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updated metal setting to update the Info.plist
adding Info.plist for Zen #zen [CL 2278079 by Peter Sauerbrei in Main branch]
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UnrealBot
parent
82a3444197
commit
7d1bd58632
@@ -66,6 +66,9 @@ void FIOSTargetSettingsCustomization::BuildPListSection(IDetailLayoutBuilder& De
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{
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// Info.plist category
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IDetailCategoryBuilder& AppManifestCategory = DetailLayout.EditCategory(TEXT("Info.plist"));
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IDetailCategoryBuilder& BundleCategory = DetailLayout.EditCategory(TEXT("Bundle Information"));
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IDetailCategoryBuilder& OrientationCategory = DetailLayout.EditCategory(TEXT("Orientation"));
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IDetailCategoryBuilder& RenderCategory = DetailLayout.EditCategory(TEXT("Rendering"));
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TSharedRef<SPlatformSetupMessage> PlatformSetupMessage = SNew(SPlatformSetupMessage, GameInfoPath)
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.PlatformName(LOCTEXT("iOSPlatformName", "iOS"))
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@@ -122,23 +125,26 @@ void FIOSTargetSettingsCustomization::BuildPListSection(IDetailLayoutBuilder& De
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// Show properties that are gated by the plist being present and writable
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FSimpleDelegate PlistModifiedDelegate = FSimpleDelegate::CreateRaw(this, &FIOSTargetSettingsCustomization::OnPlistPropertyModified);
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#define SETUP_PLIST_PROP(PropName, Tip) \
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#define SETUP_PLIST_PROP(PropName, Category, Tip) \
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{ \
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TSharedRef<IPropertyHandle> PropertyHandle = DetailLayout.GetProperty(GET_MEMBER_NAME_CHECKED(UIOSRuntimeSettings, PropName)); \
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PropertyHandle->SetOnPropertyValueChanged(PlistModifiedDelegate); \
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AppManifestCategory.AddProperty(PropertyHandle) \
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Category.AddProperty(PropertyHandle) \
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.EditCondition(SetupForPlatformAttribute, NULL) \
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.ToolTip(Tip); \
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}
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SETUP_PLIST_PROP(BundleDisplayName, TEXT("Specifies the the display name for the application. This will be displayed under the icon on the device."));
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SETUP_PLIST_PROP(BundleName, TEXT("Specifies the the name of the application bundle. This is the short name for the application bundle."));
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SETUP_PLIST_PROP(BundleIdentifier, TEXT("Specifies the bundle identifier for the application."));
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SETUP_PLIST_PROP(VersionInfo, TEXT("Specifies the version for the application."));
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SETUP_PLIST_PROP(bSupportsPortraitOrientation, TEXT("Supports default portrait orientation. Landscape will not be supported."));
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SETUP_PLIST_PROP(bSupportsUpsideDownOrientation, TEXT("Supports upside down portrait orientation. Landscape will not be supported."));
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SETUP_PLIST_PROP(bSupportsLandscapeLeftOrientation, TEXT("Supports left landscape orientation. Protrait will not be supported."));
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SETUP_PLIST_PROP(bSupportsLandscapeRightOrientation, TEXT("Supports right landscape orientation. Protrait will not be supported."));
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SETUP_PLIST_PROP(BundleDisplayName, BundleCategory, TEXT("Specifies the the display name for the application. This will be displayed under the icon on the device."));
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SETUP_PLIST_PROP(BundleName, BundleCategory, TEXT("Specifies the the name of the application bundle. This is the short name for the application bundle."));
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SETUP_PLIST_PROP(BundleIdentifier, BundleCategory, TEXT("Specifies the bundle identifier for the application."));
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SETUP_PLIST_PROP(VersionInfo, BundleCategory, TEXT("Specifies the version for the application."));
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SETUP_PLIST_PROP(bSupportsPortraitOrientation, OrientationCategory, TEXT("Supports default portrait orientation. Landscape will not be supported."));
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SETUP_PLIST_PROP(bSupportsUpsideDownOrientation, OrientationCategory, TEXT("Supports upside down portrait orientation. Landscape will not be supported."));
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SETUP_PLIST_PROP(bSupportsLandscapeLeftOrientation, OrientationCategory, TEXT("Supports left landscape orientation. Protrait will not be supported."));
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SETUP_PLIST_PROP(bSupportsLandscapeRightOrientation, OrientationCategory, TEXT("Supports right landscape orientation. Protrait will not be supported."));
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SETUP_PLIST_PROP(bSupportsMetal, RenderCategory, TEXT("Whether or not to add support for Metal API (requires IOS8 and A7 processors)."));
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SETUP_PLIST_PROP(bSupportsOpenGLES2, RenderCategory, TEXT("Whether or not to add support for OpenGL ES2 (if this is false, then your game should specify minimum IOS8 version and use \"metal\" instead of \"opengles-2\" in UIRequiredDeviceCapabilities)"));
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#undef SETUP_PLIST_PROP
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}
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@@ -242,7 +248,6 @@ void FIOSTargetSettingsCustomization::OnPlistPropertyModified()
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OrientationArrayBody += TEXT("\t\t<string>UIInterfaceOrientationLandscapeRight</string>\n");
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}
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OrientationArrayBody += TEXT("\t");
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Updater.ReplaceKey(InterfaceOrientations, ClosingArray, OrientationArrayBody);
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// build the replacement bundle display name
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@@ -262,9 +267,25 @@ void FIOSTargetSettingsCustomization::OnPlistPropertyModified()
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Updater.ReplaceKey(BundleIdentifierKey, ClosingString, BundleIdentifierBody);
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// build the replacement version info
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const FString BuBundleShortVersionKey(TEXT("<key>CFBundleShortVersionString</key>"));
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const FString BundleShortVersionKey(TEXT("<key>CFBundleShortVersionString</key>"));
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FString VersionInfoBody = TEXT("\n\t<string>") + Settings.VersionInfo;
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Updater.ReplaceKey(BuBundleShortVersionKey, ClosingString, VersionInfoBody);
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Updater.ReplaceKey(BundleShortVersionKey, ClosingString, VersionInfoBody);
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// build the replacement required device caps
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const FString RequiredDeviceCaps(TEXT("<key>UIRequiredDeviceCapabilities</key>"));
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FString DeviceCapsArrayBody = TEXT("\n\t<array>\n");
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// automatically add armv7 for now
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DeviceCapsArrayBody += TEXT("\t\t<string>armv7</string>\n");
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if (Settings.bSupportsOpenGLES2)
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{
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DeviceCapsArrayBody += TEXT("\t\t<string>opengles-2</string>");
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}
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else if (Settings.bSupportsMetal)
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{
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DeviceCapsArrayBody += TEXT("\t\t<string>metal</string>");
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}
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DeviceCapsArrayBody += TEXT("\t");
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Updater.ReplaceKey(RequiredDeviceCaps, ClosingArray, DeviceCapsArrayBody);
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// Write out the updated .plist
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Updater.Finalize(GameInfoPath, true, FFileHelper::EEncodingOptions::ForceUTF8);
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