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544 lines
22 KiB
C++
544 lines
22 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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#include "BlueprintNativeCodeGenPCH.h"
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#include "App.h" // for GetGameName()
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#include "BlueprintNativeCodeGenManifest.h"
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#include "BlueprintNativeCodeGenModule.h"
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#include "IBlueprintCompilerCppBackendModule.h" // for ConstructBaseFilename()
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#include "Engine/Blueprint.h" // for GeneratedClass
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#include "JsonObjectConverter.h"
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#include "Serialization/JsonReader.h"
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#include "Serialization/JsonSerializer.h"
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#include "Serialization/JsonWriter.h"
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DEFINE_LOG_CATEGORY_STATIC(LogNativeCodeGenManifest, Log, All);
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/*******************************************************************************
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* BlueprintNativeCodeGenManifestImpl
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******************************************************************************/
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namespace BlueprintNativeCodeGenManifestImpl
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{
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static const int64 CPF_NoFlags = 0x00;
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static const FString ManifestFileExt = TEXT(".BpCodeGenManifest.json");
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static const FString CppFileExt = TEXT(".cpp");
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static const FString HeaderFileExt = TEXT(".h");
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static const FString HeaderSubDir = TEXT("Public");
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static const FString CppSubDir = TEXT("Private");
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static const FString ModuleBuildFileExt = TEXT(".Build.cs");
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static const FString PreviewFilePostfix = TEXT("-Preview");
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static const FString PluginFileExt = TEXT(".uplugin");
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static const FString SourceSubDir = TEXT("Source");
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static const FString EditorModulePostfix = TEXT("Editor");
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/**
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* Populates the provided manifest object with data from the specified file.
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*
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* @param FilePath A json file path, denoting the file you want loaded and serialized in.
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* @param Manifest The target object that you want filled out with data from the file.
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* @return True if the manifest was successfully loaded, otherwise false.
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*/
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static bool LoadManifest(const FString& FilePath, FBlueprintNativeCodeGenManifest* Manifest);
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/**
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* Helper function that homogenizes file/directory paths so that they can be
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* compared for equivalence against others.
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*
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* @param DirectoryPath The path that you want sanitized.
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* @return A equivalent file/directory path, standardized for comparisons.
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*/
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static FString GetComparibleDirPath(const FString& DirectoryPath);
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/**
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* Retrieves the sub-directory for either header or cpp source files
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* (depending on which was requested).
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*
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* @param SourceType Defines the type of source file to return for (header or cpp).
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* @return A directory name for the specified source file type.
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*/
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static const FString& GetSourceSubDir(const FBlueprintNativeCodeGenPaths::ESourceFileType SourceType);
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/**
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* Retrieves the extension for either header or cpp source files (depending
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* on which was requested).
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*
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* @param SourceType Defines the type of source file to return for (header or cpp).
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* @return A file extension (including the leading dot), for the specified source file type.
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*/
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static const FString& GetSourceFileExt(const FBlueprintNativeCodeGenPaths::ESourceFileType SourceType);
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/**
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* Constructs a source file path for the specified asset.
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*
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* @param TargetPaths Specified the destination directory for the file.
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* @param Asset The asset you want a header file for.
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* @param SourceType Defines the type of source file to generate for (header or cpp).
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* @return A target file path for the specified asset to save a header to.
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*/
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static FString GenerateSourceFileSavePath(const FBlueprintNativeCodeGenPaths& TargetPaths, const FAssetData& Asset, const FBlueprintNativeCodeGenPaths::ESourceFileType SourceType);
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/**
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*
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*
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* @param TargetPaths
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* @param Asset
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* @return
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*/
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static FString GenerateUnconvertedWrapperPath(const FBlueprintNativeCodeGenPaths& TargetPaths, const FAssetData& Asset);
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/**
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* Coordinates with the code-gen backend, to produce a base filename (one
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* without a file extension).
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*
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* @param Asset The asset you want a filename for.
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* @return A filename (without extension) that matches the #include statements generated by the backend.
