Commit f3dbe07b authored by Thomas Fischer's avatar Thomas Fischer

main.cs configuring now (optional), fixed installation up, fixed application...

main.cs configuring now (optional), fixed installation up, fixed application name up, fixed executable name, added configured torsion template
parent cd727f77
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
// Set the name of our application
$appName = "@TORQUE_APP_NAME@";
// The directory it is run from
$defaultGame = "scripts";
// Set profile directory
$Pref::Video::ProfilePath = "core/profile";
function createCanvas(%windowTitle)
{
if ($isDedicated)
{
GFXInit::createNullDevice();
return true;
}
// Create the Canvas
%foo = new GuiCanvas(Canvas);
// Set the window title
if (isObject(Canvas))
Canvas.setWindowTitle(getEngineName() @ " - " @ $appName);
return true;
}
// Display the optional commandline arguements
$displayHelp = false;
// Use these to record and play back crashes
//saveJournal("editorOnFileQuitCrash.jrn");
//playJournal("editorOnFileQuitCrash.jrn", false);
//------------------------------------------------------------------------------
// Check if a script file exists, compiled or not.
function isScriptFile(%path)
{
if( isFile(%path @ ".dso") || isFile(%path) )
return true;
return false;
}
//------------------------------------------------------------------------------
// Process command line arguments
exec("core/parseArgs.cs");
$isDedicated = false;
$dirCount = 2;
$userDirs = $defaultGame @ ";art;levels";
// load tools scripts if we're a tool build
if (isToolBuild())
$userDirs = "tools;" @ $userDirs;
// Parse the executable arguments with the standard
// function from core/main.cs
defaultParseArgs();
if($dirCount == 0) {
$userDirs = $defaultGame;
$dirCount = 1;
}
//-----------------------------------------------------------------------------
// Display a splash window immediately to improve app responsiveness before
// engine is initialized and main window created
if (!$isDedicated)
displaySplashWindow();
//-----------------------------------------------------------------------------
// The displayHelp, onStart, onExit and parseArgs function are overriden
// by mod packages to get hooked into initialization and cleanup.
function onStart()
{
// Default startup function
}
function onExit()
{
// OnExit is called directly from C++ code, whereas onStart is
// invoked at the end of this file.
}
function parseArgs()
{
// Here for mod override, the arguments have already
// been parsed.
}
function compileFiles(%pattern)
{
%path = filePath(%pattern);
%saveDSO = $Scripts::OverrideDSOPath;
%saveIgnore = $Scripts::ignoreDSOs;
$Scripts::OverrideDSOPath = %path;
$Scripts::ignoreDSOs = false;
%mainCsFile = makeFullPath("main.cs");
for (%file = findFirstFileMultiExpr(%pattern); %file !$= ""; %file = findNextFileMultiExpr(%pattern))
{
// we don't want to try and compile the primary main.cs
if(%mainCsFile !$= %file)
compile(%file, true);
}
$Scripts::OverrideDSOPath = %saveDSO;
$Scripts::ignoreDSOs = %saveIgnore;
}
if($compileAll)
{
echo(" --- Compiling all files ---");
compileFiles("*.cs");
compileFiles("*.gui");
compileFiles("*.ts");
echo(" --- Exiting after compile ---");
quit();
}
if($compileTools)
{
echo(" --- Compiling tools scritps ---");
compileFiles("tools/*.cs");
compileFiles("tools/*.gui");
compileFiles("tools/*.ts");
echo(" --- Exiting after compile ---");
quit();
}
package Help {
function onExit() {
// Override onExit when displaying help
}
};
function displayHelp() {
activatePackage(Help);
// Notes on logmode: console logging is written to console.log.
// -log 0 disables console logging.
// -log 1 appends to existing logfile; it also closes the file
// (flushing the write buffer) after every write.
