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#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3105904 on 2016/08/30 by Ben.Marsh PR #2691: Copy .map-file to staging & cleanup (Contributed by projectgheist) Change 3105974 on 2016/08/30 by Ben.Marsh PR #2748: [Bug-Fix] UGS - Ensure older events do not trample newer ones (Contributed by paulevans) Change 3106035 on 2016/08/30 by Ben.Marsh PR #2746: [Bug-Fix] UGS - Starting build colour was the same as disabled (Contributed by paulevans) Change 3106172 on 2016/08/30 by Ben.Marsh UAT: Do not default to submitting build products from BuildCookRun unless -submit is explicitly specified on the command line. #codreview Maciej.Mroz Change 3107642 on 2016/08/31 by Matthew.Griffin More Monolithic editor fixes Fixed IMPLEMENT_MODULE macros with incorrect module name Wrapped some usages of GIsHotReload in WITH_HOT_RELOAD Fixed NiagaraConstants so that they can be used in multiple modules Change 3107808 on 2016/08/31 by Matthew.Griffin Added Node to Compile UAT on Mac to catch any Mono failures which will run as part of monolithics aggregate Change 3111527 on 2016/09/02 by Matthew.Griffin Duplicating CL#3111524 from Release-4.13 stream Including Documentation/Extras in installed build Change 3117683 on 2016/09/08 by Ben.Marsh PR #2771: Fix compilation of C# projects on case-sensitive OSes (Contributed by slonopotamus) Change 3119707 on 2016/09/09 by Ben.Marsh UBT: Add more explicit methods for querying Visual C++ and Visual Studio installation directories. Now uses the same logic in the Visual Studio batch files. Change 3120824 on 2016/09/12 by Ben.Marsh UnrealGameSync: Add a project-wide option which can disable using the last code changelist for version files, and use the sync changelist instead. ("VersionToLastCodeChange" in the "[Options]" section). Update version to 1.80. Change 3120996 on 2016/09/12 by Ben.Marsh Core: Fix lines of output text from FMonitoredProcess being truncated at 512 characters, due to pipe buffer size. Accumulate incomplete lines and merge them together again instead. Also remove CR-LF pairs if they occur at the end of a line. #jira UE-35659 Change 3121353 on 2016/09/12 by Ben.Marsh Core: Manually enumerate and load dependent DLLs for modules by the editor, to work around limitations in the number of search paths checked by the Windows loader. We previously temporarily modified the PATH environment variable to provide this functionality, but are close to the OS limit for length of that string. This method should not have any such restrictions (though it will not work for circular dependencies). Change 3121996 on 2016/09/12 by Ben.Marsh Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced). * Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result. * Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default. * Visual Studio source code accessor can talk to VS 2017 instances. * Added a VS2017 configuration for UnrealVS, and added precompiled vsix package. * Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express). * Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes. Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed. Change 3123144 on 2016/09/13 by Ben.Marsh BuildGraph: Fix exception due to mismatched argument lists. Change 3123160 on 2016/09/13 by Ben.Marsh Linux: Make PLATFORM_SUPPORTS_JEMALLOC a globally defined macro rather than just defined by the jemalloc module. Core supplies a default value for this macro which is inconsistent unless your module has an explicit dependency on jemalloc. Change 3123211 on 2016/09/13 by Ben.Marsh UBT: Fix exception writing a version manifest if the output directory does not exist. Change 3125300 on 2016/09/14 by Ben.Marsh UnrealVS: Few fixes to single-file compile command. * All documents are now saved before compile starts. * Now gives a useful error when trying to compile non-cpp files, rather than falling back to the invalid default command handler. * Trying to do a single-file compile while an existing build is running now prompts to stop it, rather than falling back to the default command handler (which gives a "Invalid command" message for makefile projects) Change 3125437 on 2016/09/14 by Ben.Marsh UnrealVS: Update version number to 1.43 in order to prevent installer from bailing unless existing version is uninstalled first. [CL 3126342 by Ben Marsh in Main branch]
1422 lines
62 KiB
C#
1422 lines
62 KiB
C#
// Copyright 1998-2016 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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public 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 (ProjectFilePath.Exists())
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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 void MakeProjectPlatformAndConfigurationNames(UnrealTargetPlatform Platform, UnrealTargetConfiguration Configuration, string TargetConfigurationName, out string ProjectPlatformName, out string ProjectConfigurationName)
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{
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if (IsStubProject)
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{
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if (Platform != UnrealTargetPlatform.Unknown || Configuration != UnrealTargetConfiguration.Unknown)
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{
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throw new BuildException("Stub project was expecting platform and configuration type to be set to Unknown");
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}
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ProjectPlatformName = StubProjectPlatformName;
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ProjectConfigurationName = StubProjectConfigurationName;
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}
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else
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{
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// If this is a C# project, then the project platform name must always be "Any CPU"
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if (this is VCSharpProjectFile)
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{
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ProjectConfigurationName = Configuration.ToString();
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ProjectPlatformName = VCProjectFileGenerator.DotNetPlatformName;
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}
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else
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{
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UEPlatformProjectGenerator PlatformProjectGenerator = UEPlatformProjectGenerator.GetPlatformProjectGenerator(Platform, bInAllowFailure: true);
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// Check to see if this platform is supported directly by Visual Studio projects.
