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C++ ToolEnvironment::GetEditorBinary方法代码示例

本文整理汇总了C++中ToolEnvironment::GetEditorBinary方法的典型用法代码示例。如果您正苦于以下问题:C++ ToolEnvironment::GetEditorBinary方法的具体用法?C++ ToolEnvironment::GetEditorBinary怎么用?C++ ToolEnvironment::GetEditorBinary使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在ToolEnvironment的用法示例。


在下文中一共展示了ToolEnvironment::GetEditorBinary方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: Run

void PlayCmd::Run()
{
    LOGINFOF("Playing project");

    ToolSystem* tsystem = GetSubsystem<ToolSystem>();
    ToolEnvironment* env = GetSubsystem<ToolCore::ToolEnvironment>();
    Project* project = tsystem->GetProject();
    const String& editorBinary = env->GetEditorBinary();

    Vector<String> paths;
    paths.Push(env->GetCoreDataDir());
    paths.Push(env->GetPlayerDataDir());
    paths.Push(project->GetResourcePath());

    // fixme: this is for loading from cache
    paths.Push(project->GetProjectPath());
    paths.Push(project->GetProjectPath() + "Cache");

    String resourcePaths;
    resourcePaths.Join(paths, "!");

    Vector<String> vargs;

    String args = ToString("--player --project \"%s\"", AddTrailingSlash(project->GetProjectPath()).CString());

    vargs = args.Split(' ');
    //vargs.Insert(0, "--player");

    // TODO: use IPC (maybe before this set log location/access the log and output it, we need access to errors)
    LaunchPlayerProcess(editorBinary, vargs, "");

    Finished();

}
开发者ID:Drooids,项目名称:AtomicGameEngine,代码行数:34,代码来源:PlayCmd.cpp

示例2: PlayProject

bool EditorMode::PlayProject(String addArgs, bool debug)
{
    ToolEnvironment* env = GetSubsystem<ToolEnvironment>();
    ToolSystem* tsystem = GetSubsystem<ToolSystem>();

    const String& editorBinary = env->GetEditorBinary();

    Project* project = tsystem->GetProject();

    if (!project)
        return false;

    Vector<String> paths;
    paths.Push(env->GetCoreDataDir());
    paths.Push(env->GetPlayerDataDir());
    paths.Push(project->GetResourcePath());

    // fixme: this is for loading from cache
    paths.Push(project->GetProjectPath());
    paths.Push(project->GetProjectPath() + "Cache");

    String resourcePaths;
    resourcePaths.Join(paths, "!");

    Vector<String> vargs;

    String args = ToString("--player --project \"%s\"", AddTrailingSlash(project->GetProjectPath()).CString());

    vargs = args.Split(' ');

    if (debug)
        vargs.Insert(0, "--debug");

    if (addArgs.Length() > 0)
        vargs.Insert(0, addArgs.Split(' '));

    String dump;
    dump.Join(vargs, " ");
    LOGINFOF("Launching Broker %s %s", editorBinary.CString(), dump.CString());

    IPC* ipc = GetSubsystem<IPC>();
    playerBroker_ = ipc->SpawnWorker(editorBinary, vargs);

    if (playerBroker_)
    {
        SubscribeToEvent(playerBroker_, E_IPCJSERROR, HANDLER(EditorMode, HandleIPCJSError));
        SubscribeToEvent(playerBroker_, E_IPCWORKEREXIT, HANDLER(EditorMode, HandleIPCWorkerExit));
        SubscribeToEvent(playerBroker_, E_IPCWORKERLOG, HANDLER(EditorMode, HandleIPCWorkerLog));
    }

    return playerBroker_.NotNull();

}
开发者ID:GREYFOXRGR,项目名称:AtomicGameEngine,代码行数:53,代码来源:AEEditorMode.cpp

示例3: PlayProject

bool EditorMode::PlayProject(String addArgs, bool debug)
{
    FileSystem* fileSystem = GetSubsystem<FileSystem>();
    ToolSystem* tsystem = GetSubsystem<ToolSystem>();
    Project* project = tsystem->GetProject();

    if (!project)
        return false;

    ToolEnvironment* env = GetSubsystem<ToolEnvironment>();

    String playerBinary = env->GetEditorBinary();

    // TODO: We need to configure project as managed
    bool managed = false;
    if (fileSystem->FileExists(project->GetResourcePath() + "AtomicProject.dll"))
    {
        managed = true;
        playerBinary = env->GetAtomicNETManagedIPCPlayerBinary();
    }


    Vector<String> paths;
    paths.Push(env->GetCoreDataDir());
    paths.Push(env->GetPlayerDataDir());
    paths.Push(project->GetResourcePath());

    // fixme: this is for loading from cache
    paths.Push(project->GetProjectPath());
    paths.Push(project->GetProjectPath() + "Cache");

    String resourcePaths;
    resourcePaths.Join(paths, "!");

    Vector<String> vargs;

    String args = ToString("--player --project \"%s\"", AddTrailingSlash(project->GetProjectPath()).CString());

    vargs = args.Split(' ');

    if (managed)
    {            
        vargs.Insert(0, ToString("\"%s\"", (fileSystem->GetProgramDir() + "Resources/").CString()));        
        vargs.Insert(0, "--resourcePrefix");
    }

    if (debug)
        vargs.Insert(0, "--debug");

    if (addArgs.Length() > 0)
        vargs.Insert(0, addArgs.Split(' '));

    String dump;
    dump.Join(vargs, " ");
    ATOMIC_LOGINFOF("Launching Broker %s %s", playerBinary.CString(), dump.CString());

    IPC* ipc = GetSubsystem<IPC>();
    playerBroker_ = ipc->SpawnWorker(playerBinary, vargs);

    if (playerBroker_)
    {
        SubscribeToEvent(playerBroker_, E_IPCWORKERSTART, ATOMIC_HANDLER(EditorMode, HandleIPCWorkerStarted));

        SubscribeToEvent(E_IPCPLAYERPAUSERESUMEREQUEST, ATOMIC_HANDLER(EditorMode, HandleIPCPlayerPauseResumeRequest));
        SubscribeToEvent(E_IPCPLAYERUPDATESPAUSEDRESUMED, ATOMIC_HANDLER(EditorMode, HandleIPCPlayerUpdatesPausedResumed));
        SubscribeToEvent(E_IPCPLAYERPAUSESTEPREQUEST, ATOMIC_HANDLER(EditorMode, HandleIPCPlayerPauseStepRequest));
        SubscribeToEvent(E_IPCPLAYEREXITREQUEST, ATOMIC_HANDLER(EditorMode, HandleIPCPlayerExitRequest));
    

        SubscribeToEvent(playerBroker_, E_IPCJSERROR, ATOMIC_HANDLER(EditorMode, HandleIPCJSError));
        SubscribeToEvent(playerBroker_, E_IPCWORKEREXIT, ATOMIC_HANDLER(EditorMode, HandleIPCWorkerExit));
        SubscribeToEvent(playerBroker_, E_IPCWORKERLOG, ATOMIC_HANDLER(EditorMode, HandleIPCWorkerLog));
    }

    return playerBroker_.NotNull();

}
开发者ID:EternalXY,项目名称:AtomicGameEngine,代码行数:77,代码来源:AEEditorMode.cpp


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