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- corrected bug in code which was detecting if a re-write of the file was required or not to prevent this problem happening [CL 2533437 by Robert Jones in Main branch]
450 lines
17 KiB
C#
450 lines
17 KiB
C#
// Copyright 1998-2015 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.Diagnostics;
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using System.IO;
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using System.Xml;
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using System.Linq;
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namespace UnrealBuildTool
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{
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class AndroidPlatform : UEBuildPlatform
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{
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// The current architecture - affects everything about how UBT operates on Android
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public override string GetActiveArchitecture()
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{
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// internal architectures are handled inside the toolchain to be able to build all at once, so we no longer need an architecture here
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return base.GetActiveArchitecture();
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}
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public override bool CanUseXGE()
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{
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return false;
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}
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protected override bool PlatformSupportsAutoSDKs()
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{
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return true;
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}
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public override string GetSDKTargetPlatformName()
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{
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return "Android";
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}
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protected override string GetRequiredSDKString()
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{
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return "-19";
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}
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protected override String GetRequiredScriptVersionString()
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{
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return "3.0";
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}
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// prefer auto sdk on android as correct 'manual' sdk detection isn't great at the moment.
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protected override bool PreferAutoSDK()
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{
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return true;
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}
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/// <summary>
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/// checks if the sdk is installed or has been synced
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/// </summary>
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/// <returns></returns>
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private bool HasAnySDK()
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{
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string NDKPath = Environment.GetEnvironmentVariable("NDKROOT");
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{
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var configCacheIni = new ConfigCacheIni("Engine", null);
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var AndroidEnv = new Dictionary<string, string>();
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Dictionary<string, string> EnvVarNames = new Dictionary<string,string> {
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{"ANDROID_HOME", "SDKPath"},
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{"NDKROOT", "NDKPath"},
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{"ANT_HOME", "ANTPath"},
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{"JAVA_HOME", "JavaPath"}
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};
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string path;
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foreach(var kvp in EnvVarNames)
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{
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if (configCacheIni.GetPath("/Script/AndroidPlatformEditor.AndroidSDKSettings", kvp.Value, out path) && !string.IsNullOrEmpty(path))
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{
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AndroidEnv.Add(kvp.Key, path);
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}
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else
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{
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var envValue = Environment.GetEnvironmentVariable(kvp.Key);
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if(!String.IsNullOrEmpty(envValue))
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{
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AndroidEnv.Add(kvp.Key, envValue);
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}
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}
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}
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// If we are on Mono and we are still missing a key then go and find it from the .bash_profile
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if (Utils.IsRunningOnMono && !EnvVarNames.All(s => AndroidEnv.ContainsKey(s.Key)))
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{
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string BashProfilePath = Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.Personal), ".bash_profile");
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if (File.Exists(BashProfilePath))
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{
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string[] BashProfileContents = File.ReadAllLines(BashProfilePath);
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foreach (string Line in BashProfileContents)
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{
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foreach (var kvp in EnvVarNames)
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{
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if (AndroidEnv.ContainsKey(kvp.Key))
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{
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continue;
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}
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if (Line.StartsWith("export " + kvp.Key + "="))
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{
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string PathVar = Line.Split('=')[1].Replace("\"", "");
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AndroidEnv.Add(kvp.Key, PathVar);
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}
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}
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}
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}
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}
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// Set for the process
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foreach (var kvp in AndroidEnv)
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{
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Environment.SetEnvironmentVariable(kvp.Key, kvp.Value);
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}
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// See if we have an NDK path now...
