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Main.hx
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package;
import commands.*;
class Main {
public static var commands:Array<Command> = [];
public static function initCommands() {
commands = [
{
names: ["setup"],
doc: "Setups (or updates) all libraries required for the engine.",
func: Update.main,
dDoc: "This command runs through all libraries in libs.xml, and install them.\nIf they're already installed, they will be updated."
},
{
names: ["help", null],
doc: "Shows help. Pass a command name to get additional help.",
func: help,
dDoc: "Usage: help <cmd>\n\nFor example, use \"cne help test\" to get additional help on the test command."
},
{
names: ["test"],
doc: "Creates a non final test build, then runs it.",
func: Compiler.test,
dDoc: "Usage: test <optional args>\n" +
"\nThis will create a quick debug build binded to the source then run it, which means:" +
"\n- The assets WON'T be copied over - Assets will be read from the game's source." +
"\n- This build WON'T be ready for release - Running anywhere else than in the bin folder will result in a crash from missing assets" +
"\n- This build will also use the mods folder from the source directory." +
"\n\nIf you want a full build which contains all assets, run \"cne release\" or \"cne test-release\"" +
"\nAdditional arguments will be sent to the lime compiler."
},
{
names: ["build"],
doc: "Creates a non final test build, without running it.",
func: Compiler.build,
dDoc: "Usage: build <optional arguments>\n" +
"\nThis will create a quick debug build binded to the source then run it, which means:" +
"\n- The assets WON'T be copied over - Assets will be read from the game's source." +
"\n- This build WON'T be ready for release - Running anywhere else than in the bin folder will result in a crash from missing assets" +
"\n- This build will also use the mods folder from the source directory." +
"\n\nIf you want a full build which contains all assets, run \"cne release\" or \"cne test-release\"" +
"\nAdditional arguments will be sent to the lime compiler."
},
{
names: ["release"],
doc: "Creates a final non debug build, containing all assets.",
func: Compiler.release,
dDoc: "Usage: release <optional arguments>\n" +
"\nThis will create a final ready-for-release build, which means this build will be able to be release on websites such as GameBanana without worrying about source-dependant stuff."
},
{
names: ["test-release"],
doc: "Creates a final non debug build, containing all assets.",
func: Compiler.testRelease,
dDoc: "Usage: release <optional arguments>\n" +
"\nThis will create and run a final ready-for-release build, which means this build will be able to be release on websites such as GameBanana without worrying about source-dependant stuff."
}
];
}
public static function main() {
initCommands();
var args = Sys.args();
var commandName = args.shift();
if (commandName != null)
commandName = commandName.toLowerCase();
for(c in commands) {
if (c.names.contains(commandName)) {
c.func(args);
return;
}
}
}
public static function help(args:Array<String>) {
var cmdName = args.shift();
if (cmdName != null) {
cmdName = cmdName.toLowerCase();
var matchingCommand = null;
for(c in commands) if (c.names.contains(cmdName)) {
matchingCommand = c;
break;
}
if (matchingCommand == null) {
Sys.println('help - Command named ${cmdName} not found.');
return;
}
Sys.println('${matchingCommand.names.join(", ")}');
Sys.println("---");
Sys.println(matchingCommand.dDoc);
return;
}
// shows help
Sys.println("Codename Engine Command Line utility");
Sys.println('Available commands (${commands.length}):\n');
for(line in commands) {
Sys.println('${line.names.join(", ")} - ${line.doc}');
}
}
}
typedef Command = {
var names:Array<String>;
var func:Array<String>->Void;
var ?doc:String;
var ?dDoc:String;
}