Files
UnrealEngineUWP/Engine/Source/Programs/UnrealBuildTool/Configuration/UEBuildConfiguration.cs

253 lines
8.2 KiB
C#

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
using System;
using System.IO;
namespace UnrealBuildTool
{
public class UEBuildConfiguration
{
/** Whether to include PhysX support */
[XmlConfig]
public static bool bCompilePhysX;
/** Whether to include PhysX APEX support */
[XmlConfig]
public static bool bCompileAPEX;
/** Whether to include Box2D support */
[XmlConfig]
public static bool bCompileBox2D;
/** Whether to include ICU unicode/i18n support in core */
[XmlConfig]
public static bool bCompileICU;
/** Whether to build a stripped down version of the game specifically for dedicated server. */
[XmlConfig]
public static bool bBuildDedicatedServer;
/** Whether to compile the editor or not. Only desktop platforms (Windows or Mac) will use this, other platforms force this to false */
[XmlConfig]
public static bool bBuildEditor;
/** Whether to compile code related to building assets. Consoles generally cannot build assets. Desktop platforms generally can. */
[XmlConfig]
public static bool bBuildRequiresCookedData;
/** Whether to compile WITH_EDITORONLY_DATA disabled. Only Windows will use this, other platforms force this to false */
[XmlConfig]
public static bool bBuildWithEditorOnlyData;
/** Whether to compile the developer tools. */
[XmlConfig]
public static bool bBuildDeveloperTools;
/** Whether to force compiling the target platform modules, even if they wouldn't normally be built */
[XmlConfig]
public static bool bForceBuildTargetPlatforms;
/** Whether to force compiling shader format modules, even if they wouldn't normally be built. */
[XmlConfig]
public static bool bForceBuildShaderFormats;
/** Whether we should compile in support for Simplygon or not. */
[XmlConfig]
public static bool bCompileSimplygon;
/** Whether we should compile in support for Steam OnlineSubsystem or not. [RCL] FIXME 2014-Apr-17: bCompileSteamOSS means "bHasSteamworksInstalled" for some code, these meanings need to be untangled */
[XmlConfig]
public static bool bCompileSteamOSS;
/** Whether we should compile in support for Mcp OnlineSubsystem or not. */
[XmlConfig]
public static bool bCompileMcpOSS;
/** Whether to compile lean and mean version of UE. */
[XmlConfig]
public static bool bCompileLeanAndMeanUE;
/** Whether to generate a manifest file that contains the files to add to Perforce */
[XmlConfig]
public static bool bGenerateManifest;
/** Whether to add to the existing manifest (if it exists), or start afresh */
[XmlConfig]
public static bool bMergeManifests;
/** Whether to 'clean' the given project */
[XmlConfig]
public static bool bCleanProject;
/** Whether we are just running the PrepTargetForDeployment step */
[XmlConfig]
public static bool bPrepForDeployment;
/** Enabled for all builds that include the engine project. Disabled only when building standalone apps that only link with Core. */
[XmlConfig]
public static bool bCompileAgainstEngine;
/** Enabled for all builds that include the CoreUObject project. Disabled only when building standalone apps that only link with Core. */
[XmlConfig]
public static bool bCompileAgainstCoreUObject;
/** If true, include ADO database support in core */
[XmlConfig]
public static bool bIncludeADO;
/** Directory for the third party files/libs */
[Obsolete("Use UEThirdPartySourceDirectory instead of UEThirdPartyDirectory.", true)]
[XmlConfig]
public static string UEThirdPartyDirectory;
/** Directory for the third party source */
[XmlConfig]
public static string UEThirdPartySourceDirectory;
/** Directory for the third party binaries */
[XmlConfig]
public static string UEThirdPartyBinariesDirectory;
/** If true, force header regeneration. Intended for the build machine */
[XmlConfig]
public static bool bForceHeaderGeneration;
/** If true, do not build UHT, assume it is already built */
[XmlConfig]
public static bool bDoNotBuildUHT;
/** If true, fail if any of the generated header files is out of date. */
[XmlConfig]
public static bool bFailIfGeneratedCodeChanges;
/** Whether to compile Recast navmesh generation */
[XmlConfig]
public static bool bCompileRecast;
/** Whether to compile SpeedTree support. */
[XmlConfig]
public static bool bCompileSpeedTree;
/** Enable exceptions for all modules */
[XmlConfig]
public static bool bForceEnableExceptions;
/** Compile server-only code. */
[XmlConfig]
public static bool bWithServerCode;
/** Whether to include stats support even without the engine */
[XmlConfig]
public static bool bCompileWithStatsWithoutEngine;
/** Whether to include plugin support */
[XmlConfig]
public static bool bCompileWithPluginSupport;
/** Whether to turn on logging for test/shipping builds */
[XmlConfig]
public static bool bUseLoggingInShipping;
/** True if plugins should be excluded when building target. */
[XmlConfig]
public static bool bExcludePlugins;
/** True if we need to package up Android with the OBB in the APK file */
[XmlConfig]
public static bool bOBBinAPK;
/** True if we need PhysX vehicle support */
[XmlConfig]
public static bool bCompilePhysXVehicle;
/** True if we need FreeType support */
[XmlConfig]
public static bool bCompileFreeType;
/** True if we want to favor optimizing size over speed */
[XmlConfig]
public static bool bCompileForSize;
/// <summary>
/// Sets the configuration back to defaults.
