Files
UnrealEngineUWP/Engine/Source/Developer/BlueprintNativeCodeGen/Private/NativeCodeGenerationTool.cpp
Ben Marsh 20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00

449 lines
13 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "NativeCodeGenerationTool.h"
#include "Input/Reply.h"
#include "Misc/Paths.h"
#include "Widgets/DeclarativeSyntaxSupport.h"
#include "Widgets/SCompoundWidget.h"
#include "Widgets/SBoxPanel.h"
#include "Widgets/SWindow.h"
#include "Widgets/Text/STextBlock.h"
#include "Engine/BlueprintGeneratedClass.h"
#include "Engine/UserDefinedEnum.h"
#include "Engine/UserDefinedStruct.h"
#include "Editor.h"
#include "Widgets/Layout/SBorder.h"
#include "HAL/FileManager.h"
#include "Misc/FileHelper.h"
#include "Misc/ScopedSlowTask.h"
#include "Misc/App.h"
#include "Modules/ModuleManager.h"
#include "Widgets/Layout/SBox.h"
#include "Widgets/Input/SMultiLineEditableTextBox.h"
#include "Widgets/Input/SButton.h"
#include "Widgets/Notifications/SErrorText.h"
#include "EditorStyleSet.h"
#include "SourceCodeNavigation.h"
#include "DesktopPlatformModule.h"
#include "IBlueprintCompilerCppBackendModule.h"
#include "BlueprintNativeCodeGenUtils.h"
//#include "Editor/KismetCompiler/Public/BlueprintCompilerCppBackendInterface.h"
#include "BlueprintCompilerCppBackendGatherDependencies.h"
#include "KismetCompilerModule.h"
#include "Widgets/Input/SDirectoryPicker.h"
#define LOCTEXT_NAMESPACE "NativeCodeGenerationTool"
//
// THE CODE SHOULD BE MOVED TO GAMEPROJECTGENERATION
//
struct FGeneratedCodeData
{
FGeneratedCodeData(UBlueprint& InBlueprint)
: Blueprint(&InBlueprint)
{
FName GeneratedClassName, SkeletonClassName;
InBlueprint.GetBlueprintClassNames(GeneratedClassName, SkeletonClassName);
ClassName = GeneratedClassName.ToString();
IBlueprintCompilerCppBackendModule& CodeGenBackend = (IBlueprintCompilerCppBackendModule&)IBlueprintCompilerCppBackendModule::Get();
BaseFilename = CodeGenBackend.ConstructBaseFilename(&InBlueprint);
GatherUserDefinedDependencies(InBlueprint);
}
FString TypeDependencies;
FString ErrorString;
FString ClassName;
FString BaseFilename;
TWeakObjectPtr<UBlueprint> Blueprint;
TSet<UField*> DependentObjects;
TSet<UBlueprintGeneratedClass*> UnconvertedNeededClasses;
void GatherUserDefinedDependencies(UBlueprint& InBlueprint)
{
FGatherConvertedClassDependencies ClassDependencies(InBlueprint.GeneratedClass);
for (auto Iter : ClassDependencies.ConvertedClasses)
{
DependentObjects.Add(Iter);
}
for (auto Iter : ClassDependencies.ConvertedStructs)
{
DependentObjects.Add(Iter);
}
for (auto Iter : ClassDependencies.ConvertedEnum)
{
DependentObjects.Add(Iter);
}
if (DependentObjects.Num())
{
TypeDependencies = LOCTEXT("ConvertedDependencies", "Converted Dependencies:\n").ToString();
}
else
{
TypeDependencies = LOCTEXT("NoConvertedAssets", "No Converted Dependencies was found.\n").ToString();
}
for (auto Obj : DependentObjects)
{
TypeDependencies += FString::Printf(TEXT("%s \t%s\n"), *Obj->GetClass()->GetName(), *Obj->GetPathName());
}
DependentObjects.Add(InBlueprint.GeneratedClass);
bool bUnconvertedHeader = false;
for (auto Asset : ClassDependencies.Assets)
{
if (auto BPGC = Cast<UBlueprintGeneratedClass>(Asset))
{
UnconvertedNeededClasses.Add(BPGC);
