Files
UnrealEngineUWP/Engine/Source/Programs/UnrealBuildTool/System/KDevelopGenerator.cs
Dmitry Rekman 93bd759229 UBT: Extend CMake support to more platforms and other changes (UE-17019, UE-18448).
- Includes PR #1253: Create CMakeLists.txt for OS X with CLion support too (contributed by fsmorygo)
   * cmakefile key for UnrealBuildTool now allows being used on osx and linux
   * CMakeLists.txt now includes two additional sections:
           include_directories()
           add_definitions() for preprocessor definitions

- Includes PR #1372: Project Generator Platform Source/Include Path Exclusion Removal + Makefile/CMakeLists fixes (contributed by salamanderrake).
    * Files for other platforms aren't filtered out so they get indexed for an easier lookup.
    * Fix for missing cmake targets for code-based projects.

- Experimental Windows support (tested on Mac and Linux only).

#codereview Michael.Trepka, Josh.Adams

[CL 2618656 by Dmitry Rekman in Main branch]
2015-07-13 15:11:27 -04:00

476 lines
18 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 KDevelopFolder : MasterProjectFolder
{
/// <summary>
/// Constructor
/// </summary>
public KDevelopFolder( ProjectFileGenerator InitOwnerProjectFileGenerator, string InitFolderName )
: base(InitOwnerProjectFileGenerator, InitFolderName)
{
}
}
public class KDevelopProjectFile : ProjectFile
{
public KDevelopProjectFile( string InitFilePath )
: base(InitFilePath)
{
}
}
/// <summary>
/// KDevelop project file generator implementation
/// </summary>
public class KDevelopGenerator : ProjectFileGenerator
{
/// File extension for project files we'll be generating (e.g. ".vcxproj")
override public string ProjectFileExtension
{
get
{
return ".kdev4";
}
}
protected override bool WriteMasterProjectFile( ProjectFile UBTProject )
{
bool bSuccess = true;
return bSuccess;
}
/// <summary>
/// Write the primare $ProjectName.kdev4 project file, the one that should be opened when loading the project
/// into KDevelop
/// </summary>
/// <param name="FileContent">File content.</param>
/// <param name="Name">Name.</param>
private void WriteKDevMasterProjectSection( ref StringBuilder FileContent, string Name)
{
FileContent.Append ("\n");
FileContent.Append ("[Project] \n");
FileContent.Append ("Manager=KDevCustomBuildSystem \n");
FileContent.Append ("Name=");
FileContent.Append (Name);
FileContent.Append ("\n");
}
/// <summary>
/// Write the Command Sub section for .kdev4/$ProjectName.kdev4 file
/// </summary>
/// <param name="FileContent">File content.</param>
/// <param name="TargetName">Target name.</param>
/// <param name="ConfName">Conf name.</param>
/// <param name="BuildConfigIndex">Build config index.</param>
/// <param name="Type">Type.</param>
private void WriteCommandSubSection(ref StringBuilder FileContent, string TargetName, string ConfName, int BuildConfigIndex, int Type)
{
string ToolType = "";
string Executable = "";
string ProjectCmdArg = "";
string BuildCommand = "";
if (TargetName == GameProjectName)
{
ProjectCmdArg = " -project=\"" + UnrealBuildTool.GetUProjectFile () + "\"";
Executable = "mono";
BuildCommand = "Engine/Binaries/DotNET/UnrealBuildTool.exe";
if (Type == 1)
{
ProjectCmdArg = " -makefile -kdevelopfile " + ProjectCmdArg + " -game -engine ";
}
}
else if (TargetName == (GameProjectName + "Editor")) {
ProjectCmdArg = " -editorrecompile -project=\"" + UnrealBuildTool.GetUProjectFile () + "\"";
Executable = "mono";
BuildCommand = "Engine/Binaries/DotNET/UnrealBuildTool.exe";
if (Type == 1)
{
ProjectCmdArg = " -makefile -kdevelopfile " + ProjectCmdArg + " -game -engine ";
}
}
else
{
Executable = "bash";
BuildCommand = "Engine/Build/BatchFiles/Linux/Build.sh";
if (Type == 1)
{
// Override BuildCommand and ProjectCmdArg
BuildCommand = "./GenerateProjectFiles.sh";
// ProjectCmdArg = "";
}
}
if (Type == 0)
{
ToolType = "Build";
}
else if (Type == 1)
{
ToolType = "Configure";
}
else if (Type == 3)
{
ToolType = "Clean";
ConfName = ConfName + " -clean";
}
FileContent.Append (String.Format("[CustomBuildSystem][BuildConfig{0}][Tool{1}]\n", BuildConfigIndex, ToolType));
FileContent.Append (String.Format ("Arguments={0} {1} {2} Linux {3}\n", BuildCommand, ProjectCmdArg, TargetName, ConfName));
FileContent.Append ("Enabled=true\n");
FileContent.Append ("Environment=\n");
FileContent.Append (String.Format("Executable={0}\n", Executable));
FileContent.Append (String.Format("Type={0}\n\n",Type));
}
/// <summary>
/// Write the Command section for a .kdev4/$ProjectName.kdev4 file.
