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https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
540 lines
20 KiB
C#
540 lines
20 KiB
C#
// Copyright 1998-2015 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.Text;
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using System.Diagnostics;
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using System.IO;
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using System.Xml;
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using System.Linq;
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namespace UnrealBuildTool
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{
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class AndroidPlatformContext : UEBuildPlatformContext
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{
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public AndroidPlatformContext(FileReference InProjectFile) : base(UnrealTargetPlatform.Android, InProjectFile)
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{
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}
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// The current architecture - affects everything about how UBT operates on Android
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public override string GetActiveArchitecture()
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{
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// internal architectures are handled inside the toolchain to be able to build all at once, so we no longer need an architecture here
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return base.GetActiveArchitecture();
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}
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public override void AddExtraModules(TargetInfo Target, List<string> PlatformExtraModules)
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{
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}
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/// <summary>
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/// Modify the rules for a newly created module, in a target that's being built for this platform.
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/// This is not required - but allows for hiding details of a particular platform.
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/// </summary>
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/// <param name="ModuleName">The name of the module</param>
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/// <param name="Rules">The module rules</param>
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/// <param name="Target">The target being build</param>
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public override void ModifyModuleRulesForActivePlatform(string ModuleName, ModuleRules Rules, TargetInfo Target)
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{
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}
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public override void ResetBuildConfiguration(UnrealTargetConfiguration Configuration)
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{
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ValidateUEBuildConfiguration();
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//BuildConfiguration.bDeployAfterCompile = true;
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UEBuildConfiguration.bCompileICU = true;
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}
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public override void ValidateUEBuildConfiguration()
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{
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BuildConfiguration.bUseUnityBuild = true;
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UEBuildConfiguration.bCompileLeanAndMeanUE = true;
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UEBuildConfiguration.bCompilePhysX = true;
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UEBuildConfiguration.bCompileAPEX = false;
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UEBuildConfiguration.bRuntimePhysicsCooking = false;
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UEBuildConfiguration.bBuildEditor = false;
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UEBuildConfiguration.bBuildDeveloperTools = false;
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UEBuildConfiguration.bCompileSimplygon = false;
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UEBuildConfiguration.bCompileRecast = true;
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// Don't stop compilation at first error...
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BuildConfiguration.bStopXGECompilationAfterErrors = true;
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BuildConfiguration.bUseSharedPCHs = false;
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}
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public override void SetUpEnvironment(UEBuildTarget InBuildTarget)
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{
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// we want gcc toolchain 4.9, but fall back to 4.8 or 4.6 for now if it doesn't exist
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string NDKPath = Environment.GetEnvironmentVariable("NDKROOT");
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NDKPath = NDKPath.Replace("\"", "");
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AndroidToolChain ToolChain = new AndroidToolChain(InBuildTarget.ProjectFile);
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string GccVersion = "4.6";
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int NDKVersionInt = ToolChain.GetNdkApiLevelInt();
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if (Directory.Exists(Path.Combine(NDKPath, @"sources/cxx-stl/gnu-libstdc++/4.8")))
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{
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GccVersion = "4.8";
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}
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// only use 4.9 if NDK version > 19
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if (NDKVersionInt > 19 && Directory.Exists(Path.Combine(NDKPath, @"sources/cxx-stl/gnu-libstdc++/4.9")))
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{
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GccVersion = "4.9";
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}
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Log.TraceInformation("NDK version: {0}, GccVersion: {1}", NDKVersionInt.ToString(), GccVersion);
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InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("PLATFORM_DESKTOP=0");
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InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("PLATFORM_CAN_SUPPORT_EDITORONLY_DATA=0");
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InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("WITH_OGGVORBIS=1");
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InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("UNICODE");
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InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("_UNICODE");
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InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("PLATFORM_ANDROID=1");
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InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("ANDROID=1");
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InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("WITH_DATABASE_SUPPORT=0");
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InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("WITH_EDITOR=0");
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InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("USE_NULL_RHI=0");
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InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("REQUIRES_ALIGNED_INT_ACCESS");
