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105 lines
3.0 KiB
C++
105 lines
3.0 KiB
C++
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/WeakObjectPtr.h"
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class IPropertyHandle;
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class IUnloadedBlueprintData;
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class UBlueprint;
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class FClassViewerNode
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{
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public:
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/**
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* Creates a node for the widget's tree.
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*
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* @param InClassName The name of the class this node represents.
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* @param InClassDisplayName The display name of the class this node represents
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* @param bInIsPlaceable true if the class is a placeable class.
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*/
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FClassViewerNode( const FString& InClassName, const FString& InClassDisplayName );
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FClassViewerNode( const FClassViewerNode& InCopyObject);
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/**
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* Adds the specified child to the node.
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*
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* @param Child The child to be added to this node for the tree.
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*/
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void AddChild( TSharedPtr<FClassViewerNode> Child );
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/**
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* Adds the specified child to the node. If a child with the same class already exists the function add the child storing more info.
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* The function does not persist child order.
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*
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* @param NewChild The child to be added to this node for the tree.
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*/
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void AddUniqueChild(TSharedPtr<FClassViewerNode> NewChild);
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/**
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* Retrieves the class name this node is associated with.
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* @param bUseDisplayName Whether to use the display name or class name
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*/
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TSharedPtr<FString> GetClassName(bool bUseDisplayName = false) const
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{
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return bUseDisplayName ? ClassDisplayName : ClassName;
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}
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/** Retrieves the children list. */
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TArray<TSharedPtr<FClassViewerNode>>& GetChildrenList()
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{
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return ChildrenList;
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}
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/** Checks if the class is placeable. */
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bool IsClassPlaceable() const;
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bool IsRestricted() const;
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private:
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/** The class name for this tree node. */
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TSharedPtr<FString> ClassName;
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/** The class display name for this tree node. */
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TSharedPtr<FString> ClassDisplayName;
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/** List of children. */
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TArray<TSharedPtr<FClassViewerNode>> ChildrenList;
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public:
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/** The class this node is associated with. */
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TWeakObjectPtr<UClass> Class;
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/** The blueprint this node is associated with. */
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TWeakObjectPtr<UBlueprint> Blueprint;
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/** Used to load up the package if it is unloaded, retrieved from meta data for the package. */
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FString GeneratedClassPackage;
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/** Used to examine the classname, retrieved from meta data for the package. */
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FName GeneratedClassname;
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/** Used to find the parent of this class, retrieved from meta data for the package. */
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FName ParentClassname;
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/** Used to load up the class if it is unloaded. */
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FString AssetName;
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/** true if the class passed the filter. */
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bool bPassesFilter;
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/** true if the class is a "normal type", this is used to identify unloaded blueprints as blueprint bases. */
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bool bIsBPNormalType;
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/** Pointer to the parent to this object. */
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TWeakPtr< FClassViewerNode > ParentNode;
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/** Data for unloaded blueprints, only valid if the class is unloaded. */
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TSharedPtr< class IUnloadedBlueprintData > UnloadedBlueprintData;
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/** The property this node will be working on. */
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TSharedPtr<class IPropertyHandle> PropertyHandle;
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};
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