mirror of
https://github.com/FunkinCrew/Funkin.git
synced 2024-12-01 03:46:58 -05:00
1109 lines
34 KiB
Haxe
1109 lines
34 KiB
Haxe
package;
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// I don't think we can import `funkin` classes here. Macros? Recursion? IDK.
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import hxp.*;
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import lime.tools.*;
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import sys.FileSystem;
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using StringTools;
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/**
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* This HXP performs the functions of a Lime `project.xml` file,
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* but it's written in Haxe rather than XML!
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*
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* This makes it far easier to organize, reuse, and refactor,
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* and improves management of feature flag logic.
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*/
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@:nullSafety
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class Project extends HXProject {
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//
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// METADATA
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//
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/**
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* The game's version number, as a Semantic Versioning string with no prefix.
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* REMEMBER TO CHANGE THIS WHEN THE GAME UPDATES!
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* You only have to change it here, the rest of the game will query this value.
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*/
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static final VERSION:String = "0.5.0";
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/**
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* The game's name. Used as the default window title.
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*/
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static final TITLE:String = "Friday Night Funkin'";
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/**
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* The name of the generated executable file.
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* For example, `"Funkin"` will create a file called `Funkin.exe`.
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*/
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static final EXECUTABLE_NAME:String = "Funkin";
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/**
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* The relative location of the source code.
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*/
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static final SOURCE_DIR:String = "source";
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/**
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* The fully qualified class path for the game's preloader.
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* Particularly important on HTML5 but we use it on all platforms.
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*/
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static final PRELOADER:String = "funkin.ui.transition.preload.FunkinPreloader";
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/**
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* A package name used for identifying the app on various app stores.
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*/
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static final PACKAGE_NAME:String = "me.funkin.fnf";
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/**
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* The fully qualified class path for the entry point class to execute when launching the game.
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* It's where `public static function main():Void` goes.
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*/
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static final MAIN_CLASS:String = "Main";
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/**
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* The company name for the game.
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* This appears in metadata in places I think.
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*/
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static final COMPANY:String = "The Funkin' Crew";
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/**
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* Path to the Haxe script run before building the game.
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*/
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static final PREBUILD_HX:String = "source/Prebuild.hx";
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/**
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* Path to the Haxe script run after building the game.
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*/
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static final POSTBUILD_HX:String = "source/Postbuild.hx";
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/**
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* Asset path globs to always exclude from asset libraries.
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*/
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static final EXCLUDE_ASSETS:Array<String> = [".*", "cvs", "thumbs.db", "desktop.ini", "*.hash", "*.md"];
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/**
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* Asset path globs to exclude on web platforms.
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*/
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static final EXCLUDE_ASSETS_WEB:Array<String> = ["*.ogg"];
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/**
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* Asset path globs to exclude on native platforms.
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*/
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static final EXCLUDE_ASSETS_NATIVE:Array<String> = ["*.mp3"];
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//
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// FEATURE FLAGS
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// Inverse feature flags are automatically populated.
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//
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/**
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* `-DGITHUB_BUILD`
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* If this flag is enabled, the game will use the configuration used by GitHub Actions
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* to generate playtest builds to be pushed to the launcher.
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*
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* This is generally used to forcibly enable debugging features,
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* even when the game is built in release mode for performance reasons.
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*/
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static final GITHUB_BUILD:FeatureFlag = "GITHUB_BUILD";
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/**
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* `-DREDIRECT_ASSETS_FOLDER`
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* If this flag is enabled, the game will redirect the `assets` folder from the `export` folder
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* to the `assets` folder at the root of the workspace.
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* This is useful for ensuring hot reloaded changes don't get lost when rebuilding the game.
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*/
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static final REDIRECT_ASSETS_FOLDER:FeatureFlag = "REDIRECT_ASSETS_FOLDER";
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/**
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* `-DTOUCH_HERE_TO_PLAY`
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* If this flag is enabled, the game will display a prompt to the user after the preloader completes,
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* requiring them to click anywhere on the screen to start the game.
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* This is done to ensure that the audio context can initialize properly on HTML5. Not necessary on desktop.
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*/
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static final TOUCH_HERE_TO_PLAY:FeatureFlag = "TOUCH_HERE_TO_PLAY";
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/**
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* `-DPRELOAD_ALL`
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* Whether to preload all asset libraries.
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* Disabled on web, enabled on desktop.
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*/
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static final PRELOAD_ALL:FeatureFlag = "PRELOAD_ALL";
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/**
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* `-DEMBED_ASSETS`
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* Whether to embed all asset libraries into the executable.
