// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Text;
using System.Diagnostics;
using System.IO;
namespace UnrealBuildTool
{
class HTML5PlatformContext : UEBuildPlatformContext
{
public HTML5PlatformContext(FileReference InProjectFile) : base(UnrealTargetPlatform.HTML5, InProjectFile)
{
}
// The current architecture - affects everything about how UBT operates on HTML5
public override string GetActiveArchitecture()
{
// by default, use an empty architecture (which is really just a modifier to the platform for some paths/names)
return HTML5Platform.HTML5Architecture;
}
///
/// Modify the rules for a newly created module, in a target that's being built for this platform.
/// This is not required - but allows for hiding details of a particular platform.
///
/// The name of the module
/// The module rules
/// The target being build
public override void ModifyModuleRulesForActivePlatform(string ModuleName, ModuleRules Rules, TargetInfo Target)
{
if (ModuleName == "Core")
{
Rules.PublicIncludePaths.Add("Runtime/Core/Public/HTML5");
Rules.PublicDependencyModuleNames.Add("zlib");
}
else if (ModuleName == "Engine")
{
Rules.PrivateDependencyModuleNames.Add("zlib");
Rules.PrivateDependencyModuleNames.Add("UElibPNG");
Rules.PublicDependencyModuleNames.Add("UEOgg");
Rules.PublicDependencyModuleNames.Add("Vorbis");
}
}
///
/// Gives the platform a chance to 'override' the configuration settings
/// that are overridden on calls to RunUBT.
///
/// The UnrealTargetConfiguration being built
/// bool true if debug info should be generated, false if not
public override void ResetBuildConfiguration(UnrealTargetConfiguration Configuration)
{
ValidateUEBuildConfiguration();
}
///
/// Validate the UEBuildConfiguration for this platform
/// This is called BEFORE calling UEBuildConfiguration to allow setting
/// various fields used in that function such as CompileLeanAndMean...
///
public override void ValidateUEBuildConfiguration()
{
UEBuildConfiguration.bCompileLeanAndMeanUE = true;
UEBuildConfiguration.bCompileAPEX = false;
UEBuildConfiguration.bCompilePhysX = true;
UEBuildConfiguration.bRuntimePhysicsCooking = false;
UEBuildConfiguration.bCompileSimplygon = false;
UEBuildConfiguration.bCompileSimplygonSSF = false;
UEBuildConfiguration.bCompileForSize = true;
}
///
/// Setup the target environment for building
///
/// The target being built
public override void SetUpEnvironment(UEBuildTarget InBuildTarget)
{
if (GetActiveArchitecture() == "-win32")
InBuildTarget.GlobalLinkEnvironment.Config.ExcludedLibraries.Add("LIBCMT");
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("PLATFORM_HTML5=1");
if (InBuildTarget.GlobalCompileEnvironment.Config.Target.Architecture == "-win32")
{
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("PLATFORM_HTML5_WIN32=1");
InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("delayimp.lib");
}
else
{
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("PLATFORM_HTML5_BROWSER=1");
}
// @todo needed?
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("UNICODE");
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("_UNICODE");
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("WITH_AUTOMATION_WORKER=0");
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("REQUIRES_ALIGNED_INT_ACCESS");
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("WITH_OGGVORBIS=1");
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("USE_SCENE_LOCK=0");
BuildConfiguration.bDeployAfterCompile = true;
}
///
/// Whether this platform should create debug information or not
///
/// The UnrealTargetConfiguration being built
/// true if debug info should be generated, false if not
public override bool ShouldCreateDebugInfo(UnrealTargetConfiguration Configuration)
{
switch (Configuration)
{
case UnrealTargetConfiguration.Development:
case UnrealTargetConfiguration.Shipping:
case UnrealTargetConfiguration.Test:
return !BuildConfiguration.bOmitPCDebugInfoInDevelopment;
case UnrealTargetConfiguration.Debug:
default:
// We don't need debug info for Emscripten, and it causes a bunch of issues with linking
return true;
};
}
///
/// Creates a toolchain instance for the given platform.
