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UnrealEngineUWP/Engine/Source/Developer/BlueprintNativeCodeGen/Private/BlueprintNativeCodeGenUtils.cpp

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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "BlueprintNativeCodeGenPCH.h"
#include "BlueprintNativeCodeGenUtils.h"
#include "NativeCodeGenCommandlineParams.h"
#include "BlueprintNativeCodeGenCoordinator.h"
#include "Kismet2/KismetReinstanceUtilities.h" // for FBlueprintCompileReinstancer
#include "Kismet2/CompilerResultsLog.h"
#include "KismetCompilerModule.h"
#include "Engine/Blueprint.h"
#include "Engine/UserDefinedStruct.h"
#include "Engine/UserDefinedEnum.h"
#include "Kismet2/KismetEditorUtilities.h" // for CompileBlueprint()
#include "OutputDevice.h" // for GWarn
#include "GameProjectUtils.h" // for GenerateGameModuleBuildFile
DEFINE_LOG_CATEGORY(LogBlueprintCodeGen)
/*******************************************************************************
* BlueprintNativeCodeGenUtilsImpl
******************************************************************************/
namespace BlueprintNativeCodeGenUtilsImpl
{
static bool WipeTargetPaths(const TArray<FString>& TargetPaths);
}
//------------------------------------------------------------------------------
static bool BlueprintNativeCodeGenUtilsImpl::WipeTargetPaths(const TArray<FString>& TargetPaths)
{
IFileManager& FileManager = IFileManager::Get();
bool bSuccess = true;
for (const FString& Path : TargetPaths)
{
if (FileManager.FileExists(*Path))
{
bSuccess &= FileManager.Delete(*Path);
}
else if (FileManager.DirectoryExists(*Path))
{
bSuccess &= FileManager.DeleteDirectory(*Path, /*RequireExists =*/false, /*Tree =*/true);
}
}
return bSuccess;
}
/*******************************************************************************
* FBlueprintNativeCodeGenUtils
******************************************************************************/
//------------------------------------------------------------------------------
bool FBlueprintNativeCodeGenUtils::GenerateCodeModule(const FNativeCodeGenCommandlineParams& CommandParams)
{
FScopedFeedbackContext ScopedErrorTracker;
FBlueprintNativeCodeGenCoordinator Coordinator(CommandParams);
if (ScopedErrorTracker.HasErrors())
{
// creating the coordinator/manifest produced an error... do not carry on!
return false;
}
const FBlueprintNativeCodeGenManifest& Manifest = Coordinator.GetManifest();
if (CommandParams.bWipeRequested && !CommandParams.bPreviewRequested)
{
TArray<FString> TargetPaths = Manifest.GetTargetPaths();
if (!BlueprintNativeCodeGenUtilsImpl::WipeTargetPaths(TargetPaths))
{
UE_LOG(LogBlueprintCodeGen, Warning, TEXT("Failed to wipe target files/directories."));
}
}
TSharedPtr<FString> HeaderSource(new FString());
TSharedPtr<FString> CppSource(new FString());
auto ConvertSingleAsset = [&Coordinator, &HeaderSource, &CppSource](FConvertedAssetRecord& ConversionRecord)->bool
{
FScopedFeedbackContext NestedErrorTracker;
UObject* AssetObj = ConversionRecord.AssetPtr.Get();
if (AssetObj != nullptr)
{
FBlueprintNativeCodeGenUtils::GenerateCppCode(AssetObj, HeaderSource, CppSource);
}
bool bSuccess = !HeaderSource->IsEmpty() || !CppSource->IsEmpty();
if (!HeaderSource->IsEmpty())
{
if (!FFileHelper::SaveStringToFile(*HeaderSource, *ConversionRecord.GeneratedHeaderPath))
{
bSuccess &= false;
ConversionRecord.GeneratedHeaderPath.Empty();
}
HeaderSource->Empty(HeaderSource->Len());
}
else
{
ConversionRecord.GeneratedHeaderPath.Empty();
}
if (!CppSource->IsEmpty())
{
if (!FFileHelper::SaveStringToFile(*CppSource, *ConversionRecord.GeneratedCppPath))
{
bSuccess &= false;
ConversionRecord.GeneratedCppPath.Empty();
}
CppSource->Empty(CppSource->Len());
}
else
{
ConversionRecord.GeneratedCppPath.Empty();
}
return bSuccess && !NestedErrorTracker.HasErrors();
};
FBlueprintNativeCodeGenCoordinator::FConversionDelegate ConversionDelegate = FBlueprintNativeCodeGenCoordinator::FConversionDelegate::CreateLambda(ConvertSingleAsset);