// -log 2 overwrites any existing logfile; it also only closes
// the logfile when the application shuts down. (default)
error(
"Torque Demo command line options:\n"@
" -log <logmode> Logging behavior; see main.cs comments for details\n"@
" -game <game_name> Reset list of mods to only contain <game_name>\n"@
" <game_name> Works like the -game argument\n"@
" -dir <dir_name> Add <dir_name> to list of directories\n"@
" -console Open a separate console\n"@
" -show <shape> Deprecated\n"@
" -jSave <file_name> Record a journal\n"@
" -jPlay <file_name> Play back a journal\n"@
" -jDebug <file_name> Play back a journal and issue an int3 at the end\n"@
" -help Display this help message\n"
);
}
//--------------------------------------------------------------------------
// Default to a new logfile each session.
if( !$logModeSpecified )
{
if( $platform !$= "xbox" && $platform !$= "xenon" )
setLogMode(6);
}
// Get the first dir on the list, which will be the last to be applied... this
// does not modify the list.
nextToken($userDirs, currentMod, ";");
// Execute startup scripts for each mod, starting at base and working up
function loadDir(%dir)
{
pushback($userDirs, %dir, ";");
if (isScriptFile(%dir @ "/main.cs"))
exec(%dir @ "/main.cs");
}
echo("--------- Loading DIRS ---------");
function loadDirs(%dirPath)
{
%dirPath = nextToken(%dirPath, token, ";");
if (%dirPath !$= "")
loadDirs(%dirPath);
if(exec(%token @ "/main.cs") != true)
{
error("Error: Unable to find specified directory: " @ %token );
$dirCount--;
}
}
loadDirs($userDirs);
echo("");
if($dirCount == 0) {
enableWinConsole(true);
error("Error: Unable to load any specified directories");
quit();
}
// Parse the command line arguments
echo("--------- Parsing Arguments ---------");
parseArgs();
// Either display the help message or startup the app.
if ($displayHelp) {
enableWinConsole(true);
displayHelp();
quit();
}
else {
onStart();
echo("Engine initialized...");
// Auto-load on the 360
if( $platform $= "xenon" )
{
%mission = "levels/Empty Terrain.mis";
echo("Xbox360 Autoloading level: '" @ %mission @ "'");
if ($pref::HostMultiPlayer)
%serverType = "MultiPlayer";
else
%serverType = "SinglePlayer";
createAndConnectToLocalServer( %serverType, %mission );
}
}
// Display an error message for unused arguments
for ($i = 1; $i < $Game::argc; $i++) {
if (!$argUsed[$i])
error("Error: Unknown command line argument: " @ $Game::argv[$i]);
}
// Automatically start up the appropriate eidtor, if any
if ($startWorldEditor) {
Canvas.setCursor("DefaultCursor");
Canvas.setContent(EditorChooseLevelGui);
} else if ($startGUIEditor) {
Canvas.setCursor("DefaultCursor");
Canvas.setContent(EditorChooseGUI);
}
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
// Set the name of our application
$appName = "@TORQUE_APP_NAME@";
// The directory it is run from
$defaultGame = "scripts";
// Set profile directory
$Pref::Video::ProfilePath = "core/profile";
function createCanvas(%windowTitle)
{
if ($isDedicated)
{
GFXInit::createNullDevice();
return true;
}
// Create the Canvas
%foo = new GuiCanvas(Canvas);
// Set the window title
if (isObject(Canvas))
Canvas.setWindowTitle(getEngineName() @ " - " @ $appName);
return true;
}
// Display the optional commandline arguements
$displayHelp = false;
// Use these to record and play back crashes
//saveJournal("editorOnFileQuitCrash.jrn");
//playJournal("editorOnFileQuitCrash.jrn", false);
//------------------------------------------------------------------------------
// Check if a script file exists, compiled or not.
