本文整理汇总了C++中ToolSystem类的典型用法代码示例。如果您正苦于以下问题:C++ ToolSystem类的具体用法?C++ ToolSystem怎么用?C++ ToolSystem使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了ToolSystem类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。
示例1: BuildManaged
bool BuildWindows::BuildManaged(const String& buildPath)
{
ToolEnvironment* tenv = GetSubsystem<ToolEnvironment>();
ToolSystem* toolSystem = GetSubsystem<ToolSystem>();
FileSystem* fileSystem = GetSubsystem<FileSystem>();
Project* project = toolSystem->GetProject();
ProjectSettings* settings = project->GetProjectSettings();
String projectPath = project->GetProjectPath();
#ifdef ATOMIC_DEBUG
String config = "Debug";
#else
String config = "Release";
#endif
String managedBins = projectPath + ToString("AtomicNET/%s/Bin/Desktop/", config.CString());
String managedExe = managedBins + settings->GetName() + ".exe";
if (!fileSystem->FileExists(managedExe))
{
FailBuild(ToString("Error building managed project, please compile the %s binary %s before building", config.CString(), managedExe.CString()));
return false;
}
StringVector results;
StringVector filtered;
fileSystem->ScanDir(results, managedBins, "", SCAN_FILES, false);
StringVector filterList;
StringVector::Iterator itr = results.Begin();
while (itr != results.End())
{
unsigned i;
for (i = 0; i < filterList.Size(); i++)
{
if (itr->Contains(filterList[i]))
break;
}
if (i == filterList.Size())
filtered.Push(*itr);
itr++;
}
for (unsigned i = 0; i < filtered.Size(); i++)
{
String filename = filtered[i];
if (!BuildCopyFile(managedBins + filename, buildPath_ + "/" + filename))
return false;
}
return true;
}
开发者ID:LumaDigital,项目名称:AtomicGameEngine,代码行数:60,代码来源:BuildWindows.cpp
示例2: BuildBase
BuildAndroid::BuildAndroid(Context* context, Project* project) : BuildBase(context, project, PLATFORMID_ANDROID)
{
ToolSystem* toolSystem = GetSubsystem<ToolSystem>();
// this cast isn't great
platformAndroid_ = (PlatformAndroid*) toolSystem->GetPlatformByID(PLATFORMID_ANDROID);
}
开发者ID:LumaDigital,项目名称:AtomicGameEngine,代码行数:7,代码来源:BuildAndroid.cpp
示例3: GenerateProjectProperties
bool AndroidProjectGenerator::GenerateProjectProperties()
{
ToolSystem* toolSystem = GetSubsystem<ToolSystem>();
Project* project = toolSystem->GetProject();
AndroidBuildSettings* settings = project->GetBuildSettings()->GetAndroidBuildSettings();
String apiString = settings->GetSDKVersion();
if (!apiString.Length())
{
errorText_ = "Invalid Android API level, Press Refresh and select a valid level.";
return false;
}
String props;
props.AppendWithFormat("target=%s", apiString.CString());
File file(context_, buildPath_ + "/project.properties", FILE_WRITE);
if (!file.IsOpen())
{
errorText_ = "Project generator unable to open file project.properties in " + buildPath_;
return false;
}
file.Write(props.CString(), props.Length());
return true;
}
开发者ID:LumaDigital,项目名称:AtomicGameEngine,代码行数:30,代码来源:AndroidProjectGenerator.cpp
示例4: Run
void PlatformAddCmd::Run()
{
ToolSystem* tsystem = GetSubsystem<ToolSystem>();
Project* project = tsystem->GetProject();
Platform* platform = tsystem->GetPlatformByName(platformToAdd_);
if (!platform)
{
Error(ToString("Unknown platform: %s", platformToAdd_.CString()));
return;
}
if (project->ContainsPlatform(platform->GetPlatformID()))
{
Error(ToString("Project already contains platform: %s", platformToAdd_.CString()));
return;
}
LOGINFOF("Adding platform: %s", platformToAdd_.CString());
project->AddPlatform(platform->GetPlatformID());
Finished();
}
开发者ID:GREYFOXRGR,项目名称:AtomicGameEngine,代码行数:25,代码来源:PlatformAddCmd.cpp
示例5: LOGINFOF
void PlayCmd::Run()
{
LOGINFOF("Playing project");
ToolSystem* tsystem = GetSubsystem<ToolSystem>();