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AndroidEnv.TryGetValue("NDKROOT", out NDKPath);
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}
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// we don't have an NDKROOT specified
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if (String.IsNullOrEmpty(NDKPath))
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{
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return false;
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}
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NDKPath = NDKPath.Replace("\"", "");
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// need a supported llvm
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if (!Directory.Exists(Path.Combine(NDKPath, @"toolchains/llvm-3.5")) &&
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!Directory.Exists(Path.Combine(NDKPath, @"toolchains/llvm-3.3")) &&
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!Directory.Exists(Path.Combine(NDKPath, @"toolchains/llvm-3.1")))
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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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protected override SDKStatus HasRequiredManualSDKInternal()
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{
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// if any autosdk setup has been done then the local process environment is suspect
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if (HasSetupAutoSDK())
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{
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return SDKStatus.Invalid;
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}
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if (HasAnySDK())
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{
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return SDKStatus.Valid;
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}
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return SDKStatus.Invalid;
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}
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protected override void RegisterBuildPlatformInternal()
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{
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if ((ProjectFileGenerator.bGenerateProjectFiles == true) || (HasRequiredSDKsInstalled() == SDKStatus.Valid) || Environment.GetEnvironmentVariable("IsBuildMachine") == "1")
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{
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bool bRegisterBuildPlatform = true;
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string EngineSourcePath = Path.Combine(ProjectFileGenerator.EngineRelativePath, "Source");
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string AndroidTargetPlatformFile = Path.Combine(EngineSourcePath, "Developer", "Android", "AndroidTargetPlatform", "AndroidTargetPlatform.Build.cs");
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if (File.Exists(AndroidTargetPlatformFile) == false)
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{
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bRegisterBuildPlatform = false;
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}
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if (bRegisterBuildPlatform == true)
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{
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// Register this build platform
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Log.TraceVerbose(" Registering for {0}", UnrealTargetPlatform.Android.ToString());
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UEBuildPlatform.RegisterBuildPlatform(UnrealTargetPlatform.Android, this);
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UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.Android, UnrealPlatformGroup.Android);
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}
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}
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}
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public override CPPTargetPlatform GetCPPTargetPlatform(UnrealTargetPlatform InUnrealTargetPlatform)
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{
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switch (InUnrealTargetPlatform)
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{
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case UnrealTargetPlatform.Android:
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return CPPTargetPlatform.Android;
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}
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throw new BuildException("AndroidPlatform::GetCPPTargetPlatform: Invalid request for {0}", InUnrealTargetPlatform.ToString());
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}
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public override string GetBinaryExtension(UEBuildBinaryType InBinaryType)
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{
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switch (InBinaryType)
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{
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case UEBuildBinaryType.DynamicLinkLibrary:
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return ".so";
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case UEBuildBinaryType.Executable:
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return ".so";
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case UEBuildBinaryType.StaticLibrary:
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return ".a";
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case UEBuildBinaryType.Object:
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return ".o";
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case UEBuildBinaryType.PrecompiledHeader:
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return ".gch";
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}
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return base.GetBinaryExtension(InBinaryType);
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}
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public override bool ShouldUsePCHFiles(CPPTargetPlatform Platform, CPPTargetConfiguration Configuration)
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{
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return true;
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}
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public override string GetDebugInfoExtension(UEBuildBinaryType InBinaryType)
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{
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return "";
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}
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public override void ResetBuildConfiguration(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration)
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{
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ValidateUEBuildConfiguration();
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//BuildConfiguration.bDeployAfterCompile = true;
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UEBuildConfiguration.bCompileICU = true;
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}
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public override void ValidateUEBuildConfiguration()
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{
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BuildConfiguration.bUseUnityBuild = true;
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UEBuildConfiguration.bCompileLeanAndMeanUE = true;
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UEBuildConfiguration.bCompilePhysX = true;
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UEBuildConfiguration.bCompileAPEX = false;
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UEBuildConfiguration.bRuntimePhysicsCooking = false;
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UEBuildConfiguration.bBuildEditor = false;
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UEBuildConfiguration.bBuildDeveloperTools = false;
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UEBuildConfiguration.bCompileSimplygon = false;
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UEBuildConfiguration.bCompileRecast = true;
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// Don't stop compilation at first error...
