ToolEnvironment.cpp 5.9 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. // before resource system exists so use rapidjson directly
  8. #include <rapidjson/document.h>
  9. #include <rapidjson/prettywriter.h>
  10. #include <rapidjson/filestream.h>
  11. #include <Atomic/IO/Log.h>
  12. #include <Atomic/IO/FileSystem.h>
  13. #include <Atomic/IO/File.h>
  14. #include "ToolEnvironment.h"
  15. using namespace rapidjson;
  16. namespace ToolCore
  17. {
  18. ToolEnvironment::ToolEnvironment(Context* context) : Object(context),
  19. toolPrefs_(new ToolPrefs(context))
  20. {
  21. }
  22. ToolEnvironment::~ToolEnvironment()
  23. {
  24. }
  25. bool ToolEnvironment::InitFromPackage()
  26. {
  27. toolPrefs_->Load();
  28. FileSystem* fileSystem = GetSubsystem<FileSystem>();
  29. #ifdef ATOMIC_PLATFORM_WINDOWS
  30. editorBinary_ = fileSystem->GetProgramDir() + "AtomicEditor.exe";
  31. String resourcesDir = fileSystem->GetProgramDir() + "Resources/";
  32. #else
  33. editorBinary_ = fileSystem->GetProgramDir() + "AtomicEditor";
  34. String resourcesDir = GetPath(RemoveTrailingSlash(fileSystem->GetProgramDir())) + "Resources/";
  35. #endif
  36. //TODO: move this to deployment stuff
  37. playerAppFolder_ = resourcesDir + "ToolData/Deployment/MacOS/AtomicPlayer.app/";
  38. playerBinary_ = resourcesDir + "ToolData/Deployment/Windows/x86/AtomicPlayer.exe";
  39. resourceCoreDataDir_ = resourcesDir + "CoreData";
  40. resourcePlayerDataDir_ = resourcesDir + "PlayerData";
  41. toolDataDir_ = resourcesDir + "ToolData/";
  42. return true;
  43. }
  44. bool ToolEnvironment::InitFromJSON(bool atomicTool)
  45. {
  46. toolPrefs_->Load();
  47. // make sure config path is initialized
  48. GetDevConfigFilename();
  49. FileSystem* fileSystem = GetSubsystem<FileSystem>();
  50. if (atomicTool || !fileSystem->FileExists(devConfigFilename_))
  51. {
  52. // default to build directories
  53. SetRootSourceDir(ATOMIC_ROOT_SOURCE_DIR);
  54. SetRootBuildDir(ATOMIC_ROOT_BUILD_DIR, true);
  55. return true;
  56. }
  57. File jsonFile(context_, devConfigFilename_);
  58. if (!jsonFile.IsOpen())
  59. return false;
  60. String json;
  61. jsonFile.ReadText(json);
  62. if (!json.Length())
  63. return false;
  64. rapidjson::Document document;
  65. if (document.Parse<0>(json.CString()).HasParseError())
  66. {
  67. return false;
  68. }
  69. const Value::Member* rootSourceDir = document.FindMember("rootSourceDir");
  70. if (rootSourceDir && rootSourceDir->value.IsString())
  71. SetRootSourceDir(rootSourceDir->value.GetString());
  72. else
  73. return false;
  74. const Value::Member* rootBuildDir = document.FindMember("rootBuildDir");
  75. if (rootBuildDir && rootBuildDir->value.IsString())
  76. SetRootBuildDir(rootBuildDir->value.GetString(), true);
  77. else
  78. return false;
  79. return true;
  80. }
  81. const String& ToolEnvironment::GetDevConfigFilename()
  82. {
  83. if (devConfigFilename_.Length())
  84. return devConfigFilename_;
  85. FileSystem* fileSystem = GetSubsystem<FileSystem>();
  86. #ifdef ATOMIC_PLATFORM_OSX
