Files
UnrealEngineUWP/Engine/Source/Runtime/Launch/Private/Launch.cpp
Richard TalbotWatkin 7510a0ba0f Improved splash screen and initialization process.
[CL 2390837 by Richard TalbotWatkin in Main branch]
2014-12-17 02:15:23 -05:00

157 lines
3.4 KiB
C++

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