Files
UnrealEngineUWP/Engine/Source/Developer/HTML5/HTML5TargetPlatform/Private/HTML5TargetPlatform.h
Terence Burns ed12de7f13 Added support to configure which target RHI's we desire on platforms.
User can now select target RHI's for windows under: Edit->Project Preferences->Windows->Targeted RHIs

Split up GetShaderFormats into GetAllPossibleShaderFormats and GetAllTargetedShaderFormats.
D3D11 and D3D10 remain the only two on, by default, for windows.

#ReviewedBy Nick.Penwarden

[CL 2068025 by Terence Burns in Main branch]
2014-05-09 08:51:44 -04:00

103 lines
2.9 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
HTML5TargetPlatform.h: Declares the FHTML5TargetPlatform class.
=============================================================================*/
#pragma once
/**
* Implements the HTML5 target platform.
*/
class FHTML5TargetPlatform
: public TTargetPlatformBase<FHTML5PlatformProperties>
{
public:
/**
* Default constructor.
*/
FHTML5TargetPlatform( );
public:
// Begin ITargetPlatform interface
virtual void EnableDeviceCheck(bool OnOff) OVERRIDE {}
virtual void GetAllDevices( TArray<ITargetDevicePtr>& OutDevices ) const OVERRIDE;
virtual ECompressionFlags GetBaseCompressionMethod( ) const OVERRIDE;
virtual bool GenerateStreamingInstallManifest(const TMultiMap<FString, int32>& ChunkMap, const TSet<int32>& ChunkIDsInUse) const OVERRIDE
{
return true;
}
virtual ITargetDevicePtr GetDefaultDevice( ) const OVERRIDE;
virtual ITargetDevicePtr GetDevice( const FTargetDeviceId& DeviceId ) OVERRIDE;
virtual FString GetIconPath( ETargetPlatformIcons::IconType IconType ) const OVERRIDE;
virtual bool IsRunningPlatform( ) const OVERRIDE;
#if WITH_ENGINE
virtual void GetAllPossibleShaderFormats( TArray<FName>& OutFormats ) const OVERRIDE;
virtual void GetAllTargetedShaderFormats( TArray<FName>& OutFormats ) const OVERRIDE;
virtual const class FStaticMeshLODSettings& GetStaticMeshLODSettings() const OVERRIDE;
virtual void GetTextureFormats( const UTexture* InTexture, TArray<FName>& OutFormats ) const OVERRIDE;
virtual void GetReflectionCaptureFormats( TArray<FName>& OutFormats ) const OVERRIDE
{
OutFormats.Add(FName(TEXT("EncodedHDR")));
}
virtual const struct FTextureLODSettings& GetTextureLODSettings( ) const OVERRIDE;
virtual FName GetWaveFormat( class USoundWave* Wave ) const OVERRIDE;
#endif // WITH_ENGINE
DECLARE_DERIVED_EVENT(FHTML5TargetPlatform, ITargetPlatform::FOnTargetDeviceDiscovered, FOnTargetDeviceDiscovered);
virtual FOnTargetDeviceDiscovered& OnDeviceDiscovered( ) OVERRIDE
{
return DeviceDiscoveredEvent;
}
DECLARE_DERIVED_EVENT(FHTML5TargetPlatform, ITargetPlatform::FOnTargetDeviceLost, FOnTargetDeviceLost);
virtual FOnTargetDeviceLost& OnDeviceLost( ) OVERRIDE
{
return DeviceLostEvent;
}
// End ITargetPlatform interface
private:
// Holds the HTML5 engine settings.
FConfigFile HTML5EngineSettings;
// Holds the local device.
FHTML5TargetDevicePtr LocalDevice;
#if WITH_ENGINE
// Holds the cached target LOD settings.
FTextureLODSettings HTML5LODSettings;
// Holds the static mesh LOD settings.
FStaticMeshLODSettings StaticMeshLODSettings;
#endif
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;
};