Files
UnrealEngineUWP/Engine/Source/Programs/UnrealBuildTool/ProjectFiles/VisualStudio/VCProject.cs
Ben Wright 297e433f87 Add all changes required for UWP on 4.21
(based from commit d2d9eab01bf364dce4edee40e6f4ac94b23a7d42)

(cherry picked from commit d072e2774e)
2020-05-12 13:08:08 +12:00

1702 lines
74 KiB
C#

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.IO;
using System.Xml;
using System.Xml.XPath;
using System.Xml.Linq;
using System.Linq;
using System.Text;
using System.Text.RegularExpressions;
using System.Diagnostics;
using System.Security;
using Tools.DotNETCommon;
namespace UnrealBuildTool
{
/// <summary>
/// Specifies the context for building an MSBuild project
/// </summary>
class MSBuildProjectContext
{
/// <summary>
/// Name of the configuration
/// </summary>
public string ConfigurationName;
/// <summary>
/// Name of the platform
/// </summary>
public string PlatformName;
/// <summary>
/// Whether this context should be built by default
/// </summary>
public bool bBuildByDefault;
/// <summary>
/// Whether this context should be deployed by default
/// </summary>
public bool bDeployByDefault;
/// <summary>
/// Constructor
/// </summary>
/// <param name="ConfigurationName">Name of this configuration</param>
/// <param name="PlatformName">Name of this platform</param>
public MSBuildProjectContext(string ConfigurationName, string PlatformName)
{
this.ConfigurationName = ConfigurationName;
this.PlatformName = PlatformName;
}
/// <summary>
/// The name of this context
/// </summary>
public string Name
{
get { return String.Format("{0}|{1}", ConfigurationName, PlatformName); }
}
/// <summary>
/// Serializes this context to a string for debugging
/// </summary>
/// <returns>Name of this context</returns>
public override string ToString()
{
return Name;
}
}
/// <summary>
/// Represents an arbitrary MSBuild project
/// </summary>
abstract class MSBuildProjectFile : ProjectFile
{
/// The project file version string
static public readonly string VCProjectFileVersionString = "10.0.30319.1";
/// The build configuration name to use for stub project configurations. These are projects whose purpose
/// is to make it easier for developers to find source files and to provide IntelliSense data for the module
/// to Visual Studio
static public readonly string StubProjectConfigurationName = "BuiltWithUnrealBuildTool";
/// The name of the Visual C++ platform to use for stub project configurations
/// NOTE: We always use Win32 for the stub project's platform, since that is guaranteed to be supported by Visual Studio
static public readonly string StubProjectPlatformName = "Win32";
/// <summary>
/// The Guid representing the project type e.g. C# or C++
/// </summary>
public virtual string ProjectTypeGUID
{
get { throw new BuildException("Unrecognized type of project file for Visual Studio solution"); }
}
/// <summary>
/// Constructs a new project file object
/// </summary>
/// <param name="InitFilePath">The path to the project file on disk</param>
public MSBuildProjectFile(FileReference InitFilePath)
: base(InitFilePath)
{
// Each project gets its own GUID. This is stored in the project file and referenced in the solution file.
// First, check to see if we have an existing file on disk. If we do, then we'll try to preserve the
// GUID by loading it from the existing file.
if (FileReference.Exists(ProjectFilePath))
{
try
{
LoadGUIDFromExistingProject();
}
catch (Exception)
{
// Failed to find GUID, so just create a new one
ProjectGUID = Guid.NewGuid();
}
}
if (ProjectGUID == Guid.Empty)
{
// Generate a brand new GUID
ProjectGUID = Guid.NewGuid();
}
}
/// <summary>
/// Attempts to load the project's GUID from an existing project file on disk
/// </summary>
public override void LoadGUIDFromExistingProject()
{
// Only load GUIDs if we're in project generation mode. Regular builds don't need GUIDs for anything.
if (ProjectFileGenerator.bGenerateProjectFiles)
{
XmlDocument Doc = new XmlDocument();
Doc.Load(ProjectFilePath.FullName);
// @todo projectfiles: Ideally we could do a better job about preserving GUIDs when only minor changes are made
// to the project (such as adding a single new file.) It would make diffing changes much easier!
// @todo projectfiles: Can we "seed" a GUID based off the project path and generate consistent GUIDs each time?
XmlNodeList Elements = Doc.GetElementsByTagName("ProjectGuid");
foreach (XmlElement Element in Elements)
{
ProjectGUID = Guid.ParseExact(Element.InnerText.Trim("{}".ToCharArray()), "D");
}
}
}
/// <summary>
/// Get the project context for the given solution context
/// </summary>
/// <param name="SolutionTarget">The solution target type</param>
/// <param name="SolutionConfiguration">The solution configuration</param>
/// <param name="SolutionPlatform">The solution platform</param>
/// <param name="PlatformProjectGenerators">Set of platform project generators</param>
/// <returns>Project context matching the given solution context</returns>
public abstract MSBuildProjectContext GetMatchingProjectContext(TargetType SolutionTarget, UnrealTargetConfiguration SolutionConfiguration, UnrealTargetPlatform SolutionPlatform, PlatformProjectGeneratorCollection PlatformProjectGenerators);
static UnrealTargetConfiguration[] GetSupportedConfigurations(TargetRules Rules)
{
// Otherwise take the SupportedConfigurationsAttribute from the first type in the inheritance chain that supports it
for (Type CurrentType = Rules.GetType(); CurrentType != null; CurrentType = CurrentType.BaseType)
{
object[] Attributes = Rules.GetType().GetCustomAttributes(typeof(SupportedConfigurationsAttribute), false);
if (Attributes.Length > 0)
{
return Attributes.OfType<SupportedConfigurationsAttribute>().SelectMany(x => x.Configurations).Distinct().ToArray();
}
}
// Otherwise, get the default for the target type
if(Rules.Type == TargetType.Editor)
{
return new[] { UnrealTargetConfiguration.Debug, UnrealTargetConfiguration.DebugGame, UnrealTargetConfiguration.Development };
}
else
{
return ((UnrealTargetConfiguration[])Enum.GetValues(typeof(UnrealTargetConfiguration))).Where(x => x != UnrealTargetConfiguration.Unknown).ToArray();
}
}
/// <summary>
/// Checks to see if the specified solution platform and configuration is able to map to this project
/// </summary>
/// <param name="ProjectTarget">The target that we're checking for a valid platform/config combination</param>
/// <param name="Platform">Platform</param>
/// <param name="Configuration">Configuration</param>
/// <param name="PlatformProjectGenerators">Set of platform project generators</param>
/// <returns>True if this is a valid combination for this project, otherwise false</returns>
public static bool IsValidProjectPlatformAndConfiguration(ProjectTarget ProjectTarget, UnrealTargetPlatform Platform, UnrealTargetConfiguration Configuration, PlatformProjectGeneratorCollection PlatformProjectGenerators)
{
if (!ProjectFileGenerator.bIncludeTestAndShippingConfigs)
{
if(Configuration == UnrealTargetConfiguration.Test || Configuration == UnrealTargetConfiguration.Shipping)
{
return false;
}
}
UEBuildPlatform BuildPlatform = UEBuildPlatform.GetBuildPlatform(Platform, true);
if (BuildPlatform == null)
{
return false;
}
if (BuildPlatform.HasRequiredSDKsInstalled() != SDKStatus.Valid)
{
return false;
}
List<UnrealTargetConfiguration> SupportedConfigurations = new List<UnrealTargetConfiguration>();
List<UnrealTargetPlatform> SupportedPlatforms = new List<UnrealTargetPlatform>();
if (ProjectTarget.TargetRules != null)
{
SupportedPlatforms.AddRange(ProjectTarget.SupportedPlatforms);
SupportedConfigurations.AddRange(GetSupportedConfigurations(ProjectTarget.TargetRules));
}
// Add all of the extra platforms/configurations for this target
{
foreach (UnrealTargetPlatform ExtraPlatform in ProjectTarget.ExtraSupportedPlatforms)
{
if (!SupportedPlatforms.Contains(ExtraPlatform))
{
SupportedPlatforms.Add(ExtraPlatform);
}
}
foreach (UnrealTargetConfiguration ExtraConfig in ProjectTarget.ExtraSupportedConfigurations)
{
if (!SupportedConfigurations.Contains(ExtraConfig))
{
SupportedConfigurations.Add(ExtraConfig);
}
}
}
// Only build for supported platforms
if (SupportedPlatforms.Contains(Platform) == false)
{
return false;
}
// Only build for supported configurations
if (SupportedConfigurations.Contains(Configuration) == false)
{
return false;
}
return true;
}
/// <summary>
/// Escapes characters in a filename so they can be stored in an XML attribute
/// </summary>
/// <param name="FileName">The filename to escape</param>
/// <returns>The escaped filename</returns>
public static string EscapeFileName(string FileName)
{
return SecurityElement.Escape(FileName);
}
/// <summary>
/// GUID for this Visual C++ project file
/// </summary>
public Guid ProjectGUID
{
get;
protected set;
}
}
class VCProjectFile : MSBuildProjectFile
{
FileReference OnlyGameProject;
VCProjectFileFormat ProjectFileFormat;
bool bUseFastPDB;
bool bUsePerFileIntellisense;
bool bUsePrecompiled;
bool bEditorDependsOnShaderCompileWorker;
string BuildToolOverride;
/// This is the platform name that Visual Studio is always guaranteed to support. We'll use this as
/// a platform for any project configurations where our actual platform is not supported by the
/// installed version of Visual Studio (e.g, "iOS")
public const string DefaultPlatformName = "Win32";
// This is the GUID that Visual Studio uses to identify a C++ project file in the solution
public override string ProjectTypeGUID
{
get { return "{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}"; }
}
/// <summary>
/// Constructs a new project file object
/// </summary>
/// <param name="InFilePath">The path to the project file on disk</param>
/// <param name="InOnlyGameProject"></param>
/// <param name="InProjectFileFormat">Visual C++ project file version</param>
/// <param name="bUseFastPDB">If true, adds the -FastPDB argument to build command lines</param>
/// <param name="bUsePerFileIntellisense">If true, generates per-file intellisense data</param>
/// <param name="bUsePrecompiled">Whether to add the -UsePrecompiled argumemnt when building targets</param>
/// <param name="bEditorDependsOnShaderCompileWorker">Whether editor targets should also build ShaderCompileWorker</param>
/// <param name="BuildToolOverride">Optional arguments to pass to UBT when building</param>
public VCProjectFile(FileReference InFilePath, FileReference InOnlyGameProject, VCProjectFileFormat InProjectFileFormat, bool bUseFastPDB, bool bUsePerFileIntellisense, bool bUsePrecompiled, bool bEditorDependsOnShaderCompileWorker, string BuildToolOverride)
: base(InFilePath)
{
OnlyGameProject = InOnlyGameProject;
ProjectFileFormat = InProjectFileFormat;
this.bUseFastPDB = bUseFastPDB;
this.bUsePerFileIntellisense = bUsePerFileIntellisense;
this.bUsePrecompiled = bUsePrecompiled;
this.bEditorDependsOnShaderCompileWorker = bEditorDependsOnShaderCompileWorker;
this.BuildToolOverride = BuildToolOverride;
}
/// <summary>
/// Given a target platform and configuration, generates a platform and configuration name string to use in Visual Studio projects.
