main.cpp

Engine/source/main/main.cpp

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Public Functions

TorqueMain(S32 argc, const char ** argv)

Detailed Description

Public Variables

int AmdPowerXpressRequestHighPerformance 
int NvOptimusEnablement 

Public Functions

TorqueMain(S32 argc, const char ** argv)

  1
  2//-----------------------------------------------------------------------------
  3// Copyright (c) 2012 GarageGames, LLC
  4//
  5// Permission is hereby granted, free of charge, to any person obtaining a copy
  6// of this software and associated documentation files (the "Software"), to
  7// deal in the Software without restriction, including without limitation the
  8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  9// sell copies of the Software, and to permit persons to whom the Software is
 10// furnished to do so, subject to the following conditions:
 11//
 12// The above copyright notice and this permission notice shall be included in
 13// all copies or substantial portions of the Software.
 14//
 15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
 20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
 21// IN THE SOFTWARE.
 22//-----------------------------------------------------------------------------
 23
 24#ifdef TORQUE_SHARED
 25
 26#ifdef WIN32
 27
 28#include <windows.h>
 29#include <string>
 30
 31extern "C"
 32{
 33   int (*torque_winmain)( HINSTANCE hInstance, HINSTANCE h, LPSTR lpszCmdLine, int nShow) = NULL;
 34};
 35
 36bool getDllName(std::wstring& dllName, const std::wstring& suffix)
 37{
 38   wchar_t filenameBuf[MAX_PATH];
 39   DWORD length = GetModuleFileNameW( NULL, filenameBuf, MAX_PATH );
 40   if(length == 0) return false;
 41   dllName = std::wstring(filenameBuf);
 42   size_t dotPos = dllName.find_last_of(L".");
 43   if(dotPos == std::wstring::npos)
 44   {
 45      dllName.clear();
 46      return false;
 47   }
 48   dllName.erase(dotPos);
 49   dllName += suffix + L".dll";
 50   return true;
 51}
 52
 53int WINAPI WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpszCmdLine, int nCommandShow)
 54{
 55   // Try to find the game DLL, which may have one of several file names.
 56   HMODULE hGame = NULL;
 57   std::wstring dllName = std::wstring();
 58   // The file name is the same as this executable's name, plus a suffix.
 59   const std::wstring dllSuffices[] = {L" DLL", L""};
 60   const unsigned int numSuffices = sizeof(dllSuffices) / sizeof(std::wstring);
 61
 62   for (unsigned int i = 0; i < numSuffices; i++)
 63   {
 64      // Attempt to glue the suffix onto the current filename.
 65      if(!getDllName(dllName, dllSuffices[i]))
 66         continue;
 67      // Load the DLL at that address.
 68      hGame = LoadLibraryW(dllName.c_str());
 69      if (hGame)
 70         break;
 71   }
 72
 73   if(!dllName.length())
 74   {
 75      MessageBoxW(NULL, L"Unable to find game dll", L"Error",  MB_OK|MB_ICONWARNING);
 76      return -1;
 77   }
 78
 79   enum { errorSize = 4096 };
 80   if (!hGame)
 81   {
 82      wchar_t error[errorSize];
 83      _swprintf_l(error, errorSize, L"Unable to load game library: %s.  Please make sure it exists and the latest DirectX is installed.", _get_current_locale(), dllName.c_str());
 84      MessageBoxW(NULL, error, L"Error",  MB_OK|MB_ICONWARNING);
 85      return -1;
 86   }
 87
 88   torque_winmain = (int (*)(HINSTANCE hInstance, HINSTANCE h, LPSTR lpszCmdLine, int nShow))GetProcAddress(hGame, "torque_winmain");
 89   if (!torque_winmain)
 90   {
 91      wchar_t error[errorSize];
 92      _swprintf_l(error, errorSize, L"Missing torque_winmain export in game library: %s.  Please make sure that it exists and the latest DirectX is installed.", _get_current_locale(), dllName.c_str());
 93      MessageBoxW(NULL, error, L"Error",  MB_OK|MB_ICONWARNING);
 94      return -1;
 95   }
 96
 97   int ret = torque_winmain(hInstance, hPrevInstance, lpszCmdLine, nCommandShow);
 98
 99   FreeLibrary(hGame);
100   return ret;
101}
102#endif // WIN32
103
104
105#ifdef __MACOSX__
106
107#include <dlfcn.h>
108#include <stdio.h>
109#include <unistd.h>
110#include <Carbon/Carbon.h>
111
112extern "C" {
113
114   int (*torque_macmain)(int argc, const char **argv) = 0;
115
116}
117
118void GetBasePath(const char** cpath, const char** cname)
119{
120   static char path[2049];
121   static char name[2049];
122
123   ProcessSerialNumber PSN;
124   ProcessInfoRec pinfo;
125   FSSpec pspec;
126   FSRef fsr;
127   OSStatus err;
128
129   path[0] = 0;
130   name[0] = 0;
131
132   *cpath = path;
133   *cname = name;
134
135   // set up process serial number
136   PSN.highLongOfPSN = 0;
137   PSN.lowLongOfPSN = kCurrentProcess;
138
139   // set up info block
140   pinfo.processInfoLength = sizeof(pinfo);
141   pinfo.processName = NULL;
142   pinfo.processAppSpec = &pspec;
143
144   // grab the vrefnum and directory
145   err = GetProcessInformation(&PSN, &pinfo);
146   if (! err ) {
147
148      FSSpec fss2;
149
150      strcpy(name, &pspec.name[1]);
151
