本文整理汇总了C#中UnrealTargetPlatform.ToString方法的典型用法代码示例。如果您正苦于以下问题:C# UnrealTargetPlatform.ToString方法的具体用法?C# UnrealTargetPlatform.ToString怎么用?C# UnrealTargetPlatform.ToString使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类UnrealTargetPlatform
的用法示例。
在下文中一共展示了UnrealTargetPlatform.ToString方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: GetVisualStudioPlatformName
/**
* Return the VisualStudio platform name for this build platform
*
* @param InPlatform The UnrealTargetPlatform being built
* @param InConfiguration The UnrealTargetConfiguration being built
*
* @return string The name of the platform that VisualStudio recognizes
*/
public override string GetVisualStudioPlatformName(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration)
{
if (InPlatform == UnrealTargetPlatform.WinRT)
{
return "WinRT";
}
return InPlatform.ToString();
}
示例2: GetCPPTargetPlatform
/**
* Retrieve the CPPTargetPlatform for the given UnrealTargetPlatform
*
* @param InUnrealTargetPlatform The UnrealTargetPlatform being build
*
* @return CPPTargetPlatform The CPPTargetPlatform to compile for
*/
public override CPPTargetPlatform GetCPPTargetPlatform(UnrealTargetPlatform InUnrealTargetPlatform)
{
switch (InUnrealTargetPlatform)
{
case UnrealTargetPlatform.Mac:
return CPPTargetPlatform.Mac;
}
throw new BuildException("MacPlatform::GetCPPTargetPlatform: Invalid request for {0}", InUnrealTargetPlatform.ToString());
}
示例3: GetStandardFileName
/// <summary>
/// Gets the standard path for an manifest
/// </summary>
/// <param name="DirectoryName">The directory containing this manifest</param>
/// <param name="AppName">The modular app name being built</param>
/// <param name="Configuration">The target configuration</param>
/// <param name="Platform">The target platform</param>
/// <param name="BuildArchitecture">The architecture of the target platform</param>
/// <returns>Filename for the app receipt</returns>
public static string GetStandardFileName(string AppName, UnrealTargetPlatform Platform, UnrealTargetConfiguration Configuration, string BuildArchitecture, bool bIsGameDirectory)
{
string BaseName = AppName;
if(Configuration != UnrealTargetConfiguration.Development && !(Configuration == UnrealTargetConfiguration.DebugGame && !bIsGameDirectory))
{
BaseName += String.Format("-{0}-{1}", Platform.ToString(), Configuration.ToString());
}
return String.Format("{0}{1}.modules", BaseName, BuildArchitecture);
}
示例4: GetBuildPlatform
/**
* Retrieve the UEBuildPlatform instance for the given TargetPlatform
*
* @param InPlatform The UnrealTargetPlatform being built
* @param bInAllowFailure If true, do not throw an exception and return null
*
* @return UEBuildPlatform The instance of the build platform
*/
public static UEBuildPlatform GetBuildPlatform(UnrealTargetPlatform InPlatform, bool bInAllowFailure = false)
{
if (BuildPlatformDictionary.ContainsKey(InPlatform) == true)
{
return BuildPlatformDictionary[InPlatform];
}
if (bInAllowFailure == true)
{
return null;
}
throw new BuildException("GetBuildPlatform: No BuildPlatform found for {0}", InPlatform.ToString());
}
示例5: GetPlatformProjectGenerator
/// <summary>
/// Retrieve the UEPlatformProjectGenerator instance for the given TargetPlatform
/// </summary>
/// <param name="InPlatform"> The UnrealTargetPlatform being built</param>
/// <param name="bInAllowFailure"> If true, do not throw an exception and return null</param>
/// <returns>UEPlatformProjectGenerator The instance of the project generator</returns>
public static UEPlatformProjectGenerator GetPlatformProjectGenerator(UnrealTargetPlatform InPlatform, bool bInAllowFailure = false)
