You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change2889610on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change2893349on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
419 lines
18 KiB
C++
419 lines
18 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
|
|
|
|
#include "AndroidPlatformEditorPrivatePCH.h"
|
|
#include "AndroidTargetSettingsCustomization.h"
|
|
#include "DetailLayoutBuilder.h"
|
|
#include "DetailCategoryBuilder.h"
|
|
#include "PropertyEditing.h"
|
|
|
|
#include "ScopedTransaction.h"
|
|
#include "SExternalImageReference.h"
|
|
#include "SHyperlinkLaunchURL.h"
|
|
#include "SPlatformSetupMessage.h"
|
|
#include "PlatformIconInfo.h"
|
|
#include "SourceControlHelpers.h"
|
|
#include "ManifestUpdateHelper.h"
|
|
#include "SNotificationList.h"
|
|
#include "NotificationManager.h"
|
|
#include "EngineBuildSettings.h"
|
|
|
|
#define LOCTEXT_NAMESPACE "AndroidRuntimeSettings"
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// FAndroidTargetSettingsCustomization
|
|
namespace FAndroidTargetSettingsCustomizationConstants
|
|
{
|
|
const FText DisabledTip = LOCTEXT("GitHubSourceRequiredToolTip", "This requires GitHub source.");
|
|
}
|
|
|
|
TSharedRef<IDetailCustomization> FAndroidTargetSettingsCustomization::MakeInstance()
|
|
{
|
|
return MakeShareable(new FAndroidTargetSettingsCustomization);
|
|
}
|
|
|
|
FAndroidTargetSettingsCustomization::FAndroidTargetSettingsCustomization()
|
|
: AndroidRelativePath(TEXT(""))
|
|
, EngineAndroidPath(FPaths::EngineDir() + TEXT("Build/Android/Java"))
|
|
, GameAndroidPath(FPaths::GameDir() + TEXT("Build/Android"))
|
|
, EngineGooglePlayAppIDPath(EngineAndroidPath / TEXT("res") / TEXT("values") / TEXT("GooglePlayAppID.xml"))
|
|
, GameGooglePlayAppIDPath(GameAndroidPath / TEXT("res") / TEXT("values") / TEXT("GooglePlayAppID.xml"))
|
|
, EngineProguardPath(EngineAndroidPath / TEXT("proguard-project.txt"))
|
|
, GameProguardPath(GameAndroidPath / TEXT("proguard-project.txt"))
|
|
, EngineProjectPropertiesPath(EngineAndroidPath / TEXT("project.properties"))
|
|
, GameProjectPropertiesPath(GameAndroidPath / TEXT("project.properties"))
|
|
{
|
|
new (IconNames) FPlatformIconInfo(TEXT("res/drawable/icon.png"), LOCTEXT("SettingsIcon", "Icon"), FText::GetEmpty(), 48, 48, FPlatformIconInfo::Required);
|
|
new (IconNames) FPlatformIconInfo(TEXT("res/drawable-ldpi/icon.png"), LOCTEXT("SettingsIcon_LDPI", "LDPI Icon"), FText::GetEmpty(), 36, 36, FPlatformIconInfo::Required);
|
|
new (IconNames) FPlatformIconInfo(TEXT("res/drawable-mdpi/icon.png"), LOCTEXT("SettingsIcon_MDPI", "MDPI Icon"), FText::GetEmpty(), 48, 48, FPlatformIconInfo::Required);
|
|
new (IconNames) FPlatformIconInfo(TEXT("res/drawable-hdpi/icon.png"), LOCTEXT("SettingsIcon_HDPI", "HDPI Icon"), FText::GetEmpty(), 72, 72, FPlatformIconInfo::Required);
|
|
new (IconNames) FPlatformIconInfo(TEXT("res/drawable-xhdpi/icon.png"), LOCTEXT("SettingsIcon_XHDPI", "XHDPI Icon"), FText::GetEmpty(), 96, 96, FPlatformIconInfo::Required);
