Files
FlaxEngine/Source/Editor/Content/Settings/BuildSettings.cs
2021-01-02 14:28:49 +01:00

144 lines
6.9 KiB
C#

// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
using System;
using System.ComponentModel;
using FlaxEngine;
namespace FlaxEditor.Content.Settings
{
/// <summary>
/// The game building settings container. Allows to edit asset via editor.
/// </summary>
public sealed class BuildSettings : SettingsBase
{
/// <summary>
/// The maximum amount of assets to include into a single assets package. Assets will be split into several packages if need to.
/// </summary>
[DefaultValue(4096)]
[EditorOrder(10), Limit(32, short.MaxValue), EditorDisplay("General", "Max assets per package"), Tooltip("The maximum amount of assets to include into a single assets package. Assets will be split into several packages if need to.")]
public int MaxAssetsPerPackage = 4096;
/// <summary>
/// The maximum size of the single assets package (in megabytes). Assets will be split into several packages if need to.
/// </summary>
[DefaultValue(1024)]
[EditorOrder(20), Limit(16, short.MaxValue), EditorDisplay("General", "Max package size (in MB)"), Tooltip("The maximum size of the single assets package (in megabytes). Assets will be split into several packages if need to.")]
public int MaxPackageSizeMB = 1024;
/// <summary>
/// The game content cooking Keys. Use the same value for a game and DLC packages to support loading them by the build game. Use 0 to randomize it during building.
/// </summary>
[DefaultValue(0)]
[EditorOrder(30), EditorDisplay("General"), Tooltip("The game content cooking Keys. Use the same value for a game and DLC packages to support loading them by the build game. Use 0 to randomize it during building.")]
public int ContentKey = 0;
/// <summary>
/// If checked, the builds produced by the Game Cooker will be treated as for final game distribution (eg. for game store upload). Builds done this way cannot be tested on console devkits (eg. Xbox One, Xbox Scarlett).
/// </summary>
[DefaultValue(false)]
[EditorOrder(40), EditorDisplay("General"), Tooltip("If checked, the builds produced by the Game Cooker will be treated as for final game distribution (eg. for game store upload). Builds done this way cannot be tested on console devkits (eg. Xbox One, Xbox Scarlett).")]
public bool ForDistribution;
/// <summary>
/// If checked, the output build files won't be packaged for the destination platform. Useful when debugging build from local PC.
/// </summary>
[DefaultValue(false)]
[EditorOrder(50), EditorDisplay("General"), Tooltip("If checked, the output build files won't be packaged for the destination platform. Useful when debugging build from local PC.")]
public bool SkipPackaging;
/// <summary>
/// The additional assets to include into build (into root assets set).
/// </summary>
[EditorOrder(1000), EditorDisplay("Additional Data"), Tooltip("The additional assets to include into build (into root assets set).")]
public Asset[] AdditionalAssets;
/// <summary>
/// The additional folders with assets to include into build (into root assets set). List of paths relative to the project directory (or absolute).
/// </summary>
[EditorOrder(1010), EditorDisplay("Additional Data"), Tooltip("The additional folders with assets to include into build (to root assets set). List of paths relative to the project directory (or absolute).")]
public string[] AdditionalAssetFolders;
/// <summary>
/// Disables shaders compiler optimizations in cooked game. Can be used to debug shaders on a target platform or to speed up the shaders compilation time.
/// </summary>
[DefaultValue(false)]
[EditorOrder(2000), EditorDisplay("Content", "Shaders No Optimize"), Tooltip("Disables shaders compiler optimizations in cooked game. Can be used to debug shaders on a target platform or to speed up the shaders compilation time.")]
public bool ShadersNoOptimize;
/// <summary>
/// Enables shader debug data generation for shaders in cooked game (depends on the target platform rendering backend).
/// </summary>
[DefaultValue(false)]
[EditorOrder(2010), EditorDisplay("Content"), Tooltip("Enables shader debug data generation for shaders in cooked game (depends on the target platform rendering backend).")]
public bool ShadersGenerateDebugData;
/// <summary>
/// The build presets.
/// </summary>
[EditorOrder(5000), EditorDisplay("Presets", EditorDisplayAttribute.InlineStyle), Tooltip("Build presets configuration")]
public BuildPreset[] Presets =
{
new BuildPreset
{
Name = "Development",
Targets = new[]
{
new BuildTarget
{
Name = "Windows 64bit",
Output = "Output\\Win64",
Platform = BuildPlatform.Windows64,
Mode = BuildConfiguration.Development,
},
new BuildTarget
{
Name = "Windows 32bit",
Output = "Output\\Win32",
Platform = BuildPlatform.Windows32,
Mode = BuildConfiguration.Development,
},
}
},
new BuildPreset
{
Name = "Release",
Targets = new[]
{
new BuildTarget
{
Name = "Windows 64bit",
Output = "Output\\Win64",
Platform = BuildPlatform.Windows64,
Mode = BuildConfiguration.Development,
},
new BuildTarget
{
Name = "Windows 32bit",
Output = "Output\\Win32",
Platform = BuildPlatform.Windows32,
Mode = BuildConfiguration.Development,
},
}
},
};
/// <summary>
/// Gets the preset of the given name (ignore case search) or returns null if cannot find it.
/// </summary>
/// <param name="name">The preset name.</param>
/// <returns>Found preset or null if is missing.</returns>
public BuildPreset GetPreset(string name)
{
if (Presets != null)
{
for (int i = 0; i < Presets.Length; i++)
{
if (string.Equals(Presets[i].Name, name, StringComparison.OrdinalIgnoreCase))
return Presets[i];
}
}
return null;
}
}
}