BuildWindows.cpp 5.0 KB

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  1. //
  2. // Copyright (c) 2014-2015, THUNDERBEAST GAMES LLC All rights reserved
  3. // LICENSE: Atomic Game Engine Editor and Tools EULA
  4. // Please see LICENSE_ATOMIC_EDITOR_AND_TOOLS.md in repository root for
  5. // license information: https://github.com/AtomicGameEngine/AtomicGameEngine
  6. //
  7. #include <Atomic/Core/StringUtils.h>
  8. #include <Atomic/IO/FileSystem.h>
  9. #include <Atomic/Resource/ResourceCache.h>
  10. #include "../ToolSystem.h"
  11. #include "../ToolEnvironment.h"
  12. #include "../Project/Project.h"
  13. #include "BuildWindows.h"
  14. #include "BuildSystem.h"
  15. #include "BuildEvents.h"
  16. namespace ToolCore
  17. {
  18. BuildWindows::BuildWindows(Context * context, Project *project) : BuildBase(context, project, PLATFORMID_WINDOWS)
  19. {
  20. }
  21. BuildWindows::~BuildWindows()
  22. {
  23. }
  24. void BuildWindows::Initialize()
  25. {
  26. ToolSystem* tsystem = GetSubsystem<ToolSystem>();
  27. Project* project = tsystem->GetProject();
  28. Vector<String> defaultResourcePaths;
  29. GetDefaultResourcePaths(defaultResourcePaths);
  30. String projectResources = project->GetResourcePath();
  31. for (unsigned i = 0; i < defaultResourcePaths.Size(); i++)
  32. {
  33. AddResourceDir(defaultResourcePaths[i]);
  34. }
  35. // TODO: smart filtering of cache
  36. AddResourceDir(project->GetProjectPath() + "Cache/");
  37. AddResourceDir(projectResources);
  38. BuildResourceEntries();
  39. }
  40. void BuildWindows::BuildAtomicNET()
  41. {
  42. // AtomicNET
  43. FileSystem* fileSystem = GetSubsystem<FileSystem>();
  44. ToolEnvironment* tenv = GetSubsystem<ToolEnvironment>();
  45. ToolSystem* tsystem = GetSubsystem<ToolSystem>();
  46. Project* project = tsystem->GetProject();
  47. String projectResources = project->GetResourcePath();
  48. String assembliesPath = projectResources + "Assemblies/";
  49. // if no assemblies path, no need to install AtomicNET
  50. if (!fileSystem->DirExists(assembliesPath))
  51. return;
  52. Vector<String> results;
  53. fileSystem->ScanDir(results, assembliesPath, "*.dll", SCAN_FILES, true);
  54. // if no assembiles in Assemblies path, no need to install AtomicNET
  55. if (!results.Size())
  56. return;
  57. BuildLog("Building AtomicNET");
  58. fileSystem->CreateDir(buildPath_ + "/AtomicPlayer_Resources/AtomicNET");
  59. fileSystem->CreateDir(buildPath_ + "/AtomicPlayer_Resources/AtomicNET/Atomic");
  60. fileSystem->CreateDir(buildPath_ + "/AtomicPlayer_Resources/AtomicNET/Atomic/Assemblies");
  61. fileSystem->CopyDir(tenv->GetNETCoreCLRAbsPath(), buildPath_ + "/AtomicPlayer_Resources/AtomicNET/CoreCLR");
  62. fileSystem->CopyDir(tenv->GetNETTPAPaths(), buildPath_ + "/AtomicPlayer_Resources/AtomicNET/Atomic/TPA");
  63. // Atomic Assemblies
  64. const String& assemblyLoadPaths = tenv->GetNETAssemblyLoadPaths();
  65. Vector<String> paths = assemblyLoadPaths.Split(';');
  66. for (unsigned i = 0; i < paths.Size(); i++)
  67. {
  68. Vector<String> loadResults;
  69. fileSystem->ScanDir(loadResults, paths[i], "*.dll", SCAN_FILES, true);
  70. for (unsigned j = 0; j < loadResults.Size(); j++)
  71. {
  72. String pathName, fileName, ext;
  73. SplitPath(loadResults[j], pathName, fileName, ext);
  74. if (fileName != "AtomicNETEngine")
  75. continue;
  76. fileSystem->Copy(paths[i] + "/" + loadResults[j], ToString("%s/AtomicPlayer_Resources/AtomicNET/Atomic/Assemblies/%s.dll", buildPath_.CString(), fileName.CString()));
  77. }
  78. }
  79. // Project assemblied
  80. for (unsigned i = 0; i < results.Size(); i++)
  81. {
  82. String pathName, fileName, ext;
  83. SplitPath(results[i], pathName, fileName, ext);
  84. fileSystem->Copy(assembliesPath + results[i], ToString("%s/AtomicPlayer_Resources/AtomicNET/Atomic/Assemblies/%s.dll", buildPath_.CString(), fileName.CString()));
  85. }
  86. }
  87. void BuildWindows::Build(const String& buildPath)
  88. {
  89. ToolEnvironment* tenv = GetSubsystem<ToolEnvironment>();
  90. buildPath_ = AddTrailingSlash(buildPath) + GetBuildSubfolder();
  91. BuildLog("Starting Windows Deployment");
  92. Initialize();
  93. if (!BuildClean(buildPath_))
  94. return;
  95. BuildSystem* buildSystem = GetSubsystem<BuildSystem>();
  96. FileSystem* fileSystem = GetSubsystem<FileSystem>();
  97. String rootSourceDir = tenv->GetRootSourceDir();
  98. String playerBinary = tenv->GetPlayerBinary();
  99. String d3d9dll = GetPath(playerBinary) + "/D3DCompiler_47.dll";
  100. if (!BuildCreateDirectory(buildPath_))
  101. return;
  102. if (!BuildCreateDirectory(buildPath_ + "/AtomicPlayer_Resources"))
  103. return;
  104. String resourcePackagePath = buildPath_ + "/AtomicPlayer_Resources/AtomicResources" + PAK_EXTENSION;
  105. GenerateResourcePackage(resourcePackagePath);
  106. if (buildFailed_)
  107. return;
  108. if (!BuildCreateDirectory(buildPath_ + "/Settings"))
  109. return;
  110. if (!BuildCopyFile(GetSettingsDirectory() + "/Engine.json", buildPath_ + "/Settings/Engine.json"))
  111. return;
  112. if (!BuildCopyFile(playerBinary, buildPath_ + "/AtomicPlayer.exe"))
  113. return;
  114. if (!BuildCopyFile(d3d9dll, buildPath_ + "/D3DCompiler_47.dll"))
  115. return;
  116. BuildAtomicNET();
  117. BuildLog("Windows Deployment Complete");
  118. buildSystem->BuildComplete(PLATFORMID_WINDOWS, buildPath_);
  119. }
  120. }