Files
UnrealEngineUWP/Engine/Source/Programs/UnrealBuildTool/System/VCProject.cs
Jaroslaw Palczynski 7606debc6d [GitHub] 66 : Start plumbing for advanced build handling
#ttp 333302
#codereview Robert.Manuszewski

[CL 2080176 by Jaroslaw Palczynski in Main branch]
2014-05-21 06:09:37 -04:00

1300 lines
54 KiB
C#

// Copyright 1998-2014 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;
namespace UnrealBuildTool
{
public 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(string 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 (File.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 )
{
var Doc = new XmlDocument();
Doc.Load( ProjectFilePath );
// @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?
var 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 void MakeProjectPlatformAndConfigurationNames(UnrealTargetPlatform Platform, UnrealTargetConfiguration Configuration, string TargetConfigurationName, out string ProjectPlatformName, out string ProjectConfigurationName)
{
if (IsStubProject)
{
if (Platform != UnrealTargetPlatform.Unknown || Configuration != UnrealTargetConfiguration.Unknown)
{
throw new BuildException("Stub project was expecting platform and configuration type to be set to Unknown");
}
ProjectPlatformName = StubProjectPlatformName;
ProjectConfigurationName = StubProjectConfigurationName;
}
else
{
// If this is a C# project, then the project platform name must always be "Any CPU"
if (this is VCSharpProjectFile)
{
ProjectConfigurationName = Configuration.ToString();
ProjectPlatformName = VCProjectFileGenerator.DotNetPlatformName;
}
else
{
var PlatformProjectGenerator = UEPlatformProjectGenerator.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) : 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;
}
}
}
}
/// <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)
{
var PlatformProjectGenerator = UEPlatformProjectGenerator.GetPlatformProjectGenerator(Platform, true);
if (PlatformProjectGenerator == null)
{
return false;
}
var BuildPlatform = UEBuildPlatform.GetBuildPlatform(Platform, true);
if (BuildPlatform == null)
{
return false;
}
if (BuildPlatform.HasRequiredSDKsInstalled() != SDKStatus.Valid)
{
return false;
}
var SupportedConfigurations = new List<UnrealTargetConfiguration>();
var SupportedPlatforms = new List<UnrealTargetPlatform>();
if (!ProjectFileGenerator.bCreateDummyConfigsForUnsupportedPlatforms || ProjectFileGenerator.bGeneratingRocketProjectFiles)
{
if( ProjectTarget.TargetRules != null )
{
ProjectTarget.TargetRules.GetSupportedPlatforms(ref SupportedPlatforms);
}
}
else
{
UnrealBuildTool.GetAllPlatforms(ref SupportedPlatforms);
}
bool bIncludeTestAndShippingConfigs = ProjectFileGenerator.bIncludeTestAndShippingConfigs || ProjectFileGenerator.bGeneratingRocketProjectFiles;
if( ProjectTarget.TargetRules != null )
{
// Rocket projects always get shipping configs
ProjectTarget.TargetRules.GetSupportedConfigurations(ref SupportedConfigurations, bIncludeTestAndShippingConfigs:bIncludeTestAndShippingConfigs);
}
// Add all of the extra platforms/configurations for this target
{
foreach( var ExtraPlatform in ProjectTarget.ExtraSupportedPlatforms )
{
if( !SupportedPlatforms.Contains( ExtraPlatform ) )
{
SupportedPlatforms.Add( ExtraPlatform );
}
}
foreach( var ExtraConfig in ProjectTarget.ExtraSupportedConfigurations )
{
if( bIncludeTestAndShippingConfigs || ( ExtraConfig != UnrealTargetConfiguration.Shipping && ExtraConfig != UnrealTargetConfiguration.Test ) )
{
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;
}
// For Rocket projects, we currently only allow 64-bit versions of Debug and Development binaries to be compiled
// and only 32-bit versions of Shipping binaries to be compiled. This has to do with our choice of which build
// configurations we want to ship with that product. So to simplify things, we're merging Win32 and Win64
// configurations together in the IDE under "Windows". In order for this to work properly, we need to make
// sure that Rocket projects only report the respective Windows platform that is valid for each configuration
if( UnrealBuildTool.RunningRocket() && ProjectTarget.TargetRules != null )
{
if( Platform == UnrealTargetPlatform.Win32 || Platform == UnrealTargetPlatform.Win64 )
{
// In Rocket, shipping game targets are always 32-bit
if( Configuration == UnrealTargetConfiguration.Shipping && ProjectTarget.TargetRules.Type == TargetRules.TargetType.RocketGame )
{
if( Platform != UnrealTargetPlatform.Win32 )
{
return false;
}
}
else
{
// Everything else is expecting to be 64-bit
if( Platform != UnrealTargetPlatform.Win64 )
{
return false;
}
}
}
}
return true;
}
/// <summary>
/// GUID for this Visual C++ project file
/// </summary>
public Guid ProjectGUID
{
get;
protected set;
}
}
public class VCProjectFile : MSBuildProjectFile
{
// 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="InitFilePath">The path to the project file on disk</param>
public VCProjectFile(string InitFilePath)
: base( InitFilePath )
{
}
struct ProjectConfigAndTargetCombination
{
public UnrealTargetPlatform Platform;
public UnrealTargetConfiguration Configuration;
public ProjectTarget ProjectTarget;
public override string ToString()
{
return String.Format("{0} {1} {2}", ProjectTarget, Platform, Configuration);
}
}
/// Implements Project interface
public override bool WriteProjectFile(List<UnrealTargetPlatform> InPlatforms, List<UnrealTargetConfiguration> InConfigurations)
{
string ProjectName = Path.GetFileNameWithoutExtension(ProjectFilePath);
bool bSuccess = true;
// NOTE: We intentionally do not SORT the source file list, as we want the order they're written to disk to be consistent
// with how they are stored in memory. This makes for more consistent Unity compiles when alternating between
// using "auto" projects and on-disk projects for builds.
