NETAtomicPlayer.cpp 3.0 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124
  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. namespace Atomic
  36. {
  37. NETAtomicPlayer::NETAtomicPlayer(Context* context) :
  38. PlayerApp(context)
  39. {
  40. }
  41. void NETAtomicPlayer::Setup()
  42. {
  43. PlayerApp::Setup();
  44. }
  45. int NETAtomicPlayer::Initialize()
  46. {
  47. Setup();
  48. // Read the engine configuration
  49. ReadEngineConfig();
  50. RegisterNETScriptLibrary(context_);
  51. if (exitCode_)
  52. return exitCode_;
  53. if (!engine_->Initialize(engineParameters_))
  54. {
  55. ErrorExit();
  56. return exitCode_;
  57. }
  58. Start();
  59. if (exitCode_)
  60. return exitCode_;
  61. return 0;
  62. }
  63. bool NETAtomicPlayer::RunFrame()
  64. {
  65. engine_->RunFrame();
  66. if (engine_->IsExiting())
  67. {
  68. return false;
  69. }
  70. return true;
  71. }
  72. void NETAtomicPlayer::Shutdown()
  73. {
  74. Stop();
  75. }
  76. void NETAtomicPlayer::Stop()
  77. {
  78. PlayerApp::Stop();
  79. }
  80. NETAtomicPlayer* NETAtomicPlayer::CreateInternal()
  81. {
  82. return new NETAtomicPlayer(NETCore::GetContext());
  83. }
  84. void NETAtomicPlayer::ReadEngineConfig()
  85. {
  86. FileSystem* fileSystem = GetSubsystem<FileSystem>();
  87. String filename = fileSystem->GetProgramDir() + "Settings/Engine.json";
  88. if (!fileSystem->FileExists(filename))
  89. return;
  90. if (EngineConfig::LoadFromFile(context_, filename))
  91. {
  92. EngineConfig::ApplyConfig(engineParameters_, true);
  93. }
  94. }
  95. }