godot/core/os/os.cpp

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/*************************************************************************/
/* os.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
/* 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. */
/*************************************************************************/
#include "os.h"
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#include "dir_access.h"
#include "input.h"
#include "os/file_access.h"
#include "project_settings.h"
#include <stdarg.h>
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OS *OS::singleton = NULL;
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OS *OS::get_singleton() {
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return singleton;
}
uint32_t OS::get_ticks_msec() const {
return get_ticks_usec() / 1000;
}
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uint64_t OS::get_splash_tick_msec() const {
return _msec_splash;
}
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uint64_t OS::get_unix_time() const {
return 0;
};
uint64_t OS::get_system_time_secs() const {
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return 0;
}
void OS::debug_break(){
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// something
};
void OS::print_error(const char *p_function, const char *p_file, int p_line, const char *p_code, const char *p_rationale, ErrorType p_type) {
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const char *err_type;
switch (p_type) {
case ERR_ERROR: err_type = "**ERROR**"; break;
case ERR_WARNING: err_type = "**WARNING**"; break;
case ERR_SCRIPT: err_type = "**SCRIPT ERROR**"; break;
case ERR_SHADER: err_type = "**SHADER ERROR**"; break;
}
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if (p_rationale && *p_rationale)
print("%s: %s\n ", err_type, p_rationale);
print("%s: At: %s:%i:%s() - %s\n", err_type, p_file, p_line, p_function, p_code);
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}
void OS::print(const char *p_format, ...) {
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va_list argp;
va_start(argp, p_format);
vprint(p_format, argp);
va_end(argp);
};
void OS::printerr(const char *p_format, ...) {
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va_list argp;
va_start(argp, p_format);
vprint(p_format, argp, true);
va_end(argp);
};
void OS::set_keep_screen_on(bool p_enabled) {
_keep_screen_on = p_enabled;
}
bool OS::is_keep_screen_on() const {
return _keep_screen_on;
}
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void OS::set_low_processor_usage_mode(bool p_enabled) {
low_processor_usage_mode = p_enabled;
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}
bool OS::is_in_low_processor_usage_mode() const {
return low_processor_usage_mode;
}
void OS::set_clipboard(const String &p_text) {
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_local_clipboard = p_text;
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}
String OS::get_clipboard() const {
return _local_clipboard;
}
String OS::get_executable_path() const {
return _execpath;
}
int OS::get_process_id() const {
return -1;
};
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bool OS::is_stdout_verbose() const {
return _verbose_stdout;
}
void OS::set_last_error(const char *p_error) {
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GLOBAL_LOCK_FUNCTION
if (p_error == NULL)
p_error = "Unknown Error";
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if (last_error)
memfree(last_error);
last_error = NULL;
int len = 0;
while (p_error[len++])
;
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last_error = (char *)memalloc(len);
for (int i = 0; i < len; i++)
last_error[i] = p_error[i];
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}
const char *OS::get_last_error() const {
GLOBAL_LOCK_FUNCTION
return last_error ? last_error : "";
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}
void OS::dump_memory_to_file(const char *p_file) {
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//Memory::dump_static_mem_to_file(p_file);
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}
static FileAccess *_OSPRF = NULL;
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static void _OS_printres(Object *p_obj) {
Resource *res = Object::cast_to<Resource>(p_obj);
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if (!res)
return;
String str = itos(res->get_instance_id()) + String(res->get_class()) + ":" + String(res->get_name()) + " - " + res->get_path();
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if (_OSPRF)
_OSPRF->store_line(str);
else
print_line(str);
}
bool OS::has_virtual_keyboard() const {
return false;
}
void OS::show_virtual_keyboard(const String &p_existing_text, const Rect2 &p_screen_rect) {
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}
void OS::hide_virtual_keyboard() {
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}
void OS::print_all_resources(String p_to_file) {
ERR_FAIL_COND(p_to_file != "" && _OSPRF);
if (p_to_file != "") {
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Error err;
_OSPRF = FileAccess::open(p_to_file, FileAccess::WRITE, &err);
if (err != OK) {
_OSPRF = NULL;
ERR_FAIL_COND(err != OK);
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}
}
ObjectDB::debug_objects(_OS_printres);
if (p_to_file != "") {
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if (_OSPRF)
memdelete(_OSPRF);
_OSPRF = NULL;
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}
}
void OS::print_resources_in_use(bool p_short) {
ResourceCache::dump(NULL, p_short);
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}
void OS::dump_resources_to_file(const char *p_file) {
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ResourceCache::dump(p_file);
}
void OS::clear_last_error() {
GLOBAL_LOCK_FUNCTION
if (last_error)
memfree(last_error);
last_error = NULL;
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}
void OS::set_no_window_mode(bool p_enable) {
_no_window = p_enable;
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}
bool OS::is_no_window_mode_enabled() const {
return _no_window;
}
int OS::get_exit_code() const {
return _exit_code;
}
void OS::set_exit_code(int p_code) {
_exit_code = p_code;
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}
String OS::get_locale() const {
return "en";
}
String OS::get_resource_dir() const {
return ProjectSettings::get_singleton()->get_resource_path();
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}
String OS::get_system_dir(SystemDir p_dir) const {
return ".";
}
String OS::get_safe_application_name() const {
String an = ProjectSettings::get_singleton()->get("application/config/name");
Vector<String> invalid_char = String("\\ / : * ? \" < > |").split(" ");
for (int i = 0; i < invalid_char.size(); i++) {
an = an.replace(invalid_char[i], "-");
}
return an;
}
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String OS::get_data_dir() const {
return ".";
};
Error OS::shell_open(String p_uri) {
return ERR_UNAVAILABLE;
};
// implement these with the canvas?