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InBuildTarget.GlobalCompileEnvironment.Config.CPPIncludeInfo.SystemIncludePaths.Add("$(NDKROOT)/sources/cxx-stl/gnu-libstdc++/" + GccVersion + "/include");
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// the toolchain will actually filter these out
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InBuildTarget.GlobalCompileEnvironment.Config.CPPIncludeInfo.SystemIncludePaths.Add("$(NDKROOT)/sources/cxx-stl/gnu-libstdc++/" + GccVersion + "/libs/armeabi-v7a/include");
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InBuildTarget.GlobalCompileEnvironment.Config.CPPIncludeInfo.SystemIncludePaths.Add("$(NDKROOT)/sources/cxx-stl/gnu-libstdc++/" + GccVersion + "/libs/arm64-v8a/include");
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InBuildTarget.GlobalCompileEnvironment.Config.CPPIncludeInfo.SystemIncludePaths.Add("$(NDKROOT)/sources/cxx-stl/gnu-libstdc++/" + GccVersion + "/libs/x86/include");
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InBuildTarget.GlobalCompileEnvironment.Config.CPPIncludeInfo.SystemIncludePaths.Add("$(NDKROOT)/sources/cxx-stl/gnu-libstdc++/" + GccVersion + "/libs/x86_64/include");
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InBuildTarget.GlobalLinkEnvironment.Config.LibraryPaths.Add("$(NDKROOT)/sources/cxx-stl/gnu-libstdc++/" + GccVersion + "/libs/armeabi-v7a");
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InBuildTarget.GlobalLinkEnvironment.Config.LibraryPaths.Add("$(NDKROOT)/sources/cxx-stl/gnu-libstdc++/" + GccVersion + "/libs/arm64-v8a");
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InBuildTarget.GlobalLinkEnvironment.Config.LibraryPaths.Add("$(NDKROOT)/sources/cxx-stl/gnu-libstdc++/" + GccVersion + "/libs/x86");
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InBuildTarget.GlobalLinkEnvironment.Config.LibraryPaths.Add("$(NDKROOT)/sources/cxx-stl/gnu-libstdc++/" + GccVersion + "/libs/x86_64");
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InBuildTarget.GlobalCompileEnvironment.Config.CPPIncludeInfo.SystemIncludePaths.Add("$(NDKROOT)/sources/android/native_app_glue");
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InBuildTarget.GlobalCompileEnvironment.Config.CPPIncludeInfo.SystemIncludePaths.Add("$(NDKROOT)/sources/android/cpufeatures");
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// Add path to statically compiled version of cxa_demangle
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InBuildTarget.GlobalLinkEnvironment.Config.LibraryPaths.Add(UEBuildConfiguration.UEThirdPartySourceDirectory + "Android/cxa_demangle/armeabi-v7a");
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InBuildTarget.GlobalLinkEnvironment.Config.LibraryPaths.Add(UEBuildConfiguration.UEThirdPartySourceDirectory + "Android/cxa_demangle/arm64-v8a");
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InBuildTarget.GlobalLinkEnvironment.Config.LibraryPaths.Add(UEBuildConfiguration.UEThirdPartySourceDirectory + "Android/cxa_demangle/x86");
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InBuildTarget.GlobalLinkEnvironment.Config.LibraryPaths.Add(UEBuildConfiguration.UEThirdPartySourceDirectory + "Android/cxa_demangle/x64");
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//@TODO: Tegra Gfx Debugger - standardize locations - for now, change the hardcoded paths and force this to return true to test
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if (UseTegraGraphicsDebugger(InBuildTarget))
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{
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//InBuildTarget.GlobalLinkEnvironment.Config.LibraryPaths.Add(UEBuildConfiguration.UEThirdPartySourceDirectory + "NVIDIA/TegraGfxDebugger");
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//InBuildTarget.GlobalLinkEnvironment.Config.LibraryPaths.Add("F:/NVPACK/android-kk-egl-t124-a32/stub");
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//InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("Nvidia_gfx_debugger_stub");
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}
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InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("gnustl_shared");
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InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("gcc");
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InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("z");
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InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("c");
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InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("m");
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InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("log");
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InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("dl");
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if (!UseTegraGraphicsDebugger(InBuildTarget))
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{
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InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("GLESv2");
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InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("EGL");
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}
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InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("OpenSLES");
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InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("android");
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InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("cxa_demangle");
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UEBuildConfiguration.bCompileSimplygon = false;
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BuildConfiguration.bDeployAfterCompile = true;
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}
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private bool UseTegraGraphicsDebugger(UEBuildTarget InBuildTarget)
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{
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// Disable for now
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return false;
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}
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public override bool ShouldCreateDebugInfo(UnrealTargetConfiguration Configuration)
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{
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switch (Configuration)
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{
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case UnrealTargetConfiguration.Development:
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case UnrealTargetConfiguration.Shipping:
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case UnrealTargetConfiguration.Test:
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case UnrealTargetConfiguration.Debug:
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default:
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return true;
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};
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}
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public override UEToolChain CreateToolChain(CPPTargetPlatform Platform)
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{
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return new AndroidToolChain(ProjectFile);
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}
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public override UEBuildDeploy CreateDeploymentHandler()
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{
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return new UEDeployAndroid(ProjectFile);
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}
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}
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class AndroidPlatform : UEBuildPlatform
