From 6ea81104f509172d7ca5b7edd0c19e94c42711ce Mon Sep 17 00:00:00 2001 From: Sam Deiter Date: Tue, 16 Jun 2015 10:51:43 -0400 Subject: [PATCH] #UE4 Docs: Adding Mac specific info to the android pages as well as imgaes. #Code_Review lauren.ridge, jeff.wilson, ian.shadden, wes.bunn, anthony.zalar, steve.hardister, robert.gervais [CL 2588647 by Sam Deiter in Main branch] --- .../GettingStarted/1/AndroidQS_1.INT.udn | 148 +++++++++++++- .../GettingStarted/2/AndroidQS_2.INT.udn | 85 +++++++- .../GettingStarted/5/AndroidQS_5.INT.udn | 69 ++++++- .../GettingStarted/AndroidQuickStart.INT.udn | 33 +-- .../Reference/AndroidGettingStarted.INT.udn | 189 +++++++++++++++++- 5 files changed, 473 insertions(+), 51 deletions(-) diff --git a/Engine/Documentation/Source/Platforms/Android/GettingStarted/1/AndroidQS_1.INT.udn b/Engine/Documentation/Source/Platforms/Android/GettingStarted/1/AndroidQS_1.INT.udn index 7b6ba653c519..30aa94923578 100644 --- a/Engine/Documentation/Source/Platforms/Android/GettingStarted/1/AndroidQS_1.INT.udn +++ b/Engine/Documentation/Source/Platforms/Android/GettingStarted/1/AndroidQS_1.INT.udn @@ -20,60 +20,106 @@ Description: Install the TADP Android SDK. [/OBJECT] [/VAR] - - - %Steps% +%Globals:OSSelect% + +[OBJECT:ToggleButtonContent] + [PARAMLITERAL:category] + OS + [/PARAMLITERAL] + [PARAMLITERAL:id] + windows + [/PARAMLITERAL] + [PARAMLITERAL:active] + active_button_content + [/PARAMLITERAL] + [PARAM:content] + [INCLUDE:#WindowsSetup] + [/PARAM] +[/OBJECT] + +[OBJECT:ToggleButtonContent] + [PARAMLITERAL:category] + OS + [/PARAMLITERAL] + [PARAMLITERAL:id] + mac + [/PARAMLITERAL] + [PARAMLITERAL:active] + [/PARAMLITERAL] + [PARAM:content] + [INCLUDE:#MacOSSetup] + [/PARAM] +[/OBJECT] + + %Steps% diff --git a/Engine/Documentation/Source/Platforms/Android/GettingStarted/2/AndroidQS_2.INT.udn b/Engine/Documentation/Source/Platforms/Android/GettingStarted/2/AndroidQS_2.INT.udn index e14d1c3b1217..a31ea367ee07 100644 --- a/Engine/Documentation/Source/Platforms/Android/GettingStarted/2/AndroidQS_2.INT.udn +++ b/Engine/Documentation/Source/Platforms/Android/GettingStarted/2/AndroidQS_2.INT.udn @@ -21,16 +21,47 @@ Description:Set up your Android device for development. [/OBJECT] [/VAR] - - - %Steps% +%Globals:OSSelect% -1. Connect your device. -1. Device driver software may automatically install, but if not, visit [Android's OEM USB Drivers](http://developer.android.com/tools/extras/oem-usb.html) page to find driver installation links and additional information. +[OBJECT:ToggleButtonContent] + [PARAMLITERAL:category] + OS + [/PARAMLITERAL] + [PARAMLITERAL:id] + windows + [/PARAMLITERAL] + [PARAMLITERAL:active] + active_button_content + [/PARAMLITERAL] + [PARAM:content] + [INCLUDE:#WindowsSetup] + [/PARAM] +[/OBJECT] + +[OBJECT:ToggleButtonContent] + [PARAMLITERAL:category] + OS + [/PARAMLITERAL] + [PARAMLITERAL:id] + mac + [/PARAMLITERAL] + [PARAMLITERAL:active] + [/PARAMLITERAL] + [PARAM:content] + [INCLUDE:#MacOSSetup] + [/PARAM] +[/OBJECT] + + + diff --git a/Engine/Documentation/Source/Platforms/Android/GettingStarted/5/AndroidQS_5.INT.udn