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- //
- // Copyright (c) 2008-2017 the Urho3D project.
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to deal
- // in the Software without restriction, including without limitation the rights
- // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- // copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- // THE SOFTWARE.
- //
- #ifdef URHO3D_ANGELSCRIPT
- #include <Urho3D/AngelScript/ScriptFile.h>
- #include <Urho3D/AngelScript/Script.h>
- #endif
- #include <Urho3D/Core/Main.h>
- #include <Urho3D/Engine/Engine.h>
- #include <Urho3D/Engine/EngineDefs.h>
- #include <Urho3D/IO/FileSystem.h>
- #include <Urho3D/IO/Log.h>
- #ifdef URHO3D_LUA
- #include <Urho3D/LuaScript/LuaScript.h>
- #endif
- #include <Urho3D/Resource/ResourceCache.h>
- #include <Urho3D/Resource/ResourceEvents.h>
- #include "Urho3DPlayer.h"
- #include <Urho3D/DebugNew.h>
- URHO3D_DEFINE_APPLICATION_MAIN(Urho3DPlayer);
- Urho3DPlayer::Urho3DPlayer(Context* context) :
- Application(context),
- commandLineRead_(false)
- {
- }
- void Urho3DPlayer::Setup()
- {
- // Web platform depends on the resource system to read any data files. Skip parsing the command line file now
- // and try later when the resource system is live
- #ifndef __EMSCRIPTEN__
- // Read command line from a file if no arguments given. This is primarily intended for mobile platforms.
- // Note that the command file name uses a hardcoded path that does not utilize the resource system
- // properly (including resource path prefix), as the resource system is not yet initialized at this point
- auto* filesystem = GetSubsystem<FileSystem>();
- const String commandFileName = filesystem->GetProgramDir() + "Data/CommandLine.txt";
- if (GetArguments().Empty() && filesystem->FileExists(commandFileName))
- {
- SharedPtr<File> commandFile(new File(context_, commandFileName));
- if (commandFile->IsOpen())
- {
- commandLineRead_ = true;
- String commandLine = commandFile->ReadLine();
- commandFile->Close();
- ParseArguments(commandLine, false);
- // Reparse engine startup parameters now
- engineParameters_ = Engine::ParseParameters(GetArguments());
- }
- }
- #endif
- // Check for script file name from the arguments
- GetScriptFileName();
- #ifndef __EMSCRIPTEN__
- // Show usage if not found
- if ((GetArguments().Size() || commandLineRead_) && scriptFileName_.Empty())
- {
- ErrorExit("Usage: Urho3DPlayer <scriptfile> [options]\n\n"
- "The script file should implement the function void Start() for initializing the "
- "application and subscribing to all necessary events, such as the frame update.\n"
- #ifndef _WIN32
- "\nCommand line options:\n"
- "-x <res> Horizontal resolution\n"
- "-y <res> Vertical resolution\n"
- "-m <level> Enable hardware multisampling\n"
- "-v Enable vertical sync\n"
- "-t Enable triple buffering\n"
- "-w Start in windowed mode\n"
- "-s Enable resizing when in windowed mode\n"
- "-q Enable quiet mode which does not log to standard output stream\n"
- "-b <length> Sound buffer length in milliseconds\n"
- "-r <freq> Sound mixing frequency in Hz\n"
- "-pp <paths> Resource prefix path(s), separated by semicolons, default to executable path\n"
- "The resource prefix paths can also be defined using URHO3D_PREFIX_PATH env - var\n"
- "When both are defined, the paths set by -pp takes higher precedence\n"
- "-p <paths> Resource path(s) to use, separated by semicolons, default to 'Data;CoreData'\n"
- "-pf <files> Resource package file to use, separated by semicolons, default to none\n"
- "-ap <paths> Resource autoload path(s), separated by semicolons, default to 'AutoLoad'\n"
- "-log <level> Change the log level, valid 'level' values: 'debug', 'info', 'warning', 'error'\n"
- "-ds <file> Dump used shader variations to a file for precaching\n"
- "-mq <level> Material quality level, default 2 (high)\n"
- "-tq <level> Texture quality level, default 2 (high)\n"
- "-tf <level> Texture filter mode, default 2 (trilinear)\n"
- "-af <level> Texture anisotropy level, default 4. Also sets anisotropic filter mode\n"
- "-gl2 Force OpenGL 2 use even if OpenGL 3 is available\n"
- "-flushgpu Flush GPU command queue each frame. Effective only on Direct3D\n"
- "-borderless Borderless window mode\n"
- "-lowdpi Force low DPI mode on Retina display\n"
- "-headless Headless mode. No application window will be created\n"
- "-landscape Use landscape orientations (iOS only, default)\n"
- "-portrait Use portrait orientations (iOS only)\n"
- "-monitor <num> Monitor number to use\n"
- "-hz <freq> Monitor refresh rate to use\n"
- "-prepass Use light pre-pass rendering\n"
- "-deferred Use deferred rendering\n"
- "-renderpath <name> Use the named renderpath (must enter full resource name)\n"
- "-lqshadows Use low-quality (1-sample) shadow filtering\n"
- "-noshadows Disable shadow rendering\n"
- "-nolimit Disable frame limiter\n"
- "-nothreads Disable worker threads\n"
- "-nosound Disable sound output\n"
