Exemple #1
0
        /**
         *	Register the platform with the UEBuildPlatform class
         */
        protected override void RegisterBuildPlatformInternal()
        {
            // Make sure the SDK is installed
            if ((ProjectFileGenerator.bGenerateProjectFiles == true) || (HasRequiredSDKsInstalled() == SDKStatus.Valid))
            {
                bool bRegisterBuildPlatform = true;

                // make sure we have the HTML5 files; if not, then this user doesn't really have HTML5 access/files, no need to compile HTML5!
                string EngineSourcePath        = Path.Combine(ProjectFileGenerator.EngineRelativePath, "Source");
                string HTML5TargetPlatformFile = Path.Combine(EngineSourcePath, "Developer", "HTML5", "HTML5TargetPlatform", "HTML5TargetPlatform.Build.cs");
                if ((File.Exists(HTML5TargetPlatformFile) == false))
                {
                    bRegisterBuildPlatform = false;
                    Log.TraceWarning("Missing required components (.... HTML5TargetPlatformFile, others here...). Check source control filtering, or try resyncing.");
                }

                if (bRegisterBuildPlatform == true)
                {
                    // Register this build platform for HTML5
                    Log.TraceVerbose("        Registering for {0}", UnrealTargetPlatform.HTML5.ToString());
                    UEBuildPlatform.RegisterBuildPlatform(UnrealTargetPlatform.HTML5, this);
                    if (GetActiveArchitecture() == "-win32")
                    {
                        UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.HTML5, UnrealPlatformGroup.Simulator);
                    }
                    else
                    {
                        UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.HTML5, UnrealPlatformGroup.Device);
                    }
                }
            }
        }
        /**
         *	Register the platform with the UEBuildPlatform class
         */
        protected override void RegisterBuildPlatformInternal()
        {
            if ((ProjectFileGenerator.bGenerateProjectFiles == true) || (HasRequiredSDKsInstalled() == SDKStatus.Valid))
            {
                bool bRegisterBuildPlatform = true;

                string EngineSourcePath        = Path.Combine(ProjectFileGenerator.RootRelativePath, "Engine", "Source");
                string LinuxTargetPlatformFile = Path.Combine(EngineSourcePath, "Developer", "Linux", "LinuxTargetPlatform", "LinuxTargetPlatform.Build.cs");

                if (File.Exists(LinuxTargetPlatformFile) == false)
                {
                    bRegisterBuildPlatform = false;
                }

                if (bRegisterBuildPlatform == true)
                {
                    // Register this build platform for Linux
                    if (BuildConfiguration.bPrintDebugInfo)
                    {
                        Console.WriteLine("        Registering for {0}", UnrealTargetPlatform.Linux.ToString());
                    }
                    UEBuildPlatform.RegisterBuildPlatform(UnrealTargetPlatform.Linux, this);
                    UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.Linux, UnrealPlatformGroup.Unix);
                }
            }
        }
Exemple #3
0
        /// <summary>
        /// Register the platform with the UEBuildPlatform class
        /// </summary>
        protected override void RegisterBuildPlatforms(SDKOutputLevel OutputLevel)
        {
            HTML5PlatformSDK SDK = new HTML5PlatformSDK();

            SDK.ManageAndValidateSDK(OutputLevel);

            // Make sure the SDK is installed
            if ((ProjectFileGenerator.bGenerateProjectFiles == true) || (SDK.HasRequiredSDKsInstalled() == SDKStatus.Valid))
            {
                bool bRegisterBuildPlatform = true;

