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TTP# 337136 - SETTINGS: Target Platform settings polish
TTP# 337652 - EDITOR: Limit Project supported Android icons down to 1
TTP# 337650 - EDITOR: There is only 1 icon for Apple for Project Supported Platforms
DesktopPlatform now contains a static array of FPlatformInfo. This can be used to query UE4 about its available platforms, even when they're not available as a target platform.
FPlatformInfo contains the information required by the editor (such as a localized display name and icon), as well as whether a platform is a variation ("flavor") of another, and if so, whether the flavor affects the build output (eg, Win32 or Win64), or the cook output (eg, Android_XYZ). This lets the editor build up nested menus for the "Package Project" and "Cook Project" options, rather than just showing everything as a flat list.
ReviewedBy Thomas.Sarkanen, Max.Preussner
[CL 2095796 by Jamie Dale in Main branch]
104 lines
2.9 KiB
C++
104 lines
2.9 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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HTML5TargetPlatform.h: Declares the FHTML5TargetPlatform class.
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=============================================================================*/
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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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/**
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* Implements the HTML5 target platform.
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*/
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class FHTML5TargetPlatform
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: public TTargetPlatformBase<FHTML5PlatformProperties>
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{
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public:
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/**
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* Default constructor.
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*/
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FHTML5TargetPlatform( );
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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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virtual ECompressionFlags GetBaseCompressionMethod( ) const OVERRIDE;
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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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virtual ITargetDevicePtr GetDevice( const FTargetDeviceId& DeviceId ) OVERRIDE;
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virtual bool IsRunningPlatform( ) const OVERRIDE;
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#if WITH_ENGINE
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virtual void GetAllPossibleShaderFormats( TArray<FName>& OutFormats ) const OVERRIDE;
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virtual void GetAllTargetedShaderFormats( TArray<FName>& OutFormats ) const OVERRIDE;
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virtual const class FStaticMeshLODSettings& GetStaticMeshLODSettings() const OVERRIDE;
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virtual void GetTextureFormats( const UTexture* InTexture, TArray<FName>& OutFormats ) const OVERRIDE;
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virtual void GetReflectionCaptureFormats( TArray<FName>& OutFormats ) const OVERRIDE
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{
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OutFormats.Add(FName(TEXT("EncodedHDR")));
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}
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virtual const struct FTextureLODSettings& GetTextureLODSettings( ) const OVERRIDE;
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virtual FName GetWaveFormat( class USoundWave* Wave ) const OVERRIDE;
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#endif // WITH_ENGINE
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DECLARE_DERIVED_EVENT(FHTML5TargetPlatform, 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(FHTML5TargetPlatform, 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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private:
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// Holds the HTML5 engine settings.
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FConfigFile HTML5EngineSettings;
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// Holds the local device.
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FHTML5TargetDevicePtr LocalDevice;
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#if WITH_ENGINE
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// Holds the cached target LOD settings.
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FTextureLODSettings HTML5LODSettings;
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// Holds the static mesh LOD settings.
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FStaticMeshLODSettings StaticMeshLODSettings;
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#endif
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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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