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- Reenabled crashlytics #rb ben.marsh [FYI] peter.sauerbrei #ROBOMERGE-OWNER: lina.halper #ROBOMERGE-AUTHOR: josh.adams #ROBOMERGE-SOURCE: CL 6677447 via CL 6677449 via CL 6677450 via CL 6677451 via CL 6679767 via CL 6679797 #ROBOMERGE-BOT: ANIM (Main -> Dev-Anim) (v365-6733468) [CL 6791429 by josh adams in Dev-Anim branch]
95 lines
3.0 KiB
C#
95 lines
3.0 KiB
C#
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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using System;
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using System.Collections.Generic;
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using System.Text.RegularExpressions;
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using System.Diagnostics;
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using System.IO;
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using Microsoft.Win32;
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using Tools.DotNETCommon;
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namespace UnrealBuildTool
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{
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abstract class UEToolChain
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{
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public UEToolChain()
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{
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}
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public virtual string GetVersionInfo()
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{
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return null;
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}
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public abstract CPPOutput CompileCPPFiles(CppCompileEnvironment CompileEnvironment, List<FileItem> InputFiles, DirectoryReference OutputDir, string ModuleName, List<Action> Actions);
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public virtual CPPOutput CompileRCFiles(CppCompileEnvironment Environment, List<FileItem> InputFiles, DirectoryReference OutputDir, List<Action> Actions)
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{
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CPPOutput Result = new CPPOutput();
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return Result;
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}
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public abstract FileItem LinkFiles(LinkEnvironment LinkEnvironment, bool bBuildImportLibraryOnly, List<Action> Actions);
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public virtual FileItem[] LinkAllFiles(LinkEnvironment LinkEnvironment, bool bBuildImportLibraryOnly, List<Action> Actions)
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{
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return new FileItem[] { LinkFiles(LinkEnvironment, bBuildImportLibraryOnly, Actions) };
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}
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/// <summary>
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/// Get the name of the response file for the current linker environment and output file
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/// </summary>
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/// <param name="LinkEnvironment"></param>
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/// <param name="OutputFile"></param>
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/// <returns></returns>
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public static FileReference GetResponseFileName(LinkEnvironment LinkEnvironment, FileItem OutputFile)
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{
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// Construct a relative path for the intermediate response file
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return FileReference.Combine(LinkEnvironment.IntermediateDirectory, OutputFile.Location.GetFileName() + ".response");
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}
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public virtual ICollection<FileItem> PostBuild(FileItem Executable, LinkEnvironment ExecutableLinkEnvironment, List<Action> Actions)
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{
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return new List<FileItem>();
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}
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public virtual void SetUpGlobalEnvironment(ReadOnlyTargetRules Target)
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{
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}
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public virtual void ModifyBuildProducts(ReadOnlyTargetRules Target, UEBuildBinary Binary, List<string> Libraries, List<UEBuildBundleResource> BundleResources, Dictionary<FileReference, BuildProductType> BuildProducts)
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{
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}
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public virtual void FinalizeOutput(ReadOnlyTargetRules Target, TargetMakefile Makefile)
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{
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}
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/// <summary>
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/// Adds a build product and its associated debug file to a receipt.
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/// </summary>
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/// <param name="OutputFile">Build product to add</param>
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/// <param name="OutputType">The type of build product</param>
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public virtual bool ShouldAddDebugFileToReceipt(FileReference OutputFile, BuildProductType OutputType)
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{
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return true;
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}
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public virtual FileReference GetDebugFile(FileReference OutputFile, string DebugExtension)
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{
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// by default, just change the extension to the debug extension
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return OutputFile.ChangeExtension(DebugExtension);
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}
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public virtual void SetupBundleDependencies(List<UEBuildBinary> Binaries, string GameName)
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{
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}
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public virtual string GetSDKVersion()
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{
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return "Not Applicable";
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}
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};
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} |