Engine.cpp 32 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982
  1. //
  2. // Copyright (c) 2008-2016 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 "../Precompiled.h"
  23. #include "../Audio/Audio.h"
  24. #include "../Core/Context.h"
  25. #include "../Core/CoreEvents.h"
  26. #include "../Core/EventProfiler.h"
  27. #include "../Core/ProcessUtils.h"
  28. #include "../Core/WorkQueue.h"
  29. #include "../Engine/Engine.h"
  30. #include "../Graphics/Graphics.h"
  31. #include "../Graphics/Renderer.h"
  32. #include "../Input/Input.h"
  33. #include "../IO/FileSystem.h"
  34. #include "../IO/Log.h"
  35. #include "../IO/PackageFile.h"
  36. // ATOMIC BEGIN
  37. #include "../Resource/XMLFile.h"
  38. // ATOMIC END
  39. #ifdef ATOMIC_NAVIGATION
  40. #include "../Navigation/NavigationMesh.h"
  41. #endif
  42. #ifdef ATOMIC_NETWORK
  43. #include "../Network/Network.h"
  44. #endif
  45. #ifdef ATOMIC_DATABASE
  46. #include "../Database/Database.h"
  47. #endif
  48. #ifdef ATOMIC_PHYSICS
  49. #include "../Physics/PhysicsWorld.h"
  50. #endif
  51. #include "../Resource/ResourceCache.h"
  52. #include "../Resource/Localization.h"
  53. #include "../Scene/Scene.h"
  54. #include "../Scene/SceneEvents.h"
  55. #include "../UI/UI.h"
  56. #ifdef ATOMIC_ATOMIC2D
  57. #include "../Atomic2D/Atomic2D.h"
  58. #endif
  59. #if defined(__EMSCRIPTEN__) && defined(ATOMIC_TESTING)
  60. #include <emscripten/emscripten.h>
  61. #endif
  62. #include "../DebugNew.h"
  63. #if defined(_MSC_VER) && defined(_DEBUG)
  64. // From dbgint.h
  65. #define nNoMansLandSize 4
  66. typedef struct _CrtMemBlockHeader
  67. {
  68. struct _CrtMemBlockHeader* pBlockHeaderNext;
  69. struct _CrtMemBlockHeader* pBlockHeaderPrev;
  70. char* szFileName;
  71. int nLine;
  72. size_t nDataSize;
  73. int nBlockUse;
  74. long lRequest;
  75. unsigned char gap[nNoMansLandSize];
  76. } _CrtMemBlockHeader;
  77. #endif
  78. namespace Atomic
  79. {
  80. extern const char* logLevelPrefixes[];
  81. Engine::Engine(Context* context) :
  82. Object(context),
  83. timeStep_(0.0f),
  84. timeStepSmoothing_(2),
  85. minFps_(10),
  86. #if defined(IOS) || defined(__ANDROID__) || defined(__arm__) || defined(__aarch64__)
  87. maxFps_(60),
  88. maxInactiveFps_(10),
  89. pauseMinimized_(true),
  90. #else
  91. maxFps_(200),
  92. maxInactiveFps_(60),
  93. pauseMinimized_(false),
  94. #endif
  95. #ifdef ATOMIC_TESTING
  96. timeOut_(0),
  97. #endif
  98. autoExit_(true),
  99. initialized_(false),
  100. exiting_(false),
  101. headless_(false),
  102. audioPaused_(false)
  103. {
  104. // Register self as a subsystem
  105. context_->RegisterSubsystem(this);
  106. // Create subsystems which do not depend on engine initialization or startup parameters
  107. context_->RegisterSubsystem(new Time(context_));
  108. context_->RegisterSubsystem(new WorkQueue(context_));
  109. #ifdef ATOMIC_PROFILING
  110. context_->RegisterSubsystem(new Profiler(context_));
  111. #endif
  112. context_->RegisterSubsystem(new FileSystem(context_));
  113. #ifdef ATOMIC_LOGGING
  114. context_->RegisterSubsystem(new Log(context_));
  115. #endif
  116. context_->RegisterSubsystem(new ResourceCache(context_));
  117. context_->RegisterSubsystem(new Localization(context_));
  118. #ifdef ATOMIC_NETWORK
  119. context_->RegisterSubsystem(new Network(context_));
  120. #endif
  121. #ifdef ATOMIC_DATABASE
  122. context_->RegisterSubsystem(new Database(context_));