/// </summary>
/// <param name="FileContent">File content.</param>
private void WriteCommandSection( ref StringBuilder FileContent)
{
int BuildConfigIndex = 1;
var UnrealRootPath = Path.GetFullPath(ProjectFileGenerator.RootRelativePath);
FileContent.Append ("[CustomBuildSystem]\n");
FileContent.Append("CurrentConfiguration=BuildConfig0\n\n"); //
// The Basics to get up and running with the editor, utilizing the Makefile.
FileContent.Append (String.Format("[CustomBuildSystem][BuildConfig0]\nBuildDir=file://{0}\n", UnrealRootPath ));
FileContent.Append ("Title=BuildMeFirst\n\n");
FileContent.Append ("[CustomBuildSystem][BuildConfig0][ToolBuild]\n");
FileContent.Append ("Arguments=-f Makefile UE4Editor UE4Game ShaderCompileWorker UnrealLightmass UnrealPak\n");
FileContent.Append ("Enabled=true\n");
FileContent.Append ("Environment=\n");
FileContent.Append ("Executable=make\n");
FileContent.Append ("Type=0\n\n");
FileContent.Append ("[CustomBuildSystem][BuildConfig0][ToolClean]\n");
FileContent.Append ("Arguments=-f Makefile UE4Editor UE4Game ShaderCompileWorker UnrealLightmass UnrealPak -clean\n");
FileContent.Append ("Enabled=true\n");
FileContent.Append ("Environment=\n");
FileContent.Append ("Executable=make\n");
FileContent.Append ("Type=3\n\n");
FileContent.Append ("[CustomBuildSystem][BuildConfig0][ToolConfigure]\n");
FileContent.Append ("Arguments=./GenerateProjectFiles.sh\n");
FileContent.Append ("Enabled=true\n");
FileContent.Append ("Environment=\n");
FileContent.Append ("Executable=bash\n");
FileContent.Append ("Type=1\n\n");
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))
{
var ConfName = Enum.GetName(typeof(UnrealTargetConfiguration), CurConfiguration);
FileContent.Append (String.Format("[CustomBuildSystem][BuildConfig{0}]\nBuildDir=file://{1}\n", BuildConfigIndex, UnrealRootPath ));
if (TargetName == GameProjectName)
{
FileContent.Append (String.Format ("Title={0}-Linux-{1}\n\n", TargetName, ConfName));
WriteCommandSubSection (ref FileContent, TargetName, ConfName, BuildConfigIndex, 0);
WriteCommandSubSection (ref FileContent, TargetName, ConfName, BuildConfigIndex, 1);
WriteCommandSubSection (ref FileContent, TargetName, ConfName, BuildConfigIndex, 3);
}
else if (TargetName == (GameProjectName + "Editor"))
{
FileContent.Append (String.Format ("Title={0}-Linux-{1}\n\n", TargetName, ConfName));
WriteCommandSubSection (ref FileContent, TargetName, ConfName, BuildConfigIndex, 0);
WriteCommandSubSection (ref FileContent, TargetName, ConfName, BuildConfigIndex, 1);
WriteCommandSubSection (ref FileContent, TargetName, ConfName, BuildConfigIndex, 3);
}
else
{
FileContent.Append (String.Format ("Title={0}-Linux-{1}\n\n", TargetName, ConfName));
WriteCommandSubSection (ref FileContent, TargetName, ConfName, BuildConfigIndex, 0);
WriteCommandSubSection (ref FileContent, TargetName, ConfName, BuildConfigIndex, 1);
WriteCommandSubSection (ref FileContent, TargetName, ConfName, BuildConfigIndex, 3);
}
BuildConfigIndex++;
}
}
}
FileContent.Append (String.Format("[CustomBuildSystem][BuildConfig{0}]\nBuildDir=file://{1}\n", BuildConfigIndex, UnrealRootPath ));
