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- //
- // Copyright (c) 2014-2016 THUNDERBEAST GAMES LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to deal
- // in the Software without restriction, including without limitation the rights
- // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- // copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- // THE SOFTWARE.
- //
- #include <Atomic/Core/StringUtils.h>
- #include <Atomic/IO/FileSystem.h>
- #include <Atomic/Resource/ResourceCache.h>
- #include "../ToolSystem.h"
- #include "../ToolEnvironment.h"
- #include "../Project/Project.h"
- #include "../Assets/AssetDatabase.h"
- #include "BuildWindows.h"
- #include "BuildSystem.h"
- #include "BuildEvents.h"
- namespace ToolCore
- {
- BuildWindows::BuildWindows(Context * context, Project *project) : BuildBase(context, project, PLATFORMID_WINDOWS)
- {
- }
- BuildWindows::~BuildWindows()
- {
- }
- void BuildWindows::Initialize()
- {
- ToolSystem* tsystem = GetSubsystem<ToolSystem>();
- Project* project = tsystem->GetProject();
- Vector<String> defaultResourcePaths;
- GetDefaultResourcePaths(defaultResourcePaths);
- String projectResources = project->GetResourcePath();
- for (unsigned i = 0; i < defaultResourcePaths.Size(); i++)
- {
- AddResourceDir(defaultResourcePaths[i]);
- }
- // TODO: smart filtering of cache
- AddResourceDir(project->GetProjectPath() + "Cache/");
- AddResourceDir(projectResources);
- BuildResourceEntries();
- }
- bool BuildWindows::CheckIncludeResourceFile(const String& resourceDir, const String& fileName)
- {
- // #623 BEGIN TODO: Skip files that have a converted version in the cache
- AssetDatabase* db = GetSubsystem<AssetDatabase>();
- String cachePath = db->GetCachePath();
- if (resourceDir != cachePath)
- {
- String ext = GetExtension(fileName);
- if (ext == ".jpg" || ext == ".png" || ext == ".tga")
- {
- FileSystem* fileSystem = GetSubsystem<FileSystem>();
- String compressedPath = cachePath + "DDS/" + fileName + ".dds";
- if (fileSystem->FileExists(compressedPath))
- return false;
- }
- }
- // #623 END TODO
- return BuildBase::CheckIncludeResourceFile(resourceDir, fileName);
- }
- void BuildWindows::Build(const String& buildPath)
- {
- ToolEnvironment* tenv = GetSubsystem<ToolEnvironment>();
- buildPath_ = AddTrailingSlash(buildPath) + GetBuildSubfolder();
- BuildLog("Starting Windows Deployment");
- Initialize();
- if (!BuildClean(buildPath_))
- return;
- BuildSystem* buildSystem = GetSubsystem<BuildSystem>();
- FileSystem* fileSystem = GetSubsystem<FileSystem>();
- String rootSourceDir = tenv->GetRootSourceDir();
- String playerBinary = tenv->GetPlayerBinary();
- String d3d9dll = GetPath(playerBinary) + "/D3DCompiler_47.dll";
- if (!BuildCreateDirectory(buildPath_))
- return;
- if (!BuildCreateDirectory(buildPath_ + "/AtomicPlayer_Resources"))
- return;
- String resourcePackagePath = buildPath_ + "/AtomicPlayer_Resources/AtomicResources" + PAK_EXTENSION;
- GenerateResourcePackage(resourcePackagePath);
- if (buildFailed_)
- return;
- if (!BuildCreateDirectory(buildPath_ + "/Settings"))
- return;
- String engineJSON(GetSettingsDirectory() + "/Engine.json");
- if (fileSystem->FileExists(engineJSON))
- {
- if (!BuildCopyFile(engineJSON, buildPath_ + "/Settings/Engine.json"))
- return;
- }
- if (!BuildCopyFile(playerBinary, buildPath_ + "/AtomicPlayer.exe"))
- return;
- if (!BuildCopyFile(d3d9dll, buildPath_ + "/D3DCompiler_47.dll"))
- return;
- BuildLog("Windows Deployment Complete");
- buildSystem->BuildComplete(PLATFORMID_WINDOWS, buildPath_);
- }
- }
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