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source: code/branches/buildsystem3/src/orxonox/Main.cc @ 2710

Last change on this file since 2710 was 2709, checked in by rgrieder, 16 years ago

Added run scripts for client1, client2 and server.
They will be copied to the same locations as the original run scripts.
Furthermore specifying "—directory foobar" to the command line will put the config and log files in the subfolder foobar.
—> server goes to config/server, etc.
That should avoid conflicts when using the same logfile from multiple executables.

  • Property svn:eol-style set to native
File size: 4.7 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Benjamin Knecht <beni_at_orxonox.net>, (C) 2007
24 *      Reto Grieder
25 *   Co-authors:
26 *      ...
27 *
28 */
29
30 /**
31 @file
32 @brief Entry point of the program.
33  */
34
35#include "OrxonoxStableHeaders.h"
36
37#include <exception>
38#include <cassert>
39
40#include "OrxonoxConfig.h"
41#include "util/Debug.h"
42#include "util/SignalHandler.h"
43#include "core/ConfigFileManager.h"
44#include "core/CommandLine.h"
45#include "core/CommandExecutor.h"
46#include "core/Identifier.h"
47#include "core/Core.h"
48#include "core/Language.h"
49
50#include "gamestates/GSRoot.h"
51#include "gamestates/GSGraphics.h"
52#include "gamestates/GSStandalone.h"
53#include "gamestates/GSServer.h"
54#include "gamestates/GSClient.h"
55#include "gamestates/GSDedicated.h"
56#include "gamestates/GSGUI.h"
57#include "gamestates/GSIOConsole.h"
58
59#ifdef ORXONOX_PLATFORM_APPLE
60#include <CoreFoundation/CoreFoundation.h>
61
62// This function will locate the path to our application on OS X,
63// unlike windows you can not rely on the curent working directory
64// for locating your configuration files and resources.
65             std::string macBundlePath()
66{
67    char path[1024];
68    CFBundleRef mainBundle = CFBundleGetMainBundle();
69    assert(mainBundle);
70
71    CFURLRef mainBundleURL = CFBundleCopyBundleURL(mainBundle);
72    assert(mainBundleURL);
73
74    CFStringRef cfStringRef = CFURLCopyFileSystemPath( mainBundleURL, kCFURLPOSIXPathStyle);
75    assert(cfStringRef);
76
77    CFStringGetCString(cfStringRef, path, 1024, kCFStringEncodingASCII);
78
79    CFRelease(mainBundleURL);
80    CFRelease(cfStringRef);
81
82    return std::string(path);
83}
84#endif
85
86
87SetCommandLineArgument(settingsFile, "orxonox.ini");
88SetCommandLineArgument(configFileDirectory, "");
89
90int main(int argc, char** argv)
91{
92    using namespace orxonox;
93
94    // create a signal handler (only active for linux)
95    SignalHandler signalHandler;
96    signalHandler.doCatch(argv[0], Core::getLogPathString() + "orxonox_crash.log");
97
98    // Parse command line arguments
99    try
100    {
101        CommandLine::parseAll(argc, argv);
102    }
103    catch (ArgumentException& ex)
104    {
105        COUT(1) << ex.what() << std::endl;
106        COUT(0) << "Usage:" << std::endl << "orxonox " << CommandLine::getUsageInformation() << std::endl;
107    }
108
109    // Do this after parsing the command line to allow customisation
110    Core::postMainInitialisation();
111
112    // Create the ConfigFileManager before creating the GameStates in order to have
113    // setConfigValues() in the constructor (required).
114    ConfigFileManager* configFileManager = new ConfigFileManager();
115    configFileManager->setFilename(ConfigFileType::Settings, CommandLine::getValue("settingsFile").getString());
116    // create the Core settings to configure the output level
117    Language* language = new Language();
118    Core*     core     = new Core();
119
120    // put GameStates in its own scope so we can destroy the identifiers at the end of main().
121    {
122        // create the gamestates
123        GSRoot root;
124        GSGraphics graphics;
125        GSStandalone standalone;
126        GSServer server;
127        GSClient client;
128        GSDedicated dedicated;
129        GSGUI gui;
130        GSIOConsole ioConsole;
131
132        // make the hierarchy
133        root.addChild(&graphics);
134        graphics.addChild(&standalone);
135        graphics.addChild(&server);
136        graphics.addChild(&client);
137        graphics.addChild(&gui);
138        root.addChild(&ioConsole);
139        root.addChild(&dedicated);
140
141        // Here happens the game
142        root.start();
143    }
144
145    // destroy singletons
146    delete core;
147    delete language;
148    delete configFileManager;
149
150    // Clean up class hierarchy stuff (identifiers, xmlport, configvalue, consolecommand)
151    Identifier::destroyAllIdentifiers();
152    // destroy command line arguments
153    CommandLine::destroyAllArguments();
154    // Also delete external console command that don't belong to an Identifier
155    CommandExecutor::destroyExternalCommands();
156
157    return 0;
158}
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