Files
UnrealEngineUWP/Engine/Source/Editor/HardwareTargeting/Private/HardwareTargetingModule.cpp
Jack Porter 1fdfd523ae Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3228013)
#lockdown Nick.Penwarden
#rb None

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3156770 on 2016/10/10 by Allan.Bentham

	Fix VULKAN_ENABLE_API_DUMP build on android.

Change 3157838 on 2016/10/11 by Allan.Bentham

	Fix Vulkan API tracing on android.

Change 3170713 on 2016/10/21 by Steve.Cano

	Adding the "Optional Mobile Features BP Library" plugin to explose Blueprint functions for Sound Volume, Battery level, system temperature (only available on android), and Headphones being plugged in

	#jira UE-30896
	#android
	#ios
	#ue4

Change 3171064 on 2016/10/21 by Steve.Cano

	Plugins to provide a common interface and Android implemenation for providing access to GPS / Location data from Blueprints

	#ue4
	#android
	#jira UE-35917

Change 3171065 on 2016/10/21 by Steve.Cano

	IOS implementation of LocationServices plugin to provide access to location data in Blueprints

	#ue4
	#ios
	#jira UE-35917

Change 3181802 on 2016/11/01 by Steve.Cano

	Fix an issue introduced in CL 3170713 - Adding new config section to RequiredSections list so that we can generate projects successfully.

	#jira UE-30896
	#ios

Change 3181807 on 2016/11/01 by Steve.Cano

	Make sure to clear out references to our eglSurface when we destroy it, else we will try to set our context with an invalid surface.

	#jira UE-35004
	#android
	#ue4

Change 3184827 on 2016/11/03 by Allan.Bentham

	Do not HDR32 encode for views without view family.
	TranslucentAlphaOnly blend mode now works with encoding.
	#jira UE-37951

Change 3186684 on 2016/11/04 by Jack.Porter

	Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)

Change 3188693 on 2016/11/07 by Chris.Babcock

	Corrections to memory stats for Android
	#jira WEX-3760
	#ue4
	#android

Change 3191538 on 2016/11/09 by Allan.Bentham

	Mobile tonemapper can use CVarTonemapperOverride

Change 3192575 on 2016/11/09 by Chris.Babcock

	Support placing UE4Game files in ExternalFilesDir for automatic cleanup on uninstall for distribution packages
	#jira UEPLAT-1422
	#ue4
	#android

Change 3196231 on 2016/11/13 by Jack.Porter

	Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)

Change 3196538 on 2016/11/14 by Jack.Porter

	Fix issue where lighting would not build for the first editor session of projects defaulting to MobileHDR=false as HardwareTargetingModule didn't set cvars
	#jira UE-38507

Change 3198068 on 2016/11/15 by Dmitriy.Dyomin

	Fixed android console command sender to work with ADB version 1.0.36
	#jira UE-35171

Change 3200230 on 2016/11/16 by Jack.Porter

	Remove mosaic resolution limitation on ES3 devices
	#jira WEX-3119

Change 3201251 on 2016/11/16 by Chris.Babcock

	Fix Android compile error

Change 3203542 on 2016/11/18 by Jack.Porter

	Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)

Change 3205598 on 2016/11/21 by Dmitriy.Dyomin

	Fixed: Missing selection outline in editor ES2 preview
	#jira UE-6458

Change 3205622 on 2016/11/21 by Dmitriy.Dyomin

	Fix ES2 build error from CL# 3205598

Change 3207232 on 2016/11/22 by Dmitriy.Dyomin

	ES2 GLSL generated shader simplifications

Change 3208608 on 2016/11/23 by Dmitriy.Dyomin

	Fixed: Landscape Grasstype warning causes log spam when landscape is streamed in or out
	#jira UE-38694

Change 3209135 on 2016/11/23 by Alicia.Cano

	Packaging for iOS fails due to several invalid object type errors
	#jira UE-38431
	#ios

