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https://github.com/izzy2lost/UnrealEngineUWP.git
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264 lines
9.9 KiB
C#
264 lines
9.9 KiB
C#
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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using System;
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using System.Collections.Generic;
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using System.Text;
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using System.IO;
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using System.Xml;
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using System.Xml.Linq;
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namespace UnrealBuildTool
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{
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// Represents a folder within the master project. TODO Not using at the moment.
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public class CodeLiteFolder : MasterProjectFolder
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{
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public CodeLiteFolder(ProjectFileGenerator InitOwnerProjectFileGenerator, string InitFolderName)
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: base(InitOwnerProjectFileGenerator, InitFolderName)
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{
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}
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}
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public class CodeLiteGenerator : ProjectFileGenerator
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{
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public string SolutionExtension = ".workspace";
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public string CodeCompletionFileName = "CodeCompletionFolders.txt";
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public string CodeCompletionPreProcessorFileName = "CodeLitePreProcessor.txt";
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public CodeLiteGenerator(FileReference InOnlyGameProject)
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: base(InOnlyGameProject)
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{
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}
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//
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// Returns CodeLite's project filename extension.
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//
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override public string ProjectFileExtension
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{
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get
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{
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return ".project";
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}
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}
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protected override bool WriteMasterProjectFile(ProjectFile UBTProject)
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{
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var SolutionFileName = MasterProjectName + SolutionExtension;
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var CodeCompletionFile = MasterProjectName + CodeCompletionFileName;
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var CodeCompletionPreProcessorFile = MasterProjectName + CodeCompletionPreProcessorFileName;
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var FullCodeLiteMasterFile = Path.Combine(MasterProjectPath.FullName, SolutionFileName);
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var FullCodeLiteCodeCompletionFile = Path.Combine(MasterProjectPath.FullName, CodeCompletionFile);
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var FullCodeLiteCodeCompletionPreProcessorFile = Path.Combine(MasterProjectPath.FullName, CodeCompletionPreProcessorFile);
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//
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// HACK
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// TODO This is for now a hack. According to the original submitter, Eranif (a CodeLite developer) will support code completion folders in *.workspace files.
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// We create a separate file with all the folder name in it to copy manually into the code completion
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// filed of CodeLite workspace. (Workspace Settings/Code Completion -> copy the content of the file threre.)
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List<string> IncludeDirectories = new List<string>();
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List<string> PreProcessor = new List<string>();
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foreach (var CurProject in GeneratedProjectFiles)
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{
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CodeLiteProject Project = CurProject as CodeLiteProject;
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if (Project == null)
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{
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continue;
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}
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foreach (var CurrentPath in Project.IntelliSenseIncludeSearchPaths)
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{
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// Convert relative path into absolute.
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DirectoryReference IntelliSenseIncludeSearchPath = DirectoryReference.Combine(Project.ProjectFilePath.Directory, CurrentPath);
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IncludeDirectories.Add(IntelliSenseIncludeSearchPath.FullName);
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}
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foreach (var CurrentPath in Project.IntelliSenseSystemIncludeSearchPaths)
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{
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// Convert relative path into absolute.
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DirectoryReference IntelliSenseSystemIncludeSearchPath = DirectoryReference.Combine(Project.ProjectFilePath.Directory, CurrentPath);
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IncludeDirectories.Add(IntelliSenseSystemIncludeSearchPath.FullName);
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}
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foreach (var CurDef in Project.IntelliSensePreprocessorDefinitions)
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{
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if (!PreProcessor.Contains(CurDef))
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{
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PreProcessor.Add(CurDef);
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}
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}
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}
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//
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// Write code completions data into files.
