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// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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# include "AndroidPlatformEditorPrivatePCH.h"
# include "AndroidTargetSettingsCustomization.h"
# include "DetailLayoutBuilder.h"
# include "DetailCategoryBuilder.h"
# include "PropertyEditing.h"
# include "ScopedTransaction.h"
# include "SExternalImageReference.h"
# include "SHyperlinkLaunchURL.h"
# include "SPlatformSetupMessage.h"
# include "PlatformIconInfo.h"
# include "SourceControlHelpers.h"
# include "ManifestUpdateHelper.h"
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# include "SNotificationList.h"
# include "NotificationManager.h"
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# include "EngineBuildSettings.h"
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# define LOCTEXT_NAMESPACE "AndroidRuntimeSettings"
//////////////////////////////////////////////////////////////////////////
// FAndroidTargetSettingsCustomization
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namespace FAndroidTargetSettingsCustomizationConstants
{
const FText DisabledTip = LOCTEXT ( " GitHubSourceRequiredToolTip " , " This requires GitHub source. " ) ;
}
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TSharedRef < IDetailCustomization > FAndroidTargetSettingsCustomization : : MakeInstance ( )
{
return MakeShareable ( new FAndroidTargetSettingsCustomization ) ;
}
FAndroidTargetSettingsCustomization : : FAndroidTargetSettingsCustomization ( )
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: AndroidRelativePath ( TEXT ( " " ) )
, EngineAndroidPath ( FPaths : : EngineDir ( ) + TEXT ( " Build/Android/Java " ) )
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, GameAndroidPath ( FPaths : : GameDir ( ) + TEXT ( " Build/Android " ) )
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, EngineGooglePlayAppIDPath ( EngineAndroidPath / TEXT ( " res " ) / TEXT ( " values " ) / TEXT ( " GooglePlayAppID.xml " ) )
, GameGooglePlayAppIDPath ( GameAndroidPath / TEXT ( " res " ) / TEXT ( " values " ) / TEXT ( " GooglePlayAppID.xml " ) )
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, EngineProguardPath ( EngineAndroidPath / TEXT ( " proguard-project.txt " ) )
, GameProguardPath ( GameAndroidPath / TEXT ( " proguard-project.txt " ) )
, EngineProjectPropertiesPath ( EngineAndroidPath / TEXT ( " project.properties " ) )
, GameProjectPropertiesPath ( GameAndroidPath / TEXT ( " project.properties " ) )
{
new ( IconNames ) FPlatformIconInfo ( TEXT ( " res/drawable/icon.png " ) , LOCTEXT ( " SettingsIcon " , " Icon " ) , FText : : GetEmpty ( ) , 48 , 48 , FPlatformIconInfo : : Required ) ;
new ( IconNames ) FPlatformIconInfo ( TEXT ( " res/drawable-ldpi/icon.png " ) , LOCTEXT ( " SettingsIcon_LDPI " , " LDPI Icon " ) , FText : : GetEmpty ( ) , 36 , 36 , FPlatformIconInfo : : Required ) ;
new ( IconNames ) FPlatformIconInfo ( TEXT ( " res/drawable-mdpi/icon.png " ) , LOCTEXT ( " SettingsIcon_MDPI " , " MDPI Icon " ) , FText : : GetEmpty ( ) , 48 , 48 , FPlatformIconInfo : : Required ) ;
new ( IconNames ) FPlatformIconInfo ( TEXT ( " res/drawable-hdpi/icon.png " ) , LOCTEXT ( " SettingsIcon_HDPI " , " HDPI Icon " ) , FText : : GetEmpty ( ) , 72 , 72 , FPlatformIconInfo : : Required ) ;
new ( IconNames ) FPlatformIconInfo ( TEXT ( " res/drawable-xhdpi/icon.png " ) , LOCTEXT ( " SettingsIcon_XHDPI " , " XHDPI Icon " ) , FText : : GetEmpty ( ) , 96 , 96 , FPlatformIconInfo : : Required ) ;
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new ( LaunchImageNames ) FPlatformIconInfo ( TEXT ( " res/drawable/downloadimagev.png " ) , LOCTEXT ( " SettingsIcon_DownloadImageV " , " Download Background Vertical Image " ) , FText : : GetEmpty ( ) , 720 , 1280 , FPlatformIconInfo : : Required ) ;
new ( LaunchImageNames ) FPlatformIconInfo ( TEXT ( " res/drawable/splashscreen_portrait.png " ) , LOCTEXT ( " LaunchImage_Portrait " , " Launch Portrait " ) , FText : : GetEmpty ( ) , 360 , 640 , FPlatformIconInfo : : Required ) ;
new ( LaunchImageNames ) FPlatformIconInfo ( TEXT ( " res/drawable/splashscreen_landscape.png " ) , LOCTEXT ( " LaunchImage_Landscape " , " Launch Landscape " ) , FText : : GetEmpty ( ) , 640 , 360 , FPlatformIconInfo : : Required ) ;
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}
void FAndroidTargetSettingsCustomization : : CustomizeDetails ( IDetailLayoutBuilder & DetailLayout )
{
SavedLayoutBuilder = & DetailLayout ;
BuildAppManifestSection ( DetailLayout ) ;
BuildIconSection ( DetailLayout ) ;
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BuildLaunchImageSection ( DetailLayout ) ;
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}
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static void OnBrowserLinkClicked ( const FSlateHyperlinkRun : : FMetadata & Metadata )
{
const FString * URL = Metadata . Find ( TEXT ( " href " ) ) ;
if ( URL )
{
FPlatformProcess : : LaunchURL ( * * URL , nullptr , nullptr ) ;
}
}
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void FAndroidTargetSettingsCustomization : : BuildAppManifestSection ( IDetailLayoutBuilder & DetailLayout )
{
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// Cache some categories
- Generate AndroidManifest.xml from ProjectSettings
- Moved some Android settings to ProjectSettings, re-enabled SDK settings
