This class provides an abstract interface to load defines, includes and engine path from a project file
Exemple #1
0
 /// <summary>
 /// Generates defines.pri and includes.pri files (with data from YourProject.vcxproj)
 /// </summary>
 /// <param name="projData">Reference to project parser</param>
 /// <returns>success</returns>
 public static void GenerateDefinesAndInclude(ProjectFileParser projData)
 {
     Console.WriteLine("Generating defines.pri and includes.pri...\n");
     // Write files
     try
     {
         File.WriteAllText(projData.projectPath + "Intermediate\\ProjectFiles\\defines.pri", projData.GetEngineDefines());
         File.WriteAllText(projData.projectPath + "Intermediate\\ProjectFiles\\includes.pri", projData.GetEngineIncludes());
     }
     catch
     {
         Errors.ErrorExit(ErrorCode.DEFINES_AND_INCLUDES_WRITE_FAILED);
     }
 }
 /// <summary>
 /// Generates defines.pri and includes.pri files (with data from YourProject.vcxproj)
 /// </summary>
 /// <param name="projData">Reference to project parser</param>
 /// <returns>success</returns>
 public static void GenerateDefinesAndInclude(ProjectFileParser projData)
 {
     Console.WriteLine("Generating defines.pri and includes.pri...\n");
     // Write files
     try
     {
         File.WriteAllText(projData.projectPath + "Intermediate\\ProjectFiles\\defines.pri", projData.GetEngineDefines());
         File.WriteAllText(projData.projectPath + "Intermediate\\ProjectFiles\\includes.pri", projData.GetEngineIncludes());
     }
     catch
     {
         Errors.ErrorExit(ErrorCode.DEFINES_AND_INCLUDES_WRITE_FAILED);
     }
 }
Exemple #3
0
        /// <summary>
        /// Generates the Qt project file
        /// </summary>
        /// <param name="projData">Reference to project parser</param>
        /// <returns>success</returns>
        public static void GenerateProFile(ProjectFileParser projData)
        {
            /* These lists will store all source and header files
             * which are found in the source directory of your project */
            List <string> SourceFilePaths;
            List <string> HeaderFilePaths;

            ConsoleActions.PrintHeader();

            Console.WriteLine("Generating .pro file...");
            SourceFilePaths = new List <string>();
            HeaderFilePaths = new List <string>();

            string sourcePath = projData.projectPath + "Source";

            if (!Directory.Exists(sourcePath))
            {
                Errors.ErrorExit(ErrorCode.SOURCE_PATH_NOT_FOUND);
            }

            FileActions.ScanDirectoryForFiles(SourceFilePaths, HeaderFilePaths, sourcePath, projData.projectName);

            // Add some useful configuration options and include all UE defines
            string qtProFile = "TEMPLATE = app\n" +
                               "CONFIG += console\n" +
                               "CONFIG -= app_bundle\n" +
                               "CONFIG -= qt\n" +
                               "CONFIG += c++11\n" +
                               " \n" +
                               "# All the defines of your project will go in this file\n" +
                               "# You can put this file on your repository, but you will need to remake it once you upgrade the engine.\n" +
                               "include(defines.pri)\n" +
                               " \n" +
                               "# Qt Creator will automatically add headers and source files if you add them via Qt Creator.\n" +
                               "HEADERS += ";

            // Add all found header files
            foreach (string headerFile in HeaderFilePaths)
            {
                qtProFile += headerFile + " \\\n\t";
            }

            qtProFile += "\nSOURCES += ";

            // Add all found source files
            foreach (string sourceFile in SourceFilePaths)
            {
                qtProFile += sourceFile + " \\\n\t";
            }

            // Add UE includes
            qtProFile = qtProFile + "\n# All your generated includes will go in this file\n" +
                        "# You can not put this on the repository as this contains hard coded paths\n" +
                        "# and is dependent on your windows install and engine version\n" +
                        "include(includes.pri)";

            // Add additional files to project
            List <string> distFiles = new List <string>();

            // build.cs
            if (File.Exists(sourcePath + "\\" + projData.projectName + "\\" + projData.projectName + ".Build.cs"))
            {
                distFiles.Add("../../Source/" + projData.projectName + "/" + projData.projectName + ".Build.cs");
            }

