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#codereview jeff.campeau,nick.penwarden,rolando.caloca [CL 2108642 by Josh Adams in Main branch]
340 lines
9.5 KiB
C++
340 lines
9.5 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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IOSTargetPlatform.cpp: Implements the FIOSTargetPlatform class.
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=============================================================================*/
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#include "IOSTargetPlatformPrivatePCH.h"
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/* FIOSTargetPlatform structors
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*****************************************************************************/
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FIOSTargetPlatform::FIOSTargetPlatform()
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{
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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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#endif // #if WITH_ENGINE
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// Initialize Ticker for device discovery
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TickDelegate = FTickerDelegate::CreateRaw(this, &FIOSTargetPlatform::HandleTicker);
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FTicker::GetCoreTicker().AddTicker(TickDelegate, 10.0f);
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// initialize the connected device detector
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DeviceHelper.OnDeviceConnected().AddRaw(this, &FIOSTargetPlatform::HandleDeviceConnected);
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DeviceHelper.OnDeviceDisconnected().AddRaw(this, &FIOSTargetPlatform::HandleDeviceDisconnected);
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DeviceHelper.Initialize();
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}
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FIOSTargetPlatform::~FIOSTargetPlatform()
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{
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FTicker::GetCoreTicker().RemoveTicker(TickDelegate);
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}
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/* ITargetPlatform interface
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*****************************************************************************/
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void FIOSTargetPlatform::EnableDeviceCheck(bool OnOff)
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{
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FIOSDeviceHelper::EnableDeviceCheck(OnOff);
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}
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void FIOSTargetPlatform::GetAllDevices( TArray<ITargetDevicePtr>& OutDevices ) const
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{
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OutDevices.Reset();
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for (auto Iter = Devices.CreateConstIterator(); Iter; ++Iter)
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{
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OutDevices.Add(Iter.Value());
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}
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}
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ITargetDevicePtr FIOSTargetPlatform::GetDefaultDevice() const
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{
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if (Devices.Num() > 0)
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{
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// first device is the default
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auto Iter = Devices.CreateConstIterator();
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if(Iter)
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{
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return Iter.Value();
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}
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}
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return NULL;
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}
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ITargetDevicePtr FIOSTargetPlatform::GetDevice( const FTargetDeviceId& DeviceId )
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{
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return Devices.FindRef(DeviceId);
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}
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bool FIOSTargetPlatform::IsSdkInstalled(bool bProjectHasCode, FString& OutDocumentationPath) const
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{
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bool biOSSDKInstalled = true; // @todo How do we check that the iOS SDK is installed when building from Windows? Is that even possible?
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#if PLATFORM_MAC
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OutDocumentationPath = FString("Shared/Tutorials/InstallingXCodeTutorial");
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biOSSDKInstalled = IFileManager::Get().DirectoryExists(TEXT("/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform"));
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#endif
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return biOSSDKInstalled;
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}
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/* FIOSTargetPlatform implementation
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*****************************************************************************/
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void FIOSTargetPlatform::PingNetworkDevices()
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{
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if (!MessageEndpoint.IsValid())
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{
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MessageEndpoint = FMessageEndpoint::Builder("FIOSTargetPlatform")
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.Handling<FIOSLaunchDaemonPong>(this, &FIOSTargetPlatform::HandlePongMessage);
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}
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if (MessageEndpoint.IsValid())
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{
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MessageEndpoint->Publish(new FIOSLaunchDaemonPing(), EMessageScope::Network);
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}
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// remove disconnected & timed out devices
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FDateTime Now = FDateTime::UtcNow();
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for (auto DeviceIt = Devices.CreateIterator(); DeviceIt; ++DeviceIt)
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{
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FIOSTargetDevicePtr Device = DeviceIt->Value;
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if (Now > Device->LastPinged + FTimespan::FromSeconds(60.0))
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{
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DeviceIt.RemoveCurrent();