ToolEnvironment* env = GetSubsystem<ToolCore::ToolEnvironment>();
Project* project = tsystem->GetProject();
const String& editorBinary = env->GetEditorBinary();
Vector<String> paths;
paths.Push(env->GetCoreDataDir());
paths.Push(env->GetPlayerDataDir());
paths.Push(project->GetResourcePath());
// fixme: this is for loading from cache
paths.Push(project->GetProjectPath());
paths.Push(project->GetProjectPath() + "Cache");
String resourcePaths;
resourcePaths.Join(paths, "!");
Vector<String> vargs;
String args = ToString("--player --project \"%s\"", AddTrailingSlash(project->GetProjectPath()).CString());
vargs = args.Split(' ');
//vargs.Insert(0, "--player");
// TODO: use IPC (maybe before this set log location/access the log and output it, we need access to errors)
LaunchPlayerProcess(editorBinary, vargs, "");
Finished();
}
开发者ID:Drooids,项目名称:AtomicGameEngine,代码行数:34,代码来源:PlayCmd.cpp
示例6: AssetDatabase_GetAssetsByImporterType
static int AssetDatabase_GetAssetsByImporterType(duk_context* ctx)
{
JSVM* vm = JSVM::GetJSVM(ctx);
ToolSystem* ts = vm->GetSubsystem<ToolSystem>();
AssetDatabase* db = vm->GetSubsystem<AssetDatabase>();
Project* project = ts->GetProject();
StringHash type = duk_require_string(ctx, 0);
String resourceType = duk_require_string(ctx, 1);
duk_push_array(ctx);
if (!project)
return 1;
PODVector<Asset*> assets;
db->GetAssetsByImporterType(type, resourceType, assets);
for(unsigned i = 0; i < assets.Size(); i++)
{
js_push_class_object_instance(ctx, assets[i], 0);
duk_put_prop_index(ctx, -2, i);
}
return 1;
}
开发者ID:GREYFOXRGR,项目名称:AtomicGameEngine,代码行数:26,代码来源:ToolCoreJS.cpp
示例7: RunADBStartActivity
void BuildAndroid::RunADBStartActivity()
{
SubprocessSystem* subs = GetSubsystem<SubprocessSystem>();
String adbCommand = platformAndroid_->GetADBCommand();
ToolSystem* toolSystem = GetSubsystem<ToolSystem>();
Project* project = toolSystem->GetProject();
AndroidBuildSettings* settings = project->GetBuildSettings()->GetAndroidBuildSettings();
String stringArgs;
const char* cpackage = settings->GetPackageName().CString();
stringArgs.AppendWithFormat("shell am start -n %s/%s.AtomicGameEngine",cpackage, cpackage);
Vector<String> args = stringArgs.Split(' ');
currentBuildPhase_ = ADBStartActivity;
Subprocess* subprocess = subs->Launch(adbCommand, args, buildPath_);
if (!subprocess)
{
FailBuild("StartActivity operation did not launch successfully.");
return;
}
VariantMap buildOutput;
buildOutput[BuildOutput::P_TEXT] = "\n\n<color #D4FB79>Starting Android Activity</color>\n\n";
SendEvent(E_BUILDOUTPUT, buildOutput);
SubscribeToEvent(subprocess, E_SUBPROCESSCOMPLETE, ATOMIC_HANDLER(BuildAndroid, HandleADBStartActivityComplete));
SubscribeToEvent(subprocess, E_SUBPROCESSOUTPUT, ATOMIC_HANDLER(BuildBase, HandleSubprocessOutputEvent));
}
开发者ID:LumaDigital,项目名称:AtomicGameEngine,代码行数:32,代码来源:BuildAndroid.cpp
示例8: SplitPath
bool CubemapGenerator::InitPaths()
{
String scenePath = sceneEditor_->GetFullPath();
String pathName;
String fileName;
String ext;
SplitPath(scenePath, pathName, fileName, ext);
outputPathAbsolute_ = pathName + "Cubemaps/" + fileName + "/";
FileSystem* fileSystem = GetSubsystem<FileSystem>();
if (!fileSystem->DirExists(outputPathAbsolute_))
{
if (!fileSystem->CreateDirs(pathName, "Cubemaps/" + fileName + "/"))
{
LOGERRORF("CubemapGenerator::InitRender - Unable to create path: %s", outputPathAbsolute_.CString());
return false;
}
}
// TODO: There should be a better way of getting the resource path
ToolSystem* tsystem = GetSubsystem<ToolSystem>();
Project* project = tsystem->GetProject();
resourcePath_ = outputPathAbsolute_;
