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

548 lines
18 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.IO;
using System.Xml.Linq;
using EpicGames.Core;
using Microsoft.Extensions.Logging;
using UnrealBuildBase;
namespace UnrealBuildTool
{
class CodeLiteProject : ProjectFile
{
FileReference? OnlyGameProject;
public CodeLiteProject(FileReference InitFilePath, DirectoryReference BaseDir, FileReference? InOnlyGameProject) : base(InitFilePath, BaseDir)
{
OnlyGameProject = InOnlyGameProject;
}
// Check if the XElement is empty.
bool IsEmpty(IEnumerable<XElement> en)
{
foreach (XElement c in en)
{
return false;
}
return true;
}
string GetPathRelativeTo(string BasePath, string ToPath)
{
Uri path1 = new Uri(BasePath);
Uri path2 = new Uri(ToPath);
Uri diff = path1.MakeRelativeUri(path2);
return diff.ToString();
}
public override bool WriteProjectFile(List<UnrealTargetPlatform> InPlatforms, List<UnrealTargetConfiguration> InConfigurations, PlatformProjectGeneratorCollection PlatformProjectGenerators, ILogger Logger)
{
bool bSuccess = false;
string ProjectNameRaw = ProjectFilePath.GetFileNameWithoutExtension();
//string ProjectPath = ProjectFilePath.FullName;
string ProjectExtension = ProjectFilePath.GetExtension();
string ProjectPlatformName = BuildHostPlatform.Current.Platform.ToString();
// Get the output directory
string EngineRootDirectory = Unreal.EngineDirectory.FullName;
//
// Build the working directory of the Game executable.
//
string GameWorkingDirectory = "";
if (OnlyGameProject != null)
{
GameWorkingDirectory = Path.Combine(Path.GetDirectoryName(OnlyGameProject.FullName)!, "Binaries", ProjectPlatformName);
}
//
// Build the working directory of the UnrealEditor executable.
//
string UnrealEngineEditorWorkingDirectory = Path.Combine(EngineRootDirectory, "Binaries", ProjectPlatformName);
//
// Create the folder where the project files goes if it does not exist
//
string FilePath = Path.GetDirectoryName(ProjectFilePath.FullName)!;
if ((FilePath.Length > 0) && !Directory.Exists(FilePath))
{
Directory.CreateDirectory(FilePath);
}
string GameProjectFile = "";
if (OnlyGameProject != null)
{
GameProjectFile = OnlyGameProject.FullName;
}
//
// Write all targets which will be separate projects.
//
foreach (Project target in ProjectTargets)
{
string[] tmp = target.ToString()!.Split('.');
string ProjectTargetFileName = Path.GetDirectoryName(ProjectFilePath.FullName) + "/" + tmp[0] + ProjectExtension;
string TargetName = tmp[0];
TargetType ProjectTargetType = target.TargetRules!.Type;
//
// Create the CodeLites root element.
//
XElement CodeLiteProject = new XElement("CodeLite_Project");
XAttribute CodeLiteProjectAttributeName = new XAttribute("Name", TargetName);
CodeLiteProject.Add(CodeLiteProjectAttributeName);
//
// Select only files we want to add.
// TODO Maybe skipping those files directly in the following foreach loop is faster?
//
List<SourceFile> FilterSourceFile = SourceFiles.FindAll(s => (
s.Reference.HasExtension(".h")
|| s.Reference.HasExtension(".cpp")
|| s.Reference.HasExtension(".c")
|| s.Reference.HasExtension(".cs")
|| s.Reference.HasExtension(".uproject")
|| s.Reference.HasExtension(".uplugin")
|| s.Reference.HasExtension(".ini")
|| s.Reference.HasExtension(".usf")
|| s.Reference.HasExtension(".ush")
));
//
// Find/Create the correct virtual folder and place the file into it.
//
foreach (SourceFile CurrentFile in FilterSourceFile)
{
//
// Try to get the correct relative folder representation for the project.
//
string CurrentFilePath = "";
// TODO It seems that the full pathname doesn't work for some files like .ini, .usf, .ush
if ((ProjectTargetType == TargetType.Client) ||
(ProjectTargetType == TargetType.Editor) ||
(ProjectTargetType == TargetType.Game) ||
(ProjectTargetType == TargetType.Server))
{
if (TargetName.Equals("UnrealClient") ||
TargetName.Equals("UnrealServer") ||
TargetName.Equals("UnrealGame") ||
TargetName.Equals("UnrealEditor"))
{
int Idx = Unreal.EngineDirectory.FullName.Length;
CurrentFilePath = Path.GetDirectoryName(Path.GetFullPath(CurrentFile.Reference.FullName))!.Substring(Idx);
}
else
{
int Idx = Path.GetDirectoryName(CurrentFile.Reference.FullName)!.IndexOf(ProjectNameRaw) + ProjectNameRaw.Length;
CurrentFilePath = Path.GetDirectoryName(CurrentFile.Reference.FullName)!.Substring(Idx);
}
}
else if (ProjectTargetType == TargetType.Program)
{
//
// We do not need all the editors subfolders to show the content. Find the correct programs subfolder.
