Files
UnrealEngineUWP/Engine/Source/Developer/HTML5/HTML5PlatformEditor/Private/HTML5SDKSettings.h
ben marsh 2b46ba7b94 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

#ROBOMERGE-OWNER: ryan.gerleve
#ROBOMERGE-AUTHOR: ben.marsh
#ROBOMERGE-SOURCE: CL 4662404 in //UE4/Main/...
#ROBOMERGE-BOT: ENGINE (Main -> Dev-Networking)

[CL 4662413 by ben marsh in Dev-Networking branch]
2018-12-14 13:44:01 -05:00

48 lines
1.2 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "UObject/Object.h"
#include "Engine/EngineTypes.h"
#include "HTML5SDKSettings.generated.h"
class IHTML5TargetPlatformModule;
class ITargetPlatformManagerModule;
USTRUCT()
struct FHTML5DeviceMapping
{
GENERATED_USTRUCT_BODY()
UPROPERTY(EditAnywhere, Category = HTML5_Devices, Meta = (DisplayName = "Browser name"))
FString BrowserName;
UPROPERTY(EditAnywhere, Category = HTML5_Devices, Meta = (DisplayName = "Browser filepath"))
FFilePath BrowserPath;
};
/**
* Implements the settings for the HTML5 SDK setup.
*/
UCLASS(config=Engine, globaluserconfig)
class HTML5PLATFORMEDITOR_API UHTML5SDKSettings : public UObject
{
public:
GENERATED_UCLASS_BODY()
// Available browsers that can be used when launching HTML5 builds.
TArray<FHTML5DeviceMapping> BrowserLauncher;
#if WITH_EDITOR
// UObject interface
virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
// End of UObject interface
ITargetPlatformManagerModule * TargetManagerModule;
#endif
private:
IHTML5TargetPlatformModule* TargetPlatformModule;
};