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*/
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static final EMBED_ASSETS:FeatureFlag = "EMBED_ASSETS";
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/**
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* `-DHARDCODED_CREDITS`
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* If this flag is enabled, the credits will be parsed and encoded in the game at compile time,
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* rather than read from JSON data at runtime.
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*/
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static final HARDCODED_CREDITS:FeatureFlag = "HARDCODED_CREDITS";
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/**
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* `-DFEATURE_DEBUG_FUNCTIONS`
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* If this flag is enabled, the game will have all playtester-only debugging functionality enabled.
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* This includes debug hotkeys like time travel in the Play State.
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* By default, enabled on debug builds or playtester builds and disabled on release builds.
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*/
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static final FEATURE_DEBUG_FUNCTIONS:FeatureFlag = "FEATURE_DEBUG_FUNCTIONS";
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/**
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* `-DFEATURE_DISCORD_RPC`
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* If this flag is enabled, the game will enable the Discord Remote Procedure Call library.
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* This is used to provide Discord Rich Presence support.
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*/
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static final FEATURE_DISCORD_RPC:FeatureFlag = "FEATURE_DISCORD_RPC";
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/**
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* `-DFEATURE_NEWGROUNDS`
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* If this flag is enabled, the game will enable the Newgrounds library.
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* This is used to provide Medal and Leaderboard support.
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*/
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static final FEATURE_NEWGROUNDS:FeatureFlag = "FEATURE_NEWGROUNDS";
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/**
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* `-DFEATURE_FUNKVIS`
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* If this flag is enabled, the game will enable the Funkin Visualizer library.
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* This is used to provide audio visualization like Nene's speaker.
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* Disabling this will make some waveforms inactive.
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*/
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static final FEATURE_FUNKVIS:FeatureFlag = "FEATURE_FUNKVIS";
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/**
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* `-DFEATURE_PARTIAL_SOUNDS`
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* If this flag is enabled, the game will enable the FlxPartialSound library.
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* This is used to provide audio previews in Freeplay.
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* Disabling this will make those previews not play.
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*/
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static final FEATURE_PARTIAL_SOUNDS:FeatureFlag = "FEATURE_PARTIAL_SOUNDS";
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/**
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* `-DFEATURE_VIDEO_PLAYBACK`
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* If this flag is enabled, the game will enable support for video playback.
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* This requires the hxCodec library on desktop platforms.
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*/
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static final FEATURE_VIDEO_PLAYBACK:FeatureFlag = "FEATURE_VIDEO_PLAYBACK";
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/**
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* `-DFEATURE_FILE_DROP`
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* If this flag is enabled, the game will support dragging and dropping files onto it for various features.
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* Disabled on MacOS.
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*/
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static final FEATURE_FILE_DROP:FeatureFlag = "FEATURE_FILE_DROP";
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/**
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* `-DFEATURE_OPEN_URL`
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* If this flag is enabled, the game will support opening URLs (such as the merch page).
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*/
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static final FEATURE_OPEN_URL:FeatureFlag = "FEATURE_OPEN_URL";
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/**
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* `-DFEATURE_CHART_EDITOR`
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* If this flag is enabled, the Chart Editor will be accessible from the debug menu.
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*/
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static final FEATURE_CHART_EDITOR:FeatureFlag = "FEATURE_CHART_EDITOR";
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/**
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* `-DFEATURE_STAGE_EDITOR`
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* If this flag is enabled, the Stage Editor will be accessible from the debug menu.
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*/
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static final FEATURE_STAGE_EDITOR:FeatureFlag = "FEATURE_STAGE_EDITOR";
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/**
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* `-DFEATURE_POLYMOD_MODS`
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* If this flag is enabled, the game will enable the Polymod library's support for atomic mod loading from the `./mods` folder.
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* If this flag is disabled, no mods will be loaded.
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*/
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static final FEATURE_POLYMOD_MODS:FeatureFlag = "FEATURE_POLYMOD_MODS";
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/**
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* `-DFEATURE_GHOST_TAPPING`
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* If this flag is enabled, misses will not be counted when it is not the player's turn.
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* Misses are still counted when the player has notes to hit.
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*/
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static final FEATURE_GHOST_TAPPING:FeatureFlag = "FEATURE_GHOST_TAPPING";
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//
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// CONFIGURATION FUNCTIONS
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//
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public function new() {
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super();
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flair();
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configureApp();
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displayTarget();
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configureFeatureFlags();
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configureCompileDefines();
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configureIncludeMacros();
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configureCustomMacros();
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configureOutputDir();
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configurePolymod();
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configureHaxelibs();
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configureAssets();
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configureIcons();
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}
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/**
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* Do something before building, display some ASCII or something IDK
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*/
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function flair() {
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// TODO: Implement this.
