Files
UnrealEngineUWP/Engine/Source/Programs/UnrealBuildTool/System/UEPlatformProjectGenerator.cs
Jaroslaw Palczynski 7606debc6d [GitHub] 66 : Start plumbing for advanced build handling
#ttp 333302
#codereview Robert.Manuszewski

[CL 2080176 by Jaroslaw Palczynski in Main branch]
2014-05-21 06:09:37 -04:00

294 lines
11 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;
namespace UnrealBuildTool
{
/**
* Base class for platform-specific project generators
*/
public abstract class UEPlatformProjectGenerator
{
static Dictionary<UnrealTargetPlatform, UEPlatformProjectGenerator> ProjectGeneratorDictionary = new Dictionary<UnrealTargetPlatform, UEPlatformProjectGenerator>();
/**
* Register the given platforms UEPlatformProjectGenerator instance
*
* @param InPlatform The UnrealTargetPlatform to register with
* @param InProjectGenerator The UEPlatformProjectGenerator instance to use for the InPlatform
*/
public static void RegisterPlatformProjectGenerator(UnrealTargetPlatform InPlatform, UEPlatformProjectGenerator InProjectGenerator)
{
// Make sure the build platform is legal
var BuildPlatform = UEBuildPlatform.GetBuildPlatform(InPlatform, true);
if (BuildPlatform != null)
{
if (ProjectGeneratorDictionary.ContainsKey(InPlatform) == true)
{
Log.TraceInformation("RegisterPlatformProjectGenerator Warning: Registering project generator {0} for {1} when it is already set to {2}",
InProjectGenerator.ToString(), InPlatform.ToString(), ProjectGeneratorDictionary[InPlatform].ToString());
ProjectGeneratorDictionary[InPlatform] = InProjectGenerator;
}
else
{
ProjectGeneratorDictionary.Add(InPlatform, InProjectGenerator);
}
}
else
{
Log.TraceVerbose("Skipping project file generator registration for {0} due to no valid BuildPlatform.", InPlatform.ToString());
}
}
/**
* Retrieve the UEPlatformProjectGenerator instance for the given TargetPlatform
*
* @param InPlatform The UnrealTargetPlatform being built
* @param bInAllowFailure If true, do not throw an exception and return null
*
* @return UEPlatformProjectGenerator The instance of the project generator
*/
public static UEPlatformProjectGenerator GetPlatformProjectGenerator(UnrealTargetPlatform InPlatform, bool bInAllowFailure = false)
{
if (ProjectGeneratorDictionary.ContainsKey(InPlatform) == true)
{
return ProjectGeneratorDictionary[InPlatform];
}
if (bInAllowFailure == true)
{
return null;
}
throw new BuildException("GetPlatformProjectGenerator: No PlatformProjectGenerator found for {0}", InPlatform.ToString());
}
/// <summary>
/// Allow various platform project generators to generate stub projects if required
/// </summary>
/// <param name="InTargetName"></param>
/// <param name="InTargetFilepath"></param>
/// <returns></returns>
public static bool GenerateGameProjectStubs(ProjectFileGenerator InGenerator, string InTargetName, string InTargetFilepath, TargetRules InTargetRules,
List<UnrealTargetPlatform> InPlatforms, List<UnrealTargetConfiguration> InConfigurations)
{
foreach (KeyValuePair<UnrealTargetPlatform, UEPlatformProjectGenerator> Entry in ProjectGeneratorDictionary)
{
UEPlatformProjectGenerator ProjGen = Entry.Value;
ProjGen.GenerateGameProjectStub(InGenerator, InTargetName, InTargetFilepath, InTargetRules, InPlatforms, InConfigurations);
}
return true;
}
/// <summary>
/// Allow various platform project generators to generate any special project properties if required
/// </summary>
/// <param name="InPlatform"></param>
/// <returns></returns>
public static bool GenerateGamePlatformSpecificProperties(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration Configuration, TargetRules.TargetType TargetType, StringBuilder VCProjectFileContent, string RootDirectory, string TargetFilePath)
{
if (ProjectGeneratorDictionary.ContainsKey(InPlatform) == true)
{
ProjectGeneratorDictionary[InPlatform].GenerateGameProperties(Configuration, VCProjectFileContent, TargetType, RootDirectory, TargetFilePath); ;
}
return true;
}
public static bool PlatformRequiresVSUserFileGeneration(List<UnrealTargetPlatform> InPlatforms, List<UnrealTargetConfiguration> InConfigurations)
{
bool bRequiresVSUserFileGeneration = false;
foreach (KeyValuePair<UnrealTargetPlatform, UEPlatformProjectGenerator> Entry in ProjectGeneratorDictionary)
{
if (InPlatforms.Contains(Entry.Key))
{
UEPlatformProjectGenerator ProjGen = Entry.Value;
bRequiresVSUserFileGeneration |= ProjGen.RequiresVSUserFileGeneration();
}
}
return bRequiresVSUserFileGeneration;
}
/**
* Register the platform with the UEPlatformProjectGenerator class
*/
public abstract void RegisterPlatformProjectGenerator();
public virtual void GenerateGameProjectStub(ProjectFileGenerator InGenerator, string InTargetName, string InTargetFilepath, TargetRules InTargetRules,
List<UnrealTargetPlatform> InPlatforms, List<UnrealTargetConfiguration> InConfigurations)
{
// Do nothing
}
public virtual void GenerateGameProperties(UnrealTargetConfiguration Configuration, StringBuilder VCProjectFileContent, TargetRules.TargetType TargetType, string RootDirectory, string TargetFilePath)
{
// Do nothing
}
public virtual bool RequiresVSUserFileGeneration()
{
return false;
}
///
/// VisualStudio project generation functions
///
/**
* Whether this build platform has native support for VisualStudio
*
* @param InPlatform The UnrealTargetPlatform being built
* @param InConfiguration The UnrealTargetConfiguration being built