                // make sure we have the HTML5 files; if not, then this user doesn't really have HTML5 access/files, no need to compile HTML5!
                FileReference HTML5TargetPlatformFile = FileReference.Combine(UnrealBuildTool.EngineSourceDirectory, "Developer", "HTML5", "HTML5TargetPlatform", "HTML5TargetPlatform.Build.cs");
                if (!FileReference.Exists(HTML5TargetPlatformFile))
                {
                    bRegisterBuildPlatform = false;
                    Log.TraceWarning("Missing required components (.... HTML5TargetPlatformFile, others here...). Check source control filtering, or try resyncing.");
                }

                if (bRegisterBuildPlatform == true)
                {
                    // Register this build platform for HTML5
                    Log.TraceVerbose("        Registering for {0}", UnrealTargetPlatform.HTML5.ToString());
                    UEBuildPlatform.RegisterBuildPlatform(new HTML5Platform(SDK));
                    if (HTML5Platform.HTML5Architecture == "-win32")
                    {
                        UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.HTML5, UnrealPlatformGroup.Simulator);
                    }
                    else
                    {
                        UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.HTML5, UnrealPlatformGroup.Device);
                    }
                }
            }
        }
Exemple #4
0
 /**
  *	Register the platform with the UEBuildPlatform class
  */
 protected override void RegisterBuildPlatformInternal()
 {
     // Register this build platform for UWP
     Log.TraceVerbose("        Registering for {0}", UnrealTargetPlatform.UWP.ToString());
     UEBuildPlatform.RegisterBuildPlatform(UnrealTargetPlatform.UWP, this);
     UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.UWP, UnrealPlatformGroup.Microsoft);
 }
        protected override void RegisterBuildPlatforms(SDKOutputLevel OutputLevel)
        {
            AndroidPlatformSDK SDK = new AndroidPlatformSDK();

            SDK.ManageAndValidateSDK(OutputLevel);

            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 (FileReference.Exists(AndroidTargetPlatformFile) == 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);
                }
            }
        }
Exemple #6
0
        /**
         *	Register the platform with the UEBuildPlatform class
         */
        protected override void RegisterBuildPlatformInternal()
        {
            // Make sure the SDK is installed
            if ((ProjectFileGenerator.bGenerateProjectFiles == true) || (HasRequiredSDKsInstalled() == SDKStatus.Valid))
            {
                bool bRegisterBuildPlatform = true;

                // make sure we have the HTML5 files; if not, then this user doesn't really have HTML5 access/files, no need to compile HTML5!
                string EngineSourcePath        = Path.Combine(ProjectFileGenerator.EngineRelativePath, "Source");
                string HTML5TargetPlatformFile = Path.Combine(EngineSourcePath, "Developer", "HTML5", "HTML5TargetPlatform", "HTML5TargetPlatform.Build.cs");
                if ((File.Exists(HTML5TargetPlatformFile) == false))
                {
                    bRegisterBuildPlatform = false;
                    Log.TraceWarning("Missing required components (.... HTML5TargetPlatformFile, others here...). Check source control filtering, or try resyncing.");
                }

                if (bRegisterBuildPlatform == true)
                {
                    // Register this build platform for HTML5
                    Log.TraceVerbose("        Registering for {0}", UnrealTargetPlatform.HTML5.ToString());
                    UEBuildPlatform.RegisterBuildPlatform(UnrealTargetPlatform.HTML5, this);
                    if (GetActiveArchitecture() == "-win32")
                    {
                        UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.HTML5, UnrealPlatformGroup.Simulator);
                    }
                    else
                    {
                        UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.HTML5, UnrealPlatformGroup.Device);
                    }

                    string SDKPath = GetPathToPlatformAutoSDKs();
                    if (SDKPath != null && SDKPath != "")
                    {
                        // We have autosdk running.
                        // recreate configuration files.
                        string UserFolder = Environment.GetFolderPath(Environment.SpecialFolder.UserProfile);
                        string ConfigFile = Path.Combine(UserFolder, ".emscripten");

