AEPlayerApp.cpp 6.5 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/Atomic.h>
  8. #include <Atomic/Engine/Engine.h>
  9. #include <Atomic/IO/FileSystem.h>
  10. #include <Atomic/IO/Log.h>
  11. #include <Atomic/IO/IOEvents.h>
  12. #include <Atomic/Input/InputEvents.h>
  13. #include <Atomic/Core/Main.h>
  14. #include <Atomic/Core/ProcessUtils.h>
  15. #include <Atomic/Resource/ResourceCache.h>
  16. #include <Atomic/Resource/ResourceEvents.h>
  17. #include <Atomic/UI/UI.h>
  18. // Move me
  19. #include <Atomic/Environment/Environment.h>
  20. #include <AtomicJS/Javascript/Javascript.h>
  21. #include "../PlayerMode/AEPlayerMode.h"
  22. #include <AtomicPlayer/Player.h>
  23. #include "AEPlayerApp.h"
  24. #include <Atomic/DebugNew.h>
  25. #ifdef __APPLE__
  26. #include <unistd.h>
  27. #endif
  28. namespace AtomicPlayer
  29. {
  30. extern void jsapi_init_atomicplayer(JSVM* vm);
  31. }
  32. namespace AtomicEditor
  33. {
  34. AEPlayerApplication::AEPlayerApplication(Context* context) :
  35. AEEditorCommon(context)
  36. {
  37. }
  38. void AEPlayerApplication::Setup()
  39. {
  40. AEEditorCommon::Setup();
  41. FileSystem* filesystem = GetSubsystem<FileSystem>();
  42. engineParameters_["WindowTitle"] = "AtomicPlayer";
  43. #if (ATOMIC_PLATFORM_ANDROID)
  44. engineParameters_["FullScreen"] = true;
  45. engineParameters_["ResourcePaths"] = "CoreData;AtomicResources";
  46. #elif ATOMIC_PLATFORM_WEB
  47. engineParameters_["FullScreen"] = false;
  48. engineParameters_["ResourcePaths"] = "AtomicResources";
  49. // engineParameters_["WindowWidth"] = 1280;
  50. // engineParameters_["WindowHeight"] = 720;
  51. #elif ATOMIC_PLATFORM_IOS
  52. engineParameters_["FullScreen"] = false;
  53. engineParameters_["ResourcePaths"] = "AtomicResources";
  54. #else
  55. engineParameters_["FullScreen"] = false;
  56. engineParameters_["WindowWidth"] = 1280;
  57. engineParameters_["WindowHeight"] = 720;
  58. #endif
  59. engineParameters_["LogLevel"] = LOG_DEBUG;
  60. #if ATOMIC_PLATFORM_WINDOWS
  61. engineParameters_["WindowIcon"] = "Images/AtomicLogo32.png";
  62. engineParameters_["ResourcePrefixPath"] = "AtomicPlayer_Resources";
  63. #elif ATOMIC_PLATFORM_ANDROID
  64. //engineParameters_["ResourcePrefixPath"] = "assets";
  65. #elif ATOMIC_PLATFORM_OSX
  66. engineParameters_["ResourcePrefixPath"] = "../Resources";
  67. #endif
  68. const Vector<String>& arguments = GetArguments();
  69. for (unsigned i = 0; i < arguments.Size(); ++i)
  70. {
  71. if (arguments[i].Length() > 1)
  72. {
  73. String argument = arguments[i].ToLower();
  74. String value = i + 1 < arguments.Size() ? arguments[i + 1] : String::EMPTY;
  75. if (argument == "--log-std")
  76. {
  77. SubscribeToEvent(E_LOGMESSAGE, HANDLER(AEPlayerApplication, HandleLogMessage));
  78. }
  79. else if (argument == "--project" && value.Length())
  80. {
  81. engineParameters_["ResourcePrefixPath"] = "";
  82. // This works for a local dev build, --editor-resource-paths command below is for
  83. // launching from AtomicEditor (IPC)
  84. value = AddTrailingSlash(value);
  85. #ifdef ATOMIC_DEV_BUILD
  86. String resourcePaths = ToString("%s/Resources/CoreData;%s/Resources/PlayerData;%s/;%s/Resources;%s;%sCache",
  87. ATOMIC_ROOT_SOURCE_DIR, ATOMIC_ROOT_SOURCE_DIR, value.CString(), value.CString(), value.CString(), value.CString());
