You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
358 lines
17 KiB
C#
358 lines
17 KiB
C#
// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
|
|
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Text;
|
|
using System.Diagnostics;
|
|
using System.IO;
|
|
using Tools.DotNETCommon;
|
|
|
|
namespace UnrealBuildTool
|
|
{
|
|
/// <summary>
|
|
/// Base class for platform-specific project generators
|
|
/// </summary>
|
|
abstract class PlatformProjectGenerator
|
|
{
|
|
static Dictionary<UnrealTargetPlatform, PlatformProjectGenerator> ProjectGeneratorDictionary = new Dictionary<UnrealTargetPlatform, PlatformProjectGenerator>();
|
|
|
|
/// <summary>
|
|
/// Register the given platforms UEPlatformProjectGenerator instance
|
|
/// </summary>
|
|
/// <param name="InPlatform"> The UnrealTargetPlatform to register with</param>
|
|
/// <param name="InProjectGenerator">The UEPlatformProjectGenerator instance to use for the InPlatform</param>
|
|
public static void RegisterPlatformProjectGenerator(UnrealTargetPlatform InPlatform, PlatformProjectGenerator InProjectGenerator)
|
|
{
|
|
// Make sure the build platform is legal
|
|
UEBuildPlatform 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());
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Retrieve the UEPlatformProjectGenerator instance for the given TargetPlatform
|
|
/// </summary>
|
|
/// <param name="InPlatform"> The UnrealTargetPlatform being built</param>
|
|
/// <param name="bInAllowFailure"> If true, do not throw an exception and return null</param>
|
|
/// <returns>UEPlatformProjectGenerator The instance of the project generator</returns>
|
|
public static PlatformProjectGenerator 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="InGenerator"></param>
|
|
/// <param name="InTargetName"></param>
|
|
/// <param name="InTargetFilepath"></param>
|
|
/// <param name="InTargetRules"></param>
|
|
/// <param name="InPlatforms"></param>
|
|
/// <param name="InConfigurations"></param>
|
|
/// <returns></returns>
|
|
public static bool GenerateGameProjectStubs(ProjectFileGenerator InGenerator, string InTargetName, string InTargetFilepath, TargetRules InTargetRules,
|
|
List<UnrealTargetPlatform> InPlatforms, List<UnrealTargetConfiguration> InConfigurations)
|
|
{
|
|
foreach (KeyValuePair<UnrealTargetPlatform, PlatformProjectGenerator> Entry in ProjectGeneratorDictionary)
|
|
{
|
|
PlatformProjectGenerator 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>
|
|
/// <param name="Configuration"></param>
|
|
/// <param name="TargetType"></param>
|
|
/// <param name="VCProjectFileContent"></param>
|
|
/// <param name="RootDirectory"></param>
|
|
/// <param name="TargetFilePath"></param>
|
|
/// <returns></returns>
|
|
public static bool GenerateGamePlatformSpecificProperties(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration Configuration, TargetType TargetType, StringBuilder VCProjectFileContent, DirectoryReference RootDirectory, FileReference 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, PlatformProjectGenerator> Entry in ProjectGeneratorDictionary)
|
|
{
|
|
if (InPlatforms.Contains(Entry.Key))
|
|
{
|
|
PlatformProjectGenerator ProjGen = Entry.Value;
|
|
bRequiresVSUserFileGeneration |= ProjGen.RequiresVSUserFileGeneration();
|
|
}
|
|
}
|
|
return bRequiresVSUserFileGeneration;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Register the platform with the UEPlatformProjectGenerator class
|
|
/// </summary>
|
|
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, TargetType TargetType, DirectoryReference RootDirectory, FileReference TargetFilePath)
|
|
{
|
|
// Do nothing
|
|
}
|
|
|
|
public virtual bool RequiresVSUserFileGeneration()
|
|
{
|
|
return false;
|
|
}
|
|
|
|
|
|
///
|
|
/// VisualStudio project generation functions
|
|
///
|
|
/// <summary>
|
|
/// Whether this build platform has native support for VisualStudio
|
|
/// </summary>
|
|
/// <param name="InPlatform"> The UnrealTargetPlatform being built</param>
|
|
/// <param name="InConfiguration"> The UnrealTargetConfiguration being built</param>
|
|
/// <param name="ProjectFileFormat">The visual studio project file format being generated</param>
|
|
/// <returns>bool true if native VisualStudio support (or custom VSI) is available</returns>
|
|
public virtual bool HasVisualStudioSupport(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration, VCProjectFileFormat ProjectFileFormat)
|
|
{
|
|
// By default, we assume this is true
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Return the VisualStudio platform name for this build platform
|
|
/// </summary>
|
|
/// <param name="InPlatform"> The UnrealTargetPlatform being built</param>
