Torque3D/Engine/source/main/main.cpp
Thomas Fischer acc6bbfe96 Revert "trimmed trailing spaces"
This reverts commit 692965d552.
2014-03-14 16:35:43 +01:00

305 lines
8 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>
extern "C"
{
int (*torque_winmain)(HINSTANCE hInstance, HINSTANCE h, LPSTR lpszCmdLine, int nShow) = NULL;
};
bool getDllName(std::wstring& dllName)
{
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) return false;
dllName.erase(dotPos);
dllName += L".dll";
return true;
}
int PASCAL WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpszCmdLine, int nCommandShow)
{
std::wstring dllName = std::wstring();
if(!getDllName(dllName)) {
MessageBoxW(NULL, L"Unable to find game dll", L"Error", MB_OK|MB_ICONWARNING);
return -1;
}
HMODULE hGame = LoadLibraryW(dllName.c_str());
if (!hGame) {
wchar_t error[4096];
_swprintf_l(error, sizeof(error), 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[4096];
_swprintf_l(error, sizeof(error), 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 <Carbon/Carbon.h>
extern "C" {
int (*torque_macmain)(int argc, const char **argv) = 0;
}
void GetBasePath(const char** cpath, const char** cname)
{
static char path[2049];
static char name[2049];
ProcessSerialNumber PSN;
ProcessInfoRec pinfo;
FSSpec pspec;
FSRef fsr;
OSStatus err;
path[0] = 0;
name[0] = 0;
*cpath = path;
*cname = name;
// set up process serial number
PSN.highLongOfPSN = 0;
PSN.lowLongOfPSN = kCurrentProcess;
// set up info block
pinfo.processInfoLength = sizeof(pinfo);
pinfo.processName = NULL;
pinfo.processAppSpec = &pspec;
// grab the vrefnum and directory
err = GetProcessInformation(&PSN, &pinfo);
if (! err ) {
FSSpec fss2;
strcpy(name, &pspec.name[1]);
err = FSMakeFSSpec(pspec.vRefNum, pspec.parID, 0, &fss2);
if ( ! err ) {
err = FSpMakeFSRef(&fss2, &fsr);
if ( ! err ) {
err = (OSErr)FSRefMakePath(&fsr, (UInt8*)path, 2048);
}
}
}
}
int main(int argc, const char **argv)
{
void *gameBundle = 0;
char gameBundleFilename[2049];
const char* basePath;
const char* appName;
// Get the path to our app binary and the app name
GetBasePath(&basePath, &appName);
if (!basePath[0] || !appName[0])
return;
char appNameNoDebug[2049];
strcpy(appNameNoDebug, appName);
int i = strlen(appName);
while (i > 0)
{
if (!strcmp(&appName[i], "_DEBUG"))
{
appNameNoDebug[i] = 0;
break;
}
i--;
}
sprintf(gameBundleFilename, "%s.app/Contents/Frameworks/%s Bundle.bundle/Contents/MacOS/%s Bundle", appName, appNameNoDebug, appNameNoDebug);
// first see if the current directory is set properly
gameBundle = dlopen(gameBundleFilename, RTLD_LAZY | RTLD_LOCAL);
if (!gameBundle)
{
// Couldn't load the game bundle... so, using the path to the bundle binary fix up the cwd
if (basePath[0]) {
chdir( basePath );
chdir( "../../../" );
}
// and try again
gameBundle = dlopen( gameBundleFilename, RTLD_LAZY | RTLD_LOCAL);
}
if (!gameBundle)
return -1;
torque_macmain = (int (*)(int argc, const char **argv)) dlsym(gameBundle, "torque_macmain");
if (!torque_macmain)
return -1;
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"
// 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 0;
}
#endif //TORQUE_SHARED