ToolEnvironment.cpp 8.5 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. atomicNETManagedIPCPlayerBinary_ = atomicNETCoreAssemblyDir_ + "AtomicIPCPlayer.exe";
  66. return true;
  67. }
  68. bool ToolEnvironment::InitFromJSON(bool atomicTool)
  69. {
  70. toolPrefs_->Load();
  71. // make sure config path is initialized
  72. GetDevConfigFilename();
  73. FileSystem* fileSystem = GetSubsystem<FileSystem>();
  74. if (atomicTool || !fileSystem->FileExists(devConfigFilename_))
  75. {
  76. // default to build directories
  77. SetRootSourceDir(ATOMIC_ROOT_SOURCE_DIR);
  78. SetRootBuildDir(ATOMIC_ROOT_BUILD_DIR, true);
  79. return true;
  80. }
  81. File jsonFile(context_, devConfigFilename_);
  82. if (!jsonFile.IsOpen())
  83. return false;
  84. String json;
  85. jsonFile.ReadText(json);
  86. if (!json.Length())
  87. return false;
  88. rapidjson::Document document;
  89. if (document.Parse<0>(json.CString()).HasParseError())
  90. {
  91. return false;
  92. }
  93. const Value::Member* rootSourceDir = document.FindMember("rootSourceDir");
  94. if (rootSourceDir && rootSourceDir->value.IsString())
  95. SetRootSourceDir(rootSourceDir->value.GetString());
  96. else
  97. return false;
  98. const Value::Member* rootBuildDir = document.FindMember("rootBuildDir");
  99. if (rootBuildDir && rootBuildDir->value.IsString())
  100. SetRootBuildDir(rootBuildDir->value.GetString(), true);
  101. else
  102. return false;
  103. return true;
  104. }
  105. const String& ToolEnvironment::GetDevConfigFilename()
  106. {
  107. if (devConfigFilename_.Length())
  108. return devConfigFilename_;
  109. FileSystem* fileSystem = GetSubsystem<FileSystem>();
  110. #ifdef ATOMIC_PLATFORM_OSX
  111. devConfigFilename_ = fileSystem->GetUserDocumentsDir() + ".atomicgameengine/toolEnv.json";
  112. #elif ATOMIC_PLATFORM_WINDOWS
  113. devConfigFilename_ = fileSystem->GetUserDocumentsDir() + "AtomicGameEngine/toolEnv.json";
  114. #else
  115. devConfigFilename_ = fileSystem->GetUserDocumentsDir() + ".atomicgameengine/toolEnv.json";
  116. #endif
  117. return devConfigFilename_;
  118. }
  119. void ToolEnvironment::SetRootSourceDir(const String& sourceDir)
  120. {
  121. rootSourceDir_ = AddTrailingSlash(sourceDir);
  122. resourceCoreDataDir_ = rootSourceDir_ + "Resources/CoreData";
  123. resourcePlayerDataDir_ = rootSourceDir_ + "Resources/PlayerData";
  124. resourceEditorDataDir_ = rootSourceDir_ + "Resources/EditorData";
  125. toolDataDir_ = rootSourceDir_ + "Data/AtomicEditor/";
  126. // AtomicNET
  127. #ifdef _DEBUG
  128. String config = "Debug";
  129. #else
  130. String config = "Release";
  131. #endif
  132. atomicNETNuGetBinary_ = ToString("%sBuild/Managed/nuget/nuget.exe", rootSourceDir_.CString());
  133. atomicNETRootDir_ = rootSourceDir_ + "Artifacts/AtomicNET/";
  134. atomicNETCoreAssemblyDir_ = rootSourceDir_ + "Artifacts/AtomicNET/" + config + "/";
  135. atomicNETManagedPlayerBinary_ = atomicNETCoreAssemblyDir_ + "AtomicPlayer.exe";
