示例#1
0
/// @copydoc AssetLoader::OnPrecacheReady()
 void LooseAssetLoader::OnPrecacheReady( Asset* pObject, PackageLoader* pPackageLoader )
 {
	 HELIUM_ASSERT( pObject );
	 HELIUM_ASSERT( pPackageLoader );
 
	 // The default template object for a given type never has its resource data preprocessed, so there's no need to
	 // precache default template objects.
	 if( pObject->IsDefaultTemplate() )
	 {
		 return;
	 }
 
	 // Retrieve the object preprocessor if it exists.
	 AssetPreprocessor* pAssetPreprocessor = AssetPreprocessor::GetStaticInstance();
	 if( !pAssetPreprocessor )
	 {
		 HELIUM_TRACE(
			 TraceLevels::Warning,
			 ( TXT( "LooseAssetLoader::OnPrecacheReady(): Missing AssetPreprocessor to use for resource " )
			 TXT( "preprocessing.\n" ) ) );
 
		 return;
	 }
 
	 // We only need to do precache handling for resources, so skip non-resource types.
	 Resource* pResource = Reflect::SafeCast< Resource >( pObject );
	 if( !pResource )
	 {
		 return;
	 }
 
	 // Attempt to load the resource data.
	 pAssetPreprocessor->LoadResourceData( pResource );
 }
示例#2
0
int APIENTRY _tWinMain( HINSTANCE hInstance, HINSTANCE /*hPrevInstance*/, LPTSTR /*lpCmdLine*/, int nCmdShow )
{
	ForceLoadComponentsDll();

#if HELIUM_TOOLS
	ForceLoadEditorSupportDll();
#endif

	HELIUM_TRACE_SET_LEVEL( TraceLevels::Debug );

	Timer::StaticInitialize();
	
#if !HELIUM_RELEASE && !HELIUM_PROFILE
	Helium::InitializeSymbols();
#endif

	AsyncLoader::GetStaticInstance().Initialize();

	FilePath baseDirectory;
	if ( !FileLocations::GetBaseDirectory( baseDirectory ) )
	{
		HELIUM_TRACE( TraceLevels::Error, TXT( "Could not get base directory." ) );
		return -1;
	}

	HELIUM_VERIFY( CacheManager::InitializeStaticInstance( baseDirectory ) );
	Helium::Bullet::Initialize();

	int resultCode = -1;

	{
	Reflect::Initialize();

	Helium::Components::Initialize();
	
	Helium::TaskScheduler::CalculateSchedule();

#if HELIUM_TOOLS
#endif

	InitEngineJobsDefaultHeap();
	InitGraphicsJobsDefaultHeap();
	InitTestJobsDefaultHeap();

#if HELIUM_TOOLS
	//HELIUM_VERIFY( LooseAssetLoader::InitializeStaticInstance() );
	HELIUM_VERIFY( LooseAssetLoader::InitializeStaticInstance() );

	AssetPreprocessor* pAssetPreprocessor = AssetPreprocessor::CreateStaticInstance();
	HELIUM_ASSERT( pAssetPreprocessor );
	PlatformPreprocessor* pPlatformPreprocessor = new PcPreprocessor;
	HELIUM_ASSERT( pPlatformPreprocessor );
	pAssetPreprocessor->SetPlatformPreprocessor( Cache::PLATFORM_PC, pPlatformPreprocessor );
#else
	HELIUM_VERIFY( CacheAssetLoader::InitializeStaticInstance() );
#endif

#if !GTEST
	AssetLoader* gAssetLoader = NULL;
#endif

	gAssetLoader = AssetLoader::GetStaticInstance();
	HELIUM_ASSERT( gAssetLoader );

	Config& rConfig = Config::GetStaticInstance();
	rConfig.BeginLoad();
	while( !rConfig.TryFinishLoad() )
	{
		gAssetLoader->Tick();
	}

#if HELIUM_TOOLS
	ConfigPc::SaveUserConfig();
#endif

	uint32_t displayWidth;
	uint32_t displayHeight;
	//bool bFullscreen;
	bool bVsync;
	
	{
		StrongPtr< GraphicsConfig > spGraphicsConfig(
			rConfig.GetConfigObject< GraphicsConfig >( Name( TXT( "GraphicsConfig" ) ) ) );
		HELIUM_ASSERT( spGraphicsConfig );
		displayWidth = spGraphicsConfig->GetWidth();
		displayHeight = spGraphicsConfig->GetHeight();
		//bFullscreen = spGraphicsConfig->GetFullscreen();
		bVsync = spGraphicsConfig->GetVsync();
	}