  123. #endif
  124. context_->RegisterSubsystem(new Input(context_));
  125. context_->RegisterSubsystem(new Audio(context_));
  126. context_->RegisterSubsystem(new UI(context_));
  127. // Register object factories for libraries which are not automatically registered along with subsystem creation
  128. RegisterSceneLibrary(context_);
  129. #ifdef ATOMIC_PHYSICS
  130. RegisterPhysicsLibrary(context_);
  131. #endif
  132. #ifdef ATOMIC_NAVIGATION
  133. RegisterNavigationLibrary(context_);
  134. #endif
  135. SubscribeToEvent(E_EXITREQUESTED, ATOMIC_HANDLER(Engine, HandleExitRequested));
  136. }
  137. Engine::~Engine()
  138. {
  139. }
  140. bool Engine::Initialize(const VariantMap& parameters)
  141. {
  142. if (initialized_)
  143. return true;
  144. ATOMIC_PROFILE(InitEngine);
  145. // Set headless mode
  146. headless_ = GetParameter(parameters, "Headless", false).GetBool();
  147. // Register the rest of the subsystems
  148. if (!headless_)
  149. {
  150. context_->RegisterSubsystem(new Graphics(context_));
  151. context_->RegisterSubsystem(new Renderer(context_));
  152. }
  153. else
  154. {
  155. // Register graphics library objects explicitly in headless mode to allow them to work without using actual GPU resources
  156. RegisterGraphicsLibrary(context_);
  157. }
  158. #ifdef ATOMIC_ATOMIC2D
  159. // 2D graphics library is dependent on 3D graphics library
  160. RegisterAtomic2DLibrary(context_);
  161. #endif
  162. // Start logging
  163. Log* log = GetSubsystem<Log>();
  164. if (log)
  165. {
  166. if (HasParameter(parameters, "LogLevel"))
  167. log->SetLevel(GetParameter(parameters, "LogLevel").GetInt());
  168. log->SetQuiet(GetParameter(parameters, "LogQuiet", false).GetBool());
  169. log->Open(GetParameter(parameters, "LogName", "Atomic.log").GetString());
  170. }
  171. // Set maximally accurate low res timer
  172. GetSubsystem<Time>()->SetTimerPeriod(1);
  173. // Configure max FPS
  174. if (GetParameter(parameters, "FrameLimiter", true) == false)
  175. SetMaxFps(0);
  176. // Set amount of worker threads according to the available physical CPU cores. Using also hyperthreaded cores results in
  177. // unpredictable extra synchronization overhead. Also reserve one core for the main thread
  178. #ifdef ATOMIC_THREADING
  179. unsigned numThreads = GetParameter(parameters, "WorkerThreads", true).GetBool() ? GetNumPhysicalCPUs() - 1 : 0;
  180. if (numThreads)
  181. {
  182. GetSubsystem<WorkQueue>()->CreateThreads(numThreads);
  183. ATOMIC_LOGINFOF("Created %u worker thread%s", numThreads, numThreads > 1 ? "s" : "");
  184. }
  185. #endif
  186. // Add resource paths
  187. ResourceCache* cache = GetSubsystem<ResourceCache>();
  188. FileSystem* fileSystem = GetSubsystem<FileSystem>();
  189. Vector<String> resourcePrefixPaths = GetParameter(parameters, "ResourcePrefixPaths", String::EMPTY).GetString().Split(';', true);
  190. for (unsigned i = 0; i < resourcePrefixPaths.Size(); ++i)
  191. resourcePrefixPaths[i] = AddTrailingSlash(
  192. IsAbsolutePath(resourcePrefixPaths[i]) ? resourcePrefixPaths[i] : fileSystem->GetProgramDir() + resourcePrefixPaths[i]);
  193. Vector<String> resourcePaths = GetParameter(parameters, "ResourcePaths", "Data;CoreData").GetString().Split(';');
  194. Vector<String> resourcePackages = GetParameter(parameters, "ResourcePackages").GetString().Split(';');
