ToolEnvironment.cpp 8.0 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. #elif ATOMIC_PLATFORM_LINUX
  33. editorBinary_ = fileSystem->GetProgramDir() + "AtomicEditor";
  34. String resourcesDir = fileSystem->GetProgramDir() + "Resources/";
  35. #else
  36. editorBinary_ = fileSystem->GetProgramDir() + "AtomicEditor";
  37. String resourcesDir = GetPath(RemoveTrailingSlash(fileSystem->GetProgramDir())) + "Resources/";
  38. #endif
  39. //TODO: move this to deployment stuff
  40. playerAppFolder_ = resourcesDir + "ToolData/Deployment/MacOS/AtomicPlayer.app/";
  41. playerBinary_ = resourcesDir + "ToolData/Deployment/Windows/x64/AtomicPlayer.exe";
  42. resourceCoreDataDir_ = resourcesDir + "CoreData";
  43. resourcePlayerDataDir_ = resourcesDir + "PlayerData";
  44. toolDataDir_ = resourcesDir + "ToolData/";
  45. // AtomicNET
  46. netAssemblyLoadPaths_ = GetNativePath(ToString("%sAtomicNET/Windows/Atomic/", resourcesDir.CString()));
  47. #ifdef ATOMIC_PLATFORM_WINDOWS
  48. netCoreCLRAbsPath_ = GetNativePath(ToString("%sAtomicNET/Windows/x64/", resourcesDir.CString()));
  49. netTPAPaths_ = ToString("%sAtomicNET/Windows/Atomic/TPA/", resourcesDir.CString());
  50. #else
  51. netCoreCLRAbsPath_ = GetNativePath(ToString("%sAtomicNET/Windows/x64/", resourcesDir.CString()));
  52. netTPAPaths_ = ToString("%sAtomicNET/Windows/Atomic/TPA/", resourcesDir.CString());
  53. #endif
  54. return true;
  55. }
  56. bool ToolEnvironment::InitFromJSON(bool atomicTool)
  57. {
  58. toolPrefs_->Load();
  59. // make sure config path is initialized
  60. GetDevConfigFilename();
  61. FileSystem* fileSystem = GetSubsystem<FileSystem>();
  62. if (atomicTool || !fileSystem->FileExists(devConfigFilename_))
  63. {
  64. // default to build directories
  65. SetRootSourceDir(ATOMIC_ROOT_SOURCE_DIR);
  66. SetRootBuildDir(ATOMIC_ROOT_BUILD_DIR, true);
  67. netAssemblyLoadPaths_ = GetNativePath(ToString("%s/Artifacts/AtomicNET/", ATOMIC_ROOT_SOURCE_DIR));
  68. netAtomicNETEngineAssemblyPath_ = ToString("%s/Artifacts/AtomicNET/", ATOMIC_ROOT_SOURCE_DIR);
  69. #ifdef ATOMIC_PLATFORM_WINDOWS
  70. netCoreCLRAbsPath_ = GetNativePath(ToString("%s/Submodules/CoreCLR/Windows/Release/x64/", ATOMIC_ROOT_SOURCE_DIR));
  71. #elif ATOMIC_PLATFORM_LINUX
  72. netCoreCLRAbsPath_ = GetNativePath(ToString("%s/Submodules/CoreCLR/Linux/Debug/x64/", ATOMIC_ROOT_SOURCE_DIR));
  73. #else
  74. netCoreCLRAbsPath_ = GetNativePath(ToString("%s/Submodules/CoreCLR/MacOSX/Debug/x64/", ATOMIC_ROOT_SOURCE_DIR));
  75. #endif
  76. netTPAPaths_ = ToString("%s/Artifacts/AtomicNET/TPA/", ATOMIC_ROOT_SOURCE_DIR);
  77. return true;
  78. }
  79. File jsonFile(context_, devConfigFilename_);
  80. if (!jsonFile.IsOpen())
  81. return false;
  82. String json;
  83. jsonFile.ReadText(json);
  84. if (!json.Length())
  85. return false;
  86. rapidjson::Document document;
  87. if (document.Parse<0>(json.CString()).HasParseError())
  88. {
  89. return false;
  90. }
  91. const Value::Member* rootSourceDir = document.FindMember("rootSourceDir");
  92. if (rootSourceDir && rootSourceDir->value.IsString())
  93. SetRootSourceDir(rootSourceDir->value.GetString());
  94. else
  95. return false;
  96. const Value::Member* rootBuildDir = document.FindMember("rootBuildDir");
  97. if (rootBuildDir && rootBuildDir->value.IsString())
  98. SetRootBuildDir(rootBuildDir->value.GetString(), true);
  99. else
  100. return false;
  101. return true;
  102. }
  103. const String& ToolEnvironment::GetDevConfigFilename()
  104. {
  105. if (devConfigFilename_.Length())
  106. return devConfigFilename_;
  107. FileSystem* fileSystem = GetSubsystem<FileSystem>();
  108. #ifdef ATOMIC_PLATFORM_OSX