	WNDCLASSEXW windowClass;
	windowClass.cbSize = sizeof( windowClass );
	windowClass.style = 0;
	windowClass.lpfnWndProc = WindowProc;
	windowClass.cbClsExtra = 0;
	windowClass.cbWndExtra = 0;
	windowClass.hInstance = hInstance;
	windowClass.hIcon = NULL;
	windowClass.hCursor = NULL;
	windowClass.hbrBackground = NULL;
	windowClass.lpszMenuName = NULL;
	windowClass.lpszClassName = L"HeliumTestAppClass";
	windowClass.hIconSm = NULL;
	HELIUM_VERIFY( RegisterClassEx( &windowClass ) );

	WindowData windowData;
	windowData.hMainWnd = NULL;
	windowData.hSubWnd = NULL;
	windowData.bProcessMessages = true;
	windowData.bShutdownRendering = false;
	windowData.resultCode = 0;

	DWORD dwStyle = WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU;
	RECT windowRect;

	windowRect.left = 0;
	windowRect.top = 0;
	windowRect.right = static_cast< LONG >( displayWidth );
	windowRect.bottom = static_cast< LONG >( displayHeight );
	HELIUM_VERIFY( AdjustWindowRect( &windowRect, dwStyle, FALSE ) );

	HWND hMainWnd = ::CreateWindowW(
		L"HeliumTestAppClass",
		L"Helium TestApp",
		dwStyle,
		CW_USEDEFAULT,
		CW_USEDEFAULT,
		windowRect.right - windowRect.left,
		windowRect.bottom - windowRect.top,
		NULL,
		NULL,
		hInstance,
		NULL );
	HELIUM_ASSERT( hMainWnd );

	windowRect.left = 0;
	windowRect.top = 0;
	windowRect.right = static_cast< LONG >( displayWidth );
	windowRect.bottom = static_cast< LONG >( displayHeight );
	HELIUM_VERIFY( AdjustWindowRect( &windowRect, dwStyle, FALSE ) );
#if MULTI_WINDOW
	HWND hSubWnd = ::CreateWindowW(
		L"HeliumTestAppClass",
		L"Helium TestApp (second view)",
		dwStyle,
		CW_USEDEFAULT,
		CW_USEDEFAULT,
		windowRect.right - windowRect.left,
		windowRect.bottom - windowRect.top,
		NULL,
		NULL,
		hInstance,
		NULL );
	HELIUM_ASSERT( hSubWnd );
#endif

	windowData.hMainWnd = hMainWnd;
	SetWindowLongPtr( hMainWnd, GWLP_USERDATA, reinterpret_cast< LONG_PTR >( &windowData ) );
	ShowWindow( hMainWnd, nCmdShow );
	UpdateWindow( hMainWnd );
#if MULTI_WINDOW
	windowData.hSubWnd = hSubWnd;
	SetWindowLongPtr( hSubWnd, GWLP_USERDATA, reinterpret_cast< LONG_PTR >( &windowData ) );
	ShowWindow( hSubWnd, nCmdShow );
	UpdateWindow( hSubWnd );
#endif

	HELIUM_VERIFY( D3D9Renderer::CreateStaticInstance() );

	Renderer* pRenderer = Renderer::GetStaticInstance();
	HELIUM_ASSERT( pRenderer );
	pRenderer->Initialize();

	Renderer::ContextInitParameters contextInitParams;

	contextInitParams.pWindow = hMainWnd;
	contextInitParams.displayWidth = displayWidth;
	contextInitParams.displayHeight = displayHeight;
	contextInitParams.bVsync = bVsync;
	HELIUM_VERIFY( pRenderer->CreateMainContext( contextInitParams ) );
#if MULTI_WINDOW
	contextInitParams.pWindow = hSubWnd;
	RRenderContextPtr spSubRenderContext = pRenderer->CreateSubContext( contextInitParams );
	HELIUM_ASSERT( spSubRenderContext );
#endif

	Input::Initialize(&hMainWnd, false);

