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CL 4117808 SKIP 4166531, 4172433, 4173415, 4174167, 4175152, 4174192 CL 4175448, 4175781,4176126, 4176135, 4176138, 4176803, 4178961 SKIP - 4179818, 4179864 CL 4179921, 4179956, 4180229, 4180268, 4180298, 4182733, 4183548, 4184684, 4186883, 4187230, 4189420, 4189995, 4190527, 4190721 SKIP - 4191085 CL 4192219 SKIP 4195948 CL 4197287, 4197951, 4197956, 4201351, 4202541, 4202544, 4202547 SKIP 4202774 CL 4203462, 4203484 SKIP 4204670 CL 4206823, 4209729, 4209810, 4211003, 4215367, 4215662, 4215892, 4215898, 4220239,4220257SKIP 4220295 CL 4220307 SKIP 4221842 CL4221866, 4222959, 4223772, 4225943 SKIP 4226329, 4227773 CL 4228213, 4228270 SKIP 422902, 4229054, 4229365, 4230881, 4233277 #RB:nick.whiting, ryan.vance #CodeReview: nick.whiting, ryan.vance [CL 4235330 by Jason Bestimt in Dev-VR branch]
1472 lines
64 KiB
C#
1472 lines
64 KiB
C#
// Copyright 1998-2018 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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using Tools.DotNETCommon;
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namespace UnrealBuildTool
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{
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abstract class MSBuildProjectFile : ProjectFile
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{
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/// The project file version string
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static public readonly string VCProjectFileVersionString = "10.0.30319.1";
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/// The build configuration name to use for stub project configurations. These are projects whose purpose
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/// is to make it easier for developers to find source files and to provide IntelliSense data for the module
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/// to Visual Studio
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static public readonly string StubProjectConfigurationName = "BuiltWithUnrealBuildTool";
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/// The name of the Visual C++ platform to use for stub project configurations
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/// NOTE: We always use Win32 for the stub project's platform, since that is guaranteed to be supported by Visual Studio
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static public readonly string StubProjectPlatformName = "Win32";
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/// override project configuration name for platforms visual studio doesn't natively support
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public string ProjectConfigurationNameOverride = "";
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/// override project platform for platforms visual studio doesn't natively support
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public string ProjectPlatformNameOverride = "";
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/// <summary>
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/// The Guid representing the project type e.g. C# or C++
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/// </summary>
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public virtual string ProjectTypeGUID
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{
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get { throw new BuildException("Unrecognized type of project file for Visual Studio solution"); }
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}
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/// <summary>
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/// Constructs a new project file object
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/// </summary>
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/// <param name="InitFilePath">The path to the project file on disk</param>
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public MSBuildProjectFile(FileReference InitFilePath)
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: base(InitFilePath)
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{
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// Each project gets its own GUID. This is stored in the project file and referenced in the solution file.
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// First, check to see if we have an existing file on disk. If we do, then we'll try to preserve the
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// GUID by loading it from the existing file.
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if (FileReference.Exists(ProjectFilePath))
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{
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try
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{
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LoadGUIDFromExistingProject();
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}
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catch (Exception)
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{
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// Failed to find GUID, so just create a new one
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ProjectGUID = Guid.NewGuid();
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}
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}
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if (ProjectGUID == Guid.Empty)
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{
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// Generate a brand new GUID
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ProjectGUID = Guid.NewGuid();
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}
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}
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/// <summary>
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/// Attempts to load the project's GUID from an existing project file on disk
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/// </summary>
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public override void LoadGUIDFromExistingProject()
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{
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// Only load GUIDs if we're in project generation mode. Regular builds don't need GUIDs for anything.
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if (ProjectFileGenerator.bGenerateProjectFiles)
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{
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XmlDocument Doc = new XmlDocument();
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Doc.Load(ProjectFilePath.FullName);
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// @todo projectfiles: Ideally we could do a better job about preserving GUIDs when only minor changes are made
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// to the project (such as adding a single new file.) It would make diffing changes much easier!
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// @todo projectfiles: Can we "seed" a GUID based off the project path and generate consistent GUIDs each time?
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XmlNodeList Elements = Doc.GetElementsByTagName("ProjectGuid");
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foreach (XmlElement Element in Elements)
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{
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ProjectGUID = Guid.ParseExact(Element.InnerText.Trim("{}".ToCharArray()), "D");
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}
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}
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}
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/// <summary>
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/// Given a target platform and configuration, generates a platform and configuration name string to use in Visual Studio projects.
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/// Unlike with solution configurations, Visual Studio project configurations only support certain types of platforms, so we'll
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/// generate a configuration name that has the platform "built in", and use a default platform type
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/// </summary>
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/// <param name="Platform">Actual platform</param>
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/// <param name="Configuration">Actual configuration</param>
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/// <param name="TargetConfigurationName">The configuration name from the target rules, or null if we don't have one</param>
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/// <param name="ProjectPlatformName">Name of platform string to use for Visual Studio project</param>
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/// <param name="ProjectConfigurationName">Name of configuration string to use for Visual Studio project</param>
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public abstract void MakeProjectPlatformAndConfigurationNames(UnrealTargetPlatform Platform, UnrealTargetConfiguration Configuration, string TargetConfigurationName, out string ProjectPlatformName, out string ProjectConfigurationName);
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static UnrealTargetConfiguration[] GetSupportedConfigurations(TargetRules Rules)
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{
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// Otherwise take the SupportedConfigurationsAttribute from the first type in the inheritance chain that supports it
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for (Type CurrentType = Rules.GetType(); CurrentType != null; CurrentType = CurrentType.BaseType)
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{
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object[] Attributes = Rules.GetType().GetCustomAttributes(typeof(SupportedConfigurationsAttribute), false);
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if (Attributes.Length > 0)
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{
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return Attributes.OfType<SupportedConfigurationsAttribute>().SelectMany(x => x.Configurations).Distinct().ToArray();
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}
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}
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// Otherwise, get the default for the target type
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if (Rules.Type == TargetType.Program)
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{
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return new[] { UnrealTargetConfiguration.Debug, UnrealTargetConfiguration.Development };
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}
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else if(Rules.Type == TargetType.Editor)
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{
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return new[] { UnrealTargetConfiguration.Debug, UnrealTargetConfiguration.DebugGame, UnrealTargetConfiguration.Development };
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}
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else
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{
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return ((UnrealTargetConfiguration[])Enum.GetValues(typeof(UnrealTargetConfiguration))).Where(x => x != UnrealTargetConfiguration.Unknown).ToArray();
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}
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}
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/// <summary>
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/// Checks to see if the specified solution platform and configuration is able to map to this project
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/// </summary>
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/// <param name="ProjectTarget">The target that we're checking for a valid platform/config combination</param>
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/// <param name="Platform">Platform</param>
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/// <param name="Configuration">Configuration</param>
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/// <returns>True if this is a valid combination for this project, otherwise false</returns>
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public static bool IsValidProjectPlatformAndConfiguration(ProjectTarget ProjectTarget, UnrealTargetPlatform Platform, UnrealTargetConfiguration Configuration)
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{
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if (!ProjectFileGenerator.bIncludeTestAndShippingConfigs)
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{
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if(Configuration == UnrealTargetConfiguration.Test || Configuration == UnrealTargetConfiguration.Shipping)
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{
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return false;
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}
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}
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UEPlatformProjectGenerator PlatformProjectGenerator = UEPlatformProjectGenerator.GetPlatformProjectGenerator(Platform, true);
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if (PlatformProjectGenerator == null)
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{
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return false;
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}
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UEBuildPlatform BuildPlatform = UEBuildPlatform.GetBuildPlatform(Platform, true);
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if (BuildPlatform == null)
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{
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return false;
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}
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if (BuildPlatform.HasRequiredSDKsInstalled() != SDKStatus.Valid)
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{
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return false;
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}
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List<UnrealTargetConfiguration> SupportedConfigurations = new List<UnrealTargetConfiguration>();
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List<UnrealTargetPlatform> SupportedPlatforms = new List<UnrealTargetPlatform>();