  195. Vector<String> autoLoadPaths = GetParameter(parameters, "AutoloadPaths", "Autoload").GetString().Split(';');
  196. for (unsigned i = 0; i < resourcePaths.Size(); ++i)
  197. {
  198. // If path is not absolute, prefer to add it as a package if possible
  199. if (!IsAbsolutePath(resourcePaths[i]))
  200. {
  201. unsigned j = 0;
  202. for (; j < resourcePrefixPaths.Size(); ++j)
  203. {
  204. String packageName = resourcePrefixPaths[j] + resourcePaths[i] + ".pak";
  205. if (fileSystem->FileExists(packageName))
  206. {
  207. if (cache->AddPackageFile(packageName))
  208. break;
  209. else
  210. return false; // The root cause of the error should have already been logged
  211. }
  212. String pathName = resourcePrefixPaths[j] + resourcePaths[i];
  213. if (fileSystem->DirExists(pathName))
  214. {
  215. if (cache->AddResourceDir(pathName))
  216. break;
  217. else
  218. return false;
  219. }
  220. }
  221. // ATOMIC: Only fail when CoreData can't be opened and not headless
  222. if (j == resourcePrefixPaths.Size() && !headless_)
  223. {
  224. ATOMIC_LOGERRORF(
  225. "Failed to add resource path '%s', check the documentation on how to set the 'resource prefix path'",
  226. resourcePaths[i].CString());
  227. return false;
  228. }
  229. }
  230. else
  231. {
  232. String pathName = resourcePaths[i];
  233. if (fileSystem->DirExists(pathName))
  234. if (!cache->AddResourceDir(pathName))
  235. return false;
  236. }
  237. }
  238. // Then add specified packages
  239. for (unsigned i = 0; i < resourcePackages.Size(); ++i)
  240. {
  241. unsigned j = 0;
  242. for (; j < resourcePrefixPaths.Size(); ++j)
  243. {
  244. String packageName = resourcePrefixPaths[j] + resourcePackages[i];
  245. if (fileSystem->FileExists(packageName))
  246. {
  247. if (cache->AddPackageFile(packageName))
  248. break;
  249. else
  250. return false;
  251. }
  252. }
  253. // ATOMIC: Only fail when CoreData can't be opened and not headless
  254. if (j == resourcePrefixPaths.Size() && !headless_)
  255. {
  256. ATOMIC_LOGERRORF(
  257. "Failed to add resource package '%s', check the documentation on how to set the 'resource prefix path'",
  258. resourcePackages[i].CString());
  259. return false;
  260. }
  261. }
  262. // Add auto load folders. Prioritize these (if exist) before the default folders
  263. for (unsigned i = 0; i < autoLoadPaths.Size(); ++i)
  264. {
  265. bool autoLoadPathExist = false;
  266. for (unsigned j = 0; j < resourcePrefixPaths.Size(); ++j)
  267. {
  268. String autoLoadPath(autoLoadPaths[i]);
  269. if (!IsAbsolutePath(autoLoadPath))
  270. autoLoadPath = resourcePrefixPaths[j] + autoLoadPath;
  271. if (fileSystem->DirExists(autoLoadPath))
  272. {
  273. autoLoadPathExist = true;
  274. // Add all the subdirs (non-recursive) as resource directory
  275. Vector<String> subdirs;
  276. fileSystem->ScanDir(subdirs, autoLoadPath, "*", SCAN_DIRS, false);
  277. for (unsigned y = 0; y < subdirs.Size(); ++y)
  278. {
  279. String dir = subdirs[y];
  280. if (dir.StartsWith("."))
  281. continue;
  282. String autoResourceDir = autoLoadPath + "/" + dir;
  283. if (!cache->AddResourceDir(autoResourceDir, 0))
  284. return false;
  285. }
  286. // Add all the found package files (non-recursive)
  287. Vector<String> paks;
  288. fileSystem->ScanDir(paks, autoLoadPath, "*.pak", SCAN_FILES, false);
  289. for (unsigned y = 0; y < paks.Size(); ++y)
  290. {
  291. String pak = paks[y];
  292. if (pak.StartsWith("."))
