本文整理汇总了C#中UnrealBuildTool.CPPEnvironment.DeepCopy方法的典型用法代码示例。如果您正苦于以下问题:C# CPPEnvironment.DeepCopy方法的具体用法?C# CPPEnvironment.DeepCopy怎么用?C# CPPEnvironment.DeepCopy使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类UnrealBuildTool.CPPEnvironment
的用法示例。
在下文中一共展示了CPPEnvironment.DeepCopy方法的6个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: CreateModuleCompileEnvironment
/// <summary>
/// Creates a compile environment from a base environment based on the module settings.
/// </summary>
/// <param name="BaseCompileEnvironment">An existing environment to base the module compile environment on.</param>
/// <returns>The new module compile environment.</returns>
public CPPEnvironment CreateModuleCompileEnvironment(CPPEnvironment BaseCompileEnvironment)
{
var Result = BaseCompileEnvironment.DeepCopy();
// Override compile environment
Result.Config.bFasterWithoutUnity = bFasterWithoutUnity;
Result.Config.OptimizeCode = OptimizeCode;
Result.Config.bUseRTTI = bUseRTTI;
Result.Config.bUseAVX = bUseAVX;
Result.Config.bEnableBufferSecurityChecks = bEnableBufferSecurityChecks;
Result.Config.bFasterWithoutUnity = bFasterWithoutUnity;
Result.Config.MinFilesUsingPrecompiledHeaderOverride = MinFilesUsingPrecompiledHeaderOverride;
Result.Config.bBuildLocallyWithSNDBS = bBuildLocallyWithSNDBS;
Result.Config.bEnableExceptions = bEnableExceptions;
Result.Config.bEnableShadowVariableWarning = bEnableShadowVariableWarnings;
Result.Config.bUseStaticCRT = (Target.Rules != null && Target.Rules.bUseStaticCRT);
Result.Config.OutputDirectory = Path.Combine(Binary.Config.IntermediateDirectory, Name);
// Switch the optimization flag if we're building a game module. Also pass the definition for building in DebugGame along (see ModuleManager.h for notes).
if (Target.Configuration == UnrealTargetConfiguration.DebugGame)
{
if(!Utils.IsFileUnderDirectory(ModuleDirectory, BuildConfiguration.RelativeEnginePath))
{
Result.Config.Target.Configuration = CPPTargetConfiguration.Debug;
Result.Config.Definitions.Add("UE_BUILD_DEVELOPMENT_WITH_DEBUGGAME=1");
}
}
// Add the module's private definitions.
Result.Config.Definitions.AddRange(Definitions);
// Setup the compile environment for the module.
SetupPrivateCompileEnvironment(Result.Config.CPPIncludeInfo.IncludePaths, Result.Config.CPPIncludeInfo.SystemIncludePaths, Result.Config.Definitions, Result.Config.AdditionalFrameworks);
// @hack to skip adding definitions to compile environment, they will be baked into source code files
if (bSkipDefinitionsForCompileEnvironment)
{
Result.Config.Definitions.Clear();
Result.Config.CPPIncludeInfo.IncludePaths = new HashSet<string>(BaseCompileEnvironment.Config.CPPIncludeInfo.IncludePaths);
}
return Result;
}
示例2: Compile
// UEBuildModule interface.
public override List<FileItem> Compile( CPPEnvironment GlobalCompileEnvironment, CPPEnvironment CompileEnvironment )
{
var ModuleCLREnvironment = CompileEnvironment.DeepCopy();
// Setup the module environment for the project CLR mode
ModuleCLREnvironment.Config.CLRMode = CPPCLRMode.CLREnabled;
// Add the private assembly references to the compile environment.
foreach(var PrivateAssemblyReference in PrivateAssemblyReferences)
{
ModuleCLREnvironment.AddPrivateAssembly(PrivateAssemblyReference);
}
// Pass the CLR compilation environment to the standard C++ module compilation code.
