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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]
40 lines
966 B
C++
40 lines
966 B
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#pragma once
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/**
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* Implements the deploy-to-device settings panel.
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*/
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class SProjectLauncherDeployToDeviceSettings
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: public SCompoundWidget
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{
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public:
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SLATE_BEGIN_ARGS(SProjectLauncherDeployToDeviceSettings) { }
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SLATE_END_ARGS()
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public:
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/**
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* Constructs the widget.
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*
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* @param InArgs - The Slate argument list.
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* @param InModel - The data model.
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*/
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void Construct( const FArguments& InArgs, const FProjectLauncherModelRef& InModel, EVisibility InShowAdvanced = EVisibility::Visible );
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private:
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// Callback for check state changes of the 'UnrealPak' check box.
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void HandleUnrealPakCheckBoxCheckStateChanged( ESlateCheckBoxState::Type NewState );
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// Callback for determining the checked state of the 'UnrealPak' check box.
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ESlateCheckBoxState::Type HandleUnrealPakCheckBoxIsChecked( ) const;
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private:
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// Holds a pointer to the data model.
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FProjectLauncherModelPtr Model;
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};
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