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- Windows allows for any SDK to be used without updating Env vars, etc, so we don't really need a strict single "InstalledVersion" - we dynamically choose a version every run of UBT, and now Turnkey will match this logic - Added device detection to Turnkey for Windows #rb david.harvey,chris.waters [CL 14995008 by Josh Adams in ue5-main branch]
97 lines
3.3 KiB
C#
97 lines
3.3 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using System;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using EpicGames.Core;
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namespace UnrealBuildTool
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{
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/// <summary>
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/// Public Linux functions exposed to UAT
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/// </summary>
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public static class WindowsExports
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{
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/// <summary>
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/// Tries to get the directory for an installed Visual Studio version
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/// </summary>
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/// <param name="Compiler">The compiler version</param>
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/// <param name="InstallDir">Receives the install directory on success</param>
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/// <returns>True if successful</returns>
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public static bool TryGetVSInstallDir(WindowsCompiler Compiler, [NotNullWhen(true)] out DirectoryReference? InstallDir)
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{
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return WindowsPlatform.TryGetVSInstallDir(Compiler, out InstallDir);
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}
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/// <summary>
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/// Gets the path to MSBuild.exe
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/// </summary>
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/// <returns>Path to MSBuild.exe</returns>
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public static string GetMSBuildToolPath()
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{
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return WindowsPlatform.GetMsBuildToolPath().FullName;
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}
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/// <summary>
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/// Returns the common name of the current architecture
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/// </summary>
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/// <param name="arch">The architecture enum</param>
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/// <returns>String with the name</returns>
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public static string GetArchitectureSubpath(WindowsArchitecture arch)
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{
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return WindowsPlatform.GetArchitectureSubpath(arch);
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}
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/// <summary>
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/// Tries to get the directory for an installed Windows SDK
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/// </summary>
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/// <param name="DesiredVersion">Receives the desired version on success</param>
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/// <param name="OutSdkVersion">Version of SDK</param>
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/// <param name="OutSdkDir">Path to SDK root folder</param>
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/// <returns>String with the name</returns>
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public static bool TryGetWindowsSdkDir(string DesiredVersion, [NotNullWhen(true)] out Version? OutSdkVersion, [NotNullWhen(true)] out DirectoryReference? OutSdkDir)
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{
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VersionNumber? vn;
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if(WindowsPlatform.TryGetWindowsSdkDir(DesiredVersion, out vn, out OutSdkDir))
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{
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OutSdkVersion = new Version(vn.ToString());
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return true;
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}
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OutSdkVersion = new Version();
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return false;
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}
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/// <summary>
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/// Gets a list of Windows Sdk installation directories, ordered by preference
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/// </summary>
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/// <returns>String with the name</returns>
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public static List<KeyValuePair<string, DirectoryReference>> GetWindowsSdkDirs()
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{
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List<KeyValuePair<string, DirectoryReference>> WindowsSdkDirs = new List<KeyValuePair<string, DirectoryReference>>();
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// Add the default directory first
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VersionNumber? Version;
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DirectoryReference? DefaultWindowsSdkDir;
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if (WindowsPlatform.TryGetWindowsSdkDir(null, out Version, out DefaultWindowsSdkDir))
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{
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WindowsSdkDirs.Add(new KeyValuePair<string, DirectoryReference>(Version.ToString(), DefaultWindowsSdkDir));
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}
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// Add all the other directories sorted in reverse order
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IReadOnlyDictionary<VersionNumber, DirectoryReference> WindowsSdkDirPairs = MicrosoftPlatformSDK.FindWindowsSdkDirs();
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foreach(KeyValuePair<VersionNumber, DirectoryReference> Pair in WindowsSdkDirPairs.OrderByDescending(x => x.Key))
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{
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if(!WindowsSdkDirs.Any(x => x.Value == Pair.Value))
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{
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WindowsSdkDirs.Add(new KeyValuePair<string, DirectoryReference>(Pair.Key.ToString(), Pair.Value));
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}
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}
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return WindowsSdkDirs;
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}
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}
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}
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