  87. devConfigFilename_ = fileSystem->GetUserDocumentsDir() + ".atomicgameengine/toolEnv.json";
  88. #elif ATOMIC_PLATFORM_WINDOWS
  89. devConfigFilename_ = fileSystem->GetUserDocumentsDir() + "AtomicGameEngine/toolEnv.json";
  90. #endif
  91. return devConfigFilename_;
  92. }
  93. void ToolEnvironment::SetRootSourceDir(const String& sourceDir)
  94. {
  95. rootSourceDir_ = AddTrailingSlash(sourceDir);
  96. resourceCoreDataDir_ = rootSourceDir_ + "Resources/CoreData";
  97. resourcePlayerDataDir_ = rootSourceDir_ + "Resources/PlayerData";
  98. resourceEditorDataDir_ = rootSourceDir_ + "Resources/EditorData";
  99. toolDataDir_ = rootSourceDir_ + "Data/AtomicEditor/";
  100. }
  101. void ToolEnvironment::SetRootBuildDir(const String& buildDir, bool setBinaryPaths)
  102. {
  103. rootBuildDir_ = AddTrailingSlash(buildDir);
  104. if (setBinaryPaths)
  105. {
  106. #ifdef ATOMIC_PLATFORM_WINDOWS
  107. #ifdef _DEBUG
  108. playerBinary_ = rootBuildDir_ + "Source/AtomicPlayer/Application/Debug/AtomicPlayer.exe";
  109. editorBinary_ = rootBuildDir_ + "Source/AtomicEditor/Debug/AtomicEditor.exe";
  110. #else
  111. playerBinary_ = rootBuildDir_ + "Source/AtomicPlayer/Application/Release/AtomicPlayer.exe";
  112. editorBinary_ = rootBuildDir_ + "Source/AtomicEditor/Release/AtomicEditor.exe";
  113. #endif
  114. playerAppFolder_ = rootSourceDir_ + "Data/AtomicEditor/Deployment/MacOS/AtomicPlayer.app";
  115. #elif ATOMIC_PLATFORM_OSX
  116. #ifdef ATOMIC_XCODE
  117. playerBinary_ = rootBuildDir_ + "Source/AtomicPlayer/" + CMAKE_INTDIR + "/AtomicPlayer.app/Contents/MacOS/AtomicPlayer";
  118. editorBinary_ = rootBuildDir_ + "Source/AtomicEditor/" + CMAKE_INTDIR + "/AtomicEditor.app/Contents/MacOS/AtomicEditor";
  119. #else
  120. playerBinary_ = rootBuildDir_ + "Source/AtomicPlayer/Application/AtomicPlayer.app/Contents/MacOS/AtomicPlayer";
  121. playerAppFolder_ = rootBuildDir_ + "Source/AtomicPlayer/Application/AtomicPlayer.app/";
  122. editorBinary_ = rootBuildDir_ + "Source/AtomicEditor/AtomicEditor.app/Contents/MacOS/AtomicEditor";
  123. #endif
  124. #endif
  125. }
  126. }
  127. String ToolEnvironment::GetIOSDeployBinary()
  128. {
  129. return GetToolDataDir() + "Deployment/IOS/ios-deploy/ios-deploy";
  130. }
  131. void ToolEnvironment::Dump()
  132. {
  133. LOGINFOF("Root Source Dir: %s", rootSourceDir_.CString());
  134. LOGINFOF("Root Build Dir: %s", rootBuildDir_.CString());
  135. LOGINFOF("Core Resource Dir: %s", resourceCoreDataDir_.CString());
  136. LOGINFOF("Player Resource Dir: %s", resourcePlayerDataDir_.CString());
  137. LOGINFOF("Editor Resource Dir: %s", resourceEditorDataDir_.CString());
  138. LOGINFOF("Editor Binary: %s", editorBinary_.CString());
  139. LOGINFOF("Player Binary: %s", playerBinary_.CString());
  140. LOGINFOF("Tool Binary: %s", toolBinary_.CString());
  141. LOGINFOF("Tool Data Dir: %s", toolDataDir_.CString());
  142. LOGINFOF("Deployment Data Dir: %s", deploymentDataDir_.CString());
  143. LOGINFOF("Dev Config File: %s", devConfigFilename_.CString());
  144. }
  145. }