AEPlayerApp.cpp 10 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/Engine/EngineConfig.h>
  10. #include <Atomic/IO/FileSystem.h>
  11. #include <Atomic/IO/Log.h>
  12. #include <Atomic/IO/IOEvents.h>
  13. #include <Atomic/Input/InputEvents.h>
  14. #include <Atomic/Core/Main.h>
  15. #include <Atomic/Core/ProcessUtils.h>
  16. #include <Atomic/Resource/ResourceCache.h>
  17. #include <Atomic/Resource/ResourceEvents.h>
  18. #include <Atomic/UI/UI.h>
  19. // Move me
  20. #include <Atomic/Environment/Environment.h>
  21. #include <AtomicJS/Javascript/Javascript.h>
  22. #ifdef ATOMIC_DOTNET
  23. #include <AtomicNET/NETCore/NETCore.h>
  24. #include <AtomicNET/NETScript/NETScript.h>
  25. #endif
  26. #include "../PlayerMode/AEPlayerMode.h"
  27. #include <AtomicPlayer/Player.h>
  28. #include "../PlayerMode/AEPlayerEvents.h"
  29. #include "AEPlayerApp.h"
  30. #include <Atomic/DebugNew.h>
  31. #ifdef __APPLE__
  32. #include <unistd.h>
  33. #endif
  34. namespace AtomicPlayer
  35. {
  36. extern void jsapi_init_atomicplayer(JSVM* vm);
  37. }
  38. namespace AtomicEditor
  39. {
  40. AEPlayerApplication::AEPlayerApplication(Context* context) :
  41. AEEditorCommon(context),
  42. debugPlayer_(false),
  43. runningFromEditorPlay_(false)
  44. {
  45. }
  46. void AEPlayerApplication::Setup()
  47. {
  48. AEEditorCommon::Setup();
  49. // Read the project engine configuration
  50. ReadEngineConfig();
  51. engine_->SetAutoExit(false);
  52. engineParameters_.InsertNew("WindowTitle", "AtomicPlayer");
  53. // Set defaults not already set from config
  54. #if (ATOMIC_PLATFORM_ANDROID)
  55. engineParameters_.InsertNew("FullScreen", true);
  56. engineParameters_.InsertNew("ResourcePaths", "CoreData;AtomicResources");
  57. #elif ATOMIC_PLATFORM_WEB
  58. engineParameters_.InsertNew("FullScreen", false);
  59. engineParameters_.InsertNew("ResourcePaths", "AtomicResources");
  60. // engineParameters_.InsertNew("WindowWidth", 1280);
  61. // engineParameters_.InsertNew("WindowHeight", 720);
  62. #elif ATOMIC_PLATFORM_IOS
  63. engineParameters_.InsertNew("FullScreen", false);
  64. engineParameters_.InsertNew("ResourcePaths", "AtomicResources)";
  65. #else
  66. engineParameters_.InsertNew("FullScreen", false);
  67. engineParameters_.InsertNew("WindowWidth", 1280);
  68. engineParameters_.InsertNew("WindowHeight", 720);
  69. #endif
  70. engineParameters_.InsertNew("LogLevel", LOG_DEBUG);
  71. #if ATOMIC_PLATFORM_WINDOWS || ATOMIC_PLATFORM_LINUX
  72. engineParameters_.InsertNew("WindowIcon", "Images/AtomicLogo32.png");
  73. engineParameters_.InsertNew("ResourcePrefixPath", "AtomicPlayer_Resources");
  74. #elif ATOMIC_PLATFORM_ANDROID
  75. //engineParameters_.InsertNew("ResourcePrefixPath", "assets");
  76. #elif ATOMIC_PLATFORM_OSX
  77. engineParameters_.InsertNew("ResourcePrefixPath", "../Resources");
  78. #endif
  79. // Read command line arguments, potentially overwriting project settings
  80. ReadCommandLineArguments();
  81. // Re-apply project settings if running from editor play button
  82. if (runningFromEditorPlay_)
  83. EngineConfig::ApplyConfig(engineParameters_, true);
  84. // Use the script file name as the base name for the log file
  85. engineParameters_["LogName"] = GetSubsystem<FileSystem>()->GetAppPreferencesDir("AtomicPlayer", "Logs") + "AtomicPlayer.log";
  86. }
  87. void AEPlayerApplication::ReadEngineConfig()
  88. {
  89. // find the project path from the command line args
