// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved. using System; using System.Collections.Generic; using System.Text; using System.IO; namespace UnrealBuildTool { /// /// Represents a folder within the master project (e.g. Visual Studio solution) /// class MakefileFolder : MasterProjectFolder { /// /// Constructor /// public MakefileFolder(ProjectFileGenerator InitOwnerProjectFileGenerator, string InitFolderName) : base(InitOwnerProjectFileGenerator, InitFolderName) { } } class MakefileProjectFile : ProjectFile { public MakefileProjectFile(FileReference InitFilePath) : base(InitFilePath) { } } /// /// Makefile project file generator implementation /// class MakefileGenerator : ProjectFileGenerator { /// True if intellisense data should be generated (takes a while longer) /// Now this is needed for project target generation. bool bGenerateIntelliSenseData = true; /// Default constructor public MakefileGenerator(FileReference InOnlyGameProject) : base(InOnlyGameProject) { } /// True if we should include IntelliSense data in the generated project files when possible override public bool ShouldGenerateIntelliSenseData() { return bGenerateIntelliSenseData; } /// File extension for project files we'll be generating (e.g. ".vcxproj") override public string ProjectFileExtension { get { return ".mk"; } } protected override bool WriteMasterProjectFile(ProjectFile UBTProject) { bool bSuccess = true; return bSuccess; } private bool WriteMakefile() { string GameProjectFile = ""; string BuildCommand = ""; string ProjectBuildCommand = ""; string MakeGameProjectFile = ""; var UnrealRootPath = UnrealBuildTool.RootDirectory.FullName; if (!String.IsNullOrEmpty(GameProjectName)) { GameProjectFile = OnlyGameProject.FullName; MakeGameProjectFile = "GAMEPROJECTFILE =" + GameProjectFile + "\n"; ProjectBuildCommand = "PROJECTBUILD = mono \"$(UNREALROOTPATH)/Engine/Binaries/DotNET/UnrealBuildTool.exe\"\n"; } BuildCommand = "BUILD = bash \"$(UNREALROOTPATH)/Engine/Build/BatchFiles/Linux/Build.sh\"\n"; var FileName = "Makefile"; // MasterProjectName + ".mk"; var MakefileContent = new StringBuilder(); MakefileContent.Append( "# Makefile generated by MakefileGenerator.cs\n" + "# *DO NOT EDIT*\n\n" + "UNREALROOTPATH = " + UnrealRootPath + "\n" + MakeGameProjectFile + "\n" + "TARGETS =" ); String MakeProjectCmdArg = ""; String MakeBuildCommand = ""; foreach (var Project in GeneratedProjectFiles) { foreach (var TargetFile in Project.ProjectTargets) { if (TargetFile.TargetFilePath == null) { continue; } string TargetFileName = TargetFile.TargetFilePath.GetFileNameWithoutExtension(); string Basename = TargetFileName.Substring(0, TargetFileName.LastIndexOf(".Target")); foreach (UnrealTargetConfiguration CurConfiguration in Enum.GetValues(typeof(UnrealTargetConfiguration))) { if (CurConfiguration != UnrealTargetConfiguration.Unknown && CurConfiguration != UnrealTargetConfiguration.Development) { if (UnrealBuildTool.IsValidConfiguration(CurConfiguration)) { var Confname = Enum.GetName(typeof(UnrealTargetConfiguration), CurConfiguration); MakefileContent.Append(String.Format(" \\\n\t{0}-Linux-{1} ", Basename, Confname)); } } } MakefileContent.Append(" \\\n\t" + Basename); } } MakefileContent.Append("\\\n\tconfigure"); MakefileContent.Append("\n\n" + BuildCommand + ProjectBuildCommand + "\n" + "all: StandardSet\n\n" + "RequiredTools: CrashReportClient-Linux-Shipping