Torque3D/Engine/source/main/main.cpp

262 lines
7.5 KiB
C++

//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
#ifdef TORQUE_SHARED
#ifdef WIN32
#include <windows.h>
#include <string>
#include <locale.h>
extern "C"
{
int (*torque_winmain)( HINSTANCE hInstance, HINSTANCE h, LPSTR lpszCmdLine, int nShow) = NULL;
};
bool getDllName(std::wstring& dllName, const std::wstring& suffix)
{
wchar_t filenameBuf[MAX_PATH];
DWORD length = GetModuleFileNameW( NULL, filenameBuf, MAX_PATH );
if(length == 0) return false;
dllName = std::wstring(filenameBuf);
size_t dotPos = dllName.find_last_of(L".");
if(dotPos == std::wstring::npos)
{
dllName.clear();
return false;
}
dllName.erase(dotPos);
dllName += suffix + L".dll";
return true;
}
int WINAPI WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpszCmdLine, int nCommandShow)
{
// Try to find the game DLL, which may have one of several file names.
HMODULE hGame = NULL;
std::wstring dllName = std::wstring();
// The file name is the same as this executable's name, plus a suffix.
const std::wstring dllSuffices[] = {L" DLL", L""};
const unsigned int numSuffices = sizeof(dllSuffices) / sizeof(std::wstring);
for (unsigned int i = 0; i < numSuffices; i++)
{
// Attempt to glue the suffix onto the current filename.
if(!getDllName(dllName, dllSuffices[i]))
continue;
// Load the DLL at that address.
hGame = LoadLibraryW(dllName.c_str());
if (hGame)
break;
}
if(!dllName.length())
{
MessageBoxW(NULL, L"Unable to find game dll", L"Error", MB_OK|MB_ICONWARNING);
return -1;
}
enum { errorSize = 4096 };
if (!hGame)
{
wchar_t error[errorSize];
_swprintf_l(error, errorSize, L"Unable to load game library: %s. Please make sure it exists and the latest DirectX is installed.", _get_current_locale(), dllName.c_str());
MessageBoxW(NULL, error, L"Error", MB_OK|MB_ICONWARNING);
return -1;
}
torque_winmain = (int (*)(HINSTANCE hInstance, HINSTANCE h, LPSTR lpszCmdLine, int nShow))GetProcAddress(hGame, "torque_winmain");
if (!torque_winmain)
{
wchar_t error[errorSize];
_swprintf_l(error, errorSize, L"Missing torque_winmain export in game library: %s. Please make sure that it exists and the latest DirectX is installed.", _get_current_locale(), dllName.c_str());
MessageBoxW(NULL, error, L"Error", MB_OK|MB_ICONWARNING);
return -1;
}
int ret = torque_winmain(hInstance, hPrevInstance, lpszCmdLine, nCommandShow);
FreeLibrary(hGame);
return ret;
}
#endif // WIN32
#ifdef __MACOSX__
#include <dlfcn.h>
#include <stdio.h>
#include <unistd.h>
#include <libgen.h> // for dirname
#include <filesystem>
#include <mach-o/dyld.h> // for _NSGetExecutablePath
#include <Carbon/Carbon.h>
extern "C" {
int (*torque_macmain)(int argc, const char **argv) = 0;
}
int main(int argc, const char **argv)
{
char path[PATH_MAX];
uint32_t pathLen = sizeof(path);
int err = _NSGetExecutablePath(path, &pathLen);
char* executableDirectory = dirname(path);
// Once the executable directory is determined, we search two possibilities: The frameworks and next to the app bundle
chdir(executableDirectory);
chdir("../Frameworks");
void *gameLib = dlopen("libTorqueEngine.dylib", RTLD_LAZY | RTLD_LOCAL);
if (!gameLib)
{
return -1;
}
torque_macmain = (int (*)(int argc, const char **argv)) dlsym(gameLib, "torque_macmain");
if (!torque_macmain)
return -2;
return torque_macmain(argc, argv);
}
#endif // __MACOSX
#ifdef __linux__
#include <dlfcn.h>
#include <stdio.h>
#include <unistd.h>
#include <string.h>
extern "C"
{
int (*torque_unixmain)(int argc, const char **argv) = NULL;
void(*setExePathName)(const char *exePathName) = NULL;
}
int main(int argc, const char **argv)
{
// assume bin name is in argv[0]
int len = strlen(argv[0]);
char *libName = new char[len+4]; // len + .so + NUL
strcpy(libName, argv[0]);
strcat(libName, ".so");
// try to load the game lib
void *gameLib = dlopen(libName, RTLD_LAZY | RTLD_LOCAL);
delete [] libName;
if(gameLib == NULL)
{
printf("%s\n", dlerror());
return -1;
}
// set the filename of the exe image
setExePathName = (void(*)(const char *)) dlsym(gameLib, "setExePathName");
if(setExePathName == NULL)
{
printf("%s\n", dlerror());
return -1;
}
setExePathName(argv[0]);
// try to load the lib entry point
torque_unixmain = (int(*)(int argc, const char **argv)) dlsym(gameLib, "torque_unixmain");
if(torque_unixmain == NULL)
{
printf("%s\n", dlerror());
return -1;
}
// Go!
return torque_unixmain(argc, argv);
}
#endif // __linux__
#else //static exe build
#include "platform/platform.h"
#include "app/mainLoop.h"
#include "T3D/gameFunctions.h"
#if defined(WIN32) || defined(_WIN32)
//tell switchable graphics supported systems that they need to use the beefier GPU
#include <windows.h>
extern "C" { __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001; }
extern "C" { __declspec(dllexport) DWORD AmdPowerXpressRequestHighPerformance = 0x00000001; }
#else
extern "C" { int NvOptimusEnablement = 1; }
extern "C" { int AmdPowerXpressRequestHighPerformance = 1; }
#endif
// Entry point for your game.
//
// This is build by default using the "StandardMainLoop" toolkit. Feel free
// to bring code over directly as you need to modify or extend things. You
// will need to merge against future changes to the SML code if you do this.
S32 TorqueMain(S32 argc, const char **argv)
{
// Some handy debugging code:
// if (argc == 1) {
// static const char* argvFake[] = { "dtest.exe", "-jload", "test.jrn" };
// argc = 3;
// argv = argvFake;
// }
// Memory::enableLogging("testMem.log");
// Memory::setBreakAlloc(104717);
// Initialize the subsystems.
StandardMainLoop::init();
// Handle any command line args.
if(!StandardMainLoop::handleCommandLine(argc, argv))
{
Platform::AlertOK("Error", "Failed to initialize game, shutting down.");
return 1;
}
// Main loop
while(StandardMainLoop::doMainLoop());
// Clean everything up.
StandardMainLoop::shutdown();
// Do we need to restart?
if( StandardMainLoop::requiresRestart() )
Platform::restartInstance();
// Return.
return StandardMainLoop::getReturnStatus();
}
#endif //TORQUE_SHARED