Files
UnrealEngineUWP/Engine/Source/Programs/UnrealBuildTool/System/QMakefileGenerator.cs
UnrealBot 9b1c48bbc0 Snapshot for changelist 2472867.
[CL 2472867 in Main branch]
2015-03-09 15:40:00 -04:00

461 lines
16 KiB
C#

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Text;
using System.IO;
namespace UnrealBuildTool
{
/// <summary>
/// Represents a folder within the master project (e.g. Visual Studio solution)
/// </summary>
public class QMakefileFolder : MasterProjectFolder
{
/// <summary>
/// Constructor
/// </summary>
public QMakefileFolder( ProjectFileGenerator InitOwnerProjectFileGenerator, string InitFolderName )
: base(InitOwnerProjectFileGenerator, InitFolderName)
{
}
}
public class QMakefileProjectFile : ProjectFile
{
public QMakefileProjectFile( string InitFilePath )
: base(InitFilePath)
{
}
}
/// <summary>
/// QMakefile project file generator implementation
/// </summary>
public class QMakefileGenerator : ProjectFileGenerator
{
/// File extension for project files we'll be generating (e.g. ".vcxproj")
override public string ProjectFileExtension
{
get
{
return ".pro";
}
}
protected override bool WriteMasterProjectFile( ProjectFile UBTProject )
{
bool bSuccess = true;
return bSuccess;
}
/// <summary>
/// Splits the definition text into macro name and value (if any).
/// </summary>
/// <param name="Definition">Definition text</param>
/// <param name="Key">Out: The definition name</param>
/// <param name="Value">Out: The definition value or null if it has none</param>
/// <returns>Pair representing macro name and value.</returns>
private void SplitDefinitionAndValue(string Definition, out String Key, out String Value)
{
int EqualsIndex = Definition.IndexOf('=');
if (EqualsIndex >= 0)
{
Key = Definition.Substring(0, EqualsIndex);
Value = Definition.Substring(EqualsIndex + 1);
}
else
{
Key = Definition;
Value = "";
}
}
/// Adds the include directory to the list, after converting it to relative to UE4 root
private void AddIncludeDirectory(ref List<string> IncludeDirectories, string IncludeDir, string ProjectDir)
{
string FullProjectPath = Path.GetFullPath(ProjectFileGenerator.MasterProjectRelativePath);
string FullPath = "";
if (IncludeDir.StartsWith("/") && !IncludeDir.StartsWith(FullProjectPath))
{
// Full path to a fulder outside of project
FullPath = IncludeDir;
}
else
{
FullPath = Path.GetFullPath(Path.Combine(ProjectDir, IncludeDir));
FullPath = Utils.MakePathRelativeTo(FullPath, FullProjectPath);
FullPath = FullPath.TrimEnd('/');
}
if (!IncludeDirectories.Contains(FullPath) && !FullPath.Contains("FortniteGame/")) // @todo: skipping Fortnite header paths to shorten clang command line for building UE4XcodeHelper
{
IncludeDirectories.Add(FullPath);
}
}
// For later when moving all this back to MakefileGenerator.cs
private void AddDefines( ref List<string> DefinesContent, string define, string value)
{
}
private bool WriteQMakePro()
{
// Some more stuff borrowed from Mac side of things.
List<string> IncludeDirectories = new List<string>();
List<string> SystemIncludeDirectories = new List<string>();
List<string> DefinesAndValues = new List<string> ();
// DefineList.Add ("");
var QMakeIncludesFileName = MasterProjectName + "Includes.pri";
var QMakeIncludesPriFileContent = new StringBuilder();
var QMakeDefinesFileName = MasterProjectName + "Defines.pri";
var QMakeDefinesPriFileContent = new StringBuilder ();
string GameProjectPath = "";
string GameProjectFile = "";
string GameProjectRootPath = "";
string BuildCommand = "";
string QMakeGameProjectFile = "";
foreach (var CurProject in GeneratedProjectFiles) {
QMakefileProjectFile QMakeProject = CurProject as QMakefileProjectFile;
if (QMakeProject == null)
{
System.Console.WriteLine ("QMakeProject == null");
continue;
}
foreach (var CurPath in QMakeProject.IntelliSenseIncludeSearchPaths) {
AddIncludeDirectory(ref IncludeDirectories, CurPath, Path.GetDirectoryName(QMakeProject.ProjectFilePath));
// System.Console.WriteLine ("Not empty now? CurPath == ", CurPath);
}
foreach (var CurPath in QMakeProject.IntelliSenseSystemIncludeSearchPaths) {
AddIncludeDirectory (ref SystemIncludeDirectories, CurPath, Path.GetDirectoryName (QMakeProject.ProjectFilePath));
}
}
// Iterate through all the defines for the projects that are generated by
// UnrealBuildTool.exe
// !RAKE: move to seperate function
QMakeDefinesPriFileContent.Append("DEFINES += \\\n");
foreach (var CurProject in GeneratedProjectFiles)
{
QMakefileProjectFile QMakeProject = CurProject as QMakefileProjectFile;
if (QMakeProject == null)
{
System.Console.WriteLine ("QMakeProject == null");
continue;
}
foreach (var CurDefine in QMakeProject.IntelliSensePreprocessorDefinitions)
{
String define = "";
String value = "";
SplitDefinitionAndValue (CurDefine, out define, out value);
if(!DefinesAndValues.Contains(define))
{
// System.Console.WriteLine (CurDefine);
if (string.IsNullOrEmpty (value))
{
DefinesAndValues.Add ("\t");
DefinesAndValues.Add (String.Format("{0}=", define));
DefinesAndValues.Add (" \\\n");
}
else
{
DefinesAndValues.Add ("\t");
DefinesAndValues.Add (define);
DefinesAndValues.Add ("=");
DefinesAndValues.Add (value);
DefinesAndValues.Add (" \\\n");
}
}
}
}
foreach (var Def in DefinesAndValues) {
QMakeDefinesPriFileContent.Append (Def);
}
// Iterate through all the include paths that
// UnrealBuildTool.exe generates
// !RAKE: Move to seperate function
QMakeIncludesPriFileContent.Append ("INCLUDEPATH += \\\n");
foreach (var CurPath in IncludeDirectories) {
QMakeIncludesPriFileContent.Append ("\t");
QMakeIncludesPriFileContent.Append (CurPath);
QMakeIncludesPriFileContent.Append (" \\\n");
}
foreach (var CurPath in SystemIncludeDirectories) {
QMakeIncludesPriFileContent.Append ("\t");
QMakeIncludesPriFileContent.Append (CurPath);
QMakeIncludesPriFileContent.Append (" \\\n");
}
QMakeIncludesPriFileContent.Append("\n");
if (!String.IsNullOrEmpty (GameProjectName))
{
GameProjectPath = UnrealBuildTool.GetUProjectPath ();
GameProjectFile = UnrealBuildTool.GetUProjectFile ();
QMakeGameProjectFile = "gameProjectFile=" + GameProjectFile + "\n";
BuildCommand = "build=mono $$unrealRootPath/Engine/Binaries/DotNET/UnrealBuildTool.exe\n\n";
}
else
{
BuildCommand = "build=bash $$unrealRootPath/Engine/Build/BatchFiles/Linux/Build.sh\n";
}
var UnrealRootPath = Path.GetFullPath(ProjectFileGenerator.RootRelativePath);
var FileName = MasterProjectName + ".pro";
var QMakeSourcePriFileName = MasterProjectName + "Source.pri";
var QMakeHeaderPriFileName = MasterProjectName + "Header.pri";
var QMakeConfigPriFileName = MasterProjectName + "Config.pri";
var QMakeFileContent = new StringBuilder();
var QMakeSourcePriFileContent = new StringBuilder();
var QMakeHeaderPriFileContent = new StringBuilder();
var QMakeConfigPriFileContent = new StringBuilder();
var QMakeSectionEnd = " \n\n";
var QMakeSourceFilesList = "SOURCES += \\ \n";
var QMakeHeaderFilesList = "HEADERS += \\ \n";
var QMakeConfigFilesList = "OTHER_FILES += \\ \n";
var QMakeTargetList = "QMAKE_EXTRA_TARGETS += \\ \n";
if (!String.IsNullOrEmpty (GameProjectName)) {
GameProjectRootPath = GameProjectName + "RootPath=" + GameProjectPath + "\n\n";
}
QMakeFileContent.Append(
"# UnrealEngine.pro generated by QMakefileGenerator.cs\n" +
"# *DO NOT EDIT*\n\n" +
"TEMPLATE = aux\n" +
"CONFIG -= console\n" +
"CONFIG -= app_bundle\n" +
"CONFIG -= qt\n\n" +
"TARGET = UE4 \n\n" +
"unrealRootPath=" + UnrealRootPath + "\n" +
GameProjectRootPath +
QMakeGameProjectFile +
BuildCommand +
"args=$(ARGS)\n\n" +
"include(" + QMakeSourcePriFileName + ")\n" +
"include(" + QMakeHeaderPriFileName + ")\n" +
"include(" + QMakeConfigPriFileName + ")\n" +
"include(" + QMakeIncludesFileName + ")\n" +
"include(" + QMakeDefinesFileName + ")\n\n"
);
// Create SourceFiles, HeaderFiles, and ConfigFiles sections.
var AllModuleFiles = DiscoverModules();
foreach (string CurModuleFile in AllModuleFiles)
{
var FoundFiles = SourceFileSearch.FindModuleSourceFiles(CurModuleFile, ExcludeNoRedistFiles: bExcludeNoRedistFiles);
foreach (string CurSourceFile in FoundFiles)
{
string SourceFileRelativeToRoot = Utils.MakePathRelativeTo(CurSourceFile, Path.Combine(EngineRelativePath));
// Exclude Windows, Mac, and iOS only files/folders.