/// Unlike with solution configurations, Visual Studio project configurations only support certain types of platforms, so we'll
/// generate a configuration name that has the platform "built in", and use a default platform type
/// </summary>
/// <param name="Platform">Actual platform</param>
/// <param name="Configuration">Actual configuration</param>
/// <param name="TargetConfigurationName">The configuration name from the target rules, or null if we don't have one</param>
/// <param name="PlatformProjectGenerators">Set of platform project generators</param>
/// <param name="ProjectPlatformName">Name of platform string to use for Visual Studio project</param>
/// <param name="ProjectConfigurationName">Name of configuration string to use for Visual Studio project</param>
private void MakeProjectPlatformAndConfigurationNames(UnrealTargetPlatform Platform, UnrealTargetConfiguration Configuration, TargetType TargetConfigurationName, PlatformProjectGeneratorCollection PlatformProjectGenerators, out string ProjectPlatformName, out string ProjectConfigurationName)
{
PlatformProjectGenerator PlatformProjectGenerator = PlatformProjectGenerators.GetPlatformProjectGenerator(Platform, bInAllowFailure: true);
// Check to see if this platform is supported directly by Visual Studio projects.
bool HasActualVSPlatform = (PlatformProjectGenerator != null) ? PlatformProjectGenerator.HasVisualStudioSupport(Platform, Configuration, ProjectFileFormat) : false;
if (HasActualVSPlatform)
{
// Great! Visual Studio supports this platform natively, so we don't need to make up
// a fake project configuration name.
// Allow the platform to specify the name used in VisualStudio.
// Note that the actual name of the platform on the Visual Studio side may be different than what
// UnrealBuildTool calls it (e.g. "Win64" -> "x64".) GetVisualStudioPlatformName() will figure this out.
ProjectConfigurationName = Configuration.ToString();
ProjectPlatformName = PlatformProjectGenerator.GetVisualStudioPlatformName(Platform, Configuration);
}
else
{
// Visual Studio doesn't natively support this platform, so we fake it by mapping it to
// a project configuration that has the platform name in that configuration as a suffix,
// and then using "Win32" as the actual VS platform name
ProjectConfigurationName = Platform.ToString() + "_" + Configuration.ToString();
ProjectPlatformName = DefaultPlatformName;
// @ATG_CHANGE : BEGIN UWP support - VS remote debugging needs our fake platform to have the right processor architecture
if (Platform == UnrealTargetPlatform.UWP64)
{
// Needed so that VS understands that we're 64bit for remote debugger purposes.
ProjectPlatformName = "x64";
}
else
{
ProjectPlatformName = "Win32";
}
// @ATG_CHANGE : END UWP support
}
if(TargetConfigurationName != TargetType.Game)
{
ProjectConfigurationName += "_" + TargetConfigurationName.ToString();
}
}
/// <summary>
/// Get the project context for the given solution context
/// </summary>
/// <param name="SolutionTarget">The solution target type</param>
/// <param name="SolutionConfiguration">The solution configuration</param>
/// <param name="SolutionPlatform">The solution platform</param>
/// <param name="PlatformProjectGenerators">Set of platform project generations</param>
/// <returns>Project context matching the given solution context</returns>
public override MSBuildProjectContext GetMatchingProjectContext(TargetType SolutionTarget, UnrealTargetConfiguration SolutionConfiguration, UnrealTargetPlatform SolutionPlatform, PlatformProjectGeneratorCollection PlatformProjectGenerators)
{
// Stub projects always build in the same configuration
if(IsStubProject)
{
return new MSBuildProjectContext(StubProjectConfigurationName, StubProjectPlatformName);
}
// Have to match every solution configuration combination to a project configuration (or use the invalid one)
string ProjectConfigurationName = "Invalid";
// Get the default platform. If there were not valid platforms for this project, just use one that will always be available in VS.
string ProjectPlatformName = InvalidConfigPlatformNames.First();
// Whether the configuration should be built automatically as part of the solution
bool bBuildByDefault = false;
// Whether this configuration should deploy by default (requires bBuildByDefault)
bool bDeployByDefault = false;
// Programs are built in editor configurations (since the editor is like a desktop program too) and game configurations (since we omit the "game" qualification in the configuration name).
bool IsProgramProject = ProjectTargets[0].TargetRules != null && ProjectTargets[0].TargetRules.Type == TargetType.Program;
if(!IsProgramProject || SolutionTarget == TargetType.Game || SolutionTarget == TargetType.Editor)
{
// Get the target type we expect to find for this project
TargetType TargetConfigurationName = SolutionTarget;
if (IsProgramProject)
{
TargetConfigurationName = TargetType.Program;
}
// Now, we want to find a target in this project that maps to the current solution config combination. Only up to one target should
// and every solution config combination should map to at least one target in one project (otherwise we shouldn't have added it!).
List<ProjectTarget> MatchingProjectTargets = new List<ProjectTarget>();
foreach (ProjectTarget ProjectTarget in ProjectTargets)
{
if(VCProjectFile.IsValidProjectPlatformAndConfiguration(ProjectTarget, SolutionPlatform, SolutionConfiguration, PlatformProjectGenerators))
{
if (ProjectTarget.TargetRules != null)
{
if (TargetConfigurationName == ProjectTarget.TargetRules.Type)
{
MatchingProjectTargets.Add(ProjectTarget);
}
}
else
{
if (ShouldBuildForAllSolutionTargets || TargetConfigurationName == TargetType.Game)
{
MatchingProjectTargets.Add(ProjectTarget);
}
}
}
}
// Always allow SCW and UnrealLighmass to build in editor configurations
if (MatchingProjectTargets.Count == 0 && SolutionTarget == TargetType.Editor && SolutionPlatform == UnrealTargetPlatform.Win64)
{
foreach(ProjectTarget ProjectTarget in ProjectTargets)
{
string TargetName = ProjectTargets[0].TargetRules.Name;
if(TargetName == "ShaderCompileWorker" || TargetName == "UnrealLightmass")
{
MatchingProjectTargets.Add(ProjectTarget);
break;
}
}
}
// Make sure there's only one matching project target
if(MatchingProjectTargets.Count > 1)
{
throw new BuildException("Not expecting more than one target for project {0} to match solution configuration {1} {2} {3}", ProjectFilePath, SolutionTarget, SolutionConfiguration, SolutionPlatform);
}
// If we found a matching project, get matching configuration
if(MatchingProjectTargets.Count == 1)
{
// Get the matching target
ProjectTarget MatchingProjectTarget = MatchingProjectTargets[0];
// If the project wants to always build in "Development", regardless of what the solution configuration is set to, then we'll do that here.
UnrealTargetConfiguration ProjectConfiguration = SolutionConfiguration;
if (MatchingProjectTarget.ForceDevelopmentConfiguration && SolutionTarget != TargetType.Game)
{
ProjectConfiguration = UnrealTargetConfiguration.Development;
}
// Get the matching project configuration
UnrealTargetPlatform ProjectPlatform = SolutionPlatform;
if (IsStubProject)
{
if (ProjectPlatform != UnrealTargetPlatform.Unknown || ProjectConfiguration != UnrealTargetConfiguration.Unknown)
{
throw new BuildException("Stub project was expecting platform and configuration type to be set to Unknown");
}
ProjectConfigurationName = StubProjectConfigurationName;
ProjectPlatformName = StubProjectPlatformName;
}
else
{
MakeProjectPlatformAndConfigurationNames(ProjectPlatform, ProjectConfiguration, TargetConfigurationName, PlatformProjectGenerators, out ProjectPlatformName, out ProjectConfigurationName);
}
// Set whether this project configuration should be built when the user initiates "build solution"
if (ShouldBuildByDefaultForSolutionTargets)
{
// Some targets are "dummy targets"; they only exist to show user friendly errors in VS. Weed them out here, and don't set them to build by default.
