mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
329 lines
8.5 KiB
C++
329 lines
8.5 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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#ifdef TORQUE_SHARED
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#ifdef WIN32
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#include <windows.h>
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#include <string>
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extern "C"
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{
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int (*torque_winmain)( HINSTANCE hInstance, HINSTANCE h, LPSTR lpszCmdLine, int nShow) = NULL;
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};
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bool getDllName(std::wstring& dllName, const std::wstring& suffix)
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{
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wchar_t filenameBuf[MAX_PATH];
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DWORD length = GetModuleFileNameW( NULL, filenameBuf, MAX_PATH );
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if(length == 0) return false;
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dllName = std::wstring(filenameBuf);
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size_t dotPos = dllName.find_last_of(L".");
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if(dotPos == std::wstring::npos)
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{
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dllName.clear();
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return false;
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}
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dllName.erase(dotPos);
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dllName += suffix + L".dll";
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return true;
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}
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int WINAPI WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpszCmdLine, int nCommandShow)
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{
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// Try to find the game DLL, which may have one of several file names.
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HMODULE hGame = NULL;
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std::wstring dllName = std::wstring();
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// The file name is the same as this executable's name, plus a suffix.
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const std::wstring dllSuffices[] = {L" DLL", L""};
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const unsigned int numSuffices = sizeof(dllSuffices) / sizeof(std::wstring);
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for (unsigned int i = 0; i < numSuffices; i++)
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{
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// Attempt to glue the suffix onto the current filename.
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if(!getDllName(dllName, dllSuffices[i]))
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continue;
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// Load the DLL at that address.
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hGame = LoadLibraryW(dllName.c_str());
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if (hGame)
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break;
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}
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if(!dllName.length())
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{
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MessageBoxW(NULL, L"Unable to find game dll", L"Error", MB_OK|MB_ICONWARNING);
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return -1;
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}
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enum { errorSize = 4096 };
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if (!hGame)
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{
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wchar_t error[errorSize];
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_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());
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MessageBoxW(NULL, error, L"Error", MB_OK|MB_ICONWARNING);
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return -1;
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}
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torque_winmain = (int (*)(HINSTANCE hInstance, HINSTANCE h, LPSTR lpszCmdLine, int nShow))GetProcAddress(hGame, "torque_winmain");
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if (!torque_winmain)
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{
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wchar_t error[errorSize];
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_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());
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MessageBoxW(NULL, error, L"Error", MB_OK|MB_ICONWARNING);
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return -1;
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}
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int ret = torque_winmain(hInstance, hPrevInstance, lpszCmdLine, nCommandShow);
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FreeLibrary(hGame);
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return ret;
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}
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#endif // WIN32
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#ifdef __MACOSX__
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#include <dlfcn.h>
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#include <stdio.h>
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#include <unistd.h>
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#include <Carbon/Carbon.h>
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extern "C" {
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int (*torque_macmain)(int argc, const char **argv) = 0;
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}
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void GetBasePath(const char** cpath, const char** cname)
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{
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static char path[2049];
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static char name[2049];
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ProcessSerialNumber PSN;
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ProcessInfoRec pinfo;
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FSSpec pspec;
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FSRef fsr;
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OSStatus err;
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path[0] = 0;
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name[0] = 0;
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*cpath = path;
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*cname = name;
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// set up process serial number
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PSN.highLongOfPSN = 0;
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PSN.lowLongOfPSN = kCurrentProcess;
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// set up info block
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pinfo.processInfoLength = sizeof(pinfo);
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pinfo.processName = NULL;
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pinfo.processAppSpec = &pspec;
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// grab the vrefnum and directory
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err = GetProcessInformation(&PSN, &pinfo);
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if (! err ) {
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FSSpec fss2;
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strcpy(name, &pspec.name[1]);
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err = FSMakeFSSpec(pspec.vRefNum, pspec.parID, 0, &fss2);
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if ( ! err ) {
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err = FSpMakeFSRef(&fss2, &fsr);
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if ( ! err ) {
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err = (OSErr)FSRefMakePath(&fsr, (UInt8*)path, 2048);
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}
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}
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}
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}
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int main(int argc, const char **argv)
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{
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void *gameBundle = 0;
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char gameBundleFilename[2049];
