| 1 | //************************************ bs::framework - Copyright 2018 Marko Pintera **************************************// | 
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| 2 | //*********** Licensed under the MIT license. See LICENSE.md for full terms. This notice is not to be removed. ***********// | 
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| 3 | #pragma once | 
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| 4 |  | 
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| 5 | namespace bs | 
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| 6 | { | 
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| 7 | /** @addtogroup Utility-Engine-Internal | 
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| 8 | *  @{ | 
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| 9 | */ | 
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| 10 |  | 
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| 11 | #if BS_IS_BANSHEE3D || defined BS_IS_ASSET_TOOL | 
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| 12 | #define BS_INCLUDE_B3D_PATHS 1 | 
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| 13 | #else | 
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| 14 | #define BS_INCLUDE_B3D_PATHS 0 | 
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| 15 | #endif | 
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| 16 |  | 
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| 17 | #if BS_INCLUDE_B3D_PATHS | 
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| 18 | constexpr const char* GAME_RESOURCES_FOLDER_NAME = "Resources/"; | 
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| 19 | constexpr const char* GAME_SETTINGS_NAME = "GameSettings.asset"; | 
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| 20 | constexpr const char* GAME_RESOURCE_MANIFEST_NAME = "ResourceManifest.asset"; | 
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| 21 | constexpr const char* GAME_RESOURCE_MAPPING_NAME = "ResourceMapping.asset"; | 
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| 22 | #endif | 
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| 23 |  | 
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| 24 | /** Contains common engine paths and utility method for searching for paths. */ | 
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| 25 | class BS_EXPORT Paths | 
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| 26 | { | 
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| 27 | public: | 
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| 28 | /**	Returns the absolute path where the builtin framework-specific assets are located. */ | 
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| 29 | static const Path& getDataPath(); | 
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| 30 |  | 
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| 31 | /** Returns the absolute path where the engine binaries are located in. */ | 
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| 32 | static const Path& getBinariesPath(); | 
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| 33 |  | 
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| 34 | #if BS_INCLUDE_B3D_PATHS | 
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| 35 | /**	Returns the absolute path where the builtin editor-specific assets are located. */ | 
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| 36 | static const Path& getEditorDataPath(); | 
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| 37 |  | 
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| 38 | /**	Returns the absolute path to the game settings file used by editor-built executables. */ | 
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| 39 | static const Path& getGameSettingsPath(); | 
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| 40 |  | 
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| 41 | /**	Returns the absolute path to the game resources folder used by editor-built executables. */ | 
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| 42 | static const Path& getGameResourcesPath(); | 
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| 43 | #endif | 
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| 44 |  | 
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| 45 | /** | 
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| 46 | * Searches common locations for a specified path by querying if the file/directory exists and returns the found | 
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| 47 | * path. | 
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| 48 | * | 
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| 49 | * @param[in]	path	Relative path to search for (for example "Data\"). | 
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| 50 | * @return				Path at which the relative path was found at. This path will be relative to the working | 
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| 51 | *						directory. | 
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| 52 | */ | 
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| 53 | static Path findPath(const Path& path); | 
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| 54 |  | 
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| 55 | /** Path to the root data directory. Relative to working directory, or RAW_APP_ROOT. */ | 
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| 56 | static const Path FRAMEWORK_DATA_PATH; | 
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| 57 |  | 
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| 58 | /** Path where the release configuration managed assemblies are located at, relative to the working directory. */ | 
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| 59 | static const Path RELEASE_ASSEMBLY_PATH; | 
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| 60 |  | 
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| 61 | /** Path where the debug configuration managed assemblies are located at, relative to the working directory. */ | 
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| 62 | static const Path DEBUG_ASSEMBLY_PATH;; | 
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| 63 |  | 
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| 64 | #if BS_INCLUDE_B3D_PATHS | 
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| 65 | /** Path to the root editor data directory. Relative to working directory, or RAW_APP_ROOT. */ | 
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| 66 | static const Path EDITOR_DATA_PATH; | 
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| 67 | #endif | 
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| 68 | }; | 
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| 69 |  | 
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| 70 | /** @} */ | 
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| 71 | } | 
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