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#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
317 lines
12 KiB
C++
317 lines
12 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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#include "HardwareTargetingModule.h"
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#include "HAL/FileManager.h"
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#include "Modules/ModuleManager.h"
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#include "UObject/UnrealType.h"
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#include "GameMapsSettings.h"
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#include "GameFramework/InputSettings.h"
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#include "Widgets/DeclarativeSyntaxSupport.h"
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#include "Textures/SlateIcon.h"
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#include "EditorStyleSet.h"
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#include "ISettingsModule.h"
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#include "Widgets/SWidget.h"
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#include "SDecoratedEnumCombo.h"
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#include "Engine/RendererSettings.h"
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#include "Widgets/SToolTip.h"
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#include "IDocumentation.h"
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#include "Settings/EditorProjectSettings.h"
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#define LOCTEXT_NAMESPACE "HardwareTargeting"
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//////////////////////////////////////////////////////////////////////////
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// FMetaSettingGatherer
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struct FMetaSettingGatherer
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{
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FTextBuilder DescriptionBuffer;
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TMap<UObject*, FTextBuilder> DescriptionBuffers;
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TMap<UObject*, FText> CategoryNames;
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// Are we just displaying what would change, or actually changing things?
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bool bReadOnly;
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bool bIncludeUnmodifiedProperties;
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FMetaSettingGatherer()
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: bReadOnly(false)
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, bIncludeUnmodifiedProperties(false)
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{
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}
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void AddEntry(UObject* SettingsObject, UProperty* Property, FText NewValue, bool bModified)
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{
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if (bModified || bIncludeUnmodifiedProperties)
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{
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FTextBuilder& SettingsDescriptionBuffer = DescriptionBuffers.FindOrAdd(SettingsObject);
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if (!bReadOnly)
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{
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FPropertyChangedEvent ChangeEvent(Property, EPropertyChangeType::ValueSet);
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SettingsObject->PostEditChangeProperty(ChangeEvent);
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}
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else
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{
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FText SettingDisplayName = Property->GetDisplayNameText();
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FFormatNamedArguments Args;
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Args.Add(TEXT("SettingName"), SettingDisplayName);
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Args.Add(TEXT("SettingValue"), NewValue);
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FText FormatString = bModified ?
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LOCTEXT("MetaSettingDisplayStringModified", "{SettingName} is {SettingValue} <HardwareTargets.Strong>(modified)</>") :
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LOCTEXT("MetaSettingDisplayStringUnmodified", "{SettingName} is {SettingValue}");
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SettingsDescriptionBuffer.AppendLine(FText::Format(FormatString, Args));
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}
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}
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}
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template <typename ValueType>
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static FText ValueToString(ValueType Value);
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bool Finalize()
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{
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check(!bReadOnly);
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bool bSuccess = true;
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for (auto& Pair : DescriptionBuffers)
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{
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const FString Filename = Pair.Key->GetDefaultConfigFilename();
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const FDateTime BeforeTime = IFileManager::Get().GetTimeStamp(*Filename);
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Pair.Key->UpdateDefaultConfigFile();
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const FDateTime AfterTime = IFileManager::Get().GetTimeStamp(*Filename);
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bSuccess = BeforeTime != AfterTime && bSuccess;
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}
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return bSuccess;
