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#lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3358367 by tim.gautier Submitting resaved QAGame assets - Materials, Material Instances, Material Functions and Parameters Change 3624848 by Jamie.Dale Added a composite font for the editor (and Slate core) This is defined in FLegacySlateFontInfoCache::GetDefaultFont and uses our default Roboto fonts (and the culture specific fallback fonts), and is now used as the default font for Slate and the editor. This change removes all the manual TTF/OTF file references from the various Slate styles, as well as updating 200+ hard-coded font references to use the new default font. This fixes various rendering issues with fonts in the editor when using different languages, and clears a big barrier for removing the legacy localized fallback font support. Change 3654993 by Jamie.Dale 'Native' (now called 'FNativeFuncPtr') is now a function pointer that takes a UObject* context, rather than a UObject member function pointer This avoids ambiguity when binding a native function pointer to a type that doesn't match the context pointer, as you could end up getting a function called with an incorrect 'this' pointer Breaking changes: - Native has been renamed to FNativeFuncPtr. - The signature of a native function has changed (use the DECLARE_FUNCTION and DEFINE_FUNCTION macro pair). - Use P_THIS if you were previously using the 'this' pointer in your native function. Change 3699591 by Jamie.Dale Added support for displaying and editing numbers in a culture correct way Numeric input boxes in Slate will now display and accept numbers using the culture correct decimal separators. This is enabled by default, and can be disabled by setting "ShouldUseLocalizedNumericInput" to "False" in XEditorSettings.ini (for the editor), or XGameUserSettings.ini (for a game). #jira UE-4028 Change 3719568 by Jamie.Dale Allow platforms to override the default ICU timezone calculation Change 3622366 by Bradut.Palas #jira UE-46677 Don't allow OnLevelRemovedFromWorld to reset the transaction buffer if we're in PIE mode. Also, remove one undo barrier in case the event was triggered in PIE mode or else we block the user from undoing previous actions. Change 3622378 by Bradut.Palas #jira UE-46590 we have a general bug with detecting the size of the last column, but the clamping prevents it from appearing with the other resize modes. The Content Browser is the only one to use fixed width. The bug is that the size of the last element is incorrectly reported, after we drag back and forth. Fixed by not reading the size real time, but reading it from the SlotInfo structure that is created earlier, which holds the correct value. Change 3622552 by Jamie.Dale Added support for per-culture sub-fonts within a composite font This allows you to do things like create a Japanese specific Han sub-font to override the Han characters used in a CJK font (previously you needed to create a localized font asset to achieve this). Change 3623170 by Jamie.Dale Fixing warning Change 3624846 by Jamie.Dale Composite font cache optimizations - Converted a typically small sized map to a sorted array + binary search. - Converted the already sorted range array to use binary search. - Contiguous ranges using the same typeface are now merged in the cache. Change 3625576 by Cody.Albert We now only set the widget tree to transient instead of passing the flag through StaticDuplicateObject. This was causing instanced subobjects to be flagged with RF_DuplicateTransient, preventing them from properly being duplicated when an array of instanced subobjects was modified. #jira UE-47971 Change 3626057 by Matt.Kuhlenschmidt Expose EUmgSequencePlayMode to blueprints #jira UE-49255 Change 3626556 by Matt.Kuhlenschmidt Fix window size and position adjustment not accounting for primary monitor not being a high DPI monitor when a secondary monitor is. Causes flickering and incorrect window positioning. #jira UE-48922, UE-48957 Change 3627692 by Matt.Kuhlenschmidt PR #3977: Source control submenu menu customization (Contributed by Kryofenix) Change 3628600 by Arciel.Rekman Added AutoCheckout to FAssetRenameManager for commandlet usage. Change 3630561 by Richard.Hinckley Deprecating the version of UFunctionalTestingManager::RunAllFunctionalTests that feature an unused bool parameter, replacing with a new version without that parameter. Change 3630656 by Richard.Hinckley Compile fix. Change 3630964 by Arciel.Rekman Fix CrashReporterClient headless build. Change 3631050 by Matt.Kuhlenschmidt Back out revision 9 from //UE4/Dev-Editor/Engine/Source/Runtime/Slate/Private/Widgets/Layout/SSplitter.cpp Causes major problems with resizing splitters in editor Change 3631140 by Arciel.Rekman OpenAL: update Linux version to 1.18.1 (UETOOL-1253) - Also remove a hack for RPATH and make it use a generic RPATH mechanism. - Bulk of the change from Cengiz.Terzibas #jira UETOOL-1253 Change 3632924 by Jamie.Dale Added support for a catch-all fallback font within composite fonts This allows you to provide broad "font of last resort" behavior on a per-composite font basis, in a way that can also work with different font styles. Change 3633055 by Jamie.Dale Fixed some refresh issues in the font editor Change 3633062 by Jamie.Dale Fixed localization commands being reported as unknown Change 3633906 by Nick.Darnell UMG - You can now store refrences to widgets in the same UserWidget. If you need to create links between widgets this is valuable. Will likely introduce new ways to utilize this in the future, for now just getting it working. Change 3634070 by Arciel.Rekman Display actually used values of material overrides. Change 3634254 by Arciel.Rekman Fix ResavePackages working poorly with projects on other drives (UE-49465). #jira UE-49465 Change 3635985 by Matt.Kuhlenschmidt Fixed typo in function name used by maps PR #3975: Add tooltip to Arrays in Editor (Contributed by projectgheist) Change3636012by Matt.Kuhlenschmidt PR #3982: Unhide mouse cursor after using Ansel (Contributed by projectgheist) Change 3636706 by Lauren.Ridge Epic Friday: Save parameters to child or sibling instance functionality Change 3638706 by Jamie.Dale Added an improved Japanese font to the editor This is only used when displaying Japanese text when the editor is set to Japanese, and uses a font with Japanese-style unified Han characters (our default fallback font uses Chinese-style unified Han characters). #jira UE-33268 Change 3639438 by Arciel.Rekman Linux: Repaired ARM server build (UE-49635). - Made Steam* plugins compile. - Disabled OpenEXR as the libs aren't compiled (need to be done separately). (Edigrating CL 3639429 from Release-4.17 to Dev-Editor) Change 3640625 by Matt.Kuhlenschmidt PR #4012: FSlateApplication::ProcessReply use &Reply (Contributed by projectgheist) Change 3640626 by Matt.Kuhlenschmidt PR #4011: Remove space from filename (Contributed by projectgheist) Change 3640697 by Matt.Kuhlenschmidt PR #4010: PNG alpha fix (Contributed by mmdanggg2) Change 3641137 by Jamie.Dale Fixed an issue where a culture specific sub-font could produce incorrect measurements during a culture switch It would fallback to the last resort font for a frame or two while the font cache flushed. This has it update the ranges immediately. Change 3641351 by Jamie.Dale Fixing incorrect weights on the Japanese sub-font Change 3641356 by Jamie.Dale Fixing inconsistent font sizes between CoreStyle and EditorStyle Change 3641710 by Jamie.Dale Fixed pure-virtual function call on UMulticastDelegateProperty Change 3641941 by Lauren.Ridge Adding a Parameter Details tab to the Material Editor so users can change default parameter details Change 3644141 by Jamie.Dale Added an improved Korean font to the editor This is only used when displaying Korean text when the editor is set to Korean Change 3644213 by Arciel.Rekman Fix the side effects of a fix for UE-49465. - Default materials were apparently not being found while building DDC (e.g. making an installed build), now they are and we should not reset loaders on them lest we trigger HasDefaultMaterialsPostLoaded() assert later. #jira UE-49465 Change 3644777 by Jamie.Dale Reverting Korean editor font back to NanumGothic as NanumBarunGothic looked too squished Change 3644879 by tim.gautier QAGame: Optimized assets for Procedural Foliage testing - Added camera bookmarks to Stations in QA-Foliage - Renamed QA-FoliageTypeInst assets to ProcFoliage_Shape - Fixed up redirectors Change 3645109 by Matt.Kuhlenschmidt PR #3990: Git plugin: fix status of renamed, removed, missing, untracked assets (Contributed by SRombauts) Change 3645114 by Matt.Kuhlenschmidt PR #3991: Git Plugin: Fix RunDumpToFile() leaking Process handles (Contributed by SRombauts) Change 3645116 by Matt.Kuhlenschmidt PR #3996: Git Plugin: run an "UpdateStatus" at "Connect" time to populate the Source Control cache (Contributed by SRombauts) Change 3645118 by Matt.Kuhlenschmidt PR #4005: Git Plugin: Expand the size of the Button "Initialize project with Git" (Contributed by SRombauts) Change 3645876 by Arciel.Rekman Linux: fix submenus of context menu not working (UE-47639). - Change by icculus (Ryan Gordon). - QA-ClickHUD seems to be not affected by this change (it is already broken alas). #jira UE-47639 Change 3648088 by Jamie.Dale Fixed some case-sensitivity issues with FText format argument names/pins These were originally case-sensitive, but that was lost somewhere along the way. This change restores their original behavior. #jira UE-47122 Change 3648097 by Jamie.Dale Moved common macOS/iOS localization implementation into FApplePlatformMisc #jira UE-49940 Change 3650858 by Arciel.Rekman UBT: improve CodeLite project generator (UE-49400). - PR #3987 submitted by yaakuro (Cengiz Terzibas). #jira UE-49400 Change 3651231 by Arciel.Rekman Linux: default to SM5 for Vulkan. - Change by Timothee.Bessett. Change 3653627 by Matt.Kuhlenschmidt PR #4020: Source Control Submit Files now interprets Escape key as if the user clicked cancel (Contributed by SRombauts) Change 3653628 by Matt.Kuhlenschmidt PR #4022: Add New C++ Class dialog remember previously selected module. (Contributed by Koderz) Change 3653984 by Jamie.Dale Fixed some redundant string construction Change 3658528 by Joe.Graf UE-45141 - Added CMAKE_CXX_COMPILER and CMAKE_C_COMPILER settings to the generated CMake files Change 3658594 by Jamie.Dale Zipping in UAT now always uses UTF-8 encoding to prevent Unicode issues #jira UE-27263 Change 3659643 by Michael.Trepka Added a call to FCoreDelegates::ApplicationWillTerminateDelegate.Broadcast(); in Mac RequestExit() to match Windows behavior #jira UETOOL-1238 Change 3661908 by Matt.Kuhlenschmidt USD asset importing improvements Change 3664100 by Matt.Kuhlenschmidt Fix static analysis Change 3664107 by Matt.Kuhlenschmidt PR #4051: UE-49448: FPropertyChangedEvent to include TopLevelObjects (Contributed by projectgheist) Change 3664125 by Matt.Kuhlenschmidt PR #4036: Add missing GRAPHEDITOR_API (Contributed by projectgheist) Change 3664340 by Jamie.Dale PR #3648: Prevent GatherTextFromSource from failing the commandlet (Contributed by projectgheist) Change 3664403 by Jamie.Dale PR #3769: Fixes UE-46973 - Drag and Dropping Folders with Names (Contributed by LordNed) Change 3664539 by Jamie.Dale PR #3280: Added EditableText functionality (Contributed by projectgheist) Change3665433by Alexis.Matte When we finish importing morph target we must re-initialise the render resources since we now use GPU morph target. #jira UE-50231 Change 3666747 by Cody.Albert Change 3669280 by Jamie.Dale PR #4060: UE-50455: Verify folder is newly created before removing from tree (Contributed by projectgheist) Change 3669718 by Jamie.Dale PR #4061: Clear Content Browser folder search box on escape key (Contributed by projectgheist) Change 3670838 by Alexis.Matte Fix crash when deleting a skeletal mesh LOD and the mouse is over the "reimport" button. #jira UE-50387 Change 3671559 by Matt.Kuhlenschmidt Update SimpleUI automation test ground truth #jira UE-50325 Change 3671587 by Alexis.Matte Fix fbx importer scale not always apply. A cache array was not reset when opening a fbx file. #jira UE-50147 Change 3671730 by Jamie.Dale Added PostInitInstance to UClass to allow class types to perform construction time initialization of their instances Change 3672104 by Michael.Dupuis #jira UE-50427: Update the volume visibility list of the editor viewport when changing the procedural foliage settings Change 3674906 by Alexis.Matte Make sure the export LOD option is taken in consideration when exporting a level or the current level selection #jira UE-50248 Change 3674942 by Matt.Kuhlenschmidt Fix static analysis Change 3675401 by Alexis.Matte -fix export animation, do not truncate the last frame anymore -fix the import animation, there was a display issue in the progress bar. Also a floorToInt sometime truncate the last valid frame. We also have a better way to calculate the time increment we use to sample the fbx curves. #jira UE-48231 Change 3675990 by Alexis.Matte Remove morph target when doing a re-import, so morph will be remove if they do not exist anymore in the fbx. This is to avoid driving random vertex with old morph target. #jira UE-50391 Change 3676169 by Alexis.Matte When we re-import with dialog the option, "Override Full Name" was set to false and save with the option dialog. We now not set it to false, since it was not use during re-import. Change 3676396 by Alexis.Matte Make all LOD 0 name consistent in staticmesh editor #jira UE-49461 Change 3677730 by Cody.Albert Enable locking of Persistent Level in Levels tab #jira UE-50686 Change 3677838 by Jamie.Dale Replaced broken version of Roboto Light Change 3679619 by Alexis.Matte Integrate GitHub pr #4029 to fix import fbx chunk material assignation. #jira UE-50001 Change 3680093 by Alexis.Matte Fix the skeletal mesh so the vertex color is part of the vertex equality like with the static mesh. Change 3680931 by Arciel.Rekman SlateDialogs: show image icon for *.tga (UE-25106). - Also reworked the logic somewhat. #jira UE-25106 Change 3681966 by Yannick.Lange MaterialEditor post-process preview. #jira UE-45307 Change 3682407 by Lauren.Ridge Fixes for material editor compile errors Change 3682628 by Lauren.Ridge Content browser filters for Material Layers, Blends, and their instances Change 3682725 by Lauren.Ridge Adding filter assets and instance assets to Material Layers and Material Layer Blends. Turning Material Layering on by default Change 3682921 by Lauren.Ridge Fix for instance layers not initializing fully Change 3682954 by Lauren.Ridge Creating Material Layer Test Assets Change 3683582 by Alexis.Matte Fix static analysis build Change 3683614 by Matt.Kuhlenschmidt PR #4062: Git Plugin: Fix UE-44637: Deleting an asset is unsuccessful if the asset is marked for add (Contributed by SRombauts) Change 3684130 by Lauren.Ridge Allow visible parameter retrieval to correctly recurse through internally called functions. Previous check was intended to prevent function previews from leaving their graph through unhooked inputs, but unintentionally blocked all function inputs. Change 3686289 by Arciel.Rekman Remove the pessimization (UE-23791). Change 3686455 by Lauren.Ridge Fixes for adding/removing a layer parameter from the parent not updating the child Change 3686829 by Jamie.Dale No longer include trailing whitespace in the justification calculation for soft-wrapped lines #jira UE-50266 Change 3686970 by Lauren.Ridge Making material parameter preview work for functions as well Change 3687077 by Jamie.Dale Fixed crash using FActorDetails with the struct details panel Change 3687152 by Jamie.Dale Fixed the row structure tag not appearing in the Content Browser for Data Table assets The CDO is used to filter these tags, and the CDO was omiting that tag which caused it to be filtered for all Data Tables. #jira UE-48691 Change 3687174 by Lauren.Ridge Fix for material layer sub-parameters showing up in the default material parameters panel Change 3688100 by Lauren.Ridge Fixing static analysis error Change 3688317 by Jamie.Dale Fixed crash using the widget reflector in a cooked game Editor-style isn't available in cooked games. Core-style should be used instead for the widget reflector. Change 3689054 by Jamie.Dale Reference Viewer can now show/copy references lists for nodes with multiple objects, or multiple selected nodes #jira UE-45751 Change 3689513 by Jamie.Dale Fixed justification bug with RTL text caused by CL# 3686829 Also implemented the same alignment fix for visually left-aligned RTL text. #jira UE-50266 Change 3690231 by Lauren.Ridge Added Material Layers Parameters Preview (all editing disabled) panel to the Material Editor Change 3690234 by Lauren.Ridge Adding Material Layers Function Parameter to Static Parameter Compare Change 3690750 by Chris.Bunner Potential nullptr crash. Change 3690751 by Chris.Bunner Fixed logic on overridden vector parameter retrieval for material instances checking a function owned parameter. Change 3691010 by Jamie.Dale Fixed some clipping issues that could occur with right-aligned text FTextBlockLayout::OnPaint was passing an unscaled offset to SetVisibleRegion, and it also wasn't correctly adjusting the offset for RTL text with left-alignment (which becomes a visual right-alignment) #jira UE-46760 Change 3691091 by Jamie.Dale Renamed FTextBlockLayout to FSlateTextBlockLayout to reflect that it's a Slate specific type Change 3691134 by Alexis.Matte Make sure we instance also the collision mesh when exporting a level to fbx file. #jira UE-51066 Change 3691157 by Lauren.Ridge Fix for reset to default not refreshing sub-parameters Change 3691192 by Jamie.Dale Fixed Content Browser selection resetting when changing certain view settings #jira UE-49611 Change 3691204 by Alexis.Matte Remove fbx export file version 2010 compatibility. The 2018 fbx sdk refuse to export earlier then 2011. #jira UE-51023 Change 3692335 by Lauren.Ridge Setting displayed asset to equal filter asset if no instance has been selected Change 3692479 by Jamie.Dale Fixed whitespace Change 3692508 by Alexis.Matte Make sure we warn the user that there is nothing to export when exporting to fbx using "export selected" or "export All" from the file menu. We also prevent the export dialog to show #jira UE-50973 Change 3692639 by Jamie.Dale Translation Editor now shows stale translations as "Untranslated" Change 3692743 by Lauren.Ridge Smaller blend icons, added icon size override to FObjectEntryBox Change 3692830 by Alexis.Matte Fix linux build Change 3692894 by Lauren.Ridge Tooltip on "Parent" in material layers Change 3693141 by Jamie.Dale Removed dead code FastDecimalFormat made this redundant Change 3693580 by Jamie.Dale Added AlwaysSign number formatting option #jira UE-10310 Change 3693784 by Jamie.Dale Fixed assert extracting the number formatting rules for Arabic It uses a character outside the BMP for its plus and minus sign, so we need these to be a string to handle that. #jira UE-10310 Change 3694428 by Arciel.Rekman Linux: make directory watch request a warning so they don't block cooking. - See https://answers.unrealengine.com/questions/715206/cook-error-on-linux.html Change 3694458 by Matt.Kuhlenschmidt Made duplicate keybinding warning non-fatal Change 3694496 by Alexis.Matte fix static analysis build Change 3694515 by Jamie.Dale Added support for culture correct parsing of decimal numbers #jira UE-4028 Change 3694621 by Jamie.Dale Added a variant of FastDecimalFormat::StringToNumber that takes a string length This can be useful if you want to convert a number from within a non-null terminated string #jira UE-4028 Change 3694958 by Jamie.Dale Added a parsed length output to FastDecimalFormat::StringToNumber to allow permissive parsing You can test this rather than the result if you want to attempt to parse a number from a string that may have other data after it. This also fixes the sign-suffix causing the parsing to fail. #jira UE-4028 Change 3695083 by Alexis.Matte Optimisation of the morph target import - We now compute only the normal for the shape the tangent are not necessary - The async tasks are create when there is some available cpu thread to avoid filling the memory - When we re-import the morph target are deleted in bulk avoiding to initialize the morph map for every morphs targets #jira UE-50945 Change 3695122 by Jamie.Dale GetCultureAgnosticFormattingRules no longer returns a copy Change 3695835 by Arciel.Rekman TestPAL: greatly expanded malloc test. Change 3695918 by Arciel.Rekman TestPAL: Added thread priority test. Change 3696589 by Arciel.Rekman TestPAL: tweak thread priorities test (better readability). Change 3697345 by Alexis.Matte Fix reorder of material when importing a LOD with new material #jira UE-51135 Change 3699590 by Jamie.Dale Updated SGraphPinNum to use a numeric editor #jira UE-4028 Change 3699698 by Matt.Kuhlenschmidt Fix crash opening the level viewport context menu if the actor-component selection is out of sync #jira UE-48444 Change 3700158 by Arciel.Rekman Enable packaging for Android Vulkan on Linux (UETOOL-1232). - Change by Cengiz Terzibas Change 3700224 by Arciel.Rekman TestPAL: fixed a memory leak. Change 3700775 by Cody.Albert Don't need to initialize EnvironmentCubeMap twice. Change 3700866 by Michael.Trepka PR #3223: Remove unnecessary reallocation. (Contributed by foollbar) #jira UE-41643 Change 3701132 by Michael.Trepka Copy of CL 3671538 Fixed issues with editor's game mode in high DPI on Mac. #jira UE-49947, UE-51063 Change 3701421 by Michael.Trepka Fixed a crash in FScreenShotManager caused by an attempt to access a deleted FString in async lambda expression Change 3701495 by Alexis.Matte Fix fbx importer "import normals" option when mix with "mikkt" tangent build it was recomputing the normals instead of importing them. #jira UE-UE-51359 Change 3702982 by Jamie.Dale Cleaned up some localization setting names These now have consistent names and avoid double negatives. This also fixes needing to restart the editor when changing the "ShouldUseLocalizedPropertyNames" setting. Change 3703517 by Arciel.Rekman TestPAL: improved thread test. - Changed the counter to a normal variable to reduce possible contentions (threads used to share the counter in an early prototype, hence the usage of an atomic). Change 3704378 by Michael.Trepka Disable Zoom button on Mac if project requests a resizeable window without it. #jira UE-51335 Change 3706316 by Jamie.Dale Fixed the asset search suggestions list closing if you clicked on its scrollbar #jira UE-28885 Change 3706855 by Alexis.Matte Support importing animation that has some keys with negative time #jira UE-51305 Change 3709634 by Matt.Kuhlenschmidt PR #4146: Null access check on ForceLOD in FViewport::HighResScreenshot (Contributed by projectgheist) Change 3711085 by Michael.Trepka Reenabled UBT makefiles on Mac Change 3713049 by Josh.Engebretson The ConfigPropertyEditor now generates a unique runtime UClass. It uses the outer name on the property instead of a unique ID as a unique id would generate a new UClass every time (and these are RF_Standalone). I also removed some static qualifiers for Section and Property names which were incorrect. #jira UE-51319 Change 3713144 by Lauren.Ridge Fixing automated test error #jira UE-50982 Change 3713395 by Alexis.Matte Fix auto import mountpoint #jira UE-51524 Change 3713881 by Michael.Trepka Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets. #jira UE-31093 Change 3714197 by Michael.Trepka Send IMM key down event to the main window instead of Cocoa key window, as that's what the Slate's active window is. This solves problems with IMM not working in context menu text edit fields. #jira UE-47915 Change 3714911 by Joe.Graf Merge of cmake changes from Dev-Rendering Change 3715973 by Michael.Trepka Disable OS close button on Windows if project settings request that #jira UE-45522 Change 3716390 by Lauren.Ridge The color picker summoned when double-clicking vector3 nodes now has its intended "do not refresh until OK is clicked" behavior. #jira UE-50916 Change 3716529 by Josh.Engebretson Content Browser: Clamp "Assets to Load at Once Before Warning" so it cannot be set below 1 #jira UE-51341 Change 3716885 by Josh.Engebretson Tracking transactions such as a duplication operation can modify a selection which differs from the initial one. Added package state tracking to restore unmodified state when necessary. #jira UE-48572 Change 3716929 by Josh.Engebretson Unshelved from pending changelist '3364093': PR #3420: Exe's icons and properties (Contributed