O3DE.exe Project-Centric "Open Editor" fix (#5852)
* The O3DE.exe Open Editor button now attempts to open the Editor in the build directory of the project being opened. If their is no Editor within the build directory of the Project, it uses the Editor.exe in the current O3DE.exe executable directory if it exists Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Engine .gitignore now ignores the build directory if placed in the AutomatedTesting project Previously it was just ignoring a `[Bb]uild` directory if it was directly within the engine root. This change matches the behavior of the project templates. Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Renamed the ProjectUtils GetEditorDirectory function to GetEditorExecutablePath Added a platform specific implementation for retrieving the path to the Editor executable in the GetEditorExectuablePath function. It first attempts to locate the Editor via checking the project build directory for an Editor executable before falling back to checking the binary directory of the currently running O3DE executable. Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Correct the MacOS GetEditorExecutablePath to return the Editor path Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
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@@ -1,6 +1,6 @@
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/*
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* Copyright (c) Contributors to the Open 3D Engine Project. For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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@@ -15,6 +15,8 @@
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#include <QProcessEnvironment>
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#include <QStandardPaths>
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#include <AzCore/Settings/SettingsRegistryImpl.h>
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#include <AzCore/Settings/SettingsRegistryMergeUtils.h>
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#include <AzCore/Utils/Utils.h>
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namespace O3DE::ProjectManager
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@@ -27,7 +29,7 @@ namespace O3DE::ProjectManager
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auto engineInfoResult = PythonBindingsInterface::Get()->GetEngineInfo();
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if (!engineInfoResult.IsSuccess())
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{
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return AZ::Failure(QObject::tr("Failed to get engine info"));
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return AZ::Failure(QObject::tr("Failed to get engine info"));
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}
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auto engineInfo = engineInfoResult.GetValue();
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@@ -52,7 +54,7 @@ namespace O3DE::ProjectManager
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AZ::Outcome<QString, QString> FindSupportedCompilerForPlatform()
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{
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// Validate that cmake is installed
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// Validate that cmake is installed
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auto cmakeProcessEnvResult = SetupCommandLineProcessEnvironment();
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if (!cmakeProcessEnvResult.IsSuccess())
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{
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@@ -109,7 +111,7 @@ namespace O3DE::ProjectManager
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" or update to a newer version before proceeding to the next step."
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" While installing configure Visual Studio with these <a href='https://o3de.org/docs/welcome-guide/setup/requirements/#visual-studio-configuration'>workloads</a>."));
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}
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AZ::Outcome<void, QString> OpenCMakeGUI(const QString& projectPath)
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{
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AZ::Outcome processEnvResult = SetupCommandLineProcessEnvironment();
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@@ -127,7 +129,7 @@ namespace O3DE::ProjectManager
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QProcess process;
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// if the project build path is relative, it should be relative to the project path
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// if the project build path is relative, it should be relative to the project path
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process.setWorkingDirectory(projectPath);
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process.setProgram("cmake-gui");
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@@ -149,9 +151,53 @@ namespace O3DE::ProjectManager
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QObject::tr("Running get_python script..."));
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}
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AZ::IO::FixedMaxPath GetEditorDirectory()
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AZ::IO::FixedMaxPath GetEditorExecutablePath(const AZ::IO::PathView& projectPath)
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{
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return AZ::Utils::GetExecutableDirectory();
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AZ::IO::FixedMaxPath editorPath;
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AZ::IO::FixedMaxPath fixedProjectPath{ projectPath };
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// First attempt to launch the Editor.exe within the project build directory if it exists
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AZ::IO::FixedMaxPath buildPathSetregPath = fixedProjectPath
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/ AZ::SettingsRegistryInterface::DevUserRegistryFolder
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/ "Platform" / AZ_TRAIT_OS_PLATFORM_CODENAME / "build_path.setreg";
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if (AZ::IO::SystemFile::Exists(buildPathSetregPath.c_str()))
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{
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AZ::SettingsRegistryImpl settingsRegistry;
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// Merge the build_path.setreg into the local SettingsRegistry instance
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if (AZ::IO::FixedMaxPath projectBuildPath;
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settingsRegistry.MergeSettingsFile(buildPathSetregPath.Native(),
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AZ::SettingsRegistryInterface::Format::JsonMergePatch)
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&& settingsRegistry.Get(projectBuildPath.Native(), AZ::SettingsRegistryMergeUtils::ProjectBuildPath))
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{
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// local Settings Registry will be used to merge the build_path.setreg for the supplied projectPath
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AZ::IO::FixedMaxPath buildConfigurationPath = (fixedProjectPath / projectBuildPath).LexicallyNormal();
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// First try <project-build-path>/bin/$<CONFIG> and if that path doesn't exist
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// try <project-build-path>/bin/$<PLATFORM>/$<CONFIG>
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buildConfigurationPath /= "bin";
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if (editorPath = (buildConfigurationPath / AZ_BUILD_CONFIGURATION_TYPE / "Editor").
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ReplaceExtension(AZ_TRAIT_OS_EXECUTABLE_EXTENSION);
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AZ::IO::SystemFile::Exists(editorPath.c_str()))
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{
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return editorPath;
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}
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else if (editorPath = (buildConfigurationPath / AZ_TRAIT_OS_PLATFORM_CODENAME
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/ AZ_BUILD_CONFIGURATION_TYPE / "Editor").
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ReplaceExtension(AZ_TRAIT_OS_EXECUTABLE_EXTENSION);
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AZ::IO::SystemFile::Exists(editorPath.c_str()))
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{
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return editorPath;
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}
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}
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}
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// Fall back to checking if an Editor exists in O3DE executable directory
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editorPath = AZ::IO::FixedMaxPath(AZ::Utils::GetExecutableDirectory()) / "Editor";
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editorPath.ReplaceExtension(AZ_TRAIT_OS_EXECUTABLE_EXTENSION);
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if (AZ::IO::SystemFile::Exists(editorPath.c_str()))
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{
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return editorPath;
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}
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return {};
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}
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AZ::Outcome<QString, QString> CreateDesktopShortcut(const QString& filename, const QString& targetPath, const QStringList& arguments)
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