private bool WriteCMakeLists()
        {
            var FileName         = "CMakeLists.txt";
            var CMakefileContent = new StringBuilder();

            CMakefileContent.Append(
                "# Makefile generated by MakefileGenerator.cs\n" +
                "# *DO NOT EDIT*\n\n" +
                "cmake_minimum_required (VERSION 2.6)\n" +
                "project (UE4)\n\n" +
                "set(BUILD ${CMAKE_SOURCE_DIR}/Engine/Build/BatchFiles/Linux/Build.sh)\n\n" +
                "set(SOURCE_FILES"
                );

            var AllModuleFiles = DiscoverModules();

            foreach (string CurModuleFile in AllModuleFiles)
            {
                CMakefileContent.Append("\n\t");

                var FoundFiles = SourceFileSearch.FindModuleSourceFiles(CurModuleFile, ExcludeNoRedistFiles: bExcludeNoRedistFiles);
                foreach (string CurSourceFile in FoundFiles)
                {
                    string SourceFileRelativeToRoot = Utils.MakePathRelativeTo(CurSourceFile, Path.Combine(EngineRelativePath));
                    if (!SourceFileRelativeToRoot.StartsWith("..") && !Path.IsPathRooted(SourceFileRelativeToRoot))
                    {
                        SourceFileRelativeToRoot = "Engine/" + SourceFileRelativeToRoot;
                    }
                    else
                    {
                        SourceFileRelativeToRoot = SourceFileRelativeToRoot.Substring(3);
                    }

                    CMakefileContent.Append(String.Format("\"{0}\" ", SourceFileRelativeToRoot));
                }
            }
            CMakefileContent.Append("\n)\n\n");
            foreach (string TargetFilePath in DiscoverTargets())
            {
                var TargetName = Utils.GetFilenameWithoutAnyExtensions(TargetFilePath);         // Remove both ".cs" and ".

                foreach (UnrealTargetConfiguration CurConfiguration in Enum.GetValues(typeof(UnrealTargetConfiguration)))
                {
                    if (CurConfiguration != UnrealTargetConfiguration.Unknown && CurConfiguration != UnrealTargetConfiguration.Development)
                    {
                        if (UnrealBuildTool.IsValidConfiguration(CurConfiguration))
                        {
                            var ConfName = Enum.GetName(typeof(UnrealTargetConfiguration), CurConfiguration);
                            CMakefileContent.Append(String.Format("add_custom_target({0}-Linux-{1} ${{BUILD}} {0} Linux {1})\n", TargetName, ConfName));
                        }
                    }
                }

                CMakefileContent.Append(String.Format("add_custom_target({0} ${{BUILD}} {0} Linux Development SOURCES ${{SOURCE_FILES}})\n\n", TargetName));
            }
            var FullFileName = Path.Combine(MasterProjectRelativePath, FileName);

            return(WriteFileIfChanged(FullFileName, CMakefileContent.ToString()));
        }
        private bool WriteMakefile()
        {
            var FileName        = "Makefile"; // MasterProjectName + ".mk";
            var MakefileContent = new StringBuilder();

            MakefileContent.Append(
                "# Makefile generated by MakefileGenerator.cs\n" +
                "# *DO NOT EDIT*\n\n" +
                "TARGETS ="
                );
            foreach (string Target in DiscoverTargets())
            {
                var Basename = Path.GetFileNameWithoutExtension(Target);
                Basename = Path.GetFileNameWithoutExtension(Basename);
                foreach (UnrealTargetConfiguration CurConfiguration in Enum.GetValues(typeof(UnrealTargetConfiguration)))
                {
                    if (CurConfiguration != UnrealTargetConfiguration.Unknown && CurConfiguration != UnrealTargetConfiguration.Development)
                    {
                        if (UnrealBuildTool.IsValidConfiguration(CurConfiguration))
                        {
                            var Confname = Enum.GetName(typeof(UnrealTargetConfiguration), CurConfiguration);
                            MakefileContent.Append(String.Format(" \\\n    {0}-Linux-{1}", Basename, Confname));
                        }
                    }
                }
                MakefileContent.Append(" \\\n    " + Basename);
            }
            MakefileContent.Append("\n\nBUILD = Engine/Build/BatchFiles/Linux/Build.sh\n\n" +
                                   "all: $(TARGETS)\n"
                                   );
            foreach (string Target in DiscoverTargets())
            {
                var Basename = Path.GetFileNameWithoutExtension(Target);
                Basename = Path.GetFileNameWithoutExtension(Basename);
                foreach (UnrealTargetConfiguration CurConfiguration in Enum.GetValues(typeof(UnrealTargetConfiguration)))
                {
                    if (CurConfiguration != UnrealTargetConfiguration.Unknown && CurConfiguration != UnrealTargetConfiguration.Development)
                    {
                        if (UnrealBuildTool.IsValidConfiguration(CurConfiguration))
                        {
                            var Confname = Enum.GetName(typeof(UnrealTargetConfiguration), CurConfiguration);
                            MakefileContent.Append(String.Format("\n{0}-Linux-{1}:\n\t$(BUILD) {0} Linux {1} $(ARGS)\n", Basename, Confname));
                        }
                    }
                }

                MakefileContent.Append(String.Format("\n{0}:\n\t$(BUILD) {0} Linux Development $(ARGS)\n", Basename));
            }
            MakefileContent.Append("\n.PHONY: $(TARGETS)\n");
            var FullFileName = Path.Combine(MasterProjectRelativePath, FileName);

            return(WriteFileIfChanged(FullFileName, MakefileContent.ToString()));
        }
示例#3
0
        private bool WriteQMakePro()
        {
            // Some more stuff borrowed from Mac side of things.
            List <string> IncludeDirectories       = new List <string>();
            List <string> SystemIncludeDirectories = new List <string>();
            List <string> DefinesAndValues         = new List <string> ();

            // DefineList.Add ("");

            var QMakeIncludesFileName       = MasterProjectName + "Includes.pri";
            var QMakeIncludesPriFileContent = new StringBuilder();

            var QMakeDefinesFileName       = MasterProjectName + "Defines.pri";
            var QMakeDefinesPriFileContent = new StringBuilder();

            string GameProjectPath     = "";
            string GameProjectFile     = "";
            string GameProjectRootPath = "";

            string BuildCommand = "";

            string QMakeGameProjectFile = "";

            foreach (var CurProject in GeneratedProjectFiles)
            {
                QMakefileProjectFile QMakeProject = CurProject as QMakefileProjectFile;
                if (QMakeProject == null)
                {
                    System.Console.WriteLine("QMakeProject == null");
                    continue;
                }

                foreach (var CurPath in QMakeProject.IntelliSenseIncludeSearchPaths)
                {
                    AddIncludeDirectory(ref IncludeDirectories, CurPath, Path.GetDirectoryName(QMakeProject.ProjectFilePath));
                    // System.Console.WriteLine ("Not empty now? CurPath == ", CurPath);
                }
                foreach (var CurPath in QMakeProject.IntelliSenseSystemIncludeSearchPaths)
                {
                    AddIncludeDirectory(ref SystemIncludeDirectories, CurPath, Path.GetDirectoryName(QMakeProject.ProjectFilePath));
                }
            }

            // Iterate through all the defines for the projects that are generated by
            // UnrealBuildTool.exe
            // !RAKE: move to seperate function
            QMakeDefinesPriFileContent.Append("DEFINES += \\\n");
            foreach (var CurProject in GeneratedProjectFiles)
            {
                QMakefileProjectFile QMakeProject = CurProject as QMakefileProjectFile;
                if (QMakeProject == null)
                {
                    System.Console.WriteLine("QMakeProject == null");
                    continue;
                }

                foreach (var CurDefine in QMakeProject.IntelliSensePreprocessorDefinitions)
                {
                    String define = "";
                    String value  = "";

                    SplitDefinitionAndValue(CurDefine, out define, out value);

                    if (!DefinesAndValues.Contains(define))
                    {
                        // System.Console.WriteLine (CurDefine);
                        if (string.IsNullOrEmpty(value))
                        {
                            DefinesAndValues.Add("\t");
                            DefinesAndValues.Add(String.Format("{0}=", define));
                            DefinesAndValues.Add(" \\\n");
                        }
                        else
                        {
                            DefinesAndValues.Add("\t");
                            DefinesAndValues.Add(define);
                            DefinesAndValues.Add("=");
                            DefinesAndValues.Add(value);
                            DefinesAndValues.Add(" \\\n");
                        }
                    }
                }
            }

            foreach (var Def in DefinesAndValues)
            {
                QMakeDefinesPriFileContent.Append(Def);
            }

            // Iterate through all the include paths that
            // UnrealBuildTool.exe generates
            // !RAKE: Move to seperate function
            QMakeIncludesPriFileContent.Append("INCLUDEPATH += \\\n");
            foreach (var CurPath in IncludeDirectories)
            {
                QMakeIncludesPriFileContent.Append("\t");
                QMakeIncludesPriFileContent.Append(CurPath);
                QMakeIncludesPriFileContent.Append(" \\\n");
            }

            foreach (var CurPath in SystemIncludeDirectories)
            {
                QMakeIncludesPriFileContent.Append("\t");
                QMakeIncludesPriFileContent.Append(CurPath);
                QMakeIncludesPriFileContent.Append(" \\\n");
            }
            QMakeIncludesPriFileContent.Append("\n");

            if (!String.IsNullOrEmpty(GameProjectName))
            {
                GameProjectPath      = UnrealBuildTool.GetUProjectPath();
                GameProjectFile      = UnrealBuildTool.GetUProjectFile();
                QMakeGameProjectFile = "gameProjectFile=" + GameProjectFile + "\n";
                BuildCommand         = "build=mono $$unrealRootPath/Engine/Binaries/DotNET/UnrealBuildTool.exe\n\n";
            }
            else
            {
                BuildCommand = "build=bash $$unrealRootPath/Engine/Build/BatchFiles/Linux/Build.sh\n";
            }

            var UnrealRootPath = Path.GetFullPath(ProjectFileGenerator.RootRelativePath);

            var FileName = MasterProjectName + ".pro";

            var QMakeSourcePriFileName = MasterProjectName + "Source.pri";
            var QMakeHeaderPriFileName = MasterProjectName + "Header.pri";
            var QMakeConfigPriFileName = MasterProjectName + "Config.pri";

            var QMakeFileContent = new StringBuilder();

            var QMakeSourcePriFileContent = new StringBuilder();
            var QMakeHeaderPriFileContent = new StringBuilder();
            var QMakeConfigPriFileContent = new StringBuilder();

            var QMakeSectionEnd = " \n\n";

            var QMakeSourceFilesList = "SOURCES += \\ \n";
            var QMakeHeaderFilesList = "HEADERS += \\ \n";
            var QMakeConfigFilesList = "OTHER_FILES += \\ \n";
            var QMakeTargetList      = "QMAKE_EXTRA_TARGETS += \\ \n";

            if (!String.IsNullOrEmpty(GameProjectName))
            {
                GameProjectRootPath = GameProjectName + "RootPath=" + GameProjectPath + "\n\n";
            }

            QMakeFileContent.Append(
                "# UnrealEngine.pro generated by QMakefileGenerator.cs\n" +
                "# *DO NOT EDIT*\n\n" +
                "TEMPLATE = aux\n" +
                "CONFIG -= console\n" +
                "CONFIG -= app_bundle\n" +
                "CONFIG -= qt\n\n" +
                "TARGET = UE4 \n\n" +
                "unrealRootPath=" + UnrealRootPath + "\n" +
                GameProjectRootPath +
                QMakeGameProjectFile +
                BuildCommand +
                "args=$(ARGS)\n\n" +
                "include(" + QMakeSourcePriFileName + ")\n" +
                "include(" + QMakeHeaderPriFileName + ")\n" +
                "include(" + QMakeConfigPriFileName + ")\n" +
                "include(" + QMakeIncludesFileName + ")\n" +
                "include(" + QMakeDefinesFileName + ")\n\n"
                );

            // Create SourceFiles, HeaderFiles, and ConfigFiles sections.
            var AllModuleFiles = DiscoverModules();

            foreach (string CurModuleFile in AllModuleFiles)
            {
                var FoundFiles = SourceFileSearch.FindModuleSourceFiles(CurModuleFile, ExcludeNoRedistFiles: bExcludeNoRedistFiles);
                foreach (string CurSourceFile in FoundFiles)
                {
                    string SourceFileRelativeToRoot = Utils.MakePathRelativeTo(CurSourceFile, Path.Combine(EngineRelativePath));
                    // Exclude some directories that we don't compile (note that we still want Windows/Mac etc for code navigation)
                    if (!SourceFileRelativeToRoot.Contains("Source/ThirdParty/"))
                    {
                        if (SourceFileRelativeToRoot.EndsWith(".cpp"))
                        {
                            if (!SourceFileRelativeToRoot.StartsWith("..") && !Path.IsPathRooted(SourceFileRelativeToRoot))
                            {
                                QMakeSourceFilesList += ("\t\"" + "$$unrealRootPath/Engine/" + SourceFileRelativeToRoot + "\" \\\n");
                            }
                            else
                            {
                                if (String.IsNullOrEmpty(GameProjectName))
                                {
                                    QMakeSourceFilesList += ("\t\"" + SourceFileRelativeToRoot.Substring(3) + "\" \\\n");
                                }
                                else if (!String.IsNullOrEmpty(GameProjectName))
                                {
                                    QMakeSourceFilesList += ("\t\"$$" + GameProjectName + "RootPath/" + Utils.MakePathRelativeTo(CurSourceFile, GameProjectPath) + "\" \\\n");
                                }
                                else
                                {
                                    System.Console.WriteLine("Error!, you should not be here.");
                                }
                            }
                        }
                        if (SourceFileRelativeToRoot.EndsWith(".h"))
                        {
                            if (!SourceFileRelativeToRoot.StartsWith("..") && !Path.IsPathRooted(SourceFileRelativeToRoot))
                            {
                                // SourceFileRelativeToRoot = "Engine/" + SourceFileRelativeToRoot;
                                QMakeHeaderFilesList += ("\t\"" + "$$unrealRootPath/Engine/" + SourceFileRelativeToRoot + "\" \\\n");
                            }
                            else
                            {
                                if (String.IsNullOrEmpty(GameProjectName))
                                {
                                    // SourceFileRelativeToRoot = SourceFileRelativeToRoot.Substring (3);
                                    QMakeHeaderFilesList += ("\t\"" + SourceFileRelativeToRoot.Substring(3) + "\" \\\n");
                                }
                                else if (!String.IsNullOrEmpty(GameProjectName))
                                {
                                    QMakeHeaderFilesList += ("\t\"$$" + GameProjectName + "RootPath/" + Utils.MakePathRelativeTo(CurSourceFile, GameProjectPath) + "\" \\\n");
                                }
                                else
                                {
                                    System.Console.WriteLine("Error!, you should not be here.");
                                }
                            }
                        }
                        if (SourceFileRelativeToRoot.EndsWith(".cs"))
                        {
                            if (!SourceFileRelativeToRoot.StartsWith("..") && !Path.IsPathRooted(SourceFileRelativeToRoot))
                            {
                                // SourceFileRelativeToRoot = "Engine/" + SourceFileRelativeToRoot;
                                QMakeConfigFilesList += ("\t\"" + "$$unrealRootPath/Engine/" + SourceFileRelativeToRoot + "\" \\\n");
                            }
                            else
                            {
                                if (String.IsNullOrEmpty(GameProjectName))
                                {
                                    // SourceFileRelativeToRoot = SourceFileRelativeToRoot.Substring (3);
                                    QMakeConfigFilesList += ("\t\"" + SourceFileRelativeToRoot.Substring(3) + "\" \\\n");
                                }
                                else if (!String.IsNullOrEmpty(GameProjectName))
                                {
                                    QMakeConfigFilesList += ("\t\"$$" + GameProjectName + "RootPath/" + Utils.MakePathRelativeTo(CurSourceFile, GameProjectPath) + "\" \\\n");
                                }
                                else
                                {
                                    System.Console.WriteLine("Error!, you should not be here.");
                                }
                            }
                        }
                    }
                }
            }

            // Add section end to section strings;
            QMakeSourceFilesList += QMakeSectionEnd;
            QMakeHeaderFilesList += QMakeSectionEnd;
            QMakeConfigFilesList += QMakeSectionEnd;

            // Append sections to the QMakeLists.txt file
            QMakeSourcePriFileContent.Append(QMakeSourceFilesList);
            QMakeHeaderPriFileContent.Append(QMakeHeaderFilesList);
            QMakeConfigPriFileContent.Append(QMakeConfigFilesList);

            string QMakeProjectCmdArg = "";

            foreach (string TargetFilePath in DiscoverTargets())
            {
                var TargetName = Utils.GetFilenameWithoutAnyExtensions(TargetFilePath);                         // Remove both ".cs" and ".

