void BuildMac::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]); } AddResourceDir(projectResources); BuildResourceEntries(); }
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(); }
void BuildWindows::Initialize() { ToolSystem* tsystem = GetSubsystem<ToolSystem>(); Project* project = tsystem->GetProject(); Vector<String> defaultResourcePaths; GetDefaultResourcePaths(defaultResourcePaths); for (unsigned i = 0; i < defaultResourcePaths.Size(); i++) { AddResourceDir(defaultResourcePaths[i]); } BuildDefaultResourceEntries(); // Include the project resources and cache separately AddProjectResourceDir(project->GetResourcePath()); AssetDatabase* db = GetSubsystem<AssetDatabase>(); String cachePath = db->GetCachePath(); AddProjectResourceDir(cachePath); BuildProjectResourceEntries(); }
void BuildAndroid::Initialize() { ToolSystem* tsystem = GetSubsystem<ToolSystem>(); Project* project = tsystem->GetProject(); Vector<String> defaultResourcePaths; GetDefaultResourcePaths(defaultResourcePaths); for (unsigned i = 0; i < defaultResourcePaths.Size(); i++) { AddResourceDir(defaultResourcePaths[i]); } BuildDefaultResourceEntries(); // TODO: smart filtering of cache String projectResources = project->GetResourcePath(); AddProjectResourceDir(projectResources); AssetDatabase* db = GetSubsystem<AssetDatabase>(); String cachePath = db->GetCachePath(); AddProjectResourceDir(cachePath); BuildProjectResourceEntries(); }
void BuildAndroid::Build(const String& buildPath) { ToolEnvironment* tenv = GetSubsystem<ToolEnvironment>(); ToolSystem* tsystem = GetSubsystem<ToolSystem>(); Project* project = tsystem->GetProject(); buildPath_ = AddTrailingSlash(buildPath) + GetBuildSubfolder(); Initialize(); if (!BuildClean(buildPath_)) return; //generate manifest file String manifest; for (unsigned i = 0; i < resourceEntries_.Size(); i++) { BuildResourceEntry* entry = resourceEntries_[i]; manifest += entry->packagePath_; if ( i != resourceEntries_.Size() - 1) manifest += ";"; } String buildSourceDir = tenv->GetToolDataDir(); String androidProject = buildSourceDir + "Deployment/Android"; // Copy the base android project FileSystem* fileSystem = GetSubsystem<FileSystem>(); if( !BuildCopyDir(androidProject, buildPath_)) return; Vector<String> defaultResourcePaths; GetDefaultResourcePaths(defaultResourcePaths); String projectResources = project->GetResourcePath(); for (unsigned i = 0; i < defaultResourcePaths.Size(); i++) { if ( !BuildCopyDir(defaultResourcePaths[i], buildPath_ + "/assets/" + GetFileName(RemoveTrailingSlash(defaultResourcePaths[i])))) return; } if( !BuildCopyDir(project->GetProjectPath() + "Cache/", buildPath_ + "/assets/Cache")) return; if( !BuildCopyDir(projectResources, buildPath_ + "/assets/AtomicResources")) return; // write the manifest SharedPtr<File> mfile(new File(context_, buildPath_ + "/assets/AtomicManifest", FILE_WRITE)); mfile->WriteString(manifest); mfile->Close(); //check for Deployment/Android/libs/armeabi-v7a/libAtomicPlayer.so if ( !fileSystem->FileExists(androidProject + "/libs/armeabi-v7a/libAtomicPlayer.so") ) { FailBuild( "The file libAtomicPlayer.so is not found. This is required for APK generation." ); return; } AndroidProjectGenerator gen(context_, this); gen.SetBuildPath(buildPath_); if (!gen.Generate()) { FailBuild(gen.GetErrorText()); return; } RunAntDebug(); }