void BuildIOS::Build(const String& buildPath)
{
    buildPath_ = buildPath + "/IOS-Build";

    Initialize();

    FileSystem* fileSystem = GetSubsystem<FileSystem>();
    if (fileSystem->DirExists(buildPath_))
        fileSystem->RemoveDir(buildPath_, true);


 #ifdef ATOMIC_PLATFORM_WINDOWS
    String buildSourceDir = fileSystem->GetProgramDir();
 #else
    String buildSourceDir = fileSystem->GetAppBundleResourceFolder();
 #endif

    String buildAppSourceDir = buildSourceDir + "Deployment/IOS/AtomicPlayer.app";

    fileSystem->CreateDir(buildPath_);

    String buildDestDist = buildPath_ + "/AtomicPlayer.app";

    fileSystem->CreateDir(buildDestDist);

    String resourcePackagePath = buildDestDist + "/AtomicResources.pak";
    GenerateResourcePackage(resourcePackagePath);

    fileSystem->Copy(buildAppSourceDir + "/AtomicPlayer", buildDestDist + "/AtomicPlayer");
    fileSystem->Copy(buildAppSourceDir + "/PkgInfo", buildDestDist + "/PkgInfo");

    BuildSystem* buildSystem = GetSubsystem<BuildSystem>();

    IOSBuildSettings settings = buildSystem->GetBuildSettings()->GetIOSSettings();

    fileSystem->Copy(settings.provisionFile, buildDestDist + "/embedded.mobileprovision");

    String entitlements = GenerateEntitlements();
    String plist = GenerateInfoPlist();

    File file(context_, buildPath_ + "/AtomicPlayer.app.xcent", FILE_WRITE);

    if (file.IsOpen())
    {
        file.Write(entitlements.CString(), entitlements.Length());
        file.Close();
    }

    File pfile(context_, buildDestDist + "/Info.plist", FILE_WRITE);

    if (pfile.IsOpen())
    {
        pfile.Write(plist.CString(), plist.Length());
        pfile.Close();
    }

    RunConvertPList();

}
Пример #2
0
	EditorData::EditorData(Context* context, Editor* editor) : Object(context),
		editor_(editor)
	{
		FileSystem* fileSystem = GetSubsystem<FileSystem>();

		uiSceneFilters.Push("*.xml");
		uiSceneFilters.Push("*.bin");
		uiSceneFilters.Push("*.*");
		uiElementFilters.Push("*.xml");
		uiAllFilters.Push("*.*");
		uiScriptFilters.Push("*.*");
		uiScriptFilters.Push("*.as");
		uiScriptFilters.Push("*.lua");
		uiParticleFilters.Push("*.xml");
		uiRenderPathFilters.Push("*.xml");
		uiSceneFilter = 0;
		uiElementFilter = 0;
		uiNodeFilter = 0;
		uiImportFilter = 0;
		uiScriptFilter = 0;
		uiParticleFilter = 0;
		uiRenderPathFilter = 0;
		uiScenePath = fileSystem->GetProgramDir() + "Data/Scenes";
		uiElementPath = fileSystem->GetProgramDir() + "Data/UI";
		uiNodePath = fileSystem->GetProgramDir() + "Data/Objects";
		uiScriptPath = fileSystem->GetProgramDir() + "Data/Scripts";
		uiParticlePath = fileSystem->GetProgramDir() + "Data/Particles";
		uiRenderPathPath = fileSystem->GetProgramDir() + "CoreData/RenderPaths";
		screenshotDir = fileSystem->GetProgramDir() + "Screenshots";
	}
    void NETAtomicPlayer::ReadEngineConfig()
    {
        FileSystem* fileSystem = GetSubsystem<FileSystem>();

#ifdef ATOMIC_PLATFORM_OSX
        String filename = fileSystem->GetProgramDir() + "../Resources/Settings/Engine.json";
#else
        String filename = fileSystem->GetProgramDir() + "Settings/Engine.json";
#endif

        if (!fileSystem->FileExists(filename))
            return;

        if (EngineConfig::LoadFromFile(context_, filename))
        {
            EngineConfig::ApplyConfig(engineParameters_, true);
        }
    }
void AEEditorApp::Setup()
{
    context_->SetEditorContext(true);

    ToolEnvironment* env = new ToolEnvironment(context_);
    context_->RegisterSubsystem(env);

    ToolSystem* system = new ToolSystem(context_);
    context_->RegisterSubsystem(system);

#ifdef ATOMIC_DEV_BUILD

    if (!env->InitFromJSON())
    {
        ErrorExit(ToString("Unable to initialize tool environment from %s", env->GetDevConfigFilename().CString()));
        return;
    }
#else

    env->InitFromPackage();

#endif

    engineParameters_["WindowTitle"] = "AtomicEditor";
    engineParameters_["WindowResizable"] = true;
    engineParameters_["FullScreen"] = false;
    engineParameters_["LogLevel"] = LOG_DEBUG;

    FileSystem* filesystem = GetSubsystem<FileSystem>();
    engineParameters_["LogName"] = filesystem->GetAppPreferencesDir("AtomicEditor", "Logs") + "AtomicEditor.log";

#ifdef ATOMIC_PLATFORM_OSX
    engineParameters_["WindowIcon"] = "Images/AtomicLogo32.png";
#endif

#ifdef ATOMIC_DEV_BUILD
    engineParameters_["ResourcePrefixPath"] = "";
    String ScriptPath = env->GetRootSourceDir() + "Script";
    String resourcePaths = env->GetCoreDataDir() + ";" +  env->GetEditorDataDir() + ";" + ScriptPath;
    engineParameters_["ResourcePaths"] = resourcePaths;
#else

#ifdef ATOMIC_PLATFORM_OSX
    engineParameters_["ResourcePrefixPath"] = "../Resources";
    
#else
	engineParameters_["ResourcePrefixPath"] = filesystem->GetProgramDir() + "Resources";
#endif

	engineParameters_["ResourcePaths"] = "CoreData;EditorData;Script";

#endif // ATOMIC_DEV_BUILD


}
void GameEconomicGameClientStateSplash::SplashStatInit(void)
{
/// Get Needed SubSystems
    ResourceCache* cache = GetSubsystem<ResourceCache>();
    Renderer* renderer = GetSubsystem<Renderer>();
    Graphics* graphics = GetSubsystem<Graphics>();
    UI* ui = GetSubsystem<UI>();

