Bootstrap.js 3.7 KB

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  1. var os = require('os');
  2. var path = require('path');
  3. // get the root folder
  4. var atomicRoot = path.resolve(__dirname, "../..") + "/";
  5. // patch in our local node_modules
  6. process.env.NODE_PATH = atomicRoot + "Build/node_modules/";
  7. require('module').Module._initPaths();
  8. var fs = require('fs-extra');
  9. // Load `jake` global
  10. require('../node_modules/jake/lib/jake');
  11. var config = require('./BuildConfig');
  12. var host = require('./Host');
  13. require('./BuildCommon');
  14. var cmd = config._[0];
  15. function printHelp() {
  16. console.log("\nAtomic Editor Build Script");
  17. console.log("--------------------------");
  18. console.log("--help : This help text");
  19. console.log("--with-android : Build with Android platform support");
  20. console.log("--with-ios : Build with iOS platform support");
  21. console.log("--with-web : Build with Web platform support");
  22. console.log("--opengl : Use OpenGL instead of DirectX 9 (only affects Windows builds)");
  23. console.log("--d3d11 : Use DirectX 11 instead of DirectX 9 (only affects Windows builds)");
  24. console.log("--debug : Build debug version of the editor and associated platform runtimes");
  25. console.log("--noclean : Do not clean before building, useful during development");
  26. console.log("--nonet : Build without AtomicNET C# scripting support");
  27. console.log("--with-docs : Build and install API documents into the editor (requires npm on path)");
  28. console.log("--noexamples : Don't include examples with editor");
  29. console.log("--task=name : Build the specified task (for development)");
  30. console.log("--package : packages the editor to Artifacts/Dist");
  31. console.log("--------------------------")
  32. process.exit(0);
  33. }
  34. if (config["help"]) {
  35. printHelp();
  36. }
  37. if (config["lint"]) {
  38. var lintTask = jake.Task['build:lint'];
  39. lintTask.invoke();
  40. }
  41. if (config["task"]) {
  42. var task = jake.Task[config["task"]];
  43. if (!task) {
  44. console.log("\nBUILD ERROR:\n\nUnknown task: " + config["task"] + "\n");
  45. process.exit(1);
  46. }
  47. cmd = "";
  48. task.invoke();
  49. }
  50. // Atomic Editor Build
  51. if (cmd == "buildeditor") {
  52. console.log("\n\nBuilding Atomic Editor, this process will take a few minutes\n");
  53. var buildTask = jake.Task['build:atomiceditor'];
  54. if (config["with-android"]) {
  55. if (!process.env.ANDROID_NDK) {
  56. console.log("\nANDROID_NDK environment variable not set, exiting\n");
  57. process.exit(1);
  58. }
  59. }
  60. if (config["with-web"]) {
  61. if (!process.env.EMSCRIPTEN) {
  62. console.log("\nEMSCRIPTEN environment variable not set, consider running 'source /Path/To/emsdk_env.sh', exiting\n");
  63. process.exit(1);
  64. }
  65. }
  66. if (config["with-ios"]) {
  67. if (os.platform() != "darwin") {
  68. console.log("\niOS platform requires macOS, exiting\n");
  69. process.exit(1);
  70. }
  71. }
  72. if (config["d3d11"] && config["opengl"]) {
  73. if (os.platform() == "win32") {
  74. console.log("\nBoth DirectX 11 and OpenGL flags specified. Please choose only one at a time.\nExiting...\n");
  75. process.exit(1);
  76. }
  77. }
  78. if (config["d3d11"]) {
  79. if (os.platform() != "win32") {
  80. console.log("\nDirectX 11 build requires Windows, exiting\n");
  81. process.exit(1);
  82. }
  83. else {
  84. console.log("\nDirectX 11 build selected.\n");
  85. }
  86. }
  87. if (config["opengl"]) {
  88. if (os.platform() != "win32") {
  89. console.log("\nOpenGL flag ignored, OpenGL is default on non-Windows platforms anyway.\nContinuing...\n");
  90. }
  91. else {
  92. console.log("\nOpenGL build selected.\n");
  93. }
  94. }
  95. buildTask.invoke();
  96. }