                foreach (UnrealTargetConfiguration CurConfiguration in Enum.GetValues(typeof(UnrealTargetConfiguration)))
                {
                    if (CurConfiguration != UnrealTargetConfiguration.Unknown && CurConfiguration != UnrealTargetConfiguration.Development)
                    {
                        if (UnrealBuildTool.IsValidConfiguration(CurConfiguration))
                        {
                            if (TargetName == GameProjectName || TargetName == (GameProjectName + "Editor"))
                            {
                                QMakeProjectCmdArg = " -project=\"\\\"$$gameProjectFile\\\"\"";
                            }
                            var ConfName = Enum.GetName(typeof(UnrealTargetConfiguration), CurConfiguration);
                            QMakeFileContent.Append(String.Format("{0}-Linux-{1}.commands = $$build {2} {0} Linux {1} $$args\n", TargetName, ConfName, QMakeProjectCmdArg));
                            QMakeTargetList += "\t" + TargetName + "-Linux-" + ConfName + " \\\n";                             // , TargetName, ConfName);
                        }
                    }
                }

                if (TargetName == GameProjectName || TargetName == (GameProjectName + "Editor"))
                {
                    QMakeProjectCmdArg = " -project=\"\\\"$$gameProjectFile\\\"\"";
                }

                QMakeFileContent.Append(String.Format("{0}.commands = $$build {1} {0} Linux Development $$args\n\n", TargetName, QMakeProjectCmdArg));
                QMakeTargetList += "\t" + TargetName + " \\\n";
            }

            QMakeFileContent.Append(QMakeTargetList.TrimEnd('\\'));

            var FullFileName = Path.Combine(MasterProjectRelativePath, FileName);

            var FullQMakeDefinesFileName   = Path.Combine(MasterProjectRelativePath, QMakeDefinesFileName);
            var FullQMakeIncludesFileName  = Path.Combine(MasterProjectRelativePath, QMakeIncludesFileName);
            var FullQMakeSourcePriFileName = Path.Combine(MasterProjectRelativePath, QMakeSourcePriFileName);
            var FullQMakeHeaderPriFileName = Path.Combine(MasterProjectRelativePath, QMakeHeaderPriFileName);
            var FullQMakeConfigPriFileName = Path.Combine(MasterProjectRelativePath, QMakeConfigPriFileName);

            WriteFileIfChanged(FullQMakeDefinesFileName, QMakeDefinesPriFileContent.ToString());
            WriteFileIfChanged(FullQMakeIncludesFileName, QMakeIncludesPriFileContent.ToString());
            WriteFileIfChanged(FullQMakeSourcePriFileName, QMakeSourcePriFileContent.ToString());

            WriteFileIfChanged(FullQMakeHeaderPriFileName, QMakeHeaderPriFileContent.ToString());
            WriteFileIfChanged(FullQMakeConfigPriFileName, QMakeConfigPriFileContent.ToString());

            return(WriteFileIfChanged(FullFileName, QMakeFileContent.ToString()));
        }
        private bool WriteMakefile()
        {
            string GameProjectFile     = "";
            string BuildCommand        = "";
            string ProjectBuildCommand = "";

            string MakeGameProjectFile = "";

            var UnrealRootPath = UnrealBuildTool.RootDirectory.FullName;

            if (!String.IsNullOrEmpty(GameProjectName))
            {
                GameProjectFile     = OnlyGameProject.FullName;
                MakeGameProjectFile = "GAMEPROJECTFILE =" + GameProjectFile + "\n";
                ProjectBuildCommand = "PROJECTBUILD = mono \"$(UNREALROOTPATH)/Engine/Binaries/DotNET/UnrealBuildTool.exe\"\n";
            }

            BuildCommand = "BUILD = bash \"$(UNREALROOTPATH)/Engine/Build/BatchFiles/Linux/Build.sh\"\n";

            var FileName        = "Makefile";      // MasterProjectName + ".mk";
            var MakefileContent = new StringBuilder();

            MakefileContent.Append(
                "# Makefile generated by MakefileGenerator.cs\n" +
                "# *DO NOT EDIT*\n\n" +
                "UNREALROOTPATH = " + UnrealRootPath + "\n" +
                MakeGameProjectFile + "\n" +
                "TARGETS ="
                );
            String MakeProjectCmdArg = "";
            String MakeBuildCommand  = "";

            foreach (var Project in GeneratedProjectFiles)
            {
                foreach (var TargetFile in Project.ProjectTargets)
                {
                    if (TargetFile.TargetFilePath == null)
                    {
                        continue;
                    }

                    string TargetFileName = TargetFile.TargetFilePath.GetFileNameWithoutExtension();
                    string Basename       = TargetFileName.Substring(0, TargetFileName.LastIndexOf(".Target"));

                    foreach (UnrealTargetConfiguration CurConfiguration in Enum.GetValues(typeof(UnrealTargetConfiguration)))
                    {
                        if (CurConfiguration != UnrealTargetConfiguration.Unknown && CurConfiguration != UnrealTargetConfiguration.Development)
                        {
                            if (UnrealBuildTool.IsValidConfiguration(CurConfiguration))
                            {
                                var Confname = Enum.GetName(typeof(UnrealTargetConfiguration), CurConfiguration);
                                MakefileContent.Append(String.Format(" \\\n\t{0}-Linux-{1} ", Basename, Confname));
                            }
                        }
                    }
                    MakefileContent.Append(" \\\n\t" + Basename);
                }
            }
            MakefileContent.Append("\\\n\tconfigure");

            MakefileContent.Append("\n\n" + BuildCommand + ProjectBuildCommand + "\n" +
                                   "all: StandardSet\n\n" +
                                   "RequiredTools: CrashReportClient-Linux-Shipping ShaderCompileWorker UnrealLightmass\n\n" +
                                   "StandardSet: RequiredTools UnrealFrontend UE4Editor\n\n" +
                                   "DebugSet: RequiredTools UnrealFrontend-Linux-Debug UE4Editor-Linux-Debug\n\n"
                                   );

            foreach (var Project in GeneratedProjectFiles)
            {
                foreach (var TargetFile in Project.ProjectTargets)
                {
                    if (TargetFile.TargetFilePath == null)
                    {
                        continue;
                    }

                    string TargetFileName = TargetFile.TargetFilePath.GetFileNameWithoutExtension();
                    string Basename       = TargetFileName.Substring(0, TargetFileName.LastIndexOf(".Target"));

                    if (Basename == GameProjectName || Basename == (GameProjectName + "Editor"))
                    {
                        MakeProjectCmdArg = " -project=\"$(GAMEPROJECTFILE)\"";
                        MakeBuildCommand  = "$(PROJECTBUILD)";
                    }
                    else
                    {
                        MakeBuildCommand = "$(BUILD)";
                    }

                    foreach (UnrealTargetConfiguration CurConfiguration in Enum.GetValues(typeof(UnrealTargetConfiguration)))
                    {
                        if (Basename == GameProjectName || Basename == (GameProjectName + "Editor"))
                        {
                            MakeProjectCmdArg = " -project=\"$(GAMEPROJECTFILE)\"";
                            MakeBuildCommand  = "$(PROJECTBUILD)";
                        }
                        else
                        {
                            MakeBuildCommand = "$(BUILD)";
                        }

                        if (CurConfiguration != UnrealTargetConfiguration.Unknown && CurConfiguration != UnrealTargetConfiguration.Development)
                        {
                            if (UnrealBuildTool.IsValidConfiguration(CurConfiguration))
                            {
                                var Confname = Enum.GetName(typeof(UnrealTargetConfiguration), CurConfiguration);
                                MakefileContent.Append(String.Format("\n{1}-Linux-{2}:\n\t {0} {1} Linux {2} {3} $(ARGS)\n", MakeBuildCommand, Basename, Confname, MakeProjectCmdArg));
                            }
                        }
                    }
                    MakefileContent.Append(String.Format("\n{1}:\n\t {0} {1} Linux Development {2} $(ARGS)\n", MakeBuildCommand, Basename, MakeProjectCmdArg));
                }
            }

            MakefileContent.Append("\nconfigure:\n");
            if (!String.IsNullOrEmpty(GameProjectName))
            {
                // Make sure UBT is updated.
                MakefileContent.Append("\txbuild /property:Configuration=Development /property:TargetFrameworkVersion=v4.5 /verbosity:quiet /nologo ");
                MakefileContent.Append("\"$(UNREALROOTPATH)/Engine/Source/Programs/UnrealBuildTool/UnrealBuildTool.csproj\"\n");
                MakefileContent.Append("\t$(PROJECTBUILD) -projectfiles -project=\"\\\"$(GAMEPROJECTFILE)\\\"\" -game -engine \n");
            }
            else
            {
                MakefileContent.Append("\tbash \"$(UNREALROOTPATH)/GenerateProjectFiles.sh\" \n");
            }

            MakefileContent.Append("\n.PHONY: $(TARGETS)\n");
            FileReference FullFileName = FileReference.Combine(MasterProjectPath, FileName);

            return(WriteFileIfChanged(FullFileName.FullName, MakefileContent.ToString()));
        }
示例#5
0
        /// <summary>
        ///  Write the Command section for a .kdev4/$ProjectName.kdev4 file.
        /// </summary>
        /// <param name="FileContent">File content.</param>
        private void WriteCommandSection(ref StringBuilder FileContent)
        {
            int BuildConfigIndex = 1;

            var UnrealRootPath = Path.GetFullPath(ProjectFileGenerator.RootRelativePath);

            FileContent.Append("[CustomBuildSystem]\n");
            FileContent.Append("CurrentConfiguration=BuildConfig0\n\n");             //

            // The Basics to get up and running with the editor, utilizing the Makefile.
            FileContent.Append(String.Format("[CustomBuildSystem][BuildConfig0]\nBuildDir=file://{0}\n", UnrealRootPath));

            FileContent.Append("Title=BuildMeFirst\n\n");
            FileContent.Append("[CustomBuildSystem][BuildConfig0][ToolBuild]\n");
            FileContent.Append("Arguments=-f Makefile UE4Editor UE4Game ShaderCompileWorker UnrealLightmass UnrealPak\n");
            FileContent.Append("Enabled=true\n");
            FileContent.Append("Environment=\n");
            FileContent.Append("Executable=make\n");
            FileContent.Append("Type=0\n\n");

            FileContent.Append("[CustomBuildSystem][BuildConfig0][ToolClean]\n");
            FileContent.Append("Arguments=-f Makefile UE4Editor UE4Game ShaderCompileWorker UnrealLightmass UnrealPak -clean\n");
            FileContent.Append("Enabled=true\n");
            FileContent.Append("Environment=\n");
            FileContent.Append("Executable=make\n");
            FileContent.Append("Type=3\n\n");

            FileContent.Append("[CustomBuildSystem][BuildConfig0][ToolConfigure]\n");
            FileContent.Append("Arguments=./GenerateProjectFiles.sh\n");
            FileContent.Append("Enabled=true\n");
            FileContent.Append("Environment=\n");
            FileContent.Append("Executable=bash\n");
            FileContent.Append("Type=1\n\n");

            foreach (var Project in GeneratedProjectFiles)
            {
                foreach (var TargetFile in Project.ProjectTargets)
                {
                    if (TargetFile.TargetFilePath == null)
                    {
                        continue;
                    }

                    var TargetName = TargetFile.TargetFilePath.GetFileNameWithoutAnyExtensions();

                    // Remove both ".cs" and ".
                    foreach (UnrealTargetConfiguration CurConfiguration in Enum.GetValues(typeof(UnrealTargetConfiguration)))
                    {
                        if (CurConfiguration != UnrealTargetConfiguration.Unknown && CurConfiguration != UnrealTargetConfiguration.Development)
                        {
                            if (UnrealBuildTool.IsValidConfiguration(CurConfiguration))
                            {
                                var ConfName = Enum.GetName(typeof(UnrealTargetConfiguration), CurConfiguration);
                                FileContent.Append(String.Format("[CustomBuildSystem][BuildConfig{0}]\nBuildDir=file://{1}\n", BuildConfigIndex, UnrealRootPath));

                                if (TargetName == GameProjectName)
                                {
                                    FileContent.Append(String.Format("Title={0}-Linux-{1}\n\n", TargetName, ConfName));
                                    WriteCommandSubSection(ref FileContent, TargetName, ConfName, BuildConfigIndex, 0);
                                    WriteCommandSubSection(ref FileContent, TargetName, ConfName, BuildConfigIndex, 1);
                                    WriteCommandSubSection(ref FileContent, TargetName, ConfName, BuildConfigIndex, 3);
                                }
                                else if (TargetName == (GameProjectName + "Editor"))
                                {
                                    FileContent.Append(String.Format("Title={0}-Linux-{1}\n\n", TargetName, ConfName));
                                    WriteCommandSubSection(ref FileContent, TargetName, ConfName, BuildConfigIndex, 0);
                                    WriteCommandSubSection(ref FileContent, TargetName, ConfName, BuildConfigIndex, 1);
                                    WriteCommandSubSection(ref FileContent, TargetName, ConfName, BuildConfigIndex, 3);
                                }
                                else
                                {
                                    FileContent.Append(String.Format("Title={0}-Linux-{1}\n\n", TargetName, ConfName));
                                    WriteCommandSubSection(ref FileContent, TargetName, ConfName, BuildConfigIndex, 0);
                                    WriteCommandSubSection(ref FileContent, TargetName, ConfName, BuildConfigIndex, 1);
                                    WriteCommandSubSection(ref FileContent, TargetName, ConfName, BuildConfigIndex, 3);
                                }
                                BuildConfigIndex++;
                            }
                        }
                    }

                    FileContent.Append(String.Format("[CustomBuildSystem][BuildConfig{0}]\nBuildDir=file://{1}\n", BuildConfigIndex, UnrealRootPath));
                    if (TargetName == GameProjectName)
                    {
                        FileContent.Append(String.Format("Title={0}\n\n", TargetName));
                        WriteCommandSubSection(ref FileContent, TargetName, "Development", BuildConfigIndex, 0);
                        WriteCommandSubSection(ref FileContent, TargetName, "Development", BuildConfigIndex, 1);
                        WriteCommandSubSection(ref FileContent, TargetName, "Development", BuildConfigIndex, 3);
                    }
                    else if (TargetName == (GameProjectName + "Editor"))
                    {
                        FileContent.Append(String.Format("Title={0}\n\n", TargetName));
                        WriteCommandSubSection(ref FileContent, TargetName, "Development", BuildConfigIndex, 0);
                        WriteCommandSubSection(ref FileContent, TargetName, "Development", BuildConfigIndex, 1);
                        WriteCommandSubSection(ref FileContent, TargetName, "Development", BuildConfigIndex, 3);
                    }
                    else
                    {
                        FileContent.Append(String.Format("Title={0}\n\n", TargetName));
                        WriteCommandSubSection(ref FileContent, TargetName, "Development", BuildConfigIndex, 0);
                        WriteCommandSubSection(ref FileContent, TargetName, "Development", BuildConfigIndex, 1);
                        WriteCommandSubSection(ref FileContent, TargetName, "Development", BuildConfigIndex, 3);
                    }
                    BuildConfigIndex++;
                }
            }
        }
        private bool WriteCMakeLists()
        {
            string       BuildCommand;
            const string CMakeSectionEnd = " )\n\n";

            var CMakefileContent = new StringBuilder();

