Mercurial > vim-unreal
annotate autoload/unreal.vim @ 6:613f13dc42f7
Support command bang for building.
| author | Ludovic Chabant <ludovic@chabant.com> |
|---|---|
| date | Fri, 22 Jan 2021 17:51:29 -0800 |
| parents | 9235d8341a18 |
| children | 59d75d8c254f |
| rev | line source |
|---|---|
| 0 | 1 " unreal.vim - Work with the Unreal Engine in Vim |
| 2 | |
| 3 " Utilities {{{ | |
| 4 | |
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5 let s:basedir = expand('<sfile>:p:h:h') |
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6 |
| 0 | 7 function! unreal#throw(message) |
| 8 throw "unreal: ".a:message | |
| 9 endfunction | |
| 10 | |
| 11 function! unreal#error(message) | |
| 12 let v:errmsg = "unreal: ".a:message | |
| 13 echoerr v:errmsg | |
| 14 endfunction | |
| 15 | |
| 16 function! unreal#warning(message) | |
| 17 echohl WarningMsg | |
| 18 echom "unreal: ".a:message | |
| 19 echohl None | |
| 20 endfunction | |
| 21 | |
| 22 function! unreal#info(message) | |
| 23 echom "unreal: ".a:message | |
| 24 endfunction | |
| 25 | |
| 26 function! unreal#trace(message) | |
| 27 if g:unreal_trace | |
| 28 echom "unreal: ".a:message | |
| 29 endif | |
| 30 endfunction | |
| 31 | |
| 32 if has('win32') || has('win64') | |
| 33 let s:iswin = 1 | |
| 34 let s:dirsep = "\\" | |
| 35 let s:scriptext = ".bat" | |
| 36 else | |
| 37 let s:iswin = 0 | |
| 38 let s:dirsep = "/" | |
| 39 let s:scriptext = ".sh" | |
| 40 endif | |
| 41 | |
| 42 " }}} | |
| 43 | |
| 44 " Modules {{{ | |
| 45 | |
| 46 function! unreal#call_modules(funcname, ...) abort | |
| 47 for module in g:unreal_modules | |
| 48 let l:fullfuncname = module.'#'.a:funcname | |
| 49 if exists('*'.l:fullfuncname) | |
| 50 call unreal#trace("Calling module function: ".l:fullfuncname) | |
| 51 call call(l:fullfuncname, a:000) | |
| 52 else | |
| 53 call unreal#trace("Skipping ".l:fullfuncname.": doesn't exist.") | |
| 54 endif | |
| 55 endfor | |
| 56 endfunction | |
| 57 | |
| 58 " }}} | |
| 59 | |
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60 " {{{ Scripts and Cache Files |
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61 |
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62 let s:scriptsdir = s:basedir.'\scripts' |
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63 |
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64 function! unreal#get_vim_script_path(scriptname) abort |
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65 return s:scriptsdir.s:dirsep.a:scriptname.s:scriptext |
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66 endfunction |
| 0 | 67 |
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68 function! unreal#get_cache_path(name, ...) abort |
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69 if empty(g:unreal_branch_dir) |
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70 call unreal#throw("No UE branch defined") |
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71 endif |
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72 let l:cache_dir = g:unreal_branch_dir.s:dirsep.".vimunreal" |
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73 let l:path = l:cache_dir.s:dirsep.a:name |
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74 if a:0 && a:1 && !isdirectory(l:cache_dir) |
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75 call mkdir(l:cache_dir) |
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76 endif |
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77 return l:path |
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78 endfunction |
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79 |
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80 " }}} |
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81 |
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82 " Branch and Project Management {{{ |
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83 |
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84 function! unreal#find_branch_dir_and_project() abort |
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85 call unreal#find_branch_dir() |
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86 |
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87 if !empty(g:unreal_branch_dir) |
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88 call unreal#find_project() |
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89 endif |
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90 endfunction |
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91 |
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92 function! unreal#find_branch_dir() abort |
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93 if !empty(g:unreal_branch_dir_finder) |
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94 let l:branch_dir = call(g:unreal_branch_dir_finder) |
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95 else |
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96 let l:branch_dir = unreal#default_branch_dir_finder(getcwd()) |
| 0 | 97 endif |
| 98 | |
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99 if !empty(l:branch_dir) |
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100 call unreal#set_branch_dir(l:branch_dir, 1) " Set branch silently. |
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101 else |
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102 call unreal#throw("No UE branch found!") |
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103 endif |
| 0 | 104 endfunction |
| 105 | |
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106 function! unreal#default_branch_dir_finder(path) abort |
| 0 | 107 let l:cur = a:path |
| 108 let l:prev = "" | |
| 109 while l:cur != l:prev | |
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110 let l:markers = globpath(l:cur, g:unreal_branch_dir_marker, 0, 1) |
| 0 | 111 if !empty(l:markers) |
| 112 call unreal#trace("Found marker file: ".l:markers[0]) | |
| 113 return l:cur | |
| 114 endif | |
| 115 let l:prev = l:cur | |
| 116 let l:cur = fnamemodify(l:cur, ':h') | |
| 117 endwhile | |
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118 return "" |
| 0 | 119 endfunction |
| 120 | |
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121 function! unreal#set_branch_dir(branch_dir, ...) abort |
| 0 | 122 " Strip any end slashes on the directory path. |
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123 let l:prev_dir = g:unreal_branch_dir |
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124 let g:unreal_branch_dir = fnamemodify(a:branch_dir, ':s?[/\\]$??') |
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125 let l:branch_was_set = !empty(g:unreal_branch_dir) |
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126 |
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127 " Update our projects infos. |
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128 let g:unreal_branch_projects = unreal#get_branch_projects(g:unreal_branch_dir) |
| 0 | 129 |
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130 " Notify our modules. |
