mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
301 lines
8.3 KiB
C#
301 lines
8.3 KiB
C#
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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// Set the name of our application
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$appName = "Full";
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// The directory it is run from
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$defaultGame = "scripts";
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// Set profile directory
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$Pref::Video::ProfilePath = "core/profile";
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$Core::windowIcon = "core/torque.png";
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$Core::splashWindowImage = "art/gui/splash.png";
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function createCanvas(%windowTitle)
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{
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if ($isDedicated)
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{
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GFXInit::createNullDevice();
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return true;
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}
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// Create the Canvas
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%foo = new GuiCanvas(Canvas)
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{
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displayWindow = $platform !$= "windows";
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};
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$GameCanvas = %foo;
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// Set the window title
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if (isObject(Canvas))
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Canvas.setWindowTitle(getEngineName() @ " - " @ $appName);
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return true;
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}
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// Display the optional commandline arguements
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$displayHelp = false;
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// Use these to record and play back crashes
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//saveJournal("editorOnFileQuitCrash.jrn");
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//playJournal("editorOnFileQuitCrash.jrn");
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//------------------------------------------------------------------------------
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// Check if a script file exists, compiled or not.
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function isScriptFile(%path)
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{
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if( isFile(%path @ ".dso") || isFile(%path) )
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return true;
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return false;
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}
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//------------------------------------------------------------------------------
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// Process command line arguments
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exec("core/parseArgs.cs");
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$isDedicated = false;
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$dirCount = 2;
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$userDirs = $defaultGame @ ";art;levels";
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// load tools scripts if we're a tool build
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if (isToolBuild())
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$userDirs = "tools;" @ $userDirs;
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// Parse the executable arguments with the standard
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// function from core/main.cs
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defaultParseArgs();
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if($dirCount == 0) {
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$userDirs = $defaultGame;
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$dirCount = 1;
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}
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//-----------------------------------------------------------------------------
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// Display a splash window immediately to improve app responsiveness before
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// engine is initialized and main window created
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if (!$isDedicated)
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displaySplashWindow();
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//-----------------------------------------------------------------------------
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// The displayHelp, onStart, onExit and parseArgs function are overriden
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// by mod packages to get hooked into initialization and cleanup.
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function onStart()
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{
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// Default startup function
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}
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function onExit()
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{
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// OnExit is called directly from C++ code, whereas onStart is
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// invoked at the end of this file.
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}
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function parseArgs()
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{
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// Here for mod override, the arguments have already
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// been parsed.
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}
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function compileFiles(%pattern)
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{
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%path = filePath(%pattern);
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%saveDSO = $Scripts::OverrideDSOPath;
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%saveIgnore = $Scripts::ignoreDSOs;
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$Scripts::OverrideDSOPath = %path;
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$Scripts::ignoreDSOs = false;
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%mainCsFile = makeFullPath("main.cs");
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for (%file = findFirstFileMultiExpr(%pattern); %file !$= ""; %file = findNextFileMultiExpr(%pattern))
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{
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// we don't want to try and compile the primary main.cs
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if(%mainCsFile !$= %file)
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compile(%file, true);
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}
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$Scripts::OverrideDSOPath = %saveDSO;
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$Scripts::ignoreDSOs = %saveIgnore;
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}
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if($compileAll)
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{
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echo(" --- Compiling all files ---");
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compileFiles("*.cs");
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compileFiles("*.gui");
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compileFiles("*.ts");
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echo(" --- Exiting after compile ---");
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quit();
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}
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if($compileTools)
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{
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echo(" --- Compiling tools scritps ---");
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compileFiles("tools/*.cs");
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compileFiles("tools/*.gui");
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compileFiles("tools/*.ts");
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echo(" --- Exiting after compile ---");
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quit();
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}
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package Help {
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function onExit() {
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// Override onExit when displaying help
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}
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};
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function displayHelp() {
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activatePackage(Help);
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// Notes on logmode: console logging is written to console.log.
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// -log 0 disables console logging.
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// -log 1 appends to existing logfile; it also closes the file
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// (flushing the write buffer) after every write.
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// -log 2 overwrites any existing logfile; it also only closes
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// the logfile when the application shuts down. (default)
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error(
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"Torque Demo command line options:\n"@
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" -log <logmode> Logging behavior; see main.cs comments for details\n"@
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" -game <game_name> Reset list of mods to only contain <game_name>\n"@
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" <game_name> Works like the -game argument\n"@
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" -dir <dir_name> Add <dir_name> to list of directories\n"@
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" -console Open a separate console\n"@
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" -jSave <file_name> Record a journal\n"@
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" -jPlay <file_name> Play back a journal\n"@
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" -help Display this help message\n"
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);
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}
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//--------------------------------------------------------------------------
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// Default to a new logfile each session.
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if( !$logModeSpecified )
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{
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if( $platform !$= "xbox" && $platform !$= "xenon" )
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setLogMode(6);
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}
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// Get the first dir on the list, which will be the last to be applied... this
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// does not modify the list.
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nextToken($userDirs, currentMod, ";");
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// Execute startup scripts for each mod, starting at base and working up
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function loadDir(%dir)
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{
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pushback($userDirs, %dir, ";");
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if (isScriptFile(%dir @ "/main.cs"))
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exec(%dir @ "/main.cs");
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}
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echo("--------- Loading DIRS ---------");
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function loadDirs(%dirPath)
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{
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%dirPath = nextToken(%dirPath, token, ";");
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if (%dirPath !$= "")
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loadDirs(%dirPath);
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if(exec(%token @ "/main.cs") != true)
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{
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error("Error: Unable to find specified directory: " @ %token );
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$dirCount--;
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}
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}
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loadDirs($userDirs);
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echo("");
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if($dirCount == 0) {
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enableWinConsole(true);
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error("Error: Unable to load any specified directories");
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quit();
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}
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// Parse the command line arguments
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echo("--------- Parsing Arguments ---------");
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parseArgs();
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// Either display the help message or startup the app.
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if ($displayHelp) {
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enableWinConsole(true);
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displayHelp();
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quit();
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}
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else {
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onStart();
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echo("Engine initialized...");
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ModuleDatabase.scanModules( "" );
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//You can also explicitly decalre some modules here to be loaded by default if they are part of your game
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//Ex: ModuleDatabase.LoadExplicit( "AppCore" );
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ModuleDatabase.LoadGroup( "Game" );
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if( !$isDedicated )
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{
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// As we know at this point that the initial load is complete,
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// we can hide any splash screen we have, and show the canvas.
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// This keeps things looking nice, instead of having a blank window
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closeSplashWindow();
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Canvas.showWindow();
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}
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// Auto-load on the 360
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if( $platform $= "xenon" )
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{
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%mission = "levels/Empty Terrain.mis";
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echo("Xbox360 Autoloading level: '" @ %mission @ "'");
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if ($pref::HostMultiPlayer)
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%serverType = "MultiPlayer";
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else
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%serverType = "SinglePlayer";
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createAndConnectToLocalServer( %serverType, %mission );
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}
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}
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// Display an error message for unused arguments
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for ($i = 1; $i < $Game::argc; $i++) {
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if (!$argUsed[$i])
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error("Error: Unknown command line argument: " @ $Game::argv[$i]);
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}
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// Automatically start up the appropriate eidtor, if any
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if ($startWorldEditor) {
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Canvas.setCursor("DefaultCursor");
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Canvas.setContent(EditorChooseLevelGui);
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} else if ($startGUIEditor) {
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Canvas.setCursor("DefaultCursor");
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Canvas.setContent(EditorChooseGUI);
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}
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