	{
		AssetPath prePassShaderPath;
		HELIUM_VERIFY( prePassShaderPath.Set(
			HELIUM_PACKAGE_PATH_CHAR_STRING TXT( "Shaders" ) HELIUM_OBJECT_PATH_CHAR_STRING TXT( "PrePass.hlsl" ) ) );

		AssetPtr spPrePassShader;
		HELIUM_VERIFY( AssetLoader::GetStaticInstance()->LoadObject( prePassShaderPath, spPrePassShader ) );

		HELIUM_ASSERT( spPrePassShader.Get() );
	}

	RenderResourceManager& rRenderResourceManager = RenderResourceManager::GetStaticInstance();
	rRenderResourceManager.Initialize();
	rRenderResourceManager.UpdateMaxViewportSize( displayWidth, displayHeight );

	//// Create a scene definition
	SceneDefinitionPtr spSceneDefinition;
	gAssetLoader->LoadObject( AssetPath( TXT( "/ExampleGames/Empty/Scenes/TestScene:SceneDefinition" ) ), spSceneDefinition );

	EntityDefinitionPtr spEntityDefinition;
	gAssetLoader->LoadObject( AssetPath( TXT( "/ExampleGames/Empty/Scenes/TestScene:TestBull_Entity" ) ), spEntityDefinition );

	DynamicDrawer& rDynamicDrawer = DynamicDrawer::GetStaticInstance();
	HELIUM_VERIFY( rDynamicDrawer.Initialize() );

	RRenderContextPtr spMainRenderContext = pRenderer->GetMainContext();
	HELIUM_ASSERT( spMainRenderContext );
	
	WorldManager& rWorldManager = WorldManager::GetStaticInstance();
	HELIUM_VERIFY( rWorldManager.Initialize() );

	// Create a world
	WorldPtr spWorld( rWorldManager.CreateWorld( spSceneDefinition ) );
	HELIUM_ASSERT( spWorld );
	HELIUM_TRACE( TraceLevels::Info, TXT( "Created world \"%s\".\n" ), *spSceneDefinition->GetPath().ToString() );

	//Slice *pRootSlice = spWorld->GetRootSlice();
	//Entity *pEntity = pRootSlice->CreateEntity(spEntityDefinition);
			
	GraphicsScene* pGraphicsScene = spWorld->GetComponents().GetFirst<GraphicsManagerComponent>()->GetGraphicsScene();
	HELIUM_ASSERT( pGraphicsScene );
	GraphicsSceneView* pMainSceneView = NULL;
	if( pGraphicsScene )
	{
		uint32_t mainSceneViewId = pGraphicsScene->AllocateSceneView();
		if( IsValid( mainSceneViewId ) )
		{
			float32_t aspectRatio =
				static_cast< float32_t >( displayWidth ) / static_cast< float32_t >( displayHeight );

			RSurface* pDepthStencilSurface = rRenderResourceManager.GetDepthStencilSurface();
			HELIUM_ASSERT( pDepthStencilSurface );

			pMainSceneView = pGraphicsScene->GetSceneView( mainSceneViewId );
			HELIUM_ASSERT( pMainSceneView );
			pMainSceneView->SetRenderContext( spMainRenderContext );
			pMainSceneView->SetDepthStencilSurface( pDepthStencilSurface );
			pMainSceneView->SetAspectRatio( aspectRatio );
			pMainSceneView->SetViewport( 0, 0, displayWidth, displayHeight );
			pMainSceneView->SetClearColor( Color( 0x00202020 ) );

			//spMainCamera->SetSceneViewId( mainSceneViewId );

#if MULTI_WINDOW
			uint32_t subSceneViewId = pGraphicsScene->AllocateSceneView();
			if( IsValid( subSceneViewId ) )
			{
				GraphicsSceneView* pSubSceneView = pGraphicsScene->GetSceneView( subSceneViewId );
				HELIUM_ASSERT( pSubSceneView );
				pSubSceneView->SetRenderContext( spSubRenderContext );
				pSubSceneView->SetDepthStencilSurface( pDepthStencilSurface );
				pSubSceneView->SetAspectRatio( aspectRatio );
				pSubSceneView->SetViewport( 0, 0, displayWidth, displayHeight );
				pSubSceneView->SetClearColor( Color( 0x00202020 ) );