  88. #else
  89. #ifdef __APPLE__
  90. engineParameters_["ResourcePrefixPath"] = "../Resources";
  91. #else
  92. engineParameters_["ResourcePrefixPath"] = filesystem->GetProgramDir() + "Resources";
  93. #endif
  94. String resourcePaths = ToString("CoreData;PlayerData;%s/;%s/Resources;%s;%sCache",
  95. value.CString(), value.CString(), value.CString(), value.CString());
  96. #endif
  97. LOGINFOF("Adding ResourcePaths: %s", resourcePaths.CString());
  98. engineParameters_["ResourcePaths"] = resourcePaths;
  99. }
  100. }
  101. }
  102. // Use the script file name as the base name for the log file
  103. engineParameters_["LogName"] = filesystem->GetAppPreferencesDir("AtomicPlayer", "Logs") + "AtomicPlayer.log";
  104. }
  105. void AEPlayerApplication::Start()
  106. {
  107. AEEditorCommon::Start();
  108. UI* ui = GetSubsystem<UI>();
  109. ui->Initialize("DefaultUI/language/lng_en.tb.txt");
  110. ui->LoadDefaultPlayerSkin();
  111. context_->RegisterSubsystem(new PlayerMode(context_));
  112. PlayerMode* playerMode = GetSubsystem<PlayerMode>();
  113. playerMode->ProcessArguments();
  114. SubscribeToEvent(E_JSERROR, HANDLER(AEPlayerApplication, HandleJSError));
  115. vm_->SetModuleSearchPaths("Modules");
  116. // Instantiate and register the Player subsystem
  117. context_->RegisterSubsystem(new AtomicPlayer::Player(context_));
  118. AtomicPlayer::jsapi_init_atomicplayer(vm_);
  119. if (!playerMode->launchedByEditor())
  120. {
  121. JSVM* vm = JSVM::GetJSVM(0);
  122. if (!vm->ExecuteMain())
  123. {
  124. SendEvent(E_EXITREQUESTED);
  125. }
  126. }
  127. return;
  128. }
  129. void AEPlayerApplication::Stop()
  130. {
  131. AEEditorCommon::Stop();
  132. }
  133. void AEPlayerApplication::HandleScriptReloadStarted(StringHash eventType, VariantMap& eventData)
  134. {
  135. }
  136. void AEPlayerApplication::HandleScriptReloadFinished(StringHash eventType, VariantMap& eventData)
  137. {
  138. }
  139. void AEPlayerApplication::HandleScriptReloadFailed(StringHash eventType, VariantMap& eventData)
  140. {
  141. ErrorExit();
  142. }
  143. void AEPlayerApplication::HandleLogMessage(StringHash eventType, VariantMap& eventData)
  144. {
  145. using namespace LogMessage;
  146. int level = eventData[P_LEVEL].GetInt();
  147. // The message may be multi-line, so split to rows in that case
  148. Vector<String> rows = eventData[P_MESSAGE].GetString().Split('\n');
  149. for (unsigned i = 0; i < rows.Size(); ++i)
  150. {
  151. if (level == LOG_ERROR)
  152. {
  153. fprintf(stderr, "%s\n", rows[i].CString());
  154. }
  155. else
  156. {
  157. fprintf(stdout, "%s\n", rows[i].CString());
  158. }
  159. }
  160. }
  161. void AEPlayerApplication::HandleJSError(StringHash eventType, VariantMap& eventData)
  162. {
  163. using namespace JSError;
  164. //String errName = eventData[P_ERRORNAME].GetString();
  165. //String errStack = eventData[P_ERRORSTACK].GetString();
  166. String errMessage = eventData[P_ERRORMESSAGE].GetString();
  167. String errFilename = eventData[P_ERRORFILENAME].GetString();
  168. int errLineNumber = eventData[P_ERRORLINENUMBER].GetInt();
  169. String errorString = ToString("%s - %s - Line: %i",
  170. errFilename.CString(), errMessage.CString(), errLineNumber);
  171. }
  172. }