Files
GDevelop/IDE/Game_Develop_EditorApp.cpp
T
Florian 91e2ebba7b Some changes to use new CommonTools.h instead of old algo.h/StdAlgo.h
Simple test of checking the validity of a text.
Corrected non verification of validity of event to paste.

git-svn-id: svn://localhost@114 8062f311-0dae-4547-b526-b8ab9ac864a5
2010-05-17 19:20:40 +00:00

352 lines
11 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/fileconf.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 <string>
#include <unistd.h>
#include <stdexcept>
#include <wx/stdpaths.h>
#include <wx/filename.h>
#include <SFML/System.hpp>
#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"
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()
{
//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 ( *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
//(*AppInitialize
bool wxsOK = true;
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
if ( wxFileExists("errordetect.dat") )
{
BugReport dialog(NULL);
if ( dialog.ShowModal() == 1 && wxFileExists("recup1.gdg"))
fileToOpen = "recup1.gdg";
}
//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" ), "Exemples/", "", "\"Game Develop\" Game (*.gdg;*.jgd)|*.jgd;*.gdg" );
open.ShowModal();
fileToOpen = static_cast<string>( open.GetPath() );
}
Config->Write( "Démarrage/Guide", "false" );
}
}
//Création de la fenêtre
if ( wxsOK )
{
Frame = new Game_Develop_EditorFrame( 0, fileToOpen );
SetTopWindow( Frame );
}
//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();
Frame->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 wxsOK;
}
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("Code erreur GD : (02) Segmentation Fault\n");
try
{
for (unsigned int i = 0;i<Frame->games.size();++i)
{
OpenSaveGame save(*Frame->games[i]);
save.SaveToFile("recup"+ToString(i)+".gdg");
}
}
catch(...)
{
wxSafeShowMessage("Impossible de sauver le jeu","Le jeu n'a pas pu être sauvegardé !");
}
terminate();
}
bool Game_Develop_EditorApp::OnExceptionInMainLoop()
{
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("Code erreur GD : (02) Segmentation Fault\n");
try
{
for (unsigned int i = 0;i<Frame->games.size();++i)
{
OpenSaveGame save(*Frame->games[i]);
save.SaveToFile("recup"+ToString(i)+".gdg");
}
}
catch(...)
{
wxSafeShowMessage("Impossible de sauver le jeu","Le jeu n'a pas pu être sauvegardé !");
}
terminate();
}
#endif