Urho3D/Source/Tools/ScriptCompiler/ScriptCompiler.cpp
2020-01-05 06:21:40 +00:00

175 lines
5.8 KiB
C++

//
// Copyright (c) 2008-2020 the Urho3D project.
//
// 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.
//
#include <Urho3D/AngelScript/Script.h>
#include <Urho3D/AngelScript/ScriptFile.h>
#include <Urho3D/Core/Context.h>
#include <Urho3D/Core/ProcessUtils.h>
#include <Urho3D/Engine/Engine.h>
#include <Urho3D/Engine/EngineDefs.h>
#include <Urho3D/IO/File.h>
#include <Urho3D/IO/FileSystem.h>
#include <Urho3D/IO/Log.h>
#include <Urho3D/Resource/ResourceCache.h>
#ifdef URHO3D_LUA
#include <Urho3D/LuaScript/LuaScript.h>
#endif
#ifdef WIN32
#include <windows.h>
#endif
#include <Urho3D/DebugNew.h>
using namespace Urho3D;
void CompileScript(Context* context, const String& fileName);
int main(int argc, char** argv)
{
#ifdef WIN32
const Vector<String>& arguments = ParseArguments(GetCommandLineW());
#else
const Vector<String>& arguments = ParseArguments(argc, argv);
#endif
bool dumpApiMode = false;
String sourceTree;
String outputFile;
if (arguments.Size() < 1)
ErrorExit("Usage: ScriptCompiler <input file> [resource path for includes]\n"
" ScriptCompiler -dumpapi <source tree> <Doxygen output file> [C header output file]");
else
{
if (arguments[0] != "-dumpapi")
outputFile = arguments[0];
else
{
dumpApiMode = true;
if (arguments.Size() > 2)
{
sourceTree = arguments[1];
outputFile = arguments[2];
}
else
ErrorExit("Usage: ScriptCompiler -dumpapi <source tree> <Doxygen output file> [C header output file]");
}
}
SharedPtr<Context> context(new Context());
SharedPtr<Engine> engine(new Engine(context));
context->RegisterSubsystem(new Script(context));
// In API dumping mode initialize the engine and instantiate LuaScript system if available so that we
// can dump attributes from as many classes as possible
if (dumpApiMode)
{
VariantMap engineParameters;
engineParameters[EP_HEADLESS] = true;
engineParameters[EP_WORKER_THREADS] = false;
engineParameters[EP_LOG_NAME] = String::EMPTY;
engineParameters[EP_RESOURCE_PATHS] = String::EMPTY;
engineParameters[EP_AUTOLOAD_PATHS] = String::EMPTY;
engine->Initialize(engineParameters);
#ifdef URHO3D_LUA
context->RegisterSubsystem(new LuaScript(context));
#endif
}
auto* log = context->GetSubsystem<Log>();
// Register Log subsystem manually if compiled without logging support
if (!log)
{
context->RegisterSubsystem(new Log(context));
log = context->GetSubsystem<Log>();
}
log->SetLevel(LOG_WARNING);
log->SetTimeStamp(false);
if (!dumpApiMode)
{
String path, file, extension;
SplitPath(outputFile, path, file, extension);
auto* cache = context->GetSubsystem<ResourceCache>();
// Add resource path to be able to resolve includes
if (arguments.Size() > 1)
cache->AddResourceDir(arguments[1]);
else
cache->AddResourceDir(cache->GetPreferredResourceDir(path));
if (!file.StartsWith("*"))
CompileScript(context, outputFile);
else
{
Vector<String> scriptFiles;
context->GetSubsystem<FileSystem>()->ScanDir(scriptFiles, path, file + extension, SCAN_FILES, false);
for (unsigned i = 0; i < scriptFiles.Size(); ++i)
CompileScript(context, path + scriptFiles[i]);
}
}
else
{
if (!outputFile.Empty())
{
log->SetQuiet(true);
log->Open(outputFile);
}
// If without output file, dump to stdout instead
context->GetSubsystem<Script>()->DumpAPI(DOXYGEN, sourceTree);
// Only dump API as C Header when an output file name is explicitly given
if (arguments.Size() > 3)
{
outputFile = arguments[3];
log->Open(outputFile);
context->GetSubsystem<Script>()->DumpAPI(C_HEADER, sourceTree);
}
}
return EXIT_SUCCESS;
}
void CompileScript(Context* context, const String& fileName)
{
PrintLine("Compiling script file " + fileName);
File inFile(context, fileName, FILE_READ);
if (!inFile.IsOpen())
ErrorExit("Failed to open script file " + fileName);
ScriptFile script(context);
if (!script.Load(inFile))
ErrorExit();
String outFileName = ReplaceExtension(fileName, ".asc");
File outFile(context, outFileName, FILE_WRITE);
if (!outFile.IsOpen())
ErrorExit("Failed to open output file " + fileName);
script.SaveByteCode(outFile);
}