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TTP# 337136 - SETTINGS: Target Platform settings polish
TTP# 337652 - EDITOR: Limit Project supported Android icons down to 1
TTP# 337650 - EDITOR: There is only 1 icon for Apple for Project Supported Platforms
DesktopPlatform now contains a static array of FPlatformInfo. This can be used to query UE4 about its available platforms, even when they're not available as a target platform.
FPlatformInfo contains the information required by the editor (such as a localized display name and icon), as well as whether a platform is a variation ("flavor") of another, and if so, whether the flavor affects the build output (eg, Win32 or Win64), or the cook output (eg, Android_XYZ). This lets the editor build up nested menus for the "Package Project" and "Cook Project" options, rather than just showing everything as a flat list.
ReviewedBy Thomas.Sarkanen, Max.Preussner
[CL 2095796 by Jamie Dale in Main branch]
98 lines
2.6 KiB
C++
98 lines
2.6 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#include "GameProjectGenerationPrivatePCH.h"
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#include "ModuleManager.h"
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#include "GameProjectGenerationModule.h"
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IMPLEMENT_MODULE( FGameProjectGenerationModule, GameProjectGeneration );
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DEFINE_LOG_CATEGORY(LogGameProjectGeneration);
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#define LOCTEXT_NAMESPACE "GameProjectGeneration"
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void FGameProjectGenerationModule::StartupModule()
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{
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}
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void FGameProjectGenerationModule::ShutdownModule()
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{
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}
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TSharedRef<class SWidget> FGameProjectGenerationModule::CreateGameProjectDialog(bool bAllowProjectOpening, bool bAllowProjectCreate)
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{
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return SNew(SGameProjectDialog)
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.AllowProjectOpening(bAllowProjectOpening)
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.AllowProjectCreate(bAllowProjectCreate);
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}
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TSharedRef<class SWidget> FGameProjectGenerationModule::CreateNewClassDialog(class UClass* InClass)
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{
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return SNew(SNewClassDialog).Class(InClass);
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}
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void FGameProjectGenerationModule::OpenAddCodeToProjectDialog()
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{
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GameProjectUtils::OpenAddCodeToProjectDialog();
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AddCodeToProjectDialogOpenedEvent.Broadcast();
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}
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void FGameProjectGenerationModule::CheckForOutOfDateGameProjectFile()
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{
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GameProjectUtils::CheckForOutOfDateGameProjectFile();
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}
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bool FGameProjectGenerationModule::UpdateGameProject(const FString& EngineIdentifier)
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{
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return GameProjectUtils::UpdateGameProject(EngineIdentifier);
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}
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bool FGameProjectGenerationModule::UpdateCodeProject(FText& OutFailReason)
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{
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const bool bAllowNewSlowTask = true;
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FStatusMessageContext SlowTaskMessage( LOCTEXT( "UpdatingCodeProject", "Updating code project..." ), bAllowNewSlowTask );
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return GameProjectUtils::GenerateCodeProjectFiles(FPaths::GetProjectFilePath(), OutFailReason);
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}
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int32 FGameProjectGenerationModule::GetProjectCodeFileCount()
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{
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return GameProjectUtils::GetProjectCodeFileCount();
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}
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bool FGameProjectGenerationModule::UpdateCodeResourceFiles(TArray<FString>& OutCreatedFiles, FText& OutFailReason)
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{
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const FString GameModuleSourcePath = FPaths::GetPath(FPaths::GetProjectFilePath()) / TEXT("Source") / FApp::GetGameName();
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return GameProjectUtils::GenerateGameResourceFiles(GameModuleSourcePath, FApp::GetGameName(), OutCreatedFiles, OutFailReason);
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}
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void FGameProjectGenerationModule::CheckAndWarnProjectFilenameValid()
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{
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GameProjectUtils::CheckAndWarnProjectFilenameValid();
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}
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void FGameProjectGenerationModule::UpdateSupportedTargetPlatforms(const FName& InPlatformName, const bool bIsSupported)
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{
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GameProjectUtils::UpdateSupportedTargetPlatforms(InPlatformName, bIsSupported);
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}
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void FGameProjectGenerationModule::ClearSupportedTargetPlatforms()
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{
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GameProjectUtils::ClearSupportedTargetPlatforms();
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}
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#undef LOCTEXT_NAMESPACE
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