Files
UnrealEngineUWP/Engine/Source/Programs/UnrealBuildTool/System/CMakefileGenerator.cs
Dmitry Rekman 6bcdeee200 UBT: fix a number of project generators (UE-18832)
- In-tree code project targets were missing.

#codereview Peter.Sauerbrei

[CL 2627718 by Dmitry Rekman in Main branch]
2015-07-21 13:39:28 -04:00

384 lines
13 KiB
C#

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Text;
using System.IO;
namespace UnrealBuildTool
{
/// <summary>
/// Represents a folder within the master project (e.g. Visual Studio solution)
/// </summary>
public class CMakefileFolder : MasterProjectFolder
{
/// <summary>
/// Constructor
/// </summary>
public CMakefileFolder( ProjectFileGenerator InitOwnerProjectFileGenerator, string InitFolderName )
: base(InitOwnerProjectFileGenerator, InitFolderName)
{
}
}
public class CMakefileProjectFile : ProjectFile
{
public CMakefileProjectFile( string InitFilePath )
: base(InitFilePath)
{
}
}
/// <summary>
/// CMakefile project file generator implementation
/// </summary>
public class CMakefileGenerator : ProjectFileGenerator
{
/// True if intellisense data should be generated (takes a while longer)
bool bGenerateIntelliSenseData = false;
/// True if we should include IntelliSense data in the generated project files when possible
override public bool ShouldGenerateIntelliSenseData()
{
return bGenerateIntelliSenseData;
}
/// File extension for project files we'll be generating (e.g. ".vcxproj")
override public string ProjectFileExtension
{
get
{
return ".txt";
}
}
protected override bool WriteMasterProjectFile( ProjectFile UBTProject )
{
bool bSuccess = true;
return bSuccess;
}
private bool WriteCMakeLists()
{
string BuildCommand = "";
var FileName = "CMakeLists.txt";
var CMakefileContent = new StringBuilder();
var CMakeSectionEnd = " )\n\n";
var CMakeSourceFilesList = "set(SOURCE_FILES \n";
var CMakeHeaderFilesList = "set(HEADER_FILES \n";
var CMakeConfigFilesList = "set(CONFIG_FILES \n";
var IncludeDirectoriesList = "include_directories( \n";
var PreprocessorDefinitionsList = "add_definitions( \n";
var CMakeGameRootPath = "";
var CMakeUE4RootPath = "set(UE4_ROOT_PATH " + Path.GetFullPath(ProjectFileGenerator.RootRelativePath) + ")\n";
string GameProjectPath = "";
string GameProjectFile = "";
string CMakeGameProjectFile = "";
bool bIsMac = BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Mac;
bool bIsLinux = BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Linux;
bool bIsWin64 = BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Win64;
String HostArchitecture = null;
if (bIsLinux)
{
HostArchitecture = "Linux";
}
else if (bIsMac)
{
HostArchitecture = "Mac";
}
else if (bIsWin64)
{
HostArchitecture = "Win64";
}
else
{
throw new BuildException("ERROR: CMakefileGenerator does not support this platform");
}
if (!String.IsNullOrEmpty (GameProjectName))
{
