BuildWindows.cpp 5.2 KB

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  1. //
  2. // Copyright (c) 2014-2015, THUNDERBEAST GAMES LLC All rights reserved
  3. // LICENSE: Atomic Game Engine Editor and Tools EULA
  4. // Please see LICENSE_ATOMIC_EDITOR_AND_TOOLS.md in repository root for
  5. // license information: https://github.com/AtomicGameEngine/AtomicGameEngine
  6. //
  7. #include <Atomic/Core/StringUtils.h>
  8. #include <Atomic/IO/FileSystem.h>
  9. #include "../ToolSystem.h"
  10. #include "../ToolEnvironment.h"
  11. #include "../Project/Project.h"
  12. #include "BuildWindows.h"
  13. #include "BuildSystem.h"
  14. #include "BuildEvents.h"
  15. namespace ToolCore
  16. {
  17. BuildWindows::BuildWindows(Context * context, Project *project) : BuildBase(context, project, PLATFORMID_WINDOWS)
  18. {
  19. }
  20. BuildWindows::~BuildWindows()
  21. {
  22. }
  23. void BuildWindows::Initialize()
  24. {
  25. ToolSystem* tsystem = GetSubsystem<ToolSystem>();
  26. Project* project = tsystem->GetProject();
  27. Vector<String> defaultResourcePaths;
  28. GetDefaultResourcePaths(defaultResourcePaths);
  29. String projectResources = project->GetResourcePath();
  30. for (unsigned i = 0; i < defaultResourcePaths.Size(); i++)
  31. {
  32. AddResourceDir(defaultResourcePaths[i]);
  33. }
  34. // TODO: smart filtering of cache
  35. AddResourceDir(project->GetProjectPath() + "Cache/");
  36. AddResourceDir(projectResources);
  37. BuildResourceEntries();
  38. }
  39. void BuildWindows::BuildAtomicNET()
  40. {
  41. // AtomicNET
  42. FileSystem* fileSystem = GetSubsystem<FileSystem>();
  43. ToolEnvironment* tenv = GetSubsystem<ToolEnvironment>();
  44. ToolSystem* tsystem = GetSubsystem<ToolSystem>();
  45. Project* project = tsystem->GetProject();
  46. String projectResources = project->GetResourcePath();
  47. String assembliesPath = projectResources + "Assemblies/";
  48. // if no assemblies path, no need to install AtomicNET
  49. if (!fileSystem->DirExists(assembliesPath))
  50. return;
  51. Vector<String> results;
  52. fileSystem->ScanDir(results, assembliesPath, "*.dll", SCAN_FILES, true);
  53. // if no assembiles in Assemblies path, no need to install AtomicNET
  54. if (!results.Size())
  55. return;
  56. fileSystem->CreateDir(buildPath_ + "/AtomicPlayer_Resources/AtomicNET");
  57. fileSystem->CreateDir(buildPath_ + "/AtomicPlayer_Resources/AtomicNET/Atomic");
  58. fileSystem->CreateDir(buildPath_ + "/AtomicPlayer_Resources/AtomicNET/Atomic/Assemblies");
  59. fileSystem->CopyDir(tenv->GetNETCoreCLRAbsPath(), buildPath_ + "/AtomicPlayer_Resources/AtomicNET/CoreCLR");
  60. fileSystem->CopyDir(tenv->GetNETTPAPaths(), buildPath_ + "/AtomicPlayer_Resources/AtomicNET/Atomic/TPA");
  61. // Atomic Assemblies
  62. const String& assemblyLoadPaths = tenv->GetNETAssemblyLoadPaths();
  63. Vector<String> paths = assemblyLoadPaths.Split(';');
  64. for (unsigned i = 0; i < paths.Size(); i++)
  65. {
  66. Vector<String> loadResults;
  67. fileSystem->ScanDir(loadResults, paths[i], "*.dll", SCAN_FILES, true);
  68. for (unsigned j = 0; j < loadResults.Size(); j++)
  69. {
  70. String pathName, fileName, ext;
  71. SplitPath(loadResults[j], pathName, fileName, ext);
  72. if (fileName != "AtomicNETEngine")
  73. continue;
  74. fileSystem->Copy(paths[i] + "/" + loadResults[j], ToString("%s/AtomicPlayer_Resources/AtomicNET/Atomic/Assemblies/%s.dll", buildPath_.CString(), fileName.CString()));
  75. }
  76. }
  77. // Project assemblied
  78. for (unsigned i = 0; i < results.Size(); i++)
  79. {
  80. String pathName, fileName, ext;
  81. SplitPath(results[i], pathName, fileName, ext);
  82. fileSystem->Copy(assembliesPath + results[i], ToString("%s/AtomicPlayer_Resources/AtomicNET/Atomic/Assemblies/%s.dll", buildPath_.CString(), fileName.CString()));
  83. }
  84. }
  85. void BuildWindows::Build(const String& buildPath)
  86. {
  87. ToolEnvironment* tenv = GetSubsystem<ToolEnvironment>();
  88. buildPath_ = AddTrailingSlash(buildPath) + GetBuildSubfolder();
  89. VariantMap buildOutput;
  90. buildOutput[BuildOutput::P_TEXT] = "\n\n<color #D4FB79>Starting Windows Deployment</color>\n\n";
  91. SendEvent(E_BUILDOUTPUT, buildOutput);
  92. Initialize();
  93. BuildSystem* buildSystem = GetSubsystem<BuildSystem>();
  94. FileSystem* fileSystem = GetSubsystem<FileSystem>();
  95. if (fileSystem->DirExists(buildPath_))
  96. fileSystem->RemoveDir(buildPath_, true);
  97. String rootSourceDir = tenv->GetRootSourceDir();
  98. String playerBinary = tenv->GetPlayerBinary();
  99. String d3d9dll = GetPath(playerBinary) + "/D3DCompiler_47.dll";
  100. fileSystem->CreateDir(buildPath_);
  101. fileSystem->CreateDir(buildPath_ + "/AtomicPlayer_Resources");
  102. String resourcePackagePath = buildPath_ + "/AtomicPlayer_Resources/AtomicResources.pak";
  103. GenerateResourcePackage(resourcePackagePath);
  104. fileSystem->Copy(playerBinary, buildPath_ + "/AtomicPlayer.exe");
  105. fileSystem->Copy(d3d9dll, buildPath_ + "/D3DCompiler_47.dll");
  106. buildOutput[BuildOutput::P_TEXT] = "\n\n<color #D4FB79>Building AtomicNET</color>\n\n";
  107. SendEvent(E_BUILDOUTPUT, buildOutput);
  108. BuildAtomicNET();
  109. buildOutput[BuildOutput::P_TEXT] = "\n\n<color #D4FB79>Building AtomicNET Complete</color>\n\n";
  110. SendEvent(E_BUILDOUTPUT, buildOutput);
  111. buildOutput[BuildOutput::P_TEXT] = "\n\n<color #D4FB79>Windows Deployment Complete</color>\n\n";
  112. SendEvent(E_BUILDOUTPUT, buildOutput);
  113. buildSystem->BuildComplete(PLATFORMID_WINDOWS, buildPath_);
  114. }
  115. }