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