    FileSystem * filesystem = GetSubsystem<FileSystem>();

    /// Create variables (urho3d)
    String InputDataFile;

    InputDataFile.Append(filesystem->GetProgramDir().CString());
    InputDataFile.Append("Resources/Scenes/");
    InputDataFile.Append("Login1.xml");

    bool success;
    /// Check if the input data file exist
    if(filesystem->FileExists(InputDataFile))
    {
        /// Open file as a Urho3d Datafile
        dataFile = new File(context_, InputDataFile, FILE_READ);

        if (dataFile -> IsOpen())
        {

            /// Get File Extension
            String extension = GetExtension(InputDataFile);


            /// Determine file extension
            if (extension != ".xml")
            {
                ///success= Existence-> scene_ -> Load(dataFile);
                success = Existence-> scene_ -> LoadAsync(dataFile);
            }
            else
            {
                success= Existence-> scene_ ->LoadAsyncXML(dataFile);
            }
        }
        else
        {
            /// set is error
            success=false;
        }

    }

    /// on update
    SubscribeToEvent(E_UPDATE, HANDLER(GameEconomicGameClientStateSplash, HandlerSplashUpdate)); // Keep visible until rendering of the scene

    return;
}
/// Save account information to a file
void GameEconomicGameClient::SaveConfiguration(Configuration &configuration)
{
    /// Get Resource
    ResourceCache * cache = GetSubsystem<ResourceCache>();
    FileSystem * fileSystem = GetSubsystem<FileSystem>();

    String configFileName;

    /// Set directory and path for network file
    configFileName.Append(fileSystem->GetProgramDir().CString());
    configFileName.Append("");
    configFileName.Append("Configuration.xml");


    /// Check if the account file information exist
    if(fileSystem->FileExists(configFileName.CString()))
    {
        fileSystem->Delete(configFileName.CString());
    }

    cout << "It got here "<<endl;

    File saveFile(context_, configFileName.CString(), FILE_WRITE);

    XMLFile * preferencefileconfig  = new XMLFile(context_);

    XMLElement configElem = preferencefileconfig   -> CreateRoot("Configuration");
    XMLElement GameModeConfigurationElement = configElem.CreateChild("GameModeConfiguration");
    XMLElement VideoConfigurationElement= configElem.CreateChild("VideoConfiguration");

    /// Set true false
    if(configuration.GameModeForceTablet==true)
    {
        GameModeConfigurationElement.SetAttribute("GameModeForceTablet", "true");
    }
    else
    {
        GameModeConfigurationElement.SetAttribute("GameModeForceTablet", "false");
    }

    /// Convert video bloom to float
    String VideoBloomParamValue1String(configuration.VideoBloomParam1);
    String VideoBloomParamValue2String(configuration.VideoBloomParam2);

    /// Copy values testing
    VideoConfigurationElement.SetAttribute("BloomParam1",VideoBloomParamValue1String);
    VideoConfigurationElement.SetAttribute("BloomParam2",VideoBloomParamValue2String);

    preferencefileconfig->Save(saveFile);

    return;
}
    void NETAtomicPlayer::ReadEngineConfig()
    {
        FileSystem* fileSystem = GetSubsystem<FileSystem>();
        String filename = fileSystem->GetProgramDir() + "Settings/Engine.json";

        if (!fileSystem->FileExists(filename))
            return;

        if (EngineConfig::LoadFromFile(context_, filename))
        {
            EngineConfig::ApplyConfig(engineParameters_, true);
        }
    }
Пример #8
0
void Player::Setup()
{
#if DESKTOP
    FileSystem* fs = GetFileSystem();
    engineParameters_[EP_RESOURCE_PREFIX_PATHS] = fs->GetProgramDir() + ";" + fs->GetCurrentDir();
#endif
    engineParameters_[EP_RESOURCE_PATHS] = "Cache;Resources";

    JSONFile file(context_);
    if (!file.LoadFile(ToString("%s%s", APK, "Settings.json")))
        return;

    for (auto& pair : file.GetRoot().GetObject())
        engineParameters_[pair.first] = pair.second.GetVariant();
}
Пример #9
0
bool UINewProject::Create2DProject(const String& projectPath, const String& filename)
{
    FileSystem* fileSystem = GetSubsystem<FileSystem>();

#ifdef ATOMIC_PLATFORM_OSX
    String templateSourceDir = fileSystem->GetAppBundleResourceFolder();
#else
    String templateSourceDir = fileSystem->GetProgramDir();
#endif

    templateSourceDir += "/ProjectTemplates/Project2D";
    fileSystem->CopyDir(templateSourceDir + "/Resources", projectPath + "/Resources");

    File file(context_, projectPath + "/" + filename + ".atomic", FILE_WRITE);
    file.Close();

    return true;
}
void AEEditorApp::Setup()
{
    context_->SetEditorContext(true);

    AEEditorCommon::Setup();

    ToolEnvironment* env = GetSubsystem<ToolEnvironment>();

    engineParameters_["WindowTitle"] = "AtomicEditor";
    engineParameters_["WindowResizable"] = true;
    engineParameters_["FullScreen"] = false;
    engineParameters_["LogLevel"] = LOG_DEBUG;

    FileSystem* filesystem = GetSubsystem<FileSystem>();
    engineParameters_["LogName"] = filesystem->GetAppPreferencesDir("AtomicEditor", "Logs") + "AtomicEditor.log";

#ifdef ATOMIC_PLATFORM_OSX
    engineParameters_["WindowIcon"] = "Images/AtomicLogo32.png";
#endif

#ifdef ATOMIC_DEV_BUILD
    engineParameters_["ResourcePrefixPath"] = "";
    String resourcePaths = env->GetCoreDataDir() + ";" + env->GetEditorDataDir();
    // for dev builds, add the compile editor scripts from artifacts
    resourcePaths += ";" + env->GetRootSourceDir() + "Artifacts/Build/Resources/EditorData/";
    engineParameters_["ResourcePaths"] = resourcePaths;
#else

#ifdef ATOMIC_PLATFORM_OSX
    engineParameters_["ResourcePrefixPath"] = "../Resources";