            StringBuilder CMakeSourceFilesList        = new StringBuilder("set(SOURCE_FILES \n");
            StringBuilder CMakeHeaderFilesList        = new StringBuilder("set(HEADER_FILES \n");
            StringBuilder CMakeConfigFilesList        = new StringBuilder("set(CONFIG_FILES \n");
            StringBuilder IncludeDirectoriesList      = new StringBuilder("include_directories( \n");
            StringBuilder PreprocessorDefinitionsList = new StringBuilder("add_definitions( \n");
            string        CMakeCC = "\n";
            string        CMakeC  = "\n";

            var CMakeGameRootPath = "";
            var CMakeUE4RootPath  = "set(UE4_ROOT_PATH " + Utils.CleanDirectorySeparators(UnrealBuildTool.RootDirectory.FullName, '/') + ")\n";

            string GameProjectPath      = "";
            string CMakeGameProjectFile = "";

            string HostArchitecture;

            switch (BuildHostPlatform.Current.Platform)
            {
            case UnrealTargetPlatform.Win64:
            {
                HostArchitecture = "Win64";
                BuildCommand     = "set(BUILD cmd /c \"${UE4_ROOT_PATH}/Engine/Build/BatchFiles/Build.bat\")\n";
                break;
            }

            case UnrealTargetPlatform.Mac:
            {
                MacToolChainSettings Settings = new MacToolChainSettings(false);
                HostArchitecture = "Mac";
                BuildCommand     = "set(BUILD cd \"${UE4_ROOT_PATH}\" && bash \"${UE4_ROOT_PATH}/Engine/Build/BatchFiles/" + HostArchitecture + "/Build.sh\")\n";
                CMakeCC          = "set(CMAKE_CXX_COMPILER " + Settings.ToolchainDir + "clang++)\n";
                CMakeC           = "set(CMAKE_C_COMPILER " + Settings.ToolchainDir + "clang)\n";
                break;
            }

            case UnrealTargetPlatform.Linux:
            {
                HostArchitecture = "Linux";
                BuildCommand     = "set(BUILD cd \"${UE4_ROOT_PATH}\" && bash \"${UE4_ROOT_PATH}/Engine/Build/BatchFiles/" + HostArchitecture + "/Build.sh\")\n";
                string Compiler = LinuxCommon.WhichClang();
                if (String.IsNullOrEmpty(Compiler))
                {
                    Compiler = LinuxCommon.WhichGcc();
                }
                // Should not be possible, but...
                if (String.IsNullOrEmpty(Compiler))
                {
                    Compiler = "clang++";
                }
                CMakeCC = "set(CMAKE_CXX_COMPILER \"" + Compiler + "\")\n";
                string CCompiler = Compiler.Replace("++", "");
                CMakeC = "set(CMAKE_C_COMPILER \"" + CCompiler + "\")\n";
                break;
            }

            default:
            {
                throw new BuildException("ERROR: CMakefileGenerator does not support this platform");
            }
            }

            if (!String.IsNullOrEmpty(GameProjectName))
            {
                GameProjectPath = OnlyGameProject.Directory.FullName;

                CMakeGameRootPath    = "set(GAME_ROOT_PATH \"" + Utils.CleanDirectorySeparators(OnlyGameProject.Directory.FullName, '/') + "\")\n";
                CMakeGameProjectFile = "set(GAME_PROJECT_FILE \"" + Utils.CleanDirectorySeparators(OnlyGameProject.FullName, '/') + "\")\n";
            }

            CMakefileContent.Append(
                "# Makefile generated by CMakefileGenerator.cs (v1.1)\n" +
                "# *DO NOT EDIT*\n\n" +
                "cmake_minimum_required (VERSION 2.6)\n" +
                "project (UE4)\n\n" +
                CMakeCC +
                CMakeC +
                CMakeUE4RootPath +
                CMakeGameProjectFile +
                BuildCommand +
                CMakeGameRootPath + "\n"
                );

            List <string> IncludeDirectories      = new List <string>();
            List <string> PreprocessorDefinitions = new List <string>();

            foreach (var CurProject in GeneratedProjectFiles)
            {
                foreach (var IncludeSearchPath in CurProject.IntelliSenseIncludeSearchPaths)
                {
                    string IncludeDirectory = GetIncludeDirectory(IncludeSearchPath, Path.GetDirectoryName(CurProject.ProjectFilePath.FullName));
                    if (IncludeDirectory != null && !IncludeDirectories.Contains(IncludeDirectory))
                    {
                        if (IncludeDirectory.Contains(UnrealBuildTool.RootDirectory.FullName))
                        {
                            IncludeDirectories.Add(IncludeDirectory.Replace(UnrealBuildTool.RootDirectory.FullName, "${UE4_ROOT_PATH}"));
                        }
                        else
                        {
                            IncludeDirectories.Add("${GAME_ROOT_PATH}/" + IncludeDirectory);
                        }
                    }
                }

                foreach (var PreProcessorDefinition in CurProject.IntelliSensePreprocessorDefinitions)
                {
                    string Definition          = PreProcessorDefinition;
                    string AlternateDefinition = Definition.Contains("=0") ? Definition.Replace("=0", "=1") : Definition.Replace("=1", "=0");

                    if (Definition.Equals("WITH_EDITORONLY_DATA=0") || Definition.Equals("WITH_DATABASE_SUPPORT=1"))
                    {
                        Definition = AlternateDefinition;
                    }

                    if (!PreprocessorDefinitions.Contains(Definition) &&
                        !PreprocessorDefinitions.Contains(AlternateDefinition) &&
                        !Definition.StartsWith("UE_ENGINE_DIRECTORY") &&
                        !Definition.StartsWith("ORIGINAL_FILE_NAME"))
                    {
                        PreprocessorDefinitions.Add(Definition);
                    }
                }
            }

            // Create SourceFiles, HeaderFiles, and ConfigFiles sections.
            var AllModuleFiles = DiscoverModules(FindGameProjects());

            foreach (FileReference CurModuleFile in AllModuleFiles)
            {
                var FoundFiles = SourceFileSearch.FindModuleSourceFiles(CurModuleFile);
                foreach (FileReference CurSourceFile in FoundFiles)
                {
                    string SourceFileRelativeToRoot = CurSourceFile.MakeRelativeTo(UnrealBuildTool.EngineDirectory);

                    // Exclude files/folders on a per-platform basis.
                    if (!IsPathExcludedOnPlatform(SourceFileRelativeToRoot, BuildHostPlatform.Current.Platform))
                    {
                        if (SourceFileRelativeToRoot.EndsWith(".cpp"))
                        {
                            if (!SourceFileRelativeToRoot.StartsWith("..") && !Path.IsPathRooted(SourceFileRelativeToRoot))
                            {
                                CMakeSourceFilesList.Append("\t\"${UE4_ROOT_PATH}/Engine/" + Utils.CleanDirectorySeparators(SourceFileRelativeToRoot, '/') + "\"\n");
                            }
                            else
                            {
                                if (String.IsNullOrEmpty(GameProjectName))
                                {
                                    CMakeSourceFilesList.Append("\t\"" + Utils.CleanDirectorySeparators(SourceFileRelativeToRoot, '/').Substring(3) + "\"\n");
                                }
                                else
                                {
                                    string RelativeGameSourcePath = Utils.MakePathRelativeTo(CurSourceFile.FullName, GameProjectPath);
                                    CMakeSourceFilesList.Append("\t\"${GAME_ROOT_PATH}/" + Utils.CleanDirectorySeparators(RelativeGameSourcePath, '/') + "\"\n");
                                }
                            }
                        }
                        else if (SourceFileRelativeToRoot.EndsWith(".h"))
                        {
                            if (!SourceFileRelativeToRoot.StartsWith("..") && !Path.IsPathRooted(SourceFileRelativeToRoot))
                            {
                                CMakeHeaderFilesList.Append("\t\"${UE4_ROOT_PATH}/Engine/" + Utils.CleanDirectorySeparators(SourceFileRelativeToRoot, '/') + "\"\n");
                            }
                            else
                            {
                                if (String.IsNullOrEmpty(GameProjectName))
                                {
                                    CMakeHeaderFilesList.Append("\t\"" + Utils.CleanDirectorySeparators(SourceFileRelativeToRoot, '/').Substring(3) + "\"\n");
                                }
                                else
                                {
                                    string relativeGameSourcePath = Utils.MakePathRelativeTo(CurSourceFile.FullName, GameProjectPath);
                                    CMakeHeaderFilesList.Append("\t\"${GAME_ROOT_PATH}/" + Utils.CleanDirectorySeparators(relativeGameSourcePath, '/') + "\"\n");
                                }
                            }
                        }
                        else if (SourceFileRelativeToRoot.EndsWith(".cs"))
                        {
                            if (!SourceFileRelativeToRoot.StartsWith("..") && !Path.IsPathRooted(SourceFileRelativeToRoot))
                            {
                                CMakeConfigFilesList.Append("\t\"${UE4_ROOT_PATH}/Engine/" + Utils.CleanDirectorySeparators(SourceFileRelativeToRoot, '/') + "\"\n");
                            }
                            else
                            {
                                if (String.IsNullOrEmpty(GameProjectName))
                                {
                                    CMakeConfigFilesList.Append("\t\"" + Utils.CleanDirectorySeparators(SourceFileRelativeToRoot, '/').Substring(3) + "\"\n");
                                }
                                else
                                {
                                    string relativeGameSourcePath = Utils.MakePathRelativeTo(CurSourceFile.FullName, GameProjectPath);
                                    CMakeConfigFilesList.Append("\t\"${GAME_ROOT_PATH}/" + Utils.CleanDirectorySeparators(relativeGameSourcePath, '/') + "\"\n");
                                }
                            }
                        }
                    }
                }
            }

            foreach (string IncludeDirectory in IncludeDirectories)
            {
                IncludeDirectoriesList.Append("\t\"" + Utils.CleanDirectorySeparators(IncludeDirectory, '/') + "\"\n");
            }

            foreach (string PreprocessorDefinition in PreprocessorDefinitions)
            {
                PreprocessorDefinitionsList.Append("\t-D" + PreprocessorDefinition + "\n");
            }

            // Add section end to section strings;
            CMakeSourceFilesList.Append(CMakeSectionEnd);
            CMakeHeaderFilesList.Append(CMakeSectionEnd);
            CMakeConfigFilesList.Append(CMakeSectionEnd);
            IncludeDirectoriesList.Append(CMakeSectionEnd);
            PreprocessorDefinitionsList.Append(CMakeSectionEnd);

            // Append sections to the CMakeLists.txt file
            CMakefileContent.Append(CMakeSourceFilesList);
            CMakefileContent.Append(CMakeHeaderFilesList);
            CMakefileContent.Append(CMakeConfigFilesList);
            CMakefileContent.Append(IncludeDirectoriesList);
            CMakefileContent.Append(PreprocessorDefinitionsList);

            string CMakeProjectCmdArg = "";

            foreach (var Project in GeneratedProjectFiles)
            {
                foreach (var TargetFile in Project.ProjectTargets)
                {
                    if (TargetFile.TargetFilePath == null)
                    {
                        continue;
                    }

                    var TargetName = TargetFile.TargetFilePath.GetFileNameWithoutAnyExtensions();                               // Remove both ".cs" and ".

                    foreach (UnrealTargetConfiguration CurConfiguration in Enum.GetValues(typeof(UnrealTargetConfiguration)))
                    {
                        if (CurConfiguration != UnrealTargetConfiguration.Unknown && CurConfiguration != UnrealTargetConfiguration.Development)
                        {
                            if (UnrealBuildTool.IsValidConfiguration(CurConfiguration))
                            {
                                if (TargetName == GameProjectName || TargetName == (GameProjectName + "Editor"))
                                {
                                    CMakeProjectCmdArg = "-project=\"${GAME_PROJECT_FILE}\"";
                                }

                                string ConfName = Enum.GetName(typeof(UnrealTargetConfiguration), CurConfiguration);
                                CMakefileContent.Append(String.Format("add_custom_target({0}-{3}-{1} ${{BUILD}} {0} {3} {1} {2} $(ARGS))\n", TargetName, ConfName, CMakeProjectCmdArg, HostArchitecture));
                            }
                        }
                    }

                    if (TargetName == GameProjectName || TargetName == (GameProjectName + "Editor"))
                    {
                        CMakeProjectCmdArg = "-project=\"${GAME_PROJECT_FILE}\"";
                    }

                    CMakefileContent.Append(String.Format("add_custom_target({0} ${{BUILD}} {0} {2} Development {1} $(ARGS) SOURCES ${{SOURCE_FILES}} ${{HEADER_FILES}} ${{CONFIG_FILES}})\n\n", TargetName, CMakeProjectCmdArg, HostArchitecture));
                }
            }

            // Append a dummy executable target
            CMakefileContent.AppendLine("add_executable(FakeTarget ${SOURCE_FILES})");

            var FullFileName = Path.Combine(MasterProjectPath.FullName, ProjectFileName);

            bool writeSuccess = WriteFileIfChanged(FullFileName, CMakefileContent.ToString());

            return(writeSuccess);
        }
示例#7
0
        protected override bool WriteMasterProjectFile(ProjectFile UBTProject)
        {
            var SolutionFileName               = MasterProjectName + SolutionExtension;
            var CodeCompletionFile             = MasterProjectName + CodeCompletionFileName;
            var CodeCompletionPreProcessorFile = MasterProjectName + CodeCompletionPreProcessorFileName;

            var FullCodeLiteMasterFile                     = Path.Combine(MasterProjectPath.FullName, SolutionFileName);
            var FullCodeLiteCodeCompletionFile             = Path.Combine(MasterProjectPath.FullName, CodeCompletionFile);
            var FullCodeLiteCodeCompletionPreProcessorFile = Path.Combine(MasterProjectPath.FullName, CodeCompletionPreProcessorFile);

            //
            // HACK
            // TODO This is for now a hack. According to the original submitter, Eranif (a CodeLite developer) will support code completion folders in *.workspace files.
            // We create a separate file with all the folder name in it to copy manually into the code completion
            // filed of CodeLite workspace. (Workspace Settings/Code Completion -> copy the content of the file threre.)
            List <string> IncludeDirectories = new List <string>();
            List <string> PreProcessor       = new List <string>();

            foreach (var CurProject in GeneratedProjectFiles)
            {
                CodeLiteProject Project = CurProject as CodeLiteProject;
                if (Project == null)
                {
                    continue;
                }

                foreach (var CurrentPath in Project.IntelliSenseIncludeSearchPaths)
                {
                    // Convert relative path into absolute.
                    DirectoryReference IntelliSenseIncludeSearchPath = DirectoryReference.Combine(Project.ProjectFilePath.Directory, CurrentPath);
                    IncludeDirectories.Add(IntelliSenseIncludeSearchPath.FullName);
                }
                foreach (var CurrentPath in Project.IntelliSenseSystemIncludeSearchPaths)
                {
                    // Convert relative path into absolute.
                    DirectoryReference IntelliSenseSystemIncludeSearchPath = DirectoryReference.Combine(Project.ProjectFilePath.Directory, CurrentPath);
                    IncludeDirectories.Add(IntelliSenseSystemIncludeSearchPath.FullName);
                }

                foreach (var CurDef in Project.IntelliSensePreprocessorDefinitions)
                {
                    if (!PreProcessor.Contains(CurDef))
                    {
                        PreProcessor.Add(CurDef);
                    }
                }
            }

            //
            // Write code completions data into files.
            //
            File.WriteAllLines(FullCodeLiteCodeCompletionFile, IncludeDirectories);
            File.WriteAllLines(FullCodeLiteCodeCompletionPreProcessorFile, PreProcessor);

            //
            // Write CodeLites Workspace
            //
            XmlWriterSettings settings = new XmlWriterSettings();

            settings.Indent = true;

            XElement   CodeLiteWorkspace      = new XElement("CodeLite_Workspace");
            XAttribute CodeLiteWorkspaceName  = new XAttribute("Name", MasterProjectName);
            XAttribute CodeLiteWorkspaceSWTLW = new XAttribute("SWTLW", "Yes");             // This flag will only work in CodeLite version > 8.0. See below

            CodeLiteWorkspace.Add(CodeLiteWorkspaceName);
            CodeLiteWorkspace.Add(CodeLiteWorkspaceSWTLW);

            //
            // ATTN This part will work for the next release of CodeLite. That may
            // be CodeLite version > 8.0. CodeLite 8.0 does not have this functionality.
            // TODO Macros are ignored for now.
            //
            // Write Code Completion folders into the WorkspaceParserPaths section.
            //
            XElement CodeLiteWorkspaceParserPaths = new XElement("WorkspaceParserPaths");

            foreach (var CurrentPath in IncludeDirectories)
            {
                XElement   CodeLiteWorkspaceParserPathInclude = new XElement("Include");
                XAttribute CodeLiteWorkspaceParserPath        = new XAttribute("Path", CurrentPath);
                CodeLiteWorkspaceParserPathInclude.Add(CodeLiteWorkspaceParserPath);
                CodeLiteWorkspaceParserPaths.Add(CodeLiteWorkspaceParserPathInclude);
            }
            CodeLiteWorkspace.Add(CodeLiteWorkspaceParserPaths);

            //
            // Write project file information into CodeLite's workspace file.
            //
            foreach (var CurProject in AllProjectFiles)
            {
                var ProjectExtension = CurProject.ProjectFilePath.GetExtension();

                //
                // TODO For now ignore C# project files.
                //
                if (ProjectExtension == ".csproj")
                {
                    continue;
                }

                //
                // Iterate through all targets.
                //
                foreach (ProjectTarget CurrentTarget in CurProject.ProjectTargets)
                {
                    string[] tmp = CurrentTarget.ToString().Split('.');
                    string   ProjectTargetFileName = CurProject.ProjectFilePath.Directory.MakeRelativeTo(MasterProjectPath) + "/" + tmp[0] + ProjectExtension;
                    String   ProjectName           = tmp[0];