function isScriptFile(%path)
{
if( isFile(%path @ ".dso") || isFile(%path) )
return true;
return false;
}
//------------------------------------------------------------------------------
// Process command line arguments
exec("core/parseArgs.cs");
$isDedicated = false;
$dirCount = 2;
$userDirs = $defaultGame @ ";art;levels";
// load tools scripts if we're a tool build
if (isToolBuild())
$userDirs = "tools;" @ $userDirs;
// Parse the executable arguments with the standard
// function from core/main.cs
defaultParseArgs();
if($dirCount == 0) {
$userDirs = $defaultGame;
$dirCount = 1;
}
//-----------------------------------------------------------------------------
// Display a splash window immediately to improve app responsiveness before
// engine is initialized and main window created
if (!$isDedicated)
displaySplashWindow();
//-----------------------------------------------------------------------------
// The displayHelp, onStart, onExit and parseArgs function are overriden
// by mod packages to get hooked into initialization and cleanup.
function onStart()
{
// Default startup function
}
function onExit()
{
// OnExit is called directly from C++ code, whereas onStart is
// invoked at the end of this file.
}
function parseArgs()
{
// Here for mod override, the arguments have already
// been parsed.
}
function compileFiles(%pattern)
{
%path = filePath(%pattern);
%saveDSO = $Scripts::OverrideDSOPath;
%saveIgnore = $Scripts::ignoreDSOs;
$Scripts::OverrideDSOPath = %path;
$Scripts::ignoreDSOs = false;
%mainCsFile = makeFullPath("main.cs");
for (%file = findFirstFileMultiExpr(%pattern); %file !$= ""; %file = findNextFileMultiExpr(%pattern))
{
// we don't want to try and compile the primary main.cs
if(%mainCsFile !$= %file)
compile(%file, true);
}
$Scripts::OverrideDSOPath = %saveDSO;
$Scripts::ignoreDSOs = %saveIgnore;
}
if($compileAll)
{
echo(" --- Compiling all files ---");
compileFiles("*.cs");
compileFiles("*.gui");
compileFiles("*.ts");
echo(" --- Exiting after compile ---");
quit();
}
if($compileTools)
{
echo(" --- Compiling tools scritps ---");
compileFiles("tools/*.cs");
compileFiles("tools/*.gui");
compileFiles("tools/*.ts");
echo(" --- Exiting after compile ---");
quit();
}
package Help {
function onExit() {
// Override onExit when displaying help
}
};
function displayHelp() {
activatePackage(Help);
// Notes on logmode: console logging is written to console.log.
// -log 0 disables console logging.
// -log 1 appends to existing logfile; it also closes the file
// (flushing the write buffer) after every write.
// -log 2 overwrites any existing logfile; it also only closes
// the logfile when the application shuts down. (default)
error(
"Torque Demo command line options:\n"@
" -log <logmode> Logging behavior; see main.cs comments for details\n"@
" -game <game_name> Reset list of mods to only contain <game_name>\n"@
" <game_name> Works like the -game argument\n"@
" -dir <dir_name> Add <dir_name> to list of directories\n"@
" -console Open a separate console\n"@
" -show <shape> Deprecated\n"@
" -jSave <file_name> Record a journal\n"@
" -jPlay <file_name> Play back a journal\n"@
" -jDebug <file_name> Play back a journal and issue an int3 at the end\n"@
" -help Display this help message\n"
);
}
//--------------------------------------------------------------------------
// Default to a new logfile each session.
if( !$logModeSpecified )
{
if( $platform !$= "xbox" && $platform !$= "xenon" )
setLogMode(6);
}
// Get the first dir on the list, which will be the last to be applied... this
// does not modify the list.
nextToken($userDirs, currentMod, ";");
// Execute startup scripts for each mod, starting at base and working up
function loadDir(%dir)
{
pushback($userDirs, %dir, ";");
if (isScriptFile(%dir @ "/main.cs"))
exec(%dir @ "/main.cs");
}
echo("--------- Loading DIRS ---------");
function loadDirs(%dirPath)
{
%dirPath = nextToken(%dirPath, token, ";");
if (%dirPath !$= "")
loadDirs(%dirPath);
if(exec(%token @ "/main.cs") != true)
{
error("Error: Unable to find specified directory: " @ %token );
$dirCount--;
}
}
loadDirs($userDirs);
echo("");
if($dirCount == 0) {
enableWinConsole(true);
error("Error: Unable to load any specified directories");
quit();
}
// Parse the command line arguments
echo("--------- Parsing Arguments ---------");
parseArgs();
// Either display the help message or startup the app.
