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+// Copyright (c) 2014-2015, THUNDERBEAST GAMES LLC All rights reserved
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+// Please see LICENSE.md in repository root for license information
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+// https://github.com/AtomicGameEngine/AtomicGameEngine
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+
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+#include <Atomic/IO/FileSystem.h>
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+
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+#include "../ToolSystem.h"
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+#include "../Project/Project.h"
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+#include "BuildWindows.h"
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+#include "BuildSystem.h"
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+
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+namespace ToolCore
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+{
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+
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+BuildWindows::BuildWindows(Context * context, Project *project) : BuildBase(context, project)
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+{
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+
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+}
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+
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+BuildWindows::~BuildWindows()
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+{
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+
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+}
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+
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+void BuildWindows::Initialize()
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+{
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+ ToolSystem* tsystem = GetSubsystem<ToolSystem>();
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+ Project* project = tsystem->GetProject();
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+
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+ String dataPath = tsystem->GetDataPath();
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+ String projectResources = project->GetResourcePath();
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+ String coreDataFolder = dataPath + "CoreData/";
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+
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+ AddResourceDir(coreDataFolder);
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+ AddResourceDir(projectResources);
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+
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+ BuildResourceEntries();
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+
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+}
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+
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+void BuildWindows::Build(const String& buildPath)
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+{
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+ ToolSystem* tsystem = GetSubsystem<ToolSystem>();
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+
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+ buildPath_ = AddTrailingSlash(buildPath) + GetBuildSubfolder();
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+
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+ Initialize();
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+
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+ BuildSystem* buildSystem = GetSubsystem<BuildSystem>();
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+
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+ FileSystem* fileSystem = GetSubsystem<FileSystem>();
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+ if (fileSystem->DirExists(buildPath_))
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+ fileSystem->RemoveDir(buildPath_, true);
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+
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+ String buildSourceDir = tsystem->GetDataPath();
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+
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+ buildSourceDir += "Deployment/Win64";
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+
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+ fileSystem->CreateDir(buildPath_);
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+ fileSystem->CreateDir(buildPath_ + "/AtomicPlayer_Resources");
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+
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+ String resourcePackagePath = buildPath_ + "/AtomicPlayer_Resources/AtomicResources.pak";
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+ GenerateResourcePackage(resourcePackagePath);
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+
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+ fileSystem->Copy(buildSourceDir + "/AtomicPlayer.exe", buildPath_ + "/AtomicPlayer.exe");
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+ fileSystem->Copy(buildSourceDir + "/D3DCompiler_47.dll", buildPath_ + "/D3DCompiler_47.dll");
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+
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+ buildSystem->BuildComplete(PLATFORMID_WINDOWS, buildPath_);
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+
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+}
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+
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+
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+
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+/*
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+void BuildWindows::Build(const String& buildPath)
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+{
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+ ToolSystem* tsystem = GetSubsystem<ToolSystem>();
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+
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+ buildPath_ = AddTrailingSlash(buildPath) + GetBuildSubfolder();
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+
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+ Initialize();
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+
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+ BuildSystem* buildSystem = GetSubsystem<BuildSystem>();
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+
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+ FileSystem* fileSystem = GetSubsystem<FileSystem>();
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+ if (fileSystem->DirExists(buildPath_))
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+ fileSystem->RemoveDir(buildPath_, true);
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+
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+ String dataPath = tsystem->GetDataPath();
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+
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+ String appSrcPath = dataPath + "Deployment/MacOS/AtomicPlayer.app";
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+
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+ fileSystem->CreateDir(buildPath_);
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+
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+ buildPath_ += "/AtomicPlayer.app";
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+
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+ fileSystem->CreateDir(buildPath_);
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+
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+ fileSystem->CreateDir(buildPath_ + "/Contents");
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+ fileSystem->CreateDir(buildPath_ + "/Contents/MacOS");
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+ fileSystem->CreateDir(buildPath_ + "/Contents/Resources");
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+
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+ String resourcePackagePath = buildPath_ + "/Contents/Resources/AtomicResources.pak";
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+ GenerateResourcePackage(resourcePackagePath);
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+
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+ fileSystem->Copy(appSrcPath + "/Contents/Resources/Atomic.icns", buildPath_ + "/Contents/Resources/Atomic.icns");
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+
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+ fileSystem->Copy(appSrcPath + "/Contents/Info.plist", buildPath_ + "/Contents/Info.plist");
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+ fileSystem->Copy(appSrcPath + "/Contents/MacOS/AtomicPlayer", buildPath_ + "/Contents/MacOS/AtomicPlayer");
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+
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+#ifdef ATOMIC_PLATFORM_OSX
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+ Vector<String> args;
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+ args.Push("+x");
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+ args.Push(buildPath_ + "/Contents/MacOS/AtomicPlayer");
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+ fileSystem->SystemRun("chmod", args);
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+#endif
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+
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+ buildPath_ = buildPath + "/Mac-Build";
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+ buildSystem->BuildComplete(PLATFORMID_MAC, buildPath_);
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+
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+}
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+*/
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+
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+}
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