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Merge conflict. jason.bestimt, please merge this change by hand. More info at https://robomerge.epicgames.net/ /src/ROBOMERGE_DEVVR_Dev_VR/Engine/Plugins/Lumin/MagicLeap/Source/MagicLeap/Private/FoundObjectComponent.cpp - resolving branch from //UE4/Main/Engine/Plugins/Lumin/MagicLeap/Source/MagicLeap/Private/FoundObjectComponent.cpp#3 Branch resolve: at: branch ay: ignore /src/ROBOMERGE_DEVVR_Dev_VR/Engine/Plugins/Lumin/MagicLeap/Source/MagicLeap/Private/MeshTrackerComponent.cpp - merging //UE4/Main/Engine/Plugins/Lumin/MagicLeap/Source/MagicLeap/Private/MeshTrackerComponent.cpp#4 /src/ROBOMERGE_DEVVR_Dev_VR/Engine/Plugins/Lumin/MagicLeap/Source/MLSDK/Public/MagicLeapPluginUtil.h - merging //UE4/Main/Engine/Plugins/Lumin/MagicLeap/Source/MLSDK/Public/MagicLeapPluginUtil.h#4 -------------------------------------- Copying //UE4/Release-Staging-4.20 to //UE4/Dev-Main (Source: //UE4/Release-4.20 [at] 4212847) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 4212847 by Jack.Porter Fix foliage serialization issue introduced in CL 4206551 #jira UE-61765 Change 4208376 by Mike.Beach Temporarily removing a block dealing with the VR shared depth buffers that was saving us on a theoretically uneeded depth copy. For the moment, the added depth copy ensures that the depth buffer is set as a input param when needed, and that the swapchain behavior that we do under the hood doesn't interfere with the state caching system. We need to better understand what's going wrong here before we can add this block back in. #jira UE-61597 Change 4208297 by Mitchell.Wilson Updating lighting on examples 3.1 and 3.3 of the Niagara level. Fixing some spacing issues in the text of exmaple 1.5. #jira UE-61738 Change 4207996 by Mitchell.Wilson Checking in new icons and launch images. #jira UE-61724 Change 4207953 by Frankie.DiPietro Editing QAGame test content for VolumeMaterials. Added empty material for particle lights #jira UE-29618 Change 4207860 by Marc.Audy Fix any key not triggering actions #jira UE-61732 Change 4207836 by Ben.Marsh New icon from Mitchell. #jira Change 4207228 by Mitchell.Wilson Adding all missing iOS icons and launch images. #jira UE-61724 Change 4207067 by Michael.Trepka Fixed a crash introduced with CL 4183733 - TSharedPtr doesn't work well with ObjC blocks #jira UE-61553 Change 4206551 by Jack.Porter Cook foliage for HTML5 using full precision instance transforms Remove previous shader fix for this issue #jira UE-61642 #jira UE-61141 Change 4206512 by jonathan.lindquist Submitting missing files Cleared with Nick Bullard-Bradley #jira UE-61714 Change 4206421 by Ben.Marsh Delete any existing temporary workspace created for SyncDepotPath before trying to sync from it. #jira UE-61712 Change 4205345 by Sam.Deiter #jira - UE-61567 Fixed a typo in the TPS file for the Cinzel font that is used in game. Change 4204854 by Sam.Deiter #jira - UE-61567 Checking in the Cinzel font that is used in game. Change 4204665 by Rex.Hill Fixed changing media tracks causing video to restart from beginning on Windows. #jira UE-61683 Change 4204584 by Michael.Trepka Change the order of calls in FMacWindow::Show() to avoid deadlocks when showing certain modal dialog boxes. #jira UE-61553 Change 4204541 by Yasiman.Ahsani Adding TPS licenses. #Jira UE-29618 Change 4203023 by Mitchell.Wilson Updating nearly equal tolerance to resolve a scaling regression on some devices. #jira UE-61261 Change 4202956 by Marcus.Wassmer Disable Aftermath until a fix for a memory leak is found #jira UE-58673 Change 4202953 by Patrick.Boutot Fixed crash in DC components when the DC is not initialized #jira UE-61646 Change 4202952 by Patrick.Boutot Fix crash when launching MediaBundle in Standalone #jira UE-61669, UE-61672 Change 4202900 by Jason.Bestimt Setting bGenerateOverlapEvents back to private #JIRA:UE-61678 Change 4202601 by Ben.Marsh Reduce log spam when building PhysX for Mac/IOS/TVOS. Console output causes massive regression in build times under Mono (10m -> 3h). #jira Change 4202477 by Sorin.Gradinaru UE-61270 RemoteSessionApp does not change orientation connecting to a project in portrait mode on Android #jira UE-61270 #Android #4.20 [at]jack.porter Setting Orientation: FullSensor for Android builds Change 4201671 by Mike.Beach Only attempting to load dlls if the MLSDK is set up (avoiding needless warnings for users who aren't using the MLSDK). #jira UE-61388 Change 4200166 by Matt.Kuhlenschmidt Prevent invalidation panel crash when pushing the current clip state when there isnt one #jira UE-61534 #rb none #ROBOMERGE-SOURCE: CL 4217598 in //UE4/Main/... #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-OWNER: jason.bestimt [CL 4218011 by jason bestimt in Dev-VR branch]
148 lines
4.4 KiB
C++
148 lines
4.4 KiB
C++
// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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HTML5TargetPlatform.h: Declares the FHTML5TargetPlatform class.