by projectgheist) Change 3716937 by Josh.Engebretson Unshelved from pending changelist '3647428': PR #4026: Fixed memory leaks for pipe writes and added data pipe writes (Contributed by Hemofektik) Change 3717002 by Josh.Engebretson Fix FileReference/string conversion Change 3717355 by Joe.Graf Fixed CMake file generation on Windows including Engine/Source/ThirdParty source Change 3718256 by Arciel.Rekman TestPAL: slight mod to the malloc test. - Touch the allocated memory to check actual resident usage. Change 3718290 by Arciel.Rekman BAFO: place descriptor after the allocation to save some VIRT memory. - We're relying on passing correct "Size" argument to Free() anyway, and this modification makes use of that extra information to save on memory for the descriptor. Change 3718508 by Michael.Trepka Fixed vsnprintf on platforms that use our custom implementation in StandardPlatformString.cpp to ignore length modifier for certain types (floating point, pointer) #jira UE-46148 Change 3718855 by Lauren.Ridge Adding content browser favorite folders. Add or remove folders from the favorite list in the folder's right-click context menu, and hide or show the favorites list in the Content Browser options. Change 3718932 by Cody.Albert Update ActorSequence plugin loading phase to PreDefault #jira UE-51612 Change 3719378 by tim.gautier QAGame: Renamed multiTxt_Justification > UMG_TextJustification. Added additional Text Widgets for testing Change 3719413 by Lauren.Ridge Resubmit of content browser favorites Change 3719803 by Yannick.Lange VREditor: Fix crash with null GEditor #jira UE-50103 Change 3721127 by tim.gautier QAGame: Fixed up a ton of redirectors within /Content and /Content/Materials - Added M_ParamDefaults and MF_ParamDefaults - Moved legacy MeshPaint materials into /Content/Materials/MeshPaint - Renamed ColorPulse assets from MatFunction_ > MF_, moved into /Content/Materials/Functions Change 3721255 by Alexis.Matte Replace skeletal mesh import option "keep overlapping vertex" by 3 float thresholds allowing the user to control the welding thresholds. #jira UE-51363 Change 3721594 by Lauren.Ridge Material Blends now have plane mesh previews in their icons. Change 3722072 by tim.gautier QAGame: Updated MF_ParamDefaults - using red channel as roughness Updated M_ParamDefaults - tweaked Scalar values Change 3722180 by Michael.Trepka Updated Xcode project generator to sort projects in the navigator by name (within folders) and also sort the list of schemes so that their order matches the order of projects in the navigator. #jira UE-25941 Change 3722220 by Michael.Trepka Fixed a problem with Xcode project generator not handling quoted preprocessor definitions correctly #jira UE-40246 Change 3722806 by Lauren.Ridge Fixing non-editor compiles Change 3722914 by Alexis.Matte Fbx importer: Add new attribute type(eSkeleton) for staticmesh socket import. #jira UE-51665 Change 3723446 by Michael.Trepka Copy of CL 3688862 from 4.18 + one more fix for a deadlock related to window resizing when using IME Don't do anything in Mac window's windowWillResize: if we're simply chaning the z order of windows. This way we avoid a rare dead lock when hiding the window. #jira UE-48257 Change 3723505 by Matt.Kuhlenschmidt Fix duplicate actors being created for USD primitives that specify a custom actor class Change 3723555 by Matt.Kuhlenschmidt Fix crash loading the gameplayabilities module #jira UE-51693 Change 3723557 by Matt.Kuhlenschmidt Fixed tooltip on viewport dpi scaling option Change 3723870 by Lauren.Ridge Fixing incorrect reset to default visibility, adding clear behavior to fields Change 3723917 by Arciel.Rekman Linux: fix compilation with glibc 2.26+ (UE-51699). - Fixes compilation on Ubuntu 17.10 among others. (Merging 3723489 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...) Change 3723918 by Arciel.Rekman Linux: do not test for popcnt presence unnecessarily (UE-51677). (Merging 3723904 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...) Change 3724229 by Arciel.Rekman Fix FOutputDeviceStdOutput to use printf() on Unix platforms. Change 3724261 by Arciel.Rekman TestPAL: fix thread priority test (zero the counter). Change 3724978 by Arciel.Rekman Linux: fix priority calculation. - Rlimit values are always positive, so this was completely broken when the RLIMIT_NICE is non-0. Change 3725382 by Matt.Kuhlenschmidt Guard against crashes and add more logging when actor creation fails. Looks like it could be manual garbage collections triggered before conversion is complete so those have been removed #jira UE-47464 Change 3725559 by Matt.Kuhlenschmidt Added a setting to enable/disable high dpi support in editor. This currently only functions in Windows. Moved some files around for better consistency Change 3725640 by Arciel.Rekman Fix Linux thread/process priorities. - Should also speed up SCW on Linux by deprioritizing them less. Change 3726101 by Matt.Kuhlenschmidt Fix logic bug in USD child "kind" type resolving Change 3726244 by Joe.Graf Added an option to generate a minimal set of targets for cmake files Added shader and config files to cmake file generation for searching within IDEs Change 3726506 by Arciel.Rekman Fix compile issue after DPI change. Change 3726549 by Matt.Kuhlenschmidt Remove unnecessary indirection to cached widgets in the hit test grid Change 3726660 by Arciel.Rekman Enable DPI switch on Linux. Change 3726763 by Arciel.Rekman Fix mismatching "noperspective" qualifier (UE-50807). - Pull request #4080 by TTimo. Change 3727080 by Michael.Trepka Added support for editor's EnableHighDPIAwareness setting on Mac Change 3727658 by Matt.Kuhlenschmidt Fix shutdown crash if level editor is still referenced after the object system has been gc'd #jira UE-51630 Change 3728270 by Matt.Kuhlenschmidt Remove propertyeditor dependency from editorstyle Change 3728291 by Arciel.Rekman Linux: fix for a crash on a headless system (UE-51714). - Preliminary change before merging to 4.18. Change 3728293 by Arciel.Rekman Linux: remove unneeded dependency on CEF. - Old workaround should no longer be needed, while this dependency makes UE4 depend on a ton of external libs. Change 3728524 by Michael.Trepka Copy of CL 3725570 Removed Enable Fullscreen option from editor's Window menu on Mac. Windowed fullscreen mode is currently unavailable on Mac in editor mode as supporting it properly would require it to work with multiple spaces and split screen, which we currently don't handle (requested in UE-27240) #jira UE-51709 Change 3728875 by Michael.Trepka Fixed compile error in Mac SlateOpenGLContext.cpp Change 3728880 by Matt.Kuhlenschmidt Guard against invalid worlds in thumbnail renderers Change 3728924 by Michael.Trepka Don't defer MacApplication->CloseWindow() call. This should fix a rare problem with deferred call executing during Slate's PrepassWindowAndChildren call. #jira UE-51711 Change 3729288 by Joe.Graf Added the .idea/misc.xml file generation to speed up CLion indexing Change 3729935 by Michael.Dupuis #jira UE-51722: Hide from UI invalid enum values Change 3730234 by Matt.Kuhlenschmidt Fix "Game Gets Mouse Control" setting no longer functioning and instead the mouse was always captured. #jira UE-51801 Change 3730349 by Michael.Dupuis #jira UE-51324: Clear the UI selection when rebuilding the palette, as we destroyed all items and recreate them, so selection is on invalid item Change 3730438 by Lauren.Ridge Cleaning up material layering UI functions Change 3730723 by Jamie.Dale Fixed FastDecimalFormat::StringToNumber incorrectly reporting that number-like sequences that lacked digits had been parsed as numbers #jira UE-51799 Change 3731008 by Lauren.Ridge Changing Layers and Blends from proxy assets to real assets Change 3731026 by Arciel.Rekman libelf: make elf_end() visible (UE-51843). - This repairs compilation for a case when CUDA is being used. - Also added some missing files for ARM 32-bit. Change 3731081 by Lauren.Ridge New material layer test assets Change 3731186 by Josh.Engebretson Adding camera speed scalar setting and Toolbar UI to increase range on camera speed presets #jira UE-50104 Change 3731188 by Mike.Erwin Improve responsiveness of Open Asset dialog. On large projects, there's a noticeable delay when opening and searching/filtering assets. Stopwatch measurements on my machine (seconds for ~122,000 assets): before with this CL ctrl-P 1.4 0.45 search 1.8 0.55 CollectionManagerModule was the main culprit for search/filter slowness. Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation. Change 3731682 by Arciel.Rekman UnrealEd: Allow unattended commandlets to rename/save packages. Change 3732305 by Michael.Dupuis #jira UE-48434 : Only register if the foliage type still has a valid mesh Change 3732361 by Matt.Kuhlenschmidt Fix two settings objects being created in the transient package with the same name #jira UE-51891 Change 3732895 by Josh.Engebretson https://jira.it.epicgames.net/browse/UE-51706 If a shared DDC is not being used, present a notification to the licensee with a link on how to setup a shared DDC. Adds DDC notification events for check/put and query for whether a shared DDC is in use. #jira UE-51706 Change 3733025 by Arciel.Rekman UBT: make sure new clang versions are invoked. Change 3733311 by Mike.Erwin Fix Linux compile warning from CL 3731188 It didn't like mixing && and || without parentheses. Reworked logic to do one test at a time, put cheaper tests first to avoid calls to more expensive IsPluginFolder. Change 3733658 by Josh.Engebretson Add a missing #undef LOCTEXT_NAMESPACE Change 3734003 by Arciel.Rekman Fix Windows attempting to use printf %ls and crashing at that (UE-51934). Change 3734039 by Michael.Trepka Fixed a couple of merge issues in Mac ApplicationCore Change 3734052 by Michael.Trepka One more Mac ApplicationCore fix Change 3734244 by Lauren.Ridge Fix for accessing Slate window on render thread Change 3734950 by Josh.Engebretson Fixing clang warning Change 3734978 by Jamie.Dale Relaxed enum property importing to allow valid numeric values to be imported too This was previously made more strict which caused a regression in Data Table importing #jira UE-51848 Change 3734999 by Arciel.Rekman Linux: add LTO support and more. - Adds ability to use link-time opitimization (reusing current target property bAllowLTCG). - Supports using llvm-ar and lld instead of ar/ranlib and ld. - More build information printed (and in a better organized way). - Native scripts updated to install packages with the appropriate tools on supported systems - AutoSDKs updated to require a new toolchain (already checked in). - Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089 Change 3735268 by Matt.Kuhlenschmidt Added support for canvas based DPI scaling. -Scene canvas is by default not scaled as this could severely impact any game using a canvas based UI -The debug canvas for stats is always dpi scaled in editor and pie. -Eliminated text scaling workaround now that the entire canvas is properly scaled -Enabled canvas scaling in cascade UI Change 3735329 by Matt.Kuhlenschmidt Fix potential crash if an asset editor has an object deleted out from under it #jira UE-51941 Change 3735502 by Arciel.Rekman Fix compile issue (bShouldUpdateScreenPercentage). Change 3735878 by Jamie.Dale Updated FString::SanitizeFloat to allow you to specify the min number of fractional digits to have in the resultant string This defaults to 1 as that was the old behavior of FString::SanitizeFloat, but can also be set to 0 to prevent adding .0 to whole numbers. Change 3735881 by Jamie.Dale JsonValue no longer stringifies whole numbers as floats Change 3735884 by Jamie.Dale Only allow enums to import integral values Change 3735912 by Josh.Engebretson Improving cook process error/warning handling including asset warning/error content browser links and manual dismiss for cook error notifications #jira UE-48131 Change 3736280 by Matt.Kuhlenschmidt Fix 0 dpi scale for canvases #jira UE-51995 Change 3736298 by Matt.Kuhlenschmidt Force focus of game viewports in vr mode Change 3736374 by Jamie.Dale Fixed some places where input chords were being used without testing that they had a valid key set #jira UE-51799 Change 3738543 by Matt.Kuhlenschmidt Better fix for edit condition crashes #jira UE-51886 Change 3738603 by Lauren.Ridge Copy over of drag and drop non-array onto array fix Change 3739701 by Chris.Babcock Fix crashlytics merge error #jira UE-52064 #ue4 #android [CL 3739980 by Matt Kuhlenschmidt in Main branch]
2633 lines
104 KiB
C#
2633 lines
104 KiB
C#
// Copyright 1998-2017 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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using System.Reflection;
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using Microsoft.Win32;
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using System.Linq;
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using System.Diagnostics;
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using Tools.DotNETCommon;
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using System.Xml.Linq;
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using System.Xml;
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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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abstract class MasterProjectFolder
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{
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/// <summary>
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/// Constructor
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/// </summary>
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/// <param name="InitOwnerProjectFileGenerator">Project file generator that owns this object</param>
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/// <param name="InitFolderName">Name for this folder</param>
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public MasterProjectFolder( ProjectFileGenerator InitOwnerProjectFileGenerator, string InitFolderName )
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{
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OwnerProjectFileGenerator = InitOwnerProjectFileGenerator;
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FolderName = InitFolderName;
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}
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/// Name of this folder
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public string FolderName
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{
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get;
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private set;
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}
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/// <summary>
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/// Adds a new sub-folder to this folder
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/// </summary>
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/// <param name="SubFolderName">Name of the new folder</param>
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/// <returns>The newly-added folder</returns>
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public MasterProjectFolder AddSubFolder( string SubFolderName )
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{
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MasterProjectFolder ResultFolder = null;
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List<string> FolderNames = SubFolderName.Split(new char[2] { Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar }, 2, StringSplitOptions.RemoveEmptyEntries).ToList();
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string FirstFolderName = FolderNames[0];
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bool AlreadyExists = false;
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foreach (MasterProjectFolder ExistingFolder in SubFolders)
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{
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if (ExistingFolder.FolderName.Equals(FirstFolderName, StringComparison.InvariantCultureIgnoreCase))
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{
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// Already exists!
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ResultFolder = ExistingFolder;
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AlreadyExists = true;
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break;
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}
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}
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if (!AlreadyExists)
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{
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ResultFolder = OwnerProjectFileGenerator.AllocateMasterProjectFolder(OwnerProjectFileGenerator, FirstFolderName);
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SubFolders.Add(ResultFolder);
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}
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if (FolderNames.Count > 1)
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{
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ResultFolder = ResultFolder.AddSubFolder(FolderNames[1]);
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}
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return ResultFolder;
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}
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/// <summary>
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/// Recursively searches for the specified project and returns the folder that it lives in, or null if not found
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/// </summary>
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/// <param name="Project">The project file to look for</param>
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/// <returns>The found folder that the project is in, or null</returns>
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public MasterProjectFolder FindFolderForProject( ProjectFile Project )
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{
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foreach( MasterProjectFolder CurFolder in SubFolders )
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{
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MasterProjectFolder FoundFolder = CurFolder.FindFolderForProject( Project );
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if( FoundFolder != null )
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{
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return FoundFolder;
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}
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}
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foreach( ProjectFile ChildProject in ChildProjects )
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{
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if( ChildProject == Project )
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{
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return this;
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}
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}
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return null;
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}
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/// Owner project generator
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readonly ProjectFileGenerator OwnerProjectFileGenerator;
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/// Sub-folders
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public readonly List<MasterProjectFolder> SubFolders = new List<MasterProjectFolder>();
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/// Child projects
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public readonly List<ProjectFile> ChildProjects = new List<ProjectFile>();
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/// Files in this folder. These are files that aren't part of any project, but display in the IDE under the project folder
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/// and can be browsed/opened by the user easily in the user interface
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public readonly List<string> Files = new List<string>();
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}
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/// <summary>
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/// The type of project files to generate
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/// </summary>
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enum ProjectFileFormat
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{
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Make,
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CMake,
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QMake,
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KDevelop,
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CodeLite,
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VisualStudio,
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VisualStudio2012,
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VisualStudio2013,
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VisualStudio2015,
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VisualStudio2017,
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XCode,
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Eddie,
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VisualStudioCode,
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}
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/// <summary>
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/// Static class containing
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/// </summary>
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static class ProjectFileGeneratorSettings
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{
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/// <summary>
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/// Default list of project file formats to generate
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/// </summary>
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[XmlConfigFile(Category = "ProjectFileGenerator", Name = "Format")]
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public static string Format = null;
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/// <summary>
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/// Parses a list of project file formats from a string
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/// </summary>
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/// <param name="Formats"></param>
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/// <returns>Sequence of project file formats</returns>
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public static IEnumerable<ProjectFileFormat> ParseFormatList(string Formats)
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{
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foreach(string FormatName in Formats.Split('+').Select(x => x.Trim()))
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{
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ProjectFileFormat Format;
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if(Enum.TryParse(FormatName, true, out Format))
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{
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yield return Format;
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}
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else
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{
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Log.TraceError("Invalid project file format '{0}'", FormatName);
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}
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}
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}
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}
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/// <summary>
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/// Base class for all project file generators
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/// </summary>
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abstract class ProjectFileGenerator
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{
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/// Global static that enables generation of project files. Doesn't actually compile anything.
