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