コード例 #1
0
 /// <summary>
 /// Gets the name of this platform when loading INI files. Defaults to PlatformName.
 ///
 /// Note: MUST be implemented per platform.
 /// </summary>
 /// <returns>Platform name.</returns>
 public static string IniPlatformName()
 {
     using (FStringUnsafe resultUnsafe = new FStringUnsafe())
     {
         Native_FPlatformProperties.IniPlatformName(ref resultUnsafe.Array);
         return(resultUnsafe.Value);
     }
 }
コード例 #2
0
 /// <summary>
 /// Gets the platform's physics format.
 /// </summary>
 /// <returns>The physics format name.</returns>
 public static string GetPhysicsFormat()
 {
     using (FStringUnsafe resultUnsafe = new FStringUnsafe())
     {
         Native_FPlatformProperties.GetPhysicsFormat(ref resultUnsafe.Array);
         return(resultUnsafe.Value);
     }
 }
コード例 #3
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 public static bool SupportsDistanceFieldShadows()
 {
     return(Native_FPlatformProperties.SupportsDistanceFieldShadows());
 }
コード例 #4
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 /// <summary>
 /// Whether the platform allows the call stack to be dumped during an assert
 /// </summary>
 public static bool AllowsCallStackDumpDuringAssert()
 {
     return(Native_FPlatformProperties.AllowsCallStackDumpDuringAssert());
 }
コード例 #5
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 /// <summary>
 /// Gets whether this platform has Editor-only data.
 /// </summary>
 /// <returns>true if the platform has Editor-only data, false otherwise.</returns>
 public static bool HasEditorOnlyData()
 {
     return(Native_FPlatformProperties.HasEditorOnlyData());
 }
コード例 #6
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 public static bool SupportsMinimize()
 {
     return(Native_FPlatformProperties.SupportsMinimize());
 }
コード例 #7
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 /// <summary>
 /// Whether the platform allows an application to quit to the OS
 /// </summary>
 public static bool SupportsQuit()
 {
     return(Native_FPlatformProperties.SupportsQuit());
 }
コード例 #8
0
 /// <summary>
 /// Checks whether this platform requires cooked data.
 /// </summary>
 /// <returns>true if cooked data is required, false otherwise.</returns>
 public static bool RequiresCookedData()
 {
     return(Native_FPlatformProperties.RequiresCookedData());
 }
コード例 #9
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 /// <summary>
 /// Gets whether user settings should override the resolution or not
 /// </summary>
 public static bool HasFixedResolution()
 {
     return(Native_FPlatformProperties.HasFixedResolution());
 }
コード例 #10
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 /// <summary>
 /// Gets whether this is a server only platform.
 /// </summary>
 /// <returns>true if this is a server only platform, false otherwise.</returns>
 public static bool IsServerOnly()
 {
     return(Native_FPlatformProperties.IsServerOnly());
 }
コード例 #11
0
 /// <summary>
 /// Gets whether this was a monolithic build or not
 /// </summary>
 public static bool IsMonolithicBuild()
 {
     return(Native_FPlatformProperties.IsMonolithicBuild());
 }
コード例 #12
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 /// <summary>
 /// Whether this platform wants to allow framerate smoothing or not.
 /// </summary>
 public static bool AllowsFramerateSmoothing()
 {
     return(Native_FPlatformProperties.AllowsFramerateSmoothing());
 }
コード例 #13
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 public static bool SupportsLowQualityLightmaps()
 {
     return(Native_FPlatformProperties.SupportsLowQualityLightmaps());
 }
コード例 #14
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 /// <summary>
 /// Gets whether this platform supports windowed mode rendering.
 /// </summary>
 /// <returns>true if windowed mode is supported.</returns>
 public static bool SupportsWindowedMode()
 {
     return(Native_FPlatformProperties.SupportsWindowedMode());
 }
コード例 #15
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 /// <summary>
 /// Gets whether this platform supports tessellation.
 /// </summary>
 /// <returns>true if tessellation is supported, false otherwise.</returns>
 public static bool SupportsTessellation()
 {
     return(Native_FPlatformProperties.SupportsTessellation());
 }
コード例 #16
0
 /// <summary>
 /// Checks whether this platforms supports running multiple game instances on a single device.
 /// </summary>
 /// <returns>true if multiple instances are supported, false otherwise.</returns>
 public static bool SupportsMultipleGameInstances()
 {
     return(Native_FPlatformProperties.SupportsMultipleGameInstances());
 }
コード例 #17
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 /// <summary>
 /// Gets whether this platform supports gray scale sRGB texture formats.
 /// </summary>
 /// <returns>true if gray scale sRGB texture formats are supported.</returns>
 public static bool SupportsGrayscaleSRGB()
 {
     return(Native_FPlatformProperties.SupportsGrayscaleSRGB());
 }
コード例 #18
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 /// <summary>
 /// Checks whether the specified build target is supported.
 /// </summary>
 /// <param name="buildTarget">The build target to check.</param>
 /// <returns>true if the build target is supported, false otherwise.</returns>
 public static bool SupportsBuildTarget(EBuildTarget buildTarget)
 {
     return(Native_FPlatformProperties.SupportsBuildTarget((int)buildTarget));
 }
コード例 #19
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 /// <summary>
 /// Gets whether this is a client only (no capability to run the game without connecting to a server) platform.
 /// </summary>
 /// <returns>true if this is a client only platform, false otherwise.</returns>
 public static bool IsClientOnly()
 {
     return(Native_FPlatformProperties.IsClientOnly());
 }
コード例 #20
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 public static bool SupportsTextureStreaming()
 {
     return(Native_FPlatformProperties.SupportsTextureStreaming());
 }
コード例 #21
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 /// <summary>
 /// Gets whether this was a program or not
 /// </summary>
 public static bool IsProgram()
 {
     return(Native_FPlatformProperties.IsProgram());
 }
コード例 #22
0
 /// <summary>
 /// Gets whether this is a Little Endian platform.
 /// </summary>
 public static bool IsLittleEndian()
 {
     return(Native_FPlatformProperties.IsLittleEndian());
 }