/// <summary>
        /// Write C++ toolchain information to JSON writer
        /// </summary>
        /// <param name="Target"></param>
        /// <param name="Writer"></param>
        private static void ExportEnvironmentToJson(UEBuildTarget Target, JsonWriter Writer)
        {
            CppCompileEnvironment GlobalCompileEnvironment = Target.CreateCompileEnvironmentForProjectFiles();

            Writer.WriteArrayStart("EnvironmentIncludePaths");
            foreach (DirectoryReference Path in GlobalCompileEnvironment.UserIncludePaths)
            {
                Writer.WriteValue(Path.FullName);
            }
            foreach (DirectoryReference Path in GlobalCompileEnvironment.SystemIncludePaths)
            {
                Writer.WriteValue(Path.FullName);
            }

            // TODO: get corresponding includes for specific platforms
            if (UEBuildPlatform.IsPlatformInGroup(Target.Platform, UnrealPlatformGroup.Windows))
            {
                foreach (DirectoryReference Path in Target.Rules.WindowsPlatform.Environment.IncludePaths)
                {
                    Writer.WriteValue(Path.FullName);
                }
            }
            Writer.WriteArrayEnd();

            Writer.WriteArrayStart("EnvironmentDefinitions");
            foreach (string Definition in GlobalCompileEnvironment.Definitions)
            {
                Writer.WriteValue(Definition);
            }
            Writer.WriteArrayEnd();
        }
        /// <summary>
        /// Write a Target to a JSON writer. Is array is empty, don't write anything
        /// </summary>
        /// <param name="Target"></param>
        /// <param name="Writer">Writer for the array data</param>
        private static void ExportTarget(UEBuildTarget Target, JsonWriter Writer)
        {
            Writer.WriteObjectStart();

            Writer.WriteValue("Name", Target.TargetName);
            Writer.WriteValue("Configuration", Target.Configuration.ToString());
            Writer.WriteValue("Platform", Target.Platform.ToString());
            Writer.WriteValue("TargetFile", Target.TargetRulesFile.FullName);
            if (Target.ProjectFile != null)
            {
                Writer.WriteValue("ProjectFile", Target.ProjectFile.FullName);
            }

            ExportEnvironmentToJson(Target, Writer);

            if (Target.Binaries.Any())
            {
                Writer.WriteArrayStart("Binaries");
                foreach (UEBuildBinary Binary in Target.Binaries)
                {
                    Writer.WriteObjectStart();
                    ExportBinary(Binary, Writer);
                    Writer.WriteObjectEnd();
                }
                Writer.WriteArrayEnd();
            }

            CppCompileEnvironment GlobalCompileEnvironment = Target.CreateCompileEnvironmentForProjectFiles();
            HashSet <string>      ModuleNames = new HashSet <string>();

            Writer.WriteObjectStart("Modules");
            foreach (UEBuildBinary Binary in Target.Binaries)
            {
                CppCompileEnvironment BinaryCompileEnvironment = Binary.CreateBinaryCompileEnvironment(GlobalCompileEnvironment);
                foreach (UEBuildModule Module in Binary.Modules)
                {
                    if (ModuleNames.Add(Module.Name))
                    {
                        Writer.WriteObjectStart(Module.Name);
                        ExportModule(Module, Binary.OutputDir, Target.GetExecutableDir(), Writer);
                        UEBuildModuleCPP ModuleCpp = Module as UEBuildModuleCPP;
                        if (ModuleCpp != null)
                        {
                            CppCompileEnvironment ModuleCompileEnvironment = ModuleCpp.CreateCompileEnvironmentForIntellisense(Target.Rules, BinaryCompileEnvironment);
                            ExportModuleCpp(ModuleCpp, ModuleCompileEnvironment, Writer);
                        }
                        Writer.WriteObjectEnd();
                    }
                }
            }
            Writer.WriteObjectEnd();

            ExportPluginsFromTarget(Target, Writer);

            Writer.WriteObjectEnd();
        }
Esempio n. 3
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        /// <summary>
        /// Write C++ toolchain information to JSON writer
        /// </summary>
        /// <param name="Target"></param>
        /// <param name="Writer"></param>
        private void ExportEnvironmentToJson(UEBuildTarget Target, JsonWriter Writer)
        {
            CppCompileEnvironment GlobalCompileEnvironment = Target.CreateCompileEnvironmentForProjectFiles();

            RootToolchainInfo = GenerateToolchainInfo(GlobalCompileEnvironment);

            Writer.WriteObjectStart("ToolchainInfo");
            foreach (Tuple <string, object> Field in RootToolchainInfo.GetFields())
            {
                WriteField(Target.TargetName, Writer, Field);
            }
            Writer.WriteObjectEnd();