var ShouldSortSourceFiles = false;
if( ShouldSortSourceFiles )
{
// Source our list of source files
Comparison<SourceFile> SourceFileComparer = ( FileA, FileB ) => { return FileA.FilePath.CompareTo( FileB.FilePath ); };
SourceFiles.Sort( SourceFileComparer );
}
// Build up the new include search path string
var VCIncludeSearchPaths = new StringBuilder();
{
foreach( var CurPath in IntelliSenseIncludeSearchPaths )
{
VCIncludeSearchPaths.Append( CurPath + ";" );
}
foreach( var CurPath in IntelliSenseSystemIncludeSearchPaths )
{
VCIncludeSearchPaths.Append( CurPath + ";" );
}
if(InPlatforms.Contains(UnrealTargetPlatform.Win64))
{
VCIncludeSearchPaths.Append(VCToolChain.GetVCIncludePaths(CPPTargetPlatform.Win64) + ";");
}
else if(InPlatforms.Contains(UnrealTargetPlatform.Win32))
{
VCIncludeSearchPaths.Append(VCToolChain.GetVCIncludePaths(CPPTargetPlatform.Win32) + ";");
}
}
var VCPreprocessorDefinitions = new StringBuilder();
foreach( var CurDef in IntelliSensePreprocessorDefinitions )
{
if( VCPreprocessorDefinitions.Length > 0 )
{
VCPreprocessorDefinitions.Append( ';' );
}
VCPreprocessorDefinitions.Append( CurDef );
}
// Setup VC project file content
var VCProjectFileContent = new StringBuilder();
var VCFiltersFileContent = new StringBuilder();
var 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.
var FiltersFileIsNeeded = false;
// Project file header
var ToolsVersion = VCProjectFileGenerator.ProjectFileFormat == VCProjectFileGenerator.VCProjectFileFormat.VisualStudio2013 ? "12.0" : "4.0";
VCProjectFileContent.Append(
"<?xml version=\"1.0\" encoding=\"utf-8\"?>" + ProjectFileGenerator.NewLine +
ProjectFileGenerator.NewLine +
"<Project DefaultTargets=\"Build\" ToolsVersion=\"" + ToolsVersion + "\" xmlns=\"http://schemas.microsoft.com/developer/msbuild/2003\">" + ProjectFileGenerator.NewLine);
bool bGenerateUserFileContent = UnrealBuildTool.HasUProjectFile() ||
UEPlatformProjectGenerator.PlatformRequiresVSUserFileGeneration(InPlatforms, InConfigurations);
if (bGenerateUserFileContent)
{
VCUserFileContent.Append(
"<?xml version=\"1.0\" encoding=\"utf-8\"?>" + ProjectFileGenerator.NewLine +
ProjectFileGenerator.NewLine +
"<Project ToolsVersion=\"" + ToolsVersion + "\" xmlns=\"http://schemas.microsoft.com/developer/msbuild/2003\">" + ProjectFileGenerator.NewLine
);
}
// 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.
var ProjectConfigAndTargetCombinations = new List< ProjectConfigAndTargetCombination >();
// If this is a "stub" project, then only add a single configuration to the project
if( IsStubProject )
{
ProjectConfigAndTargetCombinations.Add( new ProjectConfigAndTargetCombination() { Platform = UnrealTargetPlatform.Unknown, Configuration = UnrealTargetConfiguration.Unknown, ProjectTarget = null } );
}
else
{
// Figure out all the desired configurations
foreach (var Configuration in InConfigurations)
{
//@todo.Rocket: Put this in a commonly accessible place?
