AEPlayerApp.cpp 7.2 KB

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  1. //
  2. // Copyright (c) 2008-2014 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include <Atomic/Atomic.h>
  23. #include <Atomic/Engine/Engine.h>
  24. #include <Atomic/IO/FileSystem.h>
  25. #include <Atomic/IO/Log.h>
  26. #include <Atomic/IO/IOEvents.h>
  27. #include <Atomic/Input/InputEvents.h>
  28. #include <Atomic/Core/Main.h>
  29. #include <Atomic/Core/ProcessUtils.h>
  30. #include <Atomic/Resource/ResourceCache.h>
  31. #include <Atomic/Resource/ResourceEvents.h>
  32. #include <Atomic/UI/UI.h>
  33. // Move me
  34. #include <Atomic/Environment/Environment.h>
  35. #include <AtomicJS/Javascript/Javascript.h>
  36. #include "../PlayerMode/AEPlayerMode.h"
  37. #include <AtomicPlayer/Player.h>
  38. #include "AEPlayerApp.h"
  39. #include <Atomic/DebugNew.h>
  40. #ifdef __APPLE__
  41. #include <unistd.h>
  42. #endif
  43. namespace AtomicPlayer
  44. {
  45. extern void jsapi_init_atomicplayer(JSVM* vm);
  46. }
  47. namespace AtomicEditor
  48. {
  49. AEPlayerApplication::AEPlayerApplication(Context* context) :
  50. AEEditorCommon(context)
  51. {
  52. }
  53. void AEPlayerApplication::Setup()
  54. {
  55. FileSystem* filesystem = GetSubsystem<FileSystem>();
  56. engineParameters_["WindowTitle"] = "AtomicPlayer";
  57. #if (ATOMIC_PLATFORM_ANDROID)
  58. engineParameters_["FullScreen"] = true;
  59. engineParameters_["ResourcePaths"] = "CoreData;AtomicResources";
  60. #elif ATOMIC_PLATFORM_WEB
  61. engineParameters_["FullScreen"] = false;
  62. engineParameters_["ResourcePaths"] = "AtomicResources";
  63. // engineParameters_["WindowWidth"] = 1280;
  64. // engineParameters_["WindowHeight"] = 720;
  65. #elif ATOMIC_PLATFORM_IOS
  66. engineParameters_["FullScreen"] = false;
  67. engineParameters_["ResourcePaths"] = "AtomicResources";
  68. #else
  69. engineParameters_["FullScreen"] = false;
  70. engineParameters_["WindowWidth"] = 1280;
  71. engineParameters_["WindowHeight"] = 720;
  72. #endif
  73. #if ATOMIC_PLATFORM_WINDOWS
  74. engineParameters_["WindowIcon"] = "Images/AtomicLogo32.png";
  75. engineParameters_["ResourcePrefixPath"] = "AtomicPlayer_Resources";
  76. #elif ATOMIC_PLATFORM_ANDROID
  77. //engineParameters_["ResourcePrefixPath"] = "assets";
  78. #elif ATOMIC_PLATFORM_OSX
  79. engineParameters_["ResourcePrefixPath"] = "../Resources";
  80. #endif
  81. const Vector<String>& arguments = GetArguments();
  82. for (unsigned i = 0; i < arguments.Size(); ++i)
  83. {
  84. if (arguments[i].Length() > 1)
  85. {
  86. String argument = arguments[i].ToLower();
  87. String value = i + 1 < arguments.Size() ? arguments[i + 1] : String::EMPTY;
  88. if (argument == "--log-std")
  89. {
  90. SubscribeToEvent(E_LOGMESSAGE, HANDLER(AEPlayerApplication, HandleLogMessage));
  91. }
  92. else if (argument == "--project" && value.Length())
  93. {
  94. engineParameters_["ResourcePrefixPath"] = "";
  95. // This works for a local dev build, --editor-resource-paths command below is for
  96. // launching from AtomicEditor (IPC)
  97. value = AddTrailingSlash(value);
  98. #ifdef ATOMIC_DEV_BUILD
  99. String resourcePaths = ToString("%s/Resources/CoreData;%s/Resources/PlayerData;%s/;%s/Resources;%s;%sCache",
  100. ATOMIC_ROOT_SOURCE_DIR, ATOMIC_ROOT_SOURCE_DIR, value.CString(), value.CString(), value.CString(), value.CString());