|
|
/// <param name="InConfiguration"> The UnrealTargetConfiguration being built</param>
|
|
/// <returns>string The name of the platform that VisualStudio recognizes</returns>
|
|
public virtual string GetVisualStudioPlatformName(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration)
|
|
{
|
|
// By default, return the platform string
|
|
return InPlatform.ToString();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Return project configuration settings that must be included before the default props file
|
|
/// </summary>
|
|
/// <param name="InPlatform"> The UnrealTargetPlatform being built</param>
|
|
/// <param name="InConfiguration"> The UnrealTargetConfiguration being built</param>
|
|
/// <returns>string The custom configuration section for the project file; Empty string if it doesn't require one</returns>
|
|
public virtual string GetVisualStudioPreDefaultString(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration)
|
|
{
|
|
return "";
|
|
}
|
|
|
|
/// <summary>
|
|
/// Return the platform toolset string to write into the project configuration
|
|
/// </summary>
|
|
/// <param name="InPlatform"> The UnrealTargetPlatform being built</param>
|
|
/// <param name="InConfiguration"> The UnrealTargetConfiguration being built</param>
|
|
/// <param name="InProjectFileFormat">The visual studio project file format being generated</param>
|
|
/// <returns>string The custom configuration section for the project file; Empty string if it doesn't require one</returns>
|
|
public virtual string GetVisualStudioPlatformToolsetString(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration, VCProjectFileFormat InProjectFileFormat)
|
|
{
|
|
return "";
|
|
}
|
|
|
|
/// <summary>
|
|
/// Return any custom property group lines
|
|
/// </summary>
|
|
/// <param name="InPlatform"> The UnrealTargetPlatform being built</param>
|
|
/// <param name="InProjectFileFormat">The visual studio project file format being generated</param>
|
|
/// <returns>string The custom property import lines for the project file; Empty string if it doesn't require one</returns>
|
|
public virtual string GetAdditionalVisualStudioPropertyGroups(UnrealTargetPlatform InPlatform, VCProjectFileFormat InProjectFileFormat)
|
|
{
|
|
return "";
|
|
}
|
|
|
|
/// <summary>
|
|
/// Return any custom property group lines
|
|
/// </summary>
|
|
/// <param name="InPlatform"> The UnrealTargetPlatform being built</param>
|
|
/// <param name="InProjectFileFormat">The visual studio project file format being generated</param>
|
|
/// <returns>string The platform configuration type. Defaults to "Makefile" unless overridden</returns>
|
|
public virtual string GetVisualStudioPlatformConfigurationType(UnrealTargetPlatform InPlatform, VCProjectFileFormat InProjectFileFormat)
|
|
{
|
|
return "Makefile";
|
|
}
|
|
|
|
/// <summary>
|
|
/// Return any custom paths for VisualStudio this platform requires
|
|
/// This include ReferencePath, LibraryPath, LibraryWPath, IncludePath and ExecutablePath.
|
|
/// </summary>
|
|
/// <param name="InPlatform">The UnrealTargetPlatform being built</param>
|
|
/// <param name="InConfiguration">The configuration being built</param>
|
|
/// <param name="TargetType">The type of target (game or program)</param>
|
|
/// <param name="TargetRulesPath">Path to the .target.cs file</param>
|
|
/// <param name="ProjectFilePath"></param>
|
|
/// <param name="NMakeOutputPath"></param>
|
|
/// <param name="InProjectFileFormat">The visual studio project file format being generated</param>
|
|
/// <returns>The custom path lines for the project file; Empty string if it doesn't require one</returns>
|
|
public virtual string GetVisualStudioPathsEntries(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration, TargetType TargetType, FileReference TargetRulesPath, FileReference ProjectFilePath, FileReference NMakeOutputPath, VCProjectFileFormat InProjectFileFormat)
|
|
{
|
|
// 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;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Return any custom property settings. These will be included in the ImportGroup section
|
|
/// </summary>
|
|
/// <param name="InPlatform"> The UnrealTargetPlatform being built</param>
|
|
/// <returns>string The custom property import lines for the project file; Empty string if it doesn't require one</returns>
|
|
public virtual string GetVisualStudioImportGroupProperties(UnrealTargetPlatform InPlatform)
|
|
{
|
|
return "";
|
|
}
|
|
|
|
/// <summary>
|
|
/// Return any custom property settings. These will be included right after Global properties to make values available to all other imports.
