Files
UnrealEngineUWP/Engine/Source/Programs/UnrealBuildTool/ProjectFiles/VisualStudio/VCProject.cs
Ben Marsh ef29cef551 UBT: Rename UEPlatformProjectGenerator to PlatformProjectGenerator.
#rb none
#rnx

[CL 4409926 by Ben Marsh in Dev-Build branch]
2018-10-01 08:51:02 -04:00

1461 lines
63 KiB
C#

// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.IO;
using System.Xml;
using System.Xml.XPath;
using System.Xml.Linq;
using System.Linq;
using System.Text;
using System.Diagnostics;
using System.Security;
using Tools.DotNETCommon;
namespace UnrealBuildTool
{
abstract class MSBuildProjectFile : ProjectFile
{
/// The project file version string
static public readonly string VCProjectFileVersionString = "10.0.30319.1";
/// The build configuration name to use for stub project configurations. These are projects whose purpose
/// is to make it easier for developers to find source files and to provide IntelliSense data for the module
/// to Visual Studio
static public readonly string StubProjectConfigurationName = "BuiltWithUnrealBuildTool";
/// The name of the Visual C++ platform to use for stub project configurations
/// NOTE: We always use Win32 for the stub project's platform, since that is guaranteed to be supported by Visual Studio
static public readonly string StubProjectPlatformName = "Win32";
/// override project configuration name for platforms visual studio doesn't natively support
public string ProjectConfigurationNameOverride = "";
/// override project platform for platforms visual studio doesn't natively support
public string ProjectPlatformNameOverride = "";
/// <summary>
/// The Guid representing the project type e.g. C# or C++
/// </summary>
public virtual string ProjectTypeGUID
{
get { throw new BuildException("Unrecognized type of project file for Visual Studio solution"); }
}
/// <summary>
/// Constructs a new project file object
/// </summary>
/// <param name="InitFilePath">The path to the project file on disk</param>
public MSBuildProjectFile(FileReference InitFilePath)
: base(InitFilePath)
{
// Each project gets its own GUID. This is stored in the project file and referenced in the solution file.
// First, check to see if we have an existing file on disk. If we do, then we'll try to preserve the
// GUID by loading it from the existing file.
if (FileReference.Exists(ProjectFilePath))
{
try
{
LoadGUIDFromExistingProject();
}
catch (Exception)
{
// Failed to find GUID, so just create a new one
ProjectGUID = Guid.NewGuid();
}
}
if (ProjectGUID == Guid.Empty)
{
// Generate a brand new GUID
ProjectGUID = Guid.NewGuid();
}
}
/// <summary>
/// Attempts to load the project's GUID from an existing project file on disk
/// </summary>
public override void LoadGUIDFromExistingProject()
{
// Only load GUIDs if we're in project generation mode. Regular builds don't need GUIDs for anything.
if (ProjectFileGenerator.bGenerateProjectFiles)
{
XmlDocument Doc = new XmlDocument();
Doc.Load(ProjectFilePath.FullName);
// @todo projectfiles: Ideally we could do a better job about preserving GUIDs when only minor changes are made
// to the project (such as adding a single new file.) It would make diffing changes much easier!
// @todo projectfiles: Can we "seed" a GUID based off the project path and generate consistent GUIDs each time?
XmlNodeList Elements = Doc.GetElementsByTagName("ProjectGuid");
foreach (XmlElement Element in Elements)
{
ProjectGUID = Guid.ParseExact(Element.InnerText.Trim("{}".ToCharArray()), "D");
}
}
}
/// <summary>
/// Given a target platform and configuration, generates a platform and configuration name string to use in Visual Studio projects.
/// Unlike with solution configurations, Visual Studio project configurations only support certain types of platforms, so we'll
/// generate a configuration name that has the platform "built in", and use a default platform type
/// </summary>
/// <param name="Platform">Actual platform</param>
/// <param name="Configuration">Actual configuration</param>
/// <param name="TargetConfigurationName">The configuration name from the target rules, or null if we don't have one</param>
/// <param name="ProjectPlatformName">Name of platform string to use for Visual Studio project</param>
/// <param name="ProjectConfigurationName">Name of configuration string to use for Visual Studio project</param>
public abstract void MakeProjectPlatformAndConfigurationNames(UnrealTargetPlatform Platform, UnrealTargetConfiguration Configuration, string TargetConfigurationName, out string ProjectPlatformName, out string ProjectConfigurationName);
static UnrealTargetConfiguration[] GetSupportedConfigurations(TargetRules Rules)
{
// Otherwise take the SupportedConfigurationsAttribute from the first type in the inheritance chain that supports it
for (Type CurrentType = Rules.GetType(); CurrentType != null; CurrentType = CurrentType.BaseType)
{
object[] Attributes = Rules.GetType().GetCustomAttributes(typeof(SupportedConfigurationsAttribute), false);
if (Attributes.Length > 0)
{
return Attributes.OfType<SupportedConfigurationsAttribute>().SelectMany(x => x.Configurations).Distinct().ToArray();
}
}
// Otherwise, get the default for the target type
if (Rules.Type == TargetType.Program)
{
return new[] { UnrealTargetConfiguration.Debug, UnrealTargetConfiguration.Development };
}
else if(Rules.Type == TargetType.Editor)
{
return new[] { UnrealTargetConfiguration.Debug, UnrealTargetConfiguration.DebugGame, UnrealTargetConfiguration.Development };
}
else
{
return ((UnrealTargetConfiguration[])Enum.GetValues(typeof(UnrealTargetConfiguration))).Where(x => x != UnrealTargetConfiguration.Unknown).ToArray();
}
}
/// <summary>
/// Checks to see if the specified solution platform and configuration is able to map to this project
/// </summary>
/// <param name="ProjectTarget">The target that we're checking for a valid platform/config combination</param>
/// <param name="Platform">Platform</param>
/// <param name="Configuration">Configuration</param>
/// <returns>True if this is a valid combination for this project, otherwise false</returns>
public static bool IsValidProjectPlatformAndConfiguration(ProjectTarget ProjectTarget, UnrealTargetPlatform Platform, UnrealTargetConfiguration Configuration)
{
if (!ProjectFileGenerator.bIncludeTestAndShippingConfigs)
{
if(Configuration == UnrealTargetConfiguration.Test || Configuration == UnrealTargetConfiguration.Shipping)
{
return false;
}
}
PlatformProjectGenerator PlatformProjectGenerator = PlatformProjectGenerator.GetPlatformProjectGenerator(Platform, true);
if (PlatformProjectGenerator == null)
{
return false;
}
UEBuildPlatform BuildPlatform = UEBuildPlatform.GetBuildPlatform(Platform, true);
if (BuildPlatform == null)
{
return false;
}
if (BuildPlatform.HasRequiredSDKsInstalled() != SDKStatus.Valid)
{
return false;
}
List<UnrealTargetConfiguration> SupportedConfigurations = new List<UnrealTargetConfiguration>();
List<UnrealTargetPlatform> SupportedPlatforms = new List<UnrealTargetPlatform>();
if (!ProjectFileGenerator.bCreateDummyConfigsForUnsupportedPlatforms)
{
if (ProjectTarget.TargetRules != null)
{
SupportedPlatforms.AddRange(ProjectTarget.SupportedPlatforms);
}
}
else
{
SupportedPlatforms.AddRange(Utils.GetPlatformsInClass(UnrealPlatformClass.All));
}
if (ProjectTarget.TargetRules != null)
{
SupportedConfigurations.AddRange(GetSupportedConfigurations(ProjectTarget.TargetRules));
}
// Add all of the extra platforms/configurations for this target
{
foreach (UnrealTargetPlatform ExtraPlatform in ProjectTarget.ExtraSupportedPlatforms)
{
if (!SupportedPlatforms.Contains(ExtraPlatform))
{
SupportedPlatforms.Add(ExtraPlatform);
}
}
foreach (UnrealTargetConfiguration ExtraConfig in ProjectTarget.ExtraSupportedConfigurations)
{
if (!SupportedConfigurations.Contains(ExtraConfig))
{
SupportedConfigurations.Add(ExtraConfig);
}
}
}
// Only build for supported platforms
if (SupportedPlatforms.Contains(Platform) == false)
{
return false;
}
// Only build for supported configurations
if (SupportedConfigurations.Contains(Configuration) == false)
{
return false;
}
return true;
}
/// <summary>
/// Escapes characters in a filename so they can be stored in an XML attribute
/// </summary>
/// <param name="FileName">The filename to escape</param>
/// <returns>The escaped filename</returns>
public static string EscapeFileName(string FileName)
{
return SecurityElement.Escape(FileName);
}
/// <summary>
/// GUID for this Visual C++ project file
/// </summary>
public Guid ProjectGUID
{
get;
protected set;
}
}
class VCProjectFile : MSBuildProjectFile
{
FileReference OnlyGameProject;
VCProjectFileFormat ProjectFileFormat;
bool bUseFastPDB;
bool bUsePerFileIntellisense;
string BuildToolOverride;
// This is the GUID that Visual Studio uses to identify a C++ project file in the solution
public override string ProjectTypeGUID
{
get { return "{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}"; }
}
/// <summary>
/// Constructs a new project file object
/// </summary>
/// <param name="InFilePath">The path to the project file on disk</param>
/// <param name="InOnlyGameProject"></param>
/// <param name="InProjectFileFormat">Visual C++ project file version</param>
/// <param name="bUseFastPDB">If true, adds the -FastPDB argument to build command lines</param>
/// <param name="bUsePerFileIntellisense">If true, generates per-file intellisense data</param>
/// <param name="BuildToolOverride">Optional arguments to pass to UBT when building</param>
public VCProjectFile(FileReference InFilePath, FileReference InOnlyGameProject, VCProjectFileFormat InProjectFileFormat, bool bUseFastPDB, bool bUsePerFileIntellisense, string BuildToolOverride)
: base(InFilePath)
{
OnlyGameProject = InOnlyGameProject;
ProjectFileFormat = InProjectFileFormat;
this.bUseFastPDB = bUseFastPDB;
this.bUsePerFileIntellisense = bUsePerFileIntellisense;
this.BuildToolOverride = BuildToolOverride;
}
/// <summary>
/// Given a target platform and configuration, generates a platform and configuration name string to use in Visual Studio projects.