                    XElement   CodeLiteWorkspaceProject       = new XElement("Project");
                    XAttribute CodeLiteWorkspaceProjectName   = new XAttribute("Name", ProjectName);
                    XAttribute CodeLiteWorkspaceProjectPath   = new XAttribute("Path", ProjectTargetFileName);
                    XAttribute CodeLiteWorkspaceProjectActive = new XAttribute("Active", "No");
                    CodeLiteWorkspaceProject.Add(CodeLiteWorkspaceProjectName);
                    CodeLiteWorkspaceProject.Add(CodeLiteWorkspaceProjectPath);
                    CodeLiteWorkspaceProject.Add(CodeLiteWorkspaceProjectActive);
                    CodeLiteWorkspace.Add(CodeLiteWorkspaceProject);
                }
            }

            //
            // We need to create the configuration matrix. That will assign the project configuration to
            // the samge workspace configuration.
            //
            XElement CodeLiteWorkspaceBuildMatrix = new XElement("BuildMatrix");

            foreach (UnrealTargetConfiguration CurConfiguration in SupportedConfigurations)
            {
                if (UnrealBuildTool.IsValidConfiguration(CurConfiguration))
                {
                    XElement   CodeLiteWorkspaceBuildMatrixConfiguration = new XElement("WorkspaceConfiguration");
                    XAttribute CodeLiteWorkspaceProjectName     = new XAttribute("Name", CurConfiguration.ToString());
                    XAttribute CodeLiteWorkspaceProjectSelected = new XAttribute("Selected", "no");
                    CodeLiteWorkspaceBuildMatrixConfiguration.Add(CodeLiteWorkspaceProjectName);
                    CodeLiteWorkspaceBuildMatrixConfiguration.Add(CodeLiteWorkspaceProjectSelected);

                    foreach (var CurProject in AllProjectFiles)
                    {
                        var ProjectExtension = CurProject.ProjectFilePath.GetExtension();

                        //
                        // TODO For now ignore C# project files.
                        //
                        if (ProjectExtension == ".csproj")
                        {
                            continue;
                        }

                        foreach (ProjectTarget target in CurProject.ProjectTargets)
                        {
                            string[] tmp         = target.ToString().Split('.');
                            String   ProjectName = tmp[0];

                            XElement   CodeLiteWorkspaceBuildMatrixConfigurationProject           = new XElement("Project");
                            XAttribute CodeLiteWorkspaceBuildMatrixConfigurationProjectName       = new XAttribute("Name", ProjectName);
                            XAttribute CodeLiteWorkspaceBuildMatrixConfigurationProjectConfigName = new XAttribute("ConfigName", CurConfiguration.ToString());
                            CodeLiteWorkspaceBuildMatrixConfigurationProject.Add(CodeLiteWorkspaceBuildMatrixConfigurationProjectName);
                            CodeLiteWorkspaceBuildMatrixConfigurationProject.Add(CodeLiteWorkspaceBuildMatrixConfigurationProjectConfigName);
                            CodeLiteWorkspaceBuildMatrixConfiguration.Add(CodeLiteWorkspaceBuildMatrixConfigurationProject);
                        }
                    }
                    CodeLiteWorkspaceBuildMatrix.Add(CodeLiteWorkspaceBuildMatrixConfiguration);
                }
            }

            CodeLiteWorkspace.Add(CodeLiteWorkspaceBuildMatrix);
            CodeLiteWorkspace.Save(FullCodeLiteMasterFile);

            return(true);
        }
        private bool WriteCMakeLists()
        {
            string BuildCommand     = "";
            var    FileName         = "CMakeLists.txt";
            var    CMakefileContent = new StringBuilder();

            var CMakeSectionEnd = " )\n\n";

            var CMakeSourceFilesList = "set(SOURCE_FILES \n";
            var CMakeHeaderFilesList = "set(HEADER_FILES \n";
            var CMakeConfigFilesList = "set(CONFIG_FILES \n";

            var CMakeGameRootPath = "";
            var CMakeUE4RootPath  = "set(UE4_ROOT_PATH " + Path.GetFullPath(ProjectFileGenerator.RootRelativePath) + ")\n";

            string GameProjectPath = "";
            string GameProjectFile = "";

            string CMakeGameProjectFile = "";

            if (!String.IsNullOrEmpty(GameProjectName))
            {
                CMakeGameRootPath = "set(GAME_ROOT_PATH \"" + UnrealBuildTool.GetUProjectPath() + "\")\n";

                GameProjectPath = UnrealBuildTool.GetUProjectPath();
                GameProjectFile = UnrealBuildTool.GetUProjectFile();

                CMakeGameProjectFile = "set(GAME_PROJECT_FILE \"" + GameProjectFile + "\")\n";

                BuildCommand = "set(BUILD mono ${UE4_ROOT_PATH}/Engine/Binaries/DotNET/UnrealBuildTool.exe )\n";                 // -project=\"\\\"" + UnrealBuildTool.GetUProjectPath () + "/" + GameProjectName + ".uproject\\\"\")\n";
            }
            else
            {
                BuildCommand = "set(BUILD bash ${UE4_ROOT_PATH}/Engine/Build/BatchFiles/Linux/Build.sh)\n";
            }

            CMakefileContent.Append(
                "# Makefile generated by CMakefileGenerator.cs\n" +
                "# *DO NOT EDIT*\n\n" +
                "cmake_minimum_required (VERSION 2.6)\n" +
                "project (UE4)\n\n" +
                CMakeUE4RootPath +
                CMakeGameProjectFile +
                BuildCommand +
                CMakeGameRootPath + "\n"
                );

            // Create SourceFiles, HeaderFiles, and ConfigFiles sections.
            var AllModuleFiles = DiscoverModules();

            foreach (string CurModuleFile in AllModuleFiles)
            {
                var FoundFiles = SourceFileSearch.FindModuleSourceFiles(CurModuleFile, ExcludeNoRedistFiles: bExcludeNoRedistFiles);
                foreach (string CurSourceFile in FoundFiles)
                {
                    string SourceFileRelativeToRoot = Utils.MakePathRelativeTo(CurSourceFile, Path.Combine(EngineRelativePath));
                    // Exclude Windows, Mac, and iOS only files/folders.
                    // This got ugly quick.
                    if (!SourceFileRelativeToRoot.Contains("Source/ThirdParty/") &&
                        !SourceFileRelativeToRoot.Contains("/Windows/") &&
                        !SourceFileRelativeToRoot.Contains("/Mac/") &&
                        !SourceFileRelativeToRoot.Contains("/IOS/") &&
                        !SourceFileRelativeToRoot.Contains("/iOS/") &&
                        !SourceFileRelativeToRoot.Contains("/VisualStudioSourceCodeAccess/") &&
                        !SourceFileRelativeToRoot.Contains("/XCodeSourceCodeAccess/") &&
                        !SourceFileRelativeToRoot.Contains("/WmfMedia/") &&
                        !SourceFileRelativeToRoot.Contains("/IOSDeviceProfileSelector/") &&
                        !SourceFileRelativeToRoot.Contains("/WindowsDeviceProfileSelector/") &&
                        !SourceFileRelativeToRoot.Contains("/WindowsMoviePlayer/") &&
                        !SourceFileRelativeToRoot.Contains("/AppleMoviePlayer/") &&
                        !SourceFileRelativeToRoot.Contains("/MacGraphicsSwitching/") &&
                        !SourceFileRelativeToRoot.Contains("/Apple/") &&
                        !SourceFileRelativeToRoot.Contains("/WinRT/")
                        )
                    {
                        if (SourceFileRelativeToRoot.EndsWith(".cpp"))
                        {
                            if (!SourceFileRelativeToRoot.StartsWith("..") && !Path.IsPathRooted(SourceFileRelativeToRoot))
                            {
                                // SourceFileRelativeToRoot = "Engine/" + SourceFileRelativeToRoot;
                                CMakeSourceFilesList += ("\t\"${UE4_ROOT_PATH}/Engine/" + SourceFileRelativeToRoot + "\"\n");
                            }
                            else
                            {
                                if (String.IsNullOrEmpty(GameProjectName))
                                {
                                    // SourceFileRelativeToRoot = SourceFileRelativeToRoot.Substring (3);
                                    CMakeSourceFilesList += ("\t\"" + SourceFileRelativeToRoot.Substring(3) + "\"\n");
                                }
                                else
                                {
                                    CMakeSourceFilesList += ("\t\"${GAME_ROOT_PATH}/" + Utils.MakePathRelativeTo(CurSourceFile, GameProjectPath) + "\"\n");
                                }
                            }
                        }
                        if (SourceFileRelativeToRoot.EndsWith(".h"))
                        {
                            if (!SourceFileRelativeToRoot.StartsWith("..") && !Path.IsPathRooted(SourceFileRelativeToRoot))
                            {
                                // SourceFileRelativeToRoot = "Engine/" + SourceFileRelativeToRoot;
                                CMakeHeaderFilesList += ("\t\"${UE4_ROOT_PATH}/Engine/" + SourceFileRelativeToRoot + "\"\n");
                            }
                            else
                            {
                                if (String.IsNullOrEmpty(GameProjectName))
                                {
                                    // SourceFileRelativeToRoot = SourceFileRelativeToRoot.Substring (3);
                                    CMakeHeaderFilesList += ("\t\"" + SourceFileRelativeToRoot.Substring(3) + "\"\n");
                                }
                                else
                                {
                                    CMakeHeaderFilesList += ("\t\"${GAME_ROOT_PATH}/" + Utils.MakePathRelativeTo(CurSourceFile, GameProjectPath) + "\"\n");
                                }
                            }
                        }
                        if (SourceFileRelativeToRoot.EndsWith(".cs"))
                        {
                            if (!SourceFileRelativeToRoot.StartsWith("..") && !Path.IsPathRooted(SourceFileRelativeToRoot))
                            {
                                // SourceFileRelativeToRoot = "Engine/" + SourceFileRelativeToRoot;
                                CMakeConfigFilesList += ("\t\"${UE4_ROOT_PATH}/Engine/" + SourceFileRelativeToRoot + "\"\n");
                            }
                            else
                            {
                                if (String.IsNullOrEmpty(GameProjectName))
                                {
                                    // SourceFileRelativeToRoot = SourceFileRelativeToRoot.Substring (3);
                                    CMakeConfigFilesList += ("\t\"" + SourceFileRelativeToRoot.Substring(3) + "\"\n");
                                }
                                else
                                {
                                    CMakeConfigFilesList += ("\t\"${GAME_ROOT_PATH}/" + Utils.MakePathRelativeTo(CurSourceFile, GameProjectPath) + "\"\n");
                                };
                            }
                        }
                    }
                }
            }

            // Add section end to section strings;
            CMakeSourceFilesList += CMakeSectionEnd;
            CMakeHeaderFilesList += CMakeSectionEnd;
            CMakeConfigFilesList += CMakeSectionEnd;

            // Append sections to the CMakeLists.txt file
            CMakefileContent.Append(CMakeSourceFilesList);
            CMakefileContent.Append(CMakeHeaderFilesList);
            CMakefileContent.Append(CMakeConfigFilesList);

            string CMakeProjectCmdArg = "";

            foreach (string TargetFilePath in DiscoverTargets())
            {
                var TargetName = Utils.GetFilenameWithoutAnyExtensions(TargetFilePath);                         // Remove both ".cs" and ".

                foreach (UnrealTargetConfiguration CurConfiguration in Enum.GetValues(typeof(UnrealTargetConfiguration)))
                {
                    if (CurConfiguration != UnrealTargetConfiguration.Unknown && CurConfiguration != UnrealTargetConfiguration.Development)
                    {
                        if (UnrealBuildTool.IsValidConfiguration(CurConfiguration))
                        {
                            if (TargetName == GameProjectName || TargetName == (GameProjectName + "Editor"))
                            {
                                CMakeProjectCmdArg = " -project=\"\\\"${GAME_PROJECT_FILE}\\\"\"";
                            }
                            var ConfName = Enum.GetName(typeof(UnrealTargetConfiguration), CurConfiguration);
                            CMakefileContent.Append(String.Format("add_custom_target({0}-Linux-{1} ${{BUILD}} {2} {0} Linux {1} $(ARGS))\n", TargetName, ConfName, CMakeProjectCmdArg));
                        }
                    }
                }

                if (TargetName == GameProjectName || TargetName == (GameProjectName + "Editor"))
                {
                    CMakeProjectCmdArg = " -project=\"\\\"${GAME_PROJECT_FILE}\\\"\"";
                }
                CMakefileContent.Append(String.Format("add_custom_target({0} ${{BUILD}} {1} {0} Linux Development $(ARGS) SOURCES ${{SOURCE_FILES}} ${{HEADER_FILES}} ${{CONFIG_FILES}})\n\n", TargetName, CMakeProjectCmdArg));
            }

            var FullFileName = Path.Combine(MasterProjectRelativePath, FileName);

            return(WriteFileIfChanged(FullFileName, CMakefileContent.ToString()));
        }
示例#9
0
        protected override bool WriteMasterProjectFile(ProjectFile UBTProject)
        {
            bool bSuccess = true;

            var SolutionFileName = MasterProjectName + ".sln";

            // Setup solution file content
            var VCSolutionFileContent = new StringBuilder();

            const string VersionTag = "# UnrealEngineGeneratedSolutionVersion=1.0";

            // Solution file header
            if (ProjectFileFormat == VCProjectFileFormat.VisualStudio2015)
            {
                VCSolutionFileContent.Append(
                    ProjectFileGenerator.NewLine +
                    "Microsoft Visual Studio Solution File, Format Version 12.00" + ProjectFileGenerator.NewLine +
                    "# Visual Studio 14" + ProjectFileGenerator.NewLine +
                    "VisualStudioVersion = 14.0.22310.1" + ProjectFileGenerator.NewLine +
                    "MinimumVisualStudioVersion = 10.0.40219.1" + ProjectFileGenerator.NewLine);
            }
            else if (ProjectFileFormat == VCProjectFileFormat.VisualStudio2013)
            {
                VCSolutionFileContent.Append(
                    ProjectFileGenerator.NewLine +
                    "Microsoft Visual Studio Solution File, Format Version 12.00" + ProjectFileGenerator.NewLine +
                    "# Visual Studio 2013" + ProjectFileGenerator.NewLine +
                    VersionTag + ProjectFileGenerator.NewLine);
            }
            else if (ProjectFileFormat == VCProjectFileFormat.VisualStudio2012)
            {
                VCSolutionFileContent.Append(
                    ProjectFileGenerator.NewLine +
                    "Microsoft Visual Studio Solution File, Format Version 12.00" + ProjectFileGenerator.NewLine +
                    "# Visual Studio 2012" + ProjectFileGenerator.NewLine +
                    VersionTag + ProjectFileGenerator.NewLine);
            }
            else
            {
                throw new BuildException("Unexpected ProjectFileFormat");
            }


            // Solution folders, files and project entries
            {
                // This the GUID that Visual Studio uses to identify a solution folder
                var SolutionFolderEntryGUID = "{2150E333-8FDC-42A3-9474-1A3956D46DE8}";

                // Solution folders
                {
                    var AllSolutionFolders = new List <MasterProjectFolder>();
                    System.Action <List <MasterProjectFolder> /* Folders */> GatherFoldersFunction = null;
                    GatherFoldersFunction = FolderList =>
                    {
                        AllSolutionFolders.AddRange(FolderList);
                        foreach (var CurSubFolder in FolderList)
                        {
                            GatherFoldersFunction(CurSubFolder.SubFolders);
                        }
                    };
                    GatherFoldersFunction(RootFolder.SubFolders);

                    foreach (VisualStudioSolutionFolder CurFolder in AllSolutionFolders)
                    {
                        var FolderGUIDString = CurFolder.FolderGUID.ToString("B").ToUpperInvariant();
                        VCSolutionFileContent.Append(
                            "Project(\"" + SolutionFolderEntryGUID + "\") = \"" + CurFolder.FolderName + "\", \"" + CurFolder.FolderName + "\", \"" + FolderGUIDString + "\"" + ProjectFileGenerator.NewLine);

                        // Add any files that are inlined right inside the solution folder
                        if (CurFolder.Files.Count > 0)
                        {
                            VCSolutionFileContent.Append(
                                "	ProjectSection(SolutionItems) = preProject"+ ProjectFileGenerator.NewLine);
                            foreach (var CurFile in CurFolder.Files)
                            {
                                // Syntax is:  <relative file path> = <relative file path>
                                VCSolutionFileContent.Append(
                                    "		"+ CurFile + " = " + CurFile + ProjectFileGenerator.NewLine);
                            }
                            VCSolutionFileContent.Append(
                                "	EndProjectSection"+ ProjectFileGenerator.NewLine);
                        }

                        VCSolutionFileContent.Append(
                            "EndProject" + ProjectFileGenerator.NewLine
                            );
                    }
                }


                // Project files
                foreach (MSBuildProjectFile CurProject in AllProjectFiles)
                {
                    // Visual Studio uses different GUID types depending on the project type
                    string ProjectTypeGUID = CurProject.ProjectTypeGUID;

