Files
UnrealEngineUWP/Engine/Source/Programs/UnrealBuildTool/Android/UEBuildAndroid.cs
Marcus Wassmer 460b2d20d1 Refactor AutoSDKs in preparation for doing doing AutoSDK setup for the editor.
[CL 2223660 by Marcus Wassmer in Main branch]
2014-07-18 14:21:02 -04:00

409 lines
15 KiB
C#

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Text;
using System.Diagnostics;
using System.IO;
using System.Xml;
namespace UnrealBuildTool
{
class AndroidPlatform : UEBuildPlatform
{
/// <summary>
/// Android settings.
/// </summary>
[XmlConfig]
public static string AndroidArchitecture = "-armv7";
[XmlConfig]
public static string AndroidNdkApiTarget = "latest";
[XmlConfig]
public static string AndroidSdkApiTarget = "latest";
// The current architecture - affects everything about how UBT operates on Android
public override string GetActiveArchitecture()
{
// by default, use an empty architecture (which is really just a modifer to the platform for some paths/names)
return AndroidArchitecture;
}
public override bool CanUseXGE()
{
return false;
}
protected override bool PlatformSupportsAutoSDKs()
{
return true;
}
public override string GetSDKTargetPlatformName()
{
return "Android";
}
protected override string GetRequiredSDKString()
{
return "-19";
}
protected override String GetRequiredScriptVersionString()
{
return "2.0";
}
/// <summary>
/// checks if the sdk is installed or has been synced
/// </summary>
/// <returns></returns>
private bool HasAnySDK()
{
string NDKPath = Environment.GetEnvironmentVariable("NDKROOT");
// we don't have an NDKROOT specified
if (String.IsNullOrEmpty(NDKPath))
{
return false;
}
NDKPath = NDKPath.Replace("\"", "");
// can't find llvm-3.3 or llvm-3.1 in the toolchains
if (!Directory.Exists(Path.Combine(NDKPath, @"toolchains\llvm-3.3")) && !Directory.Exists(Path.Combine(NDKPath, @"toolchains\llvm-3.1")))
{
return false;
}
return true;
}
protected override SDKStatus HasRequiredManualSDKInternal()
{
// if any autosdk setup has been done then the local process environment is suspect
if (HasSetupAutoSDK())
{
return SDKStatus.Invalid;
}
if (HasAnySDK())
{
return SDKStatus.Valid;
}
return SDKStatus.Invalid;
}
protected override void RegisterBuildPlatformInternal()
{
if ((ProjectFileGenerator.bGenerateProjectFiles == true) || (HasRequiredSDKsInstalled() == SDKStatus.Valid))
{
bool bRegisterBuildPlatform = true;
string EngineSourcePath = Path.Combine(ProjectFileGenerator.EngineRelativePath, "Source");
string AndroidTargetPlatformFile = Path.Combine(EngineSourcePath, "Developer", "Android", "AndroidTargetPlatform", "AndroidTargetPlatform.Build.cs");
if (File.Exists(AndroidTargetPlatformFile) == false)
{
bRegisterBuildPlatform = false;
}
if (bRegisterBuildPlatform == true)
{
// Register this build platform
Log.TraceVerbose(" Registering for {0}", UnrealTargetPlatform.Android.ToString());
UEBuildPlatform.RegisterBuildPlatform(UnrealTargetPlatform.Android, this);
UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.Android, UnrealPlatformGroup.Android);
}
}
}
public override CPPTargetPlatform GetCPPTargetPlatform(UnrealTargetPlatform InUnrealTargetPlatform)
{
switch (InUnrealTargetPlatform)
{
case UnrealTargetPlatform.Android:
return CPPTargetPlatform.Android;
}
throw new BuildException("AndroidPlatform::GetCPPTargetPlatform: Invalid request for {0}", InUnrealTargetPlatform.ToString());
}
public override string GetBinaryExtension(UEBuildBinaryType InBinaryType)
{
switch (InBinaryType)
{
case UEBuildBinaryType.DynamicLinkLibrary:
return ".so";
case UEBuildBinaryType.Executable:
return ".so";
case UEBuildBinaryType.StaticLibrary:
return ".a";
case UEBuildBinaryType.Object:
return ".o";
case UEBuildBinaryType.PrecompiledHeader:
return ".gch";
}
return base.GetBinaryExtension(InBinaryType);
}
public override string GetDebugInfoExtension(UEBuildBinaryType InBinaryType)
{
return "";
}
public override void ResetBuildConfiguration(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration)
{
ValidateUEBuildConfiguration();
//BuildConfiguration.bDeployAfterCompile = true;
}
public override void ValidateUEBuildConfiguration()
{
BuildConfiguration.bUseUnityBuild = true;
UEBuildConfiguration.bCompileLeanAndMeanUE = true;
UEBuildConfiguration.bCompilePhysX = true;
UEBuildConfiguration.bCompileAPEX = false;
UEBuildConfiguration.bBuildEditor = false;
UEBuildConfiguration.bBuildDeveloperTools = false;
UEBuildConfiguration.bCompileSimplygon = false;
UEBuildConfiguration.bCompileRecast = true;
// Don't stop compilation at first error...
