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// Copyright (c) 2012-2019 Wojciech Figat. All rights reserved.
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#if PLATFORM_TOOLS_WINDOWS
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#include "WindowsPlatformTools.h"
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#include "Engine/Platform/FileSystem.h"
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#include "Engine/Platform/Windows/WindowsPlatformSettings.h"
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#include "Engine/Core/Config/GameSettings.h"
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#include "Editor/Utilities/EditorUtilities.h"
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#include "Engine/Graphics/Textures/TextureData.h"
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const Char* WindowsPlatformTools::GetDisplayName() const
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{
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return TEXT("Windows");
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}
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const Char* WindowsPlatformTools::GetName() const
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{
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return TEXT("Windows");
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}
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PlatformType WindowsPlatformTools::GetPlatform() const
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{
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return PlatformType::Windows;
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}
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ArchitectureType WindowsPlatformTools::GetArchitecture() const
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{
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return _arch;
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}
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bool WindowsPlatformTools::OnDeployBinaries(CookingData& data)
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{
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const auto platformSettings = WindowsPlatformSettings::Instance();
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const auto& outputPath = data.OutputPath;
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// Apply executable icon
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Array<String> files;
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FileSystem::DirectoryGetFiles(files, outputPath, TEXT("*.exe"), DirectorySearchOption::TopDirectoryOnly);
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if (files.HasItems())
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{
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TextureData iconData;
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if (!EditorUtilities::GetApplicationImage(platformSettings->OverrideIcon, iconData))
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{
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if (EditorUtilities::UpdateExeIcon(files[0], iconData))
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{
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data.Error(TEXT("Failed to change output executable file icon."));
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return true;
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}
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}
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}
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return false;
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}
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#endif
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