Files
UnrealEngineUWP/Engine/Source/Developer/ProjectLauncher/Private/Widgets/Deploy/SProjectLauncherDeployFileServerSettings.h
Chris Gagnon 9ccd8c9ec4 Target Platform API added to provide more information about variants and variant support.
Device Services Refactoring to create the concept of a physical device.
Game launcher and device viewer UI changes to show these new concepts.
#codereview Max.Preussner, Matt.Kuhlenschmidt

[CL 2290918 by Chris Gagnon in Main branch]
2014-09-09 12:20:43 -04:00

47 lines
1.2 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
/**
* Implements the deploy-to-device settings panel.
*/
class SProjectLauncherDeployFileServerSettings
: public SCompoundWidget
{
public:
SLATE_BEGIN_ARGS(SProjectLauncherDeployFileServerSettings) { }
SLATE_END_ARGS()
public:
/**
* Constructs the widget.
*
* @param InArgs The Slate argument list.
* @param InModel The data model.
*/
void Construct( const FArguments& InArgs, const FProjectLauncherModelRef& InModel );
private:
// Callback for check state changes of the 'Hide Window' check box.
void HandleHideWindowCheckBoxCheckStateChanged( ESlateCheckBoxState::Type NewState );
// Callback for determining the checked state of the 'Hide Window' check box.
ESlateCheckBoxState::Type HandleHideWindowCheckBoxIsChecked( ) const;
// Callback for check state changes of the 'Streaming Server' check box.
void HandleStreamingServerCheckBoxCheckStateChanged( ESlateCheckBoxState::Type NewState );
// Callback for determining the checked state of the 'Streaming Server' check box.
ESlateCheckBoxState::Type HandleStreamingServerCheckBoxIsChecked( ) const;
private:
// Holds a pointer to the data model.
FProjectLauncherModelPtr Model;
};