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if (!ProjectFileGenerator.bCreateDummyConfigsForUnsupportedPlatforms)
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{
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if (ProjectTarget.TargetRules != null)
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{
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SupportedPlatforms.AddRange(ProjectTarget.SupportedPlatforms);
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}
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}
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else
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{
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SupportedPlatforms.AddRange(Utils.GetPlatformsInClass(UnrealPlatformClass.All));
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}
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if (ProjectTarget.TargetRules != null)
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{
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SupportedConfigurations.AddRange(GetSupportedConfigurations(ProjectTarget.TargetRules));
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}
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// Add all of the extra platforms/configurations for this target
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{
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foreach (UnrealTargetPlatform ExtraPlatform in ProjectTarget.ExtraSupportedPlatforms)
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{
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if (!SupportedPlatforms.Contains(ExtraPlatform))
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{
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SupportedPlatforms.Add(ExtraPlatform);
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}
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}
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foreach (UnrealTargetConfiguration ExtraConfig in ProjectTarget.ExtraSupportedConfigurations)
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{
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if (!SupportedConfigurations.Contains(ExtraConfig))
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{
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SupportedConfigurations.Add(ExtraConfig);
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}
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}
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}
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// Only build for supported platforms
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if (SupportedPlatforms.Contains(Platform) == false)
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{
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return false;
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}
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// Only build for supported configurations
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if (SupportedConfigurations.Contains(Configuration) == false)
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{
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return false;
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}
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return true;
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}
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/// <summary>
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/// Escapes characters in a filename so they can be stored in an XML attribute
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/// </summary>
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/// <param name="FileName">The filename to escape</param>
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/// <returns>The escaped filename</returns>
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public static string EscapeFileName(string FileName)
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{
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return SecurityElement.Escape(FileName);
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}
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/// <summary>
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/// GUID for this Visual C++ project file
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/// </summary>
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public Guid ProjectGUID
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{
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get;
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protected set;
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}
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}
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class VCProjectFile : MSBuildProjectFile
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{
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FileReference OnlyGameProject;
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VCProjectFileFormat ProjectFileFormat;
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bool bUseFastPDB;
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bool bUsePerFileIntellisense;
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string BuildToolOverride;
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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="InFilePath">The path to the project file on disk</param>
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/// <param name="InOnlyGameProject"></param>
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/// <param name="InProjectFileFormat">Visual C++ project file version</param>
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/// <param name="bUseFastPDB">If true, adds the -FastPDB argument to build command lines</param>
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/// <param name="bUsePerFileIntellisense">If true, generates per-file intellisense data</param>
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/// <param name="BuildToolOverride">Optional arguments to pass to UBT when building</param>
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public VCProjectFile(FileReference InFilePath, FileReference InOnlyGameProject, VCProjectFileFormat InProjectFileFormat, bool bUseFastPDB, bool bUsePerFileIntellisense, string BuildToolOverride)
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: base(InFilePath)
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{
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OnlyGameProject = InOnlyGameProject;
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ProjectFileFormat = InProjectFileFormat;
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this.bUseFastPDB = bUseFastPDB;
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this.bUsePerFileIntellisense = bUsePerFileIntellisense;
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this.BuildToolOverride = BuildToolOverride;
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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 override void MakeProjectPlatformAndConfigurationNames(UnrealTargetPlatform Platform, UnrealTargetConfiguration Configuration, string TargetConfigurationName, out string ProjectPlatformName, out string ProjectConfigurationName)
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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, ProjectFileFormat) : 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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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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WindowsCompiler GetCompilerForIntellisense()
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{
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switch(ProjectFileFormat)
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{
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case VCProjectFileFormat.VisualStudio2017:
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return WindowsCompiler.VisualStudio2017;
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default:
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return WindowsCompiler.VisualStudio2015;
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}
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}
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List<ProjectConfigAndTargetCombination> ProjectConfigAndTargetCombinations = new List<ProjectConfigAndTargetCombination>();
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private void BuildProjectConfigAndTargetCombinations(List<UnrealTargetPlatform> InPlatforms, List<UnrealTargetConfiguration> InConfigurations)
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{
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//no need to do this more than once
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if(ProjectConfigAndTargetCombinations.Count > 0)
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{
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return;
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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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// 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 (InstalledPlatformInfo.IsValidConfiguration(Configuration, EProjectType.Code) == 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 (InstalledPlatformInfo.IsValidPlatform(Platform, EProjectType.Code) == 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.Type.ToString(), 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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}
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}
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}
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/// <summary>
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/// If found writes a debug project file to disk
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/// </summary>
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/// <returns>True on success</returns>
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public override List<Tuple<ProjectFile, string>> WriteDebugProjectFiles(List<UnrealTargetPlatform> InPlatforms, List<UnrealTargetConfiguration> InConfigurations)
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{
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string ProjectName = ProjectFilePath.GetFileNameWithoutExtension();
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List<UnrealTargetPlatform> ProjectPlatforms = new List<UnrealTargetPlatform>();
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List<Tuple<ProjectFile, string>> ProjectFiles = new List<Tuple<ProjectFile, string>>();
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BuildProjectConfigAndTargetCombinations(InPlatforms, InConfigurations);
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foreach (ProjectConfigAndTargetCombination Combination in ProjectConfigAndTargetCombinations)
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{
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if (!ProjectPlatforms.Contains(Combination.Platform))
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{
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ProjectPlatforms.Add(Combination.Platform);
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}
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}
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//write out any additional project files
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if (!IsStubProject && ProjectTargets.Any(x => x.TargetRules != null && x.TargetRules.Type != TargetType.Program))
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{
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foreach (UnrealTargetPlatform Platform in ProjectPlatforms)
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{
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UEPlatformProjectGenerator ProjGenerator = UEPlatformProjectGenerator.GetPlatformProjectGenerator(Platform, true);
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if (ProjGenerator != null)
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{
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//write out additional prop file
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ProjGenerator.WriteAdditionalPropFile();
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//write out additional project user files
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ProjGenerator.WriteAdditionalProjUserFile(this);
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//write out additional project files
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Tuple<ProjectFile, string> DebugProjectInfo = ProjGenerator.WriteAdditionalProjFile(this);
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if(DebugProjectInfo != null)
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{
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ProjectFiles.Add(DebugProjectInfo);
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}
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}
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}
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}
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return ProjectFiles;
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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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}
|
|
foreach (string CurPath in IntelliSenseSystemIncludeSearchPaths)
|
|
{
|
|
VCIncludeSearchPaths.Append(CurPath + ";");
|
|
}
|
|
if (InPlatforms.Contains(UnrealTargetPlatform.Win64))
|
|
{
|
|
VCIncludeSearchPaths.Append(VCToolChain.GetVCIncludePaths(CppPlatform.Win64, GetCompilerForIntellisense(), null) + ";");
|
|
}
|
|
else if (InPlatforms.Contains(UnrealTargetPlatform.Win32))
|
|
{
|
|
VCIncludeSearchPaths.Append(VCToolChain.GetVCIncludePaths(CppPlatform.Win32, GetCompilerForIntellisense(), null) + ";");
|
|
}
|
|
}
|
|
|
|
StringBuilder VCPreprocessorDefinitions = new StringBuilder();
|
|
foreach (string CurDef in IntelliSensePreprocessorDefinitions)
|
|
{
|
|
if (VCPreprocessorDefinitions.Length > 0)
|
|
{
|
|
VCPreprocessorDefinitions.Append(';');
|
|
}
|
|
VCPreprocessorDefinitions.Append(CurDef);
|
|
}
|
|
|
|
// Setup VC project file content
|
|
StringBuilder VCProjectFileContent = new StringBuilder();
|
|
StringBuilder VCFiltersFileContent = new StringBuilder();
|
|
StringBuilder VCUserFileContent = new StringBuilder();
|
|
|
|
// Visual Studio doesn't require a *.vcxproj.filters file to even exist alongside the project unless
|
|
// it actually has something of substance in it. We'll avoid saving it out unless we need to.
