| FGenericPlatformApplicationMisc
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Module |
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Header |
/Engine/Source/Runtime/ApplicationCore/Public/GenericPlatform/GenericPlatformApplicationMisc.h |
Include |
#include "GenericPlatform/GenericPlatformApplicationMisc.h" |
struct FGenericPlatformApplicationMisc
Name | Description | ||
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AnchorWindowWindowPositionTopLeft() |
UE expects mouse coordinates in screen space. |
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ClipboardCopy ( |
Copies text to the operating system clipboard. |
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ClipboardPaste ( |
Pastes in text from the operating system clipboard. |
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EScreenPhysi... |
ComputePhysicalScreenDensity ( |
Gets the physical size of the screen if possible. Some platforms lie, some platforms don't know. |
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ControlScreensaver ( |
Disables screensaver (if platform supports such an API) |
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EScreenPhysi... |
ConvertInchesToPixels ( |
If we know or can approximate the pixel density of the screen we will convert the incoming inches to pixels on the device. |
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EScreenPhysi... |
ConvertPixelsToInches ( |
If we know or can approximate the pixel density of the screen we will convert the incoming pixels to inches on the device. |
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GenericAppli... |
CreateApplication() |
Creates an application instance. |
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FOutputDevic... |
CreateConsoleOutputDevice() |
Creates a console output device for this platform. Should only be called once. |
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EnableMotionData ( |
Whether to enable controller motion data polling (by default motion data is enabled) Some platforms may want to disable it to reduce battery drain |
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float |
GetDPIScaleFactorAtPoint ( |
Returns monitor's DPI scale factor at given screen coordinates (expressed in pixels) |
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FOutputDevic... |
GetErrorOutputDevice() |
Gets a pointer to the platform error output device singleton. |
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FFeedbackCon... |
GetFeedbackContext() |
Gets a pointer to the default platform feedback context implementation. |
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UTexture2D &... |
GetGamepadButtonGlyph ( |
Returns a texture of the glyph representing the specified button on the specified controller, or nullptr if not supported. |
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GetGamepadControllerName ( |
Returns name of gamepad if controller id assigned to a gamepad |
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EScreenPhysi... |
GetPhysicalScreenDensity ( |
Gets the physical size of the screen if possible. Some platforms lie, some platforms don't know. |
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GetScreenPixelColor ( |
Sample the displayed pixel color from anywhere on the screen using the OS |
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GetWindowTitleMatchingText |
Searches for a window that matches the window name or the title starts with a particular text. |
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Init() |
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IsControllerAssignedToGamepad ( |
Returns true if controller id assigned to a gamepad |
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IsHighDPIAwarenessEnabled() |
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IsMotionDataEnabled() |
Whether controller motion data polling is enabled (by default motion data is enabled) |
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IsScreensaverEnabled() |
Returns state of screensaver (if platform supports it) |
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IsThisApplicationForeground() |
Returns true if the specified application has a visible window, and that window is active/has focus/is selected |
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LoadPreInitModules() |
Load the preinit modules required by this platform, typically they are the renderer modules |
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LoadStartupModules() |
Load the platform-specific startup modules |
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PostInit() |
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PreInit() |
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PreventScreenSaver() |
Prevents screen-saver from kicking in by moving the mouse by 0 pixels. |
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PumpMessages ( |
Pumps Windows messages. |
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RequestMinimize() |
Request application to minimize (goto background). |
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RequiresVirtualKeyboard() |
Returns whether the platform wants to use a touch screen for a virtual keyboard. |
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ResetGamepadAssignments() |
Resets the gamepad to player controller id assignments |
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ResetGamepadAssignmentToController ( |
Resets the gamepad assignment to player controller id |
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SetGamepadsAllowed ( |
Set whether gamepads are allowed at the platform level. |
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SetGamepadsBlockDeviceFeedback ( |
Set whether gamepads are allowed at the platform level. |
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SetHighDPIMode() |
Allows the OS to enable high DPI mode |
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TearDown() |
Name |
Description |
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EScreenSaverAction |