47 lines
1.6 KiB
C++
47 lines
1.6 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Commandlets/Commandlet.h"
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#include "Containers/UnrealString.h"
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#include "CoreMinimal.h"
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#include "HAL/Platform.h"
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#include "UObject/ObjectMacros.h"
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#include "UObject/UObjectGlobals.h"
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#include "CheckAndroidDeviceProfileCommandlet.generated.h"
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class UObject;
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/*
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* CheckAndroidDeviceProfile
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* Commandlet that runs the rules in [/Script/AndroidDeviceProfileSelector.AndroidDeviceProfileMatchingRules]
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* against the supplied parameters and outputs the device profile that will be matched.
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* Usage:
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* ProjectName -run=DeviceProfileServices.CheckAndroidDeviceProfile DeviceModel
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* ProjectName -run=DeviceProfileServices.CheckAndroidDeviceProfile DeviceMake DeviceModel
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* ProjectName -run=DeviceProfileServices.CheckAndroidDeviceProfile [-DeviceMake=...] [-DeviceModel=...] [-GPUFamily=...] [-GLVersion=...]
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[-VulkanAvailable=True|False] [-VulkanVersion=...] [-AndroidVersion=...] [-DeviceBuildNumber=...] [-UsingHoudini=True|False] [-Hardware=...] [-Chipset=...]
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* Running against
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* ProjectName -run=DeviceProfileServices.CheckAndroidDeviceProfile
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-DeviceSpecsFolder=<directory containing device.json files>
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-DeviceSpecsFile=<path to a single device.json file>
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-OutDir=<output directory>
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[-OverrideDP=<optional DP name to override device profile selection>]
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*/
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UCLASS()
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class UCheckAndroidDeviceProfileCommandlet
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: public UCommandlet
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{
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GENERATED_BODY()
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public:
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//~ Begin UCommandlet Interface
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virtual int32 Main(const FString& Params) override;
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//~ End UCommandlet Interface
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private:
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};
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