AEPlayerApp.cpp 7.7 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. #ifdef ATOMIC_DOTNET
  22. #include <AtomicNET/NETCore/NETCore.h>
  23. #include <AtomicNET/NETScript/NETScript.h>
  24. #endif
  25. #include "../PlayerMode/AEPlayerMode.h"
  26. #include <AtomicPlayer/Player.h>
  27. #include "AEPlayerApp.h"
  28. #include <Atomic/DebugNew.h>
  29. #ifdef __APPLE__
  30. #include <unistd.h>
  31. #endif
  32. namespace AtomicPlayer
  33. {
  34. extern void jsapi_init_atomicplayer(JSVM* vm);
  35. }
  36. namespace AtomicEditor
  37. {
  38. AEPlayerApplication::AEPlayerApplication(Context* context) :
  39. AEEditorCommon(context),
  40. debugPlayer_(false)
  41. {
  42. }
  43. void AEPlayerApplication::Setup()
  44. {
  45. AEEditorCommon::Setup();
  46. FileSystem* filesystem = GetSubsystem<FileSystem>();
  47. engineParameters_["WindowTitle"] = "AtomicPlayer";
  48. #if (ATOMIC_PLATFORM_ANDROID)
  49. engineParameters_["FullScreen"] = true;
  50. engineParameters_["ResourcePaths"] = "CoreData;AtomicResources";
  51. #elif ATOMIC_PLATFORM_WEB
  52. engineParameters_["FullScreen"] = false;
  53. engineParameters_["ResourcePaths"] = "AtomicResources";
  54. // engineParameters_["WindowWidth"] = 1280;
  55. // engineParameters_["WindowHeight"] = 720;
  56. #elif ATOMIC_PLATFORM_IOS
  57. engineParameters_["FullScreen"] = false;
  58. engineParameters_["ResourcePaths"] = "AtomicResources";
  59. #else
  60. engineParameters_["FullScreen"] = false;
  61. engineParameters_["WindowWidth"] = 1280;
  62. engineParameters_["WindowHeight"] = 720;
  63. #endif
  64. engineParameters_["LogLevel"] = LOG_DEBUG;
  65. #if ATOMIC_PLATFORM_WINDOWS
  66. engineParameters_["WindowIcon"] = "Images/AtomicLogo32.png";
  67. engineParameters_["ResourcePrefixPath"] = "AtomicPlayer_Resources";
  68. #elif ATOMIC_PLATFORM_ANDROID
  69. //engineParameters_["ResourcePrefixPath"] = "assets";
  70. #elif ATOMIC_PLATFORM_OSX
  71. engineParameters_["ResourcePrefixPath"] = "../Resources";
  72. #endif
  73. const Vector<String>& arguments = GetArguments();
  74. for (unsigned i = 0; i < arguments.Size(); ++i)
  75. {
  76. if (arguments[i].Length() > 1)
  77. {
  78. String argument = arguments[i].ToLower();
  79. String value = i + 1 < arguments.Size() ? arguments[i + 1] : String::EMPTY;
  80. if (argument == "--log-std")
  81. {
  82. SubscribeToEvent(E_LOGMESSAGE, HANDLER(AEPlayerApplication, HandleLogMessage));
  83. }
  84. else if (argument == "--debug")
  85. {
  86. debugPlayer_ = true;
  87. }
  88. else if (argument == "--project" && value.Length())
  89. {
  90. engineParameters_["ResourcePrefixPath"] = "";
  91. // This works for a local dev build, --editor-resource-paths command below is for
  92. // launching from AtomicEditor (IPC)
  93. value = AddTrailingSlash(value);
  94. // check that cache exists
  95. if (!filesystem->DirExists(value + "Cache"))
  96. {
  97. ErrorExit("Project cache folder does not exist, projects must be loaded into the Atomic Editor at least once before using the --player command line mode");
  98. return;
  99. }
  100. #ifdef ATOMIC_DEV_BUILD
  101. String resourcePaths = ToString("%s/Resources/CoreData;%s/Resources/PlayerData;%sResources;%s;%sCache",
  102. ATOMIC_ROOT_SOURCE_DIR, ATOMIC_ROOT_SOURCE_DIR, value.CString(), value.CString(), value.CString());
  103. #else
  104. #ifdef __APPLE__
  105. engineParameters_["ResourcePrefixPath"] = "../Resources";
  106. #else
  107. engineParameters_["ResourcePrefixPath"] = filesystem->GetProgramDir() + "Resources";
  108. #endif
  109. String resourcePaths = ToString("CoreData;PlayerData;%s/;%s/Resources;%s;%sCache",
