Files
UnrealEngineUWP/Engine/Source/Editor/DetailCustomizations/Private/SourceCodeAccessSettingsDetails.h
ryan durand 627baf970a Updating copyright for Engine Editor.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870586 by ryan durand in Main branch]
2019-12-26 15:33:43 -05:00

50 lines
1.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Widgets/SWidget.h"
#include "IDetailCustomization.h"
#include "PropertyHandle.h"
class IDetailLayoutBuilder;
struct FAccessorItem
{
FAccessorItem(const FText& InText, const FName& InName)
: Text(InText)
, Name(InName)
{
}
/** Text to display */
FText Text;
/** Name of the accessor */
FName Name;
};
class FSourceCodeAccessSettingsDetails : public IDetailCustomization
{
public:
/** Makes a new instance of this detail layout class for a specific detail view requesting it */
static TSharedRef<IDetailCustomization> MakeInstance();
/** IDetailCustomization interface */
virtual void CustomizeDetails( IDetailLayoutBuilder& DetailLayout ) override;
private:
/** Generate a row widget for display in the list view */
TSharedRef<SWidget> OnGenerateWidget( TSharedPtr<FAccessorItem> InItem );
/** Set the accessor when we change selection */
void OnSelectionChanged(TSharedPtr<FAccessorItem> InItem, ESelectInfo::Type InSeletionInfo, TSharedRef<IPropertyHandle> PreferredProviderPropertyHandle);
/** Get the text to display on the accessor drop-down */
FText GetAccessorText() const;
private:
/** Accessor names to display in a drop-down list */
TArray<TSharedPtr<FAccessorItem>> Accessors;
};