if (UnrealBuildTool.IsValidConfiguration(Configuration) == false)
{
continue;
}
foreach (var Platform in InPlatforms)
{
if (UnrealBuildTool.IsValidPlatform(Platform) == false)
{
continue;
}
var 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( var ProjectTarget in ProjectTargets )
{
ProjectConfigAndTargetCombinations.Add( new ProjectConfigAndTargetCombination()
{
Platform = Platform,
Configuration = Configuration,
ProjectTarget = ProjectTarget
} );
}
}
}
}
}
VCProjectFileContent.Append(
" <ItemGroup Label=\"ProjectConfigurations\">" + ProjectFileGenerator.NewLine);
// Make a list of the platforms and configs as project-format names
var ProjectPlatforms = new List<UnrealTargetPlatform>();
var ProjectPlatformNames = new List<string>();
var ProjectConfigNames = new List<string>();
foreach( var Combination in ProjectConfigAndTargetCombinations )
{
var ProjectPlatform = Combination.Platform;
var ProjectConfig = Combination.Configuration;
var TargetRulesObject = Combination.ProjectTarget.TargetRules;
// Only write config settings for valid permutations
if (IsStubProject || IsValidProjectPlatformAndConfiguration( Combination.ProjectTarget, Combination.Platform, Combination.Configuration ))
{
string ProjectPlatformName;
string ProjectConfigName;
MakeProjectPlatformAndConfigurationNames(ProjectPlatform, ProjectConfig, TargetRulesObject.ConfigurationName, out ProjectPlatformName,
out ProjectConfigName);
if( !ProjectPlatforms.Contains( Combination.Platform ) )
{
ProjectPlatforms.Add( Combination.Platform );
}
if( !ProjectPlatformNames.Contains( ProjectPlatformName ) )
{
ProjectPlatformNames.Add(ProjectPlatformName);
}
if( !ProjectConfigNames.Contains( ProjectConfigName ) )
{
ProjectConfigNames.Add(ProjectConfigName);
}
}
}
// Output ALL the project's config-platform permutations (project files MUST do this)
foreach (var ProjectConfigName in ProjectConfigNames)
{
foreach (var ProjectPlatformName in ProjectPlatformNames)
{
VCProjectFileContent.Append(
" <ProjectConfiguration Include=\"" + ProjectConfigName + "|" + ProjectPlatformName + "\">" + ProjectFileGenerator.NewLine +
" <Configuration>" + ProjectConfigName + "</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=\"4.0\" xmlns=\"http://schemas.microsoft.com/developer/msbuild/2003\">" + ProjectFileGenerator.NewLine);
// Platform specific PropertyGroups, etc.
StringBuilder AdditionalPropertyGroups = new StringBuilder();
if (!IsStubProject)
{
foreach (var Platform in ProjectPlatforms)
{
UEPlatformProjectGenerator ProjGenerator = UEPlatformProjectGenerator.GetPlatformProjectGenerator(Platform, true);
if (ProjGenerator != null && ProjGenerator.HasVisualStudioSupport(Platform, UnrealTargetConfiguration.Development))
{
AdditionalPropertyGroups.Append(ProjGenerator.GetAdditionalVisualStudioPropertyGroups(Platform));
}
}
VCProjectFileContent.Append( AdditionalPropertyGroups );
}
// Source folders and files
{
var LocalAliasedFiles = new List<AliasedFile>(AliasedFiles);
foreach( var 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
var ProjectRelativeSourceFile = Utils.MakePathRelativeTo( CurFile.FilePath, Path.GetDirectoryName( ProjectFilePath ) );
// 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 = Path.GetDirectoryName( ProjectRelativeSourceFile );
// Use the specified relative base folder
if( CurFile.RelativeBaseFolder != null ) // NOTE: We are looking for null strings, not empty strings!
{
FilterRelativeSourceDirectory = Path.GetDirectoryName( Utils.MakePathRelativeTo( CurFile.FilePath, CurFile.RelativeBaseFolder ) );
}
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
var FilterDirectories = new HashSet<string>();
foreach (var 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);
}
var VCFileType = GetVCFileType(AliasedFile.FileSystemPath);
VCProjectFileContent.Append(
" <" + VCFileType + " Include=\"" + AliasedFile.FileSystemPath + "\" />" + ProjectFileGenerator.NewLine);
if (!String.IsNullOrWhiteSpace(AliasedFile.ProjectPath))
{
VCFiltersFileContent.Append(
" <" + VCFileType + " Include=\"" + 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=\"" + AliasedFile.FileSystemPath + "\" />" + ProjectFileGenerator.NewLine);
}
}
VCProjectFileContent.Append(
" </ItemGroup>" + ProjectFileGenerator.NewLine );
VCFiltersFileContent.Append(
" </ItemGroup>" + ProjectFileGenerator.NewLine );
}
// 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);
