Files
UnrealEngineUWP/Engine/Source/Editor/PropertyEditor/Private/DetailLayoutHelpers.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

36 lines
1.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "PropertyEditorModule.h"
struct FDetailLayoutData;
class FPropertyNode;
class FComplexPropertyNode;
namespace DetailLayoutHelpers
{
struct FUpdatePropertyMapArgs
{
FDetailLayoutData* LayoutData;
FCustomPropertyTypeLayoutMap* InstancedPropertyTypeToDetailLayoutMap;
TFunction<bool(const FPropertyAndParent&)> IsPropertyVisible;
TFunction<bool(const FPropertyAndParent&)> IsPropertyReadOnly;
bool bEnableFavoriteSystem;
bool bUpdateFavoriteSystemOnly;
};
/**
* Recursively updates children of property nodes. Generates default layout for properties
*
* @param InNode The parent node to get children from
* @param The detail layout builder that will be used for customization of this property map
* @param CurCategory The current category name
*/
void UpdateSinglePropertyMapRecursive(FPropertyNode& InNode, FName CurCategory, FComplexPropertyNode* CurObjectNode, FUpdatePropertyMapArgs& InUpdateArgs);
/**
* Calls a delegate for each registered class that has properties visible to get any custom detail layouts
*/
void QueryCustomDetailLayout(FDetailLayoutData& LayoutData, const FCustomDetailLayoutMap& InstancedDetailLayoutMap, const FOnGetDetailCustomizationInstance& GenericLayoutDelegate);
}