AEPlayerApp.cpp 2.3 KB

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  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 <AtomicJS/Javascript/JSVM.h>
  23. #include "AEEditorPrefs.h"
  24. #include "AEPlayerApp.h"
  25. namespace Atomic
  26. {
  27. void jsapi_init_webview(JSVM* vm, const VariantMap& engineParameters);
  28. }
  29. namespace AtomicEditor
  30. {
  31. AEPlayerApplication::AEPlayerApplication(Context* context) :
  32. IPCPlayerApp(context)
  33. {
  34. }
  35. AEPlayerApplication::~AEPlayerApplication()
  36. {
  37. }
  38. void AEPlayerApplication::Setup()
  39. {
  40. IPCPlayerApp::Setup();
  41. AEEditorPrefs* prefs = new AEEditorPrefs(context_);
  42. context_->RegisterSubsystem(prefs);
  43. #ifdef ATOMIC_WEBVIEW
  44. JSVM::RegisterPackage(jsapi_init_webview, engineParameters_);
  45. #endif
  46. StringVector args = GetArguments();
  47. // Set whether we're launched from the Atomic Editor or from an external tool
  48. SetLaunchMode(args.Contains("--atomiceditor") ? PLAYER_LAUNCH_ATOMICEDITOR : PLAYER_LAUNCH_EXTERNALEDITOR);
  49. }
  50. void AEPlayerApplication::Start()
  51. {
  52. IPCPlayerApp::Start();
  53. GetSubsystem<AEEditorPrefs>()->ValidateWindow();
  54. }
  55. void AEPlayerApplication::Stop()
  56. {
  57. IPCPlayerApp::Stop();
  58. }
  59. void AEPlayerApplication::ProcessArguments()
  60. {
  61. IPCPlayerApp::ProcessArguments();
  62. }
  63. }