VCProjectFileContent.Append(
" </PropertyGroup>" + ProjectFileGenerator.NewLine);
}
// Anonymous function that writes pre-Default.props configuration data
System.Action<UnrealTargetConfiguration, UnrealTargetPlatform, string, TargetRules> PreDefaultPropsWriterFunc = ( Configuration, Platform, TargetFilePath, TargetRulesObject ) =>
{
UEPlatformProjectGenerator ProjGenerator = UEPlatformProjectGenerator.GetPlatformProjectGenerator(Platform, true);
if (((ProjGenerator == null) && (Platform != UnrealTargetPlatform.Unknown)))
{
return;
}
string ProjectConfigName = StubProjectConfigurationName;
string ProjectPlatformName = StubProjectPlatformName;
MakeProjectPlatformAndConfigurationNames( Platform, Configuration, TargetRulesObject.ConfigurationName, out ProjectPlatformName, out ProjectConfigName );
var ConfigAndPlatformName = ProjectConfigName + "|" + ProjectPlatformName;
string ConditionString = "Condition=\"'$(Configuration)|$(Platform)'=='" + ConfigAndPlatformName + "'\"";
string PlatformToolsetString = (ProjGenerator != null) ? ProjGenerator.GetVisualStudioPlatformToolsetString(Platform, Configuration, this) : "";
if( String.IsNullOrEmpty( PlatformToolsetString ) )
{
if( VCProjectFileGenerator.ProjectFileFormat == VCProjectFileGenerator.VCProjectFileFormat.VisualStudio2013 )
{
PlatformToolsetString = " <PlatformToolset>v120</PlatformToolset>" + ProjectFileGenerator.NewLine;
}
else if( VCProjectFileGenerator.ProjectFileFormat == VCProjectFileGenerator.VCProjectFileFormat.VisualStudio2012 )
{
PlatformToolsetString = " <PlatformToolset>v110</PlatformToolset>" + ProjectFileGenerator.NewLine;
}
}
string PlatformConfigurationType = ProjGenerator.GetVisualStudioPlatformConfigurationType(Platform);
VCProjectFileContent.Append(
" <PropertyGroup " + ConditionString + " Label=\"Configuration\">" + ProjectFileGenerator.NewLine +
" <ConfigurationType>" + PlatformConfigurationType + "</ConfigurationType>" + ProjectFileGenerator.NewLine +
PlatformToolsetString +
" </PropertyGroup>" + ProjectFileGenerator.NewLine
);
};
// Write each project configuration PreDefaultProps section
foreach( var Combination in ProjectConfigAndTargetCombinations )
{
// Only write config settings for valid permutations
if (IsStubProject || IsValidProjectPlatformAndConfiguration( Combination.ProjectTarget, Combination.Platform, Combination.Configuration ))
{
PreDefaultPropsWriterFunc( Combination.Configuration, Combination.Platform, Combination.ProjectTarget.TargetFilePath, Combination.ProjectTarget.TargetRules );
}
}
VCProjectFileContent.Append(
" <Import Project=\"$(VCTargetsPath)\\Microsoft.Cpp.Default.props\" />" + ProjectFileGenerator.NewLine +
" <Import Project=\"$(VCTargetsPath)\\Microsoft.Cpp.props\" />" + ProjectFileGenerator.NewLine +
" <ImportGroup Label=\"ExtensionSettings\" />" + ProjectFileGenerator.NewLine +
" <PropertyGroup Label=\"UserMacros\" />" + ProjectFileGenerator.NewLine
);
// Write each project configuration
foreach( var Combination in ProjectConfigAndTargetCombinations )
{
// Only write config settings for valid permutations
if (IsStubProject || IsValidProjectPlatformAndConfiguration( Combination.ProjectTarget, Combination.Platform, Combination.Configuration ))
{
WriteConfiguration( ProjectName, Combination.Configuration, Combination.Platform, Combination.ProjectTarget.TargetFilePath, Combination.ProjectTarget.TargetRules, VCProjectFileContent, bGenerateUserFileContent? VCUserFileContent : null );
}
}
// 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 AdditionalImportSettings = new StringBuilder();
if (!IsStubProject)
{
foreach (var Platform in ProjectPlatforms)
{
UEPlatformProjectGenerator ProjGenerator = UEPlatformProjectGenerator.GetPlatformProjectGenerator(Platform, true);
if (ProjGenerator != null && ProjGenerator.HasVisualStudioSupport(Platform, UnrealTargetConfiguration.Development))
{
AdditionalImportSettings.Append(ProjGenerator.GetAdditionalVisualStudioImportSettings(Platform));
}
}
}
string OutputManifestString = "";
if (!IsStubProject)
{
foreach (var Platform in ProjectPlatforms)
{
UEPlatformProjectGenerator ProjGenerator = UEPlatformProjectGenerator.GetPlatformProjectGenerator(Platform, true);
if (ProjGenerator != null && ProjGenerator.HasVisualStudioSupport(Platform, UnrealTargetConfiguration.Development))
{
// @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.