                    // NOTE: The project name in the solution doesn't actually *have* to match the project file name on disk.  However,
                    //       we prefer it when it does match so we use the actual file name here.
                    var ProjectNameInSolution = Path.GetFileNameWithoutExtension(CurProject.ProjectFilePath);

                    // Use the existing project's GUID that's already known to us
                    var ProjectGUID = CurProject.ProjectGUID.ToString("B").ToUpperInvariant();

                    VCSolutionFileContent.Append(
                        "Project(\"" + ProjectTypeGUID + "\") = \"" + ProjectNameInSolution + "\", \"" + CurProject.RelativeProjectFilePath + "\", \"" + ProjectGUID + "\"" + ProjectFileGenerator.NewLine);

                    // Setup dependency on UnrealBuildTool, if we need that.  This makes sure that UnrealBuildTool is
                    // freshly compiled before kicking off any build operations on this target project
                    if (!CurProject.IsStubProject)
                    {
                        var Dependencies = new List <ProjectFile>();
                        if (CurProject.IsGeneratedProject && UBTProject != null && CurProject != UBTProject)
                        {
                            Dependencies.Add(UBTProject);
                            Dependencies.AddRange(UBTProject.DependsOnProjects);
                        }
                        Dependencies.AddRange(CurProject.DependsOnProjects);

                        if (Dependencies.Count > 0)
                        {
                            VCSolutionFileContent.Append("\tProjectSection(ProjectDependencies) = postProject" + ProjectFileGenerator.NewLine);

                            // Setup any addition dependencies this project has...
                            foreach (var DependsOnProject in Dependencies)
                            {
                                var DependsOnProjectGUID = ((MSBuildProjectFile)DependsOnProject).ProjectGUID.ToString("B").ToUpperInvariant();
                                VCSolutionFileContent.Append("\t\t" + DependsOnProjectGUID + " = " + DependsOnProjectGUID + ProjectFileGenerator.NewLine);
                            }

                            VCSolutionFileContent.Append("\tEndProjectSection" + ProjectFileGenerator.NewLine);
                        }
                    }

                    VCSolutionFileContent.Append(
                        "EndProject" + ProjectFileGenerator.NewLine
                        );
                }
            }

            // Solution configuration platforms.  This is just a list of all of the platforms and configurations that
            // appear in Visual Studio's build configuration selector.
            var SolutionConfigCombinations = new List <VCSolutionConfigCombination>();

            // The "Global" section has source control, solution configurations, project configurations,
            // preferences, and project hierarchy data
            {
                VCSolutionFileContent.Append(
                    "Global" + ProjectFileGenerator.NewLine);
                {
                    {
                        VCSolutionFileContent.Append(
                            "	GlobalSection(SolutionConfigurationPlatforms) = preSolution"+ ProjectFileGenerator.NewLine);

                        var SolutionConfigurationsValidForProjects = new Dictionary <string, Tuple <UnrealTargetConfiguration, string> >();
                        var PlatformsValidForProjects = new HashSet <UnrealTargetPlatform>();

                        foreach (var CurConfiguration in SupportedConfigurations)
                        {
                            if (UnrealBuildTool.IsValidConfiguration(CurConfiguration))
                            {
                                foreach (var CurPlatform in SupportedPlatforms)
                                {
                                    if (UnrealBuildTool.IsValidPlatform(CurPlatform))
                                    {
                                        foreach (var CurProject in AllProjectFiles)
                                        {
                                            if (!CurProject.IsStubProject)
                                            {
                                                if (CurProject.ProjectTargets.Count == 0)
                                                {
                                                    throw new BuildException("Expecting project '" + CurProject.ProjectFilePath + "' to have at least one ProjectTarget associated with it!");
                                                }

                                                // Figure out the set of valid target configuration names
                                                foreach (var ProjectTarget in CurProject.ProjectTargets)
                                                {
                                                    if (VCProjectFile.IsValidProjectPlatformAndConfiguration(ProjectTarget, CurPlatform, CurConfiguration))
                                                    {
                                                        PlatformsValidForProjects.Add(CurPlatform);

                                                        // Default to a target configuration name of "Game", since that will collapse down to an empty string
                                                        var TargetConfigurationName = TargetRules.TargetType.Game.ToString();
                                                        if (ProjectTarget.TargetRules != null)
                                                        {
                                                            TargetConfigurationName = ProjectTarget.TargetRules.ConfigurationName;
                                                        }

                                                        var SolutionConfigName = MakeSolutionConfigurationName(CurConfiguration, TargetConfigurationName);
                                                        SolutionConfigurationsValidForProjects[SolutionConfigName] = new Tuple <UnrealTargetConfiguration, string>(CurConfiguration, TargetConfigurationName);
                                                    }
                                                }
                                            }
                                        }
                                    }
                                }
                            }
                        }

                        foreach (var CurPlatform in PlatformsValidForProjects)
                        {
                            foreach (var SolutionConfigKeyValue in SolutionConfigurationsValidForProjects)
                            {
                                // e.g.  "Development|Win64 = Development|Win64"
                                var SolutionConfigName      = SolutionConfigKeyValue.Key;
                                var Configuration           = SolutionConfigKeyValue.Value.Item1;
                                var TargetConfigurationName = SolutionConfigKeyValue.Value.Item2;

                                var SolutionPlatformName = CurPlatform.ToString();

                                var SolutionConfigAndPlatformPair = SolutionConfigName + "|" + SolutionPlatformName;
                                SolutionConfigCombinations.Add(
                                    new VCSolutionConfigCombination
                                {
                                    VCSolutionConfigAndPlatformName = SolutionConfigAndPlatformPair,
                                    Configuration           = Configuration,
                                    Platform                = CurPlatform,
                                    TargetConfigurationName = TargetConfigurationName
                                }
                                    );
                            }
                        }

                        // Sort the list of solution platform strings alphabetically (Visual Studio prefers it)
                        SolutionConfigCombinations.Sort(
                            new Comparison <VCSolutionConfigCombination>(
                                (x, y) => { return(String.Compare(x.VCSolutionConfigAndPlatformName, y.VCSolutionConfigAndPlatformName, StringComparison.InvariantCultureIgnoreCase)); }
                                )
                            );

                        var AppendedSolutionConfigAndPlatformNames = new HashSet <string>(StringComparer.InvariantCultureIgnoreCase);
                        foreach (var SolutionConfigCombination in SolutionConfigCombinations)
                        {
                            // We alias "Game" and "Program" to both have the same solution configuration, so we're careful not to add the same combination twice.
                            if (!AppendedSolutionConfigAndPlatformNames.Contains(SolutionConfigCombination.VCSolutionConfigAndPlatformName))
                            {
                                VCSolutionFileContent.Append(
                                    "		"+ SolutionConfigCombination.VCSolutionConfigAndPlatformName + " = " + SolutionConfigCombination.VCSolutionConfigAndPlatformName + ProjectFileGenerator.NewLine);
                                AppendedSolutionConfigAndPlatformNames.Add(SolutionConfigCombination.VCSolutionConfigAndPlatformName);
                            }
                        }

                        VCSolutionFileContent.Append(
                            "	EndGlobalSection"+ ProjectFileGenerator.NewLine);
                    }


                    // Assign each project's "project configuration" to our "solution platform + configuration" pairs.  This
                    // also sets up which projects are actually built when building the solution.
                    {
                        VCSolutionFileContent.Append(
                            "	GlobalSection(ProjectConfigurationPlatforms) = postSolution"+ ProjectFileGenerator.NewLine);

                        var CombinationsThatWereMatchedToProjects = new List <VCSolutionConfigCombination>();

                        foreach (MSBuildProjectFile CurProject in AllProjectFiles)
                        {
                            // NOTE: We don't emit solution configuration entries for "stub" projects.  Those projects are only
                            // built using UnrealBuildTool and don't require a presence in the solution project list

                            // NOTE: We also process projects that were "imported" here, hoping to match those to our solution
                            //       configurations.  In some cases this may not be successful though.  Imported projects
                            //       should always be carefully setup to match our project generator's solution configs.
                            if (!CurProject.IsStubProject)
                            {
                                if (CurProject.ProjectTargets.Count == 0)
                                {
                                    throw new BuildException("Expecting project '" + CurProject.ProjectFilePath + "' to have at least one ProjectTarget associated with it!");
                                }
                                var IsProgramProject = CurProject.ProjectTargets[0].TargetRules != null && CurProject.ProjectTargets[0].TargetRules.Type == TargetRules.TargetType.Program;

                                var GameOrProgramConfigsAlreadyMapped = new HashSet <string>();
                                foreach (var SolutionConfigCombination in SolutionConfigCombinations)
                                {
                                    // Handle aliasing of Program and Game target configuration names
                                    if ((IsProgramProject && GameOrProgramConfigsAlreadyMapped.Add(SolutionConfigCombination.VCSolutionConfigAndPlatformName)) ||
                                        IsProgramProject && SolutionConfigCombination.TargetConfigurationName != TargetRules.TargetType.Game.ToString() ||
                                        !IsProgramProject && SolutionConfigCombination.TargetConfigurationName != TargetRules.TargetType.Program.ToString())
                                    {
                                        var TargetConfigurationName = SolutionConfigCombination.TargetConfigurationName;
                                        if (IsProgramProject && TargetConfigurationName == TargetRules.TargetType.Game.ToString())
                                        {
                                            TargetConfigurationName = TargetRules.TargetType.Program.ToString();
                                        }

                                        // Now, we want to find a target in this project that maps to the current solution config combination.  Only up to one target should
                                        // and every solution config combination should map to at least one target in one project (otherwise we shouldn't have added it!).
                                        ProjectTarget MatchingProjectTarget = null;
                                        foreach (var ProjectTarget in CurProject.ProjectTargets)
                                        {
                                            bool IsMatchingCombination = VCProjectFile.IsValidProjectPlatformAndConfiguration(ProjectTarget, SolutionConfigCombination.Platform, SolutionConfigCombination.Configuration);
                                            if (ProjectTarget.TargetRules != null)
                                            {
                                                if (TargetConfigurationName != ProjectTarget.TargetRules.ConfigurationName)
                                                {
                                                    // Solution configuration name for this combination doesn't match this target's configuration name.  It's not buildable.
                                                    IsMatchingCombination = false;
                                                }
                                            }
                                            else
                                            {
                                                // UBT gets a pass because it is a dependency of every single configuration combination
                                                if (CurProject != UBTProject &&
                                                    !CurProject.ShouldBuildForAllSolutionTargets &&
                                                    TargetConfigurationName != TargetRules.TargetType.Game.ToString())
                                                {
                                                    // Can't build non-generated project in configurations except for the default (Game)
                                                    IsMatchingCombination = false;
                                                }
                                            }

                                            if (IsMatchingCombination)
                                            {
                                                if (MatchingProjectTarget != null)
                                                {
                                                    // Not expecting more than one target to match a single solution configuration per project!
                                                    throw new BuildException("Not expecting more than one target for project " + CurProject.ProjectFilePath + " to match solution configuration " + SolutionConfigCombination.VCSolutionConfigAndPlatformName);
                                                }

                                                MatchingProjectTarget = ProjectTarget;

                                                // NOTE: For faster perf, we could "break" here and bail out early, but that would circumvent the error checking
                                                //		 for multiple targets within a project that may map to a single solution configuration.
                                            }
                                        }

                                        var SolutionConfiguration = SolutionConfigCombination.Configuration;
                                        var SolutionPlatform      = SolutionConfigCombination.Platform;


                                        if (MatchingProjectTarget == null)
                                        {
                                            // The current configuration/platform and target configuration name doesn't map to anything our project actually supports.
                                            // We'll map it to a default config.
                                            SolutionConfiguration = UnrealTargetConfiguration.Development;

                                            // Prefer using Win64 as the default, but fall back to a platform the project file actually supports if needed.  This is for
                                            // projects that can never be compiled in Windows, such as UnrealLaunchDaemon which is an iOS-only program
                                            SolutionPlatform = UnrealTargetPlatform.Win64;
                                            if (CurProject.ProjectTargets[0].TargetRules != null)
                                            {
                                                var ProjectSupportedPlatforms = new List <UnrealTargetPlatform>();
                                                CurProject.ProjectTargets[0].TargetRules.GetSupportedPlatforms(ref ProjectSupportedPlatforms);
                                                if (!ProjectSupportedPlatforms.Contains(SolutionPlatform))
                                                {
                                                    SolutionPlatform = ProjectSupportedPlatforms[0];
                                                }
                                            }


                                            if (IsProgramProject)
                                            {
                                                TargetConfigurationName = TargetRules.TargetType.Program.ToString();
                                            }
                                            else
                                            {
                                                TargetConfigurationName = TargetRules.TargetType.Game.ToString();
                                            }
                                        }


                                        // If the project wants to always build in "Development", regardless of what the solution
                                        // configuration is set to, then we'll do that here.  This is used for projects like
                                        // UnrealBuildTool and ShaderCompileWorker
                                        if (MatchingProjectTarget != null)
                                        {
                                            if (MatchingProjectTarget.ForceDevelopmentConfiguration)
                                            {
                                                SolutionConfiguration = UnrealTargetConfiguration.Development;
                                            }
                                        }


                                        string ProjectConfigName;
                                        string ProjectPlatformName;
                                        CurProject.MakeProjectPlatformAndConfigurationNames(SolutionPlatform, SolutionConfiguration, TargetConfigurationName, out ProjectPlatformName, out ProjectConfigName);

                                        var ProjectConfigAndPlatformPair = ProjectConfigName.ToString() + "|" + ProjectPlatformName.ToString();

                                        // e.g.  "{4232C52C-680F-4850-8855-DC39419B5E9B}.Debug|iOS.ActiveCfg = iOS_Debug|Win32"
                                        var CurProjectGUID = CurProject.ProjectGUID.ToString("B").ToUpperInvariant();
                                        VCSolutionFileContent.Append(
                                            "		"+ CurProjectGUID + "." + SolutionConfigCombination.VCSolutionConfigAndPlatformName + ".ActiveCfg = " + ProjectConfigAndPlatformPair + ProjectFileGenerator.NewLine);


                                        // Set whether this project configuration should be built when the user initiates "build solution"
                                        if (MatchingProjectTarget != null && CurProject.ShouldBuildByDefaultForSolutionTargets)
                                        {
                                            VCSolutionFileContent.Append(
                                                "		"+ CurProjectGUID + "." + SolutionConfigCombination.VCSolutionConfigAndPlatformName + ".Build.0 = " + ProjectConfigAndPlatformPair + ProjectFileGenerator.NewLine);

                                            var ProjGen = UEPlatformProjectGenerator.GetPlatformProjectGenerator(SolutionConfigCombination.Platform, true);
                                            if (MatchingProjectTarget.ProjectDeploys ||
                                                ((ProjGen != null) && (ProjGen.GetVisualStudioDeploymentEnabled(SolutionPlatform, SolutionConfiguration) == true)))
                                            {
                                                VCSolutionFileContent.Append(
                                                    "		"+ CurProjectGUID + "." + SolutionConfigCombination.VCSolutionConfigAndPlatformName + ".Deploy.0 = " + ProjectConfigAndPlatformPair + ProjectFileGenerator.NewLine);
                                            }
                                        }

                                        CombinationsThatWereMatchedToProjects.Add(SolutionConfigCombination);
                                    }
                                }
                            }
                        }

                        // Check for problems
                        foreach (var SolutionConfigCombination in SolutionConfigCombinations)
                        {
                            if (!CombinationsThatWereMatchedToProjects.Contains(SolutionConfigCombination))
                            {
                                throw new BuildException("Unable to find a ProjectTarget that matches the solution configuration/platform mapping: " + SolutionConfigCombination.Configuration.ToString() + ", " + SolutionConfigCombination.Platform.ToString() + ", " + SolutionConfigCombination.TargetConfigurationName);
                            }
                        }
                        VCSolutionFileContent.Append(
                            "	EndGlobalSection"+ ProjectFileGenerator.NewLine);
                    }


                    // Setup other solution properties
                    {
                        VCSolutionFileContent.Append(
                            "	GlobalSection(SolutionProperties) = preSolution"+ ProjectFileGenerator.NewLine);

                        // HideSolutionNode sets whether or not the top-level solution entry is completely hidden in the UI.
                        // We don't want that, as we need users to be able to right click on the solution tree item.
                        VCSolutionFileContent.Append(
                            "		HideSolutionNode = FALSE"+ ProjectFileGenerator.NewLine);

                        VCSolutionFileContent.Append(
                            "	EndGlobalSection"+ ProjectFileGenerator.NewLine);
                    }



                    // Solution directory hierarchy
                    {
                        VCSolutionFileContent.Append(
                            "	GlobalSection(NestedProjects) = preSolution"+ ProjectFileGenerator.NewLine);

                        // Every entry in this section is in the format "Guid1 = Guid2".  Guid1 is the child project (or solution
                        // filter)'s GUID, and Guid2 is the solution filter directory to parent the child project (or solution
                        // filter) to.  This sets up the hierarchical solution explorer tree for all solution folders and projects.

