BuildSystem.cpp 1.5 KB

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  1. // Copyright (c) 2014-2015, THUNDERBEAST GAMES LLC All rights reserved
  2. // Please see LICENSE.md in repository root for license information
  3. // https://github.com/AtomicGameEngine/AtomicGameEngine
  4. #include "AtomicEditor.h"
  5. #include <Atomic/Core/Context.h>
  6. #include <Atomic/Core/StringUtils.h>
  7. #include <Atomic/IO/FileSystem.h>
  8. #include <Atomic/IO/Log.h>
  9. #include "../ToolSystem.h"
  10. #include "../Project/Project.h"
  11. #include "../Project/ProjectUserPrefs.h"
  12. #include "BuildSystem.h"
  13. #include "BuildEvents.h"
  14. namespace ToolCore
  15. {
  16. BuildSystem::BuildSystem(Context* context) :
  17. Object(context)
  18. {
  19. }
  20. BuildSystem::~BuildSystem()
  21. {
  22. }
  23. bool BuildSystem::StartNextBuild()
  24. {
  25. if (!queuedBuilds_.Size())
  26. return false;
  27. currentBuild_ = queuedBuilds_.Front();
  28. queuedBuilds_.PopFront();
  29. currentBuild_->Build(buildPath_);
  30. return true;
  31. }
  32. void BuildSystem::QueueBuild(BuildBase* buildBase)
  33. {
  34. queuedBuilds_.Push(SharedPtr<BuildBase>(buildBase));
  35. }
  36. void BuildSystem::BuildComplete(PlatformID platform, const String &buildFolder, bool success, bool fail3D)
  37. {
  38. VariantMap eventData;
  39. if (success)
  40. {
  41. eventData[BuildComplete::P_PLATFORMID] = (unsigned) platform;
  42. SendEvent(E_BUILDCOMPLETE, eventData);
  43. LOGINFOF("Build Success");
  44. }
  45. else
  46. {
  47. eventData[BuildFailed::P_PLATFORMID] = (unsigned) platform;
  48. SendEvent(E_BUILDFAILED, eventData);
  49. LOGINFOF("Build Failed");
  50. }
  51. currentBuild_ = 0;
  52. }
  53. }