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Nuke.Unreal
Build Unreal apps in Style.
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Base class for managing Android SDK on any host platform. More...
Public Member Functions | |
| Task | Setup (IUnrealBuild build) |
| bool | IsValid (IUnrealBuild build) |
| Would this SDK be ever valid for the given Unreal project. This check is done before Setup is called. It shouldn't yet check if SDK is available locally, only that it can be made available at some point in the future. For checking if an installed SDK is available locally use Exists | |
| AbsolutePath | GetSdkPath (IUnrealBuild build) |
| The root of the currently used platform SDK in the file system, if there's one. | |
| PlatformSdkXMakeData | GetXMakeData (IUnrealBuild build) |
| If applicable and XMake can work with the toolchains provided by this SDK, return information for it how to do so. | |
| AbsolutePath | GetAndroidHome (IUnrealBuild build) |
| AbsolutePath | GetNdkPath (IUnrealBuild build) |
| AbsolutePath | GetBuildToolsPath (IUnrealBuild build) |
| AbsolutePath | GetPlatformToolsPath (IUnrealBuild build) |
| ToolEx | GetApkSigner (IUnrealBuild build) |
| ToolEx | GetAdb (IUnrealBuild build) |
Public Member Functions inherited from Nuke.Unreal.Platforms.IPlatformSdk | |
| AbsolutePath | GetSdkVersionsPath (IUnrealBuild build) |
| A shared user folder for this SDK version, owned by Nuke.Unreal. This may be a parent folder to store all the separate SDK versions. To get the path directly to the currently used SDK use GetSdkPath | |
| AbsolutePath | GetToolchainPath (IUnrealBuild build) |
| Get the path to a C++ toolchain folder which may be used to compile external C++ code with to maintain ABI compatibility if that code needs to link with Unreal. | |
| bool | Exists (IUnrealBuild build) |
| Whether a valid platform SDK exists locally for given project, and is ready to use without further downloading and installation. | |
Static Public Member Functions | |
| static ? AndroidSdkVersion | GetSdkVersions (string unrealVersion) |
| static ? AndroidSdkVersion | GetSdkVersions (IUnrealBuild build) |
| static AndroidSdkVersion | GetSdkVersionsChecked (IUnrealBuild build) |
Properties | |
| UnrealPlatform | Host [get] |
| The platform used for development, hosting this SDK to cross-compile target platform. | |
| UnrealPlatform | Target [get] |
| The platform targeted by given SDK. | |
Properties inherited from Nuke.Unreal.Platforms.IPlatformSdk | |
Base class for managing Android SDK on any host platform.
Definition at line 34 of file AndroidSdk.cs.
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abstract |
The root of the currently used platform SDK in the file system, if there's one.
Implements Nuke.Unreal.Platforms.IPlatformSdk.
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abstract |
If applicable and XMake can work with the toolchains provided by this SDK, return information for it how to do so.
| build |
Implements Nuke.Unreal.Platforms.IPlatformSdk.
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abstract |
Would this SDK be ever valid for the given Unreal project. This check is done before Setup is called. It shouldn't yet check if SDK is available locally, only that it can be made available at some point in the future. For checking if an installed SDK is available locally use Exists
Implements Nuke.Unreal.Platforms.IPlatformSdk.
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abstract |
Initial setup done when the SDK is first needed by a task in Nuke.Unreal. Download and install SDK files here and point Unreal to it via setting process environment variables for example. Even if an SDK is already downloaded and installed this Setup function would still need to connect Unreal to that.
This method can be called multiple times, not only at initialization. Implementations should tread accordingly.
| build | Current Unreal project, set or get data from it, as that's necessary for this platform SDK |
Implements Nuke.Unreal.Platforms.IPlatformSdk.
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getabstract |
The platform used for development, hosting this SDK to cross-compile target platform.
Implements Nuke.Unreal.Platforms.IPlatformSdk.
Definition at line 97 of file AndroidSdk.cs.
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getabstract |
The platform targeted by given SDK.
Implements Nuke.Unreal.Platforms.IPlatformSdk.
Definition at line 98 of file AndroidSdk.cs.