                        System.Action <StringBuilder /* VCSolutionFileContent */, List <MasterProjectFolder> /* Folders */> FolderProcessorFunction = null;
                        FolderProcessorFunction = (LocalVCSolutionFileContent, LocalMasterProjectFolders) =>
                        {
                            foreach (VisualStudioSolutionFolder CurFolder in LocalMasterProjectFolders)
                            {
                                var CurFolderGUIDString = CurFolder.FolderGUID.ToString("B").ToUpperInvariant();

                                foreach (MSBuildProjectFile ChildProject in CurFolder.ChildProjects)
                                {
                                    //	e.g. "{BF6FB09F-A2A6-468F-BE6F-DEBE07EAD3EA} = {C43B6BB5-3EF0-4784-B896-4099753BCDA9}"
                                    LocalVCSolutionFileContent.Append(
                                        "		"+ ChildProject.ProjectGUID.ToString("B").ToUpperInvariant() + " = " + CurFolderGUIDString + ProjectFileGenerator.NewLine);
                                }

                                foreach (VisualStudioSolutionFolder SubFolder in CurFolder.SubFolders)
                                {
                                    //	e.g. "{BF6FB09F-A2A6-468F-BE6F-DEBE07EAD3EA} = {C43B6BB5-3EF0-4784-B896-4099753BCDA9}"
                                    LocalVCSolutionFileContent.Append(
                                        "		"+ SubFolder.FolderGUID.ToString("B").ToUpperInvariant() + " = " + CurFolderGUIDString + ProjectFileGenerator.NewLine);
                                }

                                // Recurse into subfolders
                                FolderProcessorFunction(LocalVCSolutionFileContent, CurFolder.SubFolders);
                            }
                        };
                        FolderProcessorFunction(VCSolutionFileContent, RootFolder.SubFolders);

                        VCSolutionFileContent.Append(
                            "	EndGlobalSection"+ ProjectFileGenerator.NewLine);
                    }
                }

                VCSolutionFileContent.Append(
                    "EndGlobal" + ProjectFileGenerator.NewLine);
            }


            // Save the solution file
            if (bSuccess)
            {
                var SolutionFilePath = Path.Combine(MasterProjectRelativePath, SolutionFileName);
                bSuccess = WriteFileIfChanged(SolutionFilePath, VCSolutionFileContent.ToString());
            }


            // Save a solution config file which selects the development editor configuration by default.
            if (bSuccess)
            {
                // Figure out the filename for the SUO file. VS will automatically import the options from earlier versions if necessary.
                string SolutionOptionsExtension = "vUnknown.suo";
                switch (ProjectFileFormat)
                {
                case VCProjectFileFormat.VisualStudio2012:
                    SolutionOptionsExtension = "v11.suo";
                    break;

                case VCProjectFileFormat.VisualStudio2013:
                    SolutionOptionsExtension = "v12.suo";
                    break;

                case VCProjectFileFormat.VisualStudio2015:
                    SolutionOptionsExtension = "v14.suo";
                    break;
                }

                // Check it doesn't exist before overwriting it. Since these files store the user's preferences, it'd be bad form to overwrite them.
                string SolutionOptionsFileName = Path.Combine(MasterProjectRelativePath, Path.ChangeExtension(SolutionFileName, SolutionOptionsExtension));
                if (!File.Exists(SolutionOptionsFileName))
                {
                    VCSolutionOptions Options = new VCSolutionOptions();

                    // Set the default configuration and startup project
                    VCSolutionConfigCombination DefaultConfig = SolutionConfigCombinations.Find(x => x.Configuration == UnrealTargetConfiguration.Development && x.Platform == UnrealTargetPlatform.Win64 && x.TargetConfigurationName == "Editor");
                    if (DefaultConfig != null)
                    {
                        List <VCBinarySetting> Settings = new List <VCBinarySetting>();
                        Settings.Add(new VCBinarySetting("ActiveCfg", DefaultConfig.VCSolutionConfigAndPlatformName));
                        if (DefaultProject != null)
                        {
                            Settings.Add(new VCBinarySetting("StartupProject", ((MSBuildProjectFile)DefaultProject).ProjectGUID.ToString("B")));
                        }
                        Options.SetConfiguration(Settings);
                    }

                    // Mark all the projects as closed by default, apart from the startup project
                    VCSolutionExplorerState ExplorerState = new VCSolutionExplorerState();
                    foreach (ProjectFile ProjectFile in AllProjectFiles)
                    {
                        string ProjectName = Path.GetFileNameWithoutExtension(ProjectFile.ProjectFilePath);
                        if (ProjectFile == DefaultProject)
                        {
                            ExplorerState.OpenProjects.Add(new Tuple <string, string[]>(ProjectName, new string[] { ProjectName }));
                        }
                        else
                        {
                            ExplorerState.OpenProjects.Add(new Tuple <string, string[]>(ProjectName, new string[] { }));
                        }
                    }
                    if (IncludeEnginePrograms)
                    {
                        ExplorerState.OpenProjects.Add(new Tuple <string, string[]>("Automation", new string[0]));
                    }
                    Options.SetExplorerState(ExplorerState);

                    // Write the file
                    if (Options.Sections.Count > 0)
                    {
                        Options.Write(SolutionOptionsFileName);
                    }
                }
            }

            return(bSuccess);
        }
示例#10
0
        private bool WriteQMakePro()
        {
            string GameProjectPath     = "";
            string GameProjectFile     = "";
            string GameProjectRootPath = "";

            string BuildCommand = "";

            string QMakeGameProjectFile = "";

            if (!String.IsNullOrEmpty(GameProjectName))
            {
                GameProjectPath      = UnrealBuildTool.GetUProjectPath();
                GameProjectFile      = UnrealBuildTool.GetUProjectFile();
                QMakeGameProjectFile = "gameProjectFile=" + GameProjectFile + "\n";
                BuildCommand         = "build=mono $$unrealRootPath/Engine/Binaries/DotNET/UnrealBuildTool.exe\n\n";
            }
            else
            {
                BuildCommand = "build=bash $$unrealRootPath/Engine/Build/BatchFiles/Linux/Build.sh\n";
            }

            var UnrealRootPath = Path.GetFullPath(ProjectFileGenerator.RootRelativePath);

            var FileName         = MasterProjectName + ".pro";
            var QMakeFileContent = new StringBuilder();

            var QMakeSectionEnd = " \n\n";

            var QMakeSourceFilesList = "SOURCES += \\ \n";
            var QMakeHeaderFilesList = "HEADERS += \\ \n";
            var QMakeConfigFilesList = "OTHER_FILES += \\ \n";
            var QMakeTargetList      = "QMAKE_EXTRA_TARGETS += \\ \n";

            if (!String.IsNullOrEmpty(GameProjectName))
            {
                GameProjectRootPath = GameProjectName + "RootPath=" + GameProjectPath + "\n\n";
            }

            QMakeFileContent.Append(
                "# UnrealEngine.pro generated by QMakefileGenerator.cs\n" +
                "# *DO NOT EDIT*\n\n" +
                "TEMPLATE = aux\n" +
                "CONFIG -= console\n" +
                "CONFIG -= app_bundle\n" +
                "CONFIG -= qt\n\n" +
                "TARGET = UE4 \n\n" +
                "unrealRootPath=" + UnrealRootPath + "\n" +
                GameProjectRootPath +
                QMakeGameProjectFile +
                BuildCommand +
                "args=$(ARGS)\n\n"
                );

            // Create SourceFiles, HeaderFiles, and ConfigFiles sections.
            var AllModuleFiles = DiscoverModules();

            foreach (string CurModuleFile in AllModuleFiles)
            {
                var FoundFiles = SourceFileSearch.FindModuleSourceFiles(CurModuleFile, ExcludeNoRedistFiles: bExcludeNoRedistFiles);
                foreach (string CurSourceFile in FoundFiles)
                {
                    string SourceFileRelativeToRoot = Utils.MakePathRelativeTo(CurSourceFile, Path.Combine(EngineRelativePath));
                    // Exclude Windows, Mac, and iOS only files/folders.
                    // This got ugly quick.
                    if (!SourceFileRelativeToRoot.Contains("Source/ThirdParty/") &&
                        !SourceFileRelativeToRoot.Contains("/Windows/") &&
                        !SourceFileRelativeToRoot.Contains("/Mac/") &&
                        !SourceFileRelativeToRoot.Contains("/IOS/") &&
                        !SourceFileRelativeToRoot.Contains("/iOS/") &&
                        !SourceFileRelativeToRoot.Contains("/VisualStudioSourceCodeAccess/") &&
                        !SourceFileRelativeToRoot.Contains("/XCodeSourceCodeAccess/") &&
                        !SourceFileRelativeToRoot.Contains("/WmfMedia/") &&
                        !SourceFileRelativeToRoot.Contains("/IOSDeviceProfileSelector/") &&
                        !SourceFileRelativeToRoot.Contains("/WindowsDeviceProfileSelector/") &&
                        !SourceFileRelativeToRoot.Contains("/WindowsMoviePlayer/") &&
                        !SourceFileRelativeToRoot.Contains("/AppleMoviePlayer/") &&
                        !SourceFileRelativeToRoot.Contains("/MacGraphicsSwitching/") &&
                        !SourceFileRelativeToRoot.Contains("/Apple/") &&
                        !SourceFileRelativeToRoot.Contains("/WinRT/")
                        )
                    {
                        if (SourceFileRelativeToRoot.EndsWith(".cpp"))
                        {
                            if (!SourceFileRelativeToRoot.StartsWith("..") && !Path.IsPathRooted(SourceFileRelativeToRoot))
                            {
                                // SourceFileRelativeToRoot = "Engine/" + SourceFileRelativeToRoot;
                                QMakeSourceFilesList += ("\t\"" + "$$unrealRootPath/Engine/" + SourceFileRelativeToRoot + "\" \\\n");
                            }
                            else
                            {
                                if (String.IsNullOrEmpty(GameProjectName))
                                {
                                    // SourceFileRelativeToRoot = SourceFileRelativeToRoot.Substring (3);
                                    QMakeSourceFilesList += ("\t\"" + SourceFileRelativeToRoot.Substring(3) + "\" \\\n");
                                }
                                else if (!String.IsNullOrEmpty(GameProjectName))
                                {
                                    QMakeSourceFilesList += ("\t\"$$" + GameProjectName + "RootPath/" + Utils.MakePathRelativeTo(CurSourceFile, GameProjectPath) + "\" \\\n");
                                }
                                else
                                {
                                    System.Console.WriteLine("Error!, you should not be here.");
                                }
                            }
                        }
                        if (SourceFileRelativeToRoot.EndsWith(".h"))
                        {
                            if (!SourceFileRelativeToRoot.StartsWith("..") && !Path.IsPathRooted(SourceFileRelativeToRoot))
                            {
                                // SourceFileRelativeToRoot = "Engine/" + SourceFileRelativeToRoot;
                                QMakeHeaderFilesList += ("\t\"" + "$$unrealRootPath/Engine/" + SourceFileRelativeToRoot + "\" \\\n");
                            }
                            else
                            {
                                if (String.IsNullOrEmpty(GameProjectName))
                                {
                                    // SourceFileRelativeToRoot = SourceFileRelativeToRoot.Substring (3);
                                    QMakeHeaderFilesList += ("\t\"" + SourceFileRelativeToRoot.Substring(3) + "\" \\\n");
                                }
                                else if (!String.IsNullOrEmpty(GameProjectName))
                                {
                                    QMakeHeaderFilesList += ("\t\"$$" + GameProjectName + "RootPath/" + Utils.MakePathRelativeTo(CurSourceFile, GameProjectPath) + "\" \\\n");
                                }
                                else
                                {
                                    System.Console.WriteLine("Error!, you should not be here.");
                                }
                            }
                        }
                        if (SourceFileRelativeToRoot.EndsWith(".cs"))
                        {
                            if (!SourceFileRelativeToRoot.StartsWith("..") && !Path.IsPathRooted(SourceFileRelativeToRoot))
                            {
                                // SourceFileRelativeToRoot = "Engine/" + SourceFileRelativeToRoot;
                                QMakeConfigFilesList += ("\t\"" + "$$unrealRootPath/Engine/" + SourceFileRelativeToRoot + "\" \\\n");
                            }
                            else
                            {
                                if (String.IsNullOrEmpty(GameProjectName))
                                {
                                    // SourceFileRelativeToRoot = SourceFileRelativeToRoot.Substring (3);
                                    QMakeConfigFilesList += ("\t\"" + SourceFileRelativeToRoot.Substring(3) + "\" \\\n");
                                }
                                else if (!String.IsNullOrEmpty(GameProjectName))
                                {
                                    QMakeConfigFilesList += ("\t\"$$" + GameProjectName + "RootPath/" + Utils.MakePathRelativeTo(CurSourceFile, GameProjectPath) + "\" \\\n");
                                }
                                else
                                {
                                    System.Console.WriteLine("Error!, you should not be here.");
                                }
                            }
                        }
                    }
                }
            }

            // Add section end to section strings;
            QMakeSourceFilesList += QMakeSectionEnd;
            QMakeHeaderFilesList += QMakeSectionEnd;
            QMakeConfigFilesList += QMakeSectionEnd;

            // Append sections to the QMakeLists.txt file
            QMakeFileContent.Append(QMakeSourceFilesList);
            QMakeFileContent.Append(QMakeHeaderFilesList);
            QMakeFileContent.Append(QMakeConfigFilesList);

            string QMakeProjectCmdArg = "";

            foreach (string TargetFilePath in DiscoverTargets())
            {
                var TargetName = Utils.GetFilenameWithoutAnyExtensions(TargetFilePath);                         // Remove both ".cs" and ".

                foreach (UnrealTargetConfiguration CurConfiguration in Enum.GetValues(typeof(UnrealTargetConfiguration)))
                {
                    if (CurConfiguration != UnrealTargetConfiguration.Unknown && CurConfiguration != UnrealTargetConfiguration.Development)
                    {
                        if (UnrealBuildTool.IsValidConfiguration(CurConfiguration))
                        {
                            if (TargetName == GameProjectName || TargetName == (GameProjectName + "Editor"))
                            {
                                QMakeProjectCmdArg = " -project=\"\\\"$$gameProjectFile\\\"\"";
                            }
                            var ConfName = Enum.GetName(typeof(UnrealTargetConfiguration), CurConfiguration);
                            QMakeFileContent.Append(String.Format("{0}-Linux-{1}.commands = $$build {2} {0} Linux {1} $$args\n", TargetName, ConfName, QMakeProjectCmdArg));
                            QMakeTargetList += "\t" + TargetName + "-Linux-" + ConfName + " \\\n";                             // , TargetName, ConfName);
                        }
                    }
                }

                if (TargetName == GameProjectName || TargetName == (GameProjectName + "Editor"))
                {
                    QMakeProjectCmdArg = " -project=\"\\\"$$gameProjectFile\\\"\"";
                }

                QMakeFileContent.Append(String.Format("{0}.commands = $$build {1} {0} Linux Development $$args\n\n", TargetName, QMakeProjectCmdArg));
                QMakeTargetList += "\t" + TargetName + " \\\n";
            }

            QMakeFileContent.Append(QMakeTargetList.TrimEnd('\\'));

            var FullFileName = Path.Combine(MasterProjectRelativePath, FileName);

            return(WriteFileIfChanged(FullFileName, QMakeFileContent.ToString()));
        }
        private bool WriteCMakeLists()
        {
            string       BuildCommand;
            const string CMakeSectionEnd  = " )\n\n";
            var          CMakefileContent = new StringBuilder();

            // Create Engine/Project specific lists
            StringBuilder CMakeEngineSourceFilesList  = new StringBuilder("set(ENGINE_SOURCE_FILES \n");
            StringBuilder CMakeProjectSourceFilesList = new StringBuilder("set(PROJECT_SOURCE_FILES \n");
            StringBuilder CMakeEngineHeaderFilesList  = new StringBuilder("set(ENGINE_HEADER_FILES \n");
            StringBuilder CMakeProjectHeaderFilesList = new StringBuilder("set(PROJECT_HEADER_FILES \n");
            StringBuilder CMakeEngineCSFilesList      = new StringBuilder("set(ENGINE_CSHARP_FILES \n");
            StringBuilder CMakeProjectCSFilesList     = new StringBuilder("set(PROJECT_CSHARP_FILES \n");
            StringBuilder CMakeEngineConfigFilesList  = new StringBuilder("set(ENGINE_CONFIG_FILES \n");
            StringBuilder CMakeProjectConfigFilesList = new StringBuilder("set(PROJECT_CONFIG_FILES \n");
            StringBuilder CMakeEngineShaderFilesList  = new StringBuilder("set(ENGINE_SHADER_FILES \n");
            StringBuilder CMakeProjectShaderFilesList = new StringBuilder("set(PROJECT_SHADER_FILES \n");