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/// This is enabled only via UnrealBuildTool command-line.
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public static bool bGenerateProjectFiles = false;
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/// True if we're generating lightweight project files for a single game only, excluding most engine code, documentation, etc.
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public bool bGeneratingGameProjectFiles = false;
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/// Optional list of platforms to generate projects for
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readonly List<UnrealTargetPlatform> ProjectPlatforms = new List<UnrealTargetPlatform>();
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/// When bGeneratingGameProjectFiles=true, this is the game name we're generating projects for
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protected string GameProjectName = null;
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/// Global static that only adds platforms that are supported when generating a given target.
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/// This was the old behavior, and it resulted in scenarios where having an unsupported platform selected
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/// in the platform drop-down would silently 'switch' to building Win32.
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/// The new behavior is to add all platforms when generating a target, and then check if it is supported
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/// at build time. If it is not, then a BuildException is thrown informing the user of an unsupported platform.
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/// NOTE: This only matters when using "-AllProjects". It can increase the project file load times though, because of all
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/// of the extra project configuration combinations we need to store
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public static bool bCreateDummyConfigsForUnsupportedPlatforms = true;
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/// Whether we should include configurations for "Test" and "Shipping" in generated projects (pass "-NoShippingConfigs" to disable this)
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public static bool bIncludeTestAndShippingConfigs = true;
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/// True if intellisense data should be generated (takes a while longer)
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bool bGenerateIntelliSenseData = true;
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/// True if we should include documentation in the generated projects
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[XmlConfigFile]
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protected bool bIncludeDocumentation = true;
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/// True if all documentation languages should be included in generated projects, otherwise only "INT" will be included
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bool bAllDocumentationLanguages = false;
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/// True if build targets should pass the -useprecompiled argument
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public static bool bUsePrecompiled = false;
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/// True if we should include engine source in the generated solution
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protected bool bIncludeEngineSource = true;
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/// True if shader source files should be included in the generated projects
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protected bool bIncludeShaderSource = true;
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/// True if build system files should be included
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bool bIncludeBuildSystemFiles = true;
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/// True if we should include config files (.ini files) in the generated project
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protected bool bIncludeConfigFiles = true;
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/// True if we should include localization files (.int/.kor/etc files) in the generated project
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bool bIncludeLocalizationFiles = false;
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/// True if we should include template files (.template files) in the generated project
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protected bool bIncludeTemplateFiles = true;
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/// True if we should include program projects in the generated solution
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protected bool IncludeEnginePrograms = true;
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/// True if we should include .NET Core projects in the generated solution
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bool bIncludeDotNETCoreProjects = false;
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/// True if we should reflect "Source" sub-directories on disk in the master project as master project directories.
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/// This arguably adds some visual clutter to the master project, but is truer to the on-disk file organization.
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bool bKeepSourceSubDirectories = true;
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/// Relative path to the directory where the master project file will be saved to
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public static DirectoryReference MasterProjectPath = UnrealBuildTool.RootDirectory; // We'll save the master project to our "root" folder
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/// Name of the UE4 engine project that contains all of the engine code, config files and other files
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public static readonly string EngineProjectFileNameBase = "UE4";
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/// Name of the UE4 enterprise project that contains all of the enterprise code, config files and other files
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public static readonly string EnterpriseProjectFileNameBase = "Studio";
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/// When ProjectsAreIntermediate is true, this is the directory to store generated project files
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// @todo projectfiles: Ideally, projects for game modules/targets would be created in the game's Intermediate folder!
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public static DirectoryReference IntermediateProjectFilesPath = DirectoryReference.Combine( UnrealBuildTool.EngineDirectory, "Intermediate", "ProjectFiles" );
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/// Path to timestamp file, recording when was the last time projects were created.
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public static string ProjectTimestampFile = Path.Combine(IntermediateProjectFilesPath.FullName, "Timestamp");
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/// Global static new line string used by ProjectFileGenerator to generate project files.
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public static readonly string NewLine = Environment.NewLine;
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/// If true, we'll parse subdirectories of third-party projects to locate source and header files to include in the
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/// generated projects. This can make the generated projects quite a bit bigger, but makes it easier to open files
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/// directly from the IDE.
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bool bGatherThirdPartySource = false;
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/// Indicates whether we should process dot net core based C# projects
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bool AllowDotNetCoreProjects = false;
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/// Name of the master project file (e.g. base file name for the solution file for Visual Studio, or the Xcode project file on Mac)
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protected string MasterProjectName = "UE4";
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/// Maps all module names that were included in generated project files, to actual project file objects.
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/// @todo projectfiles: Nasty global static list. This is only really used for IntelliSense, and to avoid extra folder searches for projects we've already cached source files for.
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public static readonly Dictionary<string, ProjectFile> ModuleToProjectFileMap = new Dictionary<string, ProjectFile>( StringComparer.InvariantCultureIgnoreCase );
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/// If generating project files for a single project, the path to its .uproject file.
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public readonly FileReference OnlyGameProject;
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/// When generating IntelliSense data, we may want to only generate data for a specific project file, even if other targets make use of modules
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/// in this project file. This is useful to prevent unusual or hacky global definitions from Programs affecting the Editor/Engine modules. We
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/// always want the most common and useful definitions to be set when working with solutions with many modules.
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public static ProjectFile OnlyGenerateIntelliSenseDataForProject
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{
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get;
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private set;
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}
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/// File extension for project files we'll be generating (e.g. ".vcxproj")
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abstract public string ProjectFileExtension
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{
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get;
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}
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/// True if we should include IntelliSense data in the generated project files when possible
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virtual public bool ShouldGenerateIntelliSenseData()
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{
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return bGenerateIntelliSenseData;
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}
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/// <summary>
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/// Default constructor.
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/// </summary>
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/// <param name="InOnlyGameProject">The project file passed in on the command line</param>
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public ProjectFileGenerator(FileReference InOnlyGameProject)
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{
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AllowDotNetCoreProjects = Environment.CommandLine.Contains("-dotnetcore");
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OnlyGameProject = InOnlyGameProject;
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XmlConfig.ApplyTo(this);
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}
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/// <summary>
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/// Adds all .automation.csproj files to the solution.
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/// </summary>
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void AddAutomationModules(List<FileReference> UnrealProjectFiles, MasterProjectFolder ProgramsFolder)
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{
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MasterProjectFolder Folder = ProgramsFolder.AddSubFolder("Automation");
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List<DirectoryReference> BuildFolders = new List<DirectoryReference>();
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foreach (FileReference UnrealProjectFile in UnrealProjectFiles)
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{
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DirectoryReference GameBuildFolder = DirectoryReference.Combine(UnrealProjectFile.Directory, "Build");
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if (DirectoryReference.Exists(GameBuildFolder))
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{
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BuildFolders.Add(GameBuildFolder);
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}
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}
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// Find all the automation modules .csproj files to add
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List<FileReference> ModuleFiles = RulesCompiler.FindAllRulesSourceFiles(RulesCompiler.RulesFileType.AutomationModule, null, ForeignPlugins:null, AdditionalSearchPaths: BuildFolders );
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foreach (FileReference ProjectFile in ModuleFiles)
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{
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if (FileReference.Exists(ProjectFile))
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{
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VCSharpProjectFile Project = new VCSharpProjectFile(ProjectFile);
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Project.ShouldBuildForAllSolutionTargets = true;
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AddExistingProjectFile(Project, bForceDevelopmentConfiguration: true);
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AutomationProjectFiles.Add( Project );
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Folder.ChildProjects.Add( Project );
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}
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}
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}
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/// <summary>
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/// Finds all csproj within Engine/Source/Programs, and add them if their UE4CSharp.prog file exists.
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/// </summary>
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void DiscoverCSharpProgramProjects(MasterProjectFolder ProgramsFolder)
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{
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List<FileReference> FoundProjects = new List<FileReference>();
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DirectoryReference EngineProgramsSource = DirectoryReference.Combine(UnrealBuildTool.EngineDirectory, "Source", "Programs");
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DiscoverCSharpProgramProjectsRecursively(EngineProgramsSource, FoundProjects);
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foreach (FileReference FoundProject in FoundProjects)
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{
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VCSharpProjectFile Project = new VCSharpProjectFile(FoundProject);
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if (AllowDotNetCoreProjects || !Project.IsDotNETCoreProject())
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{
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Project.ShouldBuildForAllSolutionTargets = true;
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Project.ShouldBuildByDefaultForSolutionTargets = true;
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AddExistingProjectFile(Project, bForceDevelopmentConfiguration: false);
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ProgramsFolder.ChildProjects.Add(Project);
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}
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}
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}
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private static void DiscoverCSharpProgramProjectsRecursively(DirectoryReference SearchFolder, List<FileReference> FoundProjects)
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{
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// Scan all the files in this directory
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bool bSearchSubFolders = true;
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foreach (FileReference File in DirectoryLookupCache.EnumerateFiles(SearchFolder))
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{
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// If we find a csproj or sln, we should not recurse this directory.
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bool bIsCsProj = File.HasExtension(".csproj");
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bool bIsSln = File.HasExtension(".sln");
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bSearchSubFolders &= !(bIsCsProj || bIsSln);
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// If we found an sln, ignore completely.
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if (bIsSln)
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{
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break;
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}
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// For csproj files, add them to the sln if the UE4CSharp.prog file also exists.
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if (bIsCsProj && FileReference.Exists(FileReference.Combine(SearchFolder, "UE4CSharp.prog")))
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{
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FoundProjects.Add(File);
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}
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}
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// If we didn't find anything to stop the search, search all the subdirectories too
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if (bSearchSubFolders)
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{
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foreach (DirectoryReference SubDirectory in DirectoryLookupCache.EnumerateDirectories(SearchFolder))
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{
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DiscoverCSharpProgramProjectsRecursively(SubDirectory, FoundProjects);
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}
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}
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}
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/// <summary>
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/// Finds the game projects that we're generating project files for
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/// </summary>
|
|
/// <returns>List of project files</returns>
|
|
public List<FileReference> FindGameProjects()
|
|
{
|
|
List<FileReference> ProjectFiles = new List<FileReference>();
|
|
if(bGeneratingGameProjectFiles)
|
|
{
|
|
ProjectFiles.Add(OnlyGameProject);
|
|
}
|
|
else
|
|
{
|
|
ProjectFiles.AddRange(UProjectInfo.AllProjectFiles.Where(x => ShouldGenerateProject(x)));
|
|
}
|
|
return ProjectFiles;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Determines if we should generate IDE project files for for the given project
|
|
/// </summary>
|
|
/// <param name="ProjectFile">The project to check</param>
|
|
/// <returns>True to generate a project, false otherwise</returns>
|
|
private static bool ShouldGenerateProject(FileReference ProjectFile)
|
|
{
|
|
DirectoryReference ProjectDirectory = ProjectFile.Directory;
|
|
DirectoryReference SourceFolder = DirectoryReference.Combine(ProjectDirectory, "Source");
|
|
DirectoryReference IntermediateSourceFolder = DirectoryReference.Combine(ProjectDirectory, "Intermediate", "Source");
|
|
return DirectoryReference.Exists(SourceFolder) || DirectoryReference.Exists(IntermediateSourceFolder);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Generates a Visual Studio solution file and Visual C++ project files for all known engine and game targets.
|
|
/// Does not actually build anything.
|
|
/// </summary>
|
|
/// <param name="Arguments">Command-line arguments</param>
|
|
public virtual bool GenerateProjectFiles( String[] Arguments )
|
|
{
|
|
bool bSuccess = true;
|
|
|
|
// Parse project generator options
|
|
bool IncludeAllPlatforms = true;
|
|
ConfigureProjectFileGeneration( Arguments, ref IncludeAllPlatforms);
|
|
|
|
if (bGeneratingGameProjectFiles || UnrealBuildTool.IsEngineInstalled())
|
|
{
|
|
Log.TraceInformation("Discovering modules, targets and source code for project...");
|
|
|
|
MasterProjectPath = OnlyGameProject.Directory;
|
|
|
|
// Set the project file name
|
|
MasterProjectName = OnlyGameProject.GetFileNameWithoutExtension();
|
|
|
|
if (!DirectoryReference.Exists(DirectoryReference.Combine(MasterProjectPath, "Source")))
|
|
{
|
|
if (!DirectoryReference.Exists(DirectoryReference.Combine(MasterProjectPath, "Intermediate", "Source")))
|
|
{
|
|
if (BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Mac)
|
|
{
|
|
MasterProjectPath = UnrealBuildTool.EngineDirectory;
|
|
GameProjectName = "UE4Game";
|
|
}
|
|
if (!DirectoryReference.Exists(DirectoryReference.Combine(MasterProjectPath, "Source")))
|
|
{
|
|
throw new BuildException("Directory '{0}' is missing 'Source' folder.", MasterProjectPath);
|
|
}
|
|
}
|
|
}
|
|
IntermediateProjectFilesPath = DirectoryReference.Combine(MasterProjectPath, "Intermediate", "ProjectFiles");
|
|
}
|
|
|
|
// Modify the name if specific platforms were given
|
|
if (ProjectPlatforms.Count > 0)
|
|
{
|
|
// Sort the platforms names so we get consistent names
|
|
List<string> SortedPlatformNames = new List<string>();
|
|
foreach (UnrealTargetPlatform SpecificPlatform in ProjectPlatforms)
|
|
{
|
|
SortedPlatformNames.Add(SpecificPlatform.ToString());
|
|
}
|
|
SortedPlatformNames.Sort();
|
|
|
|
MasterProjectName += "_";
|
|
foreach (string SortedPlatform in SortedPlatformNames)
|
|
{
|
|
MasterProjectName += SortedPlatform;
|
|
IntermediateProjectFilesPath = new DirectoryReference(IntermediateProjectFilesPath.FullName + SortedPlatform);
|
|
}
|
|
}
|
|
|
|
// Optionally include the folder name in the project
|
|
if (Environment.GetEnvironmentVariable("UE_NAME_PROJECT_AFTER_FOLDER") == "1")
|
|
{
|
|
MasterProjectName += "_" + Path.GetFileName(MasterProjectPath.ToString());
|
|
}
|
|
|
|
bool bCleanProjectFiles = Arguments.Any(x => x.Equals("-CleanProjects", StringComparison.InvariantCultureIgnoreCase));
|
|
if (bCleanProjectFiles)
|
|
{
|
|
CleanProjectFiles(MasterProjectPath, MasterProjectName, IntermediateProjectFilesPath);
|
|
}
|
|
|
|
// Figure out which platforms we should generate project files for.
|
|
string SupportedPlatformNames;
|
|
SetupSupportedPlatformsAndConfigurations( IncludeAllPlatforms:IncludeAllPlatforms, SupportedPlatformNames:out SupportedPlatformNames );
|
|
|
|
Log.TraceVerbose( "Detected supported platforms: " + SupportedPlatformNames );
|
|
|
|
RootFolder = AllocateMasterProjectFolder( this, "<Root>" );
|
|
|
|
// Build the list of games to generate projects for
|
|
List<FileReference> AllGameProjects = FindGameProjects();
|
|
|
|
// Find all of the module files. This will filter out any modules or targets that don't belong to platforms
|
|
// we're generating project files for.
|
|
List<FileReference> AllModuleFiles = DiscoverModules(AllGameProjects);
|
|
|
|
ProjectFile EngineProject = null;
|
|
ProjectFile EnterpriseProject = null;
|
|
Dictionary<DirectoryReference, ProjectFile> GameProjects = null;
|
|
Dictionary<DirectoryReference, ProjectFile> ModProjects = null;
|
|
Dictionary<FileReference, ProjectFile> ProgramProjects = null;
|
|
Dictionary<DirectoryReference, ProjectFile> TemplateGameProjects = null;
|
|
Dictionary<DirectoryReference, ProjectFile> SampleGameProjects = null;
|
|
{
|
|
// Setup buildable projects for all targets
|
|
AddProjectsForAllTargets( AllGameProjects, out EngineProject, out EnterpriseProject, out GameProjects, out ModProjects, out ProgramProjects, out TemplateGameProjects, out SampleGameProjects );
|
|
|
|
// Add all game projects and game config files
|
|
AddAllGameProjects(GameProjects, SupportedPlatformNames, RootFolder);
|
|
|
|
// Set the game to be the default project
|
|
if(ModProjects.Count > 0)
|
|
{
|
|
DefaultProject = ModProjects.Values.First();
|
|
}
|
|
else if(bGeneratingGameProjectFiles && GameProjects.Count > 0)
|
|
{
|
|
DefaultProject = GameProjects.Values.First();
|
|
}
|
|
|
|
//Related Debug Project Files - Tuple here has the related Debug Project, SolutionFolder
|
|
List<Tuple<ProjectFile, string>> DebugProjectFiles = new List<Tuple<ProjectFile, string>>();
|
|
|
|
// Place projects into root level solution folders
|
|
if ( bIncludeEngineSource )
|
|
{
|
|
// If we're still missing an engine project because we don't have any targets for it, make one up.
