Files
UnrealEngineUWP/Engine/Source/Programs/UnrealBuildTool/ProjectFiles/VisualStudioMac/VisualStudioMacProjectFileGenerator.cs
joe kirchoff acacd6a8de UnrealBuildTool: More automated code cleanup
* Use object type rather than var
* Remove double newlines
* Use pattern matching

#rnx
#preflight 647780095d23eca37d28a387

[CL 25706751 by joe kirchoff in ue5-main branch]
2023-05-31 13:37:21 -04:00

112 lines
3.9 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using System.Linq;
using System.Xml;
using System.Xml.Linq;
using EpicGames.Core;
using Microsoft.Extensions.Logging;
using UnrealBuildBase;
namespace UnrealBuildTool
{
/// <summary>
/// Visual Studio for Mac project file generator implementation
/// </summary>
class VCMacProjectFileGenerator : VCProjectFileGenerator
{
/// <summary>
/// Default constructor
/// </summary>
/// <param name="InOnlyGameProject">The single project to generate project files for, or null</param>
/// <param name="InArguments">Additional command line arguments</param>
public VCMacProjectFileGenerator(FileReference? InOnlyGameProject, CommandLineArguments InArguments)
: base(InOnlyGameProject, VCProjectFileFormat.Default, InArguments)
{
// no suo file, requires ole32
Settings.bWriteSolutionOptionFile = false;
}
/// True if we should include IntelliSense data in the generated project files when possible
public override bool ShouldGenerateIntelliSenseData()
{
return false;
}
protected bool IsValidProject(ProjectFile ProjectFile)
{
XmlDocument Doc = new XmlDocument();
Doc.Load(ProjectFile.ProjectFilePath.FullName);
XmlNodeList Elements = Doc.GetElementsByTagName("TargetFramework");
foreach (XmlElement? Element in Elements)
{
if (Element == null)
{
continue;
}
// some projects can have TargetFramework's nested in conditionals for IsWindows, etc. Rather than try to handle that,
// we look if _any_ TargetFramework doesn't contain Windows and assume that means the conditionals are set up as expected
if (!Element.InnerText.Contains("windows"))
{
return true;
}
}
// if there was no framework detected without windows, then this is not valid
return false;
}
/// <summary>
/// Writes the project files to disk
/// </summary>
/// <returns>True if successful</returns>
protected override bool WriteProjectFiles(PlatformProjectGeneratorCollection PlatformProjectGenerators, ILogger Logger)
{
// This can be reset by higher level code when it detects that we don't have
// VS2019 installed (TODO - add custom format for Mac?)
Settings.ProjectFileFormat = VCProjectFileFormat.VisualStudio2019;
// we can't generate native projects so clear them here, we will just
// write out OtherProjectFiles and AutomationProjectFiles
GeneratedProjectFiles.Clear();
// remove C# projects that require windows (see BuildAllScriptPlugins() looking at TargetFramework)
OtherProjectFiles.RemoveAll(x => !IsValidProject(x));
AutomationProjectFiles.RemoveAll(x => !IsValidProject(x));
if (!base.WriteProjectFiles(PlatformProjectGenerators, Logger))
{
return false;
}
// Write AutomationReferences file
if (AutomationProjectFiles.Any())
{
XNamespace NS = XNamespace.Get("http://schemas.microsoft.com/developer/msbuild/2003");
DirectoryReference AutomationToolDir = DirectoryReference.Combine(Unreal.EngineSourceDirectory, "Programs", "AutomationTool");
new XDocument(
new XElement(NS + "Project",
new XAttribute("ToolsVersion", VCProjectFileGenerator.GetProjectFileToolVersionString(Settings.ProjectFileFormat)),
new XAttribute("DefaultTargets", "Build"),
new XElement(NS + "ItemGroup",
from AutomationProject in AutomationProjectFiles
select new XElement(NS + "ProjectReference",
new XAttribute("Include", AutomationProject.ProjectFilePath.MakeRelativeTo(AutomationToolDir)),
new XElement(NS + "Project", (AutomationProject as VCSharpProjectFile)!.ProjectGUID.ToString("B")),
new XElement(NS + "Name", AutomationProject.ProjectFilePath.GetFileNameWithoutExtension()),
new XElement(NS + "Private", "false")
)
)
)
).Save(FileReference.Combine(IntermediateProjectFilesPath, "AutomationTool.csproj.References").FullName);
}
return true;
}
}
}