282 lines
12 KiB
C++
282 lines
12 KiB
C++
//
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// Copyright (c) 2008-2021 the Urho3D project.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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//
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#ifdef URHO3D_ANGELSCRIPT
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#include <Urho3D/AngelScript/ScriptFile.h>
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#include <Urho3D/AngelScript/Script.h>
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#endif
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#include <Urho3D/Core/Main.h>
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#include <Urho3D/Engine/Engine.h>
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#include <Urho3D/Engine/EngineDefs.h>
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#include <Urho3D/IO/FileSystem.h>
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#include <Urho3D/IO/Log.h>
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#ifdef URHO3D_LUA
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#include <Urho3D/LuaScript/LuaScript.h>
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#endif
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#include <Urho3D/Resource/ResourceCache.h>
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#include <Urho3D/Resource/ResourceEvents.h>
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#include "Urho3DPlayer.h"
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#include <Urho3D/DebugNew.h>
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URHO3D_DEFINE_APPLICATION_MAIN(Urho3DPlayer);
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Urho3DPlayer::Urho3DPlayer(Context* context) :
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Application(context),
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commandLineRead_(false)
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{
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}
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void Urho3DPlayer::Setup()
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{
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// Web platform depends on the resource system to read any data files. Skip parsing the command line file now
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// and try later when the resource system is live
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#ifndef __EMSCRIPTEN__
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// Read command line from a file if no arguments given. This is primarily intended for mobile platforms.
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// Note that the command file name uses a hardcoded path that does not utilize the resource system
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// properly (including resource path prefix), as the resource system is not yet initialized at this point
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auto* filesystem = GetSubsystem<FileSystem>();
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const String commandFileName = filesystem->GetProgramDir() + "Data/CommandLine.txt";
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if (GetArguments().Empty() && filesystem->FileExists(commandFileName))
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{
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SharedPtr<File> commandFile(new File(context_, commandFileName));
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if (commandFile->IsOpen())
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{
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commandLineRead_ = true;
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String commandLine = commandFile->ReadLine();
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commandFile->Close();
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ParseArguments(commandLine, false);
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// Reparse engine startup parameters now
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engineParameters_ = Engine::ParseParameters(GetArguments());
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}
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}
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#endif
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// Check for script file name from the arguments
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GetScriptFileName();
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#ifndef __EMSCRIPTEN__
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// Show usage if not found
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if ((GetArguments().Size() || commandLineRead_) && scriptFileName_.Empty())
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{
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ErrorExit("Usage: Urho3DPlayer <scriptfile> [options]\n\n"
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"The script file should implement the function void Start() for initializing the "
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"application and subscribing to all necessary events, such as the frame update.\n"
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#ifndef _WIN32
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"\nCommand line options:\n"
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"-x <res> Horizontal resolution\n"
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"-y <res> Vertical resolution\n"
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"-m <level> Enable hardware multisampling\n"
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"-v Enable vertical sync\n"
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"-t Enable triple buffering\n"
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"-w Start in windowed mode\n"
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"-s Enable resizing when in windowed mode\n"
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"-q Enable quiet mode which does not log to standard output stream\n"
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"-b <length> Sound buffer length in milliseconds\n"
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"-r <freq> Sound mixing frequency in Hz\n"
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"-pp <paths> Resource prefix path(s), separated by semicolons, default to executable path\n"
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"The resource prefix paths can also be defined using URHO3D_PREFIX_PATH env - var\n"
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"When both are defined, the paths set by -pp takes higher precedence\n"
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"-p <paths> Resource path(s) to use, separated by semicolons, default to 'Data;CoreData'\n"
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"-pf <files> Resource package file to use, separated by semicolons, default to none\n"
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"-ap <paths> Resource autoload path(s), separated by semicolons, default to 'AutoLoad'\n"
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"-log <level> Change the log level, valid 'level' values: 'debug', 'info', 'warning', 'error'\n"
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"-ds <file> Dump used shader variations to a file for precaching\n"
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"-mq <level> Material quality level, default 2 (high)\n"
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"-tq <level> Texture quality level, default 2 (high)\n"
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"-tf <level> Texture filter mode, default 2 (trilinear)\n"
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"-af <level> Texture anisotropy level, default 4. Also sets anisotropic filter mode\n"
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"-gl2 Force OpenGL 2 use even if OpenGL 3 is available\n"
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"-flushgpu Flush GPU command queue each frame. Effective only on Direct3D\n"
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"-borderless Borderless window mode\n"
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"-lowdpi Force low DPI mode on Retina display\n"
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"-headless Headless mode. No application window will be created\n"
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"-landscape Use landscape orientations (iOS only, default)\n"
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"-portrait Use portrait orientations (iOS only)\n"
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"-monitor <num> Monitor number to use\n"
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"-hz <freq> Monitor refresh rate to use\n"
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"-prepass Use light pre-pass rendering\n"
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"-deferred Use deferred rendering\n"
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"-renderpath <name> Use the named renderpath (must enter full resource name)\n"
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"-lqshadows Use low-quality (1-sample) shadow filtering\n"
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"-noshadows Disable shadow rendering\n"
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"-nolimit Disable frame limiter\n"
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"-nothreads Disable worker threads\n"
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"-nosound Disable sound output\n"
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"-noip Disable sound mixing interpolation\n"
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"-touch Touch emulation on desktop platform\n"
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#endif
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);
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}
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else
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{
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// Use the script file name as the base name for the log file
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engineParameters_[EP_LOG_NAME] = filesystem->GetAppPreferencesDir("urho3d", "logs") + GetFileNameAndExtension(scriptFileName_) + ".log";
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}
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#else
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// On Web platform setup a default windowed resolution similar to the executable samples
