// 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 "License/AELicenseSystem.h" #include "BuildMac.h" #include "BuildSystem.h" namespace AtomicEditor { BuildMac::BuildMac(Context * context) : BuildBase(context) { } BuildMac::~BuildMac() { } void BuildMac::Initialize() { Editor* editor = GetSubsystem(); Project* project = editor->GetProject(); FileSystem* fileSystem = GetSubsystem(); #ifdef ATOMIC_PLATFORM_WINDOWS String bundleResources = fileSystem->GetProgramDir(); #else String bundleResources = fileSystem->GetAppBundleResourceFolder(); #endif String projectResources = project->GetResourcePath(); String coreDataFolder = bundleResources + "CoreData/"; AddResourceDir(coreDataFolder); AddResourceDir(projectResources); BuildResourceEntries(); } void BuildMac::Build(const String& buildPath) { buildPath_ = buildPath + "/Mac-Build"; Initialize(); BuildSystem* buildSystem = GetSubsystem(); // BEGIN LICENSE MANAGEMENT LicenseSystem *licenseSystem = GetSubsystem(); if (licenseSystem->IsStandardLicense()) { if (containsMDL_) { buildSystem->BuildComplete(AE_PLATFORM_MAC, buildPath_, false, true); return; } } // END LICENSE MANAGEMENT FileSystem* fileSystem = GetSubsystem(); if (fileSystem->DirExists(buildPath_)) fileSystem->RemoveDir(buildPath_, true); #ifdef ATOMIC_PLATFORM_WINDOWS String buildSourceDir = fileSystem->GetProgramDir(); #else String buildSourceDir = fileSystem->GetAppBundleResourceFolder(); #endif buildSourceDir += "Deployment/MacOS/AtomicPlayer.app"; fileSystem->CreateDir(buildPath_); buildPath_ += "/AtomicPlayer.app"; fileSystem->CreateDir(buildPath_); fileSystem->CreateDir(buildPath_ + "/Contents"); fileSystem->CreateDir(buildPath_ + "/Contents/MacOS"); fileSystem->CreateDir(buildPath_ + "/Contents/Resources"); String resourcePackagePath = buildPath_ + "/Contents/Resources/AtomicResources.pak"; GenerateResourcePackage(resourcePackagePath); fileSystem->Copy(buildSourceDir + "/Contents/Resources/Atomic.icns", buildPath_ + "/Contents/Resources/Atomic.icns"); fileSystem->Copy(buildSourceDir + "/Contents/Info.plist", buildPath_ + "/Contents/Info.plist"); fileSystem->Copy(buildSourceDir + "/Contents/MacOS/AtomicPlayer", buildPath_ + "/Contents/MacOS/AtomicPlayer"); #ifdef ATOMIC_PLATFORM_OSX Vector args; args.Push("+x"); args.Push(buildPath_ + "/Contents/MacOS/AtomicPlayer"); fileSystem->SystemRun("chmod", args); #endif buildPath_ = buildPath + "/Mac-Build"; buildSystem->BuildComplete(AE_PLATFORM_MAC, buildPath_); } }