Files
GDevelop/IDE/Game_Develop_EditorApp.cpp
T
Florian d4034bf74c Fixed ChoiceFile dialog.
Adapted to resources using filenames relative to projects directories.
Enhanced ExternalLayoutEditor.
(Re)enabled ExternalLayout stuff.

git-svn-id: svn://localhost@751 8062f311-0dae-4547-b526-b8ab9ac864a5
2012-06-09 18:14:55 +00:00

493 lines
17 KiB
C++

/** \file
* Game Develop
* 2008-2012 Florian Rival (Florian.Rival@gmail.com)
*/
//This file was created 2008-03-01
#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 <wx/stdpaths.h>
#include <wx/filename.h>
#include <wx/cmdline.h>
#include <string>
#include <unistd.h>
#include <stdexcept>
#include <SFML/System.hpp>
#include "CppUnitLite/TestHarness.h"
#include "GDL/CodeExecutionEngine.h"
#include <llvm/Support/DynamicLibrary.h>
#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 "LogFileManager.h"
#include "ExtensionBugReportDlg.h"
#include "GDL/Game.h"
#include "GDL/Log.h"
#include "GDL/OpenSaveGame.h"
#include "GDL/SoundManager.h"
#include "GDL/FontManager.h"
#include "GDCore/Tools/HelpFileAccess.h"
#include "GDCore/IDE/ActionSentenceFormatter.h"
#include "GDL/ExtensionsManager.h"
#include "GDL/ExtensionsLoader.h"
#include "GDL/VersionWrapper.h"
#include "GDCore/Tools/Locale/LocaleManager.h"
#include "GDL/IDE/CodeCompiler.h"
#include <fstream>
#include <boost/shared_ptr.hpp>
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 + _(" ).")) );
}
/**
* Program entry point
*/
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
wxString 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,
("Files to open"),
wxCMD_LINE_VAL_STRING,
wxCMD_LINE_PARAM_MULTIPLE | wxCMD_LINE_PARAM_OPTIONAL
},
{wxCMD_LINE_SWITCH, ("help"), NULL, ("Display help about launching Game Develop using command line") },
{wxCMD_LINE_SWITCH, ("version"), NULL, ("Display Game Develop version and quit"), wxCMD_LINE_VAL_NONE, wxCMD_LINE_OPTION_HELP },
{wxCMD_LINE_OPTION, ("lang"), NULL, ("Force loading a specific language ( Example : /lang=en_GB )"), wxCMD_LINE_VAL_STRING, wxCMD_LINE_PARAM_OPTIONAL },
{wxCMD_LINE_SWITCH, ("allowMultipleInstances"), NULL, ("Allow to launch Game Develop even if it is already opened") },
{wxCMD_LINE_SWITCH, ("noCrashCheck"), NULL, ("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;
}
cout << "Game Develop initialization started:" << endl;
SetAppName("GDIDE");
SetAppDisplayName("Game Develop IDE");
std::vector<std::string> filesToOpen;
for (unsigned int i = 0;i<parser.GetParamCount();++i)
{
filesToOpen.push_back(string(parser.GetParam(i).mb_str()));
}
//Load configuration
#if defined(LINUX)
wxString ConfigPath = wxFileName::GetHomeDir() + "/.config/Game Develop/";
#else
wxString ConfigPath = wxFileName::GetHomeDir() + "/.Game Develop/";
#endif
if ( !wxDirExists( ConfigPath ) )
wxMkdir( ConfigPath );
wxFileConfig *Config = new wxFileConfig( _T( "Game Develop" ), _T( "Compil Games" ), ConfigPath + "options.cfg" );
wxConfigBase::Set( Config );
cout << "* Config file set." << endl;
//Set language
{
wxString wantedLanguage;
if ( !parser.Found( wxT("lang") ))
Config->Read("/Lang", &wantedLanguage);
else
parser.Found( wxT("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;
}
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
{
gd::HelpFileAccess * helpFileAccess = gd::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 set" << 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(wxFileName::GetTempDir()+"/GameDevelopRunning.log") && !wxFileExists(wxFileName::GetTempDir()+"/ExtensionBeingLoaded.log") )
{
BugReport dialog(NULL);