|
|
if( EngineProject == null )
|
|
{
|
|
FileReference ProjectFilePath = FileReference.Combine(IntermediateProjectFilesPath, EngineProjectFileNameBase + ProjectFileExtension);
|
|
|
|
bool bAlreadyExisted;
|
|
EngineProject = FindOrAddProject(ProjectFilePath, true, out bAlreadyExisted);
|
|
|
|
EngineProject.IsForeignProject = false;
|
|
EngineProject.IsGeneratedProject = true;
|
|
EngineProject.IsStubProject = true;
|
|
}
|
|
|
|
if( EngineProject != null )
|
|
{
|
|
RootFolder.AddSubFolder( "Engine" ).ChildProjects.Add( EngineProject );
|
|
|
|
// Engine config files
|
|
if( bIncludeConfigFiles )
|
|
{
|
|
AddEngineConfigFiles( EngineProject );
|
|
if( IncludeEnginePrograms )
|
|
{
|
|
AddUnrealHeaderToolConfigFiles(EngineProject);
|
|
AddUBTConfigFilesToEngineProject(EngineProject);
|
|
}
|
|
}
|
|
|
|
// Engine Extras files
|
|
AddEngineExtrasFiles(EngineProject);
|
|
|
|
// Engine localization files
|
|
if( bIncludeLocalizationFiles )
|
|
{
|
|
AddEngineLocalizationFiles( EngineProject );
|
|
}
|
|
|
|
// Engine template files
|
|
if (bIncludeTemplateFiles)
|
|
{
|
|
AddEngineTemplateFiles( EngineProject );
|
|
}
|
|
|
|
if( bIncludeShaderSource )
|
|
{
|
|
Log.TraceVerbose( "Adding shader source code..." );
|
|
|
|
// Find shader source files and generate stub project
|
|
AddEngineShaderSource( EngineProject );
|
|
}
|
|
|
|
if( bIncludeBuildSystemFiles )
|
|
{
|
|
Log.TraceVerbose( "Adding build system files..." );
|
|
|
|
AddEngineBuildFiles( EngineProject );
|
|
}
|
|
|
|
if( bIncludeDocumentation )
|
|
{
|
|
AddEngineDocumentation( EngineProject );
|
|
}
|
|
|
|
List<Tuple<ProjectFile, string>> NewProjectFiles = EngineProject.WriteDebugProjectFiles(InPlatforms: SupportedPlatforms, InConfigurations: SupportedConfigurations);
|
|
|
|
if (NewProjectFiles != null)
|
|
{
|
|
DebugProjectFiles.AddRange(NewProjectFiles);
|
|
}
|
|
}
|
|
|
|
if (EnterpriseProject != null)
|
|
{
|
|
RootFolder.AddSubFolder(UnrealBuildTool.EnterpriseDirectory.GetDirectoryName()).ChildProjects.Add(EnterpriseProject);
|
|
}
|
|
|
|
foreach( ProjectFile CurModProject in ModProjects.Values )
|
|
{
|
|
RootFolder.AddSubFolder("Mods").ChildProjects.Add(CurModProject);
|
|
}
|
|
|
|
foreach( ProjectFile CurGameProject in GameProjects.Values )
|
|
{
|
|
// Templates go under a different solution folder than games
|
|
DirectoryReference TemplateGameDirectory = TemplateGameProjects.FirstOrDefault( FolderAndProject => FolderAndProject.Value == CurGameProject ).Key;
|
|
DirectoryReference SampleGameDirectory = SampleGameProjects.FirstOrDefault( FolderAndProject => FolderAndProject.Value == CurGameProject ).Key;
|
|
|
|
if( TemplateGameDirectory != null )
|
|
{
|
|
if( TemplateGameDirectory.IsUnderDirectory((UnrealBuildTool.EnterpriseDirectory)) )
|
|
{
|
|
RootFolder.AddSubFolder(UnrealBuildTool.EnterpriseDirectory.GetDirectoryName() + Path.DirectorySeparatorChar + "Templates").ChildProjects.Add(CurGameProject);
|
|
}
|
|
else
|
|
{
|
|
RootFolder.AddSubFolder("Templates").ChildProjects.Add(CurGameProject);
|
|
}
|
|
}
|
|
else if( SampleGameDirectory != null )
|
|
{
|
|
if( SampleGameDirectory.IsUnderDirectory((UnrealBuildTool.EnterpriseDirectory)) )
|
|
{
|
|
RootFolder.AddSubFolder(UnrealBuildTool.EnterpriseDirectory.GetDirectoryName() + Path.DirectorySeparatorChar + "Samples").ChildProjects.Add(CurGameProject);
|
|
}
|
|
else
|
|
{
|
|
RootFolder.AddSubFolder("Samples").ChildProjects.Add(CurGameProject);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
RootFolder.AddSubFolder( "Games" ).ChildProjects.Add( CurGameProject );
|
|
}
|
|
|
|
List<Tuple<ProjectFile, string>> NewProjectFiles = CurGameProject.WriteDebugProjectFiles(InPlatforms: SupportedPlatforms, InConfigurations: SupportedConfigurations);
|
|
|
|
if (NewProjectFiles != null)
|
|
{
|
|
DebugProjectFiles.AddRange(NewProjectFiles);
|
|
}
|
|
|
|
}
|
|
|
|
//Related Debug Project Files - Tuple has the related Debug Project, SolutionFolder
|
|
foreach (Tuple<ProjectFile, string> DebugProjectFile in DebugProjectFiles)
|
|
{
|
|
AddExistingProjectFile(DebugProjectFile.Item1, bForceDevelopmentConfiguration: false);
|
|
|
|
//add it to the Android Debug Projects folder in the solution
|
|
RootFolder.AddSubFolder(DebugProjectFile.Item2).ChildProjects.Add(DebugProjectFile.Item1);
|
|
}
|
|
|
|
|
|
foreach( KeyValuePair<FileReference, ProjectFile> CurProgramProject in ProgramProjects )
|
|
{
|
|
ProjectTarget Target = CurProgramProject.Value.ProjectTargets.FirstOrDefault(t => !String.IsNullOrEmpty(t.TargetRules.SolutionDirectory));
|
|
|
|
if (Target != null)
|
|
{
|
|
RootFolder.AddSubFolder(Target.TargetRules.SolutionDirectory).ChildProjects.Add(CurProgramProject.Value);
|
|
}
|
|
else
|
|
{
|
|
if (CurProgramProject.Key.IsUnderDirectory(UnrealBuildTool.EnterpriseDirectory))
|
|
{
|
|
RootFolder.AddSubFolder(UnrealBuildTool.EnterpriseDirectory.GetDirectoryName() + Path.DirectorySeparatorChar + "Programs").ChildProjects.Add(CurProgramProject.Value);
|
|
}
|
|
else
|
|
{
|
|
RootFolder.AddSubFolder( "Programs" ).ChildProjects.Add( CurProgramProject.Value );
|
|
}
|
|
}
|
|
}
|
|
|
|
// Add all of the config files for generated program targets
|
|
AddEngineProgramConfigFiles( ProgramProjects );
|
|
}
|
|
}
|
|
|
|
// Setup "stub" projects for all modules
|
|
AddProjectsForAllModules(AllGameProjects, ProgramProjects, ModProjects, AllModuleFiles, bGatherThirdPartySource);
|
|
|
|
{
|
|
if( IncludeEnginePrograms )
|
|
{
|
|
MasterProjectFolder ProgramsFolder = RootFolder.AddSubFolder( "Programs" );
|
|
|
|
// Add UnrealBuildTool to the master project
|
|
AddUnrealBuildToolProject( ProgramsFolder );
|
|
|
|
// Add AutomationTool to the master project
|
|
ProgramsFolder.ChildProjects.Add(AddSimpleCSharpProject("AutomationTool", bShouldBuildForAllSolutionTargets: true, bForceDevelopmentConfiguration: true));
|
|
|
|
// Add automation.csproj files to the master project
|
|
AddAutomationModules(AllGameProjects, ProgramsFolder);
|
|
|
|
// Discover C# programs which should additionally be included in the solution.
|
|
DiscoverCSharpProgramProjects(ProgramsFolder);
|
|
}
|
|
|
|
|
|
// Eliminate all redundant master project folders. E.g., folders which contain only one project and that project
|
|
// has the same name as the folder itself. To the user, projects "feel like" folders already in the IDE, so we
|
|
// want to collapse them down where possible.
|
|
EliminateRedundantMasterProjectSubFolders( RootFolder, "" );
|
|
|
|
// Figure out which targets we need about IntelliSense for. We only need to worry about targets for projects
|
|
// that we're actually generating in this session.
|
|
List<Tuple<ProjectFile, ProjectTarget>> IntelliSenseTargetFiles = new List<Tuple<ProjectFile, ProjectTarget>>();
|
|
{
|
|
// Engine targets
|
|
if( EngineProject != null)
|
|
{
|
|
foreach( ProjectTarget ProjectTarget in EngineProject.ProjectTargets )
|
|
{
|
|
if( ProjectTarget.TargetFilePath != null )
|
|
{
|
|
// Only bother with the editor target. We want to make sure that definitions are setup to be as inclusive as possible
|
|
// for good quality IntelliSense. For example, we want WITH_EDITORONLY_DATA=1, so using the editor targets works well.
|
|
if( ProjectTarget.TargetRules.Type == TargetType.Editor )
|
|
{
|
|
IntelliSenseTargetFiles.Add( Tuple.Create(EngineProject, ProjectTarget) );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Enterprise targets
|
|
if (EnterpriseProject != null)
|
|
{
|
|
foreach (ProjectTarget ProjectTarget in EnterpriseProject.ProjectTargets)
|
|
{
|
|
if (ProjectTarget.TargetFilePath != null)
|
|
{
|
|
// Only bother with the editor target. We want to make sure that definitions are setup to be as inclusive as possible
|
|
// for good quality IntelliSense. For example, we want WITH_EDITORONLY_DATA=1, so using the editor targets works well.
|
|
if (ProjectTarget.TargetRules.Type == TargetType.Editor)
|
|
{
|
|
IntelliSenseTargetFiles.Add(Tuple.Create(EnterpriseProject, ProjectTarget));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Program targets
|
|
foreach( ProjectFile ProgramProject in ProgramProjects.Values )
|
|
{
|
|
foreach( ProjectTarget ProjectTarget in ProgramProject.ProjectTargets )
|
|
{
|
|
if( ProjectTarget.TargetFilePath != null )
|
|
{
|
|
IntelliSenseTargetFiles.Add( Tuple.Create( ProgramProject, ProjectTarget ) );
|
|
}
|
|
}
|
|
}
|
|
|
|
// Game/template targets
|
|
foreach( ProjectFile GameProject in GameProjects.Values )
|
|
{
|
|
foreach( ProjectTarget ProjectTarget in GameProject.ProjectTargets )
|
|
{
|
|
if( ProjectTarget.TargetFilePath != null )
|
|
{
|
|
// Only bother with the editor target. We want to make sure that definitions are setup to be as inclusive as possible
|
|
// for good quality IntelliSense. For example, we want WITH_EDITORONLY_DATA=1, so using the editor targets works well.
|
|
if( ProjectTarget.TargetRules.Type == TargetType.Editor )
|
|
{
|
|
IntelliSenseTargetFiles.Add( Tuple.Create( GameProject, ProjectTarget ) );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Generate IntelliSense data if we need to. This involves having UBT simulate the action compilation of
|
|
// the targets so that we can extra the compiler defines, include paths, etc.
|
|
if(GenerateIntelliSenseData(Arguments, IntelliSenseTargetFiles))
|
|
{
|
|
WriteProjectFiles();
|
|
Log.TraceVerbose( "Project generation complete ({0} generated, {1} imported)", GeneratedProjectFiles.Count, OtherProjectFiles.Count );
|
|
}
|
|
}
|
|
|
|
return bSuccess;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds detected UBT configuration files (BuildConfiguration.xml) to engine project.
|
|
/// </summary>
|
|
/// <param name="EngineProject">Engine project to add files to.</param>
|
|
private void AddUBTConfigFilesToEngineProject(ProjectFile EngineProject)
|
|
{
|
|
EngineProject.AddAliasedFileToProject(new AliasedFile(
|
|
XmlConfig.GetSchemaLocation().FullName,
|
|
Path.Combine("Programs", "UnrealBuildTool")
|
|
));
|
|
|
|
List<XmlConfig.InputFile> InputFiles = XmlConfig.FindInputFiles();
|
|
foreach(XmlConfig.InputFile InputFile in InputFiles)
|
|
{
|
|
EngineProject.AddAliasedFileToProject(
|
|
new AliasedFile(
|
|
InputFile.Location.FullName,
|
|
Path.Combine("Config", "UnrealBuildTool", InputFile.FolderName)
|
|
)
|
|
);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Clean project files
|
|
/// </summary>
|
|
/// <param name="InMasterProjectDirectory">The master project directory</param>
|
|
/// <param name="InMasterProjectName">The name of the master project</param>
|
|
/// <param name="InIntermediateProjectFilesDirectory">The intermediate path of project files</param>
|
|
public abstract void CleanProjectFiles(DirectoryReference InMasterProjectDirectory, string InMasterProjectName, DirectoryReference InIntermediateProjectFilesDirectory);
|
|
|
|
/// <summary>
|
|
/// Configures project generator based on command-line options
|
|
/// </summary>
|
|
/// <param name="Arguments">Arguments passed into the program</param>
|
|
/// <param name="IncludeAllPlatforms">True if all platforms should be included</param>
|
|
protected virtual void ConfigureProjectFileGeneration( String[] Arguments, ref bool IncludeAllPlatforms )
|
|
{
|
|
bool bAlwaysIncludeEngineModules = false;
|
|
foreach( string CurArgument in Arguments )
|
|
{
|
|
if( CurArgument.StartsWith( "-" ) )
|
|
{
|
|
if (CurArgument.StartsWith( "-Platforms=", StringComparison.InvariantCultureIgnoreCase ))
|
|
{
|
|
// Parse the list... will be in Foo+Bar+New format
|
|
string PlatformList = CurArgument.Substring(11);
|
|
while (PlatformList.Length > 0)
|
|
{
|
|
string PlatformString = PlatformList;
|
|
Int32 PlusIdx = PlatformList.IndexOf("+");
|
|
if (PlusIdx != -1)
|
|
{
|
|
PlatformString = PlatformList.Substring(0, PlusIdx);
|
|
PlatformList = PlatformList.Substring(PlusIdx + 1);
|
|
}
|
|
else
|
|
{
|
|
// We are on the last platform... clear the list to exit the loop
|
|
PlatformList = "";
|
|
}
|
|
|
|
// Is the string a valid platform? If so, add it to the list
|
|
UnrealTargetPlatform SpecifiedPlatform = UnrealTargetPlatform.Unknown;
|
|
foreach (UnrealTargetPlatform PlatformParam in Enum.GetValues(typeof(UnrealTargetPlatform)))
|
|
{
|
|
if (PlatformString.Equals(PlatformParam.ToString(), StringComparison.InvariantCultureIgnoreCase))
|
|
{
|
|
SpecifiedPlatform = PlatformParam;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (SpecifiedPlatform != UnrealTargetPlatform.Unknown)
|
|
{
|
|
if (ProjectPlatforms.Contains(SpecifiedPlatform) == false)
|
|
{
|
|
ProjectPlatforms.Add(SpecifiedPlatform);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Log.TraceWarning("ProjectFiles invalid platform specified: {0}", PlatformString);
|
|
}
|
|
}
|
|
}
|
|
else switch( CurArgument.ToUpperInvariant() )
|
|
{
|
|
case "-ALLPLATFORMS":
|
|
IncludeAllPlatforms = true;
|
|
break;
|
|
|
|
case "-CURRENTPLATFORM":
|
|
IncludeAllPlatforms = false;
|
|
break;
|
|
|
|
case "-THIRDPARTY":
|
|
bGatherThirdPartySource = true;
|
|
break;
|
|
|
|
case "-GAME":
|
|
// Generates project files for a single game
|
|
bGeneratingGameProjectFiles = true;
|
|
break;
|
|
|
|
case "-ENGINE":
|
|
// Forces engine modules and targets to be included in game-specific project files
|
|
bAlwaysIncludeEngineModules = true;
|
|
break;
|
|
|
|
case "-NOINTELLISENSE":
|
|
bGenerateIntelliSenseData = false;
|
|
break;
|
|
|
|
case "-INTELLISENSE":
|
|
bGenerateIntelliSenseData = true;
|
|
break;
|
|
|
|
case "-SHIPPINGCONFIGS":
|
|
bIncludeTestAndShippingConfigs = true;
|
|
break;
|
|
|
|
case "-NOSHIPPINGCONFIGS":
|
|
bIncludeTestAndShippingConfigs = false;
|
|
break;
|
|
|
|
case "-DUMMYCONFIGS":
|
|
bCreateDummyConfigsForUnsupportedPlatforms = true;
|
|
break;
|
|
|
|
case "-NODUMMYCONFIGS":
|
|
bCreateDummyConfigsForUnsupportedPlatforms = false;
|
|
break;
|
|
|
|
case "-ALLLANGUAGES":
|
|
bAllDocumentationLanguages = true;
|
|
break;
|
|
|
|
case "-USEPRECOMPILED":
|
|
bUsePrecompiled = true;
|
|
break;
|
|
|
|
case "-VSCODE":
|
|
bIncludeDotNETCoreProjects = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if( bGeneratingGameProjectFiles || UnrealBuildTool.IsEngineInstalled() )
|
|
{
|
|
if (OnlyGameProject == null)
|
|
{
|
|
throw new BuildException("A game project path was not specified, which is required when generating project files using an installed build or passing -game on the command line");
|
|
}
|
|
|
|
GameProjectName = OnlyGameProject.GetFileNameWithoutExtension();
|
|
if (String.IsNullOrEmpty(GameProjectName))
|
|
{
|
|
throw new BuildException("A valid game project was not found in the specified location (" + OnlyGameProject.Directory.FullName + ")");
|
|
}
|
|
|
|
bool bInstalledEngineWithSource = UnrealBuildTool.IsEngineInstalled() && DirectoryReference.Exists(UnrealBuildTool.EngineSourceDirectory);
|
|
|
|
bIncludeEngineSource = bAlwaysIncludeEngineModules || bInstalledEngineWithSource;
|
|
bIncludeDocumentation = false;
|
|
bIncludeBuildSystemFiles = false;
|
|
bIncludeShaderSource = true;
|
|
bIncludeTemplateFiles = false;
|
|
bIncludeConfigFiles = true;
|
|
IncludeEnginePrograms = bAlwaysIncludeEngineModules;
|
|
}
|
|
else
|
|
{
|
|
// At least one extra argument was specified, but we weren't expected it. Ignored.
|
|
}
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Adds all game project files, including target projects and config files
|
|
/// </summary>
|
|
private void AddAllGameProjects(Dictionary<DirectoryReference, ProjectFile> GameProjects, string SupportedPlatformNames, MasterProjectFolder ProjectsFolder)
|
|
{
|
|
foreach( KeyValuePair<DirectoryReference, ProjectFile> GameFolderAndProjectFile in GameProjects )
|
|
{
|
|
DirectoryReference GameProjectDirectory = GameFolderAndProjectFile.Key;
|
|
|
|
// @todo projectfiles: We have engine localization files, but should we also add GAME localization files?