if (!bUnconvertedHeader)
{
bUnconvertedHeader = true;
TypeDependencies += LOCTEXT("NoConvertedDependencies", "\nUnconverted Dependencies, that require a warpper struct:\n").ToString();
}
TypeDependencies += FString::Printf(TEXT("%s \t%s\n"), *BPGC->GetClass()->GetName(), *BPGC->GetPathName());
}
}
}
static FString DefaultHeaderDir()
{
auto DefaultSourceDir = FPaths::ConvertRelativePathToFull(FPaths::GameSourceDir());
return FPaths::Combine(*DefaultSourceDir, FApp::GetGameName(), TEXT("Public"));
}
static FString DefaultSourceDir()
{
auto DefaultSourceDir = FPaths::ConvertRelativePathToFull(FPaths::GameSourceDir());
return FPaths::Combine(*DefaultSourceDir, FApp::GetGameName(), TEXT("Private"));
}
FString HeaderFileName() const
{
return BaseFilename + TEXT(".h");
}
FString SourceFileName() const
{
return BaseFilename + TEXT(".cpp");
}
bool Save(const FString& HeaderDirPath, const FString& CppDirPath)
{
if (!Blueprint.IsValid())
{
ErrorString += LOCTEXT("InvalidBlueprint", "Invalid Blueprint\n").ToString();
return false;
}
const int WorkParts = 3 + (4 * DependentObjects.Num()) + (2 * UnconvertedNeededClasses.Num());
FScopedSlowTask SlowTask(WorkParts, LOCTEXT("GeneratingCppFiles", "Generating C++ files.."));
SlowTask.MakeDialog();
IBlueprintCompilerCppBackendModule& CodeGenBackend = (IBlueprintCompilerCppBackendModule&)IBlueprintCompilerCppBackendModule::Get();
TArray<FString> CreatedFiles;
//for(auto Obj : DependentObjects)
UObject* Obj = Blueprint->GeneratedClass;
{
SlowTask.EnterProgressFrame();
TSharedPtr<FString> HeaderSource(new FString());
TSharedPtr<FString> CppSource(new FString());
FBlueprintNativeCodeGenUtils::GenerateCppCode(Obj, HeaderSource, CppSource);
SlowTask.EnterProgressFrame();
const FString BackendBaseFilename = CodeGenBackend.ConstructBaseFilename(Obj);
const FString FullHeaderFilename = FPaths::Combine(*HeaderDirPath, *(BackendBaseFilename + TEXT(".h")));
const bool bHeaderSaved = FFileHelper::SaveStringToFile(*HeaderSource, *FullHeaderFilename);
if (!bHeaderSaved)
{
ErrorString += FString::Printf(*LOCTEXT("HeaderNotSaved", "Header file wasn't saved. Check log for details. %s\n").ToString(), *Obj->GetPathName());
}
else
{
CreatedFiles.Add(FullHeaderFilename);
}
SlowTask.EnterProgressFrame();
if (!CppSource->IsEmpty())
{
const FString NewCppFilename = FPaths::Combine(*CppDirPath, *(BackendBaseFilename + TEXT(".cpp")));
const bool bCppSaved = FFileHelper::SaveStringToFile(*CppSource, *NewCppFilename);
if (!bCppSaved)
{
ErrorString += FString::Printf(*LOCTEXT("CppNotSaved", "Cpp file wasn't saved. Check log for details. %s\n").ToString(), *Obj->GetPathName());
}
else
{
CreatedFiles.Add(NewCppFilename);
}
}
}
for (auto BPGC : UnconvertedNeededClasses)
{
SlowTask.EnterProgressFrame();
IKismetCompilerInterface& Compiler = FModuleManager::LoadModuleChecked<IKismetCompilerInterface>(KISMET_COMPILER_MODULENAME);
const FString HeaderSource = Compiler.GenerateCppWrapper(BPGC);
SlowTask.EnterProgressFrame();
const FString BackendBaseFilename = CodeGenBackend.ConstructBaseFilename(BPGC);
const FString FullHeaderFilename = FPaths::Combine(*HeaderDirPath, *(BackendBaseFilename + TEXT(".h")));
const bool bHeaderSaved = FFileHelper::SaveStringToFile(HeaderSource, *FullHeaderFilename);
