Torque3D/Tools/projectGenerator/classes/Generator.php
DavidWyand-GG 262ddb1a27 Project Generator File Copy
Project Generator may now automatically copy files needed for a module
into the project's directory.  Use the new copyFileToProject() function
in the module .inc file.  The following modules have been set up for
this:

- FMod
- Leap Motion
- PhysX
- Razer Hydra

These modules have been set up to copy both release and debug files as
appropriate.  When releasing your game you'll likely want to not include
any debug files.
2013-04-21 17:10:50 -04:00

630 lines
20 KiB
PHP

<?php
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
///
/// Static Generator class
///
require_once( "FileUtil.php" );
require_once( "Solution.php" );
require_once( "Project.php" );
require_once( "BuildTarget.php" );
require_once( "Torque3D.php");
require_once( "WindowsRegistry.php");
require_once( "WebPlugin.php");
require_once( "ActiveXWebPlugin.php");
require_once( "NPWebPlugin.php");
require_once( "SafariWebPlugin.php");
class Generator
{
public static $app_name;
public static $paths = array();
public static $prefs = array();
public static $config_projects = array();
public static $app_lib_includes = array(); // An accumulative list of includes that are needed by libs and subsequently needed by the application
public static $platform = 'win32';
public static $solutions = array();
public static $libGuard = array(); // protect against libraries included multiple times across modules
public static $absPath = NULL;
public static $gameProjectName = NULL;
public static $toolBuild = true;
public static $watermarkBuild = false;
public static $purchaseScnBuild = false;
public static $demoBuild = false;
public static $objectLimitBuild = false;
public static $timeOutBuild = false;
public static $useDLLRuntime = false;
private static $solution_cur;
private static $project_cur;
private static $module_cur;
static function init( $torqueRoot )
{
// If the torque root is absolute then store and use it.
if ( realpath( $torqueRoot ) == $torqueRoot ||
realpath( $torqueRoot ) == str_replace("/", "\\", $torqueRoot) )
{
self::$absPath = str_replace( "\\", "/", $torqueRoot );
$torqueRoot = self::$absPath;
}
if ( self::$absPath )
{
self::$paths[ 'engineLib' ] = '../../../Engine/lib/';
self::$paths[ 'engineSrc' ] = '../../../Engine/source/';
self::$paths[ 'engineBin' ] = '../../../Engine/bin/';
}
else
{
self::$paths[ 'engineLib' ] = $torqueRoot . '/../Engine/lib/';
self::$paths[ 'engineSrc' ] = $torqueRoot . '/../Engine/source/';
self::$paths[ 'engineBin' ] = $torqueRoot . '/../Engine/bin/';
}
self::$paths[ 'modules' ] = $torqueRoot . '/Tools/projectGenerator/modules/';
self::$paths[ 'libs' ] = $torqueRoot . '/Tools/projectGenerator/libs/';
self::$platform = 'win32';
}
static function setGameProjectName($name)
{
self::$gameProjectName = $name;
}
static function getGameProjectName()
{
return self::$gameProjectName;
}
static function setToolBuild($tb)
{
self::$toolBuild = $tb;
}
static function getToolBuild()
{
return self::$toolBuild;
}
static function setWatermarkBuild($wb)
{
self::$watermarkBuild = $wb;
}
static function getWatermarkBuild()
{
return self::$watermarkBuild;
}
static function setPurchaseScreenBuild($psb)
{
self::$purchaseScnBuild = $psb;
}
static function getPurchaseScreenBuild()
{
return self::$purchaseScnBuild;
}
static function setDemoBuild($db)
{
self::$demoBuild = $db;
}
static function getDemoBuild()
{
return self::$demoBuild;
}
static function setObjectLimitBuild($olb)
{
self::$objectLimitBuild = $olb;
}
static function getObjectLimitBuild()
{
return self::$objectLimitBuild;
}
static function setTimeOutBuild($tob)
{
self::$timeOutBuild = $tob;
}
static function getTimeOutBuild()
{
return self::$timeOutBuild;
}
static function isApp()
{
return self::$project_cur->isApp();
