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GameEntry.cpp
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127 lines (107 loc) · 3.04 KB
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#include "EngineEntry.h"
#include <memory>
#include <iostream>
#include <clocale>
#include <filesystem>
#if defined(_WIN32) || defined(_WIN64)
#include <windows.h>
#else
#include <unistd.h>
#endif
#include <openssl/crypto.h>
#include <openssl/opensslv.h>
#include "Application/Game.h"
#include "Application/ProjectSettings.h"
#include "Utils/Logger.h"
#include "Utils/PathUtils.h"
#ifndef DLL_SEARCH_PATH
#define DLL_SEARCH_PATH "GameData"
#endif
namespace
{
void ConfigureWorkingDirectory(const char* executablePath)
{
if (!executablePath || executablePath[0] == '\0')
{
return;
}
std::filesystem::path inputPath(executablePath);
std::filesystem::path workingDir;
std::error_code ec;
if (std::filesystem::is_directory(inputPath, ec))
{
workingDir = inputPath;
}
else
{
workingDir = inputPath.parent_path();
}
if (!workingDir.empty())
{
std::error_code changeEc;
std::filesystem::current_path(workingDir, changeEc);
if (changeEc)
{
LogError("Failed to set working directory to '{}': {}", workingDir.string(), changeEc.message());
}
else
{
LogInfo("Working directory set to '{}'", workingDir.string());
}
}
}
}
static int GameEntryImpl(int argc, char* argv[], const char* executablePath)
{
std::unique_ptr<ApplicationBase> app;
ApplicationConfig config;
ProjectSettings::GetInstance().LoadInRuntime();
auto& settings = ProjectSettings::GetInstance();
PathUtils::Initialize(settings.GetAppName());
#if defined(_WIN32) || defined(_WIN64)
if (!settings.IsConsoleEnabled())
{
::ShowWindow(::GetConsoleWindow(), SW_HIDE);
::FreeConsole();
}
#endif
config.title = settings.GetAppName();
config.StartSceneGuid = settings.GetStartScene();
config.width = settings.GetTargetWidth();
config.height = settings.GetTargetHeight();
app = std::make_unique<Game>(config);
try
{
app->Run();
}
catch (const std::exception& e)
{
LogError("Application encountered a fatal error: {}", e.what());
#if defined(_WIN32) || defined(_WIN64)
MessageBoxA(NULL, e.what(), "Fatal Error", MB_OK | MB_ICONERROR);
#endif
return -1;
}
return 0;
}
ENTRY_API int LumaEngine_Game_Entry(int argc, char* argv[], const char* currentExePath,
const char* androidPackageName)
{
#if defined(__ANDROID__)
PathUtils::InjectAndroidPackageName(androidPackageName ? androidPackageName : "");
#else
(void)androidPackageName;
#endif
std::string executablePath;
if (!currentExePath)
{
executablePath = GetExecutablePath();
}
else
{
executablePath = currentExePath;
}
ConfigureWorkingDirectory(executablePath.c_str());
LogInfo("Executable Path: {}", executablePath);
return GameEntryImpl(argc, argv, executablePath.c_str());
}