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154 lines
5.1 KiB
C++
154 lines
5.1 KiB
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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HTML5TargetSettings.h: Declares the UHTML5TargetSettings class.
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=============================================================================*/
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/ObjectMacros.h"
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#include "UObject/Object.h"
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#include "Engine/EngineTypes.h"
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#include "HTML5TargetSettings.generated.h"
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/**
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* Enumerates available Canvas Scaling Modes
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*/
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UENUM()
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namespace ECanvasScalingMode
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{
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enum Type
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{
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Stretch = 1,
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Aspect,
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Fixed,
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};
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}
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/**
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* Implements the settings for the HTML5 target platform.
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*/
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UCLASS(config=Engine, defaultconfig)
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class HTML5PLATFORMEDITOR_API UHTML5TargetSettings
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: public UObject
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{
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public:
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GENERATED_UCLASS_BODY()
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// ------------------------------------------------------------
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/**
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* Use IndexedDB storage
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*/
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UPROPERTY(GlobalConfig, EditAnywhere, Category=Emscripten, Meta = (DisplayName = "IndexedDB storage"))
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bool EnableIndexedDB;
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/**
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* Use Fixed TimeStep
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*/
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UPROPERTY(GlobalConfig, EditAnywhere, Category=Emscripten, Meta = (DisplayName = "Fixed TimeStep (i.e. use requestAnimationFrame)"))
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bool UseFixedTimeStep; // need to make a note of: answerhub 409629
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/**
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* Enable Multithreading (Experimental)
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*/
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UPROPERTY(GlobalConfig, EditAnywhere, Category=Emscripten, Meta = (DisplayName = "Multithreading support"))
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bool EnableMultithreading;
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/**
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* Use OffscreenCanvas Support (else use Offscreen Framebuffer)
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* Note: Multithreading rendering option (WORK IN PROGRESS)
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*/
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// UPROPERTY(GlobalConfig, EditAnywhere, Category=Emscripten, Meta = (DisplayName = "Offscreen Canvas [experimental]"))
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// bool OffscreenCanvas;
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/**
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* Use LLVM WASM Backend (WORK IN PROGRESS)
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*/
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// UPROPERTY(GlobalConfig, EditAnywhere, Category=Emscripten, Meta = (DisplayName = "LLVM Wasm backend [experimental]"))
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// bool LLVMWasmBackend;
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/**
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* Enable Tracing (trace.h)
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*/
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UPROPERTY(GlobalConfig, EditAnywhere, Category=Emscripten, Meta = (DisplayName = "Tracing support"))
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bool EnableTracing;
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// ------------------------------------------------------------
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/**
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* Canvas scaling mode
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* How the canvas size changes when the browser window is resized by dragging from the corner.
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* STRETCH : dynamic dimensions (both canvas size and app resolution scales)
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* ASPECT : use the aspect ratio that the canvas will be constrained to (canvas will scale while app stays locked)
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* FIXED : fixed resolution that the app will render to (canvas and app dimensions will be locked)
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*/
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UPROPERTY(GlobalConfig, EditAnywhere, Category=Canvas)
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TEnumAsByte<ECanvasScalingMode::Type> CanvasScalingMode;
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// ------------------------------------------------------------
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/**
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* Compress Files
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* NOTE 1: it is also recommended to NOT enable PAK file packaging - this is currently redundant
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* NOTE 2: future emscripten version will allow separate (asset) files in a new FileSystem feature - which will make use of this (as well as PAK file) option again
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*/
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UPROPERTY(GlobalConfig, EditAnywhere, Category=Packaging, Meta = (DisplayName = "Compress files during shipping packaging"))
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bool Compressed;
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// ------------------------------------------------------------
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/**
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* Port to use when deploying game from the editor
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*/
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UPROPERTY(GlobalConfig, EditAnywhere, Category = Launch, Meta = (DisplayName = "Port to use when deploying game from the editor", ClampMin="49152", ClampMax="65535"))
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int32 DeployServerPort;
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// ------------------------------------------------------------
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UPROPERTY(GlobalConfig, EditAnywhere, Category = Amazon_S3, Meta = (DisplayName = "Upload builds to Amazon S3 when packaging"))
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bool UploadToS3;
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/**
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* Required
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*/
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UPROPERTY(GlobalConfig, EditAnywhere, Category = Amazon_S3, Meta = (DisplayName = "Amazon S3 Region", EditCondition = "UploadToS3"))
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FString S3Region;
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/**
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* Required
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*/
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UPROPERTY(GlobalConfig, EditAnywhere, Category = Amazon_S3, Meta = (DisplayName = "Amazon S3 Key ID", EditCondition = "UploadToS3"))
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FString S3KeyID;
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/**
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* Required
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*/
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UPROPERTY(GlobalConfig, EditAnywhere, Category = Amazon_S3, Meta = (DisplayName = "Amazon S3 Secret Access Key", EditCondition = "UploadToS3"))
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FString S3SecretAccessKey;
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/**
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* Required
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*/
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UPROPERTY(GlobalConfig, EditAnywhere, Category = Amazon_S3, Meta = (DisplayName = "Amazon S3 Bucket Name", EditCondition = "UploadToS3"))
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FString S3BucketName;
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/**
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* Provide another level of nesting beyond the bucket. Can be left empty, defaults to game name. DO NOT LEAVE A TRAILING SLASH!
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*/
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UPROPERTY(GlobalConfig, EditAnywhere, Category = Amazon_S3, Meta = (DisplayName = "Nested Folder Name", EditCondition = "UploadToS3"))
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FString S3FolderName;
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/** Which of the currently enabled spatialization plugins to use on Windows. */
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UPROPERTY(config, EditAnywhere, Category = "Audio")
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FString SpatializationPlugin;
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/** Which of the currently enabled reverb plugins to use on Windows. */
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UPROPERTY(config, EditAnywhere, Category = "Audio")
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FString ReverbPlugin;
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/** Which of the currently enabled occlusion plugins to use on Windows. */
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UPROPERTY(config, EditAnywhere, Category = "Audio")
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FString OcclusionPlugin;
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};
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