ToolEnvironment.cpp 7.9 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. return true;
  61. }
  62. bool ToolEnvironment::InitFromJSON(bool atomicTool)
  63. {
  64. toolPrefs_->Load();
  65. // make sure config path is initialized
  66. GetDevConfigFilename();
  67. FileSystem* fileSystem = GetSubsystem<FileSystem>();
  68. if (atomicTool || !fileSystem->FileExists(devConfigFilename_))
  69. {
  70. // default to build directories
  71. SetRootSourceDir(ATOMIC_ROOT_SOURCE_DIR);
  72. SetRootBuildDir(ATOMIC_ROOT_BUILD_DIR, true);
  73. return true;
  74. }
  75. File jsonFile(context_, devConfigFilename_);
  76. if (!jsonFile.IsOpen())
  77. return false;
  78. String json;
  79. jsonFile.ReadText(json);
  80. if (!json.Length())
  81. return false;
  82. rapidjson::Document document;
  83. if (document.Parse<0>(json.CString()).HasParseError())
  84. {
  85. return false;
  86. }
  87. const Value::Member* rootSourceDir = document.FindMember("rootSourceDir");
  88. if (rootSourceDir && rootSourceDir->value.IsString())
  89. SetRootSourceDir(rootSourceDir->value.GetString());
  90. else
  91. return false;
  92. const Value::Member* rootBuildDir = document.FindMember("rootBuildDir");
  93. if (rootBuildDir && rootBuildDir->value.IsString())
  94. SetRootBuildDir(rootBuildDir->value.GetString(), true);
  95. else
  96. return false;
  97. return true;
  98. }
  99. const String& ToolEnvironment::GetDevConfigFilename()
  100. {
  101. if (devConfigFilename_.Length())
  102. return devConfigFilename_;
  103. FileSystem* fileSystem = GetSubsystem<FileSystem>();
  104. #ifdef ATOMIC_PLATFORM_OSX
  105. devConfigFilename_ = fileSystem->GetUserDocumentsDir() + ".atomicgameengine/toolEnv.json";
  106. #elif ATOMIC_PLATFORM_WINDOWS
  107. devConfigFilename_ = fileSystem->GetUserDocumentsDir() + "AtomicGameEngine/toolEnv.json";
  108. #else
  109. devConfigFilename_ = fileSystem->GetUserDocumentsDir() + ".atomicgameengine/toolEnv.json";
  110. #endif
  111. return devConfigFilename_;
  112. }
  113. void ToolEnvironment::SetRootSourceDir(const String& sourceDir)
  114. {
  115. rootSourceDir_ = AddTrailingSlash(sourceDir);
  116. resourceCoreDataDir_ = rootSourceDir_ + "Resources/CoreData";
  117. resourcePlayerDataDir_ = rootSourceDir_ + "Resources/PlayerData";
  118. resourceEditorDataDir_ = rootSourceDir_ + "Resources/EditorData";
  119. toolDataDir_ = rootSourceDir_ + "Data/AtomicEditor/";
  120. // AtomicNET
  121. #ifdef _DEBUG
  122. String config = "Debug";
  123. #else
  124. String config = "Release";
  125. #endif
  126. atomicNETNuGetBinary_ = ToString("%sBuild/Managed/nuget/nuget.exe", rootSourceDir_.CString());
  127. atomicNETCoreAssemblyDir_ = rootSourceDir_ + "Artifacts/AtomicNET/" + config + "/";
  128. atomicNETManagedPlayerBinary_ = atomicNETCoreAssemblyDir_ + "AtomicPlayer.exe";
  129. }
  130. void ToolEnvironment::SetRootBuildDir(const String& buildDir, bool setBinaryPaths)
  131. {
  132. FileSystem* fileSystem = GetSubsystem<FileSystem>();
  133. rootBuildDir_ = AddTrailingSlash(buildDir);
  134. if (setBinaryPaths)
  135. {
  136. #ifdef ATOMIC_PLATFORM_WINDOWS
  137. #ifdef _DEBUG
  138. playerBinary_ = rootBuildDir_ + "Source/AtomicPlayer/Application/Debug/AtomicPlayer.exe";
  139. editorBinary_ = rootBuildDir_ + "Source/AtomicEditor/Debug/AtomicEditor.exe";
  140. #else
  141. playerBinary_ = rootBuildDir_ + "Source/AtomicPlayer/Application/Release/AtomicPlayer.exe";
  142. editorBinary_ = rootBuildDir_ + "Source/AtomicEditor/Release/AtomicEditor.exe";
  143. #endif
  144. // some build tools like ninja don't use Release/Debug folders
  145. if (!fileSystem->FileExists(playerBinary_))
  146. playerBinary_ = rootBuildDir_ + "Source/AtomicPlayer/Application/AtomicPlayer.exe";
  147. if (!fileSystem->FileExists(editorBinary_))
  148. editorBinary_ = rootBuildDir_ + "Source/AtomicEditor/AtomicEditor.exe";
  149. playerAppFolder_ = rootSourceDir_ + "Data/AtomicEditor/Deployment/MacOS/AtomicPlayer.app";
  150. #elif ATOMIC_PLATFORM_OSX
  151. #ifdef ATOMIC_XCODE
  152. playerBinary_ = rootBuildDir_ + "Source/AtomicPlayer/" + CMAKE_INTDIR + "/AtomicPlayer.app/Contents/MacOS/AtomicPlayer";
  153. editorBinary_ = rootBuildDir_ + "Source/AtomicEditor/" + CMAKE_INTDIR + "/AtomicEditor.app/Contents/MacOS/AtomicEditor";
  154. #else
  155. playerBinary_ = rootBuildDir_ + "Source/AtomicPlayer/Application/AtomicPlayer.app/Contents/MacOS/AtomicPlayer";
  156. playerAppFolder_ = rootBuildDir_ + "Source/AtomicPlayer/Application/AtomicPlayer.app/";
  157. editorBinary_ = rootBuildDir_ + "Source/AtomicEditor/AtomicEditor.app/Contents/MacOS/AtomicEditor";
  158. #endif
  159. #else
  160. playerBinary_ = rootBuildDir_ + "Source/AtomicPlayer/Application/AtomicPlayer";
  161. editorBinary_ = rootBuildDir_ + "Source/AtomicEditor/AtomicEditor";
  162. #endif
  163. }
  164. }
  165. String ToolEnvironment::GetIOSDeployBinary()
  166. {
  167. return GetToolDataDir() + "Deployment/IOS/ios-deploy/ios-deploy";
  168. }
  169. void ToolEnvironment::Dump()
  170. {
  171. LOGINFOF("Root Source Dir: %s", rootSourceDir_.CString());
  172. LOGINFOF("Root Build Dir: %s", rootBuildDir_.CString());
  173. LOGINFOF("Core Resource Dir: %s", resourceCoreDataDir_.CString());
  174. LOGINFOF("Player Resource Dir: %s", resourcePlayerDataDir_.CString());
  175. LOGINFOF("Editor Resource Dir: %s", resourceEditorDataDir_.CString());
  176. LOGINFOF("Editor Binary: %s", editorBinary_.CString());
  177. LOGINFOF("Player Binary: %s", playerBinary_.CString());
  178. LOGINFOF("Tool Binary: %s", toolBinary_.CString());
  179. LOGINFOF("Tool Data Dir: %s", toolDataDir_.CString());
  180. LOGINFOF("Deployment Data Dir: %s", deploymentDataDir_.CString());
  181. LOGINFOF("Dev Config File: %s", devConfigFilename_.CString());
  182. }
  183. }