|
|
|
|
new (LaunchImageNames)FPlatformIconInfo(TEXT("res/drawable/downloadimagev.png"), LOCTEXT("SettingsIcon_DownloadImageV", "Download Background Vertical Image"), FText::GetEmpty(), 720, 1280, FPlatformIconInfo::Required);
|
|
new (LaunchImageNames)FPlatformIconInfo(TEXT("res/drawable/splashscreen_portrait.png"), LOCTEXT("LaunchImage_Portrait", "Launch Portrait"), FText::GetEmpty(), 360, 640, FPlatformIconInfo::Required);
|
|
new (LaunchImageNames)FPlatformIconInfo(TEXT("res/drawable/splashscreen_landscape.png"), LOCTEXT("LaunchImage_Landscape", "Launch Landscape"), FText::GetEmpty(), 640, 360, FPlatformIconInfo::Required);
|
|
}
|
|
|
|
void FAndroidTargetSettingsCustomization::CustomizeDetails(IDetailLayoutBuilder& DetailLayout)
|
|
{
|
|
SavedLayoutBuilder = &DetailLayout;
|
|
|
|
BuildAppManifestSection(DetailLayout);
|
|
BuildIconSection(DetailLayout);
|
|
BuildLaunchImageSection(DetailLayout);
|
|
}
|
|
|
|
static void OnBrowserLinkClicked(const FSlateHyperlinkRun::FMetadata& Metadata)
|
|
{
|
|
const FString* URL = Metadata.Find(TEXT("href"));
|
|
|
|
if(URL)
|
|
{
|
|
FPlatformProcess::LaunchURL(**URL, nullptr, nullptr);
|
|
}
|
|
}
|
|
|
|
|
|
void FAndroidTargetSettingsCustomization::BuildAppManifestSection(IDetailLayoutBuilder& DetailLayout)
|
|
{
|
|
// Cache some categories
|
|
IDetailCategoryBuilder& APKPackagingCategory = DetailLayout.EditCategory(TEXT("APKPackaging"));
|
|
IDetailCategoryBuilder& BuildCategory = DetailLayout.EditCategory(TEXT("Build"));
|
|
IDetailCategoryBuilder& SigningCategory = DetailLayout.EditCategory(TEXT("DistributionSigning"));
|
|
|
|
TSharedRef<SPlatformSetupMessage> PlatformSetupMessage = SNew(SPlatformSetupMessage, GameProjectPropertiesPath)
|
|
.PlatformName(LOCTEXT("AndroidPlatformName", "Android"))
|
|
.OnSetupClicked(this, &FAndroidTargetSettingsCustomization::CopySetupFilesIntoProject);
|
|
|
|
SetupForPlatformAttribute = PlatformSetupMessage->GetReadyToGoAttribute();
|
|
|
|
APKPackagingCategory.AddCustomRow(LOCTEXT("Warning", "Warning"), false)
|
|
.WholeRowWidget
|
|
[
|
|
PlatformSetupMessage
|
|
];
|
|
|
|
APKPackagingCategory.AddCustomRow(LOCTEXT("UpgradeInfo", "Upgrade Info"), false)
|
|
.WholeRowWidget
|
|
[
|
|
SNew(SBorder)
|
|
.Padding(1)
|
|
[
|
|
SNew(SHorizontalBox)
|
|
+ SHorizontalBox::Slot()
|
|
.Padding(FMargin(10, 10, 10, 10))
|
|
.FillWidth(1.0f)
|
|
[
|
|
SNew(SRichTextBlock)
|
|
.Text(LOCTEXT("UpgradeInfoMessage", "<RichTextBlock.TextHighlight>Note to users from 4.6 or earlier</>: We now <RichTextBlock.TextHighlight>GENERATE</> an AndroidManifest.xml when building, so if you have customized your .xml file, you will need to put all of your changes into the below settings. Note that we don't touch your AndroidManifest.xml that is in your project directory.\nAdditionally, we no longer use SigningConfig.xml, the settings are now set in the Distribution Signing section."))