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const char* basePath;
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const char* appName;
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// Get the path to our app binary and the app name
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GetBasePath(&basePath, &appName);
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if (!basePath[0] || !appName[0])
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return;
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char appNameNoDebug[2049];
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strcpy(appNameNoDebug, appName);
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int i = strlen(appName);
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while (i > 0)
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{
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if (!strcmp(&appName[i], "_DEBUG"))
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{
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appNameNoDebug[i] = 0;
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break;
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}
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i--;
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}
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sprintf(gameBundleFilename, "%s.app/Contents/Frameworks/%s Bundle.bundle/Contents/MacOS/%s Bundle", appName, appNameNoDebug, appNameNoDebug);
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// first see if the current directory is set properly
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gameBundle = dlopen(gameBundleFilename, RTLD_LAZY | RTLD_LOCAL);
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if (!gameBundle)
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{
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// Couldn't load the game bundle... so, using the path to the bundle binary fix up the cwd
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if (basePath[0]) {
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chdir( basePath );
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chdir( "../../../" );
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}
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// and try again
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gameBundle = dlopen( gameBundleFilename, RTLD_LAZY | RTLD_LOCAL);
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}
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if (!gameBundle)
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return -1;
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torque_macmain = (int (*)(int argc, const char **argv)) dlsym(gameBundle, "torque_macmain");
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if (!torque_macmain)
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return -1;
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return torque_macmain(argc, argv);
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}
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#endif // __MACOSX
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#ifdef __linux__
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#include <dlfcn.h>
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#include <stdio.h>
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#include <unistd.h>
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#include <string.h>
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extern "C"
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{
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int (*torque_unixmain)(int argc, const char **argv) = NULL;
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void(*setExePathName)(const char *exePathName) = NULL;
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}
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int main(int argc, const char **argv)
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{
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// assume bin name is in argv[0]
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int len = strlen(argv[0]);
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char *libName = new char[len+4]; // len + .so + NUL
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strcpy(libName, argv[0]);
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strcat(libName, ".so");
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// try to load the game lib
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void *gameLib = dlopen(libName, RTLD_LAZY | RTLD_LOCAL);
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delete [] libName;
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if(gameLib == NULL)
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{
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printf("%s\n", dlerror());
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return -1;
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}
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// set the filename of the exe image
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setExePathName = (void(*)(const char *)) dlsym(gameLib, "setExePathName");
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if(setExePathName == NULL)
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{
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printf("%s\n", dlerror());
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return -1;
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}
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setExePathName(argv[0]);
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// try to load the lib entry point
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torque_unixmain = (int(*)(int argc, const char **argv)) dlsym(gameLib, "torque_unixmain");
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if(torque_unixmain == NULL)
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{
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printf("%s\n", dlerror());
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return -1;
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}
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// Go!
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return torque_unixmain(argc, argv);
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}
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#endif // __linux__
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#else //static exe build
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#include "platform/platform.h"
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#include "app/mainLoop.h"
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#include "T3D/gameFunctions.h"
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// Entry point for your game.
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//
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// This is build by default using the "StandardMainLoop" toolkit. Feel free
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// to bring code over directly as you need to modify or extend things. You
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// will need to merge against future changes to the SML code if you do this.
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S32 TorqueMain(S32 argc, const char **argv)
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{
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// Some handy debugging code:
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// if (argc == 1) {
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// static const char* argvFake[] = { "dtest.exe", "-jload", "test.jrn" };
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// argc = 3;
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// argv = argvFake;
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// }
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// Memory::enableLogging("testMem.log");
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// Memory::setBreakAlloc(104717);
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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 1;
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}
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// Main loop
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while(StandardMainLoop::doMainLoop());
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// Clean everything up.
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StandardMainLoop::shutdown();
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// Do we need to restart?
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if( StandardMainLoop::requiresRestart() )
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Platform::restartInstance();
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// Return.
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return StandardMainLoop::getReturnStatus();
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}
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#endif //TORQUE_SHARED
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