void copySysOSX(const char* projName) { #ifdef _DEBUG const char * appName = "MaratisPlayerDebug"; #else const char * appName = "MaratisPlayer"; #endif MWindow * window = MWindow::getInstance(); MEngine* engine = MEngine::getInstance(); MSystemContext* system = engine->getSystemContext(); char filename[256]; getLocalFilename(filename, system->getWorkingDirectory(), projName); if(char* ext = strstr(filename, ".mproj")) { MProject proj; if(proj.loadXML(projName)) { strcpy(ext, ".app"); char path[256]; char srcName[256]; char destName[256]; char appPath[256]; char level[256]; getLocalFilename(level, system->getWorkingDirectory(), proj.startLevel.c_str()); getGlobalFilename(appPath, getPubDir(), filename); sprintf(path, "../../../%s.app", appName); getGlobalFilename(srcName, window->getCurrentDirectory(), path); copyDirectory(srcName, appPath); strcpy(ext, ""); sprintf(srcName, "%s/Contents/MacOS/%s", appPath, appName); strcpy(ext, ".mproj"); embedProject(srcName, srcName, filename, level, proj.renderer.c_str()); chmod(srcName, 0777); // we need to put all data in app/Contents/Resources/ sprintf(destName, "%s/Contents/Resources", appPath); createDirectory(destName); s_dataDir = destName; } } }
/*-------------------------------------------------------------------------------- * MPackageFileOpenHook::open * File open callback *-------------------------------------------------------------------------------*/ MFile* MPackageFileOpenHook::open(const char* path, const char* mode) { MEngine* engine = MEngine::getInstance(); MSystemContext * system = engine->getSystemContext(); char localFilename[256]; getLocalFilename(localFilename, system->getWorkingDirectory(), path); if(strstr(mode, "w") != 0) return MStdFile::getNew(path, mode); // look within the package for a file with the requested name if(MPackageEnt ent = engine->getPackageManager()->findEntity(localFilename)) return MPackageFile::getNew(ent); // give up, just look for a new file using stdio return MStdFile::getNew(path, mode); }
void Flush() { g_CurrentColour.set(255, 255, 255, 255); if(g_Cnt == 0) return; MEngine* engine = MEngine::getInstance(); MRenderingContext* render = engine->getRenderingContext(); MSystemContext* system = engine->getSystemContext(); unsigned int w, h; system->getScreenSize(&w, &h); // set up the "camera" render->setViewport(0, 0, w, h); render->setMatrixMode(M_MATRIX_PROJECTION); render->loadIdentity(); render->setOrthoView(0, w, h, 0, 1.0f, -1.0f); render->setMatrixMode(M_MATRIX_MODELVIEW); render->loadIdentity(); // set up arrays render->enableVertexArray(); render->enableTexCoordArray(); render->enableColorArray(); render->setVertexPointer(M_FLOAT, 3, g_Vertices); render->setTexCoordPointer(M_FLOAT, 2, g_UVs); render->setColorPointer(M_UBYTE, 4, g_Colours); render->disableCullFace(); render->disableDepthTest(); render->drawArray(M_PRIMITIVE_TRIANGLES, 0, g_Cnt * 6); g_Cnt = 0; g_Selected = NULL; }
MPackage openProjectPackage(const char* projName) { MEngine* engine = MEngine::getInstance(); MSystemContext* system = engine->getSystemContext(); char projFile[256]; getLocalFilename(projFile, system->getWorkingDirectory(), projName); char* ext = strstr(projFile, ".mproj"); if(ext == 0) { return 0; } sprintf(ext, ".npk"); char packFile[256]; getGlobalFilename(packFile, getDataDir(), projFile); MPackageManager* packageManager = engine->getPackageManager(); MPackage package = packageManager->openPackage(packFile); return package; }
void execute(const char* projName) { MEngine* engine = MEngine::getInstance(); MSystemContext* system = engine->getSystemContext(); char filename[256]; char destFilename[256]; #ifdef WIN32 const char* pluginName = "Game.dll"; #elif __APPLE__ const char* pluginName = "Game.dylib"; #elif linux const char* pluginName = "Game.so"; #endif getGlobalFilename(filename, system->getWorkingDirectory(), pluginName); getGlobalFilename(destFilename, getDataDir(), pluginName); if(isFileExist(filename)) { copyFile(filename, destFilename); } }