/// Unlike with solution configurations, Visual Studio project configurations only support certain types of platforms, so we'll
/// generate a configuration name that has the platform "built in", and use a default platform type
/// </summary>
/// <param name="Platform">Actual platform</param>
/// <param name="Configuration">Actual configuration</param>
/// <param name="TargetConfigurationName">The configuration name from the target rules, or null if we don't have one</param>
/// <param name="ProjectPlatformName">Name of platform string to use for Visual Studio project</param>
/// <param name="ProjectConfigurationName">Name of configuration string to use for Visual Studio project</param>
public override void MakeProjectPlatformAndConfigurationNames(UnrealTargetPlatform Platform, UnrealTargetConfiguration Configuration, string TargetConfigurationName, out string ProjectPlatformName, out string ProjectConfigurationName)
{
PlatformProjectGenerator PlatformProjectGenerator = PlatformProjectGenerator.GetPlatformProjectGenerator(Platform, bInAllowFailure: true);
// Check to see if this platform is supported directly by Visual Studio projects.
bool HasActualVSPlatform = (PlatformProjectGenerator != null) ? PlatformProjectGenerator.HasVisualStudioSupport(Platform, Configuration, ProjectFileFormat) : false;
if (HasActualVSPlatform)
{
// Great! Visual Studio supports this platform natively, so we don't need to make up
// a fake project configuration name.
// Allow the platform to specify the name used in VisualStudio.
// Note that the actual name of the platform on the Visual Studio side may be different than what
// UnrealBuildTool calls it (e.g. "Win64" -> "x64".) GetVisualStudioPlatformName() will figure this out.
ProjectConfigurationName = Configuration.ToString();
ProjectPlatformName = PlatformProjectGenerator.GetVisualStudioPlatformName(Platform, Configuration);
}
else
{
// Visual Studio doesn't natively support this platform, so we fake it by mapping it to
// a project configuration that has the platform name in that configuration as a suffix,
// and then using "Win32" as the actual VS platform name
ProjectConfigurationName = ProjectConfigurationNameOverride == "" ? Platform.ToString() + "_" + Configuration.ToString() : ProjectConfigurationNameOverride;
ProjectPlatformName = ProjectPlatformNameOverride == "" ? VCProjectFileGenerator.DefaultPlatformName : ProjectPlatformNameOverride;
}
if (!String.IsNullOrEmpty(TargetConfigurationName))
{
ProjectConfigurationName += "_" + TargetConfigurationName;
}
}
class ProjectConfigAndTargetCombination
{
public UnrealTargetPlatform Platform;
public UnrealTargetConfiguration Configuration;
public string ProjectPlatformName;
public string ProjectConfigurationName;
public ProjectTarget ProjectTarget;
public ProjectConfigAndTargetCombination(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration, string InProjectPlatformName, string InProjectConfigurationName, ProjectTarget InProjectTarget)
{
Platform = InPlatform;
Configuration = InConfiguration;
ProjectPlatformName = InProjectPlatformName;
ProjectConfigurationName = InProjectConfigurationName;
ProjectTarget = InProjectTarget;
}
public string ProjectConfigurationAndPlatformName
{
get { return (ProjectPlatformName == null) ? null : (ProjectConfigurationName + "|" + ProjectPlatformName); }
}
public override string ToString()
{
return String.Format("{0} {1} {2}", ProjectTarget, Platform, Configuration);
}
}
WindowsCompiler GetCompilerForIntellisense()
{
switch(ProjectFileFormat)
{
case VCProjectFileFormat.VisualStudio2017:
return WindowsCompiler.VisualStudio2017;
default:
return WindowsCompiler.VisualStudio2015;
}
}
List<ProjectConfigAndTargetCombination> ProjectConfigAndTargetCombinations = new List<ProjectConfigAndTargetCombination>();
private void BuildProjectConfigAndTargetCombinations(List<UnrealTargetPlatform> InPlatforms, List<UnrealTargetConfiguration> InConfigurations)
{
//no need to do this more than once
if(ProjectConfigAndTargetCombinations.Count > 0)
{
return;
}
// Build up a list of platforms and configurations this project will support. In this list, Unknown simply
// means that we should use the default "stub" project platform and configuration name.
// If this is a "stub" project, then only add a single configuration to the project
if (IsStubProject)
{
ProjectConfigAndTargetCombination StubCombination = new ProjectConfigAndTargetCombination(UnrealTargetPlatform.Unknown, UnrealTargetConfiguration.Unknown, StubProjectPlatformName, StubProjectConfigurationName, null);
ProjectConfigAndTargetCombinations.Add(StubCombination);
}
else
{
// Figure out all the desired configurations
foreach (UnrealTargetConfiguration Configuration in InConfigurations)
{
//@todo.Rocket: Put this in a commonly accessible place?
