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- Add Google Play support on Android - Add editor settings for Google Play - enabled/disabled, and the app id for the games service - Hack in Google Play leaderboards, including blueprint support, proper online subsystem implementation will come in the future - These leaderboards work in TappyChicken #codereview josh.adams, jj.hoesing, michael.noland [CL 2050175 by Ryan Gerleve in Main branch]
77 lines
2.1 KiB
C++
77 lines
2.1 KiB
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 "AndroidRuntimeSettings.h"
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//////////////////////////////////////////////////////////////////////////
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// FAndroidTargetSettingsCustomization
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class FAndroidTargetSettingsCustomization : 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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FAndroidTargetSettingsCustomization();
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void BuildAppManifestSection(IDetailLayoutBuilder& DetailLayout);
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void BuildIconSection(IDetailLayoutBuilder& DetailLayout);
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// Navigates to the manifest in the explorer or finder
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FReply OpenManifestFolder();
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// Copies the setup files for the platform into the project
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void CopySetupFilesIntoProject();
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// Copies the strings.xml file for the platform into the project
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void CopyGooglePlayAppIDFileIntoProject();
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// Called when the orientation is modified
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void OnOrientationModified();
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// Called when the app id is modified
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void OnAppIDModified();
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private:
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const FString AndroidRelativePath;
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const FString EngineAndroidPath;
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const FString GameAndroidPath;
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const FString EngineManifestPath;
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const FString GameManifestPath;
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const FString EngineGooglePlayAppIDPath;
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const FString GameGooglePlayAppIDPath;
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const FString EngineSigningConfigPath;
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const FString GameSigningConfigPath;
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const FString EngineProguardPath;
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const FString GameProguardPath;
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const FString EngineProjectPropertiesPath;
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const FString GameProjectPropertiesPath;
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TArray<struct FPlatformIconInfo> IconNames;
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// Is the manifest writable?
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TAttribute<bool> SetupForPlatformAttribute;
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// Is the App ID string writable?
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TAttribute<bool> SetupForGooglePlayAttribute;
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// Converts an orientation enum to the associated string value
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static FString OrientationToString(const EAndroidScreenOrientation::Type Orientation);
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IDetailLayoutBuilder* SavedLayoutBuilder;
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};
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