                        string CompletePath = Path.Combine(SDKPath, ExpectedSDKVersion);
                        // (re)create .emscripten config file.
                        {
                            var ConfigString = String.Join(
                                Environment.NewLine,
                                "import os",
                                "EMSCRIPTEN='" + Path.Combine(CompletePath, "Emscripten", ExpectedSDKVersion) + "'",
                                "PYTHON='" + Path.Combine(CompletePath, "Emscripten", "python", "2.7.5.3_64bit", "python.exe") + "'",
                                "LLVM='" + Path.Combine(CompletePath, "Emscripten", "clang", "e" + ExpectedSDKVersion + "_64bit") + "'",
                                "LLVM_ROOT='" + Path.Combine(CompletePath, "Emscripten", "clang", "e" + ExpectedSDKVersion + "_64bit") + "'",
                                "NODE= '" + Path.Combine(CompletePath, "Emscripten", "node", "0.10.17_64bit", "node.exe") + "'",
                                "NODE_JS= '" + Path.Combine(CompletePath, "Emscripten", "node", "0.10.17_64bit", "node.exe") + "'",
                                "JS_ENGINES = [NODE]",
                                "COMPILER_ENGINE = NODE_JS"
                                );
                            File.WriteAllText(ConfigFile, ConfigString.Replace("\\", "/"));
                        }
                    }
                }
            }
        }
Exemple #7
0
 /**
  *	Register the platform with the UEBuildPlatform class
  */
 protected override void RegisterBuildPlatformInternal()
 {
     // Register this build platform for Mac
     Log.TraceVerbose("        Registering for {0}", UnrealTargetPlatform.Mac.ToString());
     UEBuildPlatform.RegisterBuildPlatform(UnrealTargetPlatform.Mac, this);
     UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.Mac, UnrealPlatformGroup.Unix);
     UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.Mac, UnrealPlatformGroup.Apple);
 }
Exemple #8
0
        /// <summary>
        /// Register the platform with the UEBuildPlatform class
        /// </summary>
        public override void RegisterBuildPlatforms()
        {
            HoloLensPlatformSDK SDK = new HoloLensPlatformSDK();

            SDK.ManageAndValidateSDK();

            UEBuildPlatform.RegisterBuildPlatform(new HoloLens(UnrealTargetPlatform.HoloLens, SDK));
            UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.HoloLens, UnrealPlatformGroup.Microsoft);
            UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.HoloLens, UnrealPlatformGroup.HoloLens);
        }
        public override void RegisterBuildPlatforms()
        {
            LuminPlatformSDK SDK = new LuminPlatformSDK();

            SDK.ManageAndValidateSDK();

            // Register this build platform
            UEBuildPlatform.RegisterBuildPlatform(new LuminPlatform(SDK));
            UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.Lumin, UnrealPlatformGroup.Android);
        }
        /// <summary>
        /// Register the platform with the UEBuildPlatform class
        /// </summary>
        public override void RegisterBuildPlatforms()
        {
            MacPlatformSDK SDK = new MacPlatformSDK();

            SDK.ManageAndValidateSDK();

            // Register this build platform for Mac
            UEBuildPlatform.RegisterBuildPlatform(new MacPlatform(SDK));
            UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.Mac, UnrealPlatformGroup.Apple);
            UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.Mac, UnrealPlatformGroup.Desktop);
        }
Exemple #11
0
        /// <summary>
        /// Register the platform with the UEBuildPlatform class
        /// </summary>
        protected override void RegisterBuildPlatforms(SDKOutputLevel OutputLevel)
        {
            MacPlatformSDK SDK = new MacPlatformSDK();

            SDK.ManageAndValidateSDK(OutputLevel);

            // Register this build platform for Mac
            Log.TraceVerbose("        Registering for {0}", UnrealTargetPlatform.Mac.ToString());
            UEBuildPlatform.RegisterBuildPlatform(new MacPlatform(SDK));
            UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.Mac, UnrealPlatformGroup.Apple);
        }
Exemple #12
0
        /// <summary>
        /// Register the platform with the UEBuildPlatform class
        /// </summary>
        protected override void RegisterBuildPlatforms()
        {
            UWPPlatformSDK SDK = new UWPPlatformSDK();