#else
    engineParameters_["ResourcePrefixPath"] = filesystem->GetProgramDir() + "Resources";
#endif

    engineParameters_["ResourcePaths"] = "CoreData;EditorData";

#endif // ATOMIC_DEV_BUILD

    ReadPreferences();

}
void BuildIOS::Initialize()
{
    Editor* editor = GetSubsystem<Editor>();
    Project* project = editor->GetProject();

    FileSystem* fileSystem = GetSubsystem<FileSystem>();

#ifdef ATOMIC_PLATFORM_WINDOWS
    String bundleResources = fileSystem->GetProgramDir();
#else
    String bundleResources = fileSystem->GetAppBundleResourceFolder();
#endif

    String projectResources = project->GetResourcePath();
    String coreDataFolder = bundleResources + "CoreData/";

    AddResourceDir(coreDataFolder);
    AddResourceDir(projectResources);

    BuildResourceEntries();

}
Пример #12
0
bool ToolEnvironment::InitFromDistribution()
{
    toolPrefs_->Load();

    FileSystem* fileSystem = GetSubsystem<FileSystem>();

#ifdef ATOMIC_PLATFORM_WINDOWS
    editorBinary_ = fileSystem->GetProgramDir() + "AtomicEditor.exe";
    String resourcesDir = fileSystem->GetProgramDir() + "Resources/";
    playerBinary_ = resourcesDir + "ToolData/Deployment/Windows/x64/AtomicPlayer.exe";
#elif ATOMIC_PLATFORM_LINUX
    editorBinary_ = fileSystem->GetProgramDir() + "AtomicEditor";
    String resourcesDir = fileSystem->GetProgramDir() + "Resources/";
    playerBinary_ = resourcesDir + "ToolData/Deployment/Linux/AtomicPlayer";
#else
    editorBinary_ = fileSystem->GetProgramDir() + "AtomicEditor";
    String resourcesDir = GetPath(RemoveTrailingSlash(fileSystem->GetProgramDir())) + "Resources/";
    playerAppFolder_ = resourcesDir + "ToolData/Deployment/MacOS/AtomicPlayer.app/";
#endif

    resourceCoreDataDir_ = resourcesDir + "CoreData";
    resourcePlayerDataDir_ = resourcesDir + "PlayerData";

    toolDataDir_ =  resourcesDir + "ToolData/";

    // AtomicNET

#ifdef ATOMIC_DEBUG
    String config = "Debug";
#else
    String config = "Release";
#endif

    atomicNETRootDir_ = resourcesDir + "ToolData/AtomicNET/";
    atomicNETCoreAssemblyDir_ = atomicNETRootDir_ + config + "/";

#ifdef ATOMIC_PLATFORM_OSX
    monoExecutableDir_ = "/Library/Frameworks/Mono.framework/Versions/Current/Commands/";
    atomicNETNuGetBinary_ = monoExecutableDir_ + "nuget";
#endif

    return true;
}
/// Load Communication Logs
bool GameEconomicGameClient::LoadCommunicationLogs(LogFormatType LogType, Vector<CommunicationLog> * TargetLogs)
{
    /// Grab resources
    FileSystem * fileSystem = GetSubsystem<FileSystem>();

    bool success=false;

    /// Create String
    String configFileName;

    /// Set directory and path for network file
    configFileName.Append(fileSystem->GetProgramDir().CString());
    configFileName.Append("CommunicationLogs/DefaultLogs.xml");

    /// If file does not exist exit function with null structure
    if (!fileSystem->FileExists(configFileName))
    {
        cout << "No file found communication log" << endl;
        return false;
    }

    /// Flag file for loading and load
    File loadFile(context_, configFileName, FILE_READ);

    XMLFile * communicationXML = new XMLFile(context_);

    communicationXML -> Load(loadFile);

    XMLElement communicationRootElement =  communicationXML->GetRoot();

    /// If no configuration is set or no root
    if (communicationRootElement.IsNull())
    {
        return false;
    }

    /// Setupload data
    XMLElement TempLogElement;
    String FormatText;

    /// Log log format Personal
    if(LogType == LogFormat_Personal)
    {
        FormatText.Append(String("PersonalLog"));

        TempLogElement = communicationRootElement.GetChild(FormatText);
    }
    else
    {
        return false;
    }

    /// If no network server element return false;
    while(!TempLogElement.IsNull())
    {
        /// Create a temporary log
        CommunicationLog TempLog;

        if (TempLogElement.HasAttribute("LogCreation")) TempLog.Creation= TempLogElement.GetInt("LogCreation");
        if (TempLogElement.HasAttribute("LogTitle")) TempLog.Title = TempLogElement.GetAttribute("LogTitle");
        if (TempLogElement.HasAttribute("LogText")) TempLog.Text = TempLogElement.GetAttribute("LogText");

        TargetLogs->Push(TempLog);

        cout << "Adding" << TempLog.Title.CString()<<endl;

        /// Get next
        TempLogElement=communicationRootElement.GetNext(FormatText);
    }

    return success;
}
Пример #14
0
bool EditorMode::PlayProject(String addArgs, bool debug)
{
    FileSystem* fileSystem = GetSubsystem<FileSystem>();
    ToolSystem* tsystem = GetSubsystem<ToolSystem>();
    Project* project = tsystem->GetProject();

    if (!project)
        return false;

    ToolEnvironment* env = GetSubsystem<ToolEnvironment>();

    String playerBinary = env->GetEditorBinary();

    // TODO: We need to configure project as managed
    bool managed = false;
    if (fileSystem->FileExists(project->GetResourcePath() + "AtomicProject.dll"))
    {
        managed = true;
        playerBinary = env->GetAtomicNETManagedIPCPlayerBinary();
    }


    Vector<String> paths;
    paths.Push(env->GetCoreDataDir());
    paths.Push(env->GetPlayerDataDir());
    paths.Push(project->GetResourcePath());

    // fixme: this is for loading from cache
    paths.Push(project->GetProjectPath());
    paths.Push(project->GetProjectPath() + "Cache");

    String resourcePaths;
    resourcePaths.Join(paths, "!");

    Vector<String> vargs;