Error OS::dialog_show(String p_title, String p_description, Vector<String> p_buttons, Object *p_obj, String p_callback) {
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while (true) {
print("%ls\n--------\n%ls\n", p_title.c_str(), p_description.c_str());
for (int i = 0; i < p_buttons.size(); i++) {
if (i > 0) print(", ");
print("%i=%ls", i + 1, p_buttons[i].c_str());
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};
print("\n");
String res = get_stdin_string().strip_edges();
if (!res.is_numeric())
continue;
int n = res.to_int();
if (n < 0 || n >= p_buttons.size())
continue;
if (p_obj && p_callback != "")
p_obj->call_deferred(p_callback, n);
break;
};
return OK;
};
Error OS::dialog_input_text(String p_title, String p_description, String p_partial, Object *p_obj, String p_callback) {
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ERR_FAIL_COND_V(!p_obj, FAILED);
ERR_FAIL_COND_V(p_callback == "", FAILED);
print("%ls\n---------\n%ls\n[%ls]:\n", p_title.c_str(), p_description.c_str(), p_partial.c_str());
String res = get_stdin_string().strip_edges();
bool success = true;
if (res == "") {
res = p_partial;
};
p_obj->call_deferred(p_callback, success, res);
return OK;
};
int OS::get_static_memory_usage() const {
return Memory::get_mem_usage();
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}
int OS::get_dynamic_memory_usage() const {
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return MemoryPool::total_memory;
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}
int OS::get_static_memory_peak_usage() const {
return Memory::get_mem_max_usage();
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}
Error OS::set_cwd(const String &p_cwd) {
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return ERR_CANT_OPEN;
}
bool OS::has_touchscreen_ui_hint() const {
//return false;
return Input::get_singleton() && Input::get_singleton()->is_emulating_touchscreen();
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}
int OS::get_free_static_memory() const {
return Memory::get_mem_available();
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}
void OS::yield() {
}
void OS::set_screen_orientation(ScreenOrientation p_orientation) {
_orientation = p_orientation;
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}
OS::ScreenOrientation OS::get_screen_orientation() const {
return (OS::ScreenOrientation)_orientation;
}
void OS::_ensure_data_dir() {
String dd = get_data_dir();
DirAccess *da = DirAccess::open(dd);
if (da) {
memdelete(da);
return;
}
da = DirAccess::create(DirAccess::ACCESS_FILESYSTEM);
Error err = da->make_dir_recursive(dd);
if (err != OK) {
ERR_EXPLAIN("Error attempting to create data dir: " + dd);
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}
ERR_FAIL_COND(err != OK);
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memdelete(da);
}
void OS::set_icon(const Ref<Image> &p_icon) {
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}
String OS::get_model_name() const {
return "GenericDevice";
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}
void OS::set_cmdline(const char *p_execpath, const List<String> &p_args) {
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_execpath = p_execpath;
_cmdline = p_args;
};
void OS::release_rendering_thread() {
}
void OS::make_rendering_thread() {
}
void OS::swap_buffers() {
}
String OS::get_unique_id() const {
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ERR_FAIL_V("");
}
int OS::get_processor_count() const {
return 1;
}
Error OS::native_video_play(String p_path, float p_volume, String p_audio_track, String p_subtitle_track) {
return FAILED;
};
bool OS::native_video_is_playing() const {
return false;
};
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void OS::native_video_pause(){
};
void OS::native_video_unpause(){
};
void OS::native_video_stop(){
};
void OS::set_mouse_mode(MouseMode p_mode) {
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}
bool OS::can_use_threads() const {
#ifdef NO_THREADS
return false;
#else
return true;
#endif
}
OS::MouseMode OS::get_mouse_mode() const {
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return MOUSE_MODE_VISIBLE;
}
OS::LatinKeyboardVariant OS::get_latin_keyboard_variant() const {
return LATIN_KEYBOARD_QWERTY;
}
bool OS::is_joy_known(int p_device) {
return true;
}
String OS::get_joy_guid(int p_device) const {
return "Default Joypad";
}
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void OS::set_context(int p_context) {
}
void OS::set_use_vsync(bool p_enable) {
}
bool OS::is_vsync_enabled() const {
return true;
}
PowerState OS::get_power_state() {
return POWERSTATE_UNKNOWN;
}
int OS::get_power_seconds_left() {
return -1;
}
int OS::get_power_percent_left() {
return -1;
}
bool OS::check_feature_support(const String &p_feature) {
if (p_feature == get_name())
return true;
#ifdef DEBUG_ENABLED
if (p_feature == "debug")
return true;
#else
if (p_feature == "release")
return true;
#endif
if (_check_internal_feature_support(p_feature))
return true;
return false;
}
void *OS::get_stack_bottom() const {
return _stack_bottom;
}
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OS::OS() {
void *volatile stack_bottom;
last_error = NULL;
singleton = this;
_keep_screen_on = true; // set default value to true, because this had been true before godot 2.0.
low_processor_usage_mode = false;
_verbose_stdout = false;
_no_window = false;
_exit_code = 0;
_orientation = SCREEN_LANDSCAPE;
_render_thread_mode = RENDER_THREAD_SAFE;
_allow_hidpi = true;
_stack_bottom = (void *)(&stack_bottom);
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}
OS::~OS() {
singleton = NULL;
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}