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

402 lines
19 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Text;
using EpicGames.Core;
using Microsoft.Extensions.Logging;
namespace UnrealBuildTool
{
/// <summary>
/// Base class for platform-specific project generators
/// </summary>
abstract class PlatformProjectGenerator
{
public static readonly string DefaultPlatformConfigurationType = "Makefile";
protected readonly ILogger Logger;
/// <summary>
/// Constructor
/// </summary>
/// <param name="Arguments">Command line arguments passed to the project generator</param>
/// <param name="Logger">Logger for output</param>
public PlatformProjectGenerator(CommandLineArguments Arguments, ILogger Logger)
{
this.Logger = Logger;
}
/// <summary>
/// Register the platform with the UEPlatformProjectGenerator class
/// </summary>
public abstract IEnumerable<UnrealTargetPlatform> GetPlatforms();
public virtual void GenerateGameProjectStub(ProjectFileGenerator InGenerator, string InTargetName, string InTargetFilepath, TargetRules InTargetRules,
List<UnrealTargetPlatform> InPlatforms, List<UnrealTargetConfiguration> InConfigurations)
{
// Do nothing
}
public virtual void GenerateGameProperties(UnrealTargetConfiguration Configuration, StringBuilder VCProjectFileContent, TargetType TargetType, DirectoryReference RootDirectory, FileReference TargetFilePath)
{
// Do nothing
}
public virtual bool RequiresVSUserFileGeneration()
{
return false;
}
ConcurrentDictionary<int, bool> FoundVSISupportDict = new();
public struct VSSettings
{
public UnrealTargetPlatform Platform;
public UnrealTargetConfiguration Configuration = UnrealTargetConfiguration.Development;
public VCProjectFileFormat ProjectFileFormat = VCProjectFileFormat.Default;
public UnrealArch? Architecture = null;
public VSSettings(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration, VCProjectFileFormat InProjectFileFormat, UnrealArch? InArchitecture)
{
Platform = InPlatform;
Configuration = InConfiguration;
ProjectFileFormat = InProjectFileFormat;
Architecture = InArchitecture;
}
};
/// <summary>
/// Checks the local VS install directories to see if the platform is supported.
/// </summary>
/// <param name="InVSSettings">The ProjectFileSettings that contains the project platform/configuration/etc info being built</param>
/// <returns>bool true if native VisualStudio support (or custom VSI) is available</returns>
public virtual bool HasVisualStudioSupport(VSSettings InVSSettings)
{
int HashResult = 691;
HashResult *= InVSSettings.Platform.ToString().GetHashCode();
HashResult *= InVSSettings.Configuration.ToString().GetHashCode();
HashResult *= InVSSettings.ProjectFileFormat.ToString().GetHashCode();
HashResult *= InVSSettings.Architecture != null ? InVSSettings.Architecture.ToString()!.GetHashCode() : 1;
return FoundVSISupportDict.GetOrAdd(HashResult, _ =>
{
WindowsCompiler VSCompiler;
string VCVersion;
switch (InVSSettings.ProjectFileFormat)
{
case VCProjectFileFormat.VisualStudio2022:
VSCompiler = WindowsCompiler.VisualStudio2022;
VCVersion = "v170";
break;
default:
// Unknown VS Version
return false;
}
IEnumerable<DirectoryReference>? InstallDirs = WindowsPlatform.TryGetVSInstallDirs(VSCompiler, Logger);
if (InstallDirs != null)
{
foreach (DirectoryReference VSInstallDir in InstallDirs)
{
DirectoryReference PlatformsPath = new DirectoryReference(System.IO.Path.Combine(VSInstallDir.FullName, "MSBuild\\Microsoft\\VC\\", VCVersion, "Platforms", GetVisualStudioPlatformName(InVSSettings)));
if (DirectoryReference.Exists(PlatformsPath))
{
return true;
}
}
}
return false;
});
}
/// <summary>
/// Return the VisualStudio platform name for this build platform
/// </summary>
/// <param name="InVSSettings">The ProjectFileSettings that contains the project platform/configuration/etc info being built</param>
/// <returns>string The name of the platform that VisualStudio recognizes</returns>
public virtual string GetVisualStudioPlatformName(VSSettings InVSSettings)
{
// By default, return the platform string
return InVSSettings.Platform.ToString();
}
/// <summary>
/// Return whether we need a distinct platform name - for cases where there are two targets of the same VS solution platform
/// </summary>
/// <param name="InVSSettings">The ProjectFileSettings that contains the project platform/configuration/etc info being built</param>
/// <returns>bool</returns>
public virtual bool RequiresDistinctVisualStudioConfigurationName(VSSettings InVSSettings)