List<UnrealTargetPlatform> SupportedPlatforms = null;
if (MatchingProjectTarget.TargetRules != null)
{
SupportedPlatforms = new List<UnrealTargetPlatform>();
SupportedPlatforms.AddRange(MatchingProjectTarget.SupportedPlatforms);
}
if (SupportedPlatforms == null || SupportedPlatforms.Contains(SolutionPlatform))
{
bBuildByDefault = true;
PlatformProjectGenerator ProjGen = PlatformProjectGenerators.GetPlatformProjectGenerator(SolutionPlatform, true);
if (MatchingProjectTarget.ProjectDeploys ||
((ProjGen != null) && (ProjGen.GetVisualStudioDeploymentEnabled(ProjectPlatform, ProjectConfiguration) == true)))
{
bDeployByDefault = true;
}
}
}
}
}
return new MSBuildProjectContext(ProjectConfigurationName, ProjectPlatformName){ bBuildByDefault = bBuildByDefault, bDeployByDefault = bDeployByDefault };
}
class ProjectConfigAndTargetCombination
{
public UnrealTargetPlatform Platform;
public UnrealTargetConfiguration Configuration;
public string ProjectPlatformName;
public string ProjectConfigurationName;
public ProjectTarget ProjectTarget;
public ProjectConfigAndTargetCombination(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration, string InProjectPlatformName, string InProjectConfigurationName, ProjectTarget InProjectTarget)
{
Platform = InPlatform;
Configuration = InConfiguration;
ProjectPlatformName = InProjectPlatformName;
ProjectConfigurationName = InProjectConfigurationName;
ProjectTarget = InProjectTarget;
}
public string ProjectConfigurationAndPlatformName
{
get { return (ProjectPlatformName == null) ? null : (ProjectConfigurationName + "|" + ProjectPlatformName); }
}
public override string ToString()
{
return String.Format("{0} {1} {2}", ProjectTarget, Platform, Configuration);
}
}
WindowsCompiler GetCompilerForIntellisense()
{
switch(ProjectFileFormat)
{
case VCProjectFileFormat.VisualStudio2019:
return WindowsCompiler.VisualStudio2019;
case VCProjectFileFormat.VisualStudio2017:
return WindowsCompiler.VisualStudio2017;
default:
return WindowsCompiler.VisualStudio2015_DEPRECATED;
}
}
HashSet<string> InvalidConfigPlatformNames;
List<ProjectConfigAndTargetCombination> ProjectConfigAndTargetCombinations;
private void BuildProjectConfigAndTargetCombinations(List<UnrealTargetPlatform> InPlatforms, List<UnrealTargetConfiguration> InConfigurations, PlatformProjectGeneratorCollection PlatformProjectGenerators)
{
//no need to do this more than once
if(ProjectConfigAndTargetCombinations == null)
{
// Build up a list of platforms and configurations this project will support. In this list, Unknown simply
// means that we should use the default "stub" project platform and configuration name.
// If this is a "stub" project, then only add a single configuration to the project
ProjectConfigAndTargetCombinations = new List<ProjectConfigAndTargetCombination>();
if (IsStubProject)
{
ProjectConfigAndTargetCombination StubCombination = new ProjectConfigAndTargetCombination(UnrealTargetPlatform.Unknown, UnrealTargetConfiguration.Unknown, StubProjectPlatformName, StubProjectConfigurationName, null);
ProjectConfigAndTargetCombinations.Add(StubCombination);
}
else
{
// Figure out all the desired configurations
foreach (UnrealTargetConfiguration Configuration in InConfigurations)
{
//@todo.Rocket: Put this in a commonly accessible place?
if (InstalledPlatformInfo.IsValidConfiguration(Configuration, EProjectType.Code) == false)
{
continue;
}
foreach (UnrealTargetPlatform Platform in InPlatforms)
{
if (InstalledPlatformInfo.IsValidPlatform(Platform, EProjectType.Code) == false)
{
continue;
}
UEBuildPlatform BuildPlatform = UEBuildPlatform.GetBuildPlatform(Platform, true);
if ((BuildPlatform != null) && (BuildPlatform.HasRequiredSDKsInstalled() == SDKStatus.Valid))
{
// Now go through all of the target types for this project
if (ProjectTargets.Count == 0)
{
throw new BuildException("Expecting at least one ProjectTarget to be associated with project '{0}' in the TargetProjects list ", ProjectFilePath);
}
foreach (ProjectTarget ProjectTarget in ProjectTargets)
{
if (IsValidProjectPlatformAndConfiguration(ProjectTarget, Platform, Configuration, PlatformProjectGenerators))
{
string ProjectPlatformName, ProjectConfigurationName;
MakeProjectPlatformAndConfigurationNames(Platform, Configuration, ProjectTarget.TargetRules.Type, PlatformProjectGenerators, out ProjectPlatformName, out ProjectConfigurationName);
ProjectConfigAndTargetCombination Combination = new ProjectConfigAndTargetCombination(Platform, Configuration, ProjectPlatformName, ProjectConfigurationName, ProjectTarget);
ProjectConfigAndTargetCombinations.Add(Combination);
}
}
}
}
}
}
// Create a list of platforms for the "invalid" configuration. We always require at least one of these.
if(ProjectConfigAndTargetCombinations.Count == 0)
{
InvalidConfigPlatformNames = new HashSet<string>{ DefaultPlatformName };
}
else
{
InvalidConfigPlatformNames = new HashSet<string>(ProjectConfigAndTargetCombinations.Select(x => x.ProjectPlatformName));
}
}
}
/// <summary>
/// If found writes a debug project file to disk
/// </summary>
/// <returns>True on success</returns>
public override List<Tuple<ProjectFile, string>> WriteDebugProjectFiles(List<UnrealTargetPlatform> InPlatforms, List<UnrealTargetConfiguration> InConfigurations, PlatformProjectGeneratorCollection PlatformProjectGenerators)
{
string ProjectName = ProjectFilePath.GetFileNameWithoutExtension();
List<UnrealTargetPlatform> ProjectPlatforms = new List<UnrealTargetPlatform>();
List<Tuple<ProjectFile, string>> ProjectFiles = new List<Tuple<ProjectFile, string>>();
BuildProjectConfigAndTargetCombinations(InPlatforms, InConfigurations, PlatformProjectGenerators);
foreach (ProjectConfigAndTargetCombination Combination in ProjectConfigAndTargetCombinations)
{
if (!ProjectPlatforms.Contains(Combination.Platform))
{
ProjectPlatforms.Add(Combination.Platform);
}
}
//write out any additional project files
if (!IsStubProject && ProjectTargets.Any(x => x.TargetRules != null && x.TargetRules.Type != TargetType.Program))
{
foreach (UnrealTargetPlatform Platform in ProjectPlatforms)
{
PlatformProjectGenerator ProjGenerator = PlatformProjectGenerators.GetPlatformProjectGenerator(Platform, true);
if (ProjGenerator != null)
{
//write out additional prop file
ProjGenerator.WriteAdditionalPropFile();
//write out additional project user files
ProjGenerator.WriteAdditionalProjUserFile(this);
//write out additional project files
Tuple<ProjectFile, string> DebugProjectInfo = ProjGenerator.WriteAdditionalProjFile(this);
if(DebugProjectInfo != null)
{
ProjectFiles.Add(DebugProjectInfo);
}
}
}
}
return ProjectFiles;
}
/// Implements Project interface
public override bool WriteProjectFile(List<UnrealTargetPlatform> InPlatforms, List<UnrealTargetConfiguration> InConfigurations, PlatformProjectGeneratorCollection PlatformProjectGenerators)
{
string ProjectName = ProjectFilePath.GetFileNameWithoutExtension();
bool bSuccess = true;
// Build up the new include search path string
StringBuilder VCIncludeSearchPaths = new StringBuilder();
{
foreach (string CurPath in IntelliSenseIncludeSearchPaths)
{
VCIncludeSearchPaths.Append(CurPath + ";");
}
foreach (string CurPath in IntelliSenseSystemIncludeSearchPaths)
{
VCIncludeSearchPaths.Append(CurPath + ";");
}
// @ATG_CHANGE : BEGIN UWP support
if (InPlatforms.Contains(UnrealTargetPlatform.UWP32))
{
VCIncludeSearchPaths.Append(UniversalWindowsPlatformToolChain.GetVCIncludePaths(CppPlatform.UWP32, GetCompilerForIntellisense()) + ";");
}
else if (InPlatforms.Contains(UnrealTargetPlatform.UWP64))
{
VCIncludeSearchPaths.Append(UniversalWindowsPlatformToolChain.GetVCIncludePaths(CppPlatform.UWP64, GetCompilerForIntellisense()) + ";");
}
else if (InPlatforms.Contains(UnrealTargetPlatform.Win64))
// @ATG_CHANGE : END
{
VCIncludeSearchPaths.Append(VCToolChain.GetVCIncludePaths(CppPlatform.Win64, GetCompilerForIntellisense(), null) + ";");
}
else if (InPlatforms.Contains(UnrealTargetPlatform.Win32))
{
VCIncludeSearchPaths.Append(VCToolChain.GetVCIncludePaths(CppPlatform.Win32, GetCompilerForIntellisense(), null) + ";");
}
}
StringBuilder VCPreprocessorDefinitions = new StringBuilder();
foreach (string CurDef in IntelliSensePreprocessorDefinitions)
{
if (VCPreprocessorDefinitions.Length > 0)
{
VCPreprocessorDefinitions.Append(';');
}
VCPreprocessorDefinitions.Append(CurDef);
}
// @ATG_CHANGE : BEGIN winmd support
// Ensure custom winmds are pulled in for Intellisense purposes. Needs to be here because
// the list is owned by the VCProjectFile instance (same as other Intellisense collections).
// Also note that file locations may be platform-specific, but the list was formed based
// on Win64 only.
