/*************************************************************** * Name: Game_Develop_EditorApp.cpp * Purpose: Code for Application Class * Author: Florian "4ian" Rival () * Created: 2008-03-01 * Copyright: Florian "4ian" Rival () * License: **************************************************************/ #ifndef RELEASE #define _MEMORY_TRACKER #include "debugMem.h" //suivi mémoire #endif #ifdef __WXMSW__ #include #endif //(*AppHeaders #include //*) #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "CppUnitLite/TestHarness.h" #include "Game_Develop_EditorMain.h" #include "Game_Develop_EditorApp.h" #include "Log.h" #include "MemTrace.h" #include "Demarrage.h" #include "CheckMAJ.h" #include "SplashScreen.h" #include "ConsoleManager.h" #include "BugReport.h" #include "CompilationChecker.h" #include "Clipboard.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/TranslateCondition.h" #include "GDL/ExtensionsManager.h" #include "GDL/SpriteExtension.h" #include "GDL/ExtensionsLoader.h" // archives Boost #include #include #include #include #include "GDL/Event.h" #include "GDL/StandardEvent.h" #include "GDL/CommentEvent.h" #include IMPLEMENT_APP( Game_Develop_EditorApp ); MemTrace MemTracer; 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() { singleInstanceChecker = new wxSingleInstanceChecker; if ( singleInstanceChecker->IsAnotherRunning() ) { wxLogMessage(_("Une autre instance de Game Develop est actuellement ouverte. Glissez-déposez dessus un fichier pour l'ouvrir.")); delete singleInstanceChecker; // OnExit() won't be called if we return false singleInstanceChecker = NULL; return false; } //Get file to open from first argument. string fileToOpen; if ( wxApp::argc > 1 ) { fileToOpen = wxApp::argv[1]; //Make sure the filename is absolute. wxFileName filename(fileToOpen); filename.MakeAbsolute(); fileToOpen = filename.GetFullPath(); } #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 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 wxInitAllImageHandlers(); //Load configuration wxString ConfigPath = wxFileName::GetHomeDir() + "/.Game Develop/"; if ( !wxDirExists( ConfigPath ) ) wxMkdir( ConfigPath ); wxFileConfig *Config = new wxFileConfig( _T( "Game Develop" ), _T( "Compil Games" ), ConfigPath + "options.cfg" ); wxConfigBase::Set( Config ); //Set language { wxString result; Config->Read("/Lang", &result); if ( result == "English" ) m_locale.Init(wxLANGUAGE_ENGLISH); else if ( result == "French" ) m_locale.Init(wxLANGUAGE_FRENCH); else m_locale.Init(wxLANGUAGE_DEFAULT); { wxLogNull noLog; wxLocale::AddCatalogLookupPathPrefix(wxT(".")); wxLocale::AddCatalogLookupPathPrefix(wxT("..")); wxLocale::AddCatalogLookupPathPrefix(_T("locale")); m_locale.AddCatalog(_T("GD")); //Application translations m_locale.AddCatalog(_T("wxstd")); //wxWidgets specific translations } // This sets the decimal point to be '.', whatever the language defined ! wxSetlocale(LC_NUMERIC, "C"); // didn't understand why "C"... } //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.")); } //Set help file { HelpFileAccess * helpFileAccess = HelpFileAccess::getInstance(); if ( m_locale.GetLanguage() == wxLANGUAGE_ENGLISH ) helpFileAccess->InitWithHelpFile("help.chm"); else if ( m_locale.GetLanguage() == wxLANGUAGE_FRENCH ) helpFileAccess->InitWithHelpFile("aide.chm"); } //Test si le programme n'aurait pas planté la dernière fois //En vérifiant si un fichier existe toujours bool openRecupFiles = false; if ( wxFileExists("errordetect.dat") ) { BugReport dialog(NULL); if ( dialog.ShowModal() == 1 ) openRecupFiles = true; } //Creating the console Manager #ifdef RELEASE ConsoleManager * consoleManager; consoleManager = ConsoleManager::getInstance(); #endif //Splash screen wxBitmap bitmap; bitmap.LoadFile( wxString("res/splash.png"), wxBITMAP_TYPE_PNG ); SplashScreen * splash = new SplashScreen(bitmap, 2, 0, -1, wxNO_BORDER | wxFRAME_SHAPED); //Création du fichier de détection des erreurs wxFile errorDetectFile("errordetect.dat", wxFile::write); errorDetectFile.Write(" "); //Les log log = new wxLogGui(); // Affichage des messages d'erreurs InitLog(); // Log sous forme de fichier détaillé FILE * stderr_ = fopen( "log.txt", "a" ); log_stderr_ = new wxLogStderr( stderr_ ); //Ecriture en plus des messages d'erreurs logChain = new wxLogChain( log_stderr_ ); logChain2 = new wxLogChain( log ); //Load extensions ExtensionsLoader * extensionsLoader = ExtensionsLoader::getInstance(); extensionsLoader->SetExtensionsDir("./Extensions/"); extensionsLoader->LoadAllExtensionsAvailable(); #ifdef RELEASE wxSetAssertHandler(NULL); //Don't want to have annoying assert dialogs in release #endif 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() ) fileToOpen = static_cast( open.GetPath() ); } Config->Write( "Démarrage/Guide", "false" ); } } //Creating main window mainEditor = new Game_Develop_EditorFrame( 0, fileToOpen ); SetTopWindow( mainEditor ); //Open dumped files if ( openRecupFiles ) { unsigned int i = 0; while( wxFileExists("gameDump"+ToString(i)+".gdg") ) { mainEditor->Open("gameDump"+ToString(i)+".gdg"); ++i; } } //Checking for updates { wxString result; Config->Read( "Démarrage/MAJ", &result ); if ( result != "false" ) { CheckMAJ verif; verif.Check(); } } //Fin du splash screen, affichage de la fenêtre splash->Destroy(); mainEditor->Show(); //wxLogWarning("Cette version de Game Develop n'est utilisable qu'à des fins de tests. Merci 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->kill(); Clipboard * clipboard = Clipboard::getInstance(); clipboard->kill(); FontManager * fontManager = FontManager::getInstance(); fontManager->kill(); HelpFileAccess * helpFileAccess = HelpFileAccess::getInstance(); helpFileAccess->kill(); #ifndef RELEASE MemTracer.Rapport(); #endif wxRemoveFile("errordetect.dat"); 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 }