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BuildConfiguration.bStopXGECompilationAfterErrors = true;
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BuildConfiguration.bUseSharedPCHs = false;
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}
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public override bool HasDefaultBuildConfig(UnrealTargetPlatform Platform, string ProjectPath)
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{
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string[] BoolKeys = new string[] {
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"bBuildForArmV7", "bBuildForArm64", "bBuildForX86", "bBuildForX8664",
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"bBuildForES2", "bBuildForES31",
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};
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// look up iOS specific settings
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if (!DoProjectSettingsMatchDefault(Platform, ProjectPath, "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings",
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BoolKeys, null, null))
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{
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return false;
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}
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// check the base settings
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return base.HasDefaultBuildConfig(Platform, ProjectPath);
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}
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public override bool ShouldCompileMonolithicBinary(UnrealTargetPlatform InPlatform)
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{
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// This platform currently always compiles monolithic
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return true;
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}
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public override bool ShouldUsePDBFiles(CPPTargetPlatform Platform, CPPTargetConfiguration Configuration, bool bCreateDebugInfo)
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{
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return true;
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}
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public override bool ShouldNotBuildEditor(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration)
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{
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return true;
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}
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public override bool BuildRequiresCookedData(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration)
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{
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return true;
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}
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public override bool RequiresDeployPrepAfterCompile()
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{
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return true;
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}
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public override void GetExtraModules(TargetInfo Target, UEBuildTarget BuildTarget, ref List<string> PlatformExtraModules)
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{
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}
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public override void ModifyNewlyLoadedModule(UEBuildModule InModule, TargetInfo Target)
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{
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if ((Target.Platform == UnrealTargetPlatform.Win32) || (Target.Platform == UnrealTargetPlatform.Win64) || (Target.Platform == UnrealTargetPlatform.Mac))
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{
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bool bBuildShaderFormats = UEBuildConfiguration.bForceBuildShaderFormats;
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if (!UEBuildConfiguration.bBuildRequiresCookedData)
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{
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if (InModule.ToString() == "Engine")
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{
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if (UEBuildConfiguration.bBuildDeveloperTools)
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{
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InModule.AddPlatformSpecificDynamicallyLoadedModule("AndroidTargetPlatform");
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InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_PVRTCTargetPlatform");
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InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ATCTargetPlatform");
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InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_DXTTargetPlatform");
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InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ETC1TargetPlatform");
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InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ETC2TargetPlatform");
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InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ASTCTargetPlatform");
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}
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}
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else if (InModule.ToString() == "TargetPlatform")
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{
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bBuildShaderFormats = true;
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InModule.AddDynamicallyLoadedModule("TextureFormatPVR");
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InModule.AddDynamicallyLoadedModule("TextureFormatDXT");
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InModule.AddDynamicallyLoadedModule("TextureFormatASTC");
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InModule.AddPlatformSpecificDynamicallyLoadedModule("TextureFormatAndroid"); // ATITC, ETC1 and ETC2
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if (UEBuildConfiguration.bBuildDeveloperTools)
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{
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//InModule.AddDynamicallyLoadedModule("AudioFormatADPCM"); //@todo android: android audio
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}
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}
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}
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// allow standalone tools to use targetplatform modules, without needing Engine
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if (UEBuildConfiguration.bForceBuildTargetPlatforms)
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{
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InModule.AddPlatformSpecificDynamicallyLoadedModule("AndroidTargetPlatform");
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InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_PVRTCTargetPlatform");
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InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ATCTargetPlatform");
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InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_DXTTargetPlatform");
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InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ETC1TargetPlatform");
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InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ETC2TargetPlatform");
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InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ASTCTargetPlatform");
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}
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if (bBuildShaderFormats)
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{
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//InModule.AddDynamicallyLoadedModule("ShaderFormatAndroid"); //@todo android: ShaderFormatAndroid
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}
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}
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}
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public override void SetUpEnvironment(UEBuildTarget InBuildTarget)
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{
