You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
1249 lines
39 KiB
C#
1249 lines
39 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Text;
|
|
using System.IO;
|
|
using Tools.DotNETCommon;
|
|
using System.Diagnostics;
|
|
using System.Linq;
|
|
|
|
namespace UnrealBuildTool
|
|
{
|
|
class VSCodeProjectFolder : MasterProjectFolder
|
|
{
|
|
public VSCodeProjectFolder(ProjectFileGenerator InitOwnerProjectFileGenerator, string InitFolderName)
|
|
: base(InitOwnerProjectFileGenerator, InitFolderName)
|
|
{
|
|
}
|
|
}
|
|
|
|
class VSCodeProject : ProjectFile
|
|
{
|
|
public VSCodeProject(FileReference InitFilePath)
|
|
: base(InitFilePath)
|
|
{
|
|
}
|
|
|
|
public override bool WriteProjectFile(List<UnrealTargetPlatform> InPlatforms, List<UnrealTargetConfiguration> InConfigurations, PlatformProjectGeneratorCollection PlatformProjectGenerators)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
class VSCodeProjectFileGenerator : ProjectFileGenerator
|
|
{
|
|
private DirectoryReference VSCodeDir;
|
|
private UnrealTargetPlatform HostPlatform;
|
|
private bool bForeignProject;
|
|
private DirectoryReference UE4ProjectRoot;
|
|
private string FrameworkExecutableExtension = ".exe";
|
|
private string FrameworkLibraryExtension = ".dll";
|
|
|
|
private readonly List<BuildTarget> BuildTargets = new List<BuildTarget>();
|
|
|
|
/// <summary>
|
|
/// Includes all files in the generated workspace.
|
|
/// </summary>
|
|
[XmlConfigFile(Name = "IncludeAllFiles")]
|
|
private bool IncludeAllFiles = false;
|
|
|
|
private enum EPathType
|
|
{
|
|
Absolute,
|
|
Relative,
|
|
}
|
|
|
|
private enum EQuoteType
|
|
{
|
|
Single, // can be ignored on platforms that don't need it (windows atm)
|
|
Double,
|
|
}
|
|
|
|
private string CommonMakePathString(FileSystemReference InRef, EPathType InPathType, DirectoryReference InRelativeRoot)
|
|
{
|
|
if (InRelativeRoot == null)
|
|
{
|
|
InRelativeRoot = UE4ProjectRoot;
|
|
}
|
|
|
|
string Processed = InRef.ToString();
|
|
|
|
switch (InPathType)
|
|
{
|
|
case EPathType.Relative:
|
|
{
|
|
if (InRef.IsUnderDirectory(InRelativeRoot))
|
|
{
|
|
Processed = InRef.MakeRelativeTo(InRelativeRoot).ToString();
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
default:
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (HostPlatform == UnrealTargetPlatform.Win64)
|
|
{
|
|
Processed = Processed.Replace("\\", "\\\\");
|
|
Processed = Processed.Replace("/", "\\\\");
|
|
}
|
|
else
|
|
{
|
|
Processed = Processed.Replace('\\', '/');
|
|
}
|
|
|
|
return Processed;
|
|
}
|
|
|
|
private string MakeQuotedPathString(FileSystemReference InRef, EPathType InPathType, DirectoryReference InRelativeRoot = null, EQuoteType InQuoteType = EQuoteType.Double)
|
|
{
|
|
string Processed = CommonMakePathString(InRef, InPathType, InRelativeRoot);
|
|
|
|
if (Processed.Contains(" "))
|
|
{
|
|
if (HostPlatform == UnrealTargetPlatform.Win64 && InQuoteType == EQuoteType.Double)
|
|
{
|
|
Processed = "\\\"" + Processed + "\\\"";
|
|
}
|
|
else
|
|
{
|
|
Processed = "'" + Processed + "'";
|
|
}
|
|
}
|
|
|
|
return Processed;
|
|
}
|
|
|
|
private string MakeUnquotedPathString(FileSystemReference InRef, EPathType InPathType, DirectoryReference InRelativeRoot = null)
|
|
{
|
|
return CommonMakePathString(InRef, InPathType, InRelativeRoot);
|
|
}
|
|
|
|
private string MakePathString(FileSystemReference InRef, bool bInAbsolute = false, bool bForceSkipQuotes = false)
|
|
{
|
|
if (bForceSkipQuotes)
|
|
{
|
|
return MakeUnquotedPathString(InRef, bInAbsolute ? EPathType.Absolute : EPathType.Relative, UE4ProjectRoot);
|
|
}
|
|
else
|
|
{
|
|
return MakeQuotedPathString(InRef, bInAbsolute ? EPathType.Absolute : EPathType.Relative, UE4ProjectRoot);
|
|
}
|
|
}
|
|
|
|
public VSCodeProjectFileGenerator(FileReference InOnlyGameProject)
|
|
: base(InOnlyGameProject)
|
|
{
|
|
}
|
|
|
|
class JsonFile
|
|
{
|
|
public JsonFile()
|
|
{
|
|
}
|
|
|
|
public void BeginRootObject()
|
|
{
|
|
BeginObject();
|
|
}
|
|
|
|
public void EndRootObject()
|
|
{
|
|
EndObject();
|
|
if (TabString.Length > 0)
|
|
{
|
|
throw new Exception("Called EndRootObject before all objects and arrays have been closed");
|
|
}
|
|
}
|
|
|
|
public void BeginObject(string Name = null)
|
|
{
|
|
string Prefix = Name == null ? "" : Quoted(Name) + ": ";
|
|
Lines.Add(TabString + Prefix + "{");
|
|
TabString += "\t";
|
|
}
|
|
|
|
public void EndObject()
|
|
{
|
|
Lines[Lines.Count - 1] = Lines[Lines.Count - 1].TrimEnd(',');
|
|
TabString = TabString.Remove(TabString.Length - 1);
|
|
Lines.Add(TabString + "},");
|
|
}
|
|
|
|
public void BeginArray(string Name = null)
|
|
{
|
|
string Prefix = Name == null ? "" : Quoted(Name) + ": ";
|
|
Lines.Add(TabString + Prefix + "[");
|
|
TabString += "\t";
|
|
}
|
|
|
|
public void EndArray()
|
|
{
|
|
Lines[Lines.Count - 1] = Lines[Lines.Count - 1].TrimEnd(',');
|
|
TabString = TabString.Remove(TabString.Length - 1);
|
|
Lines.Add(TabString + "],");
|
|
}
|
|
|
|
public void AddField(string Name, bool Value)
|
|
{
|
|
Lines.Add(TabString + Quoted(Name) + ": " + Value.ToString().ToLower() + ",");
|
|
}
|
|
|
|
public void AddField(string Name, string Value)
|
|
{
|
|
Lines.Add(TabString + Quoted(Name) + ": " + Quoted(Value) + ",");