- Removed SigningConfig.xml, and moved those settings into project settings
- Added concept of NotForLicensees and NoRedist engine and project config settings
- Removed BaseInternalGame.ini, replaced with NotForLicensees/BaseGame.ini
- Moved User*.ini to end of .ini hierarchy
- Added support for CLASS_GlobalUserConfig, so their settings will be saved to <AppData>/.../User*.ini (useful for SDK paths, etc)
- Enabled AndroidPlatformEditor module on Mac
- Changed Mac Build.sh to allow for Android on the commandline (just pass through if it's not an Xcode platform name)
- Iterative Android packaging now looks at just the important .ini sections, NOT entire .ini files
#codereview jamie.dale,james.moran,michael.trepka,robert.jones,chris.babcock
[CL 2413870 by Josh Adams in Main branch]
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IDetailCategoryBuilder & APKPackagingCategory = DetailLayout . EditCategory ( TEXT ( " APKPackaging " ) ) ;
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IDetailCategoryBuilder & BuildCategory = DetailLayout . EditCategory ( TEXT ( " Build " ) ) ;
- Generate AndroidManifest.xml from ProjectSettings
- Moved some Android settings to ProjectSettings, re-enabled SDK settings
- Removed SigningConfig.xml, and moved those settings into project settings
- Added concept of NotForLicensees and NoRedist engine and project config settings
- Removed BaseInternalGame.ini, replaced with NotForLicensees/BaseGame.ini
- Moved User*.ini to end of .ini hierarchy
- Added support for CLASS_GlobalUserConfig, so their settings will be saved to <AppData>/.../User*.ini (useful for SDK paths, etc)
- Enabled AndroidPlatformEditor module on Mac
- Changed Mac Build.sh to allow for Android on the commandline (just pass through if it's not an Xcode platform name)
- Iterative Android packaging now looks at just the important .ini sections, NOT entire .ini files
#codereview jamie.dale,james.moran,michael.trepka,robert.jones,chris.babcock
[CL 2413870 by Josh Adams in Main branch]
2015-01-21 11:17:55 -05:00
IDetailCategoryBuilder & SigningCategory = DetailLayout . EditCategory ( TEXT ( " DistributionSigning " ) ) ;
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- Generate AndroidManifest.xml from ProjectSettings
- Moved some Android settings to ProjectSettings, re-enabled SDK settings
- Removed SigningConfig.xml, and moved those settings into project settings
- Added concept of NotForLicensees and NoRedist engine and project config settings
- Removed BaseInternalGame.ini, replaced with NotForLicensees/BaseGame.ini
- Moved User*.ini to end of .ini hierarchy
- Added support for CLASS_GlobalUserConfig, so their settings will be saved to <AppData>/.../User*.ini (useful for SDK paths, etc)
- Enabled AndroidPlatformEditor module on Mac
- Changed Mac Build.sh to allow for Android on the commandline (just pass through if it's not an Xcode platform name)
- Iterative Android packaging now looks at just the important .ini sections, NOT entire .ini files
#codereview jamie.dale,james.moran,michael.trepka,robert.jones,chris.babcock
[CL 2413870 by Josh Adams in Main branch]
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TSharedRef < SPlatformSetupMessage > PlatformSetupMessage = SNew ( SPlatformSetupMessage , GameProjectPropertiesPath )
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. PlatformName ( LOCTEXT ( " AndroidPlatformName " , " Android " ) )
. OnSetupClicked ( this , & FAndroidTargetSettingsCustomization : : CopySetupFilesIntoProject ) ;
SetupForPlatformAttribute = PlatformSetupMessage - > GetReadyToGoAttribute ( ) ;
- Generate AndroidManifest.xml from ProjectSettings
- Moved some Android settings to ProjectSettings, re-enabled SDK settings
- Removed SigningConfig.xml, and moved those settings into project settings
- Added concept of NotForLicensees and NoRedist engine and project config settings
- Removed BaseInternalGame.ini, replaced with NotForLicensees/BaseGame.ini
- Moved User*.ini to end of .ini hierarchy
- Added support for CLASS_GlobalUserConfig, so their settings will be saved to <AppData>/.../User*.ini (useful for SDK paths, etc)
- Enabled AndroidPlatformEditor module on Mac
- Changed Mac Build.sh to allow for Android on the commandline (just pass through if it's not an Xcode platform name)
- Iterative Android packaging now looks at just the important .ini sections, NOT entire .ini files
#codereview jamie.dale,james.moran,michael.trepka,robert.jones,chris.babcock
[CL 2413870 by Josh Adams in Main branch]
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APKPackagingCategory . AddCustomRow ( LOCTEXT ( " Warning " , " Warning " ) , false )
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. WholeRowWidget
[
PlatformSetupMessage
] ;
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APKPackagingCategory . AddCustomRow ( LOCTEXT ( " UpgradeInfo " , " Upgrade Info " ) , false )
. WholeRowWidget
[
SNew ( SBorder )
. Padding ( 1 )
[
SNew ( SHorizontalBox )
+ SHorizontalBox : : Slot ( )
. Padding ( FMargin ( 10 , 10 , 10 , 10 ) )
. FillWidth ( 1.0f )
[
SNew ( SRichTextBlock )
