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#lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3315219 on 2017/02/21 by Steve.Robb Fix for FObjectAndNameAsStringProxyArchive when serializing a TWeakObjectPtr. Change 3315285 on 2017/02/21 by Steve.Robb Explicitly pass string builder into code generation functions. Change 3315341 on 2017/02/21 by Ben.Marsh UAT: Clean up some formatting in StreamCopyDescription output - remove #fyi lines, exclude merge commits, and remove some blank lines. Change 3315350 on 2017/02/21 by Ben.Marsh Fix shared resource files not being rebuilt if the version header changes. Change 3315823 on 2017/02/21 by Ben.Marsh UAT: Use a class derived from AutomationException to return information specific to commandlets failing, rather than putting it in the base class. Change 3315826 on 2017/02/21 by Ben.Marsh UAT: Move Distiller class from general use in UAT; FileFilter provides a much safer and fully featured implementation of the same concepts. Change 3315857 on 2017/02/21 by Ben.Marsh UBT: Remove the StripBaseDirectory() and MakeRerootedFilePath() utility functions from UBT. These operations can now be done more safely with FileReference objects. Change 3315942 on 2017/02/21 by Ben.Marsh UBT: Convert FileFilter to use FileReference and DirectoryReference arguments everywhere. Change3316236on 2017/02/22 by Maciej.Mroz #jira UE-42045 Nativization Fixed Warning: TEnumAsByte is not intended for use with enum Change 3316253 on 2017/02/22 by Robert.Manuszewski Fixes for the async log file writer hangs and crashes. - potential fix for the logging system hang when running out of disk space while flushing log - fix for unexpected concurrency assert when flushing the log buffer to disk Change3316293on 2017/02/22 by Steve.Robb GetTypeHash and lexicographical comparison operators (operator<() etc.) for TTuple. Change 3316342 on 2017/02/22 by Maciej.Mroz Nativization: Wrappers (stubs) required only by other wrappers are properly generated. #codereview: Mike.Beach Change 3316344 on 2017/02/22 by Maciej.Mroz Fixed crash in nativized Odin Async loading properly handles nativized structs. Change 3316359 on 2017/02/22 by Steve.Robb GitHub #3287 : Ignore #pragma in USTRUCTs #jira UE-42248 Change 3316389 on 2017/02/22 by Matthew.Griffin Switched Installed Engine Filters to multiline properties to make them more readable Added Oodle to list of excluded plugins #jira UE-42030 Change 3316392 on 2017/02/22 by Ben.Marsh UBT: Split out FileReference/DirectoryReference classes into their own file. Change 3316394 on 2017/02/22 by Ben.Marsh UBT: Move FileReference/DirectoryReference extension methods into the appropriate file. Change 3316411 on 2017/02/22 by Ben.Marsh UAT: Remove file functions that take multiple arguments. There's not really a compelling use case for these to exist over looping from the calling code. Change 3316446 on 2017/02/22 by Ben.Marsh UAT: Try disabling function name prefix to log output from UAT, to see if it improves readability. Function names are still included in the log file for debugging. Change 3316575 on 2017/02/22 by Ben.Marsh UAT: Remove unused functionality for dealing with labels, and output a more human readable list of P4 settings at startup. Change 3318481 on 2017/02/22 by Steve.Robb Use of FMath::IsPowerOfTwo in check. Static assert to ensure that an inline set allocator will have a hash size of a power of two. Change 3318496 on 2017/02/22 by Steve.Robb Fix for TSet visualizers. Change 3318919 on 2017/02/23 by Steve.Robb Fix for hot reloading UScriptStruct-derived objects in a module, where the CDOs of these objects haven't had PrepareCppStructOps() called on them. #jira UE-42178 Change 3318942 on 2017/02/23 by Steve.Robb Removal of a redundant insertion which can cause problems on reallocation of the map. Change 3319010 on 2017/02/23 by Ben.Marsh UBT: Fix exception when a file that was previously part of the working set is deleted. Change 3319134 on 2017/02/23 by Robert.Manuszewski Better fix for a deadlock when flushing log while it's already being flushed due to flush timer on the async log writer thread. Change 3319249 on 2017/02/23 by Matthew.Griffin Added a function to check if running with debug game libs instead of checking command line in multiple places Added -RunConfig parameter, which has equivalent result to -debug if value of parameter starts with 'debug' Added -RunConfig=$(Configuration) as a default commandline argument for Mac so that editor can use debug game libs Removed -Shipping argument from VCProject generation as it's not used anymore Change 3319253 on 2017/02/23 by Maciej.Mroz #jira UE-41846 New mechanism to gather modules necessary for Nativized Assets. The modules are listed based on included headers. Previously the dependencies was gathered only in FBlueprintNativeCodeGenManifest::GatherModuleDependencies. Change3319591on 2017/02/23 by Ben.Marsh Don't strip prefixes beginning with WARNING: or ERROR: using the Postp filter. Change 3320357 on 2017/02/23 by Steven.Hutton Slight changes to Add Crash method - Returning select fields instead of entity objects in queries for perf reasons. Change 3320361 on 2017/02/23 by Steven.Hutton Performance improvements subsequent to the recent database changes. Change 3320446 on 2017/02/23 by Steven.Hutton adding my temporary performance tracker class - reports to a private slack channel with add crash performance data. Change 3320479 on 2017/02/23 by Ben.Marsh Fix CIS errors. Change 3320576 on 2017/02/23 by Jin.Zhang Update CrashReporter to use AWS Change 3320742 on 2017/02/23 by Jin.Zhang Merging crash caching Change 3321119 on 2017/02/24 by Robert.Manuszewski DLL injection protection support for non-monolithic builds Change 3323308 on 2017/02/27 by Matthew.Griffin Moved compilation of SwarmInterface after its dependencies so that we will see a build failure immediately if they change version in future Change 3323423 on 2017/02/27 by Chad.Garyet Adding a script to check and warn about csproj targeted .net versions being mismatched #JIRA UE-39624 Change 3323442 on 2017/02/27 by Ben.Marsh UBT: Output an error if an engine module references a game module. Change 3323743 on 2017/02/27 by Ben.Marsh PR #3303: Resolved PVS scan issues (Contributed by projectgheist) Change 3323748 on 2017/02/27 by Ben.Marsh Convert whitespace to tabs. Change 3324851 on 2017/02/28 by Chris.Wood Add Odin symbol locations to engine config for MDD on CR server. NotForLicensees Change 3324979 on 2017/02/28 by Gil.Gribb Fixed bad merge of priority change in the EDL. Change 3326889 on 2017/03/01 by Steven.Hutton Update to buggs controller to generate faster queries. Change 3326910 on 2017/03/01 by Robert.Manuszewski Removing legacy #if from PackageFileSummary. Change 3327118 on 2017/03/01 by Gil.Gribb UE4 - Fixed race that resulted in a memory leak when reading compressed paks. Change 3327633 on 2017/03/01 by Gil.Gribb UE4 - Added a cvar to control the pak precacher thottle. Change 3327674 on 2017/03/01 by Steve.Robb Unified boilerplate between all generated code files. Change 3328544 on 2017/03/01 by Chris.Wood CrashReportProcess.config update (CRP v1.2.17) Tweaks to a few values. Update website URL to explicitly point to old, non-cloud site on devweb-02. Change 3328714 on 2017/03/01 by Chris.Wood Correct CRP config regression. Point website at new cloud site. Still v1.2.17 Change3329192on 2017/03/02 by Matthew.Griffin Added Shared Build Id file to the list of Precompiled Build Dependencies in a target receipt so that it's brought into an installed build Change 3329285 on 2017/03/02 by Ben.Marsh UGS: Allow a project to specify a filters for the streams that should be displayed for fast-switching to. The QuickSelectStreamList seting in the [Options] section of the project settings references a depot path containing a list of strings used to filter the stream list. An option is shown to switch back to showing all available streams, if desired. Change 3330636 on 2017/03/02 by Ben.Marsh UBT: Bump version number of C++ include cache to force it to be rebuilt with additional include information for the default RC files. Change 3331262 on 2017/03/03 by Robert.Manuszewski Merging Dev-LoadTimes to Dev-Core (Garbage Collection performance improvements) - Improved GC multithreading - Improved BeginDestroy performance - Introduced ULevelActorCluster for StaticMeshActor and ReflectionCapture actor clustering (can be toggled through project settings or console command gc.ActorClusterEnabled) - A few improvements to AddReferencedObjects functions - Misc improvements to GC code - Garbage Collector now properly handles clusters which had their objects marked as pending kill - Blueprints can now create clusters too (can be toggled through project settings or console command gc.BlueprintClusteringEnabled, defaults to disabled) Change 3331285 on 2017/03/03 by Robert.Manuszewski A few fixes for the previous check-in. Change 3332001 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN file containing the valid settings for BuildConfiguration.xml. Pass -configdoc=<filename> on the command line to generate such a file. Change 3332022 on 2017/03/03 by Ben.Marsh Update documentation for where to find the BuildConfiguration settings. Change 3332031 on 2017/03/03 by Ben.Marsh Remove documentation for Windows XP support; it has been removed in the 4.16 release. Change 3332256 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN page containing module and target settings. Change 3332458 on 2017/03/03 by Ben.Marsh UBT: Improvements to generated documentation. Change 3332459 on 2017/03/03 by Ben.Marsh Add generated documentation for .target.cs files, .build.cs files, and BuildConfiguration.xml files. Change 3332460 on 2017/03/03 by Ben.Marsh UBT: Make LinkTypePrivate actually private, so it doesn't show up in the docs. Change 3332899 on 2017/03/06 by Robert.Manuszewski Making sure actor clustering is not used