            SDK.ManageAndValidateSDK();

            // Register this build platform for UWP
            Log.TraceVerbose("        Registering for {0}", UnrealTargetPlatform.UWP.ToString());
            UEBuildPlatform.RegisterBuildPlatform(new UWPPlatform(SDK));
            UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.UWP, UnrealPlatformGroup.Microsoft);
        }
Exemple #13
0
        /// <summary>
        /// Register the platform with the UEBuildPlatform class
        /// </summary>
        public override void RegisterBuildPlatforms()
        {
            IOSPlatformSDK SDK = new IOSPlatformSDK();

            SDK.ManageAndValidateSDK();

            // Register this build platform for IOS
            UEBuildPlatform.RegisterBuildPlatform(new IOSPlatform(SDK));
            UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.IOS, UnrealPlatformGroup.Apple);
            UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.IOS, UnrealPlatformGroup.IOS);
        }
        /// <summary>
        /// Register the platform with the UEBuildPlatform class
        /// </summary>
        public override void RegisterBuildPlatforms()
        {
            IOSPlatformSDK SDK = new IOSPlatformSDK();

            SDK.ManageAndValidateSDK();

            // Register this build platform for IOS
            Log.TraceVerbose("        Registering for {0}", UnrealTargetPlatform.TVOS.ToString());
            UEBuildPlatform.RegisterBuildPlatform(new TVOSPlatform(SDK));
            UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.TVOS, UnrealPlatformGroup.Apple);
            UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.TVOS, UnrealPlatformGroup.IOS);
        }
        /**
         *	Register the platform with the UEBuildPlatform class
         */
        protected override void RegisterBuildPlatformInternal()
        {
            // Register this build platform for both Win64 and Win32
            Log.TraceVerbose("        Registering for {0}", UnrealTargetPlatform.Win64.ToString());
            UEBuildPlatform.RegisterBuildPlatform(UnrealTargetPlatform.Win64, this);
            UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.Win64, UnrealPlatformGroup.Windows);
            UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.Win64, UnrealPlatformGroup.Microsoft);

            Log.TraceVerbose("        Registering for {0}", UnrealTargetPlatform.Win32.ToString());
            UEBuildPlatform.RegisterBuildPlatform(UnrealTargetPlatform.Win32, this);
            UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.Win32, UnrealPlatformGroup.Windows);
            UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.Win32, UnrealPlatformGroup.Microsoft);
        }
Exemple #16
0
        /// <summary>
        /// Register the platform with the UEBuildPlatform class
        /// </summary>
        public override void RegisterBuildPlatforms()
        {
            HoloLensPlatformSDK SDK = new HoloLensPlatformSDK();

            SDK.ManageAndValidateSDK();

            // Register this build platform for HoloLens
            if (SDK.HasRequiredSDKsInstalled() == SDKStatus.Valid)
            {
                Log.TraceVerbose("		Registering for {0}", UnrealTargetPlatform.HoloLens.ToString());
                UEBuildPlatform.RegisterBuildPlatform(new HoloLens(UnrealTargetPlatform.HoloLens, SDK));
                UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.HoloLens, UnrealPlatformGroup.Microsoft);
                UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.HoloLens, UnrealPlatformGroup.HoloLens);
            }
        }
        /// <summary>
        /// Register the platform with the UEBuildPlatform class
        /// </summary>
        public override void RegisterBuildPlatforms()
        {
            LinuxPlatformSDK SDK = new LinuxPlatformSDK();

            SDK.ManageAndValidateSDK();

            // Register this build platform for Linux x86-64 and AArch64
            UEBuildPlatform.RegisterBuildPlatform(new LinuxPlatform(UnrealTargetPlatform.Linux, SDK));
            UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.Linux, UnrealPlatformGroup.Linux);
            UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.Linux, UnrealPlatformGroup.Unix);
            UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.Linux, UnrealPlatformGroup.Desktop);