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131 if l:branch_was_set |
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132 call unreal#call_modules('on_branch_changed', g:unreal_branch_dir) |
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133 else |
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134 call unreal#call_modules('on_branch_cleared') |
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135 endif |
| 0 | 136 |
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137 " Auto-set the Vimcrosoft solution if that plugin is installed. |
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138 " TODO: move this into a module. |
| 0 | 139 if exists(":VimcrosoftSetSln") |
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140 if l:branch_was_set |
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141 let l:sln_files = glob(g:unreal_branch_dir.s:dirsep."*.sln", 0, 1) |
| 0 | 142 if !empty(l:sln_files) |
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143 " Vimcrosoft might have auto-found the same solution, already, |
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144 " in which case we don't have to set it. |
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145 if g:vimcrosoft_current_sln != l:sln_files[0] |
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146 execute "VimcrosoftSetSln ".fnameescape(l:sln_files[0]) |
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147 endif |
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148 " Make sure we have our extra compiler args ready. |
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149 call unreal#generate_vimcrosoft_extra_args(l:sln_files[0]) |
| 0 | 150 endif |
| 151 else | |
| 152 execute "VimcrosoftUnsetSln" | |
| 153 endif | |
| 154 endif | |
| 155 | |
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156 let l:silent = a:0 && a:1 |
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157 if !l:silent |
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158 if l:branch_was_set |
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159 echom "UE branch set to: ".g:unreal_branch_dir |
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160 else |
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161 echom "UE branch cleared" |
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162 endif |
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163 endif |
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164 endfunction |
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165 |
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166 function! unreal#find_project() abort |
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167 if empty(g:unreal_branch_dir) |
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168 call unreal#throw("No UE branch set!") |
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169 endif |
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170 |
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171 if len(g:unreal_branch_projects) == 0 |
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172 call unreal#throw("No UE projects found in branch: ".g:unreal_branch_dir) |
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173 endif |
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174 |
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175 let l:proj = "" |
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176 let l:cached_proj_file = unreal#get_cache_path("LastProject.txt") |
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177 try |
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178 let l:cached_proj = readfile(l:cached_proj_file, '', 1) |
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179 catch |
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180 let l:cached_proj = [] |
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181 endtry |
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182 if len(l:cached_proj) > 0 && !empty(l:cached_proj[0]) |
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183 if has_key(g:unreal_branch_projects, l:cached_proj[0]) |
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184 let l:proj = l:cached_proj[0] |
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185 call unreal#trace("Found previously set project: ".l:proj) |
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186 endif |
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187 endif |
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188 |
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189 if l:proj == "" |
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190 let l:projnames = sort(keys(g:unreal_branch_projects)) |
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191 if len(l:projnames) > 0 |
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192 let l:proj = l:projnames[0] |
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193 call unreal#trace("Picking first project in branch: ".l:proj) |
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194 endif |
| 0 | 195 endif |
| 196 | |
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197 if l:proj == "" |
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198 call unreal#throw("No UE projects found in branch: ".g:unreal_branch_dir) |
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199 else |
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200 call unreal#set_project(l:proj) |
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201 endif |
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202 endfunction |
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203 |
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204 function! unreal#set_project(projname) abort |
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205 let g:unreal_project = a:projname |
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206 |
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207 let l:cached_proj_file = unreal#get_cache_path("LastProject.txt", 1) " Auto-create cache dir. |
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208 call writefile([a:projname], l:cached_proj_file) |
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209 |
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210 call unreal#trace("Set UE project: ".a:projname) |
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211 endfunction |
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212 |
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213 function! unreal#get_branch_projects(branch_dir) |
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214 if empty(a:branch_dir) |
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215 return {} |
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216 endif |
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217 |
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218 " Reset the known projects. |
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219 let l:projs = {} |
