// Copyright (c) 2014-2015, THUNDERBEAST GAMES LLC All rights reserved // Please see LICENSE.md in repository root for license information // https://github.com/AtomicGameEngine/AtomicGameEngine #pragma once #include #include "BuildTypes.h" #include "../Platform/Platform.h" using namespace Atomic; namespace ToolCore { class ResourcePackager; class Project; class BuildBase : public Object { OBJECT(BuildBase); public: BuildBase(Context* context, Project* project, PlatformID platform); virtual ~BuildBase(); virtual void Build(const String& buildPath) = 0; // some platforms may want to do their own packaging of resources virtual bool UseResourcePackager() { return true; } virtual String GetBuildSubfolder() = 0; // add in search order, first added is first searched // will warn on name conflicts void AddResourceDir(const String& dir); void BuildLog(const String& message); void BuildWarn(const String& warning); void BuildError(const String& error); /// Converts subprocess output event to a buildoutput event void HandleSubprocessOutputEvent(StringHash eventType, VariantMap& eventData); protected: void SendBuildFailure(const String& message); void GenerateResourcePackage(const String& resourcePackagePath); void BuildResourceEntries(); void GetDefaultResourcePaths(Vector& paths); String buildPath_; PODVector resourceEntries_; bool containsMDL_; private: PlatformID platformID_; Vector buildLog_; Vector buildWarnings_; Vector buildErrors_; void ScanResourceDirectory(const String& resourceDir); SharedPtr project_; SharedPtr resourcePackager_; Vector resourceDirs_; }; }