Files
o3de/Code/Tools/AssetBundler/source/main.cpp
T
Zaladane a5d4eb5d44 Asset Bundler GUI (#427)
The AssetBundler is a new ToolsApplication that allows users to work through the entire Asset Bundling process without ever touching a command line.

* Integrating github/AssetBundler through commit 1d65018

* Asset Bundler bug fixes: platform initialization and GUI styling (#5)

* fixed enabled platform initialization

* fixed the cached engine root. This fixed some of my Seeds tab data issues. The default Engine Seed List appeared, and was able to display the contents on screen.

* updated my notes of active bugs

* changed some casing in various include lines to hopefully fix my linux build

* another include fix for linux

* AssetBundler GUI is now compiling on Mac

* removed some things off of my todo list because the mac build fix actually fixed the visuals! everything's the right color again

* removed the word Lumberyard from the bundler

* Asset bundler bug fixes - Bundles, Gems, and Tests (#9)

* Fixed the Bundle loading and generation problem. Turned out to be a FileWatcher issue.

* turns out gem loading wasn't broken, there were just no existing SeedListFiles for any of the gems loaded by the AutomatedTesting project. I added a default SeedListFile for the PrimitiveAssets Gem.

* fixed some failing AssetBundler Gem tests

* Misunderstood the need to have default seed lists for asset-only gems. removing the previously created seed list file

* Asset bundler bug fixes: Seeds Tab display issues and _dependencies.xml loading (#10)

* Fixed the Project Source column in the Seeds tab

* The AssetBundler will no longer attempt to copy a template version of the ProjectName_dependencies.xml file into your active project. However, it will throw an error if you do not have one. A follow-up ticket has been cut to address this issue.

* updated the AssetBundler icon. This one matches the current style guides

* PR feedback: pass a const ref instead of a value

* PR feedback: safer conversion from a string_view to a QString

Co-authored-by: alexpete <alexpete@amazon.com>
2021-04-30 15:42:10 -07:00

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/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#if defined(AB_BATCH_MODE)
#include <source/utils/applicationManager.h>
#else
#include <source/utils/GUIApplicationManager.h>
#include <AzQtComponents/Utilities/QtPluginPaths.h>
#endif
#if defined(AZ_TESTS_ENABLED)
#include <AzTest/AzTest.h>
DECLARE_AZ_UNIT_TEST_MAIN();
#endif
int main(int argc, char* argv[])
{
#if defined(AZ_TESTS_ENABLED)
INVOKE_AZ_UNIT_TEST_MAIN();
#endif
AZ::AllocatorInstance<AZ::SystemAllocator>::Create();
int runSuccess = 0;
{
//This nested scope is necessary as the applicationManager needs to have its destructor called BEFORE you destroy the allocators
#if defined(AB_BATCH_MODE)
AssetBundler::ApplicationManager applicationManager(&argc, &argv);
#else
// Must be called before using any Qt, or the app won't be able to locate Qt libs
AzQtComponents::PrepareQtPaths();
AssetBundler::GUIApplicationManager applicationManager(&argc, &argv);
#endif
if (!applicationManager.Init())
{
AZ_Error("AssetBundler", false, "AssetBundler initialization failed");
runSuccess = 1;
}
else
{
runSuccess = applicationManager.Run() ? 0 : 1;
}
}
AZ::AllocatorInstance<AZ::SystemAllocator>::Destroy();
return runSuccess;
}