main.cs configuring now (optional), fixed installation up, fixed application name up, fixed executable name, added configured torsion template

This commit is contained in:
Thomas Fischer 2014-03-19 18:17:35 +01:00
parent cd727f7711
commit f3dbe07b9a
5 changed files with 614 additions and 20 deletions

View file

@ -0,0 +1,280 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
// Set the name of our application
$appName = "@TORQUE_APP_NAME@";
// The directory it is run from
$defaultGame = "scripts";
// Set profile directory
$Pref::Video::ProfilePath = "core/profile";
function createCanvas(%windowTitle)
{
if ($isDedicated)
{
GFXInit::createNullDevice();
return true;
}
// Create the Canvas
%foo = new GuiCanvas(Canvas);
// Set the window title
if (isObject(Canvas))
Canvas.setWindowTitle(getEngineName() @ " - " @ $appName);
return true;
}
// Display the optional commandline arguements
$displayHelp = false;
// Use these to record and play back crashes
//saveJournal("editorOnFileQuitCrash.jrn");
//playJournal("editorOnFileQuitCrash.jrn", false);
//------------------------------------------------------------------------------
// Check if a script file exists, compiled or not.
function isScriptFile(%path)
{
if( isFile(%path @ ".dso") || isFile(%path) )
return true;
return false;
}
//------------------------------------------------------------------------------
// Process command line arguments
exec("core/parseArgs.cs");
$isDedicated = false;
$dirCount = 2;
$userDirs = $defaultGame @ ";art;levels";
// load tools scripts if we're a tool build
if (isToolBuild())
$userDirs = "tools;" @ $userDirs;
// Parse the executable arguments with the standard
// function from core/main.cs
defaultParseArgs();
if($dirCount == 0) {
$userDirs = $defaultGame;
$dirCount = 1;
}
//-----------------------------------------------------------------------------
// Display a splash window immediately to improve app responsiveness before
// engine is initialized and main window created
if (!$isDedicated)
displaySplashWindow();
//-----------------------------------------------------------------------------
// The displayHelp, onStart, onExit and parseArgs function are overriden
// by mod packages to get hooked into initialization and cleanup.
function onStart()
{
// Default startup function
}
function onExit()
{
// OnExit is called directly from C++ code, whereas onStart is
// invoked at the end of this file.
}
function parseArgs()
{
// Here for mod override, the arguments have already
// been parsed.
}
function compileFiles(%pattern)
{
%path = filePath(%pattern);
%saveDSO = $Scripts::OverrideDSOPath;
%saveIgnore = $Scripts::ignoreDSOs;
$Scripts::OverrideDSOPath = %path;
$Scripts::ignoreDSOs = false;
%mainCsFile = makeFullPath("main.cs");
for (%file = findFirstFileMultiExpr(%pattern); %file !$= ""; %file = findNextFileMultiExpr(%pattern))
{
// we don't want to try and compile the primary main.cs
if(%mainCsFile !$= %file)
compile(%file, true);
}
$Scripts::OverrideDSOPath = %saveDSO;
$Scripts::ignoreDSOs = %saveIgnore;
}
if($compileAll)
{
echo(" --- Compiling all files ---");
compileFiles("*.cs");
compileFiles("*.gui");
compileFiles("*.ts");
echo(" --- Exiting after compile ---");
quit();
}
