52 lines
1.7 KiB
C
52 lines
1.7 KiB
C
/*******************************************************************************
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The content of this file includes portions of the proprietary AUDIOKINETIC Wwise
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Technology released in source code form as part of the game integration package.
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The content of this file may not be used without valid licenses to the
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AUDIOKINETIC Wwise Technology.
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Note that the use of the game engine is subject to the Unreal(R) Engine End User
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License Agreement at https://www.unrealengine.com/en-US/eula/unreal
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License Usage
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Licensees holding valid licenses to the AUDIOKINETIC Wwise Technology may use
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this file in accordance with the end user license agreement provided with the
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software or, alternatively, in accordance with the terms contained
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in a written agreement between you and Audiokinetic Inc.
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Copyright (c) 2023 Audiokinetic Inc.
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*******************************************************************************/
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// Defines which features of the Wwise-Unreal integration are supported in which version of UE.
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#pragma once
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#include "WwiseDefines.h"
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#include "Containers/Ticker.h"
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// Styling naming changed between UE4 and UE5.
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#if WITH_EDITOR
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#if UE_5_0_OR_LATER
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#include "Styling/AppStyle.h"
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using FAkAppStyle = FAppStyle;
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#else
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#include "EditorStyleSet.h"
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using FAkAppStyle = FEditorStyle;
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#endif
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#endif
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// UE 5.0 typedefs
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#if UE_5_0_OR_LATER
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using FUnrealFloatVector = FVector3f;
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using FUnrealFloatVector2D = FVector2f;
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using FUnrealFloatPlane = FPlane4f;
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using FTickerDelegateHandle = FTSTicker::FDelegateHandle;
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using FCoreTickerType = FTSTicker;
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#else
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using FUnrealFloatVector = FVector;
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using FUnrealFloatVector2D = FVector2D;
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using FCoreTickerType = FTicker;
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using FUnrealFloatPlane = FPlane;
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using FTickerDelegateHandle = FDelegateHandle;
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#endif
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