StringBuilder VCWinMDReferences = new StringBuilder();
foreach (var CurDef in IntelliSenseWinMDReferences)
{
if (VCWinMDReferences.Length > 0)
{
VCWinMDReferences.Append(';');
}
VCWinMDReferences.Append(CurDef.Replace(UnrealTargetPlatform.Win64.ToString(), UnrealTargetPlatform.UWP64.ToString()));
}
// @ATG_CHANGE : END
// Setup VC project file content
StringBuilder VCProjectFileContent = new StringBuilder();
StringBuilder VCFiltersFileContent = new StringBuilder();
StringBuilder VCUserFileContent = new StringBuilder();
// Visual Studio doesn't require a *.vcxproj.filters file to even exist alongside the project unless
// it actually has something of substance in it. We'll avoid saving it out unless we need to.
bool FiltersFileIsNeeded = false;
// Project file header
VCProjectFileContent.AppendLine("<?xml version=\"1.0\" encoding=\"utf-8\"?>");
VCProjectFileContent.AppendLine("<Project DefaultTargets=\"Build\" ToolsVersion=\"{0}\" xmlns=\"http://schemas.microsoft.com/developer/msbuild/2003\">", VCProjectFileGenerator.GetProjectFileToolVersionString(ProjectFileFormat));
bool bGenerateUserFileContent = PlatformProjectGenerators.PlatformRequiresVSUserFileGeneration(InPlatforms, InConfigurations);
if (bGenerateUserFileContent)
{
VCUserFileContent.AppendLine("<?xml version=\"1.0\" encoding=\"utf-8\"?>");
VCUserFileContent.AppendLine("<Project ToolsVersion=\"{0}\" xmlns=\"http://schemas.microsoft.com/developer/msbuild/2003\">", VCProjectFileGenerator.GetProjectFileToolVersionString(ProjectFileFormat));
}
BuildProjectConfigAndTargetCombinations(InPlatforms, InConfigurations, PlatformProjectGenerators);
VCProjectFileContent.AppendLine(" <ItemGroup Label=\"ProjectConfigurations\">");
// Make a list of the platforms and configs as project-format names
List<UnrealTargetPlatform> ProjectPlatforms = new List<UnrealTargetPlatform>();
List<Tuple<string, UnrealTargetPlatform>> ProjectPlatformNameAndPlatforms = new List<Tuple<string, UnrealTargetPlatform>>(); // ProjectPlatformName, Platform
List<Tuple<string, UnrealTargetConfiguration>> ProjectConfigurationNameAndConfigurations = new List<Tuple<string, UnrealTargetConfiguration>>(); // ProjectConfigurationName, Configuration
foreach (ProjectConfigAndTargetCombination Combination in ProjectConfigAndTargetCombinations)
{
if (!ProjectPlatforms.Contains(Combination.Platform))
{
ProjectPlatforms.Add(Combination.Platform);
}
if (!ProjectPlatformNameAndPlatforms.Any(ProjectPlatformNameAndPlatformTuple => ProjectPlatformNameAndPlatformTuple.Item1 == Combination.ProjectPlatformName))
{
ProjectPlatformNameAndPlatforms.Add(Tuple.Create(Combination.ProjectPlatformName, Combination.Platform));
}
if (!ProjectConfigurationNameAndConfigurations.Any(ProjectConfigurationNameAndConfigurationTuple => ProjectConfigurationNameAndConfigurationTuple.Item1 == Combination.ProjectConfigurationName))
{
ProjectConfigurationNameAndConfigurations.Add(Tuple.Create(Combination.ProjectConfigurationName, Combination.Configuration));
}
}
// Add the "invalid" configuration for each platform. We use this when the solution configuration does not match any project configuration.
foreach(string InvalidConfigPlatformName in InvalidConfigPlatformNames)
{
VCProjectFileContent.AppendLine(" <ProjectConfiguration Include=\"Invalid|{0}\">", InvalidConfigPlatformName);
VCProjectFileContent.AppendLine(" <Configuration>Invalid</Configuration>");
VCProjectFileContent.AppendLine(" <Platform>{0}</Platform>", InvalidConfigPlatformName);
VCProjectFileContent.AppendLine(" </ProjectConfiguration>");
}
// Output ALL the project's config-platform permutations (project files MUST do this)
foreach (Tuple<string, UnrealTargetConfiguration> ConfigurationTuple in ProjectConfigurationNameAndConfigurations)
{
string ProjectConfigurationName = ConfigurationTuple.Item1;
foreach (Tuple<string, UnrealTargetPlatform> PlatformTuple in ProjectPlatformNameAndPlatforms)
{
string ProjectPlatformName = PlatformTuple.Item1;
VCProjectFileContent.AppendLine(" <ProjectConfiguration Include=\"{0}|{1}\">", ProjectConfigurationName, ProjectPlatformName);
VCProjectFileContent.AppendLine(" <Configuration>{0}</Configuration>", ProjectConfigurationName);
VCProjectFileContent.AppendLine(" <Platform>{0}</Platform>", ProjectPlatformName);
VCProjectFileContent.AppendLine(" </ProjectConfiguration>");
}
}
VCProjectFileContent.AppendLine(" </ItemGroup>");
VCFiltersFileContent.AppendLine("<?xml version=\"1.0\" encoding=\"utf-8\"?>");
VCFiltersFileContent.AppendLine("<Project ToolsVersion=\"{0}\" xmlns=\"http://schemas.microsoft.com/developer/msbuild/2003\">", VCProjectFileGenerator.GetProjectFileToolVersionString(ProjectFileFormat));
// Platform specific PropertyGroups, etc.
if (!IsStubProject)
{
foreach (UnrealTargetPlatform Platform in ProjectPlatforms)
{
PlatformProjectGenerator ProjGenerator = PlatformProjectGenerators.GetPlatformProjectGenerator(Platform, true);
if (ProjGenerator != null && ProjGenerator.HasVisualStudioSupport(Platform, UnrealTargetConfiguration.Development, ProjectFileFormat))
{
ProjGenerator.GetAdditionalVisualStudioPropertyGroups(Platform, ProjectFileFormat, VCProjectFileContent);
}
}
}
// Project globals (project GUID, project type, SCC bindings, etc)
{
VCProjectFileContent.AppendLine(" <PropertyGroup Label=\"Globals\">");
VCProjectFileContent.AppendLine(" <ProjectGuid>{0}</ProjectGuid>", ProjectGUID.ToString("B").ToUpperInvariant());
VCProjectFileContent.AppendLine(" <Keyword>MakeFileProj</Keyword>");
VCProjectFileContent.AppendLine(" <RootNamespace>{0}</RootNamespace>", ProjectName);
VCProjectFileContent.AppendLine(" <PlatformToolset>{0}</PlatformToolset>", VCProjectFileGenerator.GetProjectFilePlatformToolsetVersionString(ProjectFileFormat));
VCProjectFileContent.AppendLine(" <MinimumVisualStudioVersion>{0}</MinimumVisualStudioVersion>", VCProjectFileGenerator.GetProjectFileToolVersionString(ProjectFileFormat));
VCProjectFileContent.AppendLine(" <TargetRuntime>Native</TargetRuntime>");
VCProjectFileContent.AppendLine(" </PropertyGroup>");
}
// look for additional import lines for all platforms for non stub projects
if (!IsStubProject)
{
foreach (UnrealTargetPlatform Platform in ProjectPlatforms)
{
PlatformProjectGenerator ProjGenerator = PlatformProjectGenerators.GetPlatformProjectGenerator(Platform, true);
if (ProjGenerator != null && ProjGenerator.HasVisualStudioSupport(Platform, UnrealTargetConfiguration.Development, ProjectFileFormat))
{
ProjGenerator.GetVisualStudioGlobalProperties(Platform, VCProjectFileContent);
}
}
}
if (!IsStubProject)
{
// TODO: Restrict this to only the Lumin platform targets, routing via GetVisualStudioGlobalProperties().
// Currently hacking here because returning true from HasVisualStudioSupport() for lumin causes bunch of faiures in VS.
VCProjectFileContent.AppendLine(" <ItemGroup>");
VCProjectFileContent.AppendLine(" <ProjectCapability Include=\"MLProject\" />");
VCProjectFileContent.AppendLine(" <PropertyPageSchema Include=\"$(LOCALAPPDATA)\\Microsoft\\VisualStudio\\MagicLeap\\debugger.xaml\" />");
VCProjectFileContent.AppendLine(" </ItemGroup>");
}
// Write each project configuration PreDefaultProps section
// @ATG_CHANGE : BEGIN - UWP packaging & F5 support
// do this only for valid combinations, which conveniently provides access to the true UnrealTargetPlatform (i.e. accounts for
// UWP, WinRT, and any others that don't map to VS platforms).