return base.Compile(GlobalCompileEnvironment, ModuleCLREnvironment );
}
示例3: GeneratePCHCreationAction
/// <summary>
/// Creates a precompiled header action to generate a new pch file
/// </summary>
/// <param name="PCHHeaderNameInCode">The precompiled header name as it appeared in an #include statement</param>
/// <param name="PrecompiledHeaderIncludeFilename">Name of the header used for pch.</param>
/// <param name="ProjectCPPEnvironment">The environment the C/C++ files in the project are compiled with.</param>
/// <param name="OutputDirectory">The folder to save the generated PCH file to</param>
/// <param name="ModuleName">Name of the module this PCH is being generated for</param>
/// <param name="bAllowDLLExports">True if we should allow DLLEXPORT definitions for this PCH</param>
/// <returns>the compilation output result of the created pch.</returns>
public static CPPOutput GeneratePCHCreationAction(UEBuildTarget Target, string PCHHeaderNameInCode, FileItem PrecompiledHeaderIncludeFilename, CPPEnvironment ProjectCPPEnvironment, string OutputDirectory, string ModuleName, bool bAllowDLLExports )
{
// Find the header file to be precompiled. Don't skip external headers
if (PrecompiledHeaderIncludeFilename.bExists)
{
// Create a Dummy wrapper around the PCH to avoid problems with #pragma once on clang
var ToolChain = UEToolChain.GetPlatformToolChain(ProjectCPPEnvironment.Config.Target.Platform);
string PCHGuardDefine = Path.GetFileNameWithoutExtension(PrecompiledHeaderIncludeFilename.AbsolutePath).ToUpper();
string LocalPCHHeaderNameInCode = ToolChain.ConvertPath(PrecompiledHeaderIncludeFilename.AbsolutePath);
string TmpPCHHeaderContents = String.Format("#ifndef __AUTO_{0}_H__\n#define __AUTO_{0}_H__\n//Last Write: {2}\n#include \"{1}\"\n#endif//__AUTO_{0}_H__", PCHGuardDefine, LocalPCHHeaderNameInCode, PrecompiledHeaderIncludeFilename.LastWriteTime);
string DummyPath = Path.Combine(
ProjectCPPEnvironment.Config.OutputDirectory,
Path.GetFileName(PrecompiledHeaderIncludeFilename.AbsolutePath));
FileItem DummyPCH = FileItem.CreateIntermediateTextFile(DummyPath, TmpPCHHeaderContents);
// Create a new C++ environment that is used to create the PCH.
var ProjectPCHEnvironment = ProjectCPPEnvironment.DeepCopy();
ProjectPCHEnvironment.Config.PrecompiledHeaderAction = PrecompiledHeaderAction.Create;
ProjectPCHEnvironment.Config.PrecompiledHeaderIncludeFilename = PrecompiledHeaderIncludeFilename.AbsolutePath;
ProjectPCHEnvironment.Config.PCHHeaderNameInCode = PCHHeaderNameInCode;
ProjectPCHEnvironment.Config.OutputDirectory = OutputDirectory;
if( !bAllowDLLExports )
{
for( var CurDefinitionIndex = 0; CurDefinitionIndex < ProjectPCHEnvironment.Config.Definitions.Count; ++CurDefinitionIndex )
{
// We change DLLEXPORT to DLLIMPORT for "shared" PCH headers
var OldDefinition = ProjectPCHEnvironment.Config.Definitions[ CurDefinitionIndex ];
if( OldDefinition.EndsWith( "=DLLEXPORT" ) )
{
ProjectPCHEnvironment.Config.Definitions[ CurDefinitionIndex ] = OldDefinition.Replace( "DLLEXPORT", "DLLIMPORT" );
}
}
}
// Cache our CPP environment so that we can check for outdatedness quickly. Only files that have includes need this.
DummyPCH.CachedCPPIncludeInfo = ProjectPCHEnvironment.Config.CPPIncludeInfo;
Log.TraceVerbose( "Found PCH file \"{0}\".", PrecompiledHeaderIncludeFilename );
// Create the action to compile the PCH file.
return ProjectPCHEnvironment.CompileFiles(Target, new List<FileItem>() { DummyPCH }, ModuleName);
}
throw new BuildException( "Couldn't find PCH file \"{0}\".", PrecompiledHeaderIncludeFilename );
}
示例4: SetupBinaryLinkEnvironment
private LinkEnvironment SetupBinaryLinkEnvironment(LinkEnvironment LinkEnvironment, CPPEnvironment CompileEnvironment)
{
var BinaryLinkEnvironment = LinkEnvironment.DeepCopy();
var LinkEnvironmentVisitedModules = new Dictionary<UEBuildModule, bool>();
var BinaryDependencies = new List<UEBuildBinary>();
CompileEnvironment.Config.bIsBuildingDLL = IsBuildingDll(Config.Type);
CompileEnvironment.Config.bIsBuildingLibrary = IsBuildingLibrary(Config.Type);
var BinaryCompileEnvironment = CompileEnvironment.DeepCopy();
// @Hack: This to prevent UHT from listing CoreUObject.generated.cpp as its dependency.
// We flag the compile environment when we build UHT so that we don't need to check
// this for each file when generating their dependencies.