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{
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AndroidPlatformSDK SDK;
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public AndroidPlatform(AndroidPlatformSDK InSDK) : base(UnrealTargetPlatform.Android, CPPTargetPlatform.Android)
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{
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SDK = InSDK;
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}
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public override SDKStatus HasRequiredSDKsInstalled()
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{
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return SDK.HasRequiredSDKsInstalled();
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}
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public override bool CanUseXGE()
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{
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return false;
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}
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public override string GetBinaryExtension(UEBuildBinaryType InBinaryType)
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{
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switch (InBinaryType)
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{
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case UEBuildBinaryType.DynamicLinkLibrary:
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return ".so";
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case UEBuildBinaryType.Executable:
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return ".so";
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case UEBuildBinaryType.StaticLibrary:
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return ".a";
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case UEBuildBinaryType.Object:
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return ".o";
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case UEBuildBinaryType.PrecompiledHeader:
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return ".gch";
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}
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return base.GetBinaryExtension(InBinaryType);
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}
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public override bool ShouldUsePCHFiles(CPPTargetPlatform Platform, CPPTargetConfiguration Configuration)
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{
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return true;
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}
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public override string GetDebugInfoExtension(UEBuildBinaryType InBinaryType)
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{
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return "";
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}
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public override bool HasDefaultBuildConfig(UnrealTargetPlatform Platform, DirectoryReference ProjectPath)
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{
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string[] BoolKeys = new string[] {
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"bBuildForArmV7", "bBuildForArm64", "bBuildForX86", "bBuildForX8664",
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"bBuildForES2", "bBuildForES31",
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};
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// look up iOS specific settings
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if (!DoProjectSettingsMatchDefault(Platform, ProjectPath, "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings",
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BoolKeys, null, null))
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{
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return false;
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}
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// check the base settings
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return base.HasDefaultBuildConfig(Platform, ProjectPath);
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}
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public override bool ShouldCompileMonolithicBinary(UnrealTargetPlatform InPlatform)
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{
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// This platform currently always compiles monolithic
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return true;
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}
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public override bool ShouldUsePDBFiles(CPPTargetPlatform Platform, CPPTargetConfiguration Configuration, bool bCreateDebugInfo)
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{
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return true;
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}
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public override bool ShouldNotBuildEditor(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration)
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{
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return true;
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}
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public override bool BuildRequiresCookedData(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration)
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{
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return true;
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}
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public override bool RequiresDeployPrepAfterCompile()
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{
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return true;
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}
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/// <summary>
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/// Modify the rules for a newly created module, where the target is a different host platform.
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/// This is not required - but allows for hiding details of a particular platform.
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/// </summary>
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/// <param name="ModuleName">The name of the module</param>
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/// <param name="Rules">The module rules</param>
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/// <param name="Target">The target being build</param>
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public override void ModifyModuleRulesForOtherPlatform(string ModuleName, ModuleRules Rules, TargetInfo Target)
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{
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if ((Target.Platform == UnrealTargetPlatform.Win32) || (Target.Platform == UnrealTargetPlatform.Win64) || (Target.Platform == UnrealTargetPlatform.Mac))
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{
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bool bBuildShaderFormats = UEBuildConfiguration.bForceBuildShaderFormats;
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if (!UEBuildConfiguration.bBuildRequiresCookedData)
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{
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if (ModuleName == "Engine")
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{
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if (UEBuildConfiguration.bBuildDeveloperTools)
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{
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Rules.PlatformSpecificDynamicallyLoadedModuleNames.Add("AndroidTargetPlatform");
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Rules.PlatformSpecificDynamicallyLoadedModuleNames.Add("Android_PVRTCTargetPlatform");
