AEEditorApp.cpp 4.0 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155
  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/UI/UI.h>
  11. #include <AtomicJS/Javascript/Javascript.h>
  12. #include <ToolCore/ToolSystem.h>
  13. #include <ToolCore/ToolEnvironment.h>
  14. #include "AEDragAndDrop.h"
  15. #include "AEEditorApp.h"
  16. // Move me
  17. #include <Atomic/Environment/Environment.h>
  18. using namespace ToolCore;
  19. namespace ToolCore
  20. {
  21. extern void jsapi_init_toolcore(JSVM* vm);
  22. }
  23. namespace AtomicEditor
  24. {
  25. extern void jsapi_init_editor(JSVM* vm);
  26. AEEditorApp::AEEditorApp(Context* context) :
  27. Application(context)
  28. {
  29. }
  30. void AEEditorApp::Start()
  31. {
  32. context_->RegisterSubsystem(new AEDragAndDrop(context_));
  33. Input* input = GetSubsystem<Input>();
  34. input->SetMouseVisible(true);
  35. // move UI initialization to JS
  36. UI* ui = GetSubsystem<UI>();
  37. ui->Initialize("AtomicEditor/resources/language/lng_en.tb.txt");
  38. ui->LoadSkin("AtomicEditor/resources/default_skin/skin.tb.txt", "AtomicEditor/editor/skin/skin.tb.txt");
  39. ui->AddFont("AtomicEditor/resources/vera.ttf", "Vera");
  40. ui->AddFont("AtomicEditor/resources/MesloLGS-Regular.ttf", "Monaco");
  41. ui->SetDefaultFont("Vera", 12);
  42. Javascript* javascript = new Javascript(context_);
  43. context_->RegisterSubsystem(javascript);
  44. SubscribeToEvent(E_JSERROR, HANDLER(AEEditorApp, HandleJSError));
  45. // Instantiate and register the Javascript subsystem
  46. vm_ = javascript->InstantiateVM("MainVM");
  47. vm_->InitJSContext();
  48. vm_->SetModuleSearchPaths("AtomicEditor/typescript");
  49. jsapi_init_toolcore(vm_);
  50. jsapi_init_editor(vm_);
  51. SharedPtr<File> file (GetSubsystem<ResourceCache>()->GetFile("AtomicEditor/typescript/main.js"));
  52. if (file.Null())
  53. {
  54. ErrorExit("Unable to load AtomicEditor/typescript/main.js");
  55. return;
  56. }
  57. if (!vm_->ExecuteFile(file))
  58. {
  59. ErrorExit("Error executing AtomicEditor/typescript/main.js");
  60. return;
  61. }
  62. }
  63. void AEEditorApp::Setup()
  64. {
  65. RegisterEnvironmentLibrary(context_);
  66. FileSystem* filesystem = GetSubsystem<FileSystem>();
  67. ToolEnvironment* env = new ToolEnvironment(context_);
  68. context_->RegisterSubsystem(env);
  69. ToolSystem* system = new ToolSystem(context_);
  70. context_->RegisterSubsystem(system);
  71. #ifdef ATOMIC_DEV_BUILD
  72. if (!env->InitFromJSON())
  73. {
  74. ErrorExit(ToString("Unable to initialize tool environment from %s", env->GetDevConfigFilename().CString()));
  75. return;
  76. }
  77. #endif
  78. // env->Dump();
  79. engineParameters_["WindowTitle"] = "AtomicEditor";
  80. engineParameters_["WindowResizable"] = true;
  81. engineParameters_["FullScreen"] = false;
  82. engineParameters_["LogName"] = filesystem->GetAppPreferencesDir("AtomicEditor", "Logs") + "AtomicEditor.log";
  83. #ifdef ATOMIC_PLATFORM_OSX
  84. engineParameters_["WindowIcon"] = "Images/AtomicLogo32.png";
  85. #endif
  86. #ifdef ATOMIC_DEV_BUILD
  87. engineParameters_["ResourcePrefixPath"] = "";
  88. String resourcePaths = env->GetCoreDataDir() + ";" + env->GetEditorDataDir();
  89. engineParameters_["ResourcePaths"] = resourcePaths;
  90. #else
  91. #error ATOMIC_DEV_BUILD not defined
  92. #endif // ATOMIC_DEV_BUILD
  93. }
  94. void AEEditorApp::Stop()
  95. {
  96. }
  97. void AEEditorApp::HandleJSError(StringHash eventType, VariantMap& eventData)
  98. {
  99. using namespace JSError;
  100. //String errName = eventData[P_ERRORNAME].GetString();
  101. String errMessage = eventData[P_ERRORMESSAGE].GetString();
  102. String errFilename = eventData[P_ERRORFILENAME].GetString();
  103. //String errStack = eventData[P_ERRORSTACK].GetString();
  104. int errLineNumber = eventData[P_ERRORLINENUMBER].GetInt();
  105. String errorString = ToString("%s - %s - Line: %i",
  106. errFilename.CString(), errMessage.CString(), errLineNumber);
  107. ErrorExit(errorString);
  108. }
  109. }