Files
UnrealEngineUWP/Engine/Source/Developer/Android/AndroidPlatformEditor/Private/AndroidTargetSettingsCustomization.h
Jaroslaw Palczynski ebce413232 UE4 Refactoring. Changed OVERRIDE and FINAL macros to keywords override and final.
[CL 2104397 by Jaroslaw Palczynski in Main branch]
2014-06-13 06:14:46 -04:00

77 lines
2.1 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "EditorStyle.h"
#include "PropertyEditorModule.h"
#include "AndroidRuntimeSettings.h"
//////////////////////////////////////////////////////////////////////////
// FAndroidTargetSettingsCustomization
class FAndroidTargetSettingsCustomization : public IDetailCustomization
{
public:
// Makes a new instance of this detail layout class for a specific detail view requesting it
static TSharedRef<IDetailCustomization> MakeInstance();
// IDetailCustomization interface
virtual void CustomizeDetails(IDetailLayoutBuilder& DetailLayout) override;
// End of IDetailCustomization interface
private:
FAndroidTargetSettingsCustomization();
void BuildAppManifestSection(IDetailLayoutBuilder& DetailLayout);
void BuildIconSection(IDetailLayoutBuilder& DetailLayout);
// Navigates to the manifest in the explorer or finder
FReply OpenManifestFolder();
// Copies the setup files for the platform into the project
void CopySetupFilesIntoProject();
// Copies the strings.xml file for the platform into the project
void CopyGooglePlayAppIDFileIntoProject();
// Called when the orientation is modified
void OnOrientationModified();
// Called when the app id is modified
void OnAppIDModified();
private:
const FString AndroidRelativePath;
const FString EngineAndroidPath;
const FString GameAndroidPath;
const FString EngineManifestPath;
const FString GameManifestPath;
const FString EngineGooglePlayAppIDPath;
const FString GameGooglePlayAppIDPath;
const FString EngineSigningConfigPath;
const FString GameSigningConfigPath;
const FString EngineProguardPath;
const FString GameProguardPath;
const FString EngineProjectPropertiesPath;
const FString GameProjectPropertiesPath;
TArray<struct FPlatformIconInfo> IconNames;
// Is the manifest writable?
TAttribute<bool> SetupForPlatformAttribute;
// Is the App ID string writable?
TAttribute<bool> SetupForGooglePlayAttribute;
// Converts an orientation enum to the associated string value
static FString OrientationToString(const EAndroidScreenOrientation::Type Orientation);
IDetailLayoutBuilder* SavedLayoutBuilder;
};