  293. continue;
  294. String autoPackageName = autoLoadPath + "/" + pak;
  295. if (!cache->AddPackageFile(autoPackageName, 0))
  296. return false;
  297. }
  298. }
  299. }
  300. // The following debug message is confusing when user is not aware of the autoload feature
  301. // Especially because the autoload feature is enabled by default without user intervention
  302. // The following extra conditional check below is to suppress unnecessary debug log entry under such default situation
  303. // The cleaner approach is to not enable the autoload by default, i.e. do not use 'Autoload' as default value for 'AutoloadPaths' engine parameter
  304. // However, doing so will break the existing applications that rely on this
  305. if (!autoLoadPathExist && (autoLoadPaths.Size() > 1 || autoLoadPaths[0] != "Autoload"))
  306. ATOMIC_LOGDEBUGF(
  307. "Skipped autoload path '%s' as it does not exist, check the documentation on how to set the 'resource prefix path'",
  308. autoLoadPaths[i].CString());
  309. }
  310. // Initialize graphics & audio output
  311. if (!headless_)
  312. {
  313. Graphics* graphics = GetSubsystem<Graphics>();
  314. Renderer* renderer = GetSubsystem<Renderer>();
  315. if (HasParameter(parameters, "ExternalWindow"))
  316. graphics->SetExternalWindow(GetParameter(parameters, "ExternalWindow").GetVoidPtr());
  317. graphics->SetWindowTitle(GetParameter(parameters, "WindowTitle", "Atomic").GetString());
  318. graphics->SetWindowIcon(cache->GetResource<Image>(GetParameter(parameters, "WindowIcon", String::EMPTY).GetString()));
  319. graphics->SetFlushGPU(GetParameter(parameters, "FlushGPU", false).GetBool());
  320. graphics->SetOrientations(GetParameter(parameters, "Orientations", "LandscapeLeft LandscapeRight").GetString());
  321. if (HasParameter(parameters, "WindowPositionX") && HasParameter(parameters, "WindowPositionY"))
  322. graphics->SetWindowPosition(GetParameter(parameters, "WindowPositionX").GetInt(),
  323. GetParameter(parameters, "WindowPositionY").GetInt());
  324. #ifdef ATOMIC_OPENGL
  325. if (HasParameter(parameters, "ForceGL2"))
  326. graphics->SetForceGL2(GetParameter(parameters, "ForceGL2").GetBool());
  327. #endif
  328. if (!graphics->SetMode(
  329. GetParameter(parameters, "WindowWidth", 0).GetInt(),
  330. GetParameter(parameters, "WindowHeight", 0).GetInt(),
  331. GetParameter(parameters, "FullScreen", true).GetBool(),
  332. GetParameter(parameters, "Borderless", false).GetBool(),
  333. GetParameter(parameters, "WindowResizable", false).GetBool(),
  334. GetParameter(parameters, "HighDPI", false).GetBool(),
  335. GetParameter(parameters, "VSync", false).GetBool(),
  336. GetParameter(parameters, "TripleBuffer", false).GetBool(),
  337. GetParameter(parameters, "MultiSample", 1).GetInt()
  338. ))
  339. return false;
  340. if (HasParameter(parameters, "DumpShaders"))
  341. graphics->BeginDumpShaders(GetParameter(parameters, "DumpShaders", String::EMPTY).GetString());
  342. if (HasParameter(parameters, "RenderPath"))
  343. renderer->SetDefaultRenderPath(cache->GetResource<XMLFile>(GetParameter(parameters, "RenderPath").GetString()));
  344. renderer->SetDrawShadows(GetParameter(parameters, "Shadows", true).GetBool());
  345. if (renderer->GetDrawShadows() && GetParameter(parameters, "LowQualityShadows", false).GetBool())
  346. renderer->SetShadowQuality(SHADOWQUALITY_SIMPLE_16BIT);
  347. renderer->SetMaterialQuality(GetParameter(parameters, "MaterialQuality", QUALITY_HIGH).GetInt());
  348. renderer->SetTextureQuality(GetParameter(parameters, "TextureQuality", QUALITY_HIGH).GetInt());
  349. renderer->SetTextureFilterMode((TextureFilterMode)GetParameter(parameters, "TextureFilterMode", FILTER_TRILINEAR).GetInt());
  350. renderer->SetTextureAnisotropy(GetParameter(parameters, "TextureAnisotropy", 4).GetInt());
  351. if (GetParameter(parameters, "Sound", true).GetBool())
  352. {
  353. GetSubsystem<Audio>()->SetMode(
  354. GetParameter(parameters, "SoundBuffer", 100).GetInt(),
