forked from 0ad/0ad
Ykkrosh
cbafd43eea
* Added CmdLineArgs, which does the parsing then lets various pieces of code check for whatever arguments they want. * Made Atlas exit out of main() cleanly, instead of calling exit() itself. * Disabled the global exception-catching in unit tests, via a entry_noSEH, so it doesn't make debugging harder. * Added nice printing of CStr in unit test failure messages, and added comparison of vector vs constant array. This was SVN commit r4688.
127 lines
3.5 KiB
C++
127 lines
3.5 KiB
C++
#include "precompiled.h"
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#include "lib/posix.h"
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#include "lib/lib.h"
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#include "ps/GameSetup/CmdLineArgs.h"
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#include "Atlas.h"
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//----------------------------------------------------------------------------
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// Atlas (map editor) integration
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//----------------------------------------------------------------------------
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static void* const ATLAS_SO_UNAVAILABLE = (void*)-1;
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static void* atlas_so_handle = NULL;
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// Calculate the correct AtlasUI DLL
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// TODO Use path_util instead, get the actual path to the ps_dbg exe and append
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// the library name.
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// note: on Linux, lib is prepended to the SO file name and we need to add ./
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// to make dlopen look in the current working directory
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#if OS_UNIX
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# define PREFIX "./lib"
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#else
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# define PREFIX ""
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#endif
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// since this SO exports a C++ interface, it is critical that
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// compiler options are the same between app and SO; therefore,
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// we need to go with the debug version in debug builds.
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// note: on Windows, the extension is replaced with .dll by dlopen.
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#ifndef NDEBUG
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static const char* so_name = PREFIX "AtlasUI_dbg.so";
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#else
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static const char* so_name = PREFIX "AtlasUI.so";
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#endif
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// free reference to Atlas UI SO (avoids resource leak report)
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void ATLAS_Shutdown()
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{
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// (avoid dlclose warnings)
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if(atlas_so_handle != 0 && atlas_so_handle != ATLAS_SO_UNAVAILABLE)
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dlclose(atlas_so_handle);
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}
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// return true if the Atlas UI shared object is available;
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// used to disable the main menu editor button if not.
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// note: this actually loads the SO, but that isn't expected to be slow.
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// call ATLAS_Shutdown at exit to avoid leaking it.
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static bool ATLAS_IsAvailable()
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{
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// first time: try to open Atlas UI shared object
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// postcondition: atlas_so_handle valid or == ATLAS_SO_UNAVAILABLE.
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if(atlas_so_handle == 0)
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{
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// we don't really care when relocations take place, but one of
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// {RTLD_NOW, RTLD_LAZY} must be passed. go with the former because
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// it is safer and matches the Windows load behavior.
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const int flags = RTLD_LOCAL|RTLD_NOW;
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atlas_so_handle = dlopen(so_name, flags);
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// open failed (mostly likely SO not found)
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if(!atlas_so_handle)
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atlas_so_handle = ATLAS_SO_UNAVAILABLE;
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}
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return atlas_so_handle != ATLAS_SO_UNAVAILABLE;
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}
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enum AtlasRunFlags
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{
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// used by ATLAS_RunIfOnCmdLine; makes any error output go through
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// DISPLAY_ERROR rather than a GUI dialog box (because GUI init was
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// skipped to reduce load time).
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ATLAS_NO_GUI = 1
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};
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// starts the Atlas UI.
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static void ATLAS_Run(const CmdLineArgs& args, int flags = 0)
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{
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// first check if we can run at all
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if(!ATLAS_IsAvailable())
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{
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if(flags & ATLAS_NO_GUI)
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DISPLAY_ERROR(L"The Atlas UI was not successfully loaded and therefore cannot be started as requested.");
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else
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DISPLAY_ERROR(L"The Atlas UI was not successfully loaded and therefore cannot be started as requested.");// TODO: implement GUI error message
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return;
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}
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// TODO (make nicer)
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extern bool BeginAtlas(const CmdLineArgs& args, void* dll);
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if (!BeginAtlas(args, atlas_so_handle))
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{
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debug_warn("Atlas loading failed");
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return;
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}
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}
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// starts the Atlas UI if an "-editor" switch is found on the command line.
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// this is the alternative to starting the main menu and clicking on
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// the editor button; it is much faster because it's called during early
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// init and therefore skips GUI setup.
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// notes:
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// - GUI init still runs, but some GUI setup will be skipped since
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// ATLAS_IsRunning() will return true.
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bool ATLAS_RunIfOnCmdLine(const CmdLineArgs& args)
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{
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if (args.Has("editor"))
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{
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ATLAS_Run(args, ATLAS_NO_GUI);
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return true;
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}
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return false;
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}
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