Files
UnrealEngineUWP/Engine/Source/Developer/DesktopPlatform/Private/Windows/WindowsRegistry.h
Ben Marsh ec684822c3 Updates to version selector.
* Lots of code moved into IDesktopPlatform for sharing with Launcher and Mac (including setting up file associations, querying project versions, etc...)
* Hack to enumerate all the known launcher engine installations. Does not use registry keys any more. Will probably change to use a list of installations generated by the launcher at some point soon.
* List of registered GitHub builds is stored in HKEY_CURRENT_USER
* Switching engine versions is now done through a dialog rather than through the context menu.
* VersionSelector includes a version number for shell integration, allowing it to defer to an existing installation of the same version if necessary.

#codereview Michael.Trepka

[CL 2045845 by Ben Marsh in Main branch]
2014-04-23 18:46:48 -04:00

62 lines
1.5 KiB
C

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
struct FRegistryValue
{
uint32 Type;
TArray<uint8> Data;
FRegistryValue();
void Set(const FString &NewValue);
void Set(uint32 NewValue);
bool Read(HKEY hKey, const FString &Name);
bool Write(HKEY hKey, const FString &Name) const;
bool IsUpToDate(HKEY hKey, const FString &Name) const;
};
struct FRegistryKey : FNoncopyable
{
TMap<FString, FRegistryKey*> Keys;
TMap<FString, FRegistryValue*> Values;
FRegistryKey();
~FRegistryKey();
FRegistryKey *FindOrAddKey(const FString &Name);
FRegistryValue *FindOrAddValue(const FString &Name);
void SetValue(const FString &Name, const FString &Value);
void SetValue(const FString &Name, uint32 Value);
bool Read(HKEY hKey);
bool Read(HKEY hKey, const FString &Path);
bool Write(HKEY hKey, bool bRemoveDifferences) const;
bool Write(HKEY hKey, const FString &Path, bool bRemoveDifferences) const;
bool IsUpToDate(HKEY hKey, bool bRemoveDifferences) const;
bool IsUpToDate(HKEY hKey, const FString &Path, bool bRemoveDifferences) const;
};
struct FRegistryRootedKey
{
HKEY hRootKey;
FString Path;
TScopedPointer<FRegistryKey> Key;
FRegistryRootedKey(HKEY hInKeyRoot, const FString &InPath);
bool Exists() const;
bool Read();
bool Write(bool bRemoveDifferences) const;
bool IsUpToDate(bool bRemoveDifferences) const;
};
bool EnumerateRegistryKeys(HKEY hKey, TArray<FString> &OutNames);
bool EnumerateRegistryValues(HKEY hKey, TArray<FString> &OutNames);