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- //
- // Copyright (c) 2014-2015, THUNDERBEAST GAMES LLC All rights reserved
- // LICENSE: Atomic Game Engine Editor and Tools EULA
- // Please see LICENSE_ATOMIC_EDITOR_AND_TOOLS.md in repository root for
- // license information: https://github.com/AtomicGameEngine/AtomicGameEngine
- //
- #include <Atomic/Core/StringUtils.h>
- #include <Atomic/Engine/Engine.h>
- #include <Atomic/IO/FileSystem.h>
- #include <Atomic/Input/Input.h>
- #include <Atomic/Resource/ResourceCache.h>
- #include <Atomic/Graphics/Graphics.h>
- #include <Atomic/Atomic3D/AnimatedModel.h>
- #include <Atomic/UI/UI.h>
- #include <AtomicJS/Javascript/Javascript.h>
- #include <ToolCore/ToolEnvironment.h>
- #include <ToolCore/License/LicenseEvents.h>
- #include <ToolCore/License/LicenseSystem.h>
- #include "../EditorMode/AEEditorMode.h"
- #include "AEEditorApp.h"
- using namespace ToolCore;
- namespace AtomicEditor
- {
- extern void jsapi_init_editor(JSVM* vm);
- AEEditorApp::AEEditorApp(Context* context) :
- AEEditorCommon(context)
- {
- }
- void AEEditorApp::Start()
- {
- AEEditorCommon::Start();
- context_->RegisterSubsystem(new EditorMode(context_));
- vm_->SetModuleSearchPaths("AtomicEditor/JavaScript;AtomicEditor/EditorScripts;AtomicEditor/EditorScripts/AtomicEditor");
- // Do not create bone structure by default when in the editor
- // this can be toggled temporarily, for example to setup an animation preview
- AnimatedModel::SetBoneCreationEnabled(false);
- // move UI initialization to JS
- UI* ui = GetSubsystem<UI>();
- ui->Initialize("AtomicEditor/resources/language/lng_en.tb.txt");
- SubscribeToEvent(E_JSERROR, HANDLER(AEEditorApp, HandleJSError));
- jsapi_init_editor(vm_);
- duk_get_global_string(vm_->GetJSContext(), "require");
- duk_push_string(vm_->GetJSContext(), "main");
- if (duk_pcall(vm_->GetJSContext(), 1) != 0)
- {
- vm_->SendJSErrorEvent();
- ErrorExit("Error executing main.js");
- }
- GetSubsystem<LicenseSystem>()->Initialize();
- }
- void AEEditorApp::Setup()
- {
- context_->SetEditorContext(true);
- AEEditorCommon::Setup();
- ToolEnvironment* env = GetSubsystem<ToolEnvironment>();
- engineParameters_["WindowTitle"] = "AtomicEditor";
- engineParameters_["WindowResizable"] = true;
- engineParameters_["FullScreen"] = false;
- engineParameters_["LogLevel"] = LOG_DEBUG;
- FileSystem* filesystem = GetSubsystem<FileSystem>();
- engineParameters_["LogName"] = filesystem->GetAppPreferencesDir("AtomicEditor", "Logs") + "AtomicEditor.log";
- #ifdef ATOMIC_PLATFORM_OSX
- engineParameters_["WindowIcon"] = "Images/AtomicLogo32.png";
- #endif
- #ifdef ATOMIC_DEV_BUILD
- engineParameters_["ResourcePrefixPath"] = "";
- String resourcePaths = env->GetCoreDataDir() + ";" + env->GetEditorDataDir();
- // for dev builds, add the compile editor scripts from artifacts
- resourcePaths += ";" + env->GetRootSourceDir() + "Artifacts/Build/Resources/EditorData/";
- engineParameters_["ResourcePaths"] = resourcePaths;
- #else
- #ifdef ATOMIC_PLATFORM_OSX
- engineParameters_["ResourcePrefixPath"] = "../Resources";
- #else
- engineParameters_["ResourcePrefixPath"] = filesystem->GetProgramDir() + "Resources";
- #endif
- engineParameters_["ResourcePaths"] = "CoreData;EditorData";
- #endif // ATOMIC_DEV_BUILD
- }
- void AEEditorApp::Stop()
- {
- AEEditorCommon::Stop();
- }
- void AEEditorApp::HandleJSError(StringHash eventType, VariantMap& eventData)
- {
- using namespace JSError;
- //String errName = eventData[P_ERRORNAME].GetString();
- String errMessage = eventData[P_ERRORMESSAGE].GetString();
- String errFilename = eventData[P_ERRORFILENAME].GetString();
- //String errStack = eventData[P_ERRORSTACK].GetString();
- int errLineNumber = vm_->GetRealLineNumber(errFilename, eventData[P_ERRORLINENUMBER].GetInt());
- String errorString = ToString("%s - %s - Line: %i", errFilename.CString(), errMessage.CString(), errLineNumber);
- ErrorExit(errorString);
- }
- }
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