if (InstalledPlatformInfo.IsValidConfiguration(Configuration, EProjectType.Code) == false)
{
continue;
}
foreach (UnrealTargetPlatform Platform in InPlatforms)
{
if (InstalledPlatformInfo.IsValidPlatform(Platform, EProjectType.Code) == false)
{
continue;
}
UEBuildPlatform BuildPlatform = UEBuildPlatform.GetBuildPlatform(Platform, true);
if ((BuildPlatform != null) && (BuildPlatform.HasRequiredSDKsInstalled() == SDKStatus.Valid))
{
// Now go through all of the target types for this project
if (ProjectTargets.Count == 0)
{
throw new BuildException("Expecting at least one ProjectTarget to be associated with project '{0}' in the TargetProjects list ", ProjectFilePath);
}
foreach (ProjectTarget ProjectTarget in ProjectTargets)
{
if (IsValidProjectPlatformAndConfiguration(ProjectTarget, Platform, Configuration))
{
string ProjectPlatformName, ProjectConfigurationName;
MakeProjectPlatformAndConfigurationNames(Platform, Configuration, ProjectTarget.TargetRules.Type.ToString(), out ProjectPlatformName, out ProjectConfigurationName);
ProjectConfigAndTargetCombination Combination = new ProjectConfigAndTargetCombination(Platform, Configuration, ProjectPlatformName, ProjectConfigurationName, ProjectTarget);
ProjectConfigAndTargetCombinations.Add(Combination);
}
}
}
}
}
}
}
/// <summary>
/// If found writes a debug project file to disk
/// </summary>
/// <returns>True on success</returns>
public override List<Tuple<ProjectFile, string>> WriteDebugProjectFiles(List<UnrealTargetPlatform> InPlatforms, List<UnrealTargetConfiguration> InConfigurations)
{
string ProjectName = ProjectFilePath.GetFileNameWithoutExtension();
List<UnrealTargetPlatform> ProjectPlatforms = new List<UnrealTargetPlatform>();
List<Tuple<ProjectFile, string>> ProjectFiles = new List<Tuple<ProjectFile, string>>();
BuildProjectConfigAndTargetCombinations(InPlatforms, InConfigurations);
foreach (ProjectConfigAndTargetCombination Combination in ProjectConfigAndTargetCombinations)
{
if (!ProjectPlatforms.Contains(Combination.Platform))
{
ProjectPlatforms.Add(Combination.Platform);
}
}
//write out any additional project files
if (!IsStubProject && ProjectTargets.Any(x => x.TargetRules != null && x.TargetRules.Type != TargetType.Program))
{
foreach (UnrealTargetPlatform Platform in ProjectPlatforms)
{
PlatformProjectGenerator ProjGenerator = PlatformProjectGenerator.GetPlatformProjectGenerator(Platform, true);
if (ProjGenerator != null)
{
//write out additional prop file
ProjGenerator.WriteAdditionalPropFile();
//write out additional project user files
ProjGenerator.WriteAdditionalProjUserFile(this);
//write out additional project files
Tuple<ProjectFile, string> DebugProjectInfo = ProjGenerator.WriteAdditionalProjFile(this);
if(DebugProjectInfo != null)
{
ProjectFiles.Add(DebugProjectInfo);
}
}
}
}
return ProjectFiles;
}
/// Implements Project interface
public override bool WriteProjectFile(List<UnrealTargetPlatform> InPlatforms, List<UnrealTargetConfiguration> InConfigurations)
{
string ProjectName = ProjectFilePath.GetFileNameWithoutExtension();
bool bSuccess = true;
// Build up the new include search path string
StringBuilder VCIncludeSearchPaths = new StringBuilder();
{
foreach (string CurPath in IntelliSenseIncludeSearchPaths)
{
VCIncludeSearchPaths.Append(CurPath + ";");
}
foreach (string CurPath in IntelliSenseSystemIncludeSearchPaths)
{
VCIncludeSearchPaths.Append(CurPath + ";");
}
if (InPlatforms.Contains(UnrealTargetPlatform.Win64))
{
VCIncludeSearchPaths.Append(VCToolChain.GetVCIncludePaths(CppPlatform.Win64, GetCompilerForIntellisense(), null) + ";");
}
else if (InPlatforms.Contains(UnrealTargetPlatform.Win32))
{
VCIncludeSearchPaths.Append(VCToolChain.GetVCIncludePaths(CppPlatform.Win32, GetCompilerForIntellisense(), null) + ";");
}
}
StringBuilder VCPreprocessorDefinitions = new StringBuilder();
foreach (string CurDef in IntelliSensePreprocessorDefinitions)
{
if (VCPreprocessorDefinitions.Length > 0)
{
VCPreprocessorDefinitions.Append(';');
}
VCPreprocessorDefinitions.Append(CurDef);
}
// Setup VC project file content
StringBuilder VCProjectFileContent = new StringBuilder();
StringBuilder VCFiltersFileContent = new StringBuilder();
StringBuilder VCUserFileContent = new StringBuilder();
// Visual Studio doesn't require a *.vcxproj.filters file to even exist alongside the project unless
// it actually has something of substance in it. We'll avoid saving it out unless we need to.
bool FiltersFileIsNeeded = false;
// Project file header
VCProjectFileContent.Append(
"<?xml version=\"1.0\" encoding=\"utf-8\"?>" + ProjectFileGenerator.NewLine +
ProjectFileGenerator.NewLine +
"<Project DefaultTargets=\"Build\" ToolsVersion=\"" + VCProjectFileGenerator.GetProjectFileToolVersionString(ProjectFileFormat) + "\" xmlns=\"http://schemas.microsoft.com/developer/msbuild/2003\">" + ProjectFileGenerator.NewLine);
bool bGenerateUserFileContent = PlatformProjectGenerator.PlatformRequiresVSUserFileGeneration(InPlatforms, InConfigurations);
if (bGenerateUserFileContent)
{
VCUserFileContent.Append(
"<?xml version=\"1.0\" encoding=\"utf-8\"?>" + ProjectFileGenerator.NewLine +
ProjectFileGenerator.NewLine +
"<Project ToolsVersion=\"" + VCProjectFileGenerator.GetProjectFileToolVersionString(ProjectFileFormat) + "\" xmlns=\"http://schemas.microsoft.com/developer/msbuild/2003\">" + ProjectFileGenerator.NewLine
);
}
BuildProjectConfigAndTargetCombinations(InPlatforms, InConfigurations);
VCProjectFileContent.Append(
" <ItemGroup Label=\"ProjectConfigurations\">" + ProjectFileGenerator.NewLine);
// Make a list of the platforms and configs as project-format names
List<UnrealTargetPlatform> ProjectPlatforms = new List<UnrealTargetPlatform>();
List<Tuple<string, UnrealTargetPlatform>> ProjectPlatformNameAndPlatforms = new List<Tuple<string, UnrealTargetPlatform>>(); // ProjectPlatformName, Platform
List<Tuple<string, UnrealTargetConfiguration>> ProjectConfigurationNameAndConfigurations = new List<Tuple<string, UnrealTargetConfiguration>>(); // ProjectConfigurationName, Configuration
foreach (ProjectConfigAndTargetCombination Combination in ProjectConfigAndTargetCombinations)
{
if (!ProjectPlatforms.Contains(Combination.Platform))
{
ProjectPlatforms.Add(Combination.Platform);
}
if (!ProjectPlatformNameAndPlatforms.Any(ProjectPlatformNameAndPlatformTuple => ProjectPlatformNameAndPlatformTuple.Item1 == Combination.ProjectPlatformName))
{
ProjectPlatformNameAndPlatforms.Add(Tuple.Create(Combination.ProjectPlatformName, Combination.Platform));
}
if (!ProjectConfigurationNameAndConfigurations.Any(ProjectConfigurationNameAndConfigurationTuple => ProjectConfigurationNameAndConfigurationTuple.Item1 == Combination.ProjectConfigurationName))
{
ProjectConfigurationNameAndConfigurations.Add(Tuple.Create(Combination.ProjectConfigurationName, Combination.Configuration));
}
}
// Output ALL the project's config-platform permutations (project files MUST do this)
foreach (Tuple<string, UnrealTargetConfiguration> ConfigurationTuple in ProjectConfigurationNameAndConfigurations)
{
string ProjectConfigurationName = ConfigurationTuple.Item1;
foreach (Tuple<string, UnrealTargetPlatform> PlatformTuple in ProjectPlatformNameAndPlatforms)
{
string ProjectPlatformName = PlatformTuple.Item1;
VCProjectFileContent.Append(
" <ProjectConfiguration Include=\"" + ProjectConfigurationName + "|" + ProjectPlatformName + "\">" + ProjectFileGenerator.NewLine +
" <Configuration>" + ProjectConfigurationName + "</Configuration>" + ProjectFileGenerator.NewLine +
" <Platform>" + ProjectPlatformName + "</Platform>" + ProjectFileGenerator.NewLine +
" </ProjectConfiguration>" + ProjectFileGenerator.NewLine);
}
}
VCProjectFileContent.Append(
" </ItemGroup>" + ProjectFileGenerator.NewLine);
VCFiltersFileContent.Append(
"<?xml version=\"1.0\" encoding=\"utf-8\"?>" + ProjectFileGenerator.NewLine +
ProjectFileGenerator.NewLine +
"<Project ToolsVersion=\"" + VCProjectFileGenerator.GetProjectFileToolVersionString(ProjectFileFormat) + "\" xmlns=\"http://schemas.microsoft.com/developer/msbuild/2003\">" + ProjectFileGenerator.NewLine);
// Platform specific PropertyGroups, etc.
