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170 lines
4.0 KiB
C++
170 lines
4.0 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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#include "IOSTargetPlatformPrivatePCH.h"
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bool FIOSTargetDevice::Connect()
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{
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// @todo zombie - Probably need to write a specific ConnectTo(IpAddr) function for setting up a RemoteEndpoint for talking to the Daemon
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// Returning true since, if this exists, a device exists.
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return true;
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}
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bool FIOSTargetDevice::Deploy(const FString& SourceFolder, FString& OutAppId)
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{
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return false;
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}
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void FIOSTargetDevice::Disconnect()
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{
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}
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int32 FIOSTargetDevice::GetProcessSnapshot(TArray<FTargetDeviceProcessInfo>& OutProcessInfos)
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{
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return 0;
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}
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ETargetDeviceTypes FIOSTargetDevice::GetDeviceType() const
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{
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return DeviceType;
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}
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FTargetDeviceId FIOSTargetDevice::GetId() const
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{
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return DeviceId;
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}
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FString FIOSTargetDevice::GetName() const
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{
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return DeviceName;
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}
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FString FIOSTargetDevice::GetOperatingSystemName()
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{
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return TargetPlatform.PlatformName();
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}
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const class ITargetPlatform& FIOSTargetDevice::GetTargetPlatform() const
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{
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return TargetPlatform;
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}
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bool FIOSTargetDevice::IsConnected()
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{
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return true;
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}
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bool FIOSTargetDevice::IsDefault() const
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{
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return true;
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}
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bool FIOSTargetDevice::Launch(const FString& InAppId, EBuildConfigurations::Type InBuildConfiguration, EBuildTargets::Type BuildTarget, const FString& Params, uint32* OutProcessId)
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{
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#if !PLATFORM_MAC
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MessageEndpoint->Send(new FIOSLaunchDaemonLaunchApp(InAppId, Params), DeviceEndpoint);
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return true;
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#else
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//Set return to false on Mac, since we could not find a way to do remote deploy/launch.
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return false;
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#endif // !PLATFORM_MAC
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}
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bool FIOSTargetDevice::PowerOff(bool Force)
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{
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// @todo zombie - Supported by the Daemon?
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return false;
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}
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bool FIOSTargetDevice::PowerOn()
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{
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// @todo zombie - Supported by the Daemon?
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return false;
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}
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bool FIOSTargetDevice::Reboot(bool bReconnect)
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{
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// @todo zombie - Supported by the Daemon?
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return false;
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}
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bool FIOSTargetDevice::Run(const FString& ExecutablePath, const FString& Params, uint32* OutProcessId)
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{
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#if !PLATFORM_MAC
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// The executable path usually looks something like this: directory/<gamename>.stub
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// We just need <gamename>, so strip that out.
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int32 LastPeriodPos = ExecutablePath.Find( TEXT("."), ESearchCase::IgnoreCase, ESearchDir::FromEnd);
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int32 LastBackslashPos = ExecutablePath.Find( TEXT("\\"), ESearchCase::IgnoreCase, ESearchDir::FromEnd);
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int32 LastSlashPos = ExecutablePath.Find( TEXT("/"), ESearchCase::IgnoreCase, ESearchDir::FromEnd);
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int32 TrimPos = LastBackslashPos > LastSlashPos ? LastBackslashPos : LastSlashPos;
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if ( TrimPos > LastPeriodPos )
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{
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// Ignore any periods in the path before the last "/" or "\"
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LastPeriodPos = ExecutablePath.Len() - 1;
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}
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if ( TrimPos == INDEX_NONE )
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{
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TrimPos = 0; // take the whole string from the beginning
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}
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else
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{
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// increment to one character beyond the slash
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TrimPos++;
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}
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int32 Count = LastPeriodPos - TrimPos;
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FString NewAppId = ExecutablePath.Mid(TrimPos, Count); // remove the ".stub" and the proceeding directory to get the game name
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SetAppId(NewAppId);
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MessageEndpoint->Send(new FIOSLaunchDaemonLaunchApp(AppId, Params), DeviceEndpoint);
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return true;
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#else
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//Set return to false on Mac, since we could not find a way to do remote deploy/launch.
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return false;
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#endif // !PLATFORM_MAC
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}
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bool FIOSTargetDevice::SupportsFeature(ETargetDeviceFeatures Feature) const
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{
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switch (Feature)
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{
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case ETargetDeviceFeatures::Reboot:
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return bCanReboot;
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case ETargetDeviceFeatures::PowerOn:
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return bCanPowerOn;
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case ETargetDeviceFeatures::PowerOff:
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return bCanPowerOff;
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case ETargetDeviceFeatures::ProcessSnapshot:
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return false;
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default:
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return false;
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}
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}
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bool FIOSTargetDevice::SupportsSdkVersion(const FString& VersionString) const
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{
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return true;
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}
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bool FIOSTargetDevice::TerminateProcess(const int32 ProcessId)
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{
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return false;
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}
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void FIOSTargetDevice::SetUserCredentials(const FString& UserName, const FString& UserPassword)
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{
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}
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bool FIOSTargetDevice::GetUserCredentials(FString& OutUserName, FString& OutUserPassword)
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{
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return false;
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}
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