Files
FlaxEngine/Source/Editor/Cooker/CookingData.h
2021-01-02 14:28:49 +01:00

374 lines
9.4 KiB
C++

// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Core/Log.h"
#include "Engine/Core/Enums.h"
#include "Engine/Core/Collections/Array.h"
#include "Engine/Core/Collections/HashSet.h"
#include "Engine/Core/Collections/Dictionary.h"
class GameCooker;
class PlatformTools;
/// <summary>
/// Game building options. Used as flags.
/// </summary>
API_ENUM(Attributes="Flags") enum class BuildOptions
{
/// <summary>
/// No special options declared.
/// </summary>
None = 0,
/// <summary>
/// Shows the output directory folder on building end.
/// </summary>
ShowOutput = 1 << 0,
};
DECLARE_ENUM_OPERATORS(BuildOptions);
/// <summary>
/// Game build target platform.
/// </summary>
API_ENUM() enum class BuildPlatform
{
/// <summary>
/// Windows (32-bit architecture)
/// </summary>
API_ENUM(Attributes="EditorDisplay(null, \"Windows 32bit\")")
Windows32 = 1,
/// <summary>
/// Windows (64-bit architecture)
/// </summary>
API_ENUM(Attributes="EditorDisplay(null, \"Windows 64bit\")")
Windows64 = 2,
/// <summary>
/// Universal Windows Platform (UWP) (x86 architecture)
/// </summary>
API_ENUM(Attributes="EditorDisplay(null, \"Windows Store x86\")")
UWPx86 = 3,
/// <summary>
/// Universal Windows Platform (UWP) (x64 architecture)
/// </summary>
API_ENUM(Attributes="EditorDisplay(null, \"Windows Store x64\")")
UWPx64 = 4,
/// <summary>
/// Xbox One
/// </summary>
API_ENUM(Attributes="EditorDisplay(null, \"Xbox One\")")
XboxOne = 5,
/// <summary>
/// Linux (64-bit architecture)
/// </summary>
API_ENUM(Attributes="EditorDisplay(null, \"Linux x64\")")
LinuxX64 = 6,
/// <summary>
/// PlayStation 4
/// </summary>
API_ENUM(Attributes="EditorDisplay(null, \"PlayStation 4\")")
PS4 = 7,
/// <summary>
/// Xbox Series X.
/// </summary>
API_ENUM(Attributes="EditorDisplay(null, \"Xbox Scarlett\")")
XboxScarlett = 8,
/// <summary>
/// Android ARM64 (arm64-v8a).
/// </summary>
API_ENUM(Attributes="EditorDisplay(null, \"Android ARM64 (arm64-v8a)\")")
AndroidARM64 = 9,
};
inline const Char* ToString(const BuildPlatform platform)
{
switch (platform)
{
case BuildPlatform::Windows32:
return TEXT("Windows x86");
case BuildPlatform::Windows64:
return TEXT("Windows x64");
case BuildPlatform::UWPx86:
return TEXT("Windows Store x86");
case BuildPlatform::UWPx64:
return TEXT("Windows Store x64");
case BuildPlatform::XboxOne:
return TEXT("Xbox One");
case BuildPlatform::LinuxX64:
return TEXT("Linux x64");
case BuildPlatform::PS4:
return TEXT("PlayStation 4");
case BuildPlatform::XboxScarlett:
return TEXT("Xbox Scarlett");
case BuildPlatform::AndroidARM64:
return TEXT("Android ARM64");
default:
return TEXT("?");
}
}
/// <summary>
/// Game build configuration modes.
/// </summary>
API_ENUM() enum class BuildConfiguration
{
/// <summary>
/// Debug configuration. Without optimizations but with full debugging information.
/// </summary>
Debug = 0,
/// <summary>
/// Development configuration. With basic optimizations and partial debugging data.
/// </summary>
Development = 1,
/// <summary>
/// Shipping configuration. With full optimization and no debugging data.
/// </summary>
Release = 2,
};
inline const Char* ToString(const BuildConfiguration configuration)
{
switch (configuration)
{
case BuildConfiguration::Debug:
return TEXT("Debug");
case BuildConfiguration::Development:
return TEXT("Development");
case BuildConfiguration::Release:
return TEXT("Release");
default:
return TEXT("?");
}
}
#define BUILD_STEP_CANCEL_CHECK if (GameCooker::IsCancelRequested()) return true
/// <summary>
/// Game cooking temporary data.