ShaderCompileWorker UnrealLightmass\n\n" + "StandardSet: RequiredTools UnrealFrontend UE4Editor\n\n" + "DebugSet: RequiredTools UnrealFrontend-Linux-Debug UE4Editor-Linux-Debug\n\n" ); foreach (var Project in GeneratedProjectFiles) { foreach (var TargetFile in Project.ProjectTargets) { if (TargetFile.TargetFilePath == null) { continue; } string TargetFileName = TargetFile.TargetFilePath.GetFileNameWithoutExtension(); string Basename = TargetFileName.Substring(0, TargetFileName.LastIndexOf(".Target")); if (Basename == GameProjectName || Basename == (GameProjectName + "Editor")) { MakeProjectCmdArg = " -project=\"$(GAMEPROJECTFILE)\""; MakeBuildCommand = "$(PROJECTBUILD)"; } else { MakeBuildCommand = "$(BUILD)"; } foreach (UnrealTargetConfiguration CurConfiguration in Enum.GetValues(typeof(UnrealTargetConfiguration))) { if (Basename == GameProjectName || Basename == (GameProjectName + "Editor")) { MakeProjectCmdArg = " -project=\"$(GAMEPROJECTFILE)\""; MakeBuildCommand = "$(PROJECTBUILD)"; } else { MakeBuildCommand = "$(BUILD)"; } if (CurConfiguration != UnrealTargetConfiguration.Unknown && CurConfiguration != UnrealTargetConfiguration.Development) { if (UnrealBuildTool.IsValidConfiguration(CurConfiguration)) { var Confname = Enum.GetName(typeof(UnrealTargetConfiguration), CurConfiguration); MakefileContent.Append(String.Format("\n{1}-Linux-{2}:\n\t {0} {1} Linux {2} {3} $(ARGS)\n", MakeBuildCommand, Basename, Confname, MakeProjectCmdArg)); } } } MakefileContent.Append(String.Format("\n{1}:\n\t {0} {1} Linux Development {2} $(ARGS)\n", MakeBuildCommand, Basename, MakeProjectCmdArg)); } } MakefileContent.Append("\nconfigure:\n"); if (!String.IsNullOrEmpty(GameProjectName)) { // Make sure UBT is updated. MakefileContent.Append("\txbuild /property:Configuration=Development /property:TargetFrameworkVersion=v4.5 /verbosity:quiet /nologo "); MakefileContent.Append("\"$(UNREALROOTPATH)/Engine/Source/Programs/UnrealBuildTool/UnrealBuildTool.csproj\"\n"); MakefileContent.Append("\t$(PROJECTBUILD) -makefile -kdevelopfile -qmakefile -cmakefile -codelitefile -project=\"\\\"$(GAMEPROJECTFILE)\\\"\" -game -engine \n"); } else { MakefileContent.Append("\tbash \"$(UNREALROOTPATH)/GenerateProjectFiles.sh\" \n"); } MakefileContent.Append("\n.PHONY: $(TARGETS)\n"); FileReference FullFileName = FileReference.Combine(MasterProjectPath, FileName); return WriteFileIfChanged(FullFileName.FullName, MakefileContent.ToString()); } /// ProjectFileGenerator interface //protected override bool WriteMasterProjectFile( ProjectFile UBTProject ) protected override bool WriteProjectFiles() { return WriteMakefile(); } /// ProjectFileGenerator interface public override MasterProjectFolder AllocateMasterProjectFolder(ProjectFileGenerator InitOwnerProjectFileGenerator, string InitFolderName) { return new MakefileFolder(InitOwnerProjectFileGenerator, InitFolderName); } /// ProjectFileGenerator interface /// /// Allocates a generator-specific project file object /// /// Path to the project file /// The newly allocated project file object protected override ProjectFile AllocateProjectFile(FileReference InitFilePath) { return new MakefileProjectFile(InitFilePath); } /// ProjectFileGenerator interface public override void CleanProjectFiles(DirectoryReference InMasterProjectDirectory, string InMasterProjectName, DirectoryReference InIntermediateProjectFilesDirectory) { } } }