BuildConfiguration.bStopXGECompilationAfterErrors = true;
BuildConfiguration.bUseSharedPCHs = false;
}
public override bool ShouldCompileMonolithicBinary(UnrealTargetPlatform InPlatform)
{
// This platform currently always compiles monolithic
return true;
}
public override bool ShouldUsePDBFiles(CPPTargetPlatform Platform, CPPTargetConfiguration Configuration, bool bCreateDebugInfo)
{
return true;
}
public override bool ShouldNotBuildEditor(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration)
{
return true;
}
public override bool BuildRequiresCookedData(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration)
{
return true;
}
public override bool RequiresDeployPrepAfterCompile()
{
return true;
}
public override void GetExtraModules(TargetInfo Target, UEBuildTarget BuildTarget, ref List<string> PlatformExtraModules)
{
}
public override void ModifyNewlyLoadedModule(UEBuildModule InModule, TargetInfo Target)
{
if ((Target.Platform == UnrealTargetPlatform.Win32) || (Target.Platform == UnrealTargetPlatform.Win64))
{
bool bBuildShaderFormats = UEBuildConfiguration.bForceBuildShaderFormats;
if (!UEBuildConfiguration.bBuildRequiresCookedData)
{
if (InModule.ToString() == "Engine")
{
if (UEBuildConfiguration.bBuildDeveloperTools)
{
InModule.AddPlatformSpecificDynamicallyLoadedModule("AndroidTargetPlatform");
InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_PVRTCTargetPlatform");
InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ATCTargetPlatform");
InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_DXTTargetPlatform");
InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ETC1TargetPlatform");
InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ETC2TargetPlatform");
}
}
else if (InModule.ToString() == "UnrealEd")
{
InModule.AddPlatformSpecificDynamicallyLoadedModule("AndroidPlatformEditor");
}
else if (InModule.ToString() == "TargetPlatform")
{
bBuildShaderFormats = true;
InModule.AddDynamicallyLoadedModule("TextureFormatPVR");
InModule.AddDynamicallyLoadedModule("TextureFormatDXT");
InModule.AddPlatformSpecificDynamicallyLoadedModule("TextureFormatAndroid"); // ATITC, ETC1 and ETC2
if (UEBuildConfiguration.bBuildDeveloperTools)
{
//InModule.AddDynamicallyLoadedModule("AudioFormatADPCM"); //@todo android: android audio
}
}
}
// allow standalone tools to use targetplatform modules, without needing Engine
if (UEBuildConfiguration.bForceBuildTargetPlatforms)
{
InModule.AddPlatformSpecificDynamicallyLoadedModule("AndroidTargetPlatform");
InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_PVRTCTargetPlatform");
InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ATCTargetPlatform");
InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_DXTTargetPlatform");
InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ETC1TargetPlatform");
InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ETC2TargetPlatform");
}
if (bBuildShaderFormats)
{
//InModule.AddDynamicallyLoadedModule("ShaderFormatAndroid"); //@todo android: ShaderFormatAndroid
}
}
}
public override void SetUpEnvironment(UEBuildTarget InBuildTarget)
{
// we want gcc toolchain 4.8, but fall back to 4.6 for now if it doesn't exist
string NDKPath = Environment.GetEnvironmentVariable("NDKROOT");
NDKPath = NDKPath.Replace("\"", "");
string GccVersion = "4.8";
if (!Directory.Exists(Path.Combine(NDKPath, @"sources\cxx-stl\gnu-libstdc++\4.8")))
{
GccVersion = "4.6";
}
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("PLATFORM_DESKTOP=0");
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("PLATFORM_64BITS=0");
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("PLATFORM_CAN_SUPPORT_EDITORONLY_DATA=0");
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("WITH_OGGVORBIS=1");
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("UNICODE");
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("_UNICODE");
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("PLATFORM_ANDROID=1");
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("ANDROID=1");
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("WITH_DATABASE_SUPPORT=0");
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("WITH_EDITOR=0");
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("USE_NULL_RHI=0");
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("REQUIRES_ALIGNED_INT_ACCESS");
if (InBuildTarget.GlobalCompileEnvironment.Config.Target.Architecture == "-armv7")
{
InBuildTarget.GlobalCompileEnvironment.Config.SystemIncludePaths.Add("$(NDKROOT)/sources/cxx-stl/gnu-libstdc++/" + GccVersion + "/include");
InBuildTarget.GlobalCompileEnvironment.Config.SystemIncludePaths.Add("$(NDKROOT)/sources/cxx-stl/gnu-libstdc++/" + GccVersion + "/libs/armeabi-v7a/include");
}
else
{
InBuildTarget.GlobalCompileEnvironment.Config.SystemIncludePaths.Add("$(NDKROOT)/sources/cxx-stl/gnu-libstdc++/" + GccVersion + "/include");
InBuildTarget.GlobalCompileEnvironment.Config.SystemIncludePaths.Add("$(NDKROOT)/sources/cxx-stl/gnu-libstdc++/" + GccVersion + "/libs/x86/include");
}
InBuildTarget.GlobalCompileEnvironment.Config.SystemIncludePaths.Add("$(NDKROOT)/sources/android/native_app_glue");
InBuildTarget.GlobalCompileEnvironment.Config.SystemIncludePaths.Add("$(NDKROOT)/sources/android/cpufeatures");
// link with Android libraries.
