Files
UnrealEngineUWP/Engine/Source/Runtime/Launch/Private/Android/LaunchAndroid.cpp
Jack Porter ae727f8dab Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3383462)
#lockdown Nick.Penwarden

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

Change 3292174 on 2017/02/08 by Nick.Shin

	HTML5 emscripten: wasm and webgl2 support

	- Linux toolchain

	#jira UEPLAT-1437  Switch [to] web assembly

Change 3292193 on 2017/02/08 by Nick.Shin

	HTML5 emscripten: wasm and webgl2 support

	- ThirdParty libs compiled with new toolchain with wasm support

	#jira UEPLAT-1437  Switch [to] web assembly

Change 3292215 on 2017/02/08 by Nick.Shin

	HTML5 emscripten: wasm and wbegl2 support

	- emscripten toolchain

	#jira UEPLAT-1437  Switch [to] web assembly

Change 3292222 on 2017/02/08 by Nick.Shin

	HTML5 emscripten: wasm support

	- ENGINE changes (c# & cpp files)

	#jira UEPLAT-1437  Switch [to] web assembly

Change 3292223 on 2017/02/08 by Nick.Shin

	HTML5 merge ThirdParty lib build scripts from Dev-Platform to Dev-Mobile

Change 3292228 on 2017/02/08 by Nick.Shin

	HTML5 emscripten: webgl support

	- webgl patches
	- and a lot of UE4 patches to package HTML5 on LINUX
	- mostly from mozilla's jukka -- thx jukka!

	#jira  UEPLAT-828  (4.16)  Support ES3 / WebGL2 in HTML5

Change 3292285 on 2017/02/08 by Nick.Shin

	HTML5 emscripten: wasm and webgl2 support

	- Windows toolchain

	#jira UEPLAT-1437  Switch [to] web assembly

Change 3293994 on 2017/02/09 by Nick.Shin

	HTML5 emscripten: wasm and webgl2 support

	- OSX toolchain

	#jira UEPLAT-1437  Switch [to] web assembly

Change 3294391 on 2017/02/09 by Nick.Shin

	HTML5 "black box issues" revisited

	- jukka rewrote the window resize handler -- much cleaner and more straightforward

	#jira UE-36341  HTML5 - View is incorrectly drawn
	#jira UE-32311  Templates on Firefox/Chrome on HTML5 are not full screen during Launch On

Change 3296421 on 2017/02/10 by Jack.Porter

	Fix landscape spline segment splitting placing when using streaming levels

Change 3296587 on 2017/02/10 by Jack.Porter

	Additional fix for landscape spline segment splitting when using streaming levels

Change 3301241 on 2017/02/14 by Mi.Wang

	Fixed DeviceProfileEditor bug for incorrect clamp the Texture Mip LOD size. #jira UE-36237 #rb jack.porter

Change 3301387 on 2017/02/14 by Nick.Shin

	HTML5 emscripten: webgl support

	- webgl patches from mozilla's jukka
	  + hardware instancing
	  + glBlitFramebuffer
	  + GL AlaphaBlendOperation

	#jira  UEPLAT-828  (4.16)  Support ES3 / WebGL2 in HTML5

Change 3301405 on 2017/02/14 by Nick.Shin

	HTML5 plugin fix when blueprint projects are promoted to code projects automatically.

	#jira UE-41710  HTML5 - Package Failure - Failed to Produce item ProjectName-OnlineSubsystemNull.bc

Change 3302278 on 2017/02/14 by Omar.Rodriguez

	UE-36651: Mac Vulkan Android Projects crash on launch.

	* Glslang library has been built for Mac but flag was not updated
	* Set GlslangAvailable to true for Mac when building an Android project with vulkan

	#jira UE-36651

Change 3302773 on 2017/02/14 by Chris.Babcock

	Add a dropdown with some common console commands on Android (contributed by rafortis)
	#jira UE-40834
	#PR #3143
	#ue4
	#android

Change 3305604 on 2017/02/16 by Nick.Shin

	HTML5 webgl2 shader- turn on: instance static mesh vertex factory

	#jira  UEPLAT-828  (4.16)  Support ES3 / WebGL2 in HTML5

Change 3308154 on 2017/02/16 by Nick.Shin

	HTML5 GitHub PR

	#jira UE-42019  GitHub 3258 : Added suport for emscripten --pre-js and --post-js option when building for HTML5

Change 3308510 on 2017/02/16 by Nick.Shin

	HTML5 webgl2 shader fixes

	#jria UEMOB-201  Support ES3 / WebGL2 in HTML5

Change 3308971 on 2017/02/17 by Jack.Porter

	Fix for landscape painting when height<0 in the Ortho viewports

Change 3309075 on 2017/02/17 by Allan.Bentham

	Include static subject meshes when masking out modulated shadow casters.

	#jira UE-41581

Change 3309531 on 2017/02/17 by Chris.Babcock

	Handle large OBB files in APK
	#jira UE-41443
	#ue4
	#android

Change 3311320 on 2017/02/19 by Dmitriy.Dyomin

	Fixed: Particle Cutout Crashes On Mobile Devices That Don't Support Hardware Instancing (Mali-400 GPU)
	#jira UE-41970

Change 3311347 on 2017/02/20 by Dmitriy.Dyomin

	Fixed: Engine Crashes When Previewing ES3_1 With Material Using World Position Offset (Need Custom Stencil)
	#jira UE-41976

Change 3311398 on 2017/02/20 by Dmitriy.Dyomin

	Fixed: Landscapes do not render on PowerVR device
	#jira UE-35530

Change 3311428 on 2017/02/20 by Dmitriy.Dyomin

	Fixed: Exposure Is More Extreme In High-End Mobile Preview Modes
	#jira UE-42036

Change 3311448 on 2017/02/20 by Dmitriy.Dyomin

	Fixed: Packaged game Crashes on android after entering "Help" command twice
	#jira UE-41956

Change 3311587 on 2017/02/20 by Allan.Bentham

	ES2 GLSL - Silently swap all uint to ints
	#jira UE-41548

Change 3313930 on 2017/02/21 by Allan.Bentham

	Print literal uints as ints when generating ES2 code.
	#jira UE-41548

Change 3317924 on 2017/02/22 by Nick.Shin

	HTML5 emscripten: wasm & webgl2 support - RC1

	- Linux toolchain

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

Change 3317929 on 2017/02/22 by Nick.Shin

	HTML5 emscripten: wasm & webgl2 support - RC1

	- ThirdParty libs compiled with new toolchain with wasm and webgl2 support

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

Change 3317951 on 2017/02/22 by Nick.Shin

	HTML5 emscripten: wasm & webgl2 support - RC1

	- emscripten toolchain

	WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

Change 3318004 on 2017/02/22 by Nick.Shin

	HTML5 emscripten: wasm & webgl2 support - RC1

	- windows toolchain

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

Change 3318669 on 2017/02/23 by Nick.Shin

	HTML5 emscripten: wasm & webgl2 support - RC1

	- OSX toolchain

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

Change 3318672 on 2017/02/23 by Nick.Shin

	HTML5 webgl2 shader fixes

	#jria UEMOB-201  Support ES3 / WebGL2 in HTML5

Change 3318819 on 2017/02/23 by Dmitriy.Dyomin

	Fixed: Rendering artifacts with bloom on iPhone7 Metal
	#jira UE-40978

Change 3319702 on 2017/02/23 by Chris.Babcock

	Disable eglSwapInterval since it can cause issues with some drivers
	#ue4
	#android

Change 3320880 on 2017/02/24 by Dmitriy.Dyomin

	Added r.Mobile.TonemapperFilm cvar which can be used to enable/disable filmic tonemapper on mobile, independently from desktop (disabled by default)
	#jira UEMOB-195

Change 3321042 on 2017/02/24 by Jack.Porter

	Fixed incorrect sizeof in Vulkan pipleine cache
	pointed out here: http://coconutlizard.co.uk/blog/ue4/ue4-its-a-size-jim/

	#code_review: rolando.caloca

Change 3322383 on 2017/02/24 by Chris.Babcock

	Fix issue with ad banner on Android 7.0 devices
	#jira UE-42390
	#ue4
	#android

Change 3322479 on 2017/02/24 by Omar.Rodriguez

	UEMOB-199 - WEX: Improved virtual keyboard for Android

	* Calculating the area covered by the virtual keyboard
	* Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events
	* Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event

	#jira UEMOB-199

Change 3323353 on 2017/02/27 by Allan.Bentham

	Fix broken mobile scene captures when !mobileHDR and RHINeedsToSwitchVerticalAxis
	#jira UE-42191

Change 3323431 on 2017/02/27 by Allan.Bentham

	CIS fix

Change 3323687 on 2017/02/27 by Allan.Bentham

	Disable GRHINeedsUnatlasedCSMDepthsWorkaround for mobile devices.
	#jira UE-42131

Change 3324652 on 2017/02/28 by Dmitriy.Dyomin

	Fixed: Canvas elements appear darker on iOS Metal

Change 3324885 on 2017/02/28 by Jack.Porter

	Fixed "Minimum iOS Version" setting display name

	#jira UE-42270

Change 3324899 on 2017/02/28 by Jack.Porter

	GitHub 3063 : removed duplicate gc.MaxObjectsInGame setting in IOSEngine.ini
	#jira UE-40018