|
|
/// </summary>
|
|
/// <param name="InPlatform"> The UnrealTargetPlatform being built</param>
|
|
/// <returns>string The custom property import lines for the project file; Empty string if it doesn't require one</returns>
|
|
public virtual string GetVisualStudioGlobalProperties(UnrealTargetPlatform InPlatform)
|
|
{
|
|
return "";
|
|
}
|
|
|
|
/// <summary>
|
|
/// Return any custom target overrides. These will be included last in the project file so they have the opportunity to override any existing settings.
|
|
/// </summary>
|
|
/// <param name="InPlatform"> The UnrealTargetPlatform being built</param>
|
|
/// <param name="InProjectFileFormat">The visual studio project file format being generated</param>
|
|
/// <returns>string The custom property import lines for the project file; Empty string if it doesn't require one</returns>
|
|
public virtual string GetVisualStudioTargetOverrides(UnrealTargetPlatform InPlatform, VCProjectFileFormat InProjectFileFormat)
|
|
{
|
|
return "";
|
|
}
|
|
|
|
/// <summary>
|
|
/// Return any custom layout directory sections
|
|
/// </summary>
|
|
/// <param name="InPlatform">The UnrealTargetPlatform being built</param>
|
|
/// <param name="InConfiguration">The configuration being built</param>
|
|
/// <param name="InConditionString"></param>
|
|
/// <param name="TargetType">The type of target (game or program)</param>
|
|
/// <param name="InProjectFileFormat">The visual studio project file format being generated</param>
|
|
/// <param name="NMakeOutputPath"></param>
|
|
/// <param name="ProjectFilePath"></param>
|
|
/// <param name="TargetRulesPath"></param>
|
|
/// <returns>string The custom property import lines for the project file; Empty string if it doesn't require one</returns>
|
|
public virtual string GetVisualStudioLayoutDirSection(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration, string InConditionString, TargetType TargetType, FileReference TargetRulesPath, FileReference ProjectFilePath, FileReference NMakeOutputPath, VCProjectFileFormat InProjectFileFormat)
|
|
{
|
|
return "";
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get the output manifest section, if required
|
|
/// </summary>
|
|
/// <param name="InPlatform">The UnrealTargetPlatform being built</param>
|
|
/// <param name="TargetType">The type of the target being built</param>
|
|
/// <param name="TargetRulesPath">Path to the .target.cs file</param>
|
|
/// <param name="ProjectFilePath">Path to the project file</param>
|
|
/// <param name="InProjectFileFormat">The visual studio project file format being generated</param>
|
|
/// <returns>The output manifest section for the project file; Empty string if it doesn't require one</returns>
|
|
public virtual string GetVisualStudioOutputManifestSection(UnrealTargetPlatform InPlatform, TargetType TargetType, FileReference TargetRulesPath, FileReference ProjectFilePath, VCProjectFileFormat InProjectFileFormat)
|
|
{
|
|
return "";
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get whether this platform deploys
|
|
/// </summary>
|
|
/// <returns>bool true if the 'Deploy' option should be enabled</returns>
|
|
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, FileReference TargetRulesPath, FileReference ProjectFilePath)
|
|
{
|
|
return "";
|
|
}
|
|
|
|
/// <summary>
|
|
/// For Additional Project Property files that need to be written out. This is currently used only on Android.
|
|
/// </summary>
|
|
public virtual void WriteAdditionalPropFile()
|
|
{
|
|
}
|
|
|
|
/// <summary>
|
|
/// For additional Project files (ex. *PROJECTNAME*-AndroidRun.androidproj.user) that needs to be written out. This is currently used only on Android.
|
|
/// </summary>
|
|
/// <param name="ProjectFile">Project file this will be related to</param>
|
|
public virtual void WriteAdditionalProjUserFile(ProjectFile ProjectFile)
|
|
{
|
|
}
|
|
|
|
/// <summary>
|
|
/// For additional Project files (ex. *PROJECTNAME*-AndroidRun.androidproj) that needs to be written out. This is currently used only on Android.
|
|
/// </summary>
|
|
/// <param name="ProjectFile">Project file this will be related to</param>
|
|
/// <returns>Project file written out, Solution folder it should be put in</returns>
|
|
public virtual Tuple<ProjectFile, string> WriteAdditionalProjFile(ProjectFile ProjectFile)
|
|
{
|
|
return null;
|
|
}
|
|
}
|
|
}
|