152      err = FSMakeFSSpec(pspec.vRefNum, pspec.parID, 0, &fss2);
153
154      if ( ! err ) {
155         err = FSpMakeFSRef(&fss2, &fsr);
156         if ( ! err ) {
157            err = (OSErr)FSRefMakePath(&fsr, (UInt8*)path, 2048);
158         }
159      }
160   }
161}
162
163int main(int argc, const char **argv)
164{
165   void *gameBundle = 0;
166   char gameBundleFilename[2049];
167
168   const char* basePath;
169   const char* appName;
170
171   // Get the path to our app binary and the app name
172
173   GetBasePath(&basePath, &appName);
174
175   if (!basePath[0] || !appName[0])
176      return;
177
178   char appNameNoDebug[2049];
179
180   strcpy(appNameNoDebug, appName);
181
182   int i = strlen(appName);
183   while (i > 0)
184   {
185      if (!strcmp(&appName[i], "_DEBUG"))
186      {
187         appNameNoDebug[i] = 0;
188         break;
189      }
190
191      i--;
192   }
193
194   sprintf(gameBundleFilename, "%s.app/Contents/Frameworks/%s Bundle.bundle/Contents/MacOS/%s Bundle", appName, appNameNoDebug, appNameNoDebug);
195
196   // first see if the current directory is set properly
197   gameBundle = dlopen(gameBundleFilename, RTLD_LAZY | RTLD_LOCAL);
198
199   if (!gameBundle)
200   {
201      // Couldn't load the game bundle... so, using the path to the bundle binary fix up the cwd
202
203      if (basePath[0]) {
204         chdir( basePath );
205         chdir( "../../../" );
206      }
207
208      // and try again
209      gameBundle = dlopen( gameBundleFilename, RTLD_LAZY | RTLD_LOCAL);
210   }
211
212   if (!gameBundle)
213      return -1;
214
215   torque_macmain = (int (*)(int argc, const char **argv)) dlsym(gameBundle, "torque_macmain");
216
217   if (!torque_macmain)
218      return -1;
219
220   return torque_macmain(argc, argv);
221}
222
223#endif // __MACOSX
224
225#ifdef __linux__
226
227#include <dlfcn.h>
228#include <stdio.h>
229#include <unistd.h>
230#include <string.h>
231
232extern "C"
233{
234   int (*torque_unixmain)(int argc, const char **argv) = NULL;
235   void(*setExePathName)(const char *exePathName) = NULL;
236}
237
238int main(int argc, const char **argv)
239{
240   // assume bin name is in argv[0]
241   int len = strlen(argv[0]);
242   char *libName = new char[len+4]; // len + .so + NUL
243
244   strcpy(libName, argv[0]);
245   strcat(libName, ".so");
246
247   // try to load the game lib
248   void *gameLib = dlopen(libName, RTLD_LAZY | RTLD_LOCAL);
249   delete [] libName;
250
251   if(gameLib == NULL)
252   {
253      printf("%s\n", dlerror());
254      return -1;
255   }
256
257   // set the filename of the exe image
258   setExePathName = (void(*)(const char *)) dlsym(gameLib, "setExePathName");
259   if(setExePathName == NULL)
260   {
261      printf("%s\n", dlerror());
262      return -1;
263   }
264   setExePathName(argv[0]);
265
266   // try to load the lib entry point
267   torque_unixmain = (int(*)(int argc, const char **argv)) dlsym(gameLib, "torque_unixmain");
268
269   if(torque_unixmain == NULL)
270   {
271      printf("%s\n", dlerror());
272      return -1;
273   }
274
275   // Go!
276   return torque_unixmain(argc, argv);
277}
278#endif // __linux__
279
280
281#else //static exe build
282
283#include "platform/platform.h"
284#include "app/mainLoop.h"
285#include "T3D/gameFunctions.h"
286
287#if defined(WIN32) || defined(_WIN32) 
288//tell switchable graphics supported systems that they need to use the beefier GPU
289#include <windows.h>
290extern "C" { __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001; }
291extern "C" { __declspec(dllexport) DWORD AmdPowerXpressRequestHighPerformance = 0x00000001; }
292#else 
293extern "C" { int NvOptimusEnablement = 1; }
294extern "C" { int AmdPowerXpressRequestHighPerformance = 1; }
295#endif
296
297// Entry point for your game.
298//
299// This is build by default using the "StandardMainLoop" toolkit. Feel free
300// to bring code over directly as you need to modify or extend things. You
301// will need to merge against future changes to the SML code if you do this.
302S32 TorqueMain(S32 argc, const char **argv)
303{
304   // Some handy debugging code:
305   //   if (argc == 1) {
306   //      static const char* argvFake[] = { "dtest.exe", "-jload", "test.jrn" };
307   //      argc = 3;
308   //      argv = argvFake;
309   //   }
310
311   //   Memory::enableLogging("testMem.log");
312   //   Memory::setBreakAlloc(104717);
313
314   // Initialize the subsystems.
315   StandardMainLoop::init();
316
317   // Handle any command line args.
318   if(!StandardMainLoop::handleCommandLine(argc, argv))
319   {
320      Platform::AlertOK("Error", "Failed to initialize game, shutting down.");
321
322      return 1;
323   }
324
325   // Main loop
326   while(StandardMainLoop::doMainLoop());
327
328   // Clean everything up.
329   StandardMainLoop::shutdown();
330
331   // Do we need to restart?
332   if( StandardMainLoop::requiresRestart() )
333      Platform::restartInstance();
334
335   // Return.
336   return StandardMainLoop::getReturnStatus();
337}
338
339#endif //TORQUE_SHARED
340