/// <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); } }
/// <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); } }
public static bool SupportsDistanceFieldShadows() { return(Native_FPlatformProperties.SupportsDistanceFieldShadows()); }
/// <summary> /// Whether the platform allows the call stack to be dumped during an assert /// </summary> public static bool AllowsCallStackDumpDuringAssert() { return(Native_FPlatformProperties.AllowsCallStackDumpDuringAssert()); }
/// <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()); }
public static bool SupportsMinimize() { return(Native_FPlatformProperties.SupportsMinimize()); }
/// <summary> /// Whether the platform allows an application to quit to the OS /// </summary> public static bool SupportsQuit() { return(Native_FPlatformProperties.SupportsQuit()); }
/// <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()); }
/// <summary> /// Gets whether user settings should override the resolution or not /// </summary> public static bool HasFixedResolution() { return(Native_FPlatformProperties.HasFixedResolution()); }
/// <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()); }
/// <summary> /// Gets whether this was a monolithic build or not /// </summary> public static bool IsMonolithicBuild() { return(Native_FPlatformProperties.IsMonolithicBuild()); }
/// <summary> /// Whether this platform wants to allow framerate smoothing or not. /// </summary> public static bool AllowsFramerateSmoothing() { return(Native_FPlatformProperties.AllowsFramerateSmoothing()); }
public static bool SupportsLowQualityLightmaps() { return(Native_FPlatformProperties.SupportsLowQualityLightmaps()); }
/// <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()); }
/// <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()); }
/// <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()); }
/// <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()); }
/// <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)); }
/// <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()); }
public static bool SupportsTextureStreaming() { return(Native_FPlatformProperties.SupportsTextureStreaming()); }
/// <summary> /// Gets whether this was a program or not /// </summary> public static bool IsProgram() { return(Native_FPlatformProperties.IsProgram()); }
/// <summary> /// Gets whether this is a Little Endian platform. /// </summary> public static bool IsLittleEndian() { return(Native_FPlatformProperties.IsLittleEndian()); }