Files
UnrealEngineUWP/Engine/Source/Editor/DataLayerEditor/Private/DataLayer/SDataLayerTreeLabel.h
Richard Malo dffb5b9557 Second pass on Editor Context
#jira UE-150705
#rb patrick.enfedaque
#preflight 626fe655645c64f3a2426e06

[CL 20008791 by Richard Malo in ue5-main branch]
2022-05-02 11:00:12 -04:00

44 lines
1.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Misc/Attribute.h"
#include "SceneOutlinerFwd.h"
#include "SceneOutlinerStandaloneTypes.h"
#include "Widgets/SCompoundWidget.h"
#include "Widgets/Views/STableRow.h"
#include "Widgets/DeclarativeSyntaxSupport.h"
struct FDataLayerTreeItem;
class UDataLayerInstance;
struct SDataLayerTreeLabel : FSceneOutlinerCommonLabelData, public SCompoundWidget
{
SLATE_BEGIN_ARGS(SDataLayerTreeLabel) {}
SLATE_END_ARGS()
void Construct(const FArguments& InArgs, FDataLayerTreeItem& DataLayerItem, ISceneOutliner& SceneOutliner, const STableRow<FSceneOutlinerTreeItemPtr>& InRow);
private:
FSlateFontInfo GetDisplayNameFont() const;
FText GetDisplayText() const;
FText GetTooltipText() const;
FText GetTypeText() const;
EVisibility GetTypeTextVisibility() const;
const FSlateBrush* GetIcon() const;
FText GetIconTooltip() const;
FSlateColor GetForegroundColor() const;
bool OnVerifyItemLabelChanged(const FText& InLabel, FText& OutErrorMessage);
void OnLabelCommitted(const FText& InLabel, ETextCommit::Type InCommitInfo);
bool ShouldBeHighlighted() const;
bool IsInActorEditorContext() const;
void OnEnterEditingMode();
void OnExitEditingMode();
TWeakPtr<FDataLayerTreeItem> TreeItemPtr;
TWeakObjectPtr<UDataLayerInstance> DataLayerPtr;
TAttribute<FText> HighlightText;
bool bInEditingMode;
};