|
|
|
|
// Game config files
|
|
if( bIncludeConfigFiles )
|
|
{
|
|
DirectoryReference GameConfigDirectory = DirectoryReference.Combine(GameProjectDirectory, "Config");
|
|
if( DirectoryReference.Exists(GameConfigDirectory) )
|
|
{
|
|
ProjectFile GameProjectFile = GameFolderAndProjectFile.Value;
|
|
GameProjectFile.AddFilesToProject( SourceFileSearch.FindFiles( GameConfigDirectory ), GameProjectDirectory );
|
|
}
|
|
}
|
|
|
|
// Game build files
|
|
if( bIncludeBuildSystemFiles )
|
|
{
|
|
var GameBuildDirectory = DirectoryReference.Combine(GameProjectDirectory, "Build");
|
|
if( DirectoryReference.Exists(GameBuildDirectory) )
|
|
{
|
|
var SubdirectoryNamesToExclude = new List<string>();
|
|
SubdirectoryNamesToExclude.Add("Receipts");
|
|
SubdirectoryNamesToExclude.Add("Scripts");
|
|
|
|
var GameProjectFile = GameFolderAndProjectFile.Value;
|
|
GameProjectFile.AddFilesToProject( SourceFileSearch.FindFiles( GameBuildDirectory, SubdirectoryNamesToExclude ), GameProjectDirectory );
|
|
}
|
|
}
|
|
|
|
DirectoryReference GameShaderDirectory = DirectoryReference.Combine(GameProjectDirectory, "Shaders");
|
|
if (DirectoryReference.Exists(GameShaderDirectory))
|
|
{
|
|
ProjectFile GameProjectFile = GameFolderAndProjectFile.Value;
|
|
GameProjectFile.AddFilesToProject(SourceFileSearch.FindFiles(GameShaderDirectory), GameProjectDirectory);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/// Adds all engine localization text files to the specified project
|
|
private void AddEngineLocalizationFiles( ProjectFile EngineProject )
|
|
{
|
|
DirectoryReference EngineLocalizationDirectory = DirectoryReference.Combine( UnrealBuildTool.EngineDirectory, "Content", "Localization" );
|
|
if( DirectoryReference.Exists(EngineLocalizationDirectory) )
|
|
{
|
|
EngineProject.AddFilesToProject( SourceFileSearch.FindFiles( EngineLocalizationDirectory ), UnrealBuildTool.EngineDirectory );
|
|
}
|
|
}
|
|
|
|
|
|
/// Adds all engine template text files to the specified project
|
|
private void AddEngineTemplateFiles( ProjectFile EngineProject )
|
|
{
|
|
DirectoryReference EngineTemplateDirectory = DirectoryReference.Combine(UnrealBuildTool.EngineDirectory, "Content", "Editor", "Templates");
|
|
if (DirectoryReference.Exists(EngineTemplateDirectory))
|
|
{
|
|
EngineProject.AddFilesToProject( SourceFileSearch.FindFiles( EngineTemplateDirectory ), UnrealBuildTool.EngineDirectory );
|
|
}
|
|
}
|
|
|
|
|
|
/// Adds all engine config files to the specified project
|
|
private void AddEngineConfigFiles( ProjectFile EngineProject )
|
|
{
|
|
DirectoryReference EngineConfigDirectory = DirectoryReference.Combine(UnrealBuildTool.EngineDirectory, "Config" );
|
|
if( DirectoryReference.Exists(EngineConfigDirectory) )
|
|
{
|
|
EngineProject.AddFilesToProject( SourceFileSearch.FindFiles( EngineConfigDirectory ), UnrealBuildTool.EngineDirectory );
|
|
}
|
|
}
|
|
|
|
/// Adds all engine extras files to the specified project
|
|
protected virtual void AddEngineExtrasFiles(ProjectFile EngineProject)
|
|
{
|
|
}
|
|
|
|
/// Adds UnrealHeaderTool config files to the specified project
|
|
private void AddUnrealHeaderToolConfigFiles(ProjectFile EngineProject)
|
|
{
|
|
DirectoryReference UHTConfigDirectory = DirectoryReference.Combine(UnrealBuildTool.EngineDirectory, "Programs", "UnrealHeaderTool", "Config");
|
|
if (DirectoryReference.Exists(UHTConfigDirectory))
|
|
{
|
|
EngineProject.AddFilesToProject(SourceFileSearch.FindFiles(UHTConfigDirectory), UnrealBuildTool.EngineDirectory);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Finds any additional plugin files.
|
|
/// </summary>
|
|
/// <returns>List of additional plugin files</returns>
|
|
private List<FileReference> DiscoverExtraPlugins(List<FileReference> AllGameProjects)
|
|
{
|
|
List<FileReference> AddedPlugins = new List<FileReference>();
|
|
|
|
foreach (FileReference GameProject in AllGameProjects)
|
|
{
|
|
// Check the user preference to see if they'd like to include nativized assets as a generated project.
|
|
bool bIncludeNativizedAssets = false;
|
|
ConfigHierarchy Config = ConfigCache.ReadHierarchy(ConfigHierarchyType.Game, GameProject.Directory, BuildHostPlatform.Current.Platform);
|
|
if (Config != null)
|
|
{
|
|
Config.TryGetValue("/Script/UnrealEd.ProjectPackagingSettings", "bIncludeNativizedAssetsInProjectGeneration", out bIncludeNativizedAssets);
|
|
}
|
|
|
|
// Note: Whether or not we include nativized assets here has no bearing on whether or not they actually get built.
|
|
if (bIncludeNativizedAssets)
|
|
{
|
|
AddedPlugins.AddRange(Plugins.EnumeratePlugins(DirectoryReference.Combine(GameProject.Directory, "Intermediate", "Plugins")).Where(x => x.GetFileNameWithoutExtension() == "NativizedAssets"));
|
|
}
|
|
}
|
|
return AddedPlugins;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Finds all module files (filtering by platform)
|
|
/// </summary>
|
|
/// <returns>Filtered list of module files</returns>
|
|
protected List<FileReference> DiscoverModules(List<FileReference> AllGameProjects)
|
|
{
|
|
List<FileReference> AllModuleFiles = new List<FileReference>();
|
|
|
|
// Locate all modules (*.Build.cs files)
|
|
List<FileReference> FoundModuleFiles = RulesCompiler.FindAllRulesSourceFiles( RulesCompiler.RulesFileType.Module, GameFolders: AllGameProjects.Select(x => x.Directory).ToList(), ForeignPlugins: DiscoverExtraPlugins(AllGameProjects), AdditionalSearchPaths:null );
|
|
foreach( FileReference BuildFileName in FoundModuleFiles )
|
|
{
|
|
AllModuleFiles.Add( BuildFileName );
|
|
}
|
|
return AllModuleFiles;
|
|
}
|
|
|
|
/// <summary>
|
|
/// List of non-redistributable folders
|
|
/// </summary>
|
|
private static string[] NoRedistFolders = new string[]
|
|
{
|
|
Path.DirectorySeparatorChar + "NoRedist" + Path.DirectorySeparatorChar,
|
|
Path.DirectorySeparatorChar + "NotForLicensees" + Path.DirectorySeparatorChar
|
|
};
|
|
|
|
/// <summary>
|
|
/// Checks if a module is in a non-redistributable folder
|
|
/// </summary>
|
|
private static bool IsNoRedistModule(FileReference ModulePath)
|
|
{
|
|
foreach (string NoRedistFolderName in NoRedistFolders)
|
|
{
|
|
if (ModulePath.FullName.IndexOf(NoRedistFolderName, StringComparison.InvariantCultureIgnoreCase) >= 0)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Finds all target files (filtering by platform)
|
|
/// </summary>
|
|
/// <returns>Filtered list of target files</returns>
|
|
protected List<FileReference> DiscoverTargets(List<FileReference> AllGameProjects)
|
|
{
|
|
List<FileReference> AllTargetFiles = new List<FileReference>();
|
|
|
|
// Make a list of all platform name strings that we're *not* including in the project files
|
|
List<string> UnsupportedPlatformNameStrings = Utils.MakeListOfUnsupportedPlatforms( SupportedPlatforms );
|
|
|
|
// Locate all targets (*.Target.cs files)
|
|
List<FileReference> FoundTargetFiles = RulesCompiler.FindAllRulesSourceFiles( RulesCompiler.RulesFileType.Target, AllGameProjects.Select(x => x.Directory).ToList(), ForeignPlugins: DiscoverExtraPlugins(AllGameProjects), AdditionalSearchPaths:null );
|
|
foreach( FileReference CurTargetFile in FoundTargetFiles )
|
|
{
|
|
string CleanTargetFileName = Utils.CleanDirectorySeparators( CurTargetFile.FullName );
|
|
|
|
// remove the local root
|
|
string LocalRoot = UnrealBuildTool.RootDirectory.FullName;
|
|
string Search = CleanTargetFileName;
|
|
if (Search.StartsWith(LocalRoot, StringComparison.InvariantCultureIgnoreCase))
|
|
{
|
|
if (LocalRoot.EndsWith("\\") || LocalRoot.EndsWith("/"))
|
|
{
|
|
Search = Search.Substring(LocalRoot.Length - 1);
|
|
}
|
|
else
|
|
{
|
|
Search = Search.Substring(LocalRoot.Length);
|
|
}
|
|
}
|
|
|
|
if (OnlyGameProject != null)
|
|
{
|
|
string ProjectRoot = OnlyGameProject.Directory.FullName;
|
|
if (Search.StartsWith(ProjectRoot, StringComparison.InvariantCultureIgnoreCase))
|
|
{
|
|
if (ProjectRoot.EndsWith("\\") || ProjectRoot.EndsWith("/"))
|
|
{
|
|
Search = Search.Substring(ProjectRoot.Length - 1);
|
|
}
|
|
else
|
|
{
|
|
Search = Search.Substring(ProjectRoot.Length);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Skip targets in unsupported platform directories
|
|
bool IncludeThisTarget = true;
|
|
foreach( string CurPlatformName in UnsupportedPlatformNameStrings )
|
|
{
|
|
if (Search.IndexOf(Path.DirectorySeparatorChar + CurPlatformName + Path.DirectorySeparatorChar, StringComparison.InvariantCultureIgnoreCase) != -1)
|
|
{
|
|
IncludeThisTarget = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if( IncludeThisTarget )
|
|
{
|
|
AllTargetFiles.Add( CurTargetFile );
|
|
}
|
|
}
|
|
|
|
return AllTargetFiles;
|
|
}
|
|
|
|
|
|
|
|
/// <summary>
|
|
/// Recursively collapses all sub-folders that are redundant. Should only be called after we're done adding
|
|
/// files and projects to the master project.
|
|
/// </summary>
|
|
/// <param name="Folder">The folder whose sub-folders we should potentially collapse into</param>
|
|
/// <param name="ParentMasterProjectFolderPath"></param>
|
|
void EliminateRedundantMasterProjectSubFolders( MasterProjectFolder Folder, string ParentMasterProjectFolderPath )
|
|
{
|
|
// NOTE: This is for diagnostics output only
|
|
string MasterProjectFolderPath = String.IsNullOrEmpty( ParentMasterProjectFolderPath ) ? Folder.FolderName : ( ParentMasterProjectFolderPath + "/" + Folder.FolderName );
|
|
|
|
// We can eliminate folders that meet all of these requirements:
|
|
// 1) Have only a single project file in them
|
|
// 2) Have no files in the folder except project files, and no sub-folders
|
|
// 3) The project file matches the folder name
|
|
//
|
|
// Additionally, if KeepSourceSubDirectories==false, we can eliminate directories called "Source".
|
|
//
|
|
// Also, we can kill folders that are completely empty.
|
|
|
|
|
|
foreach( MasterProjectFolder SubFolder in Folder.SubFolders )
|
|
{
|
|
// Recurse
|
|
EliminateRedundantMasterProjectSubFolders( SubFolder, MasterProjectFolderPath );
|
|
}
|
|
|
|
List<MasterProjectFolder> SubFoldersToAdd = new List<MasterProjectFolder>();
|
|
List<MasterProjectFolder> SubFoldersToRemove = new List<MasterProjectFolder>();
|
|
foreach( MasterProjectFolder SubFolder in Folder.SubFolders )
|
|
{
|
|
bool CanCollapseFolder = false;
|
|
|
|
// 1)
|
|
if( SubFolder.ChildProjects.Count == 1 )
|
|
{
|
|
// 2)
|
|
if( SubFolder.Files.Count == 0 &&
|
|
SubFolder.SubFolders.Count == 0 )
|
|
{
|
|
// 3)
|
|
if (SubFolder.FolderName.Equals(SubFolder.ChildProjects[0].ProjectFilePath.GetFileNameWithoutAnyExtensions(), StringComparison.InvariantCultureIgnoreCase))
|
|
{
|
|
CanCollapseFolder = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if( !bKeepSourceSubDirectories )
|
|
{
|
|
if( SubFolder.FolderName.Equals( "Source", StringComparison.InvariantCultureIgnoreCase ) )
|
|
{
|
|
// Avoid collapsing the Engine's Source directory, since there are so many other solution folders in
|
|
// the parent directory.
|
|
if( !Folder.FolderName.Equals( "Engine", StringComparison.InvariantCultureIgnoreCase ) )
|
|
{
|
|
CanCollapseFolder = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if( SubFolder.ChildProjects.Count == 0 && SubFolder.Files.Count == 0 && SubFolder.SubFolders.Count == 0 )
|
|
{
|
|
// Folder is totally empty
|
|
CanCollapseFolder = true;
|
|
}
|
|
|
|
if( CanCollapseFolder )
|
|
{
|
|
// OK, this folder is redundant and can be collapsed away.
|
|
|
|
SubFoldersToAdd.AddRange( SubFolder.SubFolders );
|
|
SubFolder.SubFolders.Clear();
|
|
|
|
Folder.ChildProjects.AddRange( SubFolder.ChildProjects );
|
|
SubFolder.ChildProjects.Clear();
|
|
|
|
Folder.Files.AddRange( SubFolder.Files );
|
|
SubFolder.Files.Clear();
|
|
|
|
SubFoldersToRemove.Add( SubFolder );
|
|
}
|
|
}
|
|
|
|
foreach( MasterProjectFolder SubFolderToRemove in SubFoldersToRemove )
|
|
{
|
|
Folder.SubFolders.Remove( SubFolderToRemove );
|
|
}
|
|
Folder.SubFolders.AddRange( SubFoldersToAdd );
|
|
|
|
// After everything has been collapsed, do a bit of data validation
|
|
Validate(Folder, ParentMasterProjectFolderPath);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Validate the specified Folder. Default implementation requires
|
|
/// for project file names to be unique!
|
|
/// </summary>
|
|
/// <param name="Folder">Folder.</param>
|
|
/// <param name="MasterProjectFolderPath">Parent master project folder path.</param>
|
|
protected virtual void Validate(MasterProjectFolder Folder, string MasterProjectFolderPath)
|
|
{
|
|
foreach (ProjectFile CurChildProject in Folder.ChildProjects)
|
|
{
|
|
foreach (ProjectFile OtherChildProject in Folder.ChildProjects)
|
|
{
|
|
if (CurChildProject != OtherChildProject)
|
|
{
|
|
if (CurChildProject.ProjectFilePath.GetFileNameWithoutAnyExtensions().Equals(OtherChildProject.ProjectFilePath.GetFileNameWithoutAnyExtensions(), StringComparison.InvariantCultureIgnoreCase))
|
|
{
|
|
throw new BuildException("Detected collision between two project files with the same path in the same master project folder, " + OtherChildProject.ProjectFilePath.FullName + " and " + CurChildProject.ProjectFilePath.FullName + " (master project folder: " + MasterProjectFolderPath + ")");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
foreach (MasterProjectFolder SubFolder in Folder.SubFolders)
|
|
{
|
|
// If the parent folder already has a child project or file item with the same name as this sub-folder, then
|
|
// that's considered an error (it should never have been allowed to have a folder name that collided
|
|
// with project file names or file items, as that's not supported in Visual Studio.)
|
|
foreach (ProjectFile CurChildProject in Folder.ChildProjects)
|
|
{
|
|
if (CurChildProject.ProjectFilePath.GetFileNameWithoutAnyExtensions().Equals(SubFolder.FolderName, StringComparison.InvariantCultureIgnoreCase))
|
|
{
|
|
throw new BuildException("Detected collision between a master project sub-folder " + SubFolder.FolderName + " and a project within the outer folder " + CurChildProject.ProjectFilePath + " (master project folder: " + MasterProjectFolderPath + ")");
|
|
}
|
|
}
|
|
foreach (string CurFile in Folder.Files)
|
|
{
|
|
if (Path.GetFileName(CurFile).Equals(SubFolder.FolderName, StringComparison.InvariantCultureIgnoreCase))
|
|
{
|
|
throw new BuildException("Detected collision between a master project sub-folder " + SubFolder.FolderName + " and a file within the outer folder " + CurFile + " (master project folder: " + MasterProjectFolderPath + ")");
|
|
}
|
|
}
|
|
foreach (MasterProjectFolder CurFolder in Folder.SubFolders)
|
|
{
|
|
if (CurFolder != SubFolder)
|
|
{
|
|
if (CurFolder.FolderName.Equals(SubFolder.FolderName, StringComparison.InvariantCultureIgnoreCase))
|
|
{
|
|
throw new BuildException("Detected collision between a master project sub-folder " + SubFolder.FolderName + " and a sibling folder " + CurFolder.FolderName + " (master project folder: " + MasterProjectFolderPath + ")");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds UnrealBuildTool to the master project
|
|
/// </summary>
|
|
private void AddUnrealBuildToolProject(MasterProjectFolder ProgramsFolder)
|
|
{
|
|
List<string> ProjectDirectoryNames = new List<string>();
|
|
ProjectDirectoryNames.Add("UnrealBuildTool");
|
|
|
|
if (AllowDotNetCoreProjects)
|
|
{
|
|
ProjectDirectoryNames.Add("UnrealBuildTool_NETCore");
|
|
}
|
|
|
|
foreach (string ProjectDirectoryName in ProjectDirectoryNames)
|
|
{
|
|
DirectoryReference ProjectDirectory = DirectoryReference.Combine(UnrealBuildTool.EngineSourceDirectory, "Programs", ProjectDirectoryName);
|
|
if (DirectoryReference.Exists(ProjectDirectory))
|
|
{
|
|
FileReference ProjectFileName = FileReference.Combine(ProjectDirectory, "UnrealBuildTool.csproj");
|
|
|
|
if (FileReference.Exists(ProjectFileName))
|
|
{
|
|
VCSharpProjectFile UnrealBuildToolProject = new VCSharpProjectFile(ProjectFileName);
|
|
UnrealBuildToolProject.ShouldBuildForAllSolutionTargets = true;
|
|
|
|
if (bIncludeDotNETCoreProjects || !UnrealBuildToolProject.IsDotNETCoreProject())
|
|
{
|
|
if (!UnrealBuildToolProject.IsDotNETCoreProject())
|
|
{
|
|
// Store it off as we need it when generating target projects.
|
|
UBTProject = UnrealBuildToolProject;
|
|
}
|
|
|
|
// Add the project
|
|
AddExistingProjectFile(UnrealBuildToolProject, bNeedsAllPlatformAndConfigurations: true, bForceDevelopmentConfiguration: true);
|
|
|
|
// Put this in a solution folder
|
|
ProgramsFolder.ChildProjects.Add(UnrealBuildToolProject);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds a C# project to the master project
|
|
/// </summary>
|
|
/// <param name="ProjectName">Name of project file to add</param>
|
|
/// <param name="bShouldBuildForAllSolutionTargets"></param>
|
|
/// <param name="bForceDevelopmentConfiguration"></param>
|
|
/// <param name="bShouldBuildByDefaultForSolutionTargets"></param>
|
|
/// <returns>ProjectFile if the operation was successful, otherwise null.</returns>
|
|
private VCSharpProjectFile AddSimpleCSharpProject(string ProjectName, bool bShouldBuildForAllSolutionTargets = false, bool bForceDevelopmentConfiguration = false, bool bShouldBuildByDefaultForSolutionTargets = true)
|
|
{
|
|
VCSharpProjectFile Project = null;
|
|
|
|
FileReference ProjectFileName = FileReference.Combine( UnrealBuildTool.EngineSourceDirectory, "Programs", ProjectName, Path.GetFileName( ProjectName ) + ".csproj" );
|
|
FileInfo Info = new FileInfo( ProjectFileName.FullName );
|
|
if( Info.Exists )
|
|
{
|
|
Project = new VCSharpProjectFile(ProjectFileName);
|
|
Project.ShouldBuildForAllSolutionTargets = bShouldBuildForAllSolutionTargets;
|
|
Project.ShouldBuildByDefaultForSolutionTargets = bShouldBuildByDefaultForSolutionTargets;
|
|
AddExistingProjectFile(Project, bForceDevelopmentConfiguration: bForceDevelopmentConfiguration);
|
|
}
|
|
else
|
|
{
|
|
throw new BuildException( ProjectFileName.FullName + " doesn't exist!" );
|
|
}
|
|
|
|
return Project;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check the registry for MVC3 project support
|
|
/// </summary>
|
|
/// <param name="RootKey"></param>
|
|
/// <param name="VisualStudioVersion"></param>
|
|
/// <returns></returns>
|
|
private bool CheckRegistryKey( RegistryKey RootKey, string VisualStudioVersion )
|
|
{
|
|
bool bInstalled = false;
|
|
RegistryKey VSSubKey = RootKey.OpenSubKey( "SOFTWARE\\Microsoft\\VisualStudio\\" + VisualStudioVersion + "\\Projects\\{E53F8FEA-EAE0-44A6-8774-FFD645390401}" );
|
|
if( VSSubKey != null )
|
|
{
|
|
bInstalled = true;
|
|
VSSubKey.Close();
|
|
}
|
|
|
|
return bInstalled;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check to see if a Visual Studio Extension is installed
|
|
/// </summary>
|
|
/// <param name="VisualStudioFolder"></param>
|
|
/// <param name="VisualStudioVersion"></param>
|
|
/// <param name="Extension"></param>
|
|
/// <returns></returns>
|
|
private bool CheckVisualStudioExtensionPackage( string VisualStudioFolder, string VisualStudioVersion, string Extension )
|
|
{
|
|
DirectoryInfo DirInfo = new DirectoryInfo( Path.Combine( VisualStudioFolder, VisualStudioVersion, "Extensions" ) );
|
|
if( DirInfo.Exists )
|
|
{
|
|
List<FileInfo> PackageDefs = DirInfo.GetFiles( "*.pkgdef", SearchOption.AllDirectories ).ToList();
|
|
List<string> PackageDefNames = PackageDefs.Select( x => x.Name ).ToList();
|
|
if( PackageDefNames.Contains( Extension ) )
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds all of the config files for program targets to their project files
|
|
/// </summary>
|
|
private void AddEngineProgramConfigFiles( Dictionary<FileReference, ProjectFile> ProgramProjects )
|
|
{
|
|
if( bIncludeConfigFiles )
|
|
{
|
|
foreach( KeyValuePair<FileReference, ProjectFile> FileAndProject in ProgramProjects )
|
|
{
|
|
string ProgramName = FileAndProject.Key.GetFileNameWithoutAnyExtensions();
|
|
ProjectFile ProgramProjectFile = FileAndProject.Value;
|
|
|
|
// @todo projectfiles: The config folder for programs is kind of weird -- you end up going UP a few directories to get to it. This stuff is not great.