if (CommandParams.bPreviewRequested)
{
ConversionDelegate.BindLambda([](FConvertedAssetRecord& ConversionRecord){ return true; });
}
const bool bSuccess = Coordinator.ProcessConversionQueue(ConversionDelegate);
// save the manifest regardless of success (so we can get an idea of how successful it was)
Manifest.Save();
return bSuccess & !ScopedErrorTracker.HasErrors();
}
//------------------------------------------------------------------------------
void FBlueprintNativeCodeGenUtils::GenerateCppCode(UObject* Obj, TSharedPtr<FString> OutHeaderSource, TSharedPtr<FString> OutCppSource)
{
auto UDEnum = Cast<UUserDefinedEnum>(Obj);
auto UDStruct = Cast<UUserDefinedStruct>(Obj);
auto BPGC = Cast<UClass>(Obj);
auto InBlueprintObj = BPGC ? Cast<UBlueprint>(BPGC->ClassGeneratedBy) : Cast<UBlueprint>(Obj);
OutHeaderSource->Empty();
OutCppSource->Empty();
if (InBlueprintObj)
{
check(InBlueprintObj->GetOutermost() != GetTransientPackage());
checkf(InBlueprintObj->GeneratedClass, TEXT("Invalid generated class for %s"), *InBlueprintObj->GetName());
check(OutHeaderSource.IsValid());
check(OutCppSource.IsValid());
auto BlueprintObj = InBlueprintObj;
{
TSharedPtr<FBlueprintCompileReinstancer> Reinstancer = FBlueprintCompileReinstancer::Create(BlueprintObj->GeneratedClass);
IKismetCompilerInterface& Compiler = FModuleManager::LoadModuleChecked<IKismetCompilerInterface>(KISMET_COMPILER_MODULENAME);
TGuardValue<bool> GuardTemplateNameFlag(GCompilingBlueprint, true);
FCompilerResultsLog Results;
FKismetCompilerOptions CompileOptions;
CompileOptions.CompileType = EKismetCompileType::Cpp;
CompileOptions.OutCppSourceCode = OutCppSource;
CompileOptions.OutHeaderSourceCode = OutHeaderSource;
Compiler.CompileBlueprint(BlueprintObj, CompileOptions, Results);
if (EBlueprintType::BPTYPE_Interface == BlueprintObj->BlueprintType && OutCppSource.IsValid())
{
OutCppSource->Empty(); // ugly temp hack
}
}
FKismetEditorUtilities::CompileBlueprint(BlueprintObj);
}
else if ((UDEnum || UDStruct) && OutHeaderSource.IsValid())
{
IKismetCompilerInterface& Compiler = FModuleManager::LoadModuleChecked<IKismetCompilerInterface>(KISMET_COMPILER_MODULENAME);
if (UDEnum)
{
*OutHeaderSource = Compiler.GenerateCppCodeForEnum(UDEnum);
}
else if (UDStruct)
{
*OutHeaderSource = Compiler.GenerateCppCodeForStruct(UDStruct);
}
}
else
{
ensure(false);
}
}
/*******************************************************************************
* FScopedFeedbackContext
******************************************************************************/
//------------------------------------------------------------------------------
FBlueprintNativeCodeGenUtils::FScopedFeedbackContext::FScopedFeedbackContext()
: OldContext(GWarn)
, ErrorCount(0)
, WarningCount(0)
{
TreatWarningsAsErrors = GWarn->TreatWarningsAsErrors;
GWarn = this;
}
//------------------------------------------------------------------------------
FBlueprintNativeCodeGenUtils::FScopedFeedbackContext::~FScopedFeedbackContext()
{
GWarn = OldContext;
}
//------------------------------------------------------------------------------
bool FBlueprintNativeCodeGenUtils::FScopedFeedbackContext::HasErrors()
{
return (ErrorCount > 0) || (TreatWarningsAsErrors && (WarningCount > 0));
}
//------------------------------------------------------------------------------
void FBlueprintNativeCodeGenUtils::FScopedFeedbackContext::Serialize(const TCHAR* V, ELogVerbosity::Type Verbosity, const class FName& Category)
{
switch (Verbosity)
{
case ELogVerbosity::Warning:
{
++WarningCount;
}
break;
case ELogVerbosity::Error:
case ELogVerbosity::Fatal:
{
++ErrorCount;
}
break;
default:
break;
}
OldContext->Serialize(V, Verbosity, Category);
}
//------------------------------------------------------------------------------
void FBlueprintNativeCodeGenUtils::FScopedFeedbackContext::Flush()
{
WarningCount = ErrorCount = 0;
OldContext->Flush();
}