if ($displayHelp) {
enableWinConsole(true);
displayHelp();
quit();
}
else {
onStart();
echo("Engine initialized...");
// Auto-load on the 360
if( $platform $= "xenon" )
{
%mission = "levels/Empty Terrain.mis";
echo("Xbox360 Autoloading level: '" @ %mission @ "'");
if ($pref::HostMultiPlayer)
%serverType = "MultiPlayer";
else
%serverType = "SinglePlayer";
createAndConnectToLocalServer( %serverType, %mission );
}
}
// Display an error message for unused arguments
for ($i = 1; $i < $Game::argc; $i++) {
if (!$argUsed[$i])
error("Error: Unknown command line argument: " @ $Game::argv[$i]);
}
// Automatically start up the appropriate eidtor, if any
if ($startWorldEditor) {
Canvas.setCursor("DefaultCursor");
Canvas.setContent(EditorChooseLevelGui);
} else if ($startGUIEditor) {
Canvas.setCursor("DefaultCursor");
Canvas.setContent(EditorChooseGUI);
}
project("Torque3DEngine")
set(TORQUE_TEMPLATE "Empty" CACHE STRING "the template to use")
set(TORQUE_TEMPLATE "Full" CACHE STRING "the template to use")
set(projectDir "${CMAKE_SOURCE_DIR}/My Projects/${TORQUE_APP_NAME}")
set(projectOutDir "${projectDir}/game")
......@@ -14,9 +14,6 @@ set(cmakeDir "${CMAKE_SOURCE_DIR}/Tools/CMake")
#set(CMAKE_LIBRARY_OUTPUT_DIRECTORY ${projectOutDir}/game)
#set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${projectOutDir}/game)
# change the default installation path to My Projects/app name
SET(CMAKE_INSTALL_PREFIX "${projectDir}" CACHE INTERNAL "Prefix prepended to install directories" FORCE)
# finds and adds sources files in a folder
macro(addPath dir)
set(tmpa "")
......@@ -117,12 +114,6 @@ endmacro()
# macro to add an executable
macro(addExecutable)
# more paths?
if(${ARGC} GREATER 0)
foreach(dir ${ARGV0})
addPath("${dir}")
endforeach()
endif()
# now inspect the paths we got
set(firstDir "")
foreach(dir ${${PROJECT_NAME}_paths})
......@@ -133,9 +124,7 @@ macro(addExecutable)
generateFilters("${firstDir}")
add_executable("${PROJECT_NAME}" WIN32 ${${PROJECT_NAME}_files})
# omg - only use the first folder ... otehrwise we get lots of header name collisions
#foreach(dir ${${PROJECT_NAME}_paths})
addInclude("${firstDir}")
#endforeach()
endmacro()
......
<TorsionProject>
<Name>@TORQUE_APP_NAME@</Name>
<WorkingDir/>
<EntryScript>main.cs</EntryScript>
<DebugHook>dbgSetParameters( #port#, "#password#", true );</DebugHook>
<Mods>
<Folder>core</Folder>
<Folder>scripts</Folder>
<Folder>art</Folder>
<Folder>levels</Folder>
<Folder>shaders</Folder>
<Folder>tools</Folder>
</Mods>
<ScannerExts>cs; gui</ScannerExts>
<Configs>
<Config>
<Name>Release</Name>
<Executable>@TORQUE_APP_NAME@.exe</Executable>
<Arguments/>
<HasExports>true</HasExports>
<Precompile>true</Precompile>
<InjectDebugger>true</InjectDebugger>
<UseSetModPaths>false</UseSetModPaths>
</Config>
<Config>
<Name>Debug</Name>
<Executable>@TORQUE_APP_NAME@.exe</Executable>
<Arguments/>
<HasExports>true</HasExports>
<Precompile>true</Precompile>
<InjectDebugger>true</InjectDebugger>
<UseSetModPaths>false</UseSetModPaths>
</Config>
</Configs>
<SearchURL/>
<SearchProduct>@TORQUE_APP_NAME@</SearchProduct>
<SearchVersion>HEAD</SearchVersion>
<ExecModifiedScripts>true</ExecModifiedScripts>
</TorsionProject>
project(torque3d)
project(${TORQUE_APP_NAME})
# TODO: fmod support
......@@ -317,12 +317,18 @@ endif()
if(NOT EXISTS "${projectSrcDir}/torque.ico")
CONFIGURE_FILE("${cmakeDir}/torque.ico" "${projectSrcDir}/torque.ico" COPYONLY)
endif()
if(NOT EXISTS "${projectOutDir}/${PROJECT_NAME}.torsion")
CONFIGURE_FILE("${cmakeDir}/template.torsion.in" "${projectOutDir}/${PROJECT_NAME}.torsion")
endif()
if(EXISTS "${CMAKE_SOURCE_DIR}/Templates/${TORQUE_TEMPLATE}/game/main.cs.in" AND NOT EXISTS "${projectOutDir}/main.cs")
CONFIGURE_FILE("${CMAKE_SOURCE_DIR}/Templates/${TORQUE_TEMPLATE}/game/main.cs.in" "${projectOutDir}/main.cs")
endif()
if(WIN32)
if(NOT EXISTS "${projectSrcDir}/torque.rc")
CONFIGURE_FILE("${cmakeDir}/torque-win.rc.in" "${projectSrcDir}/torque.rc")
endif()
if(NOT EXISTS "${projectDir}/cleanup.bat")
CONFIGURE_FILE("${cmakeDir}/cleanup-win.bat.in" "${projectDir}/cleanup.bat")
if(NOT EXISTS "${projectOutDir}/cleanup.bat")
CONFIGURE_FILE("${cmakeDir}/cleanup-win.bat.in" "${projectOutDir}/cleanup.bat")
endif()
endif()
......@@ -435,12 +441,12 @@ endif()
###############################################################################
# Installation
###############################################################################
INSTALL_FILES(/ FILES ${CMAKE_SOURCE_DIR}/Templates/${TORQUE_TEMPLATE}/game)
INSTALL(DIRECTORY "${CMAKE_SOURCE_DIR}/Templates/${TORQUE_TEMPLATE}/game" DESTINATION "${projectDir}")
if(WIN32)
INSTALL_FILES(/ FILES "${CMAKE_SOURCE_DIR}/Templates/${TORQUE_TEMPLATE}/cleanShaders.bat")
INSTALL_FILES(/ FILES "${CMAKE_SOURCE_DIR}/Templates/${TORQUE_TEMPLATE}/DeleteCachedDTSs.bat")
INSTALL_FILES(/ FILES "${CMAKE_SOURCE_DIR}/Templates/${TORQUE_TEMPLATE}/DeleteDSOs.bat")
INSTALL_FILES(/ FILES "${CMAKE_SOURCE_DIR}/Templates/${TORQUE_TEMPLATE}/DeletePrefs.bat")
INSTALL(FILES "${CMAKE_SOURCE_DIR}/Templates/${TORQUE_TEMPLATE}/cleanShaders.bat" DESTINATION "${projectDir}")
INSTALL(FILES "${CMAKE_SOURCE_DIR}/Templates/${TORQUE_TEMPLATE}/DeleteCachedDTSs.bat" DESTINATION "${projectDir}")
INSTALL(FILES "${CMAKE_SOURCE_DIR}/Templates/${TORQUE_TEMPLATE}/DeleteDSOs.bat" DESTINATION "${projectDir}")
INSTALL(FILES "${CMAKE_SOURCE_DIR}/Templates/${TORQUE_TEMPLATE}/DeletePrefs.bat" DESTINATION "${projectDir}")
endif()
INCLUDE(CPack)
\ No newline at end of file
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