  136. atomicNETManagedIPCPlayerBinary_ = atomicNETCoreAssemblyDir_ + "AtomicIPCPlayer.exe";
  137. }
  138. void ToolEnvironment::SetRootBuildDir(const String& buildDir, bool setBinaryPaths)
  139. {
  140. FileSystem* fileSystem = GetSubsystem<FileSystem>();
  141. rootBuildDir_ = AddTrailingSlash(buildDir);
  142. if (setBinaryPaths)
  143. {
  144. #ifdef ATOMIC_PLATFORM_WINDOWS
  145. #ifdef _DEBUG
  146. playerBinary_ = rootBuildDir_ + "Source/AtomicPlayer/Application/Debug/AtomicPlayer.exe";
  147. editorBinary_ = rootBuildDir_ + "Source/AtomicEditor/Debug/AtomicEditor.exe";
  148. #else
  149. playerBinary_ = rootBuildDir_ + "Source/AtomicPlayer/Application/Release/AtomicPlayer.exe";
  150. editorBinary_ = rootBuildDir_ + "Source/AtomicEditor/Release/AtomicEditor.exe";
  151. #endif
  152. // some build tools like ninja don't use Release/Debug folders
  153. if (!fileSystem->FileExists(playerBinary_))
  154. playerBinary_ = rootBuildDir_ + "Source/AtomicPlayer/Application/AtomicPlayer.exe";
  155. if (!fileSystem->FileExists(editorBinary_))
  156. editorBinary_ = rootBuildDir_ + "Source/AtomicEditor/AtomicEditor.exe";
  157. playerAppFolder_ = rootSourceDir_ + "Data/AtomicEditor/Deployment/MacOS/AtomicPlayer.app";
  158. #elif ATOMIC_PLATFORM_OSX
  159. #ifdef ATOMIC_XCODE
  160. playerBinary_ = rootBuildDir_ + "Source/AtomicPlayer/" + CMAKE_INTDIR + "/AtomicPlayer.app/Contents/MacOS/AtomicPlayer";
  161. editorBinary_ = rootBuildDir_ + "Source/AtomicEditor/" + CMAKE_INTDIR + "/AtomicEditor.app/Contents/MacOS/AtomicEditor";
  162. #else
  163. playerBinary_ = rootBuildDir_ + "Source/AtomicPlayer/Application/AtomicPlayer.app/Contents/MacOS/AtomicPlayer";
  164. playerAppFolder_ = rootBuildDir_ + "Source/AtomicPlayer/Application/AtomicPlayer.app/";
  165. editorBinary_ = rootBuildDir_ + "Source/AtomicEditor/AtomicEditor.app/Contents/MacOS/AtomicEditor";
  166. #endif
  167. #else
  168. playerBinary_ = rootBuildDir_ + "Source/AtomicPlayer/Application/AtomicPlayer";
  169. editorBinary_ = rootBuildDir_ + "Source/AtomicEditor/AtomicEditor";
  170. #endif
  171. }
  172. }
  173. String ToolEnvironment::GetIOSDeployBinary()
  174. {
  175. return GetToolDataDir() + "Deployment/IOS/ios-deploy/ios-deploy";
  176. }
  177. void ToolEnvironment::Dump()
  178. {
  179. LOGINFOF("Root Source Dir: %s", rootSourceDir_.CString());
  180. LOGINFOF("Root Build Dir: %s", rootBuildDir_.CString());
  181. LOGINFOF("Core Resource Dir: %s", resourceCoreDataDir_.CString());
  182. LOGINFOF("Player Resource Dir: %s", resourcePlayerDataDir_.CString());
  183. LOGINFOF("Editor Resource Dir: %s", resourceEditorDataDir_.CString());
  184. LOGINFOF("Editor Binary: %s", editorBinary_.CString());
  185. LOGINFOF("Player Binary: %s", playerBinary_.CString());
  186. LOGINFOF("Tool Binary: %s", toolBinary_.CString());
  187. LOGINFOF("Tool Data Dir: %s", toolDataDir_.CString());
  188. LOGINFOF("Deployment Data Dir: %s", deploymentDataDir_.CString());
  189. LOGINFOF("Dev Config File: %s", devConfigFilename_.CString());
  190. }
  191. }