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}
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};
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template <>
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FText FMetaSettingGatherer::ValueToString(bool Value)
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{
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return Value ? LOCTEXT("BoolEnabled", "enabled") : LOCTEXT("BoolDisabled", "disabled");
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}
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template <>
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FText FMetaSettingGatherer::ValueToString(EAntiAliasingMethod Value)
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{
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switch (Value)
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{
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case AAM_None:
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return LOCTEXT("AA_None", "None");
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case AAM_FXAA:
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return LOCTEXT("AA_FXAA", "FXAA");
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case AAM_TemporalAA:
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return LOCTEXT("AA_TemporalAA", "Temporal AA");
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case AAM_MSAA:
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return LOCTEXT("AA_MSAA", "MSAA");
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default:
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return FText::AsNumber((int32)Value);
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}
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}
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#define UE_META_SETTING_ENTRY(Builder, Class, PropertyName, TargetValue) \
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{ \
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Class* SettingsObject = GetMutableDefault<Class>(); \
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bool bModified = SettingsObject->PropertyName != (TargetValue); \
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if (!Builder.bReadOnly) { SettingsObject->PropertyName = (TargetValue); } \
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Builder.AddEntry(SettingsObject, FindFieldChecked<UProperty>(Class::StaticClass(), GET_MEMBER_NAME_CHECKED(Class, PropertyName)), FMetaSettingGatherer::ValueToString(TargetValue), bModified); \
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}
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//////////////////////////////////////////////////////////////////////////
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// FHardwareTargetingModule
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class FHardwareTargetingModule : public IHardwareTargetingModule
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{
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public:
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// IModuleInterface interface
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virtual void StartupModule() override;
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virtual void ShutdownModule() override;
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// End of IModuleInterface interface
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// IHardwareTargetingModule interface
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virtual void ApplyHardwareTargetingSettings() override;
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virtual TArray<FModifiedDefaultConfig> GetPendingSettingsChanges() override;
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virtual TSharedRef<SWidget> MakeHardwareClassTargetCombo(FOnHardwareClassChanged OnChanged, TAttribute<EHardwareClass::Type> SelectedEnum) override;
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virtual TSharedRef<SWidget> MakeGraphicsPresetTargetCombo(FOnGraphicsPresetChanged OnChanged, TAttribute<EGraphicsPreset::Type> SelectedEnum) override;
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// End of IHardwareTargetingModule interface
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private:
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void GatherSettings(FMetaSettingGatherer& Builder);
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};
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void FHardwareTargetingModule::StartupModule()
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{
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ISettingsModule* SettingsModule = FModuleManager::GetModulePtr<ISettingsModule>("Settings");
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if (SettingsModule != nullptr)
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{
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SettingsModule->RegisterSettings("Project", "Project", "HardwareTargeting",
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LOCTEXT("HardwareTargetingSettingsName", "Target Hardware"),
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LOCTEXT("HardwareTargetingSettingsDescription", "Options for choosing which class of hardware to target"),
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GetMutableDefault<UHardwareTargetingSettings>()
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);
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}
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// Apply any settings on startup if necessary
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ApplyHardwareTargetingSettings();
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}
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void FHardwareTargetingModule::ShutdownModule()
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{
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}
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TArray<FModifiedDefaultConfig> FHardwareTargetingModule::GetPendingSettingsChanges()
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{
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// Gather and stringify the modified settings