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bool HasActualVSPlatform = (PlatformProjectGenerator != null) ? PlatformProjectGenerator.HasVisualStudioSupport(Platform, Configuration) : false;
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if (HasActualVSPlatform)
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{
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// Great! Visual Studio supports this platform natively, so we don't need to make up
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// a fake project configuration name.
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// Allow the platform to specify the name used in VisualStudio.
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// Note that the actual name of the platform on the Visual Studio side may be different than what
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// UnrealBuildTool calls it (e.g. "Win64" -> "x64".) GetVisualStudioPlatformName() will figure this out.
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ProjectConfigurationName = Configuration.ToString();
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ProjectPlatformName = PlatformProjectGenerator.GetVisualStudioPlatformName(Platform, Configuration);
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}
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else
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{
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// Visual Studio doesn't natively support this platform, so we fake it by mapping it to
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// a project configuration that has the platform name in that configuration as a suffix,
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// and then using "Win32" as the actual VS platform name
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ProjectConfigurationName = ProjectConfigurationNameOverride == "" ? Platform.ToString() + "_" + Configuration.ToString() : ProjectConfigurationNameOverride;
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ProjectPlatformName = ProjectPlatformNameOverride == "" ? VCProjectFileGenerator.DefaultPlatformName : ProjectPlatformNameOverride;
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}
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if (!String.IsNullOrEmpty(TargetConfigurationName))
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{
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ProjectConfigurationName += "_" + TargetConfigurationName;
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}
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}
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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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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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ProjectTarget.TargetRules.GetSupportedPlatforms(ref SupportedPlatforms);
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}
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}
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else
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{
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UnrealBuildTool.GetAllPlatforms(ref SupportedPlatforms);
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}
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if (ProjectTarget.TargetRules != null)
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{
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ProjectTarget.TargetRules.GetSupportedConfigurations(ref SupportedConfigurations, ProjectFileGenerator.bIncludeTestAndShippingConfigs);
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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 (ProjectFileGenerator.bIncludeTestAndShippingConfigs || (ExtraConfig != UnrealTargetConfiguration.Shipping && ExtraConfig != UnrealTargetConfiguration.Test))
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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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}
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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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public class VCProjectFile : MSBuildProjectFile
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{
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FileReference OnlyGameProject;
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// This is the GUID that Visual Studio uses to identify a C++ project file in the solution
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public override string ProjectTypeGUID
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{
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get { return "{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}"; }
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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 VCProjectFile(FileReference InFilePath, FileReference InOnlyGameProject)
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: base(InFilePath)
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{
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OnlyGameProject = InOnlyGameProject;
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}
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class ProjectConfigAndTargetCombination
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{
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public UnrealTargetPlatform Platform;
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public UnrealTargetConfiguration Configuration;
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public string ProjectPlatformName;
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public string ProjectConfigurationName;
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public ProjectTarget ProjectTarget;
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public ProjectConfigAndTargetCombination(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration, string InProjectPlatformName, string InProjectConfigurationName, ProjectTarget InProjectTarget)
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{
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Platform = InPlatform;
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Configuration = InConfiguration;
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ProjectPlatformName = InProjectPlatformName;
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ProjectConfigurationName = InProjectConfigurationName;
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ProjectTarget = InProjectTarget;
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}
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public string ProjectConfigurationAndPlatformName
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{
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get { return (ProjectPlatformName == null) ? null : (ProjectConfigurationName + "|" + ProjectPlatformName); }
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}
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public override string ToString()
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{
