Bootstrap.js 3.8 KB

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  1. var os = require('os');
  2. var path = require('path');
  3. // get the root folder
  4. var atomicRoot = path.resolve(__dirname, "../..") + "/";
  5. // patch in our local node_modules
  6. process.env.NODE_PATH = atomicRoot + "Build/node_modules/";
  7. require('module').Module._initPaths();
  8. var fs = require('fs-extra');
  9. // Load `jake` global
  10. require('../node_modules/jake/lib/jake');
  11. var config = require('./BuildConfig');
  12. var host = require('./Host');
  13. require('./BuildCommon');
  14. var cmd = config._[0];
  15. function printHelp() {
  16. console.log("\nAtomic Editor Build Script");
  17. console.log("--------------------------");
  18. console.log("--help : This help text");
  19. console.log("--with-android : Build with Android platform support");
  20. console.log("--with-ios : Build with iOS platform support");
  21. console.log("--with-web : Build with Web platform support");
  22. console.log("--debug : Build debug version of the editor and associated platform runtimes");
  23. console.log("--noclean : Do not clean before building, useful during development");
  24. console.log("--nonet : Build without AtomicNET C# scripting support");
  25. console.log("--with-docs : Build and install API documents into the editor (requires npm on path)");
  26. console.log("--noexamples : Don't include examples with editor");
  27. console.log("--task=name : Build the specified task (for development)");
  28. console.log("--package : packages the editor to Artifacts/Dist");
  29. if (os.platform() == "win32") {
  30. console.log("--vs2015 : Build with VS2015");
  31. console.log("--vs2017 : Build with VS2017");
  32. console.log("--opengl : Enable OpenGL renderer");
  33. console.log("--d3d11 : Enable DirectX 11 renderer");
  34. }
  35. console.log("--------------------------")
  36. process.exit(0);
  37. }
  38. if (config["help"]) {
  39. printHelp();
  40. }
  41. if (config["lint"]) {
  42. var lintTask = jake.Task['build:lint'];
  43. lintTask.invoke();
  44. }
  45. if (config["task"]) {
  46. var task = jake.Task[config["task"]];
  47. if (!task) {
  48. console.log("\nBUILD ERROR:\n\nUnknown task: " + config["task"] + "\n");
  49. process.exit(1);
  50. }
  51. cmd = "";
  52. task.invoke();
  53. }
  54. // Atomic Editor Build
  55. if (cmd == "buildeditor") {
  56. console.log("\n\nBuilding Atomic Editor, this process will take a few minutes\n");
  57. var buildTask = jake.Task['build:atomiceditor'];
  58. if (config["with-android"]) {
  59. if (!process.env.ANDROID_NDK) {
  60. console.log("\nANDROID_NDK environment variable not set, exiting\n");
  61. process.exit(1);
  62. }
  63. }
  64. if (config["with-web"]) {
  65. if (!process.env.EMSCRIPTEN) {
  66. console.log("\nEMSCRIPTEN environment variable not set, consider running 'source /Path/To/emsdk_env.sh', exiting\n");
  67. process.exit(1);
  68. }
  69. }
  70. if (config["with-ios"]) {
  71. if (os.platform() != "darwin") {
  72. console.log("\niOS platform requires macOS, exiting\n");
  73. process.exit(1);
  74. }
  75. }
  76. if (config["d3d11"] && config["opengl"]) {
  77. if (os.platform() == "win32") {
  78. console.log("\nBoth DirectX 11 and OpenGL flags specified. Please choose only one at a time.\nExiting...\n");
  79. process.exit(1);
  80. }
  81. }
  82. if (config["d3d11"]) {
  83. if (os.platform() != "win32") {
  84. console.log("\nDirectX 11 build requires Windows, exiting\n");
  85. process.exit(1);
  86. }
  87. else {
  88. console.log("\nDirectX 11 build selected.\n");
  89. }
  90. }
  91. if (config["opengl"]) {
  92. if (os.platform() != "win32") {
  93. console.log("\nOpenGL flag ignored, OpenGL is default on non-Windows platforms anyway.\nContinuing...\n");
  94. }
  95. else {
  96. console.log("\nOpenGL build selected.\n");
  97. }
  98. }
  99. buildTask.invoke();
  100. }