//
int Idx = Path.GetDirectoryName(CurrentFile.Reference.FullName)!.IndexOf(TargetName) + TargetName.Length;
CurrentFilePath = Path.GetDirectoryName(CurrentFile.Reference.FullName)!.Substring(Idx);
}
char[] Delimiters = new char[] { '/', '\\' };
string[] SplitFolders = CurrentFilePath.Split(Delimiters, StringSplitOptions.RemoveEmptyEntries);
//
// Set the CodeLite root folder again.
//
XElement root = CodeLiteProject;
//
// Iterate through all XElement virtual folders until we find the right place to put the file.
// TODO this looks more like a hack to me.
//
foreach (string FolderName in SplitFolders)
{
if (String.IsNullOrEmpty(FolderName))
{
continue;
}
//
// Let's look if there is a virtual folder withint the current XElement.
//
IEnumerable<XElement> tests = root.Elements("VirtualDirectory");
if (IsEmpty(tests))
{
//
// No, then we have to create.
//
XElement vf = new XElement("VirtualDirectory");
XAttribute vfn = new XAttribute("Name", FolderName);
vf.Add(vfn);
root.Add(vf);
root = vf;
}
else
{
//
// Yes, then let's find the correct sub XElement.
//
bool notfound = true;
//
// We have some virtual directories let's find the correct one.
//
foreach (XElement element in tests)
{
//
// Look the the following folder
XAttribute? attribute = element.Attribute("Name");
if (attribute?.Value == FolderName)
{
// Ok, we found the folder as subfolder, let's use it.
root = element;
notfound = false;
break;
}
}
//
// If we are here we didn't find any XElement with that subfolder, then we have to create.
//
if (notfound)
{
XElement vf = new XElement("VirtualDirectory");
XAttribute vfn = new XAttribute("Name", FolderName);
vf.Add(vfn);
root.Add(vf);
root = vf;
}
}
}
//
// If we are at this point we found the correct XElement folder
//
XElement file = new XElement("File");
XAttribute fileAttribute = new XAttribute("Name", CurrentFile.Reference.FullName);
file.Add(fileAttribute);
root.Add(file);
}
XElement CodeLiteSettings = new XElement("Settings");
CodeLiteProject.Add(CodeLiteSettings);
XElement CodeLiteGlobalSettings = new XElement("GlobalSettings");
CodeLiteProject.Add(CodeLiteGlobalSettings);
foreach (UnrealTargetConfiguration CurConf in InConfigurations)
{
XElement CodeLiteConfiguration = new XElement("Configuration");
XAttribute CodeLiteConfigurationName = new XAttribute("Name", CurConf.ToString());
CodeLiteConfiguration.Add(CodeLiteConfigurationName);
//
// Create Configuration General part.
//
XElement CodeLiteConfigurationGeneral = new XElement("General");
//
// Create the executable filename.
//
string ExecutableToRun = "";
string PlatformConfiguration = "-" + ProjectPlatformName + "-" + CurConf.ToString();
if (BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Linux)
{
ExecutableToRun = "./" + TargetName;
if ((ProjectTargetType == TargetType.Game) ||
(ProjectTargetType == TargetType.Program))
{
if (CurConf != UnrealTargetConfiguration.Development)
{
ExecutableToRun += PlatformConfiguration;
}
}
else if (ProjectTargetType == TargetType.Editor)
{
ExecutableToRun = "./UnrealEditor";
if ((CurConf == UnrealTargetConfiguration.Debug) ||
(CurConf == UnrealTargetConfiguration.Shipping) ||
(CurConf == UnrealTargetConfiguration.Test))
{
ExecutableToRun += PlatformConfiguration;
}
}
}
else if (BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Mac)
{
ExecutableToRun = "./" + TargetName;
if ((ProjectTargetType == TargetType.Game) || (ProjectTargetType == TargetType.Program))
{
if (CurConf != UnrealTargetConfiguration.Development)
{
ExecutableToRun += PlatformConfiguration;
}
ExecutableToRun += ".app/Contents/MacOS/" + TargetName;
if (CurConf != UnrealTargetConfiguration.Development)
{
ExecutableToRun += PlatformConfiguration;
}
}
else if (ProjectTargetType == TargetType.Editor)
{
ExecutableToRun = "./UnrealEditor";
if ((CurConf == UnrealTargetConfiguration.Debug) ||
(CurConf == UnrealTargetConfiguration.Shipping) ||
(CurConf == UnrealTargetConfiguration.Test))
{
ExecutableToRun += PlatformConfiguration;
}
ExecutableToRun += ".app/Contents/MacOS/UnrealEditor";
if ((CurConf != UnrealTargetConfiguration.Development) && (CurConf != UnrealTargetConfiguration.DebugGame))
{
ExecutableToRun += PlatformConfiguration;
}
}
}
else if (BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Win64)
{
ExecutableToRun = TargetName;
if ((ProjectTargetType == TargetType.Game) || (ProjectTargetType == TargetType.Program))
{
if (CurConf != UnrealTargetConfiguration.Development)
{
ExecutableToRun += PlatformConfiguration;
}
}
else if (ProjectTargetType == TargetType.Editor)
{
ExecutableToRun = "UnrealEditor";
if ((CurConf == UnrealTargetConfiguration.Debug) ||
(CurConf == UnrealTargetConfiguration.Shipping) ||
(CurConf == UnrealTargetConfiguration.Test))
{
ExecutableToRun += PlatformConfiguration;
}
}
ExecutableToRun += ".exe";
}
else
{
throw new BuildException("Unsupported platform.");
}
// Is this project a Game type?