BinaryCompileEnvironment.bHackHeaderGenerator = (Target.GetAppName() == "UnrealHeaderTool");
// @todo: This should be in some Windows code somewhere...
// Set the original file name macro; used in PCLaunch.rc to set the binary metadata fields.
var OriginalFilename = (Config.OriginalOutputFilePaths != null) ?
Path.GetFileName(Config.OriginalOutputFilePaths[0]) :
Path.GetFileName(Config.OutputFilePaths[0]);
BinaryCompileEnvironment.Config.Definitions.Add("ORIGINAL_FILE_NAME=\"" + OriginalFilename + "\"");
foreach (var ModuleName in ModuleNames)
{
var Module = Target.GetModuleByName(ModuleName);
List<FileItem> LinkInputFiles;
if(Module.Binary == null || Module.Binary == this)
{
// Compile each module.
Log.TraceVerbose("Compile module: " + ModuleName);
LinkInputFiles = Module.Compile(CompileEnvironment, BinaryCompileEnvironment);
// NOTE: Because of 'Shared PCHs', in monolithic builds the same PCH file may appear as a link input
// multiple times for a single binary. We'll check for that here, and only add it once. This avoids
// a linker warning about redundant .obj files.
foreach (var LinkInputFile in LinkInputFiles)
{
if (!BinaryLinkEnvironment.InputFiles.Contains(LinkInputFile))
{
BinaryLinkEnvironment.InputFiles.Add(LinkInputFile);
}
}
}
else
{
BinaryDependencies.Add(Module.Binary);
}
if (!BuildConfiguration.bRunUnrealCodeAnalyzer)
{
// Allow the module to modify the link environment for the binary.
Module.SetupPrivateLinkEnvironment(this, BinaryLinkEnvironment, BinaryDependencies, LinkEnvironmentVisitedModules);
}
}
// Allow the binary dependencies to modify the link environment.
foreach (var BinaryDependency in BinaryDependencies)
{
BinaryDependency.SetupDependentLinkEnvironment(BinaryLinkEnvironment);
}
// Remove the default resource file on Windows (PCLaunch.rc) if the user has specified their own
if (BinaryLinkEnvironment.InputFiles.Select(Item => Path.GetFileName(Item.AbsolutePath).ToLower()).Any(Name => Name.EndsWith(".res") && !Name.EndsWith(".inl.res") && Name != "pclaunch.rc.res"))
{
BinaryLinkEnvironment.InputFiles.RemoveAll(x => Path.GetFileName(x.AbsolutePath).ToLower() == "pclaunch.rc.res");
}
// Set the link output file.
BinaryLinkEnvironment.Config.OutputFilePaths = Config.OutputFilePaths != null ? (string[])Config.OutputFilePaths.Clone() : null;
// Set whether the link is allowed to have exports.
BinaryLinkEnvironment.Config.bHasExports = Config.bAllowExports;
// Set the output folder for intermediate files
BinaryLinkEnvironment.Config.IntermediateDirectory = Config.IntermediateDirectory;
// Put the non-executable output files (PDB, import library, etc) in the same directory as the production
BinaryLinkEnvironment.Config.OutputDirectory = Path.GetDirectoryName(Config.OutputFilePaths[0]);
// Setup link output type
BinaryLinkEnvironment.Config.bIsBuildingDLL = IsBuildingDll(Config.Type);
BinaryLinkEnvironment.Config.bIsBuildingLibrary = IsBuildingLibrary(Config.Type);
return BinaryLinkEnvironment;
}
示例5: CreateModuleCompileEnvironment
/// <summary>
/// Creates a compile environment from a base environment based on the module settings.
/// </summary>
/// <param name="BaseCompileEnvironment">An existing environment to base the module compile environment on.</param>
/// <returns>The new module compile environment.</returns>
public CPPEnvironment CreateModuleCompileEnvironment(UEBuildTarget Target, CPPEnvironment BaseCompileEnvironment)
{
CPPEnvironment Result = BaseCompileEnvironment.DeepCopy();
if (Binary == null)
{
// Adding this check here as otherwise the call to Binary.Config.IntermediateDirectory will give an
// unhandled exception
throw new BuildException("UEBuildBinary not set up for module {0}", this.ToString());
}
// Override compile environment
Result.Config.bFasterWithoutUnity = Rules.bFasterWithoutUnity;
Result.Config.OptimizeCode = Rules.OptimizeCode;
Result.Config.bUseRTTI = Rules.bUseRTTI;
Result.Config.bUseAVX = Rules.bUseAVX;
Result.Config.bEnableBufferSecurityChecks = Rules.bEnableBufferSecurityChecks;
Result.Config.MinSourceFilesForUnityBuildOverride = Rules.MinSourceFilesForUnityBuildOverride;
Result.Config.MinFilesUsingPrecompiledHeaderOverride = Rules.MinFilesUsingPrecompiledHeaderOverride;
Result.Config.bBuildLocallyWithSNDBS = Rules.bBuildLocallyWithSNDBS;
Result.Config.bEnableExceptions = Rules.bEnableExceptions;
Result.Config.bEnableShadowVariableWarning = Rules.bEnableShadowVariableWarnings;
Result.Config.bUseStaticCRT = (Target.Rules != null && Target.Rules.bUseStaticCRT);
Result.Config.OutputDirectory = DirectoryReference.Combine(Binary.Config.IntermediateDirectory, Name);
// Switch the optimization flag if we're building a game module. Also pass the definition for building in DebugGame along (see ModuleManager.h for notes).
