144 lines
4.8 KiB
C++
144 lines
4.8 KiB
C++
// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
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#pragma once
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#include "CookingData.h"
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#include "Engine/Scripting/ScriptingType.h"
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/// <summary>
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/// Game building service. Processes project files and outputs build game for a target platform.
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/// </summary>
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API_CLASS(Static, Namespace="FlaxEditor") class FLAXENGINE_API GameCooker
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{
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DECLARE_SCRIPTING_TYPE_NO_SPAWN(GameCooker);
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friend CookingData;
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public:
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/// <summary>
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/// Single build step.
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/// </summary>
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class FLAXENGINE_API BuildStep
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{
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public:
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/// <summary>
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/// Finalizes an instance of the <see cref="BuildStep"/> class.
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/// </summary>
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virtual ~BuildStep() = default;
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/// <summary>
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/// Called when building starts.
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/// </summary>
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/// <param name="data">The data.</param>
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virtual void OnBuildStarted(CookingData& data)
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{
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}
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/// <summary>
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/// Performs this step.
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/// </summary>
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/// <param name="data">The data.</param>
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/// <returns>True if failed, otherwise false.</returns>
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virtual bool Perform(CookingData& data) = 0;
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/// <summary>
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/// Called when building ends.
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/// </summary>
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/// <param name="data">The cooking data.</param>
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/// <param name="failed">True if build failed, otherwise false.</param>
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virtual void OnBuildEnded(CookingData& data, bool failed)
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{
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}
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};
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public:
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/// <summary>
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/// Gets the current build data. Valid only during active build process.
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/// </summary>
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API_PROPERTY() static CookingData* GetCurrentData();
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/// <summary>
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/// Determines whether game building is running.
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/// </summary>
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API_PROPERTY() static bool IsRunning();
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/// <summary>
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/// Determines whether building cancel has been requested.
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/// </summary>
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API_PROPERTY() static bool IsCancelRequested();
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/// <summary>
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/// Gets the tools for the given platform.
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/// </summary>
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/// <param name="platform">The platform.</param>
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/// <returns>The platform tools implementation or null if not supported.</returns>
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static PlatformTools* GetTools(BuildPlatform platform);
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/// <summary>
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/// Starts building game for the specified platform.
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/// </summary>
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/// <param name="platform">The target platform.</param>
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/// <param name="configuration">The build configuration.</param>
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/// <param name="outputPath">The output path (output directory).</param>
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/// <param name="options">The build options.</param>
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/// <param name="customDefines">The list of custom defines passed to the build tool when compiling project scripts. Can be used in build scripts for configuration (Configuration.CustomDefines).</param>
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/// <param name="preset">The name of build preset used for cooking (can be used by editor and game plugins).</param>
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/// <param name="presetTarget">The name of build preset target used for cooking (can be used by editor and game plugins).</param>
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API_FUNCTION() static void Build(BuildPlatform platform, BuildConfiguration configuration, const StringView& outputPath, BuildOptions options, const Array<String>& customDefines, const StringView& preset = StringView::Empty, const StringView& presetTarget = StringView::Empty);
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/// <summary>
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/// Sends a cancel event to the game building service.
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/// </summary>
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/// <param name="waitForEnd">If set to <c>true</c> wait for the stopped building end.</param>
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API_FUNCTION() static void Cancel(bool waitForEnd = false);
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/// <summary>
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/// Building event type.
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/// </summary>
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enum class EventType
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{
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/// <summary>
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/// The build started.
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/// </summary>
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BuildStarted = 0,
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/// <summary>
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/// The build failed.
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/// </summary>
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BuildFailed = 1,
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/// <summary>
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/// The build done.
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/// </summary>
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BuildDone = 2,
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};
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/// <summary>
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/// Occurs when building event rises.
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/// </summary>
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static Delegate<EventType> OnEvent;
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/// <summary>
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/// Occurs when building game progress fires.
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/// </summary>
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static Delegate<const String&, float> OnProgress;
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/// <summary>
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/// Occurs when game files and data is deployed.
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/// </summary>
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API_EVENT() static Action DeployFiles;
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/// <summary>
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/// Occurs when game files and data are deployed and can be post-processed.
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/// </summary>
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API_EVENT() static Action PostProcessFiles;
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/// <summary>
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/// Occurs when game files and data are ready to be packaged. Called only if game is about to packaged, otherwise this step is skipped.
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/// </summary>
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API_EVENT() static Action PackageFiles;
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/// <summary>
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/// Occurs when building collects assets to cook.
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/// </summary>
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static Delegate<HashSet<Guid>&> OnCollectAssets;
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};
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