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351 lines
11 KiB
C#
351 lines
11 KiB
C#
// Copyright 1998-2019 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.Text;
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using System.Diagnostics;
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using System.IO;
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using Tools.DotNETCommon;
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namespace UnrealBuildTool
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{
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/// <summary>
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/// HTML5-specific target settings
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/// </summary>
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public class HTML5TargetRules
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{
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/// <summary>
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/// Constructor
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/// </summary>
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public HTML5TargetRules()
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{
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XmlConfig.ApplyTo(this);
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}
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/// <summary>
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/// Use LLVM Wasm backend
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/// </summary>
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public string libExt = HTML5ToolChain.libExt;
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}
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/// <summary>
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/// Read-only wrapper for HTML5-specific target settings
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/// </summary>
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public class ReadOnlyHTML5TargetRules
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{
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/// <summary>
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/// The private mutable settings object
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/// </summary>
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private HTML5TargetRules Inner;
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/// <summary>
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/// Constructor
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/// </summary>
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/// <param name="Inner">The settings object to wrap</param>
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public ReadOnlyHTML5TargetRules(HTML5TargetRules Inner)
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{
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this.Inner = Inner;
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}
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/// <summary>
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/// Accessors for fields on the inner TargetRules instance
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/// </summary>
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#region Read-only accessor properties
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#if !__MonoCS__
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#pragma warning disable CS1591
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#endif
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public string libExt
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{
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get { return Inner.libExt; }
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}
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#if !__MonoCS__
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#pragma warning restore CS1591
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#endif
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#endregion
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}
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class HTML5Platform : UEBuildPlatform
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{
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/// <summary>
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/// Architecture to build for.
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/// </summary>
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[XmlConfigFile]
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public static string HTML5Architecture = "";
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HTML5PlatformSDK SDK;
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public HTML5Platform(HTML5PlatformSDK InSDK) : base(UnrealTargetPlatform.HTML5, CppPlatform.HTML5)
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{
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SDK = InSDK;
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}
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/// <summary>
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/// Whether the required external SDKs are installed for this platform. Could be either a manual install or an AutoSDK.
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/// </summary>
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public override SDKStatus HasRequiredSDKsInstalled()
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{
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return SDK.HasRequiredSDKsInstalled();
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}
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// The current architecture - affects everything about how UBT operates on HTML5
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public override string GetDefaultArchitecture(FileReference ProjectFile)
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{
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// by default, use an empty architecture (which is really just a modifier to the platform for some paths/names)
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return HTML5Platform.HTML5Architecture;
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}
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public override void ResetTarget(TargetRules Target)
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{
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ValidateTarget(Target);
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}
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public override void ValidateTarget(TargetRules Target)
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{
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Target.bCompileAPEX = false;
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Target.bCompileNvCloth = false;
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Target.bCompilePhysX = true;
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Target.bCompileForSize = false; // {true:[all:-Oz], false:[developer:-O2, shipping:-O3]} WARNING: need emscripten version >= 1.37.13
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Target.bUsePCHFiles = false;
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Target.bDeployAfterCompile = true;
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}
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public override bool CanUseXGE()
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{
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return false; // NOTE: setting to true may break CIS builds...
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}
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/// <summary>
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/// Determines if the given name is a build product for a target.