            StringBuilder IncludeDirectoriesList      = new StringBuilder("include_directories( \n");
            StringBuilder PreprocessorDefinitionsList = new StringBuilder("add_definitions( \n");

            string UE4RootPath          = Utils.CleanDirectorySeparators(UnrealBuildTool.RootDirectory.FullName, '/');
            var    CMakeGameRootPath    = "";
            string GameProjectPath      = "";
            string CMakeGameProjectFile = "";

            string HostArchitecture;

            switch (BuildHostPlatform.Current.Platform)
            {
            case UnrealTargetPlatform.Win64:
            {
                HostArchitecture = "Win64";
                BuildCommand     = "call \"" + UE4RootPath + "/Engine/Build/BatchFiles/Build.bat\"";
                break;
            }

            case UnrealTargetPlatform.Mac:
            {
                HostArchitecture    = "Mac";
                BuildCommand        = "cd \"" + UE4RootPath + "\" && bash \"" + UE4RootPath + "/Engine/Build/BatchFiles/" + HostArchitecture + "/Build.sh\"";
                bIncludeIOSTargets  = true;
                bIncludeTVOSTargets = true;
                break;
            }

            case UnrealTargetPlatform.Linux:
            {
                HostArchitecture = "Linux";
                BuildCommand     = "cd \"" + UE4RootPath + "\" && bash \"" + UE4RootPath + "/Engine/Build/BatchFiles/" + HostArchitecture + "/Build.sh\"";
                break;
            }

            default:
            {
                throw new BuildException("ERROR: CMakefileGenerator does not support this platform");
            }
            }

            if (IsProjectBuild)
            {
                GameProjectPath      = OnlyGameProject.Directory.FullName;
                CMakeGameRootPath    = Utils.CleanDirectorySeparators(OnlyGameProject.Directory.FullName, '/');
                CMakeGameProjectFile = Utils.CleanDirectorySeparators(OnlyGameProject.FullName, '/');
            }

            // Additional CMake file definitions
            string EngineHeadersFilePath  = FileReference.Combine(IntermediateProjectFilesPath, CMakeEngineHeadersFileName).ToString();
            string ProjectHeadersFilePath = FileReference.Combine(IntermediateProjectFilesPath, CMakeProjectHeadersFileName).ToString();
            string EngineSourcesFilePath  = FileReference.Combine(IntermediateProjectFilesPath, CMakeEngineSourcesFileName).ToString();
            string ProjectSourcesFilePath = FileReference.Combine(IntermediateProjectFilesPath, CMakeProjectSourcesFileName).ToString();
            string ProjectFilePath        = FileReference.Combine(IntermediateProjectFilesPath, CMakeProjectSourcesFileName).ToString();
            string IncludeFilePath        = FileReference.Combine(IntermediateProjectFilesPath, CMakeIncludesFileName).ToString();
            string EngineConfigsFilePath  = FileReference.Combine(IntermediateProjectFilesPath, CMakeEngineConfigsFileName).ToString();
            string ProjectConfigsFilePath = FileReference.Combine(IntermediateProjectFilesPath, CMakeProjectConfigsFileName).ToString();
            string EngineCSFilePath       = FileReference.Combine(IntermediateProjectFilesPath, CMakeEngineCSFileName).ToString();
            string ProjectCSFilePath      = FileReference.Combine(IntermediateProjectFilesPath, CMakeProjectCSFileName).ToString();
            string EngineShadersFilePath  = FileReference.Combine(IntermediateProjectFilesPath, CMakeEngineShadersFileName).ToString();
            string ProjectShadersFilePath = FileReference.Combine(IntermediateProjectFilesPath, CMakeProjectShadersFileName).ToString();
            string DefinitionsFilePath    = FileReference.Combine(IntermediateProjectFilesPath, CMakeDefinitionsFileName).ToString();

            CMakefileContent.Append(
                "# Makefile generated by CMakefileGenerator.cs (v1.2)\n" +
                "# *DO NOT EDIT*\n\n" +
                "cmake_minimum_required (VERSION 2.6)\n" +
                "project (UE4)\n\n" +
                "# CMake Flags\n" +
                "set(CMAKE_CXX_STANDARD 14)\n" +                 // Need to keep this updated
                "set(CMAKE_CXX_USE_RESPONSE_FILE_FOR_OBJECTS 1 CACHE BOOL \"\" FORCE)\n" +
                "set(CMAKE_CXX_USE_RESPONSE_FILE_FOR_INCLUDES 1 CACHE BOOL \"\" FORCE)\n\n" +
                "# Standard Includes\n" +
                "include(\"" + IncludeFilePath + "\")\n" +
                "include(\"" + DefinitionsFilePath + "\")\n" +
                "include(\"" + EngineHeadersFilePath + "\")\n" +
                "include(\"" + ProjectHeadersFilePath + "\")\n" +
                "include(\"" + EngineSourcesFilePath + "\")\n" +
                "include(\"" + ProjectSourcesFilePath + "\")\n" +
                "include(\"" + EngineCSFilePath + "\")\n" +
                "include(\"" + ProjectCSFilePath + "\")\n\n"
                );

            List <string> IncludeDirectories      = new List <string>();
            List <string> PreprocessorDefinitions = new List <string>();

            foreach (var CurProject in GeneratedProjectFiles)
            {
                foreach (var IncludeSearchPath in CurProject.IntelliSenseIncludeSearchPaths)
                {
                    string IncludeDirectory = GetIncludeDirectory(IncludeSearchPath, Path.GetDirectoryName(CurProject.ProjectFilePath.FullName));
                    if (IncludeDirectory != null && !IncludeDirectories.Contains(IncludeDirectory))
                    {
                        if (IncludeDirectory.Contains(UnrealBuildTool.RootDirectory.FullName))
                        {
                            IncludeDirectories.Add(IncludeDirectory.Replace(UnrealBuildTool.RootDirectory.FullName, UE4RootPath));
                        }
                        else
                        {
                            // If the path isn't rooted, then it is relative to the game root
                            if (!Path.IsPathRooted(IncludeDirectory))
                            {
                                IncludeDirectories.Add(CMakeGameRootPath + "/" + IncludeDirectory);
                            }
                            else
                            {
                                // This is a rooted path like /usr/local/sometool/include
                                IncludeDirectories.Add(IncludeDirectory);
                            }
                        }
                    }
                }

                foreach (var PreProcessorDefinition in CurProject.IntelliSensePreprocessorDefinitions)
                {
                    string Definition          = PreProcessorDefinition;
                    string AlternateDefinition = Definition.Contains("=0") ? Definition.Replace("=0", "=1") : Definition.Replace("=1", "=0");

                    if (Definition.Equals("WITH_EDITORONLY_DATA=0") || Definition.Equals("WITH_DATABASE_SUPPORT=1"))
                    {
                        Definition = AlternateDefinition;
                    }

                    if (!PreprocessorDefinitions.Contains(Definition) &&
                        !PreprocessorDefinitions.Contains(AlternateDefinition) &&
                        !Definition.StartsWith("UE_ENGINE_DIRECTORY") &&
                        !Definition.StartsWith("ORIGINAL_FILE_NAME"))
                    {
                        PreprocessorDefinitions.Add(Definition);
                    }
                }
            }

            // Create SourceFiles, HeaderFiles, and ConfigFiles sections.
            var AllModuleFiles = DiscoverModules(FindGameProjects());

            foreach (FileReference CurModuleFile in AllModuleFiles)
            {
                var FoundFiles = SourceFileSearch.FindModuleSourceFiles(CurModuleFile);
                foreach (FileReference CurSourceFile in FoundFiles)
                {
                    string SourceFileRelativeToRoot = CurSourceFile.MakeRelativeTo(UnrealBuildTool.EngineDirectory);

                    // Exclude files/folders on a per-platform basis.
                    if (!IsPathExcludedOnPlatform(SourceFileRelativeToRoot, BuildHostPlatform.Current.Platform))
                    {
                        if (SourceFileRelativeToRoot.EndsWith(".cpp"))
                        {
                            AppendCleanedPathToList(CMakeEngineSourceFilesList, CMakeProjectSourceFilesList, SourceFileRelativeToRoot, CurSourceFile.FullName, GameProjectPath, UE4RootPath, CMakeGameRootPath);
                        }
                        else if (SourceFileRelativeToRoot.EndsWith(".h"))
                        {
                            AppendCleanedPathToList(CMakeEngineHeaderFilesList, CMakeProjectHeaderFilesList, SourceFileRelativeToRoot, CurSourceFile.FullName, GameProjectPath, UE4RootPath, CMakeGameRootPath);
                        }
                        else if (SourceFileRelativeToRoot.EndsWith(".cs"))
                        {
                            AppendCleanedPathToList(CMakeEngineCSFilesList, CMakeProjectCSFilesList, SourceFileRelativeToRoot, CurSourceFile.FullName, GameProjectPath, UE4RootPath, CMakeGameRootPath);
                        }
                        else if (SourceFileRelativeToRoot.EndsWith(".usf") || SourceFileRelativeToRoot.EndsWith(".ush"))
                        {
                            AppendCleanedPathToList(CMakeEngineShaderFilesList, CMakeProjectShaderFilesList, SourceFileRelativeToRoot, CurSourceFile.FullName, GameProjectPath, UE4RootPath, CMakeGameRootPath);
                        }
                        else if (SourceFileRelativeToRoot.EndsWith(".ini"))
                        {
                            AppendCleanedPathToList(CMakeEngineConfigFilesList, CMakeProjectConfigFilesList, SourceFileRelativeToRoot, CurSourceFile.FullName, GameProjectPath, UE4RootPath, CMakeGameRootPath);
                        }
                    }
                }
            }

            foreach (string IncludeDirectory in IncludeDirectories)
            {
                IncludeDirectoriesList.Append("\t\"" + Utils.CleanDirectorySeparators(IncludeDirectory, '/') + "\"\n");
            }

            foreach (string PreprocessorDefinition in PreprocessorDefinitions)
            {
                PreprocessorDefinitionsList.Append("\t-D" + PreprocessorDefinition + "\n");
            }

            // Add Engine/Shaders files (game are added via modules)
            var EngineShaderFiles = SourceFileSearch.FindFiles(DirectoryReference.Combine(UnrealBuildTool.EngineDirectory, "Shaders"));

            foreach (FileReference CurSourceFile in EngineShaderFiles)
            {
                string SourceFileRelativeToRoot = CurSourceFile.MakeRelativeTo(UnrealBuildTool.EngineDirectory);
                if (SourceFileRelativeToRoot.EndsWith(".usf") || SourceFileRelativeToRoot.EndsWith(".ush"))
                {
                    AppendCleanedPathToList(CMakeEngineShaderFilesList, CMakeProjectShaderFilesList, SourceFileRelativeToRoot, CurSourceFile.FullName, GameProjectPath, UE4RootPath, CMakeGameRootPath);
                }
            }

            // Add Engine/Config ini files (game are added via modules)
            var EngineConfigFiles = SourceFileSearch.FindFiles(DirectoryReference.Combine(UnrealBuildTool.EngineDirectory, "Config"));

            foreach (FileReference CurSourceFile in EngineConfigFiles)
            {
                string SourceFileRelativeToRoot = CurSourceFile.MakeRelativeTo(UnrealBuildTool.EngineDirectory);
                if (SourceFileRelativeToRoot.EndsWith(".ini"))
                {
                    AppendCleanedPathToList(CMakeEngineConfigFilesList, CMakeProjectConfigFilesList, SourceFileRelativeToRoot, CurSourceFile.FullName, GameProjectPath, UE4RootPath, CMakeGameRootPath);
                }
            }

            // Add section end to section strings;
            CMakeEngineSourceFilesList.Append(CMakeSectionEnd);
            CMakeEngineHeaderFilesList.Append(CMakeSectionEnd);
            CMakeEngineCSFilesList.Append(CMakeSectionEnd);
            CMakeEngineConfigFilesList.Append(CMakeSectionEnd);
            CMakeEngineShaderFilesList.Append(CMakeSectionEnd);

            CMakeProjectSourceFilesList.Append(CMakeSectionEnd);
            CMakeProjectHeaderFilesList.Append(CMakeSectionEnd);
            CMakeProjectCSFilesList.Append(CMakeSectionEnd);
            CMakeProjectConfigFilesList.Append(CMakeSectionEnd);
            CMakeProjectShaderFilesList.Append(CMakeSectionEnd);

            IncludeDirectoriesList.Append(CMakeSectionEnd);
            PreprocessorDefinitionsList.Append(CMakeSectionEnd);

            if (bIncludeShaderSource)
            {
                CMakefileContent.Append("# Optional Shader Include\n");
                if (!IsProjectBuild || bIncludeEngineSource)
                {
                    CMakefileContent.Append("include(\"" + EngineShadersFilePath + "\")\n");
                    CMakefileContent.Append("set_source_files_properties(${ENGINE_SHADER_FILES} PROPERTIES HEADER_FILE_ONLY TRUE)\n");
                }
                CMakefileContent.Append("include(\"" + ProjectShadersFilePath + "\")\n");
                CMakefileContent.Append("set_source_files_properties(${PROJECT_SHADER_FILES} PROPERTIES HEADER_FILE_ONLY TRUE)\n");
                CMakefileContent.Append("source_group(\"Shader Files\" REGULAR_EXPRESSION .*.usf)\n\n");
            }

            if (bIncludeConfigFiles)
            {
                CMakefileContent.Append("# Optional Config Include\n");
                if (!IsProjectBuild || bIncludeEngineSource)
                {
                    CMakefileContent.Append("include(\"" + EngineConfigsFilePath + "\")\n");
                    CMakefileContent.Append("set_source_files_properties(${ENGINE_CONFIG_FILES} PROPERTIES HEADER_FILE_ONLY TRUE)\n");
                }
                CMakefileContent.Append("include(\"" + ProjectConfigsFilePath + "\")\n");
                CMakefileContent.Append("set_source_files_properties(${PROJECT_CONFIG_FILES} PROPERTIES HEADER_FILE_ONLY TRUE)\n");
                CMakefileContent.Append("source_group(\"Config Files\" REGULAR_EXPRESSION .*.ini)\n\n");
            }

            string CMakeProjectCmdArg = "";
            string UBTArguements      = "";

            if (bGeneratingGameProjectFiles)
            {
                UBTArguements += " -game";
            }
            // Should the builder output progress ticks
            if (ProgressWriter.bWriteMarkup)
            {
                UBTArguements += " -progress";
            }

            foreach (var Project in GeneratedProjectFiles)
            {
                foreach (var TargetFile in Project.ProjectTargets)
                {
                    if (TargetFile.TargetFilePath == null)
                    {
                        continue;
                    }

                    var TargetName = TargetFile.TargetFilePath.GetFileNameWithoutAnyExtensions();                           // Remove both ".cs" and ".

                    foreach (UnrealTargetConfiguration CurConfiguration in Enum.GetValues(typeof(UnrealTargetConfiguration)))
                    {
                        if (CurConfiguration != UnrealTargetConfiguration.Unknown && CurConfiguration != UnrealTargetConfiguration.Development)
                        {
                            if (UnrealBuildTool.IsValidConfiguration(CurConfiguration) && !IsTargetExcluded(TargetName, BuildHostPlatform.Current.Platform, CurConfiguration))
                            {
                                if (TargetName == GameProjectName || TargetName == (GameProjectName + "Editor"))
                                {
                                    CMakeProjectCmdArg = "\"-project=" + CMakeGameProjectFile + "\"";
                                }

                                string ConfName = Enum.GetName(typeof(UnrealTargetConfiguration), CurConfiguration);
                                CMakefileContent.Append(String.Format("add_custom_target({0}-{3}-{1} {5} {0} {3} {1} {2}{4} VERBATIM)\n", TargetName, ConfName, CMakeProjectCmdArg, HostArchitecture, UBTArguements, BuildCommand));

