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This represents UE4/Main @ 16130047 and Dev-PerfTest @ 16126156 [CL 16163576 by aurel cordonnier in ue5-main branch]
119 lines
3.1 KiB
C#
119 lines
3.1 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using System;
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using System.Collections.Generic;
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using System.IO;
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using AutomationTool;
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using UnrealBuildTool;
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using System.Threading;
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using System.Text.RegularExpressions;
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namespace Gauntlet
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{
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/// <summary>
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/// Base class for a device that is able to run applications
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/// </summary>
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public interface ITargetDevice : IDisposable
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{
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/// <summary>
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/// Name of this device
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/// </summary>
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string Name { get; }
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/// <summary>
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/// Platform of this device
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/// </summary>
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UnrealTargetPlatform? Platform { get; }
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/// <summary>
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/// Options used when running processes
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/// </summary>
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CommandUtils.ERunOptions RunOptions { get; set; }
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/// <summary>
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/// Is the device available for use?
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/// Note: If we are the process holding a connection then this should still return true
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/// </summary>
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bool IsAvailable { get; }
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/// <summary>
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/// Are we connected to this device?
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/// </summary>
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bool IsConnected { get; }
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/// <summary>
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/// Connect and reserve the device
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/// </summary>
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/// <returns></returns>
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bool Connect();
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/// <summary>
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/// Disconnect the device.
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/// </summary>
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/// <param name="Force">If supported force the device into a disconnected state (e.g. kick other users) </param>
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/// <returns></returns>
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bool Disconnect(bool bForce=false);
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/// <summary>
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/// Is the device powered on?
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/// TODO - Do we need to have a way of expressing whether power changes are supported
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/// </summary>
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bool IsOn { get; }
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/// <summary>
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/// Request the device power on. Should block until the change succeeds (or fails)
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/// </summary>
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/// <returns></returns>
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bool PowerOn();
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/// <summary>
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/// Request the device power on. Should block until the change succeeds (or fails)
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/// </summary>
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/// <returns></returns>
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bool PowerOff();
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/// <summary>
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/// Request the device power on. Should block until the change succeeds (or fails)
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/// </summary>
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/// <returns></returns>
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bool Reboot();
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/// <summary>
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/// Returns a Dictionary of EIntendedBaseCopyDirectory keys and their corresponding file path string values.
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/// If a platform has not set up these mappings, returns an empty Dictionary and warns.
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/// </summary>
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/// <returns></returns>
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Dictionary<EIntendedBaseCopyDirectory, string> GetPlatformDirectoryMappings();
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IAppInstall InstallApplication(UnrealAppConfig AppConfiguration);
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IAppInstance Run(IAppInstall App);
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string GetPackagedExecutableLocation() { return null; }
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};
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/// <summary>
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/// Represents a class able to provide devices
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/// </summary>
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public interface IDeviceSource
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{
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bool CanSupportPlatform(UnrealTargetPlatform? Platform);
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}
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/// <summary>
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/// Represents a class that provides locally available devices
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/// </summary>
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public interface IDefaultDeviceSource : IDeviceSource
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{
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ITargetDevice[] GetDefaultDevices();
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}
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/// <summary>
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/// Represents a class capable of creating devices of a specific type
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/// </summary>
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public interface IDeviceFactory : IDeviceSource
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{
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ITargetDevice CreateDevice(string InRef, string InLocalCache, string InParam=null);
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}
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} |