#include #include // Native stand-in for CMake and SchemaExporter. Tests exercise the real // asynchronous BuildService and publication code without compiling a game. namespace fs = std::filesystem; using namespace faset; int tool_main(int argc, char** argv) { try { if (argc == 3 && std::string_view(argv[1]) == "--output") { atomic_write_json(path_from_utf8(argv[2]), read_json("schema-fixture.json")); return 0; } if (argc > 2 && std::string_view(argv[1]) == "--build") return 0; fs::path build; for (int i = 1; i + 1 < argc; ++i) if (std::string_view(argv[i]) == "-B") build = path_from_utf8(argv[i + 1]); if (build.empty()) throw std::runtime_error("Fixture expects CMake configure or SchemaExporter arguments"); fs::create_directories(build / "shaders"); atomic_write(build / "CMakeCache.txt", "Native schema publication fixture\n"); const auto self = fs::absolute(path_from_utf8(argv[0])); #ifdef _WIN32 constexpr auto suffix = ".exe"; #else constexpr auto suffix = ""; #endif for (const auto* target : {"faset_player", "faset_schema_exporter"}) fs::copy_file(self, build / (std::string(target) + suffix), fs::copy_options::overwrite_existing); for (const auto* entry : {"vertexMain", "fragmentMain", "shadowMain"}) for (const auto* extension : {".spv", ".reflection.json"}) atomic_write(build / "shaders" / (std::string(entry) + extension), "fixture\n"); return 0; } catch (const std::exception& error) { std::cerr << error.what() << '\n'; return 1; } } #ifdef _WIN32 int wmain(int argc, wchar_t** argv) { return run_utf8_main(argc, argv, tool_main); } #else int main(int argc, char** argv) { return tool_main(argc, argv); } #endif