foreach (ProjectConfigAndTargetCombination Combination in ProjectConfigAndTargetCombinations)
{
WritePreDefaultPropsConfiguration(Combination.Platform, Combination.Configuration, Combination.ProjectPlatformName, Combination.ProjectConfigurationName, PlatformProjectGenerators, VCProjectFileContent);
}
// @ATG_CHANGE : END
VCProjectFileContent.AppendLine(" <Import Project=\"$(VCTargetsPath)\\Microsoft.Cpp.Default.props\" />");
// Write the invalid configuration data
foreach(string InvalidConfigPlatformName in InvalidConfigPlatformNames)
{
VCProjectFileContent.AppendLine(" <PropertyGroup Condition=\"'$(Configuration)|$(Platform)'=='Invalid|{0}'\" Label=\"Configuration\">", InvalidConfigPlatformName);
VCProjectFileContent.AppendLine(" <ConfigurationType>Makefile</ConfigurationType>");
VCProjectFileContent.AppendLine(" </PropertyGroup>");
}
// Write each project configuration PreDefaultProps section
foreach (Tuple<string, UnrealTargetConfiguration> ConfigurationTuple in ProjectConfigurationNameAndConfigurations)
{
string ProjectConfigurationName = ConfigurationTuple.Item1;
UnrealTargetConfiguration TargetConfiguration = ConfigurationTuple.Item2;
foreach (Tuple<string, UnrealTargetPlatform> PlatformTuple in ProjectPlatformNameAndPlatforms)
{
string ProjectPlatformName = PlatformTuple.Item1;
UnrealTargetPlatform TargetPlatform = PlatformTuple.Item2;
WritePostDefaultPropsConfiguration(TargetPlatform, TargetConfiguration, ProjectPlatformName, ProjectConfigurationName, PlatformProjectGenerators, VCProjectFileContent);
}
}
VCProjectFileContent.AppendLine(" <Import Project=\"$(VCTargetsPath)\\Microsoft.Cpp.props\" />");
VCProjectFileContent.AppendLine(" <ImportGroup Label=\"ExtensionSettings\" />");
VCProjectFileContent.AppendLine(" <PropertyGroup Label=\"UserMacros\" />");
// Write the invalid configuration
foreach(string InvalidConfigPlatformName in InvalidConfigPlatformNames)
{
const string InvalidMessage = "echo The selected platform/configuration is not valid for this target.";
string ProjectRelativeUnusedDirectory = NormalizeProjectPath(DirectoryReference.Combine(UnrealBuildTool.EngineDirectory, "Intermediate", "Build", "Unused"));
VCProjectFileContent.AppendLine(" <PropertyGroup Condition=\"'$(Configuration)|$(Platform)'=='Invalid|{0}'\">", InvalidConfigPlatformName);
VCProjectFileContent.AppendLine(" <NMakeBuildCommandLine>{0}</NMakeBuildCommandLine>", InvalidMessage);
VCProjectFileContent.AppendLine(" <NMakeReBuildCommandLine>{0}</NMakeReBuildCommandLine>", InvalidMessage);
VCProjectFileContent.AppendLine(" <NMakeCleanCommandLine>{0}</NMakeCleanCommandLine>", InvalidMessage);
VCProjectFileContent.AppendLine(" <NMakeOutput>Invalid Output</NMakeOutput>", InvalidMessage);
VCProjectFileContent.AppendLine(" <OutDir>{0}{1}</OutDir>", ProjectRelativeUnusedDirectory, Path.DirectorySeparatorChar);
VCProjectFileContent.AppendLine(" <IntDir>{0}{1}</IntDir>", ProjectRelativeUnusedDirectory, Path.DirectorySeparatorChar);
VCProjectFileContent.AppendLine(" </PropertyGroup>");
}
// Write each project configuration
foreach (ProjectConfigAndTargetCombination Combination in ProjectConfigAndTargetCombinations)
{
WriteConfiguration(ProjectName, Combination, VCProjectFileContent, PlatformProjectGenerators, bGenerateUserFileContent ? VCUserFileContent : null);
}
// Source folders and files
{
List<AliasedFile> LocalAliasedFiles = new List<AliasedFile>(AliasedFiles);
foreach (SourceFile CurFile in SourceFiles)
{
// We want all source file and directory paths in the project files to be relative to the project file's
// location on the disk. Convert the path to be relative to the project file directory
string ProjectRelativeSourceFile = CurFile.Reference.MakeRelativeTo(ProjectFilePath.Directory);
// By default, files will appear relative to the project file in the solution. This is kind of the normal Visual
// Studio way to do things, but because our generated project files are emitted to intermediate folders, if we always
// did this it would yield really ugly paths int he solution explorer
string FilterRelativeSourceDirectory;
if (CurFile.BaseFolder == null)
{
FilterRelativeSourceDirectory = ProjectRelativeSourceFile;
}
else
{
FilterRelativeSourceDirectory = CurFile.Reference.MakeRelativeTo(CurFile.BaseFolder);
}
// Manually remove the filename for the filter. We run through this code path a lot, so just do it manually.
int LastSeparatorIdx = FilterRelativeSourceDirectory.LastIndexOf(Path.DirectorySeparatorChar);
if (LastSeparatorIdx == -1)
{
FilterRelativeSourceDirectory = "";
}
else
{
FilterRelativeSourceDirectory = FilterRelativeSourceDirectory.Substring(0, LastSeparatorIdx);
}
LocalAliasedFiles.Add(new AliasedFile(ProjectRelativeSourceFile, FilterRelativeSourceDirectory));
}
VCFiltersFileContent.AppendLine(" <ItemGroup>");
VCProjectFileContent.AppendLine(" <ItemGroup>");
// Add all file directories to the filters file as solution filters
HashSet<string> FilterDirectories = new HashSet<string>();
UEBuildPlatform BuildPlatform = UEBuildPlatform.GetBuildPlatform(BuildHostPlatform.Current.Platform);
foreach (AliasedFile AliasedFile in LocalAliasedFiles)
{
// No need to add the root directory relative to the project (it would just be an empty string!)
if (!String.IsNullOrWhiteSpace(AliasedFile.ProjectPath))
{
FiltersFileIsNeeded = EnsureFilterPathExists(AliasedFile.ProjectPath, VCFiltersFileContent, FilterDirectories);
}
string VCFileType = GetVCFileType(AliasedFile.FileSystemPath);
VCProjectFileContent.AppendLine(" <{0} Include=\"{1}\"/>", VCFileType, EscapeFileName(AliasedFile.FileSystemPath));
if (!String.IsNullOrWhiteSpace(AliasedFile.ProjectPath))
{
VCFiltersFileContent.AppendLine(" <{0} Include=\"{1}\">", VCFileType, EscapeFileName(AliasedFile.FileSystemPath));
VCFiltersFileContent.AppendLine(" <Filter>{0}</Filter>", Utils.CleanDirectorySeparators(EscapeFileName(AliasedFile.ProjectPath)));
VCFiltersFileContent.AppendLine(" </{0}>", VCFileType);
FiltersFileIsNeeded = true;
}
else
{
// No need to specify the root directory relative to the project (it would just be an empty string!)
VCFiltersFileContent.AppendLine(" <{0} Include=\"{1}\" />", VCFileType, EscapeFileName(AliasedFile.FileSystemPath));
}
}
VCProjectFileContent.AppendLine(" </ItemGroup>");
VCFiltersFileContent.AppendLine(" </ItemGroup>");
}
// For Installed engine builds, include engine source in the source search paths if it exists. We never build it locally, so the debugger can't find it.
if (UnrealBuildTool.IsEngineInstalled() && !IsStubProject)
{
VCProjectFileContent.AppendLine(" <PropertyGroup>");
VCProjectFileContent.Append(" <SourcePath>");
foreach (string DirectoryName in Directory.EnumerateDirectories(UnrealBuildTool.EngineSourceDirectory.FullName, "*", SearchOption.AllDirectories))
{
if (Directory.EnumerateFiles(DirectoryName, "*.cpp").Any())
{
VCProjectFileContent.Append(DirectoryName);
VCProjectFileContent.Append(";");
}
}
VCProjectFileContent.AppendLine("</SourcePath>");
VCProjectFileContent.AppendLine(" </PropertyGroup>");
}
// Write IntelliSense info
{
// @todo projectfiles: Currently we are storing defines/include paths for ALL configurations rather than using ConditionString and storing
// this data uniquely for each target configuration. IntelliSense may behave better if we did that, but it will result in a LOT more
// data being stored into the project file, and might make the IDE perform worse when switching configurations!
VCProjectFileContent.AppendLine(" <PropertyGroup>");
VCProjectFileContent.AppendLine(" <NMakePreprocessorDefinitions>$(NMakePreprocessorDefinitions){0}</NMakePreprocessorDefinitions>", (VCPreprocessorDefinitions.Length > 0 ? (";" + VCPreprocessorDefinitions) : ""));
VCProjectFileContent.AppendLine(" <NMakeIncludeSearchPath>$(NMakeIncludeSearchPath){0}</NMakeIncludeSearchPath>", (VCIncludeSearchPaths.Length > 0 ? (";" + VCIncludeSearchPaths) : ""));
VCProjectFileContent.AppendLine(" <NMakeForcedIncludes>$(NMakeForcedIncludes)</NMakeForcedIncludes>");
VCProjectFileContent.AppendLine(" <NMakeAssemblySearchPath>$(NMakeAssemblySearchPath)</NMakeAssemblySearchPath>");
VCProjectFileContent.AppendLine(" <NMakeForcedUsingAssemblies>$(NMakeForcedUsingAssemblies)</NMakeForcedUsingAssemblies>");
// @ATG_CHANGE : BEGIN - winmd support
VCProjectFileContent.AppendLine(" <NMakeForcedUsingAssemblies>$(NMakeForcedUsingAssemblies)" + (VCWinMDReferences.Length > 0 ? (";" + VCWinMDReferences) : "") + "</NMakeForcedUsingAssemblies>");
// @ATG_CHANGE : END
VCProjectFileContent.AppendLine(" </PropertyGroup>");
}
string OutputManifestString = "";
if (!IsStubProject)
{
foreach (UnrealTargetPlatform Platform in ProjectPlatforms)
{
PlatformProjectGenerator ProjGenerator = PlatformProjectGenerators.GetPlatformProjectGenerator(Platform, true);
if (ProjGenerator != null && ProjGenerator.HasVisualStudioSupport(Platform, UnrealTargetConfiguration.Development, ProjectFileFormat))
{
// @todo projectfiles: Serious hacks here because we are trying to emit one-time platform-specific sections that need information
// about a target type, but the project file may contain many types of targets! Some of this logic will need to move into
// the per-target configuration writing code.