  109. devConfigFilename_ = fileSystem->GetUserDocumentsDir() + ".atomicgameengine/toolEnv.json";
  110. #elif ATOMIC_PLATFORM_WINDOWS
  111. devConfigFilename_ = fileSystem->GetUserDocumentsDir() + "AtomicGameEngine/toolEnv.json";
  112. #else
  113. devConfigFilename_ = fileSystem->GetUserDocumentsDir() + ".atomicgameengine/toolEnv.json";
  114. #endif
  115. return devConfigFilename_;
  116. }
  117. void ToolEnvironment::SetRootSourceDir(const String& sourceDir)
  118. {
  119. rootSourceDir_ = AddTrailingSlash(sourceDir);
  120. resourceCoreDataDir_ = rootSourceDir_ + "Resources/CoreData";
  121. resourcePlayerDataDir_ = rootSourceDir_ + "Resources/PlayerData";
  122. resourceEditorDataDir_ = rootSourceDir_ + "Resources/EditorData";
  123. toolDataDir_ = rootSourceDir_ + "Data/AtomicEditor/";
  124. }
  125. void ToolEnvironment::SetRootBuildDir(const String& buildDir, bool setBinaryPaths)
  126. {
  127. FileSystem* fileSystem = GetSubsystem<FileSystem>();
  128. rootBuildDir_ = AddTrailingSlash(buildDir);
  129. if (setBinaryPaths)
  130. {
  131. #ifdef ATOMIC_PLATFORM_WINDOWS
  132. #ifdef _DEBUG
  133. playerBinary_ = rootBuildDir_ + "Source/AtomicPlayer/Application/Debug/AtomicPlayer.exe";
  134. editorBinary_ = rootBuildDir_ + "Source/AtomicEditor/Debug/AtomicEditor.exe";
  135. #else
  136. playerBinary_ = rootBuildDir_ + "Source/AtomicPlayer/Application/Release/AtomicPlayer.exe";
  137. editorBinary_ = rootBuildDir_ + "Source/AtomicEditor/Release/AtomicEditor.exe";
  138. #endif
  139. // some build tools like ninja don't use Release/Debug folders
  140. if (!fileSystem->FileExists(playerBinary_))
  141. playerBinary_ = rootBuildDir_ + "Source/AtomicPlayer/Application/AtomicPlayer.exe";
  142. if (!fileSystem->FileExists(editorBinary_))
  143. editorBinary_ = rootBuildDir_ + "Source/AtomicEditor/AtomicEditor.exe";
  144. playerAppFolder_ = rootSourceDir_ + "Data/AtomicEditor/Deployment/MacOS/AtomicPlayer.app";
  145. #elif ATOMIC_PLATFORM_OSX
  146. #ifdef ATOMIC_XCODE
  147. playerBinary_ = rootBuildDir_ + "Source/AtomicPlayer/" + CMAKE_INTDIR + "/AtomicPlayer.app/Contents/MacOS/AtomicPlayer";
  148. editorBinary_ = rootBuildDir_ + "Source/AtomicEditor/" + CMAKE_INTDIR + "/AtomicEditor.app/Contents/MacOS/AtomicEditor";
  149. #else
  150. playerBinary_ = rootBuildDir_ + "Source/AtomicPlayer/Application/AtomicPlayer.app/Contents/MacOS/AtomicPlayer";
  151. playerAppFolder_ = rootBuildDir_ + "Source/AtomicPlayer/Application/AtomicPlayer.app/";
  152. editorBinary_ = rootBuildDir_ + "Source/AtomicEditor/AtomicEditor.app/Contents/MacOS/AtomicEditor";
  153. #endif
  154. #else
  155. playerBinary_ = rootBuildDir_ + "Source/AtomicPlayer/Application/AtomicPlayer";
  156. editorBinary_ = rootBuildDir_ + "Source/AtomicEditor/AtomicEditor";
  157. #endif
  158. }
  159. }
  160. String ToolEnvironment::GetIOSDeployBinary()
  161. {
  162. return GetToolDataDir() + "Deployment/IOS/ios-deploy/ios-deploy";
  163. }
  164. void ToolEnvironment::Dump()
  165. {
  166. LOGINFOF("Root Source Dir: %s", rootSourceDir_.CString());
  167. LOGINFOF("Root Build Dir: %s", rootBuildDir_.CString());
  168. LOGINFOF("Core Resource Dir: %s", resourceCoreDataDir_.CString());
  169. LOGINFOF("Player Resource Dir: %s", resourcePlayerDataDir_.CString());
  170. LOGINFOF("Editor Resource Dir: %s", resourceEditorDataDir_.CString());
  171. LOGINFOF("Editor Binary: %s", editorBinary_.CString());
  172. LOGINFOF("Player Binary: %s", playerBinary_.CString());
  173. LOGINFOF("Tool Binary: %s", toolBinary_.CString());
  174. LOGINFOF("Tool Data Dir: %s", toolDataDir_.CString());
  175. LOGINFOF("Deployment Data Dir: %s", deploymentDataDir_.CString());
  176. LOGINFOF("Dev Config File: %s", devConfigFilename_.CString());
  177. }
  178. }