if (!bHeaderSaved)
{
ErrorString += FString::Printf(*LOCTEXT("HeaderNotSaved", "Header file wasn't saved. Check log for details. %s\n").ToString(), *BPGC->GetPathName());
}
else
{
CreatedFiles.Add(FullHeaderFilename);
}
}
SlowTask.EnterProgressFrame();
bool bGenerateProjectFiles = true;
{
bool bProjectHadCodeFiles = false;
{
TArray<FString> OutProjectCodeFilenames;
IFileManager::Get().FindFilesRecursive(OutProjectCodeFilenames, *FPaths::GameSourceDir(), TEXT("*.h"), true, false, false);
IFileManager::Get().FindFilesRecursive(OutProjectCodeFilenames, *FPaths::GameSourceDir(), TEXT("*.cpp"), true, false, false);
bProjectHadCodeFiles = OutProjectCodeFilenames.Num() > 0;
}
TArray<FString> CreatedFilesForExternalAppRead;
CreatedFilesForExternalAppRead.Reserve(CreatedFiles.Num());
for (const FString& CreatedFile : CreatedFiles)
{
CreatedFilesForExternalAppRead.Add(IFileManager::Get().ConvertToAbsolutePathForExternalAppForRead(*CreatedFile));
}
// First see if we can avoid a full generation by adding the new files to an already open project
if (bProjectHadCodeFiles && FSourceCodeNavigation::AddSourceFiles(CreatedFilesForExternalAppRead))
{
// We successfully added the new files to the solution, but we still need to run UBT with -gather to update any UBT makefiles
if (FDesktopPlatformModule::Get()->InvalidateMakefiles(FPaths::RootDir(), FPaths::GetProjectFilePath(), GWarn))
{
// We managed the gather, so we can skip running the full generate
bGenerateProjectFiles = false;
}
}
}
SlowTask.EnterProgressFrame();
bool bProjectFileUpdated = true;
if (bGenerateProjectFiles)
{
// Generate project files if we happen to be using a project file.
if (!FDesktopPlatformModule::Get()->GenerateProjectFiles(FPaths::RootDir(), FPaths::GetProjectFilePath(), GWarn))
{
ErrorString += LOCTEXT("FailedToGenerateProjectFiles", "Failed to generate project files.").ToString();
bProjectFileUpdated = false;
}
}
return ErrorString.IsEmpty();
}
};
class SNativeCodeGenerationDialog : public SCompoundWidget
{
public:
SLATE_BEGIN_ARGS(SNativeCodeGenerationDialog){}
SLATE_ARGUMENT(TSharedPtr<SWindow>, ParentWindow)
SLATE_ARGUMENT(TSharedPtr<FGeneratedCodeData>, GeneratedCodeData)
SLATE_END_ARGS()
private:
// Child widgets
TSharedPtr<SDirectoryPicker> HeaderDirectoryBrowser;
TSharedPtr<SDirectoryPicker> SourceDirectoryBrowser;
TSharedPtr<SErrorText> ErrorWidget;
//
TWeakPtr<SWindow> WeakParentWindow;
TSharedPtr<FGeneratedCodeData> GeneratedCodeData;
bool bSaved;
void CloseParentWindow()
{
auto ParentWindow = WeakParentWindow.Pin();
if (ParentWindow.IsValid())
{
ParentWindow->RequestDestroyWindow();
}
}
bool IsEditable() const
{
return !bSaved && GeneratedCodeData->ErrorString.IsEmpty();
}
FReply OnButtonClicked()
{
if (IsEditable())
{
bSaved = GeneratedCodeData->Save(HeaderDirectoryBrowser->GetDirectory(), SourceDirectoryBrowser->GetDirectory());
ErrorWidget->SetError(GeneratedCodeData->ErrorString);
}
else
{
CloseParentWindow();
}
return FReply::Handled();
}
FText ButtonText() const
{
return IsEditable() ? LOCTEXT("Generate", "Generate") : LOCTEXT("Close", "Close");
}
FText GetClassName() const
{
return GeneratedCodeData.IsValid() ? FText::FromString(GeneratedCodeData->ClassName) : FText::GetEmpty();
