// // Copyright (c) 2014-2016 THUNDERBEAST GAMES LLC // // 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 #include #include #include #include "../ToolSystem.h" #include "../Project/Project.h" #include "../Project/ProjectUserPrefs.h" #include "BuildSystem.h" #include "BuildEvents.h" namespace ToolCore { BuildSystem::BuildSystem(Context* context) : Object(context) { } BuildSystem::~BuildSystem() { } bool BuildSystem::StartNextBuild() { if (!queuedBuilds_.Size()) return false; currentBuild_ = queuedBuilds_.Front(); queuedBuilds_.PopFront(); currentBuild_->Build(buildPath_); return true; } void BuildSystem::QueueBuild(BuildBase* buildBase) { queuedBuilds_.Push(SharedPtr(buildBase)); } void BuildSystem::BuildComplete(PlatformID platform, const String &buildFolder, bool success, const String& buildMessage) { VariantMap eventData; eventData[BuildComplete::P_PLATFORMID] = (unsigned) platform; eventData[BuildComplete::P_BUILDFOLDER] = buildFolder; eventData[BuildComplete::P_SUCCESS] = success; eventData[BuildComplete::P_MESSAGE] = buildMessage; SendEvent(E_BUILDCOMPLETE, eventData); currentBuild_ = 0; } }