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return String.Format("{0} {1} {2}", ProjectTarget, Platform, Configuration);
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}
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}
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/// Implements Project interface
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public override bool WriteProjectFile(List<UnrealTargetPlatform> InPlatforms, List<UnrealTargetConfiguration> InConfigurations)
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{
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string ProjectName = ProjectFilePath.GetFileNameWithoutExtension();
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bool bSuccess = true;
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// Build up the new include search path string
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StringBuilder VCIncludeSearchPaths = new StringBuilder();
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{
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foreach (string CurPath in IntelliSenseIncludeSearchPaths)
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{
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VCIncludeSearchPaths.Append(CurPath + ";");
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}
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foreach (string CurPath in IntelliSenseSystemIncludeSearchPaths)
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{
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VCIncludeSearchPaths.Append(CurPath + ";");
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}
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if (InPlatforms.Contains(UnrealTargetPlatform.Win64))
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{
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VCIncludeSearchPaths.Append(VCToolChain.GetVCIncludePaths(CPPTargetPlatform.Win64, false) + ";");
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}
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else if (InPlatforms.Contains(UnrealTargetPlatform.Win32))
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{
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VCIncludeSearchPaths.Append(VCToolChain.GetVCIncludePaths(CPPTargetPlatform.Win32, false) + ";");
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}
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}
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StringBuilder VCPreprocessorDefinitions = new StringBuilder();
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foreach (string CurDef in IntelliSensePreprocessorDefinitions)
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{
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if (VCPreprocessorDefinitions.Length > 0)
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{
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VCPreprocessorDefinitions.Append(';');
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}
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VCPreprocessorDefinitions.Append(CurDef);
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}
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// Setup VC project file content
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StringBuilder VCProjectFileContent = new StringBuilder();
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StringBuilder VCFiltersFileContent = new StringBuilder();
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StringBuilder VCUserFileContent = new StringBuilder();
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// Visual Studio doesn't require a *.vcxproj.filters file to even exist alongside the project unless
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// it actually has something of substance in it. We'll avoid saving it out unless we need to.
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bool FiltersFileIsNeeded = false;
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// Project file header
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VCProjectFileContent.Append(
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"<?xml version=\"1.0\" encoding=\"utf-8\"?>" + ProjectFileGenerator.NewLine +
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ProjectFileGenerator.NewLine +
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"<Project DefaultTargets=\"Build\" ToolsVersion=\"" + VCProjectFileGenerator.ProjectFileToolVersionString + "\" xmlns=\"http://schemas.microsoft.com/developer/msbuild/2003\">" + ProjectFileGenerator.NewLine);
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bool bGenerateUserFileContent = UEPlatformProjectGenerator.PlatformRequiresVSUserFileGeneration(InPlatforms, InConfigurations);
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if (bGenerateUserFileContent)
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{
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VCUserFileContent.Append(
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"<?xml version=\"1.0\" encoding=\"utf-8\"?>" + ProjectFileGenerator.NewLine +
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ProjectFileGenerator.NewLine +
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"<Project ToolsVersion=\"" + VCProjectFileGenerator.ProjectFileToolVersionString + "\" xmlns=\"http://schemas.microsoft.com/developer/msbuild/2003\">" + ProjectFileGenerator.NewLine
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);
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}
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// Build up a list of platforms and configurations this project will support. In this list, Unknown simply
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// means that we should use the default "stub" project platform and configuration name.
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List<ProjectConfigAndTargetCombination> ProjectConfigAndTargetCombinations = new List<ProjectConfigAndTargetCombination>();
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// If this is a "stub" project, then only add a single configuration to the project
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if (IsStubProject)
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{
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ProjectConfigAndTargetCombination StubCombination = new ProjectConfigAndTargetCombination(UnrealTargetPlatform.Unknown, UnrealTargetConfiguration.Unknown, StubProjectPlatformName, StubProjectConfigurationName, null);
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ProjectConfigAndTargetCombinations.Add(StubCombination);
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}
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else
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{
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// Figure out all the desired configurations
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foreach (UnrealTargetConfiguration Configuration in InConfigurations)
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{
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//@todo.Rocket: Put this in a commonly accessible place?
