Files
UnrealEngine/Engine/Source/Developer/DesktopPlatform/Private/Linux/DesktopPlatformLinux.cpp
2025-05-18 13:04:45 +08:00

579 lines
20 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "Linux/DesktopPlatformLinux.h"
#include "HAL/FileManager.h"
#include "Misc/Paths.h"
#include "Misc/Guid.h"
#include "Misc/ConfigCacheIni.h"
#include "Misc/FeedbackContext.h"
#include "DesktopPlatformPrivate.h"
#include "Modules/ModuleManager.h"
#include "Linux/LinuxApplication.h"
#include "Misc/FeedbackContextMarkup.h"
#include "HAL/ThreadHeartBeat.h"
#include "Misc/FileHelper.h"
#include "Internationalization/Regex.h"
//#include "LinuxNativeFeedbackContext.h"
#include "ISlateFileDialogModule.h"
#include "ISlateFontDialogModule.h"
#define LOCTEXT_NAMESPACE "DesktopPlatform"
#define MAX_FILETYPES_STR 4096
#define MAX_FILENAME_STR 65536
FDesktopPlatformLinux::FDesktopPlatformLinux()
: FDesktopPlatformBase()
{
}
FDesktopPlatformLinux::~FDesktopPlatformLinux()
{
}
bool FDesktopPlatformLinux::OpenFileDialog(const void* ParentWindowHandle, const FString& DialogTitle, const FString& DefaultPath, const FString& DefaultFile, const FString& FileTypes, uint32 Flags, TArray<FString>& OutFilenames, int32& OutFilterIndex)
{
if (!FModuleManager::Get().IsModuleLoaded("SlateFileDialogs"))
{
FModuleManager::Get().LoadModule("SlateFileDialogs");
}
ISlateFileDialogsModule *FileDialog = FModuleManager::GetModulePtr<ISlateFileDialogsModule>("SlateFileDialogs");
if (FileDialog)
{
return FileDialog->OpenFileDialog(ParentWindowHandle, DialogTitle, DefaultPath, DefaultFile, FileTypes, Flags, OutFilenames, OutFilterIndex);
}
return false;
}
bool FDesktopPlatformLinux::OpenFileDialog(const void* ParentWindowHandle, const FString& DialogTitle, const FString& DefaultPath, const FString& DefaultFile, const FString& FileTypes, uint32 Flags, TArray<FString>& OutFilenames)
{
if (!FModuleManager::Get().IsModuleLoaded("SlateFileDialogs"))
{
FModuleManager::Get().LoadModule("SlateFileDialogs");
}
ISlateFileDialogsModule *FileDialog = FModuleManager::GetModulePtr<ISlateFileDialogsModule>("SlateFileDialogs");
if (FileDialog)
{
return FileDialog->OpenFileDialog(ParentWindowHandle, DialogTitle, DefaultPath, DefaultFile, FileTypes, Flags, OutFilenames);
}
return false;
}
bool FDesktopPlatformLinux::SaveFileDialog(const void* ParentWindowHandle, const FString& DialogTitle, const FString& DefaultPath, const FString& DefaultFile, const FString& FileTypes, uint32 Flags, TArray<FString>& OutFilenames)
{
if (!FModuleManager::Get().IsModuleLoaded("SlateFileDialogs"))
{
FModuleManager::Get().LoadModule("SlateFileDialogs");
}
ISlateFileDialogsModule *FileDialog = FModuleManager::GetModulePtr<ISlateFileDialogsModule>("SlateFileDialogs");
if (FileDialog)
{
return FileDialog->SaveFileDialog(ParentWindowHandle, DialogTitle, DefaultPath, DefaultFile, FileTypes, Flags, OutFilenames);
}
return false;
}
bool FDesktopPlatformLinux::OpenDirectoryDialog(const void* ParentWindowHandle, const FString& DialogTitle, const FString& DefaultPath, FString& OutFolderName)
{
if (!FModuleManager::Get().IsModuleLoaded("SlateFileDialogs"))
{
FModuleManager::Get().LoadModule("SlateFileDialogs");
}
ISlateFileDialogsModule *FileDialog = FModuleManager::GetModulePtr<ISlateFileDialogsModule>("SlateFileDialogs");