            // target.cs files
            string[] files = Directory.GetFiles(projData.projectPath + "\\Source\\");
            foreach (string file in files)
            {
                if (file.EndsWith(".Target.cs"))
                {
                    distFiles.Add("../../Source/" + Path.GetFileName(file));
                }
            }

            if (distFiles.Count > 0)
            {
                qtProFile += "\n\nDISTFILES += ";
                foreach (string distFile in distFiles)
                {
                    qtProFile += distFile + " \\\n\t";
                }
            }

            try
            {
                File.WriteAllText(projData.projectPath + "Intermediate\\ProjectFiles\\" + projData.projectName + ".pro", qtProFile);
            }
            catch
            {
                Errors.ErrorExit(ErrorCode.PROJECT_FILE_WRITE_FAILED);
            }
        }
Exemple #4
0
        /// <summary>
        /// This method will generate and apply a modified qt.pro.user file, which contains build presets for UE4
        /// </summary>
        /// <param name="projData">Reference to project parser</param>
        /// <returns>success</returns>
        public static void GenerateQtBuildPreset(ProjectFileParser projData)
        {
            // Helper variable which stores the retrieved Unreal Engine Version (currently not needed)
            //string UnrealVersion;

            // These variables are used to replace parts of the qtBuildPreset.xml file to match your project and Unreal Engine installation
            string UPROJ_FILE,
                   UNREAL_PATH,
                   PROJECT_DIR,
                   PROJECT_NAME,
                   QT_ENV_ID,
                   QT_CONF_ID;

            QT_ENV_ID  = Configuration.data.qtCreatorEnvironmentId;
            QT_CONF_ID = Configuration.data.qtCreatorUnrealConfigurationId;

            // Set project name
            PROJECT_NAME = projData.projectName;

            // Set project directory
            PROJECT_DIR = projData.projectPath;

            // Set project file path
            UPROJ_FILE = projData.uprojectFilePath;

            // set engine path
            UNREAL_PATH = projData.GetEnginePath();

            // Load user file preset
            String qtBuildPreset = "";

            try
            {
                qtBuildPreset = File.ReadAllText(FileActions.PROGRAM_DIR + "qtBuildPreset.xml");
            }
            catch
            {
                Errors.ErrorExit(ErrorCode.BUILD_PRESET_READ_FAILED);
            }


            // Replace preset variables with actual values
            qtBuildPreset = qtBuildPreset.Replace("$PROJECT_NAME", PROJECT_NAME);
            qtBuildPreset = qtBuildPreset.Replace("$PROJECT_DIR", PROJECT_DIR);
            qtBuildPreset = qtBuildPreset.Replace("$UPROJ_FILE", UPROJ_FILE);
            qtBuildPreset = qtBuildPreset.Replace("$UNREAL_PATH", UNREAL_PATH);

            qtBuildPreset = qtBuildPreset.Replace("$QT_ENV_ID", QT_ENV_ID);
            qtBuildPreset = qtBuildPreset.Replace("$QT_CONF_ID", QT_CONF_ID);

            // remove -rocket for custom engine builds
            if (!projData.IsLauncherBuild())
            {
                qtBuildPreset = qtBuildPreset.Replace("-rocket", "");
            }

            // Write new user file
            try
            {
                File.WriteAllText(projData.projectPath + "Intermediate\\ProjectFiles\\" + projData.projectName + ".pro.user", qtBuildPreset);
            }
            catch
            {
                Errors.ErrorExit(ErrorCode.QT_PRO_USERFILE_WRITE_FAILED);
            }

            Console.WriteLine("User file written successfully.");
        }
        /// <summary>
        /// Generates the Qt project file
        /// </summary>
        /// <param name="projData">Reference to project parser</param>
        /// <returns>success</returns>
        public static void GenerateProFile(ProjectFileParser projData)
        {
            /* These lists will store all source and header files
            which are found in the source directory of your project */
            List<string> SourceFilePaths;
            List<string> HeaderFilePaths;

            ConsoleActions.PrintHeader();

            Console.WriteLine("Generating .pro file...");
            SourceFilePaths = new List<string>();
            HeaderFilePaths = new List<string>();

            string sourcePath = projData.projectPath + "Source";

            if (!Directory.Exists(sourcePath))
                Errors.ErrorExit(ErrorCode.SOURCE_PATH_NOT_FOUND);

            FileActions.ScanDirectoryForFiles(SourceFilePaths, HeaderFilePaths, sourcePath, projData.projectName);

            // Add some useful configuration options and include all UE defines
            string qtProFile = "TEMPLATE = app\n" +
            "CONFIG += console\n" +
            "CONFIG -= app_bundle\n" +
            "CONFIG -= qt\n" +
            "CONFIG += c++11\n" +
            " \n" +
            "# All the defines of your project will go in this file\n" +
            "# You can put this file on your repository, but you will need to remake it once you upgrade the engine.\n" +
            "include(defines.pri)\n" +
            " \n" +
            "# Qt Creator will automatically add headers and source files if you add them via Qt Creator.\n" +
            "HEADERS += ";

