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FlaxEngine/Source/Editor/Cooker/PlatformTools.h

209 lines
6.9 KiB
C++

// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
#pragma once
#include "CookingData.h"
#include "Editor/Scripting/ScriptsBuilder.h"
#include "Engine/Graphics/PixelFormat.h"
class TextureBase;
/// <summary>
/// The game cooker cache interface.
/// </summary>
class FLAXENGINE_API IBuildCache
{
public:
/// <summary>
/// Removes all cached entries for assets that contain a given asset type. This forces rebuild for them.
/// </summary>
virtual void InvalidateCachePerType(const StringView& typeName) = 0;
/// <summary>
/// Removes all cached entries for assets that contain a given asset type. This forces rebuild for them.
/// </summary>
template<typename T>
FORCE_INLINE void InvalidateCachePerType()
{
InvalidateCachePerType(T::TypeName);
}
/// <summary>
/// Removes all cached entries for assets that contain a shader. This forces rebuild for them.
/// </summary>
void InvalidateCacheShaders();
/// <summary>
/// Removes all cached entries for assets that contain a texture. This forces rebuild for them.
/// </summary>
void InvalidateCacheTextures();
};
/// <summary>
/// The platform support tools base interface.
/// </summary>
class FLAXENGINE_API PlatformTools
{
public:
/// <summary>
/// Finalizes an instance of the <see cref="PlatformTools"/> class.
/// </summary>
virtual ~PlatformTools() = default;
/// <summary>
/// Gets the name of the platform for UI and logging.
/// </summary>
virtual const Char* GetDisplayName() const = 0;
/// <summary>
/// Gets the name of the platform for filesystem cache directories, deps folder.
/// </summary>
virtual const Char* GetName() const = 0;
/// <summary>
/// Gets the type of the platform.
/// </summary>
virtual PlatformType GetPlatform() const = 0;
/// <summary>
/// Gets the architecture of the platform.
/// </summary>
virtual ArchitectureType GetArchitecture() const = 0;
/// <summary>
/// Gets the value indicating whenever platform requires AOT (needs C# assemblies to be precompiled).
/// </summary>
virtual DotNetAOTModes UseAOT() const
{
return DotNetAOTModes::None;
}
/// <summary>
/// Gets the value indicating whenever platform supports using system-installed .Net Runtime.
/// </summary>
virtual bool UseSystemDotnet() const
{
return false;
}
/// <summary>
/// Gets the texture format that is supported by the platform for a given texture.
/// </summary>
/// <param name="data">The cooking data.</param>
/// <param name="texture">The texture.</param>
/// <param name="format">The texture format.</param>
/// <returns>The target texture format for the platform.</returns>
virtual PixelFormat GetTextureFormat(CookingData& data, TextureBase* texture, PixelFormat format)
{
return format;
}
/// <summary>
/// Checks if the given file is a native code.
/// </summary>
/// <param name="data">The cooking data.</param>
/// <param name="file">The file path.</param>
/// <returns>True if it's a native file, otherwise false.<returns>
virtual bool IsNativeCodeFile(CookingData& data, const String& file);
public:
/// <summary>
/// Loads the build cache. Allows to invalidate any cached asset types based on the build settings for incremental builds (eg. invalidate textures/shaders).
/// </summary>
/// <param name="data">The cooking data.</param>
/// <param name="data">The build cache interface.</param>
/// <param name="data">The loaded cache data. Can be empty when starting a fresh build.</param>
virtual void LoadCache(CookingData& data, IBuildCache* cache, const Span<byte>& bytes)
{
}
/// <summary>
/// Saves the build cache. Allows to store any build settings to be used for cache invalidation on incremental builds.
/// </summary>
/// <param name="data">The cooking data.</param>
/// <param name="data">The build cache interface.</param>
/// <returns>Data to cache, will be restored during next incremental build.<returns>
virtual Array<byte> SaveCache(CookingData& data, IBuildCache* cache)
{
return Array<byte>();
}
/// <summary>
/// Called when game building starts.
/// </summary>
/// <param name="data">The cooking data.</param>
virtual void OnBuildStarted(CookingData& data)
{
}
/// <summary>
/// Called when game building ends.
/// </summary>
/// <param name="data">The cooking data.</param>
/// <param name="failed">True if build failed, otherwise false.</param>
virtual void OnBuildEnded(CookingData& data, bool failed)
{
}
/// <summary>
/// Called before scripts compilation. Can be used to inject custom configuration or prepare data.
/// </summary>
/// <param name="data">The cooking data.</param>
/// <returns>True if failed, otherwise false.<returns>
virtual bool OnScriptsCompilationStart(CookingData& data)
{
return false;
}
/// <summary>
/// Called after scripts compilation. Can be used to cleanup or prepare data.
/// </summary>
/// <param name="data">The cooking data.</param>
/// <returns>True if failed, otherwise false.<returns>
virtual bool OnScriptsCompilationEnd(CookingData& data)
{
return false;
}
/// <summary>
/// Called after compiled scripts deploy. Can be used to override or patch the output files.
/// </summary>
/// <param name="data">The cooking data.</param>
/// <returns>True if failed, otherwise false.<returns>
virtual bool OnScriptsStepDone(CookingData& data)
{
return false;
}
/// <summary>
/// Called during binaries deployment.
/// </summary>
/// <param name="data">The cooking data.</param>
/// <returns>True if failed, otherwise false.<returns>
virtual bool OnDeployBinaries(CookingData& data)
{
return false;
}
/// <summary>
/// Called during staged build post-processing.
/// </summary>
/// <param name="data">The cooking data.</param>
/// <returns>True if failed, otherwise false.<returns>
virtual bool OnPostProcess(CookingData& data)
{
return false;
}
/// <summary>
/// Called to run the cooked game build on device.
/// </summary>
/// <param name="data">The cooking data.</param>
/// <param name="executableFile">The game executable file path to run (or tool path to run if build should run on remote device). Empty if not supported.</param>
/// <param name="commandLineFormat">The command line for executable file. Use `{0}` to insert custom command line for passing to the cooked game.</param>
/// <param name="workingDir">Overriden custom working directory to use. Leave empty if use cooked data output folder.</param>
virtual void OnRun(CookingData& data, String& executableFile, String& commandLineFormat, String& workingDir)
{
}
};