}
public:
void Construct(const FArguments& InArgs)
{
GeneratedCodeData = InArgs._GeneratedCodeData;
bSaved = false;
WeakParentWindow = InArgs._ParentWindow;
ChildSlot
[
SNew(SBorder)
.Padding(4.f)
.BorderImage(FEditorStyle::GetBrush("ToolPanel.GroupBorder"))
[
SNew(SVerticalBox)
+ SVerticalBox::Slot()
.Padding(4.0f)
.AutoHeight()
[
SNew(STextBlock)
.Text(LOCTEXT("ClassName", "Class Name"))
]
+ SVerticalBox::Slot()
.Padding(4.0f)
.AutoHeight()
[
SNew(STextBlock)
.Text(this, &SNativeCodeGenerationDialog::GetClassName)
]
+ SVerticalBox::Slot()
.Padding(4.0f)
.AutoHeight()
[
SNew(STextBlock)
.Text(LOCTEXT("HeaderPath", "Header Path"))
]
+ SVerticalBox::Slot()
.Padding(4.0f)
.AutoHeight()
[
SAssignNew(HeaderDirectoryBrowser, SDirectoryPicker)
.Directory(FGeneratedCodeData::DefaultHeaderDir())
.File(GeneratedCodeData->HeaderFileName())
.Message(LOCTEXT("HeaderDirectory", "Header Directory"))
.IsEnabled(this, &SNativeCodeGenerationDialog::IsEditable)
]
+ SVerticalBox::Slot()
.Padding(4.0f)
.AutoHeight()
[
SNew(STextBlock)
.Text(LOCTEXT("SourcePath", "Source Path"))
]
+ SVerticalBox::Slot()
.Padding(4.0f)
.AutoHeight()
[
SAssignNew(SourceDirectoryBrowser, SDirectoryPicker)
.Directory(FGeneratedCodeData::DefaultSourceDir())
.File(GeneratedCodeData->SourceFileName())
.Message(LOCTEXT("SourceDirectory", "Source Directory"))
.IsEnabled(this, &SNativeCodeGenerationDialog::IsEditable)
]
+ SVerticalBox::Slot()
.Padding(4.0f)
.AutoHeight()
[
SNew(STextBlock)
.Text(LOCTEXT("Dependencies", "Dependencies"))
]
+ SVerticalBox::Slot()
.Padding(4.0f)
.AutoHeight()
[
SNew(SBox)
.WidthOverride(360.0f)
.HeightOverride(200.0f)
[
SNew(SMultiLineEditableTextBox)
.IsReadOnly(true)
.Text(FText::FromString(GeneratedCodeData->TypeDependencies))
]
]
+ SVerticalBox::Slot()
.Padding(4.0f)
.AutoHeight()
[
SAssignNew(ErrorWidget, SErrorText)
]
+ SVerticalBox::Slot()
.Padding(4.0f)
.AutoHeight()
.HAlign(HAlign_Right)
[
SNew(SButton)
.Text(this, &SNativeCodeGenerationDialog::ButtonText)
.OnClicked(this, &SNativeCodeGenerationDialog::OnButtonClicked)
]
]
];
ErrorWidget->SetError(GeneratedCodeData->ErrorString);
}
};
void FNativeCodeGenerationTool::Open(UBlueprint& Blueprint, TSharedRef< class FBlueprintEditor> Editor)
{
TSharedRef<FGeneratedCodeData> GeneratedCodeData(new FGeneratedCodeData(Blueprint));
TSharedRef<SWindow> PickerWindow = SNew(SWindow)
.Title(LOCTEXT("GenerateNativeCode", "Generate Native Code"))
.SizingRule(ESizingRule::Autosized)
.ClientSize(FVector2D(0.f, 300.f))
.SupportsMaximize(false)
.SupportsMinimize(false);
TSharedRef<SNativeCodeGenerationDialog> CodeGenerationDialog = SNew(SNativeCodeGenerationDialog)
.ParentWindow(PickerWindow)
.GeneratedCodeData(GeneratedCodeData);
PickerWindow->SetContent(CodeGenerationDialog);
GEditor->EditorAddModalWindow(PickerWindow);
}
bool FNativeCodeGenerationTool::CanGenerate(const UBlueprint& Blueprint)
{
return (Blueprint.Status == EBlueprintStatus::BS_UpToDate || Blueprint.Status == EBlueprintStatus::BS_UpToDateWithWarnings)
&& (Blueprint.BlueprintType == EBlueprintType::BPTYPE_Normal || Blueprint.BlueprintType == EBlueprintType::BPTYPE_FunctionLibrary)
&& Cast<UBlueprintGeneratedClass>(Blueprint.GeneratedClass);
}
#undef LOCTEXT_NAMESPACE