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- Don't make solution folders if there are no projects anywhere in them - Fixed MemProfiler2.csproj to open on VSMac (although now with the above it is skipped anyway because it requires windows - but if we make it not require windows, we'd need this fix to match what UBT does) #jira none #rb tim.smith #preflight 6255a8bfcd5ed4dd091a8ece [CL 19725910 by Josh Adams in ue5-main branch]
118 lines
4.7 KiB
C#
118 lines
4.7 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using System;
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using System.Collections.Generic;
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using System.Text;
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using System.IO;
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using System.Linq;
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using System.Xml;
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using System.Xml.Linq;
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using EpicGames.Core;
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namespace UnrealBuildTool
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{
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/// <summary>
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/// Visual Studio for Mac project file generator implementation
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/// </summary>
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class VCMacProjectFileGenerator : VCProjectFileGenerator
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{
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/// <summary>
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/// Default constructor
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/// </summary>
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/// <param name="InOnlyGameProject">The single project to generate project files for, or null</param>
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/// <param name="InArguments">Additional command line arguments</param>
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public VCMacProjectFileGenerator(FileReference? InOnlyGameProject, CommandLineArguments InArguments)
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: base(InOnlyGameProject, VCProjectFileFormat.Default, InArguments)
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{
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// no suo file, requires ole32
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Settings.bWriteSolutionOptionFile = false;
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}
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/// True if we should include IntelliSense data in the generated project files when possible
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override public bool ShouldGenerateIntelliSenseData()
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{
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return false;
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}
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protected bool IsValidProject(ProjectFile ProjectFile)
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{
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XmlDocument Doc = new XmlDocument();
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Doc.Load(ProjectFile.ProjectFilePath.FullName);
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XmlNodeList Elements = Doc.GetElementsByTagName("TargetFramework");
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foreach (XmlElement? Element in Elements)
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{
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if (Element == null)
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{
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continue;
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}
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// some projects can have TargetFramework's nested in conditionals for IsWindows, etc. Rather than try to handle that,
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// we look if _any_ TargetFramework doesn't contain Windows and assume that means the conditionals are set up as expected
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if (!Element.InnerText.Contains("windows"))
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{
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return true;
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}
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}
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// if there was no framework detected without windows, then this is not valid
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return false;
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}
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/// <summary>
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/// Writes the project files to disk
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/// </summary>
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/// <returns>True if successful</returns>
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protected override bool WriteProjectFiles(PlatformProjectGeneratorCollection PlatformProjectGenerators)
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{
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// This can be reset by higher level code when it detects that we don't have
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// VS2019 installed (TODO - add custom format for Mac?)
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Settings.ProjectFileFormat = VCProjectFileFormat.VisualStudio2019;
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// we can't generate native projects so clear them here, we will just
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// write out OtherProjectFiles and AutomationProjectFiles
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GeneratedProjectFiles.Clear();
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// remove C# projects that require windows (see BuildAllScriptPlugins() looking at TargetFramework)
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OtherProjectFiles.RemoveAll(x => !IsValidProject(x));
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AutomationProjectFiles.RemoveAll(x => !IsValidProject(x));
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if (!base.WriteProjectFiles(PlatformProjectGenerators))
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{
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return false;
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}
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// Write AutomationReferences file
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if (AutomationProjectFiles.Any())
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{
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XNamespace NS = XNamespace.Get("http://schemas.microsoft.com/developer/msbuild/2003");
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DirectoryReference AutomationToolDir = DirectoryReference.Combine(UnrealBuildTool.EngineSourceDirectory, "Programs", "AutomationTool");
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new XDocument(
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new XElement(NS + "Project",
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new XAttribute("ToolsVersion", VCProjectFileGenerator.GetProjectFileToolVersionString(Settings.ProjectFileFormat)),
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new XAttribute("DefaultTargets", "Build"),
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new XElement(NS + "ItemGroup",
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from AutomationProject in AutomationProjectFiles
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select new XElement(NS + "ProjectReference",
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new XAttribute("Include", AutomationProject.ProjectFilePath.MakeRelativeTo(AutomationToolDir)),
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new XElement(NS + "Project", (AutomationProject as VCSharpProjectFile)!.ProjectGUID.ToString("B")),
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new XElement(NS + "Name", AutomationProject.ProjectFilePath.GetFileNameWithoutExtension()),
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new XElement(NS + "Private", "false")
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)
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)
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)
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).Save(FileReference.Combine(IntermediateProjectFilesPath, "AutomationTool.csproj.References").FullName);
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}
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return true;
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}
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}
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}
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