Exemplo n.º 1
0
        /// <summary>
        /// Generates a full path to action history file for the specified target.
        /// </summary>
        public static FileReference GeneratePathForTarget(UEBuildTarget Target)
        {
            DirectoryReference Folder = null;

            if (Target.ShouldCompileMonolithic() || Target.TargetType == TargetRules.TargetType.Program)
            {
                // Monolithic configs and programs have their Action History stored in their respective project folders
                // or under engine intermediate folder + program name folder
                DirectoryReference RootDirectory;
                if (Target.ProjectFile != null)
                {
                    RootDirectory = Target.ProjectFile.Directory;
                }
                else
                {
                    RootDirectory = UnrealBuildTool.EngineDirectory;
                }
                Folder = DirectoryReference.Combine(RootDirectory, BuildConfiguration.PlatformIntermediateFolder, Target.GetTargetName());
            }
            else
            {
                // Shared action history (unless this is an installed build target)
                Folder = (UnrealBuildTool.IsEngineInstalled() && Target.ProjectFile != null) ?
                         DirectoryReference.Combine(Target.ProjectFile.Directory, BuildConfiguration.BaseIntermediateFolder) :
                         DirectoryReference.Combine(UnrealBuildTool.EngineDirectory, BuildConfiguration.BaseIntermediateFolder);
            }
            return(FileReference.Combine(Folder, "ActionHistory.bin"));
        }
Exemplo n.º 2
0
        /// <summary>
        /// Generates a full path to action history file for the specified target.
        /// </summary>
        public static string GeneratePathForTarget(UEBuildTarget Target)
        {
            string Folder = null;

            if (Target.ShouldCompileMonolithic() || Target.TargetType == TargetRules.TargetType.Program)
            {
                // Monolithic configs and programs have their Action History stored in their respective project folders
                // or under engine intermediate folder + program name folder
                string RootDirectory = UnrealBuildTool.GetUProjectPath();
                if (String.IsNullOrEmpty(RootDirectory))
                {
                    RootDirectory = Path.GetFullPath(BuildConfiguration.RelativeEnginePath);
                }
                Folder = Path.Combine(RootDirectory, BuildConfiguration.PlatformIntermediateFolder, Target.GetTargetName());
            }
            else
            {
                // Shared action history (unless this is a rocket target)
                Folder = UnrealBuildTool.RunningRocket() ?
                         Path.Combine(UnrealBuildTool.GetUProjectPath(), BuildConfiguration.BaseIntermediateFolder) :
                         BuildConfiguration.BaseIntermediatePath;
            }
            return(Path.Combine(Folder, "ActionHistory.bin").Replace("\\", "/"));
        }
Exemplo n.º 3
0
        /**
         *	Setup the target environment for building
         *
         *	@param	InBuildTarget		The target being built
         */
        public override void SetUpEnvironment(UEBuildTarget InBuildTarget)
        {
            InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("WIN32=1");

            // Should we enable Windows XP support
            if ((InBuildTarget.TargetType == TargetRules.TargetType.Program) && (GetCPPTargetPlatform(InBuildTarget.Platform) == CPPTargetPlatform.Win32))
            {
                // Check if the target has requested XP support.
                if (String.Equals(InBuildTarget.Rules.PreferredSubPlatform, "WindowsXP", StringComparison.InvariantCultureIgnoreCase))
                {
                    SupportWindowsXP = true;
                }
            }

            if (WindowsPlatform.bUseWindowsSDK10 && WindowsPlatform.Compiler == WindowsCompiler.VisualStudio2015)
            {
                if (SupportWindowsXP)
                {
                    throw new NotSupportedException("Windows XP support is not possible when targeting the Windows 10 SDK");
                }
                // Windows 8 or higher required
                InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("_WIN32_WINNT=0x0602");
                InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("WINVER=0x0602");
            }
            else
            {
                if (SupportWindowsXP)
                {
                    // Windows XP SP3 or higher required
                    InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("_WIN32_WINNT=0x0502");
                    InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("WINVER=0x0502");
                }
                else
                {
                    // Windows Vista or higher required
                    InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("_WIN32_WINNT=0x0600");
                    InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("WINVER=0x0600");
                }
            }
            InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("PLATFORM_WINDOWS=1");