b/Engine/Documentation/Source/Platforms/Android/GettingStarted/5/AndroidQS_5.INT.udn index caac60597580..38cd4989c1f3 100644 --- a/Engine/Documentation/Source/Platforms/Android/GettingStarted/5/AndroidQS_5.INT.udn +++ b/Engine/Documentation/Source/Platforms/Android/GettingStarted/5/AndroidQS_5.INT.udn @@ -19,12 +19,43 @@ Description:Package your game for installation. [/OBJECT] [/VAR] - - - %Steps% -1. Now, to push your full game to your Android device, you will need to package it. In the **File** menu, hover over **Package Project** to expand the full list of options. Here you will again see the list of texture formats, and must select the right one (or unlabeled). If you are unsure what to select, use **ETC1**. +%Globals:OSSelect% + +[OBJECT:ToggleButtonContent] + [PARAMLITERAL:category] + OS + [/PARAMLITERAL] + [PARAMLITERAL:id] + windows + [/PARAMLITERAL] + [PARAMLITERAL:active] + active_button_content + [/PARAMLITERAL] + [PARAM:content] + [INCLUDE:#WindowsSetup] + [/PARAM] +[/OBJECT] + +[OBJECT:ToggleButtonContent] + [PARAMLITERAL:category] + OS + [/PARAMLITERAL] + [PARAMLITERAL:id] + mac + [/PARAMLITERAL] + [PARAMLITERAL:active] + [/PARAMLITERAL] + [PARAM:content] + [INCLUDE:#MacOSSetup] + [/PARAM] +[/OBJECT] + + %Steps% \ No newline at end of file diff --git a/Engine/Documentation/Source/Platforms/Android/GettingStarted/AndroidQuickStart.INT.udn b/Engine/Documentation/Source/Platforms/Android/GettingStarted/AndroidQuickStart.INT.udn index 1a42de68ed81..0d91283fcaa7 100644 --- a/Engine/Documentation/Source/Platforms/Android/GettingStarted/AndroidQuickStart.INT.udn +++ b/Engine/Documentation/Source/Platforms/Android/GettingStarted/AndroidQuickStart.INT.udn @@ -3,43 +3,12 @@ Title: Android Quick Start Crumbs:%ROOT%, Platforms, Platforms/Android Description:Setting up for development for the Android platform. -[VAR:Topic] -[OBJECT:Topic] - [PARAM:image] - ![](AndroidTopic.jpg) - [/PARAM] - [PARAM:title] - %Platforms/Android/GettingStarted:title% - [/PARAM] - [PARAM:path] - [RELATIVE:Platforms/Android/GettingStarted] - [/PARAM] - [PARAM:description] - %Platforms/Android/GettingStarted:description% - [/PARAM] -[/OBJECT] -[/VAR] -[VAR:TopicCompact] -[OBJECT:TopicCompact] - [PARAM:image] - ![](AndroidTopic.jpg) - [/PARAM] - [PARAM:title] - %Platforms/Android/GettingStarted:title% - [/PARAM] - [PARAM:path] - [RELATIVE:Platforms/Android/GettingStarted] - [/PARAM] - [PARAM:description] - %Platforms/Android/GettingStarted:description% - [/PARAM] -[/OBJECT] -[/VAR] The Android Quick Start will walk you through setting up your computer and your Android device for deployment, and putting a template game on your device using both the launching and packaging features. This guide uses TADP as the Android SDK, but if you would like to know how to set up another SDK for use with Unreal Engine, see the [](Platforms\Android\Reference) page. + [OBJECT:TopicButtonList] [PARAM:icon] ![](%ROOT%/build_icon.png)(convert:false) diff --git a/Engine/Documentation/Source/Platforms/Android/Reference/AndroidGettingStarted.INT.udn b/Engine/Documentation/Source/Platforms/Android/Reference/AndroidGettingStarted.INT.udn index 