Files
UnrealEngineUWP/Engine/Source/Programs/UnrealBuildTool/System/VCProject.cs
Mike Fricker ca39745810 Renamed WinUAP platform to UWP
- Microsoft renamed Universal App Platform to Universal Windows Platform
- https://msdn.microsoft.com/en-us/library/dn894631.aspx

[CL 2547380 by Mike Fricker in Main branch]
2015-05-12 12:00:23 -04:00

1304 lines
55 KiB
C#

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.IO;
using System.Xml;
using System.Xml.XPath;
using System.Xml.Linq;
using System.Linq;
using System.Text;
using System.Diagnostics;
namespace UnrealBuildTool
{
public abstract class MSBuildProjectFile : ProjectFile
{
/// The project file version string
static public readonly string VCProjectFileVersionString = "10.0.30319.1";
/// The build configuration name to use for stub project configurations. These are projects whose purpose
/// is to make it easier for developers to find source files and to provide IntelliSense data for the module
/// to Visual Studio
static public readonly string StubProjectConfigurationName = "BuiltWithUnrealBuildTool";
/// The name of the Visual C++ platform to use for stub project configurations
/// NOTE: We always use Win32 for the stub project's platform, since that is guaranteed to be supported by Visual Studio
static public readonly string StubProjectPlatformName = "Win32";
/// override project configuration name for platforms visual studio doesn't natively support
public string ProjectConfigurationNameOverride = "";
/// override project platform for platforms visual studio doesn't natively support
public string ProjectPlatformNameOverride = "";
/// <summary>
/// The Guid representing the project type e.g. C# or C++
/// </summary>
public virtual string ProjectTypeGUID
{
get { throw new BuildException( "Unrecognized type of project file for Visual Studio solution" ); }
}
/// <summary>
/// Constructs a new project file object
/// </summary>
/// <param name="InitFilePath">The path to the project file on disk</param>
public MSBuildProjectFile(string InitFilePath)
: base(InitFilePath)
{
// Each project gets its own GUID. This is stored in the project file and referenced in the solution file.
// First, check to see if we have an existing file on disk. If we do, then we'll try to preserve the
// GUID by loading it from the existing file.
if (File.Exists(ProjectFilePath))
{
try
{
LoadGUIDFromExistingProject();
}
catch (Exception)
{
// Failed to find GUID, so just create a new one
ProjectGUID = Guid.NewGuid();
}
}
if (ProjectGUID == Guid.Empty)
{
// Generate a brand new GUID
ProjectGUID = Guid.NewGuid();
}
}
/// <summary>
/// Attempts to load the project's GUID from an existing project file on disk
/// </summary>
public override void LoadGUIDFromExistingProject()
{
// Only load GUIDs if we're in project generation mode. Regular builds don't need GUIDs for anything.
if( ProjectFileGenerator.bGenerateProjectFiles )
{
var Doc = new XmlDocument();
Doc.Load( ProjectFilePath );
// @todo projectfiles: Ideally we could do a better job about preserving GUIDs when only minor changes are made
// to the project (such as adding a single new file.) It would make diffing changes much easier!
// @todo projectfiles: Can we "seed" a GUID based off the project path and generate consistent GUIDs each time?
var Elements = Doc.GetElementsByTagName( "ProjectGuid" );
foreach( XmlElement Element in Elements )
{
ProjectGUID = Guid.ParseExact( Element.InnerText.Trim( "{}".ToCharArray() ), "D" );
}
}
}
/// <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 void MakeProjectPlatformAndConfigurationNames(UnrealTargetPlatform Platform, UnrealTargetConfiguration Configuration, string TargetConfigurationName, out string ProjectPlatformName, out string ProjectConfigurationName)
{
if (IsStubProject)
{
if (Platform != UnrealTargetPlatform.Unknown || Configuration != UnrealTargetConfiguration.Unknown)
{
throw new BuildException("Stub project was expecting platform and configuration type to be set to Unknown");
}
ProjectPlatformName = StubProjectPlatformName;
ProjectConfigurationName = StubProjectConfigurationName;
}
else
{
// If this is a C# project, then the project platform name must always be "Any CPU"
if (this is VCSharpProjectFile)
{
ProjectConfigurationName = Configuration.ToString();
ProjectPlatformName = VCProjectFileGenerator.DotNetPlatformName;
}
else
{
var PlatformProjectGenerator = UEPlatformProjectGenerator.GetPlatformProjectGenerator(Platform, bInAllowFailure: true);
// Check to see if this platform is supported directly by Visual Studio projects.
bool HasActualVSPlatform = (PlatformProjectGenerator != null) ? PlatformProjectGenerator.HasVisualStudioSupport(Platform, Configuration) : false;
if (HasActualVSPlatform)
{
// Great! Visual Studio supports this platform natively, so we don't need to make up
// a fake project configuration name.
// Allow the platform to specify the name used in VisualStudio.
// Note that the actual name of the platform on the Visual Studio side may be different than what
// UnrealBuildTool calls it (e.g. "Win64" -> "x64".) GetVisualStudioPlatformName() will figure this out.
