Files
UnrealEngineUWP/Engine/Source/Programs/UnrealBuildTool/ToolChain/UEToolChain.cs
Marc Audy 608734e30d Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 4664414
#rb
#rnx

[CL 4666113 by Marc Audy in Dev-Framework branch]
2018-12-17 12:24:20 -05:00

128 lines
4.4 KiB
C#

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Text.RegularExpressions;
using System.Diagnostics;
using System.IO;
using Microsoft.Win32;
using Tools.DotNETCommon;
namespace UnrealBuildTool
{
abstract class UEToolChain
{
/// <summary>
/// The C++ platform that this toolchain supports
/// </summary>
public readonly CppPlatform CppPlatform;
public UEToolChain(CppPlatform InCppPlatform)
{
CppPlatform = InCppPlatform;
}
public virtual void PrintVersionInfo()
{
}
public virtual void DoLocalToRemoteFileItem(FileItem LocalFileItem)
{
}
public abstract CPPOutput CompileCPPFiles(CppCompileEnvironment CompileEnvironment, List<FileItem> InputFiles, DirectoryReference OutputDir, string ModuleName, ActionGraph ActionGraph);
public virtual CPPOutput CompileRCFiles(CppCompileEnvironment Environment, List<FileItem> InputFiles, DirectoryReference OutputDir, ActionGraph ActionGraph)
{
CPPOutput Result = new CPPOutput();
return Result;
}
public abstract FileItem LinkFiles(LinkEnvironment LinkEnvironment, bool bBuildImportLibraryOnly, ActionGraph ActionGraph);
public virtual FileItem[] LinkAllFiles(LinkEnvironment LinkEnvironment, bool bBuildImportLibraryOnly, ActionGraph ActionGraph)
{
return new FileItem[] { LinkFiles(LinkEnvironment, bBuildImportLibraryOnly, ActionGraph) };
}
/// <summary>
/// Get the name of the response file for the current linker environment and output file
/// </summary>
/// <param name="LinkEnvironment"></param>
/// <param name="OutputFile"></param>
/// <returns></returns>
public static FileReference GetResponseFileName(LinkEnvironment LinkEnvironment, FileItem OutputFile)
{
// Construct a relative path for the intermediate response file
return FileReference.Combine(LinkEnvironment.IntermediateDirectory, OutputFile.Location.GetFileName() + ".response");
}
public virtual ICollection<FileItem> PostBuild(FileItem Executable, LinkEnvironment ExecutableLinkEnvironment, ActionGraph ActionGraph)
{
return new List<FileItem>();
}
public virtual void SetUpGlobalEnvironment(ReadOnlyTargetRules Target)
{
ParseProjectSettings();
}
public virtual void ParseProjectSettings()
{
}
public virtual void ModifyBuildProducts(ReadOnlyTargetRules Target, UEBuildBinary Binary, List<string> Libraries, List<UEBuildBundleResource> BundleResources, Dictionary<FileReference, BuildProductType> BuildProducts)
{
}
public virtual void FinalizeOutput(ReadOnlyTargetRules Target, List<FileItem> OutputItems, ActionGraph ActionGraph)
{
}
/// <summary>
/// Adds a build product and its associated debug file to a receipt.
/// </summary>
/// <param name="OutputFile">Build product to add</param>
/// <param name="OutputType">The type of build product</param>
public virtual bool ShouldAddDebugFileToReceipt(FileReference OutputFile, BuildProductType OutputType)
{
return true;
}
protected virtual void AddPrerequisiteSourceFile(CppCompileEnvironment CompileEnvironment, FileItem SourceFile, List<FileItem> PrerequisiteItems)
{
PrerequisiteItems.Add(SourceFile);
if (!CompileEnvironment.Headers.bUseUBTMakefiles) // In fast build iteration mode, we'll gather includes later on
{
// @todo ubtmake: What if one of the prerequisite files has become missing since it was updated in our cache? (usually, because a coder eliminated the source file)
// -> Two CASES:
// 1) NOT WORKING: Non-unity file went away (SourceFile in this context). That seems like an existing old use case. Compile params or Response file should have changed?
// 2) WORKING: Indirect file went away (unity'd original source file or include). This would return a file that no longer exists and adds to the prerequiteitems list
List<FileItem> IncludedFileList = CompileEnvironment.Headers.FindAndCacheAllIncludedFiles(SourceFile, CompileEnvironment.IncludePaths, bOnlyCachedDependencies: false);
if (IncludedFileList != null)
{
foreach (FileItem IncludedFile in IncludedFileList)
{
PrerequisiteItems.Add(IncludedFile);
}
}
}
}
public virtual void SetupBundleDependencies(List<UEBuildBinary> Binaries, string GameName)
{
}
public virtual void FixBundleBinariesPaths(UEBuildTarget Target, List<UEBuildBinary> Binaries)
{
}
public virtual string GetSDKVersion()
{
return "Not Applicable";
}
};
}