2016-12-08 08:52:44 -05:00
|
|
|
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
|
2014-03-14 14:13:41 -04:00
|
|
|
|
|
|
|
|
/*=============================================================================
|
|
|
|
|
HTML5TargetPlatform.h: Declares the FHTML5TargetPlatform class.
|
|
|
|
|
=============================================================================*/
|
|
|
|
|
|
|
|
|
|
#pragma once
|
|
|
|
|
|
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
|
|
|
#include "CoreMinimal.h"
|
|
|
|
|
#include "Misc/ConfigCacheIni.h"
|
|
|
|
|
#include "HTML5/HTML5PlatformProperties.h"
|
|
|
|
|
#include "Interfaces/ITargetPlatform.h"
|
|
|
|
|
#include "Common/TargetPlatformBase.h"
|
|
|
|
|
#include "Developer/HTML5/HTML5TargetPlatform/Private/HTML5TargetDevice.h"
|
|
|
|
|
|
2014-05-29 17:25:33 -04:00
|
|
|
#if WITH_ENGINE
|
|
|
|
|
#include "StaticMeshResources.h"
|
|
|
|
|
#endif // WITH_ENGINE
|
2014-03-14 14:13:41 -04:00
|
|
|
|
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
|
|
|
class UTextureLODSettings;
|
|
|
|
|
|
2014-03-14 14:13:41 -04:00
|
|
|
/**
|
|
|
|
|
* Implements the HTML5 target platform.
|
|
|
|
|
*/
|
|
|
|
|
class FHTML5TargetPlatform
|
|
|
|
|
: public TTargetPlatformBase<FHTML5PlatformProperties>
|
|
|
|
|
{
|
|
|
|
|
public:
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Default constructor.
|
|
|
|
|
*/
|
|
|
|
|
FHTML5TargetPlatform( );
|
|
|
|
|
|
2015-07-04 18:45:54 -04:00
|
|
|
void RefreshHTML5Setup();
|
2014-03-14 14:13:41 -04:00
|
|
|
|
2015-09-14 09:25:39 -04:00
|
|
|
//~ Begin ITargetPlatform Interface
|
2014-03-14 14:13:41 -04:00
|
|
|
|
2014-06-13 06:14:46 -04:00
|
|
|
virtual void EnableDeviceCheck(bool OnOff) override {}
|
2014-04-23 17:23:52 -04:00
|
|
|
|
2014-06-13 06:14:46 -04:00
|
|
|
virtual void GetAllDevices( TArray<ITargetDevicePtr>& OutDevices ) const override;
|
2014-03-14 14:13:41 -04:00
|
|
|
|
2014-06-13 06:14:46 -04:00
|
|
|
virtual ECompressionFlags GetBaseCompressionMethod( ) const override;
|
2014-03-14 14:13:41 -04:00
|
|
|
|
2014-06-13 06:14:46 -04:00
|
|
|
virtual bool GenerateStreamingInstallManifest(const TMultiMap<FString, int32>& ChunkMap, const TSet<int32>& ChunkIDsInUse) const override
|
2014-03-14 14:13:41 -04:00
|
|
|
{
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
2014-06-13 06:14:46 -04:00
|
|
|
virtual ITargetDevicePtr GetDefaultDevice( ) const override;
|
2014-03-14 14:13:41 -04:00
|
|
|
|
2014-06-13 06:14:46 -04:00
|
|
|
virtual ITargetDevicePtr GetDevice( const FTargetDeviceId& DeviceId ) override;
|
2014-03-14 14:13:41 -04:00
|
|
|
|
2014-06-13 06:14:46 -04:00
|
|
|
virtual bool IsRunningPlatform( ) const override;
|
2014-03-14 14:13:41 -04:00
|
|
|
|
2014-10-10 20:14:21 -04:00
|
|
|
virtual bool SupportsFeature( ETargetPlatformFeatures Feature ) const override
|
2014-06-20 10:06:43 -04:00
|
|
|
{
|
2016-06-13 12:20:22 -04:00
|
|
|
switch (Feature)
|
2014-06-20 10:06:43 -04:00
|
|
|
{
|
2016-06-13 12:20:22 -04:00
|
|
|
case ETargetPlatformFeatures::Packaging:
|
2014-06-20 10:06:43 -04:00
|
|
|
return true;
|
2016-06-13 12:20:22 -04:00
|
|
|
case ETargetPlatformFeatures::MobileRendering:
|
|
|
|
|
return true;
|
|
|
|
|
case ETargetPlatformFeatures::DeferredRendering:
|
|
|
|
|
return false;
|
2014-06-20 10:06:43 -04:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return TTargetPlatformBase<FHTML5PlatformProperties>::SupportsFeature(Feature);
|
|
|
|
|
}
|
|
|
|
|
|
2014-06-20 11:47:12 -04:00
|
|
|
virtual bool IsSdkInstalled(bool bProjectHasCode, FString& OutDocumentationPath) const override;
|
|
|
|
|
|
2014-03-14 14:13:41 -04:00
