ToolEnvironment.cpp 8.7 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. // before resource system exists so use rapidjson directly
  23. #include <rapidjson/document.h>
  24. #include <rapidjson/prettywriter.h>
  25. #include <rapidjson/filestream.h>
  26. #include <Atomic/IO/Log.h>
  27. #include <Atomic/IO/FileSystem.h>
  28. #include <Atomic/IO/File.h>
  29. #include "ToolEnvironment.h"
  30. using namespace rapidjson;
  31. namespace ToolCore
  32. {
  33. ToolEnvironment::ToolEnvironment(Context* context) : Object(context),
  34. toolPrefs_(new ToolPrefs(context))
  35. {
  36. }
  37. ToolEnvironment::~ToolEnvironment()
  38. {
  39. }
  40. bool ToolEnvironment::InitFromPackage()
  41. {
  42. toolPrefs_->Load();
  43. FileSystem* fileSystem = GetSubsystem<FileSystem>();
  44. #ifdef ATOMIC_PLATFORM_WINDOWS
  45. editorBinary_ = fileSystem->GetProgramDir() + "AtomicEditor.exe";
  46. String resourcesDir = fileSystem->GetProgramDir() + "Resources/";
  47. #elif ATOMIC_PLATFORM_LINUX
  48. editorBinary_ = fileSystem->GetProgramDir() + "AtomicEditor";
  49. String resourcesDir = fileSystem->GetProgramDir() + "Resources/";
  50. #else
  51. editorBinary_ = fileSystem->GetProgramDir() + "AtomicEditor";
  52. String resourcesDir = GetPath(RemoveTrailingSlash(fileSystem->GetProgramDir())) + "Resources/";
  53. #endif
  54. //TODO: move this to deployment stuff
  55. playerAppFolder_ = resourcesDir + "ToolData/Deployment/MacOS/AtomicPlayer.app/";
  56. playerBinary_ = resourcesDir + "ToolData/Deployment/Windows/x64/AtomicPlayer.exe";
  57. resourceCoreDataDir_ = resourcesDir + "CoreData";
  58. resourcePlayerDataDir_ = resourcesDir + "PlayerData";
  59. toolDataDir_ = resourcesDir + "ToolData/";
  60. // AtomicNET
  61. // atomicNETNuGetBinary_ = ToString("%sBuild/Managed/nuget/nuget.exe", rootSourceDir_.CString());
  62. #ifdef ATOMIC_DEBUG
  63. String config = "Debug";
  64. #else
  65. String config = "Release";
  66. #endif
  67. atomicNETRootDir_ = resourcesDir + "ToolData/AtomicNET/";
  68. atomicNETCoreAssemblyDir_ = atomicNETRootDir_ + config + "/";
  69. #ifdef ATOMIC_PLATFORM_OSX
  70. monoExecutableDir_ = "/Library/Frameworks/Mono.framework/Versions/Current/Commands/";
  71. atomicNETNuGetBinary_ = monoExecutableDir_ + "nuget";
  72. #endif
  73. return true;
  74. }
  75. bool ToolEnvironment::InitFromJSON(bool atomicTool)
  76. {
  77. toolPrefs_->Load();
  78. // make sure config path is initialized
  79. GetDevConfigFilename();
  80. FileSystem* fileSystem = GetSubsystem<FileSystem>();
  81. if (atomicTool || !fileSystem->FileExists(devConfigFilename_))
  82. {
  83. // default to build directories
  84. SetRootSourceDir(ATOMIC_ROOT_SOURCE_DIR);
  85. SetRootBuildDir(ATOMIC_ROOT_BUILD_DIR, true);
  86. return true;
  87. }
  88. File jsonFile(context_, devConfigFilename_);
  89. if (!jsonFile.IsOpen())
  90. return false;
  91. String json;
  92. jsonFile.ReadText(json);
  93. if (!json.Length())
  94. return false;
  95. rapidjson::Document document;
  96. if (document.Parse<0>(json.CString()).HasParseError())
  97. {
  98. return false;
  99. }
  100. const Value::Member* rootSourceDir = document.FindMember("rootSourceDir");
  101. if (rootSourceDir && rootSourceDir->value.IsString())
  102. SetRootSourceDir(rootSourceDir->value.GetString());
  103. else
  104. return false;
  105. const Value::Member* rootBuildDir = document.FindMember("rootBuildDir");
  106. if (rootBuildDir && rootBuildDir->value.IsString())
  107. SetRootBuildDir(rootBuildDir->value.GetString(), true);
  108. else
  109. return false;
  110. return true;
  111. }
  112. const String& ToolEnvironment::GetDevConfigFilename()
  113. {
  114. if (devConfigFilename_.Length())
  115. return devConfigFilename_;
  116. FileSystem* fileSystem = GetSubsystem<FileSystem>();
  117. #ifdef ATOMIC_PLATFORM_OSX
  118. devConfigFilename_ = fileSystem->GetUserDocumentsDir() + ".atomicgameengine/toolEnv.json";
  119. #elif ATOMIC_PLATFORM_WINDOWS
  120. devConfigFilename_ = fileSystem->GetUserDocumentsDir() + "AtomicGameEngine/toolEnv.json";
  121. #else
  122. devConfigFilename_ = fileSystem->GetUserDocumentsDir() + ".atomicgameengine/toolEnv.json";