resourcePath_.Replace(project->GetResourcePath(), "");
resourcePath_ = AddTrailingSlash(resourcePath_);
return true;
}
开发者ID:GREYFOXRGR,项目名称:AtomicGameEngine,代码行数:35,代码来源:CubemapGenerator.cpp
示例9: GenerateAndroidManifest
bool AndroidProjectGenerator::GenerateAndroidManifest()
{
ToolSystem* toolSystem = GetSubsystem<ToolSystem>();
Project* project = toolSystem->GetProject();
AndroidBuildSettings* settings = project->GetBuildSettings()->GetAndroidBuildSettings();
String package = settings->GetPackageName();
if (!package.Length())
{
errorText_ = "Invalid Package Name";
return false;
}
// TODO: from settings
String activityName = "AtomicGameEngine";
if (!activityName.Length())
{
errorText_ = "Invalid Activity Name";
return false;
}
String manifest = "<?xml version=\"1.0\" encoding=\"utf-8\"?>\n";
manifest += "<manifest xmlns:android=\"http://schemas.android.com/apk/res/android\"\n";
manifest.AppendWithFormat("package=\"%s\"\n", package.CString());
manifest += "android:versionCode=\"1\"\n";
manifest += "android:versionName=\"1.0\">\n";
manifest += "<uses-permission android:name=\"android.permission.INTERNET\" />\n";
manifest += "<uses-feature android:glEsVersion=\"0x00020000\" />\n";
manifest += "<uses-sdk android:targetSdkVersion=\"12\" android:minSdkVersion=\"10\" />\n";
manifest += "<application android:label=\"@string/app_name\" android:icon=\"@drawable/icon\">\n";
manifest.AppendWithFormat("<activity android:name=\".%s\"\n", activityName.CString());
manifest += "android:label=\"@string/app_name\"\n";
manifest += "android:theme=\"@android:style/Theme.NoTitleBar.Fullscreen\"\n";
manifest += "android:configChanges=\"keyboardHidden|orientation\"\n";
manifest += "android:screenOrientation=\"landscape\">\n";
manifest += "<intent-filter>\n";
manifest += "<action android:name=\"android.intent.action.MAIN\" />\n";
manifest += "<category android:name=\"android.intent.category.LAUNCHER\" />\n";
manifest += "</intent-filter>\n";
manifest += "</activity>\n";
manifest += "</application>\n";
manifest += "</manifest>\n";
File file(context_, buildPath_ + "/AndroidManifest.xml", FILE_WRITE);
if (!file.IsOpen())
return false;
file.Write(manifest.CString(), manifest.Length());
return true;
}
开发者ID:raheelx,项目名称:AtomicGameEngine,代码行数:58,代码来源:AndroidProjectGenerator.cpp
示例10: PlayProject
bool EditorMode::PlayProject(String addArgs, bool debug)
{
ToolEnvironment* env = GetSubsystem<ToolEnvironment>();
ToolSystem* tsystem = GetSubsystem<ToolSystem>();
const String& editorBinary = env->GetEditorBinary();
Project* project = tsystem->GetProject();
if (!project)
return false;
Vector<String> paths;
paths.Push(env->GetCoreDataDir());
paths.Push(env->GetPlayerDataDir());
paths.Push(project->GetResourcePath());
// fixme: this is for loading from cache
paths.Push(project->GetProjectPath());
paths.Push(project->GetProjectPath() + "Cache");
String resourcePaths;
resourcePaths.Join(paths, "!");
Vector<String> vargs;
String args = ToString("--player --project \"%s\"", AddTrailingSlash(project->GetProjectPath()).CString());
vargs = args.Split(' ');
if (debug)
vargs.Insert(0, "--debug");
if (addArgs.Length() > 0)
vargs.Insert(0, addArgs.Split(' '));
String dump;
dump.Join(vargs, " ");
LOGINFOF("Launching Broker %s %s", editorBinary.CString(), dump.CString());
IPC* ipc = GetSubsystem<IPC>();
playerBroker_ = ipc->SpawnWorker(editorBinary, vargs);
if (playerBroker_)
{
SubscribeToEvent(playerBroker_, E_IPCJSERROR, HANDLER(EditorMode, HandleIPCJSError));
SubscribeToEvent(playerBroker_, E_IPCWORKEREXIT, HANDLER(EditorMode, HandleIPCWorkerExit));
SubscribeToEvent(playerBroker_, E_IPCWORKERLOG, HANDLER(EditorMode, HandleIPCWorkerLog));
