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    Class PlatformTools

    The platform support tools base interface.

    Inheritance
    PlatformTools
    Assembly: FlaxEngine.dll
    File: Editor/Cooker/PlatformTools.h
    Syntax
    public class PlatformTools

    Constructors

    ~PlatformTools()

    Finalizes an instance of the PlatformTools class.

    Declaration
    public virtual ~PlatformTools() = default

    Methods

    GetArchitecture()

    Gets the architecture of the platform.

    Declaration
    public virtual ArchitectureType GetArchitecture() const = 0
    Returns
    ArchitectureType

    GetDisplayName()

    Gets the name of the platform for UI and logging.

    Declaration
    public virtual Char* GetDisplayName() const = 0
    Returns
    Char

    GetName()

    Gets the name of the platform for filesystem cache directories, deps folder.

    Declaration
    public virtual Char* GetName() const = 0
    Returns
    Char

    GetPlatform()

    Gets the type of the platform.

    Declaration
    public virtual PlatformType GetPlatform() const = 0
    Returns
    PlatformType

    GetTextureFormat(CookingData& data, TextureBase* texture, PixelFormat format)

    Gets the texture format that is supported by the platform for a given texture.

    Declaration
    public virtual PixelFormat GetTextureFormat(CookingData& data, TextureBase* texture, PixelFormat format)
    Parameters
    CookingData data

    The cooking data.

    TextureBase texture

    The texture.

    PixelFormat format

    The texture format.

    Returns
    PixelFormat

    The target texture format for the platform.

    IsNativeCodeFile(CookingData& data, const String& file)

    Checks if the given file is a native code.

    Declaration
    public virtual bool IsNativeCodeFile(CookingData& data, const String& file)
    Parameters
    CookingData data

    The cooking data.

    String file

    The file path.

    Returns
    bool

    True if it's a native file, otherwise false.

    LoadCache(CookingData& data, IBuildCache* cache, const Span<byte>& bytes)

    Loads the build cache. Allows to invalidate any cached asset types based on the build settings for incremental builds (eg. invalidate textures/shaders).

    Declaration
    public virtual void LoadCache(CookingData& data, IBuildCache* cache, const Span<byte>& bytes)
    Parameters
    CookingData data

    The cooking data.

    IBuildCache cache

    Span<byte> bytes

    OnBuildEnded(CookingData& data, bool failed)

    Called when game building ends.

    Declaration
    public virtual void OnBuildEnded(CookingData& data, bool failed)
    Parameters
    CookingData data

    The cooking data.

    bool failed

    True if build failed, otherwise false.

    OnBuildStarted(CookingData& data)

    Called when game building starts.

    Declaration
    public virtual void OnBuildStarted(CookingData& data)
    Parameters
    CookingData data

    The cooking data.

    OnDeployBinaries(CookingData& data)

    Called during binaries deployment.

    Declaration
    public virtual bool OnDeployBinaries(CookingData& data)
    Parameters
    CookingData data

    The cooking data.

    Returns
    bool

    True if failed, otherwise false.

    OnPostProcess(CookingData& data)

    Called during staged build post-processing.

    Declaration
    public virtual bool OnPostProcess(CookingData& data)
    Parameters
    CookingData data

    The cooking data.

    Returns
    bool

    True if failed, otherwise false.

    OnRun(CookingData& data, String& executableFile, String& commandLineFormat, String& workingDir)

    Called to run the cooked game build on device.

    Declaration
    public virtual void OnRun(CookingData& data, String& executableFile, String& commandLineFormat, String& workingDir)
    Parameters
    CookingData data

    The cooking data.

    String executableFile

    The game executable file path to run (or tool path to run if build should run on remote device). Empty if not supported.

    String commandLineFormat

    The command line for executable file. Use {0} to insert custom command line for passing to the cooked game.

    String workingDir

    Overriden custom working directory to use. Leave empty if use cooked data output folder.

    OnScriptsCompilationEnd(CookingData& data)

    Called after scripts compilation. Can be used to cleanup or prepare data.

    Declaration
    public virtual bool OnScriptsCompilationEnd(CookingData& data)
    Parameters
    CookingData data

    The cooking data.

    Returns
    bool

    True if failed, otherwise false.

    OnScriptsCompilationStart(CookingData& data)

    Called before scripts compilation. Can be used to inject custom configuration or prepare data.

    Declaration
    public virtual bool OnScriptsCompilationStart(CookingData& data)
    Parameters
    CookingData data

    The cooking data.

    Returns
    bool

    True if failed, otherwise false.

    OnScriptsStepDone(CookingData& data)

    Called after compiled scripts deploy. Can be used to override or patch the output files.

    Declaration
    public virtual bool OnScriptsStepDone(CookingData& data)
    Parameters
    CookingData data

    The cooking data.

    Returns
    bool

    True if failed, otherwise false.

    SaveCache(CookingData& data, IBuildCache* cache)

    Saves the build cache. Allows to store any build settings to be used for cache invalidation on incremental builds.

    Declaration
    public virtual Array<byte> SaveCache(CookingData& data, IBuildCache* cache)
    Parameters
    CookingData data

    The cooking data.

    IBuildCache cache

    Returns
    Array<byte>

    Data to cache, will be restored during next incremental build.

    UseAOT()

    Gets the value indicating whenever platform requires AOT (needs C# assemblies to be precompiled).

    Declaration
    public virtual DotNetAOTModes UseAOT() const
    Returns
    DotNetAOTModes

    UseSystemDotnet()

    Gets the value indicating whenever platform supports using system-installed .Net Runtime.

    Declaration
    public virtual bool UseSystemDotnet() const
    Returns
    bool

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