  90. String projectPath;
  91. const Vector<String>& arguments = GetArguments();
  92. for (unsigned i = 0; i < arguments.Size(); ++i)
  93. {
  94. if (arguments[i].Length() > 1)
  95. {
  96. String argument = arguments[i].ToLower();
  97. String value = i + 1 < arguments.Size() ? arguments[i + 1] : String::EMPTY;
  98. if (argument == "--project" && value.Length())
  99. {
  100. projectPath = AddTrailingSlash(value);
  101. break;
  102. }
  103. }
  104. }
  105. if (!projectPath.Length())
  106. return;
  107. String filename = projectPath + "Settings/Engine.json";
  108. FileSystem* fileSystem = GetSubsystem<FileSystem>();
  109. if (!fileSystem->FileExists(filename))
  110. return;
  111. if (EngineConfig::LoadFromFile(context_, filename))
  112. {
  113. EngineConfig::ApplyConfig(engineParameters_);
  114. }
  115. }
  116. void AEPlayerApplication::ReadCommandLineArguments()
  117. {
  118. const Vector<String>& arguments = GetArguments();
  119. FileSystem* fileSystem = GetSubsystem<FileSystem>();
  120. for (unsigned i = 0; i < arguments.Size(); ++i)
  121. {
  122. if (arguments[i].Length() > 1)
  123. {
  124. String argument = arguments[i].ToLower();
  125. String value = i + 1 < arguments.Size() ? arguments[i + 1] : String::EMPTY;
  126. if (argument == "--log-std")
  127. {
  128. SubscribeToEvent(E_LOGMESSAGE, HANDLER(AEPlayerApplication, HandleLogMessage));
  129. }
  130. else if (argument == "--fromeditorplay")
  131. {
  132. runningFromEditorPlay_ = true;
  133. }
  134. else if (argument == "--debug")
  135. {
  136. debugPlayer_ = true;
  137. }
  138. else if (argument == "--project" && value.Length())
  139. {
  140. engineParameters_["ResourcePrefixPath"] = "";
  141. value = AddTrailingSlash(value);
  142. // check that cache exists
  143. if (!fileSystem->DirExists(value + "Cache"))
  144. {
  145. 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");
  146. return;
  147. }
  148. #ifdef ATOMIC_DEV_BUILD
  149. String resourcePaths = ToString("%s/Resources/CoreData;%s/Resources/PlayerData;%sResources;%s;%sCache",
  150. ATOMIC_ROOT_SOURCE_DIR, ATOMIC_ROOT_SOURCE_DIR, value.CString(), value.CString(), value.CString());
  151. #else
  152. #ifdef __APPLE__
  153. engineParameters_["ResourcePrefixPath"] = "../Resources";
  154. #else
  155. engineParameters_["ResourcePrefixPath"] = fileSystem->GetProgramDir() + "Resources";
  156. #endif
  157. String resourcePaths = ToString("CoreData;PlayerData;%s/;%s/Resources;%s;%sCache",
  158. value.CString(), value.CString(), value.CString(), value.CString());
  159. #endif
  160. LOGINFOF("Adding ResourcePaths: %s", resourcePaths.CString());
  161. engineParameters_["ResourcePaths"] = resourcePaths;
  162. #ifdef ATOMIC_DOTNET
  163. NETCore* netCore = GetSubsystem<NETCore>();
  164. String assemblyLoadPath = GetNativePath(ToString("%sResources/Assemblies/", value.CString()));
  165. netCore->AddAssemblyLoadPath(assemblyLoadPath);
  166. #endif
  167. }
  168. else if (argument == "--windowposx" && value.Length())
  169. {
  170. engineParameters_["WindowPositionX"] = atoi(value.CString());
  171. }
  172. else if (argument == "--windowposy" && value.Length())
  173. {
  174. engineParameters_["WindowPositionY"] = atoi(value.CString());
  175. }
  176. else if (argument == "--windowwidth" && value.Length())
  177. {
  178. engineParameters_["WindowWidth"] = atoi(value.CString());
  179. }
  180. else if (argument == "--windowheight" && value.Length())
  181. {