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engineParameters_[EP_FULL_SCREEN] = false;
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#endif
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// Construct a search path to find the resource prefix with two entries:
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// 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
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// 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
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if (!engineParameters_.Contains(EP_RESOURCE_PREFIX_PATHS))
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engineParameters_[EP_RESOURCE_PREFIX_PATHS] = ";../share/Resources;../share/Urho3D/Resources";
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}
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void Urho3DPlayer::Start()
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{
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// Reattempt reading the command line from the resource system now if not read before
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// Note that the engine can not be reconfigured at this point; only the script name can be specified
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if (GetArguments().Empty() && !commandLineRead_)
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{
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SharedPtr<File> commandFile = GetSubsystem<ResourceCache>()->GetFile("CommandLine.txt", false);
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if (commandFile)
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{
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String commandLine = commandFile->ReadLine();
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commandFile->Close();
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ParseArguments(commandLine, false);
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}
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GetScriptFileName();
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}
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if (scriptFileName_.Empty())
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{
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ErrorExit("Script file name not specified; cannot proceed");
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return;
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}
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String extension = GetExtension(scriptFileName_);
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if (extension != ".lua" && extension != ".luc")
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{
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#ifdef URHO3D_ANGELSCRIPT
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// Instantiate and register the AngelScript subsystem
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context_->RegisterSubsystem(new Script(context_));
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// Hold a shared pointer to the script file to make sure it is not unloaded during runtime
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scriptFile_ = GetSubsystem<ResourceCache>()->GetResource<ScriptFile>(scriptFileName_);
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/// \hack If we are running the editor, also instantiate Lua subsystem to enable editing Lua ScriptInstances
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#ifdef URHO3D_LUA
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if (scriptFileName_.Contains("Editor.as", false))
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context_->RegisterSubsystem(new LuaScript(context_));
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#endif
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// If script loading is successful, proceed to main loop
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if (scriptFile_ && scriptFile_->Execute("void Start()"))
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{
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// Subscribe to script's reload event to allow live-reload of the application
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SubscribeToEvent(scriptFile_, E_RELOADSTARTED, URHO3D_HANDLER(Urho3DPlayer, HandleScriptReloadStarted));
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SubscribeToEvent(scriptFile_, E_RELOADFINISHED, URHO3D_HANDLER(Urho3DPlayer, HandleScriptReloadFinished));
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SubscribeToEvent(scriptFile_, E_RELOADFAILED, URHO3D_HANDLER(Urho3DPlayer, HandleScriptReloadFailed));
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return;
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}
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#else
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ErrorExit("AngelScript is not enabled!");
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return;
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#endif
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}
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else
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{
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#ifdef URHO3D_LUA
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// Instantiate and register the Lua script subsystem
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auto* luaScript = new LuaScript(context_);
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context_->RegisterSubsystem(luaScript);
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// If script loading is successful, proceed to main loop
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if (luaScript->ExecuteFile(scriptFileName_))
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{
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luaScript->ExecuteFunction("Start");
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return;
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}
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#else
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ErrorExit("Lua is not enabled!");
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return;
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#endif
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}
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// The script was not successfully loaded. Show the last error message and do not run the main loop
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ErrorExit();
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}
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void Urho3DPlayer::Stop()
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{
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#ifdef URHO3D_ANGELSCRIPT
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if (scriptFile_)
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{
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// Execute the optional stop function
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if (scriptFile_->GetFunction("void Stop()"))
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scriptFile_->Execute("void Stop()");
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}
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#else
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if (false)
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{
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}
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#endif
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#ifdef URHO3D_LUA
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else
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{
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auto* luaScript = GetSubsystem<LuaScript>();
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if (luaScript && luaScript->GetFunction("Stop", true))
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luaScript->ExecuteFunction("Stop");
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}
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#endif
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}
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void Urho3DPlayer::HandleScriptReloadStarted(StringHash eventType, VariantMap& eventData)
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{
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#ifdef URHO3D_ANGELSCRIPT
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if (scriptFile_->GetFunction("void Stop()"))
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scriptFile_->Execute("void Stop()");
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#endif
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}
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void Urho3DPlayer::HandleScriptReloadFinished(StringHash eventType, VariantMap& eventData)
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{
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#ifdef URHO3D_ANGELSCRIPT
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// Restart the script application after reload
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if (!scriptFile_->Execute("void Start()"))
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{
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scriptFile_.Reset();
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ErrorExit();
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}
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#endif
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}
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void Urho3DPlayer::HandleScriptReloadFailed(StringHash eventType, VariantMap& eventData)
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{
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#ifdef URHO3D_ANGELSCRIPT
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scriptFile_.Reset();
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ErrorExit();
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#endif
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}
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void Urho3DPlayer::GetScriptFileName()
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{
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const Vector<String>& arguments = GetArguments();
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if (arguments.Size() && arguments[0][0] != '-')
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scriptFileName_ = GetInternalPath(arguments[0]);
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}
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