}
return playerBroker_.NotNull();
}
开发者ID:GREYFOXRGR,项目名称:AtomicGameEngine,代码行数:53,代码来源:AEEditorMode.cpp
示例11: GenerateActivitySource
bool AndroidProjectGenerator::GenerateActivitySource()
{
ToolSystem* toolSystem = GetSubsystem<ToolSystem>();
Project* project = toolSystem->GetProject();
AndroidBuildSettings* settings = project->GetBuildSettings()->GetAndroidBuildSettings();
String packageName = settings->GetPackageName();
if (!packageName.Length())
{
errorText_ = "Invalid App Package name. The general naming convention is com.company.appname";
return false;
}
Vector<String> elements = settings->GetPackageName().Split('.');
String path;
path.Join(elements, "/");
path = buildPath_ + "/src/" + path;
Poco::File dirs(path.CString());
dirs.createDirectories();
if (!dirs.exists())
{
errorText_ = "Project generator unable to create dirs " + path;
return false;
}
String source;
source.AppendWithFormat("package %s;\n", packageName.CString());
source += "import org.libsdl.app.SDLActivity;\n";
source += "public class AtomicGameEngine extends SDLActivity {\n";
source += "}\n";
File file(context_, path + "/AtomicGameEngine.java", FILE_WRITE);
if (!file.IsOpen())
{
errorText_ = "Project generator unable to open file " + path + "/AtomicGameEngine.java";
return false;
}
file.Write(source.CString(), source.Length());
return true;
}
开发者ID:LumaDigital,项目名称:AtomicGameEngine,代码行数:50,代码来源:AndroidProjectGenerator.cpp
示例12: GenerateStringXML
bool AndroidProjectGenerator::GenerateStringXML()
{
FileSystem* fs = GetSubsystem<FileSystem>();
ToolSystem* toolSystem = GetSubsystem<ToolSystem>();
Project* project = toolSystem->GetProject();
AndroidBuildSettings* settings = project->GetBuildSettings()->GetAndroidBuildSettings();
String appName = settings->GetAppName();
if (!appName.Length())
{
errorText_ = "Invalid App Name, select the App Name in Build Settings.";
return false;
}
String strings = "<?xml version=\"1.0\" encoding=\"utf-8\"?>\n";
strings += "<resources>\n";
strings.AppendWithFormat("<string name=\"app_name\">%s</string>\n", appName.CString());
strings += "</resources>\n";
// Create res/values if it doesn't exist
if (!fs->DirExists(buildPath_ + "/res/values"))
{
fs->CreateDirsRecursive(buildPath_ + "/res/values");
}
// Check that we successfully created it
if (!fs->DirExists(buildPath_ + "/res/values"))
{
errorText_ = "Unable to create directory: " + buildPath_ + "/res/values";
return false;
}
File file(context_, buildPath_ + "/res/values/strings.xml", FILE_WRITE);
if (!file.IsOpen())
{
errorText_ = "Unable to write: " + buildPath_ + "/res/values/strings.xml";
return false;
}
file.Write(strings.CString(), strings.Length());
return true;
}
开发者ID:LumaDigital,项目名称:AtomicGameEngine,代码行数:49,代码来源:AndroidProjectGenerator.cpp
示例13: Initialize
void BuildMac::Initialize()
{
ToolSystem* tsystem = GetSubsystem<ToolSystem>();
Project* project = tsystem->GetProject();
String dataPath = tsystem->GetDataPath();
String projectResources = project->GetResourcePath();
String coreDataFolder = dataPath + "CoreData/";
AddResourceDir(coreDataFolder);
AddResourceDir(projectResources);
BuildResourceEntries();
}
开发者ID:zhouxh1023,项目名称:AtomicGameEngine,代码行数:15,代码来源:BuildMac.cpp
示例14: CopyUserIcons
bool AndroidProjectGenerator::CopyUserIcons()
{
FileSystem* fileSystem = GetSubsystem<FileSystem>();
ToolSystem* toolSystem = GetSubsystem<ToolSystem>();
Project* project = toolSystem->GetProject();
AndroidBuildSettings* settings = project->GetBuildSettings()->GetAndroidBuildSettings();
String userIconPath = settings->GetIconPath();
if (!fileSystem->DirExists(userIconPath)) // dont do anything if there is no path defined.