in the editor (fix for actors being deleted when GC runs in the editor) #jira UE-42548 Change 3332955 on 2017/03/06 by Maciej.Mroz Nativization distinguishes client and server platform: - Separated lists on additional assets, additional modules, excluded assets, excluded modules, excluded paths (in config) - Context (compilation options, nativization options and platform) is deliveren to BPCOmpilerCppBackend in FCompilerNativizationOptions struct. - Wrappers (for unconverted BPs) are created only when they are directly called. - Fortnite dedicated server can be nativized Change 3332990 on 2017/03/06 by Ben.Marsh UBT: Add more comprehensive wrapper methods for System.IO.File and System.IO.Directory to FileReference and DirectoryReference. Change 3333032 on 2017/03/06 by Ben.Marsh Documentation for build tools Change 3333037 on 2017/03/06 by Ben.Marsh Add a build step to extract UAT and UBT documentation from XML comments. Change 3333089 on 2017/03/06 by Ben.Marsh UAT: Re-enable logging the calling function to the console in UAT. Needs a pass for readability first. Change 3333651 on 2017/03/06 by Gil.Gribb UE4 - Fix a werid recursive situation where StaticLoadObject could return an object that has not finished loading. Also produces a fatal error if this sometimes happens. EDL only. Change 3335236 on 2017/03/07 by Ben.Marsh UGS: Set the sync changelist separately to the compatibility changelist. Change 3335261 on 2017/03/07 by Gil.Gribb UE4 - Fixed batched render fences when BeginDestroy calls FlushRenderingCommands. Change 3335740 on 2017/03/07 by Gil.Gribb maybe fix static analysis warning Change 3335945 on 2017/03/07 by Steve.Robb Move FFindInstancedReferenceSubobjectHelper code out of header. Add map/set property support to allow instanced members of these container types to be handled during CPFUO. https://udn.unrealengine.com/questions/349232/tmap-with-instanced-object-as-value-gets-cleared-o.html Change 3336693 on 2017/03/07 by Ben.Marsh UBT: Use shared PCHs for game plugins by default, to reduce time spent generating individual PCHs. Change3336694on 2017/03/07 by Steve.Robb Static assert added to TMap to prevent the use of keys which don't implement a GetTypeHash. Fixes to types which relied on implicit conversions when calling GetTypeHash. Workaround in SAssetView.h and PropertyEditorModule.h for an apparent VC bug where the compiler wrongly instantiates TPointerIsConvertibleFromTo for certain forward-declared types, causing future TSharedPtr conversions to fail. #jira UE-42441 Change 3336698 on 2017/03/07 by Steve.Robb Hardcoded endpoint handling replaced with a generic string. Obsolete .proto and .java code generation removed. Change 3336811 on 2017/03/07 by Wes.Hunt Add a game blacklist to the crash report processor. Fixed a syntax error in Config.cs, added a XML comment to shut up a warning. Change 3336973 on 2017/03/08 by Steve.Robb Fix for missing GetTypeHash in a plugin. Change 3336996 on 2017/03/08 by Steve.Robb Significant refactor of code generation, to try and make data flow more apparent. Change 3337571 on 2017/03/08 by Steve.Robb CIS fixes for missing GetTypeHash functions. Non-unity fix. Change 3337588 on 2017/03/08 by Gil.Gribb UE4 - Fixed obscure check with flushing rhi resources. Change 3337620 on 2017/03/08 by Steve.Robb WITH_HOT_RELOAD_CTORS macros removed. UseVTableConstructors config option removed. Change 3339369 on 2017/03/09 by Steve.Robb GetTypeHash overload for nn::account::Uid. Change 3339464 on 2017/03/09 by Daniel.Lamb Fixed assert in 4.15 to do with trying to gather dependency info from invalid packages. #jira UE-42583 #test Editor + Cook + Run shootergame Change 3339465 on 2017/03/09 by Maciej.Mroz Fixed serialization issue, after UserDefinedEnum was used in EnumProperty. Change 3339469 on 2017/03/09 by Maciej.Mroz Fixed Nativization problem, when default value is passed as non-const reference. Change 3340178 on 2017/03/09 by Daniel.Lamb Added support for in memory only packages. The Cooker ignores these and added core functions to recognize these packages. Other systems will need to add support where nessisary. Change 3341002 on 2017/03/10 by Maciej.Mroz Nativization: Fixed FFindHeadersToInclude. Headers necessary for owners of subobjects are properly included. Change 3341076 on 2017/03/10 by Steve.Robb Fix for FBakedTextureSourceInfo move semantics. #jira UE-42658 Change 3341160 on 2017/03/10 by Gil.Gribb UE4 - Fix hazard with SetMaterialUsage from a thread. Change 3341409 on 2017/03/10 by Steve.Robb Reduction of the generated code size for StaticRegisterNatives functions. Change 3341523 on 2017/03/10 by Steve.Robb Code generation simplified. Change 3341800 on 2017/03/10 by Ben.Marsh UnrealVS: Fix UnrealVS compatibility with RTM version of Visual Studio 2017. 2017 toolchain for extensions is no longer able to build <= 2015 extensions due to validation of the VSIX manifest, so create a separate solution for it. Change 3342034 on 2017/03/10 by Ben.Marsh Fix compiler setting not being loaded correctly into the Windows target settings dialog. #jira UE-42746 Change 3342041 on 2017/03/10 by Ben.Marsh Fix -ErrorOnEngineContentUse not being set in the cooker options correctly. Change 3342094 on 2017/03/10 by Steve.Robb Fix to deteministic name order during code generation. Change 3342251 on 2017/03/10 by Daniel.Lamb Integrate fix for resave lightmaps commandlet when upgrading from no mapbuilddatapackages to mapbuilddatapackages. #thanks Tim.Hagberg #test None Change 3342961 on 2017/03/13 by Robert.Manuszewski Fixing memory leak when playing while running -nullrhi on the commandline in cooked games caused by shader resources not being destroyed. #jira FORT-38977 Change 3343022 on 2017/03/13 by Steve.Robb GetTypeHash fixes for FUniqueNetIdLive. #jira UE-42788 Change 3343448 on 2017/03/13 by Steve.Robb Compiled-in defer object order fixed. Debuggability of the deferred registration map improved. #jira UE-42828 [CL 3345747 by Ben Marsh in Main branch]
1441 lines
63 KiB
C#
1441 lines
63 KiB
C#
// Copyright 1998-2017 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.IO;
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using System.Xml;
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using System.Xml.XPath;
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using System.Xml.Linq;
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using System.Linq;
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using System.Text;
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using System.Diagnostics;
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using System.Security;
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namespace UnrealBuildTool
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{
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abstract class MSBuildProjectFile : ProjectFile
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{
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/// The project file version string
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static public readonly string VCProjectFileVersionString = "10.0.30319.1";
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/// The build configuration name to use for stub project configurations. These are projects whose purpose
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/// is to make it easier for developers to find source files and to provide IntelliSense data for the module
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/// to Visual Studio
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static public readonly string StubProjectConfigurationName = "BuiltWithUnrealBuildTool";
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/// The name of the Visual C++ platform to use for stub project configurations
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/// NOTE: We always use Win32 for the stub project's platform, since that is guaranteed to be supported by Visual Studio
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static public readonly string StubProjectPlatformName = "Win32";
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/// override project configuration name for platforms visual studio doesn't natively support
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public string ProjectConfigurationNameOverride = "";
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/// override project platform for platforms visual studio doesn't natively support
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public string ProjectPlatformNameOverride = "";
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/// <summary>
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/// The Guid representing the project type e.g. C# or C++
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/// </summary>
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public virtual string ProjectTypeGUID
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{
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get { throw new BuildException("Unrecognized type of project file for Visual Studio solution"); }
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}
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/// <summary>
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/// Constructs a new project file object
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/// </summary>
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/// <param name="InitFilePath">The path to the project file on disk</param>
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public MSBuildProjectFile(FileReference InitFilePath)
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: base(InitFilePath)
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{
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// Each project gets its own GUID. This is stored in the project file and referenced in the solution file.