*
* @return bool true if native VisualStudio support (or custom VSI) is available
*/
public virtual bool HasVisualStudioSupport(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration)
{
// By default, we assume this is true
return true;
}
/**
* Return the VisualStudio platform name for this build platform
*
* @param InPlatform The UnrealTargetPlatform being built
* @param InConfiguration The UnrealTargetConfiguration being built
*
* @return string The name of the platform that VisualStudio recognizes
*/
public virtual string GetVisualStudioPlatformName(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration)
{
// By default, return the platform string
return InPlatform.ToString();
}
/**
* Return the platform toolset string to write into the project configuration
*
* @param InPlatform The UnrealTargetPlatform being built
* @param InConfiguration The UnrealTargetConfiguration being built
*
* @return string The custom configuration section for the project file; Empty string if it doesn't require one
*/
public virtual string GetVisualStudioPlatformToolsetString(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration, VCProjectFile InProjectFile)
{
return "";
}
/**
* Return any custom property group lines
*
* @param InPlatform The UnrealTargetPlatform being built
*
* @return string The custom property import lines for the project file; Empty string if it doesn't require one
*/
public virtual string GetAdditionalVisualStudioPropertyGroups(UnrealTargetPlatform InPlatform)
{
return "";
}
/**
* Return any custom property group lines
*
* @param InPlatform The UnrealTargetPlatform being built
*
* @return string The platform configuration type. Defaults to "Makefile" unless overridden
*/
public virtual string GetVisualStudioPlatformConfigurationType(UnrealTargetPlatform InPlatform)
{
return "Makefile";
}
/**
* Return any custom paths for VisualStudio this platform requires
* This include ReferencePath, LibraryPath, LibraryWPath, IncludePath and ExecutablePath.
*
* @param InPlatform The UnrealTargetPlatform being built
* @param TargetType The type of target (game or program)
*
* @return string The custom path lines for the project file; Empty string if it doesn't require one
*/
public virtual string GetVisualStudioPathsEntries(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration, TargetRules.TargetType TargetType, string TargetRulesPath, string ProjectFilePath, string NMakeOutputPath)
{
// NOTE: We are intentionally overriding defaults for these paths with empty strings. We never want Visual Studio's
// defaults for these fields to be propagated, since they are version-sensitive paths that may not reflect
// the environment that UBT is building in. We'll set these environment variables ourselves!
// NOTE: We don't touch 'ExecutablePath' because that would result in Visual Studio clobbering the system "Path"
// environment variable
string PathsLines =
" <IncludePath />\n" +
" <ReferencePath />\n" +
" <LibraryPath />\n" +
" <LibraryWPath />\n" +
" <SourcePath />\n" +
" <ExcludePath />\n";
return PathsLines;
}
/**
* Return any custom property import lines
*
* @param InPlatform The UnrealTargetPlatform being built
*
* @return string The custom property import lines for the project file; Empty string if it doesn't require one
*/
public virtual string GetAdditionalVisualStudioImportSettings(UnrealTargetPlatform InPlatform)
{
return "";
}
/**
* Return any custom layout directory sections
*
* @param InPlatform The UnrealTargetPlatform being built
* @param TargetType The type of target (game or program)
*
* @return string The custom property import lines for the project file; Empty string if it doesn't require one
*/
public virtual string GetVisualStudioLayoutDirSection(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration, string InConditionString, TargetRules.TargetType TargetType, string TargetRulesPath, string ProjectFilePath)
{
return "";
}
/**
* Get the output manifest section, if required
*
* @param InPlatform The UnrealTargetPlatform being built
*
* @return string The output manifest section for the project file; Empty string if it doesn't require one
*/
public virtual string GetVisualStudioOutputManifestSection(UnrealTargetPlatform InPlatform, TargetRules.TargetType TargetType, string TargetRulesPath, string ProjectFilePath)
{
return "";
}
/**
* Get whether this platform deploys
*
* @return bool true if the 'Deploy' option should be enabled
*/
public virtual bool GetVisualStudioDeploymentEnabled(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration)
{
return false;
}
/// <summary>
/// Get the text to insert into the user file for the given platform/configuration/target
/// </summary>
/// <param name="InPlatform">The platform being added</param>
/// <param name="InConfiguration">The configuration being added</param>
/// <param name="InConditionString">The condition string </param>
/// <param name="InTargetRules">The target rules </param>
/// <param name="TargetRulesPath">The target rules path</param>
/// <param name="ProjectFilePath">The project file path</param>
/// <returns>The string to append to the user file</returns>
public virtual string GetVisualStudioUserFileStrings(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration,
string InConditionString, TargetRules InTargetRules, string TargetRulesPath, string ProjectFilePath)
{
return "";
}
}
}