Files
UnrealEngineUWP/Engine/Source/Programs/UnrealBuildTool/Configuration/TargetInfo.cs
Ben Marsh 6f927647b1 Changing C# code over to using EpicGames.Core over DotNETCommon.
#rb none
#rnx

[CL 14962096 by Ben Marsh in ue5-main branch]
2020-12-21 23:07:37 -04:00

112 lines
3.6 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.Serialization;
using System.Text;
using System.Threading.Tasks;
using EpicGames.Core;
namespace UnrealBuildTool
{
/// <summary>
/// Information about a target, passed along when creating a module descriptor
/// </summary>
public class TargetInfo
{
/// <summary>
/// Name of the target
/// </summary>
public readonly string Name;
/// <summary>
/// The platform that the target is being built for
/// </summary>
public readonly UnrealTargetPlatform Platform;
/// <summary>
/// The configuration being built
/// </summary>
public readonly UnrealTargetConfiguration Configuration;
/// <summary>
/// Architecture that the target is being built for (or an empty string for the default)
/// </summary>
public readonly string Architecture;
/// <summary>
/// The project containing the target
/// </summary>
public readonly FileReference? ProjectFile;
/// <summary>
/// The current build version
/// </summary>
public ReadOnlyBuildVersion Version
{
get { return ReadOnlyBuildVersion.Current; }
}
/// <summary>
/// Additional command line arguments for this target
/// </summary>
public CommandLineArguments? Arguments;
/// <summary>
/// Constructs a TargetInfo for passing to the TargetRules constructor.
/// </summary>
/// <param name="Name">Name of the target being built</param>
/// <param name="Platform">The platform that the target is being built for</param>
/// <param name="Configuration">The configuration being built</param>
/// <param name="Architecture">The architecture being built for</param>
/// <param name="ProjectFile">Path to the project file containing the target</param>
/// <param name="Arguments">Additional command line arguments for this target</param>
public TargetInfo(string Name, UnrealTargetPlatform Platform, UnrealTargetConfiguration Configuration, string Architecture, FileReference? ProjectFile, CommandLineArguments? Arguments)
{
this.Name = Name;
this.Platform = Platform;
this.Configuration = Configuration;
this.Architecture = Architecture;
this.ProjectFile = ProjectFile;
this.Arguments = Arguments;
}
/// <summary>
/// Construct a TargetInfo from an archive on disk
/// </summary>
/// <param name="Reader">Archive to read from</param>
public TargetInfo(BinaryArchiveReader Reader)
{
this.Name = Reader.ReadString();
this.Platform = UnrealTargetPlatform.Parse(Reader.ReadString());
string ConfigurationStr = Reader.ReadString();
this.Architecture = Reader.ReadString();
this.ProjectFile = Reader.ReadFileReference();
string[] ArgumentStrs = Reader.ReadArray(() => Reader.ReadString());
if (!UnrealTargetConfiguration.TryParse(ConfigurationStr, out Configuration))
{
throw new BuildException(string.Format("The configration name {0} is not a valid configration name. Valid names are ({1})", Name,
string.Join(",", Enum.GetValues(typeof(UnrealTargetConfiguration)).Cast<UnrealTargetConfiguration>().Select(x => x.ToString()))));
}
Arguments = new CommandLineArguments(ArgumentStrs);
}
/// <summary>
/// Write a TargetInfo to an archive on disk
/// </summary>
/// <param name="Writer">Archive to write to</param>
public void Write(BinaryArchiveWriter Writer)
{
Writer.WriteString(Name);
Writer.WriteString(Platform.ToString());
Writer.WriteString(Configuration.ToString());
Writer.WriteString(Architecture);
Writer.WriteFileReference(ProjectFile);
Writer.WriteArray(Arguments?.GetRawArray(), Item => Writer.WriteString(Item));
}
}
}