151 lines
5.2 KiB
C#
151 lines
5.2 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using EpicGames.Core;
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using Microsoft.Extensions.Logging;
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namespace UnrealBuildTool
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{
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class VisionOSProjectSettings : IOSProjectSettings
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{
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// @todo get these from ini or whatever
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public override string RuntimeDevices => "7";
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public override string RuntimeVersion => UEBuildPlatformSDK.GetSDKForPlatform("VisionOS")!.GetSoftwareInfo()!.Min!;
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public VisionOSProjectSettings(FileReference? ProjectFile, string? Bundle)
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: base(ProjectFile, UnrealTargetPlatform.VisionOS, Bundle)
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{
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}
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}
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class VisionOSPlatform : IOSPlatform
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{
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// Cached VisionOS sdk version from the toolchain, which detects it.
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private float SDKVersionFloat = 0.0f;
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public VisionOSPlatform(UEBuildPlatformSDK InSDK, ILogger Logger)
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: base(InSDK, UnrealTargetPlatform.VisionOS, Logger)
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{
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}
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public override void ValidateTarget(TargetRules Target)
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{
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base.ValidateTarget(Target);
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// make sure we add Metal, in case base class got it wrong
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if (Target.GlobalDefinitions.Contains("HAS_METAL=0"))
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{
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Target.GlobalDefinitions.Remove("HAS_METAL=0");
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Target.GlobalDefinitions.Add("HAS_METAL=1");
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Target.ExtraModuleNames.Add("MetalRHI");
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}
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}
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public new VisionOSProjectSettings ReadProjectSettings(FileReference? ProjectFile, string Bundle = "")
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{
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return (VisionOSProjectSettings)base.ReadProjectSettings(ProjectFile, Bundle);
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}
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protected override IOSProjectSettings CreateProjectSettings(FileReference? ProjectFile, string? Bundle)
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{
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return new VisionOSProjectSettings(ProjectFile, Bundle);
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}
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public override void ModifyModuleRulesForOtherPlatform(string ModuleName, ModuleRules Rules, ReadOnlyTargetRules Target)
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{
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base.ModifyModuleRulesForOtherPlatform(ModuleName, Rules, Target);
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bool bIsPlatformAvailableForTarget = UEBuildPlatform.IsPlatformAvailableForTarget(Platform, Target, bIgnoreSDKCheck: true);
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bool bIsPlatformAvailableForTargetWithSDK = UEBuildPlatform.IsPlatformAvailableForTarget(Platform, Target);
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// don't do any target platform stuff if SDK is not available
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if (!bIsPlatformAvailableForTarget)
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{
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return;
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}
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if (!Target.bBuildRequiresCookedData)
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{
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if (Target.Platform == UnrealTargetPlatform.Mac || Target.Platform == UnrealTargetPlatform.Win64)
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{
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if ((ModuleName == "Engine" && Target.bBuildDeveloperTools) ||
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(ModuleName == "TargetPlatform" && Target.bForceBuildTargetPlatforms))
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{
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Rules.DynamicallyLoadedModuleNames.Add("VisionOSTargetPlatformSettings");
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if (bIsPlatformAvailableForTargetWithSDK)
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{
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Rules.DynamicallyLoadedModuleNames.Add("VisionOSTargetPlatform");
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Rules.DynamicallyLoadedModuleNames.Add("VisionOSTargetPlatformControls");
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}
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}
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}
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}
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if (ModuleName == "UnrealEd" && bIsPlatformAvailableForTargetWithSDK)
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{
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Rules.DynamicallyLoadedModuleNames.Add("VisionOSPlatformEditor");
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}
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}
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/// <summary>
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/// Setup the target environment for building
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/// </summary>
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/// <param name="Target">Settings for the target being compiled</param>
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/// <param name="CompileEnvironment">The compile environment for this target</param>
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/// <param name="LinkEnvironment">The link environment for this target</param>
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public override void SetUpEnvironment(ReadOnlyTargetRules Target, CppCompileEnvironment CompileEnvironment, LinkEnvironment LinkEnvironment)
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{
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base.SetUpEnvironment(Target, CompileEnvironment, LinkEnvironment);
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CompileEnvironment.Definitions.Add("PLATFORM_VISIONOS=1");
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if (SDKVersionFloat < 2.0)
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{
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CompileEnvironment.Definitions.Add("VISIONOS_MAJOR_VERSION=1");
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}
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else
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{
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CompileEnvironment.Definitions.Add("VISIONOS_MAJOR_VERSION=2");
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}
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// VisionOS uses only IOS header files, so use it's platform headers
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CompileEnvironment.Definitions.Add("OVERRIDE_PLATFORM_HEADER_NAME=IOS");
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}
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/// <summary>
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/// Creates a toolchain instance for the given platform.
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/// </summary>
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/// <param name="Target">The target being built</param>
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/// <returns>New toolchain instance.</returns>
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public override UEToolChain CreateToolChain(ReadOnlyTargetRules Target)
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{
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VisionOSProjectSettings ProjectSettings = ((VisionOSPlatform)UEBuildPlatform.GetBuildPlatform(UnrealTargetPlatform.VisionOS)).ReadProjectSettings(Target.ProjectFile);
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VisionOSToolChain NewToolChain = new VisionOSToolChain(Target, ProjectSettings, Logger);
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SDKVersionFloat = NewToolChain.SDKVersionFloat;
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return NewToolChain;
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}
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public override void Deploy(TargetReceipt Receipt)
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{
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new UEDeployVisionOS(Logger).PrepTargetForDeployment(Receipt);
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}
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}
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class VisionOSPlatformFactory : UEBuildPlatformFactory
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{
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public override UnrealTargetPlatform TargetPlatform => UnrealTargetPlatform.VisionOS;
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/// <summary>
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/// Register the platform with the UEBuildPlatform class
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/// </summary>
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public override void RegisterBuildPlatforms(ILogger Logger)
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{
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ApplePlatformSDK SDK = new(Logger);
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// Register this build platform for IOS
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UEBuildPlatform.RegisterBuildPlatform(new VisionOSPlatform(SDK, Logger), Logger);
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UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.VisionOS, UnrealPlatformGroup.Apple);
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UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.VisionOS, UnrealPlatformGroup.IOS);
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}
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}
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}
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