本文整理汇总了C#中UnrealBuildTool.UEBuildTarget.GetModuleByName方法的典型用法代码示例。如果您正苦于以下问题:C# UEBuildTarget.GetModuleByName方法的具体用法?C# UEBuildTarget.GetModuleByName怎么用?C# UEBuildTarget.GetModuleByName使用的例子?那么恭喜您, 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.UEBuildTarget
的用法示例。
在下文中一共展示了UEBuildTarget.GetModuleByName方法的2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: ExecuteHeaderToolIfNecessary
/**
* Builds and runs the header tool and touches the header directories.
* Performs any early outs if headers need no changes, given the UObject modules, tool path, game name, and configuration
*/
public static bool ExecuteHeaderToolIfNecessary( UEBuildTarget Target, CPPEnvironment GlobalCompileEnvironment, List<UHTModuleInfo> UObjectModules, string ModuleInfoFileName, ref ECompilationResult UHTResult )
{
if(ProgressWriter.bWriteMarkup)
{
Log.WriteLine(TraceEventType.Information, "@progress push 5%");
}
using (ProgressWriter Progress = new ProgressWriter("Generating code...", false))
{
// We never want to try to execute the header tool when we're already trying to build it!
var bIsBuildingUHT = Target.GetTargetName().Equals( "UnrealHeaderTool", StringComparison.InvariantCultureIgnoreCase );
var BuildPlatform = UEBuildPlatform.GetBuildPlatform(Target.Platform);
var CppPlatform = BuildPlatform.GetCPPTargetPlatform(Target.Platform);
var ToolChain = UEToolChain.GetPlatformToolChain(CppPlatform);
var RootLocalPath = Path.GetFullPath(ProjectFileGenerator.RootRelativePath);
// check if UHT is out of date
DateTime HeaderToolTimestamp = DateTime.MaxValue;
bool bHaveHeaderTool = !bIsBuildingUHT && GetHeaderToolTimestamp(out HeaderToolTimestamp);
// ensure the headers are up to date
bool bUHTNeedsToRun = (UEBuildConfiguration.bForceHeaderGeneration == true || !bHaveHeaderTool || AreGeneratedCodeFilesOutOfDate(UObjectModules, HeaderToolTimestamp));
if( bUHTNeedsToRun || UnrealBuildTool.IsGatheringBuild )
{
// Since code files are definitely out of date, we'll now finish computing information about the UObject modules for UHT. We
// want to save this work until we know that UHT actually needs to be run to speed up best-case iteration times.
if( UnrealBuildTool.IsGatheringBuild ) // In assembler-only mode, PCH info is loaded from our UBTMakefile!
{
foreach( var UHTModuleInfo in UObjectModules )
{
// Only cache the PCH name if we don't already have one. When running in 'gather only' mode, this will have already been cached
if( string.IsNullOrEmpty( UHTModuleInfo.PCH ) )
{
UHTModuleInfo.PCH = "";
// We need to figure out which PCH header this module is including, so that UHT can inject an include statement for it into any .cpp files it is synthesizing
var DependencyModuleCPP = (UEBuildModuleCPP)Target.GetModuleByName( UHTModuleInfo.ModuleName );
var ModuleCompileEnvironment = DependencyModuleCPP.CreateModuleCompileEnvironment(GlobalCompileEnvironment);
DependencyModuleCPP.CachePCHUsageForModuleSourceFiles(ModuleCompileEnvironment);
if (DependencyModuleCPP.ProcessedDependencies.UniquePCHHeaderFile != null)
{
UHTModuleInfo.PCH = DependencyModuleCPP.ProcessedDependencies.UniquePCHHeaderFile.AbsolutePath;
}
}
}
}
}
// @todo ubtmake: Optimization: Ideally we could avoid having to generate this data in the case where UHT doesn't even need to run! Can't we use the existing copy? (see below use of Manifest)
UHTManifest Manifest = new UHTManifest(Target, RootLocalPath, ToolChain.ConvertPath(RootLocalPath + '\\'), UObjectModules);
if( !bIsBuildingUHT && bUHTNeedsToRun )
{
// Always build UnrealHeaderTool if header regeneration is required, unless we're running within a Rocket ecosystem or hot-reloading
if (UnrealBuildTool.RunningRocket() == false &&
UEBuildConfiguration.bDoNotBuildUHT == false &&
UEBuildConfiguration.bHotReloadFromIDE == false &&
!( bHaveHeaderTool && !UnrealBuildTool.IsGatheringBuild && UnrealBuildTool.IsAssemblingBuild ) ) // If running in "assembler only" mode, we assume UHT is already up to date for much faster iteration!
{
// If it is out of date or not there it will be built.
// If it is there and up to date, it will add 0.8 seconds to the build time.
Log.TraceInformation("Building UnrealHeaderTool...");
var UBTArguments = new StringBuilder();
UBTArguments.Append( "UnrealHeaderTool" );
// Which desktop platform do we need to compile UHT for?
UBTArguments.Append(" " + BuildHostPlatform.Current.Platform.ToString());
// NOTE: We force Development configuration for UHT so that it runs quickly, even when compiling debug
UBTArguments.Append( " " + UnrealTargetConfiguration.Development.ToString() );
// NOTE: We disable mutex when launching UBT from within UBT to compile UHT
UBTArguments.Append( " -NoMutex" );
if (UnrealBuildTool.CommandLineContains("-noxge"))
{
UBTArguments.Append(" -noxge");
}
if ( RunExternalExecutable( UnrealBuildTool.GetUBTPath(), UBTArguments.ToString() ) != 0 )
{
return false;
}
}
Progress.Write(1, 3);
var ActualTargetName = String.IsNullOrEmpty( Target.GetTargetName() ) ? "UE4" : Target.GetTargetName();
Log.TraceInformation( "Parsing headers for {0}", ActualTargetName );
string HeaderToolPath = GetHeaderToolPath();
if (!File.Exists(HeaderToolPath))
{
throw new BuildException( "Unable to generate headers because UnrealHeaderTool binary was not found ({0}).", Path.GetFullPath( HeaderToolPath ) );
}
//.........这里部分代码省略.........
示例2: GetCoreGeneratedTimestamp
/// <summary>
/// Gets the timestamp of CoreUObject.generated.inl file.
/// </summary>
/// <returns>Last write time of CoreUObject.generated.inl or DateTime.MaxValue if it doesn't exist.</returns>
private static DateTime GetCoreGeneratedTimestamp(UEBuildTarget Target)
{
DateTime Timestamp;
if( UnrealBuildTool.RunningRocket() )
{
// In Rocket, we don't check the timestamps on engine headers. Default to a very old date.
Timestamp = DateTime.MinValue;
}
else
{
var CoreUObjectModule = (UEBuildModuleCPP)Target.GetModuleByName( "CoreUObject" );
string CoreGeneratedFilename = Path.Combine(UEBuildModuleCPP.GetGeneratedCodeDirectoryForModule(Target, CoreUObjectModule.ModuleDirectory, CoreUObjectModule.Name), CoreUObjectModule.Name + ".generated.inl");
if (File.Exists(CoreGeneratedFilename))
{
Timestamp = new FileInfo(CoreGeneratedFilename).LastWriteTime;
}
else
{
// Doesn't exist, so use a 'newer that everything' date to force rebuild headers.
Timestamp = DateTime.MaxValue;
}
}
return Timestamp;
}