if($compileTools)
{
echo(" --- Compiling tools scritps ---");
compileFiles("tools/*.cs");
compileFiles("tools/*.gui");
compileFiles("tools/*.ts");
echo(" --- Exiting after compile ---");
quit();
}
package Help {
function onExit() {
// Override onExit when displaying help
}
};
function displayHelp() {
activatePackage(Help);
// Notes on logmode: console logging is written to console.log.
// -log 0 disables console logging.
// -log 1 appends to existing logfile; it also closes the file
// (flushing the write buffer) after every write.
// -log 2 overwrites any existing logfile; it also only closes
// the logfile when the application shuts down. (default)
error(
"Torque Demo command line options:\n"@
" -log <logmode> Logging behavior; see main.cs comments for details\n"@
" -game <game_name> Reset list of mods to only contain <game_name>\n"@
" <game_name> Works like the -game argument\n"@
" -dir <dir_name> Add <dir_name> to list of directories\n"@
" -console Open a separate console\n"@
" -show <shape> Deprecated\n"@
" -jSave <file_name> Record a journal\n"@
" -jPlay <file_name> Play back a journal\n"@
" -jDebug <file_name> Play back a journal and issue an int3 at the end\n"@
" -help Display this help message\n"
);
}
//--------------------------------------------------------------------------
// Default to a new logfile each session.
if( !$logModeSpecified )
{
if( $platform !$= "xbox" && $platform !$= "xenon" )
setLogMode(6);
}
// Get the first dir on the list, which will be the last to be applied... this
// does not modify the list.
nextToken($userDirs, currentMod, ";");
// Execute startup scripts for each mod, starting at base and working up
function loadDir(%dir)
{
pushback($userDirs, %dir, ";");
if (isScriptFile(%dir @ "/main.cs"))
exec(%dir @ "/main.cs");
}
echo("--------- Loading DIRS ---------");
function loadDirs(%dirPath)
{
%dirPath = nextToken(%dirPath, token, ";");
if (%dirPath !$= "")
loadDirs(%dirPath);
if(exec(%token @ "/main.cs") != true)
{
error("Error: Unable to find specified directory: " @ %token );
$dirCount--;
}
}
loadDirs($userDirs);
echo("");
if($dirCount == 0) {
enableWinConsole(true);
error("Error: Unable to load any specified directories");
quit();
}
// Parse the command line arguments
echo("--------- Parsing Arguments ---------");
parseArgs();
// Either display the help message or startup the app.
if ($displayHelp) {
enableWinConsole(true);
displayHelp();
quit();
}
else {
onStart();
echo("Engine initialized...");
// Auto-load on the 360
if( $platform $= "xenon" )
{
%mission = "levels/Empty Terrain.mis";
echo("Xbox360 Autoloading level: '" @ %mission @ "'");
if ($pref::HostMultiPlayer)
%serverType = "MultiPlayer";
else
%serverType = "SinglePlayer";
createAndConnectToLocalServer( %serverType, %mission );
}
}
// Display an error message for unused arguments
for ($i = 1; $i < $Game::argc; $i++) {
if (!$argUsed[$i])
error("Error: Unknown command line argument: " @ $Game::argv[$i]);
}
// Automatically start up the appropriate eidtor, if any
if ($startWorldEditor) {
Canvas.setCursor("DefaultCursor");
Canvas.setContent(EditorChooseLevelGui);
} else if ($startGUIEditor) {
Canvas.setCursor("DefaultCursor");
Canvas.setContent(EditorChooseGUI);
}

