AEPlayerApp.cpp 7.1 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. #endif
  24. #include "../PlayerMode/AEPlayerMode.h"
  25. #include <AtomicPlayer/Player.h>
  26. #include "AEPlayerApp.h"
  27. #include <Atomic/DebugNew.h>
  28. #ifdef __APPLE__
  29. #include <unistd.h>
  30. #endif
  31. namespace AtomicPlayer
  32. {
  33. extern void jsapi_init_atomicplayer(JSVM* vm);
  34. }
  35. namespace AtomicEditor
  36. {
  37. AEPlayerApplication::AEPlayerApplication(Context* context) :
  38. AEEditorCommon(context),
  39. debugPlayer_(false)
  40. {
  41. }
  42. void AEPlayerApplication::Setup()
  43. {
  44. AEEditorCommon::Setup();
  45. FileSystem* filesystem = GetSubsystem<FileSystem>();
  46. engineParameters_["WindowTitle"] = "AtomicPlayer";
  47. #if (ATOMIC_PLATFORM_ANDROID)
  48. engineParameters_["FullScreen"] = true;
  49. engineParameters_["ResourcePaths"] = "CoreData;AtomicResources";
  50. #elif ATOMIC_PLATFORM_WEB
  51. engineParameters_["FullScreen"] = false;
  52. engineParameters_["ResourcePaths"] = "AtomicResources";
  53. // engineParameters_["WindowWidth"] = 1280;
  54. // engineParameters_["WindowHeight"] = 720;
  55. #elif ATOMIC_PLATFORM_IOS
  56. engineParameters_["FullScreen"] = false;
  57. engineParameters_["ResourcePaths"] = "AtomicResources";
  58. #else
  59. engineParameters_["FullScreen"] = false;
  60. engineParameters_["WindowWidth"] = 1280;
  61. engineParameters_["WindowHeight"] = 720;
  62. #endif
  63. engineParameters_["LogLevel"] = LOG_DEBUG;
  64. #if ATOMIC_PLATFORM_WINDOWS
  65. engineParameters_["WindowIcon"] = "Images/AtomicLogo32.png";
  66. engineParameters_["ResourcePrefixPath"] = "AtomicPlayer_Resources";
  67. #elif ATOMIC_PLATFORM_ANDROID
  68. //engineParameters_["ResourcePrefixPath"] = "assets";
  69. #elif ATOMIC_PLATFORM_OSX
  70. engineParameters_["ResourcePrefixPath"] = "../Resources";
  71. #endif
  72. const Vector<String>& arguments = GetArguments();
  73. for (unsigned i = 0; i < arguments.Size(); ++i)
  74. {
  75. if (arguments[i].Length() > 1)
  76. {
  77. String argument = arguments[i].ToLower();
  78. String value = i + 1 < arguments.Size() ? arguments[i + 1] : String::EMPTY;
  79. if (argument == "--log-std")
  80. {
  81. SubscribeToEvent(E_LOGMESSAGE, HANDLER(AEPlayerApplication, HandleLogMessage));
  82. }
  83. else if (argument == "--debug")
  84. {
  85. debugPlayer_ = true;
  86. }
  87. else if (argument == "--project" && value.Length())
  88. {
  89. engineParameters_["ResourcePrefixPath"] = "";
  90. // This works for a local dev build, --editor-resource-paths command below is for
  91. // launching from AtomicEditor (IPC)
  92. value = AddTrailingSlash(value);
  93. #ifdef ATOMIC_DEV_BUILD
  94. String resourcePaths = ToString("%s/Resources/CoreData;%s/Resources/PlayerData;%s/;%s/Resources;%s;%sCache",
  95. ATOMIC_ROOT_SOURCE_DIR, ATOMIC_ROOT_SOURCE_DIR, value.CString(), value.CString(), value.CString(), value.CString());
  96. #else
  97. #ifdef __APPLE__
  98. engineParameters_["ResourcePrefixPath"] = "../Resources";
  99. #else
  100. engineParameters_["ResourcePrefixPath"] = filesystem->GetProgramDir() + "Resources";
  101. #endif
  102. String resourcePaths = ToString("CoreData;PlayerData;%s/;%s/Resources;%s;%sCache",
  103. value.CString(), value.CString(), value.CString(), value.CString());
