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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]
78 lines
3.5 KiB
C++
78 lines
3.5 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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#include "ComponentVisualizersPrivatePCH.h"
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#include "ComponentVisualizers.h"
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#include "SoundDefinitions.h"
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#include "Perception/PawnSensingComponent.h"
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#include "PhysicsEngine/PhysicsSpringComponent.h"
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#include "PointLightComponentVisualizer.h"
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#include "SpotLightComponentVisualizer.h"
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#include "AudioComponentVisualizer.h"
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#include "RadialForceComponentVisualizer.h"
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#include "ConstraintComponentVisualizer.h"
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#include "SpringArmComponentVisualizer.h"
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#include "SplineComponentVisualizer.h"
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#include "SplineMeshComponentVisualizer.h"
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#include "DecalComponentVisualizer.h"
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#include "SensingComponentVisualizer.h"
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#include "SpringComponentVisualizer.h"
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#include "PrimitiveComponentVisualizer.h"
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#include "StereoLayerComponentVisualizer.h"
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#include "Components/PointLightComponent.h"
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#include "Components/SpotLightComponent.h"
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#include "Components/AudioComponent.h"
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#include "PhysicsEngine/RadialForceComponent.h"
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#include "PhysicsEngine/PhysicsConstraintComponent.h"
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#include "GameFramework/SpringArmComponent.h"
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#include "Components/SplineComponent.h"
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#include "Components/PrimitiveComponent.h"
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#include "Components/StereoLayerComponent.h"
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IMPLEMENT_MODULE( FComponentVisualizersModule, ComponentVisualizers );
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void FComponentVisualizersModule::StartupModule()
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{
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RegisterComponentVisualizer(UPointLightComponent::StaticClass()->GetFName(), MakeShareable(new FPointLightComponentVisualizer));
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RegisterComponentVisualizer(USpotLightComponent::StaticClass()->GetFName(), MakeShareable(new FSpotLightComponentVisualizer));
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RegisterComponentVisualizer(UAudioComponent::StaticClass()->GetFName(), MakeShareable(new FAudioComponentVisualizer));
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RegisterComponentVisualizer(URadialForceComponent::StaticClass()->GetFName(), MakeShareable(new FRadialForceComponentVisualizer));
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RegisterComponentVisualizer(UPhysicsConstraintComponent::StaticClass()->GetFName(), MakeShareable(new FConstraintComponentVisualizer));
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RegisterComponentVisualizer(USpringArmComponent::StaticClass()->GetFName(), MakeShareable(new FSpringArmComponentVisualizer));
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RegisterComponentVisualizer(USplineComponent::StaticClass()->GetFName(), MakeShareable(new FSplineComponentVisualizer));
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RegisterComponentVisualizer(USplineMeshComponent::StaticClass()->GetFName(), MakeShareable(new FSplineMeshComponentVisualizer));
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RegisterComponentVisualizer(UPawnSensingComponent::StaticClass()->GetFName(), MakeShareable(new FSensingComponentVisualizer));
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RegisterComponentVisualizer(UPhysicsSpringComponent::StaticClass()->GetFName(), MakeShareable(new FSpringComponentVisualizer));
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RegisterComponentVisualizer(UPrimitiveComponent::StaticClass()->GetFName(), MakeShareable(new FPrimitiveComponentVisualizer));
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RegisterComponentVisualizer(UDecalComponent::StaticClass()->GetFName(), MakeShareable(new FDecalComponentVisualizer));
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RegisterComponentVisualizer(UStereoLayerComponent::StaticClass()->GetFName(), MakeShareable(new FStereoLayerComponentVisualizer));
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}
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void FComponentVisualizersModule::ShutdownModule()
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{
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if(GUnrealEd != NULL)
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{
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// Iterate over all class names we registered for
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for(FName ClassName : RegisteredComponentClassNames)
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{
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GUnrealEd->UnregisterComponentVisualizer(ClassName);
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}
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}
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}
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void FComponentVisualizersModule::RegisterComponentVisualizer(FName ComponentClassName, TSharedPtr<FComponentVisualizer> Visualizer)
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{
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if (GUnrealEd != NULL)
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{
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GUnrealEd->RegisterComponentVisualizer(ComponentClassName, Visualizer);
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}
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RegisteredComponentClassNames.Add(ComponentClassName);
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if (Visualizer.IsValid())
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{
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Visualizer->OnRegister();
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}
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}
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