|
|
}
|
|
|
|
public void AddUnnamedField(string Value)
|
|
{
|
|
Lines.Add(TabString + Quoted(Value) + ",");
|
|
}
|
|
|
|
public void Write(FileReference File)
|
|
{
|
|
Lines[Lines.Count - 1] = Lines[Lines.Count - 1].TrimEnd(',');
|
|
FileReference.WriteAllLines(File, Lines.ToArray());
|
|
}
|
|
|
|
private string Quoted(string Value)
|
|
{
|
|
return "\"" + Value + "\"";
|
|
}
|
|
|
|
private List<string> Lines = new List<string>();
|
|
private string TabString = "";
|
|
}
|
|
|
|
override public string ProjectFileExtension
|
|
{
|
|
get
|
|
{
|
|
return ".vscode";
|
|
}
|
|
}
|
|
|
|
public override void CleanProjectFiles(DirectoryReference InMasterProjectDirectory, string InMasterProjectName, DirectoryReference InIntermediateProjectFilesPath)
|
|
{
|
|
}
|
|
|
|
public override bool ShouldGenerateIntelliSenseData()
|
|
{
|
|
return true;
|
|
}
|
|
|
|
protected override ProjectFile AllocateProjectFile(FileReference InitFilePath)
|
|
{
|
|
return new VSCodeProject(InitFilePath);
|
|
}
|
|
|
|
public override MasterProjectFolder AllocateMasterProjectFolder(ProjectFileGenerator InitOwnerProjectFileGenerator, string InitFolderName)
|
|
{
|
|
return new VSCodeProjectFolder(InitOwnerProjectFileGenerator, InitFolderName);
|
|
}
|
|
|
|
protected override bool WriteMasterProjectFile(ProjectFile UBTProject, PlatformProjectGeneratorCollection PlatformProjectGenerators)
|
|
{
|
|
VSCodeDir = DirectoryReference.Combine(MasterProjectPath, ".vscode");
|
|
DirectoryReference.CreateDirectory(VSCodeDir);
|
|
|
|
UE4ProjectRoot = UnrealBuildTool.RootDirectory;
|
|
bForeignProject = !VSCodeDir.IsUnderDirectory(UE4ProjectRoot);
|
|
HostPlatform = BuildHostPlatform.Current.Platform;
|
|
|
|
List<ProjectFile> Projects;
|
|
|
|
if (bForeignProject)
|
|
{
|
|
Projects = new List<ProjectFile>();
|
|
foreach (var Project in AllProjectFiles)
|
|
{
|
|
if (GameProjectName == Project.ProjectFilePath.GetFileNameWithoutAnyExtensions())
|
|
{
|
|
Projects.Add(Project);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Projects = new List<ProjectFile>(AllProjectFiles);
|
|
}
|
|
Projects.Sort((A, B) => { return A.ProjectFilePath.GetFileName().CompareTo(B.ProjectFilePath.GetFileName()); });
|
|
|
|
ProjectData ProjectData = GatherProjectData(Projects, PlatformProjectGenerators);
|
|
|
|
WriteTasksFile(ProjectData);
|
|
WriteLaunchFile(ProjectData);
|
|
WriteWorkspaceIgnoreFile(Projects);
|
|
WriteCppPropertiesFile(VSCodeDir, ProjectData);
|
|
WriteWorkspaceFile();
|
|
|
|
if (bForeignProject && bIncludeEngineSource)
|
|
{
|
|
// for installed builds we need to write the cpp properties file under the installed engine as well for intellisense to work
|
|
DirectoryReference Ue4CodeDirectory = DirectoryReference.Combine(UnrealBuildTool.RootDirectory, ".vscode");
|
|
WriteCppPropertiesFile(Ue4CodeDirectory, ProjectData);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
private class BuildTarget
|
|
{
|
|
public readonly string Name;
|
|
public readonly TargetType Type;
|
|
public readonly UnrealTargetPlatform Platform;
|
|
public readonly UnrealTargetConfiguration Configuration;
|
|
public readonly Dictionary<DirectoryReference, string> ModuleCommandLines;
|
|
|
|
public BuildTarget(string InName, TargetType InType, UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration, Dictionary<DirectoryReference, string> InModulesCommandLines)
|
|
{
|
|
Name = InName;
|
|
Type = InType;
|
|
Platform = InPlatform;
|
|
Configuration = InConfiguration;
|
|
ModuleCommandLines = InModulesCommandLines;
|
|
}
|
|
|
|
public override string ToString()
|
|
{
|
|
return Name.ToString() + " " + Type.ToString();
|
|
}
|
|
}
|
|
|
|
protected override void AddTargetForIntellisense(UEBuildTarget Target)
|
|
{
|
|
base.AddTargetForIntellisense(Target);
|
|
|
|
// we do not need to keep track of which binary the invocation belongs to, only which target, as such we join all binaries into a single set
|
|
Dictionary<DirectoryReference, string> ModuleDirectoryToCompileCommand = new Dictionary<DirectoryReference, string>();
|
|
|
|
// Generate a compile environment for each module in the binary
|
|
CppCompileEnvironment GlobalCompileEnvironment = Target.CreateCompileEnvironmentForProjectFiles();
|
|
foreach (UEBuildBinary Binary in Target.Binaries)
|
|
{
|
|
CppCompileEnvironment BinaryCompileEnvironment = Binary.CreateBinaryCompileEnvironment(GlobalCompileEnvironment);
|
|
foreach (UEBuildModuleCPP Module in Binary.Modules.OfType<UEBuildModuleCPP>())
|
|
{
|
|
CppCompileEnvironment ModuleCompileEnvironment = Module.CreateCompileEnvironmentForIntellisense(Target.Rules, BinaryCompileEnvironment);
|
|
|
|
List<FileReference> ForceIncludePaths = new List<FileReference>(ModuleCompileEnvironment.ForceIncludeFiles.Select(x => x.Location));
|
|
if (ModuleCompileEnvironment.PrecompiledHeaderIncludeFilename != null)
|
|
{
|
|
ForceIncludePaths.Add(ModuleCompileEnvironment.PrecompiledHeaderIncludeFilename);
|
|
}
|
|
|
|
StringBuilder CommandBuilder = new StringBuilder();
|
|
// Technically the command should include the compiler to use, but we only generate these for intellisense and thus the compiler is not needed
|
|
// And resolving the compiler when it would not be used is a waste of effort.
