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https://github.com/izzy2lost/UnrealEngineUWP.git
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- If there are no modern projects, then the mode is ignored, and it's the same old mode. With a mix of modern and legacy, each platform workspace will point to the same legacy projects (not worth retooling Legacy since it's becoming deprecated) - Added Launch Storyboard support (it will look for uncompiled, compiled, project, and engine fallback locations). Compiled is useful or old storyboards, and for Windows-based (assuming that will work with Modern) - Other minor things like metadata discovery, etc #preflight 639a321843330e63e50a21e9 [CL 23517631 by Josh Adams in ue5-main branch]
405 lines
17 KiB
C#
405 lines
17 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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using System.IO;
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using EpicGames.Core;
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using System.Linq;
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using Microsoft.Extensions.Logging;
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namespace UnrealBuildTool
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{
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enum XcodePerPlatformMode
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{
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OneWorkspacePerPlatform,
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OneTargetPerPlatform,
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}
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/// <summary>
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/// Xcode project file generator implementation
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/// </summary>
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class XcodeProjectFileGenerator : ProjectFileGenerator
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{
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public DirectoryReference? XCWorkspace;
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// always seed the random number the same, so multiple runs of the generator will generate the same project
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static Random Rand = new Random(0);
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// how to handle multiple platforms
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public static XcodePerPlatformMode PerPlatformMode = XcodePerPlatformMode.OneWorkspacePerPlatform;
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/// <summary>
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/// Mark for distribution builds
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/// </summary>
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bool bForDistribution = false;
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/// <summary>
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/// Override BundleID
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/// </summary>
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string BundleIdentifier = "";
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/// <summary>
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/// Override AppName
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/// </summary>
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string AppName = "";
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public XcodeProjectFileGenerator(FileReference? InOnlyGameProject, CommandLineArguments CommandLine)
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: base(InOnlyGameProject)
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{
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if (CommandLine.HasOption("-distribution"))
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{
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bForDistribution = true;
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}
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if (CommandLine.HasValue("-bundleID="))
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{
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BundleIdentifier = CommandLine.GetString("-bundleID=");
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}
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if (CommandLine.HasValue("-appname="))
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{
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AppName = CommandLine.GetString("-appname=");
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}
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}
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/// <summary>
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/// Make a random Guid string usable by Xcode (24 characters exactly)
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/// </summary>
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public static string MakeXcodeGuid()
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{
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string Guid = "";
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byte[] Randoms = new byte[12];
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Rand.NextBytes(Randoms);
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for (int Index = 0; Index < 12; Index++)
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{
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Guid += Randoms[Index].ToString("X2");
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}
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return Guid;
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}
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/// File extension for project files we'll be generating (e.g. ".vcxproj")
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override public string ProjectFileExtension
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{
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get
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{
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return ".xcodeproj";
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}
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}
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/// <summary>
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/// </summary>
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public override void CleanProjectFiles(DirectoryReference InPrimaryProjectDirectory, string InPrimaryProjectName, DirectoryReference InIntermediateProjectFilesPath, ILogger Logger)
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{
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foreach (DirectoryReference ProjectFile in DirectoryReference.EnumerateDirectories(InPrimaryProjectDirectory, $"{InPrimaryProjectName}*.xcworkspace"))
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{
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DirectoryReference.Delete(ProjectFile, true);
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}
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// Delete the project files folder
