AEEditorApp.cpp 4.5 KB

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  1. // Copyright (c) 2014-2015, THUNDERBEAST GAMES LLC All rights reserved
  2. // Please see LICENSE.md in repository root for license information
  3. // https://github.com/AtomicGameEngine/AtomicGameEngine
  4. #include <Atomic/Core/StringUtils.h>
  5. #include <Atomic/Engine/Engine.h>
  6. #include <Atomic/IO/FileSystem.h>
  7. #include <Atomic/Input/Input.h>
  8. #include <Atomic/Resource/ResourceCache.h>
  9. #include <Atomic/Graphics/Graphics.h>
  10. #include <Atomic/Atomic3D/AnimatedModel.h>
  11. #include <Atomic/UI/UI.h>
  12. #include <AtomicJS/Javascript/Javascript.h>
  13. #include <ToolCore/ToolSystem.h>
  14. #include <ToolCore/ToolEnvironment.h>
  15. #include "AEEditorApp.h"
  16. #include "AEPreferences.h"
  17. // Move me
  18. #include <Atomic/Environment/Environment.h>
  19. using namespace ToolCore;
  20. namespace ToolCore
  21. {
  22. extern void jsapi_init_toolcore(JSVM* vm);
  23. }
  24. namespace AtomicEditor
  25. {
  26. extern void jsapi_init_editor(JSVM* vm);
  27. AEEditorApp::AEEditorApp(Context* context) :
  28. Application(context)
  29. {
  30. }
  31. void AEEditorApp::Start()
  32. {
  33. // Do not create bone structure by default when in the editor
  34. // this can be toggled temporarily, for example to setup an animation preview
  35. AnimatedModel::SetBoneCreationEnabled(false);
  36. context_->SetEditorContent(true);
  37. Input* input = GetSubsystem<Input>();
  38. input->SetMouseVisible(true);
  39. // move UI initialization to JS
  40. UI* ui = GetSubsystem<UI>();
  41. ui->Initialize("AtomicEditor/resources/language/lng_en.tb.txt");
  42. ui->LoadSkin("AtomicEditor/resources/default_skin/skin.tb.txt", "AtomicEditor/editor/skin/skin.tb.txt");
  43. ui->AddFont("AtomicEditor/resources/vera.ttf", "Vera");
  44. ui->AddFont("AtomicEditor/resources/MesloLGS-Regular.ttf", "Monaco");
  45. ui->SetDefaultFont("Vera", 12);
  46. Javascript* javascript = new Javascript(context_);
  47. context_->RegisterSubsystem(javascript);
  48. SubscribeToEvent(E_JSERROR, HANDLER(AEEditorApp, HandleJSError));
  49. SubscribeToEvent(E_EXITREQUESTED, HANDLER(AEEditorApp, HandleExitRequested));
  50. // Instantiate and register the Javascript subsystem
  51. vm_ = javascript->InstantiateVM("MainVM");
  52. vm_->InitJSContext();
  53. vm_->SetModuleSearchPaths("AtomicEditor");
  54. jsapi_init_toolcore(vm_);
  55. jsapi_init_editor(vm_);
  56. SharedPtr<File> file (GetSubsystem<ResourceCache>()->GetFile("AtomicEditor/main.js"));
  57. if (file.Null())
  58. {
  59. ErrorExit("Unable to load AtomicEditor/main.js");
  60. return;
  61. }
  62. if (!vm_->ExecuteFile(file))
  63. {
  64. ErrorExit("Error executing AtomicEditor/main.js");
  65. return;
  66. }
  67. }
  68. void AEEditorApp::Setup()
  69. {
  70. RegisterEnvironmentLibrary(context_);
  71. context_->RegisterSubsystem(new AEPreferences(context_));
  72. FileSystem* filesystem = GetSubsystem<FileSystem>();
  73. ToolEnvironment* env = new ToolEnvironment(context_);
  74. context_->RegisterSubsystem(env);
  75. ToolSystem* system = new ToolSystem(context_);
  76. context_->RegisterSubsystem(system);
  77. #ifdef ATOMIC_DEV_BUILD
  78. if (!env->InitFromJSON())
  79. {
  80. ErrorExit(ToString("Unable to initialize tool environment from %s", env->GetDevConfigFilename().CString()));
  81. return;
  82. }
  83. #endif
  84. // env->Dump();
  85. engineParameters_["WindowTitle"] = "AtomicEditor";
  86. engineParameters_["WindowResizable"] = true;
  87. engineParameters_["FullScreen"] = false;
  88. engineParameters_["LogName"] = filesystem->GetAppPreferencesDir("AtomicEditor", "Logs") + "AtomicEditor.log";
  89. engineParameters_["LogLevel"] = LOG_DEBUG;
  90. #ifdef ATOMIC_PLATFORM_OSX
  91. engineParameters_["WindowIcon"] = "Images/AtomicLogo32.png";
  92. #endif
  93. #ifdef ATOMIC_DEV_BUILD
  94. engineParameters_["ResourcePrefixPath"] = "";
  95. String ScriptPath = env->GetRootSourceDir() + "Script";
  96. String resourcePaths = env->GetCoreDataDir() + ";" + env->GetEditorDataDir() + ";" + ScriptPath;
  97. engineParameters_["ResourcePaths"] = resourcePaths;
  98. #else
  99. #error ATOMIC_DEV_BUILD not defined
  100. #endif // ATOMIC_DEV_BUILD
  101. }
  102. void AEEditorApp::Stop()
  103. {
  104. }
  105. void AEEditorApp::HandleExitRequested(StringHash eventType, VariantMap& eventData)
  106. {
  107. }
  108. void AEEditorApp::HandleJSError(StringHash eventType, VariantMap& eventData)
  109. {
  110. using namespace JSError;
  111. //String errName = eventData[P_ERRORNAME].GetString();
  112. String errMessage = eventData[P_ERRORMESSAGE].GetString();
  113. String errFilename = eventData[P_ERRORFILENAME].GetString();
  114. //String errStack = eventData[P_ERRORSTACK].GetString();
  115. int errLineNumber = eventData[P_ERRORLINENUMBER].GetInt();
  116. String errorString = ToString("%s - %s - Line: %i",
  117. errFilename.CString(), errMessage.CString(), errLineNumber);
  118. ErrorExit(errorString);
  119. }
  120. }