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55 lines
1.6 KiB
C++
55 lines
1.6 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "EditorStyle.h"
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#include "PropertyEditorModule.h"
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#include "IOSRuntimeSettings.h"
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//////////////////////////////////////////////////////////////////////////
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// FIOSTargetSettingsCustomization
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class FIOSTargetSettingsCustomization : public IDetailCustomization
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{
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public:
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// Makes a new instance of this detail layout class for a specific detail view requesting it
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static TSharedRef<IDetailCustomization> MakeInstance();
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// IDetailCustomization interface
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virtual void CustomizeDetails(IDetailLayoutBuilder& DetailLayout) override;
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// End of IDetailCustomization interface
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private:
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TArray<struct FPlatformIconInfo> IconNames;
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TArray<struct FPlatformIconInfo> LaunchImageNames;
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const FString EngineInfoPath;
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const FString GameInfoPath;
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const FString EngineGraphicsPath;
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const FString GameGraphicsPath;
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IDetailLayoutBuilder* SavedLayoutBuilder;
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// Is the manifest writable?
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TAttribute<bool> SetupForPlatformAttribute;
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private:
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FIOSTargetSettingsCustomization();
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void BuildPListSection(IDetailLayoutBuilder& DetailLayout);
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void BuildIconSection(IDetailLayoutBuilder& DetailLayout);
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// Navigates to the plist in explorer or finder
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FReply OpenPlistFolder();
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// Copies the setup files for the platform into the project
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void CopySetupFilesIntoProject();
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// Called when a property that is really stored in the plist is modified
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void OnPlistPropertyModified();
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// Builds an image row
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void BuildImageRow(class IDetailLayoutBuilder& DetailLayout, class IDetailCategoryBuilder& Category, const struct FPlatformIconInfo& Info, const FVector2D& MaxDisplaySize);
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};
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