// This got ugly quick.
if (!SourceFileRelativeToRoot.Contains ("Source/ThirdParty/") &&
!SourceFileRelativeToRoot.Contains ("/Windows/") &&
!SourceFileRelativeToRoot.Contains ("/Mac/") &&
!SourceFileRelativeToRoot.Contains ("/IOS/") &&
!SourceFileRelativeToRoot.Contains ("/iOS/") &&
!SourceFileRelativeToRoot.Contains ("/VisualStudioSourceCodeAccess/") &&
!SourceFileRelativeToRoot.Contains ("/XCodeSourceCodeAccess/") &&
!SourceFileRelativeToRoot.Contains ("/WmfMedia/") &&
!SourceFileRelativeToRoot.Contains ("/IOSDeviceProfileSelector/") &&
!SourceFileRelativeToRoot.Contains ("/WindowsDeviceProfileSelector/") &&
!SourceFileRelativeToRoot.Contains ("/WindowsMoviePlayer/") &&
!SourceFileRelativeToRoot.Contains ("/AppleMoviePlayer/") &&
!SourceFileRelativeToRoot.Contains ("/MacGraphicsSwitching/") &&
!SourceFileRelativeToRoot.Contains ("/Apple/") &&
!SourceFileRelativeToRoot.Contains ("/WinRT/")
)
{
if (SourceFileRelativeToRoot.EndsWith (".cpp"))
{
if (!SourceFileRelativeToRoot.StartsWith ("..") && !Path.IsPathRooted (SourceFileRelativeToRoot))
{
// SourceFileRelativeToRoot = "Engine/" + SourceFileRelativeToRoot;
QMakeSourceFilesList += ("\t\"" + "$$unrealRootPath/Engine/" + SourceFileRelativeToRoot + "\" \\\n");
}
else
{
if (String.IsNullOrEmpty (GameProjectName))
{
// SourceFileRelativeToRoot = SourceFileRelativeToRoot.Substring (3);
QMakeSourceFilesList += ("\t\"" + SourceFileRelativeToRoot.Substring (3) + "\" \\\n");
}
else if (!String.IsNullOrEmpty (GameProjectName))
{
QMakeSourceFilesList += ("\t\"$$" + GameProjectName + "RootPath/" + Utils.MakePathRelativeTo (CurSourceFile, GameProjectPath) + "\" \\\n");
}
else
{
System.Console.WriteLine ("Error!, you should not be here.");
}
}
}
if (SourceFileRelativeToRoot.EndsWith (".h"))
{
if (!SourceFileRelativeToRoot.StartsWith ("..") && !Path.IsPathRooted (SourceFileRelativeToRoot))
{
// SourceFileRelativeToRoot = "Engine/" + SourceFileRelativeToRoot;
QMakeHeaderFilesList += ("\t\"" + "$$unrealRootPath/Engine/" + SourceFileRelativeToRoot + "\" \\\n");
}
else
{
if (String.IsNullOrEmpty (GameProjectName))
{
// SourceFileRelativeToRoot = SourceFileRelativeToRoot.Substring (3);
QMakeHeaderFilesList += ("\t\"" + SourceFileRelativeToRoot.Substring (3) + "\" \\\n");
}
else if (!String.IsNullOrEmpty (GameProjectName))
{
QMakeHeaderFilesList += ("\t\"$$" + GameProjectName + "RootPath/" + Utils.MakePathRelativeTo (CurSourceFile, GameProjectPath) + "\" \\\n");
}
else
{
System.Console.WriteLine ("Error!, you should not be here.");
}
}
}
if (SourceFileRelativeToRoot.EndsWith (".cs"))
{
if (!SourceFileRelativeToRoot.StartsWith ("..") && !Path.IsPathRooted (SourceFileRelativeToRoot))
{
// SourceFileRelativeToRoot = "Engine/" + SourceFileRelativeToRoot;
QMakeConfigFilesList += ("\t\"" + "$$unrealRootPath/Engine/" + SourceFileRelativeToRoot + "\" \\\n");
}
else
{
if (String.IsNullOrEmpty (GameProjectName))
{
// SourceFileRelativeToRoot = SourceFileRelativeToRoot.Substring (3);
QMakeConfigFilesList += ("\t\"" + SourceFileRelativeToRoot.Substring (3) + "\" \\\n");
}
else if (!String.IsNullOrEmpty (GameProjectName))
{
QMakeConfigFilesList += ("\t\"$$" + GameProjectName + "RootPath/" + Utils.MakePathRelativeTo (CurSourceFile, GameProjectPath) + "\" \\\n");
}
else
{
System.Console.WriteLine ("Error!, you should not be here.");
}
}
}
}
}
}
// Add section end to section strings;
QMakeSourceFilesList += QMakeSectionEnd;
QMakeHeaderFilesList += QMakeSectionEnd;
QMakeConfigFilesList += QMakeSectionEnd;
// Append sections to the QMakeLists.txt file
QMakeSourcePriFileContent.Append (QMakeSourceFilesList);
QMakeHeaderPriFileContent.Append (QMakeHeaderFilesList);
QMakeConfigPriFileContent.Append (QMakeConfigFilesList);
string QMakeProjectCmdArg = "";
foreach (string TargetFilePath in DiscoverTargets())
{
var TargetName = Utils.GetFilenameWithoutAnyExtensions(TargetFilePath); // Remove both ".cs" and ".
