Files
UnrealEngine/Engine/Source/Programs/UnrealVS/UnrealVS.Shared/StartupProjectSelector.cs
2025-05-18 13:04:45 +08:00

312 lines
9.9 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using EnvDTE;
using Microsoft.VisualStudio.Shell;
using Microsoft.VisualStudio.Shell.Interop;
using System;
using System.Collections.Generic;
using System.ComponentModel.Design;
using System.Linq;
using System.Runtime.InteropServices;
namespace UnrealVS
{
public class StartupProjectSelector
{
const int StartupProjectComboId = 0x1050;
const int StartupProjectComboListId = 0x1060;
public class StartupProjectListChangedEventArgs : EventArgs
{
public Project[] StartupProjects { get; set; }
}
public delegate void StartupProjectListChangedEventHandler(object sender, StartupProjectListChangedEventArgs e);
public event StartupProjectListChangedEventHandler StartupProjectListChanged;
public bool? CachedHideNonGameStartupProjects { get; set; }
private class ProjectReference
{
public Project Project { get; }
public string Name { get; }
public ProjectReference(Project Project)
{
ThreadHelper.ThrowIfNotOnUIThread();
this.Project = Project;
this.Name = (Project != null) ? Project.Name : "<invalid>";
}
public override string ToString() => Name;
}
public StartupProjectSelector()
{
ThreadHelper.ThrowIfNotOnUIThread();
_bIsSolutionOpened = UnrealVSPackage.Instance.DTE.Solution.IsOpen;
// Create the handlers for our commands
{
// StartupProjectCombo
var StartupProjectComboCommandId = new CommandID(GuidList.UnrealVSCmdSet, StartupProjectComboId);
var StartupProjectComboCommand = new OleMenuCommand(StartupProjectComboHandler, StartupProjectComboCommandId);
StartupProjectComboCommand.BeforeQueryStatus += (sender, args) => StartupProjectComboCommand.Enabled = _bIsSolutionOpened;
UnrealVSPackage.Instance.MenuCommandService.AddCommand(StartupProjectComboCommand);
// StartupProjectComboList
var StartupProjectComboListCommandId = new CommandID(GuidList.UnrealVSCmdSet, StartupProjectComboListId);
var StartupProjectComboListCommand = new OleMenuCommand(StartupProjectComboListHandler, StartupProjectComboListCommandId);
StartupProjectComboListCommand.BeforeQueryStatus += (sender, args) => StartupProjectComboListCommand.Enabled = _bIsSolutionOpened;
UnrealVSPackage.Instance.MenuCommandService.AddCommand(StartupProjectComboListCommand);
StartupProjectComboCommands = new[] { StartupProjectComboCommand, StartupProjectComboListCommand };
}
// Register for events that we care about
UnrealVSPackage.Instance.OnStartupProjectChanged += OnStartupProjectChanged;
UnrealVSPackage.Instance.OnSolutionOpened +=
delegate
{
ThreadHelper.ThrowIfNotOnUIThread();
Logging.WriteLine("Opened solution " + UnrealVSPackage.Instance.DTE.Solution.FullName);
_bIsSolutionOpened = true;
UpdateStartupProjectCombo();
UpdateStartupProjectList(Utils.GetAllProjectsFromDTE());
};
UnrealVSPackage.Instance.OnSolutionClosing +=
delegate
{
Logging.WriteLine("Closing solution");
_bIsSolutionOpened = false;
UpdateStartupProjectCombo();
_CachedStartupProjects.Clear();
};
UnrealVSPackage.Instance.OnProjectOpened +=
delegate (Project OpenedProject)
{
ThreadHelper.ThrowIfNotOnUIThread();
if (_bIsSolutionOpened)
{
Logging.WriteLine("Opened project node " + OpenedProject.Name);
UpdateStartupProjectList(OpenedProject);
}
else
{
Logging.WriteLine("Opened project node " + OpenedProject.Name + " with the solution CLOSED");
}
};
UnrealVSPackage.Instance.OnProjectClosed +=
delegate (Project ClosedProject)
{
ThreadHelper.ThrowIfNotOnUIThread();
Logging.WriteLine("Closed project node " + ClosedProject.Name);
RemoveFromStartupProjectList(ClosedProject);
};
UnrealVSPackage.Instance.OptionsPage.OnOptionsChanged += OnOptionsChanged;
UpdateStartupProjectList(Utils.GetAllProjectsFromDTE());
UpdateStartupProjectCombo();
}
public Project[] StartupProjectList
{
get
{
return (from ProjectRef in _CachedStartupProjects select ProjectRef.Project).ToArray();
}
}
private void OnOptionsChanged(object Sender, EventArgs E)
{
ThreadHelper.ThrowIfNotOnUIThread();
UpdateCachedOptions();
UpdateStartupProjectList(Utils.GetAllProjectsFromDTE());
}
private void UpdateCachedOptions()
{
CachedHideNonGameStartupProjects = UnrealVSPackage.Instance.OptionsPage.HideNonGameStartupProjects;
}
/// Rebuild/update the list CachedStartupProjectNames whenever something changes
private void UpdateStartupProjectList(params Project[] DirtyProjects)
{
ThreadHelper.ThrowIfNotOnUIThread();
foreach (Project Project in DirtyProjects)
{
if (ProjectPredicate(Project))
{
if (!_CachedStartupProjects.Any(ProjRef => ProjRef.Project == Project))
{
_CachedStartupProjects.Add(new ProjectReference(Project));
}
}
else
{
RemoveFromStartupProjectList(Project);
}
}
SortCachedStartupProjects();
