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51 lines
1.7 KiB
C
51 lines
1.7 KiB
C
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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#pragma once
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// Module includes
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#include "IConfigEditorModule.h"
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#include "SConfigEditor.h"
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/*-----------------------------------------------------------------------------
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FConfigEditorModule
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-----------------------------------------------------------------------------*/
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class FConfigEditorModule : public IConfigEditorModule
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{
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public:
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// Begin IModuleInterface interface
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virtual void StartupModule() override;
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virtual void ShutdownModule() override;
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// End IModuleInterface interface
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public:
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// Begin IConfigEditorModule interface
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virtual void CreateHierarchyEditor(UProperty* EditProperty) override;
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virtual void AddExternalPropertyValueWidgetAndConfigPairing(const FString& ConfigFile, const TSharedPtr<SWidget> ValueWidget) override;
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virtual TSharedRef<SWidget> GetValueWidgetForConfigProperty(const FString& ConfigFile) override;
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// End IConfigEditorModule interface
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private:
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/**
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* Creates a new Config editor tab
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*
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* @return A spawned tab containing a config editor for a pre-defined property
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*/
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TSharedRef<class SDockTab> SpawnConfigEditorTab(const FSpawnTabArgs& Args);
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private:
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// We use this to maintain a reference to a property value widget, ie. a combobox for enum, a check box for bool...
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// and provide these references when they are needed later in the details view construction
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// This is important.
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TMap<FString, TSharedPtr<SWidget>> ExternalPropertyValueWidgetAndConfigPairings;
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// Reference to the Config editor widget
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TSharedPtr<SConfigEditor> PropertyConfigEditor;
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// Reference to the property the hierarchy is to view.
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TWeakObjectPtr<UProperty> CachedPropertyToView;
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};
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