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220 call unreal#trace("Finding projects in branch: ".a:branch_dir) |
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221 |
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222 " Find project files in the branch directory. |
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223 let l:dirs = readdir(a:branch_dir) |
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224 for l:dir in l:dirs |
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225 let l:dirpath = a:branch_dir.s:dirsep.l:dir.s:dirsep |
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226 let l:uprojfiles = glob(l:dirpath."*.uproject", 0, 1) |
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227 if len(l:uprojfiles) > 0 |
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228 let l:lines = readfile(l:uprojfiles[0]) |
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229 let l:jsonraw = join(l:lines, "\n") |
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230 let l:json = json_decode(l:jsonraw) |
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231 let l:json["Path"] = l:uprojfiles[0] |
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232 let l:projname = fnamemodify(l:uprojfiles[0], ':t:r') |
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233 let l:projs[l:projname] = l:json |
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234 call unreal#trace("Found project: ".l:projname) |
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235 endif |
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236 endfor |
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237 |
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238 return l:projs |
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239 endfunction |
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240 |
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241 function! unreal#get_project_info(proppath) abort |
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242 if empty(g:unreal_project) || empty(g:unreal_branch_projects) |
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243 call unreal#throw("No project(s) set!") |
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244 endif |
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245 |
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246 let l:proj = g:unreal_branch_projects[g:unreal_project] |
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247 |
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248 let l:cur = l:proj |
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249 let l:propnames = split(a:proppath, '.') |
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250 for l:propname in l:propnames |
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251 if type(l:cur) == type([]) |
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252 let l:cur = l:cur[str2nr(l:propname)] |
| 0 | 253 else |
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254 let l:cur = l:cur[l:propname] |
| 0 | 255 endif |
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256 endfor |
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257 endfunction |
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258 |
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259 function! unreal#find_project_module_of_type(project, module_type) abort |
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260 if empty(a:project) || empty(g:unreal_branch_projects) |
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261 call unreal#throw("No project(s) set!") |
| 0 | 262 endif |
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263 |
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264 let l:proj = g:unreal_branch_projects[a:project] |
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265 for l:module in l:proj["Modules"] |
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266 if get(l:module, "Type", "") == a:module_type |
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267 return copy(l:module) |
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268 endif |
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269 endfor |
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270 return {} |
| 0 | 271 endfunction |
| 272 | |
| 273 let s:extra_args_version = 1 | |
| 274 | |
| 275 function! unreal#generate_vimcrosoft_extra_args(solution) abort | |
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276 let l:argfile = |
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277 \fnamemodify(a:solution, ':p:h').s:dirsep. |
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278 \'.vimcrosoft'.s:dirsep. |
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279 \fnamemodify(a:solution, ':t').'.flags' |
| 0 | 280 |
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281 let l:do_regen = 0 |
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282 let l:version_line = "# version ".string(s:extra_args_version) |
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283 try |
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284 call unreal#trace("Checking for extra clang args file: ".l:argfile) |
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285 let l:lines = readfile(l:argfile) |
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286 if len(l:lines) < 1 |
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287 call unreal#trace("Extra clang args file is empty... regenerating") |
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288 let l:do_regen = 1 |
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289 elseif trim(l:lines[0]) != l:version_line |
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290 call unreal#trace("Extra clang args file is outdated... regenerating") |
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291 let l:do_regen = 1 |
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292 endif |
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293 catch |
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294 call unreal#trace("Extra clang args file doesn't exist... regenerating") |
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295 let l:do_regen = 1 |
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296 endtry |
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297 if l:do_regen |
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298 let l:arglines = [ |
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299 \l:version_line, |
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300 \"-DUNREAL_CODE_ANALYZER" |
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301 \] |
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302 call writefile(l:arglines, l:argfile) |
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303 endif |
| 0 | 304 endfunction |
| 305 | |
| 306 " }}} | |
| 307 | |
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308 " Configuration and Platform {{{ |
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309 |
