Esempio n. 1
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        public void InitUPL(TargetReceipt Receipt)
        {
            DirectoryReference ProjectDirectory = Receipt.ProjectDir ?? UnrealBuildTool.EngineDirectory;

            string UE4BuildPath        = Path.Combine(ProjectDirectory.FullName, "Intermediate/Lumin/Mabu");
            string RelativeEnginePath  = UnrealBuildTool.EngineDirectory.MakeRelativeTo(DirectoryReference.GetCurrentDirectory());
            string RelativeProjectPath = ProjectDirectory.MakeRelativeTo(DirectoryReference.GetCurrentDirectory());            //.MakeRelativeTo(ProjectDirectory);

            string ConfigurationString = Receipt.Configuration.ToString();

            IconDirectory = Path.Combine(ProjectDirectory.FullName, "Build/Lumin/Resources/");
            IconDirectory = IconDirectory.Replace('\\', '/').Replace("//", "/");

            string        Architecture = "arm64-v8a";
            List <string> MLSDKArches  = new List <string>();

            MLSDKArches.Add(Architecture);

            SetLuminPluginData(MLSDKArches, CollectPluginDataPaths(Receipt));

            bool bIsEmbedded = Receipt.HasValueForAdditionalProperty("CompileAsDll", "true");

            //gather all of the xml
            UPL.Init(MLSDKArches, true, RelativeEnginePath, UE4BuildPath, RelativeProjectPath, ConfigurationString, bIsEmbedded);
        }
Esempio n. 2
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        /// <summary>
        /// Constructor
        /// </summary>
        /// <param name="InName">Name of the module</param>
        /// <param name="InType">Type of the module, for UHT</param>
        /// <param name="InModuleDirectory">Base directory for the module</param>
        /// <param name="InRules">Rules for this module</param>
        /// <param name="InRulesFile">Path to the rules file</param>
        /// <param name="InRuntimeDependencies">List of runtime dependencies</param>
        public UEBuildModule(string InName, UHTModuleType InType, DirectoryReference InModuleDirectory, ModuleRules InRules, FileReference InRulesFile, List <RuntimeDependency> InRuntimeDependencies)
        {
            Name            = InName;
            Type            = InType;
            ModuleDirectory = InModuleDirectory;
            Rules           = InRules;
            RulesFile       = InRulesFile;

            NormalizedModuleIncludePath = Utils.CleanDirectorySeparators(ModuleDirectory.MakeRelativeTo(UnrealBuildTool.EngineSourceDirectory), '/');
            ModuleApiDefine             = Name.ToUpperInvariant() + "_API";

            PublicDefinitions               = HashSetFromOptionalEnumerableStringParameter(InRules.Definitions);
            PublicIncludePaths              = HashSetFromOptionalEnumerableStringParameter(InRules.PublicIncludePaths);
            PublicSystemIncludePaths        = HashSetFromOptionalEnumerableStringParameter(InRules.PublicSystemIncludePaths);
            PublicLibraryPaths              = HashSetFromOptionalEnumerableStringParameter(InRules.PublicLibraryPaths);
            PublicAdditionalLibraries       = HashSetFromOptionalEnumerableStringParameter(InRules.PublicAdditionalLibraries);
            PublicFrameworks                = HashSetFromOptionalEnumerableStringParameter(InRules.PublicFrameworks);
            PublicWeakFrameworks            = HashSetFromOptionalEnumerableStringParameter(InRules.PublicWeakFrameworks);
            PublicAdditionalFrameworks      = InRules.PublicAdditionalFrameworks == null ? new HashSet <UEBuildFramework>() : new HashSet <UEBuildFramework>(InRules.PublicAdditionalFrameworks);
            PublicAdditionalShadowFiles     = HashSetFromOptionalEnumerableStringParameter(InRules.PublicAdditionalShadowFiles);
            PublicAdditionalBundleResources = InRules.AdditionalBundleResources == null ? new HashSet <UEBuildBundleResource>() : new HashSet <UEBuildBundleResource>(InRules.AdditionalBundleResources);
            PublicDelayLoadDLLs             = HashSetFromOptionalEnumerableStringParameter(InRules.PublicDelayLoadDLLs);
            PrivateIncludePaths             = HashSetFromOptionalEnumerableStringParameter(InRules.PrivateIncludePaths);
            RuntimeDependencies             = InRuntimeDependencies;
            IsRedistributableOverride       = InRules.IsRedistributableOverride;

            WhitelistRestrictedFolders = new HashSet <DirectoryReference>(InRules.WhitelistRestrictedFolders.Select(x => DirectoryReference.Combine(ModuleDirectory, x)));
        }
Esempio n. 3
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        public void InitUPL(string ProjectName, DirectoryReference ProjectDirectory, UnrealTargetConfiguration Configuration)
        {
            string UE4BuildPath        = Path.Combine(ProjectDirectory.FullName, "Intermediate/Lumin/Mabu");
            string RelativeEnginePath  = UnrealBuildTool.EngineDirectory.MakeRelativeTo(DirectoryReference.GetCurrentDirectory());
            string RelativeProjectPath = ProjectDirectory.MakeRelativeTo(DirectoryReference.GetCurrentDirectory());            //.MakeRelativeTo(ProjectDirectory);