return true;
String userIconDir = userIconPath + "/drawable"; // 1st target dir
String userIconFile = userIconDir + "/logo_large.png"; // 1st target file
String destDir = buildPath_ + "/res/drawable"; // where it should be in the build
if ( fileSystem->FileExists (userIconFile) ) // is there a file there?
{
if ( !buildBase_->BuildCopyFile ( userIconFile, destDir + "/logo_large.png" ))
return false;
}
userIconDir = userIconPath + "/drawable-ldpi";
userIconFile = userIconDir + "/icon.png";
destDir = buildPath_ + "/res/drawable-ldpi";
if ( fileSystem->FileExists (userIconFile) )
{
if ( !buildBase_->BuildCopyFile ( userIconFile, destDir + "/icon.png"))
return false;
}
userIconDir = userIconPath + "/drawable-mdpi";
userIconFile = userIconDir + "/icon.png";
destDir = buildPath_ + "/res/drawable-mdpi";
{
if ( !buildBase_->BuildCopyFile ( userIconFile, destDir + "/icon.png" ))
return false;
}
userIconDir = userIconPath + "/drawable-hdpi";
userIconFile = userIconDir + "/icon.png";
destDir = buildPath_ + "/res/drawable-hdpi";
if ( fileSystem->FileExists (userIconFile) )
{
if ( !buildBase_->BuildCopyFile ( userIconFile, destDir + "/icon.png" ))
return false;
}
return true;
}
开发者ID:LumaDigital,项目名称:AtomicGameEngine,代码行数:48,代码来源:AndroidProjectGenerator.cpp
示例15: Build
void BuildMac::Build(const String& buildPath)
{
ToolSystem* tsystem = GetSubsystem<ToolSystem>();
buildPath_ = AddTrailingSlash(buildPath) + GetBuildSubfolder();
Initialize();
BuildSystem* buildSystem = GetSubsystem<BuildSystem>();
FileSystem* fileSystem = GetSubsystem<FileSystem>();
if (fileSystem->DirExists(buildPath_))
fileSystem->RemoveDir(buildPath_, true);
String dataPath = tsystem->GetDataPath();
String appSrcPath = dataPath + "Deployment/MacOS/AtomicPlayer.app";
fileSystem->CreateDir(buildPath_);
buildPath_ += "/AtomicPlayer.app";
fileSystem->CreateDir(buildPath_);
fileSystem->CreateDir(buildPath_ + "/Contents");
fileSystem->CreateDir(buildPath_ + "/Contents/MacOS");
fileSystem->CreateDir(buildPath_ + "/Contents/Resources");
String resourcePackagePath = buildPath_ + "/Contents/Resources/AtomicResources.pak";
GenerateResourcePackage(resourcePackagePath);
fileSystem->Copy(appSrcPath + "/Contents/Resources/Atomic.icns", buildPath_ + "/Contents/Resources/Atomic.icns");
fileSystem->Copy(appSrcPath + "/Contents/Info.plist", buildPath_ + "/Contents/Info.plist");
fileSystem->Copy(appSrcPath + "/Contents/MacOS/AtomicPlayer", buildPath_ + "/Contents/MacOS/AtomicPlayer");
#ifdef ATOMIC_PLATFORM_OSX
Vector<String> args;
args.Push("+x");
args.Push(buildPath_ + "/Contents/MacOS/AtomicPlayer");
fileSystem->SystemRun("chmod", args);
#endif
buildPath_ = buildPath + "/Mac-Build";
buildSystem->BuildComplete(PLATFORMID_MAC, buildPath_);
}
开发者ID:zhouxh1023,项目名称:AtomicGameEngine,代码行数:47,代码来源:BuildMac.cpp
示例16: LoadUserPrefs
bool Project::LoadUserPrefs()
{
ToolSystem* tsystem = GetSubsystem<ToolSystem>();
String path = GetProjectPath() + "UserPrefs.json";
userPrefs_->Load(path);
// If we're in CLI mode, the Build folder is always relative to project
if (tsystem->IsCLI())
{
