/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * $URL$ * $Id$ * */ #ifndef TOOLS_CREATE_PROJECT_H #define TOOLS_CREATE_PROJECT_H #include #include #include #include typedef std::list StringList; /** * Structure to describe a game engine to be built into ScummVM. * * We do get the game engines available by parsing the "configure" * script of our source distribution. See "parseConfigure" for more * information on that. * @see parseConfigure */ struct EngineDesc { /** * The name of the engine. We use this to determine the directory * the engine is in and to create the define, which needs to be * set to enable the engine. */ std::string name; /** * A human readable description of the engine. We will use this * to display a description of the engine to the user in the list * of which engines are built and which are disabled. */ std::string desc; /** * Whether the engine should be included in the build or not. */ bool enable; /** * A list of all available sub engine names. Sub engines are engines * which are built on top of an existing engines and can be only * enabled when the parten engine is enabled. */ StringList subEngines; bool operator==(const std::string &n) const { return (name == n); } }; typedef std::list EngineDescList; /** * This function parses the project configure file and creates a list * of available engines. * * It will also automatically setup the default build state (enabled * or disabled) to the state specified in the "configure" file. * * @param srcDir Path to the root of the project source. * @return List of available engines. */ EngineDescList parseConfigure(const std::string &srcDir); /** * Checks whether the specified engine is a sub engine. To determine this * there is a fully setup engine list needed. * * @param name Name of the engine to check. * @param engines List of engines. * @return "true", when the engine is a sub engine, "false" otherwise. */ bool isSubEngine(const std::string &name, const EngineDescList &engines); /** * Enables or disables the specified engine in the engines list. * * This function also disables all sub engines of an engine, when it is * to be disabled. * Also this function does enable the parent of a sub engine, when a * sub engine is to be enabled. * * @param name Name of the engine to be enabled or disabled. * @param engines The list of engines, which should be operated on. * @param enable Whether the engine should be enabled or disabled. * @return "true", when it succeeded, "false" otherwise. */ bool setEngineBuildState(const std::string &name, EngineDescList &engines, bool enable); /** * Returns a list of all defines, according to the engine list passed. * * @param features The list of engines, which should be operated on. (this may contain engines, which are *not* enabled!) */ StringList getEngineDefines(const EngineDescList &engines); /** * Structure to define a given feature, usually an external library, * used to build ScummVM. */ struct Feature { const char *name; ///< Name of the feature const char *define; ///< Define of the feature const char *libraries; ///< Libraries, which need to be linked, for the feature bool enable; ///< Whether the feature is enabled or not const char *description; ///< Human readable description of the feature bool operator==(const std::string &n) const { return (name == n); } }; typedef std::list FeatureList; /** * Creates a list of all features available for MSVC. * * @return A list including all features available. */ FeatureList getAllFeatures(); /** * Returns a list of all defines, according to the feature set * passed. * * @param features List of features for the build (this may contain features, which are *not* enabled!) */ StringList getFeatureDefines(const FeatureList &features); /** * Returns a list of all external library files, according to the * feature set passed. * * @param features List of features for the build (this may contain features, which are *not* enabled!) */ StringList getFeatureLibraries(const FeatureList &features); /** * Sets the state of a given feature. This can be used to * either include or exclude an feature. * * @param name Name of the feature. * @param features List of features to operate on. * @param enable Whether the feature should be enabled or disabled. * @return "true", when it succeeded, "false" otherwise. */ bool setFeatureBuildState(const std::string &name, FeatureList &features, bool enable); /** * Structure to describe a build setup. * * This includes various information about which engines to * enable, which features should be built into the main executable. * It also contains the path to the project source root. */ struct BuildSetup { std::string srcDir; ///< Path to the sources. std::string filePrefix; ///< Prefix for the relative path arguments in the project files. std::string outputDir; ///< Path where to put the MSVC project files. EngineDescList engines; ///< Engine list for the build (this may contain engines, which are *not* enabled!). FeatureList features; ///< Feature list for the build (this may contain features, which are *not* enabled!). StringList defines; ///< List of all defines for the build. StringList libraries; ///< List of all external libraries required for the build. bool runBuildEvents; BuildSetup() { runBuildEvents = false; } }; /** * Quits the program with the specified error message. * * @param message The error message to print to stderr. */ #if defined(__GNUC__) #define NORETURN_POST __attribute__((__noreturn__)) #elif defined(_MSC_VER) #define NORETURN_PRE __declspec(noreturn) #endif #ifndef NORETURN_PRE #define NORETURN_PRE #endif #ifndef NORETURN_POST #define NORETURN_POST #endif void NORETURN_PRE error(const std::string &message) NORETURN_POST; namespace CreateProjectTool { /** * Gets a proper sequence of \t characters for the given * indentation level. * * For example