BuildSystem.cpp 1.4 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 <Atomic/Core/Context.h>
  5. #include <Atomic/Core/StringUtils.h>
  6. #include <Atomic/IO/FileSystem.h>
  7. #include <Atomic/IO/Log.h>
  8. #include "../ToolSystem.h"
  9. #include "../Project/Project.h"
  10. #include "../Project/ProjectUserPrefs.h"
  11. #include "BuildSystem.h"
  12. #include "BuildEvents.h"
  13. namespace ToolCore
  14. {
  15. BuildSystem::BuildSystem(Context* context) :
  16. Object(context)
  17. {
  18. }
  19. BuildSystem::~BuildSystem()
  20. {
  21. }
  22. bool BuildSystem::StartNextBuild()
  23. {
  24. if (!queuedBuilds_.Size())
  25. return false;
  26. currentBuild_ = queuedBuilds_.Front();
  27. queuedBuilds_.PopFront();
  28. currentBuild_->Build(buildPath_);
  29. return true;
  30. }
  31. void BuildSystem::QueueBuild(BuildBase* buildBase)
  32. {
  33. queuedBuilds_.Push(SharedPtr<BuildBase>(buildBase));
  34. }
  35. void BuildSystem::BuildComplete(PlatformID platform, const String &buildFolder, bool success, const String& buildMessage)
  36. {
  37. VariantMap eventData;
  38. eventData[BuildComplete::P_PLATFORMID] = (unsigned) platform;
  39. eventData[BuildComplete::P_BUILDFOLDER] = buildFolder;
  40. eventData[BuildComplete::P_SUCCESS] = success;
  41. eventData[BuildComplete::P_MESSAGE] = buildMessage;
  42. SendEvent(E_BUILDCOMPLETE, eventData);
  43. currentBuild_ = 0;
  44. }
  45. }