            UEBuildPlatform.RegisterBuildPlatform(new LinuxPlatform(UnrealTargetPlatform.LinuxAArch64, SDK));
            UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.LinuxAArch64, UnrealPlatformGroup.Linux);
            UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.LinuxAArch64, UnrealPlatformGroup.Unix);
        }
Exemple #18
0
        /**
         *	Register the platform with the UEBuildPlatform class
         */
        protected override void RegisterBuildPlatformInternal()
        {
            // Register this build platform for IOS
            Log.TraceVerbose("        Registering for {0}", UnrealTargetPlatform.IOS.ToString());
            UEBuildPlatform.RegisterBuildPlatform(UnrealTargetPlatform.IOS, this);
            UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.IOS, UnrealPlatformGroup.Unix);
            UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.IOS, UnrealPlatformGroup.Apple);

            if (GetActiveArchitecture() == "-simulator")
            {
                UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.IOS, UnrealPlatformGroup.Simulator);
            }
            else
            {
                UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.IOS, UnrealPlatformGroup.Device);
            }
        }
Exemple #19
0
        /// <summary>
        /// Register the platform with the UEBuildPlatform class
        /// </summary>
        protected override void RegisterBuildPlatforms(SDKOutputLevel OutputLevel)
        {
            WindowsPlatformSDK SDK = new WindowsPlatformSDK();

            SDK.ManageAndValidateSDK(OutputLevel);

            // Register this build platform for both Win64 and Win32
            Log.TraceVerbose("        Registering for {0}", UnrealTargetPlatform.Win64.ToString());
            UEBuildPlatform.RegisterBuildPlatform(new WindowsPlatform(UnrealTargetPlatform.Win64, CppPlatform.Win64, SDK));
            UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.Win64, UnrealPlatformGroup.Windows);
            UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.Win64, UnrealPlatformGroup.Microsoft);

            Log.TraceVerbose("        Registering for {0}", UnrealTargetPlatform.Win32.ToString());
            UEBuildPlatform.RegisterBuildPlatform(new WindowsPlatform(UnrealTargetPlatform.Win32, CppPlatform.Win32, SDK));
            UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.Win32, UnrealPlatformGroup.Windows);
            UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.Win32, UnrealPlatformGroup.Microsoft);
        }
        /// <summary>
        /// Register the platform with the UEBuildPlatform class
        /// </summary>
        protected override void RegisterBuildPlatforms(SDKOutputLevel OutputLevel)
        {
            LinuxPlatformSDK SDK = new LinuxPlatformSDK();

            SDK.ManageAndValidateSDK(OutputLevel);

            if ((ProjectFileGenerator.bGenerateProjectFiles == true) || (SDK.HasRequiredSDKsInstalled() == SDKStatus.Valid))
            {
                FileReference LinuxTargetPlatformFile = FileReference.Combine(UnrealBuildTool.EngineSourceDirectory, "Developer", "Linux", "LinuxTargetPlatform", "LinuxTargetPlatform.Build.cs");
                if (FileReference.Exists(LinuxTargetPlatformFile))
                {
                    // Register this build platform for Linux
                    Log.TraceVerbose("        Registering for {0}", UnrealTargetPlatform.Linux.ToString());
                    UEBuildPlatform.RegisterBuildPlatform(new LinuxPlatform(SDK));
                    UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.Linux, UnrealPlatformGroup.Unix);
                }
            }
        }
        /// <summary>
        /// Register the platform with the UEBuildPlatform class
        /// </summary>
        protected override void RegisterBuildPlatforms()
        {
            if (Utils.IsRunningOnMono)
            {
                return;
            }

            WinRTPlatformSDK SDK = new WinRTPlatformSDK();

            SDK.ManageAndValidateSDK();

            if ((ProjectFileGenerator.bGenerateProjectFiles == true) || (WinRTPlatform.IsVisualStudioInstalled() == true))
            {
                bool bRegisterBuildPlatform = true;

