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We now have the capacity to set a uproperty value anywhere in the config file hierarchy Satisfies UEPLAT-429 The user can now use the 'ConfigHierarchyEditable' meta flag in their uproperties to present a butoon that allows the property to be edited in the config hierarchy, where applicable. Target platform is configurable. [CL 2521330 by Terence Burns in Main branch]
54 lines
1.6 KiB
C++
54 lines
1.6 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "ConfigPropertyHelper.h"
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#include "IDetailsView.h"
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#define LOCTEXT_NAMESPACE "ConfigEditor"
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/*-----------------------------------------------------------------------------
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SConfigEditor
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-----------------------------------------------------------------------------*/
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class SConfigEditor : public SCompoundWidget
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{
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public:
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SLATE_USER_ARGS(SConfigEditor) {}
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SLATE_END_ARGS()
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// Begin SCompoundWidget|SWidget interface
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virtual void Construct(const FArguments& InArgs, TWeakObjectPtr<UProperty> InEditProperty);
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// End SCompoundWidget|SWidget interface
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private:
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/**
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* Handle a change of target platform in the Config Editor UI
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*/
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void HandleTargetPlatformChanged();
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// Panel used to select an available target platform.
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TSharedPtr<class STargetPlatformSelector> TargetPlatformSelection;
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/**
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* Create the displayable area object for the selected platform
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*/
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void CreateDisplayObjectForSelectedTargetPlatform();
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private:
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// This is an object we use to create a config hierarchy display for a property
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TWeakObjectPtr<UConfigHierarchyPropertyView> PropHelper;
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// The display area for the config hierarchy editor.
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TSharedPtr<SWidget> PropertyValueEditor;
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// We keep a cache of config files for the provided platforms.
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TSharedPtr<FConfigCacheIni> LocalConfigCache;
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// The bulk of the display of this hierarchy.
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TSharedPtr<IDetailsView> DetailsView;
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// Keep track of the property we are viewing.
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TWeakObjectPtr<UProperty> EditProperty;
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};
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#undef LOCTEXT_NAMESPACE // "ConfigEditor"
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