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- Always pickup HTML5 sdk from third party directory. - Use the new html5 template by default. [CL 2610587 by Ankit Khare in Main branch]
49 lines
1.3 KiB
C++
49 lines
1.3 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "ITargetPlatformManagerModule.h"
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#include "EditorStyleSet.h"
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#include "IDetailCustomization.h"
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#include "IPropertyTypeCustomization.h"
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#include "IHTML5TargetPlatformModule.h"
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#include "HTML5SDKSettings.generated.h"
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class IHTML5TargetPlatformModule;
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USTRUCT()
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struct FHTML5DeviceMapping
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{
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GENERATED_USTRUCT_BODY()
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UPROPERTY(EditAnywhere, Category = HTML5_Devices, Meta = (DisplayName = "Browser name"))
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FString DeviceName;
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UPROPERTY(EditAnywhere, Category = HTML5_Devices, Meta = (DisplayName = "Browser filepath"))
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FFilePath DevicePath;
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};
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/**
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* Implements the settings for the HTML5 SDK setup.
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*/
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UCLASS(config=Engine, globaluserconfig)
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class HTML5PLATFORMEDITOR_API UHTML5SDKSettings : public UObject
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{
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public:
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GENERATED_UCLASS_BODY()
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// Available browsers that can be used when launching HTML5 builds.
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UPROPERTY(GlobalConfig, EditAnywhere, Category = HTML5_Devices, Meta = (DisplayName = "Available browsers"))
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TArray<FHTML5DeviceMapping> DeviceMap;
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#if WITH_EDITOR
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// UObject interface
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virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
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// End of UObject interface
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ITargetPlatformManagerModule * TargetManagerModule;
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#endif
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private:
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IHTML5TargetPlatformModule* TargetPlatformModule;
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};
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