Change 3209822 on 2016/11/24 by Jack.Porter

	IWYU changes for LocationServicesBPLibrary

Change 3209824 on 2016/11/24 by Jack.Porter

	Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)

Change 3210264 on 2016/11/25 by Jack.Porter

	Fix unicode compile issue on Korean windows

Change 3210268 on 2016/11/25 by Jack.Porter

	IWYU and unicode fixes to Dev-Mobile

Change 3211800 on 2016/11/28 by Allan.Bentham

	Create and set PrimitiveSceneProxy->PrimitiveSceneInfo before SetTransform render thread command is enqueued. Avoids race condition with FPrimitiveSceneInfo's constructor which can occur on out-of-order CPUs.

Change 3212621 on 2016/11/28 by Jack.Porter

	More IWYU fixes.

Change 3213080 on 2016/11/29 by Allan.Bentham

	enable UseSingleSampleShadowFromStationaryLights on mobile.

	PR #2990: Fixes single sample shadows for mobile. (Contributed by kallehamalainen)

Change 3213164 on 2016/11/29 by Jack.Porter

	Win32 IWYU fix

Change 3213932 on 2016/11/29 by Chris.Babcock

	Fix handling of ETC2 filtering by Google Play Store (if only ETC2, require ES3.0+ but don't use texture filtering in manifest)
	#jira UE-39120
	#ue4
	#android

Change 3214563 on 2016/11/29 by Dmitriy.Dyomin

	Disable dynamic buffer discarding on Adreno330 (was casuing 10ms stalls on slate buffers update)

Change 3214571 on 2016/11/29 by Dmitriy.Dyomin

	Custom stencil on Mobile
	#jira UEMOB-183

Change 3214641 on 2016/11/30 by Dmitriy.Dyomin

	Disable distance culling when rendering image for world composition
	#jira UE-37754

Change 3214656 on 2016/11/30 by Jack.Porter

	Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)

Change 3218479 on 2016/12/01 by Jack.Porter

	Fix for Vulkan build error when using AutoSDK

Change 3218596 on 2016/12/02 by Dmitriy.Dyomin

	Fixed: Android split screen multiplayer does not function or render correctly
	#jira UE-35204

Change 3218874 on 2016/12/02 by Allan.Bentham

	Fix CSM shadow bug when ES3.1 + mobileHDR == false.
	Fix inverted culling when rendering shadow depths with mobilehdr == false
	#jira UE-39111

Change 3220911 on 2016/12/04 by Jack.Porter

	Fixed landscape duplicated GUID detection and crash when one of the landscapes is in a hidden streaming level

Change 3220935 on 2016/12/04 by Jack.Porter

	Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)

Change 3222831 on 2016/12/05 by Dmitriy.Dyomin

	Added support for MGD and Andreno profilers
	#jira UEMOB-184

Change 3222843 on 2016/12/05 by Jack.Porter

	Fixed bug caused by CL 3196538 causing r.MobileHDR to toggle and crash when opening render settings
	#jira UE-38507

Change 3222934 on 2016/12/06 by Jack.Porter

	Android graphics debugger text changes

Change 3223042 on 2016/12/06 by Dmitriy.Dyomin

	Fixed: missing GPU particles in LDR mode on device
	#jira UE-39363

Change 3223043 on 2016/12/06 by Jack.Porter

	Fixed logspam warnings from TcpMessaging launching on Android
	#jira UE-37895

Change 3223046 on 2016/12/06 by Allan.Bentham

	Move ES3.1 preview mode out of experimental.
	Add per device quality level preview to ES3.1 preview sub menu when project settings allow.

	#jira UEMOB-178

Change 3223113 on 2016/12/06 by Allan.Bentham

	changed MOBILE_EMULATION define for METAL_PROFILE on mac. fixes issues with editor primitive rendering with ES3.1 feature level preview.
	added -featureleveles2/31 commandline support to metalrhi.