|
|
bool FiltersFileIsNeeded = false;
|
|
|
|
// Project file header
|
|
VCProjectFileContent.Append(
|
|
"<?xml version=\"1.0\" encoding=\"utf-8\"?>" + ProjectFileGenerator.NewLine +
|
|
ProjectFileGenerator.NewLine +
|
|
"<Project DefaultTargets=\"Build\" ToolsVersion=\"" + VCProjectFileGenerator.GetProjectFileToolVersionString(ProjectFileFormat) + "\" xmlns=\"http://schemas.microsoft.com/developer/msbuild/2003\">" + ProjectFileGenerator.NewLine);
|
|
|
|
bool bGenerateUserFileContent = UEPlatformProjectGenerator.PlatformRequiresVSUserFileGeneration(InPlatforms, InConfigurations);
|
|
if (bGenerateUserFileContent)
|
|
{
|
|
VCUserFileContent.Append(
|
|
"<?xml version=\"1.0\" encoding=\"utf-8\"?>" + ProjectFileGenerator.NewLine +
|
|
ProjectFileGenerator.NewLine +
|
|
"<Project ToolsVersion=\"" + VCProjectFileGenerator.GetProjectFileToolVersionString(ProjectFileFormat) + "\" xmlns=\"http://schemas.microsoft.com/developer/msbuild/2003\">" + ProjectFileGenerator.NewLine
|
|
);
|
|
}
|
|
|
|
BuildProjectConfigAndTargetCombinations(InPlatforms, InConfigurations);
|
|
|
|
VCProjectFileContent.Append(
|
|
" <ItemGroup Label=\"ProjectConfigurations\">" + ProjectFileGenerator.NewLine);
|
|
|
|
// Make a list of the platforms and configs as project-format names
|
|
List<UnrealTargetPlatform> ProjectPlatforms = new List<UnrealTargetPlatform>();
|
|
List<Tuple<string, UnrealTargetPlatform>> ProjectPlatformNameAndPlatforms = new List<Tuple<string, UnrealTargetPlatform>>(); // ProjectPlatformName, Platform
|
|
List<Tuple<string, UnrealTargetConfiguration>> ProjectConfigurationNameAndConfigurations = new List<Tuple<string, UnrealTargetConfiguration>>(); // ProjectConfigurationName, Configuration
|
|
foreach (ProjectConfigAndTargetCombination Combination in ProjectConfigAndTargetCombinations)
|
|
{
|
|
if (!ProjectPlatforms.Contains(Combination.Platform))
|
|
{
|
|
ProjectPlatforms.Add(Combination.Platform);
|
|
}
|
|
if (!ProjectPlatformNameAndPlatforms.Any(ProjectPlatformNameAndPlatformTuple => ProjectPlatformNameAndPlatformTuple.Item1 == Combination.ProjectPlatformName))
|
|
{
|
|
ProjectPlatformNameAndPlatforms.Add(Tuple.Create(Combination.ProjectPlatformName, Combination.Platform));
|
|
}
|
|
if (!ProjectConfigurationNameAndConfigurations.Any(ProjectConfigurationNameAndConfigurationTuple => ProjectConfigurationNameAndConfigurationTuple.Item1 == Combination.ProjectConfigurationName))
|
|
{
|
|
ProjectConfigurationNameAndConfigurations.Add(Tuple.Create(Combination.ProjectConfigurationName, Combination.Configuration));
|
|
}
|
|
}
|
|
|
|
// Output ALL the project's config-platform permutations (project files MUST do this)
|
|
foreach (Tuple<string, UnrealTargetConfiguration> ConfigurationTuple in ProjectConfigurationNameAndConfigurations)
|
|
{
|
|
string ProjectConfigurationName = ConfigurationTuple.Item1;
|
|
foreach (Tuple<string, UnrealTargetPlatform> PlatformTuple in ProjectPlatformNameAndPlatforms)
|
|
{
|
|
string ProjectPlatformName = PlatformTuple.Item1;
|
|
VCProjectFileContent.Append(
|
|
" <ProjectConfiguration Include=\"" + ProjectConfigurationName + "|" + ProjectPlatformName + "\">" + ProjectFileGenerator.NewLine +
|
|
" <Configuration>" + ProjectConfigurationName + "</Configuration>" + ProjectFileGenerator.NewLine +
|
|
" <Platform>" + ProjectPlatformName + "</Platform>" + ProjectFileGenerator.NewLine +
|
|
" </ProjectConfiguration>" + ProjectFileGenerator.NewLine);
|
|
}
|
|
}
|
|
|
|
VCProjectFileContent.Append(
|
|
" </ItemGroup>" + ProjectFileGenerator.NewLine);
|
|
|
|
VCFiltersFileContent.Append(
|
|
"<?xml version=\"1.0\" encoding=\"utf-8\"?>" + ProjectFileGenerator.NewLine +
|
|
ProjectFileGenerator.NewLine +
|
|
"<Project ToolsVersion=\"" + VCProjectFileGenerator.GetProjectFileToolVersionString(ProjectFileFormat) + "\" xmlns=\"http://schemas.microsoft.com/developer/msbuild/2003\">" + ProjectFileGenerator.NewLine);
|
|
|
|
// Platform specific PropertyGroups, etc.
|
|
StringBuilder AdditionalPropertyGroups = new StringBuilder();
|
|
if (!IsStubProject)
|
|
{
|
|
foreach (UnrealTargetPlatform Platform in ProjectPlatforms)
|
|
{
|
|
UEPlatformProjectGenerator ProjGenerator = UEPlatformProjectGenerator.GetPlatformProjectGenerator(Platform, true);
|
|
if (ProjGenerator != null && ProjGenerator.HasVisualStudioSupport(Platform, UnrealTargetConfiguration.Development, ProjectFileFormat))
|
|
{
|
|
AdditionalPropertyGroups.Append(ProjGenerator.GetAdditionalVisualStudioPropertyGroups(Platform, ProjectFileFormat));
|
|
}
|
|
}
|
|
|
|
VCProjectFileContent.Append(AdditionalPropertyGroups);
|
|
}
|
|
|
|
// Project globals (project GUID, project type, SCC bindings, etc)
|
|
{
|
|
VCProjectFileContent.Append(
|
|
" <PropertyGroup Label=\"Globals\">" + ProjectFileGenerator.NewLine +
|
|
" <ProjectGuid>" + ProjectGUID.ToString("B").ToUpperInvariant() + "</ProjectGuid>" + ProjectFileGenerator.NewLine +
|
|
" <Keyword>MakeFileProj</Keyword>" + ProjectFileGenerator.NewLine +
|
|
" <RootNamespace>" + ProjectName + "</RootNamespace>" + ProjectFileGenerator.NewLine +
|
|
" <PlatformToolset>" + VCProjectFileGenerator.GetProjectFilePlatformToolsetVersionString(ProjectFileFormat) + "</PlatformToolset>" + ProjectFileGenerator.NewLine +
|
|
" <MinimumVisualStudioVersion>" + VCProjectFileGenerator.GetProjectFileToolVersionString(ProjectFileFormat) + "</MinimumVisualStudioVersion>" + ProjectFileGenerator.NewLine +
|
|
" <TargetRuntime>Native</TargetRuntime>" + ProjectFileGenerator.NewLine +
|
|
" </PropertyGroup>" + ProjectFileGenerator.NewLine);
|
|
}
|
|
|
|
// look for additional import lines for all platforms for non stub projects
|
|
if (!IsStubProject)
|
|
{
|
|
foreach (UnrealTargetPlatform Platform in ProjectPlatforms)
|
|
{
|
|
UEPlatformProjectGenerator ProjGenerator = UEPlatformProjectGenerator.GetPlatformProjectGenerator(Platform, true);
|
|
if (ProjGenerator != null && ProjGenerator.HasVisualStudioSupport(Platform, UnrealTargetConfiguration.Development, ProjectFileFormat))
|
|
{
|
|
VCProjectFileContent.Append(ProjGenerator.GetVisualStudioGlobalProperties(Platform));
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!IsStubProject)
|
|
{
|
|
// TODO: Restrict this to only the Lumin platform targets, routing via GetVisualStudioGlobalProperties().
|
|
// Currently hacking here because returning true from HasVisualStudioSupport() for lumin causes bunch of faiures in VS.
|
|
string LuminDebuggerItemGroup =
|
|
" <ItemGroup>" + ProjectFileGenerator.NewLine +
|
|
" <ProjectCapability Include=\"MLProject\" />" + ProjectFileGenerator.NewLine +
|
|
" <PropertyPageSchema Include=\"$(LOCALAPPDATA)\\Microsoft\\VisualStudio\\MagicLeap\\debugger.xaml\" />" + ProjectFileGenerator.NewLine +
|
|
" </ItemGroup>" + ProjectFileGenerator.NewLine;
|
|
VCProjectFileContent.Append(LuminDebuggerItemGroup);
|
|
}
|
|
|
|
// Write each project configuration PreDefaultProps section
|
|
foreach (Tuple<string, UnrealTargetConfiguration> ConfigurationTuple in ProjectConfigurationNameAndConfigurations)
|
|
{
|
|
string ProjectConfigurationName = ConfigurationTuple.Item1;
|
|
UnrealTargetConfiguration TargetConfiguration = ConfigurationTuple.Item2;
|
|
foreach (Tuple<string, UnrealTargetPlatform> PlatformTuple in ProjectPlatformNameAndPlatforms)
|
|
{
|
|
string ProjectPlatformName = PlatformTuple.Item1;
|
|
UnrealTargetPlatform TargetPlatform = PlatformTuple.Item2;
|
|
WritePreDefaultPropsConfiguration(TargetPlatform, TargetConfiguration, ProjectPlatformName, ProjectConfigurationName, VCProjectFileContent);
|
|
}
|
|
}
|
|
|
|
VCProjectFileContent.Append(
|
|
" <Import Project=\"$(VCTargetsPath)\\Microsoft.Cpp.Default.props\" />" + ProjectFileGenerator.NewLine);
|
|
|
|
// Write each project configuration PreDefaultProps section
|
|
foreach (Tuple<string, UnrealTargetConfiguration> ConfigurationTuple in ProjectConfigurationNameAndConfigurations)
|
|
{
|
|
string ProjectConfigurationName = ConfigurationTuple.Item1;
|
|
UnrealTargetConfiguration TargetConfiguration = ConfigurationTuple.Item2;
|
|
foreach (Tuple<string, UnrealTargetPlatform> PlatformTuple in ProjectPlatformNameAndPlatforms)
|
|
{
|
|
string ProjectPlatformName = PlatformTuple.Item1;
|
|
UnrealTargetPlatform TargetPlatform = PlatformTuple.Item2;
|
|
WritePostDefaultPropsConfiguration(TargetPlatform, TargetConfiguration, ProjectPlatformName, ProjectConfigurationName, VCProjectFileContent);
|
|
}
|
|
}
|
|
|
|
VCProjectFileContent.Append(
|
|
" <Import Project=\"$(VCTargetsPath)\\Microsoft.Cpp.props\" />" + ProjectFileGenerator.NewLine +
|
|
" <ImportGroup Label=\"ExtensionSettings\" />" + ProjectFileGenerator.NewLine +
|
|
" <PropertyGroup Label=\"UserMacros\" />" + ProjectFileGenerator.NewLine
|
|
);
|
|
|
|
// Write each project configuration
|
|
foreach (ProjectConfigAndTargetCombination Combination in ProjectConfigAndTargetCombinations)
|
|
{
|
|
WriteConfiguration(ProjectName, Combination, VCProjectFileContent, bGenerateUserFileContent ? VCUserFileContent : null);
|
|
}
|
|
|
|
// Source folders and files
|
|
{
|
|
List<AliasedFile> LocalAliasedFiles = new List<AliasedFile>(AliasedFiles);
|
|
|
|
foreach (SourceFile CurFile in SourceFiles)
|
|
{
|
|
// We want all source file and directory paths in the project files to be relative to the project file's
|
|
// location on the disk. Convert the path to be relative to the project file directory
|
|
string ProjectRelativeSourceFile = CurFile.Reference.MakeRelativeTo(ProjectFilePath.Directory);
|
|
|
|
// By default, files will appear relative to the project file in the solution. This is kind of the normal Visual
|
|
// Studio way to do things, but because our generated project files are emitted to intermediate folders, if we always
|
|
// did this it would yield really ugly paths int he solution explorer
|
|
string FilterRelativeSourceDirectory;
|
|
if (CurFile.BaseFolder == null)
|
|
{
|
|
FilterRelativeSourceDirectory = ProjectRelativeSourceFile;
|
|
}
|
|
else
|
|
{
|
|
FilterRelativeSourceDirectory = CurFile.Reference.MakeRelativeTo(CurFile.BaseFolder);
|
|
}
|
|
|
|
// Manually remove the filename for the filter. We run through this code path a lot, so just do it manually.