  355. GetParameter(parameters, "SoundMixRate", 44100).GetInt(),
  356. GetParameter(parameters, "SoundStereo", true).GetBool(),
  357. GetParameter(parameters, "SoundInterpolation", true).GetBool()
  358. );
  359. }
  360. }
  361. // Init FPU state of main thread
  362. InitFPU();
  363. // Initialize input
  364. if (HasParameter(parameters, "TouchEmulation"))
  365. GetSubsystem<Input>()->SetTouchEmulation(GetParameter(parameters, "TouchEmulation").GetBool());
  366. #ifdef ATOMIC_TESTING
  367. if (HasParameter(parameters, "TimeOut"))
  368. timeOut_ = GetParameter(parameters, "TimeOut", 0).GetInt() * 1000000LL;
  369. #endif
  370. #ifdef ATOMIC_PROFILING
  371. if (GetParameter(parameters, "EventProfiler", true).GetBool())
  372. {
  373. context_->RegisterSubsystem(new EventProfiler(context_));
  374. EventProfiler::SetActive(true);
  375. }
  376. #endif
  377. frameTimer_.Reset();
  378. ATOMIC_LOGINFO("Initialized engine");
  379. initialized_ = true;
  380. return true;
  381. }
  382. void Engine::RunFrame()
  383. {
  384. assert(initialized_);
  385. // If not headless, and the graphics subsystem no longer has a window open, assume we should exit
  386. if (!headless_ && !GetSubsystem<Graphics>()->IsInitialized())
  387. exiting_ = true;
  388. if (exiting_)
  389. return;
  390. // Note: there is a minimal performance cost to looking up subsystems (uses a hashmap); if they would be looked up several
  391. // times per frame it would be better to cache the pointers
  392. Time* time = GetSubsystem<Time>();
  393. Input* input = GetSubsystem<Input>();
  394. Audio* audio = GetSubsystem<Audio>();
  395. #ifdef ATOMIC_PROFILING
  396. if (EventProfiler::IsActive())
  397. {
  398. EventProfiler* eventProfiler = GetSubsystem<EventProfiler>();
  399. if (eventProfiler)
  400. eventProfiler->BeginFrame();
  401. }
  402. #endif
  403. time->BeginFrame(timeStep_);
  404. // If pause when minimized -mode is in use, stop updates and audio as necessary
  405. if (pauseMinimized_ && input->IsMinimized())
  406. {
  407. if (audio->IsPlaying())
  408. {
  409. audio->Stop();
  410. audioPaused_ = true;
  411. }
  412. }
  413. else
  414. {
  415. // Only unpause when it was paused by the engine
  416. if (audioPaused_)
  417. {
  418. audio->Play();
  419. audioPaused_ = false;
  420. }
  421. Update();
  422. }
  423. Render();
  424. ApplyFrameLimit();
  425. time->EndFrame();
  426. }
  427. Console* Engine::CreateConsole()
  428. {
  429. // ATOMIC BEGIN
  430. /*
  431. if (headless_ || !initialized_)
  432. return 0;
  433. // Return existing console if possible
  434. Console* console = GetSubsystem<Console>();
  435. if (!console)
  436. {
  437. console = new Console(context_);
  438. context_->RegisterSubsystem(console);
  439. }
  440. return console;
  441. */
  442. // ATOMIC END
  443. return 0;
  444. }
  445. DebugHud* Engine::CreateDebugHud()
  446. {
  447. // ATOMIC BEGIN
  448. /*
  449. if (headless_ || !initialized_)
  450. return 0;
  451. // Return existing debug HUD if possible
  452. DebugHud* debugHud = GetSubsystem<DebugHud>();
  453. if (!debugHud)
  454. {
  455. debugHud = new DebugHud(context_);
  456. context_->RegisterSubsystem(debugHud);
  457. }
  458. return debugHud;
  459. */
  460. // ATOMIC END
  461. return 0;
  462. }
  463. void Engine::SetTimeStepSmoothing(int frames)
  464. {
  465. timeStepSmoothing_ = (unsigned)Clamp(frames, 1, 20);
  466. }
  467. void Engine::SetMinFps(int fps)
  468. {
  469. minFps_ = (unsigned)Max(fps, 0);
  470. }
  471. void Engine::SetMaxFps(int fps)
  472. {
  473. maxFps_ = (unsigned)Max(fps, 0);
  474. }
  475. void Engine::SetMaxInactiveFps(int fps)
  476. {
  477. maxInactiveFps_ = (unsigned)Max(fps, 0);
  478. }
  479. void Engine::SetPauseMinimized(bool enable)
  480. {
  481. pauseMinimized_ = enable;
  482. }
  483. void Engine::SetAutoExit(bool enable)
  484. {