{
return false;
}
/// <summary>
/// Return project configuration settings that must be included before the default props file for all configurations
/// </summary>
/// <param name="InPlatform">The UnrealTargetPlatform being built</param>
/// <param name="ProjectFileBuilder">String builder for the project file</param>
/// <returns>string The custom configuration section for the project file; Empty string if it doesn't require one</returns>
public virtual void GetVisualStudioPreDefaultString(UnrealTargetPlatform InPlatform, StringBuilder ProjectFileBuilder)
{
}
/// <summary>
/// Return project configuration settings that must be included before the default props file
/// </summary>
/// <param name="InPlatform">The UnrealTargetPlatform being built</param>
/// <param name="InConfiguration">The UnrealTargetConfiguration being built</param>
/// <param name="ProjectFileBuilder">String builder for the project file</param>
/// <returns>string The custom configuration section for the project file; Empty string if it doesn't require one</returns>
public virtual void GetVisualStudioPreDefaultString(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration, StringBuilder ProjectFileBuilder)
{
}
/// <summary>
/// Return the platform toolset string to write into the project configuration
/// </summary>
/// <param name="InVSSettings">The ProjectFileSettings that contains the project platform/configuration/etc info being built</param>
/// <param name="ProjectFileBuilder">String builder for the project file</param>
/// <returns>string The custom configuration section for the project file; Empty string if it doesn't require one</returns>
public virtual void GetVisualStudioPlatformToolsetString(VSSettings InVSSettings, StringBuilder ProjectFileBuilder)
{
}
/// <summary>
/// Return any custom property group lines
/// </summary>
/// <param name="InVSSettings">The ProjectFileSettings that contains the project platform/configuration/etc info being built</param>
/// <param name="ProjectFileBuilder">String builder for the project file</param>
/// <returns>string The custom property import lines for the project file; Empty string if it doesn't require one</returns>
public virtual void GetAdditionalVisualStudioPropertyGroups(VSSettings InVSSettings, StringBuilder ProjectFileBuilder)
{
}
/// <summary>
/// Return any custom property group lines
/// </summary>
/// <param name="InVSSettings">The ProjectFileSettings that contains the project platform/configuration/etc info being built</param>
/// <returns>string The platform configuration type. Defaults to "Makefile" unless overridden</returns>
public virtual string GetVisualStudioPlatformConfigurationType(VSSettings InVSSettings)
{
return DefaultPlatformConfigurationType;
}
/// <summary>
/// Return any custom paths for VisualStudio this platform requires
/// This include ReferencePath, LibraryPath, LibraryWPath, IncludePath and ExecutablePath.
/// </summary>
/// <param name="InVSSettings">The ProjectFileSettings that contains the project platform/configuration/etc info being built</param>
/// <param name="TargetType">The type of target (game or program)</param>
/// <param name="TargetRulesPath">Path to the .target.cs file</param>
/// <param name="ProjectFilePath"></param>
/// <param name="NMakeOutputPath"></param>
/// <param name="ProjectFileBuilder">String builder for the project file</param>
/// <returns>The custom path lines for the project file; Empty string if it doesn't require one</returns>
public virtual void GetVisualStudioPathsEntries(VSSettings InVSSettings, TargetType TargetType, FileReference TargetRulesPath, FileReference ProjectFilePath, FileReference NMakeOutputPath, StringBuilder ProjectFileBuilder)
{
}
/// <summary>
/// Return any custom property settings. These will be included in the ImportGroup section
/// </summary>
/// <param name="InVSSettings">The ProjectFileSettings that contains the project platform/configuration/etc info being built</param>
/// <param name="ProjectFileBuilder">String builder for the project file</param>
/// <returns>string The custom property import lines for the project file; Empty string if it doesn't require one</returns>
public virtual void GetVisualStudioImportGroupProperties(VSSettings InVSSettings, StringBuilder ProjectFileBuilder)
{
}
/// <summary>
/// Return any custom property settings. These will be included right after Global properties to make values available to all other imports.