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if (UnrealBuildTool.IsValidConfiguration(Configuration) == false)
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{
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continue;
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}
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foreach (UnrealTargetPlatform Platform in InPlatforms)
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{
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if (UnrealBuildTool.IsValidPlatform(Platform) == false)
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{
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continue;
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}
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UEBuildPlatform BuildPlatform = UEBuildPlatform.GetBuildPlatform(Platform, true);
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if ((BuildPlatform != null) && (BuildPlatform.HasRequiredSDKsInstalled() == SDKStatus.Valid))
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{
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// Now go through all of the target types for this project
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if (ProjectTargets.Count == 0)
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{
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throw new BuildException("Expecting at least one ProjectTarget to be associated with project '{0}' in the TargetProjects list ", ProjectFilePath);
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}
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foreach (ProjectTarget ProjectTarget in ProjectTargets)
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{
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if (IsValidProjectPlatformAndConfiguration(ProjectTarget, Platform, Configuration))
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{
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string ProjectPlatformName, ProjectConfigurationName;
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MakeProjectPlatformAndConfigurationNames(Platform, Configuration, ProjectTarget.TargetRules.ConfigurationName, out ProjectPlatformName, out ProjectConfigurationName);
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ProjectConfigAndTargetCombination Combination = new ProjectConfigAndTargetCombination(Platform, Configuration, ProjectPlatformName, ProjectConfigurationName, ProjectTarget);
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ProjectConfigAndTargetCombinations.Add(Combination);
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}
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}
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}
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}
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}
|
|
}
|
|
|
|
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.ProjectFileToolVersionString + "\" 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))
|
|
{
|
|
AdditionalPropertyGroups.Append(ProjGenerator.GetAdditionalVisualStudioPropertyGroups(Platform));
|
|
}
|
|
}
|
|
|
|
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.ProjectFilePlatformToolsetVersionString + "</PlatformToolset>" + ProjectFileGenerator.NewLine +
|
|
" <MinimumVisualStudioVersion>" + VCProjectFileGenerator.ProjectFileToolVersionString + "</MinimumVisualStudioVersion>" + ProjectFileGenerator.NewLine +
|
|
" <TargetRuntime>Native</TargetRuntime>" + ProjectFileGenerator.NewLine +
|
|
" </PropertyGroup>" + 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;
|
|
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 (BuildConfiguration.bUsePerFileIntellisense && VCProjectFileGenerator.ProjectFileFormat >= VCProjectFileGenerator.VCProjectFileFormat.VisualStudio2015)
|
|
{
|
|
string UpdateRegistryLoc = string.Format(@"HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Microsoft\DevDiv\vs\Servicing\{0}\devenv", VCProjectFileGenerator.ProjectFileToolVersionString);
|
|
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 = CPPEnvironment.GetUncachedDirectIncludeDependencies(SourceFile, BuildPlatform);
|
|
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(Path.GetFullPath(Path.Combine(ProjectFileGenerator.EngineRelativePath, "Source")), "*", 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 AdditionalImportSettings = new StringBuilder();
|
|
if (!IsStubProject)
|
|
{
|
|
foreach (UnrealTargetPlatform Platform in ProjectPlatforms)
|
|
{
|
|
UEPlatformProjectGenerator ProjGenerator = UEPlatformProjectGenerator.GetPlatformProjectGenerator(Platform, true);
|
|
if (ProjGenerator != null && ProjGenerator.HasVisualStudioSupport(Platform, UnrealTargetConfiguration.Development))
|
|
{
|
|
AdditionalImportSettings.Append(ProjGenerator.GetAdditionalVisualStudioImportSettings(Platform));
|
|
}
|
|
}
|
|
}
|
|
|
|
string OutputManifestString = "";
|
|
if (!IsStubProject)
|
|
{
|
|
foreach (UnrealTargetPlatform Platform in ProjectPlatforms)
|
|
{
|
|
UEPlatformProjectGenerator ProjGenerator = UEPlatformProjectGenerator.GetPlatformProjectGenerator(Platform, true);
|
|
if (ProjGenerator != null && ProjGenerator.HasVisualStudioSupport(Platform, UnrealTargetConfiguration.Development))
|
|
{
|
|
// @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.
