/** \file * Game Develop * 2008-2011 Florian Rival (Florian.Rival@gmail.com) */ //This file was created 2008-03-01 #ifdef __WXMSW__ #include #endif //(*AppHeaders #include //*) #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "CppUnitLite/TestHarness.h" #include "GDL/EventsExecutionEngine.h" #include #include "Game_Develop_EditorMain.h" #include "Game_Develop_EditorApp.h" #include "Log.h" #include "Demarrage.h" #include "CheckMAJ.h" #include "MAJ.h" #include "SplashScreen.h" #include "ConsoleManager.h" #include "BugReport.h" #include "CompilationChecker.h" #include "Clipboard.h" #include "ExtensionBugReportDlg.h" #include "GDL/Game.h" #include "GDL/OpenSaveGame.h" #include "GDL/SoundManager.h" #include "GDL/FontManager.h" #include "GDL/HelpFileAccess.h" #include "GDL/TranslateAction.h" #include "GDL/ExtensionsManager.h" #include "GDL/SpriteExtension.h" #include "GDL/ExtensionsLoader.h" #include "GDL/VersionWrapper.h" #include "GDL/LocaleManager.h" #include #include IMPLEMENT_APP(Game_Develop_EditorApp) void MessageLoading( string message, float avancement ) { // utiliser un flux de sortie pour créer la chaîne std::ostringstream oss; // écrire la valeur dans le flux oss << avancement; // renvoyer une string string pourcent = oss.str(); wxLogStatus( wxString(pourcent + _( " pourcents du chargement (" ) + message + _(" ).")) ); } //////////////////////////////////////////////////////////// /// Démarrage /// /// Démarrage du programme //////////////////////////////////////////////////////////// bool Game_Develop_EditorApp::OnInit() { #ifdef LINUX string tmp; //Make sure current working directory is executable directory. if ( string(argv[0]) != "/" ) { char buffer[1024]; tmp += ( getcwd( buffer, 1024 ) ); tmp += "/"; } tmp += argv[0]; tmp = tmp.substr( 0, tmp.find_last_of( "/" ) ); chdir( tmp.c_str() ); #endif #ifdef WINDOWS #if defined(NOT_FOR_WX290) string exeDirectory = string(argv[0].mb_str()); //Make sure current working directory is executable directory. #endif string exeDirectory = argv[0]; //Make sure current working directory is executable directory. unsigned int backslashpos = exeDirectory.find_last_of( "\\" ); if ( backslashpos > exeDirectory.length() ) backslashpos = 0; unsigned int slashpos = exeDirectory.find_last_of( "/" ); if ( slashpos > exeDirectory.length() ) slashpos = 0; exeDirectory = exeDirectory.substr( 0, slashpos > backslashpos ? slashpos : backslashpos ); chdir( exeDirectory.c_str() ); #endif wxCmdLineEntryDesc cmdLineDesc[] = { {wxCMD_LINE_PARAM, NULL, NULL, wxT("Files to open"), wxCMD_LINE_VAL_STRING, wxCMD_LINE_PARAM_MULTIPLE | wxCMD_LINE_PARAM_OPTIONAL }, {wxCMD_LINE_SWITCH, wxT("help"), NULL, wxT("Display help about launching Game Develop using command line") }, {wxCMD_LINE_SWITCH, wxT("version"), NULL, wxT("Display Game Develop version and quit"), wxCMD_LINE_VAL_NONE, wxCMD_LINE_OPTION_HELP }, {wxCMD_LINE_OPTION, wxT("lang"), NULL, wxT("Force loading a specific language ( Example : /lang=en_GB )"), wxCMD_LINE_VAL_STRING, wxCMD_LINE_PARAM_OPTIONAL }, {wxCMD_LINE_SWITCH, wxT("allowMultipleInstances"), NULL, wxT("Allow to launch Game Develop even if it is already opened") }, {wxCMD_LINE_SWITCH, wxT("noCrashCheck"), NULL, wxT("Don't check if Game Develop crashed during last use.") }, {wxCMD_LINE_NONE} }; wxCmdLineParser parser (cmdLineDesc, argc, argv); parser.AddUsageText("For more information about using Game Develop, please refer to the help file."); if ( parser.Parse(false) > 0 ) ; else if ( parser.Found( wxT("version") ) ) { cout << GDLVersionWrapper::FullString() << endl; return false; } else if ( parser.Found( wxT("help") ) ) { cout << parser.GetUsageString(); return false; } std::vector filesToOpen; for (unsigned int i = 0;iRead("/Lang", &wantedLanguage); else parser.Found( wxT("lang"), &wantedLanguage); //Retrieve languages files std::vector languagesAvailables; wxDir dir(wxGetCwd()+"/locale/"); wxString filename; bool cont = dir.GetFirst(&filename, "", wxDIR_DIRS); while ( cont ) { languagesAvailables.push_back(string(filename.mb_str())); cont = dir.GetNext(&filename); } //Retrieve selected language int languageId = wxLANGUAGE_DEFAULT; for (unsigned int i = 0;iCanonicalName == wantedLanguage ) languageId = wxLocale::FindLanguageInfo(languagesAvailables[i])->Language; } GDpriv::LocaleManager::GetInstance()->SetLanguage(languageId); } cout << "Language loaded" << endl; wxInitAllImageHandlers(); cout << "Image Handlers loaded" << endl; #ifdef RELEASE singleInstanceChecker = new wxSingleInstanceChecker; if ( singleInstanceChecker->IsAnotherRunning() && !parser.Found( wxT("allowMultipleInstances") ) ) { wxLogMessage(_("Une autre instance de Game Develop est actuellement ouverte. Glissez-déposez dessus un fichier pour l'ouvrir.")); delete singleInstanceChecker; singleInstanceChecker = NULL; return false; // OnExit() won't be called if we return false } #endif cout << "Single instance checked" << endl; //Safety check for gdl.dll bool sameGDLdllAsDuringCompilation = CompilationChecker::EnsureCorrectGDLVersion(); if ( !sameGDLdllAsDuringCompilation ) { wxLogError(_("La version du fichier GDL.dll ( ou GDL.so ) semble être incorrecte. Veuillez réinstaller Game Develop afin que le programme fonctionne correctement.\n" "Si le problème persiste, assurez vous qu'il n'existe pas une nouvelle version de Game Develop sur le site officiel : http://www.compilgames.net\n" "Si non, prenez contact avec l'auteur.")); } cout << "GDL checked" << endl; //Set help file { HelpFileAccess * helpFileAccess = HelpFileAccess::GetInstance(); if ( GDpriv::LocaleManager::GetInstance()->locale->GetLanguage() == wxLANGUAGE_ENGLISH ) helpFileAccess->InitWithHelpFile("help.chm"); else if ( GDpriv::LocaleManager::GetInstance()->locale->GetLanguage() == wxLANGUAGE_FRENCH ) helpFileAccess->InitWithHelpFile("aide.chm"); } cout << "Help file setted" << endl; //Test si le programme n'aurait pas planté la dernière fois //En vérifiant si un fichier existe toujours bool openRecupFiles = false; #if defined(RELEASE) if ( !parser.Found( wxT("noCrashCheck") ) && wxFileExists("GameDevelopRunning.log") && !wxFileExists("ExtensionBeingLoaded.log") ) { BugReport dialog(NULL); if ( dialog.ShowModal() == 1 ) openRecupFiles = true; } #endif cout << "Crash management ended" << endl; //Creating the console Manager #ifdef RELEASE ConsoleManager * consoleManager; consoleManager = ConsoleManager::GetInstance(); cout << "ConsoleManager created" << endl; #endif //Splash screen wxBitmap bitmap; bitmap.LoadFile( wxString("res/GD-Splashscreen.png"), wxBITMAP_TYPE_PNG ); SplashScreen * splash = new SplashScreen(bitmap, 2, 0, -1, wxNO_BORDER | wxFRAME_SHAPED); cout << "Splash Screen created" << endl; //Création du fichier de détection des erreurs wxFile errorDetectFile("GameDevelopRunning.log", wxFile::write); errorDetectFile.Write(" "); //Les log log = new wxLogGui(); // Affichage des messages d'erreurs InitLog(); // Log sous forme de fichier détaillé logChain = new wxLogChain( log ); //LLVM stuff cout << "Initializing LLVM/Clang..." << endl; EventsExecutionEngine::EnsureLLVMTargetsInitialization(); cout << "Loading libstdc++..." << std::endl; std::string error; llvm::sys::DynamicLibrary::LoadLibraryPermanently("libstdc++-6.dll", &error); cout << error; //Load extensions cout << "Loading extensions" << endl; bool loadExtensions = true; #if defined(RELEASE) if ( !parser.Found( wxT("noCrashCheck") ) && wxFileExists("ExtensionBeingLoaded.log") ) { int whattodo = 0; { wxTextFile extensionErrorDetectFile; extensionErrorDetectFile.Open("ExtensionBeingLoaded.log"); ExtensionBugReportDlg dialog(NULL, extensionErrorDetectFile.GetFirstLine()); whattodo = dialog.ShowModal(); } wxRemoveFile("ExtensionBeingLoaded.log"); if ( whattodo == 0 ) return false; else if ( whattodo == 1 ) loadExtensions = false; } #endif GDpriv::ExtensionsLoader * extensionsLoader = GDpriv::ExtensionsLoader::GetInstance(); extensionsLoader->SetExtensionsDir("./Extensions/"); if ( loadExtensions ) extensionsLoader->LoadAllStaticExtensionsAvailable(); #if defined(RELEASE) wxSetAssertHandler(NULL); //Don't want to have annoying assert