ToolEnvironment.cpp 8.8 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260
  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. netAssemblyLoadPaths_ = GetNativePath(ToString("%sAtomicNET/Windows/Atomic/", resourcesDir.CString()));
  62. #ifdef ATOMIC_PLATFORM_WINDOWS
  63. netCoreCLRAbsPath_ = GetNativePath(ToString("%sAtomicNET/Windows/x64/", resourcesDir.CString()));
  64. netTPAPaths_ = ToString("%sAtomicNET/Windows/Atomic/TPA/", resourcesDir.CString());
  65. #else
  66. netCoreCLRAbsPath_ = GetNativePath(ToString("%sAtomicNET/Windows/x64/", resourcesDir.CString()));
  67. netTPAPaths_ = ToString("%sAtomicNET/Windows/Atomic/TPA/", resourcesDir.CString());
  68. #endif
  69. return true;
  70. }
  71. bool ToolEnvironment::InitFromJSON(bool atomicTool)
  72. {
  73. toolPrefs_->Load();
  74. // make sure config path is initialized
  75. GetDevConfigFilename();
  76. FileSystem* fileSystem = GetSubsystem<FileSystem>();
  77. if (atomicTool || !fileSystem->FileExists(devConfigFilename_))
  78. {
  79. // default to build directories
  80. SetRootSourceDir(ATOMIC_ROOT_SOURCE_DIR);
  81. SetRootBuildDir(ATOMIC_ROOT_BUILD_DIR, true);
  82. netAssemblyLoadPaths_ = GetNativePath(ToString("%s/Artifacts/AtomicNET/", ATOMIC_ROOT_SOURCE_DIR));
  83. netAtomicNETEngineAssemblyPath_ = ToString("%s/Artifacts/AtomicNET/", ATOMIC_ROOT_SOURCE_DIR);
  84. #ifdef ATOMIC_PLATFORM_WINDOWS
  85. netCoreCLRAbsPath_ = GetNativePath(ToString("%s/Submodules/CoreCLR/Windows/Release/x64/", ATOMIC_ROOT_SOURCE_DIR));
  86. #elif ATOMIC_PLATFORM_LINUX
  87. netCoreCLRAbsPath_ = GetNativePath(ToString("%s/Submodules/CoreCLR/Linux/Debug/x64/", ATOMIC_ROOT_SOURCE_DIR));
  88. #else
  89. netCoreCLRAbsPath_ = GetNativePath(ToString("%s/Submodules/CoreCLR/MacOSX/Debug/x64/", ATOMIC_ROOT_SOURCE_DIR));
  90. #endif
  91. netTPAPaths_ = ToString("%s/Artifacts/AtomicNET/TPA/", ATOMIC_ROOT_SOURCE_DIR);
  92. return true;
  93. }
  94. File jsonFile(context_, devConfigFilename_);
  95. if (!jsonFile.IsOpen())
  96. return false;
  97. String json;
  98. jsonFile.ReadText(json);
  99. if (!json.Length())
  100. return false;
  101. rapidjson::Document document;
  102. if (document.Parse<0>(json.CString()).HasParseError())
  103. {
  104. return false;
  105. }
  106. const Value::Member* rootSourceDir = document.FindMember("rootSourceDir");
  107. if (rootSourceDir && rootSourceDir->value.IsString())
  108. SetRootSourceDir(rootSourceDir->value.GetString());
  109. else
  110. return false;
  111. const Value::Member* rootBuildDir = document.FindMember("rootBuildDir");
  112. if (rootBuildDir && rootBuildDir->value.IsString())
  113. SetRootBuildDir(rootBuildDir->value.GetString(), true);
  114. else
  115. return false;
  116. return true;
  117. }
  118. const String& ToolEnvironment::GetDevConfigFilename()
  119. {
  120. if (devConfigFilename_.Length())
  121. return devConfigFilename_;
  122. FileSystem* fileSystem = GetSubsystem<FileSystem>();
  123. #ifdef ATOMIC_PLATFORM_OSX
  124. devConfigFilename_ = fileSystem->GetUserDocumentsDir() + ".atomicgameengine/toolEnv.json";
  125. #elif ATOMIC_PLATFORM_WINDOWS
  126. devConfigFilename_ = fileSystem->GetUserDocumentsDir() + "AtomicGameEngine/toolEnv.json";
  127. #else
  128. devConfigFilename_ = fileSystem->GetUserDocumentsDir() + ".atomicgameengine/toolEnv.json";
  129. #endif
  130. return devConfigFilename_;
