Files
FlaxEngine/Source/Editor/Cooker/Platform/Linux/LinuxPlatformTools.cpp
2023-03-03 17:14:35 +01:00

103 lines
3.0 KiB
C++

// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
#if PLATFORM_TOOLS_LINUX
#include "LinuxPlatformTools.h"
#include "Engine/Platform/FileSystem.h"
#include "Engine/Platform/Linux/LinuxPlatformSettings.h"
#include "Engine/Core/Config/GameSettings.h"
#include "Editor/Utilities/EditorUtilities.h"
#include "Engine/Tools/TextureTool/TextureTool.h"
#include "Engine/Graphics/Textures/TextureData.h"
#include "Engine/Content/Content.h"
#include "Engine/Content/JsonAsset.h"
IMPLEMENT_ENGINE_SETTINGS_GETTER(LinuxPlatformSettings, LinuxPlatform);
const Char* LinuxPlatformTools::GetDisplayName() const
{
return TEXT("Linux");
}
const Char* LinuxPlatformTools::GetName() const
{
return TEXT("Linux");
}
PlatformType LinuxPlatformTools::GetPlatform() const
{
return PlatformType::Linux;
}
ArchitectureType LinuxPlatformTools::GetArchitecture() const
{
return ArchitectureType::x64;
}
bool LinuxPlatformTools::OnDeployBinaries(CookingData& data)
{
const auto gameSettings = GameSettings::Get();
const auto platformSettings = LinuxPlatformSettings::Get();
const auto outputPath = data.DataOutputPath;
// Copy binaries
{
if (!FileSystem::DirectoryExists(outputPath))
FileSystem::CreateDirectory(outputPath);
const auto binPath = data.GetGameBinariesPath();
// Gather files to deploy
Array<String> files;
files.Add(binPath / TEXT("FlaxGame"));
FileSystem::DirectoryGetFiles(files, binPath, TEXT("*.a"), DirectorySearchOption::TopDirectoryOnly);
// Copy data
for (int32 i = 0; i < files.Count(); i++)
{
if (FileSystem::CopyFile(outputPath / StringUtils::GetFileName(files[i]), files[i]))
{
data.Error(TEXT("Failed to setup output directory."));
return true;
}
}
}
// Apply game executable file name
#if !BUILD_DEBUG
const String outputExePath = outputPath / TEXT("FlaxGame");
const String gameExePath = outputPath / gameSettings->ProductName;
if (FileSystem::FileExists(outputExePath) && gameExePath.Compare(outputExePath, StringSearchCase::IgnoreCase) != 0)
{
if (FileSystem::MoveFile(gameExePath, outputExePath, true))
{
data.Error(TEXT("Failed to rename output executable file."));
return true;
}
}
#else
// Don't change application name on a DEBUG build (for build game debugging)
const String gameExePath = outputPath / TEXT("FlaxGame");
#endif
// Ensure the output binary can be executed
#if PLATFORM_LINUX
system(*StringAnsi(String::Format(TEXT("chmod +x \"{0}\""), gameExePath)));
#endif
// Apply game icon
TextureData iconData;
if (!EditorUtilities::GetApplicationImage(platformSettings->OverrideIcon, iconData))
{
const String iconPath = outputPath / TEXT("Content/icon.png");
if (TextureTool::ExportTexture(iconPath, iconData))
{
data.Error(TEXT("Failed to export game icon."));
return true;
}
}
return false;
}
#endif