if (TargetName == GameProjectName)
{
FileContent.Append (String.Format ("Title={0}\n\n", TargetName));
WriteCommandSubSection (ref FileContent, TargetName, "Development" , BuildConfigIndex, 0);
WriteCommandSubSection (ref FileContent, TargetName, "Development" , BuildConfigIndex, 1);
WriteCommandSubSection (ref FileContent, TargetName, "Development" , BuildConfigIndex, 3);
}
else if (TargetName == (GameProjectName + "Editor"))
{
FileContent.Append (String.Format ("Title={0}\n\n", TargetName));
WriteCommandSubSection (ref FileContent, TargetName, "Development" , BuildConfigIndex, 0);
WriteCommandSubSection (ref FileContent, TargetName, "Development" , BuildConfigIndex, 1);
WriteCommandSubSection (ref FileContent, TargetName, "Development" , BuildConfigIndex, 3);
}
else
{
FileContent.Append (String.Format ("Title={0}\n\n", TargetName));
WriteCommandSubSection (ref FileContent, TargetName, "Development" , BuildConfigIndex, 0);
WriteCommandSubSection (ref FileContent, TargetName, "Development" , BuildConfigIndex, 1);
WriteCommandSubSection (ref FileContent, TargetName, "Development" , BuildConfigIndex, 3);
}
BuildConfigIndex++;
}
}
/// <summary>
/// Adds the include directory to the list, after converting it to an absolute path to UE4 root directory.
/// </summary>
/// <param name="FileContent">File content.</param>
private void WriteIncludeSection(ref StringBuilder FileContent)
{
List<string> IncludeDirectories = new List<string> ();
List<string> SystemIncludeDirectories = new List<string> ();
var UnrealEngineRootPath = Path.GetFullPath(ProjectFileGenerator.RootRelativePath);
int IncludeIndex = 1;
// Iterate through all the include paths that
// UnrealBuildTool.exe generates
foreach (var CurProject in GeneratedProjectFiles)
{
KDevelopProjectFile KDevelopProject = CurProject as KDevelopProjectFile;
if (KDevelopProject == null)
{
System.Console.WriteLine ("KDevelopProject == null");
continue;
}
foreach (var CurPath in KDevelopProject.IntelliSenseIncludeSearchPaths)
{
string FullProjectPath = Path.GetFullPath(ProjectFileGenerator.MasterProjectRelativePath);
string FullPath = "";
// need to test to see if this in the project souce tree
if (CurPath.StartsWith("/") && !CurPath.StartsWith(FullProjectPath))
{
// Full path to a folder outside of project
FullPath = CurPath;
System.Console.WriteLine("FullPath starting with /: " + FullPath);
}
else
{
FullPath = Path.GetFullPath(Path.Combine(Path.GetDirectoryName(KDevelopProject.ProjectFilePath), CurPath));
FullPath = Utils.MakePathRelativeTo(FullPath, FullProjectPath);
FullPath = FullPath.TrimEnd('/');
FullPath = Path.Combine(UnrealEngineRootPath, FullPath);
}
if (!IncludeDirectories.Contains (FullPath) && !FullPath.Contains ("FortniteGame/") && Directory.Exists (FullPath))
{
SystemIncludeDirectories.Add (String.Format ("{0}", FullPath));
IncludeIndex++;
}
}
foreach (var CurPath in KDevelopProject.IntelliSenseSystemIncludeSearchPaths)
{
string FullProjectPath = Path.GetFullPath(ProjectFileGenerator.MasterProjectRelativePath);
string FullPath = "";
if (CurPath.StartsWith("/") && !CurPath.StartsWith(FullProjectPath))
{
