommon(context)
  50. {
  51. }
  52. void AEPlayerApplication::Setup()
  53. {
  54. FileSystem* filesystem = GetSubsystem<FileSystem>();
  55. engineParameters_["WindowTitle"] = "AtomicPlayer";
  56. #if (ATOMIC_PLATFORM_ANDROID)
  57. engineParameters_["FullScreen"] = true;
  58. engineParameters_["ResourcePaths"] = "CoreData;AtomicResources";
  59. #elif ATOMIC_PLATFORM_WEB
  60. engineParameters_["FullScreen"] = false;
  61. engineParameters_["ResourcePaths"] = "AtomicResources";
  62. // engineParameters_["WindowWidth"] = 1280;
  63. // engineParameters_["WindowHeight"] = 720;
  64. #elif ATOMIC_PLATFORM_IOS
  65. engineParameters_["FullScreen"] = false;
  66. engineParameters_["ResourcePaths"] = "AtomicResources";
  67. #else
  68. engineParameters_["FullScreen"] = false;
  69. engineParameters_["WindowWidth"] = 1280;
  70. engineParameters_["WindowHeight"] = 720;
  71. #endif
  72. #if ATOMIC_PLATFORM_WINDOWS
  73. engineParameters_["WindowIcon"] = "Images/AtomicLogo32.png";
  74. engineParameters_["ResourcePrefixPath"] = "AtomicPlayer_Resources";
  75. #elif ATOMIC_PLATFORM_ANDROID
  76. //engineParameters_["ResourcePrefixPath"] = "assets";
  77. #elif ATOMIC_PLATFORM_OSX
  78. engineParameters_["ResourcePrefixPath"] = "../Resources";
  79. #endif
  80. const Vector<String>& arguments = GetArguments();
  81. for (unsigned i = 0; i < arguments.Size(); ++i)
  82. {
  83. if (arguments[i].Length() > 1)
  84. {
  85. String argument = arguments[i].ToLower();
  86. String value = i + 1 < arguments.Size() ? arguments[i + 1] : String::EMPTY;
  87. if (argument == "--log-std")
  88. {
  89. SubscribeToEvent(E_LOGMESSAGE, HANDLER(AEPlayerApplication, HandleLogMessage));
  90. }
  91. else if (argument == "--project" && value.Length())
  92. {
  93. engineParameters_["ResourcePrefixPath"] = "";
  94. // This works for a local dev build, --editor-resource-paths command below is for
  95. // launching from AtomicEditor (IPC)
  96. String resourcePaths = ToString("%s/Resources/CoreData;%s/Resources/PlayerData;%s/;%s/Resources;%s;%sCache",
  97. ATOMIC_ROOT_SOURCE_DIR, ATOMIC_ROOT_SOURCE_DIR, value.CString(), value.CString(), value.CString(), value.CString());
  98. LOGINFOF("Adding ResourcePaths: %s", resourcePaths.CString());
  99. engineParameters_["ResourcePaths"] = resourcePaths;
  100. }
  101. }
  102. }
  103. // Use the script file name as the base name for the log file
  104. engineParameters_["LogName"] = filesystem->GetAppPreferencesDir("AtomicPlayer", "Logs") + "AtomicPlayer.log";
  105. }
  106. void AEPlayerApplication::Start()
  107. {
  108. AEEditorCommon::Start();
  109. context_->RegisterSubsystem(new PlayerMode(context_));
  110. PlayerMode* playerMode = GetSubsystem<PlayerMode>();
  111. playerMode->ProcessArguments();
  112. SubscribeToEvent(E_JSERROR, HANDLER(AEPlayerApplication, HandleJSError));
  113. vm_->SetModuleSearchPaths("Modules");
  114. // Instantiate and register the Player subsystem
  115. context_->RegisterSubsystem(new AtomicPlayer::Player(context_));
  116. AtomicPlayer::jsapi_init_atomicplayer(vm_);
  117. if (!playerMode->launchedByEditor())
  118. {
  119. JSVM* vm = JSVM::GetJSVM(0);
  120. if (!vm->ExecuteMain())
  121. {
  122. SendEvent(E_EXITREQUESTED);
  123. }
  124. }
  125. return;
  126. }
  127. void AEPlayerApplication::Stop()
  128. {
  129. AEEditorCommon::Stop();
  130. }
  131. void AEPlayerApplication::HandleScriptReloadStarted(StringHash eventType, VariantMap& eventData)
  132. {
  133. }
  134. void AEPlayerApplication::HandleScriptReloadFinished(StringHash eventType, VariantMap& eventData)
  135. {
  136. }
  137. void AEPlayerApplication::HandleScriptReloadFailed(StringHash eventType, VariantMap& eventData)
  138. {
  139. ErrorExit();
  140. }
  141. void AEPlayerApplication::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 AEPlayerApplication::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. }