TargetType HackTargetType = TargetType.Game;
FileReference HackTargetFilePath = null;
foreach (ProjectConfigAndTargetCombination Combination in ProjectConfigAndTargetCombinations)
{
if (Combination.Platform == Platform &&
Combination.ProjectTarget.TargetRules != null &&
Combination.ProjectTarget.TargetRules.Type == HackTargetType)
{
HackTargetFilePath = Combination.ProjectTarget.TargetFilePath;// ProjectConfigAndTargetCombinations[0].ProjectTarget.TargetFilePath;
break;
}
}
if (HackTargetFilePath != null)
{
OutputManifestString += ProjGenerator.GetVisualStudioOutputManifestSection(Platform, HackTargetType, HackTargetFilePath, ProjectFilePath, ProjectFileFormat);
}
}
}
}
VCProjectFileContent.Append(OutputManifestString); // output manifest must come before the Cpp.targets file.
VCProjectFileContent.AppendLine(" <ItemDefinitionGroup>");
VCProjectFileContent.AppendLine(" </ItemDefinitionGroup>");
VCProjectFileContent.AppendLine(" <Import Project=\"$(VCTargetsPath)\\Microsoft.Cpp.targets\" />");
if (!IsStubProject)
{
foreach (UnrealTargetPlatform Platform in ProjectPlatforms)
{
PlatformProjectGenerator ProjGenerator = PlatformProjectGenerators.GetPlatformProjectGenerator(Platform, true);
if (ProjGenerator != null && ProjGenerator.HasVisualStudioSupport(Platform, UnrealTargetConfiguration.Development, ProjectFileFormat))
{
ProjGenerator.GetVisualStudioTargetOverrides(Platform, ProjectFileFormat, VCProjectFileContent);
}
}
}
VCProjectFileContent.AppendLine(" <ImportGroup Label=\"ExtensionTargets\">");
VCProjectFileContent.AppendLine(" </ImportGroup>");
VCProjectFileContent.AppendLine("</Project>");
VCFiltersFileContent.AppendLine("</Project>");
if (bGenerateUserFileContent)
{
VCUserFileContent.AppendLine("</Project>");
}
// Save the project file
if (bSuccess)
{
bSuccess = ProjectFileGenerator.WriteFileIfChanged(ProjectFilePath.FullName, VCProjectFileContent.ToString());
}
// Save the filters file
if (bSuccess)
{
// Create a path to the project file's filters file
string VCFiltersFilePath = ProjectFilePath.FullName + ".filters";
if (FiltersFileIsNeeded)
{
bSuccess = ProjectFileGenerator.WriteFileIfChanged(VCFiltersFilePath, VCFiltersFileContent.ToString());
}
else
{
Log.TraceVerbose("Deleting Visual C++ filters file which is no longer needed: " + VCFiltersFilePath);
// Delete the filters file, if one exists. We no longer need it
try
{
File.Delete(VCFiltersFilePath);
}
catch (Exception)
{
Log.TraceInformation("Error deleting filters file (file may not be writable): " + VCFiltersFilePath);
}
}
}
// Save the user file, if required
if (VCUserFileContent.Length > 0)
{
// Create a path to the project file's user file
string VCUserFilePath = ProjectFilePath.FullName + ".user";
// Never overwrite the existing user path as it will cause them to lose their settings
if (File.Exists(VCUserFilePath) == false)
{
bSuccess = ProjectFileGenerator.WriteFileIfChanged(VCUserFilePath, VCUserFileContent.ToString());
}
}
return bSuccess;
}
private static bool EnsureFilterPathExists(string FilterRelativeSourceDirectory, StringBuilder VCFiltersFileContent, HashSet<string> FilterDirectories)
{
// We only want each directory to appear once in the filters file
string PathRemaining = Utils.CleanDirectorySeparators(FilterRelativeSourceDirectory);
bool FiltersFileIsNeeded = false;
if (!FilterDirectories.Contains(PathRemaining))
{
// Make sure all subdirectories leading up to this directory each have their own filter, too!
List<string> AllDirectoriesInPath = new List<string>();
string PathSoFar = "";
for (; ; )
{
if (PathRemaining.Length > 0)
{
int SlashIndex = PathRemaining.IndexOf(Path.DirectorySeparatorChar);
string SplitDirectory;
if (SlashIndex != -1)
{
SplitDirectory = PathRemaining.Substring(0, SlashIndex);
PathRemaining = PathRemaining.Substring(SplitDirectory.Length + 1);
}
else
{
SplitDirectory = PathRemaining;
PathRemaining = "";
}
if (!String.IsNullOrEmpty(PathSoFar))
{
PathSoFar += Path.DirectorySeparatorChar;
}
PathSoFar += SplitDirectory;
AllDirectoriesInPath.Add(PathSoFar);
}
else
{
break;
}
}
foreach (string LeadingDirectory in AllDirectoriesInPath)
{
if (!FilterDirectories.Contains(LeadingDirectory))
{
FilterDirectories.Add(LeadingDirectory);
// Generate a unique GUID for this folder
// NOTE: When saving generated project files, we ignore differences in GUIDs if every other part of the file
// matches identically with the pre-existing file
string FilterGUID = Guid.NewGuid().ToString("B").ToUpperInvariant();
VCFiltersFileContent.AppendLine(" <Filter Include=\"{0}\">", EscapeFileName(LeadingDirectory));
VCFiltersFileContent.AppendLine(" <UniqueIdentifier>{0}</UniqueIdentifier>", FilterGUID);
VCFiltersFileContent.AppendLine(" </Filter>");
FiltersFileIsNeeded = true;
}
}
}
return FiltersFileIsNeeded;
}
/// <summary>
/// Returns the VCFileType element name based on the file path.
/// </summary>
/// <param name="Path">The path of the file to return type for.</param>
/// <returns>Name of the element in MSBuild project file for this file.</returns>
private string GetVCFileType(string Path)
{
// What type of file is this?
if (Path.EndsWith(".h", StringComparison.InvariantCultureIgnoreCase) ||
Path.EndsWith(".inl", StringComparison.InvariantCultureIgnoreCase))
{
return "ClInclude";
}
else if (Path.EndsWith(".cpp", StringComparison.InvariantCultureIgnoreCase))
{
return "ClCompile";
}
else if (Path.EndsWith(".rc", StringComparison.InvariantCultureIgnoreCase))
{
return "ResourceCompile";
}
else if (Path.EndsWith(".manifest", StringComparison.InvariantCultureIgnoreCase))
{
return "Manifest";
}
else
{
return "None";
}
}
// Anonymous function that writes pre-Default.props configuration data
private void WritePreDefaultPropsConfiguration(UnrealTargetPlatform TargetPlatform, UnrealTargetConfiguration TargetConfiguration, string ProjectPlatformName, string ProjectConfigurationName, PlatformProjectGeneratorCollection PlatformProjectGenerators, StringBuilder VCProjectFileContent)
{
PlatformProjectGenerator ProjGenerator = PlatformProjectGenerators.GetPlatformProjectGenerator(TargetPlatform, true);
if (((ProjGenerator == null) && (TargetPlatform != UnrealTargetPlatform.Unknown)))
{
return;
}
string ProjectConfigurationAndPlatformName = ProjectConfigurationName + "|" + ProjectPlatformName;
string ConditionString = "Condition=\"'$(Configuration)|$(Platform)'=='" + ProjectConfigurationAndPlatformName + "'\"";
if(ProjGenerator != null)
{
StringBuilder PlatformToolsetString = new StringBuilder();
ProjGenerator.GetVisualStudioPreDefaultString(TargetPlatform, TargetConfiguration, PlatformToolsetString);
if (PlatformToolsetString.Length > 0)
{
VCProjectFileContent.AppendLine(" <PropertyGroup " + ConditionString + " Label=\"Configuration\">", ConditionString);
VCProjectFileContent.Append(PlatformToolsetString);
VCProjectFileContent.AppendLine(" </PropertyGroup>");
}
}
}
// Anonymous function that writes post-Default.props configuration data
private void WritePostDefaultPropsConfiguration(UnrealTargetPlatform TargetPlatform, UnrealTargetConfiguration TargetConfiguration, string ProjectPlatformName, string ProjectConfigurationName, PlatformProjectGeneratorCollection PlatformProjectGenerators, StringBuilder VCProjectFileContent)
{
PlatformProjectGenerator ProjGenerator = PlatformProjectGenerators.GetPlatformProjectGenerator(TargetPlatform, true);
string ProjectConfigurationAndPlatformName = ProjectConfigurationName + "|" + ProjectPlatformName;
string ConditionString = "Condition=\"'$(Configuration)|$(Platform)'=='" + ProjectConfigurationAndPlatformName + "'\"";
StringBuilder PlatformToolsetString = new StringBuilder();
if(ProjGenerator != null)
{
ProjGenerator.GetVisualStudioPlatformToolsetString(TargetPlatform, TargetConfiguration, ProjectFileFormat, PlatformToolsetString);
}
if (PlatformToolsetString.Length == 0)
{
PlatformToolsetString.AppendLine(" <PlatformToolset>" + VCProjectFileGenerator.GetProjectFilePlatformToolsetVersionString(ProjectFileFormat) + "</PlatformToolset>");
}
string PlatformConfigurationType = (ProjGenerator == null) ? "Makefile" : ProjGenerator.GetVisualStudioPlatformConfigurationType(TargetPlatform, ProjectFileFormat);
VCProjectFileContent.AppendLine(" <PropertyGroup {0} Label=\"Configuration\">", ConditionString);