            // Add all found header files
            foreach (string headerFile in HeaderFilePaths)
            {
                qtProFile += headerFile + " \\\n\t";
            }

            qtProFile += "\nSOURCES += ";

            // Add all found source files
            foreach (string sourceFile in SourceFilePaths)
            {
                qtProFile += sourceFile + " \\\n\t";
            }

            // Add UE includes
            qtProFile = qtProFile + "\n# All your generated includes will go in this file\n" +
            "# You can not put this on the repository as this contains hard coded paths\n" +
            "# and is dependent on your windows install and engine version\n" +
            "include(includes.pri)";

            // Add additional files to project
            List<string> distFiles = new List<string>();

            // build.cs
            if (File.Exists(sourcePath + "\\" + projData.projectName + "\\" + projData.projectName + ".Build.cs"))
                distFiles.Add("../../Source/" + projData.projectName + "/" + projData.projectName + ".Build.cs");

            // target.cs files
            string[] files = Directory.GetFiles(projData.projectPath + "\\Source\\");
            foreach (string file in files)
            {
                if (file.EndsWith(".Target.cs"))
                    distFiles.Add("../../Source/" + Path.GetFileName(file));
            }

            if (distFiles.Count > 0)
            {
                qtProFile += "\n\nDISTFILES += ";
                foreach (string distFile in distFiles)
                {
                    qtProFile += distFile + " \\\n\t";
                }
            }

            try
            {
                File.WriteAllText(projData.projectPath + "Intermediate\\ProjectFiles\\" + projData.projectName + ".pro", qtProFile);
            }
            catch
            {
                Errors.ErrorExit(ErrorCode.PROJECT_FILE_WRITE_FAILED);
            }
        }
        /// <summary>
        /// This method will generate and apply a modified qt.pro.user file, which contains build presets for UE4
        /// </summary>
        /// <param name="projData">Reference to project parser</param>
        /// <returns>success</returns>
        public static void GenerateQtBuildPreset(ProjectFileParser projData)
        {
            // Helper variable which stores the retrieved Unreal Engine Version (currently not needed)
            //string UnrealVersion;

            // These variables are used to replace parts of the qtBuildPreset.xml file to match your project and Unreal Engine installation
            string UPROJ_FILE,
            UNREAL_PATH,
            PROJECT_DIR,
            PROJECT_NAME,
            QT_ENV_ID,
            QT_CONF_ID;

            QT_ENV_ID = Configuration.data.qtCreatorEnvironmentId;
            QT_CONF_ID = Configuration.data.qtCreatorUnrealConfigurationId;

            // Set project name
            PROJECT_NAME = projData.projectName;

            // Set project directory
            PROJECT_DIR = projData.projectPath;

            // Set project file path
            UPROJ_FILE = projData.uprojectFilePath;

            // set engine path
            UNREAL_PATH = projData.GetEnginePath();

            // Load user file preset
            String qtBuildPreset = "";
            try
            {
                qtBuildPreset = File.ReadAllText(FileActions.PROGRAM_DIR + "qtBuildPreset.xml");
            }
            catch
            {
                Errors.ErrorExit(ErrorCode.BUILD_PRESET_READ_FAILED);
            }

            // Replace preset variables with actual values
            qtBuildPreset = qtBuildPreset.Replace("$PROJECT_NAME", PROJECT_NAME);
            qtBuildPreset = qtBuildPreset.Replace("$PROJECT_DIR", PROJECT_DIR);
            qtBuildPreset = qtBuildPreset.Replace("$UPROJ_FILE", UPROJ_FILE);
            qtBuildPreset = qtBuildPreset.Replace("$UNREAL_PATH", UNREAL_PATH);

            qtBuildPreset = qtBuildPreset.Replace("$QT_ENV_ID", QT_ENV_ID);
            qtBuildPreset = qtBuildPreset.Replace("$QT_CONF_ID", QT_CONF_ID);

            // remove -rocket for custom engine builds
            if (!projData.IsLauncherBuild())
            {
                qtBuildPreset = qtBuildPreset.Replace("-rocket", "");
            }

            // Write new user file
            try
            {
                File.WriteAllText(projData.projectPath + "Intermediate\\ProjectFiles\\" + projData.projectName + ".pro.user", qtBuildPreset);
            }
            catch
            {
                Errors.ErrorExit(ErrorCode.QT_PRO_USERFILE_WRITE_FAILED);
            }

            Console.WriteLine("User file written successfully.");
        }