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. Text ( LOCTEXT ( " UpgradeInfoMessage " , " <RichTextBlock.TextHighlight>Note to users from 4.6 or earlier</>: We now <RichTextBlock.TextHighlight>GENERATE</> an AndroidManifest.xml when building, so if you have customized your .xml file, you will need to put all of your changes into the below settings. Note that we don't touch your AndroidManifest.xml that is in your project directory. \n Additionally, we no longer use SigningConfig.xml, the settings are now set in the Distribution Signing section. " ) )
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. TextStyle ( FEditorStyle : : Get ( ) , " MessageLog " )
. DecoratorStyleSet ( & FEditorStyle : : Get ( ) )
. AutoWrapText ( true )
+ SRichTextBlock : : HyperlinkDecorator ( TEXT ( " browser " ) , FSlateHyperlinkRun : : FOnClick : : CreateStatic ( & OnBrowserLinkClicked ) )
]
]
] ;
- Generate AndroidManifest.xml from ProjectSettings
- Moved some Android settings to ProjectSettings, re-enabled SDK settings
- Removed SigningConfig.xml, and moved those settings into project settings
- Added concept of NotForLicensees and NoRedist engine and project config settings
- Removed BaseInternalGame.ini, replaced with NotForLicensees/BaseGame.ini
- Moved User*.ini to end of .ini hierarchy
- Added support for CLASS_GlobalUserConfig, so their settings will be saved to <AppData>/.../User*.ini (useful for SDK paths, etc)
- Enabled AndroidPlatformEditor module on Mac
- Changed Mac Build.sh to allow for Android on the commandline (just pass through if it's not an Xcode platform name)
- Iterative Android packaging now looks at just the important .ini sections, NOT entire .ini files
#codereview jamie.dale,james.moran,michael.trepka,robert.jones,chris.babcock
[CL 2413870 by Josh Adams in Main branch]
2015-01-21 11:17:55 -05:00
APKPackagingCategory . AddCustomRow ( LOCTEXT ( " BuildFolderLabel " , " Build Folder " ) , false )
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. IsEnabled ( SetupForPlatformAttribute )
. NameContent ( )
[
SNew ( SHorizontalBox )
+ SHorizontalBox : : Slot ( )
. Padding ( FMargin ( 0 , 1 , 0 , 1 ) )
. FillWidth ( 1.0f )
[
SNew ( STextBlock )
- Generate AndroidManifest.xml from ProjectSettings
- Moved some Android settings to ProjectSettings, re-enabled SDK settings
- Removed SigningConfig.xml, and moved those settings into project settings
- Added concept of NotForLicensees and NoRedist engine and project config settings
- Removed BaseInternalGame.ini, replaced with NotForLicensees/BaseGame.ini
- Moved User*.ini to end of .ini hierarchy
- Added support for CLASS_GlobalUserConfig, so their settings will be saved to <AppData>/.../User*.ini (useful for SDK paths, etc)
- Enabled AndroidPlatformEditor module on Mac
- Changed Mac Build.sh to allow for Android on the commandline (just pass through if it's not an Xcode platform name)
- Iterative Android packaging now looks at just the important .ini sections, NOT entire .ini files
#codereview jamie.dale,james.moran,michael.trepka,robert.jones,chris.babcock
[CL 2413870 by Josh Adams in Main branch]
2015-01-21 11:17:55 -05:00
. Text ( LOCTEXT ( " BuildFolderLabel " , " Build Folder " ) )
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. Font ( DetailLayout . GetDetailFont ( ) )
]
]
. ValueContent ( )
[
SNew ( SHorizontalBox )
+ SHorizontalBox : : Slot ( )
. AutoWidth ( )
[
SNew ( SButton )
- Generate AndroidManifest.xml from ProjectSettings
- Moved some Android settings to ProjectSettings, re-enabled SDK settings
- Removed SigningConfig.xml, and moved those settings into project settings
- Added concept of NotForLicensees and NoRedist engine and project config settings
- Removed BaseInternalGame.ini, replaced with NotForLicensees/BaseGame.ini
- Moved User*.ini to end of .ini hierarchy
- Added support for CLASS_GlobalUserConfig, so their settings will be saved to <AppData>/.../User*.ini (useful for SDK paths, etc)
- Enabled AndroidPlatformEditor module on Mac
- Changed Mac Build.sh to allow for Android on the commandline (just pass through if it's not an Xcode platform name)
- Iterative Android packaging now looks at just the important .ini sections, NOT entire .ini files
#codereview jamie.dale,james.moran,michael.trepka,robert.jones,chris.babcock
[CL 2413870 by Josh Adams in Main branch]
2015-01-21 11:17:55 -05:00
. Text ( LOCTEXT ( " OpenBuildFolderButton " , " Open Build Folder " ) )
. ToolTipText ( LOCTEXT ( " OpenManifestFolderButton_Tooltip " , " Opens the folder containing the build files in Explorer or Finder (it's recommended you check these in to source control to share with your team) " ) )
. OnClicked ( this , & FAndroidTargetSettingsCustomization : : OpenBuildFolder )
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]
] ;
- Generate AndroidManifest.xml from ProjectSettings
- Moved some Android settings to ProjectSettings, re-enabled SDK settings
- Removed SigningConfig.xml, and moved those settings into project settings
- Added concept of NotForLicensees and NoRedist engine and project config settings
- Removed BaseInternalGame.ini, replaced with NotForLicensees/BaseGame.ini
- Moved User*.ini to end of .ini hierarchy
- Added support for CLASS_GlobalUserConfig, so their settings will be saved to <AppData>/.../User*.ini (useful for SDK paths, etc)
- Enabled AndroidPlatformEditor module on Mac
- Changed Mac Build.sh to allow for Android on the commandline (just pass through if it's not an Xcode platform name)