|
|
TargetRules.TargetType HackTargetType = TargetRules.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);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
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 +
|
|
AdditionalImportSettings.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)|$(Platform)'=='" + ProjectConfigurationAndPlatformName + "'\"";
|
|
|
|
string PlatformToolsetString = (ProjGenerator != null) ? ProjGenerator.GetVisualStudioPreDefaultString(TargetPlatform, TargetConfiguration, this) : "";
|
|
|
|
if (!String.IsNullOrEmpty(PlatformToolsetString))
|
|
{
|
|
VCProjectFileContent.Append(
|
|
" <PropertyGroup " + ConditionString + " Label=\"Configuration\">" + ProjectFileGenerator.NewLine +
|
|
PlatformToolsetString +
|
|
" </PropertyGroup>" + ProjectFileGenerator.NewLine
|
|
);
|
|
}
|
|
}
|
|
|
|
// Anonymous function that writes post-Default.props configuration data
|
|
private void WritePostDefaultPropsConfiguration(UnrealTargetPlatform TargetPlatform, UnrealTargetConfiguration TargetConfiguration, string ProjectPlatformName, string ProjectConfigurationName, StringBuilder VCProjectFileContent)
|
|
{
|
|
UEPlatformProjectGenerator ProjGenerator = UEPlatformProjectGenerator.GetPlatformProjectGenerator(TargetPlatform, true);
|
|
if (((ProjGenerator == null) && (TargetPlatform != UnrealTargetPlatform.Unknown)))
|
|
{
|
|
return;
|
|
}
|
|
|
|
string ProjectConfigurationAndPlatformName = ProjectConfigurationName + "|" + ProjectPlatformName;
|
|
string ConditionString = "Condition=\"'$(Configuration)|$(Platform)'=='" + ProjectConfigurationAndPlatformName + "'\"";
|
|
|
|
string PlatformToolsetString = (ProjGenerator != null) ? ProjGenerator.GetVisualStudioPlatformToolsetString(TargetPlatform, TargetConfiguration, this) : "";
|
|
if (String.IsNullOrEmpty(PlatformToolsetString))
|
|
{
|
|
PlatformToolsetString = " <PlatformToolset>" + VCProjectFileGenerator.ProjectFilePlatformToolsetVersionString + "</PlatformToolset>" + ProjectFileGenerator.NewLine;
|
|
}
|
|
|
|
string PlatformConfigurationType = (ProjGenerator == null) ? "Makefile" : ProjGenerator.GetVisualStudioPlatformConfigurationType(TargetPlatform);
|
|
VCProjectFileContent.Append(
|
|
" <PropertyGroup " + ConditionString + " Label=\"Configuration\">" + ProjectFileGenerator.NewLine +
|
|
" <ConfigurationType>" + PlatformConfigurationType + "</ConfigurationType>" + ProjectFileGenerator.NewLine +
|
|
PlatformToolsetString +
|
|
" </PropertyGroup>" + ProjectFileGenerator.NewLine
|
|
);
|
|
}
|
|
|
|
// Anonymous function that writes project configuration data
|
|
private void WriteConfiguration(string ProjectName, ProjectConfigAndTargetCombination Combination, StringBuilder VCProjectFileContent, StringBuilder VCUserFileContent)
|
|
{
|
|
UnrealTargetPlatform Platform = Combination.Platform;
|
|
UnrealTargetConfiguration Configuration = Combination.Configuration;
|
|
|
|
UEPlatformProjectGenerator ProjGenerator = UEPlatformProjectGenerator.GetPlatformProjectGenerator(Platform, true);
|
|
if (((ProjGenerator == null) && (Platform != UnrealTargetPlatform.Unknown)))
|
|
{
|
|
return;
|
|
}
|
|
|
|
string UProjectPath = "";
|
|
if (IsForeignProject)
|
|
{
|
|
UProjectPath = "\"$(SolutionDir)$(ProjectName).uproject\"";
|
|
}
|
|
|
|
string ConditionString = "Condition=\"'$(Configuration)|$(Platform)'=='" + Combination.ProjectConfigurationAndPlatformName + "'\"";
|
|
|
|
{
|
|
VCProjectFileContent.Append(
|
|
" <ImportGroup " + ConditionString + " Label=\"PropertySheets\">" + ProjectFileGenerator.NewLine +
|
|
" <Import Project=\"$(UserRootDir)\\Microsoft.Cpp.$(Platform).user.props\" Condition=\"exists('$(UserRootDir)\\Microsoft.Cpp.$(Platform).user.props')\" Label=\"LocalAppDataPlatform\" />" + ProjectFileGenerator.NewLine +
|
|
" </ImportGroup>" + ProjectFileGenerator.NewLine);
|
|
|
|
DirectoryReference ProjectDirectory = ProjectFilePath.Directory;
|
|
|
|
if (IsStubProject)
|
|
{
|
|
string ProjectRelativeUnusedDirectory = NormalizeProjectPath(Path.Combine(ProjectFileGenerator.EngineRelativePath, BuildConfiguration.BaseIntermediateFolder, "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.TargetRules.SupportsPlatform(Combination.Platform))
|
|
{
|
|
List<UnrealTargetPlatform> SupportedPlatforms = new List<UnrealTargetPlatform>();
|
|
Combination.ProjectTarget.TargetRules.GetSupportedPlatforms(ref SupportedPlatforms);
