Files
UnrealEngineUWP/Engine/Source/Developer/DesktopPlatform/Private/DesktopPlatformBase.h
matt kuhlenschmidt 12c1df144c Fix UE4 projects saved in custom locations not being found by the UE5 project picker
#jira UE-98142
#rb josh.adams

#ROBOMERGE-SOURCE: CL 15902269 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v786-15839533)

[CL 15902288 by matt kuhlenschmidt in ue5-main branch]
2021-04-02 11:58:10 -04:00

97 lines
4.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "HAL/PlatformProcess.h"
#include "IDesktopPlatform.h"
#include "Misc/UProjectInfo.h"
#include "Misc/CompilationResult.h"
class FEngineVersion;
class FJsonObject;
PRAGMA_DISABLE_DEPRECATION_WARNINGS // For FDesktopPlatformBase::GetSolutionPath() implementation
class FDesktopPlatformBase : public IDesktopPlatform
{
public:
FDesktopPlatformBase();
// IDesktopPlatform Implementation
virtual FString GetEngineDescription(const FString& Identifier) override;
virtual FString GetCurrentEngineIdentifier() override;
virtual void EnumerateLauncherEngineInstallations(TMap<FString, FString> &OutInstallations) override;
virtual void EnumerateLauncherSampleInstallations(TArray<FString> &OutInstallations) override;
virtual void EnumerateLauncherSampleProjects(TArray<FString> &OutFileNames) override;
virtual bool GetEngineRootDirFromIdentifier(const FString &Identifier, FString &OutRootDir) override;
virtual bool GetEngineIdentifierFromRootDir(const FString &RootDir, FString &OutIdentifier) override;
virtual bool GetDefaultEngineIdentifier(FString &OutIdentifier) override;
virtual bool GetDefaultEngineRootDir(FString &OutRootDir) override;
virtual FString GetEngineSavedConfigDirectory(const FString& Identifier) override;
virtual bool IsPreferredEngineIdentifier(const FString &Identifier, const FString &OtherIdentifier) override;
virtual bool TryGetEngineVersion(const FString& RootDir, FEngineVersion& OutVersion) override;
virtual bool IsStockEngineRelease(const FString &Identifier) override;
virtual bool TryParseStockEngineVersion(const FString& Identifier, FEngineVersion& OutVersion) override;
virtual bool IsSourceDistribution(const FString &RootDir) override;
virtual bool IsPerforceBuild(const FString &RootDir) override;
virtual bool IsValidRootDirectory(const FString &RootDir) override;
virtual bool SetEngineIdentifierForProject(const FString &ProjectFileName, const FString &Identifier) override;
virtual bool GetEngineIdentifierForProject(const FString &ProjectFileName, FString &OutIdentifier) override;
virtual bool OpenProject(const FString& ProjectFileName) override;
virtual bool CleanGameProject(const FString& ProjectDir, FString& OutFailPath, FFeedbackContext* Warn) override;
virtual bool CompileGameProject(const FString& RootDir, const FString& ProjectFileName, FFeedbackContext* Warn, ECompilationResult::Type* OutResult) override;
virtual bool GenerateProjectFiles(const FString& RootDir, const FString& ProjectFileName, FFeedbackContext* Warn, FString LogFilePath = FString()) override;
virtual bool IsUnrealBuildToolAvailable() override;
virtual bool InvokeUnrealBuildToolSync(const FString& InCmdLineParams, FOutputDevice &Ar, bool bSkipBuildUBT, int32& OutReturnCode, FString& OutProcOutput) override;
virtual FProcHandle InvokeUnrealBuildToolAsync(const FString& InCmdLineParams, FOutputDevice &Ar, void*& OutReadPipe, void*& OutWritePipe, bool bSkipBuildUBT = false) override;
virtual bool RunUnrealBuildTool(const FText& Description, const FString& RootDir, const FString& Arguments, FFeedbackContext* Warn) override final;
virtual const TArray<FTargetInfo>& GetTargetsForProject(const FString& ProjectFile) const override;
virtual const TArray<FTargetInfo>& GetTargetsForCurrentProject() const override;
virtual bool GetSolutionPath(FString& OutSolutionPath) override;
virtual bool EnumerateProjectsKnownByEngine(const FString &Identifier, bool bIncludeNativeProjects, TArray<FString> &OutProjectFileNames) override;
virtual FString GetDefaultProjectCreationPath() override;
private:
FString CurrentEngineIdentifier;
FDateTime LauncherInstallationTimestamp;
TMap<FString, FString> LauncherInstallationList;
TMap<FString, FUProjectDictionary> CachedProjectDictionaries;
mutable TMap<FString, TArray<FTargetInfo>> ProjectFileToTargets;
void ReadLauncherInstallationList();
void CheckForLauncherEngineInstallation(const FString &AppId, const FString &Identifier, TMap<FString, FString> &OutInstallations);
int32 ParseReleaseVersion(const FString &Version);
TSharedPtr<FJsonObject> LoadProjectFile(const FString &FileName);
bool SaveProjectFile(const FString &FileName, TSharedPtr<FJsonObject> Object);
const FUProjectDictionary &GetCachedProjectDictionary(const FString& RootDir);
void GetProjectBuildProducts(const FString& ProjectFileName, TArray<FString> &OutFileNames, TArray<FString> &OutDirectoryNames);
bool BuildUnrealBuildTool(const FString& RootDir, FOutputDevice &Ar);
static bool ReadTargetInfo(const FString& FileName, TArray<FTargetInfo>& Targets);
FString GetUserDir(const FString& Identifier);
/** Pre-UE5 location of saved configs */
FString GetLegacyEngineSavedConfigDirectory(const FString& Identifier);
protected:
FString GetUnrealBuildToolProjectFileName(const FString& RootDir) const;
FString GetUnrealBuildToolExecutableFilename(const FString& RootDir) const;
};
PRAGMA_ENABLE_DEPRECATION_WARNINGS