ToolEnvironment.cpp 8.3 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. atomicNETRootDir_ = resourcesDir + "ToolData/AtomicNET/";
  63. atomicNETCoreAssemblyDir_ = atomicNETRootDir_ + "Release/";
  64. atomicNETManagedPlayerBinary_ = atomicNETCoreAssemblyDir_ + "AtomicPlayer.exe";
  65. return true;
  66. }
  67. bool ToolEnvironment::InitFromJSON(bool atomicTool)
  68. {
  69. toolPrefs_->Load();
  70. // make sure config path is initialized
  71. GetDevConfigFilename();
  72. FileSystem* fileSystem = GetSubsystem<FileSystem>();
  73. if (atomicTool || !fileSystem->FileExists(devConfigFilename_))
  74. {
  75. // default to build directories
  76. SetRootSourceDir(ATOMIC_ROOT_SOURCE_DIR);
  77. SetRootBuildDir(ATOMIC_ROOT_BUILD_DIR, true);
  78. return true;
  79. }
  80. File jsonFile(context_, devConfigFilename_);
  81. if (!jsonFile.IsOpen())
  82. return false;
  83. String json;
  84. jsonFile.ReadText(json);
  85. if (!json.Length())
  86. return false;
  87. rapidjson::Document document;
  88. if (document.Parse<0>(json.CString()).HasParseError())
  89. {
  90. return false;
  91. }
  92. const Value::Member* rootSourceDir = document.FindMember("rootSourceDir");
  93. if (rootSourceDir && rootSourceDir->value.IsString())
  94. SetRootSourceDir(rootSourceDir->value.GetString());
  95. else
  96. return false;
  97. const Value::Member* rootBuildDir = document.FindMember("rootBuildDir");
  98. if (rootBuildDir && rootBuildDir->value.IsString())
  99. SetRootBuildDir(rootBuildDir->value.GetString(), true);
  100. else
  101. return false;
  102. return true;
  103. }
  104. const String& ToolEnvironment::GetDevConfigFilename()
  105. {
  106. if (devConfigFilename_.Length())
  107. return devConfigFilename_;
  108. FileSystem* fileSystem = GetSubsystem<FileSystem>();
  109. #ifdef ATOMIC_PLATFORM_OSX
  110. devConfigFilename_ = fileSystem->GetUserDocumentsDir() + ".atomicgameengine/toolEnv.json";
  111. #elif ATOMIC_PLATFORM_WINDOWS
  112. devConfigFilename_ = fileSystem->GetUserDocumentsDir() + "AtomicGameEngine/toolEnv.json";
  113. #else
  114. devConfigFilename_ = fileSystem->GetUserDocumentsDir() + ".atomicgameengine/toolEnv.json";
  115. #endif
  116. return devConfigFilename_;
  117. }
  118. void ToolEnvironment::SetRootSourceDir(const String& sourceDir)
  119. {
  120. rootSourceDir_ = AddTrailingSlash(sourceDir);
  121. resourceCoreDataDir_ = rootSourceDir_ + "Resources/CoreData";
  122. resourcePlayerDataDir_ = rootSourceDir_ + "Resources/PlayerData";
  123. resourceEditorDataDir_ = rootSourceDir_ + "Resources/EditorData";
  124. toolDataDir_ = rootSourceDir_ + "Data/AtomicEditor/";
  125. // AtomicNET
  126. #ifdef _DEBUG
  127. String config = "Debug";
  128. #else
  129. String config = "Release";
  130. #endif
  131. atomicNETNuGetBinary_ = ToString("%sBuild/Managed/nuget/nuget.exe", rootSourceDir_.CString());
  132. atomicNETRootDir_ = rootSourceDir_ + "Artifacts/AtomicNET/";
  133. atomicNETCoreAssemblyDir_ = rootSourceDir_ + "Artifacts/AtomicNET/" + config + "/";