- "-noip Disable sound mixing interpolation\n"
- "-touch Touch emulation on desktop platform\n"
- #endif
- );
- }
- else
- {
- // Use the script file name as the base name for the log file
- engineParameters_[EP_LOG_NAME] = filesystem->GetAppPreferencesDir("urho3d", "logs") + GetFileNameAndExtension(scriptFileName_) + ".log";
- }
- #else
- // On Web platform setup a default windowed resolution similar to the executable samples
- engineParameters_[EP_FULL_SCREEN] = false;
- #endif
- // Construct a search path to find the resource prefix with two entries:
- // The first entry is an empty path which will be substituted with program/bin directory -- this entry is for binary when it is still in build tree
- // The second and third entries are possible relative paths from the installed program/bin directory to the asset directory -- these entries are for binary when it is in the Urho3D SDK installation location
- if (!engineParameters_.Contains(EP_RESOURCE_PREFIX_PATHS))
- engineParameters_[EP_RESOURCE_PREFIX_PATHS] = ";../share/Resources;../share/Urho3D/Resources";
- }
- void Urho3DPlayer::Start()
- {
- // Reattempt reading the command line from the resource system now if not read before
- // Note that the engine can not be reconfigured at this point; only the script name can be specified
- if (GetArguments().Empty() && !commandLineRead_)
- {
- SharedPtr<File> commandFile = GetSubsystem<ResourceCache>()->GetFile("CommandLine.txt", false);
- if (commandFile)
- {
- String commandLine = commandFile->ReadLine();
- commandFile->Close();
- ParseArguments(commandLine, false);
- }
- GetScriptFileName();
- }
- if (scriptFileName_.Empty())
- {
- ErrorExit("Script file name not specified; cannot proceed");
- return;
- }
- String extension = GetExtension(scriptFileName_);
- if (extension != ".lua" && extension != ".luc")
- {
- #ifdef URHO3D_ANGELSCRIPT
- // Instantiate and register the AngelScript subsystem
- context_->RegisterSubsystem(new Script(context_));
- // Hold a shared pointer to the script file to make sure it is not unloaded during runtime
- scriptFile_ = GetSubsystem<ResourceCache>()->GetResource<ScriptFile>(scriptFileName_);
- /// \hack If we are running the editor, also instantiate Lua subsystem to enable editing Lua ScriptInstances
- #ifdef URHO3D_LUA
- if (scriptFileName_.Contains("Editor.as", false))
- context_->RegisterSubsystem(new LuaScript(context_));
- #endif
- // If script loading is successful, proceed to main loop
- if (scriptFile_ && scriptFile_->Execute("void Start()"))
- {
- // Subscribe to script's reload event to allow live-reload of the application
- SubscribeToEvent(scriptFile_, E_RELOADSTARTED, URHO3D_HANDLER(Urho3DPlayer, HandleScriptReloadStarted));
- SubscribeToEvent(scriptFile_, E_RELOADFINISHED, URHO3D_HANDLER(Urho3DPlayer, HandleScriptReloadFinished));
- SubscribeToEvent(scriptFile_, E_RELOADFAILED, URHO3D_HANDLER(Urho3DPlayer, HandleScriptReloadFailed));
- return;
- }
- #else
- ErrorExit("AngelScript is not enabled!");
- return;
- #endif
- }
- else
- {
- #ifdef URHO3D_LUA
- // Instantiate and register the Lua script subsystem
- auto* luaScript = new LuaScript(context_);
- context_->RegisterSubsystem(luaScript);
- // If script loading is successful, proceed to main loop
- if (luaScript->ExecuteFile(scriptFileName_))
- {
- luaScript->ExecuteFunction("Start");
- return;
- }
- #else
- ErrorExit("Lua is not enabled!");
- return;
- #endif
- }
- // The script was not successfully loaded. Show the last error message and do not run the main loop
- ErrorExit();
- }
- void Urho3DPlayer::Stop()
- {
- #ifdef URHO3D_ANGELSCRIPT
- if (scriptFile_)
- {
- // Execute the optional stop function
- if (scriptFile_->GetFunction("void Stop()"))
- scriptFile_->Execute("void Stop()");
- }
- #else
- if (false)
- {
- }
- #endif
- #ifdef URHO3D_LUA
- else
- {
- auto* luaScript = GetSubsystem<LuaScript>();
- if (luaScript && luaScript->GetFunction("Stop", true))
- luaScript->ExecuteFunction("Stop");
- }
- #endif
- }
- void Urho3DPlayer::HandleScriptReloadStarted(StringHash eventType, VariantMap& eventData)
- {
- #ifdef URHO3D_ANGELSCRIPT
- if (scriptFile_->GetFunction("void Stop()"))
- scriptFile_->Execute("void Stop()");
- #endif
- }
- void Urho3DPlayer::HandleScriptReloadFinished(StringHash eventType, VariantMap& eventData)
- {
- #ifdef URHO3D_ANGELSCRIPT
- // Restart the script application after reload
- if (!scriptFile_->Execute("void Start()"))
- {
- scriptFile_.Reset();
- ErrorExit();
- }
- #endif
- }
- void Urho3DPlayer::HandleScriptReloadFailed(StringHash eventType, VariantMap& eventData)
- {
- #ifdef URHO3D_ANGELSCRIPT
- scriptFile_.Reset();
- ErrorExit();
- #endif
- }
- void Urho3DPlayer::GetScriptFileName()
- {
- const Vector<String>& arguments = GetArguments();
- if (arguments.Size() && arguments[0][0] != '-')
- scriptFileName_ = GetInternalPath(arguments[0]);
- }
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