- Iterative Android packaging now looks at just the important .ini sections, NOT entire .ini files
#codereview jamie.dale,james.moran,michael.trepka,robert.jones,chris.babcock
[CL 2413870 by Josh Adams in Main branch]
2015-01-21 11:17:55 -05:00
// Signing category
SigningCategory . AddCustomRow ( LOCTEXT ( " SigningHyperlink " , " Signing Hyperlink " ) , false )
. WholeRowWidget
[
SNew ( SBox )
. HAlign ( HAlign_Center )
[
SNew ( SHyperlinkLaunchURL , TEXT ( " http://developer.android.com/tools/publishing/app-signing.html#releasemode " ) )
. Text ( LOCTEXT ( " AndroidDeveloperSigningPage " , " Android Developer page on Signing for Distribution " ) )
. ToolTipText ( LOCTEXT ( " AndroidDeveloperSigningPageTooltip " , " Opens a page that discusses the signing using keytool " ) )
]
] ;
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// Google Play category
IDetailCategoryBuilder & GooglePlayCategory = DetailLayout . EditCategory ( TEXT ( " GooglePlayServices " ) ) ;
TSharedRef < SPlatformSetupMessage > GooglePlaySetupMessage = SNew ( SPlatformSetupMessage , GameGooglePlayAppIDPath )
. PlatformName ( LOCTEXT ( " GooglePlayPlatformName " , " Google Play services " ) )
. OnSetupClicked ( this , & FAndroidTargetSettingsCustomization : : CopyGooglePlayAppIDFileIntoProject ) ;
SetupForGooglePlayAttribute = GooglePlaySetupMessage - > GetReadyToGoAttribute ( ) ;
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GooglePlayCategory . AddCustomRow ( LOCTEXT ( " Warning " , " Warning " ) , false )
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. WholeRowWidget
[
GooglePlaySetupMessage
] ;
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GooglePlayCategory . AddCustomRow ( LOCTEXT ( " AppIDHyperlink " , " App ID Hyperlink " ) , false )
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. WholeRowWidget
[
SNew ( SBox )
. HAlign ( HAlign_Center )
[
SNew ( SHyperlinkLaunchURL , TEXT ( " http://developer.android.com/google/index.html " ) )
. Text ( LOCTEXT ( " GooglePlayDeveloperPage " , " Android Developer Page on Google Play services " ) )
. ToolTipText ( LOCTEXT ( " GooglePlayDeveloperPageTooltip " , " Opens a page that discusses Google Play services " ) )
]
] ;
TSharedRef < IPropertyHandle > EnabledProperty = DetailLayout . GetProperty ( GET_MEMBER_NAME_CHECKED ( UAndroidRuntimeSettings , bEnableGooglePlaySupport ) ) ;
GooglePlayCategory . AddProperty ( EnabledProperty )
. EditCondition ( SetupForGooglePlayAttribute , NULL ) ;
TSharedRef < IPropertyHandle > AppIDProperty = DetailLayout . GetProperty ( GET_MEMBER_NAME_CHECKED ( UAndroidRuntimeSettings , GamesAppID ) ) ;
AppIDProperty - > SetOnPropertyValueChanged ( FSimpleDelegate : : CreateRaw ( this , & FAndroidTargetSettingsCustomization : : OnAppIDModified ) ) ;
GooglePlayCategory . AddProperty ( AppIDProperty )
. EditCondition ( SetupForGooglePlayAttribute , NULL ) ;
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TSharedRef < IPropertyHandle > AdMobAdUnitIDProperty = DetailLayout . GetProperty ( GET_MEMBER_NAME_CHECKED ( UAndroidRuntimeSettings , AdMobAdUnitID ) ) ;
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AdMobAdUnitIDProperty - > MarkHiddenByCustomization ( ) ;
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TSharedRef < IPropertyHandle > AdMobAdUnitIDsProperty = DetailLayout . GetProperty ( GET_MEMBER_NAME_CHECKED ( UAndroidRuntimeSettings , AdMobAdUnitIDs ) ) ;
GooglePlayCategory . AddProperty ( AdMobAdUnitIDsProperty )
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. EditCondition ( SetupForGooglePlayAttribute , NULL ) ;
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TSharedRef < IPropertyHandle > GooglePlayLicenseKeyProperty = DetailLayout . GetProperty ( GET_MEMBER_NAME_CHECKED ( UAndroidRuntimeSettings , GooglePlayLicenseKey ) ) ;
GooglePlayCategory . AddProperty ( GooglePlayLicenseKeyProperty )
. EditCondition ( SetupForGooglePlayAttribute , NULL ) ;
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# define SETUP_SOURCEONLY_PROP(PropName, Category, Tip) \
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{ \
TSharedRef < IPropertyHandle > PropertyHandle = DetailLayout . GetProperty ( GET_MEMBER_NAME_CHECKED ( UAndroidRuntimeSettings , PropName ) ) ; \
Category . AddProperty ( PropertyHandle ) \
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. IsEnabled ( FEngineBuildSettings : : IsSourceDistribution ( ) ) \
. ToolTip ( FEngineBuildSettings : : IsSourceDistribution ( ) ? Tip : FAndroidTargetSettingsCustomizationConstants : : DisabledTip ) ; \
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}
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SETUP_SOURCEONLY_PROP ( bBuildForArmV7 , BuildCategory , LOCTEXT ( " BuildForArmV7ToolTip " , " Enable ArmV7 CPU architecture support? (this will be used if all CPU architecture types are unchecked) " ) ) ;
SETUP_SOURCEONLY_PROP ( bBuildForX86 , BuildCategory , LOCTEXT ( " BuildForX86ToolTip " , " Enable X86 CPU architecture support? " ) ) ;
SETUP_SOURCEONLY_PROP ( bBuildForX8664 , BuildCategory , LOCTEXT ( " BuildForX8664ToolTip " , " Enable X86-64 CPU architecture support? " ) ) ;
SETUP_SOURCEONLY_PROP ( bBuildForES2 , BuildCategory , LOCTEXT ( " BuildForES2ToolTip " , " Enable OpenGL ES2 rendering support? (this will be used if rendering types are unchecked) " ) ) ;