var HackTargetType = TargetRules.TargetType.Game;
string HackTargetFilePath = null;
foreach( var Combination in ProjectConfigAndTargetCombinations )
{
// Only write config settings for valid permutations
if (IsStubProject || IsValidProjectPlatformAndConfiguration( Combination.ProjectTarget, Combination.Platform, Combination.Configuration ))
{
if( Combination.Platform == Platform &&
Combination.ProjectTarget.TargetRules != null &&
Combination.ProjectTarget.TargetRules.Type == HackTargetType )
{
HackTargetFilePath = Combination.ProjectTarget.TargetFilePath;// ProjectConfigAndTargetCombinations[0].ProjectTarget.TargetFilePath;
break;
}
}
}
if( !String.IsNullOrEmpty( HackTargetFilePath ) )
{
OutputManifestString += ProjGenerator.GetVisualStudioOutputManifestSection(Platform, HackTargetType, HackTargetFilePath, ProjectFilePath);
}
}
}
}
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 +
AdditionalImportSettings.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, VCProjectFileContent.ToString() );
}
// Save the filters file
if( bSuccess )
{
// Create a path to the project file's filters file
var VCFiltersFilePath = ProjectFilePath + ".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
var VCUserFilePath = ProjectFilePath + ".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
var PathRemaining = Utils.CleanDirectorySeparators( FilterRelativeSourceDirectory );
var FiltersFileIsNeeded = false;
if( !FilterDirectories.Contains( PathRemaining ) )
{
// Make sure all subdirectories leading up to this directory each have their own filter, too!
var AllDirectoriesInPath = new List<string>();
var PathSoFar = "";
for( ; ; )
{
if( PathRemaining.Length > 0 )
{
var 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( var 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
var 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 project configuration data
private void WriteConfiguration(string ProjectName, UnrealTargetConfiguration Configuration, UnrealTargetPlatform Platform, string TargetFilePath, TargetRules TargetRulesObject, StringBuilder VCProjectFileContent, StringBuilder VCUserFileContent)
{
UEPlatformProjectGenerator ProjGenerator = UEPlatformProjectGenerator.GetPlatformProjectGenerator(Platform, true);
if (((ProjGenerator == null) && (Platform != UnrealTargetPlatform.Unknown)))
{
return;
}
string UProjectPath = "";
bool bIsProjectTarget = UnrealBuildTool.HasUProjectFile() && Utils.IsFileUnderDirectory(TargetFilePath, UnrealBuildTool.GetUProjectPath());
// @todo Rocket: HACK: Only use long project names on the UBT command-line for out-of-root projects for now. We need to revisit all uses of HasUProjectFile and short names in general to fix this.
if (bIsProjectTarget && !UnrealBuildTool.RunningRocket() && Utils.IsFileUnderDirectory(UnrealBuildTool.GetUProjectFile(), ProjectFileGenerator.RootRelativePath))
{
bIsProjectTarget = false;
}
if (bIsProjectTarget)
{
UProjectPath = "\"$(SolutionDir)$(SolutionName).uproject\"";
}
string ProjectConfigName = StubProjectConfigurationName;
string ProjectPlatformName = StubProjectPlatformName;
MakeProjectPlatformAndConfigurationNames(Platform, Configuration, TargetRulesObject.ConfigurationName, out ProjectPlatformName, out ProjectConfigName);
var ConfigAndPlatformName = ProjectConfigName + "|" + ProjectPlatformName;
string ConditionString = "Condition=\"'$(Configuration)|$(Platform)'=='" + ConfigAndPlatformName + "'\"";
{
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 +
" </ImportGroup>" + ProjectFileGenerator.NewLine);
VCProjectFileContent.Append(
" <PropertyGroup " + ConditionString + ">" + ProjectFileGenerator.NewLine);
if (IsStubProject)
{
string ProjectRelativeUnusedDirectory = NormalizeProjectPath(Path.Combine(ProjectFileGenerator.EngineRelativePath, BuildConfiguration.BaseIntermediateFolder, "Unused"));
VCProjectFileContent.Append(
" <OutDir></OutDir>" + ProjectFileGenerator.NewLine +
" <IntDir>" + ProjectRelativeUnusedDirectory + Path.DirectorySeparatorChar + "</IntDir>" + ProjectFileGenerator.NewLine +
" <NMakeBuildCommandLine/>" + ProjectFileGenerator.NewLine +
" <NMakeReBuildCommandLine/>" + ProjectFileGenerator.NewLine +
" <NMakeCleanCommandLine/>" + ProjectFileGenerator.NewLine +
