Files
UnrealEngineUWP/Engine/Source/Runtime/Android/AndroidRuntimeSettings/Classes/AndroidRuntimeSettings.h
Max Preussner ce01264d12 Settings: All projects settings are now saved in the Default.ini
Up until this change, project settings caused a lot of confusion amongst users, because they were changed to the user's local INI files. The local INI files, however, would be ignored when packaging a project, which means that local setting changes would not be applied to a packaged project and cause unexpected behavior. With this change the project settings will always save to the default INI file and will therefore be included in packaged projects. We will see how this works out for everyone, and we may change this behavior to something else if we can come up with a better, more intuitive workflow for project settings.

Upgrade Notes:
- If you have changes for Project Settings in your local INI files, you may want to 'Set as Default' in the Editor and then delete the local INI
- The default INI files (i.e. DefaultEngine.ini) of your project need to be writable. If you use source control, make sure you check out the corresponding files before changing project settings

[CL 2066019 by Max Preussner in Main branch]
2014-05-07 16:21:14 -04:00

105 lines
3.5 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "AndroidRuntimeSettings.generated.h"
UENUM()
namespace EAndroidScreenOrientation
{
enum Type
{
// Portrait orientation (the display is taller than it is wide)
Portrait UMETA(ManifestValue = "portrait"),
// Portrait orientation rotated 180 degrees
ReversePortrait UMETA(ManifestValue = "reversePortrait"),
// Use either portrait or reverse portrait orientation, based on the device orientation sensor
SensorPortrait UMETA(ManifestValue = "sensorPortrait"),
// Landscape orientation (the display is wider than it is tall)
Landscape UMETA(ManifestValue = "landscape"),
// Landscape orientation rotated 180 degrees
ReverseLandscape UMETA(ManifestValue = "reverseLandscape"),
// Use either landscape or reverse landscape orientation, based on the device orientation sensor
SensorLandscape UMETA(ManifestValue = "sensorLandscape"),
// Use any orientation the device normally supports, based on the device orientation sensor
Sensor UMETA(ManifestValue = "sensor"),
// Use any orientation (including ones the device wouldn't choose in Sensor mode), based on the device orientation sensor
FullSensor UMETA(ManifestValue = "fullSensor"),
};
}
/**
* Holds the game-specific achievement name and corresponding ID from Google Play services.
*/
USTRUCT()
struct FGooglePlayAchievementMapping
{
GENERATED_USTRUCT_BODY()
// The game-specific achievement name (the one passed in to WriteAchievement calls)
UPROPERTY(EditAnywhere, Category = GooglePlayServices)
FString Name;
// The ID of the corresponding achievement, generated by the Google Play developer console.
UPROPERTY(EditAnywhere, Category = GooglePlayServices)
FString AchievementID;
};
/**
* Holds the game-specific leaderboard name and corresponding ID from Google Play services.
*/
USTRUCT()
struct FGooglePlayLeaderboardMapping
{
GENERATED_USTRUCT_BODY()
// The game-specific leaderboard name (the one passed in to WriteLeaderboards calls)
UPROPERTY(EditAnywhere, Category = GooglePlayServices)
FString Name;
// The ID of the corresponding leaderboard, generated by the Google Play developer console.
UPROPERTY(EditAnywhere, Category = GooglePlayServices)
FString LeaderboardID;
};
/**
* Implements the settings for the Android runtime platform.
*/
UCLASS(config=Engine, defaultconfig)
class ANDROIDRUNTIMESETTINGS_API UAndroidRuntimeSettings : public UObject
{
public:
GENERATED_UCLASS_BODY()
// The permitted orientation or orientations of the application on the device
UPROPERTY(GlobalConfig, EditAnywhere, Category = AppManifest)
TEnumAsByte<EAndroidScreenOrientation::Type> Orientation;
// Should Google Play support be enabled?
UPROPERTY(GlobalConfig, EditAnywhere, Category = GooglePlayServices)
bool bEnableGooglePlaySupport;
// The app id obtained from the Google Play Developer Console
UPROPERTY(GlobalConfig, EditAnywhere, Category = GooglePlayServices)
FString GamesAppID;
// Mapping of game achievement names to IDs generated by Google Play.
UPROPERTY(GlobalConfig, EditAnywhere, Category = GooglePlayServices)
TArray<FGooglePlayAchievementMapping> AchievementMap;
// Mapping of game leaderboard names to IDs generated by Google Play.
UPROPERTY(GlobalConfig, EditAnywhere, Category = GooglePlayServices)
TArray<FGooglePlayLeaderboardMapping> LeaderboardMap;
// The unique identifier for the ad obtained from AdMob.
UPROPERTY(GlobalConfig, EditAnywhere, Category = GooglePlayServices)
FString AdMobAdUnitID;
};