SETUP_SOURCEONLY_PROP ( bBuildForES31 , BuildCategory , LOCTEXT ( " BuildForES31ToolTip " , " Enable OpenGL ES31 + AEP (Android Extension Pack) rendering support? " ) ) ;
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// @todo android fat binary: Put back in when we expose those
// SETUP_NONROCKET_PROP(bSplitIntoSeparateApks, BuildCategory, LOCTEXT("SplitIntoSeparateAPKsToolTip", "If checked, CPU architectures and rendering types will be split into separate .apk files"));
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}
void FAndroidTargetSettingsCustomization : : BuildIconSection ( IDetailLayoutBuilder & DetailLayout )
{
// Icon category
IDetailCategoryBuilder & IconCategory = DetailLayout . EditCategory ( TEXT ( " Icons " ) ) ;
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IconCategory . AddCustomRow ( LOCTEXT ( " IconsHyperlink " , " Icons Hyperlink " ) , false )
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. WholeRowWidget
[
SNew ( SBox )
. HAlign ( HAlign_Center )
[
SNew ( SHyperlinkLaunchURL , TEXT ( " http://developer.android.com/design/style/iconography.html " ) )
. Text ( LOCTEXT ( " AndroidDeveloperIconographyPage " , " Android Developer Page on Iconography " ) )
. ToolTipText ( LOCTEXT ( " AndroidDeveloperIconographyPageTooltip " , " Opens a page on Android Iconography " ) )
]
] ;
for ( const FPlatformIconInfo & Info : IconNames )
{
const FString AutomaticImagePath = EngineAndroidPath / Info . IconPath ;
const FString TargetImagePath = GameAndroidPath / Info . IconPath ;
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IconCategory . AddCustomRow ( Info . IconName )
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. NameContent ( )
[
SNew ( SHorizontalBox )
+ SHorizontalBox : : Slot ( )
. Padding ( FMargin ( 0 , 1 , 0 , 1 ) )
. FillWidth ( 1.0f )
[
SNew ( STextBlock )
. Text ( Info . IconName )
. Font ( DetailLayout . GetDetailFont ( ) )
]
]
. ValueContent ( )
. MaxDesiredWidth ( 400.0f )
. MinDesiredWidth ( 100.0f )
[
SNew ( SHorizontalBox )
+ SHorizontalBox : : Slot ( )
. FillWidth ( 1.0f )
. VAlign ( VAlign_Center )
[
SNew ( SExternalImageReference , AutomaticImagePath , TargetImagePath )
. FileDescription ( Info . IconDescription )
. RequiredSize ( Info . IconRequiredSize )
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. MaxDisplaySize ( FVector2D ( FMath : : Min ( 96 , Info . IconRequiredSize . X ) , FMath : : Min ( 96 , Info . IconRequiredSize . Y ) ) )
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]
] ;
}
}
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void FAndroidTargetSettingsCustomization : : BuildLaunchImageSection ( IDetailLayoutBuilder & DetailLayout )
{
// Add the launch images
IDetailCategoryBuilder & LaunchImageCategory = DetailLayout . EditCategory ( TEXT ( " LaunchImages " ) ) ;
LaunchImageCategory . AddCustomRow ( LOCTEXT ( " LaunchImageInfo " , " Launch Image Info " ) , false )
. WholeRowWidget
[
SNew ( SBorder )
. Padding ( 1 )
[
SNew ( SHorizontalBox )
+ SHorizontalBox : : Slot ( )
. Padding ( FMargin ( 10 , 10 , 10 , 10 ) )
. FillWidth ( 1.0f )
[
SNew ( SRichTextBlock )
Merging //UE4/Release-4.11 to //UE4/Main (up to CL#2852902)
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2835191 on 2016/01/19 by Nick.Whiting
Invert the y-axis on the SteamVR controllers to match the convention of the engine and the rest of the gamepads
#jira UE-22705
Change 2835686 on 2016/01/20 by Gareth.Martin
Fixed landscape material instances not being updated if holes are painted on a landscape that doesn't have the landscape visibility mask node in the material and then the visibility mask node is added to the material later.
#jira UE-18187
Change 2835767 on 2016/01/20 by Richard.Hinckley
#jira UE-25499 Added a cursor to TopDown template (C++ version) to match the BP version.
Change 2835772 on 2016/01/20 by Richard.Hinckley
#jira UE-25499 Adding the material asset for the C++ TopDown template's cursor.
Change 2835811 on 2016/01/20 by Taizyd.Korambayil
#jira UE-25699 Added Validity Checks in BP logic, unchecked CDO for Pixel Ship, to Fix Log Warnings
#jira UE-25704 Adjusted Matinee to happen at Box Location
#jira UE-25688 Adjusted Player Starts
#jira UE-25693 Adjusted Player Starts
Change 2835863 on 2016/01/20 by Gareth.Martin
Fixed crash in the landscape ramp and mirror tools if the streaming level containing the landscape is hidden (or possibly if the landscape actor is deleted)
#jira UE-24883
Change 2835889 on 2016/01/20 by Taizyd.Korambayil
#jira UE-25698 Enabled V-sync, also fixed up player Respawn Issue
Change 2835995 on 2016/01/20 by Jamie.Dale
The output log now hard-wraps lines to prevent long lines causing performance issues
#jira UE-24187
Change 2836052 on 2016/01/20 by Taizyd.Korambayil
#jira UE-25675 Added Blocking Volume to prevent Player from Falling off map
#jira UE-25676 Added Blocking Volumes so that the Player doesn't get stucl at awkward corners under the Bridge
Change 2836137 on 2016/01/20 by Chad.Taylor
Vehicle and VehicleAdv template content fixes for new VR camera
#jira UE-25507
Change 2836166 on 2016/01/20 by Gareth.Martin
Fixed hiding a streaming level containing a landscape causing the landscape editor to switch to the "New Landscape" tool instead of exiting
#jira UE-25093
Change 2836174 on 2016/01/20 by Chad.Taylor
IHeadMountedDisplay crash fix associated with accessing a dangling pointer.