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if (DirectoryReference.Exists(InIntermediateProjectFilesPath))
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{
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try
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{
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DirectoryReference.Delete(InIntermediateProjectFilesPath, true);
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}
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catch (Exception Ex)
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{
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Logger.LogInformation("Error while trying to clean project files path {InIntermediateProjectFilesPath}. Ignored.", InIntermediateProjectFilesPath);
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Logger.LogInformation("\t{Ex}", Ex.Message);
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}
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}
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}
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/// <summary>
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/// Allocates a generator-specific project file object
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/// </summary>
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/// <param name="InitFilePath">Path to the project file</param>
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/// <param name="BaseDir">The base directory for files within this project</param>
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/// <returns>The newly allocated project file object</returns>
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protected override ProjectFile AllocateProjectFile(FileReference InitFilePath, DirectoryReference BaseDir)
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{
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// this may internally (later) make a Legacy project object if the unreal project wants old behavior
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// unfortunately, we can't read the project configs now because we don't have enough information to
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// find the .uproject file for that would make this project (we could change the high level to pass it
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// down but it would touch all project generators - not worth it if we end up removing the legacy)
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return new XcodeProjectXcconfig.XcodeProjectFile(InitFilePath, BaseDir, bForDistribution, BundleIdentifier, AppName);
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}
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private bool WriteWorkspaceSettingsFile(string Path, ILogger Logger)
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{
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StringBuilder WorkspaceSettingsContent = new StringBuilder();
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WorkspaceSettingsContent.Append("<?xml version=\"1.0\" encoding=\"UTF-8\"?>" + ProjectFileGenerator.NewLine);
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WorkspaceSettingsContent.Append("<!DOCTYPE plist PUBLIC \"-//Apple//DTD PLIST 1.0//EN\" \"http://www.apple.com/DTDs/PropertyList-1.0.dtd\">" + ProjectFileGenerator.NewLine);
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WorkspaceSettingsContent.Append("<plist version=\"1.0\">" + ProjectFileGenerator.NewLine);
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WorkspaceSettingsContent.Append("<dict>" + ProjectFileGenerator.NewLine);
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// @todo when we move to xcode 14, we remove these next 4 keys
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WorkspaceSettingsContent.Append("\t<key>BuildSystemType</key>" + ProjectFileGenerator.NewLine);
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WorkspaceSettingsContent.Append("\t<string>Original</string>" + ProjectFileGenerator.NewLine);
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WorkspaceSettingsContent.Append("\t<key>BuildLocationStyle</key>" + ProjectFileGenerator.NewLine);
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WorkspaceSettingsContent.Append("\t<string>UseTargetSettings</string>" + ProjectFileGenerator.NewLine);
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WorkspaceSettingsContent.Append("\t<key>CustomBuildLocationType</key>" + ProjectFileGenerator.NewLine);
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WorkspaceSettingsContent.Append("\t<string>RelativeToDerivedData</string>" + ProjectFileGenerator.NewLine);
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WorkspaceSettingsContent.Append("\t<key>DerivedDataLocationStyle</key>" + ProjectFileGenerator.NewLine);
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WorkspaceSettingsContent.Append("\t<string>Default</string>" + ProjectFileGenerator.NewLine);
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WorkspaceSettingsContent.Append("\t<key>IssueFilterStyle</key>" + ProjectFileGenerator.NewLine);
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WorkspaceSettingsContent.Append("\t<string>ShowAll</string>" + ProjectFileGenerator.NewLine);
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WorkspaceSettingsContent.Append("\t<key>LiveSourceIssuesEnabled</key>" + ProjectFileGenerator.NewLine);
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WorkspaceSettingsContent.Append("\t<true/>" + ProjectFileGenerator.NewLine);
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WorkspaceSettingsContent.Append("\t<key>SnapshotAutomaticallyBeforeSignificantChanges</key>" + ProjectFileGenerator.NewLine);
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WorkspaceSettingsContent.Append("\t<true/>" + ProjectFileGenerator.NewLine);
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WorkspaceSettingsContent.Append("\t<key>SnapshotLocationStyle</key>" + ProjectFileGenerator.NewLine);
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WorkspaceSettingsContent.Append("\t<string>Default</string>" + ProjectFileGenerator.NewLine);
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WorkspaceSettingsContent.Append("</dict>" + ProjectFileGenerator.NewLine);
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WorkspaceSettingsContent.Append("</plist>" + ProjectFileGenerator.NewLine);
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return WriteFileIfChanged(Path, WorkspaceSettingsContent.ToString(), Logger, new UTF8Encoding());
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}
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private bool WriteWorkspaceSharedSettingsFile(string Path, ILogger Logger)
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{
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StringBuilder WorkspaceSettingsContent = new StringBuilder();
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WorkspaceSettingsContent.Append("<?xml version=\"1.0\" encoding=\"UTF-8\"?>" + ProjectFileGenerator.NewLine);
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WorkspaceSettingsContent.Append("<!DOCTYPE plist PUBLIC \"-//Apple//DTD PLIST 1.0//EN\" \"http://www.apple.com/DTDs/PropertyList-1.0.dtd\">" + ProjectFileGenerator.NewLine);
