90 lines
2.2 KiB
C++
90 lines
2.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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IOSTargetPlatformSettings.h: Declares the FIOSTargetPlatformSettings class.
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=============================================================================*/
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#pragma once
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#include "CoreMinimal.h"
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#include "Common/TargetPlatformSettingsBase.h"
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#include "IOS/IOSPlatformProperties.h"
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#include "Misc/ConfigCacheIni.h"
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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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* FIOSTargetPlatformSettings
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*/
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class FIOSTargetPlatformSettings : public TTargetPlatformSettingsBase<FIOSPlatformProperties>
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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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IOSTARGETPLATFORMSETTINGS_API FIOSTargetPlatformSettings(bool bInISTVOS, bool bInIsVisionOS);
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/**
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* Destructor.
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*/
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~FIOSTargetPlatformSettings();
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public:
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virtual bool SupportsFeature( ETargetPlatformFeatures Feature ) const override;
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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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#if WITH_ENGINE
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virtual void GetReflectionCaptureFormats( TArray<FName>& OutFormats ) const override;
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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 const UTextureLODSettings& GetTextureLODSettings() const override;
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virtual void RegisterTextureLODSettings(const UTextureLODSettings* InTextureLODSettings) override
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{
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TextureLODSettings = InTextureLODSettings;
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}
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#endif // WITH_ENGINE
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//~ Begin ITargetPlatform Interface
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virtual bool UsesDistanceFields() const override
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{
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return bDistanceField;
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}
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private:
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// true if this is targeting TVOS vs IOS
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bool bIsTVOS;
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bool bIsVisionOS;
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// r.Mobile.ShadingPath value
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int32 MobileShadingPath;
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// true if DistanceField is enabled
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bool bDistanceField;
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// r.Mobile.Forward.EnableClusteredReflections value
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bool bMobileForwardEnableClusteredReflections;
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#if WITH_ENGINE
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// Holds the cache of the target LOD settings.
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const UTextureLODSettings* TextureLODSettings;
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// Holds the static mesh LOD settings.
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FStaticMeshLODSettings StaticMeshLODSettings;
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#endif // WITH_ENGINE
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};
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