#jira UE-25272
Change 2836179 on 2016/01/20 by Jamie.Dale
Optimized FShapedGlyphSequence reverse look-up
There's now a reverse look-up map of cluster indices to their glyph data in order to avoid brute force looping
#jira UE-24187
Change 2836286 on 2016/01/20 by Chris.Babcock
Update Qualcomm TextureConverter for OSX
#jira UE-22092
#ue4
#android
Change 2836328 on 2016/01/20 by Nick.Darnell
Fixing a problem with widget components crashing on destruction with the render commands to pre/post render for window render commands needing access to the policy, but it potentially being deleted. Inserting a NoOp command that keeps the shared ptr alive through the RHI render process.
#jira UE-25752
Change 2836342 on 2016/01/20 by Nick.Darnell
Depending on shutdown order, the Slate Renderer may go away, and then render data handles may not be collected correctly because they are trying to reference a pointer that's no longer valid and cause a crash on exit. The correct approach would be to have render handles actually have a pointer back to who owns them, in this case the RHI Resource Manager, which is still alive and well at this point in the pipeline. Then if the resource manager is collected, it forces all handles to get cleaned up correctly, or if the handles are collected first, they can be sure they've got a valid pointer back to the resource manager.
#jira UE-25753
Change 2836358 on 2016/01/20 by Taizyd.Korambayil
#jira UE-25710 Replaced Deprecated Nodes
Change 2836510 on 2016/01/20 by Taizyd.Korambayil
#jira UE-25718 Adjsuted BP to make pointer decal rotate in the direction of surface
Change 2836564 on 2016/01/20 by Taizyd.Korambayil
#jira UE-25716 Added bool to store last Moved Direction
Change 2836697 on 2016/01/20 by Taizyd.Korambayil
#jira UE-25740 Removed unused VR Nodes to remove Log errors on Mac
Change 2836725 on 2016/01/20 by Peter.Sauerbrei
workaround for thread race when trying to release the TargetDeviceService endpoint after an unclaim message is sent
#jira UE-25123
Change 2836782 on 2016/01/20 by Jamie.Dale
Added FTextLayout::AddLines
This is similar to AddLine, however it allows you to add multiple lines in a single call, thus avoiding the re-justification cost associated with each call to AddLine.
AddLine has also been changed to take the same structure type as AddLines (which takes an array of these structures), and the existing version of AddLine has been deprecated.
#jira UE-24187
Change 2836801 on 2016/01/20 by Jeff.Campeau
[CL 2857187 by Matthew Griffin in Main branch]
2016-02-05 11:54:00 -05:00
. Text ( LOCTEXT ( " LaunchImageInfoMessage " , " The <RichTextBlock.TextHighlight>Download Background</> image is used as the background for OBB downloading. The <RichTextBlock.TextHighlight>Launch Portrait</> image is used as a splash screen for applications with Portrait, Reverse Portrait, Sensor Portrait, Sensor, or Full Sensor orientation. The <RichTextBlock.TextHighlight>Launch Landscape</> image is used as a splash screen for applications with Landscape, Sensor Landscape, Reverse Landscape, Sensor, or Full Sensor orientation. \n \n The launch images will be scaled to fit the device in the active orientation. Additional optional launch images may be provided as overrides for LDPI, MDPI, HDPI, and XHDPI by placing them in the project's corresponding Build/Android/res/drawable-* directory. " ) )
2015-08-28 19:34:42 -04:00
. TextStyle ( FEditorStyle : : Get ( ) , " MessageLog " )
. DecoratorStyleSet ( & FEditorStyle : : Get ( ) )
. AutoWrapText ( true )
+ SRichTextBlock : : HyperlinkDecorator ( TEXT ( " browser " ) , FSlateHyperlinkRun : : FOnClick : : CreateStatic ( & OnBrowserLinkClicked ) )
]
]
] ;
const FVector2D LaunchImageMaxSize ( 150.0f , 150.0f ) ;
for ( const FPlatformIconInfo & Info : LaunchImageNames )
{
const FString AutomaticImagePath = EngineAndroidPath / Info . IconPath ;
const FString TargetImagePath = GameAndroidPath / Info . IconPath ;
LaunchImageCategory . AddCustomRow ( Info . IconName )
. NameContent ( )
[
SNew ( SHorizontalBox )
+ SHorizontalBox : : Slot ( )
. Padding ( FMargin ( 0 , 1 , 0 , 1 ) )
. FillWidth ( 1.0f )
[
SNew ( STextBlock )
. Text ( Info . IconName )
. Font ( DetailLayout . GetDetailFont ( ) )
]
]
. ValueContent ( )
. MaxDesiredWidth ( 400.0f )
. MinDesiredWidth ( 100.0f )
[
SNew ( SHorizontalBox )
+ SHorizontalBox : : Slot ( )
. FillWidth ( 1.0f )
. VAlign ( VAlign_Center )
[
SNew ( SExternalImageReference , AutomaticImagePath , TargetImagePath )
. FileDescription ( Info . IconDescription )
// .RequiredSize(Info.IconRequiredSize)
. MaxDisplaySize ( LaunchImageMaxSize )
]
] ;
}
}
- Generate AndroidManifest.xml from ProjectSettings
- Moved some Android settings to ProjectSettings, re-enabled SDK settings
- Removed SigningConfig.xml, and moved those settings into project settings
- Added concept of NotForLicensees and NoRedist engine and project config settings
- Removed BaseInternalGame.ini, replaced with NotForLicensees/BaseGame.ini
- Moved User*.ini to end of .ini hierarchy
- Added support for CLASS_GlobalUserConfig, so their settings will be saved to <AppData>/.../User*.ini (useful for SDK paths, etc)
- Enabled AndroidPlatformEditor module on Mac
- Changed Mac Build.sh to allow for Android on the commandline (just pass through if it's not an Xcode platform name)
- Iterative Android packaging now looks at just the important .ini sections, NOT entire .ini files
#codereview jamie.dale,james.moran,michael.trepka,robert.jones,chris.babcock
[CL 2413870 by Josh Adams in Main branch]
2015-01-21 11:17:55 -05:00
FReply FAndroidTargetSettingsCustomization : : OpenBuildFolder ( )
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{
- Generate AndroidManifest.xml from ProjectSettings
