Files
UnrealEngineUWP/Engine/Source/Developer/iOS/IOSPlatformEditor/Private/IOSTargetSettingsCustomization.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

55 lines
1.6 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "EditorStyle.h"
#include "PropertyEditorModule.h"
#include "IOSRuntimeSettings.h"
//////////////////////////////////////////////////////////////////////////
// FIOSTargetSettingsCustomization
class FIOSTargetSettingsCustomization : 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:
TArray<struct FPlatformIconInfo> IconNames;
TArray<struct FPlatformIconInfo> LaunchImageNames;
const FString EngineInfoPath;
const FString GameInfoPath;
const FString EngineGraphicsPath;
const FString GameGraphicsPath;
IDetailLayoutBuilder* SavedLayoutBuilder;
// Is the manifest writable?
TAttribute<bool> SetupForPlatformAttribute;
private:
FIOSTargetSettingsCustomization();
void BuildPListSection(IDetailLayoutBuilder& DetailLayout);
void BuildIconSection(IDetailLayoutBuilder& DetailLayout);
// Navigates to the plist in explorer or finder
FReply OpenPlistFolder();
// Copies the setup files for the platform into the project
void CopySetupFilesIntoProject();
// Called when a property that is really stored in the plist is modified
void OnPlistPropertyModified();
// Builds an image row
void BuildImageRow(class IDetailLayoutBuilder& DetailLayout, class IDetailCategoryBuilder& Category, const struct FPlatformIconInfo& Info, const FVector2D& MaxDisplaySize);
};