if (FileDialog)
{
return FileDialog->OpenDirectoryDialog(ParentWindowHandle, DialogTitle, DefaultPath, OutFolderName);
}
return false;
}
bool FDesktopPlatformLinux::OpenFontDialog(const void* ParentWindowHandle, FString& OutFontName, float& OutHeight, EFontImportFlags& OutFlags)
{
if (!FModuleManager::Get().IsModuleLoaded("SlateFontDialog"))
{
FModuleManager::Get().LoadModule("SlateFontDialog");
}
ISlateFontDialogModule* FontDialog = FModuleManager::GetModulePtr<ISlateFontDialogModule>("SlateFontDialog");
if (FontDialog)
{
return FontDialog->OpenFontDialog(OutFontName, OutHeight, OutFlags);
}
else
{
UE_LOG(LogLinux, Warning, TEXT("Error reading results of font dialog"));
}
return false;
}
bool FDesktopPlatformLinux::FileDialogShared(bool bSave, const void* ParentWindowHandle, const FString& DialogTitle, const FString& DefaultPath, const FString& DefaultFile, const FString& FileTypes, uint32 Flags, TArray<FString>& OutFilenames, int32& OutFilterIndex)
{
return false;
}
bool FDesktopPlatformLinux::RegisterEngineInstallation(const FString &RootDir, FString &OutIdentifier)
{
bool bRes = false;
if (IsValidRootDirectory(RootDir))
{
FConfigFile ConfigFile;
FString ConfigPath = FString(FPlatformProcess::ApplicationSettingsDir()) / FString(TEXT("UnrealEngine")) / FString(TEXT("Install.ini"));
ConfigFile.Read(ConfigPath);
// If this is an installed build, use that Guid instead of generating a new one
FString InstallationIdPath = FString(RootDir / "Engine" / "Build" / "InstalledBuild.txt");
FArchive* File = IFileManager::Get().CreateFileReader(*InstallationIdPath, FILEREAD_Silent);
if(File)
{
FFileHelper::LoadFileToString(OutIdentifier, *File);
OutIdentifier.TrimEndInline();
FGuid GuidCheck(OutIdentifier);
if(!GuidCheck.IsValid() && !OutIdentifier.StartsWith(TEXT("UE_")))
{
OutIdentifier = FGuid::NewGuid().ToString(EGuidFormats::DigitsWithHyphens);
}
File->Close();
delete File;
}
else
{
OutIdentifier = FGuid::NewGuid().ToString(EGuidFormats::DigitsWithHyphens);
}
ConfigFile.AddToSection(TEXT("Installations"), *OutIdentifier, RootDir);
OutIdentifier.RemoveFromStart(TEXT("UE_"));
ConfigFile.Dirty = true;
ConfigFile.Write(ConfigPath);
bRes = true;
}
return bRes;
}
void FDesktopPlatformLinux::EnumerateEngineInstallations(TMap<FString, FString> &OutInstallations)
{
EnumerateLauncherEngineInstallations(OutInstallations);
FString UProjectPath = FString(FPlatformProcess::ApplicationSettingsDir()) / "Unreal.uproject";
FArchive* File = IFileManager::Get().CreateFileWriter(*UProjectPath, FILEWRITE_EvenIfReadOnly);
if (File)
{
File->Close();
delete File;
}
else
{
FSlowHeartBeatScope SuspendHeartBeat;
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Unable to write to Settings Directory", TCHAR_TO_UTF8(*UProjectPath), NULL);
}
FConfigFile ConfigFile;
FString ConfigPath = FString(FPlatformProcess::ApplicationSettingsDir()) / FString(TEXT("UnrealEngine")) / FString(TEXT("Install.ini"));
ConfigFile.Read(ConfigPath);
const FConfigSection* Section = ConfigFile.FindOrAddConfigSection(TEXT("Installations"));
// Remove invalid entries
// @todo The installations list might contain multiple keys for the same value. Do we have to remove them?
TArray<FName> KeysToRemove;
for (auto It : *Section)
{
const FString& RootDir = It.Value.GetValue();
// We remove entries pointing to a folder that doesn't exist or was using the wrong path.
if (RootDir.Contains(FPaths::EngineDir()) || !IFileManager::Get().DirectoryExists(*RootDir))
{
KeysToRemove.Add(It.Key);
ConfigFile.Dirty = true;
}
}
for (auto Key : KeysToRemove)
{
ConfigFile.RemoveKeyFromSection(TEXT("Installations"), Key);
}
FConfigSection SectionsToAdd;
// Iterate through all entries.
for (auto It : *Section)
{
FString NormalizedRootDir = It.Value.GetValue();
FPaths::NormalizeDirectoryName(NormalizedRootDir);
FPaths::CollapseRelativeDirectories(NormalizedRootDir);
FString EngineId;
const FName* Key = Section->FindKey(NormalizedRootDir);
if (Key == nullptr)
{
Key = SectionsToAdd.FindKey(NormalizedRootDir);
}
if (Key)
{
FGuid IdGuid;
FGuid::Parse(Key->ToString(), IdGuid);
EngineId = IdGuid.ToString(EGuidFormats::DigitsWithHyphens);
}
else
{
if (!OutInstallations.FindKey(NormalizedRootDir))
{
EngineId = FGuid::NewGuid().ToString(EGuidFormats::DigitsWithHyphens);
SectionsToAdd.AddUnique(*EngineId, NormalizedRootDir);
ConfigFile.Dirty = true;
}
}
// local builds only, don't add entries that start with "UE_" which signifies a released build
if (!EngineId.IsEmpty() && !OutInstallations.Find(EngineId) && !EngineId.StartsWith(TEXT("UE_")))
{
OutInstallations.Add(EngineId, NormalizedRootDir);
}
}
for (auto It : SectionsToAdd)
{
ConfigFile.AddUniqueToSection(TEXT("Installations"), It.Key, It.Value.GetValue());
}
ConfigFile.Write(ConfigPath);
IFileManager::Get().Delete(*UProjectPath);
}
void FDesktopPlatformLinux::EnumerateLauncherEngineInstallations(TMap<FString, FString> &OutInstallations)
{
FConfigFile ConfigFile;
FString ConfigPath = FString(FPlatformProcess::ApplicationSettingsDir()) / FString(TEXT("UnrealEngine")) / FString(TEXT("Install.ini"));
ConfigFile.Read(ConfigPath);
const FConfigSection* Section = ConfigFile.FindOrAddConfigSection(TEXT("Installations"));
FString InstallationIdPath = FString(FPaths::EngineDir() / "Build" / "InstalledBuild.txt");
FArchive* File = IFileManager::Get().CreateFileReader(*InstallationIdPath, FILEREAD_Silent);
if (File)
{
FString NormalizedRootDir = FPaths::RootDir();
FPaths::NormalizeDirectoryName(NormalizedRootDir);
FPaths::CollapseRelativeDirectories(NormalizedRootDir);
FString Id;
FFileHelper::LoadFileToString(Id, *File);
Id.TrimEndInline();
// if the user unzipped a new installed build into a previously registered directory, we need to fix up the key
const FName* OldKey = Section->FindKey(NormalizedRootDir);
if(OldKey && Id != OldKey->ToString())
{
ConfigFile.RemoveKeyFromSection(TEXT("Installations"), *OldKey);
ConfigFile.AddToSection(TEXT("Installations"), *Id, NormalizedRootDir);
ConfigFile.Write(ConfigPath);
}
File->Close();
delete File;
}
// now fill OutInstallations with only released builds
for (auto It : *Section)
{
const FString RootDir = It.Value.GetValue();
FString GuidOrId = It.Key.ToString();
// We skip entries pointing to a folder that doesn't exist or was using the wrong path.
if (RootDir.Contains(FPaths::EngineDir()) || !IFileManager::Get().DirectoryExists(*RootDir))
{
continue;
}
// released builds only, add entries starting with "UE_"
if(GuidOrId.RemoveFromStart(TEXT("UE_"), ESearchCase::CaseSensitive))
{
if(!OutInstallations.Contains(GuidOrId))
{
OutInstallations.Add(*GuidOrId, *RootDir);
}
}
}
}
bool FDesktopPlatformLinux::IsSourceDistribution(const FString &RootDir)
{
// Check for the existence of a GenerateProjectFiles.sh file. This allows compatibility with the GitHub 4.0 release.