Change 3223117 on 2016/12/06 by Allan.Bentham

	Initialise FPrimitiveSceneInfo::CachedReflectionCaptureProxies

Change 3223131 on 2016/12/06 by Allan.Bentham

	Fix translucency rendering when mobilehdr == false. (Disable mod shadows when mobilehdr == false.)
	#jira UE-38343

Change 3223162 on 2016/12/06 by Jack.Porter

	Disallow Absolute World Position with "excluding shader offset" on ES2
	#jra UE-25555

Change 3223204 on 2016/12/06 by Jack.Porter

	Fix for unable to save levels when landscape components with tessellation moved to another level
	#jira UE-39372

Change 3223677 on 2016/12/06 by Chris.Babcock

	Fix tabs

Change 3224139 on 2016/12/06 by Chris.Babcock

	Support modification of build.xml and add post import additions to GameActivity
	#jira UE-31372
	#PR #2440
	#ue4
	#android

Change 3224152 on 2016/12/06 by Chris.Babcock

	Add support for MadCatz C.T.R.L.R Android controller models
	#ue4
	#android

Change 3224162 on 2016/12/06 by Chris.Babcock

	Driver bug fix and using separate context for MediaPlayer14 (contributed by BrianHarris)
	#jira UE-35825
	#PR #2787
	#ue4
	#android

Change 3224581 on 2016/12/07 by Dmitriy.Dyomin

	Fixed black screen regression on iOS OpenGL
	Also now reporting shader compiler errors in iOS

Change 3224589 on 2016/12/07 by Allan.Bentham

	Increase mobile renderer's maximum CSM cascade limit to 4 and introduce max shadow cascade cvar for mobile which defaults to 2 retaining existing behaviour.
	#jira UEMOB-187

Change 3224774 on 2016/12/07 by Jack.Porter

	Added flags for mobile shader permutation reduction
	Renamed mobile lighting policies to better describe them
	Set flags to remove policies not used by SunTemple - saves 22MB package size on Android

	#jira: UEMOB-179

Change 3224782 on 2016/12/07 by Allan.Bentham

	Add project option to set maximum supported CSM cascades to mobile renderer.
	#jira UEMOB-187

Change 3224943 on 2016/12/07 by Dmitriy.Dyomin

	Metal iOS will use sRGB textures
	#jira UEMOB-189

Change 3225098 on 2016/12/07 by Dmitriy.Dyomin

	fix for compile error from 3224943

Change 3225188 on 2016/12/07 by Chris.Babcock

	Fix #includes in deferred Android OpenGL
	#jira UE-39440
	#ue4
	#android

Change 3226402 on 2016/12/07 by Dmitriy.Dyomin

	Fixed: wrong condition for r8 srgb on mac
	#jira UE-39471

Change 3226485 on 2016/12/08 by Dmitriy.Dyomin

	Fixed: Rendering Artifacts and invisible objects in Fortnite
	regression from nobile custom stencil changes
	#jira UE-39452, UE-39455

Change 3226637 on 2016/12/08 by Dmitriy.Dyomin

	Fixed: Odin Ensure Texture passed to ClearDepthStencil is not what is currently set as RenderTarget
	#jira UE-39482

Change 3226922 on 2016/12/08 by Jack.Porter

	Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)

Change 3227353 on 2016/12/08 by Chris.Babcock

	Remove CopyVisualizers batch call again

Change 3228013 on 2016/12/08 By Chris.Babcock

	Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)

