scummvm/devtools/create_project/create_project.h

442 lines
14 KiB
C++

/* 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.
*
*/
#ifndef TOOLS_CREATE_PROJECT_H
#define TOOLS_CREATE_PROJECT_H
#include <map>
#include <list>
#include <string>
#include <cassert>
typedef std::list<std::string> 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<EngineDesc> 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<Feature> FeatureList;
struct Tool {
const char *name; ///< Name of the tools
bool enable; ///< Whether the tools is enabled or not
};
typedef std::list<Tool> ToolList;
/**
* 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 projectName; ///< Project name
std::string projectDescription; ///< Project description
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 devTools; ///< Generate project files for the tools
bool runBuildEvents; ///< Run build events as part of the build (generate revision number and copy engine/theme data & needed files to the build folder
bool createInstaller; ///< Create NSIS installer after the build
BuildSetup() {
devTools = false;
runBuildEvents = false;
createInstaller = 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<FileNode *> 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<std::string, std::string> 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<std::string, StringList> &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);
/**
* Returns the last path component.
*
* @param path Path string.
* @return Last path component.
*/
static std::string getLastPathComponent(const std::string &path);
protected:
const int _version; ///< Target project version
StringList &_globalWarnings; ///< Global warnings
std::map<std::string, StringList> &_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(const BuildSetup &, 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 for every enabled tool of the
* passed build description.
*
* @return A map, which includes UUIDs for all enabled engines.
*/
UUIDMap createToolsUUIDMap() 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