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//
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File.WriteAllLines(FullCodeLiteCodeCompletionFile, IncludeDirectories);
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File.WriteAllLines(FullCodeLiteCodeCompletionPreProcessorFile, PreProcessor);
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//
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// Write CodeLites Workspace
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//
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XmlWriterSettings settings = new XmlWriterSettings();
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settings.Indent = true;
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XElement CodeLiteWorkspace = new XElement("CodeLite_Workspace");
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XAttribute CodeLiteWorkspaceName = new XAttribute("Name", MasterProjectName);
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XAttribute CodeLiteWorkspaceSWTLW = new XAttribute("SWTLW", "Yes"); // This flag will only work in CodeLite version > 8.0. See below
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CodeLiteWorkspace.Add(CodeLiteWorkspaceName);
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CodeLiteWorkspace.Add(CodeLiteWorkspaceSWTLW);
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//
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// ATTN This part will work for the next release of CodeLite. That may
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// be CodeLite version > 8.0. CodeLite 8.0 does not have this functionality.
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// TODO Macros are ignored for now.
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//
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// Write Code Completion folders into the WorkspaceParserPaths section.
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//
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XElement CodeLiteWorkspaceParserPaths = new XElement("WorkspaceParserPaths");
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foreach (var CurrentPath in IncludeDirectories)
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{
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XElement CodeLiteWorkspaceParserPathInclude = new XElement("Include");
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XAttribute CodeLiteWorkspaceParserPath = new XAttribute("Path", CurrentPath);
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CodeLiteWorkspaceParserPathInclude.Add(CodeLiteWorkspaceParserPath);
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CodeLiteWorkspaceParserPaths.Add(CodeLiteWorkspaceParserPathInclude);
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}
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CodeLiteWorkspace.Add(CodeLiteWorkspaceParserPaths);
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//
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// Write project file information into CodeLite's workspace file.
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//
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foreach (var CurProject in AllProjectFiles)
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{
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var ProjectExtension = CurProject.ProjectFilePath.GetExtension();
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//
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// TODO For now ignore C# project files.
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//
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if (ProjectExtension == ".csproj")
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{
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continue;
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}
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//
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// Iterate through all targets.
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//
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foreach (ProjectTarget CurrentTarget in CurProject.ProjectTargets)
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{
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string[] tmp = CurrentTarget.ToString().Split('.');
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string ProjectTargetFileName = CurProject.ProjectFilePath.Directory.MakeRelativeTo(MasterProjectPath) + "/" + tmp[0] + ProjectExtension;
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String ProjectName = tmp[0];
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XElement CodeLiteWorkspaceProject = new XElement("Project");
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XAttribute CodeLiteWorkspaceProjectName = new XAttribute("Name", ProjectName);
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XAttribute CodeLiteWorkspaceProjectPath = new XAttribute("Path", ProjectTargetFileName);
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XAttribute CodeLiteWorkspaceProjectActive = new XAttribute("Active", "No");
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CodeLiteWorkspaceProject.Add(CodeLiteWorkspaceProjectName);
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CodeLiteWorkspaceProject.Add(CodeLiteWorkspaceProjectPath);
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CodeLiteWorkspaceProject.Add(CodeLiteWorkspaceProjectActive);
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CodeLiteWorkspace.Add(CodeLiteWorkspaceProject);
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}
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}
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//
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// We need to create the configuration matrix. That will assign the project configuration to
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// the samge workspace configuration.
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//
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XElement CodeLiteWorkspaceBuildMatrix = new XElement("BuildMatrix");
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foreach (UnrealTargetConfiguration CurConfiguration in SupportedConfigurations)
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{
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if (UnrealBuildTool.IsValidConfiguration(CurConfiguration))
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{
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XElement CodeLiteWorkspaceBuildMatrixConfiguration = new XElement("WorkspaceConfiguration");
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XAttribute CodeLiteWorkspaceProjectName = new XAttribute("Name", CurConfiguration.ToString());
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XAttribute CodeLiteWorkspaceProjectSelected = new XAttribute("Selected", "no");
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CodeLiteWorkspaceBuildMatrixConfiguration.Add(CodeLiteWorkspaceProjectName);
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CodeLiteWorkspaceBuildMatrixConfiguration.Add(CodeLiteWorkspaceProjectSelected);
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foreach (var CurProject in AllProjectFiles)
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{
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var ProjectExtension = CurProject.ProjectFilePath.GetExtension();
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//
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// TODO For now ignore C# project files.
