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