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Fix ninja build settings for AtomicPlayer and AtomicEditor

JoshEngebretson 10 years ago
parent
commit
1006fd7725
2 changed files with 11 additions and 3 deletions
  1. 1 1
      Script/AtomicNET/AtomicNET/build.cmd
  2. 10 2
      Source/ToolCore/ToolEnvironment.cpp

+ 1 - 1
Script/AtomicNET/AtomicNET/build.cmd

@@ -33,7 +33,7 @@ csc /unsafe /out:../../../Artifacts/AtomicNET/AtomicNETTools.dll /nostdlib+ /noc
 /r:../../../Artifacts/AtomicNET/AtomicNETEngine.dll ^
 AtomicNETTools/*.cs
 
-csc /out:C:/Dev/atomic/AtomicExamples/AtomicNET/Basic3D/Resources/Assemblies/AtomicNETTest.dll ^
+csc /out:../../../Artifacts/AtomicNET/AtomicNETTestCompile.dll ^
 /debug+ /nostdlib+ /noconfig /t:library /w:0 ^
 /lib:../../../Submodules/CoreCLR/Windows/Release/x64/;../../../Submodules/CoreCLR/Windows/Release/x64/ ^
 /r:../../../Submodules/CoreCLR/Windows/Release/x64/System.Runtime.dll ^

+ 10 - 2
Source/ToolCore/ToolEnvironment.cpp

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