package; // I don't think we can import `funkin` classes here. Macros? Recursion? IDK. import hxp.*; import lime.tools.*; import sys.FileSystem; using StringTools; /** * This HXP performs the functions of a Lime `project.xml` file, * but it's written in Haxe rather than XML! * * This makes it far easier to organize, reuse, and refactor, * and improves management of feature flag logic. */ @:nullSafety class Project extends HXProject { // // METADATA // /** * The game's version number, as a Semantic Versioning string with no prefix. * REMEMBER TO CHANGE THIS WHEN THE GAME UPDATES! * You only have to change it here, the rest of the game will query this value. */ static final VERSION:String = "0.5.2"; /** * The game's name. Used as the default window title. */ static final TITLE:String = "Friday Night Funkin'"; /** * The name of the generated executable file. * For example, `"Funkin"` will create a file called `Funkin.exe`. */ static final EXECUTABLE_NAME:String = "Funkin"; /** * The relative location of the source code. */ static final SOURCE_DIR:String = "source"; /** * The fully qualified class path for the game's preloader. * Particularly important on HTML5 but we use it on all platforms. */ static final PRELOADER:String = "funkin.ui.transition.preload.FunkinPreloader"; /** * A package name used for identifying the app on various app stores. */ static final PACKAGE_NAME:String = "me.funkin.fnf"; /** * The fully qualified class path for the entry point class to execute when launching the game. * It's where `public static function main():Void` goes. */ static final MAIN_CLASS:String = "Main"; /** * The company name for the game. * This appears in metadata in places I think. */ static final COMPANY:String = "The Funkin' Crew"; /** * Path to the Haxe script run before building the game. */ static final PREBUILD_HX:String = "source/Prebuild.hx"; /** * Path to the Haxe script run after building the game. */ static final POSTBUILD_HX:String = "source/Postbuild.hx"; /** * Asset path globs to always exclude from asset libraries. */ static final EXCLUDE_ASSETS:Array = [".*", "cvs", "thumbs.db", "desktop.ini", "*.hash", "*.md"]; /** * Asset path globs to exclude on web platforms. */ static final EXCLUDE_ASSETS_WEB:Array = ["*.ogg"]; /** * Asset path globs to exclude on native platforms. */ static final EXCLUDE_ASSETS_NATIVE:Array = ["*.mp3"]; // // FEATURE FLAGS // Inverse feature flags are automatically populated. // /** * `-DGITHUB_BUILD` * If this flag is enabled, the game will use the configuration used by GitHub Actions * to generate playtest builds to be pushed to the launcher. * * This is generally used to forcibly enable debugging features, * even when the game is built in release mode for performance reasons. */ static final GITHUB_BUILD:FeatureFlag = "GITHUB_BUILD"; /** * `-DREDIRECT_ASSETS_FOLDER` * If this flag is enabled, the game will redirect the `assets` folder from the `export` folder * to the `assets` folder at the root of the workspace. * This is useful for ensuring hot reloaded changes don't get lost when rebuilding the game. */ static final REDIRECT_ASSETS_FOLDER:FeatureFlag = "REDIRECT_ASSETS_FOLDER"; /** * `-DTOUCH_HERE_TO_PLAY` * If this flag is enabled, the game will display a prompt to the user after the preloader completes, * requiring them to click anywhere on the screen to start the game. * This is done to ensure that the audio context can initialize properly on HTML5. Not necessary on desktop. */ static final TOUCH_HERE_TO_PLAY:FeatureFlag = "TOUCH_HERE_TO_PLAY"; /** * `-DPRELOAD_ALL` * Whether to preload all asset libraries. * Disabled on web, enabled on desktop. */ static final PRELOAD_ALL:FeatureFlag = "PRELOAD_ALL"; /** * `-DEMBED_ASSETS` * Whether to embed all asset libraries into the executable. */ static final EMBED_ASSETS:FeatureFlag = "EMBED_ASSETS"; /** * `-DHARDCODED_CREDITS` * If this flag is enabled, the credits will be parsed and encoded in the game at compile time, * rather than read from JSON data at runtime. */ static final HARDCODED_CREDITS:FeatureFlag = "HARDCODED_CREDITS"; /** * `-DFEATURE_DEBUG_FUNCTIONS` * If this flag is enabled, the game will have all playtester-only debugging functionality enabled. * This includes