StringBuilder AdditionalPropertyGroups = new StringBuilder();
if (!IsStubProject)
{
foreach (UnrealTargetPlatform Platform in ProjectPlatforms)
{
PlatformProjectGenerator ProjGenerator = PlatformProjectGenerator.GetPlatformProjectGenerator(Platform, true);
if (ProjGenerator != null && ProjGenerator.HasVisualStudioSupport(Platform, UnrealTargetConfiguration.Development, ProjectFileFormat))
{
AdditionalPropertyGroups.Append(ProjGenerator.GetAdditionalVisualStudioPropertyGroups(Platform, ProjectFileFormat));
}
}
VCProjectFileContent.Append(AdditionalPropertyGroups);
}
// Project globals (project GUID, project type, SCC bindings, etc)
{
VCProjectFileContent.Append(
" <PropertyGroup Label=\"Globals\">" + ProjectFileGenerator.NewLine +
" <ProjectGuid>" + ProjectGUID.ToString("B").ToUpperInvariant() + "</ProjectGuid>" + ProjectFileGenerator.NewLine +
" <Keyword>MakeFileProj</Keyword>" + ProjectFileGenerator.NewLine +
" <RootNamespace>" + ProjectName + "</RootNamespace>" + ProjectFileGenerator.NewLine +
" <PlatformToolset>" + VCProjectFileGenerator.GetProjectFilePlatformToolsetVersionString(ProjectFileFormat) + "</PlatformToolset>" + ProjectFileGenerator.NewLine +
" <MinimumVisualStudioVersion>" + VCProjectFileGenerator.GetProjectFileToolVersionString(ProjectFileFormat) + "</MinimumVisualStudioVersion>" + ProjectFileGenerator.NewLine +
" <TargetRuntime>Native</TargetRuntime>" + ProjectFileGenerator.NewLine +
" </PropertyGroup>" + ProjectFileGenerator.NewLine);
}
// look for additional import lines for all platforms for non stub projects
if (!IsStubProject)
{
foreach (UnrealTargetPlatform Platform in ProjectPlatforms)
{
PlatformProjectGenerator ProjGenerator = PlatformProjectGenerator.GetPlatformProjectGenerator(Platform, true);
if (ProjGenerator != null && ProjGenerator.HasVisualStudioSupport(Platform, UnrealTargetConfiguration.Development, ProjectFileFormat))
{
VCProjectFileContent.Append(ProjGenerator.GetVisualStudioGlobalProperties(Platform));
}
}
}
if (!IsStubProject)
{
// TODO: Restrict this to only the Lumin platform targets, routing via GetVisualStudioGlobalProperties().
// Currently hacking here because returning true from HasVisualStudioSupport() for lumin causes bunch of faiures in VS.
string LuminDebuggerItemGroup =
" <ItemGroup>" + ProjectFileGenerator.NewLine +
" <ProjectCapability Include=\"MLProject\" />" + ProjectFileGenerator.NewLine +
" <PropertyPageSchema Include=\"$(LOCALAPPDATA)\\Microsoft\\VisualStudio\\MagicLeap\\debugger.xaml\" />" + ProjectFileGenerator.NewLine +
" </ItemGroup>" + ProjectFileGenerator.NewLine;
VCProjectFileContent.Append(LuminDebuggerItemGroup);
}
// Write each project configuration PreDefaultProps section
foreach (Tuple<string, UnrealTargetConfiguration> ConfigurationTuple in ProjectConfigurationNameAndConfigurations)
{
string ProjectConfigurationName = ConfigurationTuple.Item1;
UnrealTargetConfiguration TargetConfiguration = ConfigurationTuple.Item2;
foreach (Tuple<string, UnrealTargetPlatform> PlatformTuple in ProjectPlatformNameAndPlatforms)
{
string ProjectPlatformName = PlatformTuple.Item1;
UnrealTargetPlatform TargetPlatform = PlatformTuple.Item2;
WritePreDefaultPropsConfiguration(TargetPlatform, TargetConfiguration, ProjectPlatformName, ProjectConfigurationName, VCProjectFileContent);
}
}
VCProjectFileContent.Append(
" <Import Project=\"$(VCTargetsPath)\\Microsoft.Cpp.Default.props\" />" + ProjectFileGenerator.NewLine);
// Write each project configuration PreDefaultProps section
foreach (Tuple<string, UnrealTargetConfiguration> ConfigurationTuple in ProjectConfigurationNameAndConfigurations)
{
string ProjectConfigurationName = ConfigurationTuple.Item1;
UnrealTargetConfiguration TargetConfiguration = ConfigurationTuple.Item2;
foreach (Tuple<string, UnrealTargetPlatform> PlatformTuple in ProjectPlatformNameAndPlatforms)
{
string ProjectPlatformName = PlatformTuple.Item1;
UnrealTargetPlatform TargetPlatform = PlatformTuple.Item2;
WritePostDefaultPropsConfiguration(TargetPlatform, TargetConfiguration, ProjectPlatformName, ProjectConfigurationName, VCProjectFileContent);
}
}
VCProjectFileContent.Append(
" <Import Project=\"$(VCTargetsPath)\\Microsoft.Cpp.props\" />" + ProjectFileGenerator.NewLine +
" <ImportGroup Label=\"ExtensionSettings\" />" + ProjectFileGenerator.NewLine +
" <PropertyGroup Label=\"UserMacros\" />" + ProjectFileGenerator.NewLine
);
// Write each project configuration
foreach (ProjectConfigAndTargetCombination Combination in ProjectConfigAndTargetCombinations)
{
WriteConfiguration(ProjectName, Combination, VCProjectFileContent, bGenerateUserFileContent ? VCUserFileContent : null);
}
// Source folders and files
{
List<AliasedFile> LocalAliasedFiles = new List<AliasedFile>(AliasedFiles);
foreach (SourceFile CurFile in SourceFiles)
{
// We want all source file and directory paths in the project files to be relative to the project file's
// location on the disk. Convert the path to be relative to the project file directory
string ProjectRelativeSourceFile = CurFile.Reference.MakeRelativeTo(ProjectFilePath.Directory);
// By default, files will appear relative to the project file in the solution. This is kind of the normal Visual
// Studio way to do things, but because our generated project files are emitted to intermediate folders, if we always
// did this it would yield really ugly paths int he solution explorer
string FilterRelativeSourceDirectory;
if (CurFile.BaseFolder == null)
{
FilterRelativeSourceDirectory = ProjectRelativeSourceFile;
}
else
{
FilterRelativeSourceDirectory = CurFile.Reference.MakeRelativeTo(CurFile.BaseFolder);
}
// Manually remove the filename for the filter. We run through this code path a lot, so just do it manually.
int LastSeparatorIdx = FilterRelativeSourceDirectory.LastIndexOf(Path.DirectorySeparatorChar);
if (LastSeparatorIdx == -1)
{
FilterRelativeSourceDirectory = "";
}
else
{
FilterRelativeSourceDirectory = FilterRelativeSourceDirectory.Substring(0, LastSeparatorIdx);
}
LocalAliasedFiles.Add(new AliasedFile(ProjectRelativeSourceFile, FilterRelativeSourceDirectory));
}
VCFiltersFileContent.Append(
" <ItemGroup>" + ProjectFileGenerator.NewLine);
VCProjectFileContent.Append(
" <ItemGroup>" + ProjectFileGenerator.NewLine);
// Add all file directories to the filters file as solution filters
HashSet<string> FilterDirectories = new HashSet<string>();
UEBuildPlatform BuildPlatform = UEBuildPlatform.GetBuildPlatform(BuildHostPlatform.Current.Platform);
bool bWritePerFilePCHInfo = false;
if (bUsePerFileIntellisense && ProjectFileFormat >= VCProjectFileFormat.VisualStudio2015)
{
string UpdateRegistryLoc = string.Format(@"HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Microsoft\DevDiv\vs\Servicing\{0}\devenv", VCProjectFileGenerator.GetProjectFileToolVersionString(ProjectFileFormat));
object Result = Microsoft.Win32.Registry.GetValue(UpdateRegistryLoc, "UpdateVersion", null);
if (Result != null)
{
int UpdateVersion = 0;
if (Int32.TryParse(Result.ToString().Split('.').Last(), out UpdateVersion) && UpdateVersion >= 25420)
{
bWritePerFilePCHInfo = true;
}
}
}
foreach (AliasedFile AliasedFile in LocalAliasedFiles)
{
// No need to add the root directory relative to the project (it would just be an empty string!)