|
|
//CommandBuilder.AppendFormat("\"{0}\"", ClangPath.FullName);
|
|
|
|
foreach (FileReference ForceIncludeFile in ForceIncludePaths)
|
|
{
|
|
CommandBuilder.AppendFormat(" -include \"{0}\"", ForceIncludeFile.FullName);
|
|
}
|
|
foreach (string Definition in ModuleCompileEnvironment.Definitions)
|
|
{
|
|
CommandBuilder.AppendFormat(" -D\"{0}\"", Definition);
|
|
}
|
|
foreach (DirectoryReference IncludePath in ModuleCompileEnvironment.UserIncludePaths)
|
|
{
|
|
CommandBuilder.AppendFormat(" -I\"{0}\"", IncludePath);
|
|
}
|
|
foreach (DirectoryReference IncludePath in ModuleCompileEnvironment.SystemIncludePaths)
|
|
{
|
|
CommandBuilder.AppendFormat(" -I\"{0}\"", IncludePath);
|
|
}
|
|
|
|
ModuleDirectoryToCompileCommand.Add(Module.ModuleDirectory, CommandBuilder.ToString());
|
|
}
|
|
}
|
|
|
|
BuildTargets.Add(new BuildTarget(Target.TargetName, Target.TargetType, Target.Platform, Target.Configuration, ModuleDirectoryToCompileCommand));
|
|
}
|
|
|
|
private class ProjectData
|
|
{
|
|
public enum EOutputType
|
|
{
|
|
Library,
|
|
Exe,
|
|
|
|
WinExe, // some projects have this so we need to read it, but it will be converted across to Exe so no code should handle it!
|
|
}
|
|
|
|
public class BuildProduct
|
|
{
|
|
public FileReference OutputFile { get; set; }
|
|
public FileReference UProjectFile { get; set; }
|
|
public UnrealTargetConfiguration Config { get; set; }
|
|
public UnrealTargetPlatform Platform { get; set; }
|
|
public EOutputType OutputType { get; set; }
|
|
|
|
public CsProjectInfo CSharpInfo { get; set; }
|
|
|
|
public override string ToString()
|
|
{
|
|
return Platform.ToString() + " " + Config.ToString();
|
|
}
|
|
|
|
}
|
|
|
|
public class Target
|
|
{
|
|
public string Name;
|
|
public TargetType Type;
|
|
public List<BuildProduct> BuildProducts = new List<BuildProduct>();
|
|
|
|
public Target(Project InParentProject, string InName, TargetType InType)
|
|
{
|
|
Name = InName;
|
|
Type = InType;
|
|
InParentProject.Targets.Add(this);
|
|
}
|
|
|
|
public override string ToString()
|
|
{
|
|
return Name.ToString() + " " + Type.ToString();
|
|
}
|
|
}
|
|
|
|
public class Project
|
|
{
|
|
public string Name;
|
|
public ProjectFile SourceProject;
|
|
public List<Target> Targets = new List<Target>();
|
|
|
|
public override string ToString()
|
|
{
|
|
return Name;
|
|
}
|
|
}
|
|
|
|
public List<Project> NativeProjects = new List<Project>();
|
|
public List<Project> CSharpProjects = new List<Project>();
|
|
public List<Project> AllProjects = new List<Project>();
|
|
}
|
|
|
|
|
|
private ProjectData GatherProjectData(List<ProjectFile> InProjects, PlatformProjectGeneratorCollection PlatformProjectGenerators)
|
|
{
|
|
ProjectData ProjectData = new ProjectData();
|
|
|
|
foreach (ProjectFile Project in InProjects)
|
|
{
|
|
// Create new project record
|
|
ProjectData.Project NewProject = new ProjectData.Project();
|
|
NewProject.Name = Project.ProjectFilePath.GetFileNameWithoutExtension();
|
|
NewProject.SourceProject = Project;
|
|
|
|
ProjectData.AllProjects.Add(NewProject);
|
|
|
|
// Add into the correct easy-access list
|
|
if (Project is VSCodeProject)
|
|
{
|
|
foreach (ProjectTarget Target in Project.ProjectTargets)
|
|
{
|
|
Array Configs = Enum.GetValues(typeof(UnrealTargetConfiguration));
|
|
List<UnrealTargetPlatform> Platforms = new List<UnrealTargetPlatform>(Target.TargetRules.GetSupportedPlatforms());
|
|
|
|
ProjectData.Target NewTarget = new ProjectData.Target(NewProject, Target.TargetRules.Name, Target.TargetRules.Type);
|
|
|
|
if (HostPlatform != UnrealTargetPlatform.Win64)
|
|
{
|
|
Platforms.Remove(UnrealTargetPlatform.Win64);
|
|
Platforms.Remove(UnrealTargetPlatform.Win32);
|
|
}
|
|
|
|
foreach (UnrealTargetPlatform Platform in Platforms)
|
|
{
|
|
var BuildPlatform = UEBuildPlatform.GetBuildPlatform(Platform, true);
|
|
if (SupportedPlatforms.Contains(Platform) && (BuildPlatform != null) && (BuildPlatform.HasRequiredSDKsInstalled() == SDKStatus.Valid))
|
|
{
|
|
foreach (UnrealTargetConfiguration Config in Configs)
|
|
{
|
|
if (MSBuildProjectFile.IsValidProjectPlatformAndConfiguration(Target, Platform, Config, PlatformProjectGenerators))
|
|
{
|
|
NewTarget.BuildProducts.Add(new ProjectData.BuildProduct
|
|
{
|
|
Platform = Platform,
|
|
Config = Config,
|
|
UProjectFile = Target.UnrealProjectFilePath,
|
|
OutputType = ProjectData.EOutputType.Exe,
|
|
OutputFile = GetExecutableFilename(Project, Target, Platform, Config),
|
|
CSharpInfo = null
|
|
});
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
ProjectData.NativeProjects.Add(NewProject);
|
|
}
|
|
else
|
|
{
|
|
VCSharpProjectFile VCSharpProject = Project as VCSharpProjectFile;
|
|
|
|
|
|
string ProjectName = Project.ProjectFilePath.GetFileNameWithoutExtension();
|
|
|
|
ProjectData.Target Target = new ProjectData.Target(NewProject, ProjectName, TargetType.Program);
|
|
|
|
UnrealTargetConfiguration[] Configs = { UnrealTargetConfiguration.Debug, UnrealTargetConfiguration.Development };
|
|
|
|
foreach (UnrealTargetConfiguration Config in Configs)
