a5d4eb5d44
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>
58 lines
1.8 KiB
C++
58 lines
1.8 KiB
C++
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#if defined(AB_BATCH_MODE)
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#include <source/utils/applicationManager.h>
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#else
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#include <source/utils/GUIApplicationManager.h>
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#include <AzQtComponents/Utilities/QtPluginPaths.h>
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#endif
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#if defined(AZ_TESTS_ENABLED)
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#include <AzTest/AzTest.h>
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DECLARE_AZ_UNIT_TEST_MAIN();
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#endif
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int main(int argc, char* argv[])
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{
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#if defined(AZ_TESTS_ENABLED)
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INVOKE_AZ_UNIT_TEST_MAIN();
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#endif
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AZ::AllocatorInstance<AZ::SystemAllocator>::Create();
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int runSuccess = 0;
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{
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//This nested scope is necessary as the applicationManager needs to have its destructor called BEFORE you destroy the allocators
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#if defined(AB_BATCH_MODE)
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AssetBundler::ApplicationManager applicationManager(&argc, &argv);
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#else
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// Must be called before using any Qt, or the app won't be able to locate Qt libs
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AzQtComponents::PrepareQtPaths();
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AssetBundler::GUIApplicationManager applicationManager(&argc, &argv);
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#endif
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if (!applicationManager.Init())
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{
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AZ_Error("AssetBundler", false, "AssetBundler initialization failed");
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runSuccess = 1;
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}
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else
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{
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runSuccess = applicationManager.Run() ? 0 : 1;
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}
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}
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AZ::AllocatorInstance<AZ::SystemAllocator>::Destroy();
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return runSuccess;
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}
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