{
if (ProjectGeneratorDictionary.ContainsKey(InPlatform) == true)
{
return ProjectGeneratorDictionary[InPlatform];
}
if (bInAllowFailure == true)
{
return null;
}
throw new BuildException("GetPlatformProjectGenerator: No PlatformProjectGenerator found for {0}", InPlatform.ToString());
}
示例6: RegisterBuildDeploy
/**
* Register the given platforms UEBuildDeploy instance
*
* @param InPlatform The UnrealTargetPlatform to register with
* @param InBuildDeploy The UEBuildDeploy instance to use for the InPlatform
*/
public static void RegisterBuildDeploy(UnrealTargetPlatform InPlatform, UEBuildDeploy InBuildDeploy)
{
if (BuildDeployDictionary.ContainsKey(InPlatform) == true)
{
Log.TraceWarning("RegisterBuildDeply Warning: Registering build deploy {0} for {1} when it is already set to {2}",
InBuildDeploy.ToString(), InPlatform.ToString(), BuildDeployDictionary[InPlatform].ToString());
BuildDeployDictionary[InPlatform] = InBuildDeploy;
}
else
{
BuildDeployDictionary.Add(InPlatform, InBuildDeploy);
}
}
示例7: RegisterPlatformProjectGenerator
/// <summary>
/// Register the given platforms UEPlatformProjectGenerator instance
/// </summary>
/// <param name="InPlatform"> The UnrealTargetPlatform to register with</param>
/// <param name="InProjectGenerator">The UEPlatformProjectGenerator instance to use for the InPlatform</param>
public static void RegisterPlatformProjectGenerator(UnrealTargetPlatform InPlatform, UEPlatformProjectGenerator InProjectGenerator)
{
// Make sure the build platform is legal
var BuildPlatform = UEBuildPlatform.GetBuildPlatform(InPlatform, true);
if (BuildPlatform != null)
{
if (ProjectGeneratorDictionary.ContainsKey(InPlatform) == true)
{
Log.TraceInformation("RegisterPlatformProjectGenerator Warning: Registering project generator {0} for {1} when it is already set to {2}",
InProjectGenerator.ToString(), InPlatform.ToString(), ProjectGeneratorDictionary[InPlatform].ToString());
ProjectGeneratorDictionary[InPlatform] = InProjectGenerator;
}
else
{
ProjectGeneratorDictionary.Add(InPlatform, InProjectGenerator);
}
}
else
{
Log.TraceVerbose("Skipping project file generator registration for {0} due to no valid BuildPlatform.", InPlatform.ToString());
}
}
示例8: FormalBuildTestNode
public FormalBuildTestNode(GUBP.GUBPBranchConfig InBranchConfig,
BranchInfo.BranchUProject InGameProj,
UnrealTargetPlatform InHostPlatform,
UnrealTargetPlatform InClientTargetPlatform,
UnrealTargetConfiguration InClientConfig
)
: base(InHostPlatform)
{
BranchConfig = InBranchConfig;
GameProj = InGameProj;
ClientTargetPlatform = InClientTargetPlatform;
ClientConfig = InClientConfig;
GameOrClient = TargetRules.TargetType.Game;
// verify we actually built these
var WorkingGameProject = InGameProj;
if (!WorkingGameProject.Properties.Targets.ContainsKey(TargetRules.TargetType.Editor))
{
// this is a codeless project, use the base project
WorkingGameProject = BranchConfig.Branch.BaseEngineProject;
}
if (!WorkingGameProject.Properties.Targets.ContainsKey(GameOrClient))
{
throw new AutomationException("Can't make a game build for {0} because it doesn't have a {1} target.", WorkingGameProject.GameName, GameOrClient.ToString());
}
if (!WorkingGameProject.Properties.Targets[GameOrClient].Rules.GUBP_GetPlatforms_MonolithicOnly(HostPlatform).Contains(ClientTargetPlatform))
{
throw new AutomationException("Can't make a game/client build for {0} because we didn't build platform {1}.", WorkingGameProject.GameName, ClientTargetPlatform.ToString());
}
