// // 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 "../ToolEnvironment.h" #include "../Project/Project.h" #include "../Project/ProjectSettings.h" #include "../Assets/AssetDatabase.h" #include "BuildWindows.h" #include "BuildSystem.h" #include "BuildEvents.h" namespace ToolCore { BuildWindows::BuildWindows(Context * context, Project *project) : BuildBase(context, project, PLATFORMID_WINDOWS) { } BuildWindows::~BuildWindows() { } void BuildWindows::Initialize() { ToolSystem* tsystem = GetSubsystem(); Project* project = tsystem->GetProject(); Vector defaultResourcePaths; GetDefaultResourcePaths(defaultResourcePaths); for (unsigned i = 0; i < defaultResourcePaths.Size(); i++) { AddResourceDir(defaultResourcePaths[i]); } BuildDefaultResourceEntries(); // Include the project resources and cache separately AddProjectResourceDir(project->GetResourcePath()); AssetDatabase* db = GetSubsystem(); String cachePath = db->GetCachePath(); AddProjectResourceDir(cachePath); BuildProjectResourceEntries(); } bool BuildWindows::CheckIncludeResourceFile(const String& resourceDir, const String& fileName) { // #623 BEGIN TODO: Skip files that have a converted version in the cache AssetDatabase* db = GetSubsystem(); String cachePath = db->GetCachePath(); if (resourceDir != cachePath) { String ext = GetExtension(fileName); if (ext == ".jpg" || ext == ".png" || ext == ".tga") { FileSystem* fileSystem = GetSubsystem(); String compressedPath = cachePath + "DDS/" + fileName + ".dds"; if (fileSystem->FileExists(compressedPath)) return false; } } // #623 END TODO return BuildBase::CheckIncludeResourceFile(resourceDir, fileName); } bool BuildWindows::BuildManaged(const String& buildPath) { ToolEnvironment* tenv = GetSubsystem(); ToolSystem* toolSystem = GetSubsystem(); FileSystem* fileSystem = GetSubsystem(); Project* project = toolSystem->GetProject(); ProjectSettings* settings = project->GetProjectSettings(); String projectPath = project->GetProjectPath(); #ifdef ATOMIC_DEBUG String config = "Debug"; #else String config = "Release"; #endif String managedBins = projectPath + ToString("AtomicNET/%s/Bin/Desktop/", config.CString()); String managedExe = managedBins + settings->GetName() + ".exe"; if (!fileSystem->FileExists(managedExe)) { FailBuild(ToString("Error building managed project, please compile the %s binary %s before building", config.CString(), managedExe.CString())); return false; } StringVector results; StringVector filtered; fileSystem->ScanDir(results, managedBins, "", SCAN_FILES, false); StringVector filterList; StringVector::Iterator itr = results.Begin(); while (itr != results.End()) { unsigned i; for (i = 0; i < filterList.Size(); i++) { if (itr->Contains(filterList[i])) break; } if (i == filterList.Size()) filtered.Push(*itr); itr++; } for (unsigned i = 0; i < filtered.Size(); i++) { String filename = filtered[i]; if (!BuildCopyFile(managedBins + filename, buildPath_ + "/" + filename)) return false; } return true; } void BuildWindows::BuildNative(const String& buildPath) { BuildLog("Building Native Application"); ToolEnvironment* tenv = GetSubsystem(); String playerBinary = tenv->GetPlayerBinary(); String d3d9dll = GetPath(playerBinary) + "/D3DCompiler_47.dll"; if (!BuildCopyFile(playerBinary, buildPath_ + "/AtomicPlayer.exe")) return; if (!BuildCopyFile(d3d9dll, buildPath_ + "/D3DCompiler_47.dll")) return; } void BuildWindows::Build(const String& buildPath) { BuildSystem* buildSystem = GetSubsystem(); FileSystem* fileSystem = GetSubsystem(); ToolEnvironment* tenv = GetSubsystem(); ToolSystem* tsystem = GetSubsystem(); Project* project = tsystem->GetProject(); buildPath_ = AddTrailingSlash(buildPath); if (!resourcesOnly_) buildPath_ += GetBuildSubfolder(); BuildLog("Starting Windows Deployment"); Initialize(); if (!resourcesOnly_ && !BuildClean(buildPath_)) return; String rootSourceDir = tenv->GetRootSourceDir(); if (!BuildCreateDirectory(buildPath_)) return; if (!resourcesOnly_ && !BuildCreateDirectory(buildPath_ + "/AtomicPlayer_Resources")) return; String resourcePackagePath = buildPath_ + "/AtomicPlayer_Resources/AtomicResources" + PAK_EXTENSION; if (resourcesOnly_) { resourcePackagePath = buildPath_ + "/AtomicResources" + PAK_EXTENSION; } GenerateResourcePackage(resourcePackagePath); if (buildFailed_) return; if (resourcesOnly_) return; if (!BuildCreateDirectory(buildPath_ + "/Settings")) return; String engineJSON(GetSettingsDirectory() + "/Engine.json"); if (fileSystem->FileExists(engineJSON)) { if (!BuildCopyFile(engineJSON, buildPath_ + "/Settings/Engine.json")) return; } // TODO: Set project as managed and don't key off project assembly if (fileSystem->FileExists(project->GetResourcePath() + project->GetProjectSettings()->GetName() + ".dll")) { if (!BuildManaged(buildPath)) return; } else { BuildNative(buildPath); } BuildLog("Windows Deployment Complete"); buildSystem->BuildComplete(PLATFORMID_WINDOWS, buildPath_); } }