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build.cake
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#tool nuget:?package=vswhere&version=2.6.7
#tool nuget:?package=NUnit.ConsoleRunner&version=3.4.0
//////////////////////////////////////////////////////////////////////
// ARGUMENTS
//////////////////////////////////////////////////////////////////////
var target = Argument("build-target", "Default");
var version = Argument("build-version", "1.0.0.0");
var configuration = Argument("build-configuration", "Release");
//////////////////////////////////////////////////////////////////////
// PREPARATION
//////////////////////////////////////////////////////////////////////
var majorVersion = "3.0";
var buildNumber = EnvironmentVariable("BUILD_NUMBER");
MSBuildSettings msPackSettings;
DotNetCoreMSBuildSettings dnBuildSettings;
DotNetCorePackSettings dnPackSettings;
private void PackProject(string filePath)
{
// Windows and Linux dotnet tool does not allow building of .NET
// projects, as such we must call msbuild on these platforms.
if (IsRunningOnWindows())
DotNetCorePack(filePath, dnPackSettings);
else
MSBuild(filePath, msPackSettings);
}
private bool GetMSBuildWith(string requires)
{
if (IsRunningOnWindows())
{
DirectoryPath vsLatest = VSWhereLatest(new VSWhereLatestSettings { Requires = requires });
if (vsLatest != null)
{
var files = GetFiles(vsLatest.FullPath + "/**/MSBuild.exe");
if (files.Any())
{
msPackSettings.ToolPath = files.First();
return true;
}
}
}
return false;
}
//////////////////////////////////////////////////////////////////////
// TASKS
//////////////////////////////////////////////////////////////////////
Task("Prep")
.Does(() =>
{
msPackSettings = new MSBuildSettings();
msPackSettings.Verbosity = Verbosity.Minimal;
msPackSettings.Configuration = configuration;
msPackSettings.WithProperty("Version", version);
msPackSettings.WithTarget("Pack");
dnBuildSettings = new DotNetCoreMSBuildSettings();
dnBuildSettings.WithProperty("Version", version);
dnPackSettings = new DotNetCorePackSettings();
dnPackSettings.MSBuildSettings = dnBuildSettings;
dnPackSettings.Verbosity = DotNetCoreVerbosity.Minimal;
dnPackSettings.Configuration = configuration;
});
Task("BuildDesktopGL")
.IsDependentOn("Prep")
.Does(() =>
{
DotNetCoreRestore("MonoGame.Framework.DesktopGL.sln");
PackProject("MonoGame.Framework/MonoGame.Framework.DesktopGL.csproj");
});
Task("BuildWindowsDX")
.IsDependentOn("Prep")
.Does(() =>
{
DotNetCoreRestore("MonoGame.Framework.WindowsDX.sln");
PackProject("MonoGame.Framework/MonoGame.Framework.WindowsDX.csproj");
});
Task("BuildAndroid")
.IsDependentOn("Prep")
.WithCriteria(() =>
{
if (IsRunningOnWindows())
return GetMSBuildWith("Component.Xamarin");
// Xamarin Android on Linux needs to be installed in this specific dir
if (DirectoryExists("/usr/lib/xamarin.android"))
return true;
return DirectoryExists("/Developer/MonoAndroid");
}).Does(() =>
{
DotNetCoreRestore("MonoGame.Framework/MonoGame.Framework.AndroidCore.csproj");
var buildSettings = msPackSettings;
if (DirectoryExists("/usr/lib/xamarin.android"))
{
// Some weird bug when packing xamarin andoid assembly from Linux
// Easy workaround at least :)
buildSettings = buildSettings.WithProperty("DesignTimeBuild", "true");
}
MSBuild("MonoGame.Framework/MonoGame.Framework.AndroidCore.csproj", buildSettings);
});
Task("BuildiOS")
.IsDependentOn("Prep")
.WithCriteria(() =>
{
return DirectoryExists("/Developer/MonoTouch");
}).Does(() =>
{
DotNetCoreRestore("MonoGame.Framework/MonoGame.Framework.iOSCore.csproj");
MSBuild("MonoGame.Framework/MonoGame.Framework.iOSCore.csproj", msPackSettings);
});
Task("BuildUWP")
.IsDependentOn("Prep")
.WithCriteria(() => GetMSBuildWith("Microsoft.VisualStudio.Component.Windows10SDK.17763"))
.Does(() =>
{
DotNetCoreRestore("MonoGame.Framework/MonoGame.Framework.WindowsUniversal.csproj");
MSBuild("MonoGame.Framework/MonoGame.Framework.WindowsUniversal.csproj", msPackSettings);
});
Task("BuildContentPipeline")
.IsDependentOn("Prep")
.Does(() =>
{
DotNetCoreRestore("MonoGame.Framework.Content.Pipeline/MonoGame.Framework.Content.Pipeline.csproj");
MSBuild("MonoGame.Framework.Content.Pipeline/MonoGame.Framework.Content.Pipeline.csproj", msPackSettings);
});
Task("BuildTools")
.IsDependentOn("Prep")
.Does(() =>
{
});
Task("PackVSTemplates")
.Does(() =>
{
var vsdirs = GetDirectories("./ProjectTemplates/VisualStudio20*");
foreach (var vsdir in vsdirs)
{
DeleteFiles(vsdir.CombineWithFilePath("*.zip").FullPath);
var projdirs = GetDirectories(vsdir.CombineWithFilePath("*").FullPath);
foreach (var projdir in projdirs)
{
var outputPath = vsdir.CombineWithFilePath(projdir.GetDirectoryName() + ".zip");
Zip(projdir, outputPath);
}
}
});
Task("PackWindows")
.WithCriteria(() => IsRunningOnWindows())
.IsDependentOn("BuildAll")
.IsDependentOn("PackVSTemplates")
.Does(() =>
{
// The old build script passes defines through an nsh file, NSIS needs it to exist or it will crash
// TODO remove this
if (!FileExists("./Installers/Windows/header.nsh"))
System.IO.File.Create("./Installers/Windows/header.nsh").Dispose();
var settings = new MakeNSISSettings();
settings.ToolPath = "C:/Program Files (x86)/NSIS/makensis.exe";
settings.WorkingDirectory = "./Installers/Windows";
settings.Defines = new Dictionary<string, string>()
{
{ "FrameworkPath", Context.Environment.WorkingDirectory.CombineWithFilePath("Installers/").FullPath },
{ "VERSION", majorVersion},
{ "INSTALLERVERSION", buildNumber },
};
MakeNSIS("./Installers/Windows/MonoGame.nsi", settings);
});
Task("PackLinux")
.IsDependentOn("BuildAll")
.Does(() =>
{
});
Task("PackMac")
.IsDependentOn("BuildAll")
.Does(() =>
{
});
//////////////////////////////////////////////////////////////////////
// TASK TARGETS
//////////////////////////////////////////////////////////////////////
Task("BuildAll")
.IsDependentOn("BuildDesktopGL")
.IsDependentOn("BuildWindowsDX")
.IsDependentOn("BuildAndroid")
.IsDependentOn("BuildiOS")
.IsDependentOn("BuildUWP")
.IsDependentOn("BuildContentPipeline")
.IsDependentOn("BuildTools");
Task("PackInstallers")
.IsDependentOn("PackWindows")
.IsDependentOn("PackLinux")
.IsDependentOn("PackMac");
Task("Default")
.IsDependentOn("PackInstallers");
//////////////////////////////////////////////////////////////////////
// EXECUTION
//////////////////////////////////////////////////////////////////////
RunTarget(target);