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- // Copyright (c) 2014-2015, THUNDERBEAST GAMES LLC All rights reserved
- // Please see LICENSE.md in repository root for license information
- // https://github.com/AtomicGameEngine/AtomicGameEngine
- #include "AtomicEditor.h"
- #include <Atomic/Core/Context.h>
- #include <Atomic/Core/StringUtils.h>
- #include <Atomic/IO/FileSystem.h>
- #include <Atomic/IO/Log.h>
- #include "../ToolSystem.h"
- #include "../Project/Project.h"
- #include "../Project/ProjectUserPrefs.h"
- #include "BuildSystem.h"
- #include "BuildEvents.h"
- namespace ToolCore
- {
- BuildSystem::BuildSystem(Context* context) :
- Object(context)
- {
- }
- BuildSystem::~BuildSystem()
- {
- }
- bool BuildSystem::StartNextBuild()
- {
- if (!queuedBuilds_.Size())
- return false;
- currentBuild_ = queuedBuilds_.Front();
- queuedBuilds_.PopFront();
- currentBuild_->Build(buildPath_);
- return true;
- }
- void BuildSystem::QueueBuild(BuildBase* buildBase)
- {
- queuedBuilds_.Push(SharedPtr<BuildBase>(buildBase));
- }
- void BuildSystem::BuildComplete(PlatformID platform, const String &buildFolder, bool success, bool fail3D)
- {
- VariantMap eventData;
- if (success)
- {
- eventData[BuildComplete::P_PLATFORMID] = (unsigned) platform;
- SendEvent(E_BUILDCOMPLETE, eventData);
- LOGINFOF("Build Success");
- }
- else
- {
- eventData[BuildFailed::P_PLATFORMID] = (unsigned) platform;
- SendEvent(E_BUILDFAILED, eventData);
- LOGINFOF("Build Failed");
- }
- currentBuild_ = 0;
- }
- }
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