foreach (UnrealTargetConfiguration CurConfiguration in Enum.GetValues(typeof(UnrealTargetConfiguration)))
{
if (CurConfiguration != UnrealTargetConfiguration.Unknown && CurConfiguration != UnrealTargetConfiguration.Development)
{
if (UnrealBuildTool.IsValidConfiguration(CurConfiguration))
{
if (TargetName == GameProjectName || TargetName == (GameProjectName + "Editor"))
{
QMakeProjectCmdArg = " -project=\"\\\"$$gameProjectFile\\\"\"";
}
var ConfName = Enum.GetName(typeof(UnrealTargetConfiguration), CurConfiguration);
QMakeFileContent.Append(String.Format("{0}-Linux-{1}.commands = $$build {2} {0} Linux {1} $$args\n", TargetName, ConfName, QMakeProjectCmdArg));
QMakeTargetList += "\t" + TargetName + "-Linux-" + ConfName + " \\\n"; // , TargetName, ConfName);
}
}
}
if (TargetName == GameProjectName || TargetName == (GameProjectName + "Editor"))
{
QMakeProjectCmdArg = " -project=\"\\\"$$gameProjectFile\\\"\"";
}
QMakeFileContent.Append(String.Format("{0}.commands = $$build {1} {0} Linux Development $$args\n\n", TargetName, QMakeProjectCmdArg));
QMakeTargetList += "\t" + TargetName + " \\\n";
}
QMakeFileContent.Append (QMakeTargetList.TrimEnd('\\'));
var FullFileName = Path.Combine(MasterProjectRelativePath, FileName);
var FullQMakeDefinesFileName = Path.Combine (MasterProjectRelativePath, QMakeDefinesFileName);
var FullQMakeIncludesFileName = Path.Combine(MasterProjectRelativePath, QMakeIncludesFileName);
var FullQMakeSourcePriFileName = Path.Combine(MasterProjectRelativePath, QMakeSourcePriFileName);
var FullQMakeHeaderPriFileName = Path.Combine(MasterProjectRelativePath, QMakeHeaderPriFileName);
var FullQMakeConfigPriFileName = Path.Combine(MasterProjectRelativePath, QMakeConfigPriFileName);
WriteFileIfChanged (FullQMakeDefinesFileName, QMakeDefinesPriFileContent.ToString ());
WriteFileIfChanged (FullQMakeIncludesFileName, QMakeIncludesPriFileContent.ToString());
WriteFileIfChanged (FullQMakeSourcePriFileName, QMakeSourcePriFileContent.ToString());
WriteFileIfChanged (FullQMakeHeaderPriFileName, QMakeHeaderPriFileContent.ToString());
WriteFileIfChanged (FullQMakeConfigPriFileName, QMakeConfigPriFileContent.ToString());
return WriteFileIfChanged (FullFileName, QMakeFileContent.ToString ());
}
/// ProjectFileGenerator interface
//protected override bool WriteMasterProjectFile( ProjectFile UBTProject )
protected override bool WriteProjectFiles ()
{
return WriteQMakePro();
}
/// ProjectFileGenerator interface
public override MasterProjectFolder AllocateMasterProjectFolder( ProjectFileGenerator InitOwnerProjectFileGenerator, string InitFolderName )
{
return new QMakefileFolder( InitOwnerProjectFileGenerator, InitFolderName );
}
/// ProjectFileGenerator interface
/// <summary>
/// Allocates a generator-specific project file object
/// </summary>
/// <param name="InitFilePath">Path to the project file</param>
/// <returns>The newly allocated project file object</returns>
protected override ProjectFile AllocateProjectFile( string InitFilePath )
{
return new QMakefileProjectFile( InitFilePath );
}
/// ProjectFileGenerator interface
public override void CleanProjectFiles(string InMasterProjectRelativePath, string InMasterProjectName, string InIntermediateProjectFilesPath)
{
}
}
}