VCProjectFileContent.AppendLine(" <ConfigurationType>{0}</ConfigurationType>", PlatformConfigurationType);
VCProjectFileContent.Append(PlatformToolsetString);
VCProjectFileContent.AppendLine(" </PropertyGroup>");
}
// Anonymous function that writes project configuration data
private void WriteConfiguration(string ProjectName, ProjectConfigAndTargetCombination Combination, StringBuilder VCProjectFileContent, PlatformProjectGeneratorCollection PlatformProjectGenerators, StringBuilder VCUserFileContent)
{
UnrealTargetPlatform Platform = Combination.Platform;
UnrealTargetConfiguration Configuration = Combination.Configuration;
PlatformProjectGenerator ProjGenerator = PlatformProjectGenerators.GetPlatformProjectGenerator(Platform, true);
string UProjectPath = "";
if (IsForeignProject)
{
UProjectPath = "\"$(SolutionDir)$(ProjectName).uproject\"";
}
string ConditionString = "Condition=\"'$(Configuration)|$(Platform)'=='" + Combination.ProjectConfigurationAndPlatformName + "'\"";
{
VCProjectFileContent.AppendLine(" <ImportGroup {0} Label=\"PropertySheets\">", ConditionString);
VCProjectFileContent.AppendLine(" <Import Project=\"$(UserRootDir)\\Microsoft.Cpp.$(Platform).user.props\" Condition=\"exists('$(UserRootDir)\\Microsoft.Cpp.$(Platform).user.props')\" Label=\"LocalAppDataPlatform\" />");
if(ProjGenerator != null)
{
ProjGenerator.GetVisualStudioImportGroupProperties(Platform, VCProjectFileContent);
}
VCProjectFileContent.AppendLine(" </ImportGroup>");
DirectoryReference ProjectDirectory = ProjectFilePath.Directory;
if (IsStubProject)
{
string ProjectRelativeUnusedDirectory = NormalizeProjectPath(DirectoryReference.Combine(UnrealBuildTool.EngineDirectory, "Intermediate", "Build", "Unused"));
VCProjectFileContent.AppendLine(" <PropertyGroup {0}>", ConditionString);
VCProjectFileContent.AppendLine(" <OutDir>{0}{1}</OutDir>", ProjectRelativeUnusedDirectory, Path.DirectorySeparatorChar);
VCProjectFileContent.AppendLine(" <IntDir>{0}{1}</IntDir>", ProjectRelativeUnusedDirectory, Path.DirectorySeparatorChar);
VCProjectFileContent.AppendLine(" <NMakeBuildCommandLine>@rem Nothing to do.</NMakeBuildCommandLine>");
VCProjectFileContent.AppendLine(" <NMakeReBuildCommandLine>@rem Nothing to do.</NMakeReBuildCommandLine>");
VCProjectFileContent.AppendLine(" <NMakeCleanCommandLine>@rem Nothing to do.</NMakeCleanCommandLine>");
VCProjectFileContent.AppendLine(" <NMakeOutput/>");
VCProjectFileContent.AppendLine(" </PropertyGroup>");
}
else if (UnrealBuildTool.IsEngineInstalled() && Combination.ProjectTarget != null && Combination.ProjectTarget.TargetRules != null && !Combination.ProjectTarget.SupportedPlatforms.Contains(Combination.Platform))
{
string ProjectRelativeUnusedDirectory = NormalizeProjectPath(DirectoryReference.Combine(UnrealBuildTool.EngineDirectory, "Intermediate", "Build", "Unused"));
string TargetName = Combination.ProjectTarget.TargetFilePath.GetFileNameWithoutAnyExtensions();
string ValidPlatforms = String.Join(", ", Combination.ProjectTarget.SupportedPlatforms.Select(x => x.ToString()));
VCProjectFileContent.AppendLine(" <PropertyGroup {0}>", ConditionString);
VCProjectFileContent.AppendLine(" <OutDir>{0}{1}</OutDir>", ProjectRelativeUnusedDirectory, Path.DirectorySeparatorChar);
VCProjectFileContent.AppendLine(" <IntDir>{0}{1}</IntDir>", ProjectRelativeUnusedDirectory, Path.DirectorySeparatorChar);
VCProjectFileContent.AppendLine(" <NMakeBuildCommandLine>@echo {0} is not a supported platform for {1}. Valid platforms are {2}.</NMakeBuildCommandLine>", Combination.Platform, TargetName, ValidPlatforms);
VCProjectFileContent.AppendLine(" <NMakeReBuildCommandLine>@echo {0} is not a supported platform for {1}. Valid platforms are {2}.</NMakeReBuildCommandLine>", Combination.Platform, TargetName, ValidPlatforms);
VCProjectFileContent.AppendLine(" <NMakeCleanCommandLine>@echo {0} is not a supported platform for {1}. Valid platforms are {2}.</NMakeCleanCommandLine>", Combination.Platform, TargetName, ValidPlatforms);
VCProjectFileContent.AppendLine(" <NMakeOutput/>");
VCProjectFileContent.AppendLine(" </PropertyGroup>");
}
else
{
TargetRules TargetRulesObject = Combination.ProjectTarget.TargetRules;
FileReference TargetFilePath = Combination.ProjectTarget.TargetFilePath;
string TargetName = TargetFilePath.GetFileNameWithoutAnyExtensions();
string UBTPlatformName = Platform.ToString();
string UBTConfigurationName = Configuration.ToString();
// Setup output path
UEBuildPlatform BuildPlatform = UEBuildPlatform.GetBuildPlatform(Platform);
// Figure out if this is a monolithic build
bool bShouldCompileMonolithic = BuildPlatform.ShouldCompileMonolithicBinary(Platform);
if(!bShouldCompileMonolithic)
{
bShouldCompileMonolithic = (Combination.ProjectTarget.CreateRulesDelegate(Platform, Configuration).LinkType == TargetLinkType.Monolithic);
}
// Get the output directory
DirectoryReference RootDirectory = UnrealBuildTool.EngineDirectory;
if (TargetRulesObject.Type != TargetType.Program && (bShouldCompileMonolithic || TargetRulesObject.BuildEnvironment == TargetBuildEnvironment.Unique))
{
if(Combination.ProjectTarget.UnrealProjectFilePath != null)
{
RootDirectory = Combination.ProjectTarget.UnrealProjectFilePath.Directory;
}
}
if (TargetRulesObject.Type == TargetType.Program && Combination.ProjectTarget.UnrealProjectFilePath != null)
{
RootDirectory = Combination.ProjectTarget.UnrealProjectFilePath.Directory;
}
// Get the output directory
DirectoryReference OutputDirectory = DirectoryReference.Combine(RootDirectory, "Binaries", UBTPlatformName);
if (!string.IsNullOrEmpty(TargetRulesObject.ExeBinariesSubFolder))
{
OutputDirectory = DirectoryReference.Combine(OutputDirectory, TargetRulesObject.ExeBinariesSubFolder);
}
// Get the executable name (minus any platform or config suffixes)
string BaseExeName = TargetName;
if (!bShouldCompileMonolithic && TargetRulesObject.Type != TargetType.Program && TargetRulesObject.BuildEnvironment != TargetBuildEnvironment.Unique)
{
BaseExeName = "UE4" + TargetRulesObject.Type.ToString();
}
// Make the output file path
FileReference NMakePath = FileReference.Combine(OutputDirectory, BaseExeName);
if (Configuration != TargetRulesObject.UndecoratedConfiguration)
{
NMakePath += "-" + UBTPlatformName + "-" + UBTConfigurationName;
}
NMakePath += TargetRulesObject.Architecture;
NMakePath += BuildPlatform.GetBinaryExtension(UEBuildBinaryType.Executable);
VCProjectFileContent.AppendLine(" <PropertyGroup {0}>", ConditionString);
StringBuilder PathsStringBuilder = new StringBuilder();
if(ProjGenerator != null)
{
ProjGenerator.GetVisualStudioPathsEntries(Platform, Configuration, TargetRulesObject.Type, TargetFilePath, ProjectFilePath, NMakePath, ProjectFileFormat, PathsStringBuilder);
}
string PathStrings = PathsStringBuilder.ToString();
if (string.IsNullOrEmpty(PathStrings) || (PathStrings.Contains("<IntDir>") == false))
{
string ProjectRelativeUnusedDirectory = "$(ProjectDir)..\\Build\\Unused";
VCProjectFileContent.Append(PathStrings);
VCProjectFileContent.AppendLine(" <OutDir>{0}{1}</OutDir>", ProjectRelativeUnusedDirectory, Path.DirectorySeparatorChar);
VCProjectFileContent.AppendLine(" <IntDir>{0}{1}</IntDir>", ProjectRelativeUnusedDirectory, Path.DirectorySeparatorChar);
}
else
{
VCProjectFileContent.Append(PathStrings);
}
// This is the standard UE4 based project NMake build line:
// ..\..\Build\BatchFiles\Build.bat <TARGETNAME> <PLATFORM> <CONFIGURATION>
// ie ..\..\Build\BatchFiles\Build.bat BlankProgram Win64 Debug
StringBuilder BuildArguments = new StringBuilder();
BuildArguments.AppendFormat("{0} {1} {2}", TargetName, UBTPlatformName, UBTConfigurationName);
if (IsForeignProject)
{
BuildArguments.AppendFormat(" -Project={0}", UProjectPath);
}
if (bUsePrecompiled)
{
BuildArguments.Append(" -UsePrecompiled");
}
else if(TargetRulesObject.Type == TargetType.Editor && bEditorDependsOnShaderCompileWorker && !UnrealBuildTool.IsEngineInstalled())
{
BuildArguments.Replace("\"", "\\\"");
BuildArguments.Insert(0, "-Target=\"ShaderCompileWorker Win64 Development\" -Target=\"");
BuildArguments.Append("\"");
}
// Always wait for the mutex between UBT invocations, so that building the whole solution doesn't fail.