[CL 3228374 by Jack Porter in Main branch]
2016-12-08 22:53:00 -05:00

324 lines
13 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "HardwareTargetingModule.h"
#include "HAL/FileManager.h"
#include "Modules/ModuleManager.h"
#include "UObject/UnrealType.h"
#include "GameMapsSettings.h"
#include "GameFramework/InputSettings.h"
#include "Widgets/DeclarativeSyntaxSupport.h"
#include "Textures/SlateIcon.h"
#include "EditorStyleSet.h"
#include "ISettingsModule.h"
#include "Widgets/SWidget.h"
#include "SDecoratedEnumCombo.h"
#include "Engine/RendererSettings.h"
#include "Widgets/SToolTip.h"
#include "IDocumentation.h"
#include "Settings/EditorProjectSettings.h"
#define LOCTEXT_NAMESPACE "HardwareTargeting"
//////////////////////////////////////////////////////////////////////////
// FMetaSettingGatherer
struct FMetaSettingGatherer
{
FTextBuilder DescriptionBuffer;
TMap<UObject*, FTextBuilder> DescriptionBuffers;
TMap<UObject*, FText> CategoryNames;
// Are we just displaying what would change, or actually changing things?
bool bReadOnly;
bool bIncludeUnmodifiedProperties;
FMetaSettingGatherer()
: bReadOnly(false)
, bIncludeUnmodifiedProperties(false)
{
}
void AddEntry(UObject* SettingsObject, UProperty* Property, FText NewValue, bool bModified)
{
if (bModified || bIncludeUnmodifiedProperties)
{
FTextBuilder& SettingsDescriptionBuffer = DescriptionBuffers.FindOrAdd(SettingsObject);
if (!bReadOnly)
{
FPropertyChangedEvent ChangeEvent(Property, EPropertyChangeType::ValueSet);
SettingsObject->PostEditChangeProperty(ChangeEvent);
}
else
{
FText SettingDisplayName = Property->GetDisplayNameText();
FFormatNamedArguments Args;
Args.Add(TEXT("SettingName"), SettingDisplayName);
Args.Add(TEXT("SettingValue"), NewValue);
FText FormatString = bModified ?
LOCTEXT("MetaSettingDisplayStringModified", "{SettingName} is {SettingValue} <HardwareTargets.Strong>(modified)</>") :
LOCTEXT("MetaSettingDisplayStringUnmodified", "{SettingName} is {SettingValue}");
SettingsDescriptionBuffer.AppendLine(FText::Format(FormatString, Args));
}
}
}
template <typename ValueType>
static FText ValueToString(ValueType Value);
bool Finalize()
{
check(!bReadOnly);
bool bSuccess = true;
for (auto& Pair : DescriptionBuffers)
{
const FString Filename = Pair.Key->GetDefaultConfigFilename();
const FDateTime BeforeTime = IFileManager::Get().GetTimeStamp(*Filename);
Pair.Key->UpdateDefaultConfigFile();
const FDateTime AfterTime = IFileManager::Get().GetTimeStamp(*Filename);
bSuccess = BeforeTime != AfterTime && bSuccess;
}
return bSuccess;
}
};
template <>
FText FMetaSettingGatherer::ValueToString(bool Value)
{
return Value ? LOCTEXT("BoolEnabled", "enabled") : LOCTEXT("BoolDisabled", "disabled");
}
template <>
FText FMetaSettingGatherer::ValueToString(EAntiAliasingMethod Value)
{
switch (Value)
{
case AAM_None:
return LOCTEXT("AA_None", "None");
case AAM_FXAA:
return LOCTEXT("AA_FXAA", "FXAA");
case AAM_TemporalAA:
return LOCTEXT("AA_TemporalAA", "Temporal AA");
case AAM_MSAA:
return LOCTEXT("AA_MSAA", "MSAA");
default:
return FText::AsNumber((int32)Value);
}
}
static FName HardwareTargetingConsoleVariableMetaFName(TEXT("ConsoleVariable"));
#define UE_META_SETTING_ENTRY(Builder, Class, PropertyName, TargetValue) \