" <NMakeOutput/>" + ProjectFileGenerator.NewLine);
}
else
{
string TargetName = Utils.GetFilenameWithoutAnyExtensions(TargetFilePath);
var UBTPlatformName = IsStubProject ? StubProjectPlatformName : Platform.ToString();
var UBTConfigurationName = IsStubProject ? StubProjectConfigurationName : Configuration.ToString();
// Setup output path
var BuildPlatform = UEBuildPlatform.GetBuildPlatform(Platform);
// Figure out if this is a monolithic build
bool bShouldCompileMonolithic = BuildPlatform.ShouldCompileMonolithicBinary(Platform);
bShouldCompileMonolithic |= TargetRulesObject.ShouldCompileMonolithic(Platform, Configuration);
// Get the output directory
string RootDirectory = Path.GetFullPath(ProjectFileGenerator.EngineRelativePath);
if ((TargetRules.IsAGame(TargetRulesObject.Type) || TargetRulesObject.Type == TargetRules.TargetType.Server) && bShouldCompileMonolithic && !TargetRulesObject.bOutputToEngineBinaries)
{
if (UnrealBuildTool.HasUProjectFile() && Utils.IsFileUnderDirectory(TargetFilePath, UnrealBuildTool.GetUProjectPath()))
{
RootDirectory = Path.GetFullPath(UnrealBuildTool.GetUProjectPath());
}
else
{
string UnrealProjectPath = UProjectInfo.GetProjectFilePath(ProjectName);
if (!String.IsNullOrEmpty(UnrealProjectPath))
{
RootDirectory = Path.GetDirectoryName(Path.GetFullPath(UnrealProjectPath));
}
}
}
// Get the output directory
string OutputDirectory = Path.Combine(RootDirectory, "Binaries", UBTPlatformName);
// Get the executable name (minus any platform or config suffixes)
string BaseExeName = TargetName;
if (!bShouldCompileMonolithic && TargetRulesObject.Type != TargetRules.TargetType.Program)
{
// Figure out what the compiled binary will be called so that we can point the IDE to the correct file
string TargetConfigurationName = TargetRulesObject.ConfigurationName;
if (TargetConfigurationName != TargetRules.TargetType.Game.ToString() && TargetConfigurationName != TargetRules.TargetType.RocketGame.ToString() && TargetConfigurationName != TargetRules.TargetType.Program.ToString())
{
BaseExeName = "UE4" + TargetConfigurationName;
}
}
// Make the output file path
string NMakePath = Path.Combine(OutputDirectory, BaseExeName);
if (Configuration != UnrealTargetConfiguration.Development && (Configuration != UnrealTargetConfiguration.DebugGame || bShouldCompileMonolithic))
{
NMakePath += "-" + UBTPlatformName + "-" + UBTConfigurationName;
}
NMakePath += BuildPlatform.GetActiveArchitecture();
NMakePath += BuildPlatform.GetBinaryExtension(UEBuildBinaryType.Executable);
NMakePath = (BuildPlatform as UEBuildPlatform).ModifyNMakeOutput(NMakePath);
string PathStrings = (ProjGenerator != null) ? ProjGenerator.GetVisualStudioPathsEntries(Platform, Configuration, TargetRulesObject.Type, TargetFilePath, ProjectFilePath, NMakePath) : "";
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);
}
if (TargetRules.IsGameType(TargetRulesObject.Type) &&
(TargetRules.IsEditorType(TargetRulesObject.Type) == false))
{
// Allow platforms to add any special properties they require... like aumid override for Xbox One
UEPlatformProjectGenerator.GenerateGamePlatformSpecificProperties(Platform, Configuration, TargetRulesObject.Type, VCProjectFileContent, RootDirectory, TargetFilePath);
}
// 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 ProjectPlatformConfiguration = " " + TargetName + " " + UBTPlatformName + " " + UBTConfigurationName;
string BatchFilesDirectoryName = Path.Combine(ProjectFileGenerator.EngineRelativePath, "Build", "BatchFiles");
// NMake Build command line
VCProjectFileContent.Append(" <NMakeBuildCommandLine>");
VCProjectFileContent.Append(EscapePath(NormalizeProjectPath(Path.Combine(BatchFilesDirectoryName, "Build.bat"))) + ProjectPlatformConfiguration.ToString());
if (bIsProjectTarget)
{
VCProjectFileContent.Append(" " + UProjectPath + (UnrealBuildTool.RunningRocket() ? " -rocket" : ""));
}
VCProjectFileContent.Append("</NMakeBuildCommandLine>" + ProjectFileGenerator.NewLine);
// NMake ReBuild command line
VCProjectFileContent.Append(" <NMakeReBuildCommandLine>");
VCProjectFileContent.Append(EscapePath(NormalizeProjectPath(Path.Combine(BatchFilesDirectoryName, "Rebuild.bat"))) + ProjectPlatformConfiguration.ToString());
if (bIsProjectTarget)
{