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WorkspaceSettingsContent.Append("<plist version=\"1.0\">" + ProjectFileGenerator.NewLine);
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WorkspaceSettingsContent.Append("<dict>" + ProjectFileGenerator.NewLine);
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// @todo when we move to xcode 14, we remove these next 2 keys
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WorkspaceSettingsContent.Append("\t<key>DisableBuildSystemDeprecationWarning</key>" + ProjectFileGenerator.NewLine);
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WorkspaceSettingsContent.Append("\t<true/>" + ProjectFileGenerator.NewLine);
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WorkspaceSettingsContent.Append("\t<key>DisableBuildSystemDeprecationDiagnostic</key>" + ProjectFileGenerator.NewLine);
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WorkspaceSettingsContent.Append("\t<true/>" + ProjectFileGenerator.NewLine);
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WorkspaceSettingsContent.Append("\t<key>IDEWorkspaceSharedSettings_AutocreateContextsIfNeeded</key>" + ProjectFileGenerator.NewLine);
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WorkspaceSettingsContent.Append("\t<false/>" + ProjectFileGenerator.NewLine);
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WorkspaceSettingsContent.Append("</dict>" + ProjectFileGenerator.NewLine);
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WorkspaceSettingsContent.Append("</plist>" + ProjectFileGenerator.NewLine);
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return WriteFileIfChanged(Path, WorkspaceSettingsContent.ToString(), Logger, new UTF8Encoding());
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}
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private string PrimaryProjectNameForPlatform(UnrealTargetPlatform? Platform)
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{
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return Platform == null ? PrimaryProjectName : $"{PrimaryProjectName} ({Platform})";
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}
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private bool WriteXcodeWorkspace(ILogger Logger)
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{
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bool bSuccess = true;
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// loop opver all projects to see if at least one is modern (if not, we don't bother splitting up by platform)
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bool bHasModernProjects = false;
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Action<List<PrimaryProjectFolder>>? FindModern = null;
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FindModern = (FolderList) =>
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{
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foreach (PrimaryProjectFolder CurFolder in FolderList)
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{
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var Modern = CurFolder.ChildProjects.FirstOrDefault(P =>
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P.GetType() == typeof(XcodeProjectXcconfig.XcodeProjectFile) &&
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!((XcodeProjectXcconfig.XcodeProjectFile)P).bHasLegacyProject);
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if (Modern != null)
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{
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//Logger.LogWarning($"Project {Modern.ProjectFilePath} is modern");
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bHasModernProjects = true;
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}
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if (!bHasModernProjects)
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{
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FindModern!(CurFolder.SubFolders);
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}
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}
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};
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FindModern(RootFolder.SubFolders);
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// if we want one workspace with multiple platforms, and we have at least one modern project, then process each platform individually
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// otherwise use null as Platform which means to merge all platforms
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List<UnrealTargetPlatform?> PlatformsToProcess = bHasModernProjects ? WorkspacePlatforms : NullPlatformList;
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foreach (UnrealTargetPlatform? Platform in PlatformsToProcess)
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{
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StringBuilder WorkspaceDataContent = new();
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WorkspaceDataContent.Append("<?xml version=\"1.0\" encoding=\"UTF-8\"?>" + ProjectFileGenerator.NewLine);
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WorkspaceDataContent.Append("<Workspace" + ProjectFileGenerator.NewLine);
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WorkspaceDataContent.Append(" version = \"1.0\">" + ProjectFileGenerator.NewLine);
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List<XcodeProjectXcconfig.XcodeProjectFile> BuildableProjects = new();
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System.Action<List<PrimaryProjectFolder> /* Folders */, string /* Ident */ >? AddProjectsFunction = null;
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AddProjectsFunction = (FolderList, Ident) =>
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{
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foreach (PrimaryProjectFolder CurFolder in FolderList)
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{
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WorkspaceDataContent.Append(Ident + " <Group" + ProjectFileGenerator.NewLine);
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WorkspaceDataContent.Append(Ident + " location = \"container:\" name = \"" + CurFolder.FolderName + "\">" + ProjectFileGenerator.NewLine);
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AddProjectsFunction!(CurFolder.SubFolders, Ident + " ");
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// Filter out anything that isn't an XC project, and that shouldn't be in the workspace
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IEnumerable<XcodeProjectXcconfig.XcodeProjectFile> SupportedProjects =
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CurFolder.ChildProjects.Where(P => P.GetType() == typeof(XcodeProjectXcconfig.XcodeProjectFile))
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.Select(P => (XcodeProjectXcconfig.XcodeProjectFile)P)
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.Where(P => XcodeProjectXcconfig.UnrealData.ShouldIncludeProjectInWorkspace(P, Logger))
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// @todo - still need to handle legacy project getting split up?