if (!WorkingGameProject.Properties.Targets[GameOrClient].Rules.GUBP_GetConfigs_MonolithicOnly(HostPlatform, ClientTargetPlatform).Contains(ClientConfig))
{
throw new AutomationException("Can't make a game/client build for {0} because we didn't build platform {1} config {2}.", WorkingGameProject.GameName, ClientTargetPlatform.ToString(), ClientConfig.ToString());
}
AddDependency(FormalBuildNode.StaticGetFullName(GameProj, HostPlatform, new List<UnrealTargetPlatform>() { ClientTargetPlatform }, InClientConfigs: new List<UnrealTargetConfiguration>() { ClientConfig }, InClientNotGame: GameOrClient == TargetRules.TargetType.Client));
}
示例9: MakeExecutablePaths
/// <summary>
/// Determine the output path for a target's executable
/// </summary>
/// <param name="BaseDirectory">The base directory for the executable; typically either the engine directory or project directory.</param>
/// <param name="BinaryName">Name of the binary</param>
/// <param name="Platform">Target platform to build for</param>
/// <param name="Configuration">Target configuration being built</param>
/// <param name="UndecoratedConfiguration">The configuration which doesn't have a "-{Platform}-{Configuration}" suffix added to the binary</param>
/// <param name="bIncludesGameModules">Whether this executable contains game modules</param>
/// <param name="ExeSubFolder">Subfolder for executables. May be null.</param>
/// <returns>List of executable paths for this target</returns>
public static string[] MakeExecutablePaths(string BaseDirectory, string BinaryName, UnrealTargetPlatform Platform, UnrealTargetConfiguration Configuration, UnrealTargetConfiguration UndecoratedConfiguration, bool bIncludesGameModules, string ExeSubFolder)
{
// Get the configuration for the executable. If we're building DebugGame, and this executable only contains engine modules, use the same name as development.
UnrealTargetConfiguration ExeConfiguration = Configuration;
if(Configuration == UnrealTargetConfiguration.DebugGame && !bIncludesGameModules)
{
ExeConfiguration = UnrealTargetConfiguration.Development;
}
// Build the binary path
string BinaryPath = Path.Combine(BaseDirectory, "Binaries", Platform.ToString());
if (!String.IsNullOrEmpty(ExeSubFolder))
{
BinaryPath = Path.Combine(BinaryPath, ExeSubFolder);
}
BinaryPath = Path.Combine(BinaryPath, MakeBinaryFileName(BinaryName, Platform, ExeConfiguration, UndecoratedConfiguration, UEBuildBinaryType.Executable));
// Allow the platform to customize the output path (and output several executables at once if necessary)
return UEBuildPlatform.GetBuildPlatform(Platform).FinalizeBinaryPaths(BinaryPath);
}
示例10: GetVisualStudioPlatformName
/// <summary>
/// Return the VisualStudio platform name for this build platform
/// </summary>
/// <param name="InPlatform"> The UnrealTargetPlatform being built</param>
/// <param name="InConfiguration"> The UnrealTargetConfiguration being built</param>
/// <returns>string The name of the platform that VisualStudio recognizes</returns>
public virtual string GetVisualStudioPlatformName(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration)
{
// By default, return the platform string
return InPlatform.ToString();
}
示例11: GUBP_GetClientServerTests_MonolithicOnly
/// <summary>
/// Return a list of "test name", "UAT command" pairs for testing a monolithic
/// </summary>
public virtual Dictionary<string, string> GUBP_GetClientServerTests_MonolithicOnly(UnrealTargetPlatform HostPlatform, UnrealTargetPlatform AltHostPlatform, UnrealTargetPlatform ServerPlatform, UnrealTargetPlatform ClientPlatform)
{
var Result = new Dictionary<string, string>();