FString GenerateProjectFilesPath = RootDir / TEXT("GenerateProjectFiles.sh");
if (IFileManager::Get().FileSize(*GenerateProjectFilesPath) >= 0)
{
return true;
}
// Otherwise use the default test
return FDesktopPlatformBase::IsSourceDistribution(RootDir);
}
static bool RunXDGUtil(FString XDGUtilCommand, FString* StdOut = nullptr)
{
// Run through bash incase xdg-utils is overriden via path.
FString CommandLine = TEXT("/bin/bash");
int32 ReturnCode;
if (FPlatformProcess::ExecProcess(*CommandLine, *XDGUtilCommand, &ReturnCode, StdOut, nullptr) && ReturnCode == 0)
{
return true;
}
return false;
}
static bool CompareAndCheckDesktopFile(const TCHAR* DesktopFileName, const TCHAR* MimeType)
{
FString Association(DesktopFileName);
if (MimeType != nullptr)
{
Association = FString();
RunXDGUtil(*FString::Printf(TEXT("xdg-mime query default %s"), MimeType), &Association);
if (!Association.Contains(TEXT(".desktop")))
{
return false;
}
Association = Association.Replace(TEXT(".desktop"), TEXT(""));
Association = Association.Replace(TEXT("\n"), TEXT(""));
}
// There currently appears to be no way to locate the desktop file with xdg-utils so access the file via the expected location.
FString DataDir = FPlatformMisc::GetEnvironmentVariable(TEXT("XDG_DATA_HOME"));
if (DataDir.Len() == 0)
{
DataDir = FPlatformMisc::GetEnvironmentVariable(TEXT("HOME")) + TEXT("/.local/share");
}
// Get the contents of the desktop file.
FString InstalledDesktopFileContents;
FFileHelper::LoadFileToString(InstalledDesktopFileContents, *FString::Printf(TEXT("%s/applications/%s.desktop"), *DataDir, *Association));
// Make sure the installed and default desktop file was created by unreal engine.
if (!InstalledDesktopFileContents.Contains(TEXT("Comment=Created by Unreal Engine")))
{
return false;
}
// Get the version of the installed desktop file.
float InstalledVersion = 0.0;
FRegexPattern Pattern(TEXT("Version=(.*)\\n"));
FRegexMatcher Matcher(Pattern, InstalledDesktopFileContents);
const TCHAR* Contents = *InstalledDesktopFileContents;
if (Matcher.FindNext())
{
InstalledVersion = FCString::Atof(*Matcher.GetCaptureGroup(1));
}
else
{
return false;
}
// Get the version of the template desktop file for this engine source.
FString TemplateDesktopFileContents;
float TemplateVersion = 0.0;
FFileHelper::LoadFileToString(TemplateDesktopFileContents, *FString::Printf(TEXT("%sPrograms/UnrealVersionSelector/Private/Linux/Resources/%s.desktop"), *FPaths::EngineSourceDir(), DesktopFileName));
Matcher = FRegexMatcher(Pattern, TemplateDesktopFileContents);
if (Matcher.FindNext())
{
TemplateVersion = FCString::Atof(*Matcher.GetCaptureGroup(1));
}
// If our template version is greater than the installed version then it needs to be updated to point to this engine's version.
if (TemplateVersion > InstalledVersion)
{
return false;
}
// If the template version was lower or the same check if the installed version points to a valid binary.
