Files
UnrealEngine/Engine/Source/Programs/UnrealBuildTool/ProjectFiles/CodeLite/CodeLiteGenerator.cs
2025-05-18 13:04:45 +08:00

326 lines
13 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Xml;
using System.Xml.Linq;
using EpicGames.Core;
using Microsoft.Extensions.Logging;
namespace UnrealBuildTool
{
enum CodeliteProjectFileFormat
{
CodeLite9,
CodeLite10
}
class CodeLiteGenerator : ProjectFileGenerator
{
public string SolutionExtension = ".workspace";
public string CodeCompletionFileName = "CodeCompletionFolders.txt";
public string CodeCompletionPreProcessorFileName = "CodeLitePreProcessor.txt";
CodeliteProjectFileFormat ProjectFileFormat = CodeliteProjectFileFormat.CodeLite10;
public CodeLiteGenerator(FileReference? InOnlyGameProject, CommandLineArguments CommandLine)
: base(InOnlyGameProject)
{
if (CommandLine.HasOption("-cl10"))
{
ProjectFileFormat = CodeliteProjectFileFormat.CodeLite10;
}
else if (CommandLine.HasOption("-cl9"))
{
ProjectFileFormat = CodeliteProjectFileFormat.CodeLite9;
}
}
//
// Returns CodeLite's project filename extension.
//
public override string ProjectFileExtension => ".project";
protected override bool WritePrimaryProjectFile(ProjectFile? UBTProject, PlatformProjectGeneratorCollection PlatformProjectGenerators, ILogger Logger)
{
string SolutionFileName = PrimaryProjectName + SolutionExtension;
string CodeCompletionFile = PrimaryProjectName + CodeCompletionFileName;
string CodeCompletionPreProcessorFile = PrimaryProjectName + CodeCompletionPreProcessorFileName;
string FullCodeLitePrimaryFile = Path.Combine(PrimaryProjectPath.FullName, SolutionFileName);
string FullCodeLiteCodeCompletionFile = Path.Combine(PrimaryProjectPath.FullName, CodeCompletionFile);
string FullCodeLiteCodeCompletionPreProcessorFile = Path.Combine(PrimaryProjectPath.FullName, CodeCompletionPreProcessorFile);
//
// HACK
// TODO This is for now a hack. According to the original submitter, Eranif (a CodeLite developer) will support code completion folders in *.workspace files.
// We create a separate file with all the folder name in it to copy manually into the code completion
// filed of CodeLite workspace. (Workspace Settings/Code Completion -> copy the content of the file threre.)
List<string> IncludeDirectories = new List<string>();
List<string> PreProcessor = new List<string>();
foreach (ProjectFile CurProject in GeneratedProjectFiles)
{
CodeLiteProject? Project = CurProject as CodeLiteProject;
if (Project == null)
{
continue;
}
foreach (string CurrentPath in Project.IntelliSenseIncludeSearchPaths)
{
// Convert relative path into absolute.
DirectoryReference IntelliSenseIncludeSearchPath = DirectoryReference.Combine(Project.ProjectFilePath.Directory, CurrentPath);
IncludeDirectories.Add(IntelliSenseIncludeSearchPath.FullName);
}
foreach (string CurrentPath in Project.IntelliSenseSystemIncludeSearchPaths)
{
// Convert relative path into absolute.
DirectoryReference IntelliSenseSystemIncludeSearchPath = DirectoryReference.Combine(Project.ProjectFilePath.Directory, CurrentPath);
IncludeDirectories.Add(IntelliSenseSystemIncludeSearchPath.FullName);
}
foreach (string CurDef in Project.IntelliSensePreprocessorDefinitions)
{
if (!PreProcessor.Contains(CurDef))
{
PreProcessor.Add(CurDef);
}
}
}
//
// Write code completions data into files.
//
File.WriteAllLines(FullCodeLiteCodeCompletionFile, IncludeDirectories);
File.WriteAllLines(FullCodeLiteCodeCompletionPreProcessorFile, PreProcessor);
//
// Write CodeLites Workspace
//
XmlWriterSettings settings = new XmlWriterSettings();
settings.Indent = true;
XElement CodeLiteWorkspace = new XElement("CodeLite_Workspace");
XAttribute CodeLiteWorkspaceName = new XAttribute("Name", PrimaryProjectName);
XAttribute CodeLiteWorkspaceSWTLW = new XAttribute("SWTLW", "Yes"); // This flag will only work in CodeLite version > 8.0. See below
CodeLiteWorkspace.Add(CodeLiteWorkspaceName);
CodeLiteWorkspace.Add(CodeLiteWorkspaceSWTLW);
//
// ATTN This part will work for the next release of CodeLite. That may
// be CodeLite version > 8.0. CodeLite 8.0 does not have this functionality.
// TODO Macros are ignored for now.
//
// Write Code Completion folders into the WorkspaceParserPaths section.