				//spSubCamera->SetSceneViewId( subSceneViewId );
			}
#endif
		}
	
#if !HELIUM_RELEASE && !HELIUM_PROFILE
		BufferedDrawer& rSceneDrawer = pGraphicsScene->GetSceneBufferedDrawer();
		rSceneDrawer.DrawScreenText(
			20,
			20,
			String( TXT( "CACHING" ) ),
			Color( 0xff00ff00 ),
			RenderResourceManager::DEBUG_FONT_SIZE_LARGE );
		rSceneDrawer.DrawScreenText(
			21,
			20,
			String( TXT( "CACHING" ) ),
			Color( 0xff00ff00 ),
			RenderResourceManager::DEBUG_FONT_SIZE_LARGE );

		//rSceneDrawer.Draw

		//Helium::DynamicDrawer &drawer = DynamicDrawer::GetStaticInstance();
		//drawer.
#endif
	}

	rWorldManager.Update();
	
	float time = 0.0f;

#if MULTI_WINDOW
	spSubRenderContext.Release();
#endif
	spMainRenderContext.Release();

	
	Helium::StrongPtr<Helium::Texture2d> texture;
	gAssetLoader->LoadObject( AssetPath( TXT( "/Textures:Triangle.png" ) ), texture);

	Helium::RTexture2d *rTexture2d = texture->GetRenderResource2d();


	while( windowData.bProcessMessages )
	{
#if GRAPHICS_SCENE_BUFFERED_DRAWER
		BufferedDrawer& rSceneDrawer = pGraphicsScene->GetSceneBufferedDrawer();
		rSceneDrawer.DrawScreenText(
			20,
			20,
			String( TXT( "RUNNING" ) ),
			Color( 0xffffffff ),
			RenderResourceManager::DEBUG_FONT_SIZE_LARGE );
		rSceneDrawer.DrawScreenText(
			21,
			20,
			String( TXT( "RUNNING" ) ),
			Color( 0xffffffff ),
			RenderResourceManager::DEBUG_FONT_SIZE_LARGE );

		time += 0.01f;
		DynamicArray<SimpleVertex> verticesU;

		verticesU.New( -100.0f, -100.0f, 750.0f );
		verticesU.New( 100.0f, -100.0f, 750.0f );
		verticesU.New( 100.0f, 100.0f, 750.0f );
		verticesU.New( -100.0f, 100.0f, 750.0f );
		
		rSceneDrawer.DrawLineList( verticesU.GetData(), static_cast<uint32_t>( verticesU.GetSize() ) );
		
		DynamicArray<SimpleTexturedVertex> verticesT;
		verticesT.New( Simd::Vector3( -100.0f, 100.0f, 750.0f ), Simd::Vector2( 0.0f, 0.0f ) );
		verticesT.New( Simd::Vector3( 100.0f, 100.0f, 750.0f ), Simd::Vector2( 1.0f, 0.0f ) );
		verticesT.New( Simd::Vector3( -100.0f, -100.0f, 750.0f ), Simd::Vector2( 0.0f, 1.0f ) );
		verticesT.New( Simd::Vector3( 100.0f, -100.0f, 750.0f ), Simd::Vector2( 1.0f, 1.0f ) );
		

		//rSceneDrawer.DrawTextured(
		//	RENDERER_PRIMITIVE_TYPE_TRIANGLE_STRIP,
		//	verticesT.GetData(),
		//	verticesT.GetSize(),
		//	NULL,
		//	2,
		//	rTexture2d, Helium::Color(1.0f, 1.0f, 1.0f, 1.0f), Helium::RenderResourceManager::RASTERIZER_STATE_DEFAULT, Helium::RenderResourceManager::DEPTH_STENCIL_STATE_NONE);

		//rSceneDrawer.DrawTexturedQuad(rTexture2d);

		Helium::Simd::Matrix44 transform = Helium::Simd::Matrix44::IDENTITY;
		
		Simd::Vector3 location(0.0f, 400.0f, 0.0f);
		Simd::Quat rotation(Helium::Simd::Vector3::BasisZ, time);
		Simd::Vector3 scale(1000.0f, 1000.0f, 1000.0f);
		


		transform.SetRotationTranslationScaling(rotation, location, scale);
		rSceneDrawer.DrawTexturedQuad(rTexture2d, transform, Simd::Vector2(0.0f, 0.0f), Simd::Vector2(0.5f, 0.5f));
#endif
		