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Rules.PlatformSpecificDynamicallyLoadedModuleNames.Add("Android_ATCTargetPlatform");
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Rules.PlatformSpecificDynamicallyLoadedModuleNames.Add("Android_DXTTargetPlatform");
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Rules.PlatformSpecificDynamicallyLoadedModuleNames.Add("Android_ETC1TargetPlatform");
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Rules.PlatformSpecificDynamicallyLoadedModuleNames.Add("Android_ETC2TargetPlatform");
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Rules.PlatformSpecificDynamicallyLoadedModuleNames.Add("Android_ASTCTargetPlatform");
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Rules.PlatformSpecificDynamicallyLoadedModuleNames.Add("Android_MultiTargetPlatform");
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}
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}
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else if (ModuleName == "TargetPlatform")
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{
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bBuildShaderFormats = true;
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Rules.DynamicallyLoadedModuleNames.Add("TextureFormatPVR");
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Rules.DynamicallyLoadedModuleNames.Add("TextureFormatDXT");
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Rules.DynamicallyLoadedModuleNames.Add("TextureFormatASTC");
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Rules.PlatformSpecificDynamicallyLoadedModuleNames.Add("TextureFormatAndroid"); // ATITC, ETC1 and ETC2
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if (UEBuildConfiguration.bBuildDeveloperTools)
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{
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//Rules.DynamicallyLoadedModuleNames.Add("AudioFormatADPCM"); //@todo android: android audio
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}
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}
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}
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// allow standalone tools to use targetplatform modules, without needing Engine
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if (ModuleName == "TargetPlatform")
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{
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if (UEBuildConfiguration.bForceBuildTargetPlatforms)
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{
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Rules.PlatformSpecificDynamicallyLoadedModuleNames.Add("AndroidTargetPlatform");
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Rules.PlatformSpecificDynamicallyLoadedModuleNames.Add("Android_PVRTCTargetPlatform");
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Rules.PlatformSpecificDynamicallyLoadedModuleNames.Add("Android_ATCTargetPlatform");
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Rules.PlatformSpecificDynamicallyLoadedModuleNames.Add("Android_DXTTargetPlatform");
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Rules.PlatformSpecificDynamicallyLoadedModuleNames.Add("Android_ETC1TargetPlatform");
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Rules.PlatformSpecificDynamicallyLoadedModuleNames.Add("Android_ETC2TargetPlatform");
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Rules.PlatformSpecificDynamicallyLoadedModuleNames.Add("Android_ASTCTargetPlatform");
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Rules.PlatformSpecificDynamicallyLoadedModuleNames.Add("Android_MultiTargetPlatform");
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}
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if (bBuildShaderFormats)
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{
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//Rules.DynamicallyLoadedModuleNames.Add("ShaderFormatAndroid"); //@todo android: ShaderFormatAndroid
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}
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}
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}
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}
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public override List<FileReference> FinalizeBinaryPaths(FileReference BinaryName, FileReference ProjectFile)
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{
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AndroidToolChain ToolChain = new AndroidToolChain(ProjectFile);
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var Architectures = ToolChain.GetAllArchitectures();
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var GPUArchitectures = ToolChain.GetAllGPUArchitectures();
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// make multiple output binaries
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List<FileReference> AllBinaries = new List<FileReference>();
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foreach (string Architecture in Architectures)
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{
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foreach (string GPUArchitecture in GPUArchitectures)
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{
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AllBinaries.Add(new FileReference(AndroidToolChain.InlineArchName(BinaryName.FullName, Architecture, GPUArchitecture)));
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}
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}
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return AllBinaries;
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}
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/// <summary>
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/// Creates a context for the given project on the current platform.
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/// </summary>
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/// <param name="ProjectFile">The project file for the current target</param>
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/// <returns>New platform context object</returns>
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public override UEBuildPlatformContext CreateContext(FileReference ProjectFile)
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{
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return new AndroidPlatformContext(ProjectFile);
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}
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}
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class AndroidPlatformSDK : UEBuildPlatformSDK
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{
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protected override bool PlatformSupportsAutoSDKs()
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{
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return true;
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}
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public override string GetSDKTargetPlatformName()
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{
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return "Android";
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}
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protected override string GetRequiredSDKString()
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{
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return "-19";
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}
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protected override String GetRequiredScriptVersionString()
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{
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return "3.0";
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}
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// prefer auto sdk on android as correct 'manual' sdk detection isn't great at the moment.