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310 let s:unreal_configs = [] |
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311 |
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312 function! s:cache_unreal_configs() abort |
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313 if len(s:unreal_configs) == 0 |
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314 for l:state in g:unreal_config_states |
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315 for l:target in g:unreal_config_targets |
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316 call add(s:unreal_configs, l:state.l:target) |
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317 endfor |
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318 endfor |
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319 endif |
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320 endfunction |
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321 |
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322 function! s:parse_config_state_and_target(config) abort |
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323 let l:alen = len(a:config) |
| 0 | 324 |
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325 let l:config_target = "" |
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326 for l:target in g:unreal_config_targets |
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327 let l:tlen = len(l:target) |
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328 if l:alen > l:tlen && a:config[l:alen - l:tlen : ] == l:target |
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329 let l:config_target = l:target |
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330 break |
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331 endif |
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332 endfor |
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333 |
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334 let l:config_state = a:config[0 : l:alen - t:tlen - 1] |
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335 |
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336 if index(g:unreal_config_states, l:config_state) >= 0 || |
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337 \index(g:unreal_config_targets, l:config_target) >= 0 |
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338 return [l:config_state, l:config_target] |
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339 else |
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340 call unreal#throw("Invalid config state or target: ".l:config_state.l:config_target) |
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341 endif |
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342 endfunction |
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343 |
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344 function! unreal#set_config(config) abort |
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345 let [l:config_state, l:config_target] = s:parse_config_state_and_target(a:config) |
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346 let g:unreal_config_state = l:config_state |
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347 let g:unreal_config_target = l:config_target |
| 0 | 348 endfunction |
| 349 | |
| 350 function! unreal#set_platform(platform) abort | |
| 351 if index(g:unreal_platforms, a:platform) < 0 | |
| 352 call unreal#throw("Invalid Unreal platform: ".a:platform) | |
| 353 endif | |
| 354 let g:unreal_project_platform = a:platform | |
| 355 endfunction | |
| 356 | |
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357 " }}} |
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358 |
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359 " Build {{{ |
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360 |
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361 function! unreal#get_ubt_args(...) abort |
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362 " Start with modules we should always build. |
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363 let l:mod_names = keys(g:unreal_auto_build_modules) |
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364 let l:mod_args = copy(g:unreal_auto_build_modules) |
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365 |
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366 " Function arguments are: |
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367 " <Project> <Platform> <Config> [<...MainModuleOptions>] [<...GlobalOptions>] <?NoGlobalModules> |
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368 let l:project = g:unreal_project |
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369 if a:0 >= 1 && !empty(a:1) |
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370 let l:project = a:1 |
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371 endif |
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372 |
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373 let l:platform = g:unreal_platform |
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374 if a:0 >= 2 && !empty(a:2) |
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375 let l:platform = a:2 |
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376 endif |
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377 |
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378 let [l:config_state, l:config_target] = [g:unreal_config_state, g:unreal_config_target] |
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379 if a:0 >= 3 && !empty(a:3) |
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380 let [l:config_state, l:config_target] = s:parse_config_state_and_target(a:3) |
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381 endif |
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382 |
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383 let l:mod_opts = [] |
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384 if a:0 >= 4 |
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385 if type(a:4) == type([]) |
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386 let l:mod_opts = a:4 |
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387 else |
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388 let l:mod_opts = [a:4] |
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389 endif |
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390 endif |
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391 |
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392 let l:global_opts = copy(g:unreal_auto_build_options) |
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393 if a:0 >= 5 |
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394 if type(a:5) == type([]) |
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395 call extend(l:global_opts, a:5) |
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396 else |
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397 call extend(l:global_opts, [a:5]) |
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398 endif |