    String args = ToString("--player --project \"%s\"", AddTrailingSlash(project->GetProjectPath()).CString());

    vargs = args.Split(' ');

    if (managed)
    {            
        vargs.Insert(0, ToString("\"%s\"", (fileSystem->GetProgramDir() + "Resources/").CString()));        
        vargs.Insert(0, "--resourcePrefix");
    }

    if (debug)
        vargs.Insert(0, "--debug");

    if (addArgs.Length() > 0)
        vargs.Insert(0, addArgs.Split(' '));

    String dump;
    dump.Join(vargs, " ");
    ATOMIC_LOGINFOF("Launching Broker %s %s", playerBinary.CString(), dump.CString());

    IPC* ipc = GetSubsystem<IPC>();
    playerBroker_ = ipc->SpawnWorker(playerBinary, vargs);

    if (playerBroker_)
    {
        SubscribeToEvent(playerBroker_, E_IPCWORKERSTART, ATOMIC_HANDLER(EditorMode, HandleIPCWorkerStarted));

        SubscribeToEvent(E_IPCPLAYERPAUSERESUMEREQUEST, ATOMIC_HANDLER(EditorMode, HandleIPCPlayerPauseResumeRequest));
        SubscribeToEvent(E_IPCPLAYERUPDATESPAUSEDRESUMED, ATOMIC_HANDLER(EditorMode, HandleIPCPlayerUpdatesPausedResumed));
        SubscribeToEvent(E_IPCPLAYERPAUSESTEPREQUEST, ATOMIC_HANDLER(EditorMode, HandleIPCPlayerPauseStepRequest));
        SubscribeToEvent(E_IPCPLAYEREXITREQUEST, ATOMIC_HANDLER(EditorMode, HandleIPCPlayerExitRequest));
    

        SubscribeToEvent(playerBroker_, E_IPCJSERROR, ATOMIC_HANDLER(EditorMode, HandleIPCJSError));
        SubscribeToEvent(playerBroker_, E_IPCWORKEREXIT, ATOMIC_HANDLER(EditorMode, HandleIPCWorkerExit));
        SubscribeToEvent(playerBroker_, E_IPCWORKERLOG, ATOMIC_HANDLER(EditorMode, HandleIPCWorkerLog));
    }

    return playerBroker_.NotNull();

}
Пример #15
0
	Sprite* Sample::CreateSVGSprite(const String& file)
	{
		FileSystem* fileSystem = GetSubsystem<FileSystem>();
		String exePath = fileSystem->GetProgramDir();

		String svgfile = exePath + file;
		if (!fileSystem->FileExists(svgfile))
			return NULL;

		NSVGimage *image = NULL;
		NSVGrasterizer *rast = NULL;
		int w, h;
		LOGINFOF("parsing %s\n", svgfile.CString());

		image = nsvgParseFromFile(svgfile.CString(), "px", 128.0f);
		if (image == NULL) {
			LOGERROR("Could not open SVG image.\n");
		}
		w = image->width;
		h = image->height;

		rast = nsvgCreateRasterizer();
		if (rast == NULL) {
			LOGERROR("Could not init rasterizer.\n");
		}

		rast->tessTol = 2.25f;
		rast->distTol = 2.1f;

		SharedPtr<Image> saveimage(new Image(context_));
		saveimage->SetSize(w, h, 4);

		LOGINFOF("rasterizing image %d x %d\n", w, h);
		nsvgRasterize(rast, image, 0.0f, 0.0f, 1, saveimage->GetData(), w, h, w * 4);

		nsvgDeleteRasterizer(rast);
		nsvgDelete(image);

		// Get logo texture
		ResourceCache* cache = GetSubsystem<ResourceCache>();
		Texture2D* logoTexture = new Texture2D(context_);
		logoTexture->SetData(saveimage);

		Sprite* logoSprite_ = new Sprite(context_);

		// Set logo sprite texture
		logoSprite_->SetTexture(logoTexture);

		int textureWidth = logoTexture->GetWidth();
		int textureHeight = logoTexture->GetHeight();

		// Set logo sprite scale
		logoSprite_->SetScale(256.0f / textureWidth);

		// Set logo sprite size
		logoSprite_->SetSize(textureWidth, textureHeight);

		// Set logo sprite hot spot
		logoSprite_->SetHotSpot(textureWidth / 2, textureHeight / 2);

		// Set logo sprite alignment
		logoSprite_->SetAlignment(HA_CENTER, VA_CENTER);

		return logoSprite_;
	}
Пример #16
0
void BuildMac::Build(const String& buildPath)
{
    buildPath_ = buildPath + "/Mac-Build";

    Initialize();

    BuildSystem* buildSystem = GetSubsystem<BuildSystem>();

// BEGIN LICENSE MANAGEMENT
    LicenseSystem *licenseSystem = GetSubsystem<LicenseSystem>();
    if (licenseSystem->IsStandardLicense())
    {
        if (containsMDL_)
        {
            buildSystem->BuildComplete(CE_PLATFORM_MAC, buildPath_, false, true);
            return;
        }
    }
// END LICENSE MANAGEMENT

    FileSystem* fileSystem = GetSubsystem<FileSystem>();
    if (fileSystem->DirExists(buildPath_))
        fileSystem->RemoveDir(buildPath_, true);

 #ifdef CLOCKWORK_PLATFORM_WINDOWS
    String buildSourceDir = fileSystem->GetProgramDir();
 #else
    String buildSourceDir = fileSystem->GetAppBundleResourceFolder();
 #endif

    buildSourceDir += "Deployment/MacOS/ClockworkPlayer.app";

    fileSystem->CreateDir(buildPath_);

    buildPath_ += "/ClockworkPlayer.app";

    fileSystem->CreateDir(buildPath_);

    fileSystem->CreateDir(buildPath_ + "/Contents");
    fileSystem->CreateDir(buildPath_ + "/Contents/MacOS");
    fileSystem->CreateDir(buildPath_ + "/Contents/Resources");

    String resourcePackagePath = buildPath_ + "/Contents/Resources/ClockworkResources.pak";
    GenerateResourcePackage(resourcePackagePath);

    fileSystem->Copy(buildSourceDir + "/Contents/Resources/Clockwork.icns", buildPath_ + "/Contents/Resources/Clockwork.icns");

    fileSystem->Copy(buildSourceDir + "/Contents/Info.plist", buildPath_ + "/Contents/Info.plist");
    fileSystem->Copy(buildSourceDir + "/Contents/MacOS/ClockworkPlayer", buildPath_ + "/Contents/MacOS/ClockworkPlayer");