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*/
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static FString GetBaseFilename(const FAssetData& Asset);
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/**
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* Collects native packages (which reflect distinct modules) that the
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* specified object relies upon.
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*
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* @param AssetObj The object you want dependencies for.
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* @param DependenciesOut An output array, which will be filled out with module packages that the target object relies upon.
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* @return False if the function failed to collect dependencies for the specified object.
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*/
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static bool GatherModuleDependencies(const UObject* AssetObj, TArray<UPackage*>& DependenciesOut);
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/**
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* Obtains the reflected name for the native field (class/enum/struct) that
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* we'll generate to replace the specified asset.
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*
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* @param Asset The asset you want a name from.
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* @return The name of the asset field (class/enum/struct).
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*/
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static FString GetFieldName(const FAssetData& Asset);
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/**
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* The object returned by FAssetData::GetAsset() doesn't always give us the
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* target object that will be replaced (for Blueprint's, it would be the
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* class instead). So this helper function will suss out the right object
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* for you.
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*
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* @param Asset The asset you want an object for.
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* @return A pointer to the targeted object from the asset's package.
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*/
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static UField* GetTargetAssetObject(const FAssetData& Asset);
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/**
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* Returns the object path for the field from the specified asset's package
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* that is being replaced (Asset.ObjectPath will not suffice, as that
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* does not always reflect the object that is being replaced).
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*
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* @param Asset The asset you want an object-path for.
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* @return An object-path for the target field-object within the asset's package.
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*/
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static FString GetTargetObjectPath(const FAssetData& Asset);
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}
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//------------------------------------------------------------------------------
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static bool BlueprintNativeCodeGenManifestImpl::LoadManifest(const FString& FilePath, FBlueprintNativeCodeGenManifest* Manifest)
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{
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FString ManifestStr;
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if (FFileHelper::LoadFileToString(ManifestStr, *FilePath))
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{
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TSharedRef< TJsonReader<> > JsonReader = TJsonReaderFactory<>::Create(ManifestStr);
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TSharedPtr<FJsonObject> JsonObject;
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if (FJsonSerializer::Deserialize(JsonReader, JsonObject))
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{
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return FJsonObjectConverter::JsonObjectToUStruct<FBlueprintNativeCodeGenManifest>(JsonObject.ToSharedRef(), Manifest,
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/*CheckFlags =*/CPF_NoFlags, /*SkipFlags =*/CPF_NoFlags);
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}
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}
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return false;
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}
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//------------------------------------------------------------------------------
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static const FString& BlueprintNativeCodeGenManifestImpl::GetSourceSubDir(const FBlueprintNativeCodeGenPaths::ESourceFileType SourceType)
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{
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return (SourceType == FBlueprintNativeCodeGenPaths::HFile) ? HeaderSubDir : CppSubDir;
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}
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//------------------------------------------------------------------------------
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static const FString& BlueprintNativeCodeGenManifestImpl::GetSourceFileExt(const FBlueprintNativeCodeGenPaths::ESourceFileType SourceType)
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{
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return (SourceType == FBlueprintNativeCodeGenPaths::HFile) ? HeaderFileExt : CppFileExt;
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}
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//------------------------------------------------------------------------------
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static FString BlueprintNativeCodeGenManifestImpl::GenerateSourceFileSavePath(const FBlueprintNativeCodeGenPaths& TargetPaths, const FAssetData& Asset, const FBlueprintNativeCodeGenPaths::ESourceFileType SourceType)
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{
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return FPaths::Combine(*TargetPaths.RuntimeSourceDir(SourceType), *GetBaseFilename(Asset)) + GetSourceFileExt(SourceType);
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}
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//------------------------------------------------------------------------------
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static FString BlueprintNativeCodeGenManifestImpl::GenerateUnconvertedWrapperPath(const FBlueprintNativeCodeGenPaths& TargetPaths, const FAssetData& Asset)
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{
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const FBlueprintNativeCodeGenPaths::ESourceFileType WrapperFileType = FBlueprintNativeCodeGenPaths::HFile;
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return FPaths::Combine(*TargetPaths.RuntimeSourceDir(WrapperFileType), *GetBaseFilename(Asset)) + GetSourceFileExt(WrapperFileType);