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//
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if (ProjectExtension == ".csproj")
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{
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continue;
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}
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foreach (ProjectTarget target in CurProject.ProjectTargets)
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{
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string[] tmp = target.ToString().Split('.');
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String ProjectName = tmp[0];
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XElement CodeLiteWorkspaceBuildMatrixConfigurationProject = new XElement("Project");
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XAttribute CodeLiteWorkspaceBuildMatrixConfigurationProjectName = new XAttribute("Name", ProjectName);
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XAttribute CodeLiteWorkspaceBuildMatrixConfigurationProjectConfigName = new XAttribute("ConfigName", CurConfiguration.ToString());
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CodeLiteWorkspaceBuildMatrixConfigurationProject.Add(CodeLiteWorkspaceBuildMatrixConfigurationProjectName);
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CodeLiteWorkspaceBuildMatrixConfigurationProject.Add(CodeLiteWorkspaceBuildMatrixConfigurationProjectConfigName);
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CodeLiteWorkspaceBuildMatrixConfiguration.Add(CodeLiteWorkspaceBuildMatrixConfigurationProject);
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}
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}
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CodeLiteWorkspaceBuildMatrix.Add(CodeLiteWorkspaceBuildMatrixConfiguration);
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}
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}
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CodeLiteWorkspace.Add(CodeLiteWorkspaceBuildMatrix);
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CodeLiteWorkspace.Save(FullCodeLiteMasterFile);
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return true;
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}
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protected override ProjectFile AllocateProjectFile(FileReference InitFilePath)
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{
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return new CodeLiteProject(InitFilePath, OnlyGameProject);
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}
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public override MasterProjectFolder AllocateMasterProjectFolder(ProjectFileGenerator InitOwnerProjectFileGenerator, string InitFolderName)
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{
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return new CodeLiteFolder(InitOwnerProjectFileGenerator, InitFolderName);
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}
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public override void CleanProjectFiles(DirectoryReference InMasterProjectDirectory, string InMasterProjectName, DirectoryReference InIntermediateProjectFilesDirectory)
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{
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// TODO Delete all files here. Not finished yet.
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var SolutionFileName = InMasterProjectName + SolutionExtension;
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var CodeCompletionFile = InMasterProjectName + CodeCompletionFileName;
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var CodeCompletionPreProcessorFile = InMasterProjectName + CodeCompletionPreProcessorFileName;
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FileReference FullCodeLiteMasterFile = FileReference.Combine(InMasterProjectDirectory, SolutionFileName);
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FileReference FullCodeLiteCodeCompletionFile = FileReference.Combine(InMasterProjectDirectory, CodeCompletionFile);
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FileReference FullCodeLiteCodeCompletionPreProcessorFile = FileReference.Combine(InMasterProjectDirectory, CodeCompletionPreProcessorFile);
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if (FullCodeLiteMasterFile.Exists())
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{
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FullCodeLiteMasterFile.Delete();
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}
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if (FullCodeLiteCodeCompletionFile.Exists())
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{
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FullCodeLiteCodeCompletionFile.Delete();
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}
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if (FullCodeLiteCodeCompletionPreProcessorFile.Exists())
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{
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FullCodeLiteCodeCompletionPreProcessorFile.Delete();
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}
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// Delete the project files folder
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if (InIntermediateProjectFilesDirectory.Exists())
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{
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try
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{
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Directory.Delete(InIntermediateProjectFilesDirectory.FullName, true);
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}
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catch (Exception Ex)
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{
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Log.TraceInformation("Error while trying to clean project files path {0}. Ignored.", InIntermediateProjectFilesDirectory);
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Log.TraceInformation("\t" + Ex.Message);
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}
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}
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}
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}
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}
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