|
|
{
|
|
CsProjectInfo Info = VCSharpProject.GetProjectInfo(Config);
|
|
|
|
if (Info.Properties.ContainsKey("OutputPath"))
|
|
{
|
|
ProjectData.EOutputType OutputType;
|
|
string OutputTypeName;
|
|
if (Info.Properties.TryGetValue("OutputType", out OutputTypeName))
|
|
{
|
|
OutputType = (ProjectData.EOutputType)Enum.Parse(typeof(ProjectData.EOutputType), OutputTypeName);
|
|
}
|
|
else
|
|
{
|
|
OutputType = ProjectData.EOutputType.Library;
|
|
}
|
|
|
|
if (OutputType == ProjectData.EOutputType.WinExe)
|
|
{
|
|
OutputType = ProjectData.EOutputType.Exe;
|
|
}
|
|
|
|
FileReference OutputFile = null;
|
|
HashSet<FileReference> ProjectBuildProducts = new HashSet<FileReference>();
|
|
Info.FindCompiledBuildProducts(DirectoryReference.Combine(VCSharpProject.ProjectFilePath.Directory, Info.Properties["OutputPath"]), ProjectBuildProducts);
|
|
foreach (FileReference ProjectBuildProduct in ProjectBuildProducts)
|
|
{
|
|
if ((OutputType == ProjectData.EOutputType.Exe && ProjectBuildProduct.GetExtension() == FrameworkExecutableExtension) ||
|
|
(OutputType == ProjectData.EOutputType.Library && ProjectBuildProduct.GetExtension() == FrameworkLibraryExtension))
|
|
{
|
|
OutputFile = ProjectBuildProduct;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (OutputFile != null)
|
|
{
|
|
Target.BuildProducts.Add(new ProjectData.BuildProduct
|
|
{
|
|
Platform = HostPlatform,
|
|
Config = Config,
|
|
OutputFile = OutputFile,
|
|
OutputType = OutputType,
|
|
CSharpInfo = Info
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
ProjectData.CSharpProjects.Add(NewProject);
|
|
}
|
|
}
|
|
|
|
return ProjectData;
|
|
}
|
|
|
|
private void WriteCppPropertiesFile(DirectoryReference OutputDirectory, ProjectData Projects)
|
|
{
|
|
DirectoryReference.CreateDirectory(OutputDirectory);
|
|
|
|
JsonFile OutFile = new JsonFile();
|
|
|
|
OutFile.BeginRootObject();
|
|
{
|
|
OutFile.BeginArray("configurations");
|
|
{
|
|
foreach (ProjectData.Project Project in Projects.AllProjects)
|
|
{
|
|
foreach (ProjectData.Target ProjectTarget in Project.Targets)
|
|
{
|
|
BuildTarget BuildTarget = BuildTargets.FirstOrDefault(Target => Target.Name == ProjectTarget.Name);
|
|
|
|
// we do not generate intellisense for every target, as that just causes a lot of redundancy, as such we will not find a mapping for a lot of the targets
|
|
if (BuildTarget == null)
|
|
continue;
|
|
|
|
OutFile.BeginObject();
|
|
|
|
string Name = string.Format("{0} {1} {2} {3} ({4})", ProjectTarget.Name, ProjectTarget.Type, BuildTarget.Platform, BuildTarget.Configuration, Project.Name);
|
|
OutFile.AddField("name", Name);
|
|
|
|
if (HostPlatform == UnrealTargetPlatform.Win64)
|
|
{
|
|
OutFile.AddField("intelliSenseMode", "msvc-x64");
|
|
}
|
|
else
|
|
{
|
|
OutFile.AddField("intelliSenseMode", "clang-x64");
|
|
}
|
|
|
|
if (HostPlatform == UnrealTargetPlatform.Mac)
|
|
{
|
|
OutFile.BeginArray("macFrameworkPath");
|
|
{
|
|
OutFile.AddUnnamedField("/System/Library/Frameworks");
|
|
OutFile.AddUnnamedField("/Library/Frameworks");
|
|
}
|
|
OutFile.EndArray();
|
|
}
|
|
|
|
FileReference CompileCommands = FileReference.Combine(OutputDirectory, string.Format("compileCommands_{0}.json", Project.Name));
|
|
WriteCompileCommands(CompileCommands, Project.SourceProject.SourceFiles,BuildTarget.ModuleCommandLines);
|
|
OutFile.AddField("compileCommands", MakePathString(CompileCommands, bInAbsolute: true, bForceSkipQuotes: true));
|
|
|
|
OutFile.EndObject();
|
|
}
|
|
}
|
|
}
|
|
OutFile.EndArray();
|
|
}
|
|
OutFile.EndRootObject();
|
|
|
|
OutFile.Write(FileReference.Combine(OutputDirectory, "c_cpp_properties.json"));
|
|
}
|
|
|
|
private void WriteCompileCommands(FileReference CompileCommandsFile, List<ProjectFile.SourceFile> SourceFiles, Dictionary<DirectoryReference, string> ModuleCommandLines)
|
|
{
|
|
// this creates a compileCommands.json
|
|
// see VsCode Docs - https://code.visualstudio.com/docs/cpp/c-cpp-properties-schema-reference (compileCommands attribute)
|
|
// and the clang format description https://clang.llvm.org/docs/JSONCompilationDatabase.html
|
|
|
|
using (JsonWriter Writer = new JsonWriter(CompileCommandsFile))
|
|
{
|
|
Writer.WriteArrayStart();
|
|
|
|
Dictionary<DirectoryReference, string> DirectoryToIntellisenseCompilerCommand = ModuleCommandLines;
|
|
|
|
foreach (ProjectFile.SourceFile File in SourceFiles.OrderBy(x => x.Reference.FullName))
|
|
{
|
|
DirectoryReference Directory = File.Reference.Directory;
|
|
string CompilerCommand;
|
|
if (!DirectoryToIntellisenseCompilerCommand.TryGetValue(Directory, out CompilerCommand))
|
|
{
|
|
for (DirectoryReference ParentDir = Directory; ParentDir != null && ParentDir != UnrealBuildTool.RootDirectory; ParentDir = ParentDir.ParentDirectory)
|
|
{
|
|
if (DirectoryToIntellisenseCompilerCommand.TryGetValue(ParentDir, out CompilerCommand))
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
DirectoryToIntellisenseCompilerCommand[Directory] = CompilerCommand;
|
|
}
|
|
|
|
if (CompilerCommand == null)
|