BuildArguments.Append(" -WaitMutex");
// Always include a flag to format log messages for MSBuild
BuildArguments.Append(" -FromMsBuild");
if (bUseFastPDB)
{
// Pass Fast PDB option to make use of Visual Studio's /DEBUG:FASTLINK option
BuildArguments.Append(" -FastPDB");
}
DirectoryReference BatchFilesDirectory = DirectoryReference.Combine(UnrealBuildTool.EngineDirectory, "Build", "BatchFiles");
if(BuildToolOverride != null)
{
BuildArguments.AppendFormat(" {0}", BuildToolOverride);
}
// NMake Build command line
VCProjectFileContent.AppendLine(" <NMakeBuildCommandLine>{0} {1}</NMakeBuildCommandLine>", EscapePath(NormalizeProjectPath(FileReference.Combine(BatchFilesDirectory, "Build.bat"))), BuildArguments.ToString());
VCProjectFileContent.AppendLine(" <NMakeReBuildCommandLine>{0} {1}</NMakeReBuildCommandLine>", EscapePath(NormalizeProjectPath(FileReference.Combine(BatchFilesDirectory, "Rebuild.bat"))), BuildArguments.ToString());
VCProjectFileContent.AppendLine(" <NMakeCleanCommandLine>{0} {1}</NMakeCleanCommandLine>", EscapePath(NormalizeProjectPath(FileReference.Combine(BatchFilesDirectory, "Clean.bat"))), BuildArguments.ToString());
VCProjectFileContent.AppendLine(" <NMakeOutput>{0}</NMakeOutput>", NormalizeProjectPath(NMakePath.FullName));
if (TargetRulesObject.Type == TargetType.Game || TargetRulesObject.Type == TargetType.Client || TargetRulesObject.Type == TargetType.Server)
{
// Allow platforms to add any special properties they require... like aumid override for Xbox One
PlatformProjectGenerators.GenerateGamePlatformSpecificProperties(Platform, Configuration, TargetRulesObject.Type, VCProjectFileContent, RootDirectory, TargetFilePath);
}
VCProjectFileContent.AppendLine(" </PropertyGroup>");
if(ProjGenerator != null)
{
VCProjectFileContent.Append(ProjGenerator.GetVisualStudioLayoutDirSection(Platform, Configuration, ConditionString, Combination.ProjectTarget.TargetRules.Type, Combination.ProjectTarget.TargetFilePath, ProjectFilePath, NMakePath, ProjectFileFormat));
}
}
if (VCUserFileContent != null && Combination.ProjectTarget != null)
{
TargetRules TargetRulesObject = Combination.ProjectTarget.TargetRules;
// @ATG_CHANGE : BEGIN - UWP support
if ((Platform == UnrealTargetPlatform.Win32) || (Platform == UnrealTargetPlatform.Win64) || (Platform == UnrealTargetPlatform.UWP32) || (Platform == UnrealTargetPlatform.UWP64))
// @ATG_CHANGE : END
{
VCUserFileContent.AppendLine(" <PropertyGroup {0}>", ConditionString);
if (TargetRulesObject.Type != TargetType.Game)
{
string DebugOptions = "";
if (IsForeignProject)
{
DebugOptions += UProjectPath;
DebugOptions += " -skipcompile";
}
else if (TargetRulesObject.Type == TargetType.Editor && ProjectName != "UE4")
{
DebugOptions += ProjectName;
}
VCUserFileContent.AppendLine(" <LocalDebuggerCommandArguments>{0}</LocalDebuggerCommandArguments>", DebugOptions);
}
VCUserFileContent.AppendLine(" <DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>");
// @ATG_CHANGE : BEGIN - UWP support
string DebuggerFlavor = "WindowsLocalDebugger";
if (Platform == UnrealTargetPlatform.UWP32 || Platform == UnrealTargetPlatform.UWP64)
{
DebuggerFlavor = "AppHostLocalDebugger ";
}
VCUserFileContent.Append(
" <DebuggerFlavor>" + DebuggerFlavor + "</DebuggerFlavor>" + ProjectFileGenerator.NewLine
);
// @ATG_CHANGE : END
VCUserFileContent.AppendLine(" </PropertyGroup>");
}
if(ProjGenerator != null)
{
VCUserFileContent.Append(ProjGenerator.GetVisualStudioUserFileStrings(Platform, Configuration, ConditionString, TargetRulesObject, Combination.ProjectTarget.TargetFilePath, ProjectFilePath));
}
}
}
}
}
/// <summary>
/// A Visual C# project.
/// </summary>
class VCSharpProjectFile : MSBuildProjectFile
{
/// <summary>
/// This is the GUID that Visual Studio uses to identify a C# project file in the solution
/// </summary>
public override string ProjectTypeGUID
{
get { return "{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}"; }
}
/// <summary>
/// Platforms that this project supports
/// </summary>
public HashSet<string> Platforms = new HashSet<string>();
/// <summary>
/// Configurations that this project supports
/// </summary>
public HashSet<string> Configurations = new HashSet<string>();
/// <summary>
/// Constructs a new project file object
/// </summary>
/// <param name="InitFilePath">The path to the project file on disk</param>
public VCSharpProjectFile(FileReference InitFilePath)
: base(InitFilePath)
{
try
{
XmlDocument Document = new XmlDocument();
Document.Load(InitFilePath.FullName);
// Check the root element is the right type
if (Document.DocumentElement.Name != "Project")
{
throw new BuildException("Unexpected root element '{0}' in project file", Document.DocumentElement.Name);
}
// Parse all the configurations and platforms
// Parse the basic structure of the document, updating properties and recursing into other referenced projects as we go
foreach (XmlElement Element in Document.DocumentElement.ChildNodes.OfType<XmlElement>())
{
if(Element.Name == "PropertyGroup")
{
string Condition = Element.GetAttribute("Condition");
if(!String.IsNullOrEmpty(Condition))
{
Match Match = Regex.Match(Condition, "^\\s*'\\$\\(Configuration\\)\\|\\$\\(Platform\\)'\\s*==\\s*'(.+)\\|(.+)'\\s*$");
if(Match.Success && Match.Groups.Count == 3)
{
Configurations.Add(Match.Groups[1].Value);
Platforms.Add(Match.Groups[2].Value);
}
else
{
Log.TraceWarning("Unable to parse configuration/platform from condition '{0}': {1}", InitFilePath, Condition);
}
}
}
}
}
catch(Exception Ex)
{
Log.TraceWarning("Unable to parse {0}: {1}", InitFilePath, Ex.ToString());
}
}
/// <summary>
/// Extract information from the csproj file based on the supplied configuration
/// </summary>
public CsProjectInfo GetProjectInfo(UnrealTargetConfiguration InConfiguration)
{
if (CachedProjectInfo.ContainsKey(InConfiguration))
{
return CachedProjectInfo[InConfiguration];
}
CsProjectInfo Info;
Dictionary<string, string> Properties = new Dictionary<string, string>();
Properties.Add("Platform", "AnyCPU");
Properties.Add("Configuration", InConfiguration.ToString());
if (CsProjectInfo.TryRead(ProjectFilePath, Properties, out Info))
{
CachedProjectInfo.Add(InConfiguration, Info);
}
return Info;
}
/// <summary>
/// Determine if this project is a .NET Core project
/// </summary>
public bool IsDotNETCoreProject()
{
CsProjectInfo Info = GetProjectInfo(UnrealTargetConfiguration.Debug);
return Info.IsDotNETCoreProject();
}
/// <summary>
/// Get the project context for the given solution context
/// </summary>
/// <param name="SolutionTarget">The solution target type</param>
/// <param name="SolutionConfiguration">The solution configuration</param>
/// <param name="SolutionPlatform">The solution platform</param>
/// <param name="PlatformProjectGenerators">Set of platform project generators</param>
/// <returns>Project context matching the given solution context</returns>
public override MSBuildProjectContext GetMatchingProjectContext(TargetType SolutionTarget, UnrealTargetConfiguration SolutionConfiguration, UnrealTargetPlatform SolutionPlatform, PlatformProjectGeneratorCollection PlatformProjectGenerators)
{
// Find the matching platform name
string ProjectPlatformName;
if(SolutionPlatform == UnrealTargetPlatform.Win32 && Platforms.Contains("x86"))
{
ProjectPlatformName = "x86";
}
else if(Platforms.Contains("x64"))
{
ProjectPlatformName = "x64";
}
else
{
ProjectPlatformName = "Any CPU";
}
// Find the matching configuration
string ProjectConfigurationName;
if(Configurations.Contains(SolutionConfiguration.ToString()))
{
ProjectConfigurationName = SolutionConfiguration.ToString();
}
else if(Configurations.Contains("Development"))
{
ProjectConfigurationName = "Development";
}
else
{
ProjectConfigurationName = "Release";
}
// Figure out whether to build it by default
bool bBuildByDefault = ShouldBuildByDefaultForSolutionTargets;
if(SolutionTarget == TargetType.Game || SolutionTarget == TargetType.Editor)
{
bBuildByDefault = true;
}
// Create the context
return new MSBuildProjectContext(ProjectConfigurationName, ProjectPlatformName){ bBuildByDefault = bBuildByDefault };
}
/// <summary>
/// Basic csproj file support. Generates C# library project with one build config.
/// </summary>
/// <param name="InPlatforms">Not used.</param>
/// <param name="InConfigurations">Not Used.</param>
/// <param name="PlatformProjectGenerators">Set of platform project generators</param>
/// <returns>true if the opration was successful, false otherwise</returns>
public override bool WriteProjectFile(List<UnrealTargetPlatform> InPlatforms, List<UnrealTargetConfiguration> InConfigurations, PlatformProjectGeneratorCollection PlatformProjectGenerators)
{
throw new BuildException("Support for writing C# projects from UnrealBuildTool has been removed.");
}
/// Cache of parsed info about this project
protected readonly Dictionary<UnrealTargetConfiguration, CsProjectInfo> CachedProjectInfo = new Dictionary<UnrealTargetConfiguration, CsProjectInfo>();
}
}