		//Helium::Simd::Vector3 up = Simd::Vector3::BasisY;
		////Helium::Simd::Vector3 eye(5000.0f * sin(time), 0.0f, 5000.0f * cos(time));
		//Helium::Simd::Vector3 eye(0.0f, 0.0f, -1000.0f);
		//Helium::Simd::Vector3 forward = Simd::Vector3::Zero - eye;
		//forward.Normalize();

		////pMainSceneView->SetClearColor( Color( 0xffffffff ) );
		//pMainSceneView->SetView(eye, forward, up);




		if (Input::IsKeyDown(Input::KeyCodes::KC_A))
		{
			HELIUM_TRACE( TraceLevels::Info, TXT( "A is down" ) );
		}

		if (Input::IsKeyDown(Input::KeyCodes::KC_ESCAPE))
		{
			HELIUM_TRACE( TraceLevels::Info, TXT( "Exiting" ) );
			break;
		}

		MSG message;
		if( PeekMessage( &message, NULL, 0, 0, PM_REMOVE ) )
		{
			TranslateMessage( &message );
			DispatchMessage( &message );

			if( windowData.bShutdownRendering )
			{
				if( spWorld )
				{
					spWorld->Shutdown();
				}

				spWorld.Release();
				WorldManager::DestroyStaticInstance();

				spSceneDefinition.Release();
				spEntityDefinition.Release();

				DynamicDrawer::DestroyStaticInstance();
				RenderResourceManager::DestroyStaticInstance();

				Renderer::DestroyStaticInstance();

				break;
			}

			if( message.message == WM_QUIT )
			{
				windowData.bProcessMessages = false;
				windowData.resultCode = static_cast< int >( message.wParam );
				resultCode = static_cast< int >( message.wParam );

				break;
			}
		}

		rWorldManager.Update();

#if GRAPHICS_SCENE_BUFFERED_DRAWER
		if( pGraphicsScene )
		{
			BufferedDrawer& rSceneDrawer = pGraphicsScene->GetSceneBufferedDrawer();
			rSceneDrawer.DrawScreenText(
				20,
				20,
				String( TXT( "Debug text test!" ) ),
				Color( 0xffffffff ) );
		}
#endif
	}

	if( spWorld )
	{
		spWorld->Shutdown();
	}

	spWorld.Release();
	}
	WorldManager::DestroyStaticInstance();
	

	DynamicDrawer::DestroyStaticInstance();
	RenderResourceManager::DestroyStaticInstance();

	Helium::Input::Cleanup();

	Renderer::DestroyStaticInstance();
	

	JobManager::DestroyStaticInstance();

	Config::DestroyStaticInstance();

#if HELIUM_TOOLS
	AssetPreprocessor::DestroyStaticInstance();
#endif
	AssetLoader::DestroyStaticInstance();
	CacheManager::DestroyStaticInstance();
	
	Helium::Components::Cleanup();
	

	Reflect::Cleanup();
	AssetType::Shutdown();
	Asset::Shutdown();


	Reflect::ObjectRefCountSupport::Shutdown();
	Helium::Bullet::Cleanup();

	AssetPath::Shutdown();
	Name::Shutdown();

	FileLocations::Shutdown();

	ThreadLocalStackAllocator::ReleaseMemoryHeap();

#if HELIUM_ENABLE_MEMORY_TRACKING
	DynamicMemoryHeap::LogMemoryStats();
	ThreadLocalStackAllocator::ReleaseMemoryHeap();
#endif

	return resultCode;
}
示例#3
0
bool ProjectViewModel::OpenProject( const FilePath& project )
{
	if ( !m_CurrentProject.Empty() )
	{
		CloseProject();
	}

	m_CurrentProject = project;

	FileLocations::SetBaseDirectory( project );

	// Make sure various module-specific heaps are initialized from the main thread before use.
	InitEngineJobsDefaultHeap();
	InitGraphicsJobsDefaultHeap();

	// Register shutdown for general systems.
	m_InitializerStack.Push( FileLocations::Shutdown );
	m_InitializerStack.Push( Name::Shutdown );
	m_InitializerStack.Push( AssetPath::Shutdown );
	m_InitializerStack.Push( AsyncLoader::Startup, AsyncLoader::Shutdown );