  104. #endif
  105. LOGINFOF("Adding ResourcePaths: %s", resourcePaths.CString());
  106. engineParameters_["ResourcePaths"] = resourcePaths;
  107. #ifdef ATOMIC_DOTNET
  108. NETCore* netCore = GetSubsystem<NETCore>();
  109. String assemblyLoadPath = GetNativePath(ToString("%sResources/Assemblies/", value.CString()));
  110. netCore->AddAssemblyLoadPath(assemblyLoadPath);
  111. #endif
  112. }
  113. }
  114. }
  115. // Use the script file name as the base name for the log file
  116. engineParameters_["LogName"] = filesystem->GetAppPreferencesDir("AtomicPlayer", "Logs") + "AtomicPlayer.log";
  117. }
  118. void AEPlayerApplication::Start()
  119. {
  120. AEEditorCommon::Start();
  121. UI* ui = GetSubsystem<UI>();
  122. ui->Initialize("DefaultUI/language/lng_en.tb.txt");
  123. ui->LoadDefaultPlayerSkin();
  124. context_->RegisterSubsystem(new PlayerMode(context_));
  125. PlayerMode* playerMode = GetSubsystem<PlayerMode>();
  126. playerMode->ProcessArguments();
  127. SubscribeToEvent(E_JSERROR, HANDLER(AEPlayerApplication, HandleJSError));
  128. #ifdef ATOMIC_DOTNET
  129. if (debugPlayer_)
  130. {
  131. GetSubsystem<NETCore>()->WaitForDebuggerConnect();
  132. }
  133. #endif
  134. vm_->SetModuleSearchPaths("Modules");
  135. // Instantiate and register the Player subsystem
  136. context_->RegisterSubsystem(new AtomicPlayer::Player(context_));
  137. AtomicPlayer::jsapi_init_atomicplayer(vm_);
  138. if (!playerMode->launchedByEditor())
  139. {
  140. JSVM* vm = JSVM::GetJSVM(0);
  141. if (!vm->ExecuteMain())
  142. {
  143. SendEvent(E_EXITREQUESTED);
  144. }
  145. }
  146. return;
  147. }
  148. void AEPlayerApplication::Stop()
  149. {
  150. AEEditorCommon::Stop();
  151. }
  152. void AEPlayerApplication::HandleScriptReloadStarted(StringHash eventType, VariantMap& eventData)
  153. {
  154. }
  155. void AEPlayerApplication::HandleScriptReloadFinished(StringHash eventType, VariantMap& eventData)
  156. {
  157. }
  158. void AEPlayerApplication::HandleScriptReloadFailed(StringHash eventType, VariantMap& eventData)
  159. {
  160. ErrorExit();
  161. }
  162. void AEPlayerApplication::HandleLogMessage(StringHash eventType, VariantMap& eventData)
  163. {
  164. using namespace LogMessage;
  165. int level = eventData[P_LEVEL].GetInt();
  166. // The message may be multi-line, so split to rows in that case
  167. Vector<String> rows = eventData[P_MESSAGE].GetString().Split('\n');
  168. for (unsigned i = 0; i < rows.Size(); ++i)
  169. {
  170. if (level == LOG_ERROR)
  171. {
  172. fprintf(stderr, "%s\n", rows[i].CString());
  173. }
  174. else
  175. {
  176. fprintf(stdout, "%s\n", rows[i].CString());
  177. }
  178. }
  179. }
  180. void AEPlayerApplication::HandleJSError(StringHash eventType, VariantMap& eventData)
  181. {
  182. using namespace JSError;
  183. //String errName = eventData[P_ERRORNAME].GetString();
  184. //String errStack = eventData[P_ERRORSTACK].GetString();
  185. String errMessage = eventData[P_ERRORMESSAGE].GetString();
  186. String errFilename = eventData[P_ERRORFILENAME].GetString();
  187. int errLineNumber = eventData[P_ERRORLINENUMBER].GetInt();
  188. String errorString = ToString("%s - %s - Line: %i",
  189. errFilename.CString(), errMessage.CString(), errLineNumber);
  190. }
  191. }