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// First, check to see if we have an existing file on disk. If we do, then we'll try to preserve the
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// GUID by loading it from the existing file.
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if (FileReference.Exists(ProjectFilePath))
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{
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try
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{
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LoadGUIDFromExistingProject();
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}
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catch (Exception)
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{
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// Failed to find GUID, so just create a new one
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ProjectGUID = Guid.NewGuid();
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}
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}
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if (ProjectGUID == Guid.Empty)
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{
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// Generate a brand new GUID
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ProjectGUID = Guid.NewGuid();
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}
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}
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/// <summary>
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/// Attempts to load the project's GUID from an existing project file on disk
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/// </summary>
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public override void LoadGUIDFromExistingProject()
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{
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// Only load GUIDs if we're in project generation mode. Regular builds don't need GUIDs for anything.
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if (ProjectFileGenerator.bGenerateProjectFiles)
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{
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XmlDocument Doc = new XmlDocument();
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Doc.Load(ProjectFilePath.FullName);
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// @todo projectfiles: Ideally we could do a better job about preserving GUIDs when only minor changes are made
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// to the project (such as adding a single new file.) It would make diffing changes much easier!
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// @todo projectfiles: Can we "seed" a GUID based off the project path and generate consistent GUIDs each time?
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XmlNodeList Elements = Doc.GetElementsByTagName("ProjectGuid");
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foreach (XmlElement Element in Elements)
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{
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ProjectGUID = Guid.ParseExact(Element.InnerText.Trim("{}".ToCharArray()), "D");
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}
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}
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}
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/// <summary>
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/// Given a target platform and configuration, generates a platform and configuration name string to use in Visual Studio projects.
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/// Unlike with solution configurations, Visual Studio project configurations only support certain types of platforms, so we'll
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/// generate a configuration name that has the platform "built in", and use a default platform type
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/// </summary>
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/// <param name="Platform">Actual platform</param>
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/// <param name="Configuration">Actual configuration</param>
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/// <param name="TargetConfigurationName">The configuration name from the target rules, or null if we don't have one</param>
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/// <param name="ProjectPlatformName">Name of platform string to use for Visual Studio project</param>
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/// <param name="ProjectConfigurationName">Name of configuration string to use for Visual Studio project</param>
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public abstract void MakeProjectPlatformAndConfigurationNames(UnrealTargetPlatform Platform, UnrealTargetConfiguration Configuration, string TargetConfigurationName, out string ProjectPlatformName, out string ProjectConfigurationName);
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static UnrealTargetConfiguration[] GetSupportedConfigurations(TargetRules Rules)
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{
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// Check if the rules object implements the legacy GetSupportedPlatforms() function. If it does, we'll call it for backwards compatibility.
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if (Rules.GetType().GetMethod("GetSupportedConfigurations").DeclaringType != typeof(TargetRules))
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{
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List<UnrealTargetConfiguration> ConfigurationList = new List<UnrealTargetConfiguration>();
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#pragma warning disable 0612
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if (Rules.GetSupportedConfigurations(ref ConfigurationList, true))
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{
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return ConfigurationList.Distinct().ToArray();
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}
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#pragma warning restore 0612
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}
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// Otherwise take the SupportedConfigurationsAttribute from the first type in the inheritance chain that supports it
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for (Type CurrentType = Rules.GetType(); CurrentType != null; CurrentType = CurrentType.BaseType)
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{
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object[] Attributes = Rules.GetType().GetCustomAttributes(typeof(SupportedConfigurationsAttribute), false);
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if (Attributes.Length > 0)
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{
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return Attributes.OfType<SupportedConfigurationsAttribute>().SelectMany(x => x.Configurations).Distinct().ToArray();
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}
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}
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// Otherwise, get the default for the target type
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if (Rules.Type == TargetType.Program)
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{
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return new[] { UnrealTargetConfiguration.Debug, UnrealTargetConfiguration.Development };
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}
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else if(Rules.Type == TargetType.Editor)
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{
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return new[] { UnrealTargetConfiguration.Debug, UnrealTargetConfiguration.DebugGame, UnrealTargetConfiguration.Development };
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}
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else
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{
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return ((UnrealTargetConfiguration[])Enum.GetValues(typeof(UnrealTargetConfiguration))).Where(x => x != UnrealTargetConfiguration.Unknown).ToArray();
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}
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}
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/// <summary>
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/// Checks to see if the specified solution platform and configuration is able to map to this project
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/// </summary>
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/// <param name="ProjectTarget">The target that we're checking for a valid platform/config combination</param>
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/// <param name="Platform">Platform</param>
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/// <param name="Configuration">Configuration</param>
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/// <returns>True if this is a valid combination for this project, otherwise false</returns>
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public static bool IsValidProjectPlatformAndConfiguration(ProjectTarget ProjectTarget, UnrealTargetPlatform Platform, UnrealTargetConfiguration Configuration)
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{
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if (!ProjectFileGenerator.bIncludeTestAndShippingConfigs)
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{
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if(Configuration == UnrealTargetConfiguration.Test || Configuration == UnrealTargetConfiguration.Shipping)
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{
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return false;
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}
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}
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UEPlatformProjectGenerator PlatformProjectGenerator = UEPlatformProjectGenerator.GetPlatformProjectGenerator(Platform, true);
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if (PlatformProjectGenerator == null)
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{
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return false;
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}
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UEBuildPlatform BuildPlatform = UEBuildPlatform.GetBuildPlatform(Platform, true);
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if (BuildPlatform == null)
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{
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return false;
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}
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if (BuildPlatform.HasRequiredSDKsInstalled() != SDKStatus.Valid)
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{
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return false;
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}
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List<UnrealTargetConfiguration> SupportedConfigurations = new List<UnrealTargetConfiguration>();
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List<UnrealTargetPlatform> SupportedPlatforms = new List<UnrealTargetPlatform>();
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if (!ProjectFileGenerator.bCreateDummyConfigsForUnsupportedPlatforms)
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{
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if (ProjectTarget.TargetRules != null)
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{