XAttribute GeneralExecutableToRun = new XAttribute("Command", ExecutableToRun);
if (ProjectTargetType == TargetType.Game)
{
if (CurConf.ToString().Contains("Debug"))
{
string commandArguments = " -debug";
XAttribute GeneralExecutableToRunArguments = new XAttribute("CommandArguments", commandArguments);
CodeLiteConfigurationGeneral.Add(GeneralExecutableToRunArguments);
}
if (TargetName.Equals("UnrealGame"))
{
XAttribute GeneralExecutableWorkingDirectory = new XAttribute("WorkingDirectory", UnrealEngineEditorWorkingDirectory);
CodeLiteConfigurationGeneral.Add(GeneralExecutableWorkingDirectory);
}
else
{
XAttribute GeneralExecutableWorkingDirectory = new XAttribute("WorkingDirectory", GameWorkingDirectory);
CodeLiteConfigurationGeneral.Add(GeneralExecutableWorkingDirectory);
}
}
else if (ProjectTargetType == TargetType.Editor)
{
if (TargetName != "UnrealEditor" && !String.IsNullOrEmpty(GameProjectFile))
{
string commandArguments = "\"" + GameProjectFile + "\"" + " -game";
XAttribute CommandArguments = new XAttribute("CommandArguments", commandArguments);
CodeLiteConfigurationGeneral.Add(CommandArguments);
}
XAttribute WorkingDirectory = new XAttribute("WorkingDirectory", UnrealEngineEditorWorkingDirectory);
CodeLiteConfigurationGeneral.Add(WorkingDirectory);
}
else if (ProjectTargetType == TargetType.Program)
{
XAttribute WorkingDirectory = new XAttribute("WorkingDirectory", UnrealEngineEditorWorkingDirectory);
CodeLiteConfigurationGeneral.Add(WorkingDirectory);
}
else if (ProjectTargetType == TargetType.Client)
{
XAttribute WorkingDirectory = new XAttribute("WorkingDirectory", UnrealEngineEditorWorkingDirectory);
CodeLiteConfigurationGeneral.Add(WorkingDirectory);
}
else if (ProjectTargetType == TargetType.Server)
{
XAttribute WorkingDirectory = new XAttribute("WorkingDirectory", UnrealEngineEditorWorkingDirectory);
CodeLiteConfigurationGeneral.Add(WorkingDirectory);
}
CodeLiteConfigurationGeneral.Add(GeneralExecutableToRun);
CodeLiteConfiguration.Add(CodeLiteConfigurationGeneral);
//
// End of Create Configuration General part.
//
//
// Create Configuration Custom Build part.
//
XElement CodeLiteConfigurationCustomBuild = new XElement("CustomBuild");
CodeLiteConfiguration.Add(CodeLiteConfigurationGeneral);
XAttribute CodeLiteConfigurationCustomBuildEnabled = new XAttribute("Enabled", "yes");
CodeLiteConfigurationCustomBuild.Add(CodeLiteConfigurationCustomBuildEnabled);
//
// Add the working directory for the custom build commands.
//
XElement CustomBuildWorkingDirectory = new XElement("WorkingDirectory");
XText CustuomBuildWorkingDirectory = new XText(Unreal.UnrealBuildToolDllPath.Directory.FullName);
CustomBuildWorkingDirectory.Add(CustuomBuildWorkingDirectory);
CodeLiteConfigurationCustomBuild.Add(CustomBuildWorkingDirectory);
//
// End of Add the working directory for the custom build commands.