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}
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//------------------------------------------------------------------------------
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static FString BlueprintNativeCodeGenManifestImpl::GetBaseFilename(const FAssetData& Asset)
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{
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IBlueprintCompilerCppBackendModule& CodeGenBackend = (IBlueprintCompilerCppBackendModule&)IBlueprintCompilerCppBackendModule::Get();
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return CodeGenBackend.ConstructBaseFilename(Asset.GetAsset());
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}
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//------------------------------------------------------------------------------
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static FString BlueprintNativeCodeGenManifestImpl::GetComparibleDirPath(const FString& DirectoryPath)
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{
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FString NormalizedPath = DirectoryPath;
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const FString PathDelim = TEXT("/");
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if (!NormalizedPath.EndsWith(PathDelim))
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{
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// to account for the case where the relative path would resolve to X:
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// (when we want "X:/")... ConvertRelativePathToFull() leaves the
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// trailing slash, and NormalizeDirectoryName() will remove it (if it is
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// not a drive letter)
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NormalizedPath += PathDelim;
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}
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if (FPaths::IsRelative(NormalizedPath))
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{
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NormalizedPath = FPaths::ConvertRelativePathToFull(NormalizedPath);
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}
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FPaths::NormalizeDirectoryName(NormalizedPath);
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return NormalizedPath;
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}
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//------------------------------------------------------------------------------
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static bool BlueprintNativeCodeGenManifestImpl::GatherModuleDependencies(const UObject* AssetObj, TArray<UPackage*>& DependenciesOut)
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{
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UPackage* AssetPackage = AssetObj->GetOutermost();
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const FLinkerLoad* PkgLinker = FLinkerLoad::FindExistingLinkerForPackage(AssetPackage);
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const bool bFoundLinker = (PkgLinker != nullptr);
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if (ensureMsgf(bFoundLinker, TEXT("Failed to identify the asset package that '%s' belongs to."), *AssetObj->GetName()))
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{
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for (const FObjectImport& PkgImport : PkgLinker->ImportMap)
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{
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if (PkgImport.ClassName != NAME_Package)
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{
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continue;
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}
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UPackage* DependentPackage = FindObject<UPackage>(/*Outer =*/nullptr, *PkgImport.ObjectName.ToString(), /*ExactClass =*/true);
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if (DependentPackage == nullptr)
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{
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continue;
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}
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// we want only native packages, ones that are not editor-only
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if ((DependentPackage->GetPackageFlags() & (PKG_CompiledIn | PKG_EditorOnly | PKG_Developer)) == PKG_CompiledIn)
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{
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DependenciesOut.AddUnique(DependentPackage);// PkgImport.ObjectName.ToString());
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}
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}
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}
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return bFoundLinker;
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}
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//------------------------------------------------------------------------------
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static FString BlueprintNativeCodeGenManifestImpl::GetFieldName(const FAssetData& Asset)
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{
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UField* AssetField = GetTargetAssetObject(Asset);
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return (AssetField != nullptr) ? AssetField->GetName() : TEXT("");
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}
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//------------------------------------------------------------------------------
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static UField* BlueprintNativeCodeGenManifestImpl::GetTargetAssetObject(const FAssetData& Asset)
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{
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UObject* AssetObj = Asset.GetAsset();
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UField* AssetField = nullptr;
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if (UBlueprint* BlueprintAsset = Cast<UBlueprint>(AssetObj))
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{
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AssetField = BlueprintAsset->GeneratedClass;
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if (!AssetField)
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{
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UE_LOG(LogNativeCodeGenManifest, Warning, TEXT("null BPGC in %s"), *BlueprintAsset->GetPathName());
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}
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}
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else
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{
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// only other asset types that we should be converting are enums and
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// structs (both UFields)
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AssetField = CastChecked<UField>(AssetObj);
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}
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return AssetField;
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}
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//------------------------------------------------------------------------------
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static FString BlueprintNativeCodeGenManifestImpl::GetTargetObjectPath(const FAssetData& Asset)