FString DesktopFileExecPath;
Pattern = FRegexPattern(TEXT("Exec=(.*) %f\\n"));
Matcher = FRegexMatcher(Pattern, TemplateDesktopFileContents);
if (Matcher.FindNext())
{
DesktopFileExecPath = Matcher.GetCaptureGroup(1);
}
if (DesktopFileExecPath.Compare("bash") != 0 && !FPaths::FileExists(DesktopFileExecPath))
{
return false;
}
return true;
}
bool FDesktopPlatformLinux::VerifyFileAssociations()
{
if (!CompareAndCheckDesktopFile(TEXT("com.epicgames.UnrealVersionSelector"), TEXT("application/uproject")))
{
return false;
}
if (!CompareAndCheckDesktopFile(TEXT("com.epicgames.UnrealEngine"), nullptr))
{
return false;
}
return true;
}
bool FDesktopPlatformLinux::UpdateFileAssociations()
{
// It would be more robust to follow the XDG spec and alter the mime and desktop databases directly.
// However calling though to xdg-utils provides a simpler implementation and allows a user or distro to override the scripts.
if (VerifyFileAssociations())
{
// If UVS was already installed and the same version or greater then it should not be updated.
return true;
}
// Install the png icons, one for uprojects and one for the main Unreal Engine launcher.
if (!RunXDGUtil(FString::Printf(TEXT("xdg-icon-resource install --novendor --mode user --context mimetypes --size 256 %sPrograms/UnrealVersionSelector/Private/Linux/Resources/Icon.png uproject"), *FPaths::EngineSourceDir())))
{
return false;
}
if (!RunXDGUtil(FString::Printf(TEXT("xdg-icon-resource install --novendor --mode user --context apps --size 256 %sRuntime/Launch/Resources/Linux/UnrealEngine.png ubinary"), *FPaths::EngineSourceDir())))
{
return false;
}
FString IconSource = FPaths::Combine(FPaths::EngineSourceDir(), TEXT("Programs/UnrealVersionSelector/Private/Linux/Resources/Icon.svg"));
FString ProjectIconDestination = FPaths::Combine(FPlatformMisc::GetEnvironmentVariable(TEXT("HOME")), TEXT(".local/share/icons/hicolor/scalable/mimetypes"));
FString BinaryIconDestination = FPaths::Combine(FPlatformMisc::GetEnvironmentVariable(TEXT("HOME")), TEXT(".local/share/icons/hicolor/scalable/apps"));
IFileManager& FileManager = IFileManager::Get();
// Ensure that the proper directories exist for svg icons as well
if (!FileManager.DirectoryExists(*ProjectIconDestination))
{
if (!FileManager.MakeDirectory(*ProjectIconDestination))
{
return false;
}
}
if (!FileManager.DirectoryExists(*BinaryIconDestination))
{
if (!FileManager.MakeDirectory(*BinaryIconDestination))
{
return false;
}
}
// Install the svg icons; this is done manually because xdg-icon-resource doesn't support installation of svg files
if (FileManager.Copy(*FPaths::Combine(ProjectIconDestination, TEXT("uproject.svg")), *IconSource) != COPY_OK)
{
return false;
}
if (FileManager.Copy(*FPaths::Combine(BinaryIconDestination, TEXT("ubinary.svg")), *IconSource) != COPY_OK)
{
return false;
}
FString AbsoluteEngineDir = IFileManager::Get().ConvertToAbsolutePathForExternalAppForWrite(*FPaths::EngineDir());
// Add the desktop file for the Unreal Version Selector mime-type from the template.
FString DesktopTemplate;
FFileHelper::LoadFileToString(DesktopTemplate, *FString::Printf(TEXT("%sPrograms/UnrealVersionSelector/Private/Linux/Resources/com.epicgames.UnrealVersionSelector.desktop"), *FPaths::EngineSourceDir()));
DesktopTemplate = DesktopTemplate.Replace(TEXT("*ENGINEDIR*"), *AbsoluteEngineDir);
FFileHelper::SaveStringToFile(DesktopTemplate, TEXT("/tmp/com.epicgames.UnrealVersionSelector.desktop"));
if (!RunXDGUtil(TEXT("xdg-desktop-menu install --novendor --mode user /tmp/com.epicgames.UnrealVersionSelector.desktop")))
{
return false;
}
// Add the desktop file for the Unreal Engine Generate Project List icon from the template.
