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https://github.com/izzy2lost/UnrealEngineUWP.git
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157 lines
3.4 KiB
C++
157 lines
3.4 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#include "LaunchPrivatePCH.h"
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#include "PhysicsPublic.h"
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#include "ExceptionHandling.h"
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#include "ModuleManager.h"
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IMPLEMENT_MODULE(FDefaultModuleImpl, Launch);
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#if UE_EDITOR && IS_MONOLITHIC
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PER_MODULE_BOILERPLATE
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#endif
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#if PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX
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FEngineLoop GEngineLoop;
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bool GIsConsoleExecutable = false;
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extern "C" int test_main(int argc, char ** argp)
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{
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return 0;
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}
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/**
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* PreInits the engine loop
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*/
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int32 EnginePreInit( const TCHAR* CmdLine )
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{
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int32 ErrorLevel = GEngineLoop.PreInit( CmdLine );
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return( ErrorLevel );
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}
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/**
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* Inits the engine loop
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*/
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int32 EngineInit()
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{
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int32 ErrorLevel = GEngineLoop.Init();
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return( ErrorLevel );
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}
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/**
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* Ticks the engine loop
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*/
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void EngineTick( void )
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{
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GEngineLoop.Tick();
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}
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/**
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* Shuts down the engine
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*/
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void EngineExit( void )
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{
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// Make sure this is set
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GIsRequestingExit = true;
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GEngineLoop.Exit();
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}
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/**
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* Performs any required cleanup in the case of a fatal error.
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*/
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void LaunchStaticShutdownAfterError()
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{
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// Make sure physics is correctly torn down.
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TermGamePhys();
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}
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/**
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* Static guarded main function. Rolled into own function so we can have error handling for debug/ release builds depending
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* on whether a debugger is attached or not.
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*/
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#if PLATFORM_WINDOWS
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int32 GuardedMain( const TCHAR* CmdLine, HINSTANCE hInInstance, HINSTANCE hPrevInstance, int32 nCmdShow )
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#else
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int32 GuardedMain( const TCHAR* CmdLine )
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#endif
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{
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// make sure GEngineLoop::Exit() is always called.
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struct EngineLoopCleanupGuard
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{
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~EngineLoopCleanupGuard()
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{
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EngineExit();
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}
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} CleanupGuard;
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// Set up minidump filename. We cannot do this directly inside main as we use an FString that requires
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// destruction and main uses SEH.
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// These names will be updated as soon as the Filemanager is set up so we can write to the log file.
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// That will also use the user folder for installed builds so we don't write into program files or whatever.
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#if PLATFORM_WINDOWS
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FCString::Strcpy(MiniDumpFilenameW, *FString::Printf(TEXT("unreal-v%i-%s.dmp"), GEngineVersion.GetChangelist(), *FDateTime::Now().ToString()));
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const TCHAR* OrgCmdLine = CmdLine;
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CmdLine = FCommandLine::RemoveExeName(OrgCmdLine);
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const TCHAR* CmdOccurence = FCString::Stristr(OrgCmdLine, TEXT("-cmd"));
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GIsConsoleExecutable = CmdOccurence != NULL && CmdOccurence < CmdLine;
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#endif
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int32 ErrorLevel = EnginePreInit( CmdLine );
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// exit if PreInit failed.
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if ( ErrorLevel != 0 || GIsRequestingExit )
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{
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return ErrorLevel;
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}
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{
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FScopedSlowTask SlowTask(100, NSLOCTEXT("EngineInit", "EngineInit_Loading", "Loading..."));
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// EnginePreInit leaves 20% unused in its slow task.
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// Here we consume 80% immediately so that the percentage value on the splash screen doesn't change from one slow task to the next.
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// (Note, we can't include the call to EnginePreInit in this ScopedSlowTask, because the engine isn't fully initialized at that point)
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SlowTask.EnterProgressFrame(80);
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SlowTask.EnterProgressFrame(20);
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#if WITH_EDITOR
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if (GIsEditor)
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{
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ErrorLevel = EditorInit(GEngineLoop);
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}
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else
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#endif
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{
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ErrorLevel = EngineInit();
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}
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}
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UE_LOG(LogLoad, Log, TEXT("Full Startup: %.2f seconds (BP compile: %.2f seconds)"), FPlatformTime::Seconds() - GStartTime, GBlueprintCompileTime);
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while( !GIsRequestingExit )
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{
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EngineTick();
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}
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#if WITH_EDITOR
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if( GIsEditor )
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{
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EditorExit();
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}
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#endif
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return ErrorLevel;
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}
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#endif
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