#ifdef CLOCKWORK_PLATFORM_OSX
    Vector<String> args;
    args.Push("+x");
    args.Push(buildPath_ + "/Contents/MacOS/ClockworkPlayer");
    fileSystem->SystemRun("chmod", args);
#endif

    buildPath_ = buildPath + "/Mac-Build";    
    buildSystem->BuildComplete(CE_PLATFORM_MAC, buildPath_);

}
Пример #17
0
bool Engine::Initialize(const VariantMap& parameters)
{
    if (initialized_)
        return true;
    
    PROFILE(InitEngine);
    
    // Set headless mode
    headless_ = GetParameter(parameters, "Headless", false).GetBool();
    
    // Register the rest of the subsystems
    if (!headless_)
    {
        context_->RegisterSubsystem(new Graphics(context_));
        context_->RegisterSubsystem(new Renderer(context_));
    }
    else
    {
        // Register graphics library objects explicitly in headless mode to allow them to work without using actual GPU resources
        RegisterGraphicsLibrary(context_);
    }
    
    // In debug mode, check now that all factory created objects can be created without crashing
    #ifdef _DEBUG
    const HashMap<ShortStringHash, SharedPtr<ObjectFactory> >& factories = context_->GetObjectFactories();
    for (HashMap<ShortStringHash, SharedPtr<ObjectFactory> >::ConstIterator i = factories.Begin(); i != factories.End(); ++i)
        SharedPtr<Object> object = i->second_->CreateObject();
    #endif
    
    // Start logging
    Log* log = GetSubsystem<Log>();
    if (log)
    {
        if (HasParameter(parameters, "LogLevel"))
            log->SetLevel(GetParameter(parameters, "LogLevel").GetInt());
        log->SetQuiet(GetParameter(parameters, "LogQuiet", false).GetBool());
        log->Open(GetParameter(parameters, "LogName", "Urho3D.log").GetString());
    }
    
    // Set maximally accurate low res timer
    GetSubsystem<Time>()->SetTimerPeriod(1);
    
    // Configure max FPS
    if (GetParameter(parameters, "FrameLimiter", true) == false)
        SetMaxFps(0);
    
    // Set amount of worker threads according to the available physical CPU cores. Using also hyperthreaded cores results in
    // unpredictable extra synchronization overhead. Also reserve one core for the main thread
    unsigned numThreads = GetParameter(parameters, "WorkerThreads", true).GetBool() ? GetNumPhysicalCPUs() - 1 : 0;
    if (numThreads)
    {
        GetSubsystem<WorkQueue>()->CreateThreads(numThreads);
        
        LOGINFO(ToString("Created %u worker thread%s", numThreads, numThreads > 1 ? "s" : ""));
    }
    
    // Add resource paths
    ResourceCache* cache = GetSubsystem<ResourceCache>();
    FileSystem* fileSystem = GetSubsystem<FileSystem>();
    String exePath = fileSystem->GetProgramDir();
    
    Vector<String> resourcePaths = GetParameter(parameters, "ResourcePaths", "CoreData;Data").GetString().Split(';');
    Vector<String> resourcePackages = GetParameter(parameters, "ResourcePackages").GetString().Split(';');
    
    for (unsigned i = 0; i < resourcePaths.Size(); ++i)
    {
        bool success = false;
        
        // If path is not absolute, prefer to add it as a package if possible
        if (!IsAbsolutePath(resourcePaths[i]))
        {
            String packageName = exePath + resourcePaths[i] + ".pak";
            if (fileSystem->FileExists(packageName))
            {
                SharedPtr<PackageFile> package(new PackageFile(context_));
                if (package->Open(packageName))
                {
                    cache->AddPackageFile(package);
                    success = true;
                }
            }
            
            if (!success)
            {
                String pathName = exePath + resourcePaths[i];
                if (fileSystem->DirExists(pathName))
                    success = cache->AddResourceDir(pathName);
            }
        }
        else
        {
            String pathName = resourcePaths[i];
            if (fileSystem->DirExists(pathName))
                success = cache->AddResourceDir(pathName);
        }
        
        if (!success)
        {
            LOGERROR("Failed to add resource path " + resourcePaths[i]);
            return false;
        }
    }
    
    // Then add specified packages
    for (unsigned i = 0; i < resourcePackages.Size(); ++i)
    {
        bool success = false;
        
        String packageName = exePath + resourcePackages[i];
        if (fileSystem->FileExists(packageName))
        {
            SharedPtr<PackageFile> package(new PackageFile(context_));
            if (package->Open(packageName))
            {
                cache->AddPackageFile(package);
                success = true;
            }
        }
        
        if (!success)
        {
            LOGERROR("Failed to add resource package " + resourcePackages[i]);
            return false;
        }
    }
    

    // Initialize graphics & audio output
    if (!headless_)
    {
        Graphics* graphics = GetSubsystem<Graphics>();
        Renderer* renderer = GetSubsystem<Renderer>();
        
        if (HasParameter(parameters, "ExternalWindow"))
            graphics->SetExternalWindow(GetParameter(parameters, "ExternalWindow").GetPtr());
        graphics->SetForceSM2(GetParameter(parameters, "ForceSM2", false).GetBool());
        graphics->SetWindowTitle(GetParameter(parameters, "WindowTitle", "Urho3D").GetString());
        if (!graphics->SetMode(
            GetParameter(parameters, "WindowWidth", 0).GetInt(),
            GetParameter(parameters, "WindowHeight", 0).GetInt(),
            GetParameter(parameters, "FullScreen", true).GetBool(),
            GetParameter(parameters, "WindowResizable", false).GetBool(),
            GetParameter(parameters, "VSync", false).GetBool(),
            GetParameter(parameters, "TripleBuffer", false).GetBool(),
            GetParameter(parameters, "MultiSample", 1).GetInt()
        ))
            return false;
        
        if (HasParameter(parameters, "RenderPath"))
            renderer->SetDefaultRenderPath(cache->GetResource<XMLFile>(GetParameter(parameters, "RenderPath").GetString()));
        renderer->SetDrawShadows(GetParameter(parameters, "Shadows", true).GetBool());
        if (renderer->GetDrawShadows() && GetParameter(parameters, "LowQualityShadows", false).GetBool())
            renderer->SetShadowQuality(SHADOWQUALITY_LOW_16BIT);
        
        if (GetParameter(parameters, "Sound", true).GetBool())
        {
            GetSubsystem<Audio>()->SetMode(
                GetParameter(parameters, "SoundBuffer", 100).GetInt(),
                GetParameter(parameters, "SoundMixRate", 44100).GetInt(),
                GetParameter(parameters, "SoundStereo", true).GetBool(),
                GetParameter(parameters, "SoundInterpolation", true).GetBool()
            );
        }
    }
    