|
|
|
|
string ProjectRelativeUnusedDirectory = NormalizeProjectPath(Path.Combine(ProjectFileGenerator.EngineRelativePath, BuildConfiguration.BaseIntermediateFolder, "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(", ", SupportedPlatforms.Select(x => x.ToString())));
|
|
}
|
|
else
|
|
{
|
|
TargetRules TargetRulesObject = Combination.ProjectTarget.TargetRules;
|
|
FileReference TargetFilePath = Combination.ProjectTarget.TargetFilePath;
|
|
string TargetName = TargetFilePath.GetFileNameWithoutAnyExtensions();
|
|
string UBTPlatformName = IsStubProject ? StubProjectPlatformName : Platform.ToString();
|
|
string UBTConfigurationName = IsStubProject ? StubProjectConfigurationName : Configuration.ToString();
|
|
|
|
// Setup output path
|
|
UEBuildPlatform BuildPlatform = UEBuildPlatform.GetBuildPlatform(Platform);
|
|
UEBuildPlatformContext BuildPlatformContext = BuildPlatform.CreateContext(Combination.ProjectTarget.ProjectFilePath);
|
|
|
|
// Figure out if this is a monolithic build
|
|
bool bShouldCompileMonolithic = BuildPlatform.ShouldCompileMonolithicBinary(Platform);
|
|
bShouldCompileMonolithic |= TargetRulesObject.ShouldCompileMonolithic(Platform, Configuration);
|
|
|
|
// Get the output directory
|
|
DirectoryReference RootDirectory = UnrealBuildTool.EngineDirectory;
|
|
if ((TargetRules.IsAGame(TargetRulesObject.Type) || TargetRulesObject.Type == TargetRules.TargetType.Server) && bShouldCompileMonolithic && !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 == TargetRules.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 != TargetRules.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.ConfigurationName;
|
|
if (TargetConfigurationName != TargetRules.TargetType.Game.ToString() && TargetConfigurationName != TargetRules.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 += BuildPlatformContext.GetActiveArchitecture();
|
|
NMakePath += BuildPlatform.GetBinaryExtension(UEBuildBinaryType.Executable);
|
|
NMakePath = (BuildPlatform as UEBuildPlatform).ModifyNMakeOutput(NMakePath);
|
|
|
|
VCProjectFileContent.Append(
|
|
" <PropertyGroup " + ConditionString + ">" + ProjectFileGenerator.NewLine);
|
|
|
|
string PathStrings = (ProjGenerator != null) ? ProjGenerator.GetVisualStudioPathsEntries(Platform, Configuration, TargetRulesObject.Type, TargetFilePath, ProjectFilePath, NMakePath) : "";
|
|
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 (TargetRules.IsGameType(TargetRulesObject.Type) &&
|
|
(TargetRules.IsEditorType(TargetRulesObject.Type) == false))
|
|
{
|
|
// 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 (BuildConfiguration.bAddFastPDBToProjects)
|
|
{
|
|
// Pass Fast PDB option to make use of Visual Studio's /DEBUG:FASTLINK option
|
|
BuildArguments += " -FastPDB";
|
|
}
|
|
|
|
DirectoryReference BatchFilesDirectory = DirectoryReference.Combine(UnrealBuildTool.EngineDirectory, "Build", "BatchFiles");
|
|
|
|
string BuildToolOverride = "";
|
|
if (UnrealBuildTool.CommandLineContains("-2013"))
|
|
{
|
|
BuildToolOverride = " -2013";
|
|
}
|
|
if (UnrealBuildTool.CommandLineContains("-2015"))
|
|
{
|
|
BuildToolOverride = " -2015";
|
|
}
|
|
if (UnrealBuildTool.CommandLineContains("-2017"))
|
|
{
|
|
BuildToolOverride = " -2017";
|
|
}
|
|
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) : "";
|
|
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 != TargetRules.TargetType.Game)
|
|
{
|
|
string DebugOptions = "";
|
|
|
|
if (IsForeignProject)
|
|
{
|
|
DebugOptions += UProjectPath;
|
|
DebugOptions += " -skipcompile";
|
|
}
|
|
else if (TargetRulesObject.Type == TargetRules.TargetType.Editor && ProjectName != "UE4")
|
|
{
|
|
DebugOptions += ProjectName;
|
|
}
|
|
|
|
if (Configuration == UnrealTargetConfiguration.Debug || Configuration == UnrealTargetConfiguration.DebugGame)
|
|
{
|
|
DebugOptions += " -debug";
|
|
}
|
|
else if (Configuration == UnrealTargetConfiguration.Shipping)
|
|
{
|
|
DebugOptions += " -shipping";
|
|
}
|
|
|
|
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>
|
|
public class VCSharpProjectFile : MSBuildProjectFile
|
|
{
|
|
// This is the GUID that Visual Studio uses to identify a C# project file in the solution
|
|
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>
|
|
/// 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)
|
|
{
|
|
bool bSuccess = true;
|
|
|
|
// Setup C# project file content.