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SupportedPlatforms.AddRange(ProjectTarget.SupportedPlatforms);
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}
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}
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else
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{
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SupportedPlatforms.AddRange(Utils.GetPlatformsInClass(UnrealPlatformClass.All));
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}
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if (ProjectTarget.TargetRules != null)
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{
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SupportedConfigurations.AddRange(GetSupportedConfigurations(ProjectTarget.TargetRules));
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}
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// Add all of the extra platforms/configurations for this target
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{
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foreach (UnrealTargetPlatform ExtraPlatform in ProjectTarget.ExtraSupportedPlatforms)
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{
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if (!SupportedPlatforms.Contains(ExtraPlatform))
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{
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SupportedPlatforms.Add(ExtraPlatform);
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}
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}
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foreach (UnrealTargetConfiguration ExtraConfig in ProjectTarget.ExtraSupportedConfigurations)
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{
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if (!SupportedConfigurations.Contains(ExtraConfig))
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{
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SupportedConfigurations.Add(ExtraConfig);
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}
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}
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}
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// Only build for supported platforms
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if (SupportedPlatforms.Contains(Platform) == false)
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{
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return false;
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}
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// Only build for supported configurations
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if (SupportedConfigurations.Contains(Configuration) == false)
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{
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return false;
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}
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return true;
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}
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/// <summary>
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/// Escapes characters in a filename so they can be stored in an XML attribute
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/// </summary>
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/// <param name="FileName">The filename to escape</param>
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/// <returns>The escaped filename</returns>
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public static string EscapeFileName(string FileName)
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{
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return SecurityElement.Escape(FileName);
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}
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/// <summary>
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/// GUID for this Visual C++ project file
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/// </summary>
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public Guid ProjectGUID
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{
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get;
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protected set;
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}
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}
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class VCProjectFile : MSBuildProjectFile
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{
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FileReference OnlyGameProject;
|
|
VCProjectFileFormat ProjectFileFormat;
|
|
bool bUseFastPDB;
|
|
bool bUsePerFileIntellisense;
|
|
string BuildToolOverride;
|
|
|
|
// 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="BuildToolOverride">Optional arguments to pass to UBT when building</param>
|
|
public VCProjectFile(FileReference InFilePath, FileReference InOnlyGameProject, VCProjectFileFormat InProjectFileFormat, bool bUseFastPDB, bool bUsePerFileIntellisense, string BuildToolOverride)
|
|
: base(InFilePath)
|
|
{
|
|
OnlyGameProject = InOnlyGameProject;
|
|
ProjectFileFormat = InProjectFileFormat;
|
|
this.bUseFastPDB = bUseFastPDB;
|
|
this.bUsePerFileIntellisense = bUsePerFileIntellisense;
|
|
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="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>
|
|
public override void MakeProjectPlatformAndConfigurationNames(UnrealTargetPlatform Platform, UnrealTargetConfiguration Configuration, string TargetConfigurationName, out string ProjectPlatformName, out string ProjectConfigurationName)
|
|
{
|
|
UEPlatformProjectGenerator PlatformProjectGenerator = UEPlatformProjectGenerator.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 = ProjectConfigurationNameOverride == "" ? Platform.ToString() + "_" + Configuration.ToString() : ProjectConfigurationNameOverride;
|
|
ProjectPlatformName = ProjectPlatformNameOverride == "" ? VCProjectFileGenerator.DefaultPlatformName : ProjectPlatformNameOverride;
|
|
}
|
|
|
|
if (!String.IsNullOrEmpty(TargetConfigurationName))
|
|
{
|
|
ProjectConfigurationName += "_" + TargetConfigurationName;
|
|
}
|
|
}
|
|
|
|
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.VisualStudio2013:
|
|
return WindowsCompiler.VisualStudio2013;
|
|
case VCProjectFileFormat.VisualStudio2017:
|
|
return WindowsCompiler.VisualStudio2017;
|
|
default:
|
|
return WindowsCompiler.VisualStudio2015;
|
|
}
|
|
}
|
|
|
|
List<ProjectConfigAndTargetCombination> ProjectConfigAndTargetCombinations = new List<ProjectConfigAndTargetCombination>();
|
|
|
|
private void BuildProjectConfigAndTargetCombinations(List<UnrealTargetPlatform> InPlatforms, List<UnrealTargetConfiguration> InConfigurations)
|
|
{
|
|
//no need to do this more than once
|
|
if(ProjectConfigAndTargetCombinations.Count > 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// 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
|
|
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 (UnrealBuildTool.IsValidConfiguration(Configuration) == false)
|
|
{
|
|
continue;
|
|
}
|
|
foreach (UnrealTargetPlatform Platform in InPlatforms)
|
|
{
|
|
if (UnrealBuildTool.IsValidPlatform(Platform) == 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))
|
|
{
|
|
string ProjectPlatformName, ProjectConfigurationName;
|
|
MakeProjectPlatformAndConfigurationNames(Platform, Configuration, ProjectTarget.TargetRules.Type.ToString(), out ProjectPlatformName, out ProjectConfigurationName);
|
|
|
|
ProjectConfigAndTargetCombination Combination = new ProjectConfigAndTargetCombination(Platform, Configuration, ProjectPlatformName, ProjectConfigurationName, ProjectTarget);
|
|
ProjectConfigAndTargetCombinations.Add(Combination);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/// <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)
|
|
{
|
|
string ProjectName = ProjectFilePath.GetFileNameWithoutExtension();
|
|
|
|
List<UnrealTargetPlatform> ProjectPlatforms = new List<UnrealTargetPlatform>();
|
|
List<Tuple<ProjectFile, string>> ProjectFiles = new List<Tuple<ProjectFile, string>>();
|
|
|
|
BuildProjectConfigAndTargetCombinations(InPlatforms, InConfigurations);
|
|
|
|
|
|
foreach (ProjectConfigAndTargetCombination Combination in ProjectConfigAndTargetCombinations)
|
|
{
|
|
if (!ProjectPlatforms.Contains(Combination.Platform))
|
|
{
|
|
ProjectPlatforms.Add(Combination.Platform);
|
|
}
|
|
}
|
|
|
|
//write out any additional project files
|
|
if (!IsStubProject && (ProjectFileGenerator.IsEngineProject(ProjectName) || ProjectFileGenerator.IsGameProject(ProjectName)))
|
|
{
|
|
foreach (UnrealTargetPlatform Platform in ProjectPlatforms)
|
|
{
|
|
UEPlatformProjectGenerator ProjGenerator = UEPlatformProjectGenerator.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)
|
|
{
|
|
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 + ";");
|
|
}
|
|
if (InPlatforms.Contains(UnrealTargetPlatform.Win64))
|
|
{
|
|
VCIncludeSearchPaths.Append(VCToolChain.GetVCIncludePaths(CppPlatform.Win64, GetCompilerForIntellisense()) + ";");
|
|
}
|
|
else if (InPlatforms.Contains(UnrealTargetPlatform.Win32))
|
|
{
|
|
VCIncludeSearchPaths.Append(VCToolChain.GetVCIncludePaths(CppPlatform.Win32, GetCompilerForIntellisense()) + ";");
|
|
}
|
|
}
|
|
|
|
StringBuilder VCPreprocessorDefinitions = new StringBuilder();
|
|
foreach (string CurDef in IntelliSensePreprocessorDefinitions)
|
|
{
|
|
if (VCPreprocessorDefinitions.Length > 0)
|
|
{
|
|
VCPreprocessorDefinitions.Append(';');
|
|
}
|
|
VCPreprocessorDefinitions.Append(CurDef);
|
|
}
|
|
|
|
// 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.Append(
|
|
"<?xml version=\"1.0\" encoding=\"utf-8\"?>" + ProjectFileGenerator.NewLine +
|
|
ProjectFileGenerator.NewLine +
|
|
"<Project DefaultTargets=\"Build\" ToolsVersion=\"" + VCProjectFileGenerator.GetProjectFileToolVersionString(ProjectFileFormat) + "\" xmlns=\"http://schemas.microsoft.com/developer/msbuild/2003\">" + ProjectFileGenerator.NewLine);
|
|
|
|
bool bGenerateUserFileContent = UEPlatformProjectGenerator.PlatformRequiresVSUserFileGeneration(InPlatforms, InConfigurations);
|
|
if (bGenerateUserFileContent)
|
|
{
|
|
VCUserFileContent.Append(
|
|
"<?xml version=\"1.0\" encoding=\"utf-8\"?>" + ProjectFileGenerator.NewLine +
|
|
ProjectFileGenerator.NewLine +
|
|
"<Project ToolsVersion=\"" + VCProjectFileGenerator.GetProjectFileToolVersionString(ProjectFileFormat) + "\" xmlns=\"http://schemas.microsoft.com/developer/msbuild/2003\">" + ProjectFileGenerator.NewLine
|
|
);
|
|
}
|
|
|
|
BuildProjectConfigAndTargetCombinations(InPlatforms, InConfigurations);
|
|
|
|
VCProjectFileContent.Append(
|
|
" <ItemGroup Label=\"ProjectConfigurations\">" + ProjectFileGenerator.NewLine);
|
|
|
|
// 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));
|
|
}
|
|
}
|
|
|
|
// 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.Append(
|
|
" <ProjectConfiguration Include=\"" + ProjectConfigurationName + "|" + ProjectPlatformName + "\">" + ProjectFileGenerator.NewLine +
|
|
" <Configuration>" + ProjectConfigurationName + "</Configuration>" + ProjectFileGenerator.NewLine +
|
|
" <Platform>" + ProjectPlatformName + "</Platform>" + ProjectFileGenerator.NewLine +
|
|
" </ProjectConfiguration>" + ProjectFileGenerator.NewLine);
|
|
}
|
|
}
|
|
|
|
VCProjectFileContent.Append(
|
|
" </ItemGroup>" + ProjectFileGenerator.NewLine);
|
|
|
|
VCFiltersFileContent.Append(
|
|
"<?xml version=\"1.0\" encoding=\"utf-8\"?>" + ProjectFileGenerator.NewLine +
|
|
ProjectFileGenerator.NewLine +
|
|
"<Project ToolsVersion=\"" + VCProjectFileGenerator.GetProjectFileToolVersionString(ProjectFileFormat) + "\" xmlns=\"http://schemas.microsoft.com/developer/msbuild/2003\">" + ProjectFileGenerator.NewLine);
|
|
|
|
// Platform specific PropertyGroups, etc.