with an indentation level of 2 this will * produce: * \t\t * * @param indentation The indentation level * @return Sequence of \t characters. */ std::string getIndent(const int indentation); /** * Converts the given path to only use backslashes. * This means that for example the path: * foo/bar\test.txt * will be converted to: * foo\bar\test.txt * * @param path Path string. * @return Converted path. */ std::string convertPathToWin(const std::string &path); /** * Splits a file name into name and extension. * The file name must be only the filename, no * additional path name. * * @param fileName Filename to split * @param name Reference to a string, where to store the name. * @param ext Reference to a string, where to store the extension. */ void splitFilename(const std::string &fileName, std::string &name, std::string &ext); /** * Checks whether the given file will produce an object file or not. * * @param fileName Name of the file. * @return "true" when it will produce a file, "false" otherwise. */ bool producesObjectFile(const std::string &fileName); /** * Structure representing a file tree. This contains two * members: name and children. "name" holds the name of * the node. "children" does contain all the node's children. * When the list "children" is empty, the node is a file entry, * otherwise it's a directory. */ struct FileNode { typedef std::list NodeList; explicit FileNode(const std::string &n) : name(n), children() {} ~FileNode() { for (NodeList::iterator i = children.begin(); i != children.end(); ++i) delete *i; } std::string name; ///< Name of the node NodeList children; ///< List of children for the node }; class ProjectProvider { public: typedef std::map UUIDMap; /** * Instantiate new ProjectProvider class * * @param global_warnings List of warnings that apply to all projects * @param project_warnings List of project-specific warnings * @param version Target project version. */ ProjectProvider(StringList &global_warnings, std::map &project_warnings, const int version = 0); virtual ~ProjectProvider() {} /** * Creates all build files * * @param setup Description of the desired build setup. */ void createProject(const BuildSetup &setup); protected: const int _version; ///< Target project version StringList &_globalWarnings; ///< Global warnings std::map &_projectWarnings; ///< Per-project warnings UUIDMap _uuidMap; ///< List of (project name, UUID) pairs /** * Create workspace/solution file * * @param setup Description of the desired build setup. */ virtual void createWorkspace(const BuildSetup &setup) = 0; /** * Create other files (such as build properties) * * @param setup Description of the desired build setup. */ virtual void createOtherBuildFiles(const BuildSetup &setup) = 0; /** * Create a project file for the specified list of files. * * @param name Name of the project file. * @param uuid UUID of the project file. * @param setup Description of the desired build. * @param moduleDir Path to the module. * @param includeList Files to include (must have "moduleDir" as prefix). * @param excludeList Files to exclude (must have "moduleDir" as prefix). */ virtual void createProjectFile(const std::string &name, const std::string &uuid, const BuildSetup &setup, const std::string &moduleDir, const StringList &includeList, const StringList &excludeList) = 0; /** * Writes file entries for the specified directory node into * the given project file. It will also take care of duplicate * object files. * * @param dir Directory node. * @param projectFile File stream to write to. * @param indentation Indentation level to use. * @param duplicate List of duplicate object file names. * @param objPrefix Prefix to use for object files, which would name clash. * @param filePrefix Generic prefix to all files of the node. */ virtual void writeFileListToProject(const FileNode &dir, std::ofstream &projectFile, const int indentation, const StringList &duplicate, const std::string &objPrefix, const std::string &filePrefix) = 0; /** * Output a list of project references to the file stream * * @param output File stream to write to. */ virtual void writeReferences(std::ofstream &) {}; /** * Get the file extension for project files */ virtual const char *getProjectExtension() { return ""; } /** * Adds files of the specified directory recursively to given project file. * * @param dir Path to the directory. * @param projectFile Output stream object, where all data should be written to. * @param includeList Files to include (must have a relative directory as prefix). * @param excludeList Files to exclude (must have a relative directory as prefix). * @param filePrefix Prefix to use for relative path arguments. */ void addFilesToProject(const std::string &dir, std::ofstream &projectFile, const StringList &includeList, const StringList &excludeList, const std::string &filePrefix); /** * Creates a list of files of the specified module. This also * creates a list of files, which should not be included. * All filenames will have "moduleDir" as prefix. * * @param moduleDir Path to the module. * @param defines List of set defines. * @param includeList Reference to a list, where included files should be added. * @param excludeList Reference to a list, where excluded files should be added. */ void createModuleList(const std::string &moduleDir, const StringList &defines, StringList &includeList, StringList &excludeList) const; /** * Creates an UUID for every enabled engine of the * passed build description. * * @param setup Description of the desired build. * @return A map, which includes UUIDs for all enabled engines. */ UUIDMap createUUIDMap(const BuildSetup &setup) const; /** * Creates an UUID and returns it in string representation. * * @return A new UUID as string. */ std::string createUUID() const; }; } // End of CreateProjectTool namespace #endif // TOOLS_CREATE_PROJECT_H