// Full path to a folder outside of project
FullPath = CurPath;
}
else
{
FullPath = Path.GetFullPath(Path.Combine(Path.GetDirectoryName(KDevelopProject.ProjectFilePath), CurPath));
FullPath = Utils.MakePathRelativeTo(FullPath, FullProjectPath);
FullPath = FullPath.TrimEnd('/');
FullPath = Path.Combine(UnrealEngineRootPath, FullPath);
}
if (!SystemIncludeDirectories.Contains(FullPath) && !FullPath.Contains("FortniteGame/") && !FullPath.Contains("Intermediate/") && Directory.Exists(FullPath)) // @todo: skipping Fortnite header paths to shorten clang command line for building UE4XcodeHelper
{
SystemIncludeDirectories.Add(String.Format("{0}",FullPath));
IncludeIndex++;
}
}
}
foreach (var CurPath in IncludeDirectories)
{
FileContent.Append (CurPath);
FileContent.Append (" \n");
}
foreach (var CurPath in SystemIncludeDirectories)
{
FileContent.Append (CurPath);
FileContent.Append (" \n");
}
FileContent.Append("\n");
}
/// <summary>
/// Write the defines section to the .kdev4/$ProjectName.kdev4 project file.
/// </summary>
/// <param name="FileContent">File content.</param>
private void WriteDefineSection( ref StringBuilder FileContent)
{
List<string> DefineHolder = new List<string>();
foreach (var CurProject in GeneratedProjectFiles)
{
KDevelopProjectFile KDevelopProject = CurProject as KDevelopProjectFile;
if (KDevelopProject == null)
{
System.Console.WriteLine ("KDevelopProject == null");
continue;
}
foreach (var CurDefine in KDevelopProject.IntelliSensePreprocessorDefinitions)
{
if (!DefineHolder.Contains (CurDefine))
{
DefineHolder.Add (CurDefine);
}
}
}
foreach (var Def in DefineHolder)
{
FileContent.Append (Def + "\n");
}
FileContent.Append ("\n\n");
}
/// <summary>
/// Excludes list in one big ugly list.
/// </summary>
/// <param name="FileContent">File content.</param>
private void WriteExcludeSection( ref StringBuilder FileContent)
{
// Default excludes list with Engine/Intermediate, *PCH.h, and *.gch added to the exclude list
FileContent.Append ("[Filters]\nsize=30\n\n[Filters][0]\ninclusive=0\npattern=.*\ntargets=3\n\n" +
"[Filters][1]\ninclusive=0\npattern=.git\ntargets=2\n\n[Filters][10]\ninclusive=0\npattern=*.o\ntargets=1\n\n" +
"[Filters][11]\ninclusive=0\npattern=*.a\ntargets=1\n\n[Filters][12]\ninclusive=0\npattern=*.so\ntargets=1\n\n" +
"[Filters][13]\ninclusive=0\npattern=*.so.*\ntargets=1\n\n[Filters][14]\ninclusive=0\npattern=moc_*.cpp\ntargets=1\n\n" +
"[Filters][15]\ninclusive=0\npattern=*.moc\ntargets=1\n\n[Filters][16]\ninclusive=0\npattern=ui_*.h\ntargets=1\n\n" +
"[Filters][17]\ninclusive=0\npattern=qrc_*.cpp\ntargets=1\n\n[Filters][18]\ninclusive=0\npattern=*~\ntargets=1\n\n" +
"[Filters][19]\ninclusive=0\npattern=*.orig\ntargets=1\n\n[Filters][2]\ninclusive=0\npattern=CVS\ntargets=2\n\n" +
"[Filters][20]\ninclusive=0\npattern=.*.kate-swp\ntargets=1\n\n[Filters][21]\ninclusive=0\npattern=.*.swp\ntargets=1\n\n" +
"[Filters][22]\ninclusive=0\npattern=*.pyc\ntargets=1\n\n[Filters][23]\ninclusive=0\npattern=*.pyo\ntargets=1\n\n" +
"[Filters][24]\ninclusive=0\npattern=Engine/Intermediate\ntargets=2\n\n[Filters][25]\ninclusive=0\npattern=*PCH.h\ntargets=1\n\n" +
