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@@ -160,20 +160,28 @@ void ToolEnvironment::SetRootSourceDir(const String& sourceDir)
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void ToolEnvironment::SetRootBuildDir(const String& buildDir, bool setBinaryPaths)
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{
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+ FileSystem* fileSystem = GetSubsystem<FileSystem>();
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rootBuildDir_ = AddTrailingSlash(buildDir);
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+
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if (setBinaryPaths)
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{
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#ifdef ATOMIC_PLATFORM_WINDOWS
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#ifdef _DEBUG
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- playerBinary_ = rootBuildDir_ + "Source/AtomicPlayer/Application/AtomicPlayer.exe";
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- editorBinary_ = rootBuildDir_ + "Source/AtomicEditor/AtomicEditor.exe";
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+ playerBinary_ = rootBuildDir_ + "Source/AtomicPlayer/Application/Debug/AtomicPlayer.exe";
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+ editorBinary_ = rootBuildDir_ + "Source/AtomicEditor/Debug/AtomicEditor.exe";
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#else
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playerBinary_ = rootBuildDir_ + "Source/AtomicPlayer/Application/Release/AtomicPlayer.exe";
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editorBinary_ = rootBuildDir_ + "Source/AtomicEditor/Release/AtomicEditor.exe";
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#endif
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+ // some build tools like ninja don't use Release/Debug folders
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+ if (!fileSystem->FileExists(playerBinary_))
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+ playerBinary_ = rootBuildDir_ + "Source/AtomicPlayer/Application/AtomicPlayer.exe";
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+ if (!fileSystem->FileExists(editorBinary_))
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+ editorBinary_ = rootBuildDir_ + "Source/AtomicEditor/AtomicEditor.exe";
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+
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playerAppFolder_ = rootSourceDir_ + "Data/AtomicEditor/Deployment/MacOS/AtomicPlayer.app";
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#elif ATOMIC_PLATFORM_OSX
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