    // Init FPU state of main thread
    InitFPU();
    
    frameTimer_.Reset();
    
    initialized_ = true;
    return true;
}
Пример #18
0
void AEPlayerApplication::Setup()
{
    AEEditorCommon::Setup();

    // Read the engine configuration
    ReadEngineConfig();

    engine_->SetAutoExit(false);

    engineParameters_.InsertNew("WindowTitle", "AtomicPlayer");

#if (ATOMIC_PLATFORM_ANDROID)
    engineParameters_["FullScreen"] = true;
    engineParameters_["ResourcePaths"] = "CoreData;AtomicResources";
#elif ATOMIC_PLATFORM_WEB
    engineParameters_["FullScreen"] = false;
    engineParameters_["ResourcePaths"] = "AtomicResources";
    // engineParameters_["WindowWidth"] = 1280;
    // engineParameters_["WindowHeight"] = 720;
#elif ATOMIC_PLATFORM_IOS
    engineParameters_["FullScreen"] = false;
    engineParameters_["ResourcePaths"] = "AtomicResources";
#else
    engineParameters_["FullScreen"] = false;
    engineParameters_["WindowWidth"] = 1280;
    engineParameters_["WindowHeight"] = 720;
#endif

    engineParameters_.InsertNew("LogLevel", LOG_DEBUG);

#if ATOMIC_PLATFORM_WINDOWS || ATOMIC_PLATFORM_LINUX
    engineParameters_["WindowIcon"] = "Images/AtomicLogo32.png";
    engineParameters_["ResourcePrefixPath"] = "AtomicPlayer_Resources";
#elif ATOMIC_PLATFORM_ANDROID
    //engineParameters_["ResourcePrefixPath"] = "assets";
#elif ATOMIC_PLATFORM_OSX
    engineParameters_["ResourcePrefixPath"] = "../Resources";
#endif

    FileSystem* filesystem = GetSubsystem<FileSystem>();

    const Vector<String>& arguments = GetArguments();

    for (unsigned i = 0; i < arguments.Size(); ++i)
    {
        if (arguments[i].Length() > 1)
        {
            String argument = arguments[i].ToLower();
            String value = i + 1 < arguments.Size() ? arguments[i + 1] : String::EMPTY;

            if (argument == "--log-std")
            {
                SubscribeToEvent(E_LOGMESSAGE, HANDLER(AEPlayerApplication, HandleLogMessage));
            }
            else if (argument == "--debug")
            {
                debugPlayer_ = true;
            }
            else if (argument == "--project" && value.Length())
            {
                engineParameters_["ResourcePrefixPath"] = "";

                value = AddTrailingSlash(value);

                // check that cache exists
                if (!filesystem->DirExists(value + "Cache"))
                {
                    ErrorExit("Project cache folder does not exist, projects must be loaded into the Atomic Editor at least once before using the --player command line mode");
                    return;
                }

#ifdef ATOMIC_DEV_BUILD

                String resourcePaths = ToString("%s/Resources/CoreData;%s/Resources/PlayerData;%sResources;%s;%sCache",
                         ATOMIC_ROOT_SOURCE_DIR, ATOMIC_ROOT_SOURCE_DIR, value.CString(), value.CString(), value.CString());

#else

#ifdef __APPLE__
                engineParameters_["ResourcePrefixPath"] = "../Resources";
#else
				engineParameters_["ResourcePrefixPath"] = filesystem->GetProgramDir() + "Resources";
#endif

                String resourcePaths = ToString("CoreData;PlayerData;%s/;%s/Resources;%s;%sCache",
                                                              value.CString(), value.CString(), value.CString(), value.CString());
#endif

                LOGINFOF("Adding ResourcePaths: %s", resourcePaths.CString());

                engineParameters_["ResourcePaths"] = resourcePaths;

#ifdef ATOMIC_DOTNET
                NETCore* netCore = GetSubsystem<NETCore>();
                String assemblyLoadPath = GetNativePath(ToString("%sResources/Assemblies/", value.CString()));
                netCore->AddAssemblyLoadPath(assemblyLoadPath);
#endif

            }
            else if (argument == "--windowposx" && value.Length()) 
            {
                engineParameters_["WindowPositionX"] = atoi(value.CString());
            }
            else if (argument == "--windowposy" && value.Length())
            {
                engineParameters_["WindowPositionY"] = atoi(value.CString());
            }
            else if (argument == "--windowwidth" && value.Length())
            {
                engineParameters_["WindowWidth"] = atoi(value.CString());
            }
            else if (argument == "--windowheight" && value.Length())
            {
                engineParameters_["WindowHeight"] = atoi(value.CString());
            }
            else if (argument == "--resizable") 
            {
                engineParameters_["WindowResizable"] = true;
            } 
            else if (argument == "--maximize")
            {
                engineParameters_["WindowMaximized"] = true;
            }
        }
    }

    // Use the script file name as the base name for the log file
    engineParameters_["LogName"] = filesystem->GetAppPreferencesDir("AtomicPlayer", "Logs") + "AtomicPlayer.log";
}
Пример #19
0
    void IPCPlayerApp::ProcessArguments()
    {
        PlayerApp::ProcessArguments();

        FileSystem* fileSystem = GetSubsystem<FileSystem>();

        if (!fileSystem)
        {
            ErrorExit("IPCPlayerApp::ProcessArguments FileSystem subsystem does not exist");
        }

        for (unsigned i = 0; i < arguments_.Size(); ++i)
        {
            if (arguments_[i].Length() > 1)
            {
                String argument = arguments_[i].ToLower();
                String value = i + 1 < arguments_.Size() ? arguments_[i + 1] : String::EMPTY;

                if (argument.StartsWith("--ipc-server=") || argument.StartsWith("--ipc-client="))
                {
                    subprocess_ = true;
                }
                else if (argument == "--debug")
                {
                    debugPlayer_ = true;
                }
                else if (argument == "--project" && value.Length())
                {
                    engineParameters_["ResourcePrefixPath"] = "";

                    value = AddTrailingSlash(value);

