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BuildSystem.cpp
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//
// Copyright (c) 2014-2016 THUNDERBEAST GAMES LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
#include <Atomic/Core/Context.h>
#include <Atomic/Core/StringUtils.h>
#include <Atomic/IO/FileSystem.h>
#include <Atomic/IO/Log.h>
#include "../ToolSystem.h"
#include "../Project/Project.h"
#include "../Project/ProjectUserPrefs.h"
#include "BuildSystem.h"
#include "BuildEvents.h"
namespace ToolCore
{
BuildSystem::BuildSystem(Context* context) :
Object(context)
{
}
BuildSystem::~BuildSystem()
{
}
bool BuildSystem::StartNextBuild()
{
if (!queuedBuilds_.Size())
return false;
currentBuild_ = queuedBuilds_.Front();
queuedBuilds_.PopFront();
currentBuild_->Build(buildPath_);
return true;
}
void BuildSystem::QueueBuild(BuildBase* buildBase)
{
queuedBuilds_.Push(SharedPtr<BuildBase>(buildBase));
}
void BuildSystem::BuildComplete(PlatformID platform, const String &buildFolder, bool success, const String& buildMessage)
{
VariantMap eventData;
eventData[BuildComplete::P_PLATFORMID] = (unsigned) platform;
eventData[BuildComplete::P_BUILDFOLDER] = buildFolder;
eventData[BuildComplete::P_SUCCESS] = success;
eventData[BuildComplete::P_MESSAGE] = buildMessage;
SendEvent(E_BUILDCOMPLETE, eventData);
currentBuild_ = 0;
}
}