Files
UnrealEngineUWP/Engine/Source/Developer/Android/AndroidPlatformEditor/Private/AndroidSDKSettingsCustomization.cpp
Matthew Griffin bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00

58 lines
1.8 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#include "AndroidPlatformEditorPrivatePCH.h"
#include "AndroidSDKSettingsCustomization.h"
#include "DetailLayoutBuilder.h"
#include "DetailCategoryBuilder.h"
#include "PropertyEditing.h"
#include "ScopedTransaction.h"
#include "SExternalImageReference.h"
#include "SHyperlinkLaunchURL.h"
#include "SPlatformSetupMessage.h"
#include "SFilePathPicker.h"
#include "PlatformIconInfo.h"
#include "SourceControlHelpers.h"
#include "ManifestUpdateHelper.h"
#include "SNotificationList.h"
#include "NotificationManager.h"
#include "ITargetPlatformManagerModule.h"
#define LOCTEXT_NAMESPACE "AndroidSDKSettings"
//////////////////////////////////////////////////////////////////////////
// FAndroidSDKSettingsCustomization
TSharedRef<IDetailCustomization> FAndroidSDKSettingsCustomization::MakeInstance()
{
return MakeShareable(new FAndroidSDKSettingsCustomization);
}
FAndroidSDKSettingsCustomization::FAndroidSDKSettingsCustomization()
{
TargetPlatformManagerModule = &FModuleManager::LoadModuleChecked<ITargetPlatformManagerModule>("TargetPlatform");
}
void FAndroidSDKSettingsCustomization::CustomizeDetails(IDetailLayoutBuilder& DetailLayout)
{
SavedLayoutBuilder = &DetailLayout;
BuildSDKPathSection(DetailLayout);
}
void FAndroidSDKSettingsCustomization::BuildSDKPathSection(IDetailLayoutBuilder& DetailLayout)
{
#if PLATFORM_MAC
IDetailCategoryBuilder& SDKConfigCategory = DetailLayout.EditCategory(TEXT("SDKConfig"));
// hide the property on Mac only
TSharedRef<IPropertyHandle> JavaPathProperty = DetailLayout.GetProperty(GET_MEMBER_NAME_CHECKED(UAndroidSDKSettings, JavaPath));
SDKConfigCategory.AddProperty(JavaPathProperty)
.Visibility(EVisibility::Hidden);
#endif
}
//////////////////////////////////////////////////////////////////////////
#undef LOCTEXT_NAMESPACE