DesktopTemplate = FString();
FFileHelper::LoadFileToString(DesktopTemplate, *FString::Printf(TEXT("%sPrograms/UnrealVersionSelector/Private/Linux/Resources/com.epicgames.UnrealEngine.desktop"), *FPaths::EngineSourceDir()));
DesktopTemplate = DesktopTemplate.Replace(TEXT("*ENGINEDIR*"), *AbsoluteEngineDir);
FFileHelper::SaveStringToFile(DesktopTemplate, TEXT("/tmp/com.epicgames.UnrealEngine.desktop"));
if (!RunXDGUtil(TEXT("xdg-desktop-menu install --novendor --mode user /tmp/com.epicgames.UnrealEngine.desktop")))
{
return false;
}
// Add the desktop file for the Unreal Engine Editor icon from the template.
DesktopTemplate = FString();
FFileHelper::LoadFileToString(DesktopTemplate, *FString::Printf(TEXT("%sPrograms/UnrealVersionSelector/Private/Linux/Resources/com.epicgames.UnrealEngineEditor.desktop"), *FPaths::EngineSourceDir()));
DesktopTemplate = DesktopTemplate.Replace(TEXT("*ENGINEDIR*"), *AbsoluteEngineDir);
FFileHelper::SaveStringToFile(DesktopTemplate, TEXT("/tmp/com.epicgames.UnrealEngineEditor.desktop"));
if (!RunXDGUtil(TEXT("xdg-desktop-menu install --novendor --mode user /tmp/com.epicgames.UnrealEngineEditor.desktop")))
{
return false;
}
// Create the mime types and set the default applications.
if (!RunXDGUtil(FString::Printf(TEXT("xdg-mime install --novendor --mode user %sPrograms/UnrealVersionSelector/Private/Linux/Resources/uproject.xml"), *FPaths::EngineSourceDir())))
{
return false;
}
if (!RunXDGUtil(TEXT("xdg-mime default com.epicgames.UnrealEngineEditor.desktop application/uproject")))
{
return false;
}
return true;
}
bool FDesktopPlatformLinux::OpenProject(const FString &ProjectFileName)
{
// Get the project filename in a native format
FString PlatformProjectFileName = ProjectFileName;
FPaths::MakePlatformFilename(PlatformProjectFileName);
STUBBED("FDesktopPlatformLinux::OpenProject");
return false;
}
bool FDesktopPlatformLinux::RunUnrealBuildTool(const FText& Description, const FString& RootDir, const FString& Arguments, FFeedbackContext* Warn, int32& OutExitCode)
{
OutExitCode = 1;
// Get the path to UBT
FString UnrealBuildToolPath = GetUnrealBuildToolExecutableFilename(RootDir);
if(IFileManager::Get().FileSize(*UnrealBuildToolPath) < 0)
{
Warn->Logf(ELogVerbosity::Error, TEXT("Couldn't find UnrealBuildTool at '%s'"), *UnrealBuildToolPath);
return false;
}
// Write the output
Warn->Logf(TEXT("Running %s %s"), *UnrealBuildToolPath, *Arguments);
return FFeedbackContextMarkup::PipeProcessOutput(Description, UnrealBuildToolPath, Arguments, Warn, &OutExitCode) && OutExitCode == 0;
}
FFeedbackContext* FDesktopPlatformLinux::GetNativeFeedbackContext()
{
//unimplemented();
STUBBED("FDesktopPlatformLinux::GetNativeFeedbackContext");
return GWarn;
}
FString FDesktopPlatformLinux::GetUserTempPath()
{
return FString(FPlatformProcess::UserTempDir());
}
FString FDesktopPlatformLinux::GetOidcTokenExecutableFilename(const FString& RootDir) const
{
return FPaths::ConvertRelativePathToFull(RootDir / TEXT("Engine/Binaries/DotNET/OidcToken/linux-x64/OidcToken"));
}
#undef LOCTEXT_NAMESPACE