                    AddEngineConfigSearchPath(value + "Settings/");

                    // check that cache exists
                    if (!fileSystem->DirExists(value + "Cache"))
                    {
                        ErrorExit("Project cache folder does not exist, projects must be loaded into the Atomic Editor at least once before using the --player command line mode");
                        return;
                    }

#ifdef ATOMIC_DEV_BUILD

                    String resourcePaths = ToString("%s/Resources/CoreData;%s/Resources/PlayerData;%sResources;%s;%sCache",
                        ATOMIC_ROOT_SOURCE_DIR, ATOMIC_ROOT_SOURCE_DIR, value.CString(), value.CString(), value.CString());

#else

#ifdef __APPLE__
                    engineParameters_["ResourcePrefixPath"] = "../Resources";
#else
                    engineParameters_["ResourcePrefixPath"] = fileSystem->GetProgramDir() + "Resources";
#endif

                    String resourcePaths = ToString("CoreData;PlayerData;%s/;%s/Resources;%s;%sCache",
                        value.CString(), value.CString(), value.CString(), value.CString());
#endif

                    LOGINFOF("Adding ResourcePaths: %s", resourcePaths.CString());

                    engineParameters_["ResourcePaths"] = resourcePaths;

                }
            }
        }

        // IPC client player should not auto exit if a subprocess
        if (subprocess_)
            engine_->SetAutoExit(false);

    }
/// Main program execution code
void GameEconomicGameClient::Start()
{
    /// Initialize
    Init(context_);

    /// Execute base class startup
    GameEconomicApp::Start();

    ResourceCache* cache = GetSubsystem<ResourceCache>();
    XMLFile* style = cache->GetResource<XMLFile>("UI/DefaultStyle.xml");
    FileSystem * filesystem = GetSubsystem<FileSystem>();
    GameStateHandlerComponent * gamestatehandlercomponent_ = GetSubsystem<GameStateHandlerComponent>();

    /// Set aApplication
    gamestatehandlercomponent_->SetApplication(applicationPtr);

    /// Get ui
    UI* ui = GetSubsystem<UI>();

    /// create variables (urho3d)
    String additionresourcePath;

    /// Append Resource path
    additionresourcePath.Append(filesystem->GetProgramDir().CString());
    additionresourcePath.Append("Resources/");

    /// add resource path to last
    cache -> AddResourceDir(additionresourcePath);

    /// Load COnfiguration
    GameConfig = new Configuration();

    LoadConfiguration(*GameConfig);

    /// Turn on networking
    if(LoadNetworkConfig(NetConfig)==false)
    {
        /// Set up network configuration
        NetConfig.hostport = 3632;
        NetConfig.hostserver = String("127.0.0.1");
        NetConfig.hostidentity = Unauthenticated;
    }

    /// Set up default network status
    NetOnline = NetDisconnected;
    NetStats = NetworkOffline;

    /// Set the loaded style as default style
    uiRoot_->SetDefaultStyle(style);

    CreateCursor();

    ui->GetCursor()->SetVisible(true);

    /// Initialize Console
    InitializeConsole();

    GetSubsystem<Input>()->Update();

    /// Enable OS cursor
    /// Configure rudimentary state handler
    gamestatehandlercomponent_ ->SetUIState(UI_NONE);

    GetSubsystem<Input>()->SetMouseVisible(true);

    /// load account
    ///LoadAccount();

    /// Create test value
    testvalue=121;

    /// Debug output context and testvalue
    cout << "Debug: ExistenceClient Class Test Value " << testvalue << " context_ " << &context_ << endl;

    /// Finally subscribe to the update event. Note that by subscribing events at this point we have already missed some events
    /// like the ScreenMode event sent by the Graphics subsystem when opening the application window. To catch those as well we
    /// could subscribe in the constructor instead.
    SubscribeToEvents();

    /// Randomize timer
    srand (time(NULL));

    cout << "Debig: Existence App Existence " << applicationPtr ->GetTestString()<< endl;

    /// Create test value

    cout << "Debig: Existence App Existence " << applicationPtr ->GetTestString()<< endl;

    touchenabled_=false;

    /// Network related
    SubscribeToEvent(E_NETWORKMESSAGE, HANDLER(GameEconomicGameClient, HandleNetworkMessage));
    SubscribeToEvent(E_SERVERCONNECTED, HANDLER(GameEconomicGameClient, HandlerServerConnected));
    SubscribeToEvent(E_SERVERDISCONNECTED, HANDLER(GameEconomicGameClient, HandlerServerDisconnected));
    SubscribeToEvent(E_CONNECTFAILED, HANDLER(GameEconomicGameClient, HandlerServerConnectionFailed));

    ResourcesManager = new ResourceManager(context_);
    ActivitiesManager = new ActivityManager(context_);

    gamestatehandlercomponent_->Start();

    return;
}
Пример #21
0
void Urho3DPlayer::Setup()
{
    FileSystem* filesystem = GetSubsystem<FileSystem>();

    // 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
    const String commandFileName = filesystem->GetProgramDir() + "Data/CommandLine.txt";
    if (GetArguments().Empty() && filesystem->FileExists(commandFileName))
    {
        SharedPtr<File> commandFile(new File(context_, commandFileName));
        String commandLine = commandFile->ReadLine();
        commandFile->Close();
        ParseArguments(commandLine, false);
        // Reparse engine startup parameters now
        engineParameters_ = Engine::ParseParameters(GetArguments());
    }

    // Check for script file name
    const Vector<String>& arguments = GetArguments();
    String scriptFileName;
    if (arguments.Size() && arguments[0][0] != '-')
        scriptFileName_ = GetInternalPath(arguments[0]);

    // Show usage if not found
    if (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"
            "-p <paths>   Resource path(s) to use, separated by semicolons\n"
            "-ap <paths>  Autoload resource path(s) to use, seperated by semicolons\n"
            "-log <level> Change the log level, valid 'level' values are '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"
            "-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"
            "-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_["LogName"] = filesystem->GetAppPreferencesDir("urho3d", "logs") + GetFileNameAndExtension(scriptFileName_) + ".log";
    }

