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207 lines (181 loc) · 5.78 KB
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@echo off
setlocal enabledelayedexpansion
:: ============================================================================
:: SkyUI Community -- Build Helper
::
:: Usage:
:: Build.bat -- choose mode interactively
:: Build.bat debug -- compile + deploy to MOD_DEBUG_PATH
:: Build.bat release -- full pipeline: compile -> BSA -> ZIP
::
:: Environment variables (optional, auto-detected if absent):
:: SkyrimSE_PATH -- Skyrim SE install directory
:: MOD_DEBUG_PATH -- MO2 mod folder to deploy into (debug only)
:: ============================================================================
:: ---- Parse argument ---------------------------------------------------------
set "MODE=%~1"
if /i "%MODE%"=="debug" goto :mode_ok
if /i "%MODE%"=="release" goto :mode_ok
if "%MODE%"=="" goto :ask_mode
echo ERROR: Unknown mode "%MODE%". Valid values: debug, release
exit /b 1
:ask_mode
echo.
echo Select build mode:
echo [1] debug - compile + deploy to MO2 mod folder
echo [2] release - full pipeline: compile -^> BSA -^> ZIP
echo.
set /p "MODE_CHOICE=Enter choice [1/2]: "
if "%MODE_CHOICE%"=="1" ( set "MODE=debug" & goto :mode_ok )
if "%MODE_CHOICE%"=="2" ( set "MODE=release" & goto :mode_ok )
echo ERROR: Invalid choice.
exit /b 1
:mode_ok
:: ---- Locate Skyrim SE -------------------------------------------------------
if defined SkyrimSE_PATH goto :found
:: Try to find Skyrim SE via Steam registry
for %%R in (
"HKLM\SOFTWARE\WOW6432Node\Valve\Steam"
"HKLM\SOFTWARE\Valve\Steam"
) do (
for /f "tokens=2*" %%A in ('reg query %%R /v InstallPath 2^>nul') do (
set "STEAM_PATH=%%B"
)
)
if not defined STEAM_PATH goto :notfound
:: Check default Steam library
set "CANDIDATE=%STEAM_PATH%\steamapps\common\Skyrim Special Edition"
if exist "%CANDIDATE%\SkyrimSE.exe" (
set "SkyrimSE_PATH=%CANDIDATE%"
goto :confirm
)
:: Parse Steam library folders for additional locations
set "VDF=%STEAM_PATH%\steamapps\libraryfolders.vdf"
if not exist "%VDF%" goto :notfound
for /f "usebackq tokens=1,2 delims= " %%A in ("%VDF%") do (
set "KEY=%%~A"
set "VAL=%%~B"
if "!KEY!"=="path" (
set "CANDIDATE=!VAL:\\\=\!"
set "CANDIDATE=!CANDIDATE!\steamapps\common\Skyrim Special Edition"
if exist "!CANDIDATE!\SkyrimSE.exe" (
set "SkyrimSE_PATH=!CANDIDATE!"
goto :confirm
)
)
)
goto :notfound
:confirm
set "SkyrimSE_PATH=%SkyrimSE_PATH:\\=\%"
echo Found Skyrim SE at: %SkyrimSE_PATH%
echo.
set /p "USE_FOUND=Use this path? [Y/n] "
if /i "%USE_FOUND%"=="n" goto :manual
goto :found
:notfound
echo Could not find Skyrim SE automatically.
echo.
:manual
set /p "SkyrimSE_PATH=Enter your Skyrim SE installation path: "
set "SkyrimSE_PATH=%SkyrimSE_PATH:"=%"
if not exist "%SkyrimSE_PATH%\SkyrimSE.exe" (
echo.
echo ERROR: SkyrimSE.exe not found at: %SkyrimSE_PATH%
echo.
pause
exit /b 1
)
:found
echo Using Skyrim SE at: %SkyrimSE_PATH%
echo.
:: ---- Debug mode: locate MO2 output folder -----------------------------------
if /i not "%MODE%"=="debug" goto :skip_mo2
if defined MOD_DEBUG_PATH (
echo Deploying to: %MOD_DEBUG_PATH%
echo.
goto :skip_mo2
)
:: MOD_DEBUG_PATH not set -- ask, but allow empty to use the CMake default.
:mo2_ask
echo MOD_DEBUG_PATH is not set.
echo This is the MO2 mod folder where compiled files will be deployed.
echo Example: C:\Users\you\AppData\Local\ModOrganizer\Skyrim Special Edition\mods\SkyUI-dev
echo.
echo Press Enter to use the default output folder: build\debug\data
echo.
set "MO2_INPUT=__DEFAULT__"
set /p "MO2_INPUT=Enter MO2 mod folder path (or Enter for default): "
:: Detect "no input": sentinel unchanged means user pressed Enter without typing
if "!MO2_INPUT!"=="__DEFAULT__" set "MO2_INPUT="
:: Strip surrounding quotes the user may have typed
if not "!MO2_INPUT!"=="" set "MO2_INPUT=!MO2_INPUT:"=!"
if "!MO2_INPUT!"=="" (
:: Empty -- leave MOD_DEBUG_PATH unset; CMake preset falls back to build\debug\data
echo Using default: build\debug\data
) else (
:: Sanity check: the drive root must be accessible.
:: The mod folder need not exist yet -- MO2 creates it on first activation.
:: Catch a wrong path (e.g. the example placeholder) early rather than
:: getting a cryptic "failed to create directory" error from CMake.
set "MO2_DRIVE=!MO2_INPUT:~0,3!"
if not exist "!MO2_DRIVE!" (
echo.
echo ERROR: Drive "!MO2_INPUT:~0,2!" is not accessible.
echo Path entered: !MO2_INPUT!
echo Make sure the drive letter is correct.
echo.
goto :mo2_ask
)
if not exist "!MO2_INPUT!\" (
echo.
echo ERROR: Folder does not exist:
echo !MO2_INPUT!
echo Create it first in MO2: right-click -^> Create empty mod
echo.
goto :mo2_ask
)
set "MOD_DEBUG_PATH=!MO2_INPUT!"
echo Deploying to: !MOD_DEBUG_PATH!
)
echo.
:skip_mo2
:: ---- Configure --------------------------------------------------------------
echo === Configuring [%MODE%] ===
echo.
cmake --preset %MODE% -Wno-dev
if errorlevel 1 (
echo.
echo ERROR: CMake configuration failed.
pause
exit /b 1
)
:: ---- Build ------------------------------------------------------------------
echo.
echo === Building [%MODE%] ===
echo.
cmake --build --preset %MODE%
if errorlevel 1 (
echo.
echo ERROR: Build failed. See errors above.
pause
exit /b 1
)
:: ---- Done -------------------------------------------------------------------
echo.
echo === Done ===
echo.
if /i "%MODE%"=="debug" (
if defined MOD_DEBUG_PATH (
echo Deployed to:
echo !MOD_DEBUG_PATH!
) else (
echo Deployed to: build\debug\data
)
)
if /i "%MODE%"=="release" (
echo Release artefacts in: build\release\
echo SkyUI_SE.bsa
echo SkyUI_SE-^<version^>.zip
)
echo.
pause