	#3063

Change 3324932 on 2017/02/28 by Jack.Porter

	GitHub 3257 : iPhonePackager errors in output log when opening project settings on Windows

	#jira UE-41984
	#3257
	#codereview: Peter.Sauerbrei

Change 3324956 on 2017/02/28 by Jack.Porter

	FOpenGLFrontend::GetMaxSamplers incorrect for IOS
	#jira UE-42038
	#3264

Change 3325478 on 2017/02/28 by Allan.Bentham

	PR # 3188   : Fix far distance bug with cascaded shadows on mobile (Metal) and PC mobile preview  (Contributed by ufna)

	#jira UE-41442

Change 3327300 on 2017/03/01 by Allan.Bentham

	PR #3175   : Fixes high quality reflection blending seams  (Contributed by kallehamalainen)
	#jira UE-41257

Change 3328917 on 2017/03/02 by Nick.Shin

	HTML5 project settings

	expose ini settings to edtior HTML5 project settings panel

	#jira UE-42331  Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini
	#jira UE-41584  Editor locks up when adding an element for HTML5 devices on Mac
	#jira UE-41701  Editor freezes when setting browser filepath for inserted element in project settings

Change 3329169 on 2017/03/02 by Allan.Bentham

	increase render thread timeout to 1 minute for suntemple / android.
	Prevents low end devices timing out during load.
	#jira UE-40696

Change 3330849 on 2017/03/02 by Nick.Shin

	HTML5 project settings

	expose ini settings to edtior HTML5 project settings panel

	#jira UE-42331  Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini

Change 3331078 on 2017/03/03 by Dmitriy.Dyomin

	Fixed: Device output log partial lines

	integrated from WEX (3250488)

Change 3331112 on 2017/03/03 by Dmitriy.Dyomin

	Reduced state setup for slate draw calls (saves about 4ms RT time on mobile)

	integrated from WEX (3256584)

Change 3331117 on 2017/03/03 by Dmitriy.Dyomin

	Fixed redundant blend state changes in opengl

	integrated from WEX (3256586)

Change 3331173 on 2017/03/03 by Dmitriy.Dyomin

	Slate pixel shaders will use half precision where possible on mobile

	integrated from WEX (3256656)

Change 3332865 on 2017/03/06 by Dmitriy.Dyomin

	Better MobileContentScaleFactor defaults for iOS devices
	#jira UEMOB-330

Change 3333129 on 2017/03/06 by Peter.Sauerbrei

	move to Library/Caches instead of documents for saved files
	re-enable iterative deploy on TVOS
	#jira UEMOB-284

Change 3334692 on 2017/03/06 by Jack.Porter

	Allow r.MobileContentScaleFactor to be changed at runtime on Android

	#jira UEMOB-173

Change 3336255 on 2017/03/07 by Nick.Shin

	HTML5 project settings

	marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently...

	#jira UE-42331  Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini

Change 3337094 on 2017/03/08 by Nick.Shin

	HTML5 project settings

	marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently...

	#jira UE-42331  Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini

Change 3338800 on 2017/03/08 by Chris.Babcock

	Update AAR handling to deal with versioning, subproject dependencies for resources, and scope
	#jira UE-42677
	#ue4
	#android

Change 3338813 on 2017/03/08 by Chris.Babcock

	Pass build configuration to UPL for access during packaging as $S(Configuration)
	#jira UE-42678
	#ue4
	#android
	#ios

Change 3339401 on 2017/03/09 by Alicia.Cano

	Android runtime permissions
	- Fix for WRITE_EXTERNAL_STORAGE if it is not granted at time of onCreate for non-shipping builds
	- Fix for Location Services
	- Fix for if target sdk is not set to 23+
	#jira UE-38512
	#android
	#rb: chris.babcock

Change 3340736 on 2017/03/09 by Chris.Babcock

	Implement support for new controllers (Xbox Wireless, SteelSeries Stratus XL, PS4) (contributed by TRS-justing)
	#jira UE-41965
	#PR #3254
	#ue4
	#android

Change 3340744 on 2017/03/09 by Jack.Porter

	Expose Custom Depth to Foliage
	#jira UE-6061

Change 3340849 on 2017/03/09 by Dmitriy.Dyomin

	Fixed: iOS movie become laggy and crashes when played in iPhone 6/6s.
	#jira UE-42351

Change 3341268 on 2017/03/10 by Alicia.Cano

	PR #2894: Initial VoiceModuleAndroid support. (Contributed by devbm)
	#jira UE-37945
	#android
	#rb: chris.babcock, jack.porter

Change 3341303 on 2017/03/10 by Allan.Bentham

	Remove optimisation that prevents full specular occulsion on mobile.
	PR #3186  : Specular can't be blocked on high-end mobile.
	#jira UE-41393

Change 3342304 on 2017/03/10 by Alicia.Cano

	build fix
	#rb: chris.babcock

Change 3343344 on 2017/03/13 by Alicia.Cano

	build fix
	#rb: chris.babcock

Change 3343591 on 2017/03/13 by Brent.Pease

	iOS multiplayer fix part 1. Correct byte ordering.

	#jira UE-34875

Change 3343669 on 2017/03/13 by Chris.Babcock

	Update carefullyredist script version
	#jira UE-42832

Change 3344212 on 2017/03/13 by Will.Fissler

	Various compile fixes for Xcode 8.3.
	These fixes must also be added to //UE4/Release-4.15.
	#jira UE-41313

Change 3344396 on 2017/03/13 by Chris.Babcock

	Fix Java 1.5 obsolete warnings
	#jira UE-42851
	#ue4
	#android

Change 3345132 on 2017/03/14 by Will.Fissler

	Added ifdef wrapper to check clang version for presentDrawable.

Change 3345336 on 2017/03/14 by Will.Fissler

	Moved #if (__clang_major__ > 8) || (__clang_major__ == 8 && __clang_minor__ >= 1) check inside of the presentDrawable method.

Change 3345460 on 2017/03/14 by Will.Fissler

	ifdef changes for presentDrawable. The last submission duped the changes, instead of merging. #rb none

Change 3346046 on 2017/03/14 by Will.Fissler

	Fixed MetalCommandBuffer.cpp [again] after last submission duped changes instead of merging.

Change 3346367 on 2017/03/14 by Chris.Babcock

	Fix issue with GoogleVR ARMv7 libraries included for other architectures in link
	#ue4
	#android

Change 3347682 on 2017/03/15 by Allan.Bentham

	Enable HW sRGB correction with retainer widget's render target.
	Use slate's gamma correction for mobile (where no such support exists)
	Render retainer box RT content with gamma correction.
	#jira UE-40967

Change 3348712 on 2017/03/15 by Nick.Shin

	HTML5 - upload to S3

	updated to AWS "signature version 4" authentication

	#jira UE-42525  HTML5 Upload to Amazon S3 fails with Incorrect Configuration error

Change 3349254 on 2017/03/16 by Jack.Porter

	Fix for crash using the mobile previewer when the LQ lightmap shader permutation is disabled.
	#jira UE-42971

Change 3349739 on 2017/03/16 by Nick.Shin

	HTML5 - upload to S3

	better error message feedback on upload failures

	#jira UE-42525  HTML5 Upload to Amazon S3 fails with Incorrect Configuration error

Change 3349765 on 2017/03/16 by Alicia.Cano

	Disable mouseover events in Mobile Previewer

	#jira UE-19903
	#mobile
	#rb: Jack.Porter

Change 3350049 on 2017/03/16 by Nick.Shin

	HTML5 - upload to S3

	folder in bucket is optional

	#jira UE-42525  HTML5 Upload to Amazon S3 fails with Incorrect Configuration error

Change 3350153 on 2017/03/16 by Nick.Shin

	HTML5 - upload to S3

	updated S3 public link generator

	#jira UE-42525  HTML5 Upload to Amazon S3 fails with Incorrect Configuration error

Change 3351582 on 2017/03/17 by Will.Fissler

	Reverting the attempted fix for Xcode 8.3: Result += " -mcpu=cortex-a9";

	Currently we cannot build arm64 for iOS with this change.

Change 3352085 on 2017/03/17 by Alicia.Cano

	iOS doesn't honor request to close the virtual keyboard leading to a crash
	#jira UE-36447
	#ios
	#rb:Peter.Sauerbrei

Change 3353313 on 2017/03/19 by Ben.Marsh

	Always allow large *.js files in Github.