|
{
|
|
// no compiler command associated with the file, will happen for any file that is not a C++ file and is not an error
|
|
continue;
|
|
}
|
|
|
|
Writer.WriteObjectStart();
|
|
Writer.WriteValue("file", MakePathString(File.Reference, bInAbsolute: true, bForceSkipQuotes: true));
|
|
Writer.WriteValue("command", CompilerCommand);
|
|
Writer.WriteValue("directory", UnrealBuildTool.EngineSourceDirectory.ToString());
|
|
Writer.WriteObjectEnd();
|
|
}
|
|
Writer.WriteArrayEnd();
|
|
}
|
|
}
|
|
|
|
private void WriteNativeTask(ProjectData.Project InProject, JsonFile OutFile)
|
|
{
|
|
string[] Commands = { "Build", "Rebuild", "Clean" };
|
|
|
|
foreach (ProjectData.Target Target in InProject.Targets)
|
|
{
|
|
foreach (ProjectData.BuildProduct BuildProduct in Target.BuildProducts)
|
|
{
|
|
foreach (string BaseCommand in Commands)
|
|
{
|
|
string Command = BaseCommand == "Rebuild" ? "Build" : BaseCommand;
|
|
string TaskName = String.Format("{0} {1} {2} {3}", Target.Name, BuildProduct.Platform.ToString(), BuildProduct.Config, BaseCommand);
|
|
string CleanTaskName = String.Format("{0} {1} {2} {3}", Target.Name, BuildProduct.Platform.ToString(), BuildProduct.Config, "Clean");
|
|
|
|
OutFile.BeginObject();
|
|
{
|
|
OutFile.AddField("label", TaskName);
|
|
OutFile.AddField("group", "build");
|
|
|
|
string CleanParam = Command == "Clean" ? "-clean" : null;
|
|
|
|
if (HostPlatform == UnrealTargetPlatform.Win64)
|
|
{
|
|
OutFile.AddField("command", MakePathString(FileReference.Combine(UE4ProjectRoot, "Engine", "Build", "BatchFiles", Command + ".bat")));
|
|
CleanParam = null;
|
|
}
|
|
else
|
|
{
|
|
OutFile.AddField("command", MakePathString(FileReference.Combine(UE4ProjectRoot, "Engine", "Build", "BatchFiles", HostPlatform.ToString(), "Build.sh")));
|
|
|
|
if (Command == "Clean")
|
|
{
|
|
CleanParam = "-clean";
|
|
}
|
|
}
|
|
|
|
|
|
OutFile.BeginArray("args");
|
|
{
|
|
OutFile.AddUnnamedField(Target.Name);
|
|
OutFile.AddUnnamedField(BuildProduct.Platform.ToString());
|
|
OutFile.AddUnnamedField(BuildProduct.Config.ToString());
|
|
if (bForeignProject)
|
|
{
|
|
OutFile.AddUnnamedField(MakeUnquotedPathString(BuildProduct.UProjectFile, EPathType.Relative, null));
|
|
}
|
|
OutFile.AddUnnamedField("-waitmutex");
|
|
|
|
if (!string.IsNullOrEmpty(CleanParam))
|
|
{
|
|
OutFile.AddUnnamedField(CleanParam);
|
|
}
|
|
}
|
|
OutFile.EndArray();
|
|
OutFile.AddField("problemMatcher", "$msCompile");
|
|
if (!bForeignProject || BaseCommand == "Rebuild")
|
|
{
|
|
OutFile.BeginArray("dependsOn");
|
|
{
|
|
if (!bForeignProject)
|
|
{
|
|
if (Command == "Build" && Target.Type == TargetType.Editor)
|
|
{
|
|
OutFile.AddUnnamedField("ShaderCompileWorker " + HostPlatform.ToString() + " Development Build");
|
|
}
|
|
else
|
|
{
|
|
OutFile.AddUnnamedField("UnrealBuildTool " + HostPlatform.ToString() + " Development Build");
|
|
}
|
|
}
|
|
|
|
if (BaseCommand == "Rebuild")
|
|
{
|
|
OutFile.AddUnnamedField(CleanTaskName);
|
|
}
|
|
}
|
|
OutFile.EndArray();
|
|
}
|
|
|
|
OutFile.AddField("type", "shell");
|
|
|
|
OutFile.BeginObject("options");
|
|
{
|
|
OutFile.AddField("cwd", MakeUnquotedPathString(UE4ProjectRoot, EPathType.Absolute));
|
|
}
|
|
OutFile.EndObject();
|
|
}
|
|
OutFile.EndObject();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
private void WriteCSharpTask(ProjectData.Project InProject, JsonFile OutFile)
|
|
{
|
|
VCSharpProjectFile ProjectFile = InProject.SourceProject as VCSharpProjectFile;
|
|
string[] Commands = { "Build", "Clean" };
|
|
|
|
foreach (ProjectData.Target Target in InProject.Targets)
|
|
{
|
|
foreach (ProjectData.BuildProduct BuildProduct in Target.BuildProducts)
|
|
{
|
|
foreach (string Command in Commands)
|
|
{
|
|
string TaskName = String.Format("{0} {1} {2} {3}", Target.Name, BuildProduct.Platform, BuildProduct.Config, Command);
|
|
|
|
OutFile.BeginObject();
|
|
{
|
|
OutFile.AddField("label", TaskName);
|
|
OutFile.AddField("group", "build");
|
|
if (Utils.IsRunningOnMono)
|
|
{
|
|
OutFile.AddField("command", MakePathString(FileReference.Combine(UE4ProjectRoot, "Engine", "Build", "BatchFiles", HostPlatform.ToString(), "RunDotnet.sh")));
|
|
}
|
|
else
|
|
{
|
|
OutFile.AddField("command", "dotnet");
|
|
}
|
|
OutFile.BeginArray("args");
|
|
{
|
|
OutFile.AddUnnamedField(Command.ToLower());
|
|
|
|
OutFile.AddUnnamedField("--configuration");
|
|
OutFile.AddUnnamedField(BuildProduct.Config.ToString());
|
|
OutFile.AddUnnamedField(MakeUnquotedPathString(BuildProduct.CSharpInfo.ProjectPath, EPathType.Absolute));
|
|
}
|
|
OutFile.EndArray();
|
|
}
|
|
OutFile.AddField("problemMatcher", "$msCompile");
|
|
OutFile.AddField("type", "shell");
|
|
|
|
OutFile.BeginObject("options");
|
|
{
|
|
OutFile.AddField("cwd", MakeUnquotedPathString(UE4ProjectRoot, EPathType.Absolute));
|
|
}
|
|
|
|
OutFile.EndObject();
|
|
OutFile.EndObject();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
private void WriteTasksFile(ProjectData ProjectData)
|
|
{
|
|
JsonFile OutFile = new JsonFile();
|
|
|
|
OutFile.BeginRootObject();