View file

@ -0,0 +1,280 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
// Set the name of our application
$appName = "@TORQUE_APP_NAME@";
// The directory it is run from
$defaultGame = "scripts";
// Set profile directory
$Pref::Video::ProfilePath = "core/profile";
function createCanvas(%windowTitle)
{
if ($isDedicated)
{
GFXInit::createNullDevice();
return true;
}
// Create the Canvas
%foo = new GuiCanvas(Canvas);
// Set the window title
if (isObject(Canvas))
Canvas.setWindowTitle(getEngineName() @ " - " @ $appName);
return true;
}
// Display the optional commandline arguements
$displayHelp = false;
// Use these to record and play back crashes
//saveJournal("editorOnFileQuitCrash.jrn");
//playJournal("editorOnFileQuitCrash.jrn", false);
//------------------------------------------------------------------------------
// Check if a script file exists, compiled or not.
function isScriptFile(%path)
{
if( isFile(%path @ ".dso") || isFile(%path) )
return true;
return false;
}
//------------------------------------------------------------------------------
// Process command line arguments
exec("core/parseArgs.cs");
$isDedicated = false;
$dirCount = 2;
$userDirs = $defaultGame @ ";art;levels";
// load tools scripts if we're a tool build
if (isToolBuild())
$userDirs = "tools;" @ $userDirs;
// Parse the executable arguments with the standard
// function from core/main.cs
defaultParseArgs();
if($dirCount == 0) {
$userDirs = $defaultGame;
$dirCount = 1;
}
//-----------------------------------------------------------------------------
// Display a splash window immediately to improve app responsiveness before
// engine is initialized and main window created
if (!$isDedicated)
displaySplashWindow();
//-----------------------------------------------------------------------------
// The displayHelp, onStart, onExit and parseArgs function are overriden
// by mod packages to get hooked into initialization and cleanup.
function onStart()
{
// Default startup function
}
function onExit()
{
// OnExit is called directly from C++ code, whereas onStart is
// invoked at the end of this file.
}
function parseArgs()
{
// Here for mod override, the arguments have already
// been parsed.
}
function compileFiles(%pattern)
{
%path = filePath(%pattern);
%saveDSO = $Scripts::OverrideDSOPath;
%saveIgnore = $Scripts::ignoreDSOs;
$Scripts::OverrideDSOPath = %path;
$Scripts::ignoreDSOs = false;
%mainCsFile = makeFullPath("main.cs");
for (%file = findFirstFileMultiExpr(%pattern); %file !$= ""; %file = findNextFileMultiExpr(%pattern))
{
// we don't want to try and compile the primary main.cs
if(%mainCsFile !$= %file)
compile(%file, true);
}
$Scripts::OverrideDSOPath = %saveDSO;
$Scripts::ignoreDSOs = %saveIgnore;
}
if($compileAll)
{
echo(" --- Compiling all files ---");
compileFiles("*.cs");
compileFiles("*.gui");
compileFiles("*.ts");
echo(" --- Exiting after compile ---");
quit();
}
if($compileTools)
{
echo(" --- Compiling tools scritps ---");
compileFiles("tools/*.cs");
compileFiles("tools/*.gui");
compileFiles("tools/*.ts");
echo(" --- Exiting after compile ---");
quit();
}
package Help {
function onExit() {
// Override onExit when displaying help
}
};
function displayHelp() {
activatePackage(Help);
// Notes on logmode: console logging is written to console.log.
// -log 0 disables console logging.
// -log 1 appends to existing logfile; it also closes the file
// (flushing the write buffer) after every write.
// -log 2 overwrites any existing logfile; it also only closes
// the logfile when the application shuts down. (default)
error(
"Torque Demo command line options:\n"@
" -log <logmode> Logging behavior; see main.cs comments for details\n"@
" -game <game_name> Reset list of mods to only contain <game_name>\n"@
" <game_name> Works like the -game argument\n"@
" -dir <dir_name> Add <dir_name> to list of directories\n"@
" -console Open a separate console\n"@
" -show <shape> Deprecated\n"@
" -jSave <file_name> Record a journal\n"@
" -jPlay <file_name> Play back a journal\n"@
" -jDebug <file_name> Play back a journal and issue an int3 at the end\n"@
" -help Display this help message\n"
);
}
//--------------------------------------------------------------------------
// Default to a new logfile each session.
if( !$logModeSpecified )
{
if( $platform !$= "xbox" && $platform !$= "xenon" )
setLogMode(6);
}
// Get the first dir on the list, which will be the last to be applied... this
// does not modify the list.
nextToken($userDirs, currentMod, ";");
// Execute startup scripts for each mod, starting at base and working up
function loadDir(%dir)
{
pushback($userDirs, %dir, ";");
if (isScriptFile(%dir @ "/main.cs"))
exec(%dir @ "/main.cs");
}
echo("--------- Loading DIRS ---------");
function loadDirs(%dirPath)
{
%dirPath = nextToken(%dirPath, token, ";");
if (%dirPath !$= "")
loadDirs(%dirPath);
if(exec(%token @ "/main.cs") != true)
{
error("Error: Unable to find specified directory: " @ %token );
$dirCount--;
}
}
loadDirs($userDirs);
echo("");
if($dirCount == 0) {
enableWinConsole(true);
error("Error: Unable to load any specified directories");
quit();
}
// Parse the command line arguments
echo("--------- Parsing Arguments ---------");
parseArgs();
// Either display the help message or startup the app.
if ($displayHelp) {
enableWinConsole(true);
displayHelp();
quit();
}
else {
onStart();
echo("Engine initialized...");
// Auto-load on the 360
if( $platform $= "xenon" )
{
%mission = "levels/Empty Terrain.mis";
echo("Xbox360 Autoloading level: '" @ %mission @ "'");
if ($pref::HostMultiPlayer)
%serverType = "MultiPlayer";
else
%serverType = "SinglePlayer";
createAndConnectToLocalServer( %serverType, %mission );
}
}
// Display an error message for unused arguments
for ($i = 1; $i < $Game::argc; $i++) {
if (!$argUsed[$i])
error("Error: Unknown command line argument: " @ $Game::argv[$i]);
}
// Automatically start up the appropriate eidtor, if any
if ($startWorldEditor) {
Canvas.setCursor("DefaultCursor");
Canvas.setContent(EditorChooseLevelGui);
} else if ($startGUIEditor) {
Canvas.setCursor("DefaultCursor");
Canvas.setContent(EditorChooseGUI);
}