Change 3354444 on 2017/03/20 by Nick.Shin

	HTML5 - upload to S3

	to help make it obvious that "upload to S3" checkbox is set/or not -- disable S3 details if checkbox for "uploading to S3" is not set

	#jira UE-42525  HTML5 Upload to Amazon S3 fails with Incorrect Configuration error

Change 3355618 on 2017/03/20 by Nick.Shin

	HTML5 Save Game System

	- ripped out HTML5 code [from Engine's SaveGameSystem.h] and placed it in HTML5Platform.cpp
	- cleaned up HTML5PlatformFile.cpp (make it match as clost to linux's version)
	- created HTML5's own PlatformFeature & SaveGameSystem files -- and updated HTML5PlatformMisc to make use of the the new HTML5 SaveGame code

	#jira UE-42081 Remove heinous HTML5 code from engine

Change 3355621 on 2017/03/20 by Nick.Shin

	remove temp debugging code

	#jira UE-42081 Remove heinous HTML5 code from engine

Change 3356937 on 2017/03/21 by Chris.Babcock

	Add "stat vulkanrhi" to new console dropdown
	#jira UE-43149
	#ue4
	#android

Change 3357652 on 2017/03/21 by Nick.Shin

	HTML5 performance speed ups

	added "use fixed timestep" setting option for HTML5 builds (this has been separated from Engine - General Settings - Framerate)
	- this is slightly different to smooth framerate and fixed framerate - thus, the timestep option was put in the HTML5 specific panel

	this option is based on the suggestions by jukka's post:
	- https://answers.unrealengine.com/questions/409629/smooth-frame-rate-and-use-fixed-frame-rate-should.html

	however, using this option will make the player "run faster" on (for example) thirdperson blueprint template -- but, it has no effect on other (for example) zen garden...

	#jira UE-30214 - Implement a warning message for fps settings

Change 3360415 on 2017/03/23 by Allan.Bentham

	Fix crash that occurs when ES3.1 preview is used with r.MobileHDR32bppMode modes.

Change 3360418 on 2017/03/23 by Allan.Bentham

	Disable filmic tonemapper if r.MobileHDR32bppMode is in use.
	#jira UE-40913

Change 3360557 on 2017/03/23 by Allan.Bentham

	Better fix for mobile CSM shadow flickering (UE-42131), now works for PC OpenGL based mobile preview.
	#jira UE-42131

Change 3362258 on 2017/03/23 by Dmitriy.Dyomin

	Fixed: Canvas texture element gamma issues on iOS Metal

Change 3362321 on 2017/03/24 by Dmitriy.Dyomin

	GitHub 3173 : MaterialAO support for mobile rendering path (contributed by kallehamalainen)

	#3173

Change 3363550 on 2017/03/24 by Alicia.Cano

	build fix for devices < Android 5.0
	#jira UE-43299
	#android
	#rb: chris.babcock

Change 3363687 on 2017/03/24 by Chris.Babcock

	Fix Android password hiding in input dialog
	#jira WEX-5159
	#ue4
	#android

Change 3365280 on 2017/03/27 by Dmitriy.Dyomin

	Fix for GL_EXT_shader_framebuffer_fetch on Zenfone5. Use UE_EXT_shader_framebuffer_fetch define on all devices to enable extension

Change 3365291 on 2017/03/27 by Dmitriy.Dyomin

	Copied form WEX CL# 3308653
	Fixed: Enabling shader cache causes crash on NVIDIA Shield

	#jira UE-41639

Change 3365293 on 2017/03/27 by Dmitriy.Dyomin

	GitHub 3411 : Fix crash in patching utils mount method (contributed by nverenik)
	#jira UE-43247
	#3411

Change 3365340 on 2017/03/27 by Dmitriy.Dyomin

	Fixed: Moving sublevel in world composition browser does not appear in Undo History
	#jira UE-35535

Change 3365564 on 2017/03/27 by Allan.Bentham

	SkyLightComponent now serializes IrradianceMap SH values.
	clicking Recapture sky button in mobile preview switches back to SM4/5 to update captures.
	Skylights that are dirty from load will trigger reflection capture update once shaders are rebuilt.
	#jira UE-42436

Change 3366282 on 2017/03/27 by Nick.Shin

	remove dead links

	these files to not exist anywhere in the make-3.81 subfolders

	#UDN-354501
	#jira none

Change 3366306 on 2017/03/27 by Nick.Shin

	HTML5 - disable multi-threading for wasm

	#jira UE-43219 - HTML5 disable multi-threading for wasm

Change 3366307 on 2017/03/27 by Nick.Shin

	HTML5 packaging Shipping builds

	big cleanup / additions to *gz file support for amazon s3

	* both, uploading to s3
	* and allowing s3 to host the games there

	#jira UE-43002 HTML5 in Shipping fails downloading symbols files
	#jria UE-43001 HTML5 Shipping Projects fail looking for compressed files when "Compress files during shipping packaging" is not selected.

Change 3367385 on 2017/03/28 by Allan.Bentham

	Display skylight serialization warning only when cooking for mobile platforms.
	#jira UE-42436

Change 3368583 on 2017/03/28 by Chris.Babcock

	Expose JAVA_HOME setting in Android SDK project settings on Mac
	#jira UE-43418
	#ue4
	#android

Change 3368803 on 2017/03/28 by Chris.Babcock

	Fix features requested in manifest for "Daydream and Cardboard" mode
	#jira UE-43314
	#ue4
	#android

Change 3369087 on 2017/03/28 by Jack.Porter

	Changed tooltip and added supported devices in paretheses for Android Mobile Deferred / ES31+AEP
	#jira UE-42438

Change 3369372 on 2017/03/29 by Allan.Bentham

	Fix disappearing meshes when r.mobile.allowdistancefieldshadows is disabled.
	#jira UE-43366

Change 3369381 on 2017/03/29 by Jack.Porter

	Show warnings when mobile shader permutations required for rendering are disbaled
	Made FReadOnlyCVARCache a singleton and added mobile CVars, used for MobileBasePassRendering.
	#jira UE-43050

Change 3369430 on 2017/03/29 by Allan.Bentham

	fix CIS build

Change 3369740 on 2017/03/29 by Allan.Bentham

	Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility)
	Android links with -gc-sections to remove unused code/data
	Add JNI_METHOD for java accessible native functions, fixed up existing JNI functions to use macro.
	Add support for map file generation with android.
	Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig()
	bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini

	#jira UEMOB-168

Change 3369975 on 2017/03/29 by Nick.Shin

	HTML5 - AWS S3 shareable link for shipping builds corrected

	#jira UE-43379 Amazon S3 Shareable link does not generate correct filepath.

Change 3369998 on 2017/03/29 by Nick.Shin

	HTML5 python build scripts

	PR:
	1cb836d43c

	#jira none

Change 3370214 on 2017/03/29 by Nick.Shin

	HTML5 - default bUseFixedTimeStep to false...

	#jira UE-43380 - Default HTML5 gamespeed is faster than equivalent platforms

Change 3370762 on 2017/03/29 by Chris.Babcock

	Fixes to new keyboard for Android
	- Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference.
	- Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing when changing focus between multiple EditableTextBox widgets.
	#ue4
	#android

Change 3371344 on 2017/03/30 by Jack.Porter

	Fixed issue where Vulkan screenshot R/B channels were reversed on Android
	#jira UE-43479

Change 3372926 on 2017/03/30 by Peter.Sauerbrei

	start the process of sunsetting 32-bit and GLES2 on iOS
	#jira UE-42266

Change 3372970 on 2017/03/30 by Nick.Shin

	HTML5 - 1.37.9 emscripten: wasm & webgl2 support

	- windows toolchain

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

	#rn

Change 3372989 on 2017/03/30 by Peter.Sauerbrei

	fix for Xcode 8.3 build with 32-bit

Change 3373007 on 2017/03/30 by Peter.Sauerbrei

	fix for crash when online subsystem is disabled on IOS

Change 3373108 on 2017/03/30 by Nick.Shin

	HTML5 - 1.37.9 emscripten: wasm & webgl2 support

	- emscripten toolchain

	WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

	#rn

Change 3373163 on 2017/03/30 by Nick.Shin

	HTML5 - 1.37.9 emscripten: wasm & webgl2 support

	- OSX toolchain

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

	#rn

Change 3373169 on 2017/03/30 by Nick.Shin

	HTML5 - 1.37.9 emscripten: wasm & webgl2 support

	license file updated

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

	#rnx

Change 3373287 on 2017/03/30 by Nick.Shin

	HTML5 - 1.36.11 emscripten - remove old SDK

	#jira none

	#rnx

Change 3373289 on 2017/03/30 by Nick.Shin

	HTML5 - 1.37.9 emscripten: wasm & webgl2 support

	- Linux toolchain

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

	#rn

Change 3373595 on 2017/03/30 by Chris.Babcock

	Reenable GooglePlay for ARM64 now that it doesn't crash
	#jira UE-36198
	#ue4
	#android

Change 3373606 on 2017/03/30 by Chris.Babcock

	Submitting Allan's shelved EXT_shader_framebuffer_fetch fix
	#ue4
	#android

Change 3375456 on 2017/03/31 by Chris.Babcock

	Add missing keycodes for Android keyboard (@ and #)
	#jira WEX-5777
	#ue4
	#android

Change 3376309 on 2017/04/03 by Allan.Bentham

	Fix overflow issues with mobile DoF.

Change 3377041 on 2017/04/03 by Will.Fissler

	Adding Testbed content for PlatformShowcase.