if ( dialog.ShowModal() == 1 ) openRecupFiles = true;
}
#endif
cout << "* Crash management ended" << endl;
//Creating the console Manager
/* Deactivated, as the compilation thread can output messages at any time, resulting in the wxTextCtrl of console frame to be updated at any time
which is dangerous ( GUI must be only updated from main thread )
#if defined(RELEASE) && defined(WINDOWS)
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(wxFileName::GetTempDir()+"/GameDevelopRunning.log", wxFile::write);
errorDetectFile.Write(" ");
//Les log
cout << "* Displaying Game Develop version information :" << endl;
//GDLogBanner();
//LLVM stuff
cout << "* Initializing LLVM/Clang..." << endl;
CodeExecutionEngine::EnsureLLVMTargetsInitialization();
cout << "* Loading required dynamic libraries..." << endl;
CodeExecutionEngine::LoadDynamicLibraries();
//Events compiler setup
cout << "* Setting up events compiler..." << endl;
CodeCompiler::GetInstance()->SetBaseDirectory(ToString(wxGetCwd()));
wxString eventsCompilerTempDir;
if ( Config->Read("/Dossier/EventsCompilerTempDir", &eventsCompilerTempDir) && !eventsCompilerTempDir.empty() )
CodeCompiler::GetInstance()->SetOutputDirectory(ToString(eventsCompilerTempDir));
else
CodeCompiler::GetInstance()->SetOutputDirectory(ToString(wxFileName::GetTempDir()+"/GDTemporaries"));
//Load extensions
cout << "* Loading extensions:" << endl;
bool loadExtensions = true;
#if defined(RELEASE)
if ( !parser.Found( wxT("noCrashCheck") ) && wxFileExists(wxFileName::GetTempDir()+"/ExtensionBeingLoaded.log") )
{
int whattodo = 0;
{
wxTextFile extensionErrorDetectFile;
extensionErrorDetectFile.Open(wxFileName::GetTempDir()+"/ExtensionBeingLoaded.log");
ExtensionBugReportDlg dialog(NULL, extensionErrorDetectFile.GetFirstLine());
whattodo = dialog.ShowModal();
}
wxRemoveFile(wxFileName::GetTempDir()+"/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 << "* Extensions loading ended." << 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()+"/Examples/", "", "\"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;i<filesToOpen.size();++i)
mainEditor->Open(filesToOpen[i]);
//Open dumped files
if ( openRecupFiles )
{
unsigned int i = 0;
while( wxFileExists(wxFileName::GetTempDir()+"/GDGamesDump/"+"gameDump"+ToString(i)+".gdg") )
{
mainEditor->Open(ToString(wxFileName::GetTempDir()+"/GDGamesDump/"+"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;
gd::ActionSentenceFormatter::GetInstance()->LoadTypesFormattingFromConfig();
cout << "* Loading events code compiler configuration" << endl;
bool deleteTemporaries;
if ( Config->Read( _T( "/Dossier/EventsCompilerDeleteTemp" ), &deleteTemporaries, true) )
CodeCompiler::GetInstance()->SetMustDeleteTemporaries(deleteTemporaries);
//Save the event to log file
cout << "* Creating log file (if activated)" << endl;
LogFileManager::GetInstance()->InitalizeFromConfig();
LogFileManager::GetInstance()->WriteToLogFile("Game Develop initialization ended"),
//Fin du splash screen, affichage de la fenêtre
splash->Destroy();
mainEditor->Show();
cout << "* Initialization ended." << endl;
//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();
gd::HelpFileAccess * helpFileAccess = gd::HelpFileAccess::GetInstance();
helpFileAccess->DestroySingleton();
#if defined(LINUX) || defined(MAC)
if ( singleInstanceChecker ) delete singleInstanceChecker;
singleInstanceChecker = NULL;
#endif
wxRemoveFile(wxFileName::GetTempDir()+"/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;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
}