Files
charles bloom 0c583e951f remove unnecessary code dupes of GetRunningTargetPlatform
#preflight https://horde.devtools.epicgames.com/job/6407b706fb10f393c215eb82
#rb fabian.giesen

[CL 24552030 by charles bloom in ue5-main branch]
2023-03-07 19:12:38 -05:00

203 lines
6.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Containers/StringView.h"
#include "Delegates/Delegate.h"
#include "Interfaces/ITargetDevice.h"
#include "Modules/ModuleInterface.h"
class ITargetPlatform;
DECLARE_MULTICAST_DELEGATE(FOnTargetPlatformsInvalidated);
/**
* Module for the target platform manager
*/
class ITargetPlatformManagerModule
: public IModuleInterface
{
public:
/**
* Finds an audio format with the specified name.
*
* @param Name Name of the format to find.
* @return The audio format, or nullptr if not found.
*/
virtual const class IAudioFormat* FindAudioFormat( FName Name ) = 0;
/**
* Finds a PhysX format with the specified name.
*
* @param Name Name of the format to find.
* @return The PhysX format, or nullptr if not found.
*/
virtual const class IPhysXCooking* FindPhysXCooking( FName Name ) = 0;
/**
* Finds a shader format with the specified name.
*
* @param Name Name of the format to find.
* @return The shader format, or nullptr if not found.
*/
virtual const class IShaderFormat* FindShaderFormat( FName Name ) = 0;
/**
* Finds a texture format with the specified name.
*
* @param Name Name of the format to find.
* @return The texture format, or nullptr if not found.
*/
virtual const class ITextureFormat* FindTextureFormat( FName Name ) = 0;
/**
* Finds a target device by identifier.
*
* @param DeviceId The device identifier.
* @return The target device, or nullptr if not found.
*/
virtual ITargetDevicePtr FindTargetDevice( const FTargetDeviceId& DeviceId ) = 0;
/**
* Finds a target platform by name.
*
* @param Name The target platform's short or long name.
* @return The target platform, or nullptr if not found.
*/
virtual ITargetPlatform* FindTargetPlatform( FStringView Name ) = 0;
/**
* Finds a target platform by name.
*
* @param Name The target platform's short or long name.
* @return The target platform, or nullptr if not found.
*/
virtual ITargetPlatform* FindTargetPlatform(FName Name) = 0;
/**
* Finds a target platform by name.
*
* @param Name The target platform's short or long name.
* @return The target platform, or nullptr if not found.
*/
virtual ITargetPlatform* FindTargetPlatform(const TCHAR* Name) = 0;
/**
* Finds a target platform by looking for one that supports a given value for a generic type of support
*
* @param Name SupportClass The type of support needed (like "ShaderFormat")
* @param RequiredSupportValue The value of the supported type that is needed
* @return The target platform, or nullptr if not found.
*/
virtual ITargetPlatform* FindTargetPlatformWithSupport(FName SupportType, FName RequiredSupportedValue) = 0;
/**
* Return the list of platforms which we need to support when cooking (only set when actually cooking)
*
* @return Collection of platforms.
*/
UE_DEPRECATED(5.1, "Use GetActiveTargetPlatforms instead of GetCookingTargetPlatforms")
virtual const TArray<ITargetPlatform*>& GetCookingTargetPlatforms() = 0;
/**
* Return the list of the ITargetPlatforms that we want to build data for.
*
* @return Collection of platforms.
*/
virtual const TArray<ITargetPlatform*>& GetActiveTargetPlatforms() = 0;
/**
* Returns the list of all IAudioFormats that were located in DLLs.
*
* @return Collection of audio formats.
*/
virtual const TArray<const class IAudioFormat*>& GetAudioFormats() = 0;
/**
* Returns the list of all IPhysXCooking that were located in DLLs.
*
* @return Collection of PhysX formats.
*/
virtual const TArray<const class IPhysXCooking*>& GetPhysXCooking() = 0;
/**
* Returns the target platform that is currently running.
*
* Note: This method only returns a Target Platform when WITH_EDITOR.
*
* @return Running target platform.
*/
virtual ITargetPlatform* GetRunningTargetPlatform() = 0;
/**
* Returns the list of all ITextureFormats that were located in DLLs.
*
* @return Collection of shader formats.
*/
virtual const TArray<const class IShaderFormat*>& GetShaderFormats() = 0;
/**
* Returns the list of all ITargetPlatforms that were located in DLLs.
*
* @return Collection of platforms.
*/
virtual const TArray<ITargetPlatform*>& GetTargetPlatforms() = 0;
/**
* Returns the list of all ITextureFormats that were located in DLLs.
*
* @return Collection of texture formats.
*/
virtual const TArray<const class ITextureFormat*>& GetTextureFormats() = 0;
/**
* Determine if there were errors during the initialization of the platform manager.
*
* @param OutErrorMessages Optional pointer to an FString that will have the error messages appended to it.
* @return True if there were errors during the initialization of the platform manager, False otherwise.
*/
virtual bool HasInitErrors(FString* OutErrorMessages) const = 0;
/**
* Invalidates the target platform module.
*
* Invalidate should be called if any TargetPlatform modules get loaded/unloaded/reloaded during
* runtime to give the implementation the chance to rebuild all its internal states and caches.
*/
virtual void Invalidate() = 0;
/**
* Checks whether we should only build formats that are actually required for use by the runtime.
*
* @return true if formats are restricted, false otherwise.
*/
virtual bool RestrictFormatsToRuntimeOnly() = 0;
/**
* Gets the shader format version for the specified shader.
*
* @param Name Name of the shader format to get the version for.
* @return Version number.
*/
virtual uint32 ShaderFormatVersion(FName Name) = 0;
/**
* Allows changes to environment for a given platform
*/
virtual bool UpdatePlatformEnvironment(const FString& PlatformName, TArray<FString> &Keys, TArray<FString> &Values) = 0;
/** A callback that holders of ITargetPlatform* must subscribe to to be notified of when the ITargetPlatform* has been invalidated and should be requeried from e.g. FindTargetPlatform */
virtual FOnTargetPlatformsInvalidated& GetOnTargetPlatformsInvalidatedDelegate() = 0;
/**
* After installing an SDK with Turnkey, this will refresh the TargetPlatform, find devices, etc
*/
virtual bool UpdateAfterSDKInstall(FName TargetPlatformName) = 0;
public:
/** Virtual destructor. */
~ITargetPlatformManagerModule() { }
};