{ \
Class* SettingsObject = GetMutableDefault<Class>(); \
bool bModified = SettingsObject->PropertyName != (TargetValue); \
UProperty* Property = FindFieldChecked<UProperty>(Class::StaticClass(), GET_MEMBER_NAME_CHECKED(Class, PropertyName)); \
if (!Builder.bReadOnly) { \
FString CVarName = Property->GetMetaData(HardwareTargetingConsoleVariableMetaFName); \
if (!CVarName.IsEmpty()) { IConsoleVariable* CVar = IConsoleManager::Get().FindConsoleVariable(*CVarName); \
if (CVar) { CVar->Set(TargetValue, ECVF_SetByProjectSetting); } } \
SettingsObject->PropertyName = (TargetValue); } \
Builder.AddEntry(SettingsObject, Property, FMetaSettingGatherer::ValueToString(TargetValue), bModified); \
}
//////////////////////////////////////////////////////////////////////////
// FHardwareTargetingModule
class FHardwareTargetingModule : public IHardwareTargetingModule
{
public:
// IModuleInterface interface
virtual void StartupModule() override;
virtual void ShutdownModule() override;
// End of IModuleInterface interface
// IHardwareTargetingModule interface
virtual void ApplyHardwareTargetingSettings() override;
virtual TArray<FModifiedDefaultConfig> GetPendingSettingsChanges() override;
virtual TSharedRef<SWidget> MakeHardwareClassTargetCombo(FOnHardwareClassChanged OnChanged, TAttribute<EHardwareClass::Type> SelectedEnum) override;
virtual TSharedRef<SWidget> MakeGraphicsPresetTargetCombo(FOnGraphicsPresetChanged OnChanged, TAttribute<EGraphicsPreset::Type> SelectedEnum) override;
// End of IHardwareTargetingModule interface
private:
void GatherSettings(FMetaSettingGatherer& Builder);
};
void FHardwareTargetingModule::StartupModule()
{
ISettingsModule* SettingsModule = FModuleManager::GetModulePtr<ISettingsModule>("Settings");
if (SettingsModule != nullptr)
{
SettingsModule->RegisterSettings("Project", "Project", "HardwareTargeting",
LOCTEXT("HardwareTargetingSettingsName", "Target Hardware"),
LOCTEXT("HardwareTargetingSettingsDescription", "Options for choosing which class of hardware to target"),
GetMutableDefault<UHardwareTargetingSettings>()
);
}
// Apply any settings on startup if necessary
ApplyHardwareTargetingSettings();
}
void FHardwareTargetingModule::ShutdownModule()
{
}
TArray<FModifiedDefaultConfig> FHardwareTargetingModule::GetPendingSettingsChanges()
{
// Gather and stringify the modified settings
FMetaSettingGatherer Gatherer;
Gatherer.bReadOnly = true;
Gatherer.bIncludeUnmodifiedProperties = true;
GatherSettings(Gatherer);
TArray<FModifiedDefaultConfig> OutArray;
for (auto& Pair : Gatherer.DescriptionBuffers)
{
FModifiedDefaultConfig ModifiedConfig;
ModifiedConfig.SettingsObject = Pair.Key;
ModifiedConfig.Description = Pair.Value.ToText();
ModifiedConfig.CategoryHeading = Gatherer.CategoryNames.FindChecked(Pair.Key);
OutArray.Add(ModifiedConfig);
}
return OutArray;
}
void FHardwareTargetingModule::GatherSettings(FMetaSettingGatherer& Builder)
{
UHardwareTargetingSettings* Settings = GetMutableDefault<UHardwareTargetingSettings>();
if (Builder.bReadOnly)
{
// Force the category order and give nice descriptions
Builder.CategoryNames.Add(GetMutableDefault<URendererSettings>(), LOCTEXT("RenderingCategoryHeader", "Engine - Rendering"));