|
|
int LastSeparatorIdx = FilterRelativeSourceDirectory.LastIndexOf(Path.DirectorySeparatorChar);
|
|
if (LastSeparatorIdx == -1)
|
|
{
|
|
FilterRelativeSourceDirectory = "";
|
|
}
|
|
else
|
|
{
|
|
FilterRelativeSourceDirectory = FilterRelativeSourceDirectory.Substring(0, LastSeparatorIdx);
|
|
}
|
|
|
|
LocalAliasedFiles.Add(new AliasedFile(ProjectRelativeSourceFile, FilterRelativeSourceDirectory));
|
|
}
|
|
|
|
VCFiltersFileContent.Append(
|
|
" <ItemGroup>" + ProjectFileGenerator.NewLine);
|
|
|
|
VCProjectFileContent.Append(
|
|
" <ItemGroup>" + ProjectFileGenerator.NewLine);
|
|
|
|
// Add all file directories to the filters file as solution filters
|
|
HashSet<string> FilterDirectories = new HashSet<string>();
|
|
UEBuildPlatform BuildPlatform = UEBuildPlatform.GetBuildPlatform(BuildHostPlatform.Current.Platform);
|
|
bool bWritePerFilePCHInfo = false;
|
|
if (bUsePerFileIntellisense && ProjectFileFormat >= VCProjectFileFormat.VisualStudio2015)
|
|
{
|
|
string UpdateRegistryLoc = string.Format(@"HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Microsoft\DevDiv\vs\Servicing\{0}\devenv", VCProjectFileGenerator.GetProjectFileToolVersionString(ProjectFileFormat));
|
|
object Result = Microsoft.Win32.Registry.GetValue(UpdateRegistryLoc, "UpdateVersion", null);
|
|
if (Result != null)
|
|
{
|
|
int UpdateVersion = 0;
|
|
if (Int32.TryParse(Result.ToString().Split('.').Last(), out UpdateVersion) && UpdateVersion >= 25420)
|
|
{
|
|
bWritePerFilePCHInfo = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
foreach (AliasedFile AliasedFile in LocalAliasedFiles)
|
|
{
|
|
// No need to add the root directory relative to the project (it would just be an empty string!)
|
|
if (!String.IsNullOrWhiteSpace(AliasedFile.ProjectPath))
|
|
{
|
|
FiltersFileIsNeeded = EnsureFilterPathExists(AliasedFile.ProjectPath, VCFiltersFileContent, FilterDirectories);
|
|
}
|
|
|
|
string VCFileType = GetVCFileType(AliasedFile.FileSystemPath);
|
|
string PCHFileName = null;
|
|
|
|
if (bWritePerFilePCHInfo && VCFileType == "ClCompile")
|
|
{
|
|
FileReference TruePath = FileReference.Combine(ProjectFilePath.Directory, AliasedFile.FileSystemPath);
|
|
FileItem SourceFile = FileItem.GetItemByFileReference(TruePath);
|
|
List <DependencyInclude> DirectlyIncludedFilenames = CPPHeaders.GetUncachedDirectIncludeDependencies(SourceFile, null);
|
|
if (DirectlyIncludedFilenames.Count > 0)
|
|
{
|
|
PCHFileName = DirectlyIncludedFilenames[0].IncludeName;
|
|
}
|
|
}
|
|
|
|
if (!string.IsNullOrEmpty(PCHFileName))
|
|
{
|
|
VCProjectFileContent.Append(
|
|
" <" + VCFileType + " Include=\"" + EscapeFileName(AliasedFile.FileSystemPath) + "\">" + ProjectFileGenerator.NewLine +
|
|
" <AdditionalOptions>$(AdditionalOptions) /Yu" + PCHFileName + "</AdditionalOptions>" + ProjectFileGenerator.NewLine +
|
|
" </" + VCFileType + " >" + ProjectFileGenerator.NewLine);
|
|
}
|
|
else
|
|
{
|
|
VCProjectFileContent.Append(
|
|
" <" + VCFileType + " Include=\"" + EscapeFileName(AliasedFile.FileSystemPath) + "\" />" + ProjectFileGenerator.NewLine);
|
|
}
|
|
|
|
if (!String.IsNullOrWhiteSpace(AliasedFile.ProjectPath))
|
|
{
|
|
VCFiltersFileContent.Append(
|
|
" <" + VCFileType + " Include=\"" + EscapeFileName(AliasedFile.FileSystemPath) + "\">" + ProjectFileGenerator.NewLine +
|
|
" <Filter>" + Utils.CleanDirectorySeparators(AliasedFile.ProjectPath) + "</Filter>" + ProjectFileGenerator.NewLine +
|
|
" </" + VCFileType + " >" + ProjectFileGenerator.NewLine);
|
|
|
|
FiltersFileIsNeeded = true;
|
|
}
|
|
else
|
|
{
|
|
// No need to specify the root directory relative to the project (it would just be an empty string!)
|
|
VCFiltersFileContent.Append(
|
|
" <" + VCFileType + " Include=\"" + EscapeFileName(AliasedFile.FileSystemPath) + "\" />" + ProjectFileGenerator.NewLine);
|
|
}
|
|
}
|
|
|
|
VCProjectFileContent.Append(
|
|
" </ItemGroup>" + ProjectFileGenerator.NewLine);
|
|
|
|
VCFiltersFileContent.Append(
|
|
" </ItemGroup>" + ProjectFileGenerator.NewLine);
|
|
}
|
|
|
|
// For Installed engine builds, include engine source in the source search paths if it exists. We never build it locally, so the debugger can't find it.
|
|
if (UnrealBuildTool.IsEngineInstalled() && !IsStubProject)
|
|
{
|
|
VCProjectFileContent.Append(" <PropertyGroup>" + ProjectFileGenerator.NewLine);
|
|
VCProjectFileContent.Append(" <SourcePath>");
|
|
foreach (string DirectoryName in Directory.EnumerateDirectories(UnrealBuildTool.EngineSourceDirectory.FullName, "*", SearchOption.AllDirectories))
|
|
{
|
|
if (Directory.EnumerateFiles(DirectoryName, "*.cpp").Any())
|
|
{
|
|
VCProjectFileContent.Append(DirectoryName);
|
|
VCProjectFileContent.Append(";");
|
|
}
|
|
}
|
|
VCProjectFileContent.Append("</SourcePath>" + ProjectFileGenerator.NewLine);
|
|
VCProjectFileContent.Append(" </PropertyGroup>" + ProjectFileGenerator.NewLine);
|
|
}
|
|
|
|
// Write IntelliSense info
|
|
{
|
|
// @todo projectfiles: Currently we are storing defines/include paths for ALL configurations rather than using ConditionString and storing
|
|
// this data uniquely for each target configuration. IntelliSense may behave better if we did that, but it will result in a LOT more
|
|
// data being stored into the project file, and might make the IDE perform worse when switching configurations!
