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o3de/Code/Tools/AssetBundler/source/main.cpp

54 lines
1.5 KiB
C++

/*
* 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.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#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;
}