Files
UnrealEngineUWP/Engine/Source/Programs/UnrealBuildTool/Platform/Android/AndroidExports.cs
josh adams 1610c3bee3 UnrealArch/UnrealArchitectures changes
- Creates the UnrealArchitectures class, which wraps a list of UnrealArch objects
 - UnrealArch is a single architecture, expandable enum-like struct
 - There is no more concept of "no/default architecture", there is always a valid active architecture when building
 - Most uses of "string Architecture" are replaced with one of the two above, depending if multiple architectures are supported or not
 - UnrealArch has some platform-extensions for platform-specific naming (like Linux adds in LinuxName that turns, for instance, Arm64 -> aarch64-unknown-linux-gnueabi, which is used in folder names, etc)
 - UnrealArch has bIsX64 which can be used determine intel instruction set (as opposed to arm)
 - TargetRules class has an "Architecture" accessor that will return a single architecture if the active architectures is a single architecture, or throw an exception if multiple. This is useful in a majority of the cases where a paltform can only have a single architecture active in TargetRules (microsoft platforms, for instance, will create separate targets when compiling multiple architectures at once)
 - Added UnrealArchitectureConfig class, which contains all the architecture information for a platform (what architectures are supported, what ones are currently active for given project, etc)

#preflight 63c81fb5b065224750a1759e
#rb mike.fricker,roman.dzieciol,joe.kirchoff,dmytro.vovk,brandon.schaefer [various parts]
#p4v-preflight-copy 23562471

[CL 23829977 by josh adams in ue5-main branch]
2023-01-24 09:30:28 -05:00

123 lines
3.5 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using EpicGames.Core;
using Microsoft.Extensions.Logging;
namespace UnrealBuildTool
{
/// <summary>
/// Interface to allow exposing public methods from the toolchain to other assemblies
/// </summary>
public interface IAndroidToolChain
{
/// <summary>
/// Returns the Android NDK Level
/// </summary>
/// <returns>The NDK Level</returns>
int GetNdkApiLevelInt(int MinNDK);
/// <summary>
/// Returns the Current NDK Version
/// </summary>
/// <returns>The NDK Version</returns>
UInt64 GetNdkVersionInt();
}
/// <summary>
/// Interface to allow exposing public methods from the Android deployment context to other assemblies
/// </summary>
public interface IAndroidDeploy
{
/// <summary>
///
/// </summary>
/// <returns></returns>
bool GetPackageDataInsideApk();
/// <summary>
///
/// </summary>
/// <param name="Architectures"></param>
/// <param name="inPluginExtraData"></param>
void SetAndroidPluginData(UnrealArchitectures Architectures, List<string> inPluginExtraData);
/// <summary>
///
/// </summary>
/// <param name="ProjectFile"></param>
/// <param name="ProjectName"></param>
/// <param name="ProjectDirectory"></param>
/// <param name="ExecutablePath"></param>
/// <param name="EngineDirectory"></param>
/// <param name="bForDistribution"></param>
/// <param name="CookFlavor"></param>
/// <param name="Configuration"></param>
/// <param name="bIsDataDeploy"></param>
/// <param name="bSkipGradleBuild"></param>
/// <returns></returns>
bool PrepForUATPackageOrDeploy(FileReference ProjectFile, string ProjectName, DirectoryReference ProjectDirectory, string ExecutablePath, string EngineDirectory, bool bForDistribution, string CookFlavor, UnrealTargetConfiguration Configuration, bool bIsDataDeploy, bool bSkipGradleBuild);
/// <summary>
///
/// </summary>
/// <param name="ProjectName"></param>
/// <param name="ProjectDirectoryFullName"></param>
/// <param name="Type"></param>
/// <param name="bIsEmbedded"></param>
bool SavePackageInfo(string ProjectName, string ProjectDirectoryFullName, TargetType Type, bool bIsEmbedded);
}
/// <summary>
/// Public Android functions exposed to UAT
/// </summary>
public static class AndroidExports
{
/// <summary>
///
/// </summary>
/// <param name="ProjectFile"></param>
/// <param name="InForcePackageData"></param>
/// <returns></returns>
public static IAndroidDeploy CreateDeploymentHandler(FileReference ProjectFile, bool InForcePackageData)
{
return new UEDeployAndroid(ProjectFile, InForcePackageData, Log.Logger);
}
/// <summary>
///
/// </summary>
/// <returns></returns>
public static bool ShouldMakeSeparateApks()
{
return UEDeployAndroid.ShouldMakeSeparateApks();
}
/// <summary>
///
/// </summary>
/// <param name="NDKArch"></param>
/// <returns></returns>
public static UnrealArch GetUnrealArch(string NDKArch)
{
return UEDeployAndroid.GetUnrealArch(NDKArch);
}
/// <summary>
///
/// </summary>
/// <param name="SourceFile"></param>
/// <param name="TargetFile"></param>
/// <param name="Logger">Logger for output</param>
public static void StripSymbols(FileReference SourceFile, FileReference TargetFile, ILogger Logger)
{
AndroidToolChain ToolChain = new AndroidToolChain(null, Logger);
ToolChain.StripSymbols(SourceFile, TargetFile, Logger);
}
}
}