ProjectConfigurationName = Configuration.ToString();
ProjectPlatformName = PlatformProjectGenerator.GetVisualStudioPlatformName(Platform, Configuration);
}
else
{
// Visual Studio doesn't natively support this platform, so we fake it by mapping it to
// a project configuration that has the platform name in that configuration as a suffix,
// and then using "Win32" as the actual VS platform name
ProjectConfigurationName = ProjectConfigurationNameOverride == "" ? Platform.ToString() + "_" + Configuration.ToString() : ProjectConfigurationNameOverride;
ProjectPlatformName = ProjectPlatformNameOverride == "" ? VCProjectFileGenerator.DefaultPlatformName : ProjectPlatformNameOverride;
}
if( !String.IsNullOrEmpty( TargetConfigurationName ) )
{
ProjectConfigurationName += "_" + TargetConfigurationName;
}
}
}
}
/// <summary>
/// Checks to see if the specified solution platform and configuration is able to map to this project
/// </summary>
/// <param name="ProjectTarget">The target that we're checking for a valid platform/config combination</param>
/// <param name="Platform">Platform</param>
/// <param name="Configuration">Configuration</param>
/// <returns>True if this is a valid combination for this project, otherwise false</returns>
public static bool IsValidProjectPlatformAndConfiguration(ProjectTarget ProjectTarget, UnrealTargetPlatform Platform, UnrealTargetConfiguration Configuration)
{
var PlatformProjectGenerator = UEPlatformProjectGenerator.GetPlatformProjectGenerator(Platform, true);
if (PlatformProjectGenerator == null)
{
return false;
}
var BuildPlatform = UEBuildPlatform.GetBuildPlatform(Platform, true);
if (BuildPlatform == null)
{
return false;
}
if (BuildPlatform.HasRequiredSDKsInstalled() != SDKStatus.Valid)
{
return false;
}
var SupportedConfigurations = new List<UnrealTargetConfiguration>();
var SupportedPlatforms = new List<UnrealTargetPlatform>();
if (!ProjectFileGenerator.bCreateDummyConfigsForUnsupportedPlatforms || ProjectFileGenerator.bGeneratingRocketProjectFiles)
{
if( ProjectTarget.TargetRules != null )
{
ProjectTarget.TargetRules.GetSupportedPlatforms(ref SupportedPlatforms);
}
}
else
{
UnrealBuildTool.GetAllPlatforms(ref SupportedPlatforms);
}
bool bIncludeTestAndShippingConfigs = ProjectFileGenerator.bIncludeTestAndShippingConfigs || ProjectFileGenerator.bGeneratingRocketProjectFiles;
if( ProjectTarget.TargetRules != null )
{
// Rocket projects always get shipping configs
ProjectTarget.TargetRules.GetSupportedConfigurations(ref SupportedConfigurations, bIncludeTestAndShippingConfigs:bIncludeTestAndShippingConfigs);
}
// Add all of the extra platforms/configurations for this target
{
foreach( var ExtraPlatform in ProjectTarget.ExtraSupportedPlatforms )
{
if( !SupportedPlatforms.Contains( ExtraPlatform ) )
{
SupportedPlatforms.Add( ExtraPlatform );
}
}
foreach( var ExtraConfig in ProjectTarget.ExtraSupportedConfigurations )
{
if( bIncludeTestAndShippingConfigs || ( ExtraConfig != UnrealTargetConfiguration.Shipping && ExtraConfig != UnrealTargetConfiguration.Test ) )
{
if( !SupportedConfigurations.Contains( ExtraConfig ) )
{
SupportedConfigurations.Add( ExtraConfig );
}
}
}
}
// Only build for supported platforms
if (SupportedPlatforms.Contains(Platform) == false)
{
return false;
}
// Only build for supported configurations
if (SupportedConfigurations.Contains(Configuration) == false)
{
return false;
}
return true;
}
/// <summary>
/// GUID for this Visual C++ project file
/// </summary>
public Guid ProjectGUID
{
get;
protected set;
}
}
public class VCProjectFile : MSBuildProjectFile
{
// This is the GUID that Visual Studio uses to identify a C++ project file in the solution
public override string ProjectTypeGUID
{
get { return "{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}"; }
}
/// <summary>
/// Constructs a new project file object
/// </summary>
/// <param name="InitFilePath">The path to the project file on disk</param>
public VCProjectFile(string InitFilePath)
: base( InitFilePath )
{
}
class ProjectConfigAndTargetCombination
{
public UnrealTargetPlatform Platform;
public UnrealTargetConfiguration Configuration;
public string ProjectPlatformName;
public string ProjectConfigurationName;
public ProjectTarget ProjectTarget;
public ProjectConfigAndTargetCombination(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration, string InProjectPlatformName, string InProjectConfigurationName, ProjectTarget InProjectTarget)
{
Platform = InPlatform;
Configuration = InConfiguration;
ProjectPlatformName = InProjectPlatformName;
ProjectConfigurationName = InProjectConfigurationName;
ProjectTarget = InProjectTarget;
}
public string ProjectConfigurationAndPlatformName
{
get { return (ProjectPlatformName == null)? null : (ProjectConfigurationName + "|" + ProjectPlatformName); }
}
public override string ToString()
{
return String.Format("{0} {1} {2}", ProjectTarget, Platform, Configuration);
}
}
/// Implements Project interface
public override bool WriteProjectFile(List<UnrealTargetPlatform> InPlatforms, List<UnrealTargetConfiguration> InConfigurations)
{
string ProjectName = Path.GetFileNameWithoutExtension(ProjectFilePath);
bool bSuccess = true;
// NOTE: We intentionally do not SORT the source file list, as we want the order they're written to disk to be consistent
// with how they are stored in memory. This makes for more consistent Unity compiles when alternating between
// using "auto" projects and on-disk projects for builds.
var ShouldSortSourceFiles = false;
if( ShouldSortSourceFiles )
{
// Source our list of source files
Comparison<SourceFile> SourceFileComparer = ( FileA, FileB ) => { return FileA.FilePath.CompareTo( FileB.FilePath ); };
SourceFiles.Sort( SourceFileComparer );
}
// Build up the new include search path string
var VCIncludeSearchPaths = new StringBuilder();
{
foreach (var CurPath in IntelliSenseIncludeSearchPaths)
{
VCIncludeSearchPaths.Append(CurPath + ";");
}
foreach (var CurPath in IntelliSenseSystemIncludeSearchPaths)
{
VCIncludeSearchPaths.Append(CurPath + ";");
}
if (InPlatforms.Contains(UnrealTargetPlatform.UWP))
{
VCIncludeSearchPaths.Append(UWPToolChain.GetVCIncludePaths(CPPTargetPlatform.UWP) + ";");
}
else if (InPlatforms.Contains(UnrealTargetPlatform.Win64))
{
VCIncludeSearchPaths.Append(VCToolChain.GetVCIncludePaths(CPPTargetPlatform.Win64) + ";");
}
else if (InPlatforms.Contains(UnrealTargetPlatform.Win32))
{
VCIncludeSearchPaths.Append(VCToolChain.GetVCIncludePaths(CPPTargetPlatform.Win32) + ";");
}
}
var VCPreprocessorDefinitions = new StringBuilder();
foreach( var CurDef in IntelliSensePreprocessorDefinitions )
{
if( VCPreprocessorDefinitions.Length > 0 )
{
VCPreprocessorDefinitions.Append( ';' );
}
VCPreprocessorDefinitions.Append( CurDef );
}
// Setup VC project file content
var VCProjectFileContent = new StringBuilder();
var VCFiltersFileContent = new StringBuilder();
var 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.