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FMetaSettingGatherer Gatherer;
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Gatherer.bReadOnly = true;
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Gatherer.bIncludeUnmodifiedProperties = true;
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GatherSettings(Gatherer);
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TArray<FModifiedDefaultConfig> OutArray;
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for (auto& Pair : Gatherer.DescriptionBuffers)
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{
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FModifiedDefaultConfig ModifiedConfig;
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ModifiedConfig.SettingsObject = Pair.Key;
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ModifiedConfig.Description = Pair.Value.ToText();
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ModifiedConfig.CategoryHeading = Gatherer.CategoryNames.FindChecked(Pair.Key);
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OutArray.Add(ModifiedConfig);
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}
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return OutArray;
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}
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void FHardwareTargetingModule::GatherSettings(FMetaSettingGatherer& Builder)
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{
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UHardwareTargetingSettings* Settings = GetMutableDefault<UHardwareTargetingSettings>();
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if (Builder.bReadOnly)
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{
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// Force the category order and give nice descriptions
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Builder.CategoryNames.Add(GetMutableDefault<URendererSettings>(), LOCTEXT("RenderingCategoryHeader", "Engine - Rendering"));
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Builder.CategoryNames.Add(GetMutableDefault<UInputSettings>(), LOCTEXT("InputCategoryHeader", "Engine - Input"));
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Builder.CategoryNames.Add(GetMutableDefault<UGameMapsSettings>(), LOCTEXT("MapsAndModesCategoryHeader", "Project - Maps & Modes"));
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Builder.CategoryNames.Add(GetMutableDefault<ULevelEditor2DSettings>(), LOCTEXT("EditorSettings2D", "Editor - 2D"));
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}
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const bool bLowEndMobile = (Settings->TargetedHardwareClass == EHardwareClass::Mobile) && (Settings->DefaultGraphicsPerformance == EGraphicsPreset::Scalable);
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const bool bAnyMobile = (Settings->TargetedHardwareClass == EHardwareClass::Mobile);
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const bool bHighEndMobile = (Settings->TargetedHardwareClass == EHardwareClass::Mobile) && (Settings->DefaultGraphicsPerformance == EGraphicsPreset::Maximum);
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const bool bAnyPC = (Settings->TargetedHardwareClass == EHardwareClass::Desktop);
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const bool bHighEndPC = (Settings->TargetedHardwareClass == EHardwareClass::Desktop) && (Settings->DefaultGraphicsPerformance == EGraphicsPreset::Maximum);
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const bool bAnyScalable = Settings->DefaultGraphicsPerformance == EGraphicsPreset::Scalable;
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{
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// Based roughly on https://docs.unrealengine.com/latest/INT/Platforms/Mobile/PostProcessEffects/index.html
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UE_META_SETTING_ENTRY(Builder, URendererSettings, bMobileHDR, !bLowEndMobile);
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// Bloom works and isn't terribly expensive on anything beyond low-end
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UE_META_SETTING_ENTRY(Builder, URendererSettings, bDefaultFeatureBloom, !bLowEndMobile);
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// Separate translucency does nothing in the ES2 renderer
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UE_META_SETTING_ENTRY(Builder, URendererSettings, bSeparateTranslucency, !bAnyMobile);
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// Motion blur, auto-exposure, and ambient occlusion don't work in the ES2 renderer
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UE_META_SETTING_ENTRY(Builder, URendererSettings, bDefaultFeatureMotionBlur, bHighEndPC);
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UE_META_SETTING_ENTRY(Builder, URendererSettings, bDefaultFeatureAutoExposure, bHighEndPC);
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UE_META_SETTING_ENTRY(Builder, URendererSettings, bDefaultFeatureAmbientOcclusion, bAnyPC);
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// lens flare doesn't work in the ES2 renderer, the quality is low and the feature is controversial
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UE_META_SETTING_ENTRY(Builder, URendererSettings, bDefaultFeatureLensFlare, false);
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// DOF and AA work on mobile but are expensive, keeping them off by default
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//@TODO: DOF setting doesn't exist yet
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// UE_META_SETTING_ENTRY(Builder, URendererSettings, bDefaultFeatureDepthOfField, bHighEndPC);
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UE_META_SETTING_ENTRY(Builder, URendererSettings, DefaultFeatureAntiAliasing, bHighEndPC ? AAM_TemporalAA : AAM_None);
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}
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{
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// Mobile uses touch
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UE_META_SETTING_ENTRY(Builder, UInputSettings, bUseMouseForTouch, bAnyMobile);
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//@TODO: Use bAlwaysShowTouchInterface (sorta implied by bUseMouseForTouch)?