|
|
// @todo projectfiles: Fragile assumption here about Programs always being under /Engine/Programs
|
|
|
|
DirectoryReference ProgramDirectory;
|
|
|
|
if ( FileAndProject.Key.IsUnderDirectory(UnrealBuildTool.EnterpriseDirectory) )
|
|
{
|
|
ProgramDirectory = DirectoryReference.Combine( UnrealBuildTool.EnterpriseDirectory, "Programs", ProgramName );
|
|
}
|
|
else
|
|
{
|
|
ProgramDirectory = DirectoryReference.Combine( UnrealBuildTool.EngineDirectory, "Programs", ProgramName );
|
|
}
|
|
|
|
DirectoryReference ProgramConfigDirectory = DirectoryReference.Combine( ProgramDirectory, "Config" );
|
|
if( DirectoryReference.Exists(ProgramConfigDirectory) )
|
|
{
|
|
ProgramProjectFile.AddFilesToProject( SourceFileSearch.FindFiles( ProgramConfigDirectory ), ProgramDirectory );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Generates data for IntelliSense (compile definitions, include paths)
|
|
/// </summary>
|
|
/// <param name="Arguments">Incoming command-line arguments to UBT</param>
|
|
/// <param name="Targets">Targets to build for intellisense</param>
|
|
/// <return>Whether the process was successful or not</return>
|
|
private bool GenerateIntelliSenseData( String[] Arguments, List<Tuple<ProjectFile, ProjectTarget>> Targets )
|
|
{
|
|
bool bSuccess = true;
|
|
if( ShouldGenerateIntelliSenseData() && Targets.Count > 0 )
|
|
{
|
|
BuildConfiguration BuildConfiguration = new BuildConfiguration();
|
|
|
|
string ProgressInfoText = Utils.IsRunningOnMono ? "Generating data for project indexing..." : "Binding IntelliSense data...";
|
|
using(ProgressWriter Progress = new ProgressWriter(ProgressInfoText, true))
|
|
{
|
|
for(int TargetIndex = 0; TargetIndex < Targets.Count; ++TargetIndex)
|
|
{
|
|
ProjectFile TargetProjectFile = Targets[ TargetIndex ].Item1;
|
|
ProjectTarget CurTarget = Targets[ TargetIndex ].Item2;
|
|
|
|
Log.TraceVerbose( "Found target: " + CurTarget.TargetFilePath.GetFileNameWithoutAnyExtensions() );
|
|
|
|
string[] NewArguments = new string[ Arguments.Length + 4 ];
|
|
NewArguments[ 0 ] = CurTarget.TargetFilePath.GetFileNameWithoutAnyExtensions();
|
|
NewArguments[ 1 ] = BuildHostPlatform.Current.Platform.ToString();
|
|
NewArguments[ 2 ] = UnrealTargetConfiguration.Development.ToString();
|
|
NewArguments[ 3 ] = "-precompile";
|
|
Array.Copy(Arguments, 0, NewArguments, 4, Arguments.Length);
|
|
|
|
// We only want to update definitions and include paths for modules that are part of this target's project file.
|
|
ProjectFileGenerator.OnlyGenerateIntelliSenseDataForProject = TargetProjectFile;
|
|
|
|
// Clear the CachedIncludePaths field on every FileItem. It's faster to keep the cache of file items around, but we need to wipe
|
|
// out any state.
|
|
FileItem.ClearCachedIncludePaths();
|
|
|
|
// Run UnrealBuildTool, pretending to build this target but instead only gathering data for IntelliSense (include paths and definitions).
|
|
// No actual compiling or linking will happen because we early out using the ProjectFileGenerator.bGenerateProjectFiles global
|
|
bSuccess = UnrealBuildTool.RunUBT( BuildConfiguration, NewArguments, CurTarget.UnrealProjectFilePath ) == ECompilationResult.Succeeded;
|
|
ProjectFileGenerator.OnlyGenerateIntelliSenseDataForProject = null;
|
|
|
|
if( !bSuccess )
|
|
{
|
|
break;
|
|
}
|
|
|
|
// Display progress
|
|
Progress.Write(TargetIndex + 1, Targets.Count);
|
|
}
|
|
}
|
|
}
|
|
|
|
return bSuccess;
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Selects which platforms and build configurations we want in the project file
|
|
/// </summary>
|
|
/// <param name="IncludeAllPlatforms">True if we should include ALL platforms that are supported on this machine. Otherwise, only desktop platforms will be included.</param>
|
|
/// <param name="SupportedPlatformNames">Output string for supported platforms, returned as comma-separated values.</param>
|
|
protected virtual void SetupSupportedPlatformsAndConfigurations(bool IncludeAllPlatforms, out string SupportedPlatformNames)
|
|
{
|
|
StringBuilder SupportedPlatformsString = new StringBuilder();
|
|
|
|
System.Array PlatformEnums = Enum.GetValues(typeof(UnrealTargetPlatform));
|
|
foreach (UnrealTargetPlatform Platform in PlatformEnums)
|
|
{
|
|
// project is in the explicit platform list or we include them all, we add the valid desktop platforms as they are required
|
|
bool bInProjectPlatformsList = (ProjectPlatforms.Count > 0) ? (IsValidDesktopPlatform(Platform) || ProjectPlatforms.Contains(Platform)) : true;
|
|
|
|
// project is a desktop platform or we have specified some platforms explicitly
|
|
bool IsRequiredPlatform = (IsValidDesktopPlatform(Platform) || ProjectPlatforms.Count > 0);
|
|
|
|
// Only include desktop platforms unless we were explicitly asked to include all platforms or restricted to a single platform.
|
|
if (bInProjectPlatformsList && (IncludeAllPlatforms || IsRequiredPlatform))
|
|
{
|
|
// If there is a build platform present, add it to the SupportedPlatforms list
|
|
UEBuildPlatform BuildPlatform = UEBuildPlatform.GetBuildPlatform( Platform, true );
|
|
if( BuildPlatform != null )
|
|
{
|
|
if (UnrealBuildTool.IsValidPlatform(Platform))
|
|
{
|
|
SupportedPlatforms.Add(Platform);
|
|
|
|
if (SupportedPlatformsString.Length > 0)
|
|
{
|
|
SupportedPlatformsString.Append(", ");
|
|
}
|
|
SupportedPlatformsString.Append(Platform.ToString());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Add all configurations
|
|
foreach( UnrealTargetConfiguration CurConfiguration in Enum.GetValues( typeof(UnrealTargetConfiguration) ) )
|
|
{
|
|
if( CurConfiguration != UnrealTargetConfiguration.Unknown )
|
|
{
|
|
if (UnrealBuildTool.IsValidConfiguration(CurConfiguration))
|
|
{
|
|
SupportedConfigurations.Add(CurConfiguration);
|
|
}
|
|
}
|
|
}
|
|
|
|
SupportedPlatformNames = SupportedPlatformsString.ToString();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Is this a valid platform. Used primarily for Installed vs non-Installed builds.
|
|
/// </summary>
|
|
/// <param name="InPlatform"></param>
|
|
/// <returns>true if valid, false if not</returns>
|
|
static public bool IsValidDesktopPlatform(UnrealTargetPlatform InPlatform)
|
|
{
|
|
switch (BuildHostPlatform.Current.Platform)
|
|
{
|
|
case UnrealTargetPlatform.Linux:
|
|
return InPlatform == UnrealTargetPlatform.Linux;
|
|
case UnrealTargetPlatform.Mac:
|
|
return InPlatform == UnrealTargetPlatform.Mac;
|
|
case UnrealTargetPlatform.Win64:
|
|
return ((InPlatform == UnrealTargetPlatform.Win32) || (InPlatform == UnrealTargetPlatform.Win64));
|
|
default:
|
|
throw new BuildException("Invalid RuntimePlatform:" + BuildHostPlatform.Current.Platform);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Find the game which contains a given input file.
|
|
/// </summary>
|
|
/// <param name="AllGames">All game folders</param>
|
|
/// <param name="File">Full path of the file to search for</param>
|
|
protected FileReference FindGameContainingFile(List<FileReference> AllGames, FileReference File)
|
|
{
|
|
foreach (FileReference Game in AllGames)
|
|
{
|
|
if (File.IsUnderDirectory(Game.Directory))
|
|
{
|
|
return Game;
|
|
}
|
|
}
|
|
return null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Finds all modules and code files, given a list of games to process
|
|
/// </summary>
|
|
/// <param name="AllGames">All game folders</param>
|
|
/// <param name="ProgramProjects">All program projects</param>
|
|
/// <param name="ModProjects">All mod projects</param>
|
|
/// <param name="AllModuleFiles">List of *.Build.cs files for all engine programs and games</param>
|
|
/// <param name="bGatherThirdPartySource">True to gather source code from third party projects too</param>
|
|
protected void AddProjectsForAllModules( List<FileReference> AllGames, Dictionary<FileReference, ProjectFile> ProgramProjects, Dictionary<DirectoryReference, ProjectFile> ModProjects, List<FileReference> AllModuleFiles, bool bGatherThirdPartySource )
|
|
{
|
|
HashSet<ProjectFile> ProjectsWithPlugins = new HashSet<ProjectFile>();
|
|
foreach( FileReference CurModuleFile in AllModuleFiles )
|
|
{
|
|
Log.TraceVerbose("AddProjectsForAllModules " + CurModuleFile);
|
|
|
|
// The module's "base directory" is simply the directory where its xxx.Build.cs file is stored. We'll always
|
|
// harvest source files for this module in this base directory directory and all of its sub-directories.
|
|
string ModuleName = CurModuleFile.GetFileNameWithoutAnyExtensions(); // Remove both ".cs" and ".Build"
|
|
|
|
bool WantProjectFileForModule = true;
|
|
|
|
// We'll keep track of whether this is an "engine" or "external" module. This is determined below while loading module rules.
|
|
bool IsEngineModule = UnrealBuildTool.IsUnderAnEngineDirectory(CurModuleFile.Directory);
|
|
bool IsThirdPartyModule = CurModuleFile.IsUnderDirectory(UnrealBuildTool.EngineSourceThirdPartyDirectory);
|
|
|
|
if( IsEngineModule && !bIncludeEngineSource )
|
|
{
|
|
// We were asked to exclude engine modules from the generated projects
|
|
WantProjectFileForModule = false;
|
|
}
|
|
|
|
if( WantProjectFileForModule )
|
|
{
|
|
DirectoryReference BaseFolder;
|
|
ProjectFile ProjectFile = FindProjectForModule(CurModuleFile, AllGames, ProgramProjects, ModProjects, out BaseFolder);
|
|
|
|
// Update our module map
|
|
ModuleToProjectFileMap[ ModuleName ] = ProjectFile;
|
|
ProjectFile.IsGeneratedProject = true;
|
|
|
|
// Only search subdirectories for non-external modules. We don't want to add all of the source and header files
|
|
// for every third-party module, unless we were configured to do so.
|
|
bool SearchSubdirectories = !IsThirdPartyModule || bGatherThirdPartySource;
|
|
|
|
if( bGatherThirdPartySource )
|
|
{
|
|
Log.TraceInformation( "Searching for third-party source files..." );
|
|
}
|
|
|
|
|
|
// Find all of the source files (and other files) and add them to the project
|
|
List<FileReference> FoundFiles = SourceFileSearch.FindModuleSourceFiles( CurModuleFile, SearchSubdirectories:SearchSubdirectories );
|
|
ProjectFile.AddFilesToProject( FoundFiles, BaseFolder );
|
|
|
|
// Check if there's a plugin directory here
|
|
if(!ProjectsWithPlugins.Contains(ProjectFile))
|
|
{
|
|
DirectoryReference PluginFolder = DirectoryReference.Combine(BaseFolder, "Plugins");
|
|
if(DirectoryReference.Exists(PluginFolder))
|
|
{
|
|
// Add all the plugin files for this project
|
|
foreach(FileReference PluginFileName in Plugins.EnumeratePlugins(PluginFolder))
|
|
{
|
|
if(!ModProjects.ContainsKey(PluginFileName.Directory))
|
|
{
|
|
AddPluginFilesToProject(PluginFileName, BaseFolder, ProjectFile);
|
|
}
|
|
}
|
|
}
|
|
ProjectsWithPlugins.Add(ProjectFile);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
private void AddPluginFilesToProject(FileReference PluginFileName, DirectoryReference BaseFolder, ProjectFile ProjectFile)
|
|
{
|
|
// Add the .uplugin file
|
|
ProjectFile.AddFileToProject(PluginFileName, BaseFolder);
|
|
|
|
// Add plugin config files if we have any
|
|
if( bIncludeConfigFiles )
|
|
{
|
|
DirectoryReference PluginConfigFolder = DirectoryReference.Combine(PluginFileName.Directory, "Config");
|
|
if(DirectoryReference.Exists(PluginConfigFolder))
|
|
{
|
|
ProjectFile.AddFilesToProject(SourceFileSearch.FindFiles(PluginConfigFolder), BaseFolder );
|
|
}
|
|
}
|
|
|
|
// Add plugin "resource" files if we have any
|
|
DirectoryReference PluginResourcesFolder = DirectoryReference.Combine(PluginFileName.Directory, "Resources");
|
|
if(DirectoryReference.Exists(PluginResourcesFolder))
|
|
{
|
|
ProjectFile.AddFilesToProject(SourceFileSearch.FindFiles(PluginResourcesFolder), BaseFolder );
|
|
}
|
|
|
|
// Add plugin shader files if we have any
|
|
DirectoryReference PluginShadersFolder = DirectoryReference.Combine(PluginFileName.Directory, "Shaders");
|
|
if (DirectoryReference.Exists(PluginShadersFolder))
|
|
{
|
|
ProjectFile.AddFilesToProject(SourceFileSearch.FindFiles(PluginShadersFolder), BaseFolder);
|
|
}
|
|
}
|
|
|
|
private ProjectFile FindProjectForModule(FileReference CurModuleFile, List<FileReference> AllGames, Dictionary<FileReference, ProjectFile> ProgramProjects, Dictionary<DirectoryReference, ProjectFile> ModProjects, out DirectoryReference BaseFolder)
|
|
{
|
|
string ProjectFileNameBase = null;
|
|
|
|
string PossibleProgramTargetName = CurModuleFile.GetFileNameWithoutAnyExtensions();
|
|
|
|
// @todo projectfiles: This works fine for now, but is pretty busted. It assumes only one module per program and that it matches the program target file name. (see TTP 307091)
|
|
if( ProgramProjects != null && ProgramProjects.Any( ProgramProject => PossibleProgramTargetName.Equals( ProgramProject.Key.GetFileNameWithoutAnyExtensions() ) ) ) // @todo projectfiles: When building (in mem projects), ProgramProjects will be null so we are using the UE4 project instead
|
|
{
|
|
ProjectFileNameBase = PossibleProgramTargetName;
|
|
BaseFolder = CurModuleFile.Directory;
|
|
}
|
|
else if( CurModuleFile.IsUnderDirectory(UnrealBuildTool.EngineDirectory) )
|
|
{
|
|
ProjectFileNameBase = EngineProjectFileNameBase;
|
|
BaseFolder = UnrealBuildTool.EngineDirectory;
|
|
}
|
|
else if( CurModuleFile.IsUnderDirectory(UnrealBuildTool.EnterpriseSourceDirectory) ||
|
|
CurModuleFile.IsUnderDirectory(DirectoryReference.Combine(UnrealBuildTool.EnterpriseDirectory, "Plugins")) )
|
|
{
|
|
ProjectFileNameBase = EnterpriseProjectFileNameBase;
|
|
BaseFolder = UnrealBuildTool.EnterpriseDirectory;
|
|
}
|
|
else
|
|
{
|
|
// Check if it's a mod
|
|
foreach(KeyValuePair<DirectoryReference, ProjectFile> ModProject in ModProjects)
|
|
{
|
|
if(CurModuleFile.IsUnderDirectory(ModProject.Key))
|
|
{
|
|
BaseFolder = ModProject.Key;
|
|
return ModProject.Value;
|
|
}
|
|
}
|
|
|
|
// Figure out which game project this target belongs to
|
|
FileReference ProjectInfo = FindGameContainingFile(AllGames, CurModuleFile);
|
|
if(ProjectInfo == null)
|
|
{
|
|
throw new BuildException( "Found a non-engine module file (" + CurModuleFile + ") that did not exist within any of the known game folders" );
|
|
}
|
|
BaseFolder = ProjectInfo.Directory;
|
|
ProjectFileNameBase = ProjectInfo.GetFileNameWithoutExtension();
|
|
}
|
|
|
|
// Setup a project file entry for this module's project. Remember, some projects may host multiple modules!