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/// </summary>
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/// <param name="FileName">The name to check</param>
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/// <param name="NamePrefixes">Target or application names that may appear at the start of the build product name (eg. "UE4Editor", "ShooterGameEditor")</param>
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/// <param name="NameSuffixes">Suffixes which may appear at the end of the build product name</param>
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/// <returns>True if the string matches the name of a build product, false otherwise</returns>
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public override bool IsBuildProduct(string FileName, string[] NamePrefixes, string[] NameSuffixes)
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{
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return IsBuildProductName(FileName, NamePrefixes, NameSuffixes, ".js")
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|| IsBuildProductName(FileName, NamePrefixes, NameSuffixes, HTML5ToolChain.libExt);
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}
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/// <summary>
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/// Get the extension to use for the given binary type
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/// </summary>
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/// <param name="InBinaryType"> The binary type being built</param>
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/// <returns>string The binary extension (ie 'exe' or 'dll')</returns>
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public override string GetBinaryExtension(UEBuildBinaryType InBinaryType)
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{
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switch (InBinaryType)
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{
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case UEBuildBinaryType.DynamicLinkLibrary:
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return ".js";
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case UEBuildBinaryType.Executable:
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return ".js";
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case UEBuildBinaryType.StaticLibrary:
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return HTML5ToolChain.libExt;
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}
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return base.GetBinaryExtension(InBinaryType);
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}
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/// <summary>
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/// Get the extensions to use for debug info for the given binary type
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/// </summary>
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/// <param name="InTarget">The target being built</param>
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/// <param name="InBinaryType"> The binary type being built</param>
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/// <returns>string[] The debug info extensions (i.e. 'pdb')</returns>
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public override string[] GetDebugInfoExtensions(ReadOnlyTargetRules InTarget, UEBuildBinaryType InBinaryType)
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{
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return new string [] {};
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}
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/// <summary>
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/// Whether this platform should build a monolithic binary
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/// </summary>
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public override bool ShouldCompileMonolithicBinary(UnrealTargetPlatform InPlatform)
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{
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// This platform currently always compiles monolithic
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return true;
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}
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/// <summary>
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/// Modify the rules for a newly created module, where the target is a different host platform.
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/// This is not required - but allows for hiding details of a particular platform.
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/// </summary>
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/// <param name="ModuleName">The name of the module</param>
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/// <param name="Rules">The module rules</param>
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/// <param name="Target">The target being build</param>
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public override void ModifyModuleRulesForOtherPlatform(string ModuleName, ModuleRules Rules, ReadOnlyTargetRules Target)
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{
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if (Target.Platform == UnrealTargetPlatform.Win32 ||
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Target.Platform == UnrealTargetPlatform.Win64 ||
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Target.Platform == UnrealTargetPlatform.Mac ||
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Target.Platform == UnrealTargetPlatform.Linux)
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{
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// allow standalone tools to use targetplatform modules, without needing Engine
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if ((!Target.bBuildRequiresCookedData
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&& ModuleName == "Engine"
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&& Target.bBuildDeveloperTools)
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|| (Target.bForceBuildTargetPlatforms && ModuleName == "TargetPlatform"))
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{
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Rules.DynamicallyLoadedModuleNames.Add("HTML5TargetPlatform");
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}
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}
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}
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/// <summary>
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/// Modify the rules for a newly created module, in a target that's being built for this platform.
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/// This is not required - but allows for hiding details of a particular platform.
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/// </summary>
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/// <param name="ModuleName">The name of the module</param>
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/// <param name="Rules">The module rules</param>
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/// <param name="Target">The target being build</param>
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public override void ModifyModuleRulesForActivePlatform(string ModuleName, ModuleRules Rules, ReadOnlyTargetRules Target)
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{
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if (ModuleName == "Core")
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{
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Rules.PublicIncludePaths.Add("Runtime/Core/Public/HTML5");
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Rules.PublicDependencyModuleNames.Add("zlib");
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}
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else if (ModuleName == "Engine")
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{
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Rules.PrivateDependencyModuleNames.Add("zlib");
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Rules.PrivateDependencyModuleNames.Add("UElibPNG");
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Rules.PublicDependencyModuleNames.Add("UEOgg");
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Rules.PublicDependencyModuleNames.Add("Vorbis");
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}
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}
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/// <summary>
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/// Setup the target environment for building
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/// </summary>
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/// <param name="Target">Settings for the target being compiled</param>
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/// <param name="CompileEnvironment">The compile environment for this target</param>
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/// <param name="LinkEnvironment">The link environment for this target</param>
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public override void SetUpEnvironment(ReadOnlyTargetRules Target, CppCompileEnvironment CompileEnvironment, LinkEnvironment LinkEnvironment)
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{
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CompileEnvironment.Definitions.Add("PLATFORM_HTML5=1");
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// @todo needed?
