Files
UnrealEngineUWP/Engine/Source/Developer/BlueprintNativeCodeGen/Private/BlueprintNativeCodeGenUtils.cpp
Mike Beach e056f4c268 CIS Fix - Adding missing files.
[CL 2680721 by Mike Beach in Main branch]
2015-09-04 14:07:57 -04:00

126 lines
4.2 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "BlueprintNativeCodeGenPCH.h"
#include "BlueprintNativeCodeGenUtils.h"
#include "BlueprintNativeCodeGenCoordinator.h"
#include "Kismet2/KismetReinstanceUtilities.h" // for FBlueprintCompileReinstancer
#include "Kismet2/CompilerResultsLog.h"
#include "KismetCompilerModule.h"
#include "Engine/Blueprint.h"
#include "Engine/UserDefinedStruct.h"
#include "Engine/UserDefinedEnum.h"
#include "Kismet2/KismetEditorUtilities.h" // for CompileBlueprint()
/*******************************************************************************
* BlueprintNativeCodeGenUtilsImpl
******************************************************************************/
namespace BlueprintNativeCodeGenUtilsImpl
{
}
/*******************************************************************************
* FBlueprintNativeCodeGenUtils
******************************************************************************/
//------------------------------------------------------------------------------
bool FBlueprintNativeCodeGenUtils::GenerateCodeModule(FBlueprintNativeCodeGenCoordinator& Coordinator)
{
TSharedPtr<FString> HeaderSource(new FString());
TSharedPtr<FString> CppSource(new FString());
FBlueprintNativeCodeGenManifest& Manifest = Coordinator.Manifest;
bool bSuccess = (Coordinator.ConversionQueue.Num() > 0);
for (const FAssetData& Asset : Coordinator.ConversionQueue)
{
FConvertedAssetRecord& ConversionRecord = Manifest.CreateConversionRecord(Asset);
// loads the object if it is not already loaded
UObject* AssetObj = Asset.GetAsset();
FBlueprintNativeCodeGenUtils::GenerateCppCode(AssetObj, HeaderSource, CppSource);
bSuccess &= !HeaderSource->IsEmpty() || !CppSource->IsEmpty();
if (!HeaderSource->IsEmpty())
{
bSuccess &= FFileHelper::SaveStringToFile(*HeaderSource, *ConversionRecord.GeneratedHeaderPath);
}
else
{
ConversionRecord.GeneratedHeaderPath.Empty();
}
if (!CppSource->IsEmpty())
{
bSuccess &= FFileHelper::SaveStringToFile(*CppSource, *ConversionRecord.GeneratedCppPath);
}
else
{
ConversionRecord.GeneratedCppPath.Empty();
}
}
Coordinator.Manifest.Save();
return bSuccess;
}
//------------------------------------------------------------------------------
void FBlueprintNativeCodeGenUtils::GenerateCppCode(UObject* Obj, TSharedPtr<FString> OutHeaderSource, TSharedPtr<FString> OutCppSource)
{
auto UDEnum = Cast<UUserDefinedEnum>(Obj);
auto UDStruct = Cast<UUserDefinedStruct>(Obj);
auto BPGC = Cast<UClass>(Obj);
auto InBlueprintObj = BPGC ? Cast<UBlueprint>(BPGC->ClassGeneratedBy) : Cast<UBlueprint>(Obj);
OutHeaderSource->Empty();
OutCppSource->Empty();
if (InBlueprintObj)
{
check(InBlueprintObj->GetOutermost() != GetTransientPackage());
checkf(InBlueprintObj->GeneratedClass, TEXT("Invalid generated class for %s"), *InBlueprintObj->GetName());
check(OutHeaderSource.IsValid());
check(OutCppSource.IsValid());
auto BlueprintObj = InBlueprintObj;
{
TSharedPtr<FBlueprintCompileReinstancer> Reinstancer = FBlueprintCompileReinstancer::Create(BlueprintObj->GeneratedClass);
IKismetCompilerInterface& Compiler = FModuleManager::LoadModuleChecked<IKismetCompilerInterface>(KISMET_COMPILER_MODULENAME);
TGuardValue<bool> GuardTemplateNameFlag(GCompilingBlueprint, true);
FCompilerResultsLog Results;
FKismetCompilerOptions CompileOptions;
CompileOptions.CompileType = EKismetCompileType::Cpp;
CompileOptions.OutCppSourceCode = OutCppSource;
CompileOptions.OutHeaderSourceCode = OutHeaderSource;
Compiler.CompileBlueprint(BlueprintObj, CompileOptions, Results);
if (EBlueprintType::BPTYPE_Interface == BlueprintObj->BlueprintType && OutCppSource.IsValid())
{
OutCppSource->Empty(); // ugly temp hack
}
}
FKismetEditorUtilities::CompileBlueprint(BlueprintObj);
}
else if ((UDEnum || UDStruct) && OutHeaderSource.IsValid())
{
IKismetCompilerInterface& Compiler = FModuleManager::LoadModuleChecked<IKismetCompilerInterface>(KISMET_COMPILER_MODULENAME);
if (UDEnum)
{
*OutHeaderSource = Compiler.GenerateCppCodeForEnum(UDEnum);
}
else if (UDStruct)
{
*OutHeaderSource = Compiler.GenerateCppCodeForStruct(UDStruct);
}
}
else
{
ensure(false);
}
}