var FiltersFileIsNeeded = false;
// Project file header
VCProjectFileContent.Append(
"<?xml version=\"1.0\" encoding=\"utf-8\"?>" + ProjectFileGenerator.NewLine +
ProjectFileGenerator.NewLine +
"<Project DefaultTargets=\"Build\" ToolsVersion=\"" + VCProjectFileGenerator.ProjectFileToolVersionString + "\" 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.ProjectFileToolVersionString + "\" xmlns=\"http://schemas.microsoft.com/developer/msbuild/2003\">" + ProjectFileGenerator.NewLine
);
}
// Build up a list of platforms and configurations this project will support. In this list, Unknown simply
// means that we should use the default "stub" project platform and configuration name.
var ProjectConfigAndTargetCombinations = new List< ProjectConfigAndTargetCombination >();
// If this is a "stub" project, then only add a single configuration to the project
if( IsStubProject )
{
ProjectConfigAndTargetCombination StubCombination = new ProjectConfigAndTargetCombination(UnrealTargetPlatform.Unknown, UnrealTargetConfiguration.Unknown, StubProjectPlatformName, StubProjectConfigurationName, null);
ProjectConfigAndTargetCombinations.Add(StubCombination);
}
else
{
// Figure out all the desired configurations
foreach (var Configuration in InConfigurations)
{
//@todo.Rocket: Put this in a commonly accessible place?
if (UnrealBuildTool.IsValidConfiguration(Configuration) == false)
{
continue;
}
foreach (var Platform in InPlatforms)
{
if (UnrealBuildTool.IsValidPlatform(Platform) == false)
{
continue;
}
var BuildPlatform = UEBuildPlatform.GetBuildPlatform(Platform, true);
if ((BuildPlatform != null) && (BuildPlatform.HasRequiredSDKsInstalled() == SDKStatus.Valid))
{
// Now go through all of the target types for this project
if( ProjectTargets.Count == 0 )
{
throw new BuildException( "Expecting at least one ProjectTarget to be associated with project '{0}' in the TargetProjects list ", ProjectFilePath );
}
foreach( var ProjectTarget in ProjectTargets )
{
if(IsValidProjectPlatformAndConfiguration( ProjectTarget, Platform, Configuration ))
{
string ProjectPlatformName, ProjectConfigurationName;
MakeProjectPlatformAndConfigurationNames(Platform, Configuration, ProjectTarget.TargetRules.ConfigurationName, out ProjectPlatformName, out ProjectConfigurationName);
ProjectConfigAndTargetCombination Combination = new ProjectConfigAndTargetCombination(Platform, Configuration, ProjectPlatformName, ProjectConfigurationName, ProjectTarget);
ProjectConfigAndTargetCombinations.Add( Combination );
}
}
}
}
}
}
VCProjectFileContent.Append(
" <ItemGroup Label=\"ProjectConfigurations\">" + ProjectFileGenerator.NewLine);
// Make a list of the platforms and configs as project-format names
var ProjectPlatforms = new List<UnrealTargetPlatform>();
var ProjectPlatformNameAndPlatforms = new List<Tuple<string, UnrealTargetPlatform>>(); // ProjectPlatformName, Platform
var ProjectConfigurationNameAndConfigurations = new List<Tuple<string, UnrealTargetConfiguration>>(); // ProjectConfigurationName, Configuration
foreach ( var 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( var ConfigurationTuple in ProjectConfigurationNameAndConfigurations )
{
var ProjectConfigurationName = ConfigurationTuple.Item1;
foreach( var PlatformTuple in ProjectPlatformNameAndPlatforms )
{
var ProjectPlatformName = PlatformTuple.Item1;
VCProjectFileContent.Append(
" <ProjectConfiguration Include=\"" + ProjectConfigurationName + "|" + ProjectPlatformName + "\">" + ProjectFileGenerator.NewLine +
" <Configuration>" + ProjectConfigurationName + "</Configuration>" + ProjectFileGenerator.NewLine +
" <Platform>" + ProjectPlatformName + "</Platform>" + ProjectFileGenerator.NewLine +
" </ProjectConfiguration>" + ProjectFileGenerator.NewLine);
}
}
VCProjectFileContent.Append(
" </ItemGroup>" + ProjectFileGenerator.NewLine);
VCFiltersFileContent.Append(
"<?xml version=\"1.0\" encoding=\"utf-8\"?>" + ProjectFileGenerator.NewLine +
ProjectFileGenerator.NewLine +
"<Project ToolsVersion=\"" + VCProjectFileGenerator.ProjectFileToolVersionString + "\" xmlns=\"http://schemas.microsoft.com/developer/msbuild/2003\">" + ProjectFileGenerator.NewLine);
// Platform specific PropertyGroups, etc.
StringBuilder AdditionalPropertyGroups = new StringBuilder();
if (!IsStubProject)
{
foreach (var Platform in ProjectPlatforms)
{
UEPlatformProjectGenerator ProjGenerator = UEPlatformProjectGenerator.GetPlatformProjectGenerator(Platform, true);
if (ProjGenerator != null && ProjGenerator.HasVisualStudioSupport(Platform, UnrealTargetConfiguration.Development))
{
AdditionalPropertyGroups.Append(ProjGenerator.GetAdditionalVisualStudioPropertyGroups(Platform));
}
}
VCProjectFileContent.Append( AdditionalPropertyGroups );
}
// Source folders and files
{
var LocalAliasedFiles = new List<AliasedFile>(AliasedFiles);
foreach( var 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
var ProjectRelativeSourceFile = Utils.MakePathRelativeTo( CurFile.FilePath, Path.GetDirectoryName( ProjectFilePath ) );
// 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 = Path.GetDirectoryName( ProjectRelativeSourceFile );
// Use the specified relative base folder
if( CurFile.RelativeBaseFolder != null ) // NOTE: We are looking for null strings, not empty strings!