InBuildTarget.GlobalLinkEnvironment.Config.LibraryPaths.Add("$(NDKROOT)/sources/cxx-stl/stlport/libs/armeabi-v7a");
// Add path to statically compiled version of cxa_demangle
InBuildTarget.GlobalLinkEnvironment.Config.LibraryPaths.Add(UEBuildConfiguration.UEThirdPartySourceDirectory + "Android/cxa_demangle/armeabi-v7a");
InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("stdc++");
InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("gcc");
InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("z");
InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("c");
InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("m");
InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("log");
InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("dl");
InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("GLESv2");
InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("EGL");
InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("OpenSLES");
InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("android");
InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("cxa_demangle");
UEBuildConfiguration.bCompileSimplygon = false;
BuildConfiguration.bDeployAfterCompile = true;
}
public override bool ShouldCreateDebugInfo(UnrealTargetPlatform Platform, UnrealTargetConfiguration Configuration)
{
switch (Configuration)
{
case UnrealTargetConfiguration.Development:
case UnrealTargetConfiguration.Shipping:
case UnrealTargetConfiguration.Test:
case UnrealTargetConfiguration.Debug:
default:
return true;
};
}
public override void SetupBinaries(UEBuildTarget InBuildTarget)
{
// dangerously fast mode doesn't generate stub files
if (!IOSToolChain.bUseDangerouslyFastMode)
{
List<UEBuildBinary> NewBinaries = new List<UEBuildBinary>();
// add the .apk to the binaries
foreach (var Binary in InBuildTarget.AppBinaries)
{
// make a binary that just points to the .stub of this executable
UEBuildBinaryConfiguration NewConfig = new UEBuildBinaryConfiguration(
InType: Binary.Config.Type,
InOutputFilePath: Path.ChangeExtension(Binary.Config.OutputFilePath, ".apk"),
InIntermediateDirectory: Binary.Config.IntermediateDirectory,
bInCreateImportLibrarySeparately: Binary.Config.bCreateImportLibrarySeparately,
bInAllowExports: Binary.Config.bAllowExports,
InModuleNames: Binary.Config.ModuleNames);
NewBinaries.Add(new UEStubDummyBinary(InBuildTarget, NewConfig));
}
InBuildTarget.AppBinaries.AddRange(NewBinaries);
}
}
}
/// <summary>
/// A .stub that has the executable and metadata included
/// Note that this doesn't actually build anything. It just makes the .apk get checked in
/// THis could be shared with IOS, etc
/// </summary>
class UEApkDummyBinary : UEBuildBinary
{
/// <summary>
/// Create an instance initialized to the given configuration
/// </summary>
/// <param name="InConfig">The build binary configuration to initialize the instance to</param>
public UEApkDummyBinary(UEBuildTarget InTarget, UEBuildBinaryConfiguration InConfig)
: base(InTarget, InConfig)
{
}
/// <summary>
/// Builds the binary.
/// </summary>
/// <param name="CompileEnvironment">The environment to compile the binary in</param>
/// <param name="LinkEnvironment">The environment to link the binary in</param>
/// <returns></returns>
public override IEnumerable<FileItem> Build(IUEToolChain ToolChain, CPPEnvironment CompileEnvironment, LinkEnvironment LinkEnvironment)
{
// generate the .apk!
return new FileItem[] { FileItem.GetItemByPath(Config.OutputFilePath) };
}
/// <summary>
/// Writes an XML summary of the build environment for this binary
/// </summary>
/// <param name="CompileEnvironment">The environment to compile the binary in</param>
/// <param name="LinkEnvironment">The environment to link the binary in</param>
/// <returns></returns>
public override void WriteBuildEnvironment(CPPEnvironment CompileEnvironment, LinkEnvironment LinkEnvironment, XmlWriter Writer)
{
}
}
}