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integration/make-vscode.py

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#!/usr/bin/python3
#
# This script generates these config files:
#
# Integration.uproject
# Integration.code-workspace
#
# Unreal needs "Integration.uproject". This config file tells
# UnrealBuildTool what version of the unreal engine to link this game
# with. It also specifies a couple of other game-specific configuration
# settings. It can't easily be checked into git because it contains
# a GUID which is specific to your local machine.
#
# VSCode needs "Integration.code-workspace," it tells vscode how to
# compile this game and how to run it under the debugger. It can't
# be checked into git because it contains many hardwired
# paths.
#
# We generate Integration.uproject from scratch. Later, the unreal
# editor will inject the engine GUID into the file.
#
# The UnrealBuildTool which is included with the UnrealEngine can
# generate a rough draft of Integration.code-workspace. However, the
# file it generates is not well-configured for our luprex-related
# needs.
#
# This python script uses UnrealBuildTool to generate a rough draft,
# then it loads Integration.code-workspace into RAM, edits it in RAM,
# and writes a new, improved version back out.
#
import sys, os, json
#
# These are some directory paths that we will need.
#
INTEGRATION = os.path.dirname(os.path.abspath(sys.argv[0]))
UNREALENGINE = os.environ["HOME"] + "/UnrealEngine"
#
# This is the template from which Integration.uproject is generated.
#
UPROJECT_TEMPLATE="""
{
"FileVersion": 3,
"EngineAssociation": "5.3",
"Category": "",
"Description": "",
"Modules": [
{
"Name": "Integration",
"Type": "Runtime",
"LoadingPhase": "Default",
"AdditionalDependencies": [
"Engine",
"CoreUObject"
]
}
],
"Plugins": [
{
"Name": "ModelingToolsEditorMode",
"Enabled": true,
"TargetAllowList": [
"Editor"
]
}
]
}
"""
#
# Convert the UPROJECT template into json in RAM.
#
UPROJECT = json.loads(UPROJECT_TEMPLATE)
#
# Write Integration.uproject
#
with open("Integration.uproject", "w") as uproj:
json.dump(UPROJECT, uproj, indent=4)
#
# Use UnrealBuildTool to generate a rough draft of Integration.code-workspace.
#
BUILDPROJECTFILES = f'dotnet Engine/Binaries/DotNET/UnrealBuildTool/UnrealBuildTool.dll -projectfiles -project="{INTEGRATION}/Integration.uproject" -game -vscode'
os.chdir(UNREALENGINE)
print(BUILDPROJECTFILES)
os.system(BUILDPROJECTFILES)
#
# Load the rough draft into RAM, then delete the rough draft.
#
os.chdir(INTEGRATION)
with open("Integration.code-workspace") as original:
WORKSPACE=json.load(original)
os.remove("Integration.code-workspace")
#
# Configure the correct build task as the default task.
#
for task in WORKSPACE["tasks"]["tasks"]:
if task["label"] == "IntegrationEditor Linux DebugGame Build":
task["group"] = { "kind": "build", "isDefault": "true" }
#
# Delete all build tasks that aren't relevant.
#
def goodtask(task):
return task["label"].startswith("IntegrationEditor Linux DebugGame")
WORKSPACE["tasks"]["tasks"] = [x for x in WORKSPACE["tasks"]["tasks"] if goodtask(x)]
#
# Convert all launch configurations to lldb.
#
LLDBINIT=f"command script import {UNREALENGINE}/Engine/Extras/LLDBDataFormatters/UEDataFormatters_2ByteChars.py"
for config in WORKSPACE["launch"]["configurations"]:
config["type"] = "lldb"
config["initCommands"] = [ LLDBINIT ]
config.pop("visualizerFile", None)
config.pop("showDisplayString", None)
#
# Delete all but the relevant launch configuration.
#
def goodconf(config):
return config["name"] == "Launch IntegrationEditor (DebugGame)"
WORKSPACE["launch"]["configurations"] = [x for x in WORKSPACE["launch"]["configurations"] if goodconf(x)]
#
# Write it all back out.
#
with open("Integration.code-workspace", "w") as rewritten:
json.dump(WORKSPACE, rewritten, indent=4)