Files
UnrealEngineUWP/Engine/Source/Programs/UnrealVersionSelector/Private/UnrealVersionSelector.cpp

252 lines
6.8 KiB
C++

#include "UnrealVersionSelector.h"
#include "RequiredProgramMainCPPInclude.h"
#include "DesktopPlatformModule.h"
#include "PlatformInstallation.h"
IMPLEMENT_APPLICATION(UnrealVersionSelector, "UnrealVersionSelector")
bool GenerateProjectFiles(const FString& ProjectFileName);
bool RegisterCurrentEngineDirectory()
{
// Prompt for registering this directory
if(FPlatformMisc::MessageBoxExt(EAppMsgType::YesNo, TEXT("Configure this directory as an Unreal Engine installation?"), TEXT("Question")) != EAppReturnType::Yes)
{
return false;
}
// Get the current engine directory.
FString EngineRootDir = FPlatformProcess::BaseDir();
FPlatformInstallation::NormalizeEngineRootDir(EngineRootDir);
// Get any existing tag name or register a new one
FString Identifier;
if (!FDesktopPlatformModule::Get()->GetEngineIdentifierFromRootDir(EngineRootDir, Identifier))
{
FPlatformMisc::MessageBoxExt(EAppMsgType::Ok, TEXT("Couldn't add engine installation."), TEXT("Error"));
return false;
}
// If the launcher isn't installed, set up the file associations
if(!FDesktopPlatformModule::Get()->VerifyFileAssociations())
{
// Relaunch as administrator
FString ExecutableFileName = FString(FPlatformProcess::BaseDir()) / FString(FPlatformProcess::ExecutableName(false));
int32 ExitCode;
if (!FPlatformProcess::ExecElevatedProcess(*ExecutableFileName, TEXT("/fileassociations"), &ExitCode) || ExitCode != 0)
{
return false;
}
}
// Notify the user that everything is awesome.
FPlatformMisc::MessageBoxExt(EAppMsgType::Ok, TEXT("Registration successful."), TEXT("Success"));
return true;
}
bool UpdateFileAssociations()
{
// Update everything
if (!FDesktopPlatformModule::Get()->UpdateFileAssociations())
{
FPlatformMisc::MessageBoxExt(EAppMsgType::Ok, TEXT("Couldn't update file associations."), TEXT("Error"));
return false;
}
return true;
}
bool SwitchVersion(const FString& ProjectFileName)
{
// Get the current identifier
FString Identifier;
FDesktopPlatformModule::Get()->GetEngineIdentifierForProject(ProjectFileName, Identifier);
// Select the new association
if(!FPlatformInstallation::SelectEngineInstallation(Identifier))
{
return false;
}
// Update the project file
if (!FDesktopPlatformModule::Get()->SetEngineIdentifierForProject(ProjectFileName, Identifier))
{
FPlatformMisc::MessageBoxExt(EAppMsgType::Ok, TEXT("Couldn't set association for project. Check the file is writeable."), TEXT("Error"));
return false;
}
// If it's a content-only project, we're done
FProjectStatus ProjectStatus;
if(IProjectManager::Get().QueryStatusForProject(ProjectFileName, ProjectStatus) && !ProjectStatus.bCodeBasedProject)
{
return true;
}
// Generate project files
return GenerateProjectFiles(ProjectFileName);
}
bool GetEngineRootDirForProject(const FString& ProjectFileName, FString& OutRootDir)
{
FString Identifier;
return FDesktopPlatformModule::Get()->GetEngineIdentifierForProject(ProjectFileName, Identifier) && FDesktopPlatformModule::Get()->GetEngineRootDirFromIdentifier(Identifier, OutRootDir);
}
bool GetValidatedEngineRootDir(const FString& ProjectFileName, FString& OutRootDir)
{
// Get the engine directory for this project
if (!GetEngineRootDirForProject(ProjectFileName, OutRootDir))
{
// Try to set an association
if(!SwitchVersion(ProjectFileName))