  485. // On mobile platforms exit is mandatory if requested by the platform itself and should not be attempted to be disabled
  486. #if defined(__ANDROID__) || defined(IOS)
  487. enable = true;
  488. #endif
  489. autoExit_ = enable;
  490. }
  491. void Engine::SetNextTimeStep(float seconds)
  492. {
  493. timeStep_ = Max(seconds, 0.0f);
  494. }
  495. void Engine::Exit()
  496. {
  497. #if defined(IOS)
  498. // On iOS it's not legal for the application to exit on its own, instead it will be minimized with the home key
  499. #else
  500. DoExit();
  501. #endif
  502. }
  503. void Engine::DumpProfiler()
  504. {
  505. #ifdef ATOMIC_LOGGING
  506. if (!Thread::IsMainThread())
  507. return;
  508. Profiler* profiler = GetSubsystem<Profiler>();
  509. if (profiler)
  510. ATOMIC_LOGRAW(profiler->PrintData(true, true) + "\n");
  511. #endif
  512. }
  513. void Engine::DumpResources(bool dumpFileName)
  514. {
  515. #ifdef ATOMIC_LOGGING
  516. if (!Thread::IsMainThread())
  517. return;
  518. ResourceCache* cache = GetSubsystem<ResourceCache>();
  519. const HashMap<StringHash, ResourceGroup>& resourceGroups = cache->GetAllResources();
  520. if (dumpFileName)
  521. {
  522. ATOMIC_LOGRAW("Used resources:\n");
  523. for (HashMap<StringHash, ResourceGroup>::ConstIterator i = resourceGroups.Begin(); i != resourceGroups.End(); ++i)
  524. {
  525. const HashMap<StringHash, SharedPtr<Resource> >& resources = i->second_.resources_;
  526. if (dumpFileName)
  527. {
  528. for (HashMap<StringHash, SharedPtr<Resource> >::ConstIterator j = resources.Begin(); j != resources.End(); ++j)
  529. ATOMIC_LOGRAW(j->second_->GetName() + "\n");
  530. }
  531. }
  532. }
  533. else
  534. ATOMIC_LOGRAW(cache->PrintMemoryUsage() + "\n");
  535. #endif
  536. }
  537. void Engine::DumpMemory()
  538. {
  539. #ifdef ATOMIC_LOGGING
  540. #if defined(_MSC_VER) && defined(_DEBUG)
  541. _CrtMemState state;
  542. _CrtMemCheckpoint(&state);
  543. _CrtMemBlockHeader* block = state.pBlockHeader;
  544. unsigned total = 0;
  545. unsigned blocks = 0;
  546. for (;;)
  547. {
  548. if (block && block->pBlockHeaderNext)
  549. block = block->pBlockHeaderNext;
  550. else
  551. break;
  552. }
  553. while (block)
  554. {
  555. if (block->nBlockUse > 0)
  556. {
  557. if (block->szFileName)
  558. ATOMIC_LOGRAW("Block " + String((int)block->lRequest) + ": " + String(block->nDataSize) + " bytes, file " + String(block->szFileName) + " line " + String(block->nLine) + "\n");
  559. else
  560. ATOMIC_LOGRAW("Block " + String((int)block->lRequest) + ": " + String(block->nDataSize) + " bytes\n");
  561. total += block->nDataSize;
  562. ++blocks;
  563. }
  564. block = block->pBlockHeaderPrev;
  565. }
  566. ATOMIC_LOGRAW("Total allocated memory " + String(total) + " bytes in " + String(blocks) + " blocks\n\n");
  567. #else
  568. ATOMIC_LOGRAW("DumpMemory() supported on MSVC debug mode only\n\n");
  569. #endif
  570. #endif
  571. }
  572. void Engine::Update()
  573. {
  574. ATOMIC_PROFILE(Update);
  575. // Logic update event
  576. using namespace Update;
  577. VariantMap& eventData = GetEventDataMap();
  578. eventData[P_TIMESTEP] = timeStep_;
  579. SendEvent(E_UPDATE, eventData);
  580. // Logic post-update event
  581. SendEvent(E_POSTUPDATE, eventData);
  582. // Rendering update event
  583. SendEvent(E_RENDERUPDATE, eventData);
  584. // Post-render update event
  585. SendEvent(E_POSTRENDERUPDATE, eventData);
  586. }
  587. void Engine::Render()
  588. {
  589. if (headless_)
  590. return;
  591. ATOMIC_PROFILE(Render);
  592. // If device is lost, BeginFrame will fail and we skip rendering
  593. Graphics* graphics = GetSubsystem<Graphics>();
  594. if (!graphics->BeginFrame())
  595. return;
  596. GetSubsystem<Renderer>()->Render();
  597. GetSubsystem<UI>()->Render();
  598. graphics->EndFrame();
  599. }
  600. void Engine::ApplyFrameLimit()
  601. {
  602. if (!initialized_)
  603. return;
  604. unsigned maxFps = maxFps_;
  605. Input* input = GetSubsystem<Input>();