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{
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UField* AssetField = GetTargetAssetObject(Asset);
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return (AssetField != nullptr) ? AssetField->GetPathName() : TEXT("");
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}
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/*******************************************************************************
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* FConvertedAssetRecord
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******************************************************************************/
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//------------------------------------------------------------------------------
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FConvertedAssetRecord::FConvertedAssetRecord(const FAssetData& AssetInfo, const FBlueprintNativeCodeGenPaths& TargetPaths)
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: AssetType(AssetInfo.GetClass())
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, TargetObjPath(BlueprintNativeCodeGenManifestImpl::GetTargetObjectPath(AssetInfo))
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{
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GeneratedCppPath = BlueprintNativeCodeGenManifestImpl::GenerateSourceFileSavePath(TargetPaths, AssetInfo, FBlueprintNativeCodeGenPaths::CppFile);
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GeneratedHeaderPath = BlueprintNativeCodeGenManifestImpl::GenerateSourceFileSavePath(TargetPaths, AssetInfo, FBlueprintNativeCodeGenPaths::HFile);
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}
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//------------------------------------------------------------------------------
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FStringAssetReference FConvertedAssetRecord::ToAssetRef() const
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{
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return FStringAssetReference(TargetObjPath);
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}
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/*******************************************************************************
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* FUnconvertedDependencyRecord
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******************************************************************************/
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//------------------------------------------------------------------------------
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FUnconvertedDependencyRecord::FUnconvertedDependencyRecord(const FString& InGeneratedWrapperPath)
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: GeneratedWrapperPath(InGeneratedWrapperPath)
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{
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}
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/*******************************************************************************
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* FBlueprintNativeCodeGenPaths
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******************************************************************************/
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//------------------------------------------------------------------------------
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FString FBlueprintNativeCodeGenPaths::GetDefaultManifestPath()
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{
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return FApp::GetGameName() + BlueprintNativeCodeGenManifestImpl::ManifestFileExt;
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}
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//------------------------------------------------------------------------------
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FBlueprintNativeCodeGenPaths::FBlueprintNativeCodeGenPaths(const FString& PluginNameIn, const FString& TargetDirIn, const FString& ManifestPathIn)
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: TargetDir(TargetDirIn)
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, PluginName(PluginNameIn)
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, ManifestPath(ManifestPathIn)
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{
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}
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//------------------------------------------------------------------------------
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FString FBlueprintNativeCodeGenPaths::ManifestFilePath() const
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{
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return ManifestPath;
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}
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//------------------------------------------------------------------------------
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FString FBlueprintNativeCodeGenPaths::PluginRootDir() const
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{
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return TargetDir;
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}
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//------------------------------------------------------------------------------
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FString FBlueprintNativeCodeGenPaths::PluginFilePath() const
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{
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return FPaths::Combine(*PluginRootDir(), *PluginName) + BlueprintNativeCodeGenManifestImpl::PluginFileExt;;
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}
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//------------------------------------------------------------------------------
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FString FBlueprintNativeCodeGenPaths::PluginSourceDir() const
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{
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return FPaths::Combine(*PluginRootDir(), *BlueprintNativeCodeGenManifestImpl::SourceSubDir);
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}
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//------------------------------------------------------------------------------
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FString FBlueprintNativeCodeGenPaths::RuntimeModuleDir() const
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{
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return FPaths::Combine(*PluginSourceDir(), *RuntimeModuleName());
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}
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//------------------------------------------------------------------------------
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FString FBlueprintNativeCodeGenPaths::RuntimeModuleName() const
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{
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return PluginName;
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}
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//------------------------------------------------------------------------------
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FString FBlueprintNativeCodeGenPaths::RuntimeBuildFile() const
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{
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return FPaths::Combine(*RuntimeModuleDir(), *RuntimeModuleName()) + BlueprintNativeCodeGenManifestImpl::ModuleBuildFileExt;