}
static function getGeneratorLibsPath()
{
return self::$paths[ 'libs' ];
}
static function getGeneratorModulesPath()
{
return self::$paths['modules'];
}
static function getEngineSrcDir()
{
return self::$paths['engineSrc'];
}
static function getLibSrcDir()
{
return self::$paths['engineLib'];
}
static function getEngineBinDir()
{
return self::$paths['engineBin'];
}
static function addSrcDirRecursive($basePath, $dirPath)
{
$ignore = array( '.', '..', '.svn', '_svn', 'CVS' );
$absPath = realpath($argv[1])."/buildFiles/";
array_push( self::$project_cur->dir_list, $basePath.'/'.$dirPath );
$dirHandle = opendir( $absPath.$basePath.'/'.$dirPath);
while( $file = readdir( $dirHandle ) )
{
if( !in_array( $file, $ignore ) )
{
if( is_dir( $absPath.$basePath.'/'.$dirPath.'/'.$file ) )
self::addSrcDirRecursive( $basePath, "$dirPath/$file");
}
}
closedir( $dirHandle );
}
static function addSrcDir( $dir, $recurse = false )
{
if (!$recurse)
array_push( self::$project_cur->dir_list, $dir );
else
{
self::addSrcDirRecursive($dir, "");
}
}
static function addSrcFile( $file )
{
array_push( self::$project_cur->dir_list, $file );
}
static function addIncludePath( $path )
{
array_push( self::$project_cur->includes, $path );
}
static function addProjectDefine( $d, $v )
{
if (!$v)
array_push( self::$project_cur->defines, $d );
else
array_push( self::$project_cur->defines, $d."=".$v );
}
static function disableProjectWarning( $warning )
{
array_push( self::$project_cur->disabledWarnings, $warning );
}
static function addProjectDefines( $args_array )
{
self::$project_cur->defines = array_merge( self::$project_cur->defines, $args_array );
}
static function addProjectLibDir( $dir )
{
array_push( self::$project_cur->lib_dirs, $dir );
}
static function addProjectLibInput( $lib, $libDebug = null )
{
array_push( self::$project_cur->libs, $lib );
array_push( self::$project_cur->libsDebug, $libDebug != null ? $libDebug : $lib );
}
static function addProjectIgnoreDefaultLib( $lib )
{
array_push( self::$project_cur->libsIgnore, $lib );
}
static function includeLib( $lib )
{
foreach( self::$libGuard as $libName )
if( $libName == $lib )
return;
array_push( self::$libGuard, $lib );
// if currently in a project, delay the include
if (Generator::inProjectConfig())
{
array_push( self::$project_cur->lib_includes, $lib );
return;
}
// otherwise include it immediately
require( Generator::getGeneratorLibsPath() . $lib . '.conf' );
}
static function addProjectDependency( $pd )
{
array_push( self::$project_cur->dependencies, $pd );
}
static function removeProjectDependency( $pd )
{
foreach (self::$project_cur->dependencies as $key => $value)
{
if ($value == $pd)
{
unset(self::$project_cur->dependencies[$key]);
}
}
self::$project_cur->dependencies = array_values(self::$project_cur->dependencies);
}
static function addProjectReference( $refName, $version = "")
{
self::$project_cur->addReference( $refName, $version );
}
static function setProjectGUID( $guid )
{
self::$project_cur->guid = $guid;
}
static function setProjectModuleDefinitionFile ( $mdef )
{
self::$project_cur->moduleDefinitionFile = $mdef;
}
static function copyFileToProject( $sourcePath, $projectDestPath )
{
// Create the array to hold the source and destination
$paths = array();
array_push( $paths, $sourcePath );
array_push( $paths, $projectDestPath );
// Add to the project
array_push( self::$project_cur->fileCopyPaths, $paths );
}
static function beginModule( $name )
{
if( !self::$module_cur )
self::$module_cur = $name;
else
echo( "Generator::beginModule() - already in module!" );
}
static function endModule()
{
if( self::$module_cur )
self::$module_cur = null;
else
trigger_error( "Generator::endModule() - no active module!", E_USER_ERROR );
}
static function inProjectConfig()
{
return self::$project_cur != null;
