Mercurial > vim-unreal
view plugin/unreal.vim @ 2:9235d8341a18
Refactor the build system invocation commands.
Now we have proper knowledge of the projects inside a codebase ("branch"). The
plugin should correctly parse configuration names, find the correct module to
build based on the configuration, and so on.
Also, added support for generating the clang compilation database.
author | Ludovic Chabant <ludovic@chabant.com> |
---|---|
date | Fri, 22 Jan 2021 16:38:18 -0800 |
parents | ba03cac1b1c6 |
children | b5040cfea052 |
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" unreal.vim - Work with the Unreal Engine in Vim " Maintainer: Ludovic Chabant <https://ludovic.chabant.com> " Globals {{{ if !(has('job') || (has('nvim') && exists('*jobwait'))) echoerr "unreal: this plugin requires the job API from Vim8 or Neovim." finish endif let g:unreal_trace = get(g:, 'unreal_trace', 0) let g:unreal_branch_dir_marker = get(g:, 'unreal_branch_dir_marker', '*.uprojectdirs') let g:unreal_branch_dir_finder = get(g:, 'unreal_branch_dir_finder', '') let g:unreal_auto_find_project = get(g:, 'unreal_auto_find_project', 0) let g:unreal_branch_projects = {} let g:unreal_branch_dir = get(g:, 'unreal_branch_dir', '') let g:unreal_project = get(g:, 'unreal_project', '') let g:unreal_platform = get(g:, 'unreal_platform', 'Win64') let g:unreal_config_state = get(g:, 'unreal_config_state', 'Development') let g:unreal_config_target = get(g:, 'unreal_config_target', 'Editor') let g:unreal_modules = get(g:, 'unreal_modules', []) let g:unreal_platforms = get(g:, 'unreal_platforms', [ \"Win32", "Win64", "HoloLens", "Mac", "XboxOne", "PS4", "IOS", "Android", \"HTML5", "Linux", "AllDesktop", "TVOS", "Switch" \]) let g:unreal_config_states = get(g:, 'unreal_config_states', [ \"Debug", "DebugGame", "Development", "Shipping", "Test" \]) let g:unreal_config_targets = get(g:, 'unreal_config_targets', [ \"", "Editor", "Client", "Server" \]) let g:unreal_build_options = get(g:, 'unreal_build_options', [ \"-DisableUnity", "-ForceUnity" \]) let g:unreal_auto_build_modules = get(g:, 'unreal_auto_build_modules', { \"ShaderCompileWorker": ["-Quiet"] \}) let g:unreal_auto_build_options = get(g:, 'unreal_auto_build_options', [ \"-WaitMutex" \]) let g:unreal_auto_generate_compilation_database = get(g:, 'unreal_auto_generate_compilation_database', 0) " }}} " Commands {{{ command! UnrealFindProject :call unreal#find_project() command! -nargs=1 -complete=dir UnrealSetBranchDir :call unreal#set_branch_dir(<f-args>) command! -nargs=1 -complete=customlist,unreal#complete_projects \UnrealSetProject :call unreal#set_project(<f-args>) command! -nargs=1 -complete=customlist,unreal#complete_platforms \UnrealSetPlatform :call unreal#set_platform(<f-args>) command! -nargs=1 -complete=customlist,unreal#complete_configs \UnrealSetConfig :call unreal#set_config(<f-args>) command! UnrealGenerateProjectFiles :call unreal#generate_project_files() command! UnrealGenerateCompilationDatabase :call unreal#generate_compilation_database() command! -nargs=* -bang -complete=customlist,unreal#complete_build_args \UnrealBuild :call unreal#build(<bang>0, <f-args>) command! -nargs=* -bang -complete=customlist,unreal#complete_build_args \UnrealRebuild :call unreal#rebuild(<bang>0, <f-args>) command! -nargs=* -bang -complete=customlist,unreal#complete_build_args \UnrealClean :call unreal#clean(<bang>0, <f-args>) command! UnrealReloadBranchProjects :call unreal#set_branch_dir(g:unreal_branch_dir) " }}} " Initialization {{{ call unreal#init() " }}}