| 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 | } |