}
static function setProjectSubSystem( $subSystem )
{
self::$project_cur->setSubSystem( $subSystem );
}
static function beginProjectConfig( $name, $type, $guid, $game_dir, $output_name )
{
if( !self::$project_cur )
{
echo( " - begin project: " . $name . "=" . $guid . "\n" );
self::$project_cur = new Project( $name, $type, $guid, $game_dir, $output_name );
self::$config_projects[ $name ] = self::$project_cur;
}
else
trigger_error( "Generator::beginProjectConfig() - a project is already open!", E_USER_ERROR );
}
static function endProjectConfig( $type )
{
//echo( "PT: " .$type. ":".self::$project_cur->type . "\n");
if( self::$project_cur )
{
if( self::$project_cur->type == $type )
{
echo( " - end project " . self::$project_cur->name . "\n" );
// Set project outputs
self::$project_cur->outputs = BuildTarget::getInstances();
// Allow project to optimize and validate state, etc
self::$project_cur->validate();
// Bit of flummery from original code, not sure what it is supposed to do -- neo
if( $type == Project::$TYPE_LIB )
{
// Merge lib includes to global lib include array
self::$app_lib_includes = array_merge( self::$app_lib_includes, self::$project_cur->includes );
}
else if ( $type == Project::$TYPE_SHARED_LIB )
{
// Merge lib includes into app include list
self::$app_lib_includes = array_merge( self::$app_lib_includes, self::$project_cur->includes );
}
else if ( $type == Project::$TYPE_ACTIVEX )
{
// Merge lib includes into app include list
self::$app_lib_includes = array_merge( self::$app_lib_includes, self::$project_cur->includes );
}
else if ( $type == Project::$TYPE_SAFARI )
{
// Merge lib includes into app include list
self::$app_lib_includes = array_merge( self::$app_lib_includes, self::$project_cur->includes );
}
else if ( $type == Project::$TYPE_SHARED_APP )
{
// Merge lib includes into app include list
self::$app_lib_includes = array_merge( self::$app_lib_includes, self::$project_cur->includes );
}
else if ( $type == Project::$TYPE_APP )
{
// Merge lib includes into app include list
self::$project_cur->addIncludes( self::$app_lib_includes );
}
// Clear out sucker
$p = self::$project_cur;
self::$project_cur = null;
// Now include any libraries included in the modules
foreach( $p->lib_includes as $libName )
require( Generator::getGeneratorLibsPath() . $libName . '.conf' );
}
else
trigger_error( "Generator::endProjectConfig() - closing type mismatch!", E_USER_ERROR );
}
else
trigger_error( "Generator::endProjectConfig() - no currently open project!", E_USER_ERROR );
}
static function beginActiveXConfig( $lib_name, $guid = '', $game_dir = 'game', $output_name = '' )
{
self::beginProjectConfig( $lib_name, Project::$TYPE_ACTIVEX, $guid, $game_dir, $output_name );
// Handle ActiveX specific setup (including ATL template processing, etc)
$activex = new ActiveXWebPlugin();
$activex->process(self::$project_cur);
}
static function endActiveXConfig()
{
self::endProjectConfig( Project::$TYPE_ACTIVEX );
}
static function beginSafariConfig( $lib_name, $guid = '', $game_dir = 'game', $output_name = '' )
{
self::beginProjectConfig( $lib_name, Project::$TYPE_SAFARI, $guid, $game_dir, $output_name );
// Handle Safari specific setup
$safari = new SafariWebPlugin();
$safari->process(self::$project_cur);
}
static function endSafariConfig()
{
self::endProjectConfig( Project::$TYPE_SAFARI );
}
static function beginNPPluginConfig( $lib_name, $guid = '', $game_dir = 'game', $output_name = '' )
{
self::beginProjectConfig( $lib_name, Project::$TYPE_SHARED_LIB, $guid, $game_dir, $output_name );
self::$project_cur->setUniformOutputFile();
// Handle NP specific setup (resource template processing, etc)
$NP = new NPWebPlugin();
$NP->process(self::$project_cur);
}
static function endNPPluginConfig()
{
self::endProjectConfig( Project::$TYPE_SHARED_LIB );