|
|
StringBuilder AdditionalPropertyGroups = new StringBuilder();
|
|
if (!IsStubProject)
|
|
{
|
|
foreach (UnrealTargetPlatform Platform in ProjectPlatforms)
|
|
{
|
|
UEPlatformProjectGenerator ProjGenerator = UEPlatformProjectGenerator.GetPlatformProjectGenerator(Platform, true);
|
|
if (ProjGenerator != null && ProjGenerator.HasVisualStudioSupport(Platform, UnrealTargetConfiguration.Development, ProjectFileFormat))
|
|
{
|
|
AdditionalPropertyGroups.Append(ProjGenerator.GetAdditionalVisualStudioPropertyGroups(Platform, ProjectFileFormat));
|
|
}
|
|
}
|
|
|
|
VCProjectFileContent.Append(AdditionalPropertyGroups);
|
|
}
|
|
|
|
// Project globals (project GUID, project type, SCC bindings, etc)
|
|
{
|
|
VCProjectFileContent.Append(
|
|
" <PropertyGroup Label=\"Globals\">" + ProjectFileGenerator.NewLine +
|
|
" <ProjectGuid>" + ProjectGUID.ToString("B").ToUpperInvariant() + "</ProjectGuid>" + ProjectFileGenerator.NewLine +
|
|
" <Keyword>MakeFileProj</Keyword>" + ProjectFileGenerator.NewLine +
|
|
" <RootNamespace>" + ProjectName + "</RootNamespace>" + ProjectFileGenerator.NewLine +
|
|
" <PlatformToolset>" + VCProjectFileGenerator.GetProjectFilePlatformToolsetVersionString(ProjectFileFormat) + "</PlatformToolset>" + ProjectFileGenerator.NewLine +
|
|
" <MinimumVisualStudioVersion>" + VCProjectFileGenerator.GetProjectFileToolVersionString(ProjectFileFormat) + "</MinimumVisualStudioVersion>" + ProjectFileGenerator.NewLine +
|
|
" <TargetRuntime>Native</TargetRuntime>" + ProjectFileGenerator.NewLine +
|
|
" </PropertyGroup>" + ProjectFileGenerator.NewLine);
|
|
}
|
|
|
|
// look for additional import lines for all platforms for non stub projects
|
|
if (!IsStubProject)
|
|
{
|
|
foreach (UnrealTargetPlatform Platform in ProjectPlatforms)
|
|
{
|
|
UEPlatformProjectGenerator ProjGenerator = UEPlatformProjectGenerator.GetPlatformProjectGenerator(Platform, true);
|
|
if (ProjGenerator != null && ProjGenerator.HasVisualStudioSupport(Platform, UnrealTargetConfiguration.Development, ProjectFileFormat))
|
|
{
|
|
VCProjectFileContent.Append(ProjGenerator.GetVisualStudioGlobalProperties(Platform));
|
|
}
|
|
}
|
|
}
|
|
|
|
// 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;
|
|
WritePreDefaultPropsConfiguration(TargetPlatform, TargetConfiguration, ProjectPlatformName, ProjectConfigurationName, VCProjectFileContent);
|
|
}
|
|
}
|
|
|
|
VCProjectFileContent.Append(
|
|
" <Import Project=\"$(VCTargetsPath)\\Microsoft.Cpp.Default.props\" />" + ProjectFileGenerator.NewLine);
|
|
|
|
// 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, VCProjectFileContent);
|
|
}
|
|
}
|
|
|
|
VCProjectFileContent.Append(
|
|
" <Import Project=\"$(VCTargetsPath)\\Microsoft.Cpp.props\" />" + ProjectFileGenerator.NewLine +
|
|
" <ImportGroup Label=\"ExtensionSettings\" />" + ProjectFileGenerator.NewLine +
|
|
" <PropertyGroup Label=\"UserMacros\" />" + ProjectFileGenerator.NewLine
|
|
);
|
|
|
|
// Write each project configuration
|
|
foreach (ProjectConfigAndTargetCombination Combination in ProjectConfigAndTargetCombinations)
|
|
{
|
|
WriteConfiguration(ProjectName, Combination, VCProjectFileContent, 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.Append(
|
|
" <ItemGroup>" + ProjectFileGenerator.NewLine);
|
|
|
|
VCProjectFileContent.Append(
|
|
" <ItemGroup>" + ProjectFileGenerator.NewLine);
|
|
|
|
// Add all file directories to the filters file as solution filters
|
|
HashSet<string> FilterDirectories = new HashSet<string>();
|
|
UEBuildPlatform BuildPlatform = UEBuildPlatform.GetBuildPlatform(BuildHostPlatform.Current.Platform);
|
|
bool bWritePerFilePCHInfo = false;
|
|
if (bUsePerFileIntellisense && ProjectFileFormat >= VCProjectFileFormat.VisualStudio2015)
|
|
{
|
|
string UpdateRegistryLoc = string.Format(@"HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Microsoft\DevDiv\vs\Servicing\{0}\devenv", VCProjectFileGenerator.GetProjectFileToolVersionString(ProjectFileFormat));
|
|
object Result = Microsoft.Win32.Registry.GetValue(UpdateRegistryLoc, "UpdateVersion", null);
|
|
if (Result != null)
|
|
{
|
|
int UpdateVersion = 0;
|
|
if (Int32.TryParse(Result.ToString().Split('.').Last(), out UpdateVersion) && UpdateVersion >= 25420)
|
|
{
|
|
bWritePerFilePCHInfo = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
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);
|
|
string PCHFileName = null;
|
|
|
|
if (bWritePerFilePCHInfo && VCFileType == "ClCompile")
|
|
{
|
|
FileReference TruePath = FileReference.Combine(ProjectFilePath.Directory, AliasedFile.FileSystemPath);
|
|
FileItem SourceFile = FileItem.GetItemByFileReference(TruePath);
|
|
List <DependencyInclude> DirectlyIncludedFilenames = CPPHeaders.GetUncachedDirectIncludeDependencies(SourceFile, null);
|
|
if (DirectlyIncludedFilenames.Count > 0)
|
|
{
|
|
PCHFileName = DirectlyIncludedFilenames[0].IncludeName;
|
|
}
|
|
}
|
|
|
|
if (!string.IsNullOrEmpty(PCHFileName))
|
|
{
|
|
VCProjectFileContent.Append(
|
|
" <" + VCFileType + " Include=\"" + EscapeFileName(AliasedFile.FileSystemPath) + "\">" + ProjectFileGenerator.NewLine +
|
|
" <AdditionalOptions>$(AdditionalOptions) /Yu" + PCHFileName + "</AdditionalOptions>" + ProjectFileGenerator.NewLine +
|
|
" </" + VCFileType + " >" + ProjectFileGenerator.NewLine);
|
|
}
|
|
else
|
|
{
|
|
VCProjectFileContent.Append(
|
|
" <" + VCFileType + " Include=\"" + EscapeFileName(AliasedFile.FileSystemPath) + "\" />" + ProjectFileGenerator.NewLine);
|
|
}
|
|
|
|
if (!String.IsNullOrWhiteSpace(AliasedFile.ProjectPath))
|
|
{
|
|
VCFiltersFileContent.Append(
|
|
" <" + VCFileType + " Include=\"" + EscapeFileName(AliasedFile.FileSystemPath) + "\">" + ProjectFileGenerator.NewLine +
|
|
" <Filter>" + Utils.CleanDirectorySeparators(AliasedFile.ProjectPath) + "</Filter>" + ProjectFileGenerator.NewLine +
|
|
" </" + VCFileType + " >" + ProjectFileGenerator.NewLine);
|
|
|
|
FiltersFileIsNeeded = true;
|
|
}
|
|
else
|
|
{
|
|
// No need to specify the root directory relative to the project (it would just be an empty string!)
