Polyphase Game Engine
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LocalBuildState Struct Reference

State for async local build operations. More...

#include <ActionManager.h>

Public Member Functions

void Reset ()
 

Public Attributes

std::thread mBuildThread
 
std::atomic< bool > mRunning {false}
 
std::atomic< bool > mCancelRequested {false}
 
std::atomic< bool > mComplete {false}
 
std::atomic< bool > mSuccess {false}
 
std::atomic< int > mExitCode {0}
 
std::mutex mOutputMutex
 
std::string mOutput
 
bool mOutputDirty {false}
 
Platform mPlatform {Platform::Linux}
 
bool mEmbedded {false}
 
std::string mPackagedDir
 
std::string mBuildProjDir
 
std::string mProjectDir
 
std::string mProjectName
 
std::string mExeSrc
 
std::string mExtension
 
int64_t mExeMTimeBeforeBuild {0}
 
bool mStandalone {false}
 
bool mNeedCompile {true}
 
bool mUseSteam {false}
 
std::string mCompileCommand
 
std::string mPrebuiltExePath
 
std::string mTmpMakefile
 
std::string mShaderCompileCommand
 
std::string mStripCommand
 
std::string mInjectedVcxprojPath
 
bool mRunAfterBuild {false}
 
bool mRunOnDevice {false}
 
bool mForceRebuild {false}
 
bool mForceCompile {false}
 

Detailed Description

State for async local build operations.

Member Function Documentation

◆ Reset()

void LocalBuildState::Reset ( )
inline

Member Data Documentation

◆ mBuildProjDir

std::string LocalBuildState::mBuildProjDir

◆ mBuildThread

std::thread LocalBuildState::mBuildThread

◆ mCancelRequested

std::atomic<bool> LocalBuildState::mCancelRequested {false}

◆ mCompileCommand

std::string LocalBuildState::mCompileCommand

◆ mComplete

std::atomic<bool> LocalBuildState::mComplete {false}

◆ mEmbedded

bool LocalBuildState::mEmbedded {false}

◆ mExeMTimeBeforeBuild

int64_t LocalBuildState::mExeMTimeBeforeBuild {0}

◆ mExeSrc

std::string LocalBuildState::mExeSrc

◆ mExitCode

std::atomic<int> LocalBuildState::mExitCode {0}

◆ mExtension

std::string LocalBuildState::mExtension

◆ mForceCompile

bool LocalBuildState::mForceCompile {false}

◆ mForceRebuild

bool LocalBuildState::mForceRebuild {false}

◆ mInjectedVcxprojPath

std::string LocalBuildState::mInjectedVcxprojPath

◆ mNeedCompile

bool LocalBuildState::mNeedCompile {true}

◆ mOutput

std::string LocalBuildState::mOutput

◆ mOutputDirty

bool LocalBuildState::mOutputDirty {false}

◆ mOutputMutex

std::mutex LocalBuildState::mOutputMutex

◆ mPackagedDir

std::string LocalBuildState::mPackagedDir

◆ mPlatform

Platform LocalBuildState::mPlatform {Platform::Linux}

◆ mPrebuiltExePath

std::string LocalBuildState::mPrebuiltExePath

◆ mProjectDir

std::string LocalBuildState::mProjectDir

◆ mProjectName

std::string LocalBuildState::mProjectName

◆ mRunAfterBuild

bool LocalBuildState::mRunAfterBuild {false}

◆ mRunning

std::atomic<bool> LocalBuildState::mRunning {false}

◆ mRunOnDevice

bool LocalBuildState::mRunOnDevice {false}

◆ mShaderCompileCommand

std::string LocalBuildState::mShaderCompileCommand

◆ mStandalone

bool LocalBuildState::mStandalone {false}

◆ mStripCommand

std::string LocalBuildState::mStripCommand

◆ mSuccess

std::atomic<bool> LocalBuildState::mSuccess {false}

◆ mTmpMakefile

std::string LocalBuildState::mTmpMakefile

◆ mUseSteam

bool LocalBuildState::mUseSteam {false}

The documentation for this struct was generated from the following file: