mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +00:00
Also added logic to more correctly get the base path of executable, making it easier for certain debuggers, like on linux, to find the main.cs.
247 lines
6.6 KiB
C++
247 lines
6.6 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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#include "c_controlInterface.h"
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#include "console/consoleInternal.h"
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#include "console/simSet.h"
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#include "app/mainLoop.h"
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#include "windowManager/platformWindow.h"
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#include "windowManager/platformWindowMgr.h"
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#ifdef TORQUE_OS_WIN
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#include "windowManager/win32/win32Window.h"
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#include "windowManager/win32/winDispatch.h"
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extern void createFontInit(void);
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extern void createFontShutdown(void);
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#endif
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#if defined(TORQUE_SDL)
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#include "SDL.h"
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#endif
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#if defined( TORQUE_MINIDUMP ) && defined( TORQUE_RELEASE )
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extern S32 CreateMiniDump(LPEXCEPTION_POINTERS ExceptionInfo);
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#endif
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extern bool LinkConsoleFunctions;
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extern "C" {
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// reset the engine, unloading any current level and returning to the main menu
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void torque_reset()
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{
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Con::evaluate("disconnect();");
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}
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// initialize Torque 3D including argument handling
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bool torque_engineinit(S32 argc, const char **argv)
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{
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#if defined( TORQUE_MINIDUMP ) && defined( TORQUE_RELEASE )
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__try {
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#endif
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LinkConsoleFunctions = true;
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#if defined(_MSC_VER)
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createFontInit();
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#endif
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// Initialize the subsystems.
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StandardMainLoop::init();
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// Handle any command line args.
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if (!StandardMainLoop::handleCommandLine(argc, argv))
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{
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Platform::AlertOK("Error", "Failed to initialize game, shutting down.");
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return false;
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}
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#if defined( TORQUE_MINIDUMP ) && defined( TORQUE_RELEASE )
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}
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__except (CreateMiniDump(GetExceptionInformation()))
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{
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_exit(0);
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}
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#endif
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return true;
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}
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// tick Torque 3D's main loop
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S32 torque_enginetick()
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{
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#if defined( TORQUE_MINIDUMP ) && defined( TORQUE_RELEASE )
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__try {
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#endif
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bool ret = StandardMainLoop::doMainLoop();
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return ret;
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#if defined( TORQUE_MINIDUMP ) && defined( TORQUE_RELEASE )
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}
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__except (CreateMiniDump(GetExceptionInformation()))
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{
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_exit(0);
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}
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#endif
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}
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S32 torque_getreturnstatus()
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{
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return StandardMainLoop::getReturnStatus();
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}
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// signal an engine shutdown (as with the quit(); console command)
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void torque_enginesignalshutdown()
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{
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Con::evaluate("quit();");
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}
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// shutdown the engine
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S32 torque_engineshutdown()
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{
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#if defined( TORQUE_MINIDUMP ) && defined( TORQUE_RELEASE )
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__try {
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#endif
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// Clean everything up.
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StandardMainLoop::shutdown();
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#if defined(_MSC_VER)
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createFontShutdown();
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#endif
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#if defined( TORQUE_MINIDUMP ) && defined( TORQUE_RELEASE )
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}
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__except (CreateMiniDump(GetExceptionInformation()))
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{
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_exit(0);
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}
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#endif
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// Return.
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return true;
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}
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bool torque_isdebugbuild()
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{
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#ifdef _DEBUG
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return true;
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#else
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return false;
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#endif
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}
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// set Torque 3D into web deployment mode (disable fullscreen exlusive mode, etc)
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void torque_setwebdeployment()
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{
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Platform::setWebDeployment(true);
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}
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// resize the Torque 3D child window to the specified width and height
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void torque_resizewindow(S32 width, S32 height)
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{
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if (PlatformWindowManager::get() && PlatformWindowManager::get()->getFirstWindow())
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PlatformWindowManager::get()->getFirstWindow()->setSize(Point2I(width, height));
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}
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#if defined(TORQUE_OS_WIN) && !defined(TORQUE_SDL)
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// retrieve the hwnd of our render window
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void* torque_gethwnd()
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{
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if (PlatformWindowManager::get() && PlatformWindowManager::get()->getFirstWindow())
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{
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Win32Window* w = (Win32Window*)PlatformWindowManager::get()->getFirstWindow();
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return (void *)w->getHWND();
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}
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return NULL;
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}
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// directly add a message to the Torque 3D event queue, bypassing the Windows event queue
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// this is useful in the case of the IE plugin, where we are hooking into an application
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// level message, and posting to the windows queue would cause a hang
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void torque_directmessage(U32 message, U32 wparam, U32 lparam)
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{
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if (PlatformWindowManager::get() && PlatformWindowManager::get()->getFirstWindow())
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{
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Win32Window* w = (Win32Window*)PlatformWindowManager::get()->getFirstWindow();
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Dispatch(DelayedDispatch, w->getHWND(), message, wparam, lparam);
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}
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}
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#endif
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#ifdef TORQUE_OS_WIN
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void torque_inputevent(S32 type, S32 value1, S32 value2)
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{
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if (PlatformWindowManager::get() && PlatformWindowManager::get()->getFirstWindow())
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{
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Win32Window* w = (Win32Window*)PlatformWindowManager::get()->getFirstWindow();
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WindowId devId = w->getWindowId();
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switch (type)
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{
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case 0:
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w->mouseEvent.trigger(devId, 0, value1, value2, w->isMouseLocked());
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break;
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case 1:
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if (value2)
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w->buttonEvent.trigger(devId, 0, IA_MAKE, value1);
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else
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w->buttonEvent.trigger(devId, 0, IA_BREAK, value1);
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break;
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}
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}
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}
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#endif
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static char* gExecutablePath = NULL;
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const char* torque_getexecutablepath()
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{
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#if defined(TORQUE_SDL)
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return gExecutablePath ? gExecutablePath : SDL_GetBasePath();
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#elif
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return gExecutablePath;
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#endif
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}
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void torque_setexecutablepath(const char* directory)
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{
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dsize_t pathLen = dStrlen(directory) + 1;
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gExecutablePath = new char[pathLen];
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dStrcpy(gExecutablePath, directory, pathLen);
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}
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}
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