|
|
|
#if WITH_ENGINE
|
2014-06-13 06:14:46 -04:00
|
|
|
virtual void GetAllPossibleShaderFormats( TArray<FName>& OutFormats ) const override;
|
2014-05-09 08:51:44 -04:00
|
|
|
|
2014-06-13 06:14:46 -04:00
|
|
|
virtual void GetAllTargetedShaderFormats( TArray<FName>& OutFormats ) const override;
|
2015-12-10 16:56:55 -05:00
|
|
|
|
|
|
|
|
virtual void GetAllCachedShaderFormats( TArray<FName>& OutFormats ) const override {}
|
2014-03-14 14:13:41 -04:00
|
|
|
|
2014-06-13 06:14:46 -04:00
|
|
|
virtual const class FStaticMeshLODSettings& GetStaticMeshLODSettings() const override;
|
2014-03-14 14:13:41 -04:00
|
|
|
|
2014-06-13 06:14:46 -04:00
|
|
|
virtual void GetTextureFormats( const UTexture* InTexture, TArray<FName>& OutFormats ) const override;
|
2014-03-14 14:13:41 -04:00
|
|
|
|
2014-06-13 06:14:46 -04:00
|
|
|
virtual void GetReflectionCaptureFormats( TArray<FName>& OutFormats ) const override
|
2014-03-14 14:13:41 -04:00
|
|
|
{
|
|
|
|
|
OutFormats.Add(FName(TEXT("EncodedHDR")));
|
|
|
|
|
}
|
|
|
|
|
|
2015-03-17 09:50:32 -04:00
|
|
|
virtual const UTextureLODSettings& GetTextureLODSettings() const override;
|
|
|
|
|
|
|
|
|
|
virtual void RegisterTextureLODSettings(const UTextureLODSettings* InTextureLODSettings) override
|
|
|
|
|
{
|
|
|
|
|
HTML5LODSettings = InTextureLODSettings;
|
|
|
|
|
}
|
2014-03-14 14:13:41 -04:00
|
|
|
|
2014-10-03 14:56:20 -04:00
|
|
|
virtual FName GetWaveFormat( const class USoundWave* Wave ) const override;
|
2014-03-14 14:13:41 -04:00
|
|
|
#endif // WITH_ENGINE
|
|
|
|
|
|
|
|
|
|
DECLARE_DERIVED_EVENT(FHTML5TargetPlatform, ITargetPlatform::FOnTargetDeviceDiscovered, FOnTargetDeviceDiscovered);
|
2014-06-13 06:14:46 -04:00
|
|
|
virtual FOnTargetDeviceDiscovered& OnDeviceDiscovered( ) override
|
2014-03-14 14:13:41 -04:00
|
|
|
{
|
|
|
|
|
return DeviceDiscoveredEvent;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
DECLARE_DERIVED_EVENT(FHTML5TargetPlatform, ITargetPlatform::FOnTargetDeviceLost, FOnTargetDeviceLost);
|
2014-06-13 06:14:46 -04:00
|
|
|
virtual FOnTargetDeviceLost& OnDeviceLost( ) override
|
2014-03-14 14:13:41 -04:00
|
|
|
{
|
|
|
|
|
return DeviceLostEvent;
|
|
|
|
|
}
|
|
|
|
|
|
2015-09-14 09:25:39 -04:00
|
|
|
//~ End ITargetPlatform Interface
|
2014-03-14 14:13:41 -04:00
|
|
|
|
|
|
|
|
private:
|
|
|
|
|
|
|
|
|
|
// Holds the HTML5 engine settings.
|
|
|
|
|
FConfigFile HTML5EngineSettings;
|
|
|
|
|
|
|
|
|
|
// Holds the local device.
|
2015-12-10 16:56:55 -05:00
|
|
|
TMap<FString, FHTML5TargetDevicePtr> Devices;
|
2014-03-14 14:13:41 -04:00
|
|
|
|
|
|
|
|
#if WITH_ENGINE
|
|
|
|
|
// Holds the cached target LOD settings.
|
2015-03-17 09:50:32 -04:00
|
|
|
const UTextureLODSettings* HTML5LODSettings;
|
2014-03-14 14:13:41 -04:00
|
|
|
|
|
|
|
|
// Holds the static mesh LOD settings.
|
|
|
|
|
FStaticMeshLODSettings StaticMeshLODSettings;
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
// Holds an event delegate that is executed when a new target device has been discovered.
|
|
|
|
|
FOnTargetDeviceDiscovered DeviceDiscoveredEvent;
|
|
|
|
|
|
|
|
|
|
// Holds an event delegate that is executed when a target device has been lost, i.e. disconnected or timed out.
|
|
|
|
|
FOnTargetDeviceLost DeviceLostEvent;
|
2015-07-04 18:45:54 -04:00
|
|
|
|
2015-12-10 16:56:55 -05:00
|
|
|
// The name of the default device
|
|
|
|
|
FString DefaultDeviceName;
|
|
|
|
|
|
|
|
|
|
// Holds a critical section for locking access to the collection of devices.
|
|
|
|
|
static FCriticalSection DevicesCriticalSection;
|
|
|
|
|
|
2014-03-14 14:13:41 -04:00
|
|
|
};
|