  131. }
  132. void ToolEnvironment::SetRootSourceDir(const String& sourceDir)
  133. {
  134. rootSourceDir_ = AddTrailingSlash(sourceDir);
  135. resourceCoreDataDir_ = rootSourceDir_ + "Resources/CoreData";
  136. resourcePlayerDataDir_ = rootSourceDir_ + "Resources/PlayerData";
  137. resourceEditorDataDir_ = rootSourceDir_ + "Resources/EditorData";
  138. toolDataDir_ = rootSourceDir_ + "Data/AtomicEditor/";
  139. }
  140. void ToolEnvironment::SetRootBuildDir(const String& buildDir, bool setBinaryPaths)
  141. {
  142. FileSystem* fileSystem = GetSubsystem<FileSystem>();
  143. rootBuildDir_ = AddTrailingSlash(buildDir);
  144. if (setBinaryPaths)
  145. {
  146. #ifdef ATOMIC_PLATFORM_WINDOWS
  147. #ifdef _DEBUG
  148. playerBinary_ = rootBuildDir_ + "Source/AtomicPlayer/Application/Debug/AtomicPlayer.exe";
  149. editorBinary_ = rootBuildDir_ + "Source/AtomicEditor/Debug/AtomicEditor.exe";
  150. #else
  151. playerBinary_ = rootBuildDir_ + "Source/AtomicPlayer/Application/Release/AtomicPlayer.exe";
  152. editorBinary_ = rootBuildDir_ + "Source/AtomicEditor/Release/AtomicEditor.exe";
  153. #endif
  154. // some build tools like ninja don't use Release/Debug folders
  155. if (!fileSystem->FileExists(playerBinary_))
  156. playerBinary_ = rootBuildDir_ + "Source/AtomicPlayer/Application/AtomicPlayer.exe";
  157. if (!fileSystem->FileExists(editorBinary_))
  158. editorBinary_ = rootBuildDir_ + "Source/AtomicEditor/AtomicEditor.exe";
  159. playerAppFolder_ = rootSourceDir_ + "Data/AtomicEditor/Deployment/MacOS/AtomicPlayer.app";
  160. #elif ATOMIC_PLATFORM_OSX
  161. #ifdef ATOMIC_XCODE
  162. playerBinary_ = rootBuildDir_ + "Source/AtomicPlayer/" + CMAKE_INTDIR + "/AtomicPlayer.app/Contents/MacOS/AtomicPlayer";
  163. editorBinary_ = rootBuildDir_ + "Source/AtomicEditor/" + CMAKE_INTDIR + "/AtomicEditor.app/Contents/MacOS/AtomicEditor";
  164. #else
  165. playerBinary_ = rootBuildDir_ + "Source/AtomicPlayer/Application/AtomicPlayer.app/Contents/MacOS/AtomicPlayer";
  166. playerAppFolder_ = rootBuildDir_ + "Source/AtomicPlayer/Application/AtomicPlayer.app/";
  167. editorBinary_ = rootBuildDir_ + "Source/AtomicEditor/AtomicEditor.app/Contents/MacOS/AtomicEditor";
  168. #endif
  169. #else
  170. playerBinary_ = rootBuildDir_ + "Source/AtomicPlayer/Application/AtomicPlayer";
  171. editorBinary_ = rootBuildDir_ + "Source/AtomicEditor/AtomicEditor";
  172. #endif
  173. }
  174. }
  175. String ToolEnvironment::GetIOSDeployBinary()
  176. {
  177. return GetToolDataDir() + "Deployment/IOS/ios-deploy/ios-deploy";
  178. }
  179. void ToolEnvironment::Dump()
  180. {
  181. LOGINFOF("Root Source Dir: %s", rootSourceDir_.CString());
  182. LOGINFOF("Root Build Dir: %s", rootBuildDir_.CString());
  183. LOGINFOF("Core Resource Dir: %s", resourceCoreDataDir_.CString());
  184. LOGINFOF("Player Resource Dir: %s", resourcePlayerDataDir_.CString());
  185. LOGINFOF("Editor Resource Dir: %s", resourceEditorDataDir_.CString());
  186. LOGINFOF("Editor Binary: %s", editorBinary_.CString());
  187. LOGINFOF("Player Binary: %s", playerBinary_.CString());
  188. LOGINFOF("Tool Binary: %s", toolBinary_.CString());
  189. LOGINFOF("Tool Data Dir: %s", toolDataDir_.CString());
  190. LOGINFOF("Deployment Data Dir: %s", deploymentDataDir_.CString());
  191. LOGINFOF("Dev Config File: %s", devConfigFilename_.CString());
  192. }
  193. }