// 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 #include "AtomicEditor.h" #include #include "../AEEditor.h" #include "../Project/AEProject.h" #include "../Project/ProjectUtils.h" #include "BuildSystem.h" #include "BuildWindows.h" namespace AtomicEditor { BuildWindows::BuildWindows(Context * context) : BuildBase(context) { } BuildWindows::~BuildWindows() { } void BuildWindows::Initialize() { Editor* editor = GetSubsystem(); Project* project = editor->GetProject(); FileSystem* fileSystem = GetSubsystem(); String bundleResources = fileSystem->GetProgramDir(); String projectResources = project->GetResourcePath(); String dataFolder = bundleResources + "Data/"; String coreDataFolder = bundleResources + "CoreData/"; AddResourceDir(coreDataFolder); AddResourceDir(dataFolder); AddResourceDir(projectResources); BuildResourceEntries(); } void BuildWindows::Build(const String& buildPath) { buildPath_ = buildPath; Initialize(); FileSystem* fileSystem = GetSubsystem(); String buildSourceDir = fileSystem->GetProgramDir(); buildSourceDir += "Deployment/Win32"; fileSystem->CreateDir(buildPath); fileSystem->CreateDir(buildPath + "/AtomicPlayer_Resources"); String resourcePackagePath = buildPath + "/AtomicPlayer_Resources/AtomicResources.pak"; GenerateResourcePackage(resourcePackagePath); fileSystem->Copy(buildSourceDir + "/AtomicPlayer.exe", buildPath + "/AtomicPlayer.exe"); ProjectUtils* utils = GetSubsystem(); utils->RevealInFinder(GetPath(buildPath)); BuildSystem* buildSystem = GetSubsystem(); buildSystem->BuildComplete(); } }