  123. #endif
  124. return devConfigFilename_;
  125. }
  126. void ToolEnvironment::SetRootSourceDir(const String& sourceDir)
  127. {
  128. rootSourceDir_ = AddTrailingSlash(sourceDir);
  129. resourceCoreDataDir_ = rootSourceDir_ + "Resources/CoreData";
  130. resourcePlayerDataDir_ = rootSourceDir_ + "Resources/PlayerData";
  131. resourceEditorDataDir_ = rootSourceDir_ + "Resources/EditorData";
  132. toolDataDir_ = rootSourceDir_ + "Data/AtomicEditor/";
  133. // AtomicNET
  134. #ifdef ATOMIC_DEBUG
  135. String config = "Debug";
  136. #else
  137. String config = "Release";
  138. #endif
  139. atomicNETRootDir_ = rootSourceDir_ + "Artifacts/AtomicNET/";
  140. atomicNETCoreAssemblyDir_ = rootSourceDir_ + "Artifacts/AtomicNET/" + config + "/";
  141. #if defined ATOMIC_PLATFORM_WINDOWS || defined ATOMIC_PLATFORM_LINUX
  142. atomicNETNuGetBinary_ = ToString("%sBuild/Managed/nuget/nuget.exe", rootSourceDir_.CString());
  143. #endif
  144. #ifdef ATOMIC_PLATFORM_OSX
  145. monoExecutableDir_ = "/Library/Frameworks/Mono.framework/Versions/Current/Commands/";
  146. atomicNETNuGetBinary_ = monoExecutableDir_ + "nuget";
  147. #endif
  148. }
  149. void ToolEnvironment::SetRootBuildDir(const String& buildDir, bool setBinaryPaths)
  150. {
  151. FileSystem* fileSystem = GetSubsystem<FileSystem>();
  152. rootBuildDir_ = AddTrailingSlash(buildDir);
  153. if (setBinaryPaths)
  154. {
  155. #ifdef ATOMIC_PLATFORM_WINDOWS
  156. #ifdef _DEBUG
  157. playerBinary_ = rootBuildDir_ + "Source/AtomicPlayer/Application/Debug/AtomicPlayer.exe";
  158. editorBinary_ = rootBuildDir_ + "Source/AtomicEditor/Debug/AtomicEditor.exe";
  159. #else
  160. playerBinary_ = rootBuildDir_ + "Source/AtomicPlayer/Application/Release/AtomicPlayer.exe";
  161. editorBinary_ = rootBuildDir_ + "Source/AtomicEditor/Release/AtomicEditor.exe";
  162. #endif
  163. // some build tools like ninja don't use Release/Debug folders
  164. if (!fileSystem->FileExists(playerBinary_))
  165. playerBinary_ = rootBuildDir_ + "Source/AtomicPlayer/Application/AtomicPlayer.exe";
  166. if (!fileSystem->FileExists(editorBinary_))
  167. editorBinary_ = rootBuildDir_ + "Source/AtomicEditor/AtomicEditor.exe";
  168. playerAppFolder_ = rootSourceDir_ + "Data/AtomicEditor/Deployment/MacOS/AtomicPlayer.app";
  169. #elif ATOMIC_PLATFORM_OSX
  170. #ifdef ATOMIC_XCODE
  171. playerBinary_ = rootBuildDir_ + "Source/AtomicPlayer/" + CMAKE_INTDIR + "/AtomicPlayer.app/Contents/MacOS/AtomicPlayer";
  172. editorBinary_ = rootBuildDir_ + "Source/AtomicEditor/" + CMAKE_INTDIR + "/AtomicEditor.app/Contents/MacOS/AtomicEditor";
  173. #else
  174. playerBinary_ = rootBuildDir_ + "Source/AtomicPlayer/Application/AtomicPlayer.app/Contents/MacOS/AtomicPlayer";
  175. playerAppFolder_ = rootBuildDir_ + "Source/AtomicPlayer/Application/AtomicPlayer.app/";
  176. editorBinary_ = rootBuildDir_ + "Source/AtomicEditor/AtomicEditor.app/Contents/MacOS/AtomicEditor";
  177. #endif
  178. #else
  179. playerBinary_ = rootBuildDir_ + "Source/AtomicPlayer/Application/AtomicPlayer";
  180. editorBinary_ = rootBuildDir_ + "Source/AtomicEditor/AtomicEditor";
  181. #endif
  182. }
  183. }
  184. String ToolEnvironment::GetIOSDeployBinary()
  185. {
  186. return GetToolDataDir() + "Deployment/IOS/ios-deploy/ios-deploy";
  187. }
  188. void ToolEnvironment::Dump()
  189. {
  190. ATOMIC_LOGINFOF("Root Source Dir: %s", rootSourceDir_.CString());
  191. ATOMIC_LOGINFOF("Root Build Dir: %s", rootBuildDir_.CString());
  192. ATOMIC_LOGINFOF("Core Resource Dir: %s", resourceCoreDataDir_.CString());
  193. ATOMIC_LOGINFOF("Player Resource Dir: %s", resourcePlayerDataDir_.CString());
  194. ATOMIC_LOGINFOF("Editor Resource Dir: %s", resourceEditorDataDir_.CString());
  195. ATOMIC_LOGINFOF("Editor Binary: %s", editorBinary_.CString());
  196. ATOMIC_LOGINFOF("Player Binary: %s", playerBinary_.CString());
  197. ATOMIC_LOGINFOF("Tool Binary: %s", toolBinary_.CString());
  198. ATOMIC_LOGINFOF("Tool Data Dir: %s", toolDataDir_.CString());
  199. ATOMIC_LOGINFOF("Deployment Data Dir: %s", deploymentDataDir_.CString());
  200. ATOMIC_LOGINFOF("Dev Config File: %s", devConfigFilename_.CString());
  201. }
  202. }