- Moved some Android settings to ProjectSettings, re-enabled SDK settings
- Removed SigningConfig.xml, and moved those settings into project settings
- Added concept of NotForLicensees and NoRedist engine and project config settings
- Removed BaseInternalGame.ini, replaced with NotForLicensees/BaseGame.ini
- Moved User*.ini to end of .ini hierarchy
- Added support for CLASS_GlobalUserConfig, so their settings will be saved to <AppData>/.../User*.ini (useful for SDK paths, etc)
- Enabled AndroidPlatformEditor module on Mac
- Changed Mac Build.sh to allow for Android on the commandline (just pass through if it's not an Xcode platform name)
- Iterative Android packaging now looks at just the important .ini sections, NOT entire .ini files
#codereview jamie.dale,james.moran,michael.trepka,robert.jones,chris.babcock
[CL 2413870 by Josh Adams in Main branch]
2015-01-21 11:17:55 -05:00
const FString BuildFolder = FPaths : : ConvertRelativePathToFull ( FPaths : : GetPath ( GameProjectPropertiesPath ) ) ;
FPlatformProcess : : ExploreFolder ( * BuildFolder ) ;
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return FReply : : Handled ( ) ;
}
void FAndroidTargetSettingsCustomization : : CopySetupFilesIntoProject ( )
{
// First copy the manifest, it must get copied
FText ErrorMessage ;
- Generate AndroidManifest.xml from ProjectSettings
- Moved some Android settings to ProjectSettings, re-enabled SDK settings
- Removed SigningConfig.xml, and moved those settings into project settings
- Added concept of NotForLicensees and NoRedist engine and project config settings
- Removed BaseInternalGame.ini, replaced with NotForLicensees/BaseGame.ini
- Moved User*.ini to end of .ini hierarchy
- Added support for CLASS_GlobalUserConfig, so their settings will be saved to <AppData>/.../User*.ini (useful for SDK paths, etc)
- Enabled AndroidPlatformEditor module on Mac
- Changed Mac Build.sh to allow for Android on the commandline (just pass through if it's not an Xcode platform name)
- Iterative Android packaging now looks at just the important .ini sections, NOT entire .ini files
#codereview jamie.dale,james.moran,michael.trepka,robert.jones,chris.babcock
[CL 2413870 by Josh Adams in Main branch]
2015-01-21 11:17:55 -05:00
if ( ! SourceControlHelpers : : CopyFileUnderSourceControl ( GameProjectPropertiesPath , EngineProjectPropertiesPath , LOCTEXT ( " ProjectProperties " , " Project Properties " ) , /*out*/ ErrorMessage ) )
2014-03-14 14:13:41 -04:00
{
FNotificationInfo Info ( ErrorMessage ) ;
Info . ExpireDuration = 3.0f ;
FSlateNotificationManager : : Get ( ) . AddNotification ( Info ) ;
}
else
{
// Now try to copy all of the icons, etc... (these can be ignored if the file already exists)
for ( const FPlatformIconInfo & Info : IconNames )
{
const FString EngineImagePath = EngineAndroidPath / Info . IconPath ;
const FString ProjectImagePath = GameAndroidPath / Info . IconPath ;
if ( ! FPaths : : FileExists ( ProjectImagePath ) )
{
SourceControlHelpers : : CopyFileUnderSourceControl ( ProjectImagePath , EngineImagePath , Info . IconName , /*out*/ ErrorMessage ) ;
}
}
2015-08-28 19:34:42 -04:00
// Now try to copy all of the launch images... (these can be ignored if the file already exists)
for ( const FPlatformIconInfo & Info : LaunchImageNames )
{
const FString EngineImagePath = EngineAndroidPath / Info . IconPath ;
const FString ProjectImagePath = GameAndroidPath / Info . IconPath ;
if ( ! FPaths : : FileExists ( ProjectImagePath ) )
{
SourceControlHelpers : : CopyFileUnderSourceControl ( ProjectImagePath , EngineImagePath , Info . IconName , /*out*/ ErrorMessage ) ;
}
}
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// and copy the other files (aren't required)
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//SourceControlHelpers::CopyFileUnderSourceControl(GameProguardPath, EngineProguardPath, LOCTEXT("Proguard", "Proguard Settings"), /*out*/ ErrorMessage);
2014-03-14 14:13:41 -04:00
}
SavedLayoutBuilder - > ForceRefreshDetails ( ) ;
}
2014-04-23 19:40:10 -04:00
void FAndroidTargetSettingsCustomization : : CopyGooglePlayAppIDFileIntoProject ( )
{
FText ErrorMessage ;
if ( ! SourceControlHelpers : : CopyFileUnderSourceControl ( GameGooglePlayAppIDPath , EngineGooglePlayAppIDPath , LOCTEXT ( " GooglePlayAppID " , " GooglePlayAppID.xml " ) , /*out*/ ErrorMessage ) )
{
FNotificationInfo Info ( ErrorMessage ) ;
Info . ExpireDuration = 3.0f ;
FSlateNotificationManager : : Get ( ) . AddNotification ( Info ) ;
}
SavedLayoutBuilder - > ForceRefreshDetails ( ) ;
}
void FAndroidTargetSettingsCustomization : : OnAppIDModified ( )
{
check ( SetupForPlatformAttribute . Get ( ) = = true ) ;
FManifestUpdateHelper Updater ( GameGooglePlayAppIDPath ) ;
const FString AppIDTag ( TEXT ( " name= \" app_id \" > " ) ) ;
const FString ClosingTag ( TEXT ( " </string> " ) ) ;
const FString NewIDString = GetDefault < UAndroidRuntimeSettings > ( ) - > GamesAppID ;
Updater . ReplaceKey ( AppIDTag , ClosingTag , NewIDString ) ;
Updater . Finalize ( GameGooglePlayAppIDPath ) ;
}
2014-03-14 14:13:41 -04:00
//////////////////////////////////////////////////////////////////////////
Merging //UE4/Release-4.11 to //UE4/Main (up to CL#2852902)
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2835191 on 2016/01/19 by Nick.Whiting
Invert the y-axis on the SteamVR controllers to match the convention of the engine and the rest of the gamepads
#jira UE-22705
Change 2835686 on 2016/01/20 by Gareth.Martin
Fixed landscape material instances not being updated if holes are painted on a landscape that doesn't have the landscape visibility mask node in the material and then the visibility mask node is added to the material later.