Builder.CategoryNames.Add(GetMutableDefault<UInputSettings>(), LOCTEXT("InputCategoryHeader", "Engine - Input"));
Builder.CategoryNames.Add(GetMutableDefault<UGameMapsSettings>(), LOCTEXT("MapsAndModesCategoryHeader", "Project - Maps & Modes"));
Builder.CategoryNames.Add(GetMutableDefault<ULevelEditor2DSettings>(), LOCTEXT("EditorSettings2D", "Editor - 2D"));
}
const bool bLowEndMobile = (Settings->TargetedHardwareClass == EHardwareClass::Mobile) && (Settings->DefaultGraphicsPerformance == EGraphicsPreset::Scalable);
const bool bAnyMobile = (Settings->TargetedHardwareClass == EHardwareClass::Mobile);
const bool bHighEndMobile = (Settings->TargetedHardwareClass == EHardwareClass::Mobile) && (Settings->DefaultGraphicsPerformance == EGraphicsPreset::Maximum);
const bool bAnyPC = (Settings->TargetedHardwareClass == EHardwareClass::Desktop);
const bool bHighEndPC = (Settings->TargetedHardwareClass == EHardwareClass::Desktop) && (Settings->DefaultGraphicsPerformance == EGraphicsPreset::Maximum);
const bool bAnyScalable = Settings->DefaultGraphicsPerformance == EGraphicsPreset::Scalable;
{
// Based roughly on https://docs.unrealengine.com/latest/INT/Platforms/Mobile/PostProcessEffects/index.html
UE_META_SETTING_ENTRY(Builder, URendererSettings, bMobileHDR, !bLowEndMobile);
// Bloom works and isn't terribly expensive on anything beyond low-end
UE_META_SETTING_ENTRY(Builder, URendererSettings, bDefaultFeatureBloom, !bLowEndMobile);
// Separate translucency does nothing in the ES2 renderer
UE_META_SETTING_ENTRY(Builder, URendererSettings, bSeparateTranslucency, !bAnyMobile);
// Motion blur, auto-exposure, and ambient occlusion don't work in the ES2 renderer
UE_META_SETTING_ENTRY(Builder, URendererSettings, bDefaultFeatureMotionBlur, bHighEndPC);
UE_META_SETTING_ENTRY(Builder, URendererSettings, bDefaultFeatureAutoExposure, bHighEndPC);
UE_META_SETTING_ENTRY(Builder, URendererSettings, bDefaultFeatureAmbientOcclusion, bAnyPC);
// lens flare doesn't work in the ES2 renderer, the quality is low and the feature is controversial
UE_META_SETTING_ENTRY(Builder, URendererSettings, bDefaultFeatureLensFlare, false);
// DOF and AA work on mobile but are expensive, keeping them off by default
//@TODO: DOF setting doesn't exist yet
// UE_META_SETTING_ENTRY(Builder, URendererSettings, bDefaultFeatureDepthOfField, bHighEndPC);
UE_META_SETTING_ENTRY(Builder, URendererSettings, DefaultFeatureAntiAliasing, bHighEndPC ? AAM_TemporalAA : AAM_None);
}
{
// Mobile uses touch
UE_META_SETTING_ENTRY(Builder, UInputSettings, bUseMouseForTouch, bAnyMobile);
//@TODO: Use bAlwaysShowTouchInterface (sorta implied by bUseMouseForTouch)?
}
{
// Tablets or phones are usually shared-screen multiplayer instead of split-screen
UE_META_SETTING_ENTRY(Builder, UGameMapsSettings, bUseSplitscreen, bAnyPC);
}
}
void FHardwareTargetingModule::ApplyHardwareTargetingSettings()
{
UHardwareTargetingSettings* Settings = GetMutableDefault<UHardwareTargetingSettings>();
// Apply the settings if they've changed
if (Settings->HasPendingChanges())
{
// Gather and apply the modified settings
FMetaSettingGatherer Builder;
Builder.bReadOnly = false;
GatherSettings(Builder);
const bool bSuccess = Builder.Finalize();