VCProjectFileContent.Append(" " + UProjectPath + (UnrealBuildTool.RunningRocket() ? " -rocket" : ""));
}
VCProjectFileContent.Append("</NMakeReBuildCommandLine>" + ProjectFileGenerator.NewLine);
// NMake Clean command line
VCProjectFileContent.Append(" <NMakeCleanCommandLine>");
VCProjectFileContent.Append(EscapePath(NormalizeProjectPath(Path.Combine(BatchFilesDirectoryName, "Clean.bat"))) + ProjectPlatformConfiguration.ToString());
if (bIsProjectTarget)
{
VCProjectFileContent.Append(" " + UProjectPath + (UnrealBuildTool.RunningRocket() ? " -rocket" : ""));
}
VCProjectFileContent.Append("</NMakeCleanCommandLine>" + ProjectFileGenerator.NewLine);
VCProjectFileContent.Append(" <NMakeOutput>");
VCProjectFileContent.Append(NormalizeProjectPath(NMakePath));
VCProjectFileContent.Append("</NMakeOutput>" + ProjectFileGenerator.NewLine);
}
VCProjectFileContent.Append(" </PropertyGroup>" + ProjectFileGenerator.NewLine);
if (VCUserFileContent != null)
{
if (UnrealBuildTool.HasUProjectFile())
{
if ((Platform == UnrealTargetPlatform.Win32) || (Platform == UnrealTargetPlatform.Win64))
{
VCUserFileContent.Append(
" <PropertyGroup " + ConditionString + ">" + ProjectFileGenerator.NewLine);
if ((TargetRulesObject.Type != TargetRules.TargetType.RocketGame) && (TargetRulesObject.Type != TargetRules.TargetType.Game))
{
string DebugOptions = UProjectPath;
if(DebugOptions.Length == 0 && TargetRulesObject.Type == TargetRules.TargetType.Editor && ProjectName != "UE4")
{
DebugOptions += ProjectName;
}
if (Configuration == UnrealTargetConfiguration.Debug || Configuration == UnrealTargetConfiguration.DebugGame)
{
DebugOptions += " -debug";
}
else if (Configuration == UnrealTargetConfiguration.Shipping)
{
DebugOptions += " -shipping";
}
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, TargetFilePath, ProjectFilePath) : "";
VCUserFileContent.Append(PlatformUserFileStrings);
}
}
string LayoutDirString = (ProjGenerator != null) ? ProjGenerator.GetVisualStudioLayoutDirSection(Platform, Configuration, ConditionString, TargetRulesObject.Type, TargetFilePath, ProjectFilePath) : "";
VCProjectFileContent.Append(LayoutDirString);
}
}
/** A Visual C# project. */
public class VCSharpProjectFile : MSBuildProjectFile
{
// This is the GUID that Visual Studio uses to identify a C# project file in the solution
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( string InitFilePath )
: base( InitFilePath )
{
}
/** Reads the list of dependencies from the specified project file. */
public List<string> GetCSharpDependencies()
{
var RelativeFilePaths = new List<string>();
var Doc = new XmlDocument();
Doc.Load( ProjectFilePath );
var Tags = new string[] { "Compile", "Page", "Resource" };
foreach( var Tag in Tags )
{
var Elements = Doc.GetElementsByTagName( Tag );
foreach( XmlElement Element in Elements )
{
RelativeFilePaths.Add( Element.GetAttribute( "Include" ) );
}
}
return RelativeFilePaths;
}
/**
* Adds a C# dot net (system) assembly reference to this project
*
* @param AssemblyReference The full path to the assembly file on disk
*/
public void AddDotNetAssemblyReference(string AssemblyReference)
{
if (!DotNetAssemblyReferences.Contains(AssemblyReference))
{
DotNetAssemblyReferences.Add(AssemblyReference);
}
}
/**
* Adds a C# assembly reference to this project, such as a third party assembly needed for this project to compile
*
* @param AssemblyReference The full path to the assembly file on disk
*/
public void AddAssemblyReference( string AssemblyReference )
{
AssemblyReferences.Add( AssemblyReference );
}
/// <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)
{
bool bSuccess = true;
// Setup C# project file content.
var ProjectFileContent = new StringBuilder();
// Project file header.
ProjectFileContent.Append(
"<?xml version=\"1.0\" encoding=\"utf-8\"?>" + ProjectFileGenerator.NewLine +
"<Project DefaultTargets=\"Build\" ToolsVersion=\"4.0\" xmlns=\"http://schemas.microsoft.com/developer/msbuild/2003\">" + ProjectFileGenerator.NewLine);
ProjectFileContent.Append(
"<Import Project=\"$(MSBuildExtensionsPath)\\$(MSBuildToolsVersion)\\Microsoft.Common.props\" Condition=\"Exists('$(MSBuildExtensionsPath)\\$(MSBuildToolsVersion)\\Microsoft.Common.props')\" />" +
ProjectFileGenerator.NewLine);
// Support single configuration only (for now).