|
|
VCFiltersFileContent.Append(
|
|
" <" + VCFileType + " Include=\"" + EscapeFileName(AliasedFile.FileSystemPath) + "\" />" + ProjectFileGenerator.NewLine);
|
|
}
|
|
}
|
|
|
|
VCProjectFileContent.Append(
|
|
" </ItemGroup>" + ProjectFileGenerator.NewLine);
|
|
|
|
VCFiltersFileContent.Append(
|
|
" </ItemGroup>" + ProjectFileGenerator.NewLine);
|
|
}
|
|
|
|
// 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.Append(" <PropertyGroup>" + ProjectFileGenerator.NewLine);
|
|
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.Append("</SourcePath>" + ProjectFileGenerator.NewLine);
|
|
VCProjectFileContent.Append(" </PropertyGroup>" + ProjectFileGenerator.NewLine);
|
|
}
|
|
|
|
// 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.Append(
|
|
" <PropertyGroup>" + ProjectFileGenerator.NewLine +
|
|
" <NMakePreprocessorDefinitions>$(NMakePreprocessorDefinitions)" + (VCPreprocessorDefinitions.Length > 0 ? (";" + VCPreprocessorDefinitions) : "") + "</NMakePreprocessorDefinitions>" + ProjectFileGenerator.NewLine +
|
|
" <NMakeIncludeSearchPath>$(NMakeIncludeSearchPath)" + (VCIncludeSearchPaths.Length > 0 ? (";" + VCIncludeSearchPaths) : "") + "</NMakeIncludeSearchPath>" + ProjectFileGenerator.NewLine +
|
|
" <NMakeForcedIncludes>$(NMakeForcedIncludes)</NMakeForcedIncludes>" + ProjectFileGenerator.NewLine +
|
|
" <NMakeAssemblySearchPath>$(NMakeAssemblySearchPath)</NMakeAssemblySearchPath>" + ProjectFileGenerator.NewLine +
|
|
" <NMakeForcedUsingAssemblies>$(NMakeForcedUsingAssemblies)</NMakeForcedUsingAssemblies>" + ProjectFileGenerator.NewLine +
|
|
" </PropertyGroup>" + ProjectFileGenerator.NewLine);
|
|
}
|
|
|
|
// look for additional import lines for all platforms for non stub projects
|
|
StringBuilder AdditionalTargetSettings = new StringBuilder();
|
|
if (!IsStubProject)
|
|
{
|
|
foreach (UnrealTargetPlatform Platform in ProjectPlatforms)
|
|
{
|
|
UEPlatformProjectGenerator ProjGenerator = UEPlatformProjectGenerator.GetPlatformProjectGenerator(Platform, true);
|
|
if (ProjGenerator != null && ProjGenerator.HasVisualStudioSupport(Platform, UnrealTargetConfiguration.Development, ProjectFileFormat))
|
|
{
|
|
AdditionalTargetSettings.Append(ProjGenerator.GetVisualStudioTargetOverrides(Platform, ProjectFileFormat));
|
|
}
|
|
}
|
|
}
|
|
|
|
string OutputManifestString = "";
|
|
if (!IsStubProject)
|
|
{
|
|
foreach (UnrealTargetPlatform Platform in ProjectPlatforms)
|
|
{
|
|
UEPlatformProjectGenerator ProjGenerator = UEPlatformProjectGenerator.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.
|
|
" <ItemDefinitionGroup>" + ProjectFileGenerator.NewLine +
|
|
" </ItemDefinitionGroup>" + ProjectFileGenerator.NewLine +
|
|
" <Import Project=\"$(VCTargetsPath)\\Microsoft.Cpp.targets\" />" + ProjectFileGenerator.NewLine +
|
|
AdditionalTargetSettings.ToString() +
|
|
" <ImportGroup Label=\"ExtensionTargets\">" + ProjectFileGenerator.NewLine +
|
|
" </ImportGroup>" + ProjectFileGenerator.NewLine +
|
|
"</Project>" + ProjectFileGenerator.NewLine);
|
|
|
|
VCFiltersFileContent.Append(
|
|
"</Project>" + ProjectFileGenerator.NewLine);
|
|
|
|
if (bGenerateUserFileContent)
|
|
{
|
|
VCUserFileContent.Append(
|
|
"</Project>" + ProjectFileGenerator.NewLine
|
|
);
|
|
}
|
|
|
|
// 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.Append(
|
|
" <Filter Include=\"" + LeadingDirectory + "\">" + ProjectFileGenerator.NewLine +
|
|
" <UniqueIdentifier>" + FilterGUID + "</UniqueIdentifier>" + ProjectFileGenerator.NewLine +
|
|
" </Filter>" + ProjectFileGenerator.NewLine);
|
|
|
|
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, StringBuilder VCProjectFileContent)
|
|
{
|
|
UEPlatformProjectGenerator ProjGenerator = UEPlatformProjectGenerator.GetPlatformProjectGenerator(TargetPlatform, true);
|
|
if (((ProjGenerator == null) && (TargetPlatform != UnrealTargetPlatform.Unknown)))
|
|
{
|
|
return;
|
|
}
|
|
|
|
string ProjectConfigurationAndPlatformName = ProjectConfigurationName + "|" + ProjectPlatformName;
|
|
string ConditionString = "Condition=\"'$(Configuration)|$(Platform)'=='" + ProjectConfigurationAndPlatformName + "'\"";
|
|
|
|
string PlatformToolsetString = (ProjGenerator != null) ? ProjGenerator.GetVisualStudioPreDefaultString(TargetPlatform, TargetConfiguration) : "";
|
|
|
|
if (!String.IsNullOrEmpty(PlatformToolsetString))
|
|
{
|
|
VCProjectFileContent.Append(
|
|
" <PropertyGroup " + ConditionString + " Label=\"Configuration\">" + ProjectFileGenerator.NewLine +
|
|
PlatformToolsetString +
|
|
" </PropertyGroup>" + ProjectFileGenerator.NewLine
|
|
);
|
|
}
|
|
}
|
|
|
|
// Anonymous function that writes post-Default.props configuration data
|
|
private void WritePostDefaultPropsConfiguration(UnrealTargetPlatform TargetPlatform, UnrealTargetConfiguration TargetConfiguration, string ProjectPlatformName, string ProjectConfigurationName, StringBuilder VCProjectFileContent)
|
|
{
|
|
UEPlatformProjectGenerator ProjGenerator = UEPlatformProjectGenerator.GetPlatformProjectGenerator(TargetPlatform, true);
|
|
if (((ProjGenerator == null) && (TargetPlatform != UnrealTargetPlatform.Unknown)))
|
|
{
|
|
return;
|
|
}
|
|
|
|
string ProjectConfigurationAndPlatformName = ProjectConfigurationName + "|" + ProjectPlatformName;
|
|
string ConditionString = "Condition=\"'$(Configuration)|$(Platform)'=='" + ProjectConfigurationAndPlatformName + "'\"";
|
|
|
|
string PlatformToolsetString = (ProjGenerator != null) ? ProjGenerator.GetVisualStudioPlatformToolsetString(TargetPlatform, TargetConfiguration, ProjectFileFormat) : "";
|
|
if (String.IsNullOrEmpty(PlatformToolsetString))
|
|
{
|
|
PlatformToolsetString = " <PlatformToolset>" + VCProjectFileGenerator.GetProjectFilePlatformToolsetVersionString(ProjectFileFormat) + "</PlatformToolset>" + ProjectFileGenerator.NewLine;
|
|
}
|
|
|
|
string PlatformConfigurationType = (ProjGenerator == null) ? "Makefile" : ProjGenerator.GetVisualStudioPlatformConfigurationType(TargetPlatform, ProjectFileFormat);
|
|
VCProjectFileContent.Append(
|
|
" <PropertyGroup " + ConditionString + " Label=\"Configuration\">" + ProjectFileGenerator.NewLine +
|
|
" <ConfigurationType>" + PlatformConfigurationType + "</ConfigurationType>" + ProjectFileGenerator.NewLine +
|
|
PlatformToolsetString +
|
|
" </PropertyGroup>" + ProjectFileGenerator.NewLine
|
|
);
|
|
}
|
|
|
|
// Anonymous function that writes project configuration data
|
|
private void WriteConfiguration(string ProjectName, ProjectConfigAndTargetCombination Combination, StringBuilder VCProjectFileContent, StringBuilder VCUserFileContent)
|
|
{
|
|
UnrealTargetPlatform Platform = Combination.Platform;
|
|
UnrealTargetConfiguration Configuration = Combination.Configuration;
|
|
|
|
UEPlatformProjectGenerator ProjGenerator = UEPlatformProjectGenerator.GetPlatformProjectGenerator(Platform, true);
|
|
if (((ProjGenerator == null) && (Platform != UnrealTargetPlatform.Unknown)))
|
|
{
|
|
return;
|
|
}
|
|
|
|
string UProjectPath = "";
|
|
if (IsForeignProject)
|
|
{
|
|
UProjectPath = "\"$(SolutionDir)$(ProjectName).uproject\"";
|
|
}
|
|
|
|