debug hotkeys like time travel in the Play State. * By default, enabled on debug builds or playtester builds and disabled on release builds. */ static final FEATURE_DEBUG_FUNCTIONS:FeatureFlag = "FEATURE_DEBUG_FUNCTIONS"; /** * `-DFEATURE_DEBUG_TRACY` * If this flag is enabled, the game will have the necessary hooks for the Tracy profiler. * Only enable this if you're using the correct fork of Haxe to support this. * @see https://github.com/HaxeFoundation/hxcpp/pull/1153 */ static final FEATURE_DEBUG_TRACY:FeatureFlag = "FEATURE_DEBUG_TRACY"; /** * `-DFEATURE_LOG_TRACE` * If this flag is enabled, the game will print debug traces to the console. * Disable to improve performance a bunch. */ static final FEATURE_LOG_TRACE:FeatureFlag = "FEATURE_LOG_TRACE"; /** * `-DFEATURE_DISCORD_RPC` * If this flag is enabled, the game will enable the Discord Remote Procedure Call library. * This is used to provide Discord Rich Presence support. */ static final FEATURE_DISCORD_RPC:FeatureFlag = "FEATURE_DISCORD_RPC"; /** * `-DFEATURE_NEWGROUNDS` * If this flag is enabled, the game will enable the Newgrounds library. * This is used to provide Medal and Leaderboard support. */ static final FEATURE_NEWGROUNDS:FeatureFlag = "FEATURE_NEWGROUNDS"; /** * `-DFEATURE_FUNKVIS` * If this flag is enabled, the game will enable the Funkin Visualizer library. * This is used to provide audio visualization like Nene's speaker. * Disabling this will make some waveforms inactive. */ static final FEATURE_FUNKVIS:FeatureFlag = "FEATURE_FUNKVIS"; /** * `-DFEATURE_PARTIAL_SOUNDS` * If this flag is enabled, the game will enable the FlxPartialSound library. * This is used to provide audio previews in Freeplay. * Disabling this will make those previews not play. */ static final FEATURE_PARTIAL_SOUNDS:FeatureFlag = "FEATURE_PARTIAL_SOUNDS"; /** * `-DFEATURE_VIDEO_PLAYBACK` * If this flag is enabled, the game will enable support for video playback. * This requires the hxCodec library on desktop platforms. */ static final FEATURE_VIDEO_PLAYBACK:FeatureFlag = "FEATURE_VIDEO_PLAYBACK"; /** * `-DFEATURE_FILE_DROP` * If this flag is enabled, the game will support dragging and dropping files onto it for various features. * Disabled on MacOS. */ static final FEATURE_FILE_DROP:FeatureFlag = "FEATURE_FILE_DROP"; /** * `-DFEATURE_OPEN_URL` * If this flag is enabled, the game will support opening URLs (such as the merch page). */ static final FEATURE_OPEN_URL:FeatureFlag = "FEATURE_OPEN_URL"; /** * `-DFEATURE_SCREENSHOTS` * If this flag is enabled, the game will support the screenshots feature. */ static final FEATURE_SCREENSHOTS:FeatureFlag = "FEATURE_SCREENSHOTS"; /** * `-DFEATURE_CHART_EDITOR` * If this flag is enabled, the Chart Editor will be accessible from the debug menu. */ static final FEATURE_CHART_EDITOR:FeatureFlag = "FEATURE_CHART_EDITOR"; /** * `-DFEATURE_STAGE_EDITOR` * If this flag is enabled, the Stage Editor will be accessible from the debug menu. */ static final FEATURE_STAGE_EDITOR:FeatureFlag = "FEATURE_STAGE_EDITOR"; /** * `-DFEATURE_POLYMOD_MODS` * If this flag is enabled, the game will enable the Polymod library's support for atomic mod loading from the `./mods` folder. * If this flag is disabled, no mods will be loaded. */ static final FEATURE_POLYMOD_MODS:FeatureFlag = "FEATURE_POLYMOD_MODS"; /** * `-DFEATURE_GHOST_TAPPING` * If this flag is enabled, misses will not be counted when it is not the player's turn. * Misses are still counted when the player has notes to hit. */ static final FEATURE_GHOST_TAPPING:FeatureFlag = "FEATURE_GHOST_TAPPING"; // // CONFIGURATION FUNCTIONS // public function new() { super(); flair(); configureApp(); displayTarget(); configureFeatureFlags(); configureCompileDefines(); configureIncludeMacros(); configureCustomMacros(); configureOutputDir(); configurePolymod(); configureHaxelibs(); configureAssets(); configureIcons(); } /** * Do something before building, display some ASCII or something IDK */ function flair() { // TODO: Implement this. info("Friday Night Funkin'"); info("Initializing build..."); info("Target Version: " + VERSION); info("Git Branch: " + getGitBranch()); info("Git Commit: " + getGitCommit()); info("Git