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244 lines
8.8 KiB
C++
244 lines
8.8 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#include "BlueprintNativeCodeGenPCH.h"
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#include "BlueprintNativeCodeGenManifest.h"
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#include "NativeCodeGenCommandlineParams.h"
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#include "App.h" // for GetGameName()
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#include "Serialization/JsonReader.h"
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#include "Serialization/JsonSerializer.h"
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#include "JsonObjectConverter.h"
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#include "Serialization/JsonWriter.h"
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DEFINE_LOG_CATEGORY_STATIC(LogNativeCodeGenManifest, Log, All);
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/*******************************************************************************
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* BlueprintNativeCodeGenManifestImpl
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******************************************************************************/
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namespace BlueprintNativeCodeGenManifestImpl
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{
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static const int64 CPF_NoFlags = 0x00;
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static const FString ManifestFileExt = TEXT(".bpgen.manifest");
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static const FString CppFileExt = TEXT(".cpp");
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static const FString HeaderFileExt = TEXT(".h");
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static const FString HeaderSubDir = TEXT("Public");
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static const FString CppSubDir = TEXT("Private");
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/** */
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static bool LoadManifest(const FString& FilePath, FBlueprintNativeCodeGenManifest* Manifest);
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static FString GetBaseFilename(const FAssetData& Asset);
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/** */
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static FString GenerateHeaderSavePath(const FString& ModulePath, const FAssetData& Asset);
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static FString GenerateCppSavePath(const FString& ModulePath, const FAssetData& Asset);
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static FString GetComparibleDirPath(const FString& DirectoryPath);
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}
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//------------------------------------------------------------------------------
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static bool BlueprintNativeCodeGenManifestImpl::LoadManifest(const FString& FilePath, FBlueprintNativeCodeGenManifest* Manifest)
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{
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FString ManifestStr;
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if (FFileHelper::LoadFileToString(ManifestStr, *FilePath))
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{
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TSharedRef< TJsonReader<> > JsonReader = TJsonReaderFactory<>::Create(ManifestStr);
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TSharedPtr<FJsonObject> JsonObject;
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if (FJsonSerializer::Deserialize(JsonReader, JsonObject))
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{
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return FJsonObjectConverter::JsonObjectToUStruct<FBlueprintNativeCodeGenManifest>(JsonObject.ToSharedRef(), Manifest,
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/*CheckFlags =*/CPF_NoFlags, /*SkipFlags =*/CPF_NoFlags);
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}
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}
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return false;
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}
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//------------------------------------------------------------------------------
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static FString BlueprintNativeCodeGenManifestImpl::GetBaseFilename(const FAssetData& Asset)
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{
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// @TODO: Coordinate this with the CppBackend module (so it matches includes)
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FString Filename = Asset.AssetName.ToString();
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if ( Asset.GetClass()->IsChildOf(UBlueprint::StaticClass()) )
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{
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static const FString BlueprintClassPostfix(TEXT("_C"));
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Filename += BlueprintClassPostfix;
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}
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return Filename;
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}
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//------------------------------------------------------------------------------
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static FString BlueprintNativeCodeGenManifestImpl::GenerateHeaderSavePath(const FString& ModulePath, const FAssetData& Asset)
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{
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return FPaths::Combine(*FPaths::Combine(*ModulePath, *HeaderSubDir), *GetBaseFilename(Asset)) + HeaderFileExt;
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}
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//------------------------------------------------------------------------------
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static FString BlueprintNativeCodeGenManifestImpl::GenerateCppSavePath(const FString& ModulePath, const FAssetData& Asset)
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{
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return FPaths::Combine(*FPaths::Combine(*ModulePath, *CppSubDir), *GetBaseFilename(Asset)) + CppFileExt;
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}
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//------------------------------------------------------------------------------
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static FString BlueprintNativeCodeGenManifestImpl::GetComparibleDirPath(const FString& DirectoryPath)
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{
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FString NormalizedPath = DirectoryPath;
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const FString PathDelim = TEXT("/");
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if (!NormalizedPath.EndsWith(PathDelim))
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{
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// to account for the case where the relative path would resolve to X:
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// (when we want "X:/")... ConvertRelativePathToFull() leaves the
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// trailing slash, and NormalizeDirectoryName() will remove it (if it is
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// not a drive letter)
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NormalizedPath += PathDelim;
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}
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if (FPaths::IsRelative(NormalizedPath))
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{
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NormalizedPath = FPaths::ConvertRelativePathToFull(NormalizedPath);
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}
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FPaths::NormalizeDirectoryName(NormalizedPath);
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return NormalizedPath;
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}
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/*******************************************************************************
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* FBlueprintNativeCodeGenManifest
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******************************************************************************/
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//------------------------------------------------------------------------------
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FString FBlueprintNativeCodeGenManifest::GetDefaultFilename()
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{
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return FApp::GetGameName() + BlueprintNativeCodeGenManifestImpl::ManifestFileExt;
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}
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FBlueprintNativeCodeGenManifest::FBlueprintNativeCodeGenManifest(const FString TargetPath)
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: ModulePath(TargetPath)
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{
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if (ModulePath.IsEmpty())
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{
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ModulePath = FPaths::GameIntermediateDir();
