Files
UnrealEngineUWP/Engine/Source/Developer/Linux/LinuxNoEditorTargetPlatform/Private/LinuxTargetDevice.cpp
Michael Noland 928559eaa0 Editor: Coding-standards fixes (TypeName [*|&] VariableName -> TypeName[*|&] VariableName)
[CL 2316341 by Michael Noland in Main branch]
2014-10-01 14:45:23 -04:00

69 lines
1.7 KiB
C++

// Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
LinuxTargetDevice.cpp: Implements the LinuxTargetDevice class.
=============================================================================*/
#include "LinuxNoEditorTargetPlatformPrivatePCH.h"
#include "LinuxTargetDevice.h"
/* ITargetDevice interface
*****************************************************************************/
bool FLinuxTargetDevice::Deploy( const FString& SourceFolder, FString& OutAppId )
{
return false;
}
int32 FLinuxTargetDevice::GetProcessSnapshot( TArray<FTargetDeviceProcessInfo>& OutProcessInfos )
{
return 0;
}
bool FLinuxTargetDevice::Launch( const FString& AppId, EBuildConfigurations::Type BuildConfiguration, EBuildTargets::Type BuildTarget, const FString& Params, uint32* OutProcessId )
{
return false;
}
bool FLinuxTargetDevice::Reboot( bool bReconnect)
{
return false;
}
bool FLinuxTargetDevice::Run( const FString& ExecutablePath, const FString& Params, uint32* OutProcessId )
{
return false;
}
bool FLinuxTargetDevice::SupportsFeature( ETargetDeviceFeatures::Type Feature ) const
{
return false;
}
bool FLinuxTargetDevice::SupportsSdkVersion( const FString& VersionString ) const
{
return true;
}
void FLinuxTargetDevice::SetUserCredentials( const FString& InUserName, const FString& InUserPassword )
{
UserName = InUserName;
UserPassword = InUserPassword;
}
bool FLinuxTargetDevice::GetUserCredentials( FString& OutUserName, FString& OutUserPassword )
{
OutUserName = UserName;
OutUserPassword = UserPassword;
return true;
}
bool FLinuxTargetDevice::TerminateProcess( const int32 ProcessId )
{
return false;
}