Modified? " + getGitModified()); info("Display? " + isDisplay()); } /** * Apply basic project metadata, such as the game title and version number, * as well as info like the package name and company (used by various app stores). */ function configureApp() { this.meta.title = TITLE; this.meta.version = VERSION; this.meta.packageName = PACKAGE_NAME; this.meta.company = COMPANY; this.app.main = MAIN_CLASS; this.app.file = EXECUTABLE_NAME; this.app.preloader = PRELOADER; // Tell Lime where to look for the game's source code. // If for some reason we have multiple source directories, we can add more entries here. this.sources.push(SOURCE_DIR); // Tell Lime to run some prebuild and postbuild scripts. this.preBuildCallbacks.push(buildHaxeCLICommand(PREBUILD_HX)); this.postBuildCallbacks.push(buildHaxeCLICommand(POSTBUILD_HX)); // TODO: Should we provide this? // this.meta.buildNumber = 0; // These values are only used by the SWF target I think. // this.app.path // this.app.init // this.app.swfVersion // this.app.url // These values are only used by... FIREFOX MARKETPLACE WHAT? // this.meta.description = ""; // this.meta.companyId = COMPANY; // this.meta.companyUrl = COMPANY; // Configure the window. // Automatically configure FPS. this.window.fps = 60; // Set the window size. this.window.width = 1280; this.window.height = 720; // Black background on release builds, magenta on debug builds. this.window.background = FEATURE_DEBUG_FUNCTIONS.isEnabled(this) ? 0xFFFF00FF : 0xFF000000; this.window.hardware = true; this.window.vsync = false; if (isWeb()) { this.window.resizable = true; } if (isDesktop()) { this.window.orientation = Orientation.LANDSCAPE; this.window.fullscreen = false; this.window.resizable = true; this.window.vsync = false; } if (isMobile()) { this.window.orientation = Orientation.LANDSCAPE; this.window.fullscreen = false; this.window.resizable = false; this.window.width = 0; this.window.height = 0; } } /** * Log information about the configured target platform. */ function displayTarget() { // Display the target operating system. switch (this.target) { case Platform.WINDOWS: info('Target Platform: Windows'); case Platform.MAC: info('Target Platform: MacOS'); case Platform.LINUX: info('Target Platform: Linux'); case Platform.ANDROID: info('Target Platform: Android'); case Platform.IOS: info('Target Platform: IOS'); case Platform.HTML5: info('Target Platform: HTML5'); // See lime.tools.Platform for a full list. // case Platform.EMSCRITEN: // A WebAssembly build might be interesting... // case Platform.AIR: // case Platform.BLACKBERRY: // case Platform.CONSOLE_PC: // case Platform.FIREFOX: // case Platform.FLASH: // case Platform.PS3: // case Platform.PS4: // case Platform.TIZEN: // case Platform.TVOS: // case Platform.VITA: // case Platform.WEBOS: // case Platform.WIIU: // case Platform.XBOX1: default: error('Unsupported platform (got ${target})'); } switch (this.platformType) { case PlatformType.DESKTOP: info('Platform Type: Desktop'); case PlatformType.MOBILE: info('Platform Type: Mobile'); case PlatformType.WEB: info('Platform Type: Web'); case PlatformType.CONSOLE: info('Platform Type: Console'); default: error('Unknown platform type (got ${platformType})'); } // Print whether we are using HXCPP, HashLink, or something else. if (isWeb()) { info('Target Language: JavaScript (HTML5)'); } else if (isHashLink()) { info('Target Language: HashLink'); } else if (isNeko()) { info('Target Language: Neko'); } else if (isJava()) { info('Target Language: Java'); } else if (isNodeJS()) { info('Target Language: JavaScript (NodeJS)'); } else if (isCSharp()) { info('Target Language: C#'); } else { info('Target Language: C++'); } for (arch in this.architectures) { // Display the list of target architectures. switch (arch) { case Architecture.X86: info('Architecture: x86'); case Architecture.X64: info('Architecture: x64'); case Architecture.ARMV5: info('Architecture: ARMv5'); case Architecture.ARMV6: info('Architecture: ARMv6'); case Architecture.ARMV7: info('Architecture: ARMv7'); case Architecture.ARMV7S: info('Architecture: ARMv7S'); case Architecture.ARM64: info('Architecture: ARMx64'); case Architecture.MIPS: info('Architecture: MIPS'); case Architecture.MIPSEL: info('Architecture: MIPSEL'); case