AEEditorApp.cpp 4.3 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 "../EditorMode/AEEditorMode.h"
  18. #include "AEEditorApp.h"
  19. using namespace ToolCore;
  20. namespace ToolCore
  21. {
  22. extern void jsapi_init_toolcore(JSVM* vm);
  23. }
  24. namespace AtomicEditor
  25. {
  26. extern void jsapi_init_editor(JSVM* vm);
  27. AEEditorApp::AEEditorApp(Context* context) :
  28. AEEditorCommon(context)
  29. {
  30. }
  31. void AEEditorApp::Start()
  32. {
  33. AEEditorCommon::Start();
  34. context_->RegisterSubsystem(new EditorMode(context_));
  35. vm_->SetModuleSearchPaths("AtomicEditor");
  36. // Do not create bone structure by default when in the editor
  37. // this can be toggled temporarily, for example to setup an animation preview
  38. AnimatedModel::SetBoneCreationEnabled(false);
  39. // move UI initialization to JS
  40. UI* ui = GetSubsystem<UI>();
  41. ui->Initialize("AtomicEditor/resources/language/lng_en.tb.txt");
  42. SubscribeToEvent(E_JSERROR, HANDLER(AEEditorApp, HandleJSError));
  43. SubscribeToEvent(E_EXITREQUESTED, HANDLER(AEEditorApp, HandleExitRequested));
  44. jsapi_init_toolcore(vm_);
  45. jsapi_init_editor(vm_);
  46. duk_get_global_string(vm_->GetJSContext(), "require");
  47. duk_push_string(vm_->GetJSContext(), "main");
  48. if (duk_pcall(vm_->GetJSContext(), 1) != 0)
  49. {
  50. vm_->SendJSErrorEvent();
  51. ErrorExit("Error executing main.js");
  52. }
  53. GetSubsystem<LicenseSystem>()->Initialize();
  54. }
  55. void AEEditorApp::Setup()
  56. {
  57. context_->SetEditorContext(true);
  58. ToolEnvironment* env = new ToolEnvironment(context_);
  59. context_->RegisterSubsystem(env);
  60. ToolSystem* system = new ToolSystem(context_);
  61. context_->RegisterSubsystem(system);
  62. #ifdef ATOMIC_DEV_BUILD
  63. if (!env->InitFromJSON())
  64. {
  65. ErrorExit(ToString("Unable to initialize tool environment from %s", env->GetDevConfigFilename().CString()));
  66. return;
  67. }
  68. #else
  69. env->InitFromPackage();
  70. #endif
  71. engineParameters_["WindowTitle"] = "AtomicEditor";
  72. engineParameters_["WindowResizable"] = true;
  73. engineParameters_["FullScreen"] = false;
  74. engineParameters_["LogLevel"] = LOG_DEBUG;
  75. FileSystem* filesystem = GetSubsystem<FileSystem>();
  76. engineParameters_["LogName"] = filesystem->GetAppPreferencesDir("AtomicEditor", "Logs") + "AtomicEditor.log";
  77. #ifdef ATOMIC_PLATFORM_OSX
  78. engineParameters_["WindowIcon"] = "Images/AtomicLogo32.png";
  79. #endif
  80. #ifdef ATOMIC_DEV_BUILD
  81. engineParameters_["ResourcePrefixPath"] = "";
  82. String ScriptPath = env->GetRootSourceDir() + "Artifacts/Script";
  83. String resourcePaths = env->GetCoreDataDir() + ";" + env->GetEditorDataDir() + ";" + ScriptPath;
  84. engineParameters_["ResourcePaths"] = resourcePaths;
  85. #else
  86. #ifdef ATOMIC_PLATFORM_OSX
  87. engineParameters_["ResourcePrefixPath"] = "../Resources";
  88. #else
  89. engineParameters_["ResourcePrefixPath"] = filesystem->GetProgramDir() + "Resources";
  90. #endif
  91. engineParameters_["ResourcePaths"] = "CoreData;EditorData;Script";
  92. #endif // ATOMIC_DEV_BUILD
  93. }
  94. void AEEditorApp::Stop()
  95. {
  96. AEEditorCommon::Stop();
  97. }
  98. void AEEditorApp::HandleExitRequested(StringHash eventType, VariantMap& eventData)
  99. {
  100. }
  101. void AEEditorApp::HandleJSError(StringHash eventType, VariantMap& eventData)
  102. {
  103. using namespace JSError;
  104. //String errName = eventData[P_ERRORNAME].GetString();
  105. String errMessage = eventData[P_ERRORMESSAGE].GetString();
  106. String errFilename = eventData[P_ERRORFILENAME].GetString();
  107. //String errStack = eventData[P_ERRORSTACK].GetString();
  108. int errLineNumber = vm_->GetRealLineNumber("AtomicEditor/out/" + errFilename, eventData[P_ERRORLINENUMBER].GetInt());
  109. String errorString = ToString("%s - %s - Line: %i", errFilename.CString(), errMessage.CString(), errLineNumber);
  110. ErrorExit(errorString);
  111. }
  112. }