/// <summary> /// Returns a list of INI filenames for the given project /// </summary> public static IEnumerable<FileReference> EnumerateConfigFileLocations(ConfigHierarchyType Type, DirectoryReference ProjectDir, UnrealTargetPlatform Platform) { string BaseIniName = Enum.GetName(typeof(ConfigHierarchyType), Type); string PlatformName = GetIniPlatformName(Platform); // cache some platform extension information that can be used inside the loops string PlatformExtensionEngineConfigDir = DirectoryReference.Combine(UnrealBuildTool.PlatformExtensionsDirectory, Platform.ToString(), "Engine").FullName; string PlatformExtensionProjectConfigDir = ProjectDir != null ? DirectoryReference.Combine(UnrealBuildTool.PlatformExtensionsDirectory, Platform.ToString(), ProjectDir.GetDirectoryName()).FullName : null; bool bHasPlatformExtensionEngineConfigDir = Directory.Exists(PlatformExtensionEngineConfigDir); bool bHasPlatformExtensionProjectConfigDir = PlatformExtensionProjectConfigDir != null && Directory.Exists(PlatformExtensionProjectConfigDir); foreach (ConfigLayer Layer in ConfigLayers) { bool bHasPlatformTag = Layer.Path.Contains("{PLATFORM}"); bool bHasProjectTag = Layer.Path.Contains("{PROJECT}"); bool bHasExpansionTag = Layer.Path.Contains("{ED}") || Layer.Path.Contains("{EF}"); bool bHasUserTag = Layer.Path.Contains("{USER}"); // skip platform layers if we are "platform-less", or user layers without a user dir if (bHasPlatformTag && Platform == null || bHasProjectTag && ProjectDir == null || bHasUserTag && GetUserDir() == null) { continue; } // basic replacements string LayerPath; // you can only have PROJECT or ENGINE, not both if (bHasProjectTag) { if (bHasPlatformTag && bHasPlatformExtensionProjectConfigDir) { LayerPath = Layer.ExtProjectPath.Replace("{EXTPROJECT}", PlatformExtensionProjectConfigDir); } else { LayerPath = Layer.Path.Replace("{PROJECT}", ProjectDir.FullName); } } else { if (bHasPlatformTag && bHasPlatformExtensionEngineConfigDir) { LayerPath = Layer.ExtEnginePath.Replace("{EXTENGINE}", PlatformExtensionEngineConfigDir); } else { LayerPath = Layer.Path.Replace("{ENGINE}", UnrealBuildTool.EngineDirectory.FullName); } } LayerPath = LayerPath.Replace("{TYPE}", BaseIniName); LayerPath = LayerPath.Replace("{USERSETTINGS}", Utils.GetUserSettingDirectory().FullName); if (bHasUserTag) LayerPath = LayerPath.Replace("{USER}", GetUserDir()); // handle expansion (and platform - the C++ code will validate that only expansion layers have platforms) if (bHasExpansionTag) { foreach (ConfigLayerExpansion Expansion in ConfigLayerExpansions) { // expansion replacements string ExpansionPath = LayerPath.Replace("{ED}", Expansion.DirectoryPrefix); ExpansionPath = ExpansionPath.Replace("{EF}", Expansion.FilePrefix); // now go up the ini parent chain if (bHasPlatformTag) { DataDrivenPlatformInfo.ConfigDataDrivenPlatformInfo Info = DataDrivenPlatformInfo.GetDataDrivenInfoForPlatform(PlatformName); if (Info != null && Info.IniParentChain != null) { // the IniParentChain foreach (string ParentPlatform in Info.IniParentChain) { yield return new FileReference(ExpansionPath.Replace("{PLATFORM}", ParentPlatform)); } } // always yield the active platform last yield return new FileReference(ExpansionPath.Replace("{PLATFORM}", PlatformName)); } else { yield return new FileReference(ExpansionPath); } } } else { yield return new FileReference(LayerPath); } } // Get the generated config file too. EditorSettings overrides this from if(Type == ConfigHierarchyType.EditorSettings) { yield return FileReference.Combine(GetGameAgnosticSavedDir(), "Config", PlatformName, BaseIniName + ".ini"); } else { yield return FileReference.Combine(GetGeneratedConfigDir(ProjectDir), PlatformName, BaseIniName + ".ini"); } }
public void AddWinMDReferencesFromReceipt(TargetReceipt Receipt, DirectoryReference SourceProjectDir, string DestRelativeTo) { // Dependency paths in receipt are already expanded at this point foreach (var Dep in Receipt.RuntimeDependencies) { if (Dep.Path.GetExtension() == ".dll") { string SourcePath = Dep.Path.FullName; string WinMDFile = Path.ChangeExtension(SourcePath, "winmd"); if (File.Exists(WinMDFile)) { string DestPath = Dep.Path.FullName; DestPath = Dep.Path.FullName.Replace(UnrealBuildTool.EngineDirectory.FullName, Path.Combine(DestRelativeTo, "Engine")); DestPath = DestPath.Replace(SourceProjectDir.FullName, Path.Combine(DestRelativeTo, SourceProjectDir.GetDirectoryName())); DestPath = Utils.MakePathRelativeTo(DestPath, DestRelativeTo); WinMDReferences.Add(new WinMDRegistrationInfo(new FileReference(WinMDFile), DestPath)); } } } }