null: if (!isWeb()) { error('Unsupported architecture (got null on non-web platform)'); } else { info('Architecture: Web'); } default: error('Unsupported architecture (got ${arch})'); } } } /** * Apply various feature flags based on the target platform and the user-provided build flags. */ function configureFeatureFlags() { // You can explicitly override any of these. // For example, `-DGITHUB_BUILD` or `-DNO_HARDCODED_CREDITS` // Should be false unless explicitly requested. GITHUB_BUILD.apply(this, false); FEATURE_STAGE_EDITOR.apply(this, false); FEATURE_NEWGROUNDS.apply(this, false); FEATURE_GHOST_TAPPING.apply(this, false); // Should be true unless explicitly requested. HARDCODED_CREDITS.apply(this, true); FEATURE_OPEN_URL.apply(this, true); FEATURE_POLYMOD_MODS.apply(this, true); FEATURE_FUNKVIS.apply(this, true); FEATURE_PARTIAL_SOUNDS.apply(this, true); FEATURE_VIDEO_PLAYBACK.apply(this, true); // Should be true on debug builds or if GITHUB_BUILD is enabled. FEATURE_DEBUG_FUNCTIONS.apply(this, isDebug() || GITHUB_BUILD.isEnabled(this)); FEATURE_LOG_TRACE.apply(this, isDebug()); // Should default to true on workspace builds and false on release builds. REDIRECT_ASSETS_FOLDER.apply(this, isDebug() && isDesktop()); // Should be true on desktop, release, non-tester builds. // We don't want testers to accidentally leak songs to their Discord friends! FEATURE_DISCORD_RPC.apply(this, isDesktop() && !FEATURE_DEBUG_FUNCTIONS.isEnabled(this)); // Should be true only on web builds. // Audio context issues only exist there. TOUCH_HERE_TO_PLAY.apply(this, isWeb()); // Should be true only on web builds. // Enabling embedding and preloading is required to preload assets properly. EMBED_ASSETS.apply(this, isWeb()); PRELOAD_ALL.apply(this, !isWeb()); // Should be true except on MacOS. // File drop doesn't work there. FEATURE_FILE_DROP.apply(this, !isMac()); // Should be true except on web builds. // Chart editor doesn't work there. FEATURE_CHART_EDITOR.apply(this, !isWeb()); // Should be true except on web builds. // Screenshots doesn't work there. FEATURE_SCREENSHOTS.apply(this, !isWeb()); } /** * Set compilation flags which are not feature flags. */ function configureCompileDefines() { // Enable OpenFL's error handler. Required for the crash logger. setHaxedef("openfl-enable-handle-error"); // Enable stack trace tracking. Good for debugging but has a (minor) performance impact. setHaxedef("HXCPP_CHECK_POINTER"); setHaxedef("HXCPP_STACK_LINE"); setHaxedef("HXCPP_STACK_TRACE"); setHaxedef("hscriptPos"); setHaxedef("safeMode"); // If we aren't using the Flixel debugger, strip it out. if (FEATURE_DEBUG_FUNCTIONS.isDisabled(this)) { setHaxedef("FLX_NO_DEBUG"); } // Disable the built in pause screen when unfocusing the game. setHaxedef("FLX_NO_FOCUS_LOST_SCREEN"); // HaxeUI configuration. setHaxedef("haxeui_no_mouse_reset"); setHaxedef("haxeui_focus_out_on_click"); // Unfocus a dialog when clicking out of it setHaxedef("haxeui_dont_impose_base_class"); // Suppress a macro error if (isRelease()) { // Improve performance on Nape // TODO: Do we even use Nape? setHaxedef("NAPE_RELEASE_BUILD"); } // Cleaner looking compiler errors. setHaxedef("message.reporting", "pretty"); if (FEATURE_DEBUG_TRACY.isEnabled(this)) { setHaxedef("HXCPP_TELEMETRY"); // Enable telemetry setHaxedef("HXCPP_TRACY"); // Enable Tracy telemetry setHaxedef("HXCPP_TRACY_MEMORY"); // Track memory allocations setHaxedef("HXCPP_TRACY_ON_DEMAND"); // Only collect telemetry when Tracy is open and reachable // setHaxedef("HXCPP_TRACY_INCLUDE_CALLSTACKS"); // Inspect callstacks per zone, inflating telemetry data setHaxedef("absolute-paths"); // Fix source locations so Tracy can see them } } /** * Set compilation flags which manage dead code elimination. */ function configureIncludeMacros() { // Disable dead code elimination. // This prevents functions that are unused by the base game from being unavailable to HScript. addHaxeFlag("-dce no"); // Forcibly include all Funkin' classes in builds. // This prevents classes that are unused by the base game from being unavailable to HScript. addHaxeMacro("include('funkin')"); // Ensure all HaxeUI components are available at runtime. addHaxeMacro("include('haxe.ui.backend.flixel.components')"); addHaxeMacro("include('haxe.ui.core')"); addHaxeMacro("include('haxe.ui.components')"); addHaxeMacro("include('haxe.ui.containers')"); addHaxeMacro("include('haxe.ui.containers.dialogs')"); addHaxeMacro("include('haxe.ui.containers.menus')"); addHaxeMacro("include('haxe.ui.containers.properties')"); // Ensure all Flixel classes are available at runtime. // Explicitly ignore packages which require additional dependencies. addHaxeMacro("include('flixel', true, [ 'flixel.addons.editors.spine.