Files
UnrealEngineUWP/Engine/Source/Developer/Windows/WindowsTargetPlatform/Private/GenericWindowsTargetPlatform.h
Terence.Burns e3c21116cb [INTEGRATE] Change 2567143 by Terence.Burns@SmallChanges on 2015/05/27 15:04:49
Added 'Minimum OS Version' as a build condition of content projects for windows.

	Fixed a small issue in GameProjectUtils that meant the Default(Engine) configs were not being checked against the project correctly.

	UE-15605

	#lockdown Josh.Adams

#platformnotify Josh.Adams

[CL 2575452 by Matthew Griffin in Main branch]
2015-06-03 08:40:17 -04:00

280 lines
7.6 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#if WITH_ENGINE
#include "StaticMeshResources.h"
#endif // WITH_ENGINE
#define LOCTEXT_NAMESPACE "TGenericWindowsTargetPlatform"
/**
* Template for Windows target platforms
*/
template<bool HAS_EDITOR_DATA, bool IS_DEDICATED_SERVER, bool IS_CLIENT_ONLY>
class TGenericWindowsTargetPlatform
: public TTargetPlatformBase<FWindowsPlatformProperties<HAS_EDITOR_DATA, IS_DEDICATED_SERVER, IS_CLIENT_ONLY> >
{
public:
typedef FWindowsPlatformProperties<HAS_EDITOR_DATA, IS_DEDICATED_SERVER, IS_CLIENT_ONLY> TProperties;
typedef TTargetPlatformBase<TProperties> TSuper;
/**
* Default constructor.
*/
TGenericWindowsTargetPlatform( )
{
LocalDevice = MakeShareable(new TLocalPcTargetDevice<HAS_EDITOR_DATA>(*this));
#if WITH_ENGINE
FConfigCacheIni::LoadLocalIniFile(EngineSettings, TEXT("Engine"), true, *PlatformName());
TextureLODSettings = nullptr; // These are registered by the device profile system.
StaticMeshLODSettings.Initialize(EngineSettings);
// Get the Target RHIs for this platform, we do not always want all those that are supported.
GConfig->GetArray(TEXT("/Script/WindowsTargetPlatform.WindowsTargetSettings"), TEXT("TargetedRHIs"), TargetedShaderFormats, GEngineIni);
// Gather the list of Target RHIs and filter out any that may be invalid.
TArray<FName> PossibleShaderFormats;
GetAllPossibleShaderFormats(PossibleShaderFormats);
for(int32 ShaderFormatIdx = TargetedShaderFormats.Num()-1; ShaderFormatIdx >= 0; ShaderFormatIdx--)
{
FString ShaderFormat = TargetedShaderFormats[ShaderFormatIdx];
if(PossibleShaderFormats.Contains(FName(*ShaderFormat)) == false)
{
TargetedShaderFormats.RemoveAt(ShaderFormatIdx);
}
}
// If we're targeting only DX11 we can use DX11 texture formats. Otherwise we'd have to compress fallbacks and increase the size of cooked content significantly.
static FString NAME_PCD3D_SM5(TEXT("PCD3D_SM5"));
bSupportDX11TextureFormats = TargetedShaderFormats.Num() == 1
&& TargetedShaderFormats[0] == NAME_PCD3D_SM5;
#endif
}
public:
// Begin ITargetPlatform interface
virtual void EnableDeviceCheck(bool OnOff) override {}
virtual void GetAllDevices( TArray<ITargetDevicePtr>& OutDevices ) const override
{
OutDevices.Reset();
OutDevices.Add(LocalDevice);
}
virtual ECompressionFlags GetBaseCompressionMethod( ) const override
{
return COMPRESS_ZLIB;
}
virtual bool GenerateStreamingInstallManifest(const TMultiMap<FString, int32>& ChunkMap, const TSet<int32>& ChunkIDsInUse) const override
{
return true;
}
virtual ITargetDevicePtr GetDefaultDevice( ) const override
{
return LocalDevice;
}
virtual ITargetDevicePtr GetDevice( const FTargetDeviceId& DeviceId )
{
if (LocalDevice.IsValid() && (DeviceId == LocalDevice->GetId()))
{
return LocalDevice;
}
return nullptr;
}
virtual bool IsRunningPlatform( ) const override
{
// Must be Windows platform as editor for this to be considered a running platform
return PLATFORM_WINDOWS && !UE_SERVER && !UE_GAME && WITH_EDITOR && HAS_EDITOR_DATA;
}
virtual bool SupportsFeature( ETargetPlatformFeatures Feature ) const override
{
// we currently do not have a build target for WindowsServer
if (Feature == ETargetPlatformFeatures::Packaging)
{
return (HAS_EDITOR_DATA || !IS_DEDICATED_SERVER);
}
return TSuper::SupportsFeature(Feature);
}
virtual void GetBuildProjectSettingKeys(FString& OutSection, TArray<FString>& InBoolKeys, TArray<FString>& InIntKeys, TArray<FString>& InStringKeys) const override