Change 3377582 on 2017/04/03 by Alicia.Cano

	adding back in GET_ACCOUNTS permission as it is required for Reset Achievements

	#jira: UE-43265
	#android
	#rb: Chris.Babcock

Change 3377643 on 2017/04/03 by Peter.Sauerbrei

	fix for memory leak in MallocBinned
	#jira UE-43008

Change 3378033 on 2017/04/04 by Nick.Shin

	HTML5 - 1.37.9 emscripten: wasm & webgl2 support

	- ThirdParty libs compiled with new toolchain with wasm and webgl2 support

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

	#rn

Change 3378034 on 2017/04/04 by Nick.Shin

	HTML5 - 1.37.9 emscripten: wasm & webgl2 support

	- ThirdParty build scripts

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

Change 3378035 on 2017/04/04 by Nick.Shin

	HTML5 - Update GameX template to make it work with trunk Emscripten

	PR
	dc2b26f452 (commitcomment-21454978)

	#jira none

	#rn

Change 3378044 on 2017/04/04 by Nick.Shin

	HTML5 harfbuzz - double checking recompiled with NO multithreading

	wasm currently does not support pthreads

	*** THIS IS STILL WIP ***
	checking in to match 3rd party libs compiled configuration

	#jira UE-28588 - Build HarfBuzz for HTML5

	#rnx

Change 3378264 on 2017/04/04 by Allan.Bentham

	Fix crash when using consolas font on android sdk 24
	#jira UE-43464

Change 3379097 on 2017/04/04 by Nick.Shin

	CIS HTML5 build warning fix

	#jria none

	#rnx

Change 3379333 on 2017/04/04 by Chris.Babcock

	Prevent inserting extra permissions into manifest multiple times
	#jira UE-43583
	#ue4
	#android

Change 3380870 on 2017/04/05 by Chris.Babcock

	Fix merge issue

Change 3380898 on 2017/04/05 by Chris.Babcock

	Fixed again

Change 3381443 on 2017/04/05 by Chris.Babcock

	Fix for GearVR non-unity build
	#ue4
	#android

Change 3381941 on 2017/04/05 by Chris.Babcock

	Fix HTTPChunkInstaller texture format checks and missing #define warning
	#jira UE-43706
	#ue4
	#android

Change 3382056 on 2017/04/05 by Chris.Babcock

	Updates to Android AARs needed for Facebook plugin

Change 3382097 on 2017/04/05 by Chris.Babcock

	Disable java console cmd receiver only in shipping builds
	#jira UE-43710
	#ue4
	#android

Change 3382497 on 2017/04/06 by Allan.Bentham

	Fix Fortnite Cooked Server crashes when joining game from lobby.
	#jira UE-43695

Change 3383227 on 2017/04/06 by Will.Fissler

	Reverted case sensitive change, from yesterday, and implemented a pragma instead.

