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- Added class to hold values (AndroidSDKSettings) - Added code to Android editor module to setup the values on load - Changed device detection so that the thread is always started and the SDK path can be changed on the fly - Changed Platform Target Management Module so that a single platform can be checked via UBT - Settings can now be sourced from an ini file via temp direct reading code (auto seralisation is disabled until later changes are made) -- Settings currently not exposed in editor - Added Mac Environment var setting support Unreleated - Envars can now be passed down to process start points in tools #codereview michael.trepka [CL 2412194 by Robert Jones in Main branch]
33 lines
917 B
C++
33 lines
917 B
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "EditorStyle.h"
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#include "PropertyEditorModule.h"
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#include "AndroidSDKSettings.h"
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//////////////////////////////////////////////////////////////////////////
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// FAndroidSDKSettingsCustomization
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class FAndroidSDKSettingsCustomization : public IDetailCustomization
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{
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public:
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// Makes a new instance of this detail layout class for a specific detail view requesting it
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static TSharedRef<IDetailCustomization> MakeInstance();
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// IDetailCustomization interface
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virtual void CustomizeDetails(IDetailLayoutBuilder& DetailLayout) override;
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// End of IDetailCustomization interface
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private:
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FAndroidSDKSettingsCustomization();
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void BuildSDKPathSection(IDetailLayoutBuilder& DetailLayout);
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void SetupSDKPaths();
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private:
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IDetailLayoutBuilder* SavedLayoutBuilder;
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ITargetPlatformManagerModule * TargetPlatformManagerModule;
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};
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