66f317095f96..97af2fe6b049 100644 --- a/Engine/Documentation/Source/Platforms/Android/Reference/AndroidGettingStarted.INT.udn +++ b/Engine/Documentation/Source/Platforms/Android/Reference/AndroidGettingStarted.INT.udn @@ -5,6 +5,9 @@ Description:How to install different Android SDKs, set environment variables, an [TOC(start:2 end:3)] +%Globals:OSSelect% + + ## Overview @@ -45,6 +48,37 @@ Here is what we currently require for Android game development: There are several methods for getting the components. If you have already installed one of these, look in the corresponding section for additional requirements: ### TADP (Tegra Android Development Pack) +[OBJECT:ToggleButtonContent] + [PARAMLITERAL:category] + OS + [/PARAMLITERAL] + [PARAMLITERAL:id] + windows + [/PARAMLITERAL] + [PARAMLITERAL:active] + active_button_content + [/PARAMLITERAL] + [PARAM:content] + [INCLUDE:#TADPWindowsSetup] + [/PARAM] +[/OBJECT] + +[OBJECT:ToggleButtonContent] + [PARAMLITERAL:category] + OS + [/PARAMLITERAL] + [PARAMLITERAL:id] + mac + [/PARAMLITERAL] + [PARAMLITERAL:active] + [/PARAMLITERAL] + [PARAM:content] + [INCLUDE:#TADPMacOSSetup] + [/PARAM] +[/OBJECT] + + + ### ADT (Android Development Tools) This is Google's recommended development environment. It contains the SDK, Ant, and Eclipse (which you may want to use for your own tools, but we do not support Eclipse with Unreal Engine 4). @@ -99,6 +158,38 @@ For code projects only, you will need to install the NDK: ## Environment Variables +[OBJECT:ToggleButtonContent] + [PARAMLITERAL:category] + OS + [/PARAMLITERAL] + [PARAMLITERAL:id] + windows + [/PARAMLITERAL] + [PARAMLITERAL:active] + active_button_content + [/PARAMLITERAL] + [PARAM:content] + [INCLUDE:#ENVWindowsSetup] + [/PARAM] +[/OBJECT] + +[OBJECT:ToggleButtonContent] + [PARAMLITERAL:category] + OS + [/PARAMLITERAL] + [PARAMLITERAL:id] + mac + [/PARAMLITERAL] + [PARAMLITERAL:active] + [/PARAMLITERAL] + [PARAM:content] + [INCLUDE:#ENVMacOSSetup] + [/PARAM] +[/OBJECT] + + + ## Android Tips and Tricks +[OBJECT:ToggleButtonContent] + [PARAMLITERAL:category] + OS + [/PARAMLITERAL] + [PARAMLITERAL:id] + windows + [/PARAMLITERAL] + [PARAMLITERAL:active] + active_button_content + [/PARAMLITERAL] + [PARAM:content] + [INCLUDE:#ATTWindowsSetup] + [/PARAM] +[/OBJECT] + +[OBJECT:ToggleButtonContent] + [PARAMLITERAL:category] + OS + [/PARAMLITERAL] + [PARAMLITERAL:id] + mac + [/PARAMLITERAL] + [PARAMLITERAL:active] + active_button_content + [/PARAMLITERAL] + [PARAM:content] + [INCLUDE:#ATTMacOSSetup] + [/PARAM] +[/OBJECT] + + ## Android Texture Formats Not all Android devices are made the same. In particular, there are 4 different kinds of rendering hardware. They each support different formats of compressed textures. @@ -184,3 +366,4 @@ However, if you do not know, then you can choose **Android** or **Android (ETC1) enter a console command (like `stat fps`), but it will also display the formats that your device supports. Once you have that list, you can use that to choose a more ideal type when deploying/packaging. If you choose a format that your device does not support, it will fail to load. +