  606. if (input && !input->HasFocus())
  607. maxFps = Min(maxInactiveFps_, maxFps);
  608. long long elapsed = 0;
  609. #ifndef __EMSCRIPTEN__
  610. // Perform waiting loop if maximum FPS set
  611. #ifndef IOS
  612. if (maxFps)
  613. #else
  614. // If on iOS and target framerate is 60 or above, just let the animation callback handle frame timing
  615. // instead of waiting ourselves
  616. if (maxFps < 60)
  617. #endif
  618. {
  619. ATOMIC_PROFILE(ApplyFrameLimit);
  620. long long targetMax = 1000000LL / maxFps;
  621. for (;;)
  622. {
  623. elapsed = frameTimer_.GetUSec(false);
  624. if (elapsed >= targetMax)
  625. break;
  626. // Sleep if 1 ms or more off the frame limiting goal
  627. if (targetMax - elapsed >= 1000LL)
  628. {
  629. unsigned sleepTime = (unsigned)((targetMax - elapsed) / 1000LL);
  630. Time::Sleep(sleepTime);
  631. }
  632. }
  633. }
  634. #endif
  635. elapsed = frameTimer_.GetUSec(true);
  636. #ifdef ATOMIC_TESTING
  637. if (timeOut_ > 0)
  638. {
  639. timeOut_ -= elapsed;
  640. if (timeOut_ <= 0)
  641. Exit();
  642. }
  643. #endif
  644. // If FPS lower than minimum, clamp elapsed time
  645. if (minFps_)
  646. {
  647. long long targetMin = 1000000LL / minFps_;
  648. if (elapsed > targetMin)
  649. elapsed = targetMin;
  650. }
  651. // Perform timestep smoothing
  652. timeStep_ = 0.0f;
  653. lastTimeSteps_.Push(elapsed / 1000000.0f);
  654. if (lastTimeSteps_.Size() > timeStepSmoothing_)
  655. {
  656. // If the smoothing configuration was changed, ensure correct amount of samples
  657. lastTimeSteps_.Erase(0, lastTimeSteps_.Size() - timeStepSmoothing_);
  658. for (unsigned i = 0; i < lastTimeSteps_.Size(); ++i)
  659. timeStep_ += lastTimeSteps_[i];
  660. timeStep_ /= lastTimeSteps_.Size();
  661. }
  662. else
  663. timeStep_ = lastTimeSteps_.Back();
  664. }
  665. VariantMap Engine::ParseParameters(const Vector<String>& arguments)
  666. {
  667. VariantMap ret;
  668. // Pre-initialize the parameters with environment variable values when they are set
  669. if (const char* paths = getenv("ATOMIC_PREFIX_PATH"))
  670. ret["ResourcePrefixPaths"] = paths;
  671. for (unsigned i = 0; i < arguments.Size(); ++i)
  672. {
  673. if (arguments[i].Length() > 1 && arguments[i][0] == '-')
  674. {
  675. String argument = arguments[i].Substring(1).ToLower();
  676. String value = i + 1 < arguments.Size() ? arguments[i + 1] : String::EMPTY;
  677. if (argument == "headless")
  678. ret["Headless"] = true;
  679. else if (argument == "nolimit")
  680. ret["FrameLimiter"] = false;
  681. else if (argument == "flushgpu")
  682. ret["FlushGPU"] = true;
  683. else if (argument == "gl2")
  684. ret["ForceGL2"] = true;
  685. else if (argument == "landscape")
  686. ret["Orientations"] = "LandscapeLeft LandscapeRight " + ret["Orientations"].GetString();
  687. else if (argument == "portrait")
  688. ret["Orientations"] = "Portrait PortraitUpsideDown " + ret["Orientations"].GetString();
  689. else if (argument == "nosound")
  690. ret["Sound"] = false;
  691. else if (argument == "noip")
  692. ret["SoundInterpolation"] = false;
  693. else if (argument == "mono")
  694. ret["SoundStereo"] = false;
  695. else if (argument == "prepass")
  696. ret["RenderPath"] = "RenderPaths/Prepass.xml";
  697. else if (argument == "deferred")
  698. ret["RenderPath"] = "RenderPaths/Deferred.xml";
  699. else if (argument == "renderpath" && !value.Empty())
  700. {
  701. ret["RenderPath"] = value;
  702. ++i;
  703. }
  704. else if (argument == "noshadows")
  705. ret["Shadows"] = false;
  706. else if (argument == "lqshadows")
  707. ret["LowQualityShadows"] = true;
  708. else if (argument == "nothreads")
  709. ret["WorkerThreads"] = false;
  710. else if (argument == "v")
  711. ret["VSync"] = true;
  712. else if (argument == "t")
  713. ret["TripleBuffer"] = true;
  714. else if (argument == "w")
  715. ret["FullScreen"] = false;
  716. else if (argument == "borderless")
