AEEditorApp.cpp 4.7 KB

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  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/Atomic3D/AnimatedModel.h>
  11. #include <Atomic/UI/UI.h>
  12. #include <AtomicJS/Javascript/Javascript.h>
  13. #include <ToolCore/ToolSystem.h>
  14. #include <ToolCore/ToolEnvironment.h>
  15. #include <ToolCore/License/LicenseEvents.h>
  16. #include <ToolCore/License/LicenseSystem.h>
  17. #include "AEEditorApp.h"
  18. #include "AEPreferences.h"
  19. // Move me
  20. #include <Atomic/Environment/Environment.h>
  21. using namespace ToolCore;
  22. namespace ToolCore
  23. {
  24. extern void jsapi_init_toolcore(JSVM* vm);
  25. }
  26. namespace AtomicEditor
  27. {
  28. extern void jsapi_init_editor(JSVM* vm);
  29. AEEditorApp::AEEditorApp(Context* context) :
  30. Application(context)
  31. {
  32. }
  33. void AEEditorApp::Start()
  34. {
  35. // Do not create bone structure by default when in the editor
  36. // this can be toggled temporarily, for example to setup an animation preview
  37. AnimatedModel::SetBoneCreationEnabled(false);
  38. context_->SetEditorContent(true);
  39. Input* input = GetSubsystem<Input>();
  40. input->SetMouseVisible(true);
  41. // move UI initialization to JS
  42. UI* ui = GetSubsystem<UI>();
  43. ui->Initialize("AtomicEditor/resources/language/lng_en.tb.txt");
  44. ui->LoadSkin("AtomicEditor/resources/default_skin/skin.tb.txt", "AtomicEditor/editor/skin/skin.tb.txt");
  45. ui->AddFont("AtomicEditor/resources/vera.ttf", "Vera");
  46. ui->AddFont("AtomicEditor/resources/MesloLGS-Regular.ttf", "Monaco");
  47. ui->SetDefaultFont("Vera", 12);
  48. Javascript* javascript = new Javascript(context_);
  49. context_->RegisterSubsystem(javascript);
  50. SubscribeToEvent(E_JSERROR, HANDLER(AEEditorApp, HandleJSError));
  51. SubscribeToEvent(E_EXITREQUESTED, HANDLER(AEEditorApp, HandleExitRequested));
  52. // Instantiate and register the Javascript subsystem
  53. vm_ = javascript->InstantiateVM("MainVM");
  54. vm_->InitJSContext();
  55. vm_->SetModuleSearchPaths("AtomicEditor");
  56. jsapi_init_toolcore(vm_);
  57. jsapi_init_editor(vm_);
  58. SharedPtr<File> file (GetSubsystem<ResourceCache>()->GetFile("AtomicEditor/main.js"));
  59. if (file.Null())
  60. {
  61. ErrorExit("Unable to load AtomicEditor/main.js");
  62. return;
  63. }
  64. if (!vm_->ExecuteFile(file))
  65. {
  66. ErrorExit("Error executing AtomicEditor/main.js");
  67. return;
  68. }
  69. GetSubsystem<LicenseSystem>()->Initialize();
  70. }
  71. void AEEditorApp::Setup()
  72. {
  73. RegisterEnvironmentLibrary(context_);
  74. context_->RegisterSubsystem(new AEPreferences(context_));
  75. FileSystem* filesystem = GetSubsystem<FileSystem>();
  76. ToolEnvironment* env = new ToolEnvironment(context_);
  77. context_->RegisterSubsystem(env);
  78. ToolSystem* system = new ToolSystem(context_);
  79. context_->RegisterSubsystem(system);
  80. #ifdef ATOMIC_DEV_BUILD
  81. if (!env->InitFromJSON())
  82. {
  83. ErrorExit(ToString("Unable to initialize tool environment from %s", env->GetDevConfigFilename().CString()));
  84. return;
  85. }
  86. #endif
  87. // env->Dump();
  88. engineParameters_["WindowTitle"] = "AtomicEditor";
  89. engineParameters_["WindowResizable"] = true;
  90. engineParameters_["FullScreen"] = false;
  91. engineParameters_["LogName"] = filesystem->GetAppPreferencesDir("AtomicEditor", "Logs") + "AtomicEditor.log";
  92. engineParameters_["LogLevel"] = LOG_DEBUG;
  93. #ifdef ATOMIC_PLATFORM_OSX
  94. engineParameters_["WindowIcon"] = "Images/AtomicLogo32.png";
  95. #endif
  96. #ifdef ATOMIC_DEV_BUILD
  97. engineParameters_["ResourcePrefixPath"] = "";
  98. String ScriptPath = env->GetRootSourceDir() + "Script";
  99. String resourcePaths = env->GetCoreDataDir() + ";" + env->GetEditorDataDir() + ";" + ScriptPath;
  100. engineParameters_["ResourcePaths"] = resourcePaths;
  101. #else
  102. #error ATOMIC_DEV_BUILD not defined
  103. #endif // ATOMIC_DEV_BUILD
  104. }
  105. void AEEditorApp::Stop()
  106. {
  107. }
  108. void AEEditorApp::HandleExitRequested(StringHash eventType, VariantMap& eventData)
  109. {
  110. }
  111. void AEEditorApp::HandleJSError(StringHash eventType, VariantMap& eventData)
  112. {
  113. using namespace JSError;
  114. //String errName = eventData[P_ERRORNAME].GetString();
  115. String errMessage = eventData[P_ERRORMESSAGE].GetString();
  116. String errFilename = eventData[P_ERRORFILENAME].GetString();
  117. //String errStack = eventData[P_ERRORSTACK].GetString();
  118. int errLineNumber = eventData[P_ERRORLINENUMBER].GetInt();
  119. String errorString = ToString("%s - %s - Line: %i",
  120. errFilename.CString(), errMessage.CString(), errLineNumber);
  121. ErrorExit(errorString);
  122. }
  123. }