// // 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. // #pragma once #include using namespace Atomic; namespace ToolCore { class Project; class Subprocess; // AtomicProject.dll state (this shouldn't be in resources too) enum NETProjectState { NETPROJECT_CLEAN, NETPROJECT_DIRTY, NETPROJECT_ERROR }; class NETProjectSystem : public Object { ATOMIC_OBJECT(NETProjectSystem, Object) public: NETProjectSystem(Context* context); virtual ~NETProjectSystem(); bool GetIDEAvailable() const { return idePath_.Length() != 0; } const String& GetSolutionPath() const { return solutionPath_; } void BuildAtomicProject(); /// Open the solution, if opening a source file, better to call OpenSourceFile as will launch VS instance with source file loaded /// otherwise, no guarantee where source file will load when multiple VS instances running void OpenSolution(); void OpenSourceFile(const String& sourceFilePath); bool GenerateSolution(); bool GenerateResourcePak(); private: void HandleUpdate(StringHash eventType, VariantMap& eventData); void HandleNETBuildResult(StringHash eventType, VariantMap& eventData); void HandleFileChanged(StringHash eventType, VariantMap& eventData); void HandleResourceAdded(StringHash eventType, VariantMap& eventData); void HandleResourceRemoved(StringHash eventType, VariantMap& eventData); void HandleAssetRenamed(StringHash eventType, VariantMap& eventData); void HandleAssetMoved(StringHash eventType, VariantMap& eventData); void HandleAssetNew(StringHash eventType, VariantMap& eventData); void HandleAssetScanBegin(StringHash eventType, VariantMap& eventData); void HandleAssetScanEnd(StringHash eventType, VariantMap& eventData); void HandleProjectLoaded(StringHash eventType, VariantMap& eventData); void HandleProjectUnloaded(StringHash eventType, VariantMap& eventData); void Clear(); void Initialize(); String idePath_; String solutionPath_; String projectAssemblyPath_; float quietPeriod_; bool solutionDirty_; bool projectAssemblyDirty_; // Visual Studio subprocess WeakPtr ideSubprocess_; }; }