AEEditorApp.cpp 4.3 KB

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  1. //
  2. // Copyright (c) 2014-2015, THUNDERBEAST GAMES LLC All rights reserved
  3. // LICENSE: Atomic Game Engine Editor and Tools EULA
  4. // Please see LICENSE_ATOMIC_EDITOR_AND_TOOLS.md in repository root for
  5. // license information: https://github.com/AtomicGameEngine/AtomicGameEngine
  6. //
  7. #include <Atomic/Core/StringUtils.h>
  8. #include <Atomic/Engine/Engine.h>
  9. #include <Atomic/IO/FileSystem.h>
  10. #include <Atomic/Input/Input.h>
  11. #include <Atomic/Resource/ResourceCache.h>
  12. #include <Atomic/Graphics/Graphics.h>
  13. #include <Atomic/Atomic3D/AnimatedModel.h>
  14. #include <Atomic/UI/UI.h>
  15. #include <AtomicJS/Javascript/Javascript.h>
  16. #include <ToolCore/ToolSystem.h>
  17. #include <ToolCore/ToolEnvironment.h>
  18. #include <ToolCore/License/LicenseEvents.h>
  19. #include <ToolCore/License/LicenseSystem.h>
  20. #include "../EditorMode/AEEditorMode.h"
  21. #include "AEEditorApp.h"
  22. using namespace ToolCore;
  23. namespace ToolCore
  24. {
  25. extern void jsapi_init_toolcore(JSVM* vm);
  26. }
  27. namespace AtomicEditor
  28. {
  29. extern void jsapi_init_editor(JSVM* vm);
  30. AEEditorApp::AEEditorApp(Context* context) :
  31. AEEditorCommon(context)
  32. {
  33. }
  34. void AEEditorApp::Start()
  35. {
  36. AEEditorCommon::Start();
  37. context_->RegisterSubsystem(new EditorMode(context_));
  38. vm_->SetModuleSearchPaths("AtomicEditor/EditorScripts;AtomicEditor/EditorScripts/AtomicEditor");
  39. // Do not create bone structure by default when in the editor
  40. // this can be toggled temporarily, for example to setup an animation preview
  41. AnimatedModel::SetBoneCreationEnabled(false);
  42. // move UI initialization to JS
  43. UI* ui = GetSubsystem<UI>();
  44. ui->Initialize("AtomicEditor/resources/language/lng_en.tb.txt");
  45. SubscribeToEvent(E_JSERROR, HANDLER(AEEditorApp, HandleJSError));
  46. SubscribeToEvent(E_EXITREQUESTED, HANDLER(AEEditorApp, HandleExitRequested));
  47. jsapi_init_toolcore(vm_);
  48. jsapi_init_editor(vm_);
  49. duk_get_global_string(vm_->GetJSContext(), "require");
  50. duk_push_string(vm_->GetJSContext(), "main");
  51. if (duk_pcall(vm_->GetJSContext(), 1) != 0)
  52. {
  53. vm_->SendJSErrorEvent();
  54. ErrorExit("Error executing main.js");
  55. }
  56. GetSubsystem<LicenseSystem>()->Initialize();
  57. }
  58. void AEEditorApp::Setup()
  59. {
  60. AEEditorCommon::Setup();
  61. context_->SetEditorContext(true);
  62. ToolEnvironment* env = new ToolEnvironment(context_);
  63. context_->RegisterSubsystem(env);
  64. ToolSystem* system = new ToolSystem(context_);
  65. context_->RegisterSubsystem(system);
  66. #ifdef ATOMIC_DEV_BUILD
  67. if (!env->InitFromJSON())
  68. {
  69. ErrorExit(ToString("Unable to initialize tool environment from %s", env->GetDevConfigFilename().CString()));
  70. return;
  71. }
  72. #else
  73. env->InitFromPackage();
  74. #endif
  75. engineParameters_["WindowTitle"] = "AtomicEditor";
  76. engineParameters_["WindowResizable"] = true;
  77. engineParameters_["FullScreen"] = false;
  78. engineParameters_["LogLevel"] = LOG_DEBUG;
  79. FileSystem* filesystem = GetSubsystem<FileSystem>();
  80. engineParameters_["LogName"] = filesystem->GetAppPreferencesDir("AtomicEditor", "Logs") + "AtomicEditor.log";
  81. #ifdef ATOMIC_PLATFORM_OSX
  82. engineParameters_["WindowIcon"] = "Images/AtomicLogo32.png";
  83. #endif
  84. #ifdef ATOMIC_DEV_BUILD
  85. engineParameters_["ResourcePrefixPath"] = "";
  86. String resourcePaths = env->GetCoreDataDir() + ";" + env->GetEditorDataDir();
  87. engineParameters_["ResourcePaths"] = resourcePaths;
  88. #else
  89. #ifdef ATOMIC_PLATFORM_OSX
  90. engineParameters_["ResourcePrefixPath"] = "../Resources";
  91. #else
  92. engineParameters_["ResourcePrefixPath"] = filesystem->GetProgramDir() + "Resources";
  93. #endif
  94. engineParameters_["ResourcePaths"] = "CoreData;EditorData";
  95. #endif // ATOMIC_DEV_BUILD
  96. }
  97. void AEEditorApp::Stop()
  98. {
  99. AEEditorCommon::Stop();
  100. }
  101. void AEEditorApp::HandleExitRequested(StringHash eventType, VariantMap& eventData)
  102. {
  103. }
  104. void AEEditorApp::HandleJSError(StringHash eventType, VariantMap& eventData)
  105. {
  106. using namespace JSError;
  107. //String errName = eventData[P_ERRORNAME].GetString();
  108. String errMessage = eventData[P_ERRORMESSAGE].GetString();
  109. String errFilename = eventData[P_ERRORFILENAME].GetString();
  110. //String errStack = eventData[P_ERRORSTACK].GetString();
  111. int errLineNumber = vm_->GetRealLineNumber(errFilename, eventData[P_ERRORLINENUMBER].GetInt());
  112. String errorString = ToString("%s - %s - Line: %i", errFilename.CString(), errMessage.CString(), errLineNumber);
  113. ErrorExit(errorString);
  114. }
  115. }