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Device Services Refactoring to create the concept of a physical device. Game launcher and device viewer UI changes to show these new concepts. #codereview Max.Preussner, Matt.Kuhlenschmidt [CL 2290918 by Chris Gagnon in Main branch]
264 lines
6.9 KiB
C++
264 lines
6.9 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#if WITH_ENGINE
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#include "StaticMeshResources.h"
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#endif // WITH_ENGINE
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#define LOCTEXT_NAMESPACE "TGenericWindowsTargetPlatform"
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/**
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* Template for Windows target platforms
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*/
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template<bool HAS_EDITOR_DATA, bool IS_DEDICATED_SERVER, bool IS_CLIENT_ONLY>
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class TGenericWindowsTargetPlatform
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: public TTargetPlatformBase<FWindowsPlatformProperties<HAS_EDITOR_DATA, IS_DEDICATED_SERVER, IS_CLIENT_ONLY> >
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{
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public:
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typedef FWindowsPlatformProperties<HAS_EDITOR_DATA, IS_DEDICATED_SERVER, IS_CLIENT_ONLY> TProperties;
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typedef TTargetPlatformBase<TProperties> TSuper;
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/**
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* Default constructor.
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*/
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TGenericWindowsTargetPlatform( )
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{
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LocalDevice = MakeShareable(new TLocalPcTargetDevice<HAS_EDITOR_DATA>(*this));
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#if WITH_ENGINE
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FConfigCacheIni::LoadLocalIniFile(EngineSettings, TEXT("Engine"), true, *PlatformName());
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TextureLODSettings.Initialize(EngineSettings, TEXT("SystemSettings"));
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StaticMeshLODSettings.Initialize(EngineSettings);
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// Get the Target RHIs for this platform, we do not always want all those that are supported.
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GConfig->GetArray(TEXT("/Script/WindowsTargetPlatform.WindowsTargetSettings"), TEXT("TargetedRHIs"), TargetedShaderFormats, GEngineIni);
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// Gather the list of Target RHIs and filter out any that may be invalid.
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TArray<FName> PossibleShaderFormats;
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GetAllPossibleShaderFormats(PossibleShaderFormats);
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for(int32 ShaderFormatIdx = TargetedShaderFormats.Num()-1; ShaderFormatIdx >= 0; ShaderFormatIdx--)
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{
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FString ShaderFormat = TargetedShaderFormats[ShaderFormatIdx];
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if(PossibleShaderFormats.Contains(FName(*ShaderFormat)) == false)
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{
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TargetedShaderFormats.Remove(ShaderFormat);
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}
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}
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#endif
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}
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public:
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// Begin ITargetPlatform interface
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virtual void EnableDeviceCheck(bool OnOff) override {}
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virtual void GetAllDevices( TArray<ITargetDevicePtr>& OutDevices ) const override
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{
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OutDevices.Reset();
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OutDevices.Add(LocalDevice);
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}
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virtual ECompressionFlags GetBaseCompressionMethod( ) const override
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{
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return COMPRESS_ZLIB;
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}
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virtual bool GenerateStreamingInstallManifest(const TMultiMap<FString, int32>& ChunkMap, const TSet<int32>& ChunkIDsInUse) const override
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{
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return true;
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}
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virtual ITargetDevicePtr GetDefaultDevice( ) const override
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{
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return LocalDevice;
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}
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virtual ITargetDevicePtr GetDevice( const FTargetDeviceId& DeviceId )
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{
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if (LocalDevice.IsValid() && (DeviceId == LocalDevice->GetId()))
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{
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return LocalDevice;
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}
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return nullptr;
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}
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virtual bool IsRunningPlatform( ) const override
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{
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// Must be Windows platform as editor for this to be considered a running platform
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return PLATFORM_WINDOWS && !UE_SERVER && !UE_GAME && WITH_EDITOR && HAS_EDITOR_DATA;
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}
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virtual bool SupportsFeature( ETargetPlatformFeatures::Type Feature ) const override
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{
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// we currently do not have a build target for WindowsServer
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if (Feature == ETargetPlatformFeatures::Packaging)
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{
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return (HAS_EDITOR_DATA || !IS_DEDICATED_SERVER);
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}
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return TSuper::SupportsFeature(Feature);
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}
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#if WITH_ENGINE
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virtual void GetAllPossibleShaderFormats( TArray<FName>& OutFormats ) const override
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{
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// no shaders needed for dedicated server target
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if (!IS_DEDICATED_SERVER)
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{
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// Only shader formats needed for cooked builds should be added here.
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// TODO: this should be configurable per-project, e.g. you may or
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// may not wish to support SM4 or OpenGL.
