Files
UnrealEngineUWP/Engine/Source/Developer/Android/AndroidPlatformEditor/Private/AndroidSDKSettingsCustomization.h
Robert Jones b5a273a278 SDK path editing in editor.
- 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]
2015-01-20 10:05:42 -05:00

33 lines
917 B
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "EditorStyle.h"
#include "PropertyEditorModule.h"
#include "AndroidSDKSettings.h"
//////////////////////////////////////////////////////////////////////////
// FAndroidSDKSettingsCustomization
class FAndroidSDKSettingsCustomization : public IDetailCustomization
{
public:
// Makes a new instance of this detail layout class for a specific detail view requesting it
static TSharedRef<IDetailCustomization> MakeInstance();
// IDetailCustomization interface
virtual void CustomizeDetails(IDetailLayoutBuilder& DetailLayout) override;
// End of IDetailCustomization interface
private:
FAndroidSDKSettingsCustomization();
void BuildSDKPathSection(IDetailLayoutBuilder& DetailLayout);
void SetupSDKPaths();
private:
IDetailLayoutBuilder* SavedLayoutBuilder;
ITargetPlatformManagerModule * TargetPlatformManagerModule;
};