// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved. /*============================================================================= GenericWindowsTargetPlatform.h: Declares the TGenericWindowsTargetPlatform class template. =============================================================================*/ #pragma once #if WITH_ENGINE #include "StaticMeshResources.h" #endif // WITH_ENGINE /** * Template for Windows target platforms */ template class TGenericWindowsTargetPlatform : public TTargetPlatformBase > { public: typedef public TTargetPlatformBase > TSuper; /** * Default constructor. */ TGenericWindowsTargetPlatform( ) { LocalDevice = MakeShareable(new TLocalPcTargetDevice(*this)); #if WITH_ENGINE FConfigCacheIni::LoadLocalIniFile(EngineSettings, TEXT("Engine"), true, *PlatformName()); TextureLODSettings.Initialize(EngineSettings, TEXT("SystemSettings")); StaticMeshLODSettings.Initialize(EngineSettings); // Get the Target RHIs for this platform, we do not always want all those that are supported. GConfig->GetArray(TEXT("/Script/WindowsTargetPlatform.WindowsTargetSettings"), TEXT("TargetedRHIs"), TargetedShaderFormats, GEngineIni); // Gather the list of Target RHIs and filter out any that may be invalid. TArray PossibleShaderFormats; GetAllPossibleShaderFormats(PossibleShaderFormats); for(int32 ShaderFormatIdx = TargetedShaderFormats.Num()-1; ShaderFormatIdx >= 0; ShaderFormatIdx--) { FString ShaderFormat = TargetedShaderFormats[ShaderFormatIdx]; if(PossibleShaderFormats.Contains(FName(*ShaderFormat)) == false) { TargetedShaderFormats.Remove(ShaderFormat); } } #endif } public: // Begin ITargetPlatform interface virtual void EnableDeviceCheck(bool OnOff) override {} virtual void GetAllDevices( TArray& OutDevices ) const override { OutDevices.Reset(); OutDevices.Add(LocalDevice); } virtual ECompressionFlags GetBaseCompressionMethod( ) const override { return COMPRESS_ZLIB; } virtual bool GenerateStreamingInstallManifest(const TMultiMap& ChunkMap, const TSet& ChunkIDsInUse) const override { return true; } virtual ITargetDevicePtr GetDefaultDevice( ) const override { return LocalDevice; } virtual ITargetDevicePtr GetDevice( const FTargetDeviceId& DeviceId ) { if (LocalDevice.IsValid() && (DeviceId == LocalDevice->GetId())) { return LocalDevice; } return NULL; } virtual bool IsRunningPlatform( ) const override { // Must be Windows platform as editor for this to be considered a running platform return PLATFORM_WINDOWS && !UE_SERVER && !UE_GAME && WITH_EDITOR && HAS_EDITOR_DATA; } virtual bool SupportsFeature( ETargetPlatformFeatures::Type Feature ) const override { // we currently do not have a build target for WindowsServer if (Feature == ETargetPlatformFeatures::Packaging) { return (HAS_EDITOR_DATA || !IS_DEDICATED_SERVER); } return TSuper::SupportsFeature(Feature); } #if WITH_ENGINE virtual void GetAllPossibleShaderFormats( TArray& OutFormats ) const override { // no shaders needed for dedicated server target if (!IS_DEDICATED_SERVER) { // Only shader formats needed for cooked builds should be added here. // TODO: this should be configurable per-project, e.g. you may or // may not wish to support SM4 or OpenGL. static FName NAME_PCD3D_SM5(TEXT("PCD3D_SM5")); static FName NAME_PCD3D_SM4(TEXT("PCD3D_SM4")); static FName NAME_GLSL_150(TEXT("GLSL_150")); static FName NAME_GLSL_430(TEXT("GLSL_430")); OutFormats.AddUnique(NAME_PCD3D_SM5); OutFormats.AddUnique(NAME_PCD3D_SM4); OutFormats.AddUnique(NAME_GLSL_150); OutFormats.AddUnique(NAME_GLSL_430); } } virtual void GetAllTargetedShaderFormats( TArray& OutFormats ) const override { for(const FString& ShaderFormat : TargetedShaderFormats) { OutFormats.AddUnique(FName(*ShaderFormat)); } } virtual const class FStaticMeshLODSettings& GetStaticMeshLODSettings( ) const override { return StaticMeshLODSettings; } virtual void GetTextureFormats( const UTexture* InTexture, TArray& OutFormats ) const override { if (!IS_DEDICATED_SERVER) { // just use the standard texture format name for this texture OutFormats.Add(GetDefaultTextureFormatName(InTexture, EngineSettings)); } } virtual const struct FTextureLODSettings& GetTextureLODSettings( ) const override { return TextureLODSettings; } virtual FName GetWaveFormat( class USoundWave* Wave ) const override { static FName NAME_OGG(TEXT("OGG")); static FName NAME_OPUS(TEXT("OPUS")); if (Wave->IsStreaming()) { return NAME_OPUS; } return NAME_OGG; } #endif //WITH_ENGINE DECLARE_DERIVED_EVENT(TGenericWindowsTargetPlatform, ITargetPlatform::FOnTargetDeviceDiscovered, FOnTargetDeviceDiscovered); virtual FOnTargetDeviceDiscovered& OnDeviceDiscovered( ) override { return DeviceDiscoveredEvent; } DECLARE_DERIVED_EVENT(TGenericWindowsTargetPlatform, ITargetPlatform::FOnTargetDeviceLost, FOnTargetDeviceLost); virtual FOnTargetDeviceLost& OnDeviceLost( ) override { return DeviceLostEvent; } // End ITargetPlatform interface protected: /** * Temporary helper until we refactor Windows build targets. * Basically maps WindowsNoEditor to Win32 and Windows to Win64. */ FString GetBinariesSubDir( ) const { if (HAS_EDITOR_DATA) { return TEXT("Win64"); } return TEXT("Win32"); } private: // Holds the local device. ITargetDevicePtr LocalDevice; #if WITH_ENGINE // Holds the Engine INI settings for quick use. FConfigFile EngineSettings; // Holds the texture LOD settings. FTextureLODSettings TextureLODSettings; // Holds static mesh LOD settings. FStaticMeshLODSettings StaticMeshLODSettings; // List of shader formats specified as targets TArray TargetedShaderFormats; #endif // WITH_ENGINE private: // 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; };