|
|
StringBuilder ProjectFileContent = new StringBuilder();
|
|
|
|
// Project file header.
|
|
ProjectFileContent.Append(
|
|
"<?xml version=\"1.0\" encoding=\"utf-8\"?>" + ProjectFileGenerator.NewLine +
|
|
"<Project DefaultTargets=\"Build\" ToolsVersion=\"" + VCProjectFileGenerator.ProjectFileToolVersionString + "\" xmlns=\"http://schemas.microsoft.com/developer/msbuild/2003\">" + ProjectFileGenerator.NewLine);
|
|
|
|
ProjectFileContent.Append(
|
|
"<Import Project=\"$(MSBuildExtensionsPath)\\$(MSBuildToolsVersion)\\Microsoft.Common.props\" Condition=\"Exists('$(MSBuildExtensionsPath)\\$(MSBuildToolsVersion)\\Microsoft.Common.props')\" />" +
|
|
ProjectFileGenerator.NewLine);
|
|
|
|
// Support single configuration only (for now).
|
|
ProjectFileContent.Append(
|
|
"<PropertyGroup Condition=\" '$(Configuration)|$(Platform)' == 'Development|AnyCPU' \">" + ProjectFileGenerator.NewLine +
|
|
"\t<DebugType>pdbonly</DebugType>" + ProjectFileGenerator.NewLine +
|
|
"\t<Optimize>true</Optimize>" + ProjectFileGenerator.NewLine +
|
|
"\t<OutputPath>bin\\Release\\</OutputPath>" + ProjectFileGenerator.NewLine +
|
|
"\t<DefineConstants>TRACE</DefineConstants>" + ProjectFileGenerator.NewLine +
|
|
"\t<ErrorReport>prompt</ErrorReport>" + ProjectFileGenerator.NewLine +
|
|
"\t<WarningLevel>4</WarningLevel>" + ProjectFileGenerator.NewLine +
|
|
"\t<TreatWarningsAsErrors>true</TreatWarningsAsErrors>" + ProjectFileGenerator.NewLine +
|
|
"</PropertyGroup>" + ProjectFileGenerator.NewLine);
|
|
|
|
ProjectFileContent.Append(
|
|
"<PropertyGroup>" + ProjectFileGenerator.NewLine +
|
|
"\t<OutputType>Library</OutputType>" + ProjectFileGenerator.NewLine +
|
|
"\t<ProjectGuid>" + ProjectGUID.ToString("B").ToUpperInvariant() + "</ProjectGuid>" + ProjectFileGenerator.NewLine +
|
|
"\t<TargetFrameworkVersion>v4.0</TargetFrameworkVersion>" + ProjectFileGenerator.NewLine +
|
|
"\t</PropertyGroup>" + ProjectFileGenerator.NewLine);
|
|
|
|
// Basic .Net references
|
|
if (DotNetAssemblyReferences.Count > 0)
|
|
{
|
|
ProjectFileContent.Append("<ItemGroup>" + ProjectFileGenerator.NewLine);
|
|
foreach (string CurReference in DotNetAssemblyReferences)
|
|
{
|
|
ProjectFileContent.Append("\t<Reference Include=\"" + EscapeFileName(CurReference) + "\" />" + ProjectFileGenerator.NewLine);
|
|
}
|
|
ProjectFileContent.Append("</ItemGroup>" + ProjectFileGenerator.NewLine);
|
|
}
|
|
// External or third party assembly references
|
|
if (AssemblyReferences.Count > 0)
|
|
{
|
|
ProjectFileContent.Append("<ItemGroup>" + ProjectFileGenerator.NewLine);
|
|
foreach (FileReference CurReference in AssemblyReferences)
|
|
{
|
|
ProjectFileContent.Append("\t<Reference Include=\"" + EscapeFileName(CurReference.GetFileNameWithoutExtension()) + "\" >" + ProjectFileGenerator.NewLine);
|
|
ProjectFileContent.Append("\t\t<HintPath>" + CurReference.MakeRelativeTo(ProjectFilePath.Directory) + "</HintPath>" + ProjectFileGenerator.NewLine);
|
|
ProjectFileContent.Append("\t</Reference>" + ProjectFileGenerator.NewLine);
|
|
}
|
|
ProjectFileContent.Append("</ItemGroup>" + ProjectFileGenerator.NewLine);
|
|
}
|
|
|
|
// Other references (note it's assumed all references here are at least of MSBuildProjectFile type.