if (!String.IsNullOrWhiteSpace(AliasedFile.ProjectPath))
{
FiltersFileIsNeeded = EnsureFilterPathExists(AliasedFile.ProjectPath, VCFiltersFileContent, FilterDirectories);
}
string VCFileType = GetVCFileType(AliasedFile.FileSystemPath);
string PCHFileName = null;
if (bWritePerFilePCHInfo && VCFileType == "ClCompile")
{
FileReference TruePath = FileReference.Combine(ProjectFilePath.Directory, AliasedFile.FileSystemPath);
List <DependencyInclude> DirectlyIncludedFilenames = CPPHeaders.GetUncachedDirectIncludeDependencies(TruePath, null);
if (DirectlyIncludedFilenames.Count > 0)
{
PCHFileName = DirectlyIncludedFilenames[0].IncludeName;
}
}
if (!string.IsNullOrEmpty(PCHFileName))
{
VCProjectFileContent.Append(
" <" + VCFileType + " Include=\"" + EscapeFileName(AliasedFile.FileSystemPath) + "\">" + ProjectFileGenerator.NewLine +
" <AdditionalOptions>$(AdditionalOptions) /Yu" + PCHFileName + "</AdditionalOptions>" + ProjectFileGenerator.NewLine +
" </" + VCFileType + " >" + ProjectFileGenerator.NewLine);
}
else
{
VCProjectFileContent.Append(
" <" + VCFileType + " Include=\"" + EscapeFileName(AliasedFile.FileSystemPath) + "\" />" + ProjectFileGenerator.NewLine);
}
if (!String.IsNullOrWhiteSpace(AliasedFile.ProjectPath))
{
VCFiltersFileContent.Append(
" <" + VCFileType + " Include=\"" + EscapeFileName(AliasedFile.FileSystemPath) + "\">" + ProjectFileGenerator.NewLine +
" <Filter>" + Utils.CleanDirectorySeparators(AliasedFile.ProjectPath) + "</Filter>" + ProjectFileGenerator.NewLine +
" </" + VCFileType + " >" + ProjectFileGenerator.NewLine);
FiltersFileIsNeeded = true;
}
else
{
// No need to specify the root directory relative to the project (it would just be an empty string!)
VCFiltersFileContent.Append(
" <" + VCFileType + " Include=\"" + EscapeFileName(AliasedFile.FileSystemPath) + "\" />" + ProjectFileGenerator.NewLine);
}
}
VCProjectFileContent.Append(
" </ItemGroup>" + ProjectFileGenerator.NewLine);
VCFiltersFileContent.Append(
" </ItemGroup>" + ProjectFileGenerator.NewLine);
}
// For Installed engine builds, include engine source in the source search paths if it exists. We never build it locally, so the debugger can't find it.
if (UnrealBuildTool.IsEngineInstalled() && !IsStubProject)
{
VCProjectFileContent.Append(" <PropertyGroup>" + ProjectFileGenerator.NewLine);
VCProjectFileContent.Append(" <SourcePath>");
foreach (string DirectoryName in Directory.EnumerateDirectories(UnrealBuildTool.EngineSourceDirectory.FullName, "*", SearchOption.AllDirectories))
{
if (Directory.EnumerateFiles(DirectoryName, "*.cpp").Any())
{
VCProjectFileContent.Append(DirectoryName);
VCProjectFileContent.Append(";");
}
}
VCProjectFileContent.Append("</SourcePath>" + ProjectFileGenerator.NewLine);
VCProjectFileContent.Append(" </PropertyGroup>" + ProjectFileGenerator.NewLine);
}
// Write IntelliSense info
{
// @todo projectfiles: Currently we are storing defines/include paths for ALL configurations rather than using ConditionString and storing
// this data uniquely for each target configuration. IntelliSense may behave better if we did that, but it will result in a LOT more
// data being stored into the project file, and might make the IDE perform worse when switching configurations!
VCProjectFileContent.Append(
" <PropertyGroup>" + ProjectFileGenerator.NewLine +
" <NMakePreprocessorDefinitions>$(NMakePreprocessorDefinitions)" + (VCPreprocessorDefinitions.Length > 0 ? (";" + VCPreprocessorDefinitions) : "") + "</NMakePreprocessorDefinitions>" + ProjectFileGenerator.NewLine +
" <NMakeIncludeSearchPath>$(NMakeIncludeSearchPath)" + (VCIncludeSearchPaths.Length > 0 ? (";" + VCIncludeSearchPaths) : "") + "</NMakeIncludeSearchPath>" + ProjectFileGenerator.NewLine +
" <NMakeForcedIncludes>$(NMakeForcedIncludes)</NMakeForcedIncludes>" + ProjectFileGenerator.NewLine +
" <NMakeAssemblySearchPath>$(NMakeAssemblySearchPath)</NMakeAssemblySearchPath>" + ProjectFileGenerator.NewLine +
" <NMakeForcedUsingAssemblies>$(NMakeForcedUsingAssemblies)</NMakeForcedUsingAssemblies>" + ProjectFileGenerator.NewLine +
" </PropertyGroup>" + ProjectFileGenerator.NewLine);
}
// look for additional import lines for all platforms for non stub projects
StringBuilder AdditionalTargetSettings = new StringBuilder();
if (!IsStubProject)
{
foreach (UnrealTargetPlatform Platform in ProjectPlatforms)
{
PlatformProjectGenerator ProjGenerator = PlatformProjectGenerator.GetPlatformProjectGenerator(Platform, true);
if (ProjGenerator != null && ProjGenerator.HasVisualStudioSupport(Platform, UnrealTargetConfiguration.Development, ProjectFileFormat))
{
AdditionalTargetSettings.Append(ProjGenerator.GetVisualStudioTargetOverrides(Platform, ProjectFileFormat));
}
}
}
string OutputManifestString = "";
if (!IsStubProject)
{
foreach (UnrealTargetPlatform Platform in ProjectPlatforms)
{
PlatformProjectGenerator ProjGenerator = PlatformProjectGenerator.GetPlatformProjectGenerator(Platform, true);
if (ProjGenerator != null && ProjGenerator.HasVisualStudioSupport(Platform, UnrealTargetConfiguration.Development, ProjectFileFormat))
{
// @todo projectfiles: Serious hacks here because we are trying to emit one-time platform-specific sections that need information
// about a target type, but the project file may contain many types of targets! Some of this logic will need to move into
// the per-target configuration writing code.
TargetType HackTargetType = TargetType.Game;
FileReference HackTargetFilePath = null;
foreach (ProjectConfigAndTargetCombination Combination in ProjectConfigAndTargetCombinations)
{
if (Combination.Platform == Platform &&
Combination.ProjectTarget.TargetRules != null &&
Combination.ProjectTarget.TargetRules.Type == HackTargetType)
{
HackTargetFilePath = Combination.ProjectTarget.TargetFilePath;// ProjectConfigAndTargetCombinations[0].ProjectTarget.TargetFilePath;
break;
}
}
if (HackTargetFilePath != null)
{
OutputManifestString += ProjGenerator.GetVisualStudioOutputManifestSection(Platform, HackTargetType, HackTargetFilePath, ProjectFilePath, ProjectFileFormat);
}
}
}
}
VCProjectFileContent.Append(
OutputManifestString + // output manifest must come before the Cpp.targets file.
" <ItemDefinitionGroup>" + ProjectFileGenerator.NewLine +
" </ItemDefinitionGroup>" + ProjectFileGenerator.NewLine +
" <Import Project=\"$(VCTargetsPath)\\Microsoft.Cpp.targets\" />" + ProjectFileGenerator.NewLine +
AdditionalTargetSettings.ToString() +
" <ImportGroup Label=\"ExtensionTargets\">" + ProjectFileGenerator.NewLine +
" </ImportGroup>" + ProjectFileGenerator.NewLine +
"</Project>" + ProjectFileGenerator.NewLine);
VCFiltersFileContent.Append(
"</Project>" + ProjectFileGenerator.NewLine);
if (bGenerateUserFileContent)
{
VCUserFileContent.Append(
"</Project>" + ProjectFileGenerator.NewLine
);
}
// Save the project file
if (bSuccess)
{
bSuccess = ProjectFileGenerator.WriteFileIfChanged(ProjectFilePath.FullName, VCProjectFileContent.ToString());
}
// Save the filters file
if (bSuccess)
{
// Create a path to the project file's filters file
string VCFiltersFilePath = ProjectFilePath.FullName + ".filters";
if (FiltersFileIsNeeded)
{
bSuccess = ProjectFileGenerator.WriteFileIfChanged(VCFiltersFilePath, VCFiltersFileContent.ToString());
}
else
{
Log.TraceVerbose("Deleting Visual C++ filters file which is no longer needed: " + VCFiltersFilePath);
// Delete the filters file, if one exists. We no longer need it
try
{
File.Delete(VCFiltersFilePath);
}
catch (Exception)
{
Log.TraceInformation("Error deleting filters file (file may not be writable): " + VCFiltersFilePath);
}
}
}
// Save the user file, if required
if (VCUserFileContent.Length > 0)
{
// Create a path to the project file's user file
string VCUserFilePath = ProjectFilePath.FullName + ".user";
// Never overwrite the existing user path as it will cause them to lose their settings
if (File.Exists(VCUserFilePath) == false)
{
bSuccess = ProjectFileGenerator.WriteFileIfChanged(VCUserFilePath, VCUserFileContent.ToString());
}
}
return bSuccess;
}
private static bool EnsureFilterPathExists(string FilterRelativeSourceDirectory, StringBuilder VCFiltersFileContent, HashSet<string> FilterDirectories)
{
// We only want each directory to appear once in the filters file
string PathRemaining = Utils.CleanDirectorySeparators(FilterRelativeSourceDirectory);
bool FiltersFileIsNeeded = false;
if (!FilterDirectories.Contains(PathRemaining))
{
// Make sure all subdirectories leading up to this directory each have their own filter, too!