	#jira UE-41313

[CL 3383473 by Jack Porter in Main branch]
2017-04-06 16:13:17 -04:00

1118 lines
36 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "CoreMinimal.h"
#include "Misc/App.h"
#include "Misc/OutputDeviceError.h"
#include "LaunchEngineLoop.h"
#include <string.h>
#include <jni.h>
#include <pthread.h>
#include "AndroidJNI.h"
#include "AndroidEventManager.h"
#include "AndroidInputInterface.h"
#include <android/log.h>
#include <android_native_app_glue.h>
#include <cstdio>
#include <sys/resource.h>
#include <dlfcn.h>
#include "AndroidWindow.h"
#include <android/sensor.h>
#include "AndroidApplication.h"
#include "IHeadMountedDisplayModule.h"
#include "ISessionServicesModule.h"
#include "ISessionService.h"
#include "Engine/Engine.h"
#include "HAL/PlatformFile.h"
#include "HAL/PlatformAffinity.h"
#include "Modules/ModuleManager.h"
#include "IMessagingModule.h"
// Function pointer for retrieving joystick events
// Function has been part of the OS since Honeycomb, but only appeared in the
// NDK in r19. Querying via dlsym allows its use without tying to the newest
// NDK.
typedef float(*GetAxesType)(const AInputEvent*, int32_t axis, size_t pointer_index);
static GetAxesType GetAxes = NULL;
// List of default axes to query for each controller
// Ideal solution is to call out to Java and enumerate the list of axes.
static const int32_t AxisList[] =
{
AMOTION_EVENT_AXIS_X,
AMOTION_EVENT_AXIS_Y,
AMOTION_EVENT_AXIS_Z,
AMOTION_EVENT_AXIS_RX,
AMOTION_EVENT_AXIS_RY,
AMOTION_EVENT_AXIS_RZ,
//These are DPAD analogs
AMOTION_EVENT_AXIS_HAT_X,
AMOTION_EVENT_AXIS_HAT_Y,
};
// map of all supported keycodes
static TSet<uint32> MappedKeyCodes;
// List of desired gamepad keycodes
static const uint32 ValidGamepadKeyCodesList[] =
{
AKEYCODE_BUTTON_A,
AKEYCODE_DPAD_CENTER,
AKEYCODE_BUTTON_B,
AKEYCODE_BUTTON_C,
AKEYCODE_BUTTON_X,
AKEYCODE_BUTTON_Y,
AKEYCODE_BUTTON_Z,
AKEYCODE_BUTTON_L1,
AKEYCODE_BUTTON_R1,
AKEYCODE_BUTTON_START,
AKEYCODE_MENU,
AKEYCODE_BUTTON_SELECT,
AKEYCODE_BACK,
AKEYCODE_BUTTON_THUMBL,
AKEYCODE_BUTTON_THUMBR,
AKEYCODE_BUTTON_L2,
AKEYCODE_BUTTON_R2,
AKEYCODE_DPAD_UP,
AKEYCODE_DPAD_DOWN,
AKEYCODE_DPAD_LEFT,
AKEYCODE_DPAD_RIGHT
};
// map of gamepad keycodes that should be passed forward
static TSet<uint32> ValidGamepadKeyCodes;
// -nostdlib means no crtbegin_so.o, so we have to provide our own __dso_handle and atexit()
extern "C"
{
int atexit(void (*func)(void)) { return 0; }
extern void *__dso_handle __attribute__((__visibility__ ("hidden")));
void *__dso_handle;
}
extern void AndroidThunkCpp_InitHMDs();
extern void AndroidThunkCpp_ShowConsoleWindow();
// Base path for file accesses
extern FString GFilePathBase;
/** The global EngineLoop instance */
FEngineLoop GEngineLoop;
bool GShowConsoleWindowNextTick = false;
static void AndroidProcessEvents(struct android_app* state);
//Event thread stuff
static void* AndroidEventThreadWorker(void* param);
// How often to process (read & dispatch) events, in seconds.
static const float EventRefreshRate = 1.0f / 20.0f;
//Android event callback functions
static int32_t HandleInputCB(struct android_app* app, AInputEvent* event); //Touch and key input events
static void OnAppCommandCB(struct android_app* app, int32_t cmd); //Lifetime events
static int HandleSensorEvents(int fd, int events, void* data); // Sensor events
bool GHasInterruptionRequest = false;
bool GIsInterrupted = false;
// Android sensor data management
static ASensorManager * SensorManager = NULL;
// Accelerometer (includes gravity), i.e. FMotionEvent::GetAcceleration.
static const ASensor * SensorAccelerometer = NULL;
// Gyroscope, i.e. FMotionEvent::GetRotationRate.
static const ASensor * SensorGyroscope = NULL;
// Magnetometer
static const ASensor* SensorMagnetometer = NULL;
static ASensorEventQueue * SensorQueue = NULL;
// android.hardware.SensorManager.SENSOR_DELAY_GAME
static const int32_t SensorDelayGame = 1;
// Time decay sampling rate.
static const float SampleDecayRate = 0.85f;
// Event for coordinating pausing of the main and event handling threads to prevent background spinning
static FEvent* EventHandlerEvent = NULL;
// Wait for Java onCreate to complete before resume main init
static volatile bool GResumeMainInit = false;
volatile bool GEventHandlerInitialized = false;
JNI_METHOD void Java_com_epicgames_ue4_GameActivity_nativeResumeMainInit(JNIEnv* jenv, jobject thiz)
{
GResumeMainInit = true;
// now wait for event handler to be set up before returning
while (!GEventHandlerInitialized)
{
FPlatformProcess::Sleep(0.01f);
FPlatformMisc::MemoryBarrier();
}
}
static volatile bool GHMDsInitialized = false;
static TArray<IHeadMountedDisplayModule*> GHMDImplementations;
void InitHMDs()
{
if (FParse::Param(FCommandLine::Get(), TEXT("nohmd")) || FParse::Param(FCommandLine::Get(), TEXT("emulatestereo")))
{
return;
}
// Get a list of plugins that implement this feature
GHMDImplementations = IModularFeatures::Get().GetModularFeatureImplementations<IHeadMountedDisplayModule>(IHeadMountedDisplayModule::GetModularFeatureName());
AndroidThunkCpp_InitHMDs();
while (!GHMDsInitialized)
{
FPlatformProcess::Sleep(0.01f);
FPlatformMisc::MemoryBarrier();
}
}
static void InitCommandLine()
{
static const uint32 CMD_LINE_MAX = 16384u;
// initialize the command line to an empty string
FCommandLine::Set(TEXT(""));
// read in the command line text file from the sdcard if it exists
FString CommandLineFilePath = GFilePathBase + FString("/UE4Game/") + (!FApp::IsGameNameEmpty() ? FApp::GetGameName() : FPlatformProcess::ExecutableName()) + FString("/UE4CommandLine.txt");
FILE* CommandLineFile = fopen(TCHAR_TO_UTF8(*CommandLineFilePath), "r");
if(CommandLineFile == NULL)
{
// if that failed, try the lowercase version
CommandLineFilePath = CommandLineFilePath.Replace(TEXT("UE4CommandLine.txt"), TEXT("ue4commandline.txt"));
CommandLineFile = fopen(TCHAR_TO_UTF8(*CommandLineFilePath), "r");
}
if(CommandLineFile)
{
char CommandLine[CMD_LINE_MAX];
fgets(CommandLine, ARRAY_COUNT(CommandLine) - 1, CommandLineFile);
fclose(CommandLineFile);
// chop off trailing spaces
while (*CommandLine && isspace(CommandLine[strlen(CommandLine) - 1]))
{
CommandLine[strlen(CommandLine) - 1] = 0;
}
FCommandLine::Append(UTF8_TO_TCHAR(CommandLine));
}
}
extern void AndroidThunkCpp_DismissSplashScreen();
//Main function called from the android entry point
int32 AndroidMain(struct android_app* state)
{
FPlatformMisc::LowLevelOutputDebugString(L"Entered AndroidMain()");
// Force the first call to GetJavaEnv() to happen on the game thread, allowing subsequent calls to occur on any thread
FAndroidApplication::GetJavaEnv();
// Set window format to 8888
ANativeActivity_setWindowFormat(state->activity, WINDOW_FORMAT_RGBA_8888);
// adjust the file descriptor limits to allow as many open files as possible
rlimit cur_fd_limit;
{
int result = getrlimit(RLIMIT_NOFILE, & cur_fd_limit);
//FPlatformMisc::LowLevelOutputDebugStringf(TEXT("(%d) Current fd limits: soft = %lld, hard = %lld"), result, cur_fd_limit.rlim_cur, cur_fd_limit.rlim_max);
}
{
rlimit new_limit = cur_fd_limit;
new_limit.rlim_cur = cur_fd_limit.rlim_max;
new_limit.rlim_max = cur_fd_limit.rlim_max;
int result = setrlimit(RLIMIT_NOFILE, &new_limit);
//FPlatformMisc::LowLevelOutputDebugStringf(TEXT("(%d) Setting fd limits: soft = %lld, hard = %lld"), result, new_limit.rlim_cur, new_limit.rlim_max);
}
{
int result = getrlimit(RLIMIT_NOFILE, & cur_fd_limit);
//FPlatformMisc::LowLevelOutputDebugStringf(TEXT("(%d) Current fd limits: soft = %lld, hard = %lld"), result, cur_fd_limit.rlim_cur, cur_fd_limit.rlim_max);
}
// setup joystick support
// r19 is the first NDK to include AMotionEvent_getAxisValue in the headers
// However, it has existed in the so since Honeycomb, query for the symbol
// to determine whether to try controller support
{
void* Lib = dlopen("libandroid.so",0);
if (Lib != NULL)
{
GetAxes = (GetAxesType)dlsym(Lib, "AMotionEvent_getAxisValue");
}
if (GetAxes != NULL)
{
FPlatformMisc::LowLevelOutputDebugStringf(TEXT("Controller interface supported\n"));
}
else
{
FPlatformMisc::LowLevelOutputDebugStringf(TEXT("Controller interface UNsupported\n"));
}
}
// setup key filtering
static const uint32 MAX_KEY_MAPPINGS(256);
uint32 KeyCodes[MAX_KEY_MAPPINGS];
uint32 NumKeyCodes = FPlatformMisc::GetKeyMap(KeyCodes, nullptr, MAX_KEY_MAPPINGS);
for (int i = 0; i < NumKeyCodes; ++i)
{
MappedKeyCodes.Add(KeyCodes[i]);
}
const int ValidGamepadKeyCodeCount = sizeof(ValidGamepadKeyCodesList)/sizeof(uint32);
for (int i = 0; i < ValidGamepadKeyCodeCount; ++i)
{
ValidGamepadKeyCodes.Add(ValidGamepadKeyCodesList[i]);
}
// wait for java activity onCreate to finish
while (!GResumeMainInit)
{
FPlatformProcess::Sleep(0.01f);
FPlatformMisc::MemoryBarrier();
}
// read the command line file
InitCommandLine();
FPlatformMisc::LowLevelOutputDebugStringf(TEXT("Final commandline: %s\n"), FCommandLine::Get());
