175 lines
5.8 KiB
C++
175 lines
5.8 KiB
C++
//
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// Copyright (c) 2008-2020 the Urho3D project.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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//
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#include <Urho3D/AngelScript/Script.h>
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#include <Urho3D/AngelScript/ScriptFile.h>
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#include <Urho3D/Core/Context.h>
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#include <Urho3D/Core/ProcessUtils.h>
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#include <Urho3D/Engine/Engine.h>
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#include <Urho3D/Engine/EngineDefs.h>
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#include <Urho3D/IO/File.h>
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#include <Urho3D/IO/FileSystem.h>
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#include <Urho3D/IO/Log.h>
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#include <Urho3D/Resource/ResourceCache.h>
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#ifdef URHO3D_LUA
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#include <Urho3D/LuaScript/LuaScript.h>
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#endif
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#ifdef WIN32
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#include <windows.h>
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#endif
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#include <Urho3D/DebugNew.h>
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using namespace Urho3D;
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void CompileScript(Context* context, const String& fileName);
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int main(int argc, char** argv)
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{
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#ifdef WIN32
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const Vector<String>& arguments = ParseArguments(GetCommandLineW());
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#else
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const Vector<String>& arguments = ParseArguments(argc, argv);
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#endif
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bool dumpApiMode = false;
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String sourceTree;
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String outputFile;
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if (arguments.Size() < 1)
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ErrorExit("Usage: ScriptCompiler <input file> [resource path for includes]\n"
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" ScriptCompiler -dumpapi <source tree> <Doxygen output file> [C header output file]");
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else
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{
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if (arguments[0] != "-dumpapi")
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outputFile = arguments[0];
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else
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{
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dumpApiMode = true;
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if (arguments.Size() > 2)
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{
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sourceTree = arguments[1];
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outputFile = arguments[2];
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}
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else
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ErrorExit("Usage: ScriptCompiler -dumpapi <source tree> <Doxygen output file> [C header output file]");
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}
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}
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SharedPtr<Context> context(new Context());
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SharedPtr<Engine> engine(new Engine(context));
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context->RegisterSubsystem(new Script(context));
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// In API dumping mode initialize the engine and instantiate LuaScript system if available so that we
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// can dump attributes from as many classes as possible
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if (dumpApiMode)
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{
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VariantMap engineParameters;
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engineParameters[EP_HEADLESS] = true;
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engineParameters[EP_WORKER_THREADS] = false;
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engineParameters[EP_LOG_NAME] = String::EMPTY;
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engineParameters[EP_RESOURCE_PATHS] = String::EMPTY;
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engineParameters[EP_AUTOLOAD_PATHS] = String::EMPTY;
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engine->Initialize(engineParameters);
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#ifdef URHO3D_LUA
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context->RegisterSubsystem(new LuaScript(context));
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#endif
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}
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auto* log = context->GetSubsystem<Log>();
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// Register Log subsystem manually if compiled without logging support
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if (!log)
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{
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context->RegisterSubsystem(new Log(context));
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log = context->GetSubsystem<Log>();
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}
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log->SetLevel(LOG_WARNING);
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log->SetTimeStamp(false);
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if (!dumpApiMode)
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{
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String path, file, extension;
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SplitPath(outputFile, path, file, extension);
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auto* cache = context->GetSubsystem<ResourceCache>();
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// Add resource path to be able to resolve includes
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if (arguments.Size() > 1)
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cache->AddResourceDir(arguments[1]);
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else
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cache->AddResourceDir(cache->GetPreferredResourceDir(path));
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if (!file.StartsWith("*"))
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CompileScript(context, outputFile);
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else
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{
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Vector<String> scriptFiles;
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context->GetSubsystem<FileSystem>()->ScanDir(scriptFiles, path, file + extension, SCAN_FILES, false);
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for (unsigned i = 0; i < scriptFiles.Size(); ++i)
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CompileScript(context, path + scriptFiles[i]);
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}
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}
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else
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{
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if (!outputFile.Empty())
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{
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log->SetQuiet(true);
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log->Open(outputFile);
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}
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// If without output file, dump to stdout instead
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context->GetSubsystem<Script>()->DumpAPI(DOXYGEN, sourceTree);
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// Only dump API as C Header when an output file name is explicitly given
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if (arguments.Size() > 3)
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{
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outputFile = arguments[3];
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log->Open(outputFile);
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context->GetSubsystem<Script>()->DumpAPI(C_HEADER, sourceTree);
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}
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}
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return EXIT_SUCCESS;
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}
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void CompileScript(Context* context, const String& fileName)
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{
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PrintLine("Compiling script file " + fileName);
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File inFile(context, fileName, FILE_READ);
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if (!inFile.IsOpen())
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ErrorExit("Failed to open script file " + fileName);
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ScriptFile script(context);
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if (!script.Load(inFile))
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ErrorExit();
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String outFileName = ReplaceExtension(fileName, ".asc");
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File outFile(context, outFileName, FILE_WRITE);
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if (!outFile.IsOpen())
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ErrorExit("Failed to open output file " + fileName);
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script.SaveByteCode(outFile);
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}
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