|
|
VCProjectFileContent.Append(
|
|
" <PropertyGroup>" + ProjectFileGenerator.NewLine +
|
|
" <NMakePreprocessorDefinitions>$(NMakePreprocessorDefinitions)" + (VCPreprocessorDefinitions.Length > 0 ? (";" + VCPreprocessorDefinitions) : "") + "</NMakePreprocessorDefinitions>" + ProjectFileGenerator.NewLine +
|
|
" <NMakeIncludeSearchPath>$(NMakeIncludeSearchPath)" + (VCIncludeSearchPaths.Length > 0 ? (";" + VCIncludeSearchPaths) : "") + "</NMakeIncludeSearchPath>" + ProjectFileGenerator.NewLine +
|
|
" <NMakeForcedIncludes>$(NMakeForcedIncludes)</NMakeForcedIncludes>" + ProjectFileGenerator.NewLine +
|
|
" <NMakeAssemblySearchPath>$(NMakeAssemblySearchPath)</NMakeAssemblySearchPath>" + ProjectFileGenerator.NewLine +
|
|
" <NMakeForcedUsingAssemblies>$(NMakeForcedUsingAssemblies)</NMakeForcedUsingAssemblies>" + ProjectFileGenerator.NewLine +
|
|
" </PropertyGroup>" + ProjectFileGenerator.NewLine);
|
|
}
|
|
|
|
// look for additional import lines for all platforms for non stub projects
|
|
StringBuilder AdditionalTargetSettings = new StringBuilder();
|
|
if (!IsStubProject)
|
|
{
|
|
foreach (UnrealTargetPlatform Platform in ProjectPlatforms)
|
|
{
|
|
UEPlatformProjectGenerator ProjGenerator = UEPlatformProjectGenerator.GetPlatformProjectGenerator(Platform, true);
|
|
if (ProjGenerator != null && ProjGenerator.HasVisualStudioSupport(Platform, UnrealTargetConfiguration.Development, ProjectFileFormat))
|
|
{
|
|
AdditionalTargetSettings.Append(ProjGenerator.GetVisualStudioTargetOverrides(Platform, ProjectFileFormat));
|
|
}
|
|
}
|
|
}
|
|
|
|
string OutputManifestString = "";
|
|
if (!IsStubProject)
|
|
{
|
|
foreach (UnrealTargetPlatform Platform in ProjectPlatforms)
|
|
{
|
|
UEPlatformProjectGenerator ProjGenerator = UEPlatformProjectGenerator.GetPlatformProjectGenerator(Platform, true);
|
|
if (ProjGenerator != null && ProjGenerator.HasVisualStudioSupport(Platform, UnrealTargetConfiguration.Development, ProjectFileFormat))
|
|
{
|
|
// @todo projectfiles: Serious hacks here because we are trying to emit one-time platform-specific sections that need information
|
|
// about a target type, but the project file may contain many types of targets! Some of this logic will need to move into
|
|
// the per-target configuration writing code.
|
|
TargetType HackTargetType = TargetType.Game;
|
|
FileReference HackTargetFilePath = null;
|
|
foreach (ProjectConfigAndTargetCombination Combination in ProjectConfigAndTargetCombinations)
|
|
{
|
|
if (Combination.Platform == Platform &&
|
|
Combination.ProjectTarget.TargetRules != null &&
|
|
Combination.ProjectTarget.TargetRules.Type == HackTargetType)
|
|
{
|
|
HackTargetFilePath = Combination.ProjectTarget.TargetFilePath;// ProjectConfigAndTargetCombinations[0].ProjectTarget.TargetFilePath;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (HackTargetFilePath != null)
|
|
{
|
|
OutputManifestString += ProjGenerator.GetVisualStudioOutputManifestSection(Platform, HackTargetType, HackTargetFilePath, ProjectFilePath, ProjectFileFormat);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
VCProjectFileContent.Append(
|
|
OutputManifestString + // output manifest must come before the Cpp.targets file.
|
|
" <ItemDefinitionGroup>" + ProjectFileGenerator.NewLine +
|
|
" </ItemDefinitionGroup>" + ProjectFileGenerator.NewLine +
|
|
" <Import Project=\"$(VCTargetsPath)\\Microsoft.Cpp.targets\" />" + ProjectFileGenerator.NewLine +
|
|
AdditionalTargetSettings.ToString() +
|
|
" <ImportGroup Label=\"ExtensionTargets\">" + ProjectFileGenerator.NewLine +
|
|
" </ImportGroup>" + ProjectFileGenerator.NewLine +
|
|
"</Project>" + ProjectFileGenerator.NewLine);
|
|
|
|
VCFiltersFileContent.Append(
|
|
"</Project>" + ProjectFileGenerator.NewLine);
|
|
|
|
if (bGenerateUserFileContent)
|
|
{
|
|
VCUserFileContent.Append(
|
|
"</Project>" + ProjectFileGenerator.NewLine
|
|
);
|
|
}
|
|
|
|
// Save the project file
|
|
if (bSuccess)
|
|
{
|
|
bSuccess = ProjectFileGenerator.WriteFileIfChanged(ProjectFilePath.FullName, VCProjectFileContent.ToString());
|
|
}
|
|
|
|
|
|
// Save the filters file
|
|
if (bSuccess)
|
|
{
|
|
// Create a path to the project file's filters file
|
|
string VCFiltersFilePath = ProjectFilePath.FullName + ".filters";
|
|
if (FiltersFileIsNeeded)
|
|
{
|
|
bSuccess = ProjectFileGenerator.WriteFileIfChanged(VCFiltersFilePath, VCFiltersFileContent.ToString());
|
|
}
|
|
else
|
|
{
|
|
Log.TraceVerbose("Deleting Visual C++ filters file which is no longer needed: " + VCFiltersFilePath);
|
|
|
|
// Delete the filters file, if one exists. We no longer need it
|
|
try
|
|
{
|
|
File.Delete(VCFiltersFilePath);
|
|
}
|
|
catch (Exception)
|
|
{
|
|
Log.TraceInformation("Error deleting filters file (file may not be writable): " + VCFiltersFilePath);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Save the user file, if required
|
|
if (VCUserFileContent.Length > 0)
|
|
{
|
|
// Create a path to the project file's user file
|
|
string VCUserFilePath = ProjectFilePath.FullName + ".user";
|
|
// Never overwrite the existing user path as it will cause them to lose their settings
|
|
if (File.Exists(VCUserFilePath) == false)
|
|
{
|
|
bSuccess = ProjectFileGenerator.WriteFileIfChanged(VCUserFilePath, VCUserFileContent.ToString());
|
|
}
|
|
}
|
|
|
|
return bSuccess;
|
|
}
|
|
|
|
private static bool EnsureFilterPathExists(string FilterRelativeSourceDirectory, StringBuilder VCFiltersFileContent, HashSet<string> FilterDirectories)
|
|
{
|
|
// We only want each directory to appear once in the filters file
|
|
string PathRemaining = Utils.CleanDirectorySeparators(FilterRelativeSourceDirectory);
|
|
bool FiltersFileIsNeeded = false;
|
|
if (!FilterDirectories.Contains(PathRemaining))
|
|
{
|
|
// Make sure all subdirectories leading up to this directory each have their own filter, too!
|
|
List<string> AllDirectoriesInPath = new List<string>();
|
|
string PathSoFar = "";
|
|
for (; ; )
|
|
{
|
|
if (PathRemaining.Length > 0)
|
|
{
|
|
int SlashIndex = PathRemaining.IndexOf(Path.DirectorySeparatorChar);
|
|
string SplitDirectory;
|
|
if (SlashIndex != -1)
|
|
{
|
|
SplitDirectory = PathRemaining.Substring(0, SlashIndex);
|
|
PathRemaining = PathRemaining.Substring(SplitDirectory.Length + 1);
|
|
}
|
|
else
|
|
{
|
|
SplitDirectory = PathRemaining;
|
|
PathRemaining = "";
|
|
}
|
|
if (!String.IsNullOrEmpty(PathSoFar))
|
|
{
|
|
PathSoFar += Path.DirectorySeparatorChar;
|
|
}
|
|
PathSoFar += SplitDirectory;
|
|
|
|
AllDirectoriesInPath.Add(PathSoFar);
|
|
}
|
|
else
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
foreach (string LeadingDirectory in AllDirectoriesInPath)
|
|
{
|
|
if (!FilterDirectories.Contains(LeadingDirectory))
|
|
{
|
|
FilterDirectories.Add(LeadingDirectory);
|
|
|
|
// Generate a unique GUID for this folder
|
|
// NOTE: When saving generated project files, we ignore differences in GUIDs if every other part of the file
|
|
// matches identically with the pre-existing file
|
|
string FilterGUID = Guid.NewGuid().ToString("B").ToUpperInvariant();
|
|
|
|
VCFiltersFileContent.Append(
|
|
" <Filter Include=\"" + LeadingDirectory + "\">" + ProjectFileGenerator.NewLine +
|
|
" <UniqueIdentifier>" + FilterGUID + "</UniqueIdentifier>" + ProjectFileGenerator.NewLine +
|
|
" </Filter>" + ProjectFileGenerator.NewLine);
|
|
|
|
FiltersFileIsNeeded = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
return FiltersFileIsNeeded;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns the VCFileType element name based on the file path.
