Files
GDevelop/IDE/Game_Develop_EditorApp.cpp
T
Florian 156a0bc3f9 Making code refactoring/cleaning/documentation.
git-svn-id: svn://localhost@388 8062f311-0dae-4547-b526-b8ab9ac864a5
2011-02-12 15:06:26 +00:00

413 lines
13 KiB
C++

/***************************************************************
* 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 <wx/msw/winundef.h>
#endif
//(*AppHeaders
#include <wx/image.h>
//*)
#include <wx/fileconf.h>
#include <wx/log.h>
#include <wx/msgdlg.h>
#include <wx/filename.h>
#include <wx/config.h>
#include <wx/help.h>
#include <wx/fs_zip.h>
#include <wx/url.h>
#include <wx/splash.h>
#include <wx/app.h>
#include <wx/dir.h>
#include <string>
#include <unistd.h>
#include <stdexcept>
#include <wx/stdpaths.h>
#include <wx/filename.h>
#include <SFML/System.hpp>
#include "CppUnitLite/TestHarness.h"
#include "LocaleManager.h"
#include "Game_Develop_EditorMain.h"
#include "Game_Develop_EditorApp.h"
#include "Log.h"
#include "MemTrace.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 "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 <fstream>
#include <boost/archive/xml_oarchive.hpp>
#include <boost/serialization/shared_ptr.hpp>
#include <boost/shared_ptr.hpp>
#include "GDL/Event.h"
#include "GDL/StandardEvent.h"
#include "GDL/CommentEvent.h"
#include <boost/archive/xml_iarchive.hpp>
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()
{
cout << "OnInitCalled" << endl;
//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();
}
cout << "CommandLineParsed" << endl;
#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
cout << "CwdSetted" << endl;
wxInitAllImageHandlers();
cout << "ImageHandlersInit" << endl;
//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 );
cout << "Config file setted" << endl;
//Set language
{
wxString wantedLanguage;
Config->Read("/Lang", &wantedLanguage);
//Retrieve languages files
std::vector <std::string> 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;i<languagesAvailables.size();++i)
{
if ( wxLocale::FindLanguageInfo(languagesAvailables[i])->CanonicalName == wantedLanguage )
languageId = wxLocale::FindLanguageInfo(languagesAvailables[i])->Language;
}
LocaleManager::GetInstance()->SetLanguage(languageId);
}
cout << "Language loaded" << endl;
#ifdef RELEASE
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;
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 ( LocaleManager::GetInstance()->locale->GetLanguage() == wxLANGUAGE_ENGLISH )
helpFileAccess->InitWithHelpFile("help.chm");
else if ( 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 ( wxFileExists("errordetect.dat") )
{
BugReport dialog(NULL);
if ( dialog.ShowModal() == 1 ) openRecupFiles = true;
}
cout << "Crash management ended" << endl;
//Creating the console Manager
#ifdef RELEASE
ConsoleManager * consoleManager;
consoleManager = ConsoleManager::GetInstance();
#endif
cout << "ConsoleManager created" << endl;
//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);
cout << "Splash Screen created" << endl;
//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
logChain = new wxLogChain( log );
cout << "Loading extensions" << endl;
//Load extensions
GDpriv::ExtensionsLoader * extensionsLoader = GDpriv::ExtensionsLoader::GetInstance();
extensionsLoader->SetExtensionsDir("./Extensions/");
extensionsLoader->LoadAllStaticExtensionsAvailable();
#ifdef 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() ) fileToOpen = static_cast<string>( open.GetPath() );
}
Config->Write( "Démarrage/Guide", "false" );
}
}
cout << "Creating main window" << endl;
//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;
}
}
cout << "Connecting shortcuts" << endl;
Connect(wxID_ANY,wxEVT_KEY_DOWN, wxKeyEventHandler(Game_Develop_EditorApp::OnKeyPressed));
//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 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;i<mainEditor->games.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;i<mainEditor->games.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
}