Funkin/project.hxp
2024-08-26 18:01:23 -04:00

1109 lines
34 KiB
Haxe

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 = "0.5.0";
/**
* 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<String> = [".*", "cvs", "thumbs.db", "desktop.ini", "*.hash", "*.md"];
/**
* Asset path globs to exclude on web platforms.
*/
static final EXCLUDE_ASSETS_WEB:Array<String> = ["*.ogg"];
/**
* Asset path globs to exclude on native platforms.
*/
static final EXCLUDE_ASSETS_NATIVE:Array<String> = ["*.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_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_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));
// Should default to true on workspace builds and false on release builds.
REDIRECT_ASSETS_FOLDER.apply(this, isDebug() && isDesktop());
// Should be true on release, non-tester builds.
// We don't want testers to accidentally leak songs to their Discord friends!
// TODO: Re-enable this.
FEATURE_DISCORD_RPC.apply(this, false && !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, true);
// 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());
}
/**
* 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");
}
/**
* 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('discord_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<Dynamic> {
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<Dynamic> {
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 ${value}');
}
/**
* Add an icon to the project.
* @param icon The path to the icon.
* @param size The size of the icon. Optional.
*/
public function addIcon(icon:String, ?size:Int):Void {
this.icons.push(new Icon(icon, size));
}
/**
* Add an asset to the game build.
* @param path The path the asset is located at.
* @param rename The path the asset should be placed.
* @param library The asset library to add the asset to. `null` = "default"
* @param embed Whether to embed the asset in the executable.
*/
public function addAsset(path:String, ?rename:String, ?library:String, embed:Bool = false):Void {
// path, rename, type, embed, setDefaults
var asset = new Asset(path, rename, null, embed, true);
@:nullSafety(Off)
{
asset.library = library ?? "default";
}
this.assets.push(asset);
}
/**
* Add an entire path of assets to the game build.
* @param path The path the assets are located at.
* @param rename The path the assets should be placed.
* @param library The asset library to add the assets to. `null` = "default"
* @param include An optional array to include specific asset names.
* @param exclude An optional array to exclude specific asset names.
* @param embed Whether to embed the assets in the executable.
*/
public function addAssetPath(path:String, ?rename:String, library:String, ?include:Array<String>, ?exclude:Array<String>, embed:Bool = false):Void {
// Argument parsing.
if (path == "") return;
if (include == null) include = [];
if (exclude == null) exclude = [];
var targetPath = rename ?? path;
if (targetPath != "") targetPath += "/";
// Validate path.
if (!sys.FileSystem.exists(path)) {
error('Could not find asset path "${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);
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();
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;
}
}
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;
}
}