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