///
/// The platform to create a toolchain for
/// New toolchain instance.
public override UEToolChain CreateToolChain(CPPTargetPlatform Platform)
{
return new HTML5ToolChain();
}
///
/// Create a build deployment handler
///
/// The project file of the target being deployed. Used to find any deployment specific settings.
/// The output deployment handler
/// True if the platform requires a deployment handler, false otherwise
public override UEBuildDeploy CreateDeploymentHandler()
{
return null;
}
}
class HTML5Platform : UEBuildPlatform
{
// use -win32 for win32 builds. ( build html5 platform as a win32 binary for debugging )
[XmlConfig]
public static string HTML5Architecture = "";
HTML5PlatformSDK SDK;
public HTML5Platform(HTML5PlatformSDK InSDK) : base(UnrealTargetPlatform.HTML5, CPPTargetPlatform.HTML5)
{
SDK = InSDK;
}
///
/// Whether the required external SDKs are installed for this platform. Could be either a manual install or an AutoSDK.
///
public override SDKStatus HasRequiredSDKsInstalled()
{
return SDK.HasRequiredSDKsInstalled();
}
// F5 should always try to run the Win32 version
public override FileReference ModifyNMakeOutput(FileReference ExeName)
{
// nmake Run should always run the win32 version
return (ExeName + "-win32").ChangeExtension(".exe");
}
public override bool CanUseXGE()
{
return (HTML5Architecture == "-win32");
}
///
/// Get the extension to use for the given binary type
///
/// The binary type being built
/// string The binary extension (ie 'exe' or 'dll')
public override string GetBinaryExtension(UEBuildBinaryType InBinaryType)
{
if (HTML5Architecture == "-win32")
{
switch (InBinaryType)
{
case UEBuildBinaryType.DynamicLinkLibrary:
return ".dll";
case UEBuildBinaryType.Executable:
return ".exe";
case UEBuildBinaryType.StaticLibrary:
return ".lib";
case UEBuildBinaryType.Object:
return ".o";
case UEBuildBinaryType.PrecompiledHeader:
return ".gch";
}
return base.GetBinaryExtension(InBinaryType);
}
else
{
switch (InBinaryType)
{
case UEBuildBinaryType.DynamicLinkLibrary:
return ".js";
case UEBuildBinaryType.Executable:
return ".js";
case UEBuildBinaryType.StaticLibrary:
return ".bc";
case UEBuildBinaryType.Object:
return ".bc";
case UEBuildBinaryType.PrecompiledHeader:
return ".gch";
}
return base.GetBinaryExtension(InBinaryType);
}
}
///
/// Get the extension to use for debug info for the given binary type
///
/// The binary type being built
/// string The debug info extension (i.e. 'pdb')
public override string GetDebugInfoExtension(UEBuildBinaryType InBinaryType)
{
if (HTML5Architecture == "-win32")
{
switch (InBinaryType)
{
case UEBuildBinaryType.DynamicLinkLibrary:
return ".pdb";
case UEBuildBinaryType.Executable:
return ".pdb";
}
return "";
}
else
{
return "";
}
}
///
/// Whether this platform should build a monolithic binary
///
public override bool ShouldCompileMonolithicBinary(UnrealTargetPlatform InPlatform)
{
// This platform currently always compiles monolithic
return true;
}
///
/// Whether PDB files should be used
///
/// The CPPTargetPlatform being built
/// The CPPTargetConfiguration being built
/// true if debug info is getting create, false if not
/// bool true if PDB files should be used, false if not
public override bool ShouldUsePDBFiles(CPPTargetPlatform Platform, CPPTargetConfiguration Configuration, bool bCreateDebugInfo)
{
return bCreateDebugInfo;
}
///
/// Whether PCH files should be used
///
/// The CPPTargetPlatform being built
/// The CPPTargetConfiguration being built
/// bool true if PCH files should be used, false if not
public override bool ShouldUsePCHFiles(CPPTargetPlatform Platform, CPPTargetConfiguration Configuration)
{
return false;
}
///
/// Whether the editor should be built for this platform or not
///
/// The UnrealTargetPlatform being built
/// The UnrealTargetConfiguration being built
/// bool true if the editor should be built, false if not
public override bool ShouldNotBuildEditor(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration)
{
return true;
}
public override bool BuildRequiresCookedData(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration)
{
return true;
}
///
/// Modify the rules for a newly created module, where the target is a different host platform.