|
|
{
|
|
OutFile.AddField("version", "2.0.0");
|
|
|
|
OutFile.BeginArray("tasks");
|
|
{
|
|
foreach (ProjectData.Project NativeProject in ProjectData.NativeProjects)
|
|
{
|
|
WriteNativeTask(NativeProject, OutFile);
|
|
}
|
|
|
|
foreach (ProjectData.Project CSharpProject in ProjectData.CSharpProjects)
|
|
{
|
|
WriteCSharpTask(CSharpProject, OutFile);
|
|
}
|
|
|
|
OutFile.EndArray();
|
|
}
|
|
}
|
|
OutFile.EndRootObject();
|
|
|
|
OutFile.Write(FileReference.Combine(VSCodeDir, "tasks.json"));
|
|
}
|
|
|
|
private FileReference GetExecutableFilename(ProjectFile Project, ProjectTarget Target, UnrealTargetPlatform Platform, UnrealTargetConfiguration Configuration)
|
|
{
|
|
TargetRules TargetRulesObject = Target.TargetRules;
|
|
FileReference TargetFilePath = Target.TargetFilePath;
|
|
string TargetName = TargetFilePath == null ? Project.ProjectFilePath.GetFileNameWithoutExtension() : TargetFilePath.GetFileNameWithoutAnyExtensions();
|
|
string UBTPlatformName = Platform.ToString();
|
|
|
|
// Setup output path
|
|
UEBuildPlatform BuildPlatform = UEBuildPlatform.GetBuildPlatform(Platform);
|
|
|
|
// Figure out if this is a monolithic build
|
|
bool bShouldCompileMonolithic = BuildPlatform.ShouldCompileMonolithicBinary(Platform);
|
|
|
|
if (TargetRulesObject != null)
|
|
{
|
|
bShouldCompileMonolithic |= (Target.CreateRulesDelegate(Platform, Configuration).LinkType == TargetLinkType.Monolithic);
|
|
}
|
|
|
|
TargetType TargetRulesType = Target.TargetRules == null ? TargetType.Program : Target.TargetRules.Type;
|
|
|
|
// Get the output directory
|
|
DirectoryReference RootDirectory = UnrealBuildTool.EngineDirectory;
|
|
if (TargetRulesType != TargetType.Program && (bShouldCompileMonolithic || TargetRulesObject.BuildEnvironment == TargetBuildEnvironment.Unique))
|
|
{
|
|
if(Target.UnrealProjectFilePath != null)
|
|
{
|
|
RootDirectory = Target.UnrealProjectFilePath.Directory;
|
|
}
|
|
}
|
|
|
|
if (TargetRulesType == TargetType.Program)
|
|
{
|
|
if(Target.UnrealProjectFilePath != null)
|
|
{
|
|
RootDirectory = Target.UnrealProjectFilePath.Directory;
|
|
}
|
|
}
|
|
|
|
// Get the output directory
|
|
DirectoryReference OutputDirectory = DirectoryReference.Combine(RootDirectory, "Binaries", UBTPlatformName);
|
|
|
|
// Get the executable name (minus any platform or config suffixes)
|
|
string BinaryName;
|
|
if(Target.TargetRules.BuildEnvironment == TargetBuildEnvironment.Shared && TargetRulesType != TargetType.Program)
|
|
{
|
|
BinaryName = UEBuildTarget.GetAppNameForTargetType(TargetRulesType);
|
|
}
|
|
else
|
|
{
|
|
BinaryName = TargetName;
|
|
}
|
|
|
|
// Make the output file path
|
|
string BinaryFileName = UEBuildTarget.MakeBinaryFileName(BinaryName, Platform, Configuration, TargetRulesObject.Architecture, TargetRulesObject.UndecoratedConfiguration, UEBuildBinaryType.Executable);
|
|
string ExecutableFilename = FileReference.Combine(OutputDirectory, BinaryFileName).FullName;
|
|
|
|
// Include the path to the actual executable for a Mac app bundle
|
|
if (Platform == UnrealTargetPlatform.Mac && !Target.TargetRules.bIsBuildingConsoleApplication)
|
|
{
|
|
ExecutableFilename += ".app/Contents/MacOS/" + Path.GetFileName(ExecutableFilename);
|
|
}
|
|
|
|
return new FileReference(ExecutableFilename);
|
|
}
|
|
|
|
private void WriteNativeLaunchConfig(ProjectData.Project InProject, JsonFile OutFile)
|
|
{
|
|
foreach (ProjectData.Target Target in InProject.Targets)
|
|
{
|
|
foreach (ProjectData.BuildProduct BuildProduct in Target.BuildProducts)
|
|
{
|
|
if (BuildProduct.Platform == HostPlatform)
|
|
{
|
|
string LaunchTaskName = String.Format("{0} {1} {2} Build", Target.Name, BuildProduct.Platform, BuildProduct.Config);
|
|
|
|
OutFile.BeginObject();
|
|
{
|
|
OutFile.AddField("name", Target.Name + " (" + BuildProduct.Config.ToString() + ")");
|
|
OutFile.AddField("request", "launch");
|
|
OutFile.AddField("preLaunchTask", LaunchTaskName);
|
|
OutFile.AddField("program", MakeUnquotedPathString(BuildProduct.OutputFile, EPathType.Absolute));
|
|
|
|
OutFile.BeginArray("args");
|
|
{
|
|
if (Target.Type == TargetRules.TargetType.Editor)
|
|
{
|
|
if (InProject.Name != "UE5")
|
|
{
|
|
if (bForeignProject)
|
|
{
|
|
OutFile.AddUnnamedField(MakePathString(BuildProduct.UProjectFile, false, true));
|
|
}
|
|
else
|
|
{
|
|
OutFile.AddUnnamedField(InProject.Name);
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
OutFile.EndArray();
|
|
|
|
/*
|
|
DirectoryReference CWD = BuildProduct.OutputFile.Directory;
|
|
while (HostPlatform == UnrealTargetPlatform.Mac && CWD != null && CWD.ToString().Contains(".app"))
|
|
{
|
|
CWD = CWD.ParentDirectory;
|
|
}
|
|
if (CWD != null)
|
|
{
|
|
OutFile.AddField("cwd", MakePathString(CWD, true, true));
|
|
}
|
|
*/
|
|
OutFile.AddField("cwd", MakeUnquotedPathString(UE4ProjectRoot, EPathType.Absolute));
|
|
|
|
if (HostPlatform == UnrealTargetPlatform.Win64)
|
|
{
|
|
OutFile.AddField("stopAtEntry", false);
|
|
OutFile.AddField("externalConsole", true);
|
|
|
|
OutFile.AddField("type", "cppvsdbg");
