AEEditorApp.cpp 4.7 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 <ToolCore/License/LicenseEvents.h>
  16. #include <ToolCore/License/LicenseSystem.h>
  17. #include "../EditorMode/AEEditorMode.h"
  18. #include "AEEditorApp.h"
  19. #include "AEPreferences.h"
  20. using namespace ToolCore;
  21. namespace ToolCore
  22. {
  23. extern void jsapi_init_toolcore(JSVM* vm);
  24. }
  25. namespace AtomicEditor
  26. {
  27. extern void jsapi_init_editor(JSVM* vm);
  28. AEEditorApp::AEEditorApp(Context* context) :
  29. AEEditorCommon(context)
  30. {
  31. }
  32. void AEEditorApp::Start()
  33. {
  34. AEEditorCommon::Start();
  35. context_->RegisterSubsystem(new EditorMode(context_));
  36. vm_->SetModuleSearchPaths("AtomicEditor");
  37. // Do not create bone structure by default when in the editor
  38. // this can be toggled temporarily, for example to setup an animation preview
  39. AnimatedModel::SetBoneCreationEnabled(false);
  40. // move UI initialization to JS
  41. UI* ui = GetSubsystem<UI>();
  42. ui->Initialize("AtomicEditor/resources/language/lng_en.tb.txt");
  43. ui->LoadSkin("AtomicEditor/resources/default_skin/skin.tb.txt", "AtomicEditor/editor/skin/skin.tb.txt");
  44. ui->AddFont("AtomicEditor/resources/vera.ttf", "Vera");
  45. ui->AddFont("AtomicEditor/resources/MesloLGS-Regular.ttf", "Monaco");
  46. ui->SetDefaultFont("Vera", 12);
  47. SubscribeToEvent(E_JSERROR, HANDLER(AEEditorApp, HandleJSError));
  48. SubscribeToEvent(E_EXITREQUESTED, HANDLER(AEEditorApp, HandleExitRequested));
  49. jsapi_init_toolcore(vm_);
  50. jsapi_init_editor(vm_);
  51. SharedPtr<File> file (GetSubsystem<ResourceCache>()->GetFile("AtomicEditor/main.js"));
  52. if (file.Null())
  53. {
  54. ErrorExit("Unable to load AtomicEditor/main.js");
  55. return;
  56. }
  57. if (!vm_->ExecuteFile(file))
  58. {
  59. ErrorExit("Error executing AtomicEditor/main.js");
  60. return;
  61. }
  62. GetSubsystem<LicenseSystem>()->Initialize();
  63. }
  64. void AEEditorApp::Setup()
  65. {
  66. context_->SetEditorContext(true);
  67. context_->RegisterSubsystem(new AEPreferences(context_));
  68. ToolEnvironment* env = new ToolEnvironment(context_);
  69. context_->RegisterSubsystem(env);
  70. ToolSystem* system = new ToolSystem(context_);
  71. context_->RegisterSubsystem(system);
  72. #ifdef ATOMIC_DEV_BUILD
  73. if (!env->InitFromJSON())
  74. {
  75. ErrorExit(ToString("Unable to initialize tool environment from %s", env->GetDevConfigFilename().CString()));
  76. return;
  77. }
  78. #else
  79. env->InitFromPackage();
  80. #endif
  81. engineParameters_["WindowTitle"] = "AtomicEditor";
  82. engineParameters_["WindowResizable"] = true;
  83. engineParameters_["FullScreen"] = false;
  84. engineParameters_["LogLevel"] = LOG_DEBUG;
  85. FileSystem* filesystem = GetSubsystem<FileSystem>();
  86. engineParameters_["LogName"] = filesystem->GetAppPreferencesDir("AtomicEditor", "Logs") + "AtomicEditor.log";
  87. #ifdef ATOMIC_PLATFORM_OSX
  88. engineParameters_["WindowIcon"] = "Images/AtomicLogo32.png";
  89. #endif
  90. #ifdef ATOMIC_DEV_BUILD
  91. engineParameters_["ResourcePrefixPath"] = "";
  92. String ScriptPath = env->GetRootSourceDir() + "Script";
  93. String resourcePaths = env->GetCoreDataDir() + ";" + env->GetEditorDataDir() + ";" + ScriptPath;
  94. engineParameters_["ResourcePaths"] = resourcePaths;
  95. #else
  96. #ifdef ATOMIC_PLATFORM_OSX
  97. engineParameters_["ResourcePrefixPath"] = "../Resources";
  98. #else
  99. engineParameters_["ResourcePrefixPath"] = filesystem->GetProgramDir() + "Resources";
  100. #endif
  101. engineParameters_["ResourcePaths"] = "CoreData;EditorData;Script";
  102. #endif // ATOMIC_DEV_BUILD
  103. }
  104. void AEEditorApp::Stop()
  105. {
  106. AEEditorCommon::Stop();
  107. }
  108. void AEEditorApp::HandleExitRequested(StringHash eventType, VariantMap& eventData)
  109. {
  110. }
  111. void AEEditorApp::HandleJSError(StringHash eventType, VariantMap& eventData)
  112. {
  113. using namespace JSError;
  114. //String errName = eventData[P_ERRORNAME].GetString();
  115. String errMessage = eventData[P_ERRORMESSAGE].GetString();
  116. String errFilename = eventData[P_ERRORFILENAME].GetString();
  117. //String errStack = eventData[P_ERRORSTACK].GetString();
  118. int errLineNumber = eventData[P_ERRORLINENUMBER].GetInt();
  119. String errorString = ToString("%s - %s - Line: %i",
  120. errFilename.CString(), errMessage.CString(), errLineNumber);
  121. ErrorExit(errorString);
  122. }
  123. }