    // 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("ResourcePrefixPaths"))
        engineParameters_["ResourcePrefixPaths"] = ";../share/Resources;../share/Urho3D/Resources";
}
void GameEconomicGameClient::LoadConfiguration(Configuration &configuration)
{
    /// Grab resources
    FileSystem * fileSystem = GetSubsystem<FileSystem>();

    /// Set all defaults
    bool success=false;

    configuration.GameModeForceTablet=false;

    configuration.VideoBloomParam1=0.9f;
    configuration.VideoBloomParam2=0.6f;

    /// Create String
    String configFileName;

    /// Set directory and path for network file
    configFileName.Append(fileSystem->GetProgramDir().CString());
    configFileName.Append("");
    configFileName.Append("Configuration.xml");

    /// If file does not exist exit function with null structure
    if (!fileSystem->FileExists(configFileName))
    {
        cout << "Configuration file not found.. Using defaults.. " << endl;

        return;
    }

    /// Flag file for loading and load
    File loadFile(context_, configFileName, FILE_READ);

    XMLFile * configurationXML = new XMLFile(context_);

    configurationXML -> Load(loadFile);

    XMLElement configElem = configurationXML->GetRoot();

    /// If no configuration is set or no root
    if (configElem.IsNull())
    {
        cout << "Configuration file not found.. Using defaults.. " << endl;

        return;
    }

    /// Basic Config
    XMLElement GameModeConfigurationElem = configElem.GetChild("GameModeConfiguration");

    /// If no network server element return false;
    if (!GameModeConfigurationElem.IsNull())
    {
        if (GameModeConfigurationElem.HasAttribute("GameModeForceTablet")) configuration.GameModeForceTablet = GameModeConfigurationElem.GetBool("GameModeForceTablet");
    }

    /// Basic Config
    XMLElement VideoConfigurationElem = configElem.GetChild("VideoConfiguration");

    /// If no network server element return false;
    if (!VideoConfigurationElem.IsNull())
    {
        if (VideoConfigurationElem.HasAttribute("BloomParam1")) configuration.VideoBloomParam1= VideoConfigurationElem.GetFloat("BloomParam1");
        if (VideoConfigurationElem.HasAttribute("BloomParam2")) configuration.VideoBloomParam2= VideoConfigurationElem.GetFloat("BloomParam2");
    }


    return;
}
Пример #23
0
void Urho3DPlayer::Setup()
{
    FileSystem* filesystem = GetSubsystem<FileSystem>();

    // On Android and iOS, read command line from a file as parameters can not otherwise be easily given
    #if defined(ANDROID) || defined(IOS)
    SharedPtr<File> commandFile(new File(context_, filesystem->GetProgramDir() + "Data/CommandLine.txt",
        FILE_READ));
    String commandLine = commandFile->ReadLine();
    commandFile->Close();
    ParseArguments(commandLine, false);
    // Reparse engine startup parameters now
    engineParameters_ = Engine::ParseParameters(GetArguments());
    #endif

    // Check for script file name
    const Vector<String>& arguments = GetArguments();
    String scriptFileName;
    for (unsigned i = 0; i < arguments.Size(); ++i)
    {
        if (arguments[i][0] != '-')
        {
            scriptFileName_ = GetInternalPath(arguments[i]);
            break;
        }
    }

    // Show usage if not found
    if (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"
            "-p <paths>   Resource path(s) to use, separated by semicolons\n"
            "-ap <paths>  Autoload resource path(s) to use, seperated by semicolons\n"
            "-log <level> Change the log level, valid 'level' values are '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"
            "-flushgpu    Flush GPU command queue each frame. Effective only on Direct3D9\n"
            "-borderless  Borderless window mode\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"
            "-prepass     Use light pre-pass rendering\n"
            "-deferred    Use deferred rendering\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"
            "-sm2         Force SM2.0 rendering\n"
            "-touch       Touch emulation on desktop platform\n"
            #endif
        );
    }
    else
    {
        // Use the script file name as the base name for the log file
        //engineParameters_["LogName"] = filesystem->GetAppPreferencesDir("urho3d", "logs") + GetFileNameAndExtension(scriptFileName_) + ".log";
		engineParameters_["LogName"]="Urho3D.log";
    }
}
Пример #24
0
bool UINewProject::OnEvent(const TBWidgetEvent &ev)
{
    Editor* editor = GetSubsystem<Editor>();
    UIModalOps* ops = GetSubsystem<UIModalOps>();

    if (ev.type == EVENT_TYPE_CLICK)
    {
        if (ev.target->GetID() == TBIDC("cancel"))
        {
            ops->Hide();
            return true;
        }

        int projectType = -1;

        if (ev.target->GetID() == TBIDC("project_empty"))
        {
            projectType = 0;
        }
        else if (ev.target->GetID() == TBIDC("project_2d"))
        {
            projectType = 1;
        }
        else if (ev.target->GetID() == TBIDC("project_3d"))
        {
// BEGIN LICENSE MANAGEMENT
            LicenseSystem* licenseSystem = GetSubsystem<LicenseSystem>();

            if (licenseSystem->IsStandardLicense())
            {
                SharedPtr<UINewProject> keepAlive(this);
                UIModalOps* ops = GetSubsystem<UIModalOps>();
                ops->Hide();
                ops->ShowInfoModule3D();
                return true;
            }
// END LICENSE MANAGEMENT

            projectType = 2;
        }

        if (projectType != -1)
        {
            FileSystem* fileSystem = GetSubsystem<FileSystem>();

        #ifdef ATOMIC_PLATFORM_OSX
            String templateSourceDir = fileSystem->GetAppBundleResourceFolder();
        #else
            String templateSourceDir = fileSystem->GetProgramDir();
        #endif

            if (projectType == 0)
                templateSourceDir += "/ProjectTemplates/EmptyProject";
            else if (projectType == 1)
                templateSourceDir += "/ProjectTemplates/Project2D";
            else
                templateSourceDir += "/ProjectTemplates/Project3D";

            SharedPtr<UINewProject> keepAlive(this);
            UIModalOps* ops = GetSubsystem<UIModalOps>();
            ops->Hide();
            ops->ShowCreateProject(templateSourceDir);

            return true;

        }

    }

    return false;
}