|
|
/// </summary>
|
|
/// <param name="Path">The path of the file to return type for.</param>
|
|
/// <returns>Name of the element in MSBuild project file for this file.</returns>
|
|
private string GetVCFileType(string Path)
|
|
{
|
|
// What type of file is this?
|
|
if (Path.EndsWith(".h", StringComparison.InvariantCultureIgnoreCase) ||
|
|
Path.EndsWith(".inl", StringComparison.InvariantCultureIgnoreCase))
|
|
{
|
|
return "ClInclude";
|
|
}
|
|
else if (Path.EndsWith(".cpp", StringComparison.InvariantCultureIgnoreCase))
|
|
{
|
|
return "ClCompile";
|
|
}
|
|
else if (Path.EndsWith(".rc", StringComparison.InvariantCultureIgnoreCase))
|
|
{
|
|
return "ResourceCompile";
|
|
}
|
|
else if (Path.EndsWith(".manifest", StringComparison.InvariantCultureIgnoreCase))
|
|
{
|
|
return "Manifest";
|
|
}
|
|
else
|
|
{
|
|
return "None";
|
|
}
|
|
}
|
|
|
|
// Anonymous function that writes pre-Default.props configuration data
|
|
private void WritePreDefaultPropsConfiguration(UnrealTargetPlatform TargetPlatform, UnrealTargetConfiguration TargetConfiguration, string ProjectPlatformName, string ProjectConfigurationName, StringBuilder VCProjectFileContent)
|
|
{
|
|
UEPlatformProjectGenerator ProjGenerator = UEPlatformProjectGenerator.GetPlatformProjectGenerator(TargetPlatform, true);
|
|
if (((ProjGenerator == null) && (TargetPlatform != UnrealTargetPlatform.Unknown)))
|
|
{
|
|
return;
|
|
}
|
|
|
|
string ProjectConfigurationAndPlatformName = ProjectConfigurationName + "|" + ProjectPlatformName;
|
|
string ConditionString = "Condition=\"'$(Configuration)|$(Platform)'=='" + ProjectConfigurationAndPlatformName + "'\"";
|
|
|
|
string PlatformToolsetString = (ProjGenerator != null) ? ProjGenerator.GetVisualStudioPreDefaultString(TargetPlatform, TargetConfiguration) : "";
|
|
|
|
if (!String.IsNullOrEmpty(PlatformToolsetString))
|
|
{
|
|
VCProjectFileContent.Append(
|
|
" <PropertyGroup " + ConditionString + " Label=\"Configuration\">" + ProjectFileGenerator.NewLine +
|
|
PlatformToolsetString +
|
|
" </PropertyGroup>" + ProjectFileGenerator.NewLine
|
|
);
|
|
}
|
|
}
|
|
|
|
// Anonymous function that writes post-Default.props configuration data
|
|
private void WritePostDefaultPropsConfiguration(UnrealTargetPlatform TargetPlatform, UnrealTargetConfiguration TargetConfiguration, string ProjectPlatformName, string ProjectConfigurationName, StringBuilder VCProjectFileContent)
|
|
{
|
|
UEPlatformProjectGenerator ProjGenerator = UEPlatformProjectGenerator.GetPlatformProjectGenerator(TargetPlatform, true);
|
|
if (((ProjGenerator == null) && (TargetPlatform != UnrealTargetPlatform.Unknown)))
|
|
{
|
|
return;
|
|
}
|
|
|
|
string ProjectConfigurationAndPlatformName = ProjectConfigurationName + "|" + ProjectPlatformName;
|
|
string ConditionString = "Condition=\"'$(Configuration)|$(Platform)'=='" + ProjectConfigurationAndPlatformName + "'\"";
|
|
|
|
string PlatformToolsetString = (ProjGenerator != null) ? ProjGenerator.GetVisualStudioPlatformToolsetString(TargetPlatform, TargetConfiguration, ProjectFileFormat) : "";
|
|
if (String.IsNullOrEmpty(PlatformToolsetString))
|
|
{
|
|
PlatformToolsetString = " <PlatformToolset>" + VCProjectFileGenerator.GetProjectFilePlatformToolsetVersionString(ProjectFileFormat) + "</PlatformToolset>" + ProjectFileGenerator.NewLine;
|
|
}
|
|
|
|
string PlatformConfigurationType = (ProjGenerator == null) ? "Makefile" : ProjGenerator.GetVisualStudioPlatformConfigurationType(TargetPlatform, ProjectFileFormat);
|
|
VCProjectFileContent.Append(
|
|
" <PropertyGroup " + ConditionString + " Label=\"Configuration\">" + ProjectFileGenerator.NewLine +
|
|
" <ConfigurationType>" + PlatformConfigurationType + "</ConfigurationType>" + ProjectFileGenerator.NewLine +
|
|
PlatformToolsetString +
|
|
" </PropertyGroup>" + ProjectFileGenerator.NewLine
|
|
);
|
|
}
|
|
|
|
// Anonymous function that writes project configuration data
|
|
private void WriteConfiguration(string ProjectName, ProjectConfigAndTargetCombination Combination, StringBuilder VCProjectFileContent, StringBuilder VCUserFileContent)
|
|
{
|
|
UnrealTargetPlatform Platform = Combination.Platform;
|
|
UnrealTargetConfiguration Configuration = Combination.Configuration;
|
|
|
|
UEPlatformProjectGenerator ProjGenerator = UEPlatformProjectGenerator.GetPlatformProjectGenerator(Platform, true);
|
|
if (((ProjGenerator == null) && (Platform != UnrealTargetPlatform.Unknown)))
|
|
{
|
|
return;
|
|
}
|
|
|
|
string UProjectPath = "";
|
|
if (IsForeignProject)
|
|
{
|
|
UProjectPath = "\"$(SolutionDir)$(ProjectName).uproject\"";
|
|
}
|
|
|
|
string ConditionString = "Condition=\"'$(Configuration)|$(Platform)'=='" + Combination.ProjectConfigurationAndPlatformName + "'\"";
|
|
|
|
{
|
|
string ImportGroupProperties = (ProjGenerator != null) ? ProjGenerator.GetVisualStudioImportGroupProperties(Platform) : "";
|
|
VCProjectFileContent.Append(
|
|
" <ImportGroup " + ConditionString + " Label=\"PropertySheets\">" + ProjectFileGenerator.NewLine +
|
|
" <Import Project=\"$(UserRootDir)\\Microsoft.Cpp.$(Platform).user.props\" Condition=\"exists('$(UserRootDir)\\Microsoft.Cpp.$(Platform).user.props')\" Label=\"LocalAppDataPlatform\" />" + ProjectFileGenerator.NewLine +
|
|
ImportGroupProperties +
|
|
" </ImportGroup>" + ProjectFileGenerator.NewLine);
|
|
|
|
DirectoryReference ProjectDirectory = ProjectFilePath.Directory;
|
|
|
|
if (IsStubProject)
|
|
{
|
|
string ProjectRelativeUnusedDirectory = NormalizeProjectPath(DirectoryReference.Combine(UnrealBuildTool.EngineDirectory, "Intermediate", "Build", "Unused"));
|
|
|
|
VCProjectFileContent.Append(
|
|
" <PropertyGroup " + ConditionString + ">" + ProjectFileGenerator.NewLine +
|
|
" <OutDir>" + ProjectRelativeUnusedDirectory + Path.DirectorySeparatorChar + "</OutDir>" + ProjectFileGenerator.NewLine +
|
|
" <IntDir>" + ProjectRelativeUnusedDirectory + Path.DirectorySeparatorChar + "</IntDir>" + ProjectFileGenerator.NewLine +
|
|
" <NMakeBuildCommandLine>@rem Nothing to do.</NMakeBuildCommandLine>" + ProjectFileGenerator.NewLine +
|
|
" <NMakeReBuildCommandLine>@rem Nothing to do.</NMakeReBuildCommandLine>" + ProjectFileGenerator.NewLine +
|
|
" <NMakeCleanCommandLine>@rem Nothing to do.</NMakeCleanCommandLine>" + ProjectFileGenerator.NewLine +
|
|
" <NMakeOutput/>" + ProjectFileGenerator.NewLine +
|
|
" </PropertyGroup>" + ProjectFileGenerator.NewLine);
|
|
}
|
|
else if (UnrealBuildTool.IsEngineInstalled() && Combination.ProjectTarget != null && Combination.ProjectTarget.TargetRules != null && !Combination.ProjectTarget.SupportedPlatforms.Contains(Combination.Platform))
|
|
{
|
|
string ProjectRelativeUnusedDirectory = NormalizeProjectPath(DirectoryReference.Combine(UnrealBuildTool.EngineDirectory, "Intermediate", "Build", "Unused"));
|
|
|
|
VCProjectFileContent.AppendFormat(
|
|
" <PropertyGroup " + ConditionString + ">" + ProjectFileGenerator.NewLine +
|
|
" <OutDir>" + ProjectRelativeUnusedDirectory + Path.DirectorySeparatorChar + "</OutDir>" + ProjectFileGenerator.NewLine +
|
|
" <IntDir>" + ProjectRelativeUnusedDirectory + Path.DirectorySeparatorChar + "</IntDir>" + ProjectFileGenerator.NewLine +