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.Where(P => P.RootProjects.Count == 0 || P.RootProjects.ContainsValue(Platform))
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.OrderBy(P => P.ProjectFilePath.GetFileName());
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foreach (XcodeProjectXcconfig.XcodeProjectFile XcodeProject in SupportedProjects)
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{
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// we have to re-check for each project - if it's a legacy project, even if we wanted it split, it won't be, so always point to
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// the shared legacy project
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FileReference PathToProject = XcodeProject.ProjectFilePath;
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if (!XcodeProject.bHasLegacyProject && PerPlatformMode == XcodePerPlatformMode.OneWorkspacePerPlatform)
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{
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PathToProject = XcodeProject.ProjectFilePathForPlatform(Platform);
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}
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WorkspaceDataContent.Append(Ident + " <FileRef" + ProjectFileGenerator.NewLine);
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WorkspaceDataContent.Append(Ident + " location = \"group:" + PathToProject.MakeRelativeTo(ProjectFileGenerator.PrimaryProjectPath) + "\">" + ProjectFileGenerator.NewLine);
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WorkspaceDataContent.Append(Ident + " </FileRef>" + ProjectFileGenerator.NewLine);
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}
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BuildableProjects.AddRange(SupportedProjects);
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WorkspaceDataContent.Append(Ident + " </Group>" + ProjectFileGenerator.NewLine);
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}
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};
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AddProjectsFunction(RootFolder.SubFolders, "");
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WorkspaceDataContent.Append("</Workspace>" + ProjectFileGenerator.NewLine);
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// Also, update project's schemes index so that the schemes are in a sensible order
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// (Game, Editor, Client, Server, Programs)
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int SchemeIndex = 0;
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BuildableProjects.Sort((ProjA, ProjB) =>
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{
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ProjectTarget TargetA = ProjA.ProjectTargets.OfType<ProjectTarget>().OrderBy(T => T.TargetRules!.Type).First();
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ProjectTarget TargetB = ProjB.ProjectTargets.OfType<ProjectTarget>().OrderBy(T => T.TargetRules!.Type).First();
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TargetType TypeA = TargetA.TargetRules!.Type;
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TargetType TypeB = TargetB.TargetRules!.Type;
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if (TypeA != TypeB)
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{
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return TypeA.CompareTo(TypeB);
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}
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return TargetA.Name.CompareTo(TargetB.Name);
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});
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foreach (XcodeProjectXcconfig.XcodeProjectFile XcodeProject in BuildableProjects)
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{
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FileReference SchemeManagementFile = XcodeProject.ProjectFilePathForPlatform(Platform) + "/xcuserdata/" + Environment.UserName + ".xcuserdatad/xcschemes/xcschememanagement.plist";
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if (FileReference.Exists(SchemeManagementFile))
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{
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string SchemeManagementContent = FileReference.ReadAllText(SchemeManagementFile);
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SchemeManagementContent = SchemeManagementContent.Replace("<key>orderHint</key>\n\t\t\t<integer>1</integer>", "<key>orderHint</key>\n\t\t\t<integer>" + SchemeIndex.ToString() + "</integer>");
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FileReference.WriteAllText(SchemeManagementFile, SchemeManagementContent);
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SchemeIndex++;
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}
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}
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string ProjectName = PrimaryProjectNameForPlatform(Platform);
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string WorkspaceDataFilePath = PrimaryProjectPath + "/" + ProjectName + ".xcworkspace/contents.xcworkspacedata";
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Logger.LogInformation($"Writing xcode workspace {Path.GetDirectoryName(WorkspaceDataFilePath)}");
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bSuccess = WriteFileIfChanged(WorkspaceDataFilePath, WorkspaceDataContent.ToString(), Logger, new UTF8Encoding());
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if (bSuccess)
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{
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string WorkspaceSettingsFilePath = PrimaryProjectPath + "/" + ProjectName + ".xcworkspace/xcuserdata/" + Environment.UserName + ".xcuserdatad/WorkspaceSettings.xcsettings";
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bSuccess = WriteWorkspaceSettingsFile(WorkspaceSettingsFilePath, Logger);
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string WorkspaceSharedSettingsFilePath = PrimaryProjectPath + "/" + ProjectName + ".xcworkspace/xcshareddata/WorkspaceSettings.xcsettings";
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bSuccess = WriteWorkspaceSharedSettingsFile(WorkspaceSharedSettingsFilePath, Logger);
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// cache the location of the workspace, for users of this to know where the final workspace is
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XCWorkspace = new FileReference(WorkspaceDataFilePath).Directory;
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}
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}
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return bSuccess;
