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UnrealEngineUWP/Engine/Source/Editor/DetailCustomizations/Private/RangeStructCustomization.h

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
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
#include "CoreMinimal.h"
#include "Widgets/SWidget.h"
#include "UnrealClient.h"
#include "IPropertyTypeCustomization.h"
class FDetailWidgetRow;
class IDetailChildrenBuilder;
class IPropertyHandle;
/**
* Implements a details panel customization for FFloatRange structures.
*/
template <typename NumericType>
class FRangeStructCustomization : public IPropertyTypeCustomization
{
public:
FRangeStructCustomization()
: bIsUsingSlider(false) {}
public:
// IPropertyTypeCustomization interface
virtual void CustomizeHeader(TSharedRef<IPropertyHandle> StructPropertyHandle, FDetailWidgetRow& HeaderRow, IPropertyTypeCustomizationUtils& StructCustomizationUtils) override;
virtual void CustomizeChildren(TSharedRef<IPropertyHandle> StructPropertyHandle, IDetailChildrenBuilder& StructBuilder, IPropertyTypeCustomizationUtils& StructCustomizationUtils) override;
public:
/**
* Creates a new instance.
*
* @return A new struct customization for Guids.
*/
static TSharedRef<IPropertyTypeCustomization> MakeInstance();
protected:
/**
* Gets the value for the provided property handle
*
* @param ValueWeakPtr Handle to the property to get the value from
* @param TypeWeakPtr Handle to the property to get the type from
* @return The value or unset if it could not be accessed
*/
TOptional<NumericType> OnGetValue(TWeakPtr<IPropertyHandle> ValueWeakPtr, TWeakPtr<IPropertyHandle> TypeWeakPtr) const;
/**
* Called when the value is committed from the property editor
*
* @param NewValue The new value of the property
* @param CommitType How the value was committed (unused)
* @param HandleWeakPtr Handle to the property that the new value is for
*/
void OnValueCommitted(NumericType NewValue, ETextCommit::Type CommitType, TWeakPtr<IPropertyHandle> HandleWeakPtr);
/**
* Called when the value is changed in the property editor
*
* @param NewValue The new value of the property
* @param HandleWeakPtr Handle to the property that the new value is for
*/
void OnValueChanged(NumericType NewValue, TWeakPtr<IPropertyHandle> HandleWeakPtr);
/**
* Called when a value starts to be changed by a slider
*/
void OnBeginSliderMovement();
/**
* Called when a value stops being changed by a slider
*
* @param NewValue The new value of the property
*/
void OnEndSliderMovement(NumericType NewValue);
/**
* Determines if the value is valid from the handle of the range type passed in
*
* @param HandleWeakPtr Handle to the property to get the type from
* @return Whether the value is valid or not.
*/
bool OnQueryIfEnabled(TWeakPtr<IPropertyHandle> HandleWeakPtr) const;
/**
* Determines if the spin box is enabled on a numeric value widget
*
* @return Whether the spin box should be enabled.
*/
bool ShouldAllowSpin() const;
/**
* Generates a row of the combo widget
*
* @param InComboString Item string to be displayed in the combo item
* @return An SWidget representing the combo row.
*/
TSharedRef<SWidget> OnGenerateComboWidget(TSharedPtr<FString> InComboString);
/**
* Called when an item is selected in the combo box
*
* @param InSelectedItem String of the item selected
* @param SelectInfo Type of selection
* @param HandleWeakPtr Handle to the type property which will be changed by the combo selection
*/
void OnComboSelectionChanged(TSharedPtr<FString> InSelectedItem, ESelectInfo::Type SelectInfo, TWeakPtr<IPropertyHandle> HandleWeakPtr);
// Cached shared pointers to properties that we are managing
TSharedPtr<IPropertyHandle> LowerBoundStructHandle;
TSharedPtr<IPropertyHandle> UpperBoundStructHandle;
TSharedPtr<IPropertyHandle> LowerBoundValueHandle;
TSharedPtr<IPropertyHandle> LowerBoundTypeHandle;
TSharedPtr<IPropertyHandle> UpperBoundValueHandle;
TSharedPtr<IPropertyHandle> UpperBoundTypeHandle;
// Min and max allowed values from the metadata
TOptional<NumericType> MinAllowedValue;
TOptional<NumericType> MaxAllowedValue;
// Arrays of combo box data: list items, and tooltips
TArray< TSharedPtr<FString> > ComboBoxList;
TArray< FText > ComboBoxToolTips;
// Flags whether the slider is being moved at the moment on any of our widgets
bool bIsUsingSlider;
};