                // We also need to check for the generated projects... to handle the case where someone generates projects w/out WinRT.
                // Hardcoding this for now - but ideally it would be dynamically discovered.
                string EngineSourcePath = Path.Combine(ProjectFileGenerator.EngineRelativePath, "Source");
                string WinRTRHIFile     = Path.Combine(EngineSourcePath, "Runtime", "Windows", "D3D11RHI", "D3D11RHI.build.cs");
                if (File.Exists(WinRTRHIFile) == false)
                {
                    bRegisterBuildPlatform = false;
                }

                if (bRegisterBuildPlatform == true)
                {
                    // Register this build platform for WinRT
                    Log.TraceVerbose("        Registering for {0}", UnrealTargetPlatform.WinRT.ToString());
                    UEBuildPlatform.RegisterBuildPlatform(new WinRTPlatform(UnrealTargetPlatform.WinRT, CPPTargetPlatform.WinRT, SDK));
                    UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.WinRT, UnrealPlatformGroup.Microsoft);

                    // For now only register WinRT_ARM is truly a Windows 8 machine.
                    // This will prevent people who do all platform builds from running into the compiler issue.
                    if (WinRTPlatform.IsWindows8() == true)
                    {
                        Log.TraceVerbose("        Registering for {0}", UnrealTargetPlatform.WinRT_ARM.ToString());
                        UEBuildPlatform.RegisterBuildPlatform(new WinRTPlatform(UnrealTargetPlatform.WinRT_ARM, CPPTargetPlatform.WinRT_ARM, SDK));
                        UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.WinRT_ARM, UnrealPlatformGroup.Microsoft);
                    }
                }
            }
        }
Exemple #22
0
        /// <summary>
        /// Register the platform with the UEBuildPlatform class
        /// </summary>
        protected override void RegisterBuildPlatforms(SDKOutputLevel OutputLevel)
        {
            IOSPlatformSDK SDK = new IOSPlatformSDK();

            SDK.ManageAndValidateSDK(OutputLevel);

            // Register this build platform for IOS
            Log.TraceVerbose("        Registering for {0}", UnrealTargetPlatform.IOS.ToString());
            UEBuildPlatform.RegisterBuildPlatform(new IOSPlatform(SDK));
            UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.IOS, UnrealPlatformGroup.Unix);
            UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.IOS, UnrealPlatformGroup.Apple);
            UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.IOS, UnrealPlatformGroup.IOS);

            if (IOSPlatform.IOSArchitecture == "-simulator")
            {
                UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.IOS, UnrealPlatformGroup.Simulator);
            }
            else
            {
                UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.IOS, UnrealPlatformGroup.Device);
            }
        }
Exemple #23
0
        protected override void RegisterBuildPlatformInternal()
        {
            if ((ProjectFileGenerator.bGenerateProjectFiles == true) || (HasRequiredSDKsInstalled() == SDKStatus.Valid) || Environment.GetEnvironmentVariable("IsBuildMachine") == "1")
            {
                bool bRegisterBuildPlatform = true;

                string EngineSourcePath          = Path.Combine(ProjectFileGenerator.EngineRelativePath, "Source");
                string AndroidTargetPlatformFile = Path.Combine(EngineSourcePath, "Developer", "Android", "AndroidTargetPlatform", "AndroidTargetPlatform.Build.cs");

                if (File.Exists(AndroidTargetPlatformFile) == false)
                {
                    bRegisterBuildPlatform = false;
                }

                if (bRegisterBuildPlatform == true)
                {
                    // Register this build platform
                    Log.TraceVerbose("        Registering for {0}", UnrealTargetPlatform.Android.ToString());
                    UEBuildPlatform.RegisterBuildPlatform(UnrealTargetPlatform.Android, this);
                    UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.Android, UnrealPlatformGroup.Android);
                }
            }
        }