Files
UnrealEngineUWP/Engine/Source/Runtime/Android/AndroidRuntimeSettings/Classes/AndroidRuntimeSettings.h
Robert Jones e48d3bce23 Moving settings for audio compression control under the Android tab on the project properties.
#codereview daniel.lamb, chris.babcock

[CL 2276239 by Robert Jones in Main branch]
2014-08-28 11:19:16 -04:00

137 lines
4.5 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "AndroidRuntimeSettings.generated.h"
UENUM()
namespace EAndroidScreenOrientation
{
enum Type
{
// Portrait orientation (the display is taller than it is wide)
Portrait UMETA(ManifestValue = "portrait"),
// Portrait orientation rotated 180 degrees
ReversePortrait UMETA(ManifestValue = "reversePortrait"),
// Use either portrait or reverse portrait orientation, based on the device orientation sensor
SensorPortrait UMETA(ManifestValue = "sensorPortrait"),
// Landscape orientation (the display is wider than it is tall)
Landscape UMETA(ManifestValue = "landscape"),
// Landscape orientation rotated 180 degrees
ReverseLandscape UMETA(ManifestValue = "reverseLandscape"),
// Use either landscape or reverse landscape orientation, based on the device orientation sensor
SensorLandscape UMETA(ManifestValue = "sensorLandscape"),
// Use any orientation the device normally supports, based on the device orientation sensor
Sensor UMETA(ManifestValue = "sensor"),
// Use any orientation (including ones the device wouldn't choose in Sensor mode), based on the device orientation sensor
FullSensor UMETA(ManifestValue = "fullSensor"),
};
}
// Depth buffer precision preferences
UENUM()
namespace EAndroidDepthBufferPreference
{
enum Type
{
Default = 0 UMETA(DisplayName = "Default", ManifestValue = "0"),
Bits16 = 16 UMETA(DisplayName = "16-bit", ManifestValue = "16"),
Bits24 = 24 UMETA(DisplayName = "24-bit", ManifestValue = "24"),
Bits32 = 32 UMETA(DisplayName = "32-bit", ManifestValue = "32"),
};
}
/**
* Holds the game-specific achievement name and corresponding ID from Google Play services.
*/
USTRUCT()
struct FGooglePlayAchievementMapping
{
GENERATED_USTRUCT_BODY()
// The game-specific achievement name (the one passed in to WriteAchievement calls)
UPROPERTY(EditAnywhere, Category = GooglePlayServices)
FString Name;
// The ID of the corresponding achievement, generated by the Google Play developer console.
UPROPERTY(EditAnywhere, Category = GooglePlayServices)
FString AchievementID;
};
/**
* Holds the game-specific leaderboard name and corresponding ID from Google Play services.
*/
USTRUCT()
struct FGooglePlayLeaderboardMapping
{
GENERATED_USTRUCT_BODY()
// The game-specific leaderboard name (the one passed in to WriteLeaderboards calls)
UPROPERTY(EditAnywhere, Category = GooglePlayServices)
FString Name;
// The ID of the corresponding leaderboard, generated by the Google Play developer console.
UPROPERTY(EditAnywhere, Category = GooglePlayServices)
FString LeaderboardID;
};
UENUM()
namespace EAndroidAudio
{
enum Type
{
Default = 0 UMETA(DisplayName = "Default", ToolTip = "This option selects the default encoder."),
OGG = 1 UMETA(DisplayName = "Ogg Vorbis", ToolTip = "Selects Ogg Vorbis encoding."),
ADPCM = 2 UMETA(DisplayName = "ADPCM", ToolTip = "This option selects ADPCM lossless encoding.")
};
}
/**
* Implements the settings for the Android runtime platform.
*/
UCLASS(config=Engine, defaultconfig)
class ANDROIDRUNTIMESETTINGS_API UAndroidRuntimeSettings : public UObject
{
public:
GENERATED_UCLASS_BODY()
// The permitted orientation or orientations of the application on the device
UPROPERTY(GlobalConfig, EditAnywhere, Category = AppManifest)
TEnumAsByte<EAndroidScreenOrientation::Type> Orientation;
// The preferred depth buffer bitcount for Android
UPROPERTY(GlobalConfig, EditAnywhere, Category = AppManifest)
TEnumAsByte<EAndroidDepthBufferPreference::Type> DepthBufferPreference;
// Should Google Play support be enabled?
UPROPERTY(GlobalConfig, EditAnywhere, Category = GooglePlayServices)
bool bEnableGooglePlaySupport;
// The app id obtained from the Google Play Developer Console
UPROPERTY(GlobalConfig, EditAnywhere, Category = GooglePlayServices)
FString GamesAppID;
// Mapping of game achievement names to IDs generated by Google Play.
UPROPERTY(GlobalConfig, EditAnywhere, Category = GooglePlayServices)
TArray<FGooglePlayAchievementMapping> AchievementMap;
// Mapping of game leaderboard names to IDs generated by Google Play.
UPROPERTY(GlobalConfig, EditAnywhere, Category = GooglePlayServices)
TArray<FGooglePlayLeaderboardMapping> LeaderboardMap;
// The unique identifier for the ad obtained from AdMob.
UPROPERTY(GlobalConfig, EditAnywhere, Category = GooglePlayServices)
FString AdMobAdUnitID;
/** Android Audio encoding options */
UPROPERTY(GlobalConfig, EditAnywhere, Category = DataCooker, meta = (DisplayName = "Audio encoding"))
TEnumAsByte<EAndroidAudio::Type> AndroidAudio;
};