Files
UnrealEngineUWP/Engine/Source/Developer/Android/AndroidPlatformEditor/Private/AndroidSDKSettingsCustomization.cpp
Ben Marsh 20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00

51 lines
1.6 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "AndroidSDKSettingsCustomization.h"
#include "Modules/ModuleManager.h"
#include "Layout/Visibility.h"
#include "UnrealClient.h"
#include "Interfaces/ITargetPlatformManagerModule.h"
#include "AndroidSDKSettings.h"
#include "PropertyHandle.h"
#include "DetailCategoryBuilder.h"
#include "DetailLayoutBuilder.h"
#include "IDetailPropertyRow.h"
#define LOCTEXT_NAMESPACE "AndroidSDKSettings"
//////////////////////////////////////////////////////////////////////////
// FAndroidSDKSettingsCustomization
TSharedRef<IDetailCustomization> FAndroidSDKSettingsCustomization::MakeInstance()
{
return MakeShareable(new FAndroidSDKSettingsCustomization);
}
FAndroidSDKSettingsCustomization::FAndroidSDKSettingsCustomization()
{
TargetPlatformManagerModule = &FModuleManager::LoadModuleChecked<ITargetPlatformManagerModule>("TargetPlatform");
}
void FAndroidSDKSettingsCustomization::CustomizeDetails(IDetailLayoutBuilder& DetailLayout)
{
SavedLayoutBuilder = &DetailLayout;
BuildSDKPathSection(DetailLayout);
}
void FAndroidSDKSettingsCustomization::BuildSDKPathSection(IDetailLayoutBuilder& DetailLayout)
{
#if PLATFORM_MAC
IDetailCategoryBuilder& SDKConfigCategory = DetailLayout.EditCategory(TEXT("SDKConfig"));
// hide the property on Mac only
TSharedRef<IPropertyHandle> JavaPathProperty = DetailLayout.GetProperty(GET_MEMBER_NAME_CHECKED(UAndroidSDKSettings, JavaPath));
SDKConfigCategory.AddProperty(JavaPathProperty)
.Visibility(EVisibility::Hidden);
#endif
}
//////////////////////////////////////////////////////////////////////////
#undef LOCTEXT_NAMESPACE