godot/platform/osx/godot_main_osx.mm
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00

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/*************************************************************************/
/* godot_main_osx.mm */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* 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_osx.h"
#include "main/main.h"
#include <string.h>
#include <unistd.h>
//#define main godot_main
int main(int argc, char** argv) {
int first_arg = 1;
const char* dbg_arg = "-NSDocumentRevisionsDebugMode";
printf("arguments\n");
for (int i=0; i<argc; i++) {
if (strcmp(dbg_arg, argv[i]) == 0)
first_arg = i+2;
printf("%i: %s\n", i, argv[i]);
};
if (argc>=1 && argv[0][0]=='/') {
//potentially launched from finder
int len = strlen(argv[0]);
while (len--) {
if (argv[0][len] == '/') break;
}
if (len>=0) {
char *path = (char *)malloc(len+1);
memcpy(path, argv[0], len);
path[len]=0;
char *pathinfo = (char*)malloc(strlen(path)+strlen("/../Info.plist")+1);
//in real code you would check for errors in malloc here
strcpy(pathinfo, path);
strcat(pathinfo, "/../Info.plist");
FILE*f=fopen(pathinfo,"rb");
if (f) {
//running from app bundle, as Info.plist was found
fclose(f);
chdir(path);
chdir("../Resources"); //data.pck, or just the files are here
}
free(path);
free(pathinfo);
}
}
OS_OSX os;
Error err = Main::setup(argv[0],argc-first_arg,&argv[first_arg]);
if (err!=OK)
return 255;
if (Main::start())
os.run(); // it is actually the OS that decides how to run
Main::cleanup();
return 0;
};