	// Asset cache management.
	m_InitializerStack.Push( CacheManager::Startup, CacheManager::Shutdown );

	m_InitializerStack.Push( Reflect::ObjectRefCountSupport::Shutdown );
	m_InitializerStack.Push( Asset::Shutdown );
	m_InitializerStack.Push( AssetType::Shutdown );
	m_InitializerStack.Push( Reflect::Startup, Reflect::Shutdown );
	m_InitializerStack.Push( Persist::Startup, Persist::Shutdown );
	m_InitializerStack.Push( LooseAssetLoader::Startup, LooseAssetLoader::Shutdown );
	m_InitializerStack.Push( AssetPreprocessor::Startup, AssetPreprocessor::Shutdown );

	AssetPreprocessor* pAssetPreprocessor = AssetPreprocessor::GetInstance();
	HELIUM_ASSERT( pAssetPreprocessor );
	PlatformPreprocessor* pPlatformPreprocessor = new PcPreprocessor;
	HELIUM_ASSERT( pPlatformPreprocessor );
	pAssetPreprocessor->SetPlatformPreprocessor( Cache::PLATFORM_PC, pPlatformPreprocessor );

	m_InitializerStack.Push( AssetTracker::Startup, AssetTracker::Shutdown );
	m_InitializerStack.Push( ThreadSafeAssetTrackerListener::Startup, ThreadSafeAssetTrackerListener::Shutdown );
	ThreadSafeAssetTrackerListener::GetInstance()->e_AssetLoaded.AddMethod( this, &ProjectViewModel::OnAssetLoaded );
	ThreadSafeAssetTrackerListener::GetInstance()->e_AssetChanged.AddMethod( this, &ProjectViewModel::OnAssetChanged );

	m_InitializerStack.Push( Config::Startup, Config::Shutdown );

	HELIUM_ASSERT( AssetLoader::GetInstance() );
	AssetLoader::GetInstance()->LoadObject<SystemDefinition>( "/Editor:System", m_pEditorSystemDefinition );
	if ( HELIUM_VERIFY( m_pEditorSystemDefinition ) )
	{
		m_pEditorSystemDefinition->Initialize();
	}
	else
	{
		HELIUM_TRACE( TraceLevels::Error, "InitializeEditorSystem(): Could not find SystemDefinition. LoadObject on '/Editor:System' failed.\n" );
	}

	Components::Startup( m_pEditorSystemDefinition.Get() );

	// Engine configuration.
	Config* pConfig = Config::GetInstance();
	HELIUM_ASSERT( pConfig );

	AssetLoader* pAssetLoader = AssetLoader::GetInstance();
	HELIUM_ASSERT( pAssetLoader );

	pConfig->BeginLoad();
	while( !pConfig->TryFinishLoad() )
	{
		pAssetLoader->Tick();
	}

	ConfigPc::SaveUserConfig();

#if HELIUM_OS_WIN
	m_Engine.Initialize( &wxGetApp().GetFrame()->GetSceneManager(), GetHwndOf( wxGetApp().GetFrame() ) );
#else
	m_Engine.Initialize( &wxGetApp().GetFrame()->GetSceneManager(), NULL );
#endif

	ForciblyFullyLoadedPackageManager::GetInstance()->e_AssetForciblyLoadedEvent.AddMethod( this, &ProjectViewModel::OnAssetEditable );

	return true;
}
示例#4
0
///////////////////////////////////////////////////////////////////////////////
// Called after OnInitCmdLine.  The base class handles the /help command line
// switch and exits.  If we get this far, we need to parse the command line
// and determine what mode to launch the app in.
//
bool App::OnInit()
{
    SetVendorName( HELIUM_APP_NAME );

#if !HELIUM_RELEASE && !HELIUM_PROFILE
    HELIUM_TRACE_SET_LEVEL( TraceLevels::Debug );
    Helium::InitializeSymbols();
#endif

    // Initialize sibling dynamically loaded modules.
    Helium::FilePath path ( Helium::GetProcessPath() );
    for ( DirectoryIterator itr ( FilePath( path.Directory() ) ); !itr.IsDone(); itr.Next() )
    {
        std::string ext = itr.GetItem().m_Path.Extension();
        if ( ext == HELIUM_MODULE_EXTENSION )
        {
            ModuleHandle module = LoadModule( itr.GetItem().m_Path.c_str() );
            HELIUM_ASSERT( module != HELIUM_INVALID_MODULE );
        }
    }