|
|
FileReference ProjectFileName = FileReference.Combine( IntermediateProjectFilesPath, ProjectFileNameBase + ProjectFileExtension );
|
|
bool bProjectAlreadyExisted;
|
|
return FindOrAddProject( ProjectFileName, IncludeInGeneratedProjects:true, bAlreadyExisted:out bProjectAlreadyExisted );
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates project entries for all known targets (*.Target.cs files)
|
|
/// </summary>
|
|
/// <param name="AllGames">All game folders</param>
|
|
/// <param name="EngineProject">The engine project we created</param>
|
|
/// <param name="EnterpriseProject">The enterprise project we created</param>
|
|
/// <param name="GameProjects">Map of game folder name to all of the game projects we created</param>
|
|
/// <param name="ModProjects">Map of mod folder name to all the mod projects we created</param>
|
|
/// <param name="ProgramProjects">Map of program names to all of the program projects we created</param>
|
|
/// <param name="TemplateGameProjects">Set of template game projects we found. These will also be in the GameProjects map</param>
|
|
/// <param name="SampleGameProjects">Set of sample game projects that were found</param>
|
|
private void AddProjectsForAllTargets( List<FileReference> AllGames, out ProjectFile EngineProject, out ProjectFile EnterpriseProject,
|
|
out Dictionary<DirectoryReference, ProjectFile> GameProjects, out Dictionary<DirectoryReference, ProjectFile> ModProjects,
|
|
out Dictionary<FileReference, ProjectFile> ProgramProjects, out Dictionary<DirectoryReference, ProjectFile> TemplateGameProjects, out Dictionary<DirectoryReference, ProjectFile> SampleGameProjects )
|
|
{
|
|
// As we're creating project files, we'll also keep track of whether we created an "engine" project and return that if we have one
|
|
EngineProject = null;
|
|
EnterpriseProject = null;
|
|
GameProjects = new Dictionary<DirectoryReference, ProjectFile>();
|
|
ProgramProjects = new Dictionary<FileReference, ProjectFile>();
|
|
TemplateGameProjects = new Dictionary<DirectoryReference, ProjectFile>();
|
|
SampleGameProjects = new Dictionary<DirectoryReference, ProjectFile>();
|
|
|
|
// Get some standard directories
|
|
DirectoryReference EngineSourceProgramsDirectory = DirectoryReference.Combine(UnrealBuildTool.EngineSourceDirectory, "Programs");
|
|
DirectoryReference TemplatesDirectory = DirectoryReference.Combine(UnrealBuildTool.EngineDirectory, "..", "Templates");
|
|
DirectoryReference SamplesDirectory = DirectoryReference.Combine(UnrealBuildTool.EngineDirectory, "..", "Samples");
|
|
DirectoryReference EnterpriseSourceProgramsDirectory = DirectoryReference.Combine(UnrealBuildTool.EnterpriseSourceDirectory, "Programs");
|
|
DirectoryReference EnterpriseTemplatesDirectory = DirectoryReference.Combine(UnrealBuildTool.EnterpriseDirectory, "Templates");
|
|
DirectoryReference EnterpriseSamplesDirectory = DirectoryReference.Combine(UnrealBuildTool.EnterpriseDirectory, "Samples");
|
|
|
|
// Find all of the target files. This will filter out any modules or targets that don't
|
|
// belong to platforms we're generating project files for.
|
|
List<FileReference> AllTargetFiles = DiscoverTargets(AllGames);
|
|
foreach( FileReference TargetFilePath in AllTargetFiles )
|
|
{
|
|
string TargetName = TargetFilePath.GetFileNameWithoutAnyExtensions(); // Remove both ".cs" and ".Target"
|
|
|
|
// Check to see if this is an Engine target. That is, the target is located under the "Engine" folder
|
|
bool IsEngineTarget = false;
|
|
bool IsEnterpriseTarget = false;
|
|
bool WantProjectFileForTarget = true;
|
|
if(TargetFilePath.IsUnderDirectory(UnrealBuildTool.EngineDirectory))
|
|
{
|
|
// This is an engine target
|
|
IsEngineTarget = true;
|
|
|
|
if(TargetFilePath.IsUnderDirectory(EngineSourceProgramsDirectory))
|
|
{
|
|
WantProjectFileForTarget = IncludeEnginePrograms;
|
|
}
|
|
else if(TargetFilePath.IsUnderDirectory(UnrealBuildTool.EngineSourceDirectory))
|
|
{
|
|
WantProjectFileForTarget = bIncludeEngineSource;
|
|
}
|
|
}
|
|
else if (TargetFilePath.IsUnderDirectory(UnrealBuildTool.EnterpriseSourceDirectory))
|
|
{
|
|
// This is an enterprise target
|
|
IsEnterpriseTarget = true;
|
|
|
|
if(TargetFilePath.IsUnderDirectory(EnterpriseSourceProgramsDirectory))
|
|
{
|
|
WantProjectFileForTarget = IncludeEnginePrograms;
|
|
}
|
|
else if(TargetFilePath.IsUnderDirectory(UnrealBuildTool.EnterpriseSourceDirectory))
|
|
{
|
|
WantProjectFileForTarget = bIncludeEngineSource;
|
|
}
|
|
}
|
|
|
|
if (WantProjectFileForTarget)
|
|
{
|
|
RulesAssembly RulesAssembly;
|
|
|
|
FileReference CheckProjectFile;
|
|
if(!UProjectInfo.TryGetProjectForTarget(TargetName, out CheckProjectFile))
|
|
{
|
|
if(TargetFilePath.IsUnderDirectory(UnrealBuildTool.EnterpriseDirectory))
|
|
{
|
|
RulesAssembly = RulesCompiler.CreateEnterpriseRulesAssembly();
|
|
}
|
|
else
|
|
{
|
|
RulesAssembly = RulesCompiler.CreateEngineRulesAssembly();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
RulesAssembly = RulesCompiler.CreateProjectRulesAssembly(CheckProjectFile);
|
|
}
|
|
|
|
// Create target rules for all of the platforms and configuration combinations that we want to enable support for.
|
|
// Just use the current platform as we only need to recover the target type and both should be supported for all targets...
|
|
TargetRules TargetRulesObject = RulesAssembly.CreateTargetRules(TargetName, BuildHostPlatform.Current.Platform, UnrealTargetConfiguration.Development, "", CheckProjectFile, false);
|
|
|
|
bool IsProgramTarget = false;
|
|
|
|
DirectoryReference GameFolder = null;
|
|
string ProjectFileNameBase = null;
|
|
if (TargetRulesObject.Type == TargetType.Program)
|
|
{
|
|
IsProgramTarget = true;
|
|
ProjectFileNameBase = TargetName;
|
|
}
|
|
else if (IsEngineTarget)
|
|
{
|
|
ProjectFileNameBase = EngineProjectFileNameBase;
|
|
}
|
|
else if (IsEnterpriseTarget)
|
|
{
|
|
ProjectFileNameBase = EnterpriseProjectFileNameBase;
|
|
}
|
|
else
|
|
{
|
|
// Figure out which game project this target belongs to
|
|
FileReference ProjectInfo = FindGameContainingFile(AllGames, TargetFilePath);
|
|
if (ProjectInfo == null)
|
|
{
|
|
throw new BuildException("Found a non-engine target file (" + TargetFilePath + ") that did not exist within any of the known game folders");
|
|
}
|
|
GameFolder = ProjectInfo.Directory;
|
|
ProjectFileNameBase = ProjectInfo.GetFileNameWithoutExtension();
|
|
}
|
|
|
|
// @todo projectfiles: We should move all of the Target.cs files out of sub-folders to clean up the project directories a bit (e.g. GameUncooked folder)
|
|
|
|
FileReference ProjectFilePath = FileReference.Combine(IntermediateProjectFilesPath, ProjectFileNameBase + ProjectFileExtension);
|
|
|
|
if (TargetRulesObject.Type == TargetType.Game || TargetRulesObject.Type == TargetType.Client || TargetRulesObject.Type == TargetType.Server)
|
|
{
|
|
// Allow platforms to generate stub projects here...
|
|
UEPlatformProjectGenerator.GenerateGameProjectStubs(
|
|
InGenerator: this,
|
|
InTargetName: TargetName,
|
|
InTargetFilepath: TargetFilePath.FullName,
|
|
InTargetRules: TargetRulesObject,
|
|
InPlatforms: SupportedPlatforms,
|
|
InConfigurations: SupportedConfigurations);
|
|
}
|
|
|
|
bool bProjectAlreadyExisted;
|
|
ProjectFile ProjectFile = FindOrAddProject(ProjectFilePath, IncludeInGeneratedProjects: true, bAlreadyExisted: out bProjectAlreadyExisted);
|
|
ProjectFile.IsForeignProject = bGeneratingGameProjectFiles && OnlyGameProject != null && TargetFilePath.IsUnderDirectory(OnlyGameProject.Directory);
|
|
ProjectFile.IsGeneratedProject = true;
|
|
ProjectFile.IsStubProject = UnrealBuildTool.IsProjectInstalled();
|
|
if (TargetRulesObject.bBuildInSolutionByDefault.HasValue)
|
|
{
|
|
ProjectFile.ShouldBuildByDefaultForSolutionTargets = TargetRulesObject.bBuildInSolutionByDefault.Value;
|
|
}
|
|
|
|
// Check to see if this is a template target. That is, the target is located under the "Templates" folder
|
|
bool IsTemplateTarget = TargetFilePath.IsUnderDirectory(TemplatesDirectory) || TargetFilePath.IsUnderDirectory(EnterpriseTemplatesDirectory);
|
|
bool IsSampleTarget = TargetFilePath.IsUnderDirectory(SamplesDirectory) || TargetFilePath.IsUnderDirectory(EnterpriseSamplesDirectory);
|
|
|
|
DirectoryReference BaseFolder = null;
|
|
if (IsProgramTarget)
|
|
{
|
|
ProgramProjects[TargetFilePath] = ProjectFile;
|
|
BaseFolder = TargetFilePath.Directory;
|
|
}
|
|
else if (IsEngineTarget)
|
|
{
|
|
EngineProject = ProjectFile;
|
|
BaseFolder = UnrealBuildTool.EngineDirectory;
|
|
if (UnrealBuildTool.IsEngineInstalled())
|
|
{
|
|
// Allow engine projects to be created but not built for Installed Engine builds
|
|
EngineProject.IsForeignProject = false;
|
|
EngineProject.IsGeneratedProject = true;
|
|
EngineProject.IsStubProject = true;
|
|
}
|
|
}
|
|
else if (IsEnterpriseTarget)
|
|
{
|
|
EnterpriseProject = ProjectFile;
|
|
BaseFolder = UnrealBuildTool.EnterpriseDirectory;
|
|
if (UnrealBuildTool.IsEngineInstalled())
|
|
{
|
|
// Allow enterprise projects to be created but not built for Installed Engine builds
|
|
EnterpriseProject.IsForeignProject = false;
|
|
EnterpriseProject.IsGeneratedProject = true;
|
|
EnterpriseProject.IsStubProject = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
GameProjects[GameFolder] = ProjectFile;
|
|
if (IsTemplateTarget)
|
|
{
|
|
TemplateGameProjects[GameFolder] = ProjectFile;
|
|
}
|
|
else if (IsSampleTarget)
|
|
{
|
|
SampleGameProjects[GameFolder] = ProjectFile;
|
|
}
|
|
BaseFolder = GameFolder;
|
|
|
|
if (!bProjectAlreadyExisted)
|
|
{
|
|
// Add the .uproject file for this game/template
|
|
FileReference UProjectFilePath = FileReference.Combine(BaseFolder, ProjectFileNameBase + ".uproject");
|
|
if (FileReference.Exists(UProjectFilePath))
|
|
{
|
|
ProjectFile.AddFileToProject(UProjectFilePath, BaseFolder);
|
|
}
|
|
else
|
|
{
|
|
throw new BuildException("Not expecting to find a game with no .uproject file. File '{0}' doesn't exist", UProjectFilePath);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
foreach (ProjectTarget ExistingProjectTarget in ProjectFile.ProjectTargets)
|
|
{
|
|
if (ExistingProjectTarget.TargetRules.Type == TargetRulesObject.Type)
|
|
{
|
|
throw new BuildException("Not expecting project {0} to already have a target rules of with configuration name {1} ({2}) while trying to add: {3}", ProjectFilePath, TargetRulesObject.Type.ToString(), ExistingProjectTarget.TargetRules.ToString(), TargetRulesObject.ToString());
|
|
}
|
|
|
|
// Not expecting to have both a game and a program in the same project. These would alias because we share the project and solution configuration names (just because it makes sense to)
|
|
if ((ExistingProjectTarget.TargetRules.Type == TargetType.Game && TargetRulesObject.Type == TargetType.Program) ||
|
|
(ExistingProjectTarget.TargetRules.Type == TargetType.Program && TargetRulesObject.Type == TargetType.Game))
|
|
{
|
|
throw new BuildException("Not expecting project {0} to already have a Game/Program target ({1}) associated with it while trying to add: {2}", ProjectFilePath, ExistingProjectTarget.TargetRules.ToString(), TargetRulesObject.ToString());
|
|
}
|
|
}
|
|
|
|
ProjectTarget ProjectTarget = new ProjectTarget()
|
|
{
|
|
TargetRules = TargetRulesObject,
|
|
TargetFilePath = TargetFilePath,
|
|
ProjectFilePath = ProjectFilePath,
|
|
UnrealProjectFilePath = CheckProjectFile,
|
|
SupportedPlatforms = UEBuildTarget.GetSupportedPlatforms(TargetRulesObject).Where(x => UEBuildPlatform.GetBuildPlatform(x, true) != null).ToArray(),
|
|
CreateRulesDelegate = (Platform, Configuration) => RulesAssembly.CreateTargetRules(TargetName, Platform, Configuration, "", CheckProjectFile, false)
|
|
};
|
|
|
|
if (TargetName == "ShaderCompileWorker") // @todo projectfiles: Ideally, the target rules file should set this
|
|
{
|
|
ProjectTarget.ForceDevelopmentConfiguration = true;
|
|
}
|
|
|
|
ProjectFile.ProjectTargets.Add(ProjectTarget);
|
|
|
|
// Make sure the *.Target.cs file is in the project.
|
|
ProjectFile.AddFileToProject(TargetFilePath, BaseFolder);
|
|
|
|
// We special case ShaderCompileWorker. It needs to always be compiled in Development mode.
|
|
Log.TraceVerbose("Generating target {0} for {1}", TargetRulesObject.Type.ToString(), ProjectFilePath);
|
|
}
|
|
}
|
|
|
|
// Find all the mods for game projects
|
|
ModProjects = new Dictionary<DirectoryReference, ProjectFile>();
|
|
if(GameProjects.Count == 1)
|
|
{
|
|
KeyValuePair<DirectoryReference, ProjectFile> GameProject = GameProjects.First();
|
|
foreach(PluginInfo PluginInfo in Plugins.ReadProjectPlugins(GameProject.Key))
|
|
{
|
|
if(PluginInfo.Descriptor.Modules != null && PluginInfo.Descriptor.Modules.Length > 0 && PluginInfo.Type == PluginType.Mod)
|
|
{
|
|
FileReference ModProjectFilePath = FileReference.Combine(PluginInfo.Directory, "Mods", PluginInfo.Name + ProjectFileExtension);
|
|
|
|
bool bProjectAlreadyExisted;
|
|
ProjectFile ModProjectFile = FindOrAddProject(ModProjectFilePath, IncludeInGeneratedProjects: true, bAlreadyExisted: out bProjectAlreadyExisted);
|
|
ModProjectFile.IsForeignProject = GameProject.Value.IsForeignProject;
|
|
ModProjectFile.IsGeneratedProject = true;
|
|
ModProjectFile.IsStubProject = false;
|
|
ModProjectFile.PluginFilePath = PluginInfo.File;
|
|
ModProjectFile.ProjectTargets.AddRange(GameProject.Value.ProjectTargets);
|
|
|
|
AddPluginFilesToProject(PluginInfo.File, PluginInfo.Directory, ModProjectFile);
|
|
|
|
ModProjects.Add(PluginInfo.Directory, ModProjectFile);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/// Adds shader source code to the specified project
|
|
protected void AddEngineShaderSource( ProjectFile EngineProject )
|
|
{
|
|
// Setup a project file entry for this module's project. Remember, some projects may host multiple modules!
|
|
DirectoryReference ShadersDirectory = DirectoryReference.Combine( UnrealBuildTool.EngineDirectory, "Shaders" );
|
|
|
|
List<string> SubdirectoryNamesToExclude = new List<string>();
|
|
{
|
|
// Don't include binary shaders in the project file.
|
|
SubdirectoryNamesToExclude.Add( "Binaries" );
|
|
// We never want shader intermediate files in our project file
|
|
SubdirectoryNamesToExclude.Add( "PDBDump" );
|
|
SubdirectoryNamesToExclude.Add( "WorkingDirectory" );
|
|
}
|
|
|
|
EngineProject.AddFilesToProject( SourceFileSearch.FindFiles( ShadersDirectory, SubdirectoryNamesToExclude ), UnrealBuildTool.EngineDirectory );
|
|
}
|
|
|
|
|
|
/// Adds engine build infrastructure files to the specified project
|
|
protected void AddEngineBuildFiles( ProjectFile EngineProject )
|
|
{
|
|
DirectoryReference BuildDirectory = DirectoryReference.Combine( UnrealBuildTool.EngineDirectory, "Build" );
|
|
|
|
List<string> SubdirectoryNamesToExclude = new List<string>();
|
|
SubdirectoryNamesToExclude.Add("Receipts");
|
|
|
|
EngineProject.AddFilesToProject( SourceFileSearch.FindFiles( BuildDirectory, SubdirectoryNamesToExclude ), UnrealBuildTool.EngineDirectory );
|
|
}
|
|
|
|
|
|
|
|
/// Adds engine documentation to the specified project
|
|
protected void AddEngineDocumentation( ProjectFile EngineProject )
|
|
{
|
|
// NOTE: The project folder added here will actually be collapsed away later if not needed
|
|
DirectoryReference DocumentationProjectDirectory = DirectoryReference.Combine( UnrealBuildTool.EngineDirectory, "Documentation" );
|
|
DirectoryReference DocumentationSourceDirectory = DirectoryReference.Combine( UnrealBuildTool.EngineDirectory, "Documentation", "Source" );
|
|
DirectoryInfo DirInfo = new DirectoryInfo( DocumentationProjectDirectory.FullName );
|
|
if( DirInfo.Exists && DirectoryReference.Exists(DocumentationSourceDirectory) )
|
|
{
|
|
Log.TraceVerbose( "Adding documentation files..." );
|
|
|
|
List<string> SubdirectoryNamesToExclude = new List<string>();
|
|
{
|
|
// We never want any of the images or attachment files included in our generated project
|
|
SubdirectoryNamesToExclude.Add( "Images" );
|
|
SubdirectoryNamesToExclude.Add( "Attachments" );
|
|
|
|
// The API directory is huge, so don't include any of it
|
|
SubdirectoryNamesToExclude.Add("API");
|
|
|
|
// Omit Javascript source because it just confuses the Visual Studio IDE
|
|
SubdirectoryNamesToExclude.Add( "Javascript" );
|
|
}
|
|
|
|
List<FileReference> DocumentationFiles = SourceFileSearch.FindFiles( DocumentationSourceDirectory, SubdirectoryNamesToExclude );
|
|
|
|
// Filter out non-English documentation files if we were configured to do so
|
|
if( !bAllDocumentationLanguages )
|
|
{
|
|
List<FileReference> FilteredDocumentationFiles = new List<FileReference>();
|
|
foreach( FileReference DocumentationFile in DocumentationFiles )
|
|
{
|
|
bool bPassesFilter = true;
|
|
if( DocumentationFile.FullName.EndsWith( ".udn", StringComparison.InvariantCultureIgnoreCase ) )
|
|
{
|
|
string LanguageSuffix = Path.GetExtension( Path.GetFileNameWithoutExtension( DocumentationFile.FullName ) );
|
|
if( !String.IsNullOrEmpty( LanguageSuffix ) &&
|
|
!LanguageSuffix.Equals( ".int", StringComparison.InvariantCultureIgnoreCase ) )
|
|
{
|
|
bPassesFilter = false;
|
|
}
|
|
}
|
|
|
|
if( bPassesFilter )
|
|
{
|
|
FilteredDocumentationFiles.Add( DocumentationFile );
|
|
}
|
|
}
|
|
DocumentationFiles = FilteredDocumentationFiles;
|
|
}
|
|
|
|
EngineProject.AddFilesToProject( DocumentationFiles, UnrealBuildTool.EngineDirectory );
|
|
}
|
|
else
|
|
{
|
|
Log.TraceVerbose("Skipping documentation project... directory not found");
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
/// Adds a new project file and returns an object that represents that project file (or if the project file is already known, returns that instead.)
