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#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
243 lines
6.7 KiB
C++
243 lines
6.7 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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AndroidTargetDevice.h: Declares the AndroidTargetDevice class.
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=============================================================================*/
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#pragma once
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#include "CoreTypes.h"
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#include "Containers/UnrealString.h"
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#include "Templates/SharedPointer.h"
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#include "CoreMinimal.h"
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class FAndroidTargetDevice;
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class FTargetDeviceId;
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class ITargetDevice;
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class ITargetPlatform;
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struct FTargetDeviceProcessInfo;
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enum class ETargetDeviceFeatures;
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enum class ETargetDeviceTypes;
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/**
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* Type definition for shared pointers to instances of FAndroidTargetDevice.
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*/
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typedef TSharedPtr<class FAndroidTargetDevice, ESPMode::ThreadSafe> FAndroidTargetDevicePtr;
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/**
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* Type definition for shared references to instances of FAndroidTargetDevice.
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*/
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typedef TSharedRef<class FAndroidTargetDevice, ESPMode::ThreadSafe> FAndroidTargetDeviceRef;
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/**
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* Type definition for shared references to instances of FAndroidTargetDevice.
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*/
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typedef TSharedPtr<class FAndroidTargetDeviceOutput, ESPMode::ThreadSafe> FAndroidTargetDeviceOutputPtr;
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/**
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* Implements a Android target device.
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*/
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class FAndroidTargetDevice : public ITargetDevice
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{
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public:
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/**
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* Creates and initializes a new Android target device.
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*
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* @param InTargetPlatform - The target platform.
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* @param InSerialNumber - The ADB serial number of the target device.
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* @param InAndroidVariant - The variant of the Android platform, i.e. ATC, DXT or PVRTC.
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*/
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FAndroidTargetDevice(const ITargetPlatform& InTargetPlatform, const FString& InSerialNumber, const FString& InAndroidVariant)
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: AndroidVariant(InAndroidVariant)
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, bConnected(false)
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, bIsDeviceAuthorized(false)
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, AndroidSDKVersion(INDEX_NONE)
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, DeviceName(InSerialNumber)
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, Model(InSerialNumber)
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, SerialNumber(InSerialNumber)
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, TargetPlatform(InTargetPlatform)
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{ }
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public:
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/**
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* Sets the device's connection state.
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*
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* @param bInConnected - Whether the device is connected.
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*/
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void SetConnected(bool bInConnected)
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{
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bConnected = bInConnected;
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}
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/**
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* Sets the device's authorization state.
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*
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* @param bInConnected - Whether the device is authorized for USB communications.
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*/
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void SetAuthorized(bool bInIsAuthorized)
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{
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bIsDeviceAuthorized = bInIsAuthorized;
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}
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/**
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* Sets the device's OS/SDK versions.
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*
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* @param InSDKVersion - Android SDK version of the device.
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* @param InReleaseVersion - Android Release (human-readable) version of the device.
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*/
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void SetVersions(int32 InSDKVersion, const FString& InReleaseVersion)
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{
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AndroidSDKVersion = InSDKVersion;
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AndroidVersionString = InReleaseVersion;
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}
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/**
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* Sets the device name.
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*
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* @param InDeviceName - The device name to set.
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*/
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void SetDeviceName(const FString& InDeviceName)
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{
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DeviceName = InDeviceName;
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}
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/**
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* Sets the device name.
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*
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* @param InDeviceName - The device name to set.
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*/
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void SetModel(const FString& InNodel)
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{
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Model = InNodel;
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}
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FString GetSerialNumber() const
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{
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return SerialNumber;
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}
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public:
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//~ Begin ITargetDevice Interface
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virtual bool Connect() override
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{
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return true;
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}
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virtual bool Deploy(const FString& SourceFolder, FString& OutAppId) override;
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virtual void Disconnect() override
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{
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}
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virtual ETargetDeviceTypes GetDeviceType() const override
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{
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//@TODO: How to distinguish between a Tablet and a Phone (or a TV microconsole, etc...), and is it important?
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return ETargetDeviceTypes::Tablet;
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}
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virtual FTargetDeviceId GetId() const override
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{
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return FTargetDeviceId(TargetPlatform.PlatformName(), SerialNumber);
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}
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virtual FString GetName() const override
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{
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// we need a unique name for all devices, so use human usable model name and the unique id
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return FString::Printf(TEXT("%s (%s)"), *Model, *SerialNumber);
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}
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virtual FString GetOperatingSystemName() override;
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virtual int32 GetProcessSnapshot( TArray<FTargetDeviceProcessInfo>& OutProcessInfos ) override;
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virtual const class ITargetPlatform& GetTargetPlatform( ) const override
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{
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return TargetPlatform;
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}
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virtual bool IsConnected() override
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{
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return bConnected;
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}
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virtual bool IsDefault() const override
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{
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return true;
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}
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virtual bool IsAuthorized() const override
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{
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return bIsDeviceAuthorized;
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}
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virtual bool PowerOff(bool Force) override;
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virtual bool PowerOn() override
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{
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return true;
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}
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virtual bool Launch(const FString& AppId, EBuildConfigurations::Type BuildConfiguration, EBuildTargets::Type BuildTarget, const FString& Params, uint32* OutProcessId);
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virtual bool Reboot(bool bReconnect = false) override;
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virtual bool Run(const FString& ExecutablePath, const FString& Params, uint32* OutProcessId) override;
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virtual bool SupportsFeature(ETargetDeviceFeatures Feature) const override;
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virtual bool SupportsSdkVersion(const FString& VersionString) const override;
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virtual bool TerminateProcess(const int64 ProcessId) override;
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virtual void SetUserCredentials(const FString& UserName, const FString& UserPassword) override;
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virtual bool GetUserCredentials(FString& OutUserName, FString& OutUserPassword) override;
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virtual void ExecuteConsoleCommand(const FString& ExecCommand) const override;
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virtual ITargetDeviceOutputPtr CreateDeviceOutputRouter(FOutputDevice* Output) const override;
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//~ End ITargetDevice Interface
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/** Full filename for ADB executable. */
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static bool GetAdbFullFilename(FString& OutFilename);
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protected:
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/**
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* Executes an SDK command with the specified command line on this device only using ADB.
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*
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* @param Params - The command line parameters.
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* @param OutStdOut - Optional pointer to a string that will hold the command's output log.
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* @param OutStdErr - Optional pointer to a string that will hold the error message, if any.
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*
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* @return true on success, false otherwise.
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*/
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bool ExecuteAdbCommand( const FString& Params, FString* OutStdOut, FString* OutStdErr ) const;
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private:
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// The variant of the Android platform, i.e. ATC, DXT or PVRTC.
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FString AndroidVariant;
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// Holds a flag indicating whether the device is currently connected.
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bool bConnected;
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// Holds a flag indicating whether the device is USB comms authorized (if not, most other values aren't valid but we still want to show the device as detected but unready)
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bool bIsDeviceAuthorized;
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// Holds the Android SDK version
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int32 AndroidSDKVersion;
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// Holds the Android Release version string (e.g., "2.3" or "4.2.2")
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FString AndroidVersionString;
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// Holds the device name.
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FString DeviceName;
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// Holds the device model.
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FString Model;
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// Holds the serial number (from ADB devices) of this target device.
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FString SerialNumber;
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// Holds a reference to the device's target platform.
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const ITargetPlatform& TargetPlatform;
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};
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#include "AndroidTargetDevice.inl"
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