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}
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//------------------------------------------------------------------------------
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FString FBlueprintNativeCodeGenPaths::RuntimeSourceDir(ESourceFileType SourceType) const
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{
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return FPaths::Combine(*RuntimeModuleDir(), *BlueprintNativeCodeGenManifestImpl::GetSourceSubDir(SourceType));
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}
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//------------------------------------------------------------------------------
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FString FBlueprintNativeCodeGenPaths::RuntimeModuleFile(ESourceFileType SourceType) const
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{
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return FPaths::Combine(*RuntimeSourceDir(SourceType), *RuntimeModuleName()) + BlueprintNativeCodeGenManifestImpl::GetSourceFileExt(SourceType);
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}
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//------------------------------------------------------------------------------
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FString FBlueprintNativeCodeGenPaths::RuntimePCHFilename() const
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{
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return FPaths::GetCleanFilename(RuntimeModuleFile(HFile));
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}
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/*******************************************************************************
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* FBlueprintNativeCodeGenManifest
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******************************************************************************/
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//------------------------------------------------------------------------------
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FBlueprintNativeCodeGenManifest::FBlueprintNativeCodeGenManifest()
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{
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}
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//------------------------------------------------------------------------------
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FBlueprintNativeCodeGenManifest::FBlueprintNativeCodeGenManifest(const FString& InPluginName, const FString& InOutputDir)
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{
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using namespace BlueprintNativeCodeGenManifestImpl;
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PluginName = InPluginName;
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OutputDir = InOutputDir;
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if (FPaths::IsRelative(OutputDir))
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{
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FPaths::MakePathRelativeTo(OutputDir, *FPaths::GameDir());
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}
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if (!ensure(!OutputDir.IsEmpty()))
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{
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OutputDir = FPaths::Combine(*FPaths::GameIntermediateDir(), *PluginName);
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}
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FString ManifestFilename = FBlueprintNativeCodeGenPaths::GetDefaultManifestPath();
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ManifestFilePath = FPaths::Combine(*GetTargetDir(), *ManifestFilename);
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}
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//------------------------------------------------------------------------------
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FBlueprintNativeCodeGenManifest::FBlueprintNativeCodeGenManifest(const FString& ManifestFilePathIn)
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: ManifestFilePath(ManifestFilePathIn)
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{
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ensureAlwaysMsgf(BlueprintNativeCodeGenManifestImpl::LoadManifest(ManifestFilePathIn, this), TEXT("Missing Manifest for Blueprint code generation: %s"), *ManifestFilePath );
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}
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//------------------------------------------------------------------------------
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FBlueprintNativeCodeGenPaths FBlueprintNativeCodeGenManifest::GetTargetPaths() const
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{
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return FBlueprintNativeCodeGenPaths(PluginName, GetTargetDir(), ManifestFilePath);
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}
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//------------------------------------------------------------------------------
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FConvertedAssetRecord& FBlueprintNativeCodeGenManifest::CreateConversionRecord(const FAssetId Key, const FAssetData& AssetInfo)
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{
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// It is an error to consider a record converted and unconverted. This is probably not negotiable. In order to leave the door
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// open for parallelism we need to be able to trivially and consistently determine whether an asset will be converted without
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// discovering things as we go.
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check(UnconvertedDependencies.Find(Key) == nullptr);
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// Similarly we should not convert things over and over and over:
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if (FConvertedAssetRecord* Existing = ConvertedAssets.Find(Key))
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{
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return *Existing;
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}
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const FBlueprintNativeCodeGenPaths TargetPaths = GetTargetPaths();
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UClass* AssetType = AssetInfo.GetClass();
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// load the asset (if it isn't already)
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const UObject* AssetObj = AssetInfo.GetAsset();
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FConvertedAssetRecord* ConversionRecord = &ConvertedAssets.Add(Key, FConvertedAssetRecord(AssetInfo, TargetPaths));
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return *ConversionRecord;
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}
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//------------------------------------------------------------------------------
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FUnconvertedDependencyRecord& FBlueprintNativeCodeGenManifest::CreateUnconvertedDependencyRecord(const FAssetId UnconvertedAssetKey, const FAssetData& AssetInfo)
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{
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// It is an error to create a record multiple times because it is not obvious what the client wants to happen.
