void BuildIOS::Build(const String& buildPath)
{
    buildPath_ = buildPath + "/IOS-Build";

    Initialize();

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


 #ifdef ATOMIC_PLATFORM_WINDOWS
    String buildSourceDir = fileSystem->GetProgramDir();
 #else
    String buildSourceDir = fileSystem->GetAppBundleResourceFolder();
 #endif

    String buildAppSourceDir = buildSourceDir + "Deployment/IOS/AtomicPlayer.app";

    fileSystem->CreateDir(buildPath_);

    String buildDestDist = buildPath_ + "/AtomicPlayer.app";

    fileSystem->CreateDir(buildDestDist);

    String resourcePackagePath = buildDestDist + "/AtomicResources.pak";
    GenerateResourcePackage(resourcePackagePath);

    fileSystem->Copy(buildAppSourceDir + "/AtomicPlayer", buildDestDist + "/AtomicPlayer");
    fileSystem->Copy(buildAppSourceDir + "/PkgInfo", buildDestDist + "/PkgInfo");

    BuildSystem* buildSystem = GetSubsystem<BuildSystem>();

    IOSBuildSettings settings = buildSystem->GetBuildSettings()->GetIOSSettings();

    fileSystem->Copy(settings.provisionFile, buildDestDist + "/embedded.mobileprovision");

    String entitlements = GenerateEntitlements();
    String plist = GenerateInfoPlist();

    File file(context_, buildPath_ + "/AtomicPlayer.app.xcent", FILE_WRITE);

    if (file.IsOpen())
    {
        file.Write(entitlements.CString(), entitlements.Length());
        file.Close();
    }

    File pfile(context_, buildDestDist + "/Info.plist", FILE_WRITE);

    if (pfile.IsOpen())
    {
        pfile.Write(plist.CString(), plist.Length());
        pfile.Close();
    }

    RunConvertPList();

}
Exemplo n.º 2
0
bool UINewProject::Create2DProject(const String& projectPath, const String& filename)
{
    FileSystem* fileSystem = GetSubsystem<FileSystem>();

#ifdef ATOMIC_PLATFORM_OSX
    String templateSourceDir = fileSystem->GetAppBundleResourceFolder();
#else
    String templateSourceDir = fileSystem->GetProgramDir();
#endif

    templateSourceDir += "/ProjectTemplates/Project2D";
    fileSystem->CopyDir(templateSourceDir + "/Resources", projectPath + "/Resources");

    File file(context_, projectPath + "/" + filename + ".atomic", FILE_WRITE);
    file.Close();

    return true;
}
void BuildIOS::Initialize()
{
    Editor* editor = GetSubsystem<Editor>();
    Project* project = editor->GetProject();

    FileSystem* fileSystem = GetSubsystem<FileSystem>();

#ifdef ATOMIC_PLATFORM_WINDOWS
    String bundleResources = fileSystem->GetProgramDir();
#else
    String bundleResources = fileSystem->GetAppBundleResourceFolder();
#endif

    String projectResources = project->GetResourcePath();
    String coreDataFolder = bundleResources + "CoreData/";

    AddResourceDir(coreDataFolder);
    AddResourceDir(projectResources);

    BuildResourceEntries();

}
Exemplo n.º 4
0
bool UINewProject::OnEvent(const TBWidgetEvent &ev)
{
    Editor* editor = GetSubsystem<Editor>();
    UIModalOps* ops = GetSubsystem<UIModalOps>();

    if (ev.type == EVENT_TYPE_CLICK)
    {
        if (ev.target->GetID() == TBIDC("cancel"))
        {
            ops->Hide();
            return true;
        }

        int projectType = -1;

        if (ev.target->GetID() == TBIDC("project_empty"))
        {
            projectType = 0;
        }
        else if (ev.target->GetID() == TBIDC("project_2d"))
        {
            projectType = 1;
        }
        else if (ev.target->GetID() == TBIDC("project_3d"))
        {
// BEGIN LICENSE MANAGEMENT
            LicenseSystem* licenseSystem = GetSubsystem<LicenseSystem>();

            if (licenseSystem->IsStandardLicense())
            {
                SharedPtr<UINewProject> keepAlive(this);
                UIModalOps* ops = GetSubsystem<UIModalOps>();
                ops->Hide();
                ops->ShowInfoModule3D();
                return true;
            }
// END LICENSE MANAGEMENT

            projectType = 2;
        }

        if (projectType != -1)
        {
            FileSystem* fileSystem = GetSubsystem<FileSystem>();

        #ifdef ATOMIC_PLATFORM_OSX
            String templateSourceDir = fileSystem->GetAppBundleResourceFolder();
        #else
            String templateSourceDir = fileSystem->GetProgramDir();
        #endif

            if (projectType == 0)
                templateSourceDir += "/ProjectTemplates/EmptyProject";
            else if (projectType == 1)
                templateSourceDir += "/ProjectTemplates/Project2D";
            else
                templateSourceDir += "/ProjectTemplates/Project3D";

            SharedPtr<UINewProject> keepAlive(this);
            UIModalOps* ops = GetSubsystem<UIModalOps>();
            ops->Hide();
            ops->ShowCreateProject(templateSourceDir);

            return true;

        }

    }

    return false;
}
Exemplo n.º 5
0
void BuildMac::Build(const String& buildPath)
{
    buildPath_ = buildPath + "/Mac-Build";

    Initialize();

    BuildSystem* buildSystem = GetSubsystem<BuildSystem>();

// BEGIN LICENSE MANAGEMENT
    LicenseSystem *licenseSystem = GetSubsystem<LicenseSystem>();
    if (licenseSystem->IsStandardLicense())
    {
        if (containsMDL_)
        {
            buildSystem->BuildComplete(CE_PLATFORM_MAC, buildPath_, false, true);
            return;
        }
    }
// END LICENSE MANAGEMENT

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

 #ifdef CLOCKWORK_PLATFORM_WINDOWS
    String buildSourceDir = fileSystem->GetProgramDir();
 #else
    String buildSourceDir = fileSystem->GetAppBundleResourceFolder();
 #endif

    buildSourceDir += "Deployment/MacOS/ClockworkPlayer.app";

    fileSystem->CreateDir(buildPath_);

    buildPath_ += "/ClockworkPlayer.app";

    fileSystem->CreateDir(buildPath_);

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

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

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

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

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

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

}