//
XElement CodeLiteWorkspaceParserPaths = new XElement("WorkspaceParserPaths");
foreach (string CurrentPath in IncludeDirectories)
{
XElement CodeLiteWorkspaceParserPathInclude = new XElement("Include");
XAttribute CodeLiteWorkspaceParserPath = new XAttribute("Path", CurrentPath);
CodeLiteWorkspaceParserPathInclude.Add(CodeLiteWorkspaceParserPath);
CodeLiteWorkspaceParserPaths.Add(CodeLiteWorkspaceParserPathInclude);
}
CodeLiteWorkspace.Add(CodeLiteWorkspaceParserPaths);
//
// Write project file information into CodeLite's workspace file.
//
XElement? CodeLiteWorkspaceTargetEngine = null;
XElement? CodeLiteWorkspaceTargetPrograms = null;
XElement? CodeLiteWorkspaceTargetGame = null;
foreach (ProjectFile CurProject in AllProjectFiles)
{
string ProjectExtension = CurProject.ProjectFilePath.GetExtension();
//
// TODO For now ignore C# project files.
//
if (ProjectExtension == ".csproj")
{
continue;
}
//
// Iterate through all targets.
//
foreach (ProjectTarget CurrentTarget in CurProject.ProjectTargets.OfType<ProjectTarget>())
{
string[] tmp = CurrentTarget.ToString().Split('.');
string ProjectTargetFileName = CurProject.ProjectFilePath.Directory.MakeRelativeTo(PrimaryProjectPath) + "/" + tmp[0] + ProjectExtension;
string ProjectName = tmp[0];
XElement CodeLiteWorkspaceProject = new XElement("Project");
XAttribute CodeLiteWorkspaceProjectName = new XAttribute("Name", ProjectName);
XAttribute CodeLiteWorkspaceProjectPath = new XAttribute("Path", ProjectTargetFileName);
XAttribute CodeLiteWorkspaceProjectActive = new XAttribute("Active", "No");
CodeLiteWorkspaceProject.Add(CodeLiteWorkspaceProjectName);
CodeLiteWorkspaceProject.Add(CodeLiteWorkspaceProjectPath);
CodeLiteWorkspaceProject.Add(CodeLiteWorkspaceProjectActive);
//
// For CodeLite 10 we can use virtual folder to group projects.
//
if (ProjectFileFormat == CodeliteProjectFileFormat.CodeLite10)
{
if ((CurrentTarget.TargetRules!.Type == TargetType.Client) ||
(CurrentTarget.TargetRules.Type == TargetType.Server) ||
(CurrentTarget.TargetRules.Type == TargetType.Editor) ||
(CurrentTarget.TargetRules.Type == TargetType.Game))
{
if (ProjectName.Equals("UnrealClient") ||
ProjectName.Equals("UnrealServer") ||
ProjectName.Equals("UnrealGame") ||
ProjectName.Equals("UnrealEditor"))
{
if (CodeLiteWorkspaceTargetEngine == null)
{
CodeLiteWorkspaceTargetEngine = new XElement("VirtualDirectory");
XAttribute CodeLiteWorkspaceTargetEngineName = new XAttribute("Name", "Engine");
CodeLiteWorkspaceTargetEngine.Add(CodeLiteWorkspaceTargetEngineName);
}
CodeLiteWorkspaceTargetEngine.Add(CodeLiteWorkspaceProject);
}
else
{
if (CodeLiteWorkspaceTargetGame == null)
{
CodeLiteWorkspaceTargetGame = new XElement("VirtualDirectory");
XAttribute CodeLiteWorkspaceTargetGameName = new XAttribute("Name", "Game");
CodeLiteWorkspaceTargetGame.Add(CodeLiteWorkspaceTargetGameName);
}
CodeLiteWorkspaceTargetGame.Add(CodeLiteWorkspaceProject);
}
}
else if (CurrentTarget.TargetRules.Type == TargetType.Program)
{
if (CodeLiteWorkspaceTargetPrograms == null)
{
CodeLiteWorkspaceTargetPrograms = new XElement("VirtualDirectory");
XAttribute CodeLiteWorkspaceTargetProgramsName = new XAttribute("Name", "Programs");
CodeLiteWorkspaceTargetPrograms.Add(CodeLiteWorkspaceTargetProgramsName);
}
CodeLiteWorkspaceTargetPrograms.Add(CodeLiteWorkspaceProject);
}
}
else if (ProjectFileFormat == CodeliteProjectFileFormat.CodeLite9)
{
CodeLiteWorkspace.Add(CodeLiteWorkspaceProject);
}
}
}
if (ProjectFileFormat == CodeliteProjectFileFormat.CodeLite10)
{
if (CodeLiteWorkspaceTargetEngine != null)
{
CodeLiteWorkspace.Add(CodeLiteWorkspaceTargetEngine);
}
if (CodeLiteWorkspaceTargetPrograms != null)
{
CodeLiteWorkspace.Add(CodeLiteWorkspaceTargetPrograms);
}
if (CodeLiteWorkspaceTargetGame != null)
{
CodeLiteWorkspace.Add(CodeLiteWorkspaceTargetGame);
}
}
//
// We need to create the configuration matrix. That will assign the project configuration to
// the samge workspace configuration.