void copySysLinux(const char* projName) { #ifdef _DEBUG const char * appName = "MaratisPlayerDebug"; #else const char * appName = "MaratisPlayer"; #endif MEngine* engine = MEngine::getInstance(); MSystemContext* system = engine->getSystemContext(); char filename[256]; getLocalFilename(filename, system->getWorkingDirectory(), projName); if(char* ext = strstr(filename, ".mproj")) { *ext = 0; MProject proj; if(proj.loadXML(projName)) { char destName[256]; getGlobalFilename(destName, getPubDir(), filename); char level[256]; getLocalFilename(level, system->getWorkingDirectory(), proj.startLevel.c_str()); strcpy(ext, ".mproj"); embedProject(appName, destName, filename, level, proj.renderer.c_str()); chmod(destName, S_IRWXU | S_IRGRP | S_IXGRP | S_IROTH | S_IXOTH); // find all dynamic libraries copyDirFiles(".", getPubDir(), ".so"); } } }
void copySysWindows(const char* projName) { #ifdef _DEBUG const char * appName = "MaratisPlayerDebug.exe"; #else const char * appName = "MaratisPlayer.exe"; #endif MEngine* engine = MEngine::getInstance(); MSystemContext* system = engine->getSystemContext(); char filename[256]; getLocalFilename(filename, system->getWorkingDirectory(), projName); if(char* ext = strstr(filename, ".mproj")) { MProject proj; if(proj.loadXML(projName)) { strcpy(ext, ".exe"); char destName[256]; getGlobalFilename(destName, getPubDir(), filename); char level[256]; getLocalFilename(level, system->getWorkingDirectory(), proj.startLevel.c_str()); // we need the project "filename" to still be a .mproj for MaratisPlayer to behave // correctly strcpy(ext, ".mproj"); embedProject(appName, destName, filename, level, proj.renderer.c_str()); // find all dynamic libraries copyDirFiles(".", getPubDir(), ".dll"); } } }
void execute(const char* projName) { MEngine* engine = MEngine::getInstance(); MSystemContext* system = engine->getSystemContext(); MPackageManager* packageManager = engine->getPackageManager(); char directory[256], localFilename[256]; getGlobalFilename(directory, system->getWorkingDirectory(), "meshs"); vector<string> files; readDirectory(directory, &files, 1, 1); MLevel* currentLevel = engine->getLevel(); MLevel* tempLevel = new MLevel(); engine->setLevel(tempLevel); MMesh* mesh = MMesh::getNew(); MArmatureAnim* armAnim = MArmatureAnim::getNew(); MTexturesAnim* texAnim = MTexturesAnim::getNew(); MMaterialsAnim* matAnim = MMaterialsAnim::getNew(); // open package and scan meshes MPackage package = openProjectPackage(projName); for(int i = 0; i < files.size(); ++i) { bool binarized = false; if(strstr(files[i].c_str(), "._bin") != 0) continue; // export bin if(strstr(files[i].c_str(), ".mesh") != 0) { if(engine->getMeshLoader()->loadData(files[i].c_str(), mesh)) binarized = exportMeshBin((files[i] + "._bin").c_str(), mesh); } else if (strstr(files[i].c_str(), ".maa") != 0) { if(engine->getArmatureAnimLoader()->loadData(files[i].c_str(), armAnim)) binarized = exportArmatureAnimBin((files[i] + "._bin").c_str(), armAnim); } else if (strstr(files[i].c_str(), ".mma") != 0) { if(engine->getMaterialsAnimLoader()->loadData(files[i].c_str(), matAnim)) binarized = exportMaterialsAnimBin((files[i] + "._bin").c_str(), matAnim); } else if (strstr(files[i].c_str(), ".mta") != 0) { if(engine->getTexturesAnimLoader()->loadData(files[i].c_str(), texAnim)) binarized = exportTexturesAnimBin((files[i] + "._bin").c_str(), texAnim); } else { // try to export unknow format if(engine->getMeshLoader()->loadData(files[i].c_str(), mesh)) { binarized = exportMeshBin((files[i] + "._bin").c_str(), mesh); // try to export animation MArmatureAnimRef * maaRef = mesh->getArmatureAnimRef(); if(maaRef) { exportArmatureAnimBin((files[i] + ".maa._bin").c_str(), maaRef->getArmatureAnim()); getLocalFilename(localFilename, system->getWorkingDirectory(), (files[i] + ".maa").c_str()); packageManager->addFileToPackage((files[i] + ".maa._bin").c_str(), package, localFilename); } } } tempLevel->clear(); // pack file getLocalFilename(localFilename, system->getWorkingDirectory(), files[i].c_str()); if(binarized) packageManager->addFileToPackage((files[i] + "._bin").c_str(), package, localFilename); // pack bin file else packageManager->addFileToPackage(files[i].c_str(), package, localFilename); // pack original file } packageManager->closePackage(package); // clear mesh mesh->destroy(); armAnim->destroy(); texAnim->destroy(); matAnim->destroy(); // remove bin for(int i = 0; i < files.size(); ++i) { remove((files[i] + "._bin").c_str()); remove((files[i] + ".maa._bin").c_str()); } // restore level engine->setLevel(currentLevel); SAFE_DELETE(tempLevel); }