Skip to content
Snippets Groups Projects
Commit ffc532f4 authored by Sebastian Pape's avatar Sebastian Pape
Browse files

Moving the cluster folder to its own module and fixing the redirects in DoorOverlay

parent ff4f5744
No related branches found
No related tags found
1 merge request!5Remove nDisplay Dependency
Showing
with 143 additions and 63 deletions
No preview for this file type
......@@ -18,7 +18,20 @@
{
"Name": "Calibratio",
"Type": "Runtime",
"LoadingPhase": "Default"
"LoadingPhase": "Default",
"WhitelistPlatforms": [
"Win64",
"Linux"
]
},
{
"Name": "RWTHVRCluster",
"Type": "Runtime",
"LoadingPhase": "Default",
"WhitelistPlatforms": [
"Win64",
"Linux"
]
},
{
"Name": "RWTHVRToolkit",
......
......@@ -62,7 +62,7 @@ private:
FVector LastVisiblePosition = FVector(NAN, NAN, NAN);
bool FirstPositionSet = false;
uint32 AcceptedAbscenceTime = 500u; // in Milliseconds
UPROPERTY() UDisplayClusterSceneComponent* TrackedClusterComponent = nullptr;
UPROPERTY() USceneComponent* TrackedClusterComponent = nullptr;
//Overlay
TSubclassOf<class UCalibratioOverlay> Overlay_Class;
......
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "Cluster/CAVEOverlay/CAVEOverlay.h"
#include "CAVEOverlay/CAVEOverlay.h"
void FCAVEOverlay::Register()
{
......
#include "Cluster/CAVEOverlay/CAVEOverlayController.h"
#include "CAVEOverlay/CAVEOverlayController.h"
#include "CoreMinimal.h"
#include "Cluster/CAVEOverlay/DoorOverlayData.h"
#include "CAVEOverlay/DoorOverlayData.h"
#include "IDisplayCluster.h"
#include "IXRTrackingSystem.h"
#include "Cluster/IDisplayClusterClusterManager.h"
......
#include "Cluster/ClusterConsole.h"
#include "ClusterConsole.h"
#include "IDisplayCluster.h"
#include "Cluster/DisplayClusterClusterEvent.h"
......
#include "RWTHVRCluster.h"
#define LOCTEXT_NAMESPACE "FRWTHVRClusterModule"
void FRWTHVRClusterModule::StartupModule ()
{
ClusterConsole.Register();
CAVEOverlay.Register();
}
void FRWTHVRClusterModule::ShutdownModule()
{
ClusterConsole.Unregister();
CAVEOverlay.Unregister();
}
#undef LOCTEXT_NAMESPACE
IMPLEMENT_MODULE(FRWTHVRClusterModule, RWTHVRCluster)
\ No newline at end of file
......@@ -2,8 +2,8 @@
#include "CoreMinimal.h"
#include "Engine/World.h"
#include "Cluster/CAVEOverlay/CAVEOverlaySettings.h"
#include "Cluster/CAVEOverlay/CAVEOverlayController.h"
#include "CAVEOverlay/CAVEOverlaySettings.h"
#include "CAVEOverlay/CAVEOverlayController.h"
#include "Kismet/GameplayStatics.h"
#include "CAVEOverlay.generated.h"
......@@ -11,7 +11,7 @@
* Adds the warning tape, which appears if the user gets too close to the wall for the aixCAVE
*/
USTRUCT()
struct RWTHVRTOOLKIT_API FCAVEOverlay
struct RWTHVRCLUSTER_API FCAVEOverlay
{
GENERATED_BODY()
......
......@@ -2,7 +2,7 @@
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "Cluster/CAVEOverlay/DoorOverlayData.h"
#include "CAVEOverlay/DoorOverlayData.h"
#include "Cluster/IDisplayClusterClusterManager.h"
#include "Cluster/DisplayClusterClusterEvent.h"
#include "CAVEOverlayController.generated.h"
......@@ -10,7 +10,7 @@
DECLARE_LOG_CATEGORY_EXTERN(LogCAVEOverlay, Log, All);
UCLASS()
class RWTHVRTOOLKIT_API ACAVEOverlayController : public AActor
class RWTHVRCLUSTER_API ACAVEOverlayController : public AActor
{
GENERATED_BODY()
......