  110. value.CString(), value.CString(), value.CString(), value.CString());
  111. #endif
  112. LOGINFOF("Adding ResourcePaths: %s", resourcePaths.CString());
  113. engineParameters_["ResourcePaths"] = resourcePaths;
  114. #ifdef ATOMIC_DOTNET
  115. NETCore* netCore = GetSubsystem<NETCore>();
  116. String assemblyLoadPath = GetNativePath(ToString("%sResources/Assemblies/", value.CString()));
  117. netCore->AddAssemblyLoadPath(assemblyLoadPath);
  118. #endif
  119. }
  120. }
  121. }
  122. // Use the script file name as the base name for the log file
  123. engineParameters_["LogName"] = filesystem->GetAppPreferencesDir("AtomicPlayer", "Logs") + "AtomicPlayer.log";
  124. }
  125. void AEPlayerApplication::Start()
  126. {
  127. AEEditorCommon::Start();
  128. UI* ui = GetSubsystem<UI>();
  129. ui->Initialize("DefaultUI/language/lng_en.tb.txt");
  130. ui->LoadDefaultPlayerSkin();
  131. context_->RegisterSubsystem(new PlayerMode(context_));
  132. PlayerMode* playerMode = GetSubsystem<PlayerMode>();
  133. playerMode->ProcessArguments();
  134. SubscribeToEvent(E_JSERROR, HANDLER(AEPlayerApplication, HandleJSError));
  135. #ifdef ATOMIC_DOTNET
  136. if (debugPlayer_)
  137. {
  138. GetSubsystem<NETCore>()->WaitForDebuggerConnect();
  139. }
  140. #endif
  141. vm_->SetModuleSearchPaths("Modules");
  142. // Instantiate and register the Player subsystem
  143. context_->RegisterSubsystem(new AtomicPlayer::Player(context_));
  144. AtomicPlayer::jsapi_init_atomicplayer(vm_);
  145. #ifdef ATOMIC_DOTNET
  146. // Initialize Scripting Subsystem
  147. NETScript* netScript = new NETScript(context_);
  148. context_->RegisterSubsystem(netScript);
  149. netScript->Initialize();
  150. netScript->ExecMainAssembly();
  151. #endif
  152. if (!playerMode->launchedByEditor())
  153. {
  154. JSVM* vm = JSVM::GetJSVM(0);
  155. if (!vm->ExecuteMain())
  156. {
  157. SendEvent(E_EXITREQUESTED);
  158. }
  159. }
  160. return;
  161. }
  162. void AEPlayerApplication::Stop()
  163. {
  164. AEEditorCommon::Stop();
  165. }
  166. void AEPlayerApplication::HandleScriptReloadStarted(StringHash eventType, VariantMap& eventData)
  167. {
  168. }
  169. void AEPlayerApplication::HandleScriptReloadFinished(StringHash eventType, VariantMap& eventData)
  170. {
  171. }
  172. void AEPlayerApplication::HandleScriptReloadFailed(StringHash eventType, VariantMap& eventData)
  173. {
  174. ErrorExit();
  175. }
  176. void AEPlayerApplication::HandleLogMessage(StringHash eventType, VariantMap& eventData)
  177. {
  178. using namespace LogMessage;
  179. int level = eventData[P_LEVEL].GetInt();
  180. // The message may be multi-line, so split to rows in that case
  181. Vector<String> rows = eventData[P_MESSAGE].GetString().Split('\n');
  182. for (unsigned i = 0; i < rows.Size(); ++i)
  183. {
  184. if (level == LOG_ERROR)
  185. {
  186. fprintf(stderr, "%s\n", rows[i].CString());
  187. }
  188. else
  189. {
  190. fprintf(stdout, "%s\n", rows[i].CString());
  191. }
  192. }
  193. }
  194. void AEPlayerApplication::HandleJSError(StringHash eventType, VariantMap& eventData)
  195. {
  196. using namespace JSError;
  197. //String errName = eventData[P_ERRORNAME].GetString();
  198. //String errStack = eventData[P_ERRORSTACK].GetString();
  199. String errMessage = eventData[P_ERRORMESSAGE].GetString();
  200. String errFilename = eventData[P_ERRORFILENAME].GetString();
  201. int errLineNumber = eventData[P_ERRORLINENUMBER].GetInt();
  202. String errorString = ToString("%s - %s - Line: %i",
  203. errFilename.CString(), errMessage.CString(), errLineNumber);
  204. }
  205. }