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}
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{
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// Tablets or phones are usually shared-screen multiplayer instead of split-screen
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UE_META_SETTING_ENTRY(Builder, UGameMapsSettings, bUseSplitscreen, bAnyPC);
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}
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}
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void FHardwareTargetingModule::ApplyHardwareTargetingSettings()
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{
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UHardwareTargetingSettings* Settings = GetMutableDefault<UHardwareTargetingSettings>();
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// Apply the settings if they've changed
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if (Settings->HasPendingChanges())
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{
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// Gather and apply the modified settings
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FMetaSettingGatherer Builder;
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Builder.bReadOnly = false;
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GatherSettings(Builder);
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const bool bSuccess = Builder.Finalize();
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// Write out the 'did we apply' values
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if (bSuccess)
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{
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Settings->AppliedTargetedHardwareClass = Settings->TargetedHardwareClass;
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Settings->AppliedDefaultGraphicsPerformance = Settings->DefaultGraphicsPerformance;
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Settings->UpdateDefaultConfigFile();
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}
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}
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}
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TSharedRef<SWidget> FHardwareTargetingModule::MakeHardwareClassTargetCombo(FOnHardwareClassChanged OnChanged, TAttribute<EHardwareClass::Type> SelectedEnum)
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{
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TArray<SDecoratedEnumCombo<EHardwareClass::Type>::FComboOption> HardwareClassInfo;
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HardwareClassInfo.Add(SDecoratedEnumCombo<EHardwareClass::Type>::FComboOption(
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EHardwareClass::Unspecified, FSlateIcon(FEditorStyle::GetStyleSetName(), "HardwareTargeting.HardwareUnspecified"), LOCTEXT("UnspecifiedCaption", "Unspecified"), false));
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HardwareClassInfo.Add(SDecoratedEnumCombo<EHardwareClass::Type>::FComboOption(
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EHardwareClass::Desktop, FSlateIcon(FEditorStyle::GetStyleSetName(), "HardwareTargeting.DesktopPlatform"), LOCTEXT("DesktopCaption", "Desktop / Console")));
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HardwareClassInfo.Add(SDecoratedEnumCombo<EHardwareClass::Type>::FComboOption(
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EHardwareClass::Mobile, FSlateIcon(FEditorStyle::GetStyleSetName(), "HardwareTargeting.MobilePlatform"), LOCTEXT("MobileCaption", "Mobile / Tablet")));
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return SNew(SDecoratedEnumCombo<EHardwareClass::Type>, MoveTemp(HardwareClassInfo))
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.SelectedEnum(SelectedEnum)
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.OnEnumChanged(OnChanged)
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.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")));
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}
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TSharedRef<SWidget> FHardwareTargetingModule::MakeGraphicsPresetTargetCombo(FOnGraphicsPresetChanged OnChanged, TAttribute<EGraphicsPreset::Type> SelectedEnum)
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{
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TArray<SDecoratedEnumCombo<EGraphicsPreset::Type>::FComboOption> GraphicsPresetInfo;
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GraphicsPresetInfo.Add(SDecoratedEnumCombo<EGraphicsPreset::Type>::FComboOption(
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EGraphicsPreset::Unspecified, FSlateIcon(FEditorStyle::GetStyleSetName(), "HardwareTargeting.GraphicsUnspecified"), LOCTEXT("UnspecifiedCaption", "Unspecified"), false));
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GraphicsPresetInfo.Add(SDecoratedEnumCombo<EGraphicsPreset::Type>::FComboOption(
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EGraphicsPreset::Maximum, FSlateIcon(FEditorStyle::GetStyleSetName(), "HardwareTargeting.MaximumQuality"), LOCTEXT("MaximumCaption", "Maximum Quality")));
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GraphicsPresetInfo.Add(SDecoratedEnumCombo<EGraphicsPreset::Type>::FComboOption(
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EGraphicsPreset::Scalable, FSlateIcon(FEditorStyle::GetStyleSetName(), "HardwareTargeting.ScalableQuality"), LOCTEXT("ScalableCaption", "Scalable 3D or 2D")));
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return SNew(SDecoratedEnumCombo<EGraphicsPreset::Type>, MoveTemp(GraphicsPresetInfo))
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.SelectedEnum(SelectedEnum)
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.OnEnumChanged(OnChanged)
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.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")));
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}
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IHardwareTargetingModule& IHardwareTargetingModule::Get()
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{
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static FHardwareTargetingModule Instance;
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return Instance;
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}
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IMPLEMENT_MODULE(FHardwareTargetingModule, HardwareTargeting);
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#undef UE_META_SETTING_ENTRY
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#undef LOCTEXT_NAMESPACE
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