//
XElement CodeLiteWorkspaceBuildMatrix = new XElement("BuildMatrix");
foreach (UnrealTargetConfiguration CurConfiguration in SupportedConfigurations)
{
if (InstalledPlatformInfo.IsValidConfiguration(CurConfiguration, EProjectType.Code))
{
XElement CodeLiteWorkspaceBuildMatrixConfiguration = new XElement("WorkspaceConfiguration");
XAttribute CodeLiteWorkspaceProjectName = new XAttribute("Name", CurConfiguration.ToString());
XAttribute CodeLiteWorkspaceProjectSelected = new XAttribute("Selected", "no");
CodeLiteWorkspaceBuildMatrixConfiguration.Add(CodeLiteWorkspaceProjectName);
CodeLiteWorkspaceBuildMatrixConfiguration.Add(CodeLiteWorkspaceProjectSelected);
foreach (ProjectFile CurProject in AllProjectFiles)
{
string ProjectExtension = CurProject.ProjectFilePath.GetExtension();
//
// TODO For now ignore C# project files.
//
if (ProjectExtension == ".csproj")
{
continue;
}
foreach (ProjectTarget target in CurProject.ProjectTargets.OfType<ProjectTarget>())
{
string[] tmp = target.ToString().Split('.');
string ProjectName = tmp[0];
XElement CodeLiteWorkspaceBuildMatrixConfigurationProject = new XElement("Project");
XAttribute CodeLiteWorkspaceBuildMatrixConfigurationProjectName = new XAttribute("Name", ProjectName);
XAttribute CodeLiteWorkspaceBuildMatrixConfigurationProjectConfigName = new XAttribute("ConfigName", CurConfiguration.ToString());
CodeLiteWorkspaceBuildMatrixConfigurationProject.Add(CodeLiteWorkspaceBuildMatrixConfigurationProjectName);
CodeLiteWorkspaceBuildMatrixConfigurationProject.Add(CodeLiteWorkspaceBuildMatrixConfigurationProjectConfigName);
CodeLiteWorkspaceBuildMatrixConfiguration.Add(CodeLiteWorkspaceBuildMatrixConfigurationProject);
}
}
CodeLiteWorkspaceBuildMatrix.Add(CodeLiteWorkspaceBuildMatrixConfiguration);
}
}
CodeLiteWorkspace.Add(CodeLiteWorkspaceBuildMatrix);
CodeLiteWorkspace.Save(FullCodeLitePrimaryFile);
return true;
}
protected override ProjectFile AllocateProjectFile(FileReference InitFilePath, DirectoryReference BaseDir)
{
return new CodeLiteProject(InitFilePath, BaseDir, OnlyGameProject);
}
public override void CleanProjectFiles(DirectoryReference InPrimaryProjectDirectory, string InPrimaryProjectName, DirectoryReference InIntermediateProjectFilesDirectory, ILogger Logger)
{
// TODO Delete all files here. Not finished yet.
string SolutionFileName = InPrimaryProjectName + SolutionExtension;
string CodeCompletionFile = InPrimaryProjectName + CodeCompletionFileName;
string CodeCompletionPreProcessorFile = InPrimaryProjectName + CodeCompletionPreProcessorFileName;
FileReference FullCodeLitePrimaryFile = FileReference.Combine(InPrimaryProjectDirectory, SolutionFileName);
FileReference FullCodeLiteCodeCompletionFile = FileReference.Combine(InPrimaryProjectDirectory, CodeCompletionFile);
FileReference FullCodeLiteCodeCompletionPreProcessorFile = FileReference.Combine(InPrimaryProjectDirectory, CodeCompletionPreProcessorFile);
if (FileReference.Exists(FullCodeLitePrimaryFile))
{
FileReference.Delete(FullCodeLitePrimaryFile);
}
if (FileReference.Exists(FullCodeLiteCodeCompletionFile))
{
FileReference.Delete(FullCodeLiteCodeCompletionFile);
}
if (FileReference.Exists(FullCodeLiteCodeCompletionPreProcessorFile))
{
FileReference.Delete(FullCodeLiteCodeCompletionPreProcessorFile);
}
// Delete the project files folder
if (DirectoryReference.Exists(InIntermediateProjectFilesDirectory))
{
try
{
Directory.Delete(InIntermediateProjectFilesDirectory.FullName, true);
}
catch (Exception Ex)
{
Logger.LogInformation("Error while trying to clean project files path {InIntermediateProjectFilesDirectory}. Ignored.", InIntermediateProjectFilesDirectory);
Logger.LogInformation("\t{Ex}", Ex.Message);
}
}
}
}
}