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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]
103 lines
2.7 KiB
C++
103 lines
2.7 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#include "ProjectLauncherPrivatePCH.h"
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#define LOCTEXT_NAMESPACE "SProjectLauncherDeployToDeviceSettings"
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/* SProjectLauncherDeployToDeviceSettings interface
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*****************************************************************************/
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void SProjectLauncherDeployToDeviceSettings::Construct( const FArguments& InArgs, const FProjectLauncherModelRef& InModel, EVisibility InShowAdvanced )
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{
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Model = InModel;
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ChildSlot
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[
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SNew(SVerticalBox)
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+ SVerticalBox::Slot()
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.AutoHeight()
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[
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SNew(SBorder)
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.Padding(8.0f)
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.BorderImage(FEditorStyle::GetBrush("ToolPanel.GroupBorder"))
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[
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// deploy targets area
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SNew(SProjectLauncherDeployTargets, InModel)
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]
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]
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+ SVerticalBox::Slot()
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.AutoHeight()
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.Padding(0.0f, 8.0f, 0.0f, 0.0f)
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[
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SNew(SVerticalBox)
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.Visibility(InShowAdvanced)
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+ SVerticalBox::Slot()
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.AutoHeight()
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[
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SNew(SExpandableArea)
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.AreaTitle(LOCTEXT("AdvancedAreaTitle", "Advanced Settings"))
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.InitiallyCollapsed(true)
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.Padding(8.0f)
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.BodyContent()
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[
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SNew(SVerticalBox)
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+ SVerticalBox::Slot()
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.AutoHeight()
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[
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// unreal pak check box
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SNew(SCheckBox)
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.IsChecked(this, &SProjectLauncherDeployToDeviceSettings::HandleUnrealPakCheckBoxIsChecked)
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.OnCheckStateChanged(this, &SProjectLauncherDeployToDeviceSettings::HandleUnrealPakCheckBoxCheckStateChanged)
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.Padding(FMargin(4.0f, 0.0f))
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.ToolTipText(LOCTEXT("UnrealPakCheckBoxTooltip", "If checked, the content will be deployed as a single UnrealPak file instead of many separate files."))
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.Content()
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[
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SNew(STextBlock)
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.Text(LOCTEXT("UnrealPakCheckBoxText", "Store all content in a single file (UnrealPak)"))
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]
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]
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]
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]
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]
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];
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}
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/* SProjectLauncherDeployToDeviceSettings callbacks
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*****************************************************************************/
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void SProjectLauncherDeployToDeviceSettings::HandleUnrealPakCheckBoxCheckStateChanged( ESlateCheckBoxState::Type NewState )
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{
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ILauncherProfilePtr SelectedProfile = Model->GetSelectedProfile();
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if (SelectedProfile.IsValid())
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{
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SelectedProfile->SetDeployWithUnrealPak(NewState == ESlateCheckBoxState::Checked);
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}
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}
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ESlateCheckBoxState::Type SProjectLauncherDeployToDeviceSettings::HandleUnrealPakCheckBoxIsChecked( ) const
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{
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ILauncherProfilePtr SelectedProfile = Model->GetSelectedProfile();
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if (SelectedProfile.IsValid())
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{
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if (SelectedProfile->IsPackingWithUnrealPak())
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{
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return ESlateCheckBoxState::Checked;
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}
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}
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return ESlateCheckBoxState::Unchecked;
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}
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#undef LOCTEXT_NAMESPACE
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