{
OutSection = TEXT("/Script/WindowsTargetPlatform.WindowsTargetSettings");
InStringKeys.Add(TEXT("MinimumOSVersion"));
}
#if WITH_ENGINE
virtual void GetAllPossibleShaderFormats( TArray<FName>& OutFormats ) const override
{
// no shaders needed for dedicated server target
if (!IS_DEDICATED_SERVER)
{
static FName NAME_PCD3D_SM5(TEXT("PCD3D_SM5"));
static FName NAME_PCD3D_SM4(TEXT("PCD3D_SM4"));
static FName NAME_GLSL_150(TEXT("GLSL_150"));
static FName NAME_GLSL_430(TEXT("GLSL_430"));
OutFormats.AddUnique(NAME_PCD3D_SM5);
OutFormats.AddUnique(NAME_PCD3D_SM4);
OutFormats.AddUnique(NAME_GLSL_150);
OutFormats.AddUnique(NAME_GLSL_430);
}
}
virtual void GetAllTargetedShaderFormats( TArray<FName>& OutFormats ) const override
{
for(const FString& ShaderFormat : TargetedShaderFormats)
{
OutFormats.AddUnique(FName(*ShaderFormat));
}
}
virtual const class FStaticMeshLODSettings& GetStaticMeshLODSettings( ) const override
{
return StaticMeshLODSettings;
}
virtual void GetTextureFormats( const UTexture* InTexture, TArray<FName>& OutFormats ) const override
{
if (!IS_DEDICATED_SERVER)
{
FName TextureFormatName = GetDefaultTextureFormatName(InTexture, EngineSettings, bSupportDX11TextureFormats);
OutFormats.Add(TextureFormatName);
}
}
virtual const UTextureLODSettings& GetTextureLODSettings() const override
{
return *TextureLODSettings;
}
virtual void RegisterTextureLODSettings(const UTextureLODSettings* InTextureLODSettings) override
{
TextureLODSettings = InTextureLODSettings;
}
virtual FName GetWaveFormat( const class USoundWave* Wave ) const override
{
static FName NAME_OGG(TEXT("OGG"));
static FName NAME_OPUS(TEXT("OPUS"));
if (Wave->IsStreaming())
{
return NAME_OPUS;
}
return NAME_OGG;
}
#endif //WITH_ENGINE
virtual bool SupportsVariants() const override
{
return true;
}
virtual FText GetVariantDisplayName() const override
{
if (IS_DEDICATED_SERVER)
{
return LOCTEXT("WindowsServerVariantTitle", "Dedicated Server");
}
if (HAS_EDITOR_DATA)
{
return LOCTEXT("WindowsClientEditorDataVariantTitle", "Client with Editor Data");
}
if (IS_CLIENT_ONLY)
{
return LOCTEXT("WindowsClientOnlyVariantTitle", "Client only");
}
return LOCTEXT("WindowsClientVariantTitle", "Client");
}
virtual FText GetVariantTitle() const override
{
return LOCTEXT("WindowsVariantTitle", "Build Type");
}
virtual float GetVariantPriority() const override
{
return TProperties::GetVariantPriority();
}
DECLARE_DERIVED_EVENT(TGenericWindowsTargetPlatform, ITargetPlatform::FOnTargetDeviceDiscovered, FOnTargetDeviceDiscovered);
virtual FOnTargetDeviceDiscovered& OnDeviceDiscovered( ) override
{
return DeviceDiscoveredEvent;
}
DECLARE_DERIVED_EVENT(TGenericWindowsTargetPlatform, ITargetPlatform::FOnTargetDeviceLost, FOnTargetDeviceLost);
virtual FOnTargetDeviceLost& OnDeviceLost( ) override
{
return DeviceLostEvent;
}
// End ITargetPlatform interface
protected:
/**
* Temporary helper until we refactor Windows build targets.
* Basically maps WindowsNoEditor to Win32 and Windows to Win64.
*/
FString GetBinariesSubDir( ) const
{
if (HAS_EDITOR_DATA)
{
return TEXT("Win64");
}
return TEXT("Win32");
}
private:
// Holds the local device.
ITargetDevicePtr LocalDevice;
#if WITH_ENGINE
// Holds the Engine INI settings for quick use.
FConfigFile EngineSettings;
// Holds the texture LOD settings.
const UTextureLODSettings* TextureLODSettings;
// Holds static mesh LOD settings.
FStaticMeshLODSettings StaticMeshLODSettings;
// List of shader formats specified as targets
TArray<FString> TargetedShaderFormats;
// True if the project supports non-DX11 texture formats.
bool bSupportDX11TextureFormats;
#endif // WITH_ENGINE
private:
// Holds an event delegate that is executed when a new target device has been discovered.
FOnTargetDeviceDiscovered DeviceDiscoveredEvent;
// Holds an event delegate that is executed when a target device has been lost, i.e. disconnected or timed out.
FOnTargetDeviceLost DeviceLostEvent;
};
#undef LOCTEXT_NAMESPACE