            Writer.WriteArrayStart("EnvironmentIncludePaths");
            foreach (DirectoryReference Path in GlobalCompileEnvironment.UserIncludePaths)
            {
                Writer.WriteValue(Path.FullName);
            }
            foreach (DirectoryReference Path in GlobalCompileEnvironment.SystemIncludePaths)
            {
                Writer.WriteValue(Path.FullName);
            }

            if (UEBuildPlatform.IsPlatformInGroup(Target.Platform, UnrealPlatformGroup.Windows))
            {
                foreach (DirectoryReference Path in Target.Rules.WindowsPlatform.Environment.IncludePaths)
                {
                    Writer.WriteValue(Path.FullName);
                }
            }
            else if (UEBuildPlatform.IsPlatformInGroup(Target.Platform, UnrealPlatformGroup.Apple) &&
                     UEBuildPlatform.IsPlatformInGroup(BuildHostPlatform.Current.Platform, UnrealPlatformGroup.Apple))
            {
                // Only generate Apple system include paths when host platform is Apple OS
                // TODO: Fix case when working with MacOS on Windows host platform
                foreach (string Path in AppleHelper.GetAppleSystemIncludePaths(GlobalCompileEnvironment.Architecture, Target.Platform))
                {
                    Writer.WriteValue(Path);
                }
            }
            // TODO: get corresponding includes for Linux

            Writer.WriteArrayEnd();

            Writer.WriteArrayStart("EnvironmentDefinitions");
            foreach (string Definition in GlobalCompileEnvironment.Definitions)
            {
                Writer.WriteValue(Definition);
            }
            Writer.WriteArrayEnd();
        }
        /// <summary>
        /// Write C++ toolchain information to JSON writer
        /// </summary>
        /// <param name="Target"></param>
        /// <param name="Writer"></param>
        private void ExportEnvironmentToJson(UEBuildTarget Target, JsonWriter Writer)
        {
            CppCompileEnvironment GlobalCompileEnvironment = Target.CreateCompileEnvironmentForProjectFiles();

            RootToolchainInfo = GenerateToolchainInfo(GlobalCompileEnvironment);

            Writer.WriteObjectStart("ToolchainInfo");
            foreach (Tuple <string, object> Field in RootToolchainInfo.GetFields())
            {
                WriteField(Target.TargetName, Writer, Field);
            }
            Writer.WriteObjectEnd();

            Writer.WriteArrayStart("EnvironmentIncludePaths");
            foreach (DirectoryReference Path in GlobalCompileEnvironment.UserIncludePaths)
            {
                Writer.WriteValue(Path.FullName);
            }
            foreach (DirectoryReference Path in GlobalCompileEnvironment.SystemIncludePaths)
            {
                Writer.WriteValue(Path.FullName);
            }

            // TODO: get corresponding includes for specific platforms
            if (UEBuildPlatform.IsPlatformInGroup(Target.Platform, UnrealPlatformGroup.Windows))
            {
                foreach (DirectoryReference Path in Target.Rules.WindowsPlatform.Environment.IncludePaths)
                {
                    Writer.WriteValue(Path.FullName);
                }
            }
            Writer.WriteArrayEnd();

            Writer.WriteArrayStart("EnvironmentDefinitions");
            foreach (string Definition in GlobalCompileEnvironment.Definitions)
            {
                Writer.WriteValue(Definition);
            }
            Writer.WriteArrayEnd();
        }
Esempio n. 5
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        /// <summary>
        /// Execute the command
        /// </summary>
        /// <param name="Arguments">Command line arguments</param>
        /// <returns>Exit code</returns>
        public override int Execute(CommandLineArguments Arguments)
        {
            Arguments.ApplyTo(this);

            // Create the build configuration object, and read the settings
            BuildConfiguration BuildConfiguration = new BuildConfiguration();

            XmlConfig.ApplyTo(BuildConfiguration);
            Arguments.ApplyTo(BuildConfiguration);

            // Parse the filter argument
            FileFilter FileFilter = null;

            if (FilterRules.Count > 0)
            {
                FileFilter = new FileFilter(FileFilterType.Exclude);
                foreach (string FilterRule in FilterRules)
                {
                    FileFilter.AddRules(FilterRule.Split(';'));
                }
            }

            // Parse all the target descriptors
            List <TargetDescriptor> TargetDescriptors = TargetDescriptor.ParseCommandLine(Arguments, BuildConfiguration.bUsePrecompiled, BuildConfiguration.bSkipRulesCompile);

            // Generate the compile DB for each target
            using (ISourceFileWorkingSet WorkingSet = new EmptySourceFileWorkingSet())
            {
                // Find the compile commands for each file in the target
                Dictionary <FileReference, string> FileToCommand = new Dictionary <FileReference, string>();
                foreach (TargetDescriptor TargetDescriptor in TargetDescriptors)
                {
                    // Disable PCHs and unity builds for the target
                    TargetDescriptor.AdditionalArguments = TargetDescriptor.AdditionalArguments.Append(new string[] { "-NoPCH", "-DisableUnity" });

                    // Create a makefile for the target
                    UEBuildTarget Target = UEBuildTarget.Create(TargetDescriptor, BuildConfiguration.bSkipRulesCompile, BuildConfiguration.bUsePrecompiled);

                    // Find the location of the compiler
                    VCEnvironment Environment = VCEnvironment.Create(WindowsCompiler.Clang, Target.Platform, Target.Rules.WindowsPlatform.Architecture, null, Target.Rules.WindowsPlatform.WindowsSdkVersion, null);
                    FileReference ClangPath   = FileReference.Combine(Environment.CompilerDir, "bin", "clang++.exe");

                    // Convince each module to output its generated code include path
                    foreach (UEBuildBinary Binary in Target.Binaries)
                    {
                        foreach (UEBuildModuleCPP Module in Binary.Modules.OfType <UEBuildModuleCPP>())
                        {
                            Module.bAddGeneratedCodeIncludePath = true;
                        }
                    }

                    // Create all the binaries and modules
                    CppCompileEnvironment GlobalCompileEnvironment = Target.CreateCompileEnvironmentForProjectFiles();
                    foreach (UEBuildBinary Binary in Target.Binaries)
                    {
                        CppCompileEnvironment BinaryCompileEnvironment = Binary.CreateBinaryCompileEnvironment(GlobalCompileEnvironment);
                        foreach (UEBuildModuleCPP Module in Binary.Modules.OfType <UEBuildModuleCPP>())
                        {
                            if (!Module.Rules.bUsePrecompiled)
                            {
                                UEBuildModuleCPP.InputFileCollection InputFileCollection = Module.FindInputFiles(Target.Platform, new Dictionary <DirectoryItem, FileItem[]>());

                                List <FileItem> InputFiles = new List <FileItem>();
                                InputFiles.AddRange(InputFileCollection.CPPFiles);
                                InputFiles.AddRange(InputFileCollection.CCFiles);

                                CppCompileEnvironment ModuleCompileEnvironment = Module.CreateModuleCompileEnvironment(Target.Rules, BinaryCompileEnvironment);

                                StringBuilder CommandBuilder = new StringBuilder();
                                CommandBuilder.AppendFormat("\"{0}\"", ClangPath.FullName);
                                foreach (FileItem ForceIncludeFile in ModuleCompileEnvironment.ForceIncludeFiles)
                                {
                                    CommandBuilder.AppendFormat(" -include \"{0}\"", ForceIncludeFile.FullName);
                                }
                                foreach (string Definition in ModuleCompileEnvironment.Definitions)
                                {
                                    CommandBuilder.AppendFormat(" -D\"{0}\"", Definition);
                                }
                                foreach (DirectoryReference IncludePath in ModuleCompileEnvironment.UserIncludePaths)
                                {
                                    CommandBuilder.AppendFormat(" -I\"{0}\"", IncludePath);
                                }
                                foreach (DirectoryReference IncludePath in ModuleCompileEnvironment.SystemIncludePaths)
                                {
                                    CommandBuilder.AppendFormat(" -I\"{0}\"", IncludePath);
                                }

                                foreach (FileItem InputFile in InputFiles)
                                {
                                    if (FileFilter == null || FileFilter.Matches(InputFile.Location.MakeRelativeTo(UnrealBuildTool.RootDirectory)))
                                    {
                                        FileToCommand[InputFile.Location] = String.Format("{0} \"{1}\"", CommandBuilder, InputFile.FullName);
                                    }
                                }
                            }
                        }
                    }
                }

                // Write the compile database
                FileReference DatabaseFile = FileReference.Combine(UnrealBuildTool.RootDirectory, "compile_commands.json");
                using (JsonWriter Writer = new JsonWriter(DatabaseFile))
                {
                    Writer.WriteArrayStart();
                    foreach (KeyValuePair <FileReference, string> FileCommandPair in FileToCommand.OrderBy(x => x.Key.FullName))
                    {
                        Writer.WriteObjectStart();
                        Writer.WriteValue("file", FileCommandPair.Key.FullName);
                        Writer.WriteValue("command", FileCommandPair.Value);
                        Writer.WriteValue("directory", UnrealBuildTool.EngineSourceDirectory.ToString());
                        Writer.WriteObjectEnd();
                    }
                    Writer.WriteArrayEnd();
                }
            }

            return(0);
        }