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DeviceLostEvent.Broadcast(Device.ToSharedRef());
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}
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}
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}
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/* FIOSTargetPlatform callbacks
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*****************************************************************************/
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void FIOSTargetPlatform::HandlePongMessage( const FIOSLaunchDaemonPong& Message, const IMessageContextRef& Context )
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{
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FTargetDeviceId DeviceId;
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FTargetDeviceId::Parse(Message.DeviceID, DeviceId);
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FIOSTargetDevicePtr& Device = Devices.FindOrAdd(DeviceId);
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if (!Device.IsValid())
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{
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Device = MakeShareable(new FIOSTargetDevice(*this));
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Device->SetFeature(ETargetDeviceFeatures::Reboot, Message.bCanReboot);
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Device->SetFeature(ETargetDeviceFeatures::PowerOn, Message.bCanPowerOn);
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Device->SetFeature(ETargetDeviceFeatures::PowerOff, Message.bCanPowerOff);
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Device->SetDeviceId(DeviceId);
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Device->SetDeviceName(Message.DeviceName);
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Device->SetDeviceType(Message.DeviceType);
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Device->SetDeviceEndpoint(Context->GetSender());
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Device->SetIsSimulated(Message.DeviceID.Contains(TEXT("Simulator")));
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DeviceDiscoveredEvent.Broadcast(Device.ToSharedRef());
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}
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Device->LastPinged = FDateTime::UtcNow();
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}
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void FIOSTargetPlatform::HandleDeviceConnected(const FIOSLaunchDaemonPong& Message)
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{
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FTargetDeviceId DeviceId;
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FTargetDeviceId::Parse(Message.DeviceID, DeviceId);
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FIOSTargetDevicePtr& Device = Devices.FindOrAdd(DeviceId);
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if (!Device.IsValid())
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{
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Device = MakeShareable(new FIOSTargetDevice(*this));
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Device->SetFeature(ETargetDeviceFeatures::Reboot, Message.bCanReboot);
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Device->SetFeature(ETargetDeviceFeatures::PowerOn, Message.bCanPowerOn);
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Device->SetFeature(ETargetDeviceFeatures::PowerOff, Message.bCanPowerOff);
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Device->SetDeviceId(DeviceId);
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Device->SetDeviceName(Message.DeviceName);
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Device->SetDeviceType(Message.DeviceType);
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Device->SetIsSimulated(Message.DeviceID.Contains(TEXT("Simulator")));
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DeviceDiscoveredEvent.Broadcast(Device.ToSharedRef());
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}
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// Add a very long time period to prevent the devices from getting disconnected due to a lack of pong messages
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Device->LastPinged = FDateTime::UtcNow() + FTimespan(100, 0, 0, 0, 0);
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}
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void FIOSTargetPlatform::HandleDeviceDisconnected(const FIOSLaunchDaemonPong& Message)
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{
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FTargetDeviceId DeviceId;
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FTargetDeviceId::Parse(Message.DeviceID, DeviceId);
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FIOSTargetDevicePtr& Device = Devices.FindOrAdd(DeviceId);
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if (Device.IsValid())
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{
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DeviceLostEvent.Broadcast(Device.ToSharedRef());
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Devices.Remove(DeviceId);
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}
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}
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bool FIOSTargetPlatform::HandleTicker(float DeltaTime )
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{
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PingNetworkDevices();
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return true;
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}
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/* ITargetPlatform interface
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*****************************************************************************/
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#if WITH_ENGINE
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void FIOSTargetPlatform::GetAllPossibleShaderFormats( TArray<FName>& OutFormats ) const
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{
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static FName NAME_OPENGL_ES2_IOS(TEXT("GLSL_ES2_IOS"));
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static FName NAME_SF_METAL(TEXT("SF_METAL"));
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OutFormats.AddUnique(NAME_OPENGL_ES2_IOS);
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// @todo metal enable
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// OutFormats.AddUnique(NAME_SF_METAL);
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}
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void FIOSTargetPlatform::GetAllTargetedShaderFormats( TArray<FName>& OutFormats ) const
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{
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GetAllPossibleShaderFormats(OutFormats);
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}
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void FIOSTargetPlatform::GetTextureFormats( const UTexture* Texture, TArray<FName>& OutFormats ) const
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{
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check(Texture);
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FName TextureFormatName = NAME_None;
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//// Supported texture format names.
