Files
UnrealEngineUWP/Engine/Source/Developer/Android/AndroidTargetPlatform/Private/AndroidTargetDevice.h
Jack Porter 9e86647a3d Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3010693)
#lockdown nick.penwarden
#rb none

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

Change 2958982 on 2016/04/28 by Dmitriy.Dyomin

	Set owner name for RHI texture, for easier debugging

Change 2976446 on 2016/05/12 by Niklas.Smedberg

	Fixed Device Profile CVars so they work even if a DLL with the cvar definition is loaded afterwards. (And they now also go through the common code path for CVars.)

Change 2983781 on 2016/05/19 by Steve.Cano

	Check in PlayUsingLauncher if the device we're launching to is authorized by the computer. Could not get to this information about Devices so added an IsAuthorized interface to ITargetDevice that is overriden in the AndroidTargetDevice. Also make sure to referesh the authorized state as needed for Android device detection. Finally, changed the name of the authorized variable to be more readable (true == authorized instead of true == unauthorized)

	#jira UE-21121
	#ue4
	#android

Change 2994202 on 2016/05/31 by Allan.Bentham

	Prevent clear transulcency volume null deref crash.

	Change test for allocated deferred render targets  by testing against an exclusively deferred target (instead of potentially shared shadow depth surface)

	probable fix for UE-22073

Change 2995613 on 2016/05/31 by Dmitriy.Dyomin

	Added: Option to force full precision in a material
	UEMOB-109

Change 2997960 on 2016/06/02 by Gareth.Martin

	Refactored Landscape serialization to allow cooking both the data used for normal rendering and mobile rendering into the same package
	#jira UE-31474

Change 2997988 on 2016/06/02 by Gareth.Martin

	Files missing from CL 2997960
	#jira UE-31474

Change 2999222 on 2016/06/03 by Jack.Porter

	Fix up ETargetPlatformFeatures::ForwardRendering and ETargetPlatformFeatures::DeferredRendering for iOS to support the Metal MRT deferred renderer

Change 2999229 on 2016/06/03 by Jack.Porter

	Rename ETargetPlatformFeatures::ForwardRendering to TargetPlatformFeatures::MobileRendering

Change 3003540 on 2016/06/07 by Jack.Porter

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

Change 3003779 on 2016/06/07 by Dmitriy.Dyomin

	Fixed: Criss-crossed sublevels cause NavMesh errors
	#jira UE-27157

Change 3004535 on 2016/06/07 by Steve.Cano

	Adding the OnControllerConnectionChange delegate message when a controller is connected on Android. Also added additional future broadcast statement when disconnect support is added for Android.

	#jira UE-25697
	#ue4
	#android

Change 3005205 on 2016/06/07 by Niklas.Smedberg

	Bumped ASTC format version to invalidate bad server DDC

Change 3005347 on 2016/06/08 by Dmitriy.Dyomin

	Added a way to cache OpenGL program binaries on the disk. Disabled by default. Can be enabled only on Android platform (r.UseProgramBinaryCache=1)
	#jira UEMOB-108

Change 3005524 on 2016/06/08 by Dmitriy.Dyomin

	Fixed iOS build broken by CL# 3005347

Change 3005528 on 2016/06/08 by Jack.Porter

	Changed hardcoded checkboxes from quality level overrides dialog to use the general property details code.
	Now magically supports any uproperty types such as enums or integers added to FMaterialQualityOverrides.

Change 3005607 on 2016/06/08 by Dmitriy.Dyomin

	Fixed: Occasional crash on using Launch on Android device when device is being disconnected

Change 3006705 on 2016/06/08 by Chris.Babcock

	Fix virtual joystick to return -1 to 1 ranges for thumbsticks
	#jira UE-31799
	#ue4
	#android
	#ios

Change 3006960 on 2016/06/08 by Jack.Porter

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

Change 3007050 on 2016/06/09 by Jack.Porter

	FAutomationWorkerModule::ReportTestComplete() needs to send analytics first as the message endpoint will free the memory resulting in a crash

Change 3007129 on 2016/06/09 by Dmitriy.Dyomin

	Fixed: Black edges seen on flames in Sun Temple
	#jira UE-31712

Change 3010686 on 2016/06/13 by Dmitriy.Dyomin

	Fixed: Android Monolithic warnings for glGetProgramBinaryOES and glProgramBinaryOES
	#jira UE-31933

