Files
UnrealEngineUWP/Engine/Source/Editor/AnimationModifiers/Private/AnimationModifierDetailCustomization.cpp
ben marsh 2b46ba7b94 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

#ROBOMERGE-OWNER: ryan.gerleve
#ROBOMERGE-AUTHOR: ben.marsh
#ROBOMERGE-SOURCE: CL 4662404 in //UE4/Main/...
#ROBOMERGE-BOT: ENGINE (Main -> Dev-Networking)

[CL 4662413 by ben marsh in Dev-Networking branch]
2018-12-14 13:44:01 -05:00

59 lines
1.8 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "AnimationModifierDetailCustomization.h"
#include "AnimationModifier.h"
#include "DetailLayoutBuilder.h"
#include "DetailWidgetRow.h"
#include "DetailCategoryBuilder.h"
#include "Widgets/Input/SButton.h"
#include "Widgets/Text/STextBlock.h"
#define LOCTEXT_NAMESPACE "FAnimationModifierDetailCustomization"
void FAnimationModifierDetailCustomization::CustomizeDetails(IDetailLayoutBuilder& DetailBuilder)
{
ModifierInstance = nullptr;
TArray<TWeakObjectPtr<UObject>> Objects;
DetailBuilder.GetObjectsBeingCustomized(Objects);
ensure(Objects.Num() == 1); // This is in here to ensure we are only showing the modifier details in the blueprint editor
for (TWeakObjectPtr<UObject> Object : Objects)
{
if (Object->IsA<UAnimationModifier>())
{
ModifierInstance = Cast<UAnimationModifier>(Object.Get());
}
}
// If we have found a valid modifier instance add a revision bump button to the details panel
if (ModifierInstance)
{
IDetailCategoryBuilder& RevisionCategory = DetailBuilder.EditCategory("Revision");
FDetailWidgetRow& UpdateRevisionRow = RevisionCategory.AddCustomRow(LOCTEXT("UpdateRevisionSearchLabel", "Update Revision"))
.WholeRowWidget
[
SAssignNew(UpdateRevisionButton, SButton)
.OnClicked(this, &FAnimationModifierDetailCustomization::OnUpdateRevisionButtonClicked)
.ContentPadding(FMargin(2))
.Content()
[
SNew(STextBlock)
.Justification(ETextJustify::Center)
.Text(LOCTEXT("UpdateRevisionText", "Update Revision"))
]
];
}
}
FReply FAnimationModifierDetailCustomization::OnUpdateRevisionButtonClicked()
{
if (ModifierInstance)
{
ModifierInstance->UpdateRevisionGuid(ModifierInstance->GetClass());
}
return FReply::Handled();
}
#undef LOCTEXT_NAMESPACE //"FAnimationModifierDetailCustomization"