*', 'flixel.addons.nape.*', 'flixel.system.macros.*' ])"); } /** * Set compilation flags which manage bespoke build-time macros. */ function configureCustomMacros() { // This macro allows addition of new functionality to existing Flixel. --> addHaxeMacro("addMetadata('@:build(funkin.util.macro.FlxMacro.buildFlxBasic())', 'flixel.FlxBasic')"); } function configureOutputDir() { // Set the output directory. Depends on the target platform and build type. var buildDir = 'export/${isDebug() ? 'debug' : 'release'}/'; info('Output directory: $buildDir'); // setenv('BUILD_DIR', buildDir); app.path = buildDir; } function configurePolymod() { // The file extension to use for script files. setHaxedef("POLYMOD_SCRIPT_EXT", ".hscript"); // Which asset library to use for scripts. setHaxedef("POLYMOD_SCRIPT_LIBRARY", "scripts"); // The base path from which scripts should be accessed. setHaxedef("POLYMOD_ROOT_PATH", "scripts/"); // Determines the subdirectory of the mod folder used for file appending. setHaxedef("POLYMOD_APPEND_FOLDER", "_append"); // Determines the subdirectory of the mod folder used for file merges. setHaxedef("POLYMOD_MERGE_FOLDER", "_merge"); // Determines the file in the mod folder used for metadata. setHaxedef("POLYMOD_MOD_METADATA_FILE", "_polymod_meta.json"); // Determines the file in the mod folder used for the icon. setHaxedef("POLYMOD_MOD_ICON_FILE", "_polymod_icon.png"); if (isDebug()) { // Turns on additional debug logging. setHaxedef("POLYMOD_DEBUG"); } } function configureHaxelibs() { // Don't enforce addHaxelib('lime'); // Game engine backend addHaxelib('openfl'); // Game engine backend addHaxelib('flixel'); // Game engine addHaxelib('flixel-addons'); // Additional utilities for Flixel addHaxelib('hscript'); // Scripting // addHaxelib('flixel-ui'); // UI framework (DEPRECATED) addHaxelib('haxeui-core'); // UI framework addHaxelib('haxeui-flixel'); // Integrate HaxeUI with Flixel addHaxelib('flixel-text-input'); // Improved text field rendering for HaxeUI addHaxelib('polymod'); // Modding framework addHaxelib('flxanimate'); // Texture atlas rendering addHaxelib('json2object'); // JSON parsing addHaxelib('jsonpath'); // JSON parsing addHaxelib('jsonpatch'); // JSON parsing addHaxelib('thx.core'); // General utility library, "the lodash of Haxe" addHaxelib('thx.semver'); // Version string handling if (isDebug()) { addHaxelib('hxcpp-debug-server'); // VSCode debug support } if (isDesktop() && !isHashLink() && FEATURE_VIDEO_PLAYBACK.isEnabled(this)) { // hxCodec doesn't function on HashLink or non-desktop platforms // It's also unnecessary if video playback is disabled addHaxelib('hxCodec'); // Video playback } if (FEATURE_DISCORD_RPC.isEnabled(this)) { addHaxelib('hxdiscord_rpc'); // Discord API } if (FEATURE_NEWGROUNDS.isEnabled(this)) { addHaxelib('newgrounds'); // Newgrounds API } if (FEATURE_FUNKVIS.isEnabled(this)) { addHaxelib('funkin.vis'); // Audio visualization addHaxelib('grig.audio'); // Audio data utilities } if (FEATURE_PARTIAL_SOUNDS.isEnabled(this)) { addHaxelib('FlxPartialSound'); // Partial sound } } function configureAssets() { var exclude = EXCLUDE_ASSETS.concat(isWeb() ? EXCLUDE_ASSETS_WEB : EXCLUDE_ASSETS_NATIVE); var shouldPreload = PRELOAD_ALL.isEnabled(this); var shouldEmbed = EMBED_ASSETS.isEnabled(this); if (shouldEmbed) { info('Embedding assets into executable...'); } else { info('Including assets alongside executable...'); } // Default asset library var shouldPreloadDefault = true; addAssetLibrary("default", shouldEmbed, shouldPreloadDefault); addAssetPath("assets/preload", "assets", "default", ["*"], exclude, shouldEmbed); // Font assets var shouldEmbedFonts = true; addAssetPath("assets/fonts", null, "default", ["*"], exclude, shouldEmbedFonts); // Shared asset libraries addAssetLibrary("songs", shouldEmbed, shouldPreload); addAssetPath("assets/songs", "assets/songs", "songs", ["*"], exclude, shouldEmbed); addAssetLibrary("shared", shouldEmbed, shouldPreload); addAssetPath("assets/shared", "assets/shared", "shared", ["*"], exclude, shouldEmbed); if (FEATURE_VIDEO_PLAYBACK.isEnabled(this)) { var shouldEmbedVideos = false; addAssetLibrary("videos", shouldEmbedVideos, shouldPreload); addAssetPath("assets/videos", "assets/videos", "videos", ["*"], exclude, shouldEmbedVideos); } // Level asset libraries addAssetLibrary("tutorial", shouldEmbed, shouldPreload); addAssetPath("assets/tutorial", "assets/tutorial", "tutorial", ["*"], exclude, shouldEmbed); addAssetLibrary("week1", shouldEmbed, shouldPreload); addAssetPath("assets/week1", "assets/week1", "week1", ["*"], exclude, shouldEmbed); addAssetLibrary("week2", shouldEmbed, shouldPreload); addAssetPath("assets/week2", "assets/week2", "week2", ["*"], exclude, shouldEmbed); addAssetLibrary("week3", shouldEmbed, shouldPreload); addAssetPath("assets/week3", "assets/week3", "week3", ["*"], exclude, shouldEmbed); addAssetLibrary("week4", shouldEmbed, shouldPreload); addAssetPath("assets/week4", "assets/week4", "week4", ["*"], exclude, shouldEmbed); addAssetLibrary("week5", shouldEmbed, shouldPreload); addAssetPath("assets/week5", "assets/week5", "week5", ["*"], exclude, shouldEmbed); addAssetLibrary("week6", shouldEmbed, shouldPreload); addAssetPath("assets/week6", "assets/week6", "week6", ["*"], exclude, shouldEmbed); addAssetLibrary("week7", shouldEmbed, shouldPreload); addAssetPath("assets/week7", "assets/week7", "week7", ["*"], exclude, shouldEmbed); addAssetLibrary("weekend1", shouldEmbed, shouldPreload); addAssetPath("assets/weekend1", "assets/weekend1", "weekend1", ["*"], exclude, shouldEmbed); // Art asset library (where README and CHANGELOG pull from) var shouldEmbedArt = false; var shouldPreloadArt = false; addAssetLibrary("art", shouldEmbedArt, shouldPreloadArt); addAsset("art/readme.txt", "do NOT readme.txt", "art", shouldEmbedArt); addAsset("LICENSE.md", "LICENSE.md", "art", shouldEmbedArt); addAsset("CHANGELOG.md", "CHANGELOG.md", "art", shouldEmbedArt); } /** * Configure the application's favicon and executable icon. */ function configureIcons() { addIcon("art/icon16.png", 16); addIcon("art/icon32.png", 32); addIcon("art/icon64.png", 64); addIcon("art/iconOG.png"); } // // HELPER FUNCTIONS // Easy functions to make the code more readable. // public function isWeb():Bool { return this.platformType == PlatformType.WEB; } public function isMobile():Bool { return this.platformType == PlatformType.MOBILE; } public function isDesktop():Bool { return this.platformType == PlatformType.DESKTOP; } public function isConsole():Bool { return this.platformType == PlatformType.CONSOLE; } public function is32Bit():Bool { return this.architectures.contains(Architecture.X86); } public function is64Bit():Bool { return this.architectures.contains(Architecture.X64); } public function isWindows():Bool { return this.target == Platform.WINDOWS; } public function isMac():Bool { return this.target == Platform.MAC; } public function isLinux():Bool { return this.target == Platform.LINUX; } public function isAndroid():Bool { return this.target == Platform.ANDROID; } public function isIOS():Bool { return this.target == Platform.IOS; } public function isHashLink():Bool { return this.targetFlags.exists("hl"); } public function isNeko():Bool { return this.targetFlags.exists("neko"); } public function isJava():Bool { return this.targetFlags.exists("java"); } public function isNodeJS():Bool { return this.targetFlags.exists("nodejs"); } public function isCSharp():Bool { return this.targetFlags.exists("cs"); } public function isDisplay():Bool { return this.command == "display"; } public function isDebug():Bool { return this.debug; } public function isRelease():Bool { return !isDebug(); } public function getHaxedef(name:String):Null { return this.haxedefs.get(name); } public function setHaxedef(name:String, ?value:String):Void { if (value == null) value = ""; this.haxedefs.set(name, value); } public function unsetHaxedef(name:String):Void { this.haxedefs.remove(name); } public function getDefine(name:String):Null { return this.defines.get(name); } public function hasDefine(name:String):Bool { return this.defines.exists(name); } /** * Add a library to the list of dependencies for the project. * @param name The name of the library to add. * @param version The version of the library to add. Optional. */ public function addHaxelib(name:String, version:String = ""):Void { this.haxelibs.push(new Haxelib(name, version)); } /** * Add a `haxeflag` to the project. */ public function addHaxeFlag(value:String):Void { this.haxeflags.push(value); } /** * Call a Haxe build macro. */ public function addHaxeMacro(value:String):Void { addHaxeFlag('--macro ${value}'); } /** * Add an icon to the project. * @param icon The path to the icon. * @param size The size of the icon. Optional. */ public function addIcon(icon:String, ?size:Int):Void { this.icons.push(new Icon(icon, size)); } /** * Add an asset to the game build. * @param path The path the asset is located at. * @param rename The path the asset should be placed. * @param library The asset library to add the asset to. `null` = "default" * @param embed Whether to embed the asset in the executable. */ public function addAsset(path:String, ?rename:String, ?library:String, embed:Bool = false):Void { // path, rename, type, embed, setDefaults var asset = new Asset(path, rename, null, embed, true); @:nullSafety(Off) { asset.library = library ?? "default"; } this.assets.push(asset); } /** * Add an entire path of assets to the game build. * @param path The path the assets are located at. * @param rename The path the assets should be placed. * @param library The asset library to add the assets to. `null` = "default" * @param include An optional array to include specific asset names. * @param exclude An optional array to exclude specific asset names. * @param embed Whether to embed the assets in the executable. */ public function addAssetPath(path:String, ?rename:String, library:String, ?include:Array, ?exclude:Array, embed:Bool = false):Void { // Argument parsing. if (path == "") return; if (include == null) include = []; if (exclude == null) exclude = []; var targetPath = rename ?? path; if (targetPath != "") targetPath += "/"; // Validate path. if (!sys.FileSystem.exists(path)) { error('Could not find asset path "${path}".'); } else if (!sys.FileSystem.isDirectory(path)) { error('Could not parse asset path "${path}", expected a directory.'); } else { // info(' Found asset path "${path}".'); } for (file in sys.FileSystem.readDirectory(path)) { if (sys.FileSystem.isDirectory('${path}/${file}')) { // Attempt to recursively add all assets in the directory. if (this.filter(file, ["*"], exclude)) { addAssetPath('${path}/${file}', '${targetPath}${file}', library, include, exclude, embed); } } else { if (this.filter(file, include, exclude)) { addAsset('${path}/${file}', '${targetPath}${file}', library, embed); } } } } /** * Add an asset library to the game build. * @param name The name of the library. * @param embed * @param preload */ public function addAssetLibrary(name:String, embed:Bool = false, preload:Bool = false):Void { // sourcePath, name, type, embed, preload, generate, prefix var sourcePath = ''; this.libraries.push(new Library(sourcePath, name, null, embed, preload, false, "")); } // // PROCESS FUNCTIONS // /** * A CLI command to run a command in the shell. */ public function buildCLICommand(cmd:String):CLICommand { return CommandHelper.fromSingleString(cmd); } /** * A CLI command to run a Haxe script via `--interp`. */ public function buildHaxeCLICommand(path:String):CLICommand { return CommandHelper.interpretHaxe(path); } public function getGitCommit():String { // Cannibalized from GitCommit.hx var process = new sys.io.Process('git', ['rev-parse', 'HEAD']); if (process.exitCode() != 0) { var message = process.stderr.readAll().toString(); error('[ERROR] Could not determine current git commit; is this a proper Git repository?'); } var commitHash:String = process.stdout.readLine(); var commitHashSplice:String = commitHash.substr(0, 7); process.close(); return commitHashSplice; } public function getGitBranch():String { // Cannibalized from GitCommit.hx var