  134. atomicNETManagedPlayerBinary_ = atomicNETCoreAssemblyDir_ + "AtomicPlayer.exe";
  135. }
  136. void ToolEnvironment::SetRootBuildDir(const String& buildDir, bool setBinaryPaths)
  137. {
  138. FileSystem* fileSystem = GetSubsystem<FileSystem>();
  139. rootBuildDir_ = AddTrailingSlash(buildDir);
  140. if (setBinaryPaths)
  141. {
  142. #ifdef ATOMIC_PLATFORM_WINDOWS
  143. #ifdef _DEBUG
  144. playerBinary_ = rootBuildDir_ + "Source/AtomicPlayer/Application/Debug/AtomicPlayer.exe";
  145. editorBinary_ = rootBuildDir_ + "Source/AtomicEditor/Debug/AtomicEditor.exe";
  146. #else
  147. playerBinary_ = rootBuildDir_ + "Source/AtomicPlayer/Application/Release/AtomicPlayer.exe";
  148. editorBinary_ = rootBuildDir_ + "Source/AtomicEditor/Release/AtomicEditor.exe";
  149. #endif
  150. // some build tools like ninja don't use Release/Debug folders
  151. if (!fileSystem->FileExists(playerBinary_))
  152. playerBinary_ = rootBuildDir_ + "Source/AtomicPlayer/Application/AtomicPlayer.exe";
  153. if (!fileSystem->FileExists(editorBinary_))
  154. editorBinary_ = rootBuildDir_ + "Source/AtomicEditor/AtomicEditor.exe";
  155. playerAppFolder_ = rootSourceDir_ + "Data/AtomicEditor/Deployment/MacOS/AtomicPlayer.app";
  156. #elif ATOMIC_PLATFORM_OSX
  157. #ifdef ATOMIC_XCODE
  158. playerBinary_ = rootBuildDir_ + "Source/AtomicPlayer/" + CMAKE_INTDIR + "/AtomicPlayer.app/Contents/MacOS/AtomicPlayer";
  159. editorBinary_ = rootBuildDir_ + "Source/AtomicEditor/" + CMAKE_INTDIR + "/AtomicEditor.app/Contents/MacOS/AtomicEditor";
  160. #else
  161. playerBinary_ = rootBuildDir_ + "Source/AtomicPlayer/Application/AtomicPlayer.app/Contents/MacOS/AtomicPlayer";
  162. playerAppFolder_ = rootBuildDir_ + "Source/AtomicPlayer/Application/AtomicPlayer.app/";
  163. editorBinary_ = rootBuildDir_ + "Source/AtomicEditor/AtomicEditor.app/Contents/MacOS/AtomicEditor";
  164. #endif
  165. #else
  166. playerBinary_ = rootBuildDir_ + "Source/AtomicPlayer/Application/AtomicPlayer";
  167. editorBinary_ = rootBuildDir_ + "Source/AtomicEditor/AtomicEditor";
  168. #endif
  169. }
  170. }
  171. String ToolEnvironment::GetIOSDeployBinary()
  172. {
  173. return GetToolDataDir() + "Deployment/IOS/ios-deploy/ios-deploy";
  174. }
  175. void ToolEnvironment::Dump()
  176. {
  177. LOGINFOF("Root Source Dir: %s", rootSourceDir_.CString());
  178. LOGINFOF("Root Build Dir: %s", rootBuildDir_.CString());
  179. LOGINFOF("Core Resource Dir: %s", resourceCoreDataDir_.CString());
  180. LOGINFOF("Player Resource Dir: %s", resourcePlayerDataDir_.CString());
  181. LOGINFOF("Editor Resource Dir: %s", resourceEditorDataDir_.CString());
  182. LOGINFOF("Editor Binary: %s", editorBinary_.CString());
  183. LOGINFOF("Player Binary: %s", playerBinary_.CString());
  184. LOGINFOF("Tool Binary: %s", toolBinary_.CString());
  185. LOGINFOF("Tool Data Dir: %s", toolDataDir_.CString());
  186. LOGINFOF("Deployment Data Dir: %s", deploymentDataDir_.CString());
  187. LOGINFOF("Dev Config File: %s", devConfigFilename_.CString());
  188. }
  189. }