if (Target.Configuration == UnrealTargetConfiguration.DebugGame)
{
if (!ModuleDirectory.IsUnderDirectory(UnrealBuildTool.EngineDirectory))
{
Result.Config.Target.Configuration = CPPTargetConfiguration.Debug;
Result.Config.Definitions.Add("UE_BUILD_DEVELOPMENT_WITH_DEBUGGAME=1");
}
}
// Add the module's private definitions.
Result.Config.Definitions.AddRange(Definitions);
// Setup the compile environment for the module.
SetupPrivateCompileEnvironment(Result.Config.CPPIncludeInfo.IncludePaths, Result.Config.CPPIncludeInfo.SystemIncludePaths, Result.Config.Definitions, Result.Config.AdditionalFrameworks);
// @hack to skip adding definitions to compile environment, they will be baked into source code files
if (bSkipDefinitionsForCompileEnvironment)
{
Result.Config.Definitions.Clear();
Result.Config.CPPIncludeInfo.IncludePaths = new HashSet<string>(BaseCompileEnvironment.Config.CPPIncludeInfo.IncludePaths);
}
return Result;
}
示例6: CreateModuleCompileEnvironment
/// <summary>
/// Creates a compile environment from a base environment based on the module settings.
/// </summary>
/// <param name="BaseCompileEnvironment">An existing environment to base the module compile environment on.</param>
/// <returns>The new module compile environment.</returns>
public CPPEnvironment CreateModuleCompileEnvironment(CPPEnvironment BaseCompileEnvironment)
{
var Result = BaseCompileEnvironment.DeepCopy();
// Override compile environment
Result.Config.bFasterWithoutUnity = bFasterWithoutUnity;
Result.Config.OptimizeCode = OptimizeCode;
Result.Config.bUseRTTI = bUseRTTI;
Result.Config.bEnableBufferSecurityChecks = bEnableBufferSecurityChecks;
Result.Config.bFasterWithoutUnity = bFasterWithoutUnity;
Result.Config.MinFilesUsingPrecompiledHeaderOverride = MinFilesUsingPrecompiledHeaderOverride;
Result.Config.bEnableExceptions = bEnableExceptions;
Result.Config.bUseStaticCRT = (Target.Rules != null && Target.Rules.bUseStaticCRT);
Result.Config.OutputDirectory = Path.Combine(Binary.Config.IntermediateDirectory, Name);
// Switch the optimization flag if we're building a game module. Also pass the definition for building in DebugGame along (see ModuleManager.h for notes).
if (Target.Configuration == UnrealTargetConfiguration.DebugGame)
{
PluginInfo Plugin = Plugins.GetPluginInfoForModule(Name);
if((Plugin != null && Plugin.LoadedFrom == PluginInfo.LoadedFromType.GameProject) || Type == UEBuildModuleType.Game)
{
Result.Config.Target.Configuration = CPPTargetConfiguration.Debug;
Result.Config.Definitions.Add("UE_BUILD_DEVELOPMENT_WITH_DEBUGGAME=1");
}
}
// Add the module's private definitions.
Result.Config.Definitions.AddRange(Definitions);
// Setup the compile environment for the module.
SetupPrivateCompileEnvironment(ref Result.Config.CPPIncludeInfo.IncludePaths, ref Result.Config.CPPIncludeInfo.SystemIncludePaths, ref Result.Config.Definitions, ref Result.Config.AdditionalFrameworks);
// @hack to skip adding definitions to compile environment, they will be baked into source code files
if (bSkipDefinitionsForCompileEnvironment)
{
Result.Config.Definitions.Clear();
Result.Config.CPPIncludeInfo.IncludePaths = new HashSet<string>(BaseCompileEnvironment.Config.CPPIncludeInfo.IncludePaths);
}
return Result;
}