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UnrealEngineUWP/Engine/Source/Developer/BlueprintNativeCodeGen/Private/BlueprintNativeCodeGenManifest.cpp

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5.6 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "BlueprintNativeCodeGenPCH.h"
#include "BlueprintNativeCodeGenManifest.h"
#include "NativeCodeGenCommandlineParams.h"
#include "App.h" // for GetGameName()
#include "Serialization/JsonReader.h"
#include "Serialization/JsonSerializer.h"
#include "JsonObjectConverter.h"
#include "Serialization/JsonWriter.h"
/*******************************************************************************
* BlueprintNativeCodeGenManifestImpl
******************************************************************************/
namespace BlueprintNativeCodeGenManifestImpl
{
static const int64 CPF_NoFlags = 0x00;
static const FString ManifestFileExt = TEXT(".bpgen.manifest");
static const FString CppFileExt = TEXT(".cpp");
static const FString HeaderFileExt = TEXT(".h");
static const FString HeaderSubDir = TEXT("Public");
static const FString CppSubDir = TEXT("Private");
/** */
static FString GetManifestFilePath(const FString& ModulePath);
/** */
static bool LoadManifest(FBlueprintNativeCodeGenManifest* Manifest);
/** */
static FString GenerateHeaderSavePath(const FString& ModulePath, const FAssetData& Asset);
static FString GenerateCppSavePath(const FString& ModulePath, const FAssetData& Asset);
}
//------------------------------------------------------------------------------
static FString BlueprintNativeCodeGenManifestImpl::GetManifestFilePath(const FString& ModulePath)
{
return FPaths::Combine(*ModulePath, FApp::GetGameName()) + ManifestFileExt;
}
//------------------------------------------------------------------------------
static bool BlueprintNativeCodeGenManifestImpl::LoadManifest(FBlueprintNativeCodeGenManifest* Manifest)
{
const FString ManifestFilePath = BlueprintNativeCodeGenManifestImpl::GetManifestFilePath(Manifest->GetTargetPath());
FString ManifestStr;
if (FFileHelper::LoadFileToString(ManifestStr, *ManifestFilePath))
{
TSharedRef< TJsonReader<> > JsonReader = TJsonReaderFactory<>::Create(ManifestStr);
TSharedPtr<FJsonObject> JsonObject;
if (FJsonSerializer::Deserialize(JsonReader, JsonObject))
{
return FJsonObjectConverter::JsonObjectToUStruct<FBlueprintNativeCodeGenManifest>(JsonObject.ToSharedRef(), Manifest,
/*CheckFlags =*/CPF_NoFlags, /*SkipFlags =*/CPF_NoFlags);
}
}
return false;
}
//------------------------------------------------------------------------------
static FString BlueprintNativeCodeGenManifestImpl::GenerateHeaderSavePath(const FString& ModulePath, const FAssetData& Asset)
{
// @TODO: Coordinate this with the CppBackend module
return FPaths::Combine(*FPaths::Combine(*ModulePath, *HeaderSubDir), *Asset.AssetName.ToString()) + HeaderFileExt;
}
//------------------------------------------------------------------------------
static FString BlueprintNativeCodeGenManifestImpl::GenerateCppSavePath(const FString& ModulePath, const FAssetData& Asset)
{
return FPaths::Combine(*FPaths::Combine(*ModulePath, *CppSubDir), *Asset.AssetName.ToString()) + CppFileExt;
}
/*******************************************************************************
* FBlueprintNativeCodeGenManifest
******************************************************************************/
FBlueprintNativeCodeGenManifest::FBlueprintNativeCodeGenManifest(const FString TargetPath)
: ModulePath(TargetPath)
{
if (ModulePath.IsEmpty())
{
ModulePath = FPaths::GameIntermediateDir();
}
// do NOT load from an existing interface, as this is the default
// constructor used by the USTRUCT() system
}
//------------------------------------------------------------------------------
FBlueprintNativeCodeGenManifest::FBlueprintNativeCodeGenManifest(const FNativeCodeGenCommandlineParams& CommandlineParams)
{
ModulePath = CommandlineParams.ModuleOutputDir;
// incorporate an existing manifest (in case we're only re-converting a
// handful of assets and adding them into an existing module)
if (BlueprintNativeCodeGenManifestImpl::LoadManifest(this))
{
// reset ModulePath afterwards (in case what we've loaded has been moved
ModulePath = CommandlineParams.ModuleOutputDir;
}
}
//------------------------------------------------------------------------------
FConvertedAssetRecord& FBlueprintNativeCodeGenManifest::CreateConversionRecord(const FAssetData& AssetInfo)
{
FConvertedAssetRecord NewConversionRecord;
NewConversionRecord.AssetType = AssetInfo.GetClass();
NewConversionRecord.AssetPath = AssetInfo.PackagePath.ToString();
NewConversionRecord.GeneratedHeaderPath = BlueprintNativeCodeGenManifestImpl::GenerateHeaderSavePath(ModulePath, AssetInfo);
NewConversionRecord.GeneratedCppPath = BlueprintNativeCodeGenManifestImpl::GenerateCppSavePath(ModulePath, AssetInfo);
return ConvertedAssets[ ConvertedAssets.Add(NewConversionRecord) ];
}
//------------------------------------------------------------------------------
bool FBlueprintNativeCodeGenManifest::Save() const
{
TSharedRef<FJsonObject> JsonObject = MakeShareable(new FJsonObject());
if (FJsonObjectConverter::UStructToJsonObject(FBlueprintNativeCodeGenManifest::StaticStruct(), this, JsonObject,
/*CheckFlags =*/BlueprintNativeCodeGenManifestImpl::CPF_NoFlags, /*SkipFlags =*/BlueprintNativeCodeGenManifestImpl::CPF_NoFlags))
{
FString FileContents;
TSharedRef< TJsonWriter<> > JsonWriter = TJsonWriterFactory<>::Create(&FileContents);
if (FJsonSerializer::Serialize(JsonObject, JsonWriter))
{
JsonWriter->Close();
const FString ManifestFilePath = BlueprintNativeCodeGenManifestImpl::GetManifestFilePath(GetTargetPath());
return FFileHelper::SaveStringToFile(FileContents, *ManifestFilePath);
}
}
return false;
}