CMakeGameRootPath = "set(GAME_ROOT_PATH \"" + UnrealBuildTool.GetUProjectPath() + "\")\n";
GameProjectPath = UnrealBuildTool.GetUProjectPath ();
GameProjectFile = UnrealBuildTool.GetUProjectFile ();
CMakeGameProjectFile = "set(GAME_PROJECT_FILE \"" + GameProjectFile + "\")\n";
BuildCommand = "set(BUILD mono ${UE4_ROOT_PATH}/Engine/Binaries/DotNET/UnrealBuildTool.exe )\n";
}
else if (bIsLinux || bIsMac)
{
BuildCommand = String.Format("set(BUILD cd ${{UE4_ROOT_PATH}} && bash ${{UE4_ROOT_PATH}}/Engine/Build/BatchFiles/{0}/Build.sh)\n", HostArchitecture);
}
else if (bIsWin64)
{
BuildCommand = "set(BUILD bash ${{UE4_ROOT_PATH}}/Engine/Build/BatchFiles/Build.bat)\n";
}
CMakefileContent.Append(
"# Makefile generated by CMakefileGenerator.cs\n" +
"# *DO NOT EDIT*\n\n" +
"cmake_minimum_required (VERSION 2.6)\n" +
"project (UE4)\n\n" +
CMakeUE4RootPath +
CMakeGameProjectFile +
BuildCommand +
CMakeGameRootPath + "\n"
);
List<String> IncludeDirectories = new List<String>();
List<String> PreprocessorDefinitions = new List<String>();
foreach (var CurProject in GeneratedProjectFiles)
{
foreach (var CurPath in CurProject.IntelliSenseIncludeSearchPaths)
{
string IncludeDirectory = GetIncludeDirectory(CurPath, Path.GetDirectoryName(CurProject.ProjectFilePath));
if (IncludeDirectory != null && !IncludeDirectories.Contains(IncludeDirectory))
{
IncludeDirectories.Add(IncludeDirectory);
}
}
foreach (var CurDefinition in CurProject.IntelliSensePreprocessorDefinitions)
{
string Definition = CurDefinition;
string AlternateDefinition = Definition.Contains("=0") ? Definition.Replace("=0", "=1") : Definition.Replace("=1", "=0");
if (Definition.Equals("WITH_EDITORONLY_DATA=0") || Definition.Equals("WITH_DATABASE_SUPPORT=1"))
{
Definition = AlternateDefinition;
}
if (!PreprocessorDefinitions.Contains(Definition) && !PreprocessorDefinitions.Contains(AlternateDefinition) && !Definition.StartsWith("UE_ENGINE_DIRECTORY") && !Definition.StartsWith("ORIGINAL_FILE_NAME"))
{
PreprocessorDefinitions.Add(Definition);
}
}
}
// Create SourceFiles, HeaderFiles, and ConfigFiles sections.
var AllModuleFiles = DiscoverModules();
foreach (string CurModuleFile in AllModuleFiles)
{
var FoundFiles = SourceFileSearch.FindModuleSourceFiles(CurModuleFile, ExcludeNoRedistFiles: bExcludeNoRedistFiles);
foreach (string CurSourceFile in FoundFiles)
{
string SourceFileRelativeToRoot = Utils.MakePathRelativeTo(CurSourceFile, Path.Combine(EngineRelativePath));
// Exclude files/folders on a per-platform basis.
if ((bIsLinux && IsLinuxFiltered(SourceFileRelativeToRoot)) || (bIsMac && IsMacFiltered(SourceFileRelativeToRoot))
|| (bIsWin64 && IsWinFiltered(SourceFileRelativeToRoot))
)
{
if (SourceFileRelativeToRoot.EndsWith (".cpp"))
{
if (!SourceFileRelativeToRoot.StartsWith ("..") && !Path.IsPathRooted (SourceFileRelativeToRoot))
{
// SourceFileRelativeToRoot = "Engine/" + SourceFileRelativeToRoot;