|
|
" <NMakeBuildCommandLine>@echo {0} is not a supported platform for {1}. Valid platforms are {2}.</NMakeBuildCommandLine>" + ProjectFileGenerator.NewLine +
|
|
" <NMakeReBuildCommandLine>@echo {0} is not a supported platform for {1}. Valid platforms are {2}.</NMakeReBuildCommandLine>" + ProjectFileGenerator.NewLine +
|
|
" <NMakeCleanCommandLine>@echo {0} is not a supported platform for {1}. Valid platforms are {2}.</NMakeCleanCommandLine>" + ProjectFileGenerator.NewLine +
|
|
" <NMakeOutput/>" + ProjectFileGenerator.NewLine +
|
|
" </PropertyGroup>" + ProjectFileGenerator.NewLine, Combination.Platform, Combination.ProjectTarget.TargetFilePath.GetFileNameWithoutAnyExtensions(), String.Join(", ", Combination.ProjectTarget.SupportedPlatforms.Select(x => x.ToString())));
|
|
}
|
|
else
|
|
{
|
|
TargetRules TargetRulesObject = Combination.ProjectTarget.TargetRules;
|
|
FileReference TargetFilePath = Combination.ProjectTarget.TargetFilePath;
|
|
string TargetName = TargetFilePath.GetFileNameWithoutAnyExtensions();
|
|
string UBTPlatformName = Platform.ToString();
|
|
string UBTConfigurationName = Configuration.ToString();
|
|
|
|
// Setup output path
|
|
UEBuildPlatform BuildPlatform = UEBuildPlatform.GetBuildPlatform(Platform);
|
|
|
|
// Figure out if this is a monolithic build
|
|
bool bShouldCompileMonolithic = BuildPlatform.ShouldCompileMonolithicBinary(Platform);
|
|
if(!bShouldCompileMonolithic)
|
|
{
|
|
bShouldCompileMonolithic = (Combination.ProjectTarget.CreateRulesDelegate(Platform, Configuration).LinkType == TargetLinkType.Monolithic);
|
|
}
|
|
|
|
// Get the output directory
|
|
DirectoryReference RootDirectory = UnrealBuildTool.EngineDirectory;
|
|
if (TargetRulesObject.Type != TargetType.Program && (bShouldCompileMonolithic || TargetRulesObject.BuildEnvironment == TargetBuildEnvironment.Unique))
|
|
{
|
|
if(Combination.ProjectTarget.UnrealProjectFilePath != null)
|
|
{
|
|
RootDirectory = Combination.ProjectTarget.UnrealProjectFilePath.Directory;
|
|
}
|
|
}
|
|
|
|
if (TargetRulesObject.Type == TargetType.Program && Combination.ProjectTarget.UnrealProjectFilePath != null)
|
|
{
|
|
RootDirectory = Combination.ProjectTarget.UnrealProjectFilePath.Directory;
|
|
}
|
|
|
|
// Get the output directory
|
|
DirectoryReference OutputDirectory = DirectoryReference.Combine(RootDirectory, "Binaries", UBTPlatformName);
|
|
|
|
if (!string.IsNullOrEmpty(TargetRulesObject.ExeBinariesSubFolder))
|
|
{
|
|
OutputDirectory = DirectoryReference.Combine(OutputDirectory, TargetRulesObject.ExeBinariesSubFolder);
|
|
}
|
|
|
|
// Get the executable name (minus any platform or config suffixes)
|
|
string BaseExeName = TargetName;
|
|
if (!bShouldCompileMonolithic && TargetRulesObject.Type != TargetType.Program)
|
|
{
|
|
// Figure out what the compiled binary will be called so that we can point the IDE to the correct file
|
|
string TargetConfigurationName = TargetRulesObject.Type.ToString();
|
|
if (TargetConfigurationName != TargetType.Game.ToString() && TargetConfigurationName != TargetType.Program.ToString())
|
|
{
|
|
BaseExeName = "UE4" + TargetConfigurationName;
|
|
}
|
|
}
|
|
|
|
// Make the output file path
|
|
FileReference NMakePath = FileReference.Combine(OutputDirectory, BaseExeName);
|
|
if (Configuration != TargetRulesObject.UndecoratedConfiguration && (Configuration != UnrealTargetConfiguration.DebugGame || bShouldCompileMonolithic))
|
|
{
|
|
NMakePath += "-" + UBTPlatformName + "-" + UBTConfigurationName;
|
|
}
|
|
NMakePath += TargetRulesObject.Architecture;
|
|
NMakePath += BuildPlatform.GetBinaryExtension(UEBuildBinaryType.Executable);
|
|
|
|
VCProjectFileContent.Append(
|
|
" <PropertyGroup " + ConditionString + ">" + ProjectFileGenerator.NewLine);
|
|
|
|
string PathStrings = (ProjGenerator != null) ? ProjGenerator.GetVisualStudioPathsEntries(Platform, Configuration, TargetRulesObject.Type, TargetFilePath, ProjectFilePath, NMakePath, ProjectFileFormat) : "";
|
|
if (string.IsNullOrEmpty(PathStrings) || (PathStrings.Contains("<IntDir>") == false))
|
|
{
|
|
string ProjectRelativeUnusedDirectory = "$(ProjectDir)..\\Build\\Unused";
|
|
VCProjectFileContent.Append(
|
|
PathStrings +
|
|
" <OutDir>" + ProjectRelativeUnusedDirectory + Path.DirectorySeparatorChar + "</OutDir>" + ProjectFileGenerator.NewLine +
|
|
" <IntDir>" + ProjectRelativeUnusedDirectory + Path.DirectorySeparatorChar + "</IntDir>" + ProjectFileGenerator.NewLine);
|
|
}
|
|
else
|
|
{
|
|
VCProjectFileContent.Append(PathStrings);
|
|
}
|
|
|
|
// 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";
|
|
|
|
// Always include a flag to format log messages for MSBuild
|
|
BuildArguments += " -FromMsBuild";
|
|
|
|
if (bUseFastPDB)
|
|
{
|
|
// Pass Fast PDB option to make use of Visual Studio's /DEBUG:FASTLINK option
|
|
BuildArguments += " -FastPDB";
|
|
}
|
|
|
|
DirectoryReference BatchFilesDirectory = DirectoryReference.Combine(UnrealBuildTool.EngineDirectory, "Build", "BatchFiles");
|
|
|
|
if(BuildToolOverride != null)
|
|
{
|
|
BuildArguments += " " + BuildToolOverride;
|
|
}
|
|
|
|
// NMake Build command line
|
|
VCProjectFileContent.Append(" <NMakeBuildCommandLine>");
|
|
VCProjectFileContent.Append(EscapePath(NormalizeProjectPath(FileReference.Combine(BatchFilesDirectory, "Build.bat"))) + BuildArguments.ToString());
|
|
VCProjectFileContent.Append("</NMakeBuildCommandLine>" + ProjectFileGenerator.NewLine);
|
|
|
|
// NMake ReBuild command line
|
|
VCProjectFileContent.Append(" <NMakeReBuildCommandLine>");
|
|
VCProjectFileContent.Append(EscapePath(NormalizeProjectPath(FileReference.Combine(BatchFilesDirectory, "Rebuild.bat"))) + BuildArguments.ToString());
|
|
VCProjectFileContent.Append("</NMakeReBuildCommandLine>" + ProjectFileGenerator.NewLine);
|
|
|
|
// NMake Clean command line
|
|
VCProjectFileContent.Append(" <NMakeCleanCommandLine>");
|
|
VCProjectFileContent.Append(EscapePath(NormalizeProjectPath(FileReference.Combine(BatchFilesDirectory, "Clean.bat"))) + BuildArguments.ToString());
|
|
VCProjectFileContent.Append("</NMakeCleanCommandLine>" + ProjectFileGenerator.NewLine);
|
|
|
|
VCProjectFileContent.Append(" <NMakeOutput>");
|
|
VCProjectFileContent.Append(NormalizeProjectPath(NMakePath.FullName));
|
|
VCProjectFileContent.Append("</NMakeOutput>" + ProjectFileGenerator.NewLine);
|
|
|
|
if (TargetRulesObject.Type == TargetType.Game || TargetRulesObject.Type == TargetType.Client || TargetRulesObject.Type == TargetType.Server)
|
|
{
|
|
// Allow platforms to add any special properties they require... like aumid override for Xbox One
|
|
UEPlatformProjectGenerator.GenerateGamePlatformSpecificProperties(Platform, Configuration, TargetRulesObject.Type, VCProjectFileContent, RootDirectory, TargetFilePath);
|
|
}
|
|
|
|
VCProjectFileContent.Append(" </PropertyGroup>" + ProjectFileGenerator.NewLine);
|
|
|
|
string LayoutDirString = (ProjGenerator != null) ? ProjGenerator.GetVisualStudioLayoutDirSection(Platform, Configuration, ConditionString, Combination.ProjectTarget.TargetRules.Type, Combination.ProjectTarget.TargetFilePath, ProjectFilePath, NMakePath, ProjectFileFormat) : "";
|
|
VCProjectFileContent.Append(LayoutDirString);