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// we want gcc toolchain 4.8, but fall back to 4.6 for now if it doesn't exist
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string NDKPath = Environment.GetEnvironmentVariable("NDKROOT");
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NDKPath = NDKPath.Replace("\"", "");
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string GccVersion = "4.8";
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if (!Directory.Exists(Path.Combine(NDKPath, @"sources/cxx-stl/gnu-libstdc++/4.8")))
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{
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GccVersion = "4.6";
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}
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InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("PLATFORM_DESKTOP=0");
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InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("PLATFORM_64BITS=0");
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InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("PLATFORM_CAN_SUPPORT_EDITORONLY_DATA=0");
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InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("WITH_OGGVORBIS=1");
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InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("UNICODE");
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InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("_UNICODE");
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InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("PLATFORM_ANDROID=1");
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InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("ANDROID=1");
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InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("WITH_DATABASE_SUPPORT=0");
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InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("WITH_EDITOR=0");
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InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("USE_NULL_RHI=0");
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InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("REQUIRES_ALIGNED_INT_ACCESS");
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InBuildTarget.GlobalCompileEnvironment.Config.CPPIncludeInfo.SystemIncludePaths.Add("$(NDKROOT)/sources/cxx-stl/gnu-libstdc++/" + GccVersion + "/include");
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// the toolchain will actually filter these out
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InBuildTarget.GlobalCompileEnvironment.Config.CPPIncludeInfo.SystemIncludePaths.Add("$(NDKROOT)/sources/cxx-stl/gnu-libstdc++/" + GccVersion + "/libs/armeabi-v7a/include");
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InBuildTarget.GlobalCompileEnvironment.Config.CPPIncludeInfo.SystemIncludePaths.Add("$(NDKROOT)/sources/cxx-stl/gnu-libstdc++/" + GccVersion + "/libs/x86/include");
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InBuildTarget.GlobalLinkEnvironment.Config.LibraryPaths.Add("$(NDKROOT)/sources/cxx-stl/gnu-libstdc++/" + GccVersion + "/libs/armeabi-v7a");
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InBuildTarget.GlobalLinkEnvironment.Config.LibraryPaths.Add("$(NDKROOT)/sources/cxx-stl/gnu-libstdc++/" + GccVersion + "/libs/x86");
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InBuildTarget.GlobalCompileEnvironment.Config.CPPIncludeInfo.SystemIncludePaths.Add("$(NDKROOT)/sources/android/native_app_glue");
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InBuildTarget.GlobalCompileEnvironment.Config.CPPIncludeInfo.SystemIncludePaths.Add("$(NDKROOT)/sources/android/cpufeatures");
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// Add path to statically compiled version of cxa_demangle
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InBuildTarget.GlobalLinkEnvironment.Config.LibraryPaths.Add(UEBuildConfiguration.UEThirdPartySourceDirectory + "Android/cxa_demangle/armeabi-v7a");
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InBuildTarget.GlobalLinkEnvironment.Config.LibraryPaths.Add(UEBuildConfiguration.UEThirdPartySourceDirectory + "Android/cxa_demangle/x86");
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//@TODO: Tegra Gfx Debugger
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// InBuildTarget.GlobalLinkEnvironment.Config.LibraryPaths.Add(UEBuildConfiguration.UEThirdPartySourceDirectory + "NVIDIA/TegraGfxDebugger");
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// InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("Tegra_gfx_debugger");
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InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("gnustl_shared");
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InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("gcc");
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InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("z");
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InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("c");
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InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("m");
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InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("log");
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InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("dl");
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InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("GLESv2");
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InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("EGL");
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InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("OpenSLES");
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InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("android");
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InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("cxa_demangle");
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UEBuildConfiguration.bCompileSimplygon = false;
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BuildConfiguration.bDeployAfterCompile = true;
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}
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public override bool ShouldCreateDebugInfo(UnrealTargetPlatform Platform, UnrealTargetConfiguration Configuration)
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{
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switch (Configuration)
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{
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case UnrealTargetConfiguration.Development:
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case UnrealTargetConfiguration.Shipping:
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case UnrealTargetConfiguration.Test:
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case UnrealTargetConfiguration.Debug:
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default:
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return true;
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};
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}
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public override string[] FinalizeBinaryPaths(string BinaryName)
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{
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string[] Architectures = AndroidToolChain.GetAllArchitectures();
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string[] GPUArchitectures = AndroidToolChain.GetAllGPUArchitectures();
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// make multiple output binaries
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List<string> AllBinaries = new List<string>();
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foreach (string Architecture in Architectures)
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{
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foreach (string GPUArchitecture in GPUArchitectures)
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{
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AllBinaries.Add(AndroidToolChain.InlineArchName(BinaryName, Architecture, GPUArchitecture));
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}
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}
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return AllBinaries.ToArray();
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}
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}
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}
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