예제 #1
0
void BuildMac::Build(const String& buildPath)
{
    ToolSystem* tsystem = GetSubsystem<ToolSystem>();

    buildPath_ = AddTrailingSlash(buildPath) + GetBuildSubfolder();

    Initialize();

    BuildSystem* buildSystem = GetSubsystem<BuildSystem>();

    FileSystem* fileSystem = GetSubsystem<FileSystem>();
    if (fileSystem->DirExists(buildPath_))
        fileSystem->RemoveDir(buildPath_, true);

    String dataPath = tsystem->GetDataPath();

    String appSrcPath = dataPath + "Deployment/MacOS/AtomicPlayer.app";

    fileSystem->CreateDir(buildPath_);

    buildPath_ += "/AtomicPlayer.app";

    fileSystem->CreateDir(buildPath_);

    fileSystem->CreateDir(buildPath_ + "/Contents");
    fileSystem->CreateDir(buildPath_ + "/Contents/MacOS");
    fileSystem->CreateDir(buildPath_ + "/Contents/Resources");

    String resourcePackagePath = buildPath_ + "/Contents/Resources/AtomicResources.pak";
    GenerateResourcePackage(resourcePackagePath);

    fileSystem->Copy(appSrcPath + "/Contents/Resources/Atomic.icns", buildPath_ + "/Contents/Resources/Atomic.icns");

    fileSystem->Copy(appSrcPath + "/Contents/Info.plist", buildPath_ + "/Contents/Info.plist");
    fileSystem->Copy(appSrcPath + "/Contents/MacOS/AtomicPlayer", buildPath_ + "/Contents/MacOS/AtomicPlayer");

#ifdef ATOMIC_PLATFORM_OSX
    Vector<String> args;
    args.Push("+x");
    args.Push(buildPath_ + "/Contents/MacOS/AtomicPlayer");
    fileSystem->SystemRun("chmod", args);
#endif

    buildPath_ = buildPath + "/Mac-Build";    
    buildSystem->BuildComplete(PLATFORMID_MAC, buildPath_);

}
예제 #2
0
void BuildWindows::Build(const String& buildPath)
{
    ToolEnvironment* tenv = GetSubsystem<ToolEnvironment>();

    buildPath_ = AddTrailingSlash(buildPath) + GetBuildSubfolder();

    BuildLog("Starting Windows Deployment");

    Initialize();

    if (!BuildClean(buildPath_))
        return;

    BuildSystem* buildSystem = GetSubsystem<BuildSystem>();

    FileSystem* fileSystem = GetSubsystem<FileSystem>();

    String rootSourceDir = tenv->GetRootSourceDir();
    String playerBinary = tenv->GetPlayerBinary();
    String d3d9dll = GetPath(playerBinary) + "/D3DCompiler_47.dll";

    if (!BuildCreateDirectory(buildPath_))
        return;

    if (!BuildCreateDirectory(buildPath_ + "/AtomicPlayer_Resources"))
        return;

    String resourcePackagePath = buildPath_ + "/AtomicPlayer_Resources/AtomicResources" + PAK_EXTENSION;
    GenerateResourcePackage(resourcePackagePath);
    if (buildFailed_)
        return;
   
    if (!BuildCopyFile(playerBinary, buildPath_ + "/AtomicPlayer.exe"))
        return;

    if (!BuildCopyFile(d3d9dll, buildPath_ + "/D3DCompiler_47.dll"))
        return;

    BuildAtomicNET();

    BuildLog("Windows Deployment Complete");

    buildSystem->BuildComplete(PLATFORMID_WINDOWS, buildPath_);

}
예제 #3
0
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();

}
예제 #4
0
void BuildWindows::Build(const String& buildPath)
{
    BuildSystem* buildSystem = GetSubsystem<BuildSystem>();
    FileSystem* fileSystem = GetSubsystem<FileSystem>();
    ToolEnvironment* tenv = GetSubsystem<ToolEnvironment>();
    ToolSystem* tsystem = GetSubsystem<ToolSystem>();
    Project* project = tsystem->GetProject();

    buildPath_ = AddTrailingSlash(buildPath);

    if (!resourcesOnly_)
        buildPath_ += GetBuildSubfolder();

    BuildLog("Starting Windows Deployment");

    Initialize();

    if (!resourcesOnly_ && !BuildClean(buildPath_))
        return;

    String rootSourceDir = tenv->GetRootSourceDir();

    if (!BuildCreateDirectory(buildPath_))
        return;

    if (!resourcesOnly_ && !BuildCreateDirectory(buildPath_ + "/AtomicPlayer_Resources"))
        return;

    String resourcePackagePath = buildPath_ + "/AtomicPlayer_Resources/AtomicResources" + PAK_EXTENSION;

    if (resourcesOnly_)
    {
        resourcePackagePath = buildPath_ + "/AtomicResources" + PAK_EXTENSION;
    }

    GenerateResourcePackage(resourcePackagePath);

    if (buildFailed_)
        return;

    if (resourcesOnly_)
        return;

    if (!BuildCreateDirectory(buildPath_ + "/Settings"))
        return;

    String engineJSON(GetSettingsDirectory() + "/Engine.json");

    if (fileSystem->FileExists(engineJSON))
    {
        if (!BuildCopyFile(engineJSON, buildPath_ + "/Settings/Engine.json"))
            return;
    }

    // TODO: Set project as managed and don't key off project assembly

    if (fileSystem->FileExists(project->GetResourcePath() + project->GetProjectSettings()->GetName() + ".dll"))
    {
        if (!BuildManaged(buildPath))
            return;
    }
    else
    {
        BuildNative(buildPath);
    }

    BuildLog("Windows Deployment Complete");

    buildSystem->BuildComplete(PLATFORMID_WINDOWS, buildPath_);

}