String path = GetPath(projectFilePath_) + "Build";
userPrefs_->SetLastBuildPath(path);
}
return true;
}
开发者ID:GREYFOXRGR,项目名称:AtomicGameEngine,代码行数:17,代码来源:Project.cpp
示例17: Initialize
void BuildMac::Initialize()
{
ToolSystem* tsystem = GetSubsystem<ToolSystem>();
Project* project = tsystem->GetProject();
Vector<String> defaultResourcePaths;
GetDefaultResourcePaths(defaultResourcePaths);
String projectResources = project->GetResourcePath();
for (unsigned i = 0; i < defaultResourcePaths.Size(); i++)
{
AddResourceDir(defaultResourcePaths[i]);
}
AddResourceDir(projectResources);
BuildResourceEntries();
}
开发者ID:RobertoMalatesta,项目名称:AtomicGameEngine,代码行数:20,代码来源:BuildMac.cpp
示例18: Run
void ImportCmd::Run()
{
ToolSystem* tsystem = GetSubsystem<ToolSystem>();
Project* project = tsystem->GetProject();
String resourcePath = project->GetResourcePath();
String ext = GetExtension(assetFilename_);
if (ext == ".json")
{
Poco::File file(assetFilename_.CString());
if (!file.exists())
{
Error(ToString("JSON source scene does not exist: %s", assetFilename_.CString()));
return;
}
LOGRAWF("Importing JSON: %s", assetFilename_.CString());
SharedPtr<JSONSceneImporter> jimporter;
jimporter = new JSONSceneImporter(context_);
jimporter->Import(assetFilename_);
SharedPtr<JSONSceneProcess> sceneProcess;
sceneProcess = new JSONSceneProcess(context_, jimporter);
sceneProcess->Process(resourcePath);
sceneProcess->Write();
}
else
{
SharedPtr<OpenAssetImporter> importer(new OpenAssetImporter(context_));
if (importer->Load(assetFilename_))
{
importer->ExportModel("/Users/josh/Desktop/ExportedModel.mdl");
}
}
Finished();
}
开发者ID:WorldofOpenDev,项目名称:AtomicGameEngine,代码行数:41,代码来源:ImportCmd.cpp
示例19: Initialize
void BuildWindows::Initialize()
{
ToolSystem* tsystem = GetSubsystem<ToolSystem>();
Project* project = tsystem->GetProject();
Vector<String> defaultResourcePaths;
GetDefaultResourcePaths(defaultResourcePaths);
String projectResources = project->GetResourcePath();
for (unsigned i = 0; i < defaultResourcePaths.Size(); i++)
{
AddResourceDir(defaultResourcePaths[i]);
}
// TODO: smart filtering of cache
AddResourceDir(project->GetProjectPath() + "Cache/");
AddResourceDir(projectResources);
BuildResourceEntries();
}
开发者ID:GREYFOXRGR,项目名称:AtomicGameEngine,代码行数:22,代码来源:BuildWindows.cpp
示例20: Initialize
void BuildWindows::Initialize()
{
ToolSystem* tsystem = GetSubsystem<ToolSystem>();
Project* project = tsystem->GetProject();
Vector<String> defaultResourcePaths;
GetDefaultResourcePaths(defaultResourcePaths);
for (unsigned i = 0; i < defaultResourcePaths.Size(); i++)
{
AddResourceDir(defaultResourcePaths[i]);
}
BuildDefaultResourceEntries();
// Include the project resources and cache separately
AddProjectResourceDir(project->GetResourcePath());
AssetDatabase* db = GetSubsystem<AssetDatabase>();
String cachePath = db->GetCachePath();
AddProjectResourceDir(cachePath);
BuildProjectResourceEntries();
}
开发者ID:LumaDigital,项目名称:AtomicGameEngine,代码行数:22,代码来源:BuildWindows.cpp
注:本文中的ToolSystem类示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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