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check(ConvertedAssets.Find(UnconvertedAssetKey) == nullptr);
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if (FUnconvertedDependencyRecord* Existing = UnconvertedDependencies.Find(UnconvertedAssetKey))
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{
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return *Existing;
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}
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const FBlueprintNativeCodeGenPaths TargetPaths = GetTargetPaths();
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FUnconvertedDependencyRecord* RecordPtr = &UnconvertedDependencies.Add(UnconvertedAssetKey, FUnconvertedDependencyRecord(BlueprintNativeCodeGenManifestImpl::GenerateUnconvertedWrapperPath(TargetPaths, AssetInfo)));
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return *RecordPtr;
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}
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//------------------------------------------------------------------------------
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void FBlueprintNativeCodeGenManifest::GatherModuleDependencies(UPackage* Package)
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{
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BlueprintNativeCodeGenManifestImpl::GatherModuleDependencies(Package, ModuleDependencies);
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}
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//------------------------------------------------------------------------------
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bool FBlueprintNativeCodeGenManifest::Save(int32 Id) const
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{
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FString FullFilename;
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if (Id != -1)
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{
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FullFilename = *(ManifestFilePath + FString::FromInt(Id));
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}
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else
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{
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FullFilename = *ManifestFilePath;
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}
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const TCHAR* Filename = *FullFilename;
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TSharedRef<FJsonObject> JsonObject = MakeShareable(new FJsonObject());
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if (FJsonObjectConverter::UStructToJsonObject(FBlueprintNativeCodeGenManifest::StaticStruct(), this, JsonObject,
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|
/*CheckFlags =*/BlueprintNativeCodeGenManifestImpl::CPF_NoFlags, /*SkipFlags =*/BlueprintNativeCodeGenManifestImpl::CPF_NoFlags))
|
|
{
|
|
FString FileContents;
|
|
TSharedRef< TJsonWriter<> > JsonWriter = TJsonWriterFactory<>::Create(&FileContents);
|
|
|
|
if (FJsonSerializer::Serialize(JsonObject, JsonWriter))
|
|
{
|
|
JsonWriter->Close();
|
|
return FFileHelper::SaveStringToFile(FileContents, Filename);
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void FBlueprintNativeCodeGenManifest::Merge(const FBlueprintNativeCodeGenManifest& OtherManifest)
|
|
{
|
|
for (auto& Entry : OtherManifest.ModuleDependencies)
|
|
{
|
|
ModuleDependencies.AddUnique(Entry);
|
|
}
|
|
|
|
for (auto& Entry : OtherManifest.ConvertedAssets)
|
|
{
|
|
ConvertedAssets.Add(Entry.Key, Entry.Value);
|
|
}
|
|
|
|
for (auto& Entry : OtherManifest.UnconvertedDependencies)
|
|
{
|
|
UnconvertedDependencies.Add(Entry.Key, Entry.Value);
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
FString FBlueprintNativeCodeGenManifest::GetTargetDir() const
|
|
{
|
|
FString TargetPath = OutputDir;
|
|
if (FPaths::IsRelative(TargetPath))
|
|
{
|
|
TargetPath = FPaths::ConvertRelativePathToFull(FPaths::GameDir(), TargetPath);
|
|
TargetPath = FPaths::ConvertRelativePathToFull(TargetPath);
|
|
}
|
|
return TargetPath;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
void FBlueprintNativeCodeGenManifest::Clear()
|
|
{
|
|
ConvertedAssets.Empty();
|
|
}
|