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90e793745c
[CL 2384008 by Nick Darnell in Main branch]
72 lines
2.0 KiB
C++
72 lines
2.0 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#pragma once
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/* FTargetShaderFormatsPropertyDetails
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*****************************************************************************/
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/**
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* Helper which implements details panel customizations for a device profiles parent property
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*/
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class FTargetShaderFormatsPropertyDetails
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: public TSharedFromThis<FTargetShaderFormatsPropertyDetails>
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{
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public:
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/**
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* Constructor for the parent property details view
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*
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* @param InDetailsBuilder - Where we are adding our property view to
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*/
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FTargetShaderFormatsPropertyDetails(IDetailLayoutBuilder* InDetailBuilder);
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/**
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* Create the UI to select which windows shader formats we are targetting
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*/
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void CreateTargetShaderFormatsPropertyView();
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private:
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// Supported/Targeted RHI check boxes
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void OnTargetedRHIChanged(ECheckBoxState InNewValue, FName InRHIName);
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ECheckBoxState IsTargetedRHIChecked(FName InRHIName) const;
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private:
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/** A handle to the detail view builder */
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IDetailLayoutBuilder* DetailBuilder;
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/** Access to the Parent Property */
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TSharedPtr<IPropertyHandle> TargetShaderFormatsPropertyHandle;
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};
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/**
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* Manages the Transform section of a details view
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*/
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class FWindowsTargetSettingsDetails : public IDetailCustomization
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{
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public:
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/** Makes a new instance of this detail layout class for a specific detail view requesting it */
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static TSharedRef<IDetailCustomization> MakeInstance();
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/** IDetailCustomization interface */
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virtual void CustomizeDetails( IDetailLayoutBuilder& DetailBuilder ) override;
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private:
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/** Delegate handler for before an icon is copied */
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bool HandlePreExternalIconCopy(const FString& InChosenImage);
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/** Delegate handler to get the path to start picking from */
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FString GetPickerPath();
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/** Delegate handler to set the path to start picking from */
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bool HandlePostExternalIconCopy(const FString& InChosenImage);
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private:
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/** Reference to the target shader formats property view */
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TSharedPtr<FTargetShaderFormatsPropertyDetails> TargetShaderFormatsDetails;
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}; |