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=============================================================================*/
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#pragma once
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#include "CoreMinimal.h"
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#include "Misc/ConfigCacheIni.h"
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#include "HTML5/HTML5PlatformProperties.h"
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#include "Interfaces/ITargetPlatform.h"
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#include "Common/TargetPlatformBase.h"
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#include "Developer/HTML5/HTML5TargetPlatform/Private/HTML5TargetDevice.h"
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#if WITH_ENGINE
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#include "StaticMeshResources.h"
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#endif // WITH_ENGINE
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class UTextureLODSettings;
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/**
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* Implements the HTML5 target platform.
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*/
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class FHTML5TargetPlatform
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: public TTargetPlatformBase<FHTML5PlatformProperties>
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{
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public:
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/**
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* Default constructor.
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*/
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FHTML5TargetPlatform( );
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void RefreshHTML5Setup();
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//~ Begin ITargetPlatform Interface
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virtual void EnableDeviceCheck(bool OnOff) override {}
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virtual void GetAllDevices( TArray<ITargetDevicePtr>& OutDevices ) const override;
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virtual ECompressionFlags GetBaseCompressionMethod( ) const override;
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virtual bool GenerateStreamingInstallManifest(const TMultiMap<FString, int32>& ChunkMap, const TSet<int32>& ChunkIDsInUse) const override
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{
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return true;
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}
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virtual ITargetDevicePtr GetDefaultDevice( ) const override;
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virtual ITargetDevicePtr GetDevice( const FTargetDeviceId& DeviceId ) override;
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virtual bool IsRunningPlatform( ) const override;
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virtual bool SupportsFeature( ETargetPlatformFeatures Feature ) const override
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{
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switch (Feature)
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{
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case ETargetPlatformFeatures::Packaging:
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return true;
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case ETargetPlatformFeatures::MobileRendering:
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return true;
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case ETargetPlatformFeatures::DeferredRendering:
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return false;
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case ETargetPlatformFeatures::HalfFloatVertexFormat:
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return false;
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}
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return TTargetPlatformBase<FHTML5PlatformProperties>::SupportsFeature(Feature);
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}
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virtual bool IsSdkInstalled(bool bProjectHasCode, FString& OutDocumentationPath) const override;
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#if WITH_ENGINE
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virtual void GetAllPossibleShaderFormats( TArray<FName>& OutFormats ) const override;
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virtual void GetAllTargetedShaderFormats( TArray<FName>& OutFormats ) const override;
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virtual const class FStaticMeshLODSettings& GetStaticMeshLODSettings() const override;
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virtual void GetTextureFormats( const UTexture* InTexture, TArray<FName>& OutFormats ) const override;
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virtual void GetAllTextureFormats(TArray<FName>& OutFormats) const override;
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virtual void GetReflectionCaptureFormats( TArray<FName>& OutFormats ) const override
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{
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OutFormats.Add(FName(TEXT("EncodedHDR")));
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}
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virtual const UTextureLODSettings& GetTextureLODSettings() const override;
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virtual void RegisterTextureLODSettings(const UTextureLODSettings* InTextureLODSettings) override
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{
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HTML5LODSettings = InTextureLODSettings;
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}
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virtual FName GetWaveFormat( const class USoundWave* Wave ) const override;
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virtual void GetAllWaveFormats(TArray<FName>& OutFormats) const override;
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virtual FPlatformAudioCookOverrides* GetAudioCompressionSettings() const override;
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#endif // WITH_ENGINE
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DECLARE_DERIVED_EVENT(FHTML5TargetPlatform, ITargetPlatform::FOnTargetDeviceDiscovered, FOnTargetDeviceDiscovered);
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virtual FOnTargetDeviceDiscovered& OnDeviceDiscovered( ) override
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{
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return DeviceDiscoveredEvent;
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}
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DECLARE_DERIVED_EVENT(FHTML5TargetPlatform, ITargetPlatform::FOnTargetDeviceLost, FOnTargetDeviceLost);
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virtual FOnTargetDeviceLost& OnDeviceLost( ) override
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{
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return DeviceLostEvent;
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}
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//~ End ITargetPlatform Interface
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private:
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// Holds the HTML5 engine settings.
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FConfigFile HTML5EngineSettings;
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// Holds the local device.
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TMap<FString, FHTML5TargetDevicePtr> Devices;
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#if WITH_ENGINE
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// Holds the cached target LOD settings.
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const UTextureLODSettings* HTML5LODSettings;
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// Holds the static mesh LOD settings.
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FStaticMeshLODSettings StaticMeshLODSettings;
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#endif
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// Holds an event delegate that is executed when a new target device has been discovered.
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FOnTargetDeviceDiscovered DeviceDiscoveredEvent;
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// Holds an event delegate that is executed when a target device has been lost, i.e. disconnected or timed out.
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FOnTargetDeviceLost DeviceLostEvent;
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// The name of the default device
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FString DefaultDeviceName;
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// Holds a critical section for locking access to the collection of devices.
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static FCriticalSection DevicesCriticalSection;
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void PopulateDevices(TArray<FString>& DeviceMaps, FString prefix);
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};
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