  101. #else
  102. #ifdef __APPLE__
  103. engineParameters_["ResourcePrefixPath"] = "../Resources";
  104. #else
  105. engineParameters_["ResourcePrefixPath"] = filesystem->GetProgramDir() + "Resources";
  106. #endif
  107. String resourcePaths = ToString("CoreData;PlayerData;%s/;%s/Resources;%s;%sCache",
  108. value.CString(), value.CString(), value.CString(), value.CString());
  109. #endif
  110. LOGINFOF("Adding ResourcePaths: %s", resourcePaths.CString());
  111. engineParameters_["ResourcePaths"] = resourcePaths;
  112. }
  113. }
  114. }
  115. // Use the script file name as the base name for the log file
  116. engineParameters_["LogName"] = filesystem->GetAppPreferencesDir("AtomicPlayer", "Logs") + "AtomicPlayer.log";
  117. }
  118. void AEPlayerApplication::Start()
  119. {
  120. AEEditorCommon::Start();
  121. UI* ui = GetSubsystem<UI>();
  122. ui->Initialize("DefaultUI/language/lng_en.tb.txt");
  123. ui->LoadDefaultPlayerSkin();
  124. context_->RegisterSubsystem(new PlayerMode(context_));
  125. PlayerMode* playerMode = GetSubsystem<PlayerMode>();
  126. playerMode->ProcessArguments();
  127. SubscribeToEvent(E_JSERROR, HANDLER(AEPlayerApplication, HandleJSError));
  128. vm_->SetModuleSearchPaths("Modules");
  129. // Instantiate and register the Player subsystem
  130. context_->RegisterSubsystem(new AtomicPlayer::Player(context_));
  131. AtomicPlayer::jsapi_init_atomicplayer(vm_);
  132. if (!playerMode->launchedByEditor())
  133. {
  134. JSVM* vm = JSVM::GetJSVM(0);
  135. if (!vm->ExecuteMain())
  136. {
  137. SendEvent(E_EXITREQUESTED);
  138. }
  139. }
  140. return;
  141. }
  142. void AEPlayerApplication::Stop()
  143. {
  144. AEEditorCommon::Stop();
  145. }
  146. void AEPlayerApplication::HandleScriptReloadStarted(StringHash eventType, VariantMap& eventData)
  147. {
  148. }
  149. void AEPlayerApplication::HandleScriptReloadFinished(StringHash eventType, VariantMap& eventData)
  150. {
  151. }
  152. void AEPlayerApplication::HandleScriptReloadFailed(StringHash eventType, VariantMap& eventData)
  153. {
  154. ErrorExit();
  155. }
  156. void AEPlayerApplication::HandleLogMessage(StringHash eventType, VariantMap& eventData)
  157. {
  158. using namespace LogMessage;
  159. int level = eventData[P_LEVEL].GetInt();
  160. // The message may be multi-line, so split to rows in that case
  161. Vector<String> rows = eventData[P_MESSAGE].GetString().Split('\n');
  162. for (unsigned i = 0; i < rows.Size(); ++i)
  163. {
  164. if (level == LOG_ERROR)
  165. {
  166. fprintf(stderr, "%s\n", rows[i].CString());
  167. }
  168. else
  169. {
  170. fprintf(stdout, "%s\n", rows[i].CString());
  171. }
  172. }
  173. }
  174. void AEPlayerApplication::HandleJSError(StringHash eventType, VariantMap& eventData)
  175. {
  176. using namespace JSError;
  177. //String errName = eventData[P_ERRORNAME].GetString();
  178. //String errStack = eventData[P_ERRORSTACK].GetString();
  179. String errMessage = eventData[P_ERRORMESSAGE].GetString();
  180. String errFilename = eventData[P_ERRORFILENAME].GetString();
  181. int errLineNumber = eventData[P_ERRORLINENUMBER].GetInt();
  182. String errorString = ToString("%s - %s - Line: %i",
  183. errFilename.CString(), errMessage.CString(), errLineNumber);
  184. }
  185. }