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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- using System;
- using System.IO;
- using System.Runtime.CompilerServices;
- using System.Threading;
- using bs;
- namespace bs.Editor
- {
- /** @addtogroup Build
- * @{
- */
- /// <summary>
- /// Contains a list of valid platforms that can be built for.
- /// </summary>
- public enum PlatformType // Note: Must match C++ enum PlatformType
- {
- Windows,
- Count // Keep at end
- }
- /// <summary>
- /// Contains build data for a specific platform.
- /// </summary>
- public abstract class PlatformInfo : ScriptObject
- {
- /// <summary>
- /// Creates a new platform info. For internal runtime use only.
- /// </summary>
- protected PlatformInfo()
- { }
- /// <summary>
- /// Returns the platform that this object contains data for.
- /// </summary>
- public PlatformType Type
- {
- get { return Internal_GetType(mCachedPtr); }
- }
- /// <summary>
- /// Initial scene that is loaded when application is first started.
- /// </summary>
- public RRef<Prefab> MainScene
- {
- get { return Internal_GetMainScene(mCachedPtr); }
- set
- {
- IntPtr scenePtr = IntPtr.Zero;
- if (value != null)
- scenePtr = value.GetCachedPtr();
- Internal_SetMainScene(mCachedPtr, scenePtr);
- }
- }
- /// <summary>
- /// Determines should the application be started in fullscreen using the user's desktop resolution.
- /// </summary>
- public bool Fullscreen
- {
- get { return Internal_GetFullscreen(mCachedPtr); }
- set { Internal_SetFullscreen(mCachedPtr, value); }
- }
- /// <summary>
- /// Width of a window if the game is started in windowed mode. This is only relevant if <see cref="Fullscreen"/>
- /// is off.
- /// </summary>
- public int WindowedWidth
- {
- get
- {
- int width, height;
- Internal_GetResolution(mCachedPtr, out width, out height);
- return width;
- }
- set { Internal_SetResolution(mCachedPtr, value, WindowedHeight); }
- }
- /// <summary>
- /// Height of a window if the game is started in windowed mode. This is only relevant if <see cref="Fullscreen"/>
- /// is off.
- /// </summary>
- public int WindowedHeight
- {
- get
- {
- int width, height;
- Internal_GetResolution(mCachedPtr, out width, out height);
- return height;
- }
- set { Internal_SetResolution(mCachedPtr, WindowedWidth, value); }
- }
- /// <summary>
- /// Determines should the scripts be output in debug mode (worse performance but better error reporting).
- /// </summary>
- public bool Debug
- {
- get { return Internal_GetDebug(mCachedPtr); }
- set { Internal_SetDebug(mCachedPtr, value); }
- }
- /// <summary>
- /// A set of semicolon separated defines to use when compiling scripts for this platform.
- /// </summary>
- public string Defines
- {
- get { return Internal_GetDefines(mCachedPtr); }
- set { Internal_SetDefines(mCachedPtr, value); }
- }
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern PlatformType Internal_GetType(IntPtr thisPtr);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern string Internal_GetDefines(IntPtr thisPtr);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern void Internal_SetDefines(IntPtr thisPtr, string value);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern RRef<Prefab> Internal_GetMainScene(IntPtr thisPtr);
- [MethodImpl(MethodImplOptions.InternalCall)]
- static extern void Internal_SetMainScene(IntPtr thisPtr, IntPtr prefabPtr);
- [MethodImpl(MethodImplOptions.InternalCall)]
- static extern bool Internal_GetFullscreen(IntPtr thisPtr);
- [MethodImpl(MethodImplOptions.InternalCall)]
- static extern void Internal_SetFullscreen(IntPtr thisPtr, bool fullscreen);
- [MethodImpl(MethodImplOptions.InternalCall)]
- static extern void Internal_GetResolution(IntPtr thisPtr, out int width, out int height);
- [MethodImpl(MethodImplOptions.InternalCall)]
- static extern void Internal_SetResolution(IntPtr thisPtr, int width, int height);
- [MethodImpl(MethodImplOptions.InternalCall)]
- static extern bool Internal_GetDebug(IntPtr thisPtr);
- [MethodImpl(MethodImplOptions.InternalCall)]
- static extern void Internal_SetDebug(IntPtr thisPtr, bool fullscreen);
- }
- /// <summary>
- /// Supported icon sizes for Windows platform.
