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NETProjectSystem.h
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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.
//
#pragma once
#include <Atomic/Core/Object.h>
using namespace Atomic;
namespace ToolCore
{
class Project;
class Subprocess;
class NETBuild;
// AtomicProject.dll state (this shouldn't be in resources too)
enum NETProjectState
{
NETPROJECT_CLEAN,
NETPROJECT_DIRTY,
NETPROJECT_ERROR
};
class NETProjectSystem : public Object
{
ATOMIC_OBJECT(NETProjectSystem, Object)
public:
NETProjectSystem(Context* context);
virtual ~NETProjectSystem();
bool GetIDEAvailable() const { return idePath_.Length() != 0; }
/// Returns true if there is a solution available for the loaded project (true = managed app)
bool GetSolutionAvailable() const { return solutionPath_.Length() != 0; }
const String& GetSolutionPath() const { return solutionPath_; }
NETBuild* BuildAtomicProject();
/// Open the solution, if opening a source file, better to call OpenSourceFile as will launch VS instance with source file loaded
/// otherwise, no guarantee where source file will load when multiple VS instances running
void OpenSolution();
void OpenSourceFile(const String& sourceFilePath);
bool GenerateSolution();
bool GenerateResourcePak();
/// Get whether the project assembly is dirty and needs to be rebuilt
bool GetProjectAssemblyDirty();
private:
void HandleUpdate(StringHash eventType, VariantMap& eventData);
void HandleNETBuildResult(StringHash eventType, VariantMap& eventData);
void HandleFileChanged(StringHash eventType, VariantMap& eventData);
void HandleResourceAdded(StringHash eventType, VariantMap& eventData);
void HandleResourceRemoved(StringHash eventType, VariantMap& eventData);
void HandleAssetRenamed(StringHash eventType, VariantMap& eventData);
void HandleAssetMoved(StringHash eventType, VariantMap& eventData);
void HandleAssetNew(StringHash eventType, VariantMap& eventData);
void HandleAssetScanBegin(StringHash eventType, VariantMap& eventData);
void HandleAssetScanEnd(StringHash eventType, VariantMap& eventData);
void HandleProjectLoaded(StringHash eventType, VariantMap& eventData);
void HandleProjectUnloaded(StringHash eventType, VariantMap& eventData);
void Clear();
void Initialize();
/// Checks the status of the project assembly, including if sources files are newer, missing, etc
void CheckProjectAssembly();
String idePath_;
String projectPath_;
String solutionPath_;
String projectAssemblyPath_;
float quietPeriod_;
bool solutionDirty_;
bool projectAssemblyDirty_;
// Visual Studio subprocess
WeakPtr<Subprocess> ideSubprocess_;
};
/// Copies the core Atomic NET assemblies to a specified folder
bool AtomicNETCopyAssemblies(Context* context, const String& dstFolder);
}