/// This is not required - but allows for hiding details of a particular platform.
///
/// The name of the module
/// The module rules
/// The target being build
public override void ModifyModuleRulesForOtherPlatform(string ModuleName, ModuleRules Rules, TargetInfo Target)
{
if (Target.Platform == UnrealTargetPlatform.Win32 || Target.Platform == UnrealTargetPlatform.Win64 || Target.Platform == UnrealTargetPlatform.Mac)
{
// allow standalone tools to use targetplatform modules, without needing Engine
if ((!UEBuildConfiguration.bBuildRequiresCookedData
&& ModuleName == "Engine"
&& UEBuildConfiguration.bBuildDeveloperTools)
|| (UEBuildConfiguration.bForceBuildTargetPlatforms && ModuleName == "TargetPlatform"))
{
Rules.PlatformSpecificDynamicallyLoadedModuleNames.Add("HTML5TargetPlatform");
}
}
}
///
/// Creates a context for the given project on the current platform.
///
/// The project file for the current target
/// New platform context object
public override UEBuildPlatformContext CreateContext(FileReference ProjectFile)
{
return new HTML5PlatformContext(ProjectFile);
}
}
class HTML5PlatformSDK : UEBuildPlatformSDK
{
///
/// Whether platform supports switching SDKs during runtime
///
/// true if supports
protected override bool PlatformSupportsAutoSDKs()
{
return true;
}
// platforms can choose if they prefer a correct the the AutoSDK install over the manual install.
protected override bool PreferAutoSDK()
{
return false;
}
public override string GetSDKTargetPlatformName()
{
return "HTML5";
}
///
/// Returns SDK string as required by the platform
///
/// Valid SDK string
protected override string GetRequiredSDKString()
{
return HTML5SDKInfo.EmscriptenVersion();
}
protected override String GetRequiredScriptVersionString()
{
return "3.0";
}
///
/// Whether the required external SDKs are installed for this platform
///
protected override SDKStatus HasRequiredManualSDKInternal()
{
if (!HTML5SDKInfo.IsSDKInstalled())
{
return SDKStatus.Invalid;
}
return SDKStatus.Valid;
}
}
class HTML5PlatformFactory : UEBuildPlatformFactory
{
protected override UnrealTargetPlatform TargetPlatform
{
get { return UnrealTargetPlatform.HTML5; }
}
///
/// Register the platform with the UEBuildPlatform class
///
protected override void RegisterBuildPlatforms()
{
HTML5PlatformSDK SDK = new HTML5PlatformSDK();
SDK.ManageAndValidateSDK();
// Make sure the SDK is installed
if ((ProjectFileGenerator.bGenerateProjectFiles == true) || (SDK.HasRequiredSDKsInstalled() == SDKStatus.Valid))
{
bool bRegisterBuildPlatform = true;
// make sure we have the HTML5 files; if not, then this user doesn't really have HTML5 access/files, no need to compile HTML5!
string EngineSourcePath = Path.Combine(ProjectFileGenerator.EngineRelativePath, "Source");
string HTML5TargetPlatformFile = Path.Combine(EngineSourcePath, "Developer", "HTML5", "HTML5TargetPlatform", "HTML5TargetPlatform.Build.cs");
if ((File.Exists(HTML5TargetPlatformFile) == false))
{
bRegisterBuildPlatform = false;
Log.TraceWarning("Missing required components (.... HTML5TargetPlatformFile, others here...). Check source control filtering, or try resyncing.");
}
if (bRegisterBuildPlatform == true)
{
// Register this build platform for HTML5
Log.TraceVerbose(" Registering for {0}", UnrealTargetPlatform.HTML5.ToString());
UEBuildPlatform.RegisterBuildPlatform(new HTML5Platform(SDK));
if (HTML5Platform.HTML5Architecture == "-win32")
{
UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.HTML5, UnrealPlatformGroup.Simulator);
}
else
{
UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.HTML5, UnrealPlatformGroup.Device);
}
}
}
}
}
}