    // don't spend a lot of time updating idle events for windows that don't need it
    wxUpdateUIEvent::SetMode( wxUPDATE_UI_PROCESS_SPECIFIED );
    wxIdleEvent::SetMode( wxIDLE_PROCESS_SPECIFIED );

    Helium::FilePath exePath( GetProcessPath() );
    Helium::FilePath iconFolder( exePath.Directory() + TXT( "Icons/" ) );

    wxInitAllImageHandlers();
    wxImageHandler* curHandler = wxImage::FindHandler( wxBITMAP_TYPE_CUR );
    if ( curHandler )
    {
        // Force the cursor handler to the end of the list so that it doesn't try to
        // open TGA files.
        wxImage::RemoveHandler( curHandler->GetName() );
        curHandler = NULL;
        wxImage::AddHandler( new wxCURHandler );
    }

    ArtProvider* artProvider = new ArtProvider();
    wxArtProvider::Push( artProvider );

    wxSimpleHelpProvider* helpProvider = new wxSimpleHelpProvider();
    wxHelpProvider::Set( helpProvider );

    // Make sure various module-specific heaps are initialized from the main thread before use.
    InitEngineJobsDefaultHeap();
    InitGraphicsJobsDefaultHeap();

    // Register shutdown for general systems.
    m_InitializerStack.Push( FileLocations::Shutdown );
    m_InitializerStack.Push( Name::Shutdown );
    m_InitializerStack.Push( AssetPath::Shutdown );

    // Async I/O.
    AsyncLoader& asyncLoader = AsyncLoader::GetStaticInstance();
    HELIUM_VERIFY( asyncLoader.Initialize() );
    m_InitializerStack.Push( AsyncLoader::DestroyStaticInstance );

    // Asset cache management.
    FilePath baseDirectory;
    if ( !FileLocations::GetBaseDirectory( baseDirectory ) )
    {
        HELIUM_TRACE( TraceLevels::Error, TXT( "Could not get base directory." ) );
        return false;
    }

    HELIUM_VERIFY( CacheManager::InitializeStaticInstance( baseDirectory ) );
    m_InitializerStack.Push( CacheManager::DestroyStaticInstance );

    // libs
    Editor::PerforceWaitDialog::EnableWaitDialog( true );
    m_InitializerStack.Push( Perforce::Initialize, Perforce::Cleanup );
    m_InitializerStack.Push( Reflect::ObjectRefCountSupport::Shutdown );
    m_InitializerStack.Push( Asset::Shutdown );
    m_InitializerStack.Push( AssetType::Shutdown );
    m_InitializerStack.Push( Reflect::Initialize, Reflect::Cleanup );
    m_InitializerStack.Push( Editor::Initialize,  Editor::Cleanup );

    // Asset loader and preprocessor.
    HELIUM_VERIFY( LooseAssetLoader::InitializeStaticInstance() );
    m_InitializerStack.Push( LooseAssetLoader::DestroyStaticInstance );

    AssetLoader* pAssetLoader = AssetLoader::GetStaticInstance();
    HELIUM_ASSERT( pAssetLoader );

    AssetPreprocessor* pAssetPreprocessor = AssetPreprocessor::CreateStaticInstance();
    HELIUM_ASSERT( pAssetPreprocessor );
    PlatformPreprocessor* pPlatformPreprocessor = new PcPreprocessor;
    HELIUM_ASSERT( pPlatformPreprocessor );
    pAssetPreprocessor->SetPlatformPreprocessor( Cache::PLATFORM_PC, pPlatformPreprocessor );

    m_InitializerStack.Push( AssetPreprocessor::DestroyStaticInstance );
    m_InitializerStack.Push( ThreadSafeAssetTrackerListener::DestroyStaticInstance );
    m_InitializerStack.Push( AssetTracker::DestroyStaticInstance );

    m_InitializerStack.Push( InitializeEditorSystem, DestroyEditorSystem );

    //HELIUM_ASSERT( g_EditorSystemDefinition.Get() ); // TODO: Figure out why this sometimes doesn't load
    Helium::Components::Initialize( g_EditorSystemDefinition.Get() );
    m_InitializerStack.Push( Components::Cleanup );

    // Engine configuration.
    Config& rConfig = Config::GetStaticInstance();
    rConfig.BeginLoad();
    while( !rConfig.TryFinishLoad() )
    {
        pAssetLoader->Tick();
    }

    m_InitializerStack.Push( Config::DestroyStaticInstance );

