Files
UnrealEngineUWP/Engine/Source/Developer/HTML5/HTML5TargetPlatform/Private/HTML5TargetDevice.h
Ben Marsh 4ba423868f Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#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]
2016-11-23 15:48:37 -05:00

127 lines
3.2 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
HTML5TargetDevice.h: Declares the HTML5TargetDevice class.
=============================================================================*/
#pragma once
#include "CoreMinimal.h"
#include "Interfaces/TargetDeviceId.h"
#include "Interfaces/ITargetDevice.h"
class FHTML5TargetDevice;
class ITargetPlatform;
/**
* Type definition for shared pointers to instances of FHTML5TargetDevice.
*/
typedef TSharedPtr<class FHTML5TargetDevice, ESPMode::ThreadSafe> FHTML5TargetDevicePtr;
/**
* Type definition for shared references to instances of FHTML5TargetDevice.
*/
typedef TSharedRef<class FHTML5TargetDevice, ESPMode::ThreadSafe> FHTML5TargetDeviceRef;
/**
* Implements a HTML5 target device.
*/
class FHTML5TargetDevice
: public ITargetDevice
{
public:
/**
* Creates and initializes a new HTML5 target device.
*
* @param InTarget - The TMAPI target interface.
* @param InTargetManager - The TMAPI target manager.
* @param InTargetPlatform - The target platform.
* @param InName - The device name.
*/
FHTML5TargetDevice( const ITargetPlatform& InTargetPlatform, const FString& InName, const FString& InPath )
: TargetPlatform(InTargetPlatform),
Name(InName),
Path(InPath)
{ }
/**
* Destructor.
*/
~FHTML5TargetDevice( )
{
Disconnect();
}
public:
//~ Begin ITargetDevice Interface
virtual bool Connect( ) override;
virtual bool Deploy( const FString& SourceFolder, FString& OutAppId ) override;
virtual void Disconnect( ) override;
virtual ETargetDeviceTypes GetDeviceType( ) const override
{
return ETargetDeviceTypes::Browser;
}
virtual FTargetDeviceId GetId( ) const override;
virtual FString GetName( ) const override;
virtual FString GetOperatingSystemName( ) override;
virtual int32 GetProcessSnapshot( TArray<FTargetDeviceProcessInfo>& OutProcessInfos ) override;
virtual const class ITargetPlatform& GetTargetPlatform( ) const override
{
return TargetPlatform;
}
virtual bool IsConnected( ) override
{
return true;
}
virtual bool IsDefault( ) const override
{
return true;
}
virtual bool Launch( const FString& AppId, EBuildConfigurations::Type BuildConfiguration, EBuildTargets::Type BuildTarget, const FString& Params, uint32* OutProcessId ) override;
virtual bool PowerOff( bool Force ) override;
virtual bool PowerOn( ) override;
virtual bool Reboot( bool bReconnect = false ) override;
virtual bool Run( const FString& ExecutablePath, const FString& Params, uint32* OutProcessId ) override;
virtual bool SupportsFeature( ETargetDeviceFeatures Feature ) const override;
virtual bool SupportsSdkVersion( const FString& VersionString ) const override;
virtual bool TerminateProcess( const int64 ProcessId ) override;
virtual void SetUserCredentials( const FString& UserName, const FString& UserPassword ) override;
virtual bool GetUserCredentials( FString& OutUserName, FString& OutUserPassword ) override;
//~ End ITargetDevice Interface
private:
// Holds a reference to the device's target platform.
const ITargetPlatform& TargetPlatform;
FString Name;
FString Path;
};