CMakeSourceFilesList += ("\t\"${UE4_ROOT_PATH}/Engine/" + SourceFileRelativeToRoot + "\"\n");
}
else
{
if (String.IsNullOrEmpty (GameProjectName))
{
// SourceFileRelativeToRoot = SourceFileRelativeToRoot.Substring (3);
CMakeSourceFilesList += ("\t\"" + SourceFileRelativeToRoot.Substring (3) + "\"\n");
}
else
{
CMakeSourceFilesList += ("\t\"${GAME_ROOT_PATH}/" + Utils.MakePathRelativeTo (CurSourceFile, GameProjectPath) + "\"\n");
}
}
}
if (SourceFileRelativeToRoot.EndsWith (".h"))
{
if (!SourceFileRelativeToRoot.StartsWith ("..") && !Path.IsPathRooted (SourceFileRelativeToRoot))
{
// SourceFileRelativeToRoot = "Engine/" + SourceFileRelativeToRoot;
CMakeHeaderFilesList += ("\t\"${UE4_ROOT_PATH}/Engine/" + SourceFileRelativeToRoot + "\"\n");
}
else
{
if (String.IsNullOrEmpty (GameProjectName))
{
// SourceFileRelativeToRoot = SourceFileRelativeToRoot.Substring (3);
CMakeHeaderFilesList += ("\t\"" + SourceFileRelativeToRoot.Substring (3) + "\"\n");
}
else
{
CMakeHeaderFilesList += ("\t\"${GAME_ROOT_PATH}/" + Utils.MakePathRelativeTo (CurSourceFile, GameProjectPath) + "\"\n");
}
}
}
if (SourceFileRelativeToRoot.EndsWith (".cs"))
{
if (!SourceFileRelativeToRoot.StartsWith ("..") && !Path.IsPathRooted (SourceFileRelativeToRoot))
{
// SourceFileRelativeToRoot = "Engine/" + SourceFileRelativeToRoot;
CMakeConfigFilesList += ("\t\"${UE4_ROOT_PATH}/Engine/" + SourceFileRelativeToRoot + "\"\n");
}
else
{
if (String.IsNullOrEmpty (GameProjectName))
{
// SourceFileRelativeToRoot = SourceFileRelativeToRoot.Substring (3);
CMakeConfigFilesList += ("\t\"" + SourceFileRelativeToRoot.Substring (3) + "\"\n");
}
else
{
CMakeConfigFilesList += ("\t\"${GAME_ROOT_PATH}/" + Utils.MakePathRelativeTo (CurSourceFile, GameProjectPath) + "\"\n");
};
}
}
}
}
}
foreach (string IncludeDirectory in IncludeDirectories)
{
IncludeDirectoriesList += ("\t\"" + IncludeDirectory + "\"\n");
}
foreach (string PreprocessorDefinition in PreprocessorDefinitions)
{
PreprocessorDefinitionsList += ("\t-D" + PreprocessorDefinition + "\n");
}
// Add section end to section strings;
CMakeSourceFilesList += CMakeSectionEnd;
CMakeHeaderFilesList += CMakeSectionEnd;
CMakeConfigFilesList += CMakeSectionEnd;
IncludeDirectoriesList += CMakeSectionEnd;
PreprocessorDefinitionsList += CMakeSectionEnd;
// Append sections to the CMakeLists.txt file
CMakefileContent.Append (CMakeSourceFilesList);
CMakefileContent.Append (CMakeHeaderFilesList);
CMakefileContent.Append (CMakeConfigFilesList);
CMakefileContent.Append (IncludeDirectoriesList);
CMakefileContent.Append (PreprocessorDefinitionsList);
string CMakeProjectCmdArg = "";
foreach(var Project in GeneratedProjectFiles)
{
foreach (var TargetFile in Project.ProjectTargets)
{
if (TargetFile.TargetFilePath == null)
{
continue;
}
var TargetName = Utils.GetFilenameWithoutAnyExtensions(TargetFile.TargetFilePath); // Remove both ".cs" and ".