{
FilterRelativeSourceDirectory = Path.GetDirectoryName( Utils.MakePathRelativeTo( CurFile.FilePath, CurFile.RelativeBaseFolder ) );
}
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
var FilterDirectories = new HashSet<string>();
foreach (var 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);
}
var VCFileType = GetVCFileType(AliasedFile.FileSystemPath);
VCProjectFileContent.Append(
" <" + VCFileType + " Include=\"" + AliasedFile.FileSystemPath + "\" />" + ProjectFileGenerator.NewLine);
if (!String.IsNullOrWhiteSpace(AliasedFile.ProjectPath))
{
VCFiltersFileContent.Append(
" <" + VCFileType + " Include=\"" + 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=\"" + AliasedFile.FileSystemPath + "\" />" + ProjectFileGenerator.NewLine);
}
}
VCProjectFileContent.Append(
" </ItemGroup>" + ProjectFileGenerator.NewLine );
VCFiltersFileContent.Append(
" </ItemGroup>" + ProjectFileGenerator.NewLine );
}
// 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);
VCProjectFileContent.Append(
" </PropertyGroup>" + ProjectFileGenerator.NewLine);
}
// Write each project configuration PreDefaultProps section
foreach (var ConfigurationTuple in ProjectConfigurationNameAndConfigurations)
{
var ProjectConfigurationName = ConfigurationTuple.Item1;
var TargetConfiguration = ConfigurationTuple.Item2;
foreach (var PlatformTuple in ProjectPlatformNameAndPlatforms)
{
var ProjectPlatformName = PlatformTuple.Item1;
var TargetPlatform = PlatformTuple.Item2;
WritePreDefaultPropsConfiguration( TargetPlatform, TargetConfiguration, ProjectPlatformName, ProjectConfigurationName, VCProjectFileContent );
}
}
VCProjectFileContent.Append(
" <Import Project=\"$(VCTargetsPath)\\Microsoft.Cpp.Default.props\" />" + ProjectFileGenerator.NewLine +
" <Import Project=\"$(VCTargetsPath)\\Microsoft.Cpp.props\" />" + ProjectFileGenerator.NewLine +
" <ImportGroup Label=\"ExtensionSettings\" />" + ProjectFileGenerator.NewLine +
" <PropertyGroup Label=\"UserMacros\" />" + ProjectFileGenerator.NewLine
);
// Write each project configuration
foreach( var Combination in ProjectConfigAndTargetCombinations )
{
WriteConfiguration( ProjectName, Combination, VCProjectFileContent, bGenerateUserFileContent? VCUserFileContent : null );
}
// For Rocket, include engine source in the source search paths. We never build it locally, so the debugger can't find it.
if(UnrealBuildTool.RunningRocket() && !IsStubProject)
{
VCProjectFileContent.Append(" <PropertyGroup>" + ProjectFileGenerator.NewLine);
VCProjectFileContent.Append(" <SourcePath>");
foreach(string DirectoryName in Directory.EnumerateDirectories(Path.GetFullPath(Path.Combine(ProjectFileGenerator.EngineRelativePath, "Source")), "*", SearchOption.AllDirectories))
{
if(Directory.EnumerateFiles(DirectoryName, "*.cpp").Any())
{
VCProjectFileContent.Append(DirectoryName);
VCProjectFileContent.Append(";");
}
}
VCProjectFileContent.Append("</SourcePath>" + ProjectFileGenerator.NewLine);
VCProjectFileContent.Append(" </PropertyGroup>" + ProjectFileGenerator.NewLine);
}
// Write IntelliSense info
{
// @todo projectfiles: Currently we are storing defines/include paths for ALL configurations rather than using ConditionString and storing
// this data uniquely for each target configuration. IntelliSense may behave better if we did that, but it will result in a LOT more
// data being stored into the project file, and might make the IDE perform worse when switching configurations!
VCProjectFileContent.Append(
" <PropertyGroup>" + ProjectFileGenerator.NewLine +
" <NMakePreprocessorDefinitions>$(NMakePreprocessorDefinitions)" + ( VCPreprocessorDefinitions.Length > 0 ? ( ";" + VCPreprocessorDefinitions ) : "" ) + "</NMakePreprocessorDefinitions>" + ProjectFileGenerator.NewLine +
" <NMakeIncludeSearchPath>$(NMakeIncludeSearchPath)" + ( VCIncludeSearchPaths.Length > 0 ? ( ";" + VCIncludeSearchPaths ) : "" ) + "</NMakeIncludeSearchPath>" + ProjectFileGenerator.NewLine +
" <NMakeForcedIncludes>$(NMakeForcedIncludes)</NMakeForcedIncludes>" + ProjectFileGenerator.NewLine +
" <NMakeAssemblySearchPath>$(NMakeAssemblySearchPath)</NMakeAssemblySearchPath>" + ProjectFileGenerator.NewLine +
" <NMakeForcedUsingAssemblies>$(NMakeForcedUsingAssemblies)</NMakeForcedUsingAssemblies>" + ProjectFileGenerator.NewLine +
" </PropertyGroup>" + ProjectFileGenerator.NewLine );
}
// look for additional import lines for all platforms for non stub projects
StringBuilder AdditionalImportSettings = new StringBuilder();
if (!IsStubProject)
{
foreach (var Platform in ProjectPlatforms)
{
UEPlatformProjectGenerator ProjGenerator = UEPlatformProjectGenerator.GetPlatformProjectGenerator(Platform, true);
if (ProjGenerator != null && ProjGenerator.HasVisualStudioSupport(Platform, UnrealTargetConfiguration.Development))
{
AdditionalImportSettings.Append(ProjGenerator.GetAdditionalVisualStudioImportSettings(Platform));
}
}
}
string OutputManifestString = "";
if (!IsStubProject)
{
foreach (var Platform in ProjectPlatforms)
{
UEPlatformProjectGenerator ProjGenerator = UEPlatformProjectGenerator.GetPlatformProjectGenerator(Platform, true);
if (ProjGenerator != null && ProjGenerator.HasVisualStudioSupport(Platform, UnrealTargetConfiguration.Development))
{
// @todo projectfiles: Serious hacks here because we are trying to emit one-time platform-specific sections that need information
// about a target type, but the project file may contain many types of targets! Some of this logic will need to move into
// the per-target configuration writing code.
var HackTargetType = TargetRules.TargetType.Game;
string HackTargetFilePath = null;
foreach( var 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( !String.IsNullOrEmpty( HackTargetFilePath ) )
{
OutputManifestString += ProjGenerator.GetVisualStudioOutputManifestSection(Platform, HackTargetType, HackTargetFilePath, ProjectFilePath);
}
}
}
}
VCProjectFileContent.Append(
OutputManifestString + // output manifest must come before the Cpp.targets file.