List<string> AllDirectoriesInPath = new List<string>();
string PathSoFar = "";
for (; ; )
{
if (PathRemaining.Length > 0)
{
int SlashIndex = PathRemaining.IndexOf(Path.DirectorySeparatorChar);
string SplitDirectory;
if (SlashIndex != -1)
{
SplitDirectory = PathRemaining.Substring(0, SlashIndex);
PathRemaining = PathRemaining.Substring(SplitDirectory.Length + 1);
}
else
{
SplitDirectory = PathRemaining;
PathRemaining = "";
}
if (!String.IsNullOrEmpty(PathSoFar))
{
PathSoFar += Path.DirectorySeparatorChar;
}
PathSoFar += SplitDirectory;
AllDirectoriesInPath.Add(PathSoFar);
}
else
{
break;
}
}
foreach (string LeadingDirectory in AllDirectoriesInPath)
{
if (!FilterDirectories.Contains(LeadingDirectory))
{
FilterDirectories.Add(LeadingDirectory);
// Generate a unique GUID for this folder
// NOTE: When saving generated project files, we ignore differences in GUIDs if every other part of the file
// matches identically with the pre-existing file
string FilterGUID = Guid.NewGuid().ToString("B").ToUpperInvariant();
VCFiltersFileContent.Append(
" <Filter Include=\"" + LeadingDirectory + "\">" + ProjectFileGenerator.NewLine +
" <UniqueIdentifier>" + FilterGUID + "</UniqueIdentifier>" + ProjectFileGenerator.NewLine +
" </Filter>" + ProjectFileGenerator.NewLine);
FiltersFileIsNeeded = true;
}
}
}
return FiltersFileIsNeeded;
}
/// <summary>
/// Returns the VCFileType element name based on the file path.
/// </summary>
/// <param name="Path">The path of the file to return type for.</param>
/// <returns>Name of the element in MSBuild project file for this file.</returns>
private string GetVCFileType(string Path)
{
// What type of file is this?
if (Path.EndsWith(".h", StringComparison.InvariantCultureIgnoreCase) ||
Path.EndsWith(".inl", StringComparison.InvariantCultureIgnoreCase))
{
return "ClInclude";
}
else if (Path.EndsWith(".cpp", StringComparison.InvariantCultureIgnoreCase))
{
return "ClCompile";
}
else if (Path.EndsWith(".rc", StringComparison.InvariantCultureIgnoreCase))
{
return "ResourceCompile";
}
else if (Path.EndsWith(".manifest", StringComparison.InvariantCultureIgnoreCase))
{
return "Manifest";
}
else
{
return "None";
}
}
// Anonymous function that writes pre-Default.props configuration data
private void WritePreDefaultPropsConfiguration(UnrealTargetPlatform TargetPlatform, UnrealTargetConfiguration TargetConfiguration, string ProjectPlatformName, string ProjectConfigurationName, StringBuilder VCProjectFileContent)
{
PlatformProjectGenerator ProjGenerator = PlatformProjectGenerator.GetPlatformProjectGenerator(TargetPlatform, true);
if (((ProjGenerator == null) && (TargetPlatform != UnrealTargetPlatform.Unknown)))
{
return;
}
string ProjectConfigurationAndPlatformName = ProjectConfigurationName + "|" + ProjectPlatformName;
string ConditionString = "Condition=\"'$(Configuration)|$(Platform)'=='" + ProjectConfigurationAndPlatformName + "'\"";
string PlatformToolsetString = (ProjGenerator != null) ? ProjGenerator.GetVisualStudioPreDefaultString(TargetPlatform, TargetConfiguration) : "";
if (!String.IsNullOrEmpty(PlatformToolsetString))
{
VCProjectFileContent.Append(
" <PropertyGroup " + ConditionString + " Label=\"Configuration\">" + ProjectFileGenerator.NewLine +
PlatformToolsetString +
" </PropertyGroup>" + ProjectFileGenerator.NewLine
);
}
}
// Anonymous function that writes post-Default.props configuration data
private void WritePostDefaultPropsConfiguration(UnrealTargetPlatform TargetPlatform, UnrealTargetConfiguration TargetConfiguration, string ProjectPlatformName, string ProjectConfigurationName, StringBuilder VCProjectFileContent)
{
PlatformProjectGenerator ProjGenerator = PlatformProjectGenerator.GetPlatformProjectGenerator(TargetPlatform, true);
if (((ProjGenerator == null) && (TargetPlatform != UnrealTargetPlatform.Unknown)))
{
return;
}
string ProjectConfigurationAndPlatformName = ProjectConfigurationName + "|" + ProjectPlatformName;
string ConditionString = "Condition=\"'$(Configuration)|$(Platform)'=='" + ProjectConfigurationAndPlatformName + "'\"";
string PlatformToolsetString = (ProjGenerator != null) ? ProjGenerator.GetVisualStudioPlatformToolsetString(TargetPlatform, TargetConfiguration, ProjectFileFormat) : "";
if (String.IsNullOrEmpty(PlatformToolsetString))
{
PlatformToolsetString = " <PlatformToolset>" + VCProjectFileGenerator.GetProjectFilePlatformToolsetVersionString(ProjectFileFormat) + "</PlatformToolset>" + ProjectFileGenerator.NewLine;
}
string PlatformConfigurationType = (ProjGenerator == null) ? "Makefile" : ProjGenerator.GetVisualStudioPlatformConfigurationType(TargetPlatform, ProjectFileFormat);
VCProjectFileContent.Append(
" <PropertyGroup " + ConditionString + " Label=\"Configuration\">" + ProjectFileGenerator.NewLine +
" <ConfigurationType>" + PlatformConfigurationType + "</ConfigurationType>" + ProjectFileGenerator.NewLine +
PlatformToolsetString +
" </PropertyGroup>" + ProjectFileGenerator.NewLine
);
}
// Anonymous function that writes project configuration data
private void WriteConfiguration(string ProjectName, ProjectConfigAndTargetCombination Combination, StringBuilder VCProjectFileContent, StringBuilder VCUserFileContent)
{
UnrealTargetPlatform Platform = Combination.Platform;
UnrealTargetConfiguration Configuration = Combination.Configuration;
PlatformProjectGenerator ProjGenerator = PlatformProjectGenerator.GetPlatformProjectGenerator(Platform, true);
if (((ProjGenerator == null) && (Platform != UnrealTargetPlatform.Unknown)))
{
return;
}
string UProjectPath = "";
if (IsForeignProject)
{
UProjectPath = "\"$(SolutionDir)$(ProjectName).uproject\"";
}
string ConditionString = "Condition=\"'$(Configuration)|$(Platform)'=='" + Combination.ProjectConfigurationAndPlatformName + "'\"";
{
string ImportGroupProperties = (ProjGenerator != null) ? ProjGenerator.GetVisualStudioImportGroupProperties(Platform) : "";
VCProjectFileContent.Append(
" <ImportGroup " + ConditionString + " Label=\"PropertySheets\">" + ProjectFileGenerator.NewLine +
" <Import Project=\"$(UserRootDir)\\Microsoft.Cpp.$(Platform).user.props\" Condition=\"exists('$(UserRootDir)\\Microsoft.Cpp.$(Platform).user.props')\" Label=\"LocalAppDataPlatform\" />" + ProjectFileGenerator.NewLine +
ImportGroupProperties +
