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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]
167 lines
3.9 KiB
C++
167 lines
3.9 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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#include "Engine.h"
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#include "AsyncLoadingSplash.h"
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DEFINE_LOG_CATEGORY_STATIC(LogLoadingSplash, Log, All);
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FAsyncLoadingSplash::FAsyncLoadingSplash() :
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bAutoShow(true)
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, bInitialized(false)
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{
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}
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FAsyncLoadingSplash::~FAsyncLoadingSplash()
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{
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// Make sure RenTicker is freed in Shutdown
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check(!RenTicker.IsValid())
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}
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void FAsyncLoadingSplash::AddReferencedObjects(FReferenceCollector& Collector)
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{
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FScopeLock ScopeLock(&SplashScreensLock);
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for (int32 i = 0; i < SplashScreenDescs.Num(); ++i)
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{
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if (SplashScreenDescs[i].LoadingTexture)
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{
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Collector.AddReferencedObject(SplashScreenDescs[i].LoadingTexture);
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}
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}
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}
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void FAsyncLoadingSplash::Startup()
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{
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if (!bInitialized)
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{
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RenTicker = MakeShareable(new FTicker(this));
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ENQUEUE_UNIQUE_RENDER_COMMAND_ONEPARAMETER(RegisterAsyncTick,
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FTickableObjectRenderThread*, RenTicker, RenTicker.Get(),
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{
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RenTicker->Register();
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});
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// Add a delegate to start playing movies when we start loading a map
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FCoreUObjectDelegates::PreLoadMap.AddSP(this, &FAsyncLoadingSplash::OnPreLoadMap);
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FCoreUObjectDelegates::PostLoadMap.AddSP(this, &FAsyncLoadingSplash::OnPostLoadMap);
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bInitialized = true;
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}
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}
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void FAsyncLoadingSplash::Shutdown()
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{
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if (bInitialized)
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{
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{
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FScopeLock ScopeLock(&SplashScreensLock);
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for (int32 i = 0; i < SplashScreenDescs.Num(); ++i)
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{
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UnloadTexture(SplashScreenDescs[i]);
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}
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}
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ENQUEUE_UNIQUE_RENDER_COMMAND_ONEPARAMETER(UnregisterAsyncTick,
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TSharedPtr<FTicker>&, RenTicker, RenTicker,
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{
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RenTicker->Unregister();
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RenTicker = nullptr;
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});
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FlushRenderingCommands();
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FCoreUObjectDelegates::PreLoadMap.RemoveAll(this);
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FCoreUObjectDelegates::PostLoadMap.RemoveAll(this);
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bInitialized = false;
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LoadingCompleted = false;
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LoadingStarted = false;
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}
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}
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void FAsyncLoadingSplash::LoadTexture(FSplashDesc& InSplashDesc)
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{
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check(IsInGameThread());
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UnloadTexture(InSplashDesc);
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UE_LOG(LogLoadingSplash, Log, TEXT("Loading texture for splash %s..."), *InSplashDesc.TexturePath);
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InSplashDesc.LoadingTexture = LoadObject<UTexture2D>(NULL, *InSplashDesc.TexturePath, NULL, LOAD_None, NULL);
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if (InSplashDesc.LoadingTexture != nullptr)
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{
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UE_LOG(LogLoadingSplash, Log, TEXT("...Success. "));
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}
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}
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void FAsyncLoadingSplash::UnloadTexture(FSplashDesc& InSplashDesc)
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{
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check(IsInGameThread());
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if (InSplashDesc.LoadingTexture && InSplashDesc.LoadingTexture->IsValidLowLevel())
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{
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InSplashDesc.LoadingTexture = nullptr;
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}
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}
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void FAsyncLoadingSplash::OnLoadingBegins()
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{
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if (bAutoShow)
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{
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UE_LOG(LogLoadingSplash, Log, TEXT("Loading begins"));
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LoadingStarted = true;
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LoadingCompleted = false;
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Show(ShowAtLoading);
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}
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}
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void FAsyncLoadingSplash::OnLoadingEnds()
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{
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if (bAutoShow)
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{
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UE_LOG(LogLoadingSplash, Log, TEXT("Loading ends"));
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LoadingStarted = false;
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LoadingCompleted = true;
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Hide(ShowAtLoading);
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}
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}
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bool FAsyncLoadingSplash::AddSplash(const FSplashDesc& Desc)
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{
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check(IsInGameThread());
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FScopeLock ScopeLock(&SplashScreensLock);
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if (SplashScreenDescs.Num() < SPLASH_MAX_NUM)
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{
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#if !UE_BUILD_SHIPPING
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// check if we already have very same layer; if yes, print out a warning
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for (int32 i = 0; i < SplashScreenDescs.Num(); ++i)
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{
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if (SplashScreenDescs[i] == Desc)
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{
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UE_LOG(LogHMD, Warning, TEXT(""))
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}
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}
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#endif // #if !UE_BUILD_SHIPPING
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SplashScreenDescs.Add(Desc);
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return true;
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}
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return false;
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}
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void FAsyncLoadingSplash::ClearSplashes()
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{
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check(IsInGameThread());
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FScopeLock ScopeLock(&SplashScreensLock);
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for (int32 i = 0; i < SplashScreenDescs.Num(); ++i)
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{
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UnloadTexture(SplashScreenDescs[i]);
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}
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SplashScreenDescs.SetNum(0);
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}
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bool FAsyncLoadingSplash::GetSplash(unsigned index, FSplashDesc& OutDesc)
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{
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check(IsInGameThread());
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FScopeLock ScopeLock(&SplashScreensLock);
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if (index < unsigned(SplashScreenDescs.Num()))
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{
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OutDesc = SplashScreenDescs[int32(index)];
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return true;
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}
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return false;
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}
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