[CL 3011074 by Jack Porter in Main branch]
2016-06-13 12:20:22 -04:00

231 lines
6.4 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
AndroidTargetDevice.h: Declares the AndroidTargetDevice class.
=============================================================================*/
#pragma once
/**
* Type definition for shared pointers to instances of FAndroidTargetDevice.
*/
typedef TSharedPtr<class FAndroidTargetDevice, ESPMode::ThreadSafe> FAndroidTargetDevicePtr;
/**
* Type definition for shared references to instances of FAndroidTargetDevice.
*/
typedef TSharedRef<class FAndroidTargetDevice, ESPMode::ThreadSafe> FAndroidTargetDeviceRef;
/**
* Type definition for shared references to instances of FAndroidTargetDevice.
*/
typedef TSharedPtr<class FAndroidTargetDeviceOutput, ESPMode::ThreadSafe> FAndroidTargetDeviceOutputPtr;
/**
* Implements a Android target device.
*/
class FAndroidTargetDevice : public ITargetDevice
{
public:
/**
* Creates and initializes a new Android target device.
*
* @param InTargetPlatform - The target platform.
* @param InSerialNumber - The ADB serial number of the target device.
* @param InAndroidVariant - The variant of the Android platform, i.e. ATC, DXT or PVRTC.
*/
FAndroidTargetDevice(const ITargetPlatform& InTargetPlatform, const FString& InSerialNumber, const FString& InAndroidVariant)
: AndroidVariant(InAndroidVariant)
, bConnected(false)
, bIsDeviceAuthorized(false)
, AndroidSDKVersion(INDEX_NONE)
, DeviceName(InSerialNumber)
, Model(InSerialNumber)
, SerialNumber(InSerialNumber)
, TargetPlatform(InTargetPlatform)
{ }
public:
/**
* Sets the device's connection state.
*
* @param bInConnected - Whether the device is connected.
*/
void SetConnected(bool bInConnected)
{
bConnected = bInConnected;
}
/**
* Sets the device's authorization state.
*
* @param bInConnected - Whether the device is authorized for USB communications.
*/
void SetAuthorized(bool bInIsAuthorized)
{
bIsDeviceAuthorized = bInIsAuthorized;
}
/**
* Sets the device's OS/SDK versions.
*
* @param InSDKVersion - Android SDK version of the device.
* @param InReleaseVersion - Android Release (human-readable) version of the device.
*/
void SetVersions(int32 InSDKVersion, const FString& InReleaseVersion)
{
AndroidSDKVersion = InSDKVersion;
AndroidVersionString = InReleaseVersion;
}
/**
* Sets the device name.
*
* @param InDeviceName - The device name to set.
*/
void SetDeviceName(const FString& InDeviceName)
{
DeviceName = InDeviceName;
}
/**
* Sets the device name.
*
* @param InDeviceName - The device name to set.
*/
void SetModel(const FString& InNodel)
{
Model = InNodel;
}
FString GetSerialNumber() const
{
return SerialNumber;
}
public:
//~ Begin ITargetDevice Interface
virtual bool Connect() override
{
return true;
}
virtual bool Deploy(const FString& SourceFolder, FString& OutAppId) override;
virtual void Disconnect() override
{
}
virtual ETargetDeviceTypes GetDeviceType() const override
{
//@TODO: How to distinguish between a Tablet and a Phone (or a TV microconsole, etc...), and is it important?
return ETargetDeviceTypes::Tablet;
}
virtual FTargetDeviceId GetId() const override
{
return FTargetDeviceId(TargetPlatform.PlatformName(), SerialNumber);
}
virtual FString GetName() const override
{
// we need a unique name for all devices, so use human usable model name and the unique id
return FString::Printf(TEXT("%s (%s)"), *Model, *SerialNumber);
}
virtual FString GetOperatingSystemName() override;
virtual int32 GetProcessSnapshot( TArray<FTargetDeviceProcessInfo>& OutProcessInfos ) override;
virtual const class ITargetPlatform& GetTargetPlatform( ) const override
{
return TargetPlatform;
}
virtual bool IsConnected() override
{
return bConnected;
}
virtual bool IsDefault() const override
{
return true;
}
virtual bool IsAuthorized() const override
{
return bIsDeviceAuthorized;
}
virtual bool PowerOff(bool Force) override;
virtual bool PowerOn() override
{
return true;
}
virtual bool Launch(const FString& AppId, EBuildConfigurations::Type BuildConfiguration, EBuildTargets::Type BuildTarget, const FString& Params, uint32* OutProcessId);
virtual bool Reboot(bool bReconnect = false) override;
virtual bool Run(const FString& ExecutablePath, const FString& Params, uint32* OutProcessId) override;
virtual bool SupportsFeature(ETargetDeviceFeatures Feature) const override;
virtual bool SupportsSdkVersion(const FString& VersionString) const override;
virtual bool TerminateProcess(const int32 ProcessId) override;
virtual void SetUserCredentials(const FString& UserName, const FString& UserPassword) override;
virtual bool GetUserCredentials(FString& OutUserName, FString& OutUserPassword) override;
virtual void ExecuteConsoleCommand(const FString& ExecCommand) const override;
virtual ITargetDeviceOutputPtr CreateDeviceOutputRouter(FOutputDevice* Output) const override;
//~ End ITargetDevice Interface
/** Full filename for ADB executable. */
static bool GetAdbFullFilename(FString& OutFilename);
protected:
/**
* Executes an SDK command with the specified command line on this device only using ADB.
*
* @param Params - The command line parameters.
* @param OutStdOut - Optional pointer to a string that will hold the command's output log.
* @param OutStdErr - Optional pointer to a string that will hold the error message, if any.
*
* @return true on success, false otherwise.
*/
bool ExecuteAdbCommand( const FString& Params, FString* OutStdOut, FString* OutStdErr ) const;
private:
// The variant of the Android platform, i.e. ATC, DXT or PVRTC.
FString AndroidVariant;
// Holds a flag indicating whether the device is currently connected.
bool bConnected;
// Holds a flag indicating whether the device is USB comms authorized (if not, most other values aren't valid but we still want to show the device as detected but unready)
bool bIsDeviceAuthorized;
// Holds the Android SDK version
int32 AndroidSDKVersion;
// Holds the Android Release version string (e.g., "2.3" or "4.2.2")
FString AndroidVersionString;
// Holds the device name.
FString DeviceName;
// Holds the device model.
FString Model;
// Holds the serial number (from ADB devices) of this target device.
FString SerialNumber;
// Holds a reference to the device's target platform.
const ITargetPlatform& TargetPlatform;
};
#include "AndroidTargetDevice.inl"