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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]
42 lines
1001 B
C#
42 lines
1001 B
C#
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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public class DeviceManager : ModuleRules
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{
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public DeviceManager(TargetInfo Target)
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{
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PublicIncludePathModuleNames.AddRange(
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new string[] {
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"TargetDeviceServices",
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}
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);
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PrivateDependencyModuleNames.AddRange(
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new string[] {
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"Core",
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"EditorStyle",
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"InputCore",
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"Slate",
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"SlateCore",
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"TargetPlatform",
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"DesktopPlatform",
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}
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);
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PrivateIncludePaths.AddRange(
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new string[] {
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"Developer/DeviceManager/Private",
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"Developer/DeviceManager/Private/Models",
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"Developer/DeviceManager/Private/Widgets",
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"Developer/DeviceManager/Private/Widgets/Apps",
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"Developer/DeviceManager/Private/Widgets/Browser",
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"Developer/DeviceManager/Private/Widgets/Details",
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"Developer/DeviceManager/Private/Widgets/Processes",
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"Developer/DeviceManager/Private/Widgets/Shared",
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"Developer/DeviceManager/Private/Widgets/Toolbar",
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}
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);
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}
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}
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