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399 endif |
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400 |
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401 if a:0 >= 6 && a:6 |
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402 let l:mod_names = [] |
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403 endif |
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404 |
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405 " Find the appropriate module for our project. |
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406 if l:config_target == "Editor" |
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407 let l:module = unreal#find_project_module_of_type(l:project, "Editor") |
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408 else |
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409 let l:module = unreal#find_project_module_of_type(l:project, "Runtime") |
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410 endif |
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411 if empty(l:module) |
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412 call unreal#throw("Can't find module for target '".l:config_target."' in project: ".l:project) |
| 0 | 413 endif |
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414 |
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415 " Add the module's arguments to the list. |
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416 call insert(l:mod_names, l:module["Name"], 0) |
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417 let l:mod_args[l:module["Name"]] = l:mod_opts |
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418 |
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419 " Build the argument list for our modules. |
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420 let l:ubt_cmdline = [] |
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421 for l:mod_name in l:mod_names |
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422 let l:mod_cmdline = '-Target="'. |
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423 \l:mod_name.' '. |
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424 \l:platform.' '. |
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425 \l:config_state |
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426 let l:mod_arg = l:mod_args[l:mod_name] |
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427 if !empty(l:mod_arg) |
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428 let l:mod_cmdline .= ' '.join(l:mod_arg, ' ') |
|
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429 endif |
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430 let l:mod_cmdline .= '"' |
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431 |
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432 call add(l:ubt_cmdline, l:mod_cmdline) |
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433 endfor |
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434 |
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435 " Add any global options. |
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436 call extend(l:ubt_cmdline, l:global_opts) |
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437 |
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438 return l:ubt_cmdline |
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439 endfunction |
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440 |
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441 function! unreal#build(bang, ...) abort |
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442 let g:__unreal_makeprg_script = "Build" |
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443 let g:__unreal_makeprg_args = call('unreal#get_ubt_args', a:000) |
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444 call unreal#run_make("ubuild", a:bang) |
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445 endfunction |
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446 |
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447 function! unreal#rebuild(bang, ...) abort |
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448 let g:__unreal_makeprg_script = "Rebuild" |
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449 let g:__unreal_makeprg_args = call('unreal#get_ubt_args', a:000) |
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450 call unreal#run_make("ubuild", a:bang) |
| 0 | 451 endfunction |
| 452 | |
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453 function! unreal#clean(bang, ...) abort |
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454 let g:__unreal_makeprg_script = "Clean" |
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455 let g:__unreal_makeprg_args = call('unreal#get_ubt_args', a:000) |
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456 call unreal#run_make("ubuild", a:bang) |
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457 endfunction |
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458 |
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459 function! unreal#generate_compilation_database() abort |
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460 let g:__unreal_makeprg_script = "Build" |
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461 let g:__unreal_makeprg_args = unreal#get_ubt_args('', '', '', [], ['-allmodules', '-Mode=GenerateClangDatabase'], 1) |
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462 call unreal#run_make("ubuild") |
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463 endfunction |
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464 |
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465 function! unreal#generate_project_files() abort |
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466 if !g:unreal_auto_generate_compilation_database |
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467 call unreal#run_make("ugenprojfiles") |
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468 else |
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469 " Generate a response file that will run both the project generation |
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470 " and the compilation database generation one after the other. Then we |
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471 " pass that to our little script wrapper. |
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472 let l:genscriptpath = shellescape( |
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473 \unreal#get_script_path("Engine/Build/BatchFiles/GenerateProjectFiles")) |
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474 let l:buildscriptpath = shellescape( |
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475 \unreal#get_script_path("Engine/Build/BatchFiles/Build")) |
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476 let l:buildscriptargs = |
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477 \unreal#get_ubt_args('', '', '', [], ['-allmodules', '-Mode=GenerateClangDatabase'], 1) |
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478 |