- /// </summary>
- public enum WinIconSizes
- {
- Icon16 = 16,
- Icon32 = 32,
- Icon48 = 48,
- Icon64 = 64,
- Icon96 = 96,
- Icon128 = 128,
- Icon196 = 196,
- Icon256 = 256
- }
- /// <summary>
- /// Platform data specific to Windows.
- /// </summary>
- public class WinPlatformInfo : PlatformInfo
- {
- /// <summary>
- /// Texture that will be displayed on the application's executable.
- /// </summary>
- public RRef<Texture> Icon
- {
- get { return Internal_GetIcon(mCachedPtr); }
- set
- {
- IntPtr texturePtr = IntPtr.Zero;
- if (value != null)
- texturePtr = value.GetCachedPtr();
- Internal_SetIcon(mCachedPtr, texturePtr);
- }
- }
- /// <summary>
- /// Text that will be displayed in the application's title bar.
- /// </summary>
- public string TitleText
- {
- get { return Internal_GetTitleText(mCachedPtr); }
- set { Internal_SetTitleText(mCachedPtr, value); }
- }
-
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern RRef<Texture> Internal_GetIcon(IntPtr thisPtr);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern void Internal_SetIcon(IntPtr thisPtr, IntPtr texturePtr);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern string Internal_GetTitleText(IntPtr thisPtr);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern void Internal_SetTitleText(IntPtr thisPtr, string value);
- }
- /// <summary>
- /// Handles building of the game executable and packaging of all necessary resources, making the game be ready to ran
- /// as a standalone product.
- /// </summary>
- public static class BuildManager
- {
- /// <summary>
- /// Returns a list of all available platforms that can be built for.
- /// </summary>
- public static PlatformType[] AvailablePlatforms
- {
- get { return Internal_GetAvailablePlatforms(); }
- }
- /// <summary>
- /// Returns the currently active platform.
- /// </summary>
- public static PlatformType ActivePlatform
- {
- get { return Internal_GetActivePlatform(); }
- set { Internal_SetActivePlatform(value); }
- }
- /// <summary>
- /// Returns the data about the currently active platform.
- /// </summary>
- public static PlatformInfo ActivePlatformInfo
- {
- get { return Internal_GetActivePlatformInfo(); }
- }
- /// <summary>
- /// Returns absolute path to the folder where builds for the currently active platform are output.
- /// </summary>
- public static string OutputFolder
- {
- get { return GetBuildFolder(BuildFolder.DestinationRoot, ActivePlatform); }
- }
- /// <summary>
- /// Returns a path to a specific folder used in the build process. See entries of BuildFolder enum for explanations
- /// of individual folder types.
- /// </summary>
- /// <param name="folder">Type of folder to retrieve the path for.</param>
- /// <param name="platform">Platform to retrieve the path for.</param>
- /// <returns>Path for the requested folder. This can be absolute or relative, see <see cref="BuildFolder"/> enum
- /// for details.</returns>
- private static string GetBuildFolder(BuildFolder folder, PlatformType platform)
- {
- return Internal_GetBuildFolder(folder, platform);
- }
- /// <summary>
- /// Returns a list of names of all native binaries required for a specific platform.
- /// </summary>
- /// <param name="platform">Platform type for which to get the binaries for.</param>
- /// <returns>Array of names of native binary files.</returns>
- private static string[] GetNativeBinaries(PlatformType platform)
- {
- return Internal_GetNativeBinaries(platform);
- }
- /// <summary>
- /// Builds the executable and packages the game.