/// </summary>
/// <param name="InVSSettings">The ProjectFileSettings that contains the project platform/configuration/etc info being built</param>
/// <param name="ProjectFileBuilder">String builder for the project file</param>
/// <returns>string The custom property import lines for the project file; Empty string if it doesn't require one</returns>
public virtual void GetVisualStudioGlobalProperties(VSSettings InVSSettings, StringBuilder ProjectFileBuilder)
{
}
/// <summary>
/// Return any custom target overrides. These will be included last in the project file so they have the opportunity to override any existing settings.
/// </summary>
/// <param name="InVSSettings">The ProjectFileSettings that contains the project platform/configuration/etc info being built</param>
/// <param name="ProjectFileBuilder">String builder for the project file</param>
/// <returns>string The custom property import lines for the project file; Empty string if it doesn't require one</returns>
public virtual void GetVisualStudioTargetOverrides(VSSettings InVSSettings, StringBuilder ProjectFileBuilder)
{
}
/// <summary>
/// Return any custom layout directory sections
/// </summary>
/// <param name="InVSSettings">The ProjectFileSettings that contains the project platform/configuration/etc info being built</param>
/// <param name="InConditionString"></param>
/// <param name="TargetType">The type of target (game or program)</param>
/// <param name="NMakeOutputPath"></param>
/// <param name="ProjectFilePath"></param>
/// <param name="TargetRulesPath"></param>
/// <returns>string The custom property import lines for the project file; Empty string if it doesn't require one</returns>
public virtual string GetVisualStudioLayoutDirSection(VSSettings InVSSettings, string InConditionString, TargetType TargetType, FileReference TargetRulesPath, FileReference ProjectFilePath, FileReference NMakeOutputPath)
{
return "";
}
/// <summary>
/// Get the output manifest section, if required
/// </summary>
/// <param name="InVSSettings">The ProjectFileSettings that contains the project platform/configuration/etc info being built</param>
/// <param name="TargetType">The type of the target being built</param>
/// <param name="TargetRulesPath">Path to the .target.cs file</param>
/// <param name="ProjectFilePath">Path to the project file</param>
/// <returns>The output manifest section for the project file; Empty string if it doesn't require one</returns>
public virtual string GetVisualStudioOutputManifestSection(VSSettings InVSSettings, TargetType TargetType, FileReference TargetRulesPath, FileReference ProjectFilePath)
{
return "";
}
/// <summary>
/// Get whether this platform deploys
/// </summary>
/// <returns>bool true if the 'Deploy' option should be enabled</returns>
public virtual bool GetVisualStudioDeploymentEnabled(VSSettings InVSSettings)
{
return false;
}
/// <summary>
/// Additional configuration related to Visual Studio user file (.vcxproj.user).
/// </summary>
public class VisualStudioUserFileSettings
{
public IReadOnlySet<string> PropertiesToPatch => PropertiesToPatchContainer;
public IReadOnlySet<string> PropertiesToPatchOrderButPreserveValue => PropertiesToPatchOrderButPreserveValueContainer;
/// <summary>
/// Patch existing .vcxproj.user file based on the new file content and corresponding patching settings, by doing the following:
/// - Go over every &lt;PropertyGroup&gt; in the new document.
/// - Finds &lt;PropertyGroup&gt; in the current document with matching "Condition" attribute.
/// - If no property group is found, appends property group from new document to the end of current document.
/// - Otherwise, saves values of properties configured with bPreserveExistingValue == true.
/// - Removes all properties flagged for patching from current document property group.
/// - Adds all properties required for patching from new document property group as declared in new document order.
///
/// This makes possible to override some properties crucial for UE features while keeping rest of user configuration intact.
///
/// Otherwise, if .vcxproj.user doesn't exist, patching do nothing and instead creates a new file based on new file content.
