Files
UnrealEngineUWP/Engine/Source/Developer/Android/AndroidTargetPlatformControls/Private/AndroidTargetDevice.h
florin pascu 367836ea48 First part of TargetPlatform(TP) refactor into TargetPlatformSettings(TPS) and TargetPlatformControls(TPC)
TPS doesn't need SDK and will be used to get info about the platform
TPC requires SDK
AndroidTP has been converted to the new system
#jira UE-200883
#rb Jack.Porter

[CL 30963885 by florin pascu in ue5-main branch]
2024-01-29 04:50:19 -05:00

263 lines
7.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
AndroidTargetDevice.h: Declares the AndroidTargetDevice class.
=============================================================================*/
#pragma once
#include "CoreTypes.h"
#include "Containers/UnrealString.h"
#include "Interfaces/ITargetDevice.h"
#include "Interfaces/ITargetPlatform.h"
#include "Templates/SharedPointer.h"
#include "CoreMinimal.h"
#include "HAL/PlatformProcess.h"
class FAndroidTargetDevice;
class FTargetDeviceId;
class ITargetPlatform;
struct FTargetDeviceProcessInfo;
enum class ETargetDeviceFeatures;
enum class ETargetDeviceTypes;
/**
* Type definition for shared pointers to instances of FAndroidTargetDevice.
*/
typedef TSharedPtr<class FAndroidTargetDevice, ESPMode::ThreadSafe> FAndroidTargetDevicePtr;
/**
* Type definition for shared references to instances of FAndroidTargetDevice.
*/
typedef TSharedRef<class FAndroidTargetDevice, ESPMode::ThreadSafe> FAndroidTargetDeviceRef;
/**
* Type definition for shared references to instances of FAndroidTargetDevice.
*/
typedef TSharedPtr<class FAndroidTargetDeviceOutput, ESPMode::ThreadSafe> FAndroidTargetDeviceOutputPtr;
/**
* Implements a Android target device.
*/
class FAndroidTargetDevice : public ITargetDevice
{
public:
/**
* Creates and initializes a new Android target device.
*
* @param InTargetPlatformControls - The target platform controls.
* @param InSerialNumber - The ADB serial number of the target device.
* @param InAndroidVariant - The variant of the Android platform, i.e. ETC2, DXT or ASTC.
*/
FAndroidTargetDevice(const ITargetPlatformControls& InTargetPlatformControls, const FString& InSerialNumber, const FString& InAndroidVariant)
: AndroidVariant(InAndroidVariant)
, bConnected(false)
, bIsDeviceAuthorized(false)
, AndroidSDKVersion(INDEX_NONE)
, DeviceName(InSerialNumber)
, Model(InSerialNumber)
, SerialNumber(InSerialNumber)
, TargetPlatformControls(InTargetPlatformControls)
{ }
public:
/**
* Sets the device's connection state.
*
* @param bInConnected - Whether the device is connected.
*/
void SetConnected(bool bInConnected)
{
bConnected = bInConnected;
}
/**
* Sets the device's authorization state.
*
* @param bInConnected - Whether the device is authorized for USB communications.
*/
void SetAuthorized(bool bInIsAuthorized)
{
bIsDeviceAuthorized = bInIsAuthorized;
}
/**
* Sets the device's OS/SDK versions.
*
* @param InSDKVersion - Android SDK version of the device.
* @param InReleaseVersion - Android Release (human-readable) version of the device.
*/
void SetVersions(int32 InSDKVersion, const FString& InReleaseVersion)
{
AndroidSDKVersion = InSDKVersion;
AndroidVersionString = InReleaseVersion;
}
/**
* Sets the device name.
*
* @param InDeviceName - The device name to set.
*/
void SetDeviceName(const FString& InDeviceName)
{
DeviceName = InDeviceName;
}
/**
* Sets the device name.
*
* @param InDeviceName - The device name to set.
*/
void SetModel(const FString& InNodel)
{
Model = InNodel;
}
FString GetSerialNumber() const
{
return SerialNumber;
}
public:
//~ Begin ITargetDevice Interface
virtual bool Connect() override
{
return true;
}
virtual void Disconnect() override
{
}
virtual ETargetDeviceTypes GetDeviceType() const override
{
//@TODO: How to distinguish between a Tablet and a Phone (or a TV microconsole, etc...), and is it important?
return ETargetDeviceTypes::Tablet;
}
virtual FTargetDeviceId GetId() const override
{
return FTargetDeviceId(TargetPlatformControls.PlatformName(), SerialNumber);
}
virtual FString GetName() const override
{
// we need a unique name for all devices, so use human usable model name and the unique id
return FString::Printf(TEXT("%s (%s)"), *Model, *SerialNumber);
}
virtual FString GetModelId() const override
{
return Model;
}
virtual FString GetOSVersion() const override
{
return AndroidVersionString;
}
virtual FString GetOperatingSystemName() override;
virtual int32 GetProcessSnapshot( TArray<FTargetDeviceProcessInfo>& OutProcessInfos ) override;
virtual bool IsConnected() override
{
return bConnected;
}
virtual bool IsDefault() const override
{
return true;
}
virtual bool IsAuthorized() const override
{
return bIsDeviceAuthorized;
}
virtual bool PowerOff(bool Force) override;
virtual bool PowerOn() override
{
return true;
}
// Return true if the devices can be grouped in an aggregate (All_<platform>_devices_on_<host>) proxy
virtual bool IsPlatformAggregated() const override
{
return true;
}
// the name of the aggregate (All_<platform>_devices_on_<host>) proxy
virtual FString GetAllDevicesName() const override;
// the default variant (texture compression) of the aggregate (All_<platform>_devices_on_<host>) proxy
virtual FName GetAllDevicesDefaultVariant() const override
{
// The Android platform has an aggregate (All_<platform>_devices_on_<host>) entry in the Project Launcher
// Multi is the default texture format
return "Android_Multi";
}
virtual bool Reboot(bool bReconnect = false) override;
virtual bool TerminateLaunchedProcess(const FString& ProcessIdentifier) override;
virtual bool SupportsFeature(ETargetDeviceFeatures Feature) 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;
virtual void ExecuteConsoleCommand(const FString& ExecCommand) const override;
virtual ITargetDeviceOutputPtr CreateDeviceOutputRouter(FOutputDevice* Output) const override;
//~ End ITargetDevice Interface
/** Full filename for ADB executable. */
static bool GetAdbFullFilename(FString& OutFilename);
protected:
/**
* Executes an SDK command with the specified command line on this device only using ADB.
*
* @param Params - The command line parameters.
* @param OutStdOut - Optional pointer to a string that will hold the command's output log.
* @param OutStdErr - Optional pointer to a string that will hold the error message, if any.
*
* @return true on success, false otherwise.
*/
bool ExecuteAdbCommand( const FString& Params, FString* OutStdOut, FString* OutStdErr ) const;
protected:
// The variant of the Android platform, i.e. ETC2, DXT or ASTC.
FString AndroidVariant;
// Holds a flag indicating whether the device is currently connected.
bool bConnected;
// 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)
bool bIsDeviceAuthorized;
// Holds the Android SDK version
int32 AndroidSDKVersion;
// Holds the Android Release version string (e.g., "2.3" or "4.2.2")
FString AndroidVersionString;
// Holds the device name.
FString DeviceName;
// Holds the device model.
FString Model;
// Holds the serial number (from ADB devices) of this target device.
FString SerialNumber;
// Holds a reference to the device's target platform.
const ITargetPlatformControls& TargetPlatformControls;
};
#include "AndroidTargetDevice.inl" // IWYU pragma: export