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This represents UE4/Main @18073326, Release-5.0 @18081140 and Dev-PerfTest @18045971 [CL 18081471 by aurel cordonnier in ue5-release-engine-test branch]
61 lines
1.6 KiB
C++
61 lines
1.6 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Widgets/SCompoundWidget.h"
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#include "Fonts/SlateFontInfo.h"
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#include "PropertyEditorModule.h"
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class FNotifyHook;
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/**
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* Init params for a single property
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*/
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struct FSinglePropertyParams
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{
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/** Override for the property name that will be displayed instead of the property name */
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FText NameOverride;
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/** Font to use instead of the default property font */
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FSlateFontInfo Font;
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/** Notify hook interface to use for some property change events */
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FNotifyHook* NotifyHook;
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/** Whether or not to show the name */
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EPropertyNamePlacement::Type NamePlacement;
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/** Whether to hide an asset thumbnail, if available */
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bool bHideAssetThumbnail;
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FSinglePropertyParams()
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: NameOverride(FText::GetEmpty())
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, Font()
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, NotifyHook( NULL )
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, NamePlacement( EPropertyNamePlacement::Left )
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, bHideAssetThumbnail( false )
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{
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}
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};
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/**
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* Represents a single property not in a property tree or details view for a single object
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* Structs and Array properties cannot be used with this method
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*/
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class ISinglePropertyView : public SCompoundWidget
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{
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public:
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/** Sets the object to view/edit on the widget */
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virtual void SetObject( UObject* InObject ) = 0;
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/** Sets a delegate called when the property value changes */
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virtual void SetOnPropertyValueChanged( FSimpleDelegate& InOnPropertyValueChanged ) = 0;
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/** Whether or not this widget has a valid property */
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virtual bool HasValidProperty() const = 0;
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virtual TSharedPtr<class IPropertyHandle> GetPropertyHandle() const = 0;
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};
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