|
|
.TextStyle(FEditorStyle::Get(), "MessageLog")
|
|
.DecoratorStyleSet(&FEditorStyle::Get())
|
|
.AutoWrapText(true)
|
|
+ SRichTextBlock::HyperlinkDecorator(TEXT("browser"), FSlateHyperlinkRun::FOnClick::CreateStatic(&OnBrowserLinkClicked))
|
|
]
|
|
]
|
|
];
|
|
|
|
APKPackagingCategory.AddCustomRow(LOCTEXT("BuildFolderLabel", "Build Folder"), false)
|
|
.IsEnabled(SetupForPlatformAttribute)
|
|
.NameContent()
|
|
[
|
|
SNew(SHorizontalBox)
|
|
+ SHorizontalBox::Slot()
|
|
.Padding(FMargin(0, 1, 0, 1))
|
|
.FillWidth(1.0f)
|
|
[
|
|
SNew(STextBlock)
|
|
.Text(LOCTEXT("BuildFolderLabel", "Build Folder"))
|
|
.Font(DetailLayout.GetDetailFont())
|
|
]
|
|
]
|
|
.ValueContent()
|
|
[
|
|
SNew(SHorizontalBox)
|
|
+SHorizontalBox::Slot()
|
|
.AutoWidth()
|
|
[
|
|
SNew(SButton)
|
|
.Text(LOCTEXT("OpenBuildFolderButton", "Open Build Folder"))
|
|
.ToolTipText(LOCTEXT("OpenManifestFolderButton_Tooltip", "Opens the folder containing the build files in Explorer or Finder (it's recommended you check these in to source control to share with your team)"))
|
|
.OnClicked(this, &FAndroidTargetSettingsCustomization::OpenBuildFolder)
|
|
]
|
|
];
|
|
|
|
// Signing category
|
|
SigningCategory.AddCustomRow(LOCTEXT("SigningHyperlink", "Signing Hyperlink"), false)
|
|
.WholeRowWidget
|
|
[
|
|
SNew(SBox)
|
|
.HAlign(HAlign_Center)
|
|
[
|
|
SNew(SHyperlinkLaunchURL, TEXT("http://developer.android.com/tools/publishing/app-signing.html#releasemode"))
|
|
.Text(LOCTEXT("AndroidDeveloperSigningPage", "Android Developer page on Signing for Distribution"))
|
|
.ToolTipText(LOCTEXT("AndroidDeveloperSigningPageTooltip", "Opens a page that discusses the signing using keytool"))
|
|
]
|
|
];
|
|
|
|
// Google Play category
|
|
IDetailCategoryBuilder& GooglePlayCategory = DetailLayout.EditCategory(TEXT("GooglePlayServices"));
|
|
|
|
TSharedRef<SPlatformSetupMessage> GooglePlaySetupMessage = SNew(SPlatformSetupMessage, GameGooglePlayAppIDPath)
|
|
.PlatformName(LOCTEXT("GooglePlayPlatformName", "Google Play services"))
|
|
.OnSetupClicked(this, &FAndroidTargetSettingsCustomization::CopyGooglePlayAppIDFileIntoProject);
|
|
|
|
SetupForGooglePlayAttribute = GooglePlaySetupMessage->GetReadyToGoAttribute();
|
|
|
|
GooglePlayCategory.AddCustomRow(LOCTEXT("Warning", "Warning"), false)
|
|
.WholeRowWidget
|
|
[
|
|
GooglePlaySetupMessage
|
|
];
|
|
|
|
GooglePlayCategory.AddCustomRow(LOCTEXT("AppIDHyperlink", "App ID Hyperlink"), false)
|
|
.WholeRowWidget
|
|
[
|
|
SNew(SBox)
|
|
.HAlign(HAlign_Center)
|
|
[
|
|
SNew(SHyperlinkLaunchURL, TEXT("http://developer.android.com/google/index.html"))
|
|
.Text(LOCTEXT("GooglePlayDeveloperPage", "Android Developer Page on Google Play services"))
|
|
.ToolTipText(LOCTEXT("GooglePlayDeveloperPageTooltip", "Opens a page that discusses Google Play services"))
|
|
]
|
|
];
|
|
|
|
TSharedRef<IPropertyHandle> EnabledProperty = DetailLayout.GetProperty(GET_MEMBER_NAME_CHECKED(UAndroidRuntimeSettings, bEnableGooglePlaySupport));
|
|
GooglePlayCategory.AddProperty(EnabledProperty)
|
|
.EditCondition(SetupForGooglePlayAttribute, NULL);
|
|
|
|
TSharedRef<IPropertyHandle> AppIDProperty = DetailLayout.GetProperty(GET_MEMBER_NAME_CHECKED(UAndroidRuntimeSettings, GamesAppID));
|
|
