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Nuke.Unreal
Build Unreal apps in Style.
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Base interface for implementing the automatic SDK management for a host-target platform pair. 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 | 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 | GetSdkPath (IUnrealBuild build) |
| The root of the currently used platform SDK in the file system, if there's one. | |
| 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. | |
| 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. | |
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. | |
Base interface for implementing the automatic SDK management for a host-target platform pair.
Definition at line 30 of file IPlatformSdk.cs.
| bool Nuke.Unreal.Platforms.IPlatformSdk.Exists | ( | IUnrealBuild | build | ) |
Whether a valid platform SDK exists locally for given project, and is ready to use without further downloading and installation.
| AbsolutePath Nuke.Unreal.Platforms.IPlatformSdk.GetSdkPath | ( | IUnrealBuild | build | ) |
The root of the currently used platform SDK in the file system, if there's one.
Implemented in Nuke.Unreal.Platforms.Android.AndroidSdk, Nuke.Unreal.Platforms.Android.WindowsHostsAndroid, and Nuke.Unreal.Platforms.Linux.WindowsHostsLinux.
| AbsolutePath Nuke.Unreal.Platforms.IPlatformSdk.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 Nuke.Unreal.Platforms.IPlatformSdk.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.
Implemented in Nuke.Unreal.Platforms.Android.WindowsHostsAndroid, and Nuke.Unreal.Platforms.Linux.WindowsHostsLinux.
| PlatformSdkXMakeData? Nuke.Unreal.Platforms.IPlatformSdk.GetXMakeData | ( | IUnrealBuild | build | ) |
If applicable and XMake can work with the toolchains provided by this SDK, return information for it how to do so.
| build |
Implemented in Nuke.Unreal.Platforms.Android.AndroidSdk, Nuke.Unreal.Platforms.Android.WindowsHostsAndroid, and Nuke.Unreal.Platforms.Linux.WindowsHostsLinux.
| bool Nuke.Unreal.Platforms.IPlatformSdk.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
Implemented in Nuke.Unreal.Platforms.Android.AndroidSdk, Nuke.Unreal.Platforms.Android.WindowsHostsAndroid, and Nuke.Unreal.Platforms.Linux.WindowsHostsLinux.
| Task Nuke.Unreal.Platforms.IPlatformSdk.Setup | ( | IUnrealBuild | build | ) |
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 |
Implemented in Nuke.Unreal.Platforms.Android.AndroidSdk, Nuke.Unreal.Platforms.Android.WindowsHostsAndroid, and Nuke.Unreal.Platforms.Linux.WindowsHostsLinux.
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get |
The platform used for development, hosting this SDK to cross-compile target platform.
Implemented in Nuke.Unreal.Platforms.Android.AndroidSdk, Nuke.Unreal.Platforms.Android.WindowsHostsAndroid, and Nuke.Unreal.Platforms.Linux.WindowsHostsLinux.
Definition at line 35 of file IPlatformSdk.cs.
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get |
The platform targeted by given SDK.
Implemented in Nuke.Unreal.Platforms.Android.AndroidSdk, Nuke.Unreal.Platforms.Android.WindowsHostsAndroid, and Nuke.Unreal.Platforms.Linux.WindowsHostsLinux.
Definition at line 40 of file IPlatformSdk.cs.