// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Core/Log.h"
#include "Engine/Core/Types/Guid.h"
#include "Engine/Core/Collections/Array.h"
#include "Engine/Core/Collections/HashSet.h"
#include "Engine/Core/Collections/Dictionary.h"
#include "Engine/Scripting/ScriptingObject.h"
class GameCooker;
class PlatformTools;
#if OFFICIAL_BUILD
// Use the fixed .NET SDK version in packaged builds for compatibility (FlaxGame is precompiled with it)
#define GAME_BUILD_DOTNET_VER TEXT("-dotnet=8")
#else
#define GAME_BUILD_DOTNET_VER TEXT("")
#endif
///
/// Game building options. Used as flags.
///
API_ENUM(Attributes="Flags") enum class BuildOptions
{
///
/// No special options declared.
///
None = 0,
///
/// Shows the output directory folder on building end.
///
ShowOutput = 1 << 0,
///
/// Starts the cooked game build on building end.
///
AutoRun = 1 << 1,
///
/// Skips cooking logic and uses already cooked data (eg. to only use AutoRun or ShowOutput feature).
///
NoCook = 1 << 2,
};
DECLARE_ENUM_OPERATORS(BuildOptions);
///
/// Game build target platform.
///
API_ENUM() enum class BuildPlatform
{
///
/// Windows (32-bit architecture)
///
API_ENUM(Attributes="EditorDisplay(null, \"Windows 32bit\")")
Windows32 = 1,
///
/// Windows (64-bit architecture)
///
API_ENUM(Attributes="EditorDisplay(null, \"Windows 64bit\")")
Windows64 = 2,
///
/// Universal Windows Platform (UWP) (x86 architecture)
///
API_ENUM(Attributes="EditorDisplay(null, \"Windows Store x86\")")
UWPx86 = 3,
///
/// Universal Windows Platform (UWP) (x64 architecture)
///
API_ENUM(Attributes="EditorDisplay(null, \"Windows Store x64\")")
UWPx64 = 4,
///
/// Xbox One
///
API_ENUM(Attributes="EditorDisplay(null, \"Xbox One\")")
XboxOne = 5,
///
/// Linux (64-bit architecture)
///
API_ENUM(Attributes="EditorDisplay(null, \"Linux x64\")")
LinuxX64 = 6,
///
/// PlayStation 4
///
API_ENUM(Attributes="EditorDisplay(null, \"PlayStation 4\")")
PS4 = 7,
///
/// Xbox Series X.
///
API_ENUM(Attributes="EditorDisplay(null, \"Xbox Scarlett\")")
XboxScarlett = 8,
///
/// Android ARM64 (arm64-v8a).
///
API_ENUM(Attributes="EditorDisplay(null, \"Android ARM64 (arm64-v8a)\")")
AndroidARM64 = 9,
///
/// Switch.
///
Switch = 10,
///
/// PlayStation 5
///
API_ENUM(Attributes="EditorDisplay(null, \"PlayStation 5\")")
PS5 = 11,
///
/// MacOS (x86-64 Intel)
///
API_ENUM(Attributes="EditorDisplay(null, \"Mac x64\")")
MacOSx64 = 12,
///
/// MacOS (ARM64 Apple Silicon)
///
API_ENUM(Attributes="EditorDisplay(null, \"Mac ARM64\")")
MacOSARM64 = 13,
///
/// iOS (ARM64)
///
API_ENUM(Attributes="EditorDisplay(null, \"iOS ARM64\")")
iOSARM64 = 14,
};
///
/// Game build configuration modes.
///
API_ENUM() enum class BuildConfiguration
{
///
/// Debug configuration. Without optimizations but with full debugging information.
///
Debug = 0,
///
/// Development configuration. With basic optimizations and partial debugging data.
///
Development = 1,
///
/// Shipping configuration. With full optimization and no debugging data.
///
Release = 2,
};
///
/// .NET Ahead of Time Compilation (AOT) modes.
///
enum class DotNetAOTModes
{
///
/// AOT is not used.
///
None,
///
/// Use .NET Native IL Compiler (shorten as ILC) to convert all C# assemblies in native platform executable binary.
///
ILC,
///
/// Use Mono AOT to cross-compile all used C# assemblies into native platform shared libraries.
///
MonoAOTDynamic,
///
/// Use Mono AOT to cross-compile all used C# assemblies into native platform static libraries which can be linked into a single shared library.
///
MonoAOTStatic,
};
extern FLAXENGINE_API const Char* ToString(const BuildPlatform platform);
extern FLAXENGINE_API const Char* ToString(const BuildConfiguration configuration);
extern FLAXENGINE_API const Char* ToString(const DotNetAOTModes mode);
#define BUILD_STEP_CANCEL_CHECK if (GameCooker::IsCancelRequested()) return true
///
/// Game cooking temporary data.
///
API_CLASS(Sealed, Namespace="FlaxEditor") class FLAXENGINE_API CookingData : public ScriptingObject
{
DECLARE_SCRIPTING_TYPE(CookingData);
public:
///
/// The platform.
///
API_FIELD(ReadOnly) BuildPlatform Platform;
///
/// The configuration.
///
API_FIELD(ReadOnly) BuildConfiguration Configuration;
///
/// The options.
///
API_FIELD(ReadOnly) BuildOptions Options;
///
/// The name of build preset used for cooking (can be used by editor and game plugins).
///
API_FIELD(ReadOnly) String Preset;
///
/// The name of build preset target used for cooking (can be used by editor and game plugins).
///
API_FIELD(ReadOnly) String PresetTarget;
///
/// The list of custom defines passed to the build tool when compiling project scripts. Can be used in build scripts for configuration (Configuration.CustomDefines).
///
API_FIELD(ReadOnly) Array CustomDefines;
///
/// The original output path (actual OutputPath could be modified by the Platform Tools or a plugin for additional layout customizations or packaging). This path is preserved.
///
API_FIELD(ReadOnly) String OriginalOutputPath;
///
/// The output path for data files (Content, Dotnet, Mono, etc.).
///
API_FIELD(ReadOnly) String DataOutputPath;
///
/// The output path for binaries (native executable and native code libraries).
///
API_FIELD(ReadOnly) String NativeCodeOutputPath;
///
/// The output path for binaries (C# code libraries).
///
API_FIELD(ReadOnly) String ManagedCodeOutputPath;
///
/// The platform tools.
///
PlatformTools* Tools;
public:
///
/// The asset type build stats storage.
///
struct AssetTypeStatistics
{
///
/// The asset type name.
///
String TypeName;
///
/// The amount of assets of that type in a build.
///
int32 Count = 0;
///
/// The final output size of the assets of that type in a build.
///
uint64 ContentSize = 0;
bool operator<(const AssetTypeStatistics& other) const;
};
///
/// The build stats storage.
///
struct Statistics
{
///
/// The total assets amount in the build.
///
int32 TotalAssets;
///
/// The cooked assets (TotalAssets - CookedAssets is amount of reused cached assets).
///
int32 CookedAssets;
///
/// The final output content size in MB.
///
int32 ContentSizeMB;
///
/// The asset type stats. Key is the asset typename, value is the stats container.
///
Dictionary AssetStats;
Statistics();
};
///
/// The build stats.
///
Statistics Stats;
public:
///
/// The temporary directory used for the building cache. Can be used for the incremental building.
///
String CacheDirectory;
///
/// The root assets collection to include in build in the first place (can be used only before CollectAssetsStep).
/// Game cooker will find dependant assets and deploy them as well.
///
HashSet RootAssets;
///
/// The final assets collection to include in build (valid only after CollectAssetsStep).
///
HashSet Assets;
struct BinaryModuleInfo
{
String Name;
String NativePath;
String ManagedPath;
};
///
/// The binary modules used in the build. Valid after scripts compilation step. This list includes game, all plugins modules and engine module.
///
Array> BinaryModules;
public:
///
/// Gets the absolute path to the Platform Data folder that contains the binary files used by the current build configuration.
///
String GetGameBinariesPath() const;
///
/// Gets the absolute path to the platform folder that contains the dependency files used by the current build configuration.
///
String GetPlatformBinariesRoot() const;
///
/// Gets the name of the platform and architecture for the current BuildPlatform.
///
void GetBuildPlatformName(const Char*& platform, const Char*& architecture) const;
public:
///
/// The total amount of baking steps to perform.
///
int32 StepsCount;
///
/// The current step index.
///
int32 CurrentStepIndex;
///
/// Initializes the progress.
///
/// The total steps count.
void InitProgress(const int32 stepsCount)
{
StepsCount = stepsCount;
CurrentStepIndex = 0;
}
///
/// Moves the progress reporting to the next step
///
void NextStep()
{
CurrentStepIndex++;
}
///
/// Reports the current step progress (normalized 0-1 value)
///
/// The step info message.
/// The step progress.
void StepProgress(const String& info, const float stepProgress) const;
public:
///
/// Adds the asset to the build.
///
/// The asset id.
void AddRootAsset(const Guid& id);
///
/// Adds the asset to the build.
///
/// The absolute asset path.
void AddRootAsset(const String& path);
///
/// Adds the internal engine asset to the build.
///
/// The internal path (relative to the engine content path).
void AddRootEngineAsset(const String& internalPath);
public:
void Error(const StringView& msg);
void Error(const String& msg)
{
Error(StringView(msg));
}
void Error(const Char* msg)
{
Error(StringView(msg));
}
};