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Nodes can now be implemented by arbitary C# methods. Graph structure is specified through expression trees implemented using Bg* types, which are not substituted with values until execution time. Doing so allows determination of node and option dependencies for a particular target, allowing us to generate dynamic UI for presenting relevant settings to the user. Includes partial implementation of Installed Build script as an example implementation. #preflight 61bb85d46c2686e86322eec9 [CL 18477305 by Ben Marsh in ue5-main branch]
52 lines
1.2 KiB
C#
52 lines
1.2 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using System;
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using System.Collections.Generic;
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using System.Text;
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namespace EpicGames.BuildGraph
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{
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/// <summary>
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/// Represents a graph option. These are expanded during preprocessing, but are retained in order to display help messages.
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/// </summary>
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public class BgOption
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{
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/// <summary>
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/// Name of this option
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/// </summary>
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public string Name;
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/// <summary>
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/// Description for this option
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/// </summary>
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public string Description;
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/// <summary>
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/// Default value for this option
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/// </summary>
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public string DefaultValue;
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/// <summary>
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/// Constructor
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/// </summary>
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/// <param name="Name">The name of this option</param>
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/// <param name="Description">Description of the option, for display on help pages</param>
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/// <param name="DefaultValue">Default value for the option</param>
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public BgOption(string Name, string Description, string DefaultValue)
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{
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this.Name = Name;
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this.Description = Description;
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this.DefaultValue = DefaultValue;
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}
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/// <summary>
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/// Returns a name of this option for debugging
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/// </summary>
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/// <returns>Name of the option</returns>
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public override string ToString()
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{
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return Name;
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}
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}
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}
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