Nuke.Unreal
Build Unreal apps in Style.
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Nuke.Unreal.Platforms.Android.WindowsHostsAndroid Class Reference
Inheritance diagram for Nuke.Unreal.Platforms.Android.WindowsHostsAndroid:
Nuke.Unreal.Platforms.Android.AndroidSdk Nuke.Unreal.Platforms.IPlatformSdk

Public Member Functions

AbsolutePath GetJdkVersionsPath (IUnrealBuild build)
 
AbsolutePath GetCommandlineToolsPath (IUnrealBuild build)
 
AbsolutePath GetSdkManagerPath (IUnrealBuild build)
 
override async Task Setup (IUnrealBuild build)
 
override 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
 
override AbsolutePath GetSdkPath (IUnrealBuild build)
 The root of the currently used platform SDK in the file system, if there's one.
 
override AbsolutePath GetAndroidHome (IUnrealBuild build)
 
override AbsolutePath GetNdkPath (IUnrealBuild build)
 
override AbsolutePath GetBuildToolsPath (IUnrealBuild build)
 
override ToolEx GetApkSigner (IUnrealBuild build)
 
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.
 
override 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.
 
override AbsolutePath GetPlatformToolsPath (IUnrealBuild build)
 
override ToolEx GetAdb (IUnrealBuild build)
 
- Public Member Functions inherited from Nuke.Unreal.Platforms.Android.AndroidSdk
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
 
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 ? string GetJdkDownloadUrl (int jdk)
 
- Static Public Member Functions inherited from Nuke.Unreal.Platforms.Android.AndroidSdk
static ? AndroidSdkVersion GetSdkVersions (string unrealVersion)
 
static ? AndroidSdkVersion GetSdkVersions (IUnrealBuild build)
 
static AndroidSdkVersion GetSdkVersionsChecked (IUnrealBuild build)
 

Properties

static AbsolutePath AndroidHome [get]
 
IPlatformSdk SelfPlatformSdk [get]
 
override UnrealPlatform Host [get]
 The platform used for development, hosting this SDK to cross-compile target platform.
 
override UnrealPlatform Target [get]
 The platform targeted by given SDK.
 
- Properties inherited from Nuke.Unreal.Platforms.Android.AndroidSdk
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

Detailed Description

Definition at line 14 of file WindowsHostsAndroid.cs.

Member Function Documentation

◆ GetSdkPath()

override AbsolutePath Nuke.Unreal.Platforms.Android.WindowsHostsAndroid.GetSdkPath ( IUnrealBuild build)

The root of the currently used platform SDK in the file system, if there's one.

Implements Nuke.Unreal.Platforms.IPlatformSdk.

◆ GetToolchainPath()

AbsolutePath Nuke.Unreal.Platforms.Android.WindowsHostsAndroid.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.

Implements Nuke.Unreal.Platforms.IPlatformSdk.

◆ GetXMakeData()

override PlatformSdkXMakeData Nuke.Unreal.Platforms.Android.WindowsHostsAndroid.GetXMakeData ( IUnrealBuild build)

If applicable and XMake can work with the toolchains provided by this SDK, return information for it how to do so.

Parameters
build
Returns

Implements Nuke.Unreal.Platforms.IPlatformSdk.

◆ IsValid()

override bool Nuke.Unreal.Platforms.Android.WindowsHostsAndroid.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

Implements Nuke.Unreal.Platforms.IPlatformSdk.

◆ Setup()

override async Task Nuke.Unreal.Platforms.Android.WindowsHostsAndroid.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.

Parameters
buildCurrent Unreal project, set or get data from it, as that's necessary for this platform SDK
Returns
As this can be a long-running process, implementation is recommended to be async

Implements Nuke.Unreal.Platforms.IPlatformSdk.

Definition at line 55 of file WindowsHostsAndroid.cs.

Property Documentation

◆ AndroidHome

AbsolutePath Nuke.Unreal.Platforms.Android.WindowsHostsAndroid.AndroidHome
staticget

Definition at line 30 of file WindowsHostsAndroid.cs.

◆ Host

override UnrealPlatform Nuke.Unreal.Platforms.Android.WindowsHostsAndroid.Host
get

The platform used for development, hosting this SDK to cross-compile target platform.

Implements Nuke.Unreal.Platforms.IPlatformSdk.

Definition at line 52 of file WindowsHostsAndroid.cs.

◆ SelfPlatformSdk

IPlatformSdk Nuke.Unreal.Platforms.Android.WindowsHostsAndroid.SelfPlatformSdk
getprivate

Definition at line 45 of file WindowsHostsAndroid.cs.

◆ Target

override UnrealPlatform Nuke.Unreal.Platforms.Android.WindowsHostsAndroid.Target
get

The platform targeted by given SDK.

Implements Nuke.Unreal.Platforms.IPlatformSdk.

Definition at line 53 of file WindowsHostsAndroid.cs.


The documentation for this class was generated from the following file: