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