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- //
- // Copyright (c) 2014-2015, THUNDERBEAST GAMES LLC All rights reserved
- // LICENSE: Atomic Game Engine Editor and Tools EULA
- // Please see LICENSE_ATOMIC_EDITOR_AND_TOOLS.md in repository root for
- // license information: https://github.com/AtomicGameEngine/AtomicGameEngine
- //
- #include <Atomic/Core/StringUtils.h>
- #include <Atomic/IO/FileSystem.h>
- #include <Atomic/Resource/ResourceCache.h>
- #include "../ToolSystem.h"
- #include "../ToolEnvironment.h"
- #include "../Project/Project.h"
- #include "BuildWindows.h"
- #include "BuildSystem.h"
- #include "BuildEvents.h"
- namespace ToolCore
- {
- BuildWindows::BuildWindows(Context * context, Project *project) : BuildBase(context, project, PLATFORMID_WINDOWS)
- {
- }
- BuildWindows::~BuildWindows()
- {
- }
- void BuildWindows::Initialize()
- {
- ToolSystem* tsystem = GetSubsystem<ToolSystem>();
- Project* project = tsystem->GetProject();
- Vector<String> defaultResourcePaths;
- GetDefaultResourcePaths(defaultResourcePaths);
- String projectResources = project->GetResourcePath();
- for (unsigned i = 0; i < defaultResourcePaths.Size(); i++)
- {
- AddResourceDir(defaultResourcePaths[i]);
- }
- // TODO: smart filtering of cache
- AddResourceDir(project->GetProjectPath() + "Cache/");
- AddResourceDir(projectResources);
- BuildResourceEntries();
- }
- void BuildWindows::BuildAtomicNET()
- {
- // AtomicNET
- FileSystem* fileSystem = GetSubsystem<FileSystem>();
- ToolEnvironment* tenv = GetSubsystem<ToolEnvironment>();
- ToolSystem* tsystem = GetSubsystem<ToolSystem>();
- Project* project = tsystem->GetProject();
- String projectResources = project->GetResourcePath();
- String assembliesPath = projectResources + "Assemblies/";
- // if no assemblies path, no need to install AtomicNET
- if (!fileSystem->DirExists(assembliesPath))
- return;
- Vector<String> results;
- fileSystem->ScanDir(results, assembliesPath, "*.dll", SCAN_FILES, true);
- // if no assembiles in Assemblies path, no need to install AtomicNET
- if (!results.Size())
- return;
- BuildLog("Building AtomicNET");
- fileSystem->CreateDir(buildPath_ + "/AtomicPlayer_Resources/AtomicNET");
- fileSystem->CreateDir(buildPath_ + "/AtomicPlayer_Resources/AtomicNET/Atomic");
- fileSystem->CreateDir(buildPath_ + "/AtomicPlayer_Resources/AtomicNET/Atomic/Assemblies");
- fileSystem->CopyDir(tenv->GetNETCoreCLRAbsPath(), buildPath_ + "/AtomicPlayer_Resources/AtomicNET/CoreCLR");
- fileSystem->CopyDir(tenv->GetNETTPAPaths(), buildPath_ + "/AtomicPlayer_Resources/AtomicNET/Atomic/TPA");
- // Atomic Assemblies
- const String& assemblyLoadPaths = tenv->GetNETAssemblyLoadPaths();
- Vector<String> paths = assemblyLoadPaths.Split(';');
- for (unsigned i = 0; i < paths.Size(); i++)
- {
- Vector<String> loadResults;
- fileSystem->ScanDir(loadResults, paths[i], "*.dll", SCAN_FILES, true);
- for (unsigned j = 0; j < loadResults.Size(); j++)
- {
- String pathName, fileName, ext;
- SplitPath(loadResults[j], pathName, fileName, ext);
- if (fileName != "AtomicNETEngine")
- continue;
- fileSystem->Copy(paths[i] + "/" + loadResults[j], ToString("%s/AtomicPlayer_Resources/AtomicNET/Atomic/Assemblies/%s.dll", buildPath_.CString(), fileName.CString()));
- }
- }
- // Project assemblied
- for (unsigned i = 0; i < results.Size(); i++)
- {
- String pathName, fileName, ext;
- SplitPath(results[i], pathName, fileName, ext);
- fileSystem->Copy(assembliesPath + results[i], ToString("%s/AtomicPlayer_Resources/AtomicNET/Atomic/Assemblies/%s.dll", buildPath_.CString(), fileName.CString()));
- }
- }
- void BuildWindows::Build(const String& buildPath)
- {
- ToolEnvironment* tenv = GetSubsystem<ToolEnvironment>();
- buildPath_ = AddTrailingSlash(buildPath) + GetBuildSubfolder();
- BuildLog("Starting Windows Deployment");
- Initialize();
- if (!BuildClean(buildPath_))
- return;
- BuildSystem* buildSystem = GetSubsystem<BuildSystem>();
- FileSystem* fileSystem = GetSubsystem<FileSystem>();
- String rootSourceDir = tenv->GetRootSourceDir();
- String playerBinary = tenv->GetPlayerBinary();
- String d3d9dll = GetPath(playerBinary) + "/D3DCompiler_47.dll";
- if (!BuildCreateDirectory(buildPath_))
- return;
- if (!BuildCreateDirectory(buildPath_ + "/AtomicPlayer_Resources"))
- return;
- String resourcePackagePath = buildPath_ + "/AtomicPlayer_Resources/AtomicResources" + PAK_EXTENSION;
- GenerateResourcePackage(resourcePackagePath);
- if (buildFailed_)
- return;
-
- if (!BuildCreateDirectory(buildPath_ + "/Settings"))
- return;
- if (!BuildCopyFile(GetSettingsDirectory() + "/Engine.json", buildPath_ + "/Settings/Engine.json"))
- return;
- if (!BuildCopyFile(playerBinary, buildPath_ + "/AtomicPlayer.exe"))
- return;
- if (!BuildCopyFile(d3d9dll, buildPath_ + "/D3DCompiler_47.dll"))
- return;
- BuildAtomicNET();
- BuildLog("Windows Deployment Complete");
- buildSystem->BuildComplete(PLATFORMID_WINDOWS, buildPath_);
- }
- }
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