Files
UnrealEngineUWP/Engine/Source/Editor/StatsViewer/Public/StatsCellPresenter.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

60 lines
1.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Widgets/SNullWidget.h"
#include "IPropertyTableCellPresenter.h"
/**
* Boilerplate implementations of IPropertyTableCellPresenter functions.
* Here so we dont have to override all these functions each time.
*/
class FStatsCellPresenter : public IPropertyTableCellPresenter
{
public:
/** Begin IPropertyTableCellPresenter interface */
virtual bool RequiresDropDown() override
{
return false;
}
virtual TSharedRef< class SWidget > ConstructEditModeCellWidget() override
{
return ConstructDisplayWidget();
}
virtual TSharedRef< class SWidget > ConstructEditModeDropDownWidget() override
{
return SNullWidget::NullWidget;
}
virtual TSharedRef< class SWidget > WidgetToFocusOnEdit() override
{
return SNullWidget::NullWidget;
}
virtual bool HasReadOnlyEditMode() override
{
return true;
}
virtual FString GetValueAsString() override
{
return Text.ToString();
}
virtual FText GetValueAsText() override
{
return Text;
}
/** End IPropertyTableCellPresenter interface */
protected:
/**
* The text we display - we just store this as we never need to *edit* properties in the stats viewer,
* only view them. Therefore we dont need to dynamically update this string.
*/
FText Text;
};