AppIDProperty->SetOnPropertyValueChanged(FSimpleDelegate::CreateRaw(this, &FAndroidTargetSettingsCustomization::OnAppIDModified));
|
|
GooglePlayCategory.AddProperty(AppIDProperty)
|
|
.EditCondition(SetupForGooglePlayAttribute, NULL);
|
|
|
|
TSharedRef<IPropertyHandle> AdMobAdUnitIDProperty = DetailLayout.GetProperty(GET_MEMBER_NAME_CHECKED(UAndroidRuntimeSettings, AdMobAdUnitID));
|
|
AdMobAdUnitIDProperty->MarkHiddenByCustomization();
|
|
|
|
TSharedRef<IPropertyHandle> AdMobAdUnitIDsProperty = DetailLayout.GetProperty(GET_MEMBER_NAME_CHECKED(UAndroidRuntimeSettings, AdMobAdUnitIDs));
|
|
GooglePlayCategory.AddProperty(AdMobAdUnitIDsProperty)
|
|
.EditCondition(SetupForGooglePlayAttribute, NULL);
|
|
|
|
TSharedRef<IPropertyHandle> GooglePlayLicenseKeyProperty = DetailLayout.GetProperty(GET_MEMBER_NAME_CHECKED(UAndroidRuntimeSettings, GooglePlayLicenseKey));
|
|
GooglePlayCategory.AddProperty(GooglePlayLicenseKeyProperty)
|
|
.EditCondition(SetupForGooglePlayAttribute, NULL);
|
|
|
|
|
|
#define SETUP_SOURCEONLY_PROP(PropName, Category, Tip) \
|
|
{ \
|
|
TSharedRef<IPropertyHandle> PropertyHandle = DetailLayout.GetProperty(GET_MEMBER_NAME_CHECKED(UAndroidRuntimeSettings, PropName)); \
|
|
Category.AddProperty(PropertyHandle) \
|
|
.IsEnabled(FEngineBuildSettings::IsSourceDistribution()) \
|
|
.ToolTip(FEngineBuildSettings::IsSourceDistribution() ? Tip : FAndroidTargetSettingsCustomizationConstants::DisabledTip); \
|
|
}
|
|
SETUP_SOURCEONLY_PROP(bBuildForArmV7, BuildCategory, LOCTEXT("BuildForArmV7ToolTip", "Enable ArmV7 CPU architecture support? (this will be used if all CPU architecture types are unchecked)"));
|
|
SETUP_SOURCEONLY_PROP(bBuildForX86, BuildCategory, LOCTEXT("BuildForX86ToolTip", "Enable X86 CPU architecture support?"));
|
|
SETUP_SOURCEONLY_PROP(bBuildForX8664, BuildCategory, LOCTEXT("BuildForX8664ToolTip", "Enable X86-64 CPU architecture support?"));
|
|
SETUP_SOURCEONLY_PROP(bBuildForES2, BuildCategory, LOCTEXT("BuildForES2ToolTip", "Enable OpenGL ES2 rendering support? (this will be used if rendering types are unchecked)"));
|
|
SETUP_SOURCEONLY_PROP(bBuildForES31, BuildCategory, LOCTEXT("BuildForES31ToolTip", "Enable OpenGL ES31 + AEP (Android Extension Pack) rendering support?"));
|
|
|
|
// @todo android fat binary: Put back in when we expose those
|
|
// SETUP_SOURCEONLY_PROP(bSplitIntoSeparateApks, BuildCategory, LOCTEXT("SplitIntoSeparateAPKsToolTip", "If checked, CPU architectures and rendering types will be split into separate .apk files"));
|
|
}
|
|
|
|
void FAndroidTargetSettingsCustomization::BuildIconSection(IDetailLayoutBuilder& DetailLayout)
|
|
{
|
|
// Icon category
|
|
IDetailCategoryBuilder& IconCategory = DetailLayout.EditCategory(TEXT("Icons"));
|
|
|
|
IconCategory.AddCustomRow(LOCTEXT("IconsHyperlink", "Icons Hyperlink"), false)
|
|
.WholeRowWidget
|
|
[
|
|
SNew(SBox)
|
|
.HAlign(HAlign_Center)
|
|
[
|
|
SNew(SHyperlinkLaunchURL, TEXT("http://developer.android.com/design/style/iconography.html"))
|
|
.Text(LOCTEXT("AndroidDeveloperIconographyPage", "Android Developer Page on Iconography"))
|
|
.ToolTipText(LOCTEXT("AndroidDeveloperIconographyPageTooltip", "Opens a page on Android Iconography"))
|
|
]
|
|
];
|
|
|
|
for (const FPlatformIconInfo& Info : IconNames)
|
|
{
|
|
const FString AutomaticImagePath = EngineAndroidPath / Info.IconPath;