|
|
foreach (ProjectFile Project in DependsOnProjects)
|
|
{
|
|
string RelativePath = Project.ProjectFilePath.Directory.MakeRelativeTo(ProjectFilePath.Directory);
|
|
RelativePath = Path.Combine(RelativePath, Project.ProjectFilePath.GetFileName());
|
|
ProjectFileContent.Append(
|
|
"<ItemGroup>" + ProjectFileGenerator.NewLine +
|
|
"<ProjectReference Include=\"" + EscapeFileName(RelativePath) + "\">" + ProjectFileGenerator.NewLine +
|
|
"<Project>" + ((MSBuildProjectFile)Project).ProjectGUID.ToString("B").ToUpperInvariant() + "</Project>" + ProjectFileGenerator.NewLine +
|
|
"<Name>" + Path.GetFileNameWithoutExtension(RelativePath) + "</Name>" + ProjectFileGenerator.NewLine +
|
|
"</ProjectReference>" + ProjectFileGenerator.NewLine +
|
|
"</ItemGroup>" + ProjectFileGenerator.NewLine);
|
|
}
|
|
|
|
// Source files.
|
|
ProjectFileContent.Append(
|
|
" <ItemGroup>" + ProjectFileGenerator.NewLine);
|
|
// Add all files to the project.
|
|
foreach (SourceFile CurFile in SourceFiles)
|
|
{
|
|
string ProjectRelativeSourceFile = CurFile.Reference.MakeRelativeTo(ProjectFilePath.Directory);
|
|
ProjectFileContent.Append(
|
|
" <Compile Include=\"" + EscapeFileName(ProjectRelativeSourceFile) + "\" />" + ProjectFileGenerator.NewLine);
|
|
}
|
|
ProjectFileContent.Append(
|
|
" </ItemGroup>" + ProjectFileGenerator.NewLine);
|
|
|
|
ProjectFileContent.Append(
|
|
"<Import Project=\"$(MSBuildToolsPath)\\Microsoft.CSharp.targets\" />" + ProjectFileGenerator.NewLine);
|
|
|
|
ProjectFileContent.Append(
|
|
"</Project>" + ProjectFileGenerator.NewLine);
|
|
|
|
// Save the project file
|
|
if (bSuccess)
|
|
{
|
|
bSuccess = ProjectFileGenerator.WriteFileIfChanged(ProjectFilePath.FullName, ProjectFileContent.ToString());
|
|
}
|
|
|
|
return bSuccess;
|
|
}
|
|
|
|
/// 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" };
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// A Sandcastle Help File Builder project
|
|
/// </summary>
|
|
public class VSHFBProjectFile : MSBuildProjectFile
|
|
{
|
|
// This is the GUID that Visual Studio uses to identify a Sandcastle Help File project file in the solution - note the lack of {}
|
|
public override string ProjectTypeGUID
|
|
{
|
|
get { return "0074e5b6-dd35-4f2c-9ede-f6259f61e92c"; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Constructs a new project file object
|
|
/// </summary>
|
|
/// <param name="InitFilePath">The path to the project file on disk</param>
|
|
public VSHFBProjectFile(FileReference InitFilePath)
|
|
: base(InitFilePath)
|
|
{
|
|
}
|
|
}
|
|
}
|