" <ItemDefinitionGroup>" + ProjectFileGenerator.NewLine +
" </ItemDefinitionGroup>" + ProjectFileGenerator.NewLine +
" <Import Project=\"$(VCTargetsPath)\\Microsoft.Cpp.targets\" />" + ProjectFileGenerator.NewLine +
AdditionalImportSettings.ToString() +
" <ImportGroup Label=\"ExtensionTargets\">" + ProjectFileGenerator.NewLine +
" </ImportGroup>" + ProjectFileGenerator.NewLine +
"</Project>" + ProjectFileGenerator.NewLine );
VCFiltersFileContent.Append(
"</Project>" + ProjectFileGenerator.NewLine );
if (bGenerateUserFileContent)
{
VCUserFileContent.Append(
"</Project>" + ProjectFileGenerator.NewLine
);
}
// Save the project file
if( bSuccess )
{
bSuccess = ProjectFileGenerator.WriteFileIfChanged( ProjectFilePath, VCProjectFileContent.ToString() );
}
// Save the filters file
if( bSuccess )
{
// Create a path to the project file's filters file
var VCFiltersFilePath = ProjectFilePath + ".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
var VCUserFilePath = ProjectFilePath + ".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
var PathRemaining = Utils.CleanDirectorySeparators( FilterRelativeSourceDirectory );
var FiltersFileIsNeeded = false;
if( !FilterDirectories.Contains( PathRemaining ) )
{
// Make sure all subdirectories leading up to this directory each have their own filter, too!
var AllDirectoriesInPath = new List<string>();
var PathSoFar = "";
for( ; ; )
{
if( PathRemaining.Length > 0 )
{
var 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( var 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
var 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;
}
var ProjectConfigurationAndPlatformName = ProjectConfigurationName + "|" + ProjectPlatformName;
string ConditionString = "Condition=\"'$(Configuration)|$(Platform)'=='" + ProjectConfigurationAndPlatformName + "'\"";
string PlatformToolsetString = (ProjGenerator != null) ? ProjGenerator.GetVisualStudioPlatformToolsetString(TargetPlatform, TargetConfiguration, this) : "";
if( String.IsNullOrEmpty( PlatformToolsetString ) )
{
PlatformToolsetString = " <PlatformToolset>" + VCProjectFileGenerator.ProjectFilePlatformToolsetVersionString + "</PlatformToolset>" + ProjectFileGenerator.NewLine;
}
string PlatformConfigurationType = (ProjGenerator == null)? "Makefile" : ProjGenerator.GetVisualStudioPlatformConfigurationType(TargetPlatform);
VCProjectFileContent.Append(
" <PropertyGroup " + ConditionString + " Label=\"Configuration\">" + ProjectFileGenerator.NewLine +
" <ConfigurationType>" + PlatformConfigurationType + "</ConfigurationType>" + ProjectFileGenerator.NewLine +
PlatformToolsetString +
" </PropertyGroup>" + ProjectFileGenerator.NewLine
);
}
// Anonymous function that writes project configuration data
private void WriteConfiguration(string ProjectName, ProjectConfigAndTargetCombination Combination, StringBuilder VCProjectFileContent, StringBuilder VCUserFileContent)
{
UnrealTargetPlatform Platform = Combination.Platform;
UnrealTargetConfiguration Configuration = Combination.Configuration;
UEPlatformProjectGenerator ProjGenerator = UEPlatformProjectGenerator.GetPlatformProjectGenerator(Platform, true);
if (((ProjGenerator == null) && (Platform != UnrealTargetPlatform.Unknown)))
{
return;
}
string UProjectPath = "";
if (IsForeignProject)
{
UProjectPath = "\"$(SolutionDir)$(ProjectName).uproject\"";
}
string ConditionString = "Condition=\"'$(Configuration)|$(Platform)'=='" + Combination.ProjectConfigurationAndPlatformName + "'\"";
{
VCProjectFileContent.Append(
" <ImportGroup " + ConditionString + " Label=\"PropertySheets\">" + ProjectFileGenerator.NewLine +
" <Import Project=\"$(UserRootDir)\\Microsoft.Cpp.$(Platform).user.props\" Condition=\"exists('$(UserRootDir)\\Microsoft.Cpp.$(Platform).user.props')\" Label=\"LocalAppDataPlatform\" />" + ProjectFileGenerator.NewLine +
" </ImportGroup>" + ProjectFileGenerator.NewLine);
if (IsStubProject)
{
string ProjectRelativeUnusedDirectory = NormalizeProjectPath(Path.Combine(ProjectFileGenerator.EngineRelativePath, BuildConfiguration.BaseIntermediateFolder, "Unused"));
VCProjectFileContent.Append(
" <PropertyGroup " + ConditionString + ">" + ProjectFileGenerator.NewLine +
" <OutDir>" + ProjectRelativeUnusedDirectory + Path.DirectorySeparatorChar + "</OutDir>" + ProjectFileGenerator.NewLine +
" <IntDir>" + ProjectRelativeUnusedDirectory + Path.DirectorySeparatorChar + "</IntDir>" + ProjectFileGenerator.NewLine +
" <NMakeBuildCommandLine>@rem Nothing to do.</NMakeBuildCommandLine>" + ProjectFileGenerator.NewLine +
" <NMakeReBuildCommandLine>@rem Nothing to do.</NMakeReBuildCommandLine>" + ProjectFileGenerator.NewLine +
" <NMakeCleanCommandLine>@rem Nothing to do.</NMakeCleanCommandLine>" + ProjectFileGenerator.NewLine +
" <NMakeOutput/>" + ProjectFileGenerator.NewLine +
" </PropertyGroup>" + ProjectFileGenerator.NewLine);
}
else
{
TargetRules TargetRulesObject = Combination.ProjectTarget.TargetRules;
string TargetFilePath = Combination.ProjectTarget.TargetFilePath;
string TargetName = Utils.GetFilenameWithoutAnyExtensions(TargetFilePath);
var UBTPlatformName = IsStubProject ? StubProjectPlatformName : Platform.ToString();
var UBTConfigurationName = IsStubProject ? StubProjectConfigurationName : Configuration.ToString();
// Setup output path
var BuildPlatform = UEBuildPlatform.GetBuildPlatform(Platform);