|
|
OutFile.AddField("visualizerFile", MakeUnquotedPathString(FileReference.Combine(UE4ProjectRoot, "Engine", "Extras", "VisualStudioDebugging", "UE4.natvis"), EPathType.Absolute));
|
|
}
|
|
else
|
|
{
|
|
OutFile.AddField("type", "lldb");
|
|
}
|
|
}
|
|
OutFile.EndObject();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
private void WriteSingleCSharpLaunchConfig(JsonFile OutFile, string InTaskName, string InBuildTaskName, FileReference InExecutable, string[] InArgs)
|
|
{
|
|
OutFile.BeginObject();
|
|
{
|
|
OutFile.AddField("name", InTaskName);
|
|
OutFile.AddField("type", "coreclr");
|
|
OutFile.AddField("request", "launch");
|
|
|
|
if (!string.IsNullOrEmpty(InBuildTaskName))
|
|
{
|
|
OutFile.AddField("preLaunchTask", InBuildTaskName);
|
|
}
|
|
|
|
DirectoryReference CWD = UE4ProjectRoot;
|
|
|
|
OutFile.AddField("program", MakeUnquotedPathString(InExecutable, EPathType.Absolute));
|
|
OutFile.BeginArray("args");
|
|
{
|
|
if (InArgs != null)
|
|
{
|
|
foreach (string Arg in InArgs)
|
|
{
|
|
OutFile.AddUnnamedField(Arg);
|
|
}
|
|
}
|
|
}
|
|
OutFile.EndArray();
|
|
if (HostPlatform == UnrealTargetPlatform.Win64)
|
|
{
|
|
OutFile.AddField("console", "externalTerminal");
|
|
}
|
|
else
|
|
{
|
|
OutFile.AddField("console", "internalConsole");
|
|
OutFile.AddField("internalConsoleOptions", "openOnSessionStart");
|
|
}
|
|
|
|
OutFile.AddField("stopAtEntry", false);
|
|
|
|
OutFile.AddField("cwd", MakeUnquotedPathString(CWD, EPathType.Absolute));
|
|
}
|
|
OutFile.EndObject();
|
|
}
|
|
|
|
private void WriteCSharpLaunchConfig(ProjectData.Project InProject, JsonFile OutFile)
|
|
{
|
|
VCSharpProjectFile CSharpProject = InProject.SourceProject as VCSharpProjectFile;
|
|
|
|
foreach (ProjectData.Target Target in InProject.Targets)
|
|
{
|
|
foreach (ProjectData.BuildProduct BuildProduct in Target.BuildProducts)
|
|
{
|
|
if (BuildProduct.OutputType == ProjectData.EOutputType.Exe)
|
|
{
|
|
string TaskName = String.Format("{0} ({1})", Target.Name, BuildProduct.Config);
|
|
string BuildTaskName = String.Format("{0} {1} {2} Build", Target.Name, HostPlatform, BuildProduct.Config);
|
|
|
|
WriteSingleCSharpLaunchConfig(OutFile, TaskName, BuildTaskName, BuildProduct.OutputFile, null);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
private void WriteLaunchFile(ProjectData ProjectData)
|
|
{
|
|
JsonFile OutFile = new JsonFile();
|
|
|
|
OutFile.BeginRootObject();
|
|
{
|
|
OutFile.AddField("version", "0.2.0");
|
|
OutFile.BeginArray("configurations");
|
|
{
|
|
foreach (ProjectData.Project Project in ProjectData.NativeProjects)
|
|
{
|
|
WriteNativeLaunchConfig(Project, OutFile);
|
|
}
|
|
|
|
foreach (ProjectData.Project Project in ProjectData.CSharpProjects)
|
|
{
|
|
WriteCSharpLaunchConfig(Project, OutFile);
|
|
}
|
|
}
|
|
|
|
// Add in a special task for regenerating project files
|
|
string PreLaunchTask = "";
|
|
List<string> Args = new List<string>();
|
|
Args.Add("-projectfiles");
|
|
Args.Add("-vscode");
|
|
|
|
if (bForeignProject)
|
|
{
|
|
Args.Add("-project=\\\"" + MakeUnquotedPathString(OnlyGameProject, EPathType.Absolute) + "\\\"");
|
|
Args.Add("-game");
|
|
Args.Add("-engine");
|
|
}
|
|
else
|
|
{
|
|
PreLaunchTask = "UnrealBuildTool " + HostPlatform.ToString() + " Development Build";
|
|
}
|
|
|
|
FileReference UbtPath = FileReference.Combine(UE4ProjectRoot, "Engine", "Binaries", "DotNET", "UnrealBuildTool", "UnrealBuildTool");
|
|
WriteSingleCSharpLaunchConfig(
|
|
OutFile,
|
|
"Generate Project Files",
|
|
PreLaunchTask,
|
|
UbtPath,
|
|
Args.ToArray()
|
|
);
|
|
|
|
OutFile.EndArray();
|
|
}
|
|
OutFile.EndRootObject();
|
|
|
|
OutFile.Write(FileReference.Combine(VSCodeDir, "launch.json"));
|
|
}
|
|
|
|
private void WriteWorkspaceIgnoreFile(List<ProjectFile> Projects)
|
|
{
|
|
List<string> PathsToExclude = new List<string>();
|
|
|
|
foreach (ProjectFile Project in Projects)
|
|
{
|
|
bool bFoundTarget = false;
|
|
foreach (ProjectTarget Target in Project.ProjectTargets)
|
|
{
|
|
if (Target.TargetFilePath != null)
|
|
{
|
|
DirectoryReference ProjDir = Target.TargetFilePath.Directory.GetDirectoryName() == "Source" ? Target.TargetFilePath.Directory.ParentDirectory : Target.TargetFilePath.Directory;
|
|
GetExcludePathsCPP(ProjDir, PathsToExclude);
|
|
|
|
DirectoryReference PluginRootDir = DirectoryReference.Combine(ProjDir, "Plugins");
|
|
WriteWorkspaceIgnoreFileForPlugins(PluginRootDir, PathsToExclude);
|
|
|
|
bFoundTarget = true;
|
|
}
|
|
}
|
|
|
|
if (!bFoundTarget)
|
|
{
|
|
GetExcludePathsCSharp(Project.ProjectFilePath.Directory.ToString(), PathsToExclude);
|
|
}
|
|
}
|
|
|
|
StringBuilder OutFile = new StringBuilder();
|
|
if (!IncludeAllFiles)
|
|
{
|
|
// TODO: Adding ignore patterns to .ignore hides files from Open File Dialog but it does not hide them in the File Explorer
|
|
// but using files.exclude with our full set of excludes breaks vscode for larger code bases so a verbose file explorer
|
|
// seems like less of an issue and thus we are not adding these to files.exclude.