                                // Add iOS and TVOS targets if valid
                                if (bIncludeIOSTargets && !IsTargetExcluded(TargetName, UnrealTargetPlatform.IOS, CurConfiguration))
                                {
                                    CMakefileContent.Append(String.Format("add_custom_target({0}-{3}-{1} {5} {0} {3} {1} {2}{4} VERBATIM)\n", TargetName, ConfName, CMakeProjectCmdArg, UnrealTargetPlatform.IOS, UBTArguements, BuildCommand));
                                }
                                if (bIncludeTVOSTargets && !IsTargetExcluded(TargetName, UnrealTargetPlatform.TVOS, CurConfiguration))
                                {
                                    CMakefileContent.Append(String.Format("add_custom_target({0}-{3}-{1} {5} {0} {3} {1} {2}{4} VERBATIM)\n", TargetName, ConfName, CMakeProjectCmdArg, UnrealTargetPlatform.TVOS, UBTArguements, BuildCommand));
                                }
                            }
                        }
                    }
                    if (!IsTargetExcluded(TargetName, BuildHostPlatform.Current.Platform, UnrealTargetConfiguration.Development))
                    {
                        if (TargetName == GameProjectName || TargetName == (GameProjectName + "Editor"))
                        {
                            CMakeProjectCmdArg = "\"-project=" + CMakeGameProjectFile + "\"";
                        }

                        CMakefileContent.Append(String.Format("add_custom_target({0} {4} {0} {2} Development {1}{3} VERBATIM)\n\n", TargetName, CMakeProjectCmdArg, HostArchitecture, UBTArguements, BuildCommand));

                        // Add iOS and TVOS targets if valid
                        if (bIncludeIOSTargets && !IsTargetExcluded(TargetName, UnrealTargetPlatform.IOS, UnrealTargetConfiguration.Development))
                        {
                            CMakefileContent.Append(String.Format("add_custom_target({0}-{3} {5} {0} {3} {1} {2}{4} VERBATIM)\n", TargetName, UnrealTargetConfiguration.Development, CMakeProjectCmdArg, UnrealTargetPlatform.IOS, UBTArguements, BuildCommand));
                        }
                        if (bIncludeTVOSTargets && !IsTargetExcluded(TargetName, UnrealTargetPlatform.TVOS, UnrealTargetConfiguration.Development))
                        {
                            CMakefileContent.Append(String.Format("add_custom_target({0}-{3} {5} {0} {3} {1} {2}{4} VERBATIM)\n", TargetName, UnrealTargetConfiguration.Development, CMakeProjectCmdArg, UnrealTargetPlatform.TVOS, UBTArguements, BuildCommand));
                        }
                    }
                }
            }

            // Create Build Template
            if (IsProjectBuild && !bIncludeEngineSource)
            {
                CMakefileContent.AppendLine("add_executable(FakeTarget ${PROJECT_HEADER_FILES} ${PROJECT_SOURCE_FILES} ${PROJECT_CSHARP_FILES} ${PROJECT_SHADER_FILES} ${PROJECT_CONFIG_FILES})");
            }
            else
            {
                CMakefileContent.AppendLine("add_executable(FakeTarget ${ENGINE_HEADER_FILES} ${ENGINE_SOURCE_FILES} ${ENGINE_CSHARP_FILES} ${ENGINE_SHADER_FILES} ${ENGINE_CONFIG_FILES} ${PROJECT_HEADER_FILES} ${PROJECT_SOURCE_FILES} ${PROJECT_CSHARP_FILES} ${PROJECT_SHADER_FILES} ${PROJECT_CONFIG_FILES})");
            }

            var FullFileName = Path.Combine(MasterProjectPath.FullName, ProjectFileName);

            // Write out CMake files
            bool bWriteMakeList       = WriteFileIfChanged(FullFileName, CMakefileContent.ToString());
            bool bWriteEngineHeaders  = WriteFileIfChanged(EngineHeadersFilePath, CMakeEngineHeaderFilesList.ToString());
            bool bWriteProjectHeaders = WriteFileIfChanged(ProjectHeadersFilePath, CMakeProjectHeaderFilesList.ToString());
            bool bWriteEngineSources  = WriteFileIfChanged(EngineSourcesFilePath, CMakeEngineSourceFilesList.ToString());
            bool bWriteProjectSources = WriteFileIfChanged(ProjectSourcesFilePath, CMakeProjectSourceFilesList.ToString());
            bool bWriteIncludes       = WriteFileIfChanged(IncludeFilePath, IncludeDirectoriesList.ToString());
            bool bWriteDefinitions    = WriteFileIfChanged(DefinitionsFilePath, PreprocessorDefinitionsList.ToString());
            bool bWriteEngineConfigs  = WriteFileIfChanged(EngineConfigsFilePath, CMakeEngineConfigFilesList.ToString());
            bool bWriteProjectConfigs = WriteFileIfChanged(ProjectConfigsFilePath, CMakeProjectConfigFilesList.ToString());
            bool bWriteEngineShaders  = WriteFileIfChanged(EngineShadersFilePath, CMakeEngineShaderFilesList.ToString());
            bool bWriteProjectShaders = WriteFileIfChanged(ProjectShadersFilePath, CMakeProjectShaderFilesList.ToString());
            bool bWriteEngineCS       = WriteFileIfChanged(EngineCSFilePath, CMakeEngineCSFilesList.ToString());
            bool bWriteProjectCS      = WriteFileIfChanged(ProjectCSFilePath, CMakeProjectCSFilesList.ToString());

            // Return success flag if all files were written out successfully
            return(bWriteMakeList &&
                   bWriteEngineHeaders && bWriteProjectHeaders &&
                   bWriteEngineSources && bWriteProjectSources &&
                   bWriteEngineConfigs && bWriteProjectConfigs &&
                   bWriteEngineCS && bWriteProjectCS &&
                   bWriteEngineShaders && bWriteProjectShaders &&
                   bWriteIncludes && bWriteDefinitions);
        }
        private bool WriteCMakeLists()
        {
            string BuildCommand     = "";
            var    FileName         = "CMakeLists.txt";
            var    CMakefileContent = new StringBuilder();

            var CMakeSectionEnd = " )\n\n";

            var CMakeSourceFilesList        = "set(SOURCE_FILES \n";
            var CMakeHeaderFilesList        = "set(HEADER_FILES \n";
            var CMakeConfigFilesList        = "set(CONFIG_FILES \n";
            var IncludeDirectoriesList      = "include_directories( \n";
            var PreprocessorDefinitionsList = "add_definitions( \n";

            var CMakeGameRootPath = "";
            var CMakeUE4RootPath  = "set(UE4_ROOT_PATH " + Path.GetFullPath(ProjectFileGenerator.RootRelativePath) + ")\n";

            string GameProjectPath = "";
            string GameProjectFile = "";

            string CMakeGameProjectFile = "";

            bool bIsMac   = BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Mac;
            bool bIsLinux = BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Linux;
            bool bIsWin64 = BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Win64;

            String HostArchitecture = null;

            if (bIsLinux)
            {
                HostArchitecture = "Linux";
            }
            else if (bIsMac)
            {
                HostArchitecture = "Mac";
            }
            else if (bIsWin64)
            {
                HostArchitecture = "Win64";
            }
            else
            {
                throw new BuildException("ERROR: CMakefileGenerator does not support this platform");
            }

            if (!String.IsNullOrEmpty(GameProjectName))
            {
                CMakeGameRootPath = "set(GAME_ROOT_PATH \"" + UnrealBuildTool.GetUProjectPath() + "\")\n";

                GameProjectPath = UnrealBuildTool.GetUProjectPath();
                GameProjectFile = UnrealBuildTool.GetUProjectFile();

                CMakeGameProjectFile = "set(GAME_PROJECT_FILE \"" + GameProjectFile + "\")\n";

                BuildCommand = "set(BUILD mono ${UE4_ROOT_PATH}/Engine/Binaries/DotNET/UnrealBuildTool.exe )\n";
            }
            else if (bIsLinux || bIsMac)
            {
                BuildCommand = String.Format("set(BUILD cd ${{UE4_ROOT_PATH}} && bash ${{UE4_ROOT_PATH}}/Engine/Build/BatchFiles/{0}/Build.sh)\n", HostArchitecture);
            }
            else if (bIsWin64)
            {
                BuildCommand = "set(BUILD bash ${{UE4_ROOT_PATH}}/Engine/Build/BatchFiles/Build.bat)\n";
            }

            CMakefileContent.Append(
                "# Makefile generated by CMakefileGenerator.cs\n" +
                "# *DO NOT EDIT*\n\n" +
                "cmake_minimum_required (VERSION 2.6)\n" +
                "project (UE4)\n\n" +
                CMakeUE4RootPath +
                CMakeGameProjectFile +
                BuildCommand +
                CMakeGameRootPath + "\n"
                );

            List <String> IncludeDirectories      = new List <String>();
            List <String> PreprocessorDefinitions = new List <String>();

            foreach (var CurProject in GeneratedProjectFiles)
            {
                foreach (var CurPath in CurProject.IntelliSenseIncludeSearchPaths)
                {
                    string IncludeDirectory = GetIncludeDirectory(CurPath, Path.GetDirectoryName(CurProject.ProjectFilePath));
                    if (IncludeDirectory != null && !IncludeDirectories.Contains(IncludeDirectory))
                    {
                        IncludeDirectories.Add(IncludeDirectory);
                    }
                }

                foreach (var CurDefinition in CurProject.IntelliSensePreprocessorDefinitions)
                {
                    string Definition          = CurDefinition;
                    string AlternateDefinition = Definition.Contains("=0") ? Definition.Replace("=0", "=1") : Definition.Replace("=1", "=0");
                    if (Definition.Equals("WITH_EDITORONLY_DATA=0") || Definition.Equals("WITH_DATABASE_SUPPORT=1"))
                    {
                        Definition = AlternateDefinition;
                    }
                    if (!PreprocessorDefinitions.Contains(Definition) && !PreprocessorDefinitions.Contains(AlternateDefinition) && !Definition.StartsWith("UE_ENGINE_DIRECTORY") && !Definition.StartsWith("ORIGINAL_FILE_NAME"))
                    {
                        PreprocessorDefinitions.Add(Definition);
                    }
                }
            }

            // Create SourceFiles, HeaderFiles, and ConfigFiles sections.
            var AllModuleFiles = DiscoverModules();

            foreach (string CurModuleFile in AllModuleFiles)
            {
                var FoundFiles = SourceFileSearch.FindModuleSourceFiles(CurModuleFile, ExcludeNoRedistFiles: bExcludeNoRedistFiles);
                foreach (string CurSourceFile in FoundFiles)
                {
                    string SourceFileRelativeToRoot = Utils.MakePathRelativeTo(CurSourceFile, Path.Combine(EngineRelativePath));
                    // Exclude files/folders on a per-platform basis.
                    if ((bIsLinux && IsLinuxFiltered(SourceFileRelativeToRoot)) || (bIsMac && IsMacFiltered(SourceFileRelativeToRoot)) ||
                        (bIsWin64 && IsWinFiltered(SourceFileRelativeToRoot))
                        )
                    {
                        if (SourceFileRelativeToRoot.EndsWith(".cpp"))
                        {
                            if (!SourceFileRelativeToRoot.StartsWith("..") && !Path.IsPathRooted(SourceFileRelativeToRoot))
                            {
                                // SourceFileRelativeToRoot = "Engine/" + SourceFileRelativeToRoot;
                                CMakeSourceFilesList += ("\t\"${UE4_ROOT_PATH}/Engine/" + SourceFileRelativeToRoot + "\"\n");
                            }
                            else
                            {
                                if (String.IsNullOrEmpty(GameProjectName))
                                {
                                    // SourceFileRelativeToRoot = SourceFileRelativeToRoot.Substring (3);
                                    CMakeSourceFilesList += ("\t\"" + SourceFileRelativeToRoot.Substring(3) + "\"\n");
                                }
                                else
                                {
                                    CMakeSourceFilesList += ("\t\"${GAME_ROOT_PATH}/" + Utils.MakePathRelativeTo(CurSourceFile, GameProjectPath) + "\"\n");
                                }
                            }
                        }
                        if (SourceFileRelativeToRoot.EndsWith(".h"))
                        {
                            if (!SourceFileRelativeToRoot.StartsWith("..") && !Path.IsPathRooted(SourceFileRelativeToRoot))
                            {
                                // SourceFileRelativeToRoot = "Engine/" + SourceFileRelativeToRoot;
                                CMakeHeaderFilesList += ("\t\"${UE4_ROOT_PATH}/Engine/" + SourceFileRelativeToRoot + "\"\n");
                            }
                            else
                            {
                                if (String.IsNullOrEmpty(GameProjectName))
                                {
                                    // SourceFileRelativeToRoot = SourceFileRelativeToRoot.Substring (3);
                                    CMakeHeaderFilesList += ("\t\"" + SourceFileRelativeToRoot.Substring(3) + "\"\n");
                                }
                                else
                                {
                                    CMakeHeaderFilesList += ("\t\"${GAME_ROOT_PATH}/" + Utils.MakePathRelativeTo(CurSourceFile, GameProjectPath) + "\"\n");
                                }
                            }
                        }
                        if (SourceFileRelativeToRoot.EndsWith(".cs"))
                        {
                            if (!SourceFileRelativeToRoot.StartsWith("..") && !Path.IsPathRooted(SourceFileRelativeToRoot))
                            {
                                // SourceFileRelativeToRoot = "Engine/" + SourceFileRelativeToRoot;
                                CMakeConfigFilesList += ("\t\"${UE4_ROOT_PATH}/Engine/" + SourceFileRelativeToRoot + "\"\n");
                            }
                            else
                            {
                                if (String.IsNullOrEmpty(GameProjectName))
                                {
                                    // SourceFileRelativeToRoot = SourceFileRelativeToRoot.Substring (3);
                                    CMakeConfigFilesList += ("\t\"" + SourceFileRelativeToRoot.Substring(3) + "\"\n");
                                }
                                else
                                {
                                    CMakeConfigFilesList += ("\t\"${GAME_ROOT_PATH}/" + Utils.MakePathRelativeTo(CurSourceFile, GameProjectPath) + "\"\n");
                                };
                            }
                        }
                    }
                }
            }

            foreach (string IncludeDirectory in IncludeDirectories)
            {
                IncludeDirectoriesList += ("\t\"" + IncludeDirectory + "\"\n");
            }

            foreach (string PreprocessorDefinition in PreprocessorDefinitions)
            {
                PreprocessorDefinitionsList += ("\t-D" + PreprocessorDefinition + "\n");
            }

            // Add section end to section strings;
            CMakeSourceFilesList        += CMakeSectionEnd;
            CMakeHeaderFilesList        += CMakeSectionEnd;
            CMakeConfigFilesList        += CMakeSectionEnd;
            IncludeDirectoriesList      += CMakeSectionEnd;
            PreprocessorDefinitionsList += CMakeSectionEnd;

            // Append sections to the CMakeLists.txt file
            CMakefileContent.Append(CMakeSourceFilesList);
            CMakefileContent.Append(CMakeHeaderFilesList);
            CMakefileContent.Append(CMakeConfigFilesList);
            CMakefileContent.Append(IncludeDirectoriesList);
            CMakefileContent.Append(PreprocessorDefinitionsList);

            string CMakeProjectCmdArg = "";

            foreach (var Project in GeneratedProjectFiles)
            {
                foreach (var TargetFile in Project.ProjectTargets)
                {
                    if (TargetFile.TargetFilePath == null)
                    {
                        continue;
                    }

                    var TargetName = Utils.GetFilenameWithoutAnyExtensions(TargetFile.TargetFilePath);                                  // Remove both ".cs" and ".

                    foreach (UnrealTargetConfiguration CurConfiguration in Enum.GetValues(typeof(UnrealTargetConfiguration)))
                    {
                        if (CurConfiguration != UnrealTargetConfiguration.Unknown && CurConfiguration != UnrealTargetConfiguration.Development)
                        {
                            if (UnrealBuildTool.IsValidConfiguration(CurConfiguration))
                            {
                                if (TargetName == GameProjectName || TargetName == (GameProjectName + "Editor"))
                                {
                                    CMakeProjectCmdArg = " -project=\"\\\"${GAME_PROJECT_FILE}\\\"\"";
                                }
                                var ConfName = Enum.GetName(typeof(UnrealTargetConfiguration), CurConfiguration);
                                CMakefileContent.Append(String.Format("add_custom_target({0}-{3}-{1} ${{BUILD}} {2} {0} {3} {1} $(ARGS))\n", TargetName, ConfName, CMakeProjectCmdArg, HostArchitecture));
                            }
                        }
                    }

                    if (TargetName == GameProjectName || TargetName == (GameProjectName + "Editor"))
                    {
                        CMakeProjectCmdArg = " -project=\"\\\"${GAME_PROJECT_FILE}\\\"\"";
                    }
                    if (HostArchitecture != null)
                    {
                        CMakefileContent.Append(String.Format("add_custom_target({0} ${{BUILD}} {1} {0} {2} Development $(ARGS) SOURCES ${{SOURCE_FILES}} ${{HEADER_FILES}} ${{CONFIG_FILES}})\n\n", TargetName, CMakeProjectCmdArg, HostArchitecture));
                    }
                }
            }

            var FullFileName = Path.Combine(MasterProjectRelativePath, FileName);

            return(WriteFileIfChanged(FullFileName, CMakefileContent.ToString()));
        }