Files
UnrealEngineUWP/Engine/Plugins/Runtime/OculusInput/Source/Private/OculusInputModule.cpp
Nick Whiting d64cd6df6d Copying //UE4/Dev-VR to //UE4/Main (Source: //UE4/Dev-VR @ 2940090)
#lockdown nick.penwarden

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

Change 2897367 on 2016/03/07 by Chad.Taylor@Chad.Taylor_Z3299_Tango

	PS4Tracker Submit call now assigning the appropriate memory type read mode

Change 2920696 on 2016/03/23 by Nick.Whiting@nick.whiting_T7326_DevVRStream

	Fixed analytics event for VRPIE to have a description

	#jira UE-28562

Change 2925395 on 2016/03/28 by Chad.Taylor@Chad.Taylor_Z3299_Tango

	Aspect ratio and buffer clearing fixed up to properly handle non-standard viewport configurations.

	#jira UE-28816

Change 2932703 on 2016/04/04 by Nick.Whiting@nick.whiting_T7326_DevVRStream

	Merging CL 2922134, fix for culling because of stale view matrices

Change 2932761 on 2016/04/04 by Nick.Whiting@nick.whiting_T7326_DevVRStream

	Oculus 1.3 Engine support, merged from 4.11 stream

Change 2932762 on 2016/04/04 by Nick.Whiting@nick.whiting_T7326_DevVRStream

	Removing redundant libraries for Oculus LibOVRMobile

Change 2932765 on 2016/04/04 by Nick.Whiting@nick.whiting_T7326_DevVRStream

	Merging updated license files for Oculus libraries

Change 2938342 on 2016/04/08 by Ryan.Vance@ryan.vance_devvr

	Fixing bloom offset in stereo.

Change 2938427 on 2016/04/08 by Ryan.Vance@ryan.vance_devvr

	Adding PSVR support for changing the screen percentage dynamically. Previously it could only be changed with ini settings and a relaunch.
	Reworked mutex use in reprojection thread. Some things weren't locked that should have been and removed a redundant mutex.

Change 2938736 on 2016/04/08 by Ryan.Vance@ryan.vance_devvr

	#jira UE-26722
	Updating ISR related code for debug view to fix tesselation.

Change 2939709 on 2016/04/11 by Chad.Taylor@Chad.Taylor_Z3299_Tango

	Explicit order prioritization for ISceneViewExtensions for proper sampling order

Change 2939717 on 2016/04/11 by Chad.Taylor@Chad.Taylor_Z3299_Tango

	Initial stereo layer implementation sans editor wireframe visualization

Change 2939816 on 2016/04/11 by Chad.Taylor@Chad.Taylor_Z3299_Tango

	Stereo layer compionent visualizer

[CL 2940449 by Nick Whiting in Main branch]
2016-04-11 23:01:18 -04:00

39 lines
969 B
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#include "OculusInput.h"
#include "IOculusInputPlugin.h"
#include "IOculusRiftPlugin.h"
#if OCULUS_INPUT_SUPPORTED_PLATFORMS
#define LOCTEXT_NAMESPACE "OculusInput"
class FOculusInputModule : public IOculusInputPlugin
{
// IInputDeviceModule overrides
virtual TSharedPtr< class IInputDevice > CreateInputDevice( const TSharedRef< FGenericApplicationMessageHandler >& InMessageHandler ) override
{
if (IOculusRiftPlugin::IsAvailable())
{
return TSharedPtr< class IInputDevice >(new FOculusInput(InMessageHandler));
}
else
{
UE_LOG(LogOcInput, Warning, TEXT("OculusInput plugin enabled, but OculusRift plugin is not available."));
return nullptr;
}
}
};
#else // OCULUS_INPUT_SUPPORTED_PLATFORMS
class FOculusInputModule : public FDefaultModuleImpl
{
};
#undef LOCTEXT_NAMESPACE
#endif // OCULUS_INPUT_SUPPORTED_PLATFORMS
IMPLEMENT_MODULE( FOculusInputModule, OculusInput )