  717. ret["Borderless"] = true;
  718. else if (argument == "s")
  719. ret["WindowResizable"] = true;
  720. else if (argument == "hd")
  721. ret["HighDPI"] = true;
  722. else if (argument == "q")
  723. ret["LogQuiet"] = true;
  724. else if (argument == "log" && !value.Empty())
  725. {
  726. unsigned logLevel = GetStringListIndex(value.CString(), logLevelPrefixes, M_MAX_UNSIGNED);
  727. if (logLevel != M_MAX_UNSIGNED)
  728. {
  729. ret["LogLevel"] = logLevel;
  730. ++i;
  731. }
  732. }
  733. else if (argument == "x" && !value.Empty())
  734. {
  735. ret["WindowWidth"] = ToInt(value);
  736. ++i;
  737. }
  738. else if (argument == "y" && !value.Empty())
  739. {
  740. ret["WindowHeight"] = ToInt(value);
  741. ++i;
  742. }
  743. else if (argument == "m" && !value.Empty())
  744. {
  745. ret["MultiSample"] = ToInt(value);
  746. ++i;
  747. }
  748. else if (argument == "b" && !value.Empty())
  749. {
  750. ret["SoundBuffer"] = ToInt(value);
  751. ++i;
  752. }
  753. else if (argument == "r" && !value.Empty())
  754. {
  755. ret["SoundMixRate"] = ToInt(value);
  756. ++i;
  757. }
  758. else if (argument == "pp" && !value.Empty())
  759. {
  760. ret["ResourcePrefixPaths"] = value;
  761. ++i;
  762. }
  763. else if (argument == "p" && !value.Empty())
  764. {
  765. ret["ResourcePaths"] = value;
  766. ++i;
  767. }
  768. else if (argument == "pf" && !value.Empty())
  769. {
  770. ret["ResourcePackages"] = value;
  771. ++i;
  772. }
  773. else if (argument == "ap" && !value.Empty())
  774. {
  775. ret["AutoloadPaths"] = value;
  776. ++i;
  777. }
  778. else if (argument == "ds" && !value.Empty())
  779. {
  780. ret["DumpShaders"] = value;
  781. ++i;
  782. }
  783. else if (argument == "mq" && !value.Empty())
  784. {
  785. ret["MaterialQuality"] = ToInt(value);
  786. ++i;
  787. }
  788. else if (argument == "tq" && !value.Empty())
  789. {
  790. ret["TextureQuality"] = ToInt(value);
  791. ++i;
  792. }
  793. else if (argument == "tf" && !value.Empty())
  794. {
  795. ret["TextureFilterMode"] = ToInt(value);
  796. ++i;
  797. }
  798. else if (argument == "af" && !value.Empty())
  799. {
  800. ret["TextureFilterMode"] = FILTER_ANISOTROPIC;
  801. ret["TextureAnisotropy"] = ToInt(value);
  802. ++i;
  803. }
  804. else if (argument == "touch")
  805. ret["TouchEmulation"] = true;
  806. #ifdef ATOMIC_TESTING
  807. else if (argument == "timeout" && !value.Empty())
  808. {
  809. ret["TimeOut"] = ToInt(value);
  810. ++i;
  811. }
  812. #endif
  813. }
  814. }
  815. return ret;
  816. }
  817. bool Engine::HasParameter(const VariantMap& parameters, const String& parameter)
  818. {
  819. StringHash nameHash(parameter);
  820. return parameters.Find(nameHash) != parameters.End();
  821. }
  822. const Variant& Engine::GetParameter(const VariantMap& parameters, const String& parameter, const Variant& defaultValue)
  823. {
  824. StringHash nameHash(parameter);
  825. VariantMap::ConstIterator i = parameters.Find(nameHash);
  826. return i != parameters.End() ? i->second_ : defaultValue;
  827. }
  828. void Engine::HandleExitRequested(StringHash eventType, VariantMap& eventData)
  829. {
  830. if (autoExit_)
  831. {
  832. // Do not call Exit() here, as it contains mobile platform -specific tests to not exit.
  833. // If we do receive an exit request from the system on those platforms, we must comply
  834. DoExit();
  835. }
  836. }
  837. void Engine::DoExit()
  838. {
  839. Graphics* graphics = GetSubsystem<Graphics>();
  840. if (graphics)
  841. graphics->Close();
  842. exiting_ = true;
  843. #if defined(__EMSCRIPTEN__) && defined(ATOMIC_TESTING)
  844. emscripten_force_exit(EXIT_SUCCESS); // Some how this is required to signal emrun to stop
  845. #endif
  846. }
  847. // ATOMIC BEGIN
  848. bool Engine::GetDebugBuild() const
  849. {
  850. #ifdef ATOMIC_DEBUG
  851. return true;
  852. #else
  853. return false;
  854. #endif
  855. }
  856. // ATOMIC END
  857. }