// Figure out if this is a monolithic build
bool bShouldCompileMonolithic = BuildPlatform.ShouldCompileMonolithicBinary(Platform);
bShouldCompileMonolithic |= TargetRulesObject.ShouldCompileMonolithic(Platform, Configuration);
// Get the output directory
string EngineRootDirectory = Path.GetFullPath(ProjectFileGenerator.EngineRelativePath);
string RootDirectory = EngineRootDirectory;
if ((TargetRules.IsAGame(TargetRulesObject.Type) || TargetRulesObject.Type == TargetRules.TargetType.Server) && bShouldCompileMonolithic && !TargetRulesObject.bOutputToEngineBinaries)
{
if (UnrealBuildTool.HasUProjectFile() && Utils.IsFileUnderDirectory(TargetFilePath, UnrealBuildTool.GetUProjectPath()))
{
RootDirectory = Path.GetFullPath(UnrealBuildTool.GetUProjectPath());
}
else
{
string UnrealProjectPath = UProjectInfo.GetProjectFilePath(ProjectName);
if (!String.IsNullOrEmpty(UnrealProjectPath))
{
RootDirectory = Path.GetDirectoryName(Path.GetFullPath(UnrealProjectPath));
}
}
}
if(TargetRulesObject.Type == TargetRules.TargetType.Program && !TargetRulesObject.bOutputToEngineBinaries)
{
string UnrealProjectPath = UProjectInfo.GetProjectForTarget(TargetName);
if (!String.IsNullOrEmpty(UnrealProjectPath))
{
RootDirectory = Path.GetDirectoryName(Path.GetFullPath(UnrealProjectPath));
}
}
// Get the output directory
string OutputDirectory = Path.Combine(RootDirectory, "Binaries", UBTPlatformName);
// Get the executable name (minus any platform or config suffixes)
string BaseExeName = TargetName;
if (!bShouldCompileMonolithic && TargetRulesObject.Type != TargetRules.TargetType.Program)
{
// Figure out what the compiled binary will be called so that we can point the IDE to the correct file
string TargetConfigurationName = TargetRulesObject.ConfigurationName;
if (TargetConfigurationName != TargetRules.TargetType.Game.ToString() && TargetConfigurationName != TargetRules.TargetType.Program.ToString())
{
BaseExeName = "UE4" + TargetConfigurationName;
}
}
// Make the output file path
string NMakePath = Path.Combine(OutputDirectory, BaseExeName);
if (Configuration != UnrealTargetConfiguration.Development && (Configuration != UnrealTargetConfiguration.DebugGame || bShouldCompileMonolithic))
{
NMakePath += "-" + UBTPlatformName + "-" + UBTConfigurationName;
}
NMakePath += BuildPlatform.GetActiveArchitecture();
NMakePath += BuildPlatform.GetBinaryExtension(UEBuildBinaryType.Executable);
NMakePath = (BuildPlatform as UEBuildPlatform).ModifyNMakeOutput(NMakePath);
VCProjectFileContent.Append(
" <PropertyGroup " + ConditionString + ">" + ProjectFileGenerator.NewLine);
string PathStrings = (ProjGenerator != null) ? ProjGenerator.GetVisualStudioPathsEntries(Platform, Configuration, TargetRulesObject.Type, TargetFilePath, ProjectFilePath, NMakePath) : "";
if (string.IsNullOrEmpty(PathStrings) || (PathStrings.Contains("<IntDir>") == false))
{
string ProjectRelativeUnusedDirectory = "$(ProjectDir)..\\Build\\Unused";
VCProjectFileContent.Append(
PathStrings +
" <OutDir>" + ProjectRelativeUnusedDirectory + Path.DirectorySeparatorChar + "</OutDir>" + ProjectFileGenerator.NewLine +
" <IntDir>" + ProjectRelativeUnusedDirectory + Path.DirectorySeparatorChar + "</IntDir>" + ProjectFileGenerator.NewLine);
}
else
{
VCProjectFileContent.Append(PathStrings);
}
if (TargetRules.IsGameType(TargetRulesObject.Type) &&
(TargetRules.IsEditorType(TargetRulesObject.Type) == false))
{
// Allow platforms to add any special properties they require... like aumid override for Xbox One
UEPlatformProjectGenerator.GenerateGamePlatformSpecificProperties(Platform, Configuration, TargetRulesObject.Type, VCProjectFileContent, RootDirectory, TargetFilePath);
}
// This is the standard UE4 based project NMake build line:
// ..\..\Build\BatchFiles\Build.bat <TARGETNAME> <PLATFORM> <CONFIGURATION>
// ie ..\..\Build\BatchFiles\Build.bat BlankProgram Win64 Debug
string BuildArguments = " " + TargetName + " " + UBTPlatformName + " " + UBTConfigurationName;
if(ProjectFileGenerator.bUsePrecompiled)
{
BuildArguments += " -useprecompiled";
}
if (IsForeignProject)
{
BuildArguments += " " + UProjectPath + (UnrealBuildTool.RunningRocket() ? " -rocket" : "");
}
string BatchFilesDirectoryName = Path.Combine(ProjectFileGenerator.EngineRelativePath, "Build", "BatchFiles");
// @todo UWP: For the MS toolchains, if an override was set for project generation, push that into the build strings to override the build toolchain as well
string BuildToolOverride = "";
if (UnrealBuildTool.CommandLineContains("-2012"))
{
BuildToolOverride = " -2012";
}
if (UnrealBuildTool.CommandLineContains("-2013"))
{
BuildToolOverride = " -2013";
}
if (UnrealBuildTool.CommandLineContains("-2015"))
{
BuildToolOverride = " -2015";
}
BuildArguments += BuildToolOverride;
// NMake Build command line
VCProjectFileContent.Append(" <NMakeBuildCommandLine>");
VCProjectFileContent.Append(EscapePath(NormalizeProjectPath(Path.Combine(BatchFilesDirectoryName, "Build.bat"))) + BuildArguments.ToString());
VCProjectFileContent.Append("</NMakeBuildCommandLine>" + ProjectFileGenerator.NewLine);
// NMake ReBuild command line
VCProjectFileContent.Append(" <NMakeReBuildCommandLine>");
VCProjectFileContent.Append(EscapePath(NormalizeProjectPath(Path.Combine(BatchFilesDirectoryName, "Rebuild.bat"))) + BuildArguments.ToString());