View file

@ -1,6 +1,6 @@
project("Torque3DEngine")
set(TORQUE_TEMPLATE "Empty" CACHE STRING "the template to use")
set(TORQUE_TEMPLATE "Full" CACHE STRING "the template to use")
set(projectDir "${CMAKE_SOURCE_DIR}/My Projects/${TORQUE_APP_NAME}")
set(projectOutDir "${projectDir}/game")
@ -14,9 +14,6 @@ set(cmakeDir "${CMAKE_SOURCE_DIR}/Tools/CMake")
#set(CMAKE_LIBRARY_OUTPUT_DIRECTORY ${projectOutDir}/game)
#set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${projectOutDir}/game)
# change the default installation path to My Projects/app name
SET(CMAKE_INSTALL_PREFIX "${projectDir}" CACHE INTERNAL "Prefix prepended to install directories" FORCE)
# finds and adds sources files in a folder
macro(addPath dir)
set(tmpa "")
@ -117,12 +114,6 @@ endmacro()
# macro to add an executable
macro(addExecutable)
# more paths?
if(${ARGC} GREATER 0)
foreach(dir ${ARGV0})
addPath("${dir}")
endforeach()
endif()
# now inspect the paths we got
set(firstDir "")
foreach(dir ${${PROJECT_NAME}_paths})
@ -133,9 +124,7 @@ macro(addExecutable)
generateFilters("${firstDir}")
add_executable("${PROJECT_NAME}" WIN32 ${${PROJECT_NAME}_files})
# omg - only use the first folder ... otehrwise we get lots of header name collisions
#foreach(dir ${${PROJECT_NAME}_paths})
addInclude("${firstDir}")
#endforeach()
endmacro()

View file

@ -0,0 +1,39 @@
<TorsionProject>
<Name>@TORQUE_APP_NAME@</Name>
<WorkingDir/>
<EntryScript>main.cs</EntryScript>
<DebugHook>dbgSetParameters( #port#, "#password#", true );</DebugHook>
<Mods>
<Folder>core</Folder>
<Folder>scripts</Folder>
<Folder>art</Folder>
<Folder>levels</Folder>
<Folder>shaders</Folder>
<Folder>tools</Folder>
</Mods>
<ScannerExts>cs; gui</ScannerExts>
<Configs>
<Config>
<Name>Release</Name>
<Executable>@TORQUE_APP_NAME@.exe</Executable>
<Arguments/>
<HasExports>true</HasExports>
<Precompile>true</Precompile>
<InjectDebugger>true</InjectDebugger>
<UseSetModPaths>false</UseSetModPaths>
</Config>
<Config>
<Name>Debug</Name>
<Executable>@TORQUE_APP_NAME@.exe</Executable>
<Arguments/>
<HasExports>true</HasExports>
<Precompile>true</Precompile>
<InjectDebugger>true</InjectDebugger>
<UseSetModPaths>false</UseSetModPaths>
</Config>
</Configs>
<SearchURL/>
<SearchProduct>@TORQUE_APP_NAME@</SearchProduct>
<SearchVersion>HEAD</SearchVersion>
<ExecModifiedScripts>true</ExecModifiedScripts>
</TorsionProject>

