You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
#jira UE-93458 #rb trivial #preflight 62967495db7419b82988fed0 #rnx [CL 20443183 by ben hoffman in ue5-main branch]
98 lines
3.8 KiB
C++
98 lines
3.8 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
#pragma once
|
|
|
|
#include "CoreMinimal.h"
|
|
#include "IDetailCustomization.h"
|
|
#include "IDetailCustomNodeBuilder.h"
|
|
#include "IPropertyTypeCustomization.h"
|
|
|
|
class IDetailLayoutBuilder;
|
|
|
|
class FInputContextDetails : public IDetailCustomization
|
|
{
|
|
public:
|
|
/** Makes a new instance of this detail layout class for a specific detail view requesting it */
|
|
static TSharedRef<IDetailCustomization> MakeInstance();
|
|
|
|
/** ILayoutDetails interface */
|
|
virtual void CustomizeDetails( IDetailLayoutBuilder& DetailBuilder ) override;
|
|
};
|
|
|
|
class FEnhancedActionMappingCustomization : public IPropertyTypeCustomization
|
|
{
|
|
public:
|
|
static TSharedRef<IPropertyTypeCustomization> MakeInstance()
|
|
{
|
|
return MakeShareable(new FEnhancedActionMappingCustomization());
|
|
}
|
|
|
|
/** IPropertyTypeCustomization interface */
|
|
virtual void CustomizeHeader(TSharedRef<IPropertyHandle> PropertyHandle, FDetailWidgetRow& HeaderRow, IPropertyTypeCustomizationUtils& CustomizationUtils) override;
|
|
virtual void CustomizeChildren(TSharedRef<IPropertyHandle> PropertyHandle, IDetailChildrenBuilder& ChildBuilder, IPropertyTypeCustomizationUtils& CustomizationUtils) override;
|
|
|
|
private:
|
|
|
|
void RemoveMappingButton_OnClick() const;
|
|
|
|
TSharedPtr<IPropertyTypeCustomization> KeyStructInstance;
|
|
TSharedPtr<IPropertyHandle> MappingPropertyHandle;
|
|
};
|
|
|
|
/**
|
|
* Customization for UEnhancedInputDeveloperSettings.
|
|
*
|
|
* This will just make the normal details panel for UEnhancedInputDeveloperSettings, and then add all the default settings
|
|
* of Input Triggers and Input Modifiers by gather all the CDO's for them.
|
|
*/
|
|
class FEnhancedInputDeveloperSettingsCustomization : public IDetailCustomization
|
|
{
|
|
public:
|
|
//~ IDetailCustomization interface
|
|
static TSharedRef<IDetailCustomization> MakeInstance()
|
|
{
|
|
return MakeShareable(new FEnhancedInputDeveloperSettingsCustomization());
|
|
}
|
|
|
|
virtual ~FEnhancedInputDeveloperSettingsCustomization();
|
|
virtual void CustomizeDetails(IDetailLayoutBuilder& DetailBuilder) override;
|
|
virtual void CustomizeDetails(const TSharedPtr<IDetailLayoutBuilder>& DetailBuilder) override;
|
|
//~ End IDetailCustomization interface
|
|
|
|
private:
|
|
|
|
/** Gather all of the CDO's for the given class, Native and Blueprint. */
|
|
static TArray<UObject*> GatherClassDetailsCDOs(UClass* Class);
|
|
|
|
/**
|
|
* Called when any Asset is added, removed, or renamed.
|
|
*
|
|
* This will rebuild the Modifier and Trigger CDO views to make sure that
|
|
* any newly added Blueprint
|
|
*/
|
|
void RebuildDetailsViewForAsset(const FAssetData& AssetData, const bool bIsAssetBeingRemoved);
|
|
|
|
/** Callbacks that are triggered from the Asset Registry. */
|
|
void OnAssetAdded(const FAssetData& AssetData) { RebuildDetailsViewForAsset(AssetData, false); }
|
|
void OnAssetRemoved(const FAssetData& AssetData) { RebuildDetailsViewForAsset(AssetData, true); }
|
|
void OnAssetRenamed(const FAssetData& AssetData, const FString&) { RebuildDetailsViewForAsset(AssetData, false); }
|
|
|
|
/**
|
|
* Create a new category on the DetailBuilder and add each object in the given array as an external reference.
|
|
*
|
|
* @param DetailBuilder The details builder that can be used to add categories
|
|
* @param CategoryName The name of the new category to add
|
|
* @param ObjectsToCustomize Array of CDO objects to customize and add as external references
|
|
*/
|
|
void CustomizeCDOValues(IDetailLayoutBuilder& DetailBuilder, const FName CategoryName, const TArray<UObject*>& ObjectsToCustomize);
|
|
|
|
// Cached details builder so that we can rebuild the details when a new BP asset is added
|
|
TWeakPtr<IDetailLayoutBuilder> CachedDetailBuilder;
|
|
|
|
/**
|
|
* Populated by RebuildDetailsViewForAsset so that we can exclude any blueprint classes
|
|
* that have been removed from the asset registry but are still loaded in memory.
|
|
* This is reset when CustomizeCDOValues is called
|
|
*/
|
|
static TSet<FName> ExcludedAssetNames;
|
|
}; |