VCProjectFileContent.Append("</NMakeReBuildCommandLine>" + ProjectFileGenerator.NewLine);
// NMake Clean command line
VCProjectFileContent.Append(" <NMakeCleanCommandLine>");
VCProjectFileContent.Append(EscapePath(NormalizeProjectPath(Path.Combine(BatchFilesDirectoryName, "Clean.bat"))) + BuildArguments.ToString());
VCProjectFileContent.Append("</NMakeCleanCommandLine>" + ProjectFileGenerator.NewLine);
VCProjectFileContent.Append(" <NMakeOutput>");
VCProjectFileContent.Append(NormalizeProjectPath(NMakePath));
VCProjectFileContent.Append("</NMakeOutput>" + ProjectFileGenerator.NewLine);
VCProjectFileContent.Append(" </PropertyGroup>" + ProjectFileGenerator.NewLine);
string LayoutDirString = (ProjGenerator != null) ? ProjGenerator.GetVisualStudioLayoutDirSection(Platform, Configuration, ConditionString, Combination.ProjectTarget.TargetRules.Type, Combination.ProjectTarget.TargetFilePath, ProjectFilePath, NMakePath) : "";
VCProjectFileContent.Append(LayoutDirString);
}
if (VCUserFileContent != null && Combination.ProjectTarget != null)
{
TargetRules TargetRulesObject = Combination.ProjectTarget.TargetRules;
if ((Platform == UnrealTargetPlatform.Win32) || (Platform == UnrealTargetPlatform.Win64) || (Platform == UnrealTargetPlatform.UWP))
{
VCUserFileContent.Append(
" <PropertyGroup " + ConditionString + ">" + ProjectFileGenerator.NewLine);
if (TargetRulesObject.Type != TargetRules.TargetType.Game)
{
string DebugOptions = "";
if(IsForeignProject)
{
DebugOptions += UProjectPath;
}
else if(TargetRulesObject.Type == TargetRules.TargetType.Editor && ProjectName != "UE4")
{
DebugOptions += ProjectName;
}
if (Configuration == UnrealTargetConfiguration.Debug || Configuration == UnrealTargetConfiguration.DebugGame)
{
DebugOptions += " -debug";
}
else if (Configuration == UnrealTargetConfiguration.Shipping)
{
DebugOptions += " -shipping";
}
VCUserFileContent.Append(
" <LocalDebuggerCommandArguments>" + DebugOptions + "</LocalDebuggerCommandArguments>" + ProjectFileGenerator.NewLine
);
}
VCUserFileContent.Append(
" <DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>" + ProjectFileGenerator.NewLine
);
VCUserFileContent.Append(
" </PropertyGroup>" + ProjectFileGenerator.NewLine
);
}
string PlatformUserFileStrings = (ProjGenerator != null) ? ProjGenerator.GetVisualStudioUserFileStrings(Platform, Configuration, ConditionString, TargetRulesObject, Combination.ProjectTarget.TargetFilePath, ProjectFilePath) : "";
VCUserFileContent.Append(PlatformUserFileStrings);
}
}
}
}
/** A Visual C# project. */
public class VCSharpProjectFile : MSBuildProjectFile
{
// This is the GUID that Visual Studio uses to identify a C# project file in the solution
public override string ProjectTypeGUID
{
get { return "{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}"; }
}
/// <summary>
/// Constructs a new project file object
/// </summary>
/// <param name="InitFilePath">The path to the project file on disk</param>
public VCSharpProjectFile( string InitFilePath )
: base( InitFilePath )
{
}
/** Reads the list of dependencies from the specified project file. */
public List<string> GetCSharpDependencies()
{
var RelativeFilePaths = new List<string>();
var Doc = new XmlDocument();
Doc.Load( ProjectFilePath );
var Tags = new string[] { "Compile", "Page", "Resource" };
foreach( var Tag in Tags )
{
var Elements = Doc.GetElementsByTagName( Tag );
foreach( XmlElement Element in Elements )
{
RelativeFilePaths.Add( Element.GetAttribute( "Include" ) );
}
}
return RelativeFilePaths;
}
/**
* Adds a C# dot net (system) assembly reference to this project
*
* @param AssemblyReference The full path to the assembly file on disk
*/
public void AddDotNetAssemblyReference(string AssemblyReference)
{
if (!DotNetAssemblyReferences.Contains(AssemblyReference))
{
DotNetAssemblyReferences.Add(AssemblyReference);
}
}
/**
* Adds a C# assembly reference to this project, such as a third party assembly needed for this project to compile
*
* @param AssemblyReference The full path to the assembly file on disk
*/
public void AddAssemblyReference( string AssemblyReference )
{
AssemblyReferences.Add( AssemblyReference );
}
/// <summary>
/// Basic csproj file support. Generates C# library project with one build config.
/// </summary>
/// <param name="InPlatforms">Not used.</param>
/// <param name="InConfigurations">Not Used.</param>
/// <returns>true if the opration was successful, false otherwise</returns>
public override bool WriteProjectFile(List<UnrealTargetPlatform> InPlatforms, List<UnrealTargetConfiguration> InConfigurations)
{
bool bSuccess = true;
// Setup C# project file content.
var ProjectFileContent = new StringBuilder();
// Project file header.
ProjectFileContent.Append(
"<?xml version=\"1.0\" encoding=\"utf-8\"?>" + ProjectFileGenerator.NewLine +
"<Project DefaultTargets=\"Build\" ToolsVersion=\"" + VCProjectFileGenerator.ProjectFileToolVersionString + "\" xmlns=\"http://schemas.microsoft.com/developer/msbuild/2003\">" + ProjectFileGenerator.NewLine);
ProjectFileContent.Append(
"<Import Project=\"$(MSBuildExtensionsPath)\\$(MSBuildToolsVersion)\\Microsoft.Common.props\" Condition=\"Exists('$(MSBuildExtensionsPath)\\$(MSBuildToolsVersion)\\Microsoft.Common.props')\" />" +
ProjectFileGenerator.NewLine);
// Support single configuration only (for now).