            UnrealTargetPlatform Platform = UnrealTargetPlatform.Lumin;
            string ConfigurationString    = Configuration.ToString();

            string        Architecture = "arm64-v8a";
            List <string> MLSDKArches  = new List <string>();

            MLSDKArches.Add(Architecture);

            // get the receipt
            FileReference ReceiptFilename = TargetReceipt.GetDefaultPath(ProjectDirectory, ProjectName, Platform, Configuration, "");

            if (!File.Exists(ReceiptFilename.ToString()))
            {
                ReceiptFilename = TargetReceipt.GetDefaultPath(UnrealBuildTool.EngineDirectory, "UE4Game", Platform, Configuration, "");
            }
            Log.TraceInformation("Receipt Filename: {0}", ReceiptFilename);
            SetLuminPluginData(MLSDKArches, CollectPluginDataPaths(TargetReceipt.Read(ReceiptFilename, UnrealBuildTool.EngineDirectory, ProjectDirectory)));

            //gather all of the xml
            UPL.Init(MLSDKArches, true, RelativeEnginePath, UE4BuildPath, RelativeProjectPath, ConfigurationString);
        }
        private static string PerformFinalExpansions(string InString, string PlatformName, DirectoryReference ProjectDir)
        {
            string PlatformExtensionEngineConfigDir = DirectoryReference.Combine(UnrealBuildTool.EngineDirectory, "Platforms", PlatformName).FullName;

            string OutString = InString.Replace("{ENGINE}", UnrealBuildTool.EngineDirectory.FullName);

            OutString = OutString.Replace("{EXTENGINE}", PlatformExtensionEngineConfigDir);
            OutString = OutString.Replace("{PLATFORM}", PlatformName);

            if (ProjectDir != null)
            {
                DirectoryReference NFLDir;
                DirectoryReference NRDir;
                if (ProjectDir.IsUnderDirectory(UnrealBuildTool.EngineDirectory))
                {
                    string RelativeDir = ProjectDir.MakeRelativeTo(UnrealBuildTool.EngineDirectory);
                    NFLDir = DirectoryReference.Combine(UnrealBuildTool.EngineDirectory, "Restricted/NotForLicensees", RelativeDir);
                    NRDir  = DirectoryReference.Combine(UnrealBuildTool.EngineDirectory, "Restricted/NoRedist", RelativeDir);
                }
                else
                {
                    NFLDir = DirectoryReference.Combine(ProjectDir, "Restricted/NotForLicensees");
                    NRDir  = DirectoryReference.Combine(ProjectDir, "Restricted/NoRedist");
                }
                string PlatformExtensionProjectConfigDir = DirectoryReference.Combine(ProjectDir, "Platforms", PlatformName).FullName;

                OutString = OutString.Replace("{PROJECT}", ProjectDir.FullName);
                OutString = OutString.Replace("{EXTPROJECT}", PlatformExtensionProjectConfigDir);
                OutString = OutString.Replace("{RESTRICTEDPROJECT_NFL}", NFLDir.FullName);
                OutString = OutString.Replace("{RESTRICTEDPROJECT_NR}", NRDir.FullName);
            }

            return(OutString);
        }
 public void AddIncludePath(ref string Arguments, DirectoryReference IncludePath)
 {
     if (IncludePath.IsUnderDirectory(UnrealBuildTool.EngineDirectory))
     {
         Arguments += string.Format(" -I\"{0}\"", IncludePath.MakeRelativeTo(UnrealBuildTool.EngineSourceDirectory));
     }
     else
     {
         Arguments += string.Format(" -I\"{0}\"", IncludePath);
     }
 }
Esempio n. 6
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        public void InitUPL(TargetReceipt Receipt)
        {
            DirectoryReference ProjectDirectory = Receipt.ProjectDir ?? UnrealBuildTool.EngineDirectory;

            string UE4BuildPath        = Path.Combine(ProjectDirectory.FullName, "Intermediate/Lumin/Mabu");
            string RelativeEnginePath  = UnrealBuildTool.EngineDirectory.MakeRelativeTo(DirectoryReference.GetCurrentDirectory());
            string RelativeProjectPath = ProjectDirectory.MakeRelativeTo(DirectoryReference.GetCurrentDirectory());            //.MakeRelativeTo(ProjectDirectory);

            string ConfigurationString = Receipt.Configuration.ToString();

            string        Architecture = "arm64-v8a";
            List <string> MLSDKArches  = new List <string>();

            MLSDKArches.Add(Architecture);

            SetLuminPluginData(MLSDKArches, CollectPluginDataPaths(Receipt));

            //gather all of the xml
            UPL.Init(MLSDKArches, true, RelativeEnginePath, UE4BuildPath, RelativeProjectPath, ConfigurationString);
        }