// Write out the 'did we apply' values
if (bSuccess)
{
Settings->AppliedTargetedHardwareClass = Settings->TargetedHardwareClass;
Settings->AppliedDefaultGraphicsPerformance = Settings->DefaultGraphicsPerformance;
Settings->UpdateDefaultConfigFile();
}
}
}
TSharedRef<SWidget> FHardwareTargetingModule::MakeHardwareClassTargetCombo(FOnHardwareClassChanged OnChanged, TAttribute<EHardwareClass::Type> SelectedEnum)
{
TArray<SDecoratedEnumCombo<EHardwareClass::Type>::FComboOption> HardwareClassInfo;
HardwareClassInfo.Add(SDecoratedEnumCombo<EHardwareClass::Type>::FComboOption(
EHardwareClass::Unspecified, FSlateIcon(FEditorStyle::GetStyleSetName(), "HardwareTargeting.HardwareUnspecified"), LOCTEXT("UnspecifiedCaption", "Unspecified"), false));
HardwareClassInfo.Add(SDecoratedEnumCombo<EHardwareClass::Type>::FComboOption(
EHardwareClass::Desktop, FSlateIcon(FEditorStyle::GetStyleSetName(), "HardwareTargeting.DesktopPlatform"), LOCTEXT("DesktopCaption", "Desktop / Console")));
HardwareClassInfo.Add(SDecoratedEnumCombo<EHardwareClass::Type>::FComboOption(
EHardwareClass::Mobile, FSlateIcon(FEditorStyle::GetStyleSetName(), "HardwareTargeting.MobilePlatform"), LOCTEXT("MobileCaption", "Mobile / Tablet")));
return SNew(SDecoratedEnumCombo<EHardwareClass::Type>, MoveTemp(HardwareClassInfo))
.SelectedEnum(SelectedEnum)
.OnEnumChanged(OnChanged)
.ToolTip(IDocumentation::Get()->CreateToolTip(LOCTEXT("HardwareClassTooltip", "Choose the overall class of hardware to target (desktop/console or mobile/tablet)."), NULL, TEXT("Shared/Editor/Settings/TargetHardware"), TEXT("HardwareClass")));
}
TSharedRef<SWidget> FHardwareTargetingModule::MakeGraphicsPresetTargetCombo(FOnGraphicsPresetChanged OnChanged, TAttribute<EGraphicsPreset::Type> SelectedEnum)
{
TArray<SDecoratedEnumCombo<EGraphicsPreset::Type>::FComboOption> GraphicsPresetInfo;
GraphicsPresetInfo.Add(SDecoratedEnumCombo<EGraphicsPreset::Type>::FComboOption(
EGraphicsPreset::Unspecified, FSlateIcon(FEditorStyle::GetStyleSetName(), "HardwareTargeting.GraphicsUnspecified"), LOCTEXT("UnspecifiedCaption", "Unspecified"), false));
GraphicsPresetInfo.Add(SDecoratedEnumCombo<EGraphicsPreset::Type>::FComboOption(
EGraphicsPreset::Maximum, FSlateIcon(FEditorStyle::GetStyleSetName(), "HardwareTargeting.MaximumQuality"), LOCTEXT("MaximumCaption", "Maximum Quality")));
GraphicsPresetInfo.Add(SDecoratedEnumCombo<EGraphicsPreset::Type>::FComboOption(
EGraphicsPreset::Scalable, FSlateIcon(FEditorStyle::GetStyleSetName(), "HardwareTargeting.ScalableQuality"), LOCTEXT("ScalableCaption", "Scalable 3D or 2D")));
return SNew(SDecoratedEnumCombo<EGraphicsPreset::Type>, MoveTemp(GraphicsPresetInfo))
.SelectedEnum(SelectedEnum)
.OnEnumChanged(OnChanged)
.ToolTip(IDocumentation::Get()->CreateToolTip(LOCTEXT("GraphicsPresetTooltip", "Choose the graphical level to target (high-end only or scalable from low-end on up)."), NULL, TEXT("Shared/Editor/Settings/TargetHardware"), TEXT("GraphicalLevel")));
}
IHardwareTargetingModule& IHardwareTargetingModule::Get()
{
static FHardwareTargetingModule Instance;
return Instance;
}
IMPLEMENT_MODULE(FHardwareTargetingModule, HardwareTargeting);
#undef UE_META_SETTING_ENTRY
#undef LOCTEXT_NAMESPACE