{
return false;
}
// See if it's valid now
if (!GetEngineRootDirForProject(ProjectFileName, OutRootDir))
{
FPlatformMisc::MessageBoxExt(EAppMsgType::Ok, TEXT("Error retrieving project root directory"), TEXT("Error"));
return false;
}
}
return true;
}
bool LaunchEditor(const FString& ProjectFileName, const FString& Arguments)
{
// Get the engine root directory
FString RootDir;
if (!GetValidatedEngineRootDir(ProjectFileName, RootDir))
{
return false;
}
// Launch the editor
if (!FPlatformInstallation::LaunchEditor(RootDir, FString::Printf(TEXT("\"%s\" %s"), *ProjectFileName, *Arguments)))
{
FPlatformMisc::MessageBoxExt(EAppMsgType::Ok, TEXT("Failed to launch editor"), TEXT("Error"));
return false;
}
return true;
}
bool GenerateProjectFiles(const FString& ProjectFileName)
{
IDesktopPlatform* DesktopPlatform = FDesktopPlatformModule::Get();
// Get the engine root directory
FString RootDir;
if (!GetValidatedEngineRootDir(ProjectFileName, RootDir))
{
return false;
}
// Build the argument list
FString Arguments = TEXT("-game");
if (FDesktopPlatformModule::Get()->IsSourceDistribution(RootDir))
{
Arguments += TEXT(" -engine");
}
// Start capturing the log output
FStringOutputDevice LogCapture;
LogCapture.SetAutoEmitLineTerminator(true);
GLog->AddOutputDevice(&LogCapture);
// Generate project files
FFeedbackContext* Warn = DesktopPlatform->GetNativeFeedbackContext();
bool bResult = DesktopPlatform->GenerateProjectFiles(RootDir, ProjectFileName, Warn);
GLog->RemoveOutputDevice(&LogCapture);
// Display an error dialog if we failed
if(!bResult)
{
FPlatformInstallation::ErrorDialog(TEXT("Failed to generate project files."), LogCapture);
return false;
}
return true;
}
int Main(const TArray<FString>& Arguments)
{
bool bRes = false;
if (Arguments.Num() == 0)
{
// Add the current directory to the list of installations
bRes = RegisterCurrentEngineDirectory();
}
else if (Arguments.Num() == 1 && Arguments[0] == TEXT("/fileassociations"))
{
// Update all the settings.
bRes = UpdateFileAssociations();
}
else if (Arguments.Num() == 2 && Arguments[0] == TEXT("/switchversion"))
{
// Associate with an engine label
bRes = SwitchVersion(Arguments[1]);
}
else if (Arguments.Num() == 2 && Arguments[0] == TEXT("/editor"))
{
// Open a project with the editor
bRes = LaunchEditor(Arguments[1], L"");
}
else if (Arguments.Num() == 2 && Arguments[0] == TEXT("/game"))
{
// Play a game using the editor executable
bRes = LaunchEditor(Arguments[1], L"-game");
}
else if (Arguments.Num() == 2 && Arguments[0] == TEXT("/projectfiles"))
{
// Generate Visual Studio project files
bRes = GenerateProjectFiles(Arguments[1]);
}
else
{
// Invalid command line
FPlatformMisc::MessageBoxExt(EAppMsgType::Ok, TEXT("Invalid command line"), NULL);
}
return bRes ? 0 : 1;
}
#if PLATFORM_WINDOWS
#include "AllowWindowsPlatformTypes.h"
#include <Shellapi.h>
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int ShowCmd)
{
int ArgC;
LPWSTR* ArgV = ::CommandLineToArgvW(GetCommandLine(), &ArgC);
FCommandLine::Set(TEXT(""));
TArray<FString> Arguments;
for (int Idx = 1; Idx < ArgC; Idx++)
{
Arguments.Add(ArgV[Idx]);
}
return Main(Arguments);
}
#include "HideWindowsPlatformTypes.h"
#else
int main(int ArgC, const char* ArgV[])
{
FCommandLine::Set(TEXT(""));
TArray<FString> Arguments;
for (int Idx = 1; Idx < ArgC; Idx++)
{
Arguments.Add(ArgV[Idx]);
}
return Main(Arguments);
}
#endif