}
static function beginSharedLibConfig( $lib_name, $guid = '', $game_dir = 'game', $output_name = '' )
{
self::beginProjectConfig( $lib_name, Project::$TYPE_SHARED_LIB, $guid, $game_dir, $output_name );
}
static function endSharedLibConfig()
{
self::endProjectConfig( Project::$TYPE_SHARED_LIB );
}
static function beginCSProjectConfig( $lib_name, $guid = '', $game_dir = 'game', $output_name = '' )
{
self::beginProjectConfig( $lib_name, Project::$TYPE_CSPROJECT, $guid, $game_dir, $output_name );
}
static function endCSProjectConfig()
{
self::endProjectConfig( Project::$TYPE_CSPROJECT );
}
static function beginLibConfig( $lib_name, $guid = '', $game_dir = 'game', $output_name = '' )
{
self::beginProjectConfig( $lib_name, Project::$TYPE_LIB, $guid, $game_dir, $output_name );
}
static function endLibConfig()
{
self::endProjectConfig( Project::$TYPE_LIB );
}
static function beginSharedAppConfig( $app_name, $guid = '', $game_dir = 'game', $output_name = '' )
{
self::beginProjectConfig( $app_name, Project::$TYPE_SHARED_APP, $guid, $game_dir, $output_name );
}
static function endSharedAppConfig()
{
self::endProjectConfig( Project::$TYPE_SHARED_APP);
}
static function beginAppConfig( $app_name, $guid = '', $game_dir = 'game', $output_name = '' )
{
self::beginProjectConfig( $app_name, Project::$TYPE_APP, $guid, $game_dir, $output_name );
}
static function endAppConfig()
{
self::endProjectConfig( Project::$TYPE_APP );
}
static function lookupProjectByName( $pname )
{
foreach( self::$config_projects as $projName => $proj )
if( $projName == $pname )
return $proj;
return null;
}
// We encapsulate the meat of the project generator in generateProjects()
// so that more complex .config files can generate more than one run of projects
// without having to run a second instance of php
static function generateProjects( $tpl )
{
// Alright, for each project scan and generate the file list.
$projectFiles = array ();
$rootPhpBuildDir = getcwd();
foreach( self::$config_projects as $projName => $proj )
{
echo( " - Processing project '$projName'...\n" );
$proj->generate( $tpl, self::$platform, $rootPhpBuildDir );
}
echo( "PROJECTS DONE\n\n" );
chdir( $rootPhpBuildDir );
}
/////////////////////// SOLUTIONS /////////////////////////
static function beginSolution( $name, $guid )
{
if( !self::$solution_cur )
{
self::$solution_cur = new Solution( $name, $guid );
self::$solutions[ $name ] = self::$solution_cur;
}
else
trigger_error( "Generator::beginSolution() - tried to start $name but already in the ".self::$solution_cur->name." solution!", E_USER_ERROR );
}
static function addSolutionProjectRef( $pname )
{
if( isset( self::$solution_cur ) )
self::$solution_cur->addProjectRef( $pname );
else
trigger_error( "Generator::addSolutionProjectRef(): no such project - " . $pname . "\n", E_USER_ERROR );
}
static function addSolutionProjectRefExt( $pname, $ppath, $pguid )
{
if( isset( self::$solution_cur ) )
self::$solution_cur->addSolutionProjectRefExt( $pname, $ppath, $pguid );
else
trigger_error( "Generator::addSolutionProjectRefExt(): no such project - " . $pname . "\n", E_USER_ERROR );
}
static function endSolution()
{
if( isset( self::$solution_cur ) )
{
self::$solution_cur->setOutputs( BuildTarget::getInstances() );
self::$solution_cur = null;
}
else
trigger_error( "Generator::endSolution(): no active solution!\n", E_USER_ERROR );
}
static function generateSolutions( $tpl )
{
echo( "GENERATING SOLUTIONS\n\n" );
$rootPhpBuildDir = getcwd();
// Process all solutions
foreach( self::$solutions as $sname => $solution )
{
echo( " - Generating solution: " . $sname . "\n" );
chdir( $rootPhpBuildDir );
$solution->generate( $tpl, self::$platform, $rootPhpBuildDir );
}
chdir( $rootPhpBuildDir );
}
static function setDLLRuntime( $val )
{
self::$useDLLRuntime = $val;
}
}
?>