Files
FlaxEngine/Source/Editor/Cooker/Platform/Mac/MacPlatformTools.cpp
2022-01-03 13:59:52 +01:00

94 lines
2.5 KiB
C++

// Copyright (c) 2012-2019 Wojciech Figat. All rights reserved.
#if PLATFORM_TOOLS_MAC
#include "MacPlatformTools.h"
#include "Engine/Platform/FileSystem.h"
#include "Engine/Platform/Mac/MacPlatformSettings.h"
#include "Engine/Core/Config/GameSettings.h"
#include "Editor/Utilities/EditorUtilities.h"
#include "Engine/Content/Content.h"
#include "Engine/Content/JsonAsset.h"
IMPLEMENT_SETTINGS_GETTER(MacPlatformSettings, MacPlatform);
MacPlatformTools::MacPlatformTools(ArchitectureType arch)
: _arch(arch)
{
}
const Char* MacPlatformTools::GetDisplayName() const
{
return TEXT("Mac");
}
const Char* MacPlatformTools::GetName() const
{
return TEXT("Mac");
}
PlatformType MacPlatformTools::GetPlatform() const
{
return PlatformType::Mac;
}
ArchitectureType MacPlatformTools::GetArchitecture() const
{
return _arch;
}
bool MacPlatformTools::OnDeployBinaries(CookingData& data)
{
const auto gameSettings = GameSettings::Get();
const auto platformSettings = MacPlatformSettings::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_MAC
system(*StringAnsi(String::Format(TEXT("chmod +x \"{0}\""), gameExePath)));
#endif
return false;
}
#endif