//
//
// Make Build Target.
//
XElement CustomBuildCommand = new XElement("BuildCommand");
CodeLiteConfigurationCustomBuild.Add(CustomBuildCommand);
string BuildTarget = TargetName + " " + ProjectPlatformName + " " + CurConf.ToString();
if (BuildHostPlatform.Current.Platform != UnrealTargetPlatform.Win64)
{
string PlatformName = "Linux";
if (BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Mac)
{
PlatformName = "Mac";
}
BuildTarget = Path.Combine(Unreal.EngineDirectory.FullName, "Build/BatchFiles", PlatformName, "Build.sh") + " " + BuildTarget;
}
else
{
BuildTarget = $"{Unreal.DotnetPath} \"{Unreal.UnrealBuildToolDllPath}\" {BuildTarget}";
}
if (GameProjectFile.Length > 0)
{
BuildTarget += " -project=" + "\"" + GameProjectFile + "\"";
}
XText commandLine = new XText(BuildTarget);
CustomBuildCommand.Add(commandLine);
//
// End of Make Build Target
//
//
// Clean Build Target.
//
XElement CustomCleanCommand = new XElement("CleanCommand");
CodeLiteConfigurationCustomBuild.Add(CustomCleanCommand);
string CleanTarget = BuildTarget + " -clean";
XText CleanCommandLine = new XText(CleanTarget);
CustomCleanCommand.Add(CleanCommandLine);
//
// End of Clean Build Target.
//
//
// Rebuild Build Target.
//
XElement CustomRebuildCommand = new XElement("RebuildCommand");
CodeLiteConfigurationCustomBuild.Add(CustomRebuildCommand);
string RebuildTarget = CleanTarget + "\n" + BuildTarget;
XText RebuildCommandLine = new XText(RebuildTarget);
CustomRebuildCommand.Add(RebuildCommandLine);
//
// End of Clean Build Target.
//
//
// Some other fun Custom Targets.
//
if (ProjectTargetType == TargetType.Game)
{
string CookGameCommandLine = "dotnet AutomationTool.exe BuildCookRun ";
// Projects filename
if (OnlyGameProject != null)
{
CookGameCommandLine += "-project=\"" + OnlyGameProject.FullName + "\" ";
}
// Disables Perforce functionality
CookGameCommandLine += "-noP4 ";
// Do not kill any spawned processes on exit
CookGameCommandLine += "-nokill ";
CookGameCommandLine += "-clientconfig=" + CurConf.ToString() + " ";
CookGameCommandLine += "-serverconfig=" + CurConf.ToString() + " ";
CookGameCommandLine += "-platform=" + ProjectPlatformName + " ";
CookGameCommandLine += "-targetplatform=" + ProjectPlatformName + " "; // TODO Maybe I can add all the supported one.
CookGameCommandLine += "-nocompile ";
CookGameCommandLine += "-compressed -stage -deploy";
//
// Cook Game.
//
XElement CookGame = new XElement("Target");
XAttribute CookGameName = new XAttribute("Name", "Cook Game");
XText CookGameCommand = new XText(CookGameCommandLine + " -cook");
CookGame.Add(CookGameName);
CookGame.Add(CookGameCommand);
CodeLiteConfigurationCustomBuild.Add(CookGame);
XElement CookGameOnTheFly = new XElement("Target");
XAttribute CookGameNameOnTheFlyName = new XAttribute("Name", "Cook Game on the fly");
XText CookGameOnTheFlyCommand = new XText(CookGameCommandLine + " -cookonthefly");
CookGameOnTheFly.Add(CookGameNameOnTheFlyName);
CookGameOnTheFly.Add(CookGameOnTheFlyCommand);
CodeLiteConfigurationCustomBuild.Add(CookGameOnTheFly);
XElement SkipCook = new XElement("Target");
XAttribute SkipCookName = new XAttribute("Name", "Skip Cook Game");
XText SkipCookCommand = new XText(CookGameCommandLine + " -skipcook");
SkipCook.Add(SkipCookName);
SkipCook.Add(SkipCookCommand);
CodeLiteConfigurationCustomBuild.Add(SkipCook);
}
//
// End of Some other fun Custom Targets.
//
CodeLiteConfiguration.Add(CodeLiteConfigurationCustomBuild);
//
// End of Create Configuration Custom Build part.
//
CodeLiteSettings.Add(CodeLiteConfiguration);
}
CodeLiteSettings.Add(CodeLiteGlobalSettings);
//
// Save the XML file.
//
CodeLiteProject.Save(ProjectTargetFileName);
bSuccess = true;
}
return bSuccess;
}
}
}