|
|
const FString TargetImagePath = GameAndroidPath / Info.IconPath;
|
|
|
|
IconCategory.AddCustomRow(Info.IconName)
|
|
.NameContent()
|
|
[
|
|
SNew(SHorizontalBox)
|
|
+SHorizontalBox::Slot()
|
|
.Padding( FMargin( 0, 1, 0, 1 ) )
|
|
.FillWidth(1.0f)
|
|
[
|
|
SNew(STextBlock)
|
|
.Text(Info.IconName)
|
|
.Font(DetailLayout.GetDetailFont())
|
|
]
|
|
]
|
|
.ValueContent()
|
|
.MaxDesiredWidth(400.0f)
|
|
.MinDesiredWidth(100.0f)
|
|
[
|
|
SNew(SHorizontalBox)
|
|
+SHorizontalBox::Slot()
|
|
.FillWidth(1.0f)
|
|
.VAlign(VAlign_Center)
|
|
[
|
|
SNew(SExternalImageReference, AutomaticImagePath, TargetImagePath)
|
|
.FileDescription(Info.IconDescription)
|
|
.RequiredSize(Info.IconRequiredSize)
|
|
.MaxDisplaySize(FVector2D(FMath::Min(96, Info.IconRequiredSize.X), FMath::Min(96, Info.IconRequiredSize.Y)))
|
|
]
|
|
];
|
|
}
|
|
}
|
|
|
|
void FAndroidTargetSettingsCustomization::BuildLaunchImageSection(IDetailLayoutBuilder& DetailLayout)
|
|
{
|
|
// Add the launch images
|
|
IDetailCategoryBuilder& LaunchImageCategory = DetailLayout.EditCategory(TEXT("LaunchImages"));
|
|
LaunchImageCategory.AddCustomRow(LOCTEXT("LaunchImageInfo", "Launch Image Info"), false)
|
|
.WholeRowWidget
|
|
[
|
|
SNew(SBorder)
|
|
.Padding(1)
|
|
[
|
|
SNew(SHorizontalBox)
|
|
+ SHorizontalBox::Slot()
|
|
.Padding(FMargin(10, 10, 10, 10))
|
|
.FillWidth(1.0f)
|
|
[
|
|
SNew(SRichTextBlock)
|
|
.Text(LOCTEXT("LaunchImageInfoMessage", "The <RichTextBlock.TextHighlight>Download Background</> image is used as the background for OBB downloading. The <RichTextBlock.TextHighlight>Launch Portrait</> image is used as a splash screen for applications with Portrait, Reverse Portrait, Sensor Portrait, Sensor, or Full Sensor orientation. The <RichTextBlock.TextHighlight>Launch Landscape</> image is used as a splash screen for applications with Landscape, Sensor Landscape, Reverse Landscape, Sensor, or Full Sensor orientation.\n\nThe launch images will be scaled to fit the device in the active orientation. Additional optional launch images may be provided as overrides for LDPI, MDPI, HDPI, and XHDPI by placing them in the project's corresponding Build/Android/res/drawable-* directory."))
|
|
.TextStyle(FEditorStyle::Get(), "MessageLog")
|
|
.DecoratorStyleSet(&FEditorStyle::Get())
|
|
.AutoWrapText(true)
|
|
+ SRichTextBlock::HyperlinkDecorator(TEXT("browser"), FSlateHyperlinkRun::FOnClick::CreateStatic(&OnBrowserLinkClicked))
|
|
]
|
|
]
|
|
];
|
|
|
|
const FVector2D LaunchImageMaxSize(150.0f, 150.0f);
|
|
|
|
for (const FPlatformIconInfo& Info : LaunchImageNames)
|
|
{
|
|
const FString AutomaticImagePath = EngineAndroidPath / Info.IconPath;
|
|
const FString TargetImagePath = GameAndroidPath / Info.IconPath;
|
|
|
|
LaunchImageCategory.AddCustomRow(Info.IconName)
|
|
.NameContent()
|
|
[
|
|
SNew(SHorizontalBox)
|
|
+ SHorizontalBox::Slot()
|
|
.Padding(FMargin(0, 1, 0, 1))
|
|
.FillWidth(1.0f)
|
|
[
|
|
SNew(STextBlock)
|
|
.Text(Info.IconName)
|
|
.Font(DetailLayout.GetDetailFont())
|
|
]
|
|
]
|
|
.ValueContent()
|
|
.MaxDesiredWidth(400.0f)
|
|
.MinDesiredWidth(100.0f)
|
|
[
|
|
SNew(SHorizontalBox)
|
|
+ SHorizontalBox::Slot()
|
|
.FillWidth(1.0f)
|
|
.VAlign(VAlign_Center)
|
|
[
|
|
SNew(SExternalImageReference, AutomaticImagePath, TargetImagePath)
|