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479 let l:rsplines = [ |
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480 \l:genscriptpath, |
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481 \l:buildscriptpath.' '.join(l:buildscriptargs, ' ') |
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482 \] |
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483 let l:rsppath = tempname() |
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484 call unreal#trace("Writing response file: ".l:rsppath) |
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485 call writefile(l:rsplines, l:rsppath) |
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486 |
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487 let g:__unreal_makeprg_args = l:rsppath |
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488 call unreal#run_make("uscriptwrapper") |
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489 endif |
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490 endfunction |
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491 |
| 0 | 492 " }}} |
| 493 | |
| 494 " Completion Functions {{{ | |
| 495 | |
| 496 function! s:add_unique_suggestion_trailing_space(suggestions) | |
| 497 " If there's only one answer, add a space so we can start typing the | |
| 498 " next argument right away. | |
| 499 if len(a:suggestions) == 1 | |
| 500 let a:suggestions[0] = a:suggestions[0] . ' ' | |
| 501 endif | |
| 502 return a:suggestions | |
| 503 endfunction | |
| 504 | |
| 505 function! s:filter_suggestions(arglead, suggestions) | |
| 506 let l:argpat = tolower(a:arglead) | |
| 507 let l:suggestions = filter(a:suggestions, | |
| 508 \{idx, val -> val =~? l:argpat}) | |
| 509 return s:add_unique_suggestion_trailing_space(l:suggestions) | |
| 510 endfunction | |
| 511 | |
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512 function! unreal#complete_projects(ArgLead, CmdLine, CursorPos) |
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513 return s:filter_suggestions(a:ArgLead, keys(g:unreal_branch_projects)) |
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514 endfunction |
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515 |
| 0 | 516 function! unreal#complete_platforms(ArgLead, CmdLine, CursorPos) |
| 517 return s:filter_suggestions(a:ArgLead, copy(g:unreal_platforms)) | |
| 518 endfunction | |
| 519 | |
| 520 function! unreal#complete_configs(ArgLead, CmdLine, CursorPos) | |
|
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521 call s:cache_unreal_configs() |
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522 return s:filter_suggestions(a:ArgLead, copy(s:unreal_configs)) |
| 0 | 523 endfunction |
| 524 | |
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525 function! unreal#complete_build_args(ArgLead, CmdLine, CursorPos) |
| 0 | 526 let l:bits = split(a:CmdLine.'_', ' ') |
|
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527 let l:bits = l:bits[1:] " Remove the `UnrealBuild` command from the line. |
| 0 | 528 if len(l:bits) <= 1 |
|
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529 let l:suggestions = keys(g:unreal_branch_projects) |
| 0 | 530 elseif len(l:bits) == 2 |
| 531 let l:suggestions = copy(g:unreal_platforms) | |
| 532 elseif len(l:bits) == 3 | |
|
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533 call s:cache_unreal_configs() |
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534 let l:suggestions = s:unreal_configs |
| 0 | 535 elseif len(l:bits) >= 4 |
| 536 let l:suggestions = copy(g:unreal_build_options) | |
| 537 endif | |
| 538 return s:filter_suggestions(a:ArgLead, l:suggestions) | |
| 539 endfunction | |
| 540 | |
| 541 " }}} | |
| 542 | |
| 543 " Build System {{{ | |
| 544 | |
|
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545 function! unreal#run_make(compilername, ...) abort |
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546 let l:bang = 0 |
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547 if a:0 && a:1 |
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548 let l:bang = 1 |
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549 endif |
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550 |
| 0 | 551 execute "compiler ".a:compilername |
|
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552 |
| 0 | 553 if exists(':Make') " Support for vim-dispatch |
|
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554 if l:bang |
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555 Make! |
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556 else |
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557 Make |
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558 endif |
| 0 | 559 else |
|
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560 if l:bang |
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561 make! |
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562 else |
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563 make |
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564 endif |
| 0 | 565 endif |
| 566 endfunction | |
| 567 | |
| 568 " }}} | |
| 569 | |
| 570 " Unreal Scripts {{{ | |
| 571 | |
| 572 let s:builds_in_progress = [] | |
| 573 | |
| 574 function! unreal#get_script_path(scriptname, ...) abort | |
|
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575 if s:iswin |
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576 let l:name = substitute(a:scriptname, '/', "\\", 'g') |
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577 else |
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578 let l:name = a:scriptname |
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579 endif |
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580 return g:unreal_branch_dir.s:dirsep.l:name.s:scriptext |
| 0 | 581 endfunction |
| 582 | |
| 583 " }}} | |
| 584 | |
| 585 " Initialization {{{ | |
| 586 | |
| 587 function! unreal#init() abort | |
| 588 if g:unreal_auto_find_project | |
|
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589 call unreal#find_branch_dir_and_project() |
| 0 | 590 endif |
| 591 endfunction | |
| 592 | |
| 593 " }}} | |
| 594 | |
| 595 " Statusline Functions {{{ | |
| 596 | |
| 597 function! unreal#statusline(...) abort | |
|
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598 if empty(g:unreal_branch_dir) |
| 0 | 599 return '' |
| 600 endif | |
|
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601 if empty(g:unreal_project) |
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602 return 'UE:'.g:unreal_branch_dir.':<no project>' |
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603 endif |
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9235d8341a18
Refactor the build system invocation commands.
Ludovic Chabant <ludovic@chabant.com>
parents:
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604 return 'UE:'.g:unreal_branch_dir.':'.g:unreal_project.'('.g:unreal_config_state.g:unreal_config_target.'|'.g:unreal_platform.')' |
| 0 | 605 endfunction |
| 606 | |
| 607 " }}} |