"[Filters][26]\ninclusive=0\npattern=*.gch\ntargets=1\n\n[Filters][27]\ninclusive=0\npattern=*.generated.h\ntargets=1\n\n" +
"[Filters][28]\ninclusive=0\npattern=Intermediate\ntargets=2\n\n[Filters][3]\ninclusive=0\npattern=.svn\ntargets=2\n\n" +
"[Filters][4]\ninclusive=0\npattern=_svn\ntargets=2\n\n[Filters][5]\ninclusive=0\npattern=SCCS\ntargets=2\n\n" +
"[Filters][6]\ninclusive=0\npattern=_darcs\ntargets=2\n\n[Filters][7]\ninclusive=0\npattern=.hg\ntargets=2\n\n" +
"[Filters][8]\ninclusive=0\npattern=.bzr\ntargets=2\n\n[Filters][9]\ninclusive=0\npattern=__pycache__\ntargets=2\n\n" +
"[Filters][29]\ninclusive=0\npattern=Engine/Source/ThirdParty\ntargets=2\n\n");
}
/// Simple Place to call all the Write*Section functions.
private bool WriteKDevelopPro()
{
/// RAKE! Take one KDevelopProjectFileContent and pass
/// it through each function that writes out the sections.
var KDevelopFileContent = new StringBuilder();
var KDevelopMasterFileContent = new StringBuilder ();
// These are temp files until we can write them to the
// *.kdev4 filename directly
var DefinesFileContent = new StringBuilder ();
var IncludesFileContent = new StringBuilder ();
var FileName = MasterProjectName + ".kdev4";
var DefinesFileName = "Defines.txt"; // RAKE! TEMP!
var IncludesFileName = "Includes.txt"; // RAKE! TEMP!
WriteKDevMasterProjectSection (ref KDevelopMasterFileContent, MasterProjectName);
WriteCommandSection (ref KDevelopFileContent);
WriteIncludeSection (ref IncludesFileContent);
WriteDefineSection (ref DefinesFileContent);
WriteExcludeSection (ref KDevelopFileContent);
// Write the master kdev file.
var FullMasterProjectPath = Path.Combine (MasterProjectRelativePath,".kdev4/");
if(!Directory.Exists(FullMasterProjectPath))
{
Directory.CreateDirectory (FullMasterProjectPath);
}
var FullKDevelopMasterFileName = Path.Combine(MasterProjectRelativePath, FileName);
var FullKDevelopFileName = Path.Combine (FullMasterProjectPath, FileName);
var FullDefinesFileName = Path.Combine (FullMasterProjectPath, DefinesFileName);
var FullIncludesFileName = Path.Combine (FullMasterProjectPath, IncludesFileName);
WriteFileIfChanged (FullDefinesFileName, DefinesFileContent.ToString());
WriteFileIfChanged (FullIncludesFileName, IncludesFileContent.ToString());
return WriteFileIfChanged (FullKDevelopMasterFileName, KDevelopMasterFileContent.ToString ()) &&
WriteFileIfChanged (FullKDevelopFileName, KDevelopFileContent.ToString ());
}
/// ProjectFileGenerator interface
//protected override bool WriteMasterProjectFile( ProjectFile UBTProject )
protected override bool WriteProjectFiles ()
{
return WriteKDevelopPro();
}
/// ProjectFileGenerator interface
public override MasterProjectFolder AllocateMasterProjectFolder( ProjectFileGenerator InitOwnerProjectFileGenerator, string InitFolderName )
{
return new KDevelopFolder( 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 KDevelopProjectFile( InitFilePath );
}
/// ProjectFileGenerator interface
public override void CleanProjectFiles(string InMasterProjectRelativePath, string InMasterProjectName, string InIntermediateProjectFilesPath)
{
}
}
}