foreach (UnrealTargetConfiguration CurConfiguration in Enum.GetValues(typeof(UnrealTargetConfiguration)))
{
if (CurConfiguration != UnrealTargetConfiguration.Unknown && CurConfiguration != UnrealTargetConfiguration.Development)
{
if (UnrealBuildTool.IsValidConfiguration(CurConfiguration))
{
if (TargetName == GameProjectName || TargetName == (GameProjectName + "Editor"))
{
CMakeProjectCmdArg = " -project=\"\\\"${GAME_PROJECT_FILE}\\\"\"";
}
var ConfName = Enum.GetName(typeof(UnrealTargetConfiguration), CurConfiguration);
CMakefileContent.Append(String.Format("add_custom_target({0}-{3}-{1} ${{BUILD}} {2} {0} {3} {1} $(ARGS))\n", TargetName, ConfName, CMakeProjectCmdArg, HostArchitecture));
}
}
}
if (TargetName == GameProjectName || TargetName == (GameProjectName + "Editor"))
{
CMakeProjectCmdArg = " -project=\"\\\"${GAME_PROJECT_FILE}\\\"\"";
}
if (HostArchitecture != null)
{
CMakefileContent.Append (String.Format ("add_custom_target({0} ${{BUILD}} {1} {0} {2} Development $(ARGS) SOURCES ${{SOURCE_FILES}} ${{HEADER_FILES}} ${{CONFIG_FILES}})\n\n", TargetName, CMakeProjectCmdArg, HostArchitecture));
}
}
}
var FullFileName = Path.Combine(MasterProjectRelativePath, FileName);
return WriteFileIfChanged(FullFileName, CMakefileContent.ToString());
}
private bool IsLinuxFiltered( String SourceFileRelativeToRoot )
{
// minimal filtering as it is helpful to be able to look up symbols from other platforms
return !SourceFileRelativeToRoot.Contains("Source/ThirdParty/");
}
private bool IsMacFiltered( String SourceFileRelativeToRoot )
{
return !SourceFileRelativeToRoot.Contains ("Source/ThirdParty/") &&
!SourceFileRelativeToRoot.Contains ("/Windows/") &&
!SourceFileRelativeToRoot.Contains ("/Linux/") &&
!SourceFileRelativeToRoot.Contains ("/VisualStudioSourceCodeAccess/") &&
!SourceFileRelativeToRoot.Contains ("/WmfMedia/") &&
!SourceFileRelativeToRoot.Contains ("/WindowsDeviceProfileSelector/") &&
!SourceFileRelativeToRoot.Contains ("/WindowsMoviePlayer/") &&
!SourceFileRelativeToRoot.Contains ("/WinRT/");
}
private bool IsWinFiltered( String SourceFileRelativeToRoot )
{
return false;
}
/// Adds the include directory to the list, after converting it to relative to UE4 root
private string GetIncludeDirectory(string IncludeDir, string ProjectDir)
{
string FullProjectPath = Path.GetFullPath(ProjectFileGenerator.MasterProjectRelativePath);
string FullPath = "";
if (IncludeDir.StartsWith("/") && !IncludeDir.StartsWith(FullProjectPath))
{
// Full path to a fulder outside of project
FullPath = IncludeDir;
}
else
{
FullPath = Path.GetFullPath(Path.Combine(ProjectDir, IncludeDir));
FullPath = Utils.MakePathRelativeTo(FullPath, FullProjectPath);
FullPath = FullPath.TrimEnd('/');
}
return FullPath;
}
/// ProjectFileGenerator interface
//protected override bool WriteMasterProjectFile( ProjectFile UBTProject )
protected override bool WriteProjectFiles ()
{
return WriteCMakeLists();
}
/// ProjectFileGenerator interface
public override MasterProjectFolder AllocateMasterProjectFolder( ProjectFileGenerator InitOwnerProjectFileGenerator, string InitFolderName )
{
return new CMakefileFolder( InitOwnerProjectFileGenerator, InitFolderName );
}
/// ProjectFileGenerator interface
/// <summary>
/// Allocates a generator-specific project file object
/// </summary>
/// <param name="InitFilePath">Path to the project file</param>
/// <returns>The newly allocated project file object</returns>
protected override ProjectFile AllocateProjectFile( string InitFilePath )
{
return new CMakefileProjectFile( InitFilePath );
}
/// ProjectFileGenerator interface
public override void CleanProjectFiles(string InMasterProjectRelativePath, string InMasterProjectName, string InIntermediateProjectFilesPath)
{
}
}
}