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info("Friday Night Funkin'");
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info("Initializing build...");
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info("Target Version: " + VERSION);
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info("Git Branch: " + getGitBranch());
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info("Git Commit: " + getGitCommit());
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info("Git Modified? " + getGitModified());
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info("Display? " + isDisplay());
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}
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/**
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* Apply basic project metadata, such as the game title and version number,
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* as well as info like the package name and company (used by various app stores).
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*/
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function configureApp() {
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this.meta.title = TITLE;
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this.meta.version = VERSION;
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this.meta.packageName = PACKAGE_NAME;
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this.meta.company = COMPANY;
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this.app.main = MAIN_CLASS;
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this.app.file = EXECUTABLE_NAME;
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this.app.preloader = PRELOADER;
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// Tell Lime where to look for the game's source code.
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// If for some reason we have multiple source directories, we can add more entries here.
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this.sources.push(SOURCE_DIR);
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// Tell Lime to run some prebuild and postbuild scripts.
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this.preBuildCallbacks.push(buildHaxeCLICommand(PREBUILD_HX));
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this.postBuildCallbacks.push(buildHaxeCLICommand(POSTBUILD_HX));
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// TODO: Should we provide this?
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// this.meta.buildNumber = 0;
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// These values are only used by the SWF target I think.
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// this.app.path
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// this.app.init
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// this.app.swfVersion
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// this.app.url
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// These values are only used by... FIREFOX MARKETPLACE WHAT?
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// this.meta.description = "";
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// this.meta.companyId = COMPANY;
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// this.meta.companyUrl = COMPANY;
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// Configure the window.
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// Automatically configure FPS.
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this.window.fps = 60;
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// Set the window size.
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this.window.width = 1280;
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this.window.height = 720;
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// Black background on release builds, magenta on debug builds.
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this.window.background = FEATURE_DEBUG_FUNCTIONS.isEnabled(this) ? 0xFFFF00FF : 0xFF000000;
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this.window.hardware = true;
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this.window.vsync = false;
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if (isWeb()) {
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this.window.resizable = true;
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}
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if (isDesktop()) {
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this.window.orientation = Orientation.LANDSCAPE;
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this.window.fullscreen = false;
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this.window.resizable = true;
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this.window.vsync = false;
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}
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if (isMobile()) {
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this.window.orientation = Orientation.LANDSCAPE;
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this.window.fullscreen = false;
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this.window.resizable = false;
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this.window.width = 0;
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this.window.height = 0;
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}
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}
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/**
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* Log information about the configured target platform.
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*/
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function displayTarget() {
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// Display the target operating system.
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switch (this.target) {
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case Platform.WINDOWS:
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info('Target Platform: Windows');
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case Platform.MAC:
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info('Target Platform: MacOS');
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case Platform.LINUX:
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info('Target Platform: Linux');
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case Platform.ANDROID:
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info('Target Platform: Android');
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case Platform.IOS:
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info('Target Platform: IOS');
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case Platform.HTML5:
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info('Target Platform: HTML5');
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// See lime.tools.Platform for a full list.
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// case Platform.EMSCRITEN: // A WebAssembly build might be interesting...
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// case Platform.AIR:
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// case Platform.BLACKBERRY:
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// case Platform.CONSOLE_PC:
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// case Platform.FIREFOX:
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// case Platform.FLASH:
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// case Platform.PS3:
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// case Platform.PS4:
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// case Platform.TIZEN:
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// case Platform.TVOS:
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// case Platform.VITA:
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// case Platform.WEBOS:
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// case Platform.WIIU:
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// case Platform.XBOX1:
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default:
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error('Unsupported platform (got ${target})');
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}
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switch (this.platformType) {
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case PlatformType.DESKTOP:
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info('Platform Type: Desktop');
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case PlatformType.MOBILE:
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info('Platform Type: Mobile');
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case PlatformType.WEB:
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info('Platform Type: Web');
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case PlatformType.CONSOLE:
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info('Platform Type: Console');
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default:
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error('Unknown platform type (got ${platformType})');
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}
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// Print whether we are using HXCPP, HashLink, or something else.
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if (isWeb()) {
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info('Target Language: JavaScript (HTML5)');
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} else if (isHashLink()) {
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info('Target Language: HashLink');
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} else if (isNeko()) {
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info('Target Language: Neko');
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} else if (isJava()) {
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info('Target Language: Java');
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} else if (isNodeJS()) {
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info('Target Language: JavaScript (NodeJS)');
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} else if (isCSharp()) {
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info('Target Language: C#');
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} else {
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info('Target Language: C++');
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}
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for (arch in this.architectures) {
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// Display the list of target architectures.
