HaXe Tool for Gulp
* Automatically download HaXe SDK, Neko, FlashPlayer, Android SDK, +(Adobe AIR SDK).
* Universal project config for simple HaXe build and OpenFL build.
* Branch project config for many build presets (many OpenFL apps in one project).
* Packaging linux output in DEB.
* Packaging windows output in exe install with InnoSetup.
* Create html wrapper for flash output.
* Hardcode build output in {projectDir}/target (need param in Project.Config).
* HTML5 run output not caught.
* Adobe AIR Build System in progress.
* Windows target depends Visual Studio 2017 build tools
#### constructor
* meta: meta information
* title: application title
* filename: application filename
* icon: path to icon file
* pack: package name for OpenFL
* author: author name for DEB packaging
* company: company name for OpenFL
* version: application version
* name: name for output directory
* libs: list of haxe dependencies
* sources: list of HaXe sources
* assets: list of resources
* main: main class name
* macros: list of macros
#### constructor
* buildSystem: Project.BuildSystem
* platforms: Project.Platform (list supported)
* config: Project.Config
#### bind
* module
create gulp tasks in module:
``
`
eg: `gulp app:flash:test`
package.json
`json`
{
"name": "app",
"version": "0.0.1",
"devDependencies": {
"gulp": "^4.0.0",
"gulp-clean": "^0.4.0",
"gulp-haxetool": "^0.1.0"
},
"haxeDependencies": {
"lime": "7.6.0",
"openfl": "8.9.2",
"hxcpp": "4.0.19"
}
}
src/Main.hx
`haxe
import flash.display.Shape;
import flash.Lib;
class Main {
public static function main() {
trace("Hello world!");
var shape = new Shape();
shape.graphics.beginFill(0x00ff00);
shape.graphics.drawCircle(50, 50, 20);
shape.graphics.endFill();
Lib.current.addChild(shape);
}
}
`
gulpfile.js
`javascript
const gulp = require('gulp');
const gulpClean = require('gulp-clean');
const packageInfo = require('./package.json');
const {System, Sdk, Haxe, Project} = require('gulp-haxetool');
//Sdk.dir = '/opt/sdk';
exports.clean = function clean() {
return gulp.src('target/*', {read: false}).pipe(gulpClean());
};
exports.install = function install() {
const haxe = new Haxe();
return haxe.prepare().then(() => haxe.install(packageInfo.haxeDependencies));
};
const config = new Project.Config({
meta: {
title: 'Application',
filename: 'app',
icon: './resources/icon.jpg',
pack: 'com.example',
author: 'Anonim
company: 'Any company',
version: packageInfo.version,
},
name: 'app',
libs: packageInfo.haxeDependencies,
sources: ['src'],
assets: ['resources'],
main: 'Main',
});
const project = new Project(
Project.BuildSystem.OPENFL,
[
Project.Platform.FLASH,
Project.Platform.HTML5,
Project.Platform.LINUX,
Project.Platform.WINDOWS,
],
config
).bind(module);
const defaultSeries = [
exports.clean,
module.exports['app:flash:build'],
module.exports['app:flash:html'],
module.exports['app:html5:build'],
];
if (System.isLinux) {
defaultSeries.push(
module.exports['app:linux:build'],
module.exports['app:linux:archive'],
module.exports['app:linux:deb'],
module.exports['app:android:build'],
);
}
if (System.isWindows) {
defaultSeries.push(
module.exports['app:windows:build'],
module.exports['app:windows:archive'],
module.exports['app:windows:installer'],
);
}
module.exports.default = gulp.series(defaultSeries);
`
Build for all platforms: gulp default
Build app for specific platform: gulp app:flash:build
Build and run flash app in flashplayer: gulp app:flash:test
Build and run html5 app in browser: gulp app:html5:test
Build and run linux app native: gulp app:linux:test
Build and run windows app native: gulp app:windows:test
Build and run android app: gulp app:android:test`