            String MorpheusShaderPath = Path.Combine(BuildConfiguration.RelativeEnginePath, "Shaders/PS4/PostProcessHMDMorpheus.usf");

            if (File.Exists(MorpheusShaderPath))
            {
                InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("HAS_MORPHEUS=1");

                //on PS4 the SDK now handles distortion correction.  On PC we will still have to handle it manually,
                InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("MORPHEUS_ENGINE_DISTORTION=1");
            }

            if (InBuildTarget.Rules != null)
            {
                // Explicitly exclude the MS C++ runtime libraries we're not using, to ensure other libraries we link with use the same
                // runtime library as the engine.
                bool bUseDebugCRT = InBuildTarget.Configuration == UnrealTargetConfiguration.Debug && BuildConfiguration.bDebugBuildsActuallyUseDebugCRT;
                if (!InBuildTarget.Rules.bUseStaticCRT || bUseDebugCRT)
                {
                    InBuildTarget.GlobalLinkEnvironment.Config.ExcludedLibraries.Add("LIBCMT");
                    InBuildTarget.GlobalLinkEnvironment.Config.ExcludedLibraries.Add("LIBCPMT");
                }
                if (!InBuildTarget.Rules.bUseStaticCRT || !bUseDebugCRT)
                {
                    InBuildTarget.GlobalLinkEnvironment.Config.ExcludedLibraries.Add("LIBCMTD");
                    InBuildTarget.GlobalLinkEnvironment.Config.ExcludedLibraries.Add("LIBCPMTD");
                }
                if (InBuildTarget.Rules.bUseStaticCRT || bUseDebugCRT)
                {
                    InBuildTarget.GlobalLinkEnvironment.Config.ExcludedLibraries.Add("MSVCRT");
                    InBuildTarget.GlobalLinkEnvironment.Config.ExcludedLibraries.Add("MSVCPRT");
                }
                if (InBuildTarget.Rules.bUseStaticCRT || !bUseDebugCRT)
                {
                    InBuildTarget.GlobalLinkEnvironment.Config.ExcludedLibraries.Add("MSVCRTD");
                    InBuildTarget.GlobalLinkEnvironment.Config.ExcludedLibraries.Add("MSVCPRTD");
                }
                InBuildTarget.GlobalLinkEnvironment.Config.ExcludedLibraries.Add("LIBC");
                InBuildTarget.GlobalLinkEnvironment.Config.ExcludedLibraries.Add("LIBCP");
                InBuildTarget.GlobalLinkEnvironment.Config.ExcludedLibraries.Add("LIBCD");
                InBuildTarget.GlobalLinkEnvironment.Config.ExcludedLibraries.Add("LIBCPD");

                //@todo ATL: Currently, only VSAccessor requires ATL (which is only used in editor builds)
                // When compiling games, we do not want to include ATL - and we can't when compiling Rocket games
                // due to VS 2012 Express not including ATL.
                // If more modules end up requiring ATL, this should be refactored into a BuildTarget flag (bNeedsATL)
                // that is set by the modules the target includes to allow for easier tracking.
                // Alternatively, if VSAccessor is modified to not require ATL than we should always exclude the libraries.
                if (InBuildTarget.ShouldCompileMonolithic() && (InBuildTarget.Rules != null) &&
                    (TargetRules.IsGameType(InBuildTarget.TargetType)) && (TargetRules.IsEditorType(InBuildTarget.TargetType) == false))
                {
                    InBuildTarget.GlobalLinkEnvironment.Config.ExcludedLibraries.Add("atl");
                    InBuildTarget.GlobalLinkEnvironment.Config.ExcludedLibraries.Add("atls");
                    InBuildTarget.GlobalLinkEnvironment.Config.ExcludedLibraries.Add("atlsd");
                    InBuildTarget.GlobalLinkEnvironment.Config.ExcludedLibraries.Add("atlsn");
                    InBuildTarget.GlobalLinkEnvironment.Config.ExcludedLibraries.Add("atlsnd");
                }