EventHandlerEvent = FPlatformProcess::GetSynchEventFromPool(false);
FPlatformMisc::LowLevelOutputDebugString(L"Created sync event");
FAppEventManager::GetInstance()->SetEventHandlerEvent(EventHandlerEvent);
// ready for onCreate to complete
GEventHandlerInitialized = true;
// Initialize file system access (i.e. mount OBBs, etc.).
// We need to do this really early for Android so that files in the
// OBBs and APK are found.
IPlatformFile::GetPlatformPhysical().Initialize(nullptr, FCommandLine::Get());
// initialize the engine
GEngineLoop.PreInit(0, NULL, FCommandLine::Get());
// initialize HMDs
InitHMDs();
UE_LOG(LogAndroid, Display, TEXT("Passed PreInit()"));
GLog->SetCurrentThreadAsMasterThread();
GEngineLoop.Init();
UE_LOG(LogAndroid, Log, TEXT("Passed GEngineLoop.Init()"));
AndroidThunkCpp_DismissSplashScreen();
FAppEventManager::GetInstance()->SetEmptyQueueHandlerEvent(FPlatformProcess::GetSynchEventFromPool(false));
#if !UE_BUILD_SHIPPING
if (FParse::Param(FCommandLine::Get(), TEXT("Messaging")))
{
// initialize messaging subsystem
FModuleManager::LoadModuleChecked<IMessagingModule>("Messaging");
TSharedPtr<ISessionService> SessionService = FModuleManager::LoadModuleChecked<ISessionServicesModule>("SessionServices").GetSessionService();
SessionService->Start();
// Initialize functional testing
FModuleManager::Get().LoadModule("FunctionalTesting");
}
#endif
// tick until done
while (!GIsRequestingExit)
{
FAppEventManager::GetInstance()->Tick();
if(!FAppEventManager::GetInstance()->IsGamePaused())
{
GEngineLoop.Tick();
}
else
{
// use less CPU when paused
FPlatformProcess::Sleep(0.10f);
}
#if !UE_BUILD_SHIPPING
// show console window on next game tick
if (GShowConsoleWindowNextTick)
{
GShowConsoleWindowNextTick = false;
AndroidThunkCpp_ShowConsoleWindow();
}
#endif
}
FAppEventManager::GetInstance()->TriggerEmptyQueue();
UE_LOG(LogAndroid, Log, TEXT("Exiting"));
// exit out!
GEngineLoop.Exit();
UE_LOG(LogAndroid, Log, TEXT("Exiting is over"));
FPlatformMisc::RequestExit(1);
return 0;
}
static void* AndroidEventThreadWorker( void* param )
{
struct android_app* state = (struct android_app*)param;
FPlatformProcess::SetThreadAffinityMask(FPlatformAffinity::GetMainGameMask());
FPlatformMisc::LowLevelOutputDebugString(L"Entering event processing thread engine entry point");
ALooper* looper = ALooper_prepare(ALOOPER_PREPARE_ALLOW_NON_CALLBACKS);
ALooper_addFd(looper, state->msgread, LOOPER_ID_MAIN, ALOOPER_EVENT_INPUT, NULL,
&state->cmdPollSource);
state->looper = looper;
FPlatformMisc::LowLevelOutputDebugString(L"Prepared looper for event thread");
//Assign the callbacks
state->onAppCmd = OnAppCommandCB;
state->onInputEvent = HandleInputCB;
FPlatformMisc::LowLevelOutputDebugString(L"Passed callback initialization");
// Acquire sensors
SensorManager = ASensorManager_getInstance();
if (NULL != SensorManager)
{
// Register for the various sensor events we want. Some
// may return NULL indicating that the sensor data is not
// available in the device. For those empty data will eventually
// get fed into the motion events.
SensorAccelerometer = ASensorManager_getDefaultSensor(
SensorManager, ASENSOR_TYPE_ACCELEROMETER);
SensorGyroscope = ASensorManager_getDefaultSensor(
SensorManager, ASENSOR_TYPE_GYROSCOPE);
SensorMagnetometer = ASensorManager_getDefaultSensor(
SensorManager, ASENSOR_TYPE_MAGNETIC_FIELD);
// Create the queue for events to arrive.
SensorQueue = ASensorManager_createEventQueue(
SensorManager, state->looper, LOOPER_ID_USER, HandleSensorEvents, NULL);
}
FPlatformMisc::LowLevelOutputDebugString(L"Passed sensor initialization");
//continue to process events until the engine is shutting down
while (!GIsRequestingExit)
{
// FPlatformMisc::LowLevelOutputDebugString(L"AndroidEventThreadWorker");
AndroidProcessEvents(state);
sleep(EventRefreshRate); // this is really 0 since it takes int seconds.
}
UE_LOG(LogAndroid, Log, TEXT("Exiting"));
return NULL;
}
//Called from the separate event processing thread
static void AndroidProcessEvents(struct android_app* state)
{
int ident;
int fdesc;
int events;
struct android_poll_source* source;
while((ident = ALooper_pollAll(-1, &fdesc, &events, (void**)&source)) >= 0)
{
// process this event
if (source)
{
source->process(state, source);
}
}
}
pthread_t G_AndroidEventThread;
struct android_app* GNativeAndroidApp = NULL;
void android_main(struct android_app* state)
{
FPlatformMisc::LowLevelOutputDebugString(L"Entering native app glue main function");
GNativeAndroidApp = state;
check(GNativeAndroidApp);
pthread_attr_t otherAttr;
pthread_attr_init(&otherAttr);
pthread_attr_setdetachstate(&otherAttr, PTHREAD_CREATE_DETACHED);
pthread_create(&G_AndroidEventThread, &otherAttr, AndroidEventThreadWorker, state);
FPlatformMisc::LowLevelOutputDebugString(L"Created event thread");
// Make sure glue isn't stripped.
app_dummy();
//@todo android: replace with native activity, main loop off of UI thread, etc.
AndroidMain(state);
}
extern bool GAndroidGPUInfoReady;
//Called from the event process thread
static int32_t HandleInputCB(struct android_app* app, AInputEvent* event)
{
// FPlatformMisc::LowLevelOutputDebugStringf(L"INPUT - type: %x, action: %x, source: %x, keycode: %x, buttons: %x", AInputEvent_getType(event),
// AMotionEvent_getAction(event), AInputEvent_getSource(event), AKeyEvent_getKeyCode(event), AMotionEvent_getButtonState(event));
int32 EventType = AInputEvent_getType(event);
int32 EventSource = AInputEvent_getSource(event);
if (EventType == AINPUT_EVENT_TYPE_MOTION)
{
int action = AMotionEvent_getAction(event);
int actionType = action & AMOTION_EVENT_ACTION_MASK;
size_t actionPointer = (size_t)((action & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT);
bool isActionTargeted = (actionType == AMOTION_EVENT_ACTION_POINTER_DOWN || actionType == AMOTION_EVENT_ACTION_POINTER_UP);
int32 device = AInputEvent_getDeviceId(event);
// trap Joystick events first, with fallthrough if there is no joystick support
if (((EventSource & AINPUT_SOURCE_CLASS_JOYSTICK) == AINPUT_SOURCE_CLASS_JOYSTICK) &&
(GetAxes != NULL) &&
(actionType == AMOTION_EVENT_ACTION_MOVE))
{
const int axisCount = sizeof(AxisList)/sizeof(int32_t);
// poll all the axes and forward to update controller state
for (int axis = 0; axis < axisCount; axis++)
{
float val = GetAxes( event, AxisList[axis], 0);
FAndroidInputInterface::JoystickAxisEvent(device, AxisList[axis], val);
}
// handle L/R trigger and Brake/Gas special (all in 0..1 range)
// LTRIGGER will either be LTRIGGER or BRAKE, whichever is larger
// RTRIGGER will either be RTRIGGER or GAS, whichever is larger
float ltrigger = GetAxes(event, AMOTION_EVENT_AXIS_LTRIGGER, 0);
float rtrigger = GetAxes(event, AMOTION_EVENT_AXIS_RTRIGGER, 0);
float brake = GetAxes(event, AMOTION_EVENT_AXIS_BRAKE, 0);
float gas = GetAxes(event, AMOTION_EVENT_AXIS_GAS, 0);
FAndroidInputInterface::JoystickAxisEvent(device, AMOTION_EVENT_AXIS_LTRIGGER, ltrigger > brake ? ltrigger : brake);
FAndroidInputInterface::JoystickAxisEvent(device, AMOTION_EVENT_AXIS_RTRIGGER, rtrigger > gas ? rtrigger : gas);
return 1;
}
else
{
TArray<TouchInput> TouchesArray;
TouchType type = TouchEnded;
switch (actionType)
{
case AMOTION_EVENT_ACTION_DOWN:
case AMOTION_EVENT_ACTION_POINTER_DOWN:
type = TouchBegan;
break;
case AMOTION_EVENT_ACTION_MOVE:
type = TouchMoved;
break;
case AMOTION_EVENT_ACTION_UP:
case AMOTION_EVENT_ACTION_POINTER_UP:
case AMOTION_EVENT_ACTION_CANCEL:
case AMOTION_EVENT_ACTION_OUTSIDE:
type = TouchEnded;
break;
case AMOTION_EVENT_ACTION_SCROLL:
case AMOTION_EVENT_ACTION_HOVER_ENTER:
case AMOTION_EVENT_ACTION_HOVER_MOVE:
case AMOTION_EVENT_ACTION_HOVER_EXIT:
return 0;
default:
UE_LOG(LogAndroid, Verbose, TEXT("Unknown AMOTION_EVENT %d ignored"), actionType);
return 0;
}
size_t pointerCount = AMotionEvent_getPointerCount(event);
if (pointerCount == 0)
{
return 1;
}
ANativeWindow* Window = (ANativeWindow*)FPlatformMisc::GetHardwareWindow();
if (!Window)
{
return 0;
}
int32_t Width = 0 ;
int32_t Height = 0 ;
if(Window)
{
FAndroidWindow::CalculateSurfaceSize(Window, Width, Height);
}
// make sure OpenGL context created before accepting touch events.. FAndroidWindow::GetScreenRect() may try to create it early from wrong thread if this is the first call
if (!GAndroidGPUInfoReady)
{
return 1;
}
FPlatformRect ScreenRect = FAndroidWindow::GetScreenRect();
if(isActionTargeted)
{
if(actionPointer < 0 || pointerCount < (int)actionPointer)
{
return 1;
}
int pointerId = AMotionEvent_getPointerId(event, actionPointer);
float x = FMath::Min<float>(AMotionEvent_getX(event, actionPointer) / Width, 1.f);
x *= (ScreenRect.Right - 1);
float y = FMath::Min<float>(AMotionEvent_getY(event, actionPointer) / Height, 1.f);
y *= (ScreenRect.Bottom - 1);
UE_LOG(LogAndroid, Verbose, TEXT("Received targeted motion event from pointer %u (id %d) action %d: (%.2f, %.2f)"), actionPointer, pointerId, action, x, y);