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static FName NAME_PCD3D_SM5(TEXT("PCD3D_SM5"));
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static FName NAME_PCD3D_SM4(TEXT("PCD3D_SM4"));
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static FName NAME_GLSL_150(TEXT("GLSL_150"));
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static FName NAME_GLSL_430(TEXT("GLSL_430"));
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OutFormats.AddUnique(NAME_PCD3D_SM5);
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OutFormats.AddUnique(NAME_PCD3D_SM4);
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OutFormats.AddUnique(NAME_GLSL_150);
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OutFormats.AddUnique(NAME_GLSL_430);
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}
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}
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virtual void GetAllTargetedShaderFormats( TArray<FName>& OutFormats ) const override
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{
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for(const FString& ShaderFormat : TargetedShaderFormats)
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{
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OutFormats.AddUnique(FName(*ShaderFormat));
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}
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}
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virtual const class FStaticMeshLODSettings& GetStaticMeshLODSettings( ) const override
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{
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return StaticMeshLODSettings;
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}
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virtual void GetTextureFormats( const UTexture* InTexture, TArray<FName>& OutFormats ) const override
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{
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if (!IS_DEDICATED_SERVER)
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{
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// just use the standard texture format name for this texture
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OutFormats.Add(GetDefaultTextureFormatName(InTexture, EngineSettings));
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}
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}
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virtual const struct FTextureLODSettings& GetTextureLODSettings( ) const override
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{
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return TextureLODSettings;
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}
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virtual FName GetWaveFormat( class USoundWave* Wave ) const override
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{
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static FName NAME_OGG(TEXT("OGG"));
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static FName NAME_OPUS(TEXT("OPUS"));
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if (Wave->IsStreaming())
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{
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return NAME_OPUS;
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}
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return NAME_OGG;
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}
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#endif //WITH_ENGINE
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virtual bool SupportsVariants() const override
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{
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return true;
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}
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virtual FText GetVariantDisplayName() const override
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{
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if (IS_DEDICATED_SERVER)
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{
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return LOCTEXT("WindowsServerVariantTitle", "Dedicated Server");
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}
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if (HAS_EDITOR_DATA)
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{
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return LOCTEXT("WindowsClientEditorDataVariantTitle", "Client with Editor Data");
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}
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if (IS_CLIENT_ONLY)
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{
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return LOCTEXT("WindowsClientOnlyVariantTitle", "Client only");
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}
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return LOCTEXT("WindowsClientVariantTitle", "Client");
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}
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virtual FText GetVariantTitle() const override
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{
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return LOCTEXT("WindowsVariantTitle", "Build Type");
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}
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virtual float GetVariantPriority() const override
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{
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return TProperties::GetVariantPriority();
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}
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DECLARE_DERIVED_EVENT(TGenericWindowsTargetPlatform, ITargetPlatform::FOnTargetDeviceDiscovered, FOnTargetDeviceDiscovered);
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virtual FOnTargetDeviceDiscovered& OnDeviceDiscovered( ) override
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{
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return DeviceDiscoveredEvent;
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}
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DECLARE_DERIVED_EVENT(TGenericWindowsTargetPlatform, ITargetPlatform::FOnTargetDeviceLost, FOnTargetDeviceLost);
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virtual FOnTargetDeviceLost& OnDeviceLost( ) override
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{
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return DeviceLostEvent;
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}
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// End ITargetPlatform interface
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protected:
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/**
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* Temporary helper until we refactor Windows build targets.
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* Basically maps WindowsNoEditor to Win32 and Windows to Win64.
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*/
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FString GetBinariesSubDir( ) const
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{
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if (HAS_EDITOR_DATA)
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{
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return TEXT("Win64");
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}
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return TEXT("Win32");
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}
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private:
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// Holds the local device.
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ITargetDevicePtr LocalDevice;
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#if WITH_ENGINE
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// Holds the Engine INI settings for quick use.
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FConfigFile EngineSettings;
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// Holds the texture LOD settings.
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FTextureLODSettings TextureLODSettings;
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// Holds static mesh LOD settings.
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FStaticMeshLODSettings StaticMeshLODSettings;
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// List of shader formats specified as targets
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TArray<FString> TargetedShaderFormats;
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#endif // WITH_ENGINE
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private:
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// Holds an event delegate that is executed when a new target device has been discovered.
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FOnTargetDeviceDiscovered DeviceDiscoveredEvent;
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// Holds an event delegate that is executed when a target device has been lost, i.e. disconnected or timed out.
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FOnTargetDeviceLost DeviceLostEvent;
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};
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#undef LOCTEXT_NAMESPACE
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