View file

@ -1,4 +1,4 @@
project(torque3d)
project(${TORQUE_APP_NAME})
# TODO: fmod support
@ -317,12 +317,18 @@ endif()
if(NOT EXISTS "${projectSrcDir}/torque.ico")
CONFIGURE_FILE("${cmakeDir}/torque.ico" "${projectSrcDir}/torque.ico" COPYONLY)
endif()
if(NOT EXISTS "${projectOutDir}/${PROJECT_NAME}.torsion")
CONFIGURE_FILE("${cmakeDir}/template.torsion.in" "${projectOutDir}/${PROJECT_NAME}.torsion")
endif()
if(EXISTS "${CMAKE_SOURCE_DIR}/Templates/${TORQUE_TEMPLATE}/game/main.cs.in" AND NOT EXISTS "${projectOutDir}/main.cs")
CONFIGURE_FILE("${CMAKE_SOURCE_DIR}/Templates/${TORQUE_TEMPLATE}/game/main.cs.in" "${projectOutDir}/main.cs")
endif()
if(WIN32)
if(NOT EXISTS "${projectSrcDir}/torque.rc")
CONFIGURE_FILE("${cmakeDir}/torque-win.rc.in" "${projectSrcDir}/torque.rc")
endif()
if(NOT EXISTS "${projectDir}/cleanup.bat")
CONFIGURE_FILE("${cmakeDir}/cleanup-win.bat.in" "${projectDir}/cleanup.bat")
if(NOT EXISTS "${projectOutDir}/cleanup.bat")
CONFIGURE_FILE("${cmakeDir}/cleanup-win.bat.in" "${projectOutDir}/cleanup.bat")
endif()
endif()
@ -435,12 +441,12 @@ endif()
###############################################################################
# Installation
###############################################################################
INSTALL_FILES(/ FILES ${CMAKE_SOURCE_DIR}/Templates/${TORQUE_TEMPLATE}/game)
INSTALL(DIRECTORY "${CMAKE_SOURCE_DIR}/Templates/${TORQUE_TEMPLATE}/game" DESTINATION "${projectDir}")
if(WIN32)
INSTALL_FILES(/ FILES "${CMAKE_SOURCE_DIR}/Templates/${TORQUE_TEMPLATE}/cleanShaders.bat")
INSTALL_FILES(/ FILES "${CMAKE_SOURCE_DIR}/Templates/${TORQUE_TEMPLATE}/DeleteCachedDTSs.bat")
INSTALL_FILES(/ FILES "${CMAKE_SOURCE_DIR}/Templates/${TORQUE_TEMPLATE}/DeleteDSOs.bat")
INSTALL_FILES(/ FILES "${CMAKE_SOURCE_DIR}/Templates/${TORQUE_TEMPLATE}/DeletePrefs.bat")
INSTALL(FILES "${CMAKE_SOURCE_DIR}/Templates/${TORQUE_TEMPLATE}/cleanShaders.bat" DESTINATION "${projectDir}")
INSTALL(FILES "${CMAKE_SOURCE_DIR}/Templates/${TORQUE_TEMPLATE}/DeleteCachedDTSs.bat" DESTINATION "${projectDir}")
INSTALL(FILES "${CMAKE_SOURCE_DIR}/Templates/${TORQUE_TEMPLATE}/DeleteDSOs.bat" DESTINATION "${projectDir}")
INSTALL(FILES "${CMAKE_SOURCE_DIR}/Templates/${TORQUE_TEMPLATE}/DeletePrefs.bat" DESTINATION "${projectDir}")
endif()
INCLUDE(CPack)