|
|
/// </summary>
|
|
/// <param name="FilePath">Full path to the project file</param>
|
|
/// <param name="IncludeInGeneratedProjects">True if this project should be included in the set of generated projects. Only matters when actually generating project files.</param>
|
|
/// <param name="bAlreadyExisted">True if we already had this project file</param>
|
|
/// <returns>Object that represents this project file in Unreal Build Tool</returns>
|
|
public ProjectFile FindOrAddProject( FileReference FilePath, bool IncludeInGeneratedProjects, out bool bAlreadyExisted )
|
|
{
|
|
if( FilePath == null )
|
|
{
|
|
throw new BuildException( "Not valid to call FindOrAddProject() with an empty file path!" );
|
|
}
|
|
|
|
// Do we already have this project?
|
|
ProjectFile ExistingProjectFile;
|
|
if( ProjectFileMap.TryGetValue( FilePath, out ExistingProjectFile ) )
|
|
{
|
|
bAlreadyExisted = true;
|
|
return ExistingProjectFile;
|
|
}
|
|
|
|
// Add a new project file for the specified path
|
|
ProjectFile NewProjectFile = AllocateProjectFile( FilePath );
|
|
ProjectFileMap[ FilePath ] = NewProjectFile;
|
|
|
|
if( IncludeInGeneratedProjects )
|
|
{
|
|
GeneratedProjectFiles.Add( NewProjectFile );
|
|
}
|
|
|
|
bAlreadyExisted = false;
|
|
return NewProjectFile;
|
|
}
|
|
|
|
|
|
/// <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 abstract ProjectFile AllocateProjectFile( FileReference InitFilePath );
|
|
|
|
|
|
/// <summary>
|
|
/// Allocates a generator-specific master project folder object
|
|
/// </summary>
|
|
/// <param name="OwnerProjectFileGenerator">Project file generator that owns this object</param>
|
|
/// <param name="FolderName">Name for this folder</param>
|
|
/// <returns>The newly allocated project folder object</returns>
|
|
public abstract MasterProjectFolder AllocateMasterProjectFolder(ProjectFileGenerator OwnerProjectFileGenerator, string FolderName );
|
|
|
|
|
|
|
|
/// <summary>
|
|
/// Returns a list of all the known project files
|
|
/// </summary>
|
|
/// <returns>Project file list</returns>
|
|
public List<ProjectFile> AllProjectFiles
|
|
{
|
|
get
|
|
{
|
|
List<ProjectFile> CombinedList = new List<ProjectFile>();
|
|
CombinedList.AddRange( GeneratedProjectFiles );
|
|
CombinedList.AddRange( OtherProjectFiles );
|
|
return CombinedList;
|
|
}
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Writes the project files to disk
|
|
/// </summary>
|
|
/// <returns>True if successful</returns>
|
|
protected virtual bool WriteProjectFiles()
|
|
{
|
|
using(ProgressWriter Progress = new ProgressWriter("Writing project files...", true))
|
|
{
|
|
int TotalProjectFileCount = GeneratedProjectFiles.Count + 1; // +1 for the master project file, which we'll save next
|
|
|
|
for(int ProjectFileIndex = 0 ; ProjectFileIndex < GeneratedProjectFiles.Count; ++ProjectFileIndex )
|
|
{
|
|
ProjectFile CurProject = GeneratedProjectFiles[ ProjectFileIndex ];
|
|
if( !CurProject.WriteProjectFile(
|
|
InPlatforms: SupportedPlatforms,
|
|
InConfigurations: SupportedConfigurations ) )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
Progress.Write(ProjectFileIndex + 1, TotalProjectFileCount);
|
|
}
|
|
|
|
WriteMasterProjectFile( UBTProject: UBTProject );
|
|
Progress.Write(TotalProjectFileCount, TotalProjectFileCount);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Writes the master project file (e.g. Visual Studio Solution file)
|
|
/// </summary>
|
|
/// <param name="UBTProject">The UnrealBuildTool project</param>
|
|
/// <returns>True if successful</returns>
|
|
protected abstract bool WriteMasterProjectFile( ProjectFile UBTProject );
|
|
|
|
|
|
/// <summary>
|
|
/// Writes the specified string content to a file. Before writing to the file, it loads the existing file (if present) to see if the contents have changed
|
|
/// </summary>
|
|
/// <param name="FileName">File to write</param>
|
|
/// <param name="NewFileContents">File content</param>
|
|
/// <param name="InEncoding"></param>
|
|
/// <returns>True if the file was saved, or if it didn't need to be overwritten because the content was unchanged</returns>
|
|
public static bool WriteFileIfChanged( string FileName, string NewFileContents, Encoding InEncoding = null )
|
|
{
|
|
// Check to see if the file already exists, and if so, load it up
|
|
string LoadedFileContent = null;
|
|
bool FileAlreadyExists = File.Exists( FileName );
|
|
if( FileAlreadyExists )
|
|
{
|
|
try
|
|
{
|
|
LoadedFileContent = File.ReadAllText( FileName );
|
|
}
|
|
catch( Exception )
|
|
{
|
|
Log.TraceInformation( "Error while trying to load existing file {0}. Ignored.", FileName );
|
|
}
|
|
}
|
|
|
|
|
|
// Don't bother saving anything out if the new file content is the same as the old file's content
|
|
bool FileNeedsSave = true;
|
|
if( LoadedFileContent != null )
|
|
{
|
|
bool bIgnoreProjectFileWhitespaces = true;
|
|
if (ProjectFileComparer.CompareOrdinalIgnoreCase(LoadedFileContent, NewFileContents, bIgnoreProjectFileWhitespaces) == 0)
|
|
{
|
|
// Exact match!
|
|
FileNeedsSave = false;
|
|
}
|
|
|
|
if( !FileNeedsSave )
|
|
{
|
|
Log.TraceVerbose( "Skipped saving {0} because contents haven't changed.", Path.GetFileName( FileName ) );
|
|
}
|
|
}
|
|
|
|
if( FileNeedsSave )
|
|
{
|
|
// Save the file
|
|
try
|
|
{
|
|
Directory.CreateDirectory( Path.GetDirectoryName( FileName ) );
|
|
// When WriteAllText is passed Encoding.UTF8 it likes to write a BOM marker
|
|
// at the start of the file (adding two bytes to the file length). For most
|
|
// files this is only mildly annoying but for Makefiles it can actually make
|
|
// them un-useable.
|
|
// TODO(sbc): See if we can just drop the Encoding.UTF8 argument on all
|
|
// platforms. In this case UTF8 encoding will still be used but without the
|
|
// BOM, which is, AFAICT, desirable in almost all cases.
|
|
if (BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Linux || BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Mac)
|
|
File.WriteAllText(FileName, NewFileContents, new UTF8Encoding());
|
|
else
|
|
File.WriteAllText(FileName, NewFileContents, InEncoding != null ? InEncoding : Encoding.UTF8);
|
|
Log.TraceVerbose("Saved {0}", Path.GetFileName(FileName));
|
|
}
|
|
catch( Exception ex )
|
|
{
|
|
// Unable to write to the project file.
|
|
string Message = string.Format("Error while trying to write file {0}. The file is probably read-only.", FileName);
|
|
Console.WriteLine();
|
|
Log.TraceError(Message);
|
|
throw new BuildException(ex, Message);
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds the given project to the OtherProjects list
|
|
/// </summary>
|
|
/// <param name="InProject">The project to add</param>
|
|
/// <param name="bNeedsAllPlatformAndConfigurations"></param>
|
|
/// <param name="bForceDevelopmentConfiguration"></param>
|
|
/// <param name="bProjectDeploys"></param>
|
|
/// <param name="InSupportedPlatforms"></param>
|
|
/// <param name="InSupportedConfigurations"></param>
|
|
/// <returns>True if successful</returns>
|
|
public void AddExistingProjectFile(ProjectFile InProject, bool bNeedsAllPlatformAndConfigurations = false, bool bForceDevelopmentConfiguration = false, bool bProjectDeploys = false, List<UnrealTargetPlatform> InSupportedPlatforms = null, List<UnrealTargetConfiguration> InSupportedConfigurations = null)
|
|
{
|
|
if( InProject.ProjectTargets.Count != 0 )
|
|
{
|
|
throw new BuildException( "Expecting existing project to not have any ProjectTargets defined yet." );
|
|
}
|
|
|
|
ProjectTarget ProjectTarget = new ProjectTarget();
|
|
ProjectTarget.SupportedPlatforms = new UnrealTargetPlatform[0];
|
|
if( bForceDevelopmentConfiguration )
|
|
{
|
|
ProjectTarget.ForceDevelopmentConfiguration = true;
|
|
}
|
|
ProjectTarget.ProjectDeploys = bProjectDeploys;
|
|
|
|
if (bNeedsAllPlatformAndConfigurations)
|
|
{
|
|
// Add all platforms
|
|
Array AllPlatforms = Enum.GetValues(typeof(UnrealTargetPlatform));
|
|
foreach (UnrealTargetPlatform CurPlatfrom in AllPlatforms)
|
|
{
|
|
ProjectTarget.ExtraSupportedPlatforms.Add(CurPlatfrom);
|
|
}
|
|
|
|
// Add all configurations
|
|
Array AllConfigurations = Enum.GetValues(typeof(UnrealTargetConfiguration));
|
|
foreach (UnrealTargetConfiguration CurConfiguration in AllConfigurations)
|
|
{
|
|
ProjectTarget.ExtraSupportedConfigurations.Add( CurConfiguration );
|
|
}
|
|
}
|
|
else if (InSupportedPlatforms != null || InSupportedConfigurations != null)
|
|
{
|
|
if (InSupportedPlatforms != null)
|
|
{
|
|
// Add all explicitly specified platforms
|
|
foreach (UnrealTargetPlatform CurPlatfrom in InSupportedPlatforms)
|
|
{
|
|
ProjectTarget.ExtraSupportedPlatforms.Add(CurPlatfrom);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Otherwise, add all platforms
|
|
Array AllPlatforms = Enum.GetValues(typeof(UnrealTargetPlatform));
|
|
foreach (UnrealTargetPlatform CurPlatfrom in AllPlatforms)
|
|
{
|
|
ProjectTarget.ExtraSupportedPlatforms.Add(CurPlatfrom);
|
|
}
|
|
}
|
|
|
|
if (InSupportedConfigurations != null)
|
|
{
|
|
// Add all explicitly specified configurations
|
|
foreach (UnrealTargetConfiguration CurConfiguration in InSupportedConfigurations)
|
|
{
|
|
ProjectTarget.ExtraSupportedConfigurations.Add(CurConfiguration);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Otherwise, add all configurations
|
|
Array AllConfigurations = Enum.GetValues(typeof(UnrealTargetConfiguration));
|
|
foreach (UnrealTargetConfiguration CurConfiguration in AllConfigurations)
|
|
{
|
|
ProjectTarget.ExtraSupportedConfigurations.Add(CurConfiguration);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// For existing project files, just support the default desktop platforms and configurations
|
|
ProjectTarget.ExtraSupportedPlatforms.AddRange(Utils.GetPlatformsInClass(UnrealPlatformClass.Desktop));
|
|
// Debug and Development only
|
|
ProjectTarget.ExtraSupportedConfigurations.Add(UnrealTargetConfiguration.Debug);
|
|
ProjectTarget.ExtraSupportedConfigurations.Add(UnrealTargetConfiguration.Development);
|
|
}
|
|
|
|
InProject.ProjectTargets.Add( ProjectTarget );
|
|
|
|
// Existing projects must always have a GUID. This will throw an exception if one isn't found.
|
|
InProject.LoadGUIDFromExistingProject();
|
|
|
|
OtherProjectFiles.Add( InProject );
|
|
}
|
|
|
|
/// The default project to be built for the solution.
|
|
protected ProjectFile DefaultProject;
|
|
|
|
/// The project for UnrealBuildTool. Note that when generating project files for installed builds, we won't have
|
|
/// an UnrealBuildTool project at all.
|
|
protected ProjectFile UBTProject;
|
|
|
|
/// List of platforms that we'll support in the project files
|
|
protected List<UnrealTargetPlatform> SupportedPlatforms = new List<UnrealTargetPlatform>();
|
|
|
|
/// List of build configurations that we'll support in the project files
|
|
protected List<UnrealTargetConfiguration> SupportedConfigurations = new List<UnrealTargetConfiguration>();
|
|
|
|
/// Map of project file names to their project files. This includes every single project file in memory or otherwise that
|
|
/// we know about so far. Note that when generating project files, this map may even include project files that we won't
|
|
/// be including in the generated projects.
|
|
protected readonly Dictionary<FileReference, ProjectFile> ProjectFileMap = new Dictionary<FileReference, ProjectFile>();
|
|
|
|
/// List of project files that we'll be generating
|
|
protected readonly List<ProjectFile> GeneratedProjectFiles = new List<ProjectFile>();
|
|
|
|
/// List of other project files that we want to include in a generated solution file, even though we
|
|
/// aren't generating them ourselves. Note that these may *not* always be C++ project files (e.g. C#)
|
|
protected readonly List<ProjectFile> OtherProjectFiles = new List<ProjectFile>();
|
|
|
|
protected readonly List<ProjectFile> AutomationProjectFiles = new List<ProjectFile>();
|
|
|
|
/// List of top-level folders in the master project file
|
|
protected MasterProjectFolder RootFolder;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Helper class used for comparing the existing and generated project files.
|
|
/// </summary>
|
|
class ProjectFileComparer
|
|
{
|
|
//static readonly string GUIDRegexPattern = "(\\{){0,1}[0-9a-fA-F]{8}\\-[0-9a-fA-F]{4}\\-[0-9a-fA-F]{4}\\-[0-9a-fA-F]{4}\\-[0-9a-fA-F]{12}(\\}){0,1}";
|
|
//static readonly string GUIDReplaceString = "GUID";
|
|
|
|
/// <summary>
|
|
/// Used by CompareOrdinalIgnoreWhitespaceAndCase to determine if a whitespace can be ignored.
|
|
/// </summary>
|
|
/// <param name="Whitespace">Whitespace character.</param>
|
|
/// <returns>true if the character can be ignored, false otherwise.</returns>
|
|
static bool CanIgnoreWhitespace(char Whitespace)
|
|
{
|
|
// Only ignore spaces and tabs.
|
|
return Whitespace == ' ' || Whitespace == '\t';
|
|
}
|
|
|
|
/*
|
|
/// <summary>
|
|
/// Replaces all GUIDs in the project file with "GUID" text.
|
|
/// </summary>
|
|
/// <param name="ProjectFileContents">Contents of the project file to remove GUIDs from.</param>
|
|
/// <returns>String with all GUIDs replaced with "GUID" text.</returns>
|
|
static string StripGUIDs(string ProjectFileContents)
|
|
{
|
|
// Replace all GUIDs with "GUID" text.
|
|
return System.Text.RegularExpressions.Regex.Replace(ProjectFileContents, GUIDRegexPattern, GUIDReplaceString);
|
|
}
|
|
*/
|
|
|
|
/// <summary>
|
|
/// Compares two project files ignoring whitespaces, case and GUIDs.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Compares two specified String objects by evaluating the numeric values of the corresponding Char objects in each string.
|
|
/// Only space and tabulation characters are ignored. Ignores leading whitespaces at the beginning of each line and
|
|
/// differences in whitespace sequences between matching non-whitespace sub-strings.
|
|
/// </remarks>
|
|
/// <param name="StrA">The first string to compare.</param>
|
|
/// <param name="StrB">The second string to compare. </param>
|
|
/// <returns>An integer that indicates the lexical relationship between the two comparands.</returns>
|
|
public static int CompareOrdinalIgnoreWhitespaceAndCase(string StrA, string StrB)
|
|
{
|
|
// Remove GUIDs before processing the strings.
|
|
//StrA = StripGUIDs(StrA);
|
|
//StrB = StripGUIDs(StrB);
|
|
|
|
int IndexA = 0;
|
|
int IndexB = 0;
|
|
while (IndexA < StrA.Length && IndexB < StrB.Length)
|
|
{
|
|
char A = Char.ToLowerInvariant(StrA[IndexA]);
|
|
char B = Char.ToLowerInvariant(StrB[IndexB]);
|
|
if (Char.IsWhiteSpace(A) && Char.IsWhiteSpace(B) && CanIgnoreWhitespace(A) && CanIgnoreWhitespace(B))
|
|
{
|
|
// Skip whitespaces in both strings
|
|
for (IndexA++; IndexA < StrA.Length && Char.IsWhiteSpace(StrA[IndexA]) == true; IndexA++) ;
|
|
for (IndexB++; IndexB < StrB.Length && Char.IsWhiteSpace(StrB[IndexB]) == true; IndexB++) ;
|
|
}
|
|
else if (Char.IsWhiteSpace(A) && IndexA > 0 && StrA[IndexA - 1] == '\n')
|
|
{
|
|
// Skip whitespaces in StrA at the beginning of each line
|
|
for (IndexA++; IndexA < StrA.Length && Char.IsWhiteSpace(StrA[IndexA]) == true; IndexA++) ;
|
|
}
|
|
else if (Char.IsWhiteSpace(B) && IndexB > 0 && StrB[IndexB - 1] == '\n')
|
|
{
|
|
// Skip whitespaces in StrA at the beginning of each line
|
|
for (IndexB++; IndexB < StrB.Length && Char.IsWhiteSpace(StrB[IndexB]) == true; IndexB++) ;
|
|
}
|
|
else if (A != B)
|
|
{
|
|
return A - B;
|
|
}
|
|
else
|
|
{
|
|
IndexA++;
|
|
IndexB++;
|
|
}
|
|
}
|
|
// Check if we reached the end in both strings
|
|
return (StrA.Length - IndexA) - (StrB.Length - IndexB);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Compares two project files ignoring case and GUIDs.
|
|
/// </summary>
|
|
/// <param name="StrA">The first string to compare.</param>
|
|
/// <param name="StrB">The second string to compare. </param>
|
|
/// <returns>An integer that indicates the lexical relationship between the two comparands.</returns>
|
|
public static int CompareOrdinalIgnoreCase(string StrA, string StrB)
|
|
{
|
|
// Remove GUIDs before processing the strings.
|
|
//StrA = StripGUIDs(StrA);
|
|
//StrB = StripGUIDs(StrB);
|
|
|
|
// Use simple ordinal comparison.
|
|
return String.Compare(StrA, StrB, StringComparison.InvariantCultureIgnoreCase);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Compares two project files ignoring case and GUIDs.
|
|
/// </summary>
|
|
/// <see cref="CompareOrdinalIgnoreWhitespaceAndCase"/>
|
|
/// <param name="StrA">The first string to compare.</param>
|
|
/// <param name="StrB">The second string to compare. </param>
|
|
/// <param name="bIgnoreWhitespace">True if whitsapces should be ignored.</param>
|
|
/// <returns>An integer that indicates the lexical relationship between the two comparands.</returns>
|
|
public static int CompareOrdinalIgnoreCase(string StrA, string StrB, bool bIgnoreWhitespace)
|
|
{
|
|
if (bIgnoreWhitespace)
|
|
{
|
|
return CompareOrdinalIgnoreWhitespaceAndCase(StrA, StrB);
|
|
}
|
|
else
|
|
{
|
|
return CompareOrdinalIgnoreCase(StrA, StrB);
|
|
}
|
|
}
|
|
}
|
|
}
|