- /// </summary>
- public static void Build()
- {
- PlatformType activePlatform = ActivePlatform;
- PlatformInfo platformInfo = ActivePlatformInfo;
- string srcRoot = GetBuildFolder(BuildFolder.SourceRoot, activePlatform);
- string destRoot = GetBuildFolder(BuildFolder.DestinationRoot, activePlatform);
- // Prepare clean destination folder
- if(Directory.Exists(destRoot))
- Directory.Delete(destRoot, true);
- Directory.CreateDirectory(destRoot);
- // Compile game assembly
- string bansheeAssemblyFolder;
- if(platformInfo.Debug)
- bansheeAssemblyFolder = GetBuildFolder(BuildFolder.BansheeDebugAssemblies, activePlatform);
- else
- bansheeAssemblyFolder = GetBuildFolder(BuildFolder.BansheeReleaseAssemblies, activePlatform);
- string srcBansheeAssemblyFolder = Path.Combine(srcRoot, bansheeAssemblyFolder);
- string destBansheeAssemblyFolder = Path.Combine(destRoot, bansheeAssemblyFolder);
- Directory.CreateDirectory(destBansheeAssemblyFolder);
- CompilerInstance ci = ScriptCompiler.CompileAsync(ScriptAssemblyType.Game, ActivePlatform, platformInfo.Debug, destBansheeAssemblyFolder);
- // Copy engine assembly
- {
- string srcFile = Path.Combine(srcBansheeAssemblyFolder, EditorApplication.EngineAssemblyName);
- string destFile = Path.Combine(destBansheeAssemblyFolder, EditorApplication.EngineAssemblyName);
- File.Copy(srcFile, destFile);
- }
- // Copy builtin data
- string dataFolder = GetBuildFolder(BuildFolder.Data, activePlatform);
- string srcData = Path.Combine(srcRoot, dataFolder);
- string destData = Path.Combine(destRoot, dataFolder);
- DirectoryEx.Copy(srcData, destData);
- // Copy native binaries
- string binaryFolder = GetBuildFolder(BuildFolder.NativeBinaries, activePlatform);
- string srcBin = Path.Combine(srcRoot, binaryFolder);
- string destBin = destRoot;
- string[] nativeBinaries = GetNativeBinaries(activePlatform);
- foreach (var entry in nativeBinaries)
- {
- string srcFile = Path.Combine(srcBin, entry);
- string destFile = Path.Combine(destBin, entry);
- File.Copy(srcFile, destFile);
- }
- // Copy .NET framework assemblies
- string frameworkAssemblyFolder = GetBuildFolder(BuildFolder.FrameworkAssemblies, activePlatform);
- string srcFrameworkAssemblyFolder = Path.Combine(srcRoot, frameworkAssemblyFolder);
- string destFrameworkAssemblyFolder = Path.Combine(destRoot, frameworkAssemblyFolder);
- Directory.CreateDirectory(destFrameworkAssemblyFolder);
- string[] frameworkAssemblies = GetFrameworkAssemblies(activePlatform);
- foreach (var entry in frameworkAssemblies)
- {
- string srcFile = Path.Combine(srcFrameworkAssemblyFolder, entry + ".dll");
- string destFile = Path.Combine(destFrameworkAssemblyFolder, entry + ".dll");
- File.Copy(srcFile, destFile);
- }
- // Copy Mono
- string monoFolder = GetBuildFolder(BuildFolder.Mono, activePlatform);
- string srcMonoFolder = Path.Combine(srcRoot, monoFolder);
- string destMonoFolder = Path.Combine(destRoot, monoFolder);
- DirectoryEx.Copy(srcMonoFolder, destMonoFolder);
- string srcExecFile = GetMainExecutable(activePlatform);
- string destExecFile = Path.Combine(destBin, Path.GetFileName(srcExecFile));
- File.Copy(srcExecFile, destExecFile);
- InjectIcons(destExecFile, platformInfo);
- PackageResources(destRoot, platformInfo);
- CreateStartupSettings(destRoot, platformInfo);
- // Wait until compile finishes
- while (!ci.IsDone)
- Thread.Sleep(200);
- ci.Dispose();
- }
- /// <summary>
- /// Injects icons specified in <see cref="PlatformInfo"/> into an executable at the specified path.
- /// </summary>
- /// <param name="filePath">Absolute path to the executable to inject icons in.</param>
- /// <param name="info">Object containing references to icons to inject.</param>
- private static void InjectIcons(string filePath, PlatformInfo info)
- {
- IntPtr infoPtr = IntPtr.Zero;
- if (info != null)
- infoPtr = info.GetCachedPtr();
- Internal_InjectIcons(filePath, infoPtr);
- }
- /// <summary>
- /// Finds all used resources by the build and packages them into an output folder.
- /// </summary>
- /// <param name="buildFolder">Absolute path to the root folder of the build. This is where the packaged resource
- /// folder be placed.</param>
- /// <param name="info">Platform information about the current build.</param>
- private static void PackageResources(string buildFolder, PlatformInfo info)
- {
- IntPtr infoPtr = IntPtr.Zero;
- if (info != null)
- infoPtr = info.GetCachedPtr();
- Internal_PackageResources(buildFolder, infoPtr);
- }
- /// <summary>
- /// Creates a game settings asset that contains necessary data for starting up the game (for example initial scene).