/// </summary>
/// <param name="PropertyName">Name of the property to patch.</param>
/// <param name="bPreserveExistingValue">If true, the value of the property will be taken from existing user file, but relative order will be taken from newly generated file.</param>
public void PatchProperty(string PropertyName, bool bPreserveExistingValue = false)
{
if (!PropertiesToPatchContainer.Contains(PropertyName))
{
PropertiesToPatchContainer.Add(PropertyName);
}
if (bPreserveExistingValue && !PropertiesToPatchOrderButPreserveValueContainer.Contains(PropertyName))
{
PropertiesToPatchOrderButPreserveValueContainer.Add(PropertyName);
}
}
private HashSet<string> PropertiesToPatchContainer = new();
private HashSet<string> PropertiesToPatchOrderButPreserveValueContainer = new();
}
/// <summary>
/// Get the text to insert into the user file for the given platform/configuration/target
/// </summary>
/// <param name="VCUserFileSettings">Configuration for user file creation/patching/etc.</param>
/// <param name="InVSSettings">The ProjectFileSettings that contains the project platform/configuration/etc info being built</param>
/// <param name="InConditionString">The condition string </param>
/// <param name="InTargetRules">The target rules </param>
/// <param name="TargetRulesPath">The target rules path</param>
/// <param name="ProjectFilePath">The project file path</param>
/// <param name="NMakeOutputPath">Output path for NMake</param>
/// <param name="ProjectName">The name of the project</param>
/// <param name="ForeignUProjectPath">Path to foreign .uproject file, if any</param>
/// <returns>The string to append to the user file</returns>
public virtual string GetVisualStudioUserFileStrings(VisualStudioUserFileSettings VCUserFileSettings, VSSettings InVSSettings, string InConditionString, TargetRules InTargetRules, FileReference TargetRulesPath, FileReference ProjectFilePath, FileReference? NMakeOutputPath, string ProjectName, string? ForeignUProjectPath)
{
return String.Empty;
}
/// <summary>
/// For Additional Project Property files that need to be written out. This is currently used only on Android.
/// </summary>
public virtual void WriteAdditionalPropFile()
{
}
/// <summary>
/// For additional Project files (ex. *PROJECTNAME*-AndroidRun.androidproj.user) that needs to be written out. This is currently used only on Android.
/// </summary>
/// <param name="ProjectFile">Project file this will be related to</param>
public virtual void WriteAdditionalProjUserFile(ProjectFile ProjectFile)
{
}
/// <summary>
/// For additional Project files (ex. *PROJECTNAME*-AndroidRun.androidproj) that needs to be written out. This is currently used only on Android.
/// </summary>
/// <param name="ProjectFile">Project file this will be related to</param>
/// <returns>Project file written out, Solution folder it should be put in</returns>
public virtual Tuple<ProjectFile, string>? WriteAdditionalProjFile(ProjectFile ProjectFile)
{
return null;
}
/// <summary>
/// Gets the text to insert into the UnrealVS configuration file
/// </summary>
public virtual void GetUnrealVSConfigurationEntries(StringBuilder UnrealVSContent)
{
}
/// <summary>
/// Gets the text to insert into the Project files as additional build arguments for given platform/configuration
/// </summary>
/// <param name="InVSSettings">The ProjectFileSettings that contains the project platform/configuration/etc info being built</param>
public virtual string GetExtraBuildArguments(VSSettings InVSSettings)
{
return "";
}
/// <summary>
/// Indicates whether this generator will be emitting additional build targets.
/// Functionally, it's fine to return true and not return any additional text in GetVisualStudioTargetsString, but doing
/// so may incur additional cost of preparing data for generation.
/// </summary>
/// <param name="InPlatform">The platform being added</param>
/// <returns>True if Targets will be generate, false otherwise. If true is returned, GetVisualStudioTargetsString will be called next.</returns>
/// <seealso cref="GetVisualStudioTargetsString"/>
public virtual bool HasVisualStudioTargets(UnrealTargetPlatform InPlatform)
{
return false;
}
/// <summary>
/// Get the text to insert into the Project files as additional build targets for the given platform.
/// </summary>
/// <param name="InPlatform">The platform being added</param>
/// <param name="InPlatformConfigurations">List of build configurations for the platform</param>
/// <param name="ProjectFileBuilder">String builder for the project file</param>
public virtual void GetVisualStudioTargetsString(UnrealTargetPlatform InPlatform, List<ProjectBuildConfiguration> InPlatformConfigurations, StringBuilder ProjectFileBuilder)
{
}
/// <summary>
/// Get include paths to system headers (STL, SDK, ...) needed for coding assistance features in IDE
/// </summary>
/// <param name="InTarget">Target for which include paths shall be returned</param>
/// <returns>The list of include paths</returns>
public virtual IList<string> GetSystemIncludePaths(UEBuildTarget InTarget)
{
return new List<string>(0);
}
}
}