string ConditionString = "Condition=\"'$(Configuration)|$(Platform)'=='" + Combination.ProjectConfigurationAndPlatformName + "'\"";
|
|
|
|
{
|
|
string ImportGroupProperties = (ProjGenerator != null) ? ProjGenerator.GetVisualStudioImportGroupProperties(Platform) : "";
|
|
VCProjectFileContent.Append(
|
|
" <ImportGroup " + ConditionString + " Label=\"PropertySheets\">" + ProjectFileGenerator.NewLine +
|
|
" <Import Project=\"$(UserRootDir)\\Microsoft.Cpp.$(Platform).user.props\" Condition=\"exists('$(UserRootDir)\\Microsoft.Cpp.$(Platform).user.props')\" Label=\"LocalAppDataPlatform\" />" + ProjectFileGenerator.NewLine +
|
|
ImportGroupProperties +
|
|
" </ImportGroup>" + ProjectFileGenerator.NewLine);
|
|
|
|
DirectoryReference ProjectDirectory = ProjectFilePath.Directory;
|
|
|
|
if (IsStubProject)
|
|
{
|
|
string ProjectRelativeUnusedDirectory = NormalizeProjectPath(DirectoryReference.Combine(UnrealBuildTool.EngineDirectory, "Intermediate", "Build", "Unused"));
|
|
|
|
VCProjectFileContent.Append(
|
|
" <PropertyGroup " + ConditionString + ">" + ProjectFileGenerator.NewLine +
|
|
" <OutDir>" + ProjectRelativeUnusedDirectory + Path.DirectorySeparatorChar + "</OutDir>" + ProjectFileGenerator.NewLine +
|
|
" <IntDir>" + ProjectRelativeUnusedDirectory + Path.DirectorySeparatorChar + "</IntDir>" + ProjectFileGenerator.NewLine +
|
|
" <NMakeBuildCommandLine>@rem Nothing to do.</NMakeBuildCommandLine>" + ProjectFileGenerator.NewLine +
|
|
" <NMakeReBuildCommandLine>@rem Nothing to do.</NMakeReBuildCommandLine>" + ProjectFileGenerator.NewLine +
|
|
" <NMakeCleanCommandLine>@rem Nothing to do.</NMakeCleanCommandLine>" + ProjectFileGenerator.NewLine +
|
|
" <NMakeOutput/>" + ProjectFileGenerator.NewLine +
|
|
" </PropertyGroup>" + ProjectFileGenerator.NewLine);
|
|
}
|
|
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"));
|
|
|
|
VCProjectFileContent.AppendFormat(
|
|
" <PropertyGroup " + ConditionString + ">" + ProjectFileGenerator.NewLine +
|
|
" <OutDir>" + ProjectRelativeUnusedDirectory + Path.DirectorySeparatorChar + "</OutDir>" + ProjectFileGenerator.NewLine +
|
|
" <IntDir>" + ProjectRelativeUnusedDirectory + Path.DirectorySeparatorChar + "</IntDir>" + ProjectFileGenerator.NewLine +
|
|
" <NMakeBuildCommandLine>@echo {0} is not a supported platform for {1}. Valid platforms are {2}.</NMakeBuildCommandLine>" + ProjectFileGenerator.NewLine +
|
|
" <NMakeReBuildCommandLine>@echo {0} is not a supported platform for {1}. Valid platforms are {2}.</NMakeReBuildCommandLine>" + ProjectFileGenerator.NewLine +
|
|
" <NMakeCleanCommandLine>@echo {0} is not a supported platform for {1}. Valid platforms are {2}.</NMakeCleanCommandLine>" + ProjectFileGenerator.NewLine +
|
|
" <NMakeOutput/>" + ProjectFileGenerator.NewLine +
|
|
" </PropertyGroup>" + ProjectFileGenerator.NewLine, Combination.Platform, Combination.ProjectTarget.TargetFilePath.GetFileNameWithoutAnyExtensions(), String.Join(", ", Combination.ProjectTarget.SupportedPlatforms.Select(x => x.ToString())));
|
|
}
|
|
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);
|
|
bShouldCompileMonolithic |= (Combination.ProjectTarget.CreateRulesDelegate(Platform, Configuration).GetLegacyLinkType(Platform, Configuration) == TargetLinkType.Monolithic);
|
|
|
|
// Get the output directory
|
|
DirectoryReference RootDirectory = UnrealBuildTool.EngineDirectory;
|
|
if (TargetRulesObject.Type != TargetType.Program && (bShouldCompileMonolithic || TargetRulesObject.BuildEnvironment == TargetBuildEnvironment.Unique) && !TargetRulesObject.bOutputToEngineBinaries)
|
|
{
|
|
if (OnlyGameProject != null && TargetFilePath.IsUnderDirectory(OnlyGameProject.Directory))
|
|
{
|
|
RootDirectory = OnlyGameProject.Directory;
|
|
}
|
|
else
|
|
{
|
|
FileReference ProjectFileName;
|
|
if (UProjectInfo.TryGetProjectFileName(ProjectName, out ProjectFileName))
|
|
{
|
|
RootDirectory = ProjectFileName.Directory;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (TargetRulesObject.Type == TargetType.Program && !TargetRulesObject.bOutputToEngineBinaries)
|
|
{
|
|
FileReference ProjectFileName;
|
|
if (UProjectInfo.TryGetProjectForTarget(TargetName, out ProjectFileName))
|
|
{
|
|
RootDirectory = ProjectFileName.Directory;
|
|
}
|
|
}
|
|
|
|
// Get the output directory
|
|
DirectoryReference OutputDirectory = DirectoryReference.Combine(RootDirectory, "Binaries", UBTPlatformName);
|
|
|
|
// Get the executable name (minus any platform or config suffixes)
|
|
string BaseExeName = TargetName;
|
|
if (!bShouldCompileMonolithic && TargetRulesObject.Type != TargetType.Program)
|
|
{
|
|
// Figure out what the compiled binary will be called so that we can point the IDE to the correct file
|
|
string TargetConfigurationName = TargetRulesObject.Type.ToString();
|
|
if (TargetConfigurationName != TargetType.Game.ToString() && TargetConfigurationName != TargetType.Program.ToString())
|
|
{
|
|
BaseExeName = "UE4" + TargetConfigurationName;
|
|
}
|
|
}
|
|
|
|
// Make the output file path
|
|
FileReference NMakePath = FileReference.Combine(OutputDirectory, BaseExeName);
|
|
if (Configuration != TargetRulesObject.UndecoratedConfiguration && (Configuration != UnrealTargetConfiguration.DebugGame || bShouldCompileMonolithic))
|
|
{
|
|
NMakePath += "-" + UBTPlatformName + "-" + UBTConfigurationName;
|
|
}
|
|
NMakePath += TargetRulesObject.Architecture;
|
|
NMakePath += BuildPlatform.GetBinaryExtension(UEBuildBinaryType.Executable);
|
|
NMakePath = BuildPlatform.ModifyNMakeOutput(NMakePath);
|
|
|
|
VCProjectFileContent.Append(
|
|
" <PropertyGroup " + ConditionString + ">" + ProjectFileGenerator.NewLine);
|
|
|
|
string PathStrings = (ProjGenerator != null) ? ProjGenerator.GetVisualStudioPathsEntries(Platform, Configuration, TargetRulesObject.Type, TargetFilePath, ProjectFilePath, NMakePath, ProjectFileFormat) : "";
|
|
if (string.IsNullOrEmpty(PathStrings) || (PathStrings.Contains("<IntDir>") == false))
|
|
{
|
|
string ProjectRelativeUnusedDirectory = "$(ProjectDir)..\\Build\\Unused";
|
|
VCProjectFileContent.Append(
|
|
PathStrings +
|
|
" <OutDir>" + ProjectRelativeUnusedDirectory + Path.DirectorySeparatorChar + "</OutDir>" + ProjectFileGenerator.NewLine +
|
|
" <IntDir>" + ProjectRelativeUnusedDirectory + Path.DirectorySeparatorChar + "</IntDir>" + ProjectFileGenerator.NewLine);
|
|
}
|
|
else
|
|
{
|
|
VCProjectFileContent.Append(PathStrings);
|
|
}
|
|
|
|
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
|
|
UEPlatformProjectGenerator.GenerateGamePlatformSpecificProperties(Platform, Configuration, TargetRulesObject.Type, VCProjectFileContent, RootDirectory, TargetFilePath);
|
|
}
|
|
|
|
// 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
|
|
|
|
string BuildArguments = " " + TargetName + " " + UBTPlatformName + " " + UBTConfigurationName;
|
|
if (ProjectFileGenerator.bUsePrecompiled)
|
|
{
|
|
BuildArguments += " -useprecompiled";
|
|
}
|
|
if (IsForeignProject)
|
|
{
|
|
BuildArguments += " " + UProjectPath;
|
|
}
|
|
|
|
// Always wait for the mutex between UBT invocations, so that building the whole solution doesn't fail.
