2019-12-26 15:33:43 -05:00
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// Copyright Epic Games, Inc. All Rights Reserved.
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2015-02-10 00:12:23 -05:00
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#pragma once
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Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
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#include "IPropertyTypeCustomization.h"
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2022-08-30 23:03:03 -04:00
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#include "Misc/Optional.h"
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Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
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#include "PropertyHandle.h"
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2022-08-30 23:03:03 -04:00
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#include "Templates/SharedPointer.h"
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#include "Types/SlateEnums.h"
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Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
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class FDetailWidgetRow;
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class IDetailChildrenBuilder;
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2016-04-07 16:16:52 -04:00
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enum class EIntervalField
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{
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Min,
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Max
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};
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2015-02-10 00:12:23 -05:00
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/**
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* Implements a details panel customization for numeric TInterval structures.
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*/
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template <typename NumericType>
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class FIntervalStructCustomization : public IPropertyTypeCustomization
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{
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public:
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FIntervalStructCustomization()
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: bIsUsingSlider(false) {}
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public:
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// IPropertyTypeCustomization interface
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virtual void CustomizeHeader(TSharedRef<IPropertyHandle> StructPropertyHandle, FDetailWidgetRow& HeaderRow, IPropertyTypeCustomizationUtils& StructCustomizationUtils) override;
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virtual void CustomizeChildren(TSharedRef<IPropertyHandle> StructPropertyHandle, IDetailChildrenBuilder& StructBuilder, IPropertyTypeCustomizationUtils& StructCustomizationUtils) override;
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public:
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/**
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* Creates a new instance.
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*
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* @return A new struct customization for Guids.
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*/
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static TSharedRef<IPropertyTypeCustomization> MakeInstance();
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protected:
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/**
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* Gets the value for the provided interval field
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*
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* @param Field Which FInterval field to get
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* @return The value or unset if it could not be accessed
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*/
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TOptional<NumericType> OnGetValue(EIntervalField Field) const;
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/**
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* Gets the minimum allowed value
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*
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* @return The value or unset if it could not be accessed
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*/
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TOptional<NumericType> OnGetMinValue() const;
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2021-02-19 12:36:09 -04:00
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/**
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* Gets the minimum slider allowed value
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*
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* @return The value or unset if it could not be accessed
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*/
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TOptional<NumericType> OnGetMinSliderValue() const;
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2016-04-07 16:16:52 -04:00
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/**
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* Gets the maximum allowed value
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*
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* @return The value or unset if it could not be accessed
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*/
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TOptional<NumericType> OnGetMaxValue() const;
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/**
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* Gets the maximum slider allowed value
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*
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* @return The value or unset if it could not be accessed
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*/
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TOptional<NumericType> OnGetMaxSliderValue() const;
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2015-02-10 00:12:23 -05:00
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/**
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* Called when the value is committed from the property editor
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*
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* @param NewValue The new value of the property
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* @param CommitType How the value was committed (unused)
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* @param Field Which TInterval field is being committed to
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*/
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void OnValueCommitted(NumericType NewValue, ETextCommit::Type CommitType, EIntervalField Field);
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/**
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* Called when the value is changed in the property editor
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*
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* @param NewValue The new value of the property
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* @param Field Which TInterval field is being committed to
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*/
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void OnValueChanged(NumericType NewValue, EIntervalField Field);
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/**
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* Called when a value starts to be changed by a slider
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*/
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void OnBeginSliderMovement();
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/**
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* Called when a value stops being changed by a slider
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*
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* @param NewValue The new value of the property
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*/
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void OnEndSliderMovement(NumericType NewValue);
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2016-04-07 16:16:52 -04:00
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/**
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* Sets the interval field specified to a new value
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*
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* @param NewValue The new value of the property
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* @param Field Which TInterval field is being set
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* @param Flags Flags specifying how the property should be set
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*/
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void SetValue(NumericType NewValue, EIntervalField Field, EPropertyValueSetFlags::Type Flags = EPropertyValueSetFlags::DefaultFlags);
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2015-02-10 00:12:23 -05:00
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/**
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* Determines if the spin box is enabled on a numeric value widget
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*
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* @return Whether the spin box should be enabled.
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*/
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bool ShouldAllowSpin() const;
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2018-09-04 13:56:37 -04:00
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/* If the property is disable we must disable the editing */
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bool IsPropertyEnabled(EIntervalField Field) const;
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2015-02-10 00:12:23 -05:00
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// Cached shared pointers to properties that we are managing
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TSharedPtr<IPropertyHandle> MinValueHandle;
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TSharedPtr<IPropertyHandle> MaxValueHandle;
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// Min and max allowed values from the metadata
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TOptional<NumericType> MinAllowedValue;
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TOptional<NumericType> MaxAllowedValue;
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TOptional<NumericType> MinAllowedSliderValue;
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TOptional<NumericType> MaxAllowedSliderValue;
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2015-02-10 00:12:23 -05:00
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// Flags whether the slider is being moved at the moment on any of our widgets
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bool bIsUsingSlider;
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2016-04-07 16:16:52 -04:00
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// Specifies that the Min value may be set greater than the Max value
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bool bAllowInvertedInterval;
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// Specifies that the Min value imposes a minimum limit on the Max value, and vice versa
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bool bClampToMinMaxLimits;
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2015-02-10 00:12:23 -05:00
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};
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