TouchInput TouchMessage;
TouchMessage.DeviceId = device;
TouchMessage.Handle = pointerId;
TouchMessage.Type = type;
TouchMessage.Position = FVector2D(x, y);
TouchMessage.LastPosition = FVector2D(x, y); //@todo android: AMotionEvent_getHistoricalRawX
TouchesArray.Add(TouchMessage);
}
else
{
for (size_t i = 0; i < pointerCount; ++i)
{
int pointerId = AMotionEvent_getPointerId(event, i);
float x = FMath::Min<float>(AMotionEvent_getX(event, i) / Width, 1.f);
x *= (ScreenRect.Right - 1);
float y = FMath::Min<float>(AMotionEvent_getY(event, i) / Height, 1.f);
y *= (ScreenRect.Bottom - 1);
UE_LOG(LogAndroid, Verbose, TEXT("Received motion event from index %u (id %d) action %d: (%.2f, %.2f)"), i, pointerId, action, x, y);
TouchInput TouchMessage;
TouchMessage.DeviceId= device;
TouchMessage.Handle = pointerId;
TouchMessage.Type = type;
TouchMessage.Position = FVector2D(x, y);
TouchMessage.LastPosition = FVector2D(x, y); //@todo android: AMotionEvent_getHistoricalRawX
TouchesArray.Add(TouchMessage);
}
}
FAndroidInputInterface::QueueTouchInput(TouchesArray);
#if !UE_BUILD_SHIPPING
if ((pointerCount >= 4) && (type == TouchBegan))
{
bool bShowConsole = true;
GConfig->GetBool(TEXT("/Script/Engine.InputSettings"), TEXT("bShowConsoleOnFourFingerTap"), bShowConsole, GInputIni);
if (bShowConsole)
{
GShowConsoleWindowNextTick = true;
}
}
#endif
}
return 0;
}
if (EventType == AINPUT_EVENT_TYPE_KEY)
{
int keyCode = AKeyEvent_getKeyCode(event);
FPlatformMisc::LowLevelOutputDebugStringf(L"Received keycode: %d", keyCode);
//Trap codes handled as possible gamepad events
if (ValidGamepadKeyCodes.Contains(keyCode))
{
//Only pass on the device id if really a gamepad, joystick or dpad (allows menu and back to be treated as gamepad events)
int32 device = 0;
if ( (((EventSource & AINPUT_SOURCE_JOYSTICK) == AINPUT_SOURCE_JOYSTICK) && (GetAxes != NULL)) ||
((EventSource & AINPUT_SOURCE_GAMEPAD) == AINPUT_SOURCE_GAMEPAD) ||
((EventSource & AINPUT_SOURCE_DPAD) == AINPUT_SOURCE_DPAD) )
{
device = AInputEvent_getDeviceId(event);
}
bool down = AKeyEvent_getAction(event) != AKEY_EVENT_ACTION_UP;
FAndroidInputInterface::JoystickButtonEvent(device, keyCode, down);
FPlatformMisc::LowLevelOutputDebugStringf(L"Received gamepad button: %d", keyCode);
}
else
{
FPlatformMisc::LowLevelOutputDebugStringf(L"Received key event: %d", keyCode);
// only handle mapped key codes
if (!MappedKeyCodes.Contains(keyCode))
{
return 0;
}
FDeferredAndroidMessage Message;
Message.messageType = AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_UP ? MessageType_KeyUp : MessageType_KeyDown;
Message.KeyEventData.unichar = keyCode;
Message.KeyEventData.keyId = keyCode;
Message.KeyEventData.modifier = AKeyEvent_getMetaState(event);
Message.KeyEventData.isRepeat = AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_MULTIPLE;
FAndroidInputInterface::DeferMessage(Message);
// allow event to be generated for volume up and down, but conditionally allow system to handle it, too
if (keyCode == AKEYCODE_VOLUME_UP || keyCode == AKEYCODE_VOLUME_DOWN)
{
if (FPlatformMisc::GetVolumeButtonsHandledBySystem())
{
return 0;
}
}
}
return 1;
}
return 0;
}
//Called from the event process thread
static void OnAppCommandCB(struct android_app* app, int32_t cmd)
{
bool bNeedToSync = false;
//FPlatformMisc::LowLevelOutputDebugStringf(L"OnAppCommandCB cmd: %u, tid = %d", cmd, gettid());
switch (cmd)
{
case APP_CMD_SAVE_STATE:
/**
* Command from main thread: the app should generate a new saved state
* for itself, to restore from later if needed. If you have saved state,
* allocate it with malloc and place it in android_app.savedState with
* the size in android_app.savedStateSize. The will be freed for you
* later.
*/
// the OS asked us to save the state of the app
UE_LOG(LogAndroid, Log, TEXT("Case APP_CMD_SAVE_STATE"));
FAppEventManager::GetInstance()->EnqueueAppEvent(APP_EVENT_STATE_SAVE_STATE);
break;
case APP_CMD_INIT_WINDOW:
/**
* Command from main thread: a new ANativeWindow is ready for use. Upon
* receiving this command, android_app->window will contain the new window
* surface.
*/
// get the window ready for showing
FPlatformMisc::LowLevelOutputDebugStringf(TEXT("Case APP_CMD_INIT_WINDOW"));
UE_LOG(LogAndroid, Log, TEXT("Case APP_CMD_INIT_WINDOW"));
FAppEventManager::GetInstance()->HandleWindowCreated(app->pendingWindow);
bNeedToSync = true;
break;
case APP_CMD_TERM_WINDOW:
/**
* Command from main thread: the existing ANativeWindow needs to be
* terminated. Upon receiving this command, android_app->window still
* contains the existing window; after calling android_app_exec_cmd
* it will be set to NULL.
*/
FPlatformMisc::LowLevelOutputDebugStringf(TEXT("Case APP_CMD_TERM_WINDOW, tid = %d"), gettid());
// clean up the window because it is being hidden/closed
UE_LOG(LogAndroid, Log, TEXT("Case APP_CMD_TERM_WINDOW"));
FAppEventManager::GetInstance()->HandleWindowClosed();
bNeedToSync = true;
break;
case APP_CMD_LOST_FOCUS:
/**
* Command from main thread: the app's activity window has lost
* input focus.
*/
// if the app lost focus, avoid unnecessary processing (like monitoring the accelerometer)
UE_LOG(LogAndroid, Log, TEXT("Case APP_CMD_LOST_FOCUS"));
FAppEventManager::GetInstance()->EnqueueAppEvent(APP_EVENT_STATE_WINDOW_LOST_FOCUS, NULL);
if (NULL != SensorQueue)
{
if (NULL != SensorAccelerometer)
ASensorEventQueue_disableSensor(SensorQueue, SensorAccelerometer);
if (NULL != SensorGyroscope)
ASensorEventQueue_disableSensor(SensorQueue, SensorGyroscope);
if (NULL != SensorMagnetometer)
ASensorEventQueue_disableSensor(SensorQueue, SensorMagnetometer);
}
break;
case APP_CMD_GAINED_FOCUS:
/**
* Command from main thread: the app's activity window has gained
* input focus.
*/
// bring back a certain functionality, like monitoring the accelerometer
UE_LOG(LogAndroid, Log, TEXT("Case APP_CMD_GAINED_FOCUS"));
FAppEventManager::GetInstance()->EnqueueAppEvent(APP_EVENT_STATE_WINDOW_GAINED_FOCUS, NULL);
if (NULL != SensorQueue)
{
if (NULL != SensorAccelerometer)
{
ASensorEventQueue_enableSensor(SensorQueue, SensorAccelerometer);
ASensorEventQueue_setEventRate(SensorQueue, SensorAccelerometer, SensorDelayGame);
}
if (NULL != SensorGyroscope)
{
ASensorEventQueue_enableSensor(SensorQueue, SensorGyroscope);
ASensorEventQueue_setEventRate(SensorQueue, SensorGyroscope, SensorDelayGame);
}
if (NULL != SensorMagnetometer)
{
ASensorEventQueue_enableSensor(SensorQueue, SensorMagnetometer);
ASensorEventQueue_setEventRate(SensorQueue, SensorMagnetometer, SensorDelayGame);
}
}
break;
case APP_CMD_INPUT_CHANGED:
UE_LOG(LogAndroid, Log, TEXT("Case APP_CMD_INPUT_CHANGED"));
break;
case APP_CMD_WINDOW_RESIZED:
/**
* Command from main thread: the current ANativeWindow has been resized.
* Please redraw with its new size.
*/
UE_LOG(LogAndroid, Log, TEXT("Case APP_CMD_WINDOW_RESIZED"));
FAppEventManager::GetInstance()->EnqueueAppEvent(APP_EVENT_STATE_WINDOW_RESIZED );
break;
case APP_CMD_WINDOW_REDRAW_NEEDED:
/**
* Command from main thread: the system needs that the current ANativeWindow
* be redrawn. You should redraw the window before handing this to
* android_app_exec_cmd() in order to avoid transient drawing glitches.
*/
UE_LOG(LogAndroid, Log, TEXT("Case APP_CMD_WINDOW_REDRAW_NEEDED"));
FAppEventManager::GetInstance()->EnqueueAppEvent(APP_EVENT_STATE_WINDOW_REDRAW_NEEDED );
break;
case APP_CMD_CONTENT_RECT_CHANGED:
/**
* Command from main thread: the content area of the window has changed,
* such as from the soft input window being shown or hidden. You can
* find the new content rect in android_app::contentRect.
*/
UE_LOG(LogAndroid, Log, TEXT("Case APP_CMD_CONTENT_RECT_CHANGED"));
break;
case APP_CMD_CONFIG_CHANGED:
{
/**
* Command from main thread: the current device configuration has changed.
*/
UE_LOG(LogAndroid, Log, TEXT("Case APP_CMD_CONFIG_CHANGED"));
bool bPortrait = (AConfiguration_getOrientation(app->config) == ACONFIGURATION_ORIENTATION_PORT);
if (FAndroidWindow::OnWindowOrientationChanged(bPortrait))
{
FAppEventManager::GetInstance()->EnqueueAppEvent(APP_EVENT_STATE_WINDOW_CHANGED, nullptr);
}
}
break;
case APP_CMD_LOW_MEMORY:
/**
* Command from main thread: the system is running low on memory.
* Try to reduce your memory use.
*/
UE_LOG(LogAndroid, Log, TEXT("Case APP_CMD_LOW_MEMORY"));
break;
case APP_CMD_START:
/**
* Command from main thread: the app's activity has been started.
*/
UE_LOG(LogAndroid, Log, TEXT("Case APP_CMD_START"));
FAppEventManager::GetInstance()->EnqueueAppEvent(APP_EVENT_STATE_ON_START);
break;
case APP_CMD_RESUME:
/**
* Command from main thread: the app's activity has been resumed.
*/
FPlatformMisc::LowLevelOutputDebugStringf(TEXT("Case APP_CMD_RESUME"));
UE_LOG(LogAndroid, Log, TEXT("Case APP_CMD_RESUME"));
FAppEventManager::GetInstance()->EnqueueAppEvent(APP_EVENT_STATE_ON_RESUME);
break;
case APP_CMD_PAUSE:
/**
* Command from main thread: the app's activity has been paused.
*/