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CompileEnvironment.Definitions.Add("UNICODE");
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CompileEnvironment.Definitions.Add("_UNICODE");
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CompileEnvironment.Definitions.Add("WITH_AUTOMATION_WORKER=0");
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CompileEnvironment.Definitions.Add("WITH_OGGVORBIS=1");
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CompileEnvironment.Definitions.Add("USE_SCENE_LOCK=0");
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}
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/// <summary>
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/// Whether this platform should create debug information or not
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/// </summary>
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/// <param name="Target">The target being built</param>
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/// <returns>true if debug info should be generated, false if not</returns>
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public override bool ShouldCreateDebugInfo(ReadOnlyTargetRules Target)
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{
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switch (Target.Configuration)
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{
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case UnrealTargetConfiguration.Development:
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case UnrealTargetConfiguration.Shipping:
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case UnrealTargetConfiguration.Test:
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return !Target.bOmitPCDebugInfoInDevelopment;
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case UnrealTargetConfiguration.Debug:
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default:
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// We don't need debug info for Emscripten, and it causes a bunch of issues with linking
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return true;
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};
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}
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/// <summary>
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/// Setup the binaries for this specific platform.
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/// </summary>
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/// <param name="Target">The target being built</param>
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/// <param name="ExtraModuleNames"></param>
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public override void AddExtraModules(ReadOnlyTargetRules Target, List<string> ExtraModuleNames)
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{
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ExtraModuleNames.Add("HTML5PlatformFeatures");
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}
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/// <summary>
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/// Creates a toolchain instance for the given platform.
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/// </summary>
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/// <param name="CppPlatform">The platform to create a toolchain for</param>
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/// <param name="Target">The target being built</param>
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/// <returns>New toolchain instance.</returns>
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public override UEToolChain CreateToolChain(CppPlatform CppPlatform, ReadOnlyTargetRules Target)
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{
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return new HTML5ToolChain(Target.ProjectFile);
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}
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/// <summary>
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/// Deploys the given target
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/// </summary>
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/// <param name="Receipt">Receipt for the target being deployed</param>
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public override void Deploy(TargetReceipt Receipt)
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{
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}
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}
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class HTML5PlatformSDK : UEBuildPlatformSDK
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{
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// platforms can choose if they prefer a correct the the AutoSDK install over the manual install.
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protected override bool PreferAutoSDK()
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{
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// HTML5 build tools are included in UE4 at: Engine/Extras/ThirdPartyNotUE/emsdk/emscripten/<version>
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return false;
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}
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public override string GetSDKTargetPlatformName()
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{
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return "HTML5";
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}
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/// <summary>
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/// Whether the required external SDKs are installed for this platform
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/// </summary>
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protected override SDKStatus HasRequiredManualSDKInternal()
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{
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if (!HTML5SDKInfo.IsSDKInstalled())
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{
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return SDKStatus.Invalid;
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}
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return SDKStatus.Valid;
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}
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}
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class HTML5PlatformFactory : UEBuildPlatformFactory
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{
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public override UnrealTargetPlatform TargetPlatform
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{
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get { return UnrealTargetPlatform.HTML5; }
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}
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/// <summary>
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/// Register the platform with the UEBuildPlatform class
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/// </summary>
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public override void RegisterBuildPlatforms()
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{
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HTML5PlatformSDK SDK = new HTML5PlatformSDK();
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SDK.ManageAndValidateSDK();
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// Make sure the SDK is installed
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if ((ProjectFileGenerator.bGenerateProjectFiles == true) || (SDK.HasRequiredSDKsInstalled() == SDKStatus.Valid))
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{
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// make sure we have the HTML5 files; if not, then this user doesn't really have HTML5 access/files, no need to compile HTML5!
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FileReference HTML5TargetPlatformFile = FileReference.Combine(UnrealBuildTool.EngineSourceDirectory, "Developer", "HTML5", "HTML5TargetPlatform", "HTML5TargetPlatform.Build.cs");
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if (!FileReference.Exists(HTML5TargetPlatformFile))
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{
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Log.TraceWarning("Missing required components (.... HTML5TargetPlatformFile, others here...). Check source control filtering, or try resyncing.");
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}
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else
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{
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// Register this build platform for HTML5
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Log.TraceVerbose(" Registering for {0}", UnrealTargetPlatform.HTML5.ToString());
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UEBuildPlatform.RegisterBuildPlatform(new HTML5Platform(SDK));
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}
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}
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}
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}
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}
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