Urho3D/Source/Tools/Urho3DPlayer/Urho3DPlayer.cpp
2021-07-17 16:43:46 +00:00

282 lines
12 KiB
C++

//
// Copyright (c) 2008-2021 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]);
}