Files
UnrealEngineUWP/Engine/Source/Editor/DetailCustomizations/Private/AssetImportDataCustomization.h
Ben Marsh 20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00

48 lines
1.5 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Input/Reply.h"
#include "IPropertyTypeCustomization.h"
class FDetailWidgetRow;
class IDetailChildrenBuilder;
class IPropertyHandle;
class UAssetImportData;
struct FAssetImportInfo;
class FAssetImportDataCustomization : public IPropertyTypeCustomization
{
public:
/** Makes a new instance of this detail layout class for a specific detail view requesting it */
static TSharedRef<IPropertyTypeCustomization> MakeInstance();
/** IDetailCustomization interface */
virtual void CustomizeHeader( TSharedRef<IPropertyHandle> PropertyHandle, FDetailWidgetRow& HeaderRow, IPropertyTypeCustomizationUtils& CustomizationUtils ) override;
virtual void CustomizeChildren( TSharedRef<IPropertyHandle> PropertyHandle, IDetailChildrenBuilder& ChildBuilder, IPropertyTypeCustomizationUtils& CustomizationUtils ) override;
private:
/** Handle the user wanting to change a specific source path */
FReply OnChangePathClicked(int32 Index) const;
/** Handle the user requesting that the specified index be cleared */
FReply OnClearPathClicked(int32 Index) const;
/** Access the struct we are editing */
FAssetImportInfo* GetEditStruct() const;
/** Access the outer class that contains this struct */
UAssetImportData* GetOuterClass() const;
/** Get text for the UI */
FText GetFilenameText(int32 Index) const;
FText GetTimestampText(int32 Index) const;
private:
/** Property handle of the property we're editing */
TSharedPtr<IPropertyHandle> PropertyHandle;
};