|
|
// see https://github.com/microsoft/vscode/issues/109380 for discussions with vscode team
|
|
DirectoryReference WorkspaceRoot = bForeignProject ? Projects[0].BaseDir : UnrealBuildTool.RootDirectory;
|
|
string WorkspaceRootPath = WorkspaceRoot.ToString().Replace('\\', '/') + "/";
|
|
|
|
if (!bForeignProject)
|
|
{
|
|
OutFile.AppendLine(".vscode");
|
|
}
|
|
|
|
foreach (string PathToExclude in PathsToExclude)
|
|
{
|
|
OutFile.AppendLine(PathToExclude.Replace('\\', '/').Replace(WorkspaceRootPath, ""));
|
|
}
|
|
}
|
|
FileReference.WriteAllText(FileReference.Combine(MasterProjectPath, ".ignore"), OutFile.ToString());
|
|
}
|
|
|
|
private void WriteWorkspaceIgnoreFileForPlugins(DirectoryReference PluginBaseDir, List<string> PathsToExclude)
|
|
{
|
|
if (DirectoryReference.Exists(PluginBaseDir))
|
|
{
|
|
foreach (DirectoryReference SubDir in DirectoryReference.EnumerateDirectories(PluginBaseDir, "*", SearchOption.TopDirectoryOnly))
|
|
{
|
|
string[] UPluginFiles = Directory.GetFiles(SubDir.ToString(), "*.uplugin");
|
|
if (UPluginFiles.Length == 1)
|
|
{
|
|
DirectoryReference PluginDir = SubDir;
|
|
GetExcludePathsCPP(PluginDir, PathsToExclude);
|
|
}
|
|
else
|
|
{
|
|
WriteWorkspaceIgnoreFileForPlugins(SubDir, PathsToExclude);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
private void WriteWorkspaceFile()
|
|
{
|
|
JsonFile WorkspaceFile = new JsonFile();
|
|
|
|
WorkspaceFile.BeginRootObject();
|
|
{
|
|
WorkspaceFile.BeginArray("folders");
|
|
{
|
|
// Add the directory in which which the code-workspace file exists.
|
|
// This is also known as ${workspaceRoot}
|
|
WorkspaceFile.BeginObject();
|
|
{
|
|
string ProjectName = bForeignProject ? GameProjectName : "UE5";
|
|
WorkspaceFile.AddField("name", ProjectName);
|
|
WorkspaceFile.AddField("path", ".");
|
|
}
|
|
WorkspaceFile.EndObject();
|
|
|
|
// If this project is outside the engine folder, add the root engine directory
|
|
if (bIncludeEngineSource && bForeignProject)
|
|
{
|
|
WorkspaceFile.BeginObject();
|
|
{
|
|
WorkspaceFile.AddField("name", "UE5");
|
|
WorkspaceFile.AddField("path", MakeUnquotedPathString(UnrealBuildTool.RootDirectory, EPathType.Absolute));
|
|
}
|
|
WorkspaceFile.EndObject();
|
|
}
|
|
}
|
|
WorkspaceFile.EndArray();
|
|
}
|
|
|
|
WorkspaceFile.BeginObject("settings");
|
|
{
|
|
// disable autodetect for typescript files to workaround slowdown in vscode as a result of parsing all files
|
|
WorkspaceFile.AddField("typescript.tsc.autoDetect", "off");
|
|
}
|
|
WorkspaceFile.EndObject();
|
|
|
|
WorkspaceFile.BeginObject("extensions");
|
|
{
|
|
// extensions is a set of recommended extensions that a user should install.
|
|
// Adding this section aids discovery of extensions which are helpful to have installed for Unreal development.
|
|
WorkspaceFile.BeginArray("recommendations");
|
|
{
|
|
WorkspaceFile.AddUnnamedField("ms-vscode.cpptools");
|
|
WorkspaceFile.AddUnnamedField("ms-dotnettools.csharp");
|
|
|
|
// If the platform we run the generator on uses mono, there are additional debugging extensions to add.
|
|
if (Utils.IsRunningOnMono)
|
|
{
|
|
WorkspaceFile.AddUnnamedField("vadimcn.vscode-lldb");
|
|
WorkspaceFile.AddUnnamedField("ms-vscode.mono-debug");
|
|
}
|
|
}
|
|
WorkspaceFile.EndArray();
|
|
}
|
|
WorkspaceFile.EndObject();
|
|
|
|
WorkspaceFile.EndRootObject();
|
|
|
|
string WorkspaceName = bForeignProject ? GameProjectName : "UE5";
|
|
WorkspaceFile.Write(FileReference.Combine(MasterProjectPath, WorkspaceName + ".code-workspace"));
|
|
}
|
|
|
|
private void GetExcludePathsCPP(DirectoryReference BaseDir, List<string> PathsToExclude)
|
|
{
|
|
string[] DirWhiteList = { "Binaries", "Build", "Config", "Plugins", "Source", "Private", "Public", "Classes", "Resources" };
|
|
foreach (DirectoryReference SubDir in DirectoryReference.EnumerateDirectories(BaseDir, "*", SearchOption.TopDirectoryOnly))
|
|
{
|
|
if (Array.Find(DirWhiteList, Dir => Dir == SubDir.GetDirectoryName()) == null)
|
|
{
|
|
string NewSubDir = SubDir.ToString();
|
|
if (!PathsToExclude.Contains(NewSubDir))
|
|
{
|
|
PathsToExclude.Add(NewSubDir);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
private void GetExcludePathsCSharp(string BaseDir, List<string> PathsToExclude)
|
|
{
|
|
string[] BlackList =
|
|
{
|
|
"obj",
|
|
"bin"
|
|
};
|
|
|
|
foreach (string BlackListDir in BlackList)
|
|
{
|
|
string ExcludePath = Path.Combine(BaseDir, BlackListDir);
|
|
if (!PathsToExclude.Contains(ExcludePath))
|
|
{
|
|
PathsToExclude.Add(ExcludePath);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|