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}
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protected override bool WritePrimaryProjectFile(ProjectFile? UBTProject, PlatformProjectGeneratorCollection PlatformProjectGenerators, ILogger Logger)
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{
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return WriteXcodeWorkspace(Logger);
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}
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/// <summary>
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/// A static copy of ProjectPlatforms from the base class
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/// </summary>
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static public List<UnrealTargetPlatform> XcodePlatforms = new();
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static public List<UnrealTargetPlatform?> WorkspacePlatforms = new ();
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static public List<UnrealTargetPlatform?> RunTargetPlatforms = new();
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static public List<UnrealTargetPlatform?> NullPlatformList = new() { null };
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/// <summary>
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/// Should we generate only a run project (no build/index targets)
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/// </summary>
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static public bool bGenerateRunOnlyProject = false;
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/// <inheritdoc/>
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protected override void ConfigureProjectFileGeneration(string[] Arguments, ref bool IncludeAllPlatforms, ILogger Logger)
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{
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// Call parent implementation first
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base.ConfigureProjectFileGeneration(Arguments, ref IncludeAllPlatforms, Logger);
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if (ProjectPlatforms.Count > 0)
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{
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XcodePlatforms.AddRange(ProjectPlatforms);
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}
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else
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{
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// add platforms that have synced platform support
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if (InstalledPlatformInfo.IsValidPlatform(UnrealTargetPlatform.Mac, EProjectType.Code))
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{
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XcodePlatforms.Add(UnrealTargetPlatform.Mac);
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}
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if (InstalledPlatformInfo.IsValidPlatform(UnrealTargetPlatform.IOS, EProjectType.Code))
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{
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XcodePlatforms.Add(UnrealTargetPlatform.IOS);
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}
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if (InstalledPlatformInfo.IsValidPlatform(UnrealTargetPlatform.TVOS, EProjectType.Code))
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{
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XcodePlatforms.Add(UnrealTargetPlatform.TVOS);
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}
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}
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if (PerPlatformMode == XcodePerPlatformMode.OneWorkspacePerPlatform)
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{
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WorkspacePlatforms = XcodePlatforms.Select<UnrealTargetPlatform, UnrealTargetPlatform?>(x => x).ToList();
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}
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else
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{
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WorkspacePlatforms = NullPlatformList;
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}
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foreach (string CurArgument in Arguments)
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{
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if (CurArgument.Contains("-iOSDeployOnly", StringComparison.InvariantCultureIgnoreCase) ||
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CurArgument.Contains("-tvOSDeployOnly", StringComparison.InvariantCultureIgnoreCase) ||
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CurArgument.Contains("-DeployOnly", StringComparison.InvariantCultureIgnoreCase))
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{
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bGenerateRunOnlyProject = true;
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break;
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}
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}
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if (bGenerateRunOnlyProject)
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{
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bIncludeEnginePrograms = false;
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//bIncludeEngineSource = false;
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bIncludeTemplateFiles = false;
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bIncludeConfigFiles = false;
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bIncludeDocumentation = false;
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bIncludeShaderSource = false;
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// generate just the engine project
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if (OnlyGameProject == null)
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{
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bIncludeEngineSource = true;
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}
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// generate just the game project
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else
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{
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bGeneratingGameProjectFiles = true;
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}
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}
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}
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}
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}
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