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protected override bool PreferAutoSDK()
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{
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return true;
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}
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/// <summary>
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/// checks if the sdk is installed or has been synced
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/// </summary>
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/// <returns></returns>
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private bool HasAnySDK()
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{
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string NDKPath = Environment.GetEnvironmentVariable("NDKROOT");
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{
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var configCacheIni = ConfigCacheIni.CreateConfigCacheIni(UnrealTargetPlatform.Unknown, "Engine", (DirectoryReference)null);
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var AndroidEnv = new Dictionary<string, string>();
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Dictionary<string, string> EnvVarNames = new Dictionary<string, string> {
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{"ANDROID_HOME", "SDKPath"},
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{"NDKROOT", "NDKPath"},
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{"ANT_HOME", "ANTPath"},
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{"JAVA_HOME", "JavaPath"}
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};
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string path;
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foreach (var kvp in EnvVarNames)
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{
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if (configCacheIni.GetPath("/Script/AndroidPlatformEditor.AndroidSDKSettings", kvp.Value, out path) && !string.IsNullOrEmpty(path))
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{
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AndroidEnv.Add(kvp.Key, path);
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}
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else
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{
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var envValue = Environment.GetEnvironmentVariable(kvp.Key);
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if (!String.IsNullOrEmpty(envValue))
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{
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AndroidEnv.Add(kvp.Key, envValue);
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}
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}
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}
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// If we are on Mono and we are still missing a key then go and find it from the .bash_profile
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if (Utils.IsRunningOnMono && !EnvVarNames.All(s => AndroidEnv.ContainsKey(s.Key)))
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{
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string BashProfilePath = Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.Personal), ".bash_profile");
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if (File.Exists(BashProfilePath))
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{
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string[] BashProfileContents = File.ReadAllLines(BashProfilePath);
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// Walk backwards so we keep the last export setting instead of the first
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for (int LineIndex = BashProfileContents.Length - 1; LineIndex >= 0; --LineIndex)
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{
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foreach (var kvp in EnvVarNames)
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{
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if (AndroidEnv.ContainsKey(kvp.Key))
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{
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continue;
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}
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if (BashProfileContents[LineIndex].StartsWith("export " + kvp.Key + "="))
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{
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string PathVar = BashProfileContents[LineIndex].Split('=')[1].Replace("\"", "");
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AndroidEnv.Add(kvp.Key, PathVar);
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}
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}
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}
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}
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}
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// Set for the process
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foreach (var kvp in AndroidEnv)
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{
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Environment.SetEnvironmentVariable(kvp.Key, kvp.Value);
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}
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// See if we have an NDK path now...
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AndroidEnv.TryGetValue("NDKROOT", out NDKPath);
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}
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// we don't have an NDKROOT specified
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if (String.IsNullOrEmpty(NDKPath))
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{
|
|
return false;
|
|
}
|
|
|
|
NDKPath = NDKPath.Replace("\"", "");
|
|
|
|
// need a supported llvm
|
|
if (!Directory.Exists(Path.Combine(NDKPath, @"toolchains/llvm-3.6")) &&
|
|
!Directory.Exists(Path.Combine(NDKPath, @"toolchains/llvm-3.5")) &&
|
|
!Directory.Exists(Path.Combine(NDKPath, @"toolchains/llvm-3.3")) &&
|
|
!Directory.Exists(Path.Combine(NDKPath, @"toolchains/llvm-3.1")))
|
|
{
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
protected override SDKStatus HasRequiredManualSDKInternal()
|
|
{
|
|
// if any autosdk setup has been done then the local process environment is suspect
|
|
if (HasSetupAutoSDK())
|
|
{
|
|
return SDKStatus.Invalid;
|
|
}
|
|
|
|
if (HasAnySDK())
|
|
{
|
|
return SDKStatus.Valid;
|
|
}
|
|
|
|
return SDKStatus.Invalid;
|
|
}
|
|
}
|
|
|
|
public class AndroidPlatformFactory : UEBuildPlatformFactory
|
|
{
|
|
public override void RegisterBuildPlatforms()
|
|
{
|
|
AndroidPlatformSDK SDK = new AndroidPlatformSDK();
|
|
SDK.ManageAndValidateSDK();
|
|
|
|
if ((ProjectFileGenerator.bGenerateProjectFiles == true) || (SDK.HasRequiredSDKsInstalled() == SDKStatus.Valid) || Environment.GetEnvironmentVariable("IsBuildMachine") == "1")
|
|
{
|
|
bool bRegisterBuildPlatform = true;
|
|
|
|
FileReference AndroidTargetPlatformFile = FileReference.Combine(UnrealBuildTool.EngineSourceDirectory, "Developer", "Android", "AndroidTargetPlatform", "AndroidTargetPlatform.Build.cs");
|
|
if (AndroidTargetPlatformFile.Exists() == false)
|
|
{
|
|
bRegisterBuildPlatform = false;
|
|
}
|
|
|
|
if (bRegisterBuildPlatform == true)
|
|
{
|
|
// Register this build platform
|
|
Log.TraceVerbose(" Registering for {0}", UnrealTargetPlatform.Android.ToString());
|
|
UEBuildPlatform.RegisterBuildPlatform(new AndroidPlatform(SDK));
|
|
UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.Android, UnrealPlatformGroup.Android);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|