" </ImportGroup>" + ProjectFileGenerator.NewLine);
DirectoryReference ProjectDirectory = ProjectFilePath.Directory;
if (IsStubProject)
{
string ProjectRelativeUnusedDirectory = NormalizeProjectPath(DirectoryReference.Combine(UnrealBuildTool.EngineDirectory, "Intermediate", "Build", "Unused"));
VCProjectFileContent.Append(
" <PropertyGroup " + ConditionString + ">" + ProjectFileGenerator.NewLine +
" <OutDir>" + ProjectRelativeUnusedDirectory + Path.DirectorySeparatorChar + "</OutDir>" + ProjectFileGenerator.NewLine +
" <IntDir>" + ProjectRelativeUnusedDirectory + Path.DirectorySeparatorChar + "</IntDir>" + ProjectFileGenerator.NewLine +
" <NMakeBuildCommandLine>@rem Nothing to do.</NMakeBuildCommandLine>" + ProjectFileGenerator.NewLine +
" <NMakeReBuildCommandLine>@rem Nothing to do.</NMakeReBuildCommandLine>" + ProjectFileGenerator.NewLine +
" <NMakeCleanCommandLine>@rem Nothing to do.</NMakeCleanCommandLine>" + ProjectFileGenerator.NewLine +
" <NMakeOutput/>" + ProjectFileGenerator.NewLine +
" </PropertyGroup>" + ProjectFileGenerator.NewLine);
}
else if (UnrealBuildTool.IsEngineInstalled() && Combination.ProjectTarget != null && Combination.ProjectTarget.TargetRules != null && !Combination.ProjectTarget.SupportedPlatforms.Contains(Combination.Platform))
{
string ProjectRelativeUnusedDirectory = NormalizeProjectPath(DirectoryReference.Combine(UnrealBuildTool.EngineDirectory, "Intermediate", "Build", "Unused"));
VCProjectFileContent.AppendFormat(
" <PropertyGroup " + ConditionString + ">" + ProjectFileGenerator.NewLine +
" <OutDir>" + ProjectRelativeUnusedDirectory + Path.DirectorySeparatorChar + "</OutDir>" + ProjectFileGenerator.NewLine +
" <IntDir>" + ProjectRelativeUnusedDirectory + Path.DirectorySeparatorChar + "</IntDir>" + ProjectFileGenerator.NewLine +
" <NMakeBuildCommandLine>@echo {0} is not a supported platform for {1}. Valid platforms are {2}.</NMakeBuildCommandLine>" + ProjectFileGenerator.NewLine +
" <NMakeReBuildCommandLine>@echo {0} is not a supported platform for {1}. Valid platforms are {2}.</NMakeReBuildCommandLine>" + ProjectFileGenerator.NewLine +
" <NMakeCleanCommandLine>@echo {0} is not a supported platform for {1}. Valid platforms are {2}.</NMakeCleanCommandLine>" + ProjectFileGenerator.NewLine +
" <NMakeOutput/>" + ProjectFileGenerator.NewLine +
" </PropertyGroup>" + ProjectFileGenerator.NewLine, Combination.Platform, Combination.ProjectTarget.TargetFilePath.GetFileNameWithoutAnyExtensions(), String.Join(", ", Combination.ProjectTarget.SupportedPlatforms.Select(x => x.ToString())));
}
else
{
TargetRules TargetRulesObject = Combination.ProjectTarget.TargetRules;
FileReference TargetFilePath = Combination.ProjectTarget.TargetFilePath;
string TargetName = TargetFilePath.GetFileNameWithoutAnyExtensions();
string UBTPlatformName = Platform.ToString();
string UBTConfigurationName = Configuration.ToString();
// Setup output path
UEBuildPlatform BuildPlatform = UEBuildPlatform.GetBuildPlatform(Platform);
// Figure out if this is a monolithic build
bool bShouldCompileMonolithic = BuildPlatform.ShouldCompileMonolithicBinary(Platform);
if(!bShouldCompileMonolithic)
{
bShouldCompileMonolithic = (Combination.ProjectTarget.CreateRulesDelegate(Platform, Configuration).LinkType == TargetLinkType.Monolithic);
}
// Get the output directory
DirectoryReference RootDirectory = UnrealBuildTool.EngineDirectory;
if (TargetRulesObject.Type != TargetType.Program && (bShouldCompileMonolithic || TargetRulesObject.BuildEnvironment == TargetBuildEnvironment.Unique))
{
if(Combination.ProjectTarget.UnrealProjectFilePath != null)
{
RootDirectory = Combination.ProjectTarget.UnrealProjectFilePath.Directory;
}
}
if (TargetRulesObject.Type == TargetType.Program && Combination.ProjectTarget.UnrealProjectFilePath != null)
{
RootDirectory = Combination.ProjectTarget.UnrealProjectFilePath.Directory;
}
// Get the output directory
DirectoryReference OutputDirectory = DirectoryReference.Combine(RootDirectory, "Binaries", UBTPlatformName);
if (!string.IsNullOrEmpty(TargetRulesObject.ExeBinariesSubFolder))
{
OutputDirectory = DirectoryReference.Combine(OutputDirectory, TargetRulesObject.ExeBinariesSubFolder);
}
// Get the executable name (minus any platform or config suffixes)
string BaseExeName = TargetName;
if (!bShouldCompileMonolithic && TargetRulesObject.Type != TargetType.Program && TargetRulesObject.BuildEnvironment != TargetBuildEnvironment.Unique)
{
BaseExeName = "UE4" + TargetRulesObject.Type.ToString();
}
// Make the output file path
FileReference NMakePath = FileReference.Combine(OutputDirectory, BaseExeName);
if (Configuration != TargetRulesObject.UndecoratedConfiguration)
{
NMakePath += "-" + UBTPlatformName + "-" + UBTConfigurationName;
}
NMakePath += TargetRulesObject.Architecture;
NMakePath += BuildPlatform.GetBinaryExtension(UEBuildBinaryType.Executable);
VCProjectFileContent.Append(
" <PropertyGroup " + ConditionString + ">" + ProjectFileGenerator.NewLine);
string PathStrings = (ProjGenerator != null) ? ProjGenerator.GetVisualStudioPathsEntries(Platform, Configuration, TargetRulesObject.Type, TargetFilePath, ProjectFilePath, NMakePath, ProjectFileFormat) : "";
if (string.IsNullOrEmpty(PathStrings) || (PathStrings.Contains("<IntDir>") == false))
{
string ProjectRelativeUnusedDirectory = "$(ProjectDir)..\\Build\\Unused";
VCProjectFileContent.Append(
PathStrings +
" <OutDir>" + ProjectRelativeUnusedDirectory + Path.DirectorySeparatorChar + "</OutDir>" + ProjectFileGenerator.NewLine +
" <IntDir>" + ProjectRelativeUnusedDirectory + Path.DirectorySeparatorChar + "</IntDir>" + ProjectFileGenerator.NewLine);
}
else
{
VCProjectFileContent.Append(PathStrings);
}
// This is the standard UE4 based project NMake build line:
// ..\..\Build\BatchFiles\Build.bat <TARGETNAME> <PLATFORM> <CONFIGURATION>
// ie ..\..\Build\BatchFiles\Build.bat BlankProgram Win64 Debug
string BuildArguments = " " + TargetName + " " + UBTPlatformName + " " + UBTConfigurationName;
if (ProjectFileGenerator.bUsePrecompiled)
{
BuildArguments += " -UsePrecompiled";
}
if (IsForeignProject)
{
BuildArguments += " " + UProjectPath;
}
// Always wait for the mutex between UBT invocations, so that building the whole solution doesn't fail.