#jira UE-18187
Change 2835767 on 2016/01/20 by Richard.Hinckley
#jira UE-25499 Added a cursor to TopDown template (C++ version) to match the BP version.
Change 2835772 on 2016/01/20 by Richard.Hinckley
#jira UE-25499 Adding the material asset for the C++ TopDown template's cursor.
Change 2835811 on 2016/01/20 by Taizyd.Korambayil
#jira UE-25699 Added Validity Checks in BP logic, unchecked CDO for Pixel Ship, to Fix Log Warnings
#jira UE-25704 Adjusted Matinee to happen at Box Location
#jira UE-25688 Adjusted Player Starts
#jira UE-25693 Adjusted Player Starts
Change 2835863 on 2016/01/20 by Gareth.Martin
Fixed crash in the landscape ramp and mirror tools if the streaming level containing the landscape is hidden (or possibly if the landscape actor is deleted)
#jira UE-24883
Change 2835889 on 2016/01/20 by Taizyd.Korambayil
#jira UE-25698 Enabled V-sync, also fixed up player Respawn Issue
Change 2835995 on 2016/01/20 by Jamie.Dale
The output log now hard-wraps lines to prevent long lines causing performance issues
#jira UE-24187
Change 2836052 on 2016/01/20 by Taizyd.Korambayil
#jira UE-25675 Added Blocking Volume to prevent Player from Falling off map
#jira UE-25676 Added Blocking Volumes so that the Player doesn't get stucl at awkward corners under the Bridge
Change 2836137 on 2016/01/20 by Chad.Taylor
Vehicle and VehicleAdv template content fixes for new VR camera
#jira UE-25507
Change 2836166 on 2016/01/20 by Gareth.Martin
Fixed hiding a streaming level containing a landscape causing the landscape editor to switch to the "New Landscape" tool instead of exiting
#jira UE-25093
Change 2836174 on 2016/01/20 by Chad.Taylor
IHeadMountedDisplay crash fix associated with accessing a dangling pointer.
#jira UE-25272
Change 2836179 on 2016/01/20 by Jamie.Dale
Optimized FShapedGlyphSequence reverse look-up
There's now a reverse look-up map of cluster indices to their glyph data in order to avoid brute force looping
#jira UE-24187
Change 2836286 on 2016/01/20 by Chris.Babcock
Update Qualcomm TextureConverter for OSX
#jira UE-22092
#ue4
#android
Change 2836328 on 2016/01/20 by Nick.Darnell
Fixing a problem with widget components crashing on destruction with the render commands to pre/post render for window render commands needing access to the policy, but it potentially being deleted. Inserting a NoOp command that keeps the shared ptr alive through the RHI render process.
#jira UE-25752
Change 2836342 on 2016/01/20 by Nick.Darnell
Depending on shutdown order, the Slate Renderer may go away, and then render data handles may not be collected correctly because they are trying to reference a pointer that's no longer valid and cause a crash on exit. The correct approach would be to have render handles actually have a pointer back to who owns them, in this case the RHI Resource Manager, which is still alive and well at this point in the pipeline. Then if the resource manager is collected, it forces all handles to get cleaned up correctly, or if the handles are collected first, they can be sure they've got a valid pointer back to the resource manager.
#jira UE-25753
Change 2836358 on 2016/01/20 by Taizyd.Korambayil
#jira UE-25710 Replaced Deprecated Nodes
Change 2836510 on 2016/01/20 by Taizyd.Korambayil
#jira UE-25718 Adjsuted BP to make pointer decal rotate in the direction of surface
Change 2836564 on 2016/01/20 by Taizyd.Korambayil
#jira UE-25716 Added bool to store last Moved Direction
Change 2836697 on 2016/01/20 by Taizyd.Korambayil
#jira UE-25740 Removed unused VR Nodes to remove Log errors on Mac
Change 2836725 on 2016/01/20 by Peter.Sauerbrei
workaround for thread race when trying to release the TargetDeviceService endpoint after an unclaim message is sent
#jira UE-25123
Change 2836782 on 2016/01/20 by Jamie.Dale
Added FTextLayout::AddLines
This is similar to AddLine, however it allows you to add multiple lines in a single call, thus avoiding the re-justification cost associated with each call to AddLine.
AddLine has also been changed to take the same structure type as AddLines (which takes an array of these structures), and the existing version of AddLine has been deprecated.
#jira UE-24187
Change 2836801 on 2016/01/20 by Jeff.Campeau
[CL 2857187 by Matthew Griffin in Main branch]
2016-02-05 11:54:00 -05:00
# undef LOCTEXT_NAMESPACE