ProjectFileContent.Append(
"<PropertyGroup Condition=\" '$(Configuration)|$(Platform)' == 'Development|AnyCPU' \">" + ProjectFileGenerator.NewLine +
"\t<DebugType>pdbonly</DebugType>" + ProjectFileGenerator.NewLine +
"\t<Optimize>true</Optimize>" + ProjectFileGenerator.NewLine +
"\t<OutputPath>bin\\Release\\</OutputPath>" + ProjectFileGenerator.NewLine +
"\t<DefineConstants>TRACE</DefineConstants>" + ProjectFileGenerator.NewLine +
"\t<ErrorReport>prompt</ErrorReport>" + ProjectFileGenerator.NewLine +
"\t<WarningLevel>4</WarningLevel>" + ProjectFileGenerator.NewLine +
"\t<TreatWarningsAsErrors>true</TreatWarningsAsErrors>" + ProjectFileGenerator.NewLine +
"</PropertyGroup>" + ProjectFileGenerator.NewLine);
ProjectFileContent.Append(
"<PropertyGroup>" + ProjectFileGenerator.NewLine +
"\t<OutputType>Library</OutputType>" + ProjectFileGenerator.NewLine +
"\t<ProjectGuid>" + ProjectGUID.ToString("B").ToUpperInvariant() + "</ProjectGuid>" + ProjectFileGenerator.NewLine +
"\t<TargetFrameworkVersion>v4.0</TargetFrameworkVersion>" + ProjectFileGenerator.NewLine +
"\t</PropertyGroup>" + ProjectFileGenerator.NewLine);
// Basic .Net references
if (DotNetAssemblyReferences.Count > 0)
{
ProjectFileContent.Append("<ItemGroup>" + ProjectFileGenerator.NewLine);
foreach (var CurReference in DotNetAssemblyReferences)
{
ProjectFileContent.Append("\t<Reference Include=\"" + CurReference + "\" />" + ProjectFileGenerator.NewLine);
}
ProjectFileContent.Append("</ItemGroup>" + ProjectFileGenerator.NewLine);
}
// External or third party assembly references
if( AssemblyReferences.Count > 0 )
{
ProjectFileContent.Append( "<ItemGroup>" + ProjectFileGenerator.NewLine );
foreach( var CurReference in AssemblyReferences )
{
ProjectFileContent.Append( "\t<Reference Include=\"" + Path.GetFileNameWithoutExtension( CurReference ) + "\" >" + ProjectFileGenerator.NewLine );
ProjectFileContent.Append( "\t\t<HintPath>" + Utils.MakePathRelativeTo( CurReference, Path.GetDirectoryName(ProjectFilePath) ) + "</HintPath>" + ProjectFileGenerator.NewLine );
ProjectFileContent.Append( "\t</Reference>" + ProjectFileGenerator.NewLine );
}
ProjectFileContent.Append( "</ItemGroup>" + ProjectFileGenerator.NewLine );
}
// Other references (note it's assumed all references here are at least of MSBuildProjectFile type.
foreach (var Project in DependsOnProjects)
{
var RelativePath = Utils.MakePathRelativeTo(Path.GetDirectoryName(Project.ProjectFilePath), Path.GetDirectoryName(ProjectFilePath));
RelativePath = Path.Combine(RelativePath, Path.GetFileName(Project.ProjectFilePath));
ProjectFileContent.Append(
"<ItemGroup>" + ProjectFileGenerator.NewLine +
"<ProjectReference Include=\"" + RelativePath + "\">" + ProjectFileGenerator.NewLine +
"<Project>" + ((MSBuildProjectFile)Project).ProjectGUID.ToString("B").ToUpperInvariant() + "</Project>" + ProjectFileGenerator.NewLine +
"<Name>" + Path.GetFileNameWithoutExtension(RelativePath) + "</Name>" + ProjectFileGenerator.NewLine +
"</ProjectReference>" + ProjectFileGenerator.NewLine +
"</ItemGroup>" + ProjectFileGenerator.NewLine);
}
// Source files.
ProjectFileContent.Append(
" <ItemGroup>" + ProjectFileGenerator.NewLine );
// Add all files to the project.
foreach( var CurFile in SourceFiles )
{
var ProjectRelativeSourceFile = Utils.MakePathRelativeTo( CurFile.FilePath, Path.GetDirectoryName( ProjectFilePath ) );
ProjectFileContent.Append(
" <Compile Include=\"" + ProjectRelativeSourceFile + "\" />" + ProjectFileGenerator.NewLine);
}
ProjectFileContent.Append(
" </ItemGroup>" + ProjectFileGenerator.NewLine );
ProjectFileContent.Append(
"<Import Project=\"$(MSBuildToolsPath)\\Microsoft.CSharp.targets\" />" + ProjectFileGenerator.NewLine);
ProjectFileContent.Append(
"</Project>" + ProjectFileGenerator.NewLine );
// Save the project file
if (bSuccess)
{
bSuccess = ProjectFileGenerator.WriteFileIfChanged(ProjectFilePath, ProjectFileContent.ToString());
}
return bSuccess;
}
/// Assemblies this project is dependent on
protected readonly List<string> AssemblyReferences = new List<string>();
/// System assemblies this project is dependent on
protected readonly List<string> DotNetAssemblyReferences = new List<string>() { "System", "System.Core", "System.Data", "System.Xml" };
}
/// <summary>
/// A Sandcastle Help File Builder project
/// </summary>
public class VSHFBProjectFile : MSBuildProjectFile
{
// This is the GUID that Visual Studio uses to identify a Sandcastle Help File project file in the solution - note the lack of {}
public override string ProjectTypeGUID
{
get { return "0074e5b6-dd35-4f2c-9ede-f6259f61e92c"; }
}
/// <summary>
/// Constructs a new project file object
/// </summary>
/// <param name="InitFilePath">The path to the project file on disk</param>
public VSHFBProjectFile( string InitFilePath )
: base( InitFilePath )
{
}
}
}