BuildArguments += " -WaitMutex";
// Always include a flag to format log messages for MSBuild
BuildArguments += " -FromMsBuild";
if (bUseFastPDB)
{
// Pass Fast PDB option to make use of Visual Studio's /DEBUG:FASTLINK option
BuildArguments += " -FastPDB";
}
DirectoryReference BatchFilesDirectory = DirectoryReference.Combine(UnrealBuildTool.EngineDirectory, "Build", "BatchFiles");
if(BuildToolOverride != null)
{
BuildArguments += " " + BuildToolOverride;
}
// NMake Build command line
VCProjectFileContent.Append(" <NMakeBuildCommandLine>");
VCProjectFileContent.Append(EscapePath(NormalizeProjectPath(FileReference.Combine(BatchFilesDirectory, "Build.bat"))) + BuildArguments.ToString());
VCProjectFileContent.Append("</NMakeBuildCommandLine>" + ProjectFileGenerator.NewLine);
// NMake ReBuild command line
VCProjectFileContent.Append(" <NMakeReBuildCommandLine>");
VCProjectFileContent.Append(EscapePath(NormalizeProjectPath(FileReference.Combine(BatchFilesDirectory, "Rebuild.bat"))) + BuildArguments.ToString());
VCProjectFileContent.Append("</NMakeReBuildCommandLine>" + ProjectFileGenerator.NewLine);
// NMake Clean command line
VCProjectFileContent.Append(" <NMakeCleanCommandLine>");
VCProjectFileContent.Append(EscapePath(NormalizeProjectPath(FileReference.Combine(BatchFilesDirectory, "Clean.bat"))) + BuildArguments.ToString());
VCProjectFileContent.Append("</NMakeCleanCommandLine>" + ProjectFileGenerator.NewLine);
VCProjectFileContent.Append(" <NMakeOutput>");
VCProjectFileContent.Append(NormalizeProjectPath(NMakePath.FullName));
VCProjectFileContent.Append("</NMakeOutput>" + ProjectFileGenerator.NewLine);
if (TargetRulesObject.Type == TargetType.Game || TargetRulesObject.Type == TargetType.Client || TargetRulesObject.Type == TargetType.Server)
{
// Allow platforms to add any special properties they require... like aumid override for Xbox One
PlatformProjectGenerator.GenerateGamePlatformSpecificProperties(Platform, Configuration, TargetRulesObject.Type, VCProjectFileContent, RootDirectory, TargetFilePath);
}
VCProjectFileContent.Append(" </PropertyGroup>" + ProjectFileGenerator.NewLine);
string LayoutDirString = (ProjGenerator != null) ? ProjGenerator.GetVisualStudioLayoutDirSection(Platform, Configuration, ConditionString, Combination.ProjectTarget.TargetRules.Type, Combination.ProjectTarget.TargetFilePath, ProjectFilePath, NMakePath, ProjectFileFormat) : "";
VCProjectFileContent.Append(LayoutDirString);
}
if (VCUserFileContent != null && Combination.ProjectTarget != null)
{
TargetRules TargetRulesObject = Combination.ProjectTarget.TargetRules;
if ((Platform == UnrealTargetPlatform.Win32) || (Platform == UnrealTargetPlatform.Win64))
{
VCUserFileContent.Append(
" <PropertyGroup " + ConditionString + ">" + ProjectFileGenerator.NewLine);
if (TargetRulesObject.Type != TargetType.Game)
{
string DebugOptions = "";
if (IsForeignProject)
{
DebugOptions += UProjectPath;
DebugOptions += " -skipcompile";
}
else if (TargetRulesObject.Type == TargetType.Editor && ProjectName != "UE4")
{
DebugOptions += ProjectName;
}
VCUserFileContent.Append(
" <LocalDebuggerCommandArguments>" + DebugOptions + "</LocalDebuggerCommandArguments>" + ProjectFileGenerator.NewLine
);
}
VCUserFileContent.Append(
" <DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>" + ProjectFileGenerator.NewLine
);
VCUserFileContent.Append(
" </PropertyGroup>" + ProjectFileGenerator.NewLine
);
}
string PlatformUserFileStrings = (ProjGenerator != null) ? ProjGenerator.GetVisualStudioUserFileStrings(Platform, Configuration, ConditionString, TargetRulesObject, Combination.ProjectTarget.TargetFilePath, ProjectFilePath) : "";
VCUserFileContent.Append(PlatformUserFileStrings);
}
}
}
}
/// <summary>
/// A Visual C# project.
/// </summary>
class VCSharpProjectFile : MSBuildProjectFile
{
/// <summary>
/// This is the GUID that Visual Studio uses to identify a C# project file in the solution
/// </summary>
public override string ProjectTypeGUID
{
get { return "{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}"; }
}
/// <summary>
/// Constructs a new project file object
/// </summary>
/// <param name="InitFilePath">The path to the project file on disk</param>
public VCSharpProjectFile(FileReference InitFilePath)
: base(InitFilePath)
{
}
/// <summary>
/// Extract information from the csproj file based on the supplied configuration
/// </summary>
public CsProjectInfo GetProjectInfo(UnrealTargetConfiguration InConfiguration)
{
if (CachedProjectInfo.ContainsKey(InConfiguration))
{
return CachedProjectInfo[InConfiguration];
}
CsProjectInfo Info;
Dictionary<string, string> Properties = new Dictionary<string, string>();
Properties.Add("Platform", "AnyCPU");
Properties.Add("Configuration", InConfiguration.ToString());
if (CsProjectInfo.TryRead(ProjectFilePath, Properties, out Info))
{
CachedProjectInfo.Add(InConfiguration, Info);
}
return Info;
}
/// <summary>
/// Determine if this project is a .NET Core project
/// </summary>
public bool IsDotNETCoreProject()
{
CsProjectInfo Info = GetProjectInfo(UnrealTargetConfiguration.Debug);
return Info.IsDotNETCoreProject();
}
/// <summary>
/// Reads the list of dependencies from the specified project file.
/// </summary>
public List<string> GetCSharpDependencies()
{
List<string> RelativeFilePaths = new List<string>();
XmlDocument Doc = new XmlDocument();
Doc.Load(ProjectFilePath.FullName);
string[] Tags = new string[] { "Compile", "Page", "Resource" };
foreach (string Tag in Tags)
{
XmlNodeList Elements = Doc.GetElementsByTagName(Tag);
foreach (XmlElement Element in Elements)
{
RelativeFilePaths.Add(Element.GetAttribute("Include"));
}
}
return RelativeFilePaths;
}
/// <summary>
/// Adds a C# dot net (system) assembly reference to this project
/// </summary>
/// <param name="AssemblyReference">The full path to the assembly file on disk</param>
public void AddDotNetAssemblyReference(string AssemblyReference)
{
if (!DotNetAssemblyReferences.Contains(AssemblyReference))
{
DotNetAssemblyReferences.Add(AssemblyReference);
}
}
/// <summary>
/// Adds a C# assembly reference to this project, such as a third party assembly needed for this project to compile
/// </summary>
/// <param name="AssemblyReference">The full path to the assembly file on disk</param>
public void AddAssemblyReference(FileReference AssemblyReference)
{
AssemblyReferences.Add(AssemblyReference);
}
/// <summary>
/// Given a target platform and configuration, generates a platform and configuration name string to use in Visual Studio projects.
/// Unlike with solution configurations, Visual Studio project configurations only support certain types of platforms, so we'll
/// generate a configuration name that has the platform "built in", and use a default platform type
/// </summary>
/// <param name="Platform">Actual platform</param>
/// <param name="Configuration">Actual configuration</param>
/// <param name="TargetConfigurationName">The configuration name from the target rules, or null if we don't have one</param>
/// <param name="ProjectPlatformName">Name of platform string to use for Visual Studio project</param>
/// <param name="ProjectConfigurationName">Name of configuration string to use for Visual Studio project</param>
public override void MakeProjectPlatformAndConfigurationNames(UnrealTargetPlatform Platform, UnrealTargetConfiguration Configuration, string TargetConfigurationName, out string ProjectPlatformName, out string ProjectConfigurationName)
{
ProjectConfigurationName = Configuration.ToString();
ProjectPlatformName = VCProjectFileGenerator.DotNetPlatformName;
}
/// <summary>
/// Basic csproj file support. Generates C# library project with one build config.
/// </summary>
/// <param name="InPlatforms">Not used.</param>
/// <param name="InConfigurations">Not Used.</param>
/// <returns>true if the opration was successful, false otherwise</returns>
public override bool WriteProjectFile(List<UnrealTargetPlatform> InPlatforms, List<UnrealTargetConfiguration> InConfigurations)
{
throw new BuildException("Support for writing C# projects from UnrealBuildTool has been removed.");
}
/// Assemblies this project is dependent on
protected readonly List<FileReference> AssemblyReferences = new List<FileReference>();
/// System assemblies this project is dependent on
protected readonly List<string> DotNetAssemblyReferences = new List<string>() { "System", "System.Core", "System.Data", "System.Xml" };
/// Cache of parsed info about this project
protected readonly Dictionary<UnrealTargetConfiguration, CsProjectInfo> CachedProjectInfo = new Dictionary<UnrealTargetConfiguration, CsProjectInfo>();
}
}