BuildSystem.cpp 2.3 KB

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  1. //
  2. // Copyright (c) 2014-2016 THUNDERBEAST GAMES LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include <Atomic/Core/Context.h>
  23. #include <Atomic/Core/StringUtils.h>
  24. #include <Atomic/IO/FileSystem.h>
  25. #include <Atomic/IO/Log.h>
  26. #include "../ToolSystem.h"
  27. #include "../Project/Project.h"
  28. #include "../Project/ProjectUserPrefs.h"
  29. #include "BuildSystem.h"
  30. #include "BuildEvents.h"
  31. namespace ToolCore
  32. {
  33. BuildSystem::BuildSystem(Context* context) :
  34. Object(context)
  35. {
  36. }
  37. BuildSystem::~BuildSystem()
  38. {
  39. }
  40. bool BuildSystem::StartNextBuild()
  41. {
  42. if (!queuedBuilds_.Size())
  43. return false;
  44. currentBuild_ = queuedBuilds_.Front();
  45. queuedBuilds_.PopFront();
  46. currentBuild_->Build(buildPath_);
  47. return true;
  48. }
  49. void BuildSystem::QueueBuild(BuildBase* buildBase)
  50. {
  51. queuedBuilds_.Push(SharedPtr<BuildBase>(buildBase));
  52. }
  53. void BuildSystem::BuildComplete(PlatformID platform, const String &buildFolder, bool success, const String& buildMessage)
  54. {
  55. VariantMap eventData;
  56. eventData[BuildComplete::P_PLATFORMID] = (unsigned) platform;
  57. eventData[BuildComplete::P_BUILDFOLDER] = buildFolder;
  58. eventData[BuildComplete::P_SUCCESS] = success;
  59. eventData[BuildComplete::P_MESSAGE] = buildMessage;
  60. SendEvent(E_BUILDCOMPLETE, eventData);
  61. currentBuild_ = 0;
  62. }
  63. }