  182. engineParameters_["WindowHeight"] = atoi(value.CString());
  183. }
  184. else if (argument == "--resizable")
  185. {
  186. engineParameters_["WindowResizable"] = true;
  187. }
  188. else if (argument == "--maximize")
  189. {
  190. engineParameters_["WindowMaximized"] = true;
  191. }
  192. }
  193. }
  194. }
  195. void AEPlayerApplication::Start()
  196. {
  197. AEEditorCommon::Start();
  198. UI* ui = GetSubsystem<UI>();
  199. ui->Initialize("DefaultUI/language/lng_en.tb.txt");
  200. ui->LoadDefaultPlayerSkin();
  201. context_->RegisterSubsystem(new PlayerMode(context_));
  202. PlayerMode* playerMode = GetSubsystem<PlayerMode>();
  203. playerMode->ProcessArguments();
  204. SubscribeToEvent(E_JSERROR, HANDLER(AEPlayerApplication, HandleJSError));
  205. #ifdef ATOMIC_DOTNET
  206. if (debugPlayer_)
  207. {
  208. GetSubsystem<NETCore>()->WaitForDebuggerConnect();
  209. }
  210. #endif
  211. vm_->SetModuleSearchPaths("Modules");
  212. // Instantiate and register the Player subsystem
  213. context_->RegisterSubsystem(new AtomicPlayer::Player(context_));
  214. AtomicPlayer::jsapi_init_atomicplayer(vm_);
  215. #ifdef ATOMIC_DOTNET
  216. // Initialize Scripting Subsystem
  217. NETScript* netScript = new NETScript(context_);
  218. context_->RegisterSubsystem(netScript);
  219. netScript->Initialize();
  220. netScript->ExecMainAssembly();
  221. #endif
  222. if (!playerMode->launchedByEditor())
  223. {
  224. JSVM* vm = JSVM::GetJSVM(0);
  225. if (!vm->ExecuteMain())
  226. {
  227. SendEvent(E_EXITREQUESTED);
  228. }
  229. }
  230. SubscribeToEvent(E_PLAYERQUIT, HANDLER(AEPlayerApplication, HandleQuit));
  231. return;
  232. }
  233. void AEPlayerApplication::HandleQuit(StringHash eventType, VariantMap& eventData)
  234. {
  235. engine_->Exit();
  236. }
  237. void AEPlayerApplication::Stop()
  238. {
  239. AEEditorCommon::Stop();
  240. }
  241. void AEPlayerApplication::HandleScriptReloadStarted(StringHash eventType, VariantMap& eventData)
  242. {
  243. }
  244. void AEPlayerApplication::HandleScriptReloadFinished(StringHash eventType, VariantMap& eventData)
  245. {
  246. }
  247. void AEPlayerApplication::HandleScriptReloadFailed(StringHash eventType, VariantMap& eventData)
  248. {
  249. ErrorExit();
  250. }
  251. void AEPlayerApplication::HandleLogMessage(StringHash eventType, VariantMap& eventData)
  252. {
  253. using namespace LogMessage;
  254. int level = eventData[P_LEVEL].GetInt();
  255. // The message may be multi-line, so split to rows in that case
  256. Vector<String> rows = eventData[P_MESSAGE].GetString().Split('\n');
  257. for (unsigned i = 0; i < rows.Size(); ++i)
  258. {
  259. if (level == LOG_ERROR)
  260. {
  261. fprintf(stderr, "%s\n", rows[i].CString());
  262. }
  263. else
  264. {
  265. fprintf(stdout, "%s\n", rows[i].CString());
  266. }
  267. }
  268. }
  269. void AEPlayerApplication::HandleJSError(StringHash eventType, VariantMap& eventData)
  270. {
  271. using namespace JSError;
  272. //String errName = eventData[P_ERRORNAME].GetString();
  273. //String errStack = eventData[P_ERRORSTACK].GetString();
  274. String errMessage = eventData[P_ERRORMESSAGE].GetString();
  275. String errFilename = eventData[P_ERRORFILENAME].GetString();
  276. int errLineNumber = eventData[P_ERRORLINENUMBER].GetInt();
  277. String errorString = ToString("%s - %s - Line: %i",
  278. errFilename.CString(), errMessage.CString(), errLineNumber);
  279. }
  280. }