Files
UnrealEngineUWP/Engine/Source/Developer/HTML5/HTML5PlatformEditor/Private/HTML5SDKSettings.h
James Moran c5b4ca076e HTML5 SDK settings are now set via the Editor.
Android SDK path backslash duplication fix.
Fix for User inis not saving array properties correctly.

#codereview Ankit.Khare, Josh.Adams

[CL 2418611 by James Moran in Main branch]
2015-01-26 10:22:57 -05:00

50 lines
1.5 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "ITargetPlatformManagerModule.h"
#include "HTML5SDKSettings.generated.h"
class IHTML5TargetPlatformModule;
USTRUCT()
struct FHTML5DeviceMapping
{
GENERATED_USTRUCT_BODY()
UPROPERTY(EditAnywhere, Category = HTML5_Devices, Meta = (DisplayName = "Browser name"))
FString DeviceName;
UPROPERTY(EditAnywhere, Category = HTML5_Devices, Meta = (DisplayName = "Browser filepath"))
FFilePath DevicePath;
};
/**
* Implements the settings for the HTML5 SDK setup.
*/
UCLASS(config=Engine, globaluserconfig)
class HTML5PLATFORMEDITOR_API UHTML5SDKSettings : public UObject
{
public:
GENERATED_UCLASS_BODY()
UPROPERTY(GlobalConfig, EditAnywhere, Category = HTML5_SDK_Paths, Meta = (DisplayName = "Location of Emscripten SDK (This directory contains 'emcc')"))
FDirectoryPath Emscripten;
UPROPERTY(GlobalConfig, EditAnywhere, Category = HTML5_SDK_Paths, Meta = (DisplayName = "Location of Python exe (This can be blank if python is on the PATH)"))
FFilePath Python;
// Available browsers that can be used when launching HTML5 builds.
UPROPERTY(GlobalConfig, EditAnywhere, Category = HTML5_Devices, Meta = (DisplayName = "Available browsers"))
TArray<FHTML5DeviceMapping> DeviceMap;
#if WITH_EDITOR
// UObject interface
virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
// End of UObject interface
void QueryKnownBrowserLocations();
#endif
private:
IHTML5TargetPlatformModule* TargetPlatformModule;
};