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// Compressed Texture Formats
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static FName NamePVRTC2(TEXT("PVRTC2"));
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static FName NamePVRTC4(TEXT("PVRTC4"));
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// Same as PVRTC4, but derives Z from X and Y
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static FName NamePVRTCN(TEXT("PVRTCN"));
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static FName NameAutoPVRTC(TEXT("AutoPVRTC"));
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// Uncompressed Texture Formats
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static FName NameBGRA8(TEXT("BGRA8"));
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static FName NameG8(TEXT("G8"));
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static FName NameVU8(TEXT("VU8"));
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static FName NameRGBA16F(TEXT("RGBA16F"));
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bool bIsCubemap = Texture->IsA(UTextureCube::StaticClass());
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bool bNoCompression = Texture->CompressionNone // Code wants the texture uncompressed.
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|| (Texture->LODGroup == TEXTUREGROUP_ColorLookupTable) // Textures in certain LOD groups should remain uncompressed.
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|| (Texture->LODGroup == TEXTUREGROUP_Bokeh)
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|| (Texture->CompressionSettings == TC_EditorIcon)
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|| (Texture->Source.GetSizeX() < 4) // Don't compress textures smaller than the DXT block size.
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|| (Texture->Source.GetSizeY() < 4)
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|| (Texture->Source.GetSizeX() % 4 != 0)
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|| (Texture->Source.GetSizeY() % 4 != 0);
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ETextureSourceFormat SourceFormat = Texture->Source.GetFormat();
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// Determine the pixel format of the compressed texture.
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if (bNoCompression)
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{
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if (Texture->HasHDRSource())
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{
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TextureFormatName = NameRGBA16F;
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}
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else if (SourceFormat == TSF_G8 || Texture->CompressionSettings == TC_Grayscale)
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{
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TextureFormatName = NameG8;
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}
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else if (Texture->LODGroup == TEXTUREGROUP_Shadowmap)
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{
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TextureFormatName = NameG8;
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}
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else
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{
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TextureFormatName = NameBGRA8;
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}
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}
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else if (Texture->CompressionSettings == TC_HDR)
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{
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TextureFormatName = NameRGBA16F;
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}
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else if (Texture->CompressionSettings == TC_Normalmap)
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{
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TextureFormatName = NamePVRTCN;
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}
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else if (Texture->CompressionSettings == TC_Displacementmap)
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{
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TextureFormatName = NameG8;
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}
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else if (Texture->CompressionSettings == TC_VectorDisplacementmap)
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{
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TextureFormatName = NameBGRA8;
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}
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else if (Texture->CompressionSettings == TC_Grayscale)
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{
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TextureFormatName = NameG8;
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}
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else if (Texture->CompressionSettings == TC_Alpha)
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{
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TextureFormatName = NameG8;
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}
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else if (Texture->bForcePVRTC4)
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{
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TextureFormatName = NamePVRTC4;
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}
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else if (Texture->CompressionNoAlpha)
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{
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TextureFormatName = NamePVRTC2;
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}
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else if (Texture->bDitherMipMapAlpha)
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{
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TextureFormatName = NamePVRTC4;
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}
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else
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{
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TextureFormatName = NameAutoPVRTC;
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}
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// Some PC GPUs don't support sRGB read from G8 textures (e.g. AMD DX10 cards on ShaderModel3.0)
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// This solution requires 4x more memory but a lot of PC HW emulate the format anyway
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if ((TextureFormatName == NameG8) && Texture->SRGB)
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{
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TextureFormatName = NameG8;
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}
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OutFormats.Add(TextureFormatName);
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}
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const FTextureLODSettings& FIOSTargetPlatform::GetTextureLODSettings() const
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{
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return TextureLODSettings;
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}
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FName FIOSTargetPlatform::GetWaveFormat( class USoundWave* Wave ) const
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{
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static FName NAME_ADPCM(TEXT("ADPCM"));
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return NAME_ADPCM;
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}
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#endif // WITH_ENGINE
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