|
|
}
|
|
|
|
if (VCUserFileContent != null && Combination.ProjectTarget != null)
|
|
{
|
|
TargetRules TargetRulesObject = Combination.ProjectTarget.TargetRules;
|
|
|
|
if ((Platform == UnrealTargetPlatform.Win32) || (Platform == UnrealTargetPlatform.Win64))
|
|
{
|
|
VCUserFileContent.Append(
|
|
" <PropertyGroup " + ConditionString + ">" + ProjectFileGenerator.NewLine);
|
|
if (TargetRulesObject.Type != TargetType.Game)
|
|
{
|
|
string DebugOptions = "";
|
|
|
|
if (IsForeignProject)
|
|
{
|
|
DebugOptions += UProjectPath;
|
|
DebugOptions += " -skipcompile";
|
|
}
|
|
else if (TargetRulesObject.Type == TargetType.Editor && ProjectName != "UE4")
|
|
{
|
|
DebugOptions += ProjectName;
|
|
}
|
|
|
|
if (Configuration == UnrealTargetConfiguration.Debug || Configuration == UnrealTargetConfiguration.DebugGame)
|
|
{
|
|
DebugOptions += " -debug";
|
|
}
|
|
|
|
VCUserFileContent.Append(
|
|
" <LocalDebuggerCommandArguments>" + DebugOptions + "</LocalDebuggerCommandArguments>" + ProjectFileGenerator.NewLine
|
|
);
|
|
}
|
|
VCUserFileContent.Append(
|
|
" <DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>" + ProjectFileGenerator.NewLine
|
|
);
|
|
VCUserFileContent.Append(
|
|
" </PropertyGroup>" + ProjectFileGenerator.NewLine
|
|
);
|
|
}
|
|
|
|
string PlatformUserFileStrings = (ProjGenerator != null) ? ProjGenerator.GetVisualStudioUserFileStrings(Platform, Configuration, ConditionString, TargetRulesObject, Combination.ProjectTarget.TargetFilePath, ProjectFilePath) : "";
|
|
VCUserFileContent.Append(PlatformUserFileStrings);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// A Visual C# project.
|
|
/// </summary>
|
|
class VCSharpProjectFile : MSBuildProjectFile
|
|
{
|
|
/// <summary>
|
|
/// This is the GUID that Visual Studio uses to identify a C# project file in the solution
|
|
/// </summary>
|
|
public override string ProjectTypeGUID
|
|
{
|
|
get { return "{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}"; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Constructs a new project file object
|
|
/// </summary>
|
|
/// <param name="InitFilePath">The path to the project file on disk</param>
|
|
public VCSharpProjectFile(FileReference InitFilePath)
|
|
: base(InitFilePath)
|
|
{
|
|
}
|
|
|
|
/// <summary>
|
|
/// Extract information from the csproj file based on the supplied configuration
|
|
/// </summary>
|
|
public CsProjectInfo GetProjectInfo(UnrealTargetConfiguration InConfiguration)
|
|
{
|
|
if (CachedProjectInfo.ContainsKey(InConfiguration))
|
|
{
|
|
return CachedProjectInfo[InConfiguration];
|
|
}
|
|
|
|
CsProjectInfo Info;
|
|
|
|
Dictionary<string, string> Properties = new Dictionary<string, string>();
|
|
Properties.Add("Platform", "AnyCPU");
|
|
Properties.Add("Configuration", InConfiguration.ToString());
|
|
if (CsProjectInfo.TryRead(ProjectFilePath, Properties, out Info))
|
|
{
|
|
CachedProjectInfo.Add(InConfiguration, Info);
|
|
}
|
|
|
|
return Info;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Determine if this project is a .NET Core project
|
|
/// </summary>
|
|
public bool IsDotNETCoreProject()
|
|
{
|
|
CsProjectInfo Info = GetProjectInfo(UnrealTargetConfiguration.Debug);
|
|
return Info.IsDotNETCoreProject();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Reads the list of dependencies from the specified project file.
|
|
/// </summary>
|
|
public List<string> GetCSharpDependencies()
|
|
{
|
|
List<string> RelativeFilePaths = new List<string>();
|
|
XmlDocument Doc = new XmlDocument();
|
|
Doc.Load(ProjectFilePath.FullName);
|
|
|
|
string[] Tags = new string[] { "Compile", "Page", "Resource" };
|
|
foreach (string Tag in Tags)
|
|
{
|
|
XmlNodeList Elements = Doc.GetElementsByTagName(Tag);
|
|
foreach (XmlElement Element in Elements)
|
|
{
|
|
RelativeFilePaths.Add(Element.GetAttribute("Include"));
|
|
}
|
|
}
|
|
|
|
return RelativeFilePaths;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds a C# dot net (system) assembly reference to this project
|
|
/// </summary>
|
|
/// <param name="AssemblyReference">The full path to the assembly file on disk</param>
|
|
public void AddDotNetAssemblyReference(string AssemblyReference)
|
|
{
|
|
if (!DotNetAssemblyReferences.Contains(AssemblyReference))
|
|
{
|
|
DotNetAssemblyReferences.Add(AssemblyReference);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds a C# assembly reference to this project, such as a third party assembly needed for this project to compile
|
|
/// </summary>
|
|
/// <param name="AssemblyReference">The full path to the assembly file on disk</param>
|
|
public void AddAssemblyReference(FileReference AssemblyReference)
|
|
{
|
|
AssemblyReferences.Add(AssemblyReference);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Given a target platform and configuration, generates a platform and configuration name string to use in Visual Studio projects.
|
|
/// Unlike with solution configurations, Visual Studio project configurations only support certain types of platforms, so we'll
|
|
/// generate a configuration name that has the platform "built in", and use a default platform type
|
|
/// </summary>
|
|
/// <param name="Platform">Actual platform</param>
|
|
/// <param name="Configuration">Actual configuration</param>
|
|
/// <param name="TargetConfigurationName">The configuration name from the target rules, or null if we don't have one</param>
|
|
/// <param name="ProjectPlatformName">Name of platform string to use for Visual Studio project</param>
|
|
/// <param name="ProjectConfigurationName">Name of configuration string to use for Visual Studio project</param>
|
|
public override void MakeProjectPlatformAndConfigurationNames(UnrealTargetPlatform Platform, UnrealTargetConfiguration Configuration, string TargetConfigurationName, out string ProjectPlatformName, out string ProjectConfigurationName)
|
|
{
|
|
ProjectConfigurationName = Configuration.ToString();
|
|
ProjectPlatformName = VCProjectFileGenerator.DotNetPlatformName;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Basic csproj file support. Generates C# library project with one build config.
|
|
/// </summary>
|
|
/// <param name="InPlatforms">Not used.</param>
|
|
/// <param name="InConfigurations">Not Used.</param>
|
|
/// <returns>true if the opration was successful, false otherwise</returns>
|
|
public override bool WriteProjectFile(List<UnrealTargetPlatform> InPlatforms, List<UnrealTargetConfiguration> InConfigurations)
|
|
{
|
|
throw new BuildException("Support for writing C# projects from UnrealBuildTool has been removed.");
|
|
}
|
|
|
|
/// Assemblies this project is dependent on
|
|
protected readonly List<FileReference> AssemblyReferences = new List<FileReference>();
|
|
/// System assemblies this project is dependent on
|
|
protected readonly List<string> DotNetAssemblyReferences = new List<string>() { "System", "System.Core", "System.Data", "System.Xml" };
|
|
/// Cache of parsed info about this project
|
|
protected readonly Dictionary<UnrealTargetConfiguration, CsProjectInfo> CachedProjectInfo = new Dictionary<UnrealTargetConfiguration, CsProjectInfo>();
|
|
}
|
|
|
|
}
|