dialogs in release #endif cout << "Loading extensions : End" << endl; wxFileSystem::AddHandler( new wxZipFSHandler ); //Welcome window { wxString result; Config->Read( "Démarrage/Guide", &result ); if ( result != "false" ) { Demarrage bienvenue( NULL ); if ( bienvenue.ShowModal() == 1 ) { wxFileDialog open( NULL, _( "Ouvrir un exemple" ), wxGetCwd()+"/Exemples/", "", "\"Game Develop\" Game (*.gdg;*.jgd)|*.jgd;*.gdg" ); open.ShowModal(); if ( !open.GetPath().empty() ) filesToOpen.push_back( string(open.GetPath().mb_str()) ); } Config->Write( "Démarrage/Guide", "false" ); } } //Creating main window cout << "Creating main window" << endl; mainEditor = new Game_Develop_EditorFrame( 0, filesToOpen.empty() && !openRecupFiles ); SetTopWindow( mainEditor ); //Open files for (unsigned int i = 0;iOpen(filesToOpen[i]); //Open dumped files if ( openRecupFiles ) { unsigned int i = 0; while( wxFileExists("gameDump"+ToString(i)+".gdg") ) { mainEditor->Open("gameDump"+ToString(i)+".gdg"); ++i; } } cout << "Connecting shortcuts" << endl; Connect(wxID_ANY,wxEVT_KEY_DOWN, wxKeyEventHandler(Game_Develop_EditorApp::OnKeyPressed)); cout << "Loading events editor configuration" << endl; TranslateAction::GetInstance()->LoadTypesFormattingFromConfig(); //Fin du splash screen, affichage de la fenêtre splash->Destroy(); mainEditor->Show(); //Checking for updates { wxString result; Config->Read( "Démarrage/MAJ", &result ); if ( result != "false" ) { CheckMAJ verif; verif.DownloadInformation(); if ( verif.newVersionAvailable ) { MAJ dialog(mainEditor, true); if ( dialog.ShowModal() == 2 ) { mainEditor->Destroy(); return true; } } } } wxLogWarning("Cette version de Game Develop n'est pas finalisée et n'est utilisable qu'à des fins de tests. Merci de ne pas la redistribuer et d'utiliser la version disponible sur notre site pour toute autre utilisation."); #ifndef RELEASE TestResult tr; TestRegistry::runAllTests( tr ); #endif return true; } int Game_Develop_EditorApp::OnExit() { delete wxConfigBase::Set(( wxConfigBase* )NULL ); SoundManager * soundManager = SoundManager::GetInstance(); soundManager->DestroySingleton(); Clipboard * clipboard = Clipboard::GetInstance(); clipboard->DestroySingleton(); FontManager * fontManager = FontManager::GetInstance(); fontManager->DestroySingleton(); HelpFileAccess * helpFileAccess = HelpFileAccess::GetInstance(); helpFileAccess->DestroySingleton(); wxRemoveFile("GameDevelopRunning.log"); return 0; } #ifndef DEBUG //So as to let the debugger catch exceptions in debug build void Game_Develop_EditorApp::OnUnhandledException() { wxSafeShowMessage( "Erreur fatale", "Game Develop a rencontré une erreur fatale : (01) Fatal error.\nLe programme va devoir se fermer." ); wxFile dataErrorFile("errordata.txt", wxFile::write); dataErrorFile.Write("Game Develop - Trace de l'erreur.\n"); dataErrorFile.Write("\n"); dataErrorFile.Write("GD Error code : (01) Fatal error\n"); try { for (unsigned int i = 0;igames.size();++i) { OpenSaveGame save(*mainEditor->games[i]); save.SaveToFile("gameDump"+ToString(i)+".gdg"); } } catch(...) { wxSafeShowMessage("Unable to save game", "A game could not be saved"); } terminate(); } #endif bool Game_Develop_EditorApp::OnExceptionInMainLoop() { #ifndef DEBUG //So as to let the debugger catch exceptions in debug build wxSafeShowMessage( "Erreur fatale", "Game Develop a rencontré une erreur fatale : (02) Segmentation fault.\nLe programme va devoir se fermer.\n\nAu prochain lancement, il vous sera proposé de charger la copie de sauvegarde de votre jeu, et de nous envoyer un rapport d'erreur." ); wxFile dataErrorFile("errordata.txt", wxFile::write); dataErrorFile.Write("Game Develop - Trace de l'erreur.\n"); dataErrorFile.Write("\n"); dataErrorFile.Write("GD Error code : (02) Segmentation Fault\n"); try { for (unsigned int i = 0;igames.size();++i) { OpenSaveGame save(*mainEditor->games[i]); save.SaveToFile("gameDump"+ToString(i)+".gdg"); } } catch(...) { wxSafeShowMessage("Unable to save game", "A game could not be saved"); } terminate(); #else throw; return false; #endif }