/// </summary>
public static void LoadDefaults()
{
//@todo. Allow disabling PhysX/APEX via these values...
// Currently, WITH_PHYSX is forced to true in Engine.h (as it isn't defined anywhere by the builder)
bCompilePhysX = true;
bCompileAPEX = true;
bCompileBox2D = true;
bBuildDedicatedServer = false;
bBuildEditor = true;
bBuildRequiresCookedData = false;
bBuildWithEditorOnlyData = true;
bBuildDeveloperTools = true;
bForceBuildTargetPlatforms = false;
bForceBuildShaderFormats = false;
bCompileSimplygon = true;
bCompileLeanAndMeanUE = false;
bCompileAgainstEngine = true;
bCompileAgainstCoreUObject = true;
UEThirdPartySourceDirectory = "ThirdParty/";
UEThirdPartyBinariesDirectory = "../Binaries/ThirdParty/";
bCompileRecast = true;
bForceEnableExceptions = false;
bWithServerCode = true;
bCompileSpeedTree = true;
bCompileWithStatsWithoutEngine = false;
bCompileWithPluginSupport = false;
bUseLoggingInShipping = false;
bCompileSteamOSS = true;
bCompileMcpOSS = true;
bOBBinAPK = false;
bCompilePhysXVehicle = true;
bCompileFreeType = true;
bCompileForSize = false;
}
/// <summary>
/// Function to call to after reset default data.
/// </summary>
public static void PostReset()
{
// Configuration overrides.
string SteamVersion = "Steamv129a";
bCompileSteamOSS = bCompileSteamOSS
&& Directory.Exists(UEBuildConfiguration.UEThirdPartySourceDirectory + "Steamworks/" + SteamVersion) == true;
bCompileMcpOSS = bCompileMcpOSS
&& Directory.Exists("Runtime/Online/NotForLicensees/OnlineSubsystemMcp") == true;
bCompileSimplygon = bCompileSimplygon
&& Directory.Exists(UEBuildConfiguration.UEThirdPartySourceDirectory + "NotForLicensees") == true
&& Directory.Exists(UEBuildConfiguration.UEThirdPartySourceDirectory + "NotForLicensees/Simplygon") == true
&& Directory.Exists("Developer/SimplygonMeshReduction") == true
&& !(ProjectFileGenerator.bGenerateProjectFiles && ProjectFileGenerator.bGeneratingRocketProjectFiles);
bCompileSpeedTree = bCompileSpeedTree
&& Directory.Exists(UEBuildConfiguration.UEThirdPartySourceDirectory + "NotForLicensees") == true
&& Directory.Exists(UEBuildConfiguration.UEThirdPartySourceDirectory + "NotForLicensees/SpeedTree") == true
&& !(ProjectFileGenerator.bGenerateProjectFiles && ProjectFileGenerator.bGeneratingRocketProjectFiles);
}
/**
* Validates the configuration.
*
* @warning: the order of validation is important
*/
public static void ValidateConfiguration()
{
// Lean and mean means no Editor and other frills.
if (bCompileLeanAndMeanUE)
{
bBuildEditor = false;
bBuildDeveloperTools = false;
bCompileSimplygon = false;
bCompileSpeedTree = false;
}
}
}
}