|
|
BuildArguments += " -waitmutex";
|
|
|
|
if (bUseFastPDB)
|
|
{
|
|
// Pass Fast PDB option to make use of Visual Studio's /DEBUG:FASTLINK option
|
|
BuildArguments += " -FastPDB";
|
|
}
|
|
|
|
DirectoryReference BatchFilesDirectory = DirectoryReference.Combine(UnrealBuildTool.EngineDirectory, "Build", "BatchFiles");
|
|
|
|
if(BuildToolOverride != null)
|
|
{
|
|
BuildArguments += BuildToolOverride;
|
|
}
|
|
|
|
// NMake Build command line
|
|
VCProjectFileContent.Append(" <NMakeBuildCommandLine>");
|
|
VCProjectFileContent.Append(EscapePath(NormalizeProjectPath(FileReference.Combine(BatchFilesDirectory, "Build.bat"))) + BuildArguments.ToString());
|
|
VCProjectFileContent.Append("</NMakeBuildCommandLine>" + ProjectFileGenerator.NewLine);
|
|
|
|
// NMake ReBuild command line
|
|
VCProjectFileContent.Append(" <NMakeReBuildCommandLine>");
|
|
VCProjectFileContent.Append(EscapePath(NormalizeProjectPath(FileReference.Combine(BatchFilesDirectory, "Rebuild.bat"))) + BuildArguments.ToString());
|
|
VCProjectFileContent.Append("</NMakeReBuildCommandLine>" + ProjectFileGenerator.NewLine);
|
|
|
|
// NMake Clean command line
|
|
VCProjectFileContent.Append(" <NMakeCleanCommandLine>");
|
|
VCProjectFileContent.Append(EscapePath(NormalizeProjectPath(FileReference.Combine(BatchFilesDirectory, "Clean.bat"))) + BuildArguments.ToString());
|
|
VCProjectFileContent.Append("</NMakeCleanCommandLine>" + ProjectFileGenerator.NewLine);
|
|
|
|
VCProjectFileContent.Append(" <NMakeOutput>");
|
|
VCProjectFileContent.Append(NormalizeProjectPath(NMakePath.FullName));
|
|
VCProjectFileContent.Append("</NMakeOutput>" + ProjectFileGenerator.NewLine);
|
|
VCProjectFileContent.Append(" </PropertyGroup>" + ProjectFileGenerator.NewLine);
|
|
|
|
string LayoutDirString = (ProjGenerator != null) ? ProjGenerator.GetVisualStudioLayoutDirSection(Platform, Configuration, ConditionString, Combination.ProjectTarget.TargetRules.Type, Combination.ProjectTarget.TargetFilePath, ProjectFilePath, NMakePath, ProjectFileFormat) : "";
|
|
VCProjectFileContent.Append(LayoutDirString);
|
|
}
|
|
|
|
if (VCUserFileContent != null && Combination.ProjectTarget != null)
|
|
{
|
|
TargetRules TargetRulesObject = Combination.ProjectTarget.TargetRules;
|
|
|
|
if ((Platform == UnrealTargetPlatform.Win32) || (Platform == UnrealTargetPlatform.Win64))
|
|
{
|
|
VCUserFileContent.Append(
|
|
" <PropertyGroup " + ConditionString + ">" + ProjectFileGenerator.NewLine);
|
|
if (TargetRulesObject.Type != TargetType.Game)
|
|
{
|
|
string DebugOptions = "";
|
|
|
|
if (IsForeignProject)
|
|
{
|
|
DebugOptions += UProjectPath;
|
|
DebugOptions += " -skipcompile";
|
|
}
|
|
else if (TargetRulesObject.Type == TargetType.Editor && ProjectName != "UE4")
|
|
{
|
|
DebugOptions += ProjectName;
|
|
}
|
|
|
|
if (Configuration == UnrealTargetConfiguration.Debug || Configuration == UnrealTargetConfiguration.DebugGame)
|
|
{
|
|
DebugOptions += " -debug";
|
|
}
|
|
|
|
VCUserFileContent.Append(
|
|
" <LocalDebuggerCommandArguments>" + DebugOptions + "</LocalDebuggerCommandArguments>" + ProjectFileGenerator.NewLine
|
|
);
|
|
}
|
|
VCUserFileContent.Append(
|
|
" <DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>" + ProjectFileGenerator.NewLine
|
|
);
|
|
VCUserFileContent.Append(
|
|
" </PropertyGroup>" + ProjectFileGenerator.NewLine
|
|
);
|
|
}
|
|
|
|
string PlatformUserFileStrings = (ProjGenerator != null) ? ProjGenerator.GetVisualStudioUserFileStrings(Platform, Configuration, ConditionString, TargetRulesObject, Combination.ProjectTarget.TargetFilePath, ProjectFilePath) : "";
|
|
VCUserFileContent.Append(PlatformUserFileStrings);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/// <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>
|
|
/// 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)
|
|
{
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Reads the list of dependencies from the specified project file.
|
|
/// </summary>
|
|
public List<string> GetCSharpDependencies()
|
|
{
|
|
List<string> RelativeFilePaths = new List<string>();
|
|
XmlDocument Doc = new XmlDocument();
|
|
Doc.Load(ProjectFilePath.FullName);
|
|
|
|
string[] Tags = new string[] { "Compile", "Page", "Resource" };
|
|
foreach (string Tag in Tags)
|
|
{
|
|
XmlNodeList Elements = Doc.GetElementsByTagName(Tag);
|
|
foreach (XmlElement Element in Elements)
|
|
{
|
|
RelativeFilePaths.Add(Element.GetAttribute("Include"));
|
|
}
|
|
}
|
|
|
|
return RelativeFilePaths;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds a C# dot net (system) assembly reference to this project
|
|
/// </summary>
|
|
/// <param name="AssemblyReference">The full path to the assembly file on disk</param>
|
|
public void AddDotNetAssemblyReference(string AssemblyReference)
|
|
{
|
|
if (!DotNetAssemblyReferences.Contains(AssemblyReference))
|
|
{
|
|
DotNetAssemblyReferences.Add(AssemblyReference);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds a C# assembly reference to this project, such as a third party assembly needed for this project to compile
|
|
/// </summary>
|
|
/// <param name="AssemblyReference">The full path to the assembly file on disk</param>
|
|
public void AddAssemblyReference(FileReference AssemblyReference)
|
|
{
|
|
AssemblyReferences.Add(AssemblyReference);
|
|
}
|
|
|
|
/// <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="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>
|
|
public override void MakeProjectPlatformAndConfigurationNames(UnrealTargetPlatform Platform, UnrealTargetConfiguration Configuration, string TargetConfigurationName, out string ProjectPlatformName, out string ProjectConfigurationName)
|
|
{
|
|
ProjectConfigurationName = Configuration.ToString();
|
|
ProjectPlatformName = VCProjectFileGenerator.DotNetPlatformName;
|
|
}
|
|
|
|
/// <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>
|
|
/// <returns>true if the opration was successful, false otherwise</returns>
|
|
public override bool WriteProjectFile(List<UnrealTargetPlatform> InPlatforms, List<UnrealTargetConfiguration> InConfigurations)
|
|
{
|
|
throw new BuildException("Support for writing C# projects from UnrealBuildTool has been removed.");
|
|
}
|
|
|
|
/// Assemblies this project is dependent on
|
|
protected readonly List<FileReference> AssemblyReferences = new List<FileReference>();
|
|
/// System assemblies this project is dependent on
|
|
protected readonly List<string> DotNetAssemblyReferences = new List<string>() { "System", "System.Core", "System.Data", "System.Xml" };
|
|
}
|
|
|
|
}
|