                // Add the library used for the delayed loading of DLLs.
                InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("delayimp.lib");

                //@todo - remove once FB implementation uses Http module
                if (UEBuildConfiguration.bCompileAgainstEngine)
                {
                    // link against wininet (used by FBX and Facebook)
                    InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("wininet.lib");
                }

                // Compile and link with Win32 API libraries.
                InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("rpcrt4.lib");
                //InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("wsock32.lib");
                InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("ws2_32.lib");
                InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("dbghelp.lib");
                InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("comctl32.lib");
                InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("Winmm.lib");
                InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("kernel32.lib");
                InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("user32.lib");
                InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("gdi32.lib");
                InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("winspool.lib");
                InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("comdlg32.lib");
                InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("advapi32.lib");
                InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("shell32.lib");
                InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("ole32.lib");
                InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("oleaut32.lib");
                InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("uuid.lib");
                InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("odbc32.lib");
                InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("odbccp32.lib");
                InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("netapi32.lib");
                InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("iphlpapi.lib");
                InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("setupapi.lib"); //  Required for access monitor device enumeration

                // Windows Vista/7 Desktop Windows Manager API for Slate Windows Compliance
                if (IsWindowsXPSupported() == false)                            // Windows XP does not support DWM
                {
                    InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("dwmapi.lib");
                }

                // IME
                InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("imm32.lib");

                // Setup assembly path for .NET modules.  This will only be used when CLR is enabled. (CPlusPlusCLR module types)
                InBuildTarget.GlobalCompileEnvironment.Config.SystemDotNetAssemblyPaths.Add(
                    Environment.GetFolderPath(Environment.SpecialFolder.ProgramFilesX86) +
                    "/Reference Assemblies/Microsoft/Framework/.NETFramework/v4.0");

                // Setup default assemblies for .NET modules.  These will only be used when CLR is enabled. (CPlusPlusCLR module types)
                InBuildTarget.GlobalCompileEnvironment.Config.FrameworkAssemblyDependencies.Add("System.dll");
                InBuildTarget.GlobalCompileEnvironment.Config.FrameworkAssemblyDependencies.Add("System.Data.dll");
                InBuildTarget.GlobalCompileEnvironment.Config.FrameworkAssemblyDependencies.Add("System.Drawing.dll");
                InBuildTarget.GlobalCompileEnvironment.Config.FrameworkAssemblyDependencies.Add("System.Xml.dll");
                InBuildTarget.GlobalCompileEnvironment.Config.FrameworkAssemblyDependencies.Add("System.Management.dll");
                InBuildTarget.GlobalCompileEnvironment.Config.FrameworkAssemblyDependencies.Add("System.Windows.Forms.dll");
                InBuildTarget.GlobalCompileEnvironment.Config.FrameworkAssemblyDependencies.Add("WindowsBase.dll");
            }

            // Disable Simplygon support if compiling against the NULL RHI.
            if (InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Contains("USE_NULL_RHI=1"))
            {
                UEBuildConfiguration.bCompileSimplygon = false;
            }

            // For 64-bit builds, we'll forcibly ignore a linker warning with DirectInput.  This is
            // Microsoft's recommended solution as they don't have a fixed .lib for us.
            if (InBuildTarget.Platform == UnrealTargetPlatform.Win64)
            {
                InBuildTarget.GlobalLinkEnvironment.Config.AdditionalArguments += " /ignore:4078";
            }
        }