#if false // needs work
if ((ServerPlatform == HostPlatform || ServerPlatform == AltHostPlatform) &&
(ClientPlatform == HostPlatform || ClientPlatform == AltHostPlatform) &&
Type == TargetType.Game) // for now, we will only run these for the dev config of the host platform and only the game executable, not sure how to deal with a client only executable
{
Result.Add("CookedNetTest", "BuildCookRun -run -skipcook -stage -pak -deploy -unattended -server -nullrhi -NoP4 -addcmdline=\"-nosteam\" -platform=" + ClientPlatform.ToString() + " -serverplatform=" + ServerPlatform.ToString());
}
#endif
return Result;
}
示例12: GetCPPTargetPlatform
/**
* Retrieve the CPPTargetPlatform for the given UnrealTargetPlatform
*
* @param InUnrealTargetPlatform The UnrealTargetPlatform being build
*
* @return CPPTargetPlatform The CPPTargetPlatform to compile for
*/
public override CPPTargetPlatform GetCPPTargetPlatform(UnrealTargetPlatform InUnrealTargetPlatform)
{
switch (InUnrealTargetPlatform)
{
case UnrealTargetPlatform.Win32:
return CPPTargetPlatform.Win32;
case UnrealTargetPlatform.Win64:
return CPPTargetPlatform.Win64;
}
throw new BuildException("WindowsPlatform::GetCPPTargetPlatform: Invalid request for {0}", InUnrealTargetPlatform.ToString());
}
示例13: GetDefaultPath
/// <summary>
/// Returns the standard path to the build receipt for a given target
/// </summary>
/// <param name="DirectoryName">Base directory for the target being built; either the project directory or engine directory.</param>
/// <param name="TargetName">The target being built</param>
/// <param name="Configuration">The target configuration</param>
/// <param name="Platform">The target platform</param>
/// <returns>Path to the receipt for this target</returns>
public static string GetDefaultPath(string BaseDir, string TargetName, UnrealTargetPlatform Platform, UnrealTargetConfiguration Configuration, string BuildArchitecture)
{
return Path.Combine(BaseDir, "Build", "Receipts", String.Format("{0}-{1}-{2}{3}.target.xml", TargetName, Platform.ToString(), Configuration.ToString(), BuildArchitecture));
}
示例14: GUBP_GetGameTests_MonolithicOnly
/// <summary>
/// Return a list of "test name", "UAT command" pairs for testing a monolithic
/// </summary>
public virtual Dictionary<string, string> GUBP_GetGameTests_MonolithicOnly(UnrealTargetPlatform HostPlatform, UnrealTargetPlatform AltHostPlatform, UnrealTargetPlatform Platform)
{
var Result = new Dictionary<string, string>();
if ((Platform == HostPlatform || Platform == AltHostPlatform) && Type == TargetType.Game) // for now, we will only run these for the dev config of the host platform
{
Result.Add("CookedGameTest", "BuildCookRun -run -skipcook -stage -pak -deploy -unattended -nullrhi -NoP4 -platform=" + Platform.ToString());
Result.Add("CookedGameAutomationTest", "BuildCookRun -run -skipcook -stage -pak -deploy -RunAutomationTests -unattended -nullrhi -NoP4 -platform=" + Platform.ToString());
}
return Result;
}
示例15: GetProjectClientBinariesFolder
/// <summary>
/// Returns a path to the client binaries folder.
/// </summary>
/// <param name="RawProjectPath">Full project path.</param>
/// <param name="Platform">Platform type.</param>
/// <returns>Path to the binaries folder.</returns>
public static string GetProjectClientBinariesFolder(string ProjectClientBinariesPath, UnrealTargetPlatform Platform = UnrealTargetPlatform.Unknown)
{
if (Platform != UnrealTargetPlatform.Unknown)
{
ProjectClientBinariesPath = CommandUtils.CombinePaths(ProjectClientBinariesPath, Platform.ToString());
}
return ProjectClientBinariesPath;
}