/// </summary>
struct FLAXENGINE_API CookingData
{
/// <summary>
/// The platform.
/// </summary>
BuildPlatform Platform;
/// <summary>
/// The configuration.
/// </summary>
BuildConfiguration Configuration;
/// <summary>
/// The options.
/// </summary>
BuildOptions Options;
/// <summary>
/// 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.
/// </summary>
String OriginalOutputPath;
/// <summary>
/// The output path.
/// </summary>
String OutputPath;
/// <summary>
/// The platform tools.
/// </summary>
PlatformTools* Tools;
public:
/// <summary>
/// The asset type build stats storage.
/// </summary>
struct AssetTypeStatistics
{
/// <summary>
/// The asset type name.
/// </summary>
String TypeName;
/// <summary>
/// The amount of assets of that type in a build.
/// </summary>
int32 Count = 0;
/// <summary>
/// The final output size of the assets of that type in a build.
/// </summary>
uint64 ContentSize = 0;
bool operator<(const AssetTypeStatistics& other) const;
};
/// <summary>
/// The build stats storage.
/// </summary>
struct Statistics
{
/// <summary>
/// The total assets amount in the build.
/// </summary>
int32 TotalAssets;
/// <summary>
/// The cooked assets (TotalAssets - CookedAssets is amount of reused cached assets).
/// </summary>
int32 CookedAssets;
/// <summary>
/// The final output content size in MB.
/// </summary>
int32 ContentSizeMB;
/// <summary>
/// The asset type stats. Key is the asset typename, value is the stats container.
/// </summary>
Dictionary<String, AssetTypeStatistics> AssetStats;
Statistics();
};
/// <summary>
/// The build stats.
/// </summary>
Statistics Stats;
public:
/// <summary>
/// The temporary directory used for the building cache. Can be used for the incremental building.
/// </summary>
String CacheDirectory;
/// <summary>
/// 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.
/// </summary>
HashSet<Guid> RootAssets;
/// <summary>
/// The final assets collection to include in build (valid only after CollectAssetsStep).
/// </summary>
HashSet<Guid> Assets;
struct BinaryModule
{
String Name;
String NativePath;
String ManagedPath;
};
/// <summary>
/// The binary modules used in the build. Valid after scripts compilation step. This list includes game, all plugins modules and engine module.
/// </summary>
Array<BinaryModule, InlinedAllocation<64>> BinaryModules;
public:
void Init()
{
RootAssets.Clear();
Assets.Clear();
Stats = Statistics();
}
/// <summary>
/// Gets the absolute path to the Platform Data folder that contains the binary files used by the current build configuration.
/// </summary>
/// <returns>The platform data folder path.</returns>
String GetGameBinariesPath() const;
/// <summary>
/// Gets the absolute path to the platform folder that contains the dependency files used by the current build configuration.
/// </summary>
/// <returns>The platform deps folder path.</returns>
String GetPlatformBinariesRoot() const;
public:
/// <summary>
/// The total amount of baking steps to perform.
/// </summary>
int32 StepsCount;
/// <summary>
/// The current step index.
/// </summary>
int32 CurrentStepIndex;
/// <summary>
/// Initializes the progress.
/// </summary>
/// <param name="stepsCount">The total steps count.</param>
void InitProgress(const int32 stepsCount)
{
StepsCount = stepsCount;
CurrentStepIndex = 0;
}
/// <summary>
/// Moves the progress reporting to the next step
/// </summary>
void NextStep()
{
CurrentStepIndex++;
}
/// <summary>
/// Reports the current step progress (normalized 0-1 value)
/// </summary>
/// <param name="info">The step info message.</param>
/// <param name="stepProgress">The step progress.</param>
void StepProgress(const String& info, const float stepProgress) const;
public:
/// <summary>
/// Adds the asset to the build.
/// </summary>
/// <param name="id">The asset id.</param>
void AddRootAsset(const Guid& id);
/// <summary>
/// Adds the asset to the build.
/// </summary>
/// <param name="path">The absolute asset path.</param>
void AddRootAsset(const String& path);
/// <summary>
/// Adds the internal engine asset to the build.
/// </summary>
/// <param name="internalPath">The internal path (relative to the engine content path).</param>
void AddRootEngineAsset(const String& internalPath);
public:
void Error(const String& msg);
void Error(const Char* msg)
{
Error(String(msg));
}
template<typename... Args>
void Error(const Char* format, const Args& ... args)
{
const String msg = String::Format(format, args...);
Error(msg);
}
};