StartupProjectListChanged?.Invoke(this, new StartupProjectListChangedEventArgs { StartupProjects = StartupProjectList });
}
private void SortCachedStartupProjects()
{
ThreadHelper.ThrowIfNotOnUIThread();
// Sort projects by game y/n then alphabetically
_CachedStartupProjects = (_CachedStartupProjects.OrderBy(ProjectRef => ProjectRef.Name == "UE5" ? 0 : 1)
.ThenBy(ProjectRef => Utils.IsGameProject(ProjectRef.Project) ? 0 : 1)
.ThenBy(ProjectRef => ProjectRef.Name)).ToList();
}
private bool ProjectPredicate(Project Project)
{
ThreadHelper.ThrowIfNotOnUIThread();
// Initialize the cached options if they haven't been read from UnrealVSOptions yet
if (!CachedHideNonGameStartupProjects.HasValue)
{
UpdateCachedOptions();
}
// Optionally, ignore non-game projects
if (CachedHideNonGameStartupProjects.Value)
{
if (!Utils.IsGameProject(Project))
{
Logging.WriteLine("StartupProjectSelector: Not listing project " + Project.Name + " because it is not a game");
return false;
}
}
// Always filter out non-executable projects
if (!Utils.IsProjectBuildable(Project))
{
Logging.WriteLine("StartupProjectSelector: Not listing project " + Project.Name + " because it is not executable");
return false;
}
Logging.WriteLine("StartupProjectSelector: Listing project " + Project.Name);
return true;
}
/// Remove projects from the list CachedStartupProjectNames whenever one unloads
private void RemoveFromStartupProjectList(Project Project)
{
_CachedStartupProjects.RemoveAll(ProjRef => ProjRef.Project == Project);
StartupProjectListChanged?.Invoke(this, new StartupProjectListChangedEventArgs { StartupProjects = StartupProjectList });
}
/// <summary>
/// Updates the combo box after the project loaded state has changed
/// </summary>
private void UpdateStartupProjectCombo()
{
foreach (var Command in StartupProjectComboCommands)
{
Command.Enabled = _bIsSolutionOpened;
}
}
/// <summary>
/// Called when the startup project has changed to a new project. We'll refresh our interface.
/// </summary>
public void OnStartupProjectChanged(Project NewStartupProject)
{
UpdateStartupProjectCombo();
}
/// <summary>
/// Returns a string to display in the startup project combo box, based on project state
/// </summary>
/// <returns>String to display</returns>
private string MakeStartupProjectComboText()
{
ThreadHelper.ThrowIfNotOnUIThread();
string Text = "";
// Switch to this project!
UnrealVSPackage.Instance.SolutionBuildManager.get_StartupProject(out IVsHierarchy ProjectHierarchy);
if (ProjectHierarchy != null)
{
var Project = Utils.HierarchyObjectToProject(ProjectHierarchy);
if (Project != null)
{
Text = Project.Name;
}
}
return Text;
}
/// Called by combo control to query the text to display or to apply newly-entered text
void StartupProjectComboHandler(object Sender, EventArgs Args)
{
ThreadHelper.ThrowIfNotOnUIThread();
var OleArgs = (OleMenuCmdEventArgs)Args;
// If OutValue is non-zero, then Visual Studio is querying the current combo value to display
if (OleArgs.OutValue != IntPtr.Zero)
{
string ValueString = MakeStartupProjectComboText();
Marshal.GetNativeVariantForObject(ValueString, OleArgs.OutValue);
}
// Has a new input value been entered?
else if (OleArgs.InValue != null)
{
var InputString = OleArgs.InValue.ToString();
// Lookup the ProjectReference in CachedStartupProjects to get the full name
ProjectReference ProjectRefMatch = _CachedStartupProjects.FirstOrDefault(ProjRef => ProjRef.Name == InputString);
if (ProjectRefMatch != null && ProjectRefMatch.Project != null)
{
// Switch to this project using the standard SDK method set_StartupProject
var ProjectHierarchy = Utils.ProjectToHierarchyObject(ProjectRefMatch.Project);
UnrealVSPackage.Instance.SolutionBuildManager.set_StartupProject(ProjectHierarchy);
// Select in solution exp and set as startup project
// This forces the .suo to save the project change
if (Utils.SelectProjectInSolutionExplorer(ProjectRefMatch.Project))
{
UnrealVSPackage.Instance.DTE.ExecuteCommand("Project.SetasStartUpProject");
}
}
}
}
/// Called by combo control to populate the drop-down list
void StartupProjectComboListHandler(object Sender, EventArgs Args)
{
ThreadHelper.ThrowIfNotOnUIThread();
var OleArgs = (OleMenuCmdEventArgs)Args;
var CachedStartupProjectNames = (from ProjRef in _CachedStartupProjects select ProjRef.Name).ToArray();
Marshal.GetNativeVariantForObject(CachedStartupProjectNames, OleArgs.OutValue);
}
/// Combo control and list commands for our startup project selector
readonly OleMenuCommand[] StartupProjectComboCommands;
/// Keep track of whether a solution is opened
bool _bIsSolutionOpened;
/// Store the list of projects that should be shown in the dropdown list
List<ProjectReference> _CachedStartupProjects = new List<ProjectReference>();
}
}