BuildWindows.cpp 4.5 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. #include <Atomic/Core/StringUtils.h>
  23. #include <Atomic/IO/FileSystem.h>
  24. #include <Atomic/Resource/ResourceCache.h>
  25. #include "../ToolSystem.h"
  26. #include "../ToolEnvironment.h"
  27. #include "../Project/Project.h"
  28. #include "../Assets/AssetDatabase.h"
  29. #include "BuildWindows.h"
  30. #include "BuildSystem.h"
  31. #include "BuildEvents.h"
  32. namespace ToolCore
  33. {
  34. BuildWindows::BuildWindows(Context * context, Project *project) : BuildBase(context, project, PLATFORMID_WINDOWS)
  35. {
  36. }
  37. BuildWindows::~BuildWindows()
  38. {
  39. }
  40. void BuildWindows::Initialize()
  41. {
  42. ToolSystem* tsystem = GetSubsystem<ToolSystem>();
  43. Project* project = tsystem->GetProject();
  44. Vector<String> defaultResourcePaths;
  45. GetDefaultResourcePaths(defaultResourcePaths);
  46. for (unsigned i = 0; i < defaultResourcePaths.Size(); i++)
  47. {
  48. AddResourceDir(defaultResourcePaths[i]);
  49. }
  50. BuildDefaultResourceEntries();
  51. // Include the project resources and cache separately
  52. AddProjectResourceDir(project->GetResourcePath());
  53. AssetDatabase* db = GetSubsystem<AssetDatabase>();
  54. String cachePath = db->GetCachePath();
  55. AddProjectResourceDir(cachePath);
  56. BuildProjectResourceEntries();
  57. }
  58. bool BuildWindows::CheckIncludeResourceFile(const String& resourceDir, const String& fileName)
  59. {
  60. // #623 BEGIN TODO: Skip files that have a converted version in the cache
  61. AssetDatabase* db = GetSubsystem<AssetDatabase>();
  62. String cachePath = db->GetCachePath();
  63. if (resourceDir != cachePath)
  64. {
  65. String ext = GetExtension(fileName);
  66. if (ext == ".jpg" || ext == ".png" || ext == ".tga")
  67. {
  68. FileSystem* fileSystem = GetSubsystem<FileSystem>();
  69. String compressedPath = cachePath + "DDS/" + fileName + ".dds";
  70. if (fileSystem->FileExists(compressedPath))
  71. return false;
  72. }
  73. }
  74. // #623 END TODO
  75. return BuildBase::CheckIncludeResourceFile(resourceDir, fileName);
  76. }
  77. void BuildWindows::Build(const String& buildPath)
  78. {
  79. ToolEnvironment* tenv = GetSubsystem<ToolEnvironment>();
  80. buildPath_ = AddTrailingSlash(buildPath) + GetBuildSubfolder();
  81. BuildLog("Starting Windows Deployment");
  82. Initialize();
  83. if (!BuildClean(buildPath_))
  84. return;
  85. BuildSystem* buildSystem = GetSubsystem<BuildSystem>();
  86. FileSystem* fileSystem = GetSubsystem<FileSystem>();
  87. String rootSourceDir = tenv->GetRootSourceDir();
  88. String playerBinary = tenv->GetPlayerBinary();
  89. String d3d9dll = GetPath(playerBinary) + "/D3DCompiler_47.dll";
  90. if (!BuildCreateDirectory(buildPath_))
  91. return;
  92. if (!BuildCreateDirectory(buildPath_ + "/AtomicPlayer_Resources"))
  93. return;
  94. String resourcePackagePath = buildPath_ + "/AtomicPlayer_Resources/AtomicResources" + PAK_EXTENSION;
  95. GenerateResourcePackage(resourcePackagePath);
  96. if (buildFailed_)
  97. return;
  98. if (!BuildCreateDirectory(buildPath_ + "/Settings"))
  99. return;
  100. String engineJSON(GetSettingsDirectory() + "/Engine.json");
  101. if (fileSystem->FileExists(engineJSON))
  102. {
  103. if (!BuildCopyFile(engineJSON, buildPath_ + "/Settings/Engine.json"))
  104. return;
  105. }
  106. if (!BuildCopyFile(playerBinary, buildPath_ + "/AtomicPlayer.exe"))
  107. return;
  108. if (!BuildCopyFile(d3d9dll, buildPath_ + "/D3DCompiler_47.dll"))
  109. return;
  110. BuildLog("Windows Deployment Complete");
  111. buildSystem->BuildComplete(PLATFORMID_WINDOWS, buildPath_);
  112. }
  113. }