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}
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// do NOT load from an existing interface, as this is the default
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// constructor used by the USTRUCT() system
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}
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//------------------------------------------------------------------------------
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FBlueprintNativeCodeGenManifest::FBlueprintNativeCodeGenManifest(const FNativeCodeGenCommandlineParams& CommandlineParams)
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{
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using namespace BlueprintNativeCodeGenManifestImpl;
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bool const bLoadExistingManifest = !CommandlineParams.bWipeRequested || CommandlineParams.ModuleOutputDir.IsEmpty();
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ModulePath = CommandlineParams.ModuleOutputDir;
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if (FPaths::IsRelative(ModulePath))
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{
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FPaths::MakePathRelativeTo(ModulePath, *FPaths::GameDir());
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}
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if (!CommandlineParams.ManifestFilePath.IsEmpty())
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{
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ManifestPath = CommandlineParams.ManifestFilePath;
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}
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else
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{
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if (!ensure(!ModulePath.IsEmpty()))
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{
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ModulePath = FPaths::Combine(*FPaths::GameIntermediateDir(), TEXT("BpCodeGen"));
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}
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ManifestPath = FPaths::Combine(*ModulePath, *GetDefaultFilename());
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}
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// incorporate an existing manifest (in case we're only re-converting a
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// handful of assets and adding them into an existing module)
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if (bLoadExistingManifest && LoadManifest(ManifestPath, this))
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{
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// if they specified a separate module path, lets make sure we use that
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// over what was found in the existing manifest
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if (!CommandlineParams.ModuleOutputDir.IsEmpty())
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{
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if (CommandlineParams.bWipeRequested)
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{
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ModulePath = CommandlineParams.ModuleOutputDir;
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}
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else
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{
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const FString ExpectedPath = GetComparibleDirPath(CommandlineParams.ModuleOutputDir);
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const FString TargetPath = GetComparibleDirPath(GetTargetPath());
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if ( !FPaths::IsSamePath(ExpectedPath, TargetPath) )
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{
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UE_LOG(LogNativeCodeGenManifest, Error,
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TEXT("The existing manifest's module path does not match what was specified via the commandline."));
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}
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}
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}
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// if we were only interested in obtaining the module path
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if (CommandlineParams.bWipeRequested)
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{
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Clear();
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}
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}
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if (CommandlineParams.bWipeRequested)
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{
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const FString TargetPath = GetTargetPath();
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IFileManager& FileManager = IFileManager::Get();
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FileManager.DeleteDirectory(*FPaths::Combine(*TargetPath, *CppSubDir));
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FileManager.DeleteDirectory(*FPaths::Combine(*TargetPath, *HeaderSubDir));
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}
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}
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//------------------------------------------------------------------------------
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FString FBlueprintNativeCodeGenManifest::GetTargetPath() const
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{
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FString TargetPath = ModulePath;
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if (FPaths::IsRelative(ModulePath))
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{
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TargetPath = FPaths::ConvertRelativePathToFull(FPaths::GameDir(), ModulePath);
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TargetPath = FPaths::ConvertRelativePathToFull(TargetPath);
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}
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return TargetPath;
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}
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//------------------------------------------------------------------------------
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FConvertedAssetRecord& FBlueprintNativeCodeGenManifest::CreateConversionRecord(const FAssetData& AssetInfo)
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{
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FConvertedAssetRecord NewConversionRecord;
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NewConversionRecord.AssetType = AssetInfo.GetClass();
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NewConversionRecord.AssetPath = AssetInfo.PackagePath.ToString();
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NewConversionRecord.GeneratedHeaderPath = BlueprintNativeCodeGenManifestImpl::GenerateHeaderSavePath(GetTargetPath(), AssetInfo);
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NewConversionRecord.GeneratedCppPath = BlueprintNativeCodeGenManifestImpl::GenerateCppSavePath(GetTargetPath(), AssetInfo);
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return ConvertedAssets[ ConvertedAssets.Add(NewConversionRecord) ];
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}
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//------------------------------------------------------------------------------
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bool FBlueprintNativeCodeGenManifest::Save() const
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{
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TSharedRef<FJsonObject> JsonObject = MakeShareable(new FJsonObject());
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if (FJsonObjectConverter::UStructToJsonObject(FBlueprintNativeCodeGenManifest::StaticStruct(), this, JsonObject,
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/*CheckFlags =*/BlueprintNativeCodeGenManifestImpl::CPF_NoFlags, /*SkipFlags =*/BlueprintNativeCodeGenManifestImpl::CPF_NoFlags))
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{
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FString FileContents;
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TSharedRef< TJsonWriter<> > JsonWriter = TJsonWriterFactory<>::Create(&FileContents);
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if (FJsonSerializer::Serialize(JsonObject, JsonWriter))
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{
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JsonWriter->Close();
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return FFileHelper::SaveStringToFile(FileContents, *ManifestPath);
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}
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}
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return false;
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}
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//------------------------------------------------------------------------------
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void FBlueprintNativeCodeGenManifest::Clear()
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{
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ConvertedAssets.Empty();
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ModuleDependencies.Empty();
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}
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