Inheritance: BuildTargetBase
Exemple #1
0
        public override bool Build(CompileMessages errors, bool forceRebuild)
        {
            if (!base.Build(errors, forceRebuild))
            {
                return(false);
            }
            try
            {
                string             baseGameFileName = Factory.AGSEditor.BaseGameFileName;
                string             exeFileName      = baseGameFileName + ".exe";
                BuildTargetWindows targetWin        = BuildTargetsInfo.FindBuildTargetByName("Windows") as BuildTargetWindows;
                if (targetWin == null)
                {
                    errors.Add(new CompileError("Debug build depends on Windows build target being available! Your AGS installation may be corrupted!"));
                    return(false);
                }
                string compiledEXE = targetWin.GetCompiledPath(exeFileName);
                string compiledDat = targetWin.GetCompiledPath(baseGameFileName + ".ags");
                string sourceEXE   = Path.Combine(Factory.AGSEditor.EditorDirectory, AGSEditor.ENGINE_EXE_FILE_NAME);
                Utilities.DeleteFileIfExists(compiledEXE);
                Utilities.DeleteFileIfExists(compiledDat);
                File.Copy(sourceEXE, exeFileName, true);
                BusyDialog.Show("Please wait while we prepare to run the game...", new BusyDialog.ProcessingHandler(CreateDebugFiles), errors);
                if (errors.HasErrors)
                {
                    return(false);
                }
                Utilities.DeleteFileIfExists(GetDebugPath(exeFileName));
                File.Move(exeFileName, GetDebugPath(exeFileName));
                // copy configuration from Compiled folder to use with Debugging
                string cfgFilePath = targetWin.GetCompiledPath(AGSEditor.CONFIG_FILE_NAME);
                if (File.Exists(cfgFilePath))
                {
                    File.Copy(cfgFilePath, GetDebugPath(AGSEditor.CONFIG_FILE_NAME), true);
                }
                else
                {
                    cfgFilePath = Path.Combine(AGSEditor.OUTPUT_DIRECTORY, Path.Combine(AGSEditor.DATA_OUTPUT_DIRECTORY, AGSEditor.CONFIG_FILE_NAME));
                    if (File.Exists(cfgFilePath))
                    {
                        File.Copy(cfgFilePath, GetDebugPath(AGSEditor.CONFIG_FILE_NAME), true);
                    }
                }
                foreach (Plugin plugin in Factory.AGSEditor.CurrentGame.Plugins)
                {
                    File.Copy(Path.Combine(Factory.AGSEditor.EditorDirectory, plugin.FileName), GetDebugPath(plugin.FileName), true);
                }

                // Copy files from Compiled/Data to Compiled/Windows, because this is currently where game will be looking them up
                targetWin.CopyAuxiliaryGameFiles(Path.Combine(AGSEditor.OUTPUT_DIRECTORY, AGSEditor.DATA_OUTPUT_DIRECTORY), false);
            }
            catch (Exception ex)
            {
                errors.Add(new CompileError("Unexpected error: " + ex.Message));
                return(false);
            }
            return(true);
        }
Exemple #2
0
 public override bool Build(CompileMessages errors, bool forceRebuild)
 {
     if (!base.Build(errors, forceRebuild))
     {
         return(false);
     }
     Factory.AGSEditor.SetMODMusicFlag();
     DeleteAnyExistingSplitResourceFiles();
     if (Factory.AGSEditor.Preferences.UseLegacyCompiler)
     {
         Factory.NativeProxy.CompileGameToDTAFile(Factory.AGSEditor.CurrentGame, AGSEditor.COMPILED_DTA_FILE_NAME);
         // if using the legacy compiler, make sure engine EXE is copied before calling CreateGameEXE
         string newExeName = GetCompiledPath(Factory.AGSEditor.BaseGameFileName + ".exe");
         string sourceEXE  = Path.Combine(Factory.AGSEditor.EditorDirectory, AGSEditor.ENGINE_EXE_FILE_NAME);
         File.Copy(sourceEXE, newExeName, true);
         BuildTargetWindows targetWindows = (BuildTargetsInfo.FindBuildTargetByName("Windows") as BuildTargetWindows);
         // updating the Vista game explorer resources after the EXE is fully created is deleting the data file,
         // corrupting the game resources
         targetWindows.UpdateWindowsEXE(newExeName, errors);
         // the above all needs to be done here anyway, so finish up by creating the setup EXE and copying plugins
         targetWindows.CreateCompiledSetupProgram();
         targetWindows.CopyPlugins(errors);
         Factory.NativeProxy.CreateGameEXE(ConstructFileListForDataFile(), Factory.AGSEditor.CurrentGame, Factory.AGSEditor.BaseGameFileName);
     }
     else
     {
         if (!DataFileWriter.SaveThisGameToFile(AGSEditor.COMPILED_DTA_FILE_NAME, Factory.AGSEditor.CurrentGame, errors))
         {
             return(false);
         }
         string errorMsg = DataFileWriter.MakeDataFile(ConstructFileListForDataFile(), Factory.AGSEditor.CurrentGame.Settings.SplitResources * 1000000,
                                                       Factory.AGSEditor.BaseGameFileName, true);
         if (errorMsg != null)
         {
             errors.Add(new CompileError(errorMsg));
         }
     }
     File.Delete(AGSEditor.COMPILED_DTA_FILE_NAME);
     CreateAudioVOXFile(forceRebuild);
     // Update config file with current game parameters
     Factory.AGSEditor.WriteConfigFile(AGSEditor.OUTPUT_DIRECTORY);
     return(true);
 }