|
.FileDescription(Info.IconDescription)
|
|
// .RequiredSize(Info.IconRequiredSize)
|
|
.MaxDisplaySize(LaunchImageMaxSize)
|
|
]
|
|
];
|
|
}
|
|
}
|
|
|
|
FReply FAndroidTargetSettingsCustomization::OpenBuildFolder()
|
|
{
|
|
const FString BuildFolder = FPaths::ConvertRelativePathToFull(FPaths::GetPath(GameProjectPropertiesPath));
|
|
FPlatformProcess::ExploreFolder(*BuildFolder);
|
|
|
|
return FReply::Handled();
|
|
}
|
|
|
|
void FAndroidTargetSettingsCustomization::CopySetupFilesIntoProject()
|
|
{
|
|
// First copy the manifest, it must get copied
|
|
FText ErrorMessage;
|
|
if (!SourceControlHelpers::CopyFileUnderSourceControl(GameProjectPropertiesPath, EngineProjectPropertiesPath, LOCTEXT("ProjectProperties", "Project Properties"), /*out*/ ErrorMessage))
|
|
{
|
|
FNotificationInfo Info(ErrorMessage);
|
|
Info.ExpireDuration = 3.0f;
|
|
FSlateNotificationManager::Get().AddNotification(Info);
|
|
}
|
|
else
|
|
{
|
|
// Now try to copy all of the icons, etc... (these can be ignored if the file already exists)
|
|
for (const FPlatformIconInfo& Info : IconNames)
|
|
{
|
|
const FString EngineImagePath = EngineAndroidPath / Info.IconPath;
|
|
const FString ProjectImagePath = GameAndroidPath / Info.IconPath;
|
|
|
|
if (!FPaths::FileExists(ProjectImagePath))
|
|
{
|
|
SourceControlHelpers::CopyFileUnderSourceControl(ProjectImagePath, EngineImagePath, Info.IconName, /*out*/ ErrorMessage);
|
|
}
|
|
}
|
|
|
|
// Now try to copy all of the launch images... (these can be ignored if the file already exists)
|
|
for (const FPlatformIconInfo& Info : LaunchImageNames)
|
|
{
|
|
const FString EngineImagePath = EngineAndroidPath / Info.IconPath;
|
|
const FString ProjectImagePath = GameAndroidPath / Info.IconPath;
|
|
|
|
if (!FPaths::FileExists(ProjectImagePath))
|
|
{
|
|
SourceControlHelpers::CopyFileUnderSourceControl(ProjectImagePath, EngineImagePath, Info.IconName, /*out*/ ErrorMessage);
|
|
}
|
|
}
|
|
|
|
// and copy the other files (aren't required)
|
|
//SourceControlHelpers::CopyFileUnderSourceControl(GameProguardPath, EngineProguardPath, LOCTEXT("Proguard", "Proguard Settings"), /*out*/ ErrorMessage);
|
|
}
|
|
|
|
SavedLayoutBuilder->ForceRefreshDetails();
|
|
}
|
|
|
|
void FAndroidTargetSettingsCustomization::CopyGooglePlayAppIDFileIntoProject()
|
|
{
|
|
FText ErrorMessage;
|
|
if (!SourceControlHelpers::CopyFileUnderSourceControl(GameGooglePlayAppIDPath, EngineGooglePlayAppIDPath, LOCTEXT("GooglePlayAppID", "GooglePlayAppID.xml"), /*out*/ ErrorMessage))
|
|
{
|
|
FNotificationInfo Info(ErrorMessage);
|
|
Info.ExpireDuration = 3.0f;
|
|
FSlateNotificationManager::Get().AddNotification(Info);
|
|
}
|
|
|
|
SavedLayoutBuilder->ForceRefreshDetails();
|
|
}
|
|
|
|
void FAndroidTargetSettingsCustomization::OnAppIDModified()
|
|
{
|
|
check(SetupForPlatformAttribute.Get() == true);
|
|
|
|
|
|
FManifestUpdateHelper Updater(GameGooglePlayAppIDPath);
|
|
|
|
const FString AppIDTag(TEXT("name=\"app_id\">"));
|
|
const FString ClosingTag(TEXT("</string>"));
|
|
const FString NewIDString = GetDefault<UAndroidRuntimeSettings>()->GamesAppID;
|
|
Updater.ReplaceKey(AppIDTag, ClosingTag, NewIDString);
|
|
|
|
Updater.Finalize(GameGooglePlayAppIDPath);
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
|
|
#undef LOCTEXT_NAMESPACE
|