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switch (arch) {
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case Architecture.X86:
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info('Architecture: x86');
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case Architecture.X64:
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info('Architecture: x64');
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case Architecture.ARMV5:
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info('Architecture: ARMv5');
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case Architecture.ARMV6:
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info('Architecture: ARMv6');
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case Architecture.ARMV7:
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info('Architecture: ARMv7');
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case Architecture.ARMV7S:
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info('Architecture: ARMv7S');
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case Architecture.ARM64:
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info('Architecture: ARMx64');
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case Architecture.MIPS:
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info('Architecture: MIPS');
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case Architecture.MIPSEL:
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info('Architecture: MIPSEL');
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case null:
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if (!isWeb()) {
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error('Unsupported architecture (got null on non-web platform)');
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} else {
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info('Architecture: Web');
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}
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default:
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error('Unsupported architecture (got ${arch})');
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}
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}
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}
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/**
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* Apply various feature flags based on the target platform and the user-provided build flags.
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*/
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function configureFeatureFlags() {
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// You can explicitly override any of these.
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// For example, `-DGITHUB_BUILD` or `-DNO_HARDCODED_CREDITS`
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// Should be false unless explicitly requested.
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GITHUB_BUILD.apply(this, false);
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FEATURE_STAGE_EDITOR.apply(this, false);
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FEATURE_NEWGROUNDS.apply(this, false);
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FEATURE_GHOST_TAPPING.apply(this, false);
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// Should be true unless explicitly requested.
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HARDCODED_CREDITS.apply(this, true);
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FEATURE_OPEN_URL.apply(this, true);
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FEATURE_POLYMOD_MODS.apply(this, true);
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FEATURE_FUNKVIS.apply(this, true);
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FEATURE_PARTIAL_SOUNDS.apply(this, true);
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FEATURE_VIDEO_PLAYBACK.apply(this, true);
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// Should be true on debug builds or if GITHUB_BUILD is enabled.
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FEATURE_DEBUG_FUNCTIONS.apply(this, isDebug() || GITHUB_BUILD.isEnabled(this));
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// Should default to true on workspace builds and false on release builds.
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REDIRECT_ASSETS_FOLDER.apply(this, isDebug() && isDesktop());
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// Should be true on release, non-tester builds.
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// We don't want testers to accidentally leak songs to their Discord friends!
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// TODO: Re-enable this.
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FEATURE_DISCORD_RPC.apply(this, false && !FEATURE_DEBUG_FUNCTIONS.isEnabled(this));
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// Should be true only on web builds.
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// Audio context issues only exist there.
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TOUCH_HERE_TO_PLAY.apply(this, isWeb());
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// Should be true only on web builds.
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// Enabling embedding and preloading is required to preload assets properly.
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EMBED_ASSETS.apply(this, isWeb());
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PRELOAD_ALL.apply(this, !isWeb());
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// Should be true except on MacOS.
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// File drop doesn't work there.
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FEATURE_FILE_DROP.apply(this, !isMac());
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// Should be true except on web builds.
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// Chart editor doesn't work there.
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FEATURE_CHART_EDITOR.apply(this, !isWeb());
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}
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/**
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* Set compilation flags which are not feature flags.
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*/
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function configureCompileDefines() {
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// Enable OpenFL's error handler. Required for the crash logger.
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setHaxedef("openfl-enable-handle-error");
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// Enable stack trace tracking. Good for debugging but has a (minor) performance impact.
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setHaxedef("HXCPP_CHECK_POINTER");
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setHaxedef("HXCPP_STACK_LINE");
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setHaxedef("HXCPP_STACK_TRACE");
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setHaxedef("hscriptPos");
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setHaxedef("safeMode");
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// If we aren't using the Flixel debugger, strip it out.
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if (FEATURE_DEBUG_FUNCTIONS.isDisabled(this)) {
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setHaxedef("FLX_NO_DEBUG");
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}
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// Disable the built in pause screen when unfocusing the game.
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setHaxedef("FLX_NO_FOCUS_LOST_SCREEN");
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// HaxeUI configuration.
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setHaxedef("haxeui_no_mouse_reset");
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setHaxedef("haxeui_focus_out_on_click"); // Unfocus a dialog when clicking out of it
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setHaxedef("haxeui_dont_impose_base_class"); // Suppress a macro error
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|
|
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;
|
|
}
|
|
}
|