......@@ -11,7 +11,7 @@ enum DefaultActivationType
};
UCLASS(config=Game, defaultconfig, meta=(DisplayName="CAVE Overlay"))
class RWTHVRTOOLKIT_API UCAVEOverlaySettings : public UDeveloperSettings
class RWTHVRCLUSTER_API UCAVEOverlaySettings : public UDeveloperSettings
{
GENERATED_BODY()
......
......@@ -12,7 +12,7 @@
* Used as a parent-class in the overlay widget. Like this we can access the UMG properties in C++
*/
UCLASS()
class RWTHVRTOOLKIT_API UDoorOverlayData : public UUserWidget
class RWTHVRCLUSTER_API UDoorOverlayData : public UUserWidget
{
GENERATED_BODY()
......
......@@ -12,7 +12,7 @@
* This class has to be registered and unregistered. This can easily be done in every StartupModule/ShutdownModule functions.
*/
USTRUCT()
struct RWTHVRTOOLKIT_API FClusterConsole
struct RWTHVRCLUSTER_API FClusterConsole
{
GENERATED_BODY()
private:
......
#pragma once
#include "CoreMinimal.h"
#include "CAVEOverlay/CAVEOverlay.h"
#include "Modules/ModuleManager.h"
#include "ClusterConsole.h"
class FRWTHVRClusterModule : public IModuleInterface
{
public:
virtual void StartupModule () override;
virtual void ShutdownModule() override;
private:
FClusterConsole ClusterConsole;
FCAVEOverlay CAVEOverlay;
};
using UnrealBuildTool;
public class RWTHVRCluster : ModuleRules
{
public RWTHVRCluster(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
PublicIncludePaths.AddRange(
new string[]{}
);
PrivateIncludePaths.AddRange(
new string[]{}
);
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
"CoreUObject",
"Engine",
"RWTHVRToolkit",
"DisplayCluster",
"DeveloperSettings",
"InputCore",
"UMG",
"Slate",
"SlateCore"
}
);
PrivateDependencyModuleNames.AddRange(
new string[]{}
);
DynamicallyLoadedModuleNames.AddRange(
new string[] { }
);
}
}
......@@ -4,14 +4,10 @@
void FRWTHVRToolkitModule::StartupModule ()
{
ClusterConsole.Register();
CAVEOverlay.Register();
ConsoleActivation.Register();
}
void FRWTHVRToolkitModule::ShutdownModule()
{
ClusterConsole.Unregister();
CAVEOverlay.Unregister();
ConsoleActivation.Unregister();
}
......
......@@ -115,7 +115,7 @@ EEyeStereoOffset UVirtualRealityUtilities::GetNodeEyeType()
{
#if PLATFORM_SUPPORTS_NDISPLAY
ADisplayClusterRootActor* RootActor = IDisplayCluster::Get().GetGameMgr()->GetRootActor();
return (RootActor) ? RootActor->GetDefaultCamera()->GetStereoOffset() : EDisplayClusterEyeStereoOffset::None;
return static_cast<EEyeStereoOffset>((RootActor) ? RootActor->GetDefaultCamera()->GetStereoOffset() : EDisplayClusterEyeStereoOffset::None);
#else
return None;
#endif
......
#pragma once
#include "CoreMinimal.h"
#include "Cluster/CAVEOverlay/CAVEOverlay.h"
#include "Modules/ModuleManager.h"
#include "Cluster/ClusterConsole.h"
#include "Fixes/ActivateConsoleInShipping.h"
class FRWTHVRToolkitModule : public IModuleInterface
{
public:
......@@ -14,7 +11,5 @@ public:
virtual void ShutdownModule() override;
private:
FClusterConsole ClusterConsole;
FCAVEOverlay CAVEOverlay;
FActivateConsoleInShipping ConsoleActivation;
};
......@@ -40,8 +40,8 @@ public class RWTHVRToolkit : ModuleRules
if(Target.Platform == UnrealTargetPlatform.Win64 || Target.Platform == UnrealTargetPlatform.Linux)
{
//PublicDependencyModuleNames.Add("DisplayCluster");
PublicDefinitions.Add("PLATFORM_SUPPORTS_NDISPLAY=0");
PublicDependencyModuleNames.Add("DisplayCluster");
PublicDefinitions.Add("PLATFORM_SUPPORTS_NDISPLAY=1");
}
else
{
......
0% Loading or .
You are about to add 0 people to the discussion. Proceed with caution.
Please register or to comment