branchProcess = new sys.io.Process('git', ['rev-parse', '--abbrev-ref', 'HEAD']); if (branchProcess.exitCode() != 0) { var message = branchProcess.stderr.readAll().toString(); error('Could not determine current git branch; is this a proper Git repository?'); } var branchName:String = branchProcess.stdout.readLine(); branchProcess.close(); return branchName; } public function getGitModified():Bool { var branchProcess = new sys.io.Process('git', ['status', '--porcelain']); if (branchProcess.exitCode() != 0) { var message = branchProcess.stderr.readAll().toString(); error('Could not determine current git status; is this a proper Git repository?'); } var output:String = ''; try { output = branchProcess.stdout.readLine(); } catch (e) { if (e.message == 'Eof') { // Do nothing. // Eof = No output. } else { // Rethrow other exceptions. throw e; } } branchProcess.close(); return output.length > 0; } // // LOGGING FUNCTIONS // /** * Display an error message. This should stop the build process. */ public function error(message:String):Void { Log.error('${message}'); } /** * Display an info message. This should not interfere with the build process. */ public function info(message:String):Void { // CURSED: We have to disable info() log calls because of a bug. // https://github.com/haxelime/lime-vscode-extension/issues/88 // Log.info('[INFO] ${message}'); // trace(message); // Sys.println(message); // Sys.stdout().writeString(message); // Sys.stderr().writeString(message); } } /** * An object representing a feature flag, which can be enabled or disabled. * Includes features such as automatic generation of compile defines and inversion. */ abstract FeatureFlag(String) { static final INVERSE_PREFIX:String = "NO_"; public function new(input:String) { this = input; } @:from public static function fromString(input:String):FeatureFlag { return new FeatureFlag(input); } /** * Enable/disable a feature flag if it is unset, and handle the inverse flag. * Doesn't override a feature flag that was set explicitly. * @param enableByDefault Whether to enable this feature flag if it is unset. */ public function apply(project:Project, enableByDefault:Bool = false):Void { // TODO: Name this function better? if (isEnabled(project)) { // If this flag was already enabled, disable the inverse. project.info('Enabling feature flag ${this}'); getInverse().disable(project, false); } else if (getInverse().isEnabled(project)) { // If the inverse flag was already enabled, disable this flag. project.info('Disabling feature flag ${this}'); disable(project, false); } else { if (enableByDefault) { // Enable this flag if it was unset, and disable the inverse. project.info('Enabling feature flag ${this}'); enable(project, true); } else { // Disable this flag if it was unset, and enable the inverse. project.info('Disabling feature flag ${this}'); disable(project, true); } } } /** * Enable this feature flag by setting the appropriate compile define. * * @param project The project to modify. * @param andInverse Also disable the feature flag's inverse. */ public function enable(project:Project, andInverse:Bool = true) { project.setHaxedef(this, ""); if (andInverse) { getInverse().disable(project, false); } } /** * Disable this feature flag by removing the appropriate compile define. * * @param project The project to modify. * @param andInverse Also enable the feature flag's inverse. */ public function disable(project:Project, andInverse:Bool = true) { project.unsetHaxedef(this); if (andInverse) { getInverse().enable(project, false); } } /** * Query if this feature flag is enabled. * @param project The project to query. */ public function isEnabled(project:Project):Bool { // Check both Haxedefs and Defines for this flag. return project.haxedefs.exists(this) || project.defines.exists(this); } /** * Query if this feature flag's inverse is enabled. */ public function isDisabled(project:Project):Bool { return getInverse().isEnabled(project); } /** * Return the inverse of this feature flag. * @return A new feature flag that is the inverse of this one. */ public function getInverse():FeatureFlag { if (this.startsWith(INVERSE_PREFIX)) { return this.substring(INVERSE_PREFIX.length); } return INVERSE_PREFIX + this; } }