FPlatformMisc::LowLevelOutputDebugStringf(TEXT("Case APP_CMD_PAUSE"));
UE_LOG(LogAndroid, Log, TEXT("Case APP_CMD_PAUSE"));
FAppEventManager::GetInstance()->EnqueueAppEvent(APP_EVENT_STATE_ON_PAUSE);
bNeedToSync = true;
break;
case APP_CMD_STOP:
/**
* Command from main thread: the app's activity has been stopped.
*/
UE_LOG(LogAndroid, Log, TEXT("Case APP_CMD_STOP"));
FAppEventManager::GetInstance()->EnqueueAppEvent(APP_EVENT_STATE_ON_STOP);
break;
case APP_CMD_DESTROY:
/**
* Command from main thread: the app's activity is being destroyed,
* and waiting for the app thread to clean up and exit before proceeding.
*/
UE_LOG(LogAndroid, Log, TEXT("Case APP_CMD_DESTROY"));
FAppEventManager::GetInstance()->EnqueueAppEvent(APP_EVENT_STATE_ON_DESTROY);
break;
}
if ( EventHandlerEvent )
EventHandlerEvent->Trigger();
if (bNeedToSync)
FAppEventManager::GetInstance()->WaitForEmptyQueue();
//FPlatformMisc::LowLevelOutputDebugStringf(L"#### END OF OnAppCommandCB cmd: %u, tid = %d", cmd, gettid());
}
static void GetRotationMatrix(FVector gravityVec, FVector magneticVec, float outRotationMatrix[])
{
// the the cross product of magnetic vector and gravity to derive a basis
// vector pointing East.
FVector eastVec = FVector::CrossProduct(magneticVec, gravityVec);
// Normalize & check the new basis vector
const float normEast = eastVec.Size();
if (normEast < 0.1f)
{
// device is close to free fall (or in space?), or close to
// magnetic north pole. Typical values are > 100.
return;
}
float invEastSize = 1.0f / normEast;
eastVec.X *= invEastSize;
eastVec.Y *= invEastSize;
eastVec.Z *= invEastSize;
// Now normalize the acceleration (assumed = gravity) vector
float invGravSize = 1.0f / gravityVec.Size();
gravityVec.X *= invGravSize;
gravityVec.Y *= invGravSize;
gravityVec.Z *= invGravSize;
// A second cross product of the newly computed East and our measured gravity
// vector gives a north vector in the horizontal plane.
FVector northVec = FVector::CrossProduct(gravityVec, eastVec);
outRotationMatrix[0] = eastVec.X; outRotationMatrix[1] = eastVec.Y; outRotationMatrix[2] = eastVec.Z;
outRotationMatrix[3] = northVec.X; outRotationMatrix[4] = northVec.Y; outRotationMatrix[5] = northVec.Z;
outRotationMatrix[6] = gravityVec.X; outRotationMatrix[7] = gravityVec.Y; outRotationMatrix[8] = gravityVec.Z;
}
static int HandleSensorEvents(int fd, int events, void* data)
{
// It's not possible to discern sequencing across sensors in
// Android. So we average out all the sensor events on one cycle
// and post a single motion sensor data point. We also need
// to synthesize additional information.
FVector current_accelerometer(0, 0, 0);
FVector current_gyroscope(0, 0, 0);
FVector current_magnetometer(0, 0, 0);
int32 current_accelerometer_sample_count = 0;
int32 current_gyroscope_sample_count = 0;
int32 current_magnetometer_sample_count = 0;
static FVector last_accelerometer(0, 0, 0);
static FVector last_magnetometer(0, 0, 0);
if (NULL != SensorAccelerometer || NULL != SensorGyroscope)
{
ASensorEvent sensor_event;
while (ASensorEventQueue_getEvents(SensorQueue, &sensor_event, 1) > 0)
{
if (ASENSOR_TYPE_ACCELEROMETER == sensor_event.type)
{
current_accelerometer.X += sensor_event.acceleration.x;
current_accelerometer.Y += sensor_event.acceleration.y;
current_accelerometer.Z += sensor_event.acceleration.z;
current_accelerometer_sample_count += 1;
}
else if (ASENSOR_TYPE_GYROSCOPE == sensor_event.type)
{
current_gyroscope.X += sensor_event.vector.pitch;
current_gyroscope.Y += sensor_event.vector.azimuth;
current_gyroscope.Z += sensor_event.vector.roll;
current_gyroscope_sample_count += 1;
}
else if (ASENSOR_TYPE_MAGNETIC_FIELD == sensor_event.type)
{
current_magnetometer.X += sensor_event.magnetic.x;
current_magnetometer.Y += sensor_event.magnetic.y;
current_magnetometer.Z += sensor_event.magnetic.z;
current_magnetometer_sample_count += 1;
}
}
}
if (current_accelerometer_sample_count > 0)
{
// Do simple average of the samples we just got.
current_accelerometer /= float(current_accelerometer_sample_count);
last_accelerometer = current_accelerometer;
}
else
{
current_accelerometer = last_accelerometer;
}
if (current_gyroscope_sample_count > 0)
{
// Do simple average of the samples we just got.
current_gyroscope /= float(current_gyroscope_sample_count);
}
if (current_magnetometer_sample_count > 0)
{
// Do simple average of the samples we just got.
current_magnetometer /= float(current_magnetometer_sample_count);
last_magnetometer = current_magnetometer;
}
else
{
current_magnetometer = last_magnetometer;
}
// If we have motion samples we generate the single event.
if (current_accelerometer_sample_count > 0 ||
current_gyroscope_sample_count > 0 ||
current_magnetometer_sample_count > 0)
{
// The data we compose the motion event from.
FVector current_tilt(0, 0, 0);
FVector current_rotation_rate(0, 0, 0);
FVector current_gravity(0, 0, 0);
FVector current_acceleration(0, 0, 0);
// Buffered, historical, motion data.
static FVector last_tilt(0, 0, 0);
static FVector last_gravity(0, 0, 0);
// We use a low-pass filter to synthesize the gravity
// vector.
static bool first_acceleration_sample = true;
if (!first_acceleration_sample)
{
current_gravity
= last_gravity*SampleDecayRate
+ current_accelerometer*(1.0f - SampleDecayRate);
}
first_acceleration_sample = false;
// get the rotation matrix value, the convert those to Euler angle rotation values
float outRotationMatrix[9];
GetRotationMatrix(current_accelerometer, current_magnetometer, outRotationMatrix);
float current_yaw = FMath::Atan2(outRotationMatrix[1], outRotationMatrix[4]);
float current_roll = FMath::Asin(-1 * outRotationMatrix[7]);
float current_pitch = FMath::Atan2(-1 * outRotationMatrix[6], outRotationMatrix[8]);
//to match up with ipad values for Y, we need to adjust by pi
current_yaw += PI;
if (current_yaw >= PI)
{
current_yaw = (current_yaw - PI) + -PI;
}
current_tilt.X = current_pitch;
current_tilt.Y = current_yaw;
current_tilt.Z = current_roll;
// And take out the gravity from the accel to get
// the linear acceleration.
current_acceleration = current_accelerometer - current_gravity;
if (current_gyroscope_sample_count > 0)
{
// The rotation rate is the what the gyroscope gives us.
current_rotation_rate = current_gyroscope;
}
else if (NULL == SensorGyroscope)
{
// If we don't have a gyroscope at all we need to calc a rotation
// rate from our calculated tilt and a delta.
current_rotation_rate = current_tilt - last_tilt;
}
// Finally record the motion event with all the data.
FAndroidInputInterface::QueueMotionData(current_tilt,
current_rotation_rate, current_gravity, current_acceleration);
// Update history values.
last_tilt = current_tilt;
last_gravity = current_gravity;
// UE_LOG(LogTemp, Log, TEXT("MOTION: tilt = %s, rotation-rate = %s, gravity = %s, acceleration = %s"),
// *current_tilt.ToCompactString(),
// *current_rotation_rate.ToCompactString(),
// *current_gravity.ToCompactString(),
// *current_acceleration.ToCompactString());
}
// Indicate we want to keep getting events.
return 1;
}
//Native-defined functions
//This function is declared in the Java-defined class, GameActivity.java: "public native void nativeConsoleCommand(String commandString);"
JNI_METHOD void Java_com_epicgames_ue4_GameActivity_nativeConsoleCommand(JNIEnv* jenv, jobject thiz, jstring commandString)
{
const char* javaChars = jenv->GetStringUTFChars(commandString, 0);
new(GEngine->DeferredCommands) FString(UTF8_TO_TCHAR(javaChars));
//Release the string
jenv->ReleaseStringUTFChars(commandString, javaChars);
}
// This is called from the Java UI thread for initializing VR HMDs
JNI_METHOD void Java_com_epicgames_ue4_GameActivity_nativeInitHMDs(JNIEnv* jenv, jobject thiz)
{
for (auto HMDModuleIt = GHMDImplementations.CreateIterator(); HMDModuleIt; ++HMDModuleIt)
{
(*HMDModuleIt)->PreInit();
}
GHMDsInitialized = true;
}
JNI_METHOD void Java_com_epicgames_ue4_GameActivity_nativeSetAndroidVersionInformation(JNIEnv* jenv, jobject thiz, jstring androidVersion, jstring phoneMake, jstring phoneModel, jstring osLanguage )
{
const char *javaAndroidVersion = jenv->GetStringUTFChars(androidVersion, 0 );
FString UEAndroidVersion = FString(UTF8_TO_TCHAR( javaAndroidVersion ));
const char *javaPhoneMake = jenv->GetStringUTFChars(phoneMake, 0 );
FString UEPhoneMake = FString(UTF8_TO_TCHAR( javaPhoneMake ));
const char *javaPhoneModel = jenv->GetStringUTFChars(phoneModel, 0 );
FString UEPhoneModel = FString(UTF8_TO_TCHAR( javaPhoneModel ));
const char *javaOSLanguage = jenv->GetStringUTFChars(osLanguage, 0);
FString UEOSLanguage = FString(UTF8_TO_TCHAR(javaOSLanguage));
FAndroidMisc::SetVersionInfo( UEAndroidVersion, UEPhoneMake, UEPhoneModel, UEOSLanguage );
}
bool WaitForAndroidLoseFocusEvent(double TimeoutSeconds)
{
return FAppEventManager::GetInstance()->WaitForEventInQueue(EAppEventState::APP_EVENT_STATE_WINDOW_LOST_FOCUS, TimeoutSeconds);
}