ProjectFileContent.Append(
"<PropertyGroup Condition=\" '$(Configuration)|$(Platform)' == 'Development|AnyCPU' \">" + ProjectFileGenerator.NewLine +
"\t<DebugType>pdbonly</DebugType>" + ProjectFileGenerator.NewLine +
"\t<Optimize>true</Optimize>" + ProjectFileGenerator.NewLine +
"\t<OutputPath>bin\\Release\\</OutputPath>" + ProjectFileGenerator.NewLine +
"\t<DefineConstants>TRACE</DefineConstants>" + ProjectFileGenerator.NewLine +
"\t<ErrorReport>prompt</ErrorReport>" + ProjectFileGenerator.NewLine +
"\t<WarningLevel>4</WarningLevel>" + ProjectFileGenerator.NewLine +
"\t<TreatWarningsAsErrors>true</TreatWarningsAsErrors>" + ProjectFileGenerator.NewLine +
"</PropertyGroup>" + ProjectFileGenerator.NewLine);
ProjectFileContent.Append(
"<PropertyGroup>" + ProjectFileGenerator.NewLine +
"\t<OutputType>Library</OutputType>" + ProjectFileGenerator.NewLine +
"\t<ProjectGuid>" + ProjectGUID.ToString("B").ToUpperInvariant() + "</ProjectGuid>" + ProjectFileGenerator.NewLine +
"\t<TargetFrameworkVersion>v4.0</TargetFrameworkVersion>" + ProjectFileGenerator.NewLine +
"\t</PropertyGroup>" + ProjectFileGenerator.NewLine);
// Basic .Net references
if (DotNetAssemblyReferences.Count > 0)
{
ProjectFileContent.Append("<ItemGroup>" + ProjectFileGenerator.NewLine);
foreach (var CurReference in DotNetAssemblyReferences)
{
ProjectFileContent.Append("\t<Reference Include=\"" + CurReference + "\" />" + ProjectFileGenerator.NewLine);
}
ProjectFileContent.Append("</ItemGroup>" + ProjectFileGenerator.NewLine);
}
// External or third party assembly references
if( AssemblyReferences.Count > 0 )
{
ProjectFileContent.Append( "<ItemGroup>" + ProjectFileGenerator.NewLine );
foreach( var CurReference in AssemblyReferences )
{
ProjectFileContent.Append( "\t<Reference Include=\"" + Path.GetFileNameWithoutExtension( CurReference ) + "\" >" + ProjectFileGenerator.NewLine );
ProjectFileContent.Append( "\t\t<HintPath>" + Utils.MakePathRelativeTo( CurReference, Path.GetDirectoryName(ProjectFilePath) ) + "</HintPath>" + ProjectFileGenerator.NewLine );
ProjectFileContent.Append( "\t</Reference>" + ProjectFileGenerator.NewLine );
}
ProjectFileContent.Append( "</ItemGroup>" + ProjectFileGenerator.NewLine );
}
// Other references (note it's assumed all references here are at least of MSBuildProjectFile type.
foreach (var Project in DependsOnProjects)
{
var RelativePath = Utils.MakePathRelativeTo(Path.GetDirectoryName(Project.ProjectFilePath), Path.GetDirectoryName(ProjectFilePath));
RelativePath = Path.Combine(RelativePath, Path.GetFileName(Project.ProjectFilePath));
ProjectFileContent.Append(
"<ItemGroup>" + ProjectFileGenerator.NewLine +
"<ProjectReference Include=\"" + RelativePath + "\">" + ProjectFileGenerator.NewLine +
"<Project>" + ((MSBuildProjectFile)Project).ProjectGUID.ToString("B").ToUpperInvariant() + "</Project>" + ProjectFileGenerator.NewLine +
"<Name>" + Path.GetFileNameWithoutExtension(RelativePath) + "</Name>" + ProjectFileGenerator.NewLine +
"</ProjectReference>" + ProjectFileGenerator.NewLine +
"</ItemGroup>" + ProjectFileGenerator.NewLine);
}
// Source files.
ProjectFileContent.Append(
" <ItemGroup>" + ProjectFileGenerator.NewLine );
// Add all files to the project.
foreach( var CurFile in SourceFiles )
{
var ProjectRelativeSourceFile = Utils.MakePathRelativeTo( CurFile.FilePath, Path.GetDirectoryName( ProjectFilePath ) );
ProjectFileContent.Append(
" <Compile Include=\"" + ProjectRelativeSourceFile + "\" />" + ProjectFileGenerator.NewLine);
}
ProjectFileContent.Append(
" </ItemGroup>" + ProjectFileGenerator.NewLine );
ProjectFileContent.Append(
"<Import Project=\"$(MSBuildToolsPath)\\Microsoft.CSharp.targets\" />" + ProjectFileGenerator.NewLine);
ProjectFileContent.Append(
"</Project>" + ProjectFileGenerator.NewLine );
// Save the project file
if (bSuccess)
{
bSuccess = ProjectFileGenerator.WriteFileIfChanged(ProjectFilePath, ProjectFileContent.ToString());
}
return bSuccess;
}
/// Assemblies this project is dependent on
protected readonly List<string> AssemblyReferences = new List<string>();
/// System assemblies this project is dependent on
protected readonly List<string> DotNetAssemblyReferences = new List<string>() { "System", "System.Core", "System.Data", "System.Xml" };
}
/// <summary>
/// A Sandcastle Help File Builder project
/// </summary>
public class VSHFBProjectFile : MSBuildProjectFile
{
// This is the GUID that Visual Studio uses to identify a Sandcastle Help File project file in the solution - note the lack of {}
public override string ProjectTypeGUID
{
get { return "0074e5b6-dd35-4f2c-9ede-f6259f61e92c"; }
}
/// <summary>
/// Constructs a new project file object
/// </summary>
/// <param name="InitFilePath">The path to the project file on disk</param>
public VSHFBProjectFile( string InitFilePath )
: base( InitFilePath )
{
}
}
}