- /// </summary>
- /// <param name="buildFolder">Absolute path to the root folder of the build. This is where the settings assets
- /// will be output.</param>
- /// <param name="info">Platform information about the current build.</param>
- private static void CreateStartupSettings(string buildFolder, PlatformInfo info)
- {
- IntPtr infoPtr = IntPtr.Zero;
- if (info != null)
- infoPtr = info.GetCachedPtr();
- Internal_CreateStartupSettings(buildFolder, infoPtr);
- }
- /// <summary>
- /// Returns a list of .NET framework managed assemblies (without extension) to be included for the specified platform.
- /// </summary>
- /// <param name="type">Platform type to retrieve the list of assemblies for.</param>
- /// <returns>A list of .NET framework managed assemblies (without extension) that will be included with the build.</returns>
- internal static string[] GetFrameworkAssemblies(PlatformType type)
- {
- return Internal_GetFrameworkAssemblies(type);
- }
- /// <summary>
- /// Returns the absolute path to the executable for the provided platform.
- /// </summary>
- /// <param name="type">Platform type to retrieve the executable location for.</param>
- /// <returns>Absolute path to the executable.</returns>
- internal static string GetMainExecutable(PlatformType type)
- {
- return Internal_GetMainExecutable(type);
- }
- /// <summary>
- /// Returns a list of semicolon separated defines that will be used when compiling scripts for the specified
- /// platform.
- /// </summary>
- /// <param name="type">Platfrom type to retrieve the defines for.</param>
- /// <returns>Semicolor separated defines that will be passed along to the script compiler.</returns>
- internal static string GetDefines(PlatformType type)
- {
- return Internal_GetDefines(type);
- }
- /// <summary>
- /// Returns an object containing all platform specific build data.
- /// </summary>
- /// <param name="type">Platform type to retrieve the data for.</param>
- /// <returns>An object containing all platform specific build data</returns>
- internal static PlatformInfo GetPlatformInfo(PlatformType type)
- {
- return Internal_GetPlatformInfo(type);
- }
- /// <summary>
- /// Types of various folders used by the build manager.
- /// </summary>
- private enum BuildFolder // Note: Must match C++ enum ScriptBuildFolder
- {
- /// <summary>Absolute path to the root folder where all the prebuilt binaries and data exist.</summary>
- SourceRoot,
- /// <summary>Absolute path to the root folder for a build for a specific platform.</summary>
- DestinationRoot,
- /// <summary>Folder where native binaries are stored. Relative to root.</summary>
- NativeBinaries,
- /// <summary>Folder where Banshee specific debug assemblies are stored. Relative to root.</summary>
- BansheeDebugAssemblies,
- /// <summary>Folder where Banshee specific release assemblies are stored. Relative to root.</summary>
- BansheeReleaseAssemblies,
- /// <summary>Folder where .NET framework assemblies are stored. Relative to root.</summary>
- FrameworkAssemblies,
- /// <summary>Folder where miscelaneous Mono files are stored. Relative to root.</summary>
- Mono,
- /// <summary>Folder where builtin data is stored. Relative to root.</summary>
- Data
- }
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern PlatformType[] Internal_GetAvailablePlatforms();
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern PlatformType Internal_GetActivePlatform();
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern void Internal_SetActivePlatform(PlatformType value);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern PlatformInfo Internal_GetActivePlatformInfo();
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern PlatformInfo Internal_GetPlatformInfo(PlatformType type);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern string[] Internal_GetFrameworkAssemblies(PlatformType type);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern string Internal_GetMainExecutable(PlatformType type);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern string Internal_GetDefines(PlatformType type);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern string[] Internal_GetNativeBinaries(PlatformType type);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern string Internal_GetBuildFolder(BuildFolder folder, PlatformType platform);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern void Internal_InjectIcons(string filePath, IntPtr info);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern void Internal_PackageResources(string buildFolder, IntPtr info);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern void Internal_CreateStartupSettings(string buildFolder, IntPtr info);
- }
- /** @} */
- }
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