    ConfigPc::SaveUserConfig();

    LoadSettings();

    Connect( wxEVT_CHAR, wxKeyEventHandler( App::OnChar ), NULL, this );

    m_Frame = new MainFrame( m_SettingsManager );

#if HELIUM_OS_WIN
    m_Engine.Initialize( &m_Frame->GetSceneManager(), GetHwndOf( m_Frame ) );
#else
    m_Engine.Initialize( &m_Frame->GetSceneManager(), NULL );
#endif

    HELIUM_VERIFY( m_Frame->Initialize() );
    m_Frame->Show();

    if ( GetSettingsManager()->GetSettings< EditorSettings >()->GetReopenLastProjectOnStartup() )
    {
        const std::vector< std::string >& mruPaths = wxGetApp().GetSettingsManager()->GetSettings<EditorSettings>()->GetMRUProjects();
        if ( !mruPaths.empty() )
        {
            FilePath projectPath( *mruPaths.rbegin() );
            if ( projectPath.Exists() )
            {
                m_Frame->OpenProject( FilePath( *mruPaths.rbegin() ) );
            }
        }
    }

    return true;
}
示例#5
0
/// @copydoc AssetLoader::CacheObject()
bool LooseAssetLoader::CacheObject( Asset* pAsset, bool bEvictPlatformPreprocessedResourceData )
{
	HELIUM_ASSERT( pAsset );
	
	HELIUM_TRACE(
		TraceLevels::Info,
		TXT( "LooseAssetLoader::CacheObject(): Caching asset %s.\n" ), *pAsset->GetPath().ToString() );

	// Don't cache broken objects or packages.
	if( pAsset->GetAnyFlagSet( Asset::FLAG_BROKEN ) || pAsset->IsPackage() )
	{
		return false;
	}

	// Make sure we have an object preprocessor instance with which to cache the object.
	AssetPreprocessor* pAssetPreprocessor = AssetPreprocessor::GetStaticInstance();
	if( !pAssetPreprocessor )
	{
		HELIUM_TRACE(
			TraceLevels::Warning,
			TXT( "LooseAssetLoader::CacheObject(): Missing AssetPreprocessor to use for caching.\n" ) );

		return false;
	}

	// User configuration objects should not be cached.
	AssetPath objectPath = pAsset->GetPath();

	Config& rConfig = Config::GetStaticInstance();

	// Only cache the files we care about
	if ( rConfig.IsAssetPathInUserConfigPackage(objectPath) )
	{
		return false;
	}

	int64_t objectTimestamp = pAsset->GetAssetFileTimeStamp();

	if( !pAsset->IsDefaultTemplate() )
	{
		Resource* pResource = Reflect::SafeCast< Resource >( pAsset );
		if( pResource )
		{
			AssetPath baseResourcePath = pResource->GetPath();
			HELIUM_ASSERT( !baseResourcePath.IsPackage() );
			for( ; ; )
			{
				AssetPath parentPath = baseResourcePath.GetParent();
				if( parentPath.IsEmpty() || parentPath.IsPackage() )
				{
					break;
				}

				baseResourcePath = parentPath;
			}

			FilePath sourceFilePath;
			if ( !FileLocations::GetDataDirectory( sourceFilePath ) )
			{
				HELIUM_TRACE(
					TraceLevels::Warning,
					TXT( "LooseAssetLoader::CacheObject(): Could not obtain data directory.\n" ) );

				return false;
			}

			sourceFilePath += baseResourcePath.ToFilePathString().GetData();

			Status stat;
			stat.Read( sourceFilePath.Get().c_str() );

			int64_t sourceFileTimestamp = stat.m_ModifiedTime;
			if( sourceFileTimestamp > objectTimestamp )
			{
				objectTimestamp = sourceFileTimestamp;
			}
		}
	}

	// Cache the object.
	bool bSuccess = pAssetPreprocessor->CacheObject(